diff --git a/.vscode/launch.json b/.vscode/launch.json new file mode 100644 index 0000000..0b0f76e --- /dev/null +++ b/.vscode/launch.json @@ -0,0 +1,14 @@ +{ + // Use IntelliSense to learn about possible attributes. + // Hover to view descriptions of existing attributes. + // For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387 + "version": "0.2.0", + "configurations": [ + { + "type": "pwa-msedge", + "request": "launch", + "name": "Open index.html", + "file": "e:\\Dokumente\\repos\\babyplots_lib\\index.html" + } + ] +} \ No newline at end of file diff --git a/Axes.ts b/Axes.ts index 71fe780..9924218 100644 --- a/Axes.ts +++ b/Axes.ts @@ -45,49 +45,59 @@ export class Axes { } private _createAxes(heatmap: boolean = false): void { if (heatmap) { + // Tick breaks for heat map on x and z coordinates have to match columns and rows this.axisData.tickBreaks[0] = 1; this.axisData.tickBreaks[2] = 1; } - let xtickBreaks = this.axisData.tickBreaks[0] / this.axisData.scale[0]; - let ytickBreaks = this.axisData.tickBreaks[1] / this.axisData.scale[1]; - let ztickBreaks = this.axisData.tickBreaks[2] / this.axisData.scale[2]; + // Apply scaling factor to tick break interval to get distance between ticks + let xtickBreaks = this.axisData.tickBreaks[0] * this.axisData.scale[0]; + let ytickBreaks = this.axisData.tickBreaks[1] * this.axisData.scale[1]; + let ztickBreaks = this.axisData.tickBreaks[2] * this.axisData.scale[2]; + // Find minima and maxima of the axes as a multiple of the tick interval distance let xmin = Math.floor(this.axisData.range[0][0] / xtickBreaks) * xtickBreaks; let ymin = Math.floor(this.axisData.range[1][0] / ytickBreaks) * ytickBreaks; let zmin = Math.floor(this.axisData.range[2][0] / ztickBreaks) * ztickBreaks; let xmax = Math.ceil(this.axisData.range[0][1] / xtickBreaks) * xtickBreaks; let ymax = Math.ceil(this.axisData.range[1][1] / ytickBreaks) * ytickBreaks; let zmax = Math.ceil(this.axisData.range[2][1] / ztickBreaks) * ztickBreaks; - // create X axis + // Create X axis if (this.axisData.showAxes[0]) { - // axis + // Create axis line let axisX = LinesBuilder.CreateLines("axisX", { points: [ new Vector3(xmin, ymin, zmin), new Vector3(xmax, ymin, zmin) ] }, this._scene); + // Apply axis color axisX.color = Color3.FromHexString(this.axisData.color[0]); this._axes.push(axisX); - // label + // Create axis label let xChar = this._makeTextPlane(this.axisData.axisLabels[0], 1, this.axisData.color[0]); + // Place label near end of the axis xChar.position = new Vector3(xmax / 2, ymin - 0.5 * ymax, zmin); this._axisLabels.push(xChar); - // x ticks and tick lines + // Create ticks and tick lines let xTicks = []; + // Find x coordinates for ticks + // Negative ticks for (let i = 0; i < -Math.ceil(this.axisData.range[0][0] / xtickBreaks); i++) { xTicks.push(-(i + 1) * xtickBreaks); } + // Positive ticks for (let i = 0; i <= Math.ceil(this.axisData.range[0][1] / xtickBreaks); i++) { xTicks.push(i * xtickBreaks); } + // Usually ticks start with 0, heat map starts with 1 let startTick = 0; if (heatmap) { startTick = 1; } + // Create all ticks for (let i = startTick; i < xTicks.length; i++) { let tickPos = xTicks[i]; if (heatmap) { - tickPos = tickPos - 0.5; + tickPos = tickPos - 0.5 * this.axisData.scale[0]; } let tick = LinesBuilder.CreateLines("xTicks", { points: [ @@ -98,10 +108,13 @@ export class Axes { }, this._scene); tick.color = Color3.FromHexString(this.axisData.color[0]); this._ticks.push(tick); - let tickLabel = this._roundTicks(tickPos * this.axisData.scale[0]).toString(); + let tickLabel = this._roundTicks(tickPos / this.axisData.scale[0]).toString(); if (heatmap) { tickLabel = this.axisData.colnames[i - 1]; } + if (tickLabel === undefined) { + continue; + } let tickChar = this._makeTextPlane(tickLabel, 0.6, this.axisData.color[0]); tickChar.position = new Vector3(tickPos, ymin - 0.1 * ymax, zmin); this._tickLabels.push(tickChar); @@ -161,7 +174,7 @@ export class Axes { }, this._scene); tick.color = Color3.FromHexString(this.axisData.color[1]); this._ticks.push(tick); - let tickLabel = this._roundTicks(tickPos * this.axisData.scale[1]); + let tickLabel = this._roundTicks(tickPos / this.axisData.scale[1]); let tickChar = this._makeTextPlane(tickLabel.toString(), 0.6, this.axisData.color[1]); tickChar.position = new Vector3(xmin, tickPos, zmin - 0.05 * ymax); this._tickLabels.push(tickChar); @@ -218,7 +231,7 @@ export class Axes { for (let i = startTick; i < zTicks.length; i++) { let tickPos = zTicks[i]; if (heatmap) { - tickPos = tickPos - 0.5; + tickPos = tickPos - 0.5 * this.axisData.scale[2]; } let tick = LinesBuilder.CreateLines("zTicks", { points: [ @@ -229,10 +242,13 @@ export class Axes { }, this._scene); tick.color = Color3.FromHexString(this.axisData.color[2]); this._ticks.push(tick); - let tickLabel = this._roundTicks(tickPos * this.axisData.scale[2]).toString(); + let tickLabel = this._roundTicks(tickPos / this.axisData.scale[2]).toString(); if (heatmap) { tickLabel = this.axisData.rownames[i - 1]; } + if (tickLabel === undefined) { + continue; + } let tickChar = this._makeTextPlane(tickLabel, 0.6, this.axisData.color[2]); tickChar.position = new Vector3(xmin, ymin - 0.1 * ymax, tickPos); this._tickLabels.push(tickChar); diff --git a/HeatMap.d.ts b/HeatMap.d.ts index 0479fd5..acc984c 100644 --- a/HeatMap.d.ts +++ b/HeatMap.d.ts @@ -1,6 +1,8 @@ import { Scene } from "@babylonjs/core/scene"; import { Plot, LegendData } from "./babyplots"; export declare class HeatMap extends Plot { - constructor(scene: Scene, coordinates: number[][], colorVar: string[], size: number, legendData: LegendData); + scaleColumn: number; + scaleRow: number; + constructor(scene: Scene, coordinates: number[][], colorVar: string[], size: number, scaleColumn: number, scaleRow: number, legendData: LegendData); private _createHeatMap; } diff --git a/HeatMap.ts b/HeatMap.ts index 7c007dc..ab763f9 100644 --- a/HeatMap.ts +++ b/HeatMap.ts @@ -7,8 +7,12 @@ import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial"; import { Plot, LegendData, matrixMax } from "./babyplots"; export class HeatMap extends Plot { - constructor(scene: Scene, coordinates: number[][], colorVar: string[], size: number, legendData: LegendData) { + scaleColumn: number; + scaleRow: number; + constructor(scene: Scene, coordinates: number[][], colorVar: string[], size: number, scaleColumn: number, scaleRow: number, legendData: LegendData) { super(scene, coordinates, colorVar, size, legendData); + this.scaleColumn = scaleColumn; + this.scaleRow = scaleRow; this._createHeatMap(); } private _createHeatMap(): void { @@ -22,10 +26,14 @@ export class HeatMap extends Plot { let height = coord / max * this._size; let box = BoxBuilder.CreateBox("box_" + row + "-" + column, { height: height, - width: 1, - depth: 1 + width: this.scaleColumn, + depth: this.scaleRow }, this._scene); - box.position = new Vector3(row + 0.5, height / 2, column + 0.5); + box.position = new Vector3( + row * this.scaleColumn + 0.5 * this.scaleColumn, + height / 2, + column * this.scaleRow + 0.5 * this.scaleRow + ); let mat = new StandardMaterial("box_" + row + "-" + column + "_color", this._scene); mat.alpha = 1; mat.diffuseColor = Color3.FromHexString(this._coordColors[column + row * rowCoords.length].substring(0, 7)); @@ -33,8 +41,12 @@ export class HeatMap extends Plot { boxes.push(box); } else { - let box = PlaneBuilder.CreatePlane("box_" + row + "-" + column, { size: 1 }, this._scene); - box.position = new Vector3(row + 0.5, 0, column + 0.5); + let box = PlaneBuilder.CreatePlane("box_" + row + "-" + column, { width: this.scaleColumn, height: this.scaleRow }, this._scene); + box.position = new Vector3( + row * this.scaleColumn + 0.5 * this.scaleColumn, + 0, + column * this.scaleRow + 0.5 * this.scaleRow + ); box.rotation.x = Math.PI / 2; let mat = new StandardMaterial("box_" + row + "-" + column + "_color", this._scene); mat.alpha = 1; diff --git a/Surface.d.ts b/Surface.d.ts index d7efe5a..127be1e 100644 --- a/Surface.d.ts +++ b/Surface.d.ts @@ -1,6 +1,8 @@ import { Scene } from "@babylonjs/core/scene"; import { Plot, LegendData } from "./babyplots"; export declare class Surface extends Plot { - constructor(scene: Scene, coordinates: number[][], colorVar: string[], size: number, legendData: LegendData); + scaleColumn: number; + scaleRow: number; + constructor(scene: Scene, coordinates: number[][], colorVar: string[], size: number, scaleColumn: number, scaleRow: number, legendData: LegendData); private _createSurface; } diff --git a/Surface.ts b/Surface.ts index 106b44d..ea25ec4 100644 --- a/Surface.ts +++ b/Surface.ts @@ -7,8 +7,12 @@ import chroma from "chroma-js"; export class Surface extends Plot { - constructor(scene: Scene, coordinates: number[][], colorVar: string[], size: number, legendData: LegendData) { + scaleColumn: number; + scaleRow: number; + constructor(scene: Scene, coordinates: number[][], colorVar: string[], size: number, scaleColumn: number, scaleRow: number, legendData: LegendData) { super(scene, coordinates, colorVar, size, legendData); + this.scaleColumn = scaleColumn; + this.scaleRow = scaleRow; this._createSurface(); } private _createSurface(): void { @@ -20,9 +24,16 @@ export class Surface extends Plot { const rowCoords = this._coords[row]; for (let column = 0; column < rowCoords.length; column++) { const coord = rowCoords[column]; - positions.push(column, coord / max * this._size, row); + positions.push(column * this.scaleRow, coord / max * this._size, row * this.scaleColumn); if (row < this._coords.length - 1 && column < rowCoords.length - 1) { - indices.push(column + row * rowCoords.length, rowCoords.length + row * rowCoords.length + column, column + row * rowCoords.length + 1, column + row * rowCoords.length + 1, rowCoords.length + row * rowCoords.length + column, rowCoords.length + row * rowCoords.length + column + 1); + indices.push( + column + row * rowCoords.length, + rowCoords.length + row * rowCoords.length + column, + column + row * rowCoords.length + 1, + column + row * rowCoords.length + 1, + rowCoords.length + row * rowCoords.length + column, + rowCoords.length + row * rowCoords.length + column + 1 + ); } } } diff --git a/babyplots.ts b/babyplots.ts index e222d46..9f67291 100644 --- a/babyplots.ts +++ b/babyplots.ts @@ -283,6 +283,7 @@ export class Plots { this.scene.clearColor = Color4.FromHexString(this._backgroundColor); } if (plotData["coordinates"] && plotData["plotType"] && plotData["colorBy"]) { + console.log(plotData); this.addPlot( plotData["coordinates"], plotData["plotType"], @@ -290,6 +291,8 @@ export class Plots { plotData["colorVar"], { size: plotData["size"], + scaleColumn: plotData["scaleColumn"], + scaleRow: plotData["scaleRow"], colorScale: plotData["colorScale"], customColorScale: plotData["customColorScale"], colorScaleInverted: plotData["colorScaleInverted"], @@ -633,6 +636,8 @@ export class Plots { // default options let opts = { size: 1, + scaleColumn: 1, + scaleRow: 1, colorScale: "Oranges", customColorScale: [], colorScaleInverted: false, @@ -665,6 +670,8 @@ export class Plots { colorBy: colorBy, colorVar: colorVar, size: opts.size, + scaleColumn: opts.scaleColumn, + scaleRow: opts.scaleRow, colorScale: opts.colorScale, customColorScale: opts.customColorScale, colorScaleInverted: opts.colorScaleInverted, @@ -863,25 +870,25 @@ export class Plots { scale = [1, 1, 1] break; case "surface": - plot = new Surface(this.scene, coordinates, coordColors, opts.size, legendData); - rangeX = [0, coordinates.length]; - rangeZ = [0, coordinates[0].length] + plot = new Surface(this.scene, coordinates, coordColors, opts.size, opts.scaleColumn, opts.scaleRow, legendData); + rangeX = [0, coordinates.length * opts.scaleColumn]; + rangeZ = [0, coordinates[0].length * opts.scaleRow]; rangeY = [0, opts.size]; scale = [ - 1, - matrixMax(coordinates) / opts.size, - 1 + opts.scaleColumn, + opts.size / matrixMax(coordinates), + opts.scaleRow ] break case "heatMap": - plot = new HeatMap(this.scene, coordinates, coordColors, opts.size, legendData); - rangeX = [0, coordinates.length]; - rangeZ = [0, coordinates[0].length] + plot = new HeatMap(this.scene, coordinates, coordColors, opts.size, opts.scaleColumn, opts.scaleRow, legendData); + rangeX = [0, coordinates.length * opts.scaleColumn]; + rangeZ = [0, coordinates[0].length * opts.scaleRow]; rangeY = [0, opts.size]; scale = [ - 1, - matrixMax(coordinates) / opts.size, - 1 + opts.scaleColumn, + opts.size / matrixMax(coordinates), + opts.scaleRow ] break } diff --git a/dist/babyplots.js b/dist/babyplots.js index 62463df..95e8875 100644 --- a/dist/babyplots.js +++ b/dist/babyplots.js @@ -1,3 +1,3 @@ /*! 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this.maximizeInPlaceFromFloats(e.x,e.y,e.z)},e.prototype.minimizeInPlaceFromFloats=function(e,t,i){return ethis.x&&(this.x=e),t>this.y&&(this.y=t),i>this.z&&(this.z=i),this},e.prototype.isNonUniformWithinEpsilon=function(e){var t=Math.abs(this.x),i=Math.abs(this.y);if(!r.a.WithinEpsilon(t,i,e))return!0;var n=Math.abs(this.z);return!r.a.WithinEpsilon(t,n,e)||!r.a.WithinEpsilon(i,n,e)},Object.defineProperty(e.prototype,"isNonUniform",{get:function(){var e=Math.abs(this.x),t=Math.abs(this.y);if(e!==t)return!0;var i=Math.abs(this.z);return e!==i||t!==i},enumerable:!0,configurable:!0}),e.prototype.floor=function(){return new e(Math.floor(this.x),Math.floor(this.y),Math.floor(this.z))},e.prototype.fract=function(){return new e(this.x-Math.floor(this.x),this.y-Math.floor(this.y),this.z-Math.floor(this.z))},e.prototype.length=function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)},e.prototype.lengthSquared=function(){return 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0===t||1===t?e.copyFromFloats(this.x,this.y,this.z):this.scaleToRef(1/t,e)},e.prototype.clone=function(){return new e(this.x,this.y,this.z)},e.prototype.copyFrom=function(e){return this.copyFromFloats(e.x,e.y,e.z)},e.prototype.copyFromFloats=function(e,t,i){return this.x=e,this.y=t,this.z=i,this},e.prototype.set=function(e,t,i){return this.copyFromFloats(e,t,i)},e.prototype.setAll=function(e){return this.x=this.y=this.z=e,this},e.GetClipFactor=function(t,i,r,n){var o=e.Dot(t,r)-n;return o/(o-(e.Dot(i,r)-n))},e.GetAngleBetweenVectors=function(t,i,r){var n=t.normalizeToRef(f.Vector3[1]),o=i.normalizeToRef(f.Vector3[2]),s=e.Dot(n,o),a=f.Vector3[3];return e.CrossToRef(n,o,a),e.Dot(a,r)>0?Math.acos(s):-Math.acos(s)},e.FromArray=function(t,i){return void 0===i&&(i=0),new e(t[i],t[i+1],t[i+2])},e.FromFloatArray=function(t,i){return e.FromArray(t,i)},e.FromArrayToRef=function(e,t,i){i.x=e[t],i.y=e[t+1],i.z=e[t+2]},e.FromFloatArrayToRef=function(t,i,r){return e.FromArrayToRef(t,i,r)},e.FromFloatsToRef=function(e,t,i,r){r.copyFromFloats(e,t,i)},e.Zero=function(){return new e(0,0,0)},e.One=function(){return new e(1,1,1)},e.Up=function(){return new e(0,1,0)},Object.defineProperty(e,"UpReadOnly",{get:function(){return e._UpReadOnly},enumerable:!0,configurable:!0}),Object.defineProperty(e,"ZeroReadOnly",{get:function(){return e._ZeroReadOnly},enumerable:!0,configurable:!0}),e.Down=function(){return new e(0,-1,0)},e.Forward=function(){return new e(0,0,1)},e.Backward=function(){return new e(0,0,-1)},e.Right=function(){return new e(1,0,0)},e.Left=function(){return new e(-1,0,0)},e.TransformCoordinates=function(t,i){var r=e.Zero();return e.TransformCoordinatesToRef(t,i,r),r},e.TransformCoordinatesToRef=function(t,i,r){e.TransformCoordinatesFromFloatsToRef(t.x,t.y,t.z,i,r)},e.TransformCoordinatesFromFloatsToRef=function(e,t,i,r,n){var o=r.m,s=e*o[0]+t*o[4]+i*o[8]+o[12],a=e*o[1]+t*o[5]+i*o[9]+o[13],h=e*o[2]+t*o[6]+i*o[10]+o[14],l=1/(e*o[3]+t*o[7]+i*o[11]+o[15]);n.x=s*l,n.y=a*l,n.z=h*l},e.TransformNormal=function(t,i){var r=e.Zero();return e.TransformNormalToRef(t,i,r),r},e.TransformNormalToRef=function(e,t,i){this.TransformNormalFromFloatsToRef(e.x,e.y,e.z,t,i)},e.TransformNormalFromFloatsToRef=function(e,t,i,r,n){var o=r.m;n.x=e*o[0]+t*o[4]+i*o[8],n.y=e*o[1]+t*o[5]+i*o[9],n.z=e*o[2]+t*o[6]+i*o[10]},e.CatmullRom=function(t,i,r,n,o){var s=o*o,a=o*s;return new e(.5*(2*i.x+(-t.x+r.x)*o+(2*t.x-5*i.x+4*r.x-n.x)*s+(-t.x+3*i.x-3*r.x+n.x)*a),.5*(2*i.y+(-t.y+r.y)*o+(2*t.y-5*i.y+4*r.y-n.y)*s+(-t.y+3*i.y-3*r.y+n.y)*a),.5*(2*i.z+(-t.z+r.z)*o+(2*t.z-5*i.z+4*r.z-n.z)*s+(-t.z+3*i.z-3*r.z+n.z)*a))},e.Clamp=function(t,i,r){var n=new e;return e.ClampToRef(t,i,r,n),n},e.ClampToRef=function(e,t,i,r){var n=e.x;n=(n=n>i.x?i.x:n)i.y?i.y:o)i.z?i.z:s)this.x&&(this.x=e.x),e.y>this.y&&(this.y=e.y),e.z>this.z&&(this.z=e.z),e.w>this.w&&(this.w=e.w),this},e.prototype.floor=function(){return new e(Math.floor(this.x),Math.floor(this.y),Math.floor(this.z),Math.floor(this.w))},e.prototype.fract=function(){return new e(this.x-Math.floor(this.x),this.y-Math.floor(this.y),this.z-Math.floor(this.z),this.w-Math.floor(this.w))},e.prototype.length=function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},e.prototype.lengthSquared=function(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w},e.prototype.normalize=function(){var e=this.length();return 0===e?this:this.scaleInPlace(1/e)},e.prototype.toVector3=function(){return new h(this.x,this.y,this.z)},e.prototype.clone=function(){return new e(this.x,this.y,this.z,this.w)},e.prototype.copyFrom=function(e){return this.x=e.x,this.y=e.y,this.z=e.z,this.w=e.w,this},e.prototype.copyFromFloats=function(e,t,i,r){return this.x=e,this.y=t,this.z=i,this.w=r,this},e.prototype.set=function(e,t,i,r){return this.copyFromFloats(e,t,i,r)},e.prototype.setAll=function(e){return this.x=this.y=this.z=this.w=e,this},e.FromArray=function(t,i){return i||(i=0),new e(t[i],t[i+1],t[i+2],t[i+3])},e.FromArrayToRef=function(e,t,i){i.x=e[t],i.y=e[t+1],i.z=e[t+2],i.w=e[t+3]},e.FromFloatArrayToRef=function(t,i,r){e.FromArrayToRef(t,i,r)},e.FromFloatsToRef=function(e,t,i,r,n){n.x=e,n.y=t,n.z=i,n.w=r},e.Zero=function(){return new e(0,0,0,0)},e.One=function(){return new e(1,1,1,1)},e.Normalize=function(t){var i=e.Zero();return e.NormalizeToRef(t,i),i},e.NormalizeToRef=function(e,t){t.copyFrom(e),t.normalize()},e.Minimize=function(e,t){var i=e.clone();return i.minimizeInPlace(t),i},e.Maximize=function(e,t){var i=e.clone();return i.maximizeInPlace(t),i},e.Distance=function(t,i){return Math.sqrt(e.DistanceSquared(t,i))},e.DistanceSquared=function(e,t){var i=e.x-t.x,r=e.y-t.y,n=e.z-t.z,o=e.w-t.w;return i*i+r*r+n*n+o*o},e.Center=function(e,t){var i=e.add(t);return i.scaleInPlace(.5),i},e.TransformNormal=function(t,i){var r=e.Zero();return e.TransformNormalToRef(t,i,r),r},e.TransformNormalToRef=function(e,t,i){var r=t.m,n=e.x*r[0]+e.y*r[4]+e.z*r[8],o=e.x*r[1]+e.y*r[5]+e.z*r[9],s=e.x*r[2]+e.y*r[6]+e.z*r[10];i.x=n,i.y=o,i.z=s,i.w=e.w},e.TransformNormalFromFloatsToRef=function(e,t,i,r,n,o){var s=n.m;o.x=e*s[0]+t*s[4]+i*s[8],o.y=e*s[1]+t*s[5]+i*s[9],o.z=e*s[2]+t*s[6]+i*s[10],o.w=r},e.FromVector3=function(t,i){return void 0===i&&(i=0),new e(t.x,t.y,t.z,i)},e}(),c=function(){function e(e,t,i,r){void 0===e&&(e=0),void 0===t&&(t=0),void 0===i&&(i=0),void 0===r&&(r=1),this.x=e,this.y=t,this.z=i,this.w=r}return e.prototype.toString=function(){return"{X: "+this.x+" Y:"+this.y+" Z:"+this.z+" W:"+this.w+"}"},e.prototype.getClassName=function(){return"Quaternion"},e.prototype.getHashCode=function(){var e=0|this.x;return e=397*(e=397*(e=397*e^(0|this.y))^(0|this.z))^(0|this.w)},e.prototype.asArray=function(){return[this.x,this.y,this.z,this.w]},e.prototype.equals=function(e){return e&&this.x===e.x&&this.y===e.y&&this.z===e.z&&this.w===e.w},e.prototype.equalsWithEpsilon=function(e,t){return void 0===t&&(t=n.a),e&&r.a.WithinEpsilon(this.x,e.x,t)&&r.a.WithinEpsilon(this.y,e.y,t)&&r.a.WithinEpsilon(this.z,e.z,t)&&r.a.WithinEpsilon(this.w,e.w,t)},e.prototype.clone=function(){return new e(this.x,this.y,this.z,this.w)},e.prototype.copyFrom=function(e){return this.x=e.x,this.y=e.y,this.z=e.z,this.w=e.w,this},e.prototype.copyFromFloats=function(e,t,i,r){return this.x=e,this.y=t,this.z=i,this.w=r,this},e.prototype.set=function(e,t,i,r){return this.copyFromFloats(e,t,i,r)},e.prototype.add=function(t){return new e(this.x+t.x,this.y+t.y,this.z+t.z,this.w+t.w)},e.prototype.addInPlace=function(e){return this.x+=e.x,this.y+=e.y,this.z+=e.z,this.w+=e.w,this},e.prototype.subtract=function(t){return new e(this.x-t.x,this.y-t.y,this.z-t.z,this.w-t.w)},e.prototype.scale=function(t){return new e(this.x*t,this.y*t,this.z*t,this.w*t)},e.prototype.scaleToRef=function(e,t){return t.x=this.x*e,t.y=this.y*e,t.z=this.z*e,t.w=this.w*e,this},e.prototype.scaleInPlace=function(e){return this.x*=e,this.y*=e,this.z*=e,this.w*=e,this},e.prototype.scaleAndAddToRef=function(e,t){return t.x+=this.x*e,t.y+=this.y*e,t.z+=this.z*e,t.w+=this.w*e,this},e.prototype.multiply=function(t){var i=new e(0,0,0,1);return this.multiplyToRef(t,i),i},e.prototype.multiplyToRef=function(e,t){var i=this.x*e.w+this.y*e.z-this.z*e.y+this.w*e.x,r=-this.x*e.z+this.y*e.w+this.z*e.x+this.w*e.y,n=this.x*e.y-this.y*e.x+this.z*e.w+this.w*e.z,o=-this.x*e.x-this.y*e.y-this.z*e.z+this.w*e.w;return t.copyFromFloats(i,r,n,o),this},e.prototype.multiplyInPlace=function(e){return this.multiplyToRef(e,this),this},e.prototype.conjugateToRef=function(e){return e.copyFromFloats(-this.x,-this.y,-this.z,this.w),this},e.prototype.conjugateInPlace=function(){return this.x*=-1,this.y*=-1,this.z*=-1,this},e.prototype.conjugate=function(){return new e(-this.x,-this.y,-this.z,this.w)},e.prototype.length=function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},e.prototype.normalize=function(){var e=this.length();if(0===e)return this;var t=1/e;return this.x*=t,this.y*=t,this.z*=t,this.w*=t,this},e.prototype.toEulerAngles=function(e){void 0===e&&(e="YZX");var t=h.Zero();return this.toEulerAnglesToRef(t),t},e.prototype.toEulerAnglesToRef=function(e){var t=this.z,i=this.x,r=this.y,n=this.w,o=n*n,s=t*t,a=i*i,h=r*r,l=r*t-i*n,c=.4999999;return l<-c?(e.y=2*Math.atan2(r,n),e.x=Math.PI/2,e.z=0):l>c?(e.y=2*Math.atan2(r,n),e.x=-Math.PI/2,e.z=0):(e.z=Math.atan2(2*(i*r+t*n),-s-a+h+o),e.x=Math.asin(-2*(t*r-i*n)),e.y=Math.atan2(2*(t*i+r*n),s-a-h+o)),this},e.prototype.toRotationMatrix=function(e){return u.FromQuaternionToRef(this,e),this},e.prototype.fromRotationMatrix=function(t){return e.FromRotationMatrixToRef(t,this),this},e.FromRotationMatrix=function(t){var i=new e;return e.FromRotationMatrixToRef(t,i),i},e.FromRotationMatrixToRef=function(e,t){var i,r=e.m,n=r[0],o=r[4],s=r[8],a=r[1],h=r[5],l=r[9],c=r[2],u=r[6],f=r[10],d=n+h+f;d>0?(i=.5/Math.sqrt(d+1),t.w=.25/i,t.x=(u-l)*i,t.y=(s-c)*i,t.z=(a-o)*i):n>h&&n>f?(i=2*Math.sqrt(1+n-h-f),t.w=(u-l)/i,t.x=.25*i,t.y=(o+a)/i,t.z=(s+c)/i):h>f?(i=2*Math.sqrt(1+h-n-f),t.w=(s-c)/i,t.x=(o+a)/i,t.y=.25*i,t.z=(l+u)/i):(i=2*Math.sqrt(1+f-n-h),t.w=(a-o)/i,t.x=(s+c)/i,t.y=(l+u)/i,t.z=.25*i)},e.Dot=function(e,t){return e.x*t.x+e.y*t.y+e.z*t.z+e.w*t.w},e.AreClose=function(t,i){return e.Dot(t,i)>=0},e.Zero=function(){return new e(0,0,0,0)},e.Inverse=function(t){return new e(-t.x,-t.y,-t.z,t.w)},e.InverseToRef=function(e,t){return t.set(-e.x,-e.y,-e.z,e.w),t},e.Identity=function(){return new e(0,0,0,1)},e.IsIdentity=function(e){return e&&0===e.x&&0===e.y&&0===e.z&&1===e.w},e.RotationAxis=function(t,i){return e.RotationAxisToRef(t,i,new e)},e.RotationAxisToRef=function(e,t,i){var r=Math.sin(t/2);return e.normalize(),i.w=Math.cos(t/2),i.x=e.x*r,i.y=e.y*r,i.z=e.z*r,i},e.FromArray=function(t,i){return i||(i=0),new e(t[i],t[i+1],t[i+2],t[i+3])},e.FromEulerAngles=function(t,i,r){var n=new e;return e.RotationYawPitchRollToRef(i,t,r,n),n},e.FromEulerAnglesToRef=function(t,i,r,n){return e.RotationYawPitchRollToRef(i,t,r,n),n},e.FromEulerVector=function(t){var i=new e;return e.RotationYawPitchRollToRef(t.y,t.x,t.z,i),i},e.FromEulerVectorToRef=function(t,i){return e.RotationYawPitchRollToRef(t.y,t.x,t.z,i),i},e.RotationYawPitchRoll=function(t,i,r){var n=new e;return e.RotationYawPitchRollToRef(t,i,r,n),n},e.RotationYawPitchRollToRef=function(e,t,i,r){var n=.5*i,o=.5*t,s=.5*e,a=Math.sin(n),h=Math.cos(n),l=Math.sin(o),c=Math.cos(o),u=Math.sin(s),f=Math.cos(s);r.x=f*l*h+u*c*a,r.y=u*c*h-f*l*a,r.z=f*c*a-u*l*h,r.w=f*c*h+u*l*a},e.RotationAlphaBetaGamma=function(t,i,r){var n=new e;return e.RotationAlphaBetaGammaToRef(t,i,r,n),n},e.RotationAlphaBetaGammaToRef=function(e,t,i,r){var n=.5*(i+e),o=.5*(i-e),s=.5*t;r.x=Math.cos(o)*Math.sin(s),r.y=Math.sin(o)*Math.sin(s),r.z=Math.sin(n)*Math.cos(s),r.w=Math.cos(n)*Math.cos(s)},e.RotationQuaternionFromAxis=function(t,i,r){var n=new e(0,0,0,0);return e.RotationQuaternionFromAxisToRef(t,i,r,n),n},e.RotationQuaternionFromAxisToRef=function(t,i,r,n){var o=f.Matrix[0];u.FromXYZAxesToRef(t.normalize(),i.normalize(),r.normalize(),o),e.FromRotationMatrixToRef(o,n)},e.Slerp=function(t,i,r){var n=e.Identity();return e.SlerpToRef(t,i,r,n),n},e.SlerpToRef=function(e,t,i,r){var n,o,s=e.x*t.x+e.y*t.y+e.z*t.z+e.w*t.w,a=!1;if(s<0&&(a=!0,s=-s),s>.999999)o=1-i,n=a?-i:i;else{var h=Math.acos(s),l=1/Math.sin(h);o=Math.sin((1-i)*h)*l,n=a?-Math.sin(i*h)*l:Math.sin(i*h)*l}r.x=o*e.x+n*t.x,r.y=o*e.y+n*t.y,r.z=o*e.z+n*t.z,r.w=o*e.w+n*t.w},e.Hermite=function(t,i,r,n,o){var s=o*o,a=o*s,h=2*a-3*s+1,l=-2*a+3*s,c=a-2*s+o,u=a-s;return new e(t.x*h+r.x*l+i.x*c+n.x*u,t.y*h+r.y*l+i.y*c+n.y*u,t.z*h+r.z*l+i.z*c+n.z*u,t.w*h+r.w*l+i.w*c+n.w*u)},e}(),u=function(){function e(){this._isIdentity=!1,this._isIdentityDirty=!0,this._isIdentity3x2=!0,this._isIdentity3x2Dirty=!0,this.updateFlag=-1,this._m=new Float32Array(16),this._updateIdentityStatus(!1)}return Object.defineProperty(e.prototype,"m",{get:function(){return this._m},enumerable:!0,configurable:!0}),e.prototype._markAsUpdated=function(){this.updateFlag=e._updateFlagSeed++,this._isIdentity=!1,this._isIdentity3x2=!1,this._isIdentityDirty=!0,this._isIdentity3x2Dirty=!0},e.prototype._updateIdentityStatus=function(t,i,r,n){void 0===i&&(i=!1),void 0===r&&(r=!1),void 0===n&&(n=!0),this.updateFlag=e._updateFlagSeed++,this._isIdentity=t,this._isIdentity3x2=t||r,this._isIdentityDirty=!this._isIdentity&&i,this._isIdentity3x2Dirty=!this._isIdentity3x2&&n},e.prototype.isIdentity=function(){if(this._isIdentityDirty){this._isIdentityDirty=!1;var e=this._m;this._isIdentity=1===e[0]&&0===e[1]&&0===e[2]&&0===e[3]&&0===e[4]&&1===e[5]&&0===e[6]&&0===e[7]&&0===e[8]&&0===e[9]&&1===e[10]&&0===e[11]&&0===e[12]&&0===e[13]&&0===e[14]&&1===e[15]}return this._isIdentity},e.prototype.isIdentityAs3x2=function(){return this._isIdentity3x2Dirty&&(this._isIdentity3x2Dirty=!1,1!==this._m[0]||1!==this._m[5]||1!==this._m[15]||0!==this._m[1]||0!==this._m[2]||0!==this._m[3]||0!==this._m[4]||0!==this._m[6]||0!==this._m[7]||0!==this._m[8]||0!==this._m[9]||0!==this._m[10]||0!==this._m[11]||0!==this._m[12]||0!==this._m[13]||0!==this._m[14]?this._isIdentity3x2=!1:this._isIdentity3x2=!0),this._isIdentity3x2},e.prototype.determinant=function(){if(!0===this._isIdentity)return 1;var e=this._m,t=e[0],i=e[1],r=e[2],n=e[3],o=e[4],s=e[5],a=e[6],h=e[7],l=e[8],c=e[9],u=e[10],f=e[11],d=e[12],p=e[13],_=e[14],g=e[15],m=u*g-_*f,b=c*g-p*f,v=c*_-p*u,y=l*g-d*f,x=l*_-u*d,T=l*p-d*c;return t*+(s*m-a*b+h*v)+i*-(o*m-a*y+h*x)+r*+(o*b-s*y+h*T)+n*-(o*v-s*x+a*T)},e.prototype.toArray=function(){return this._m},e.prototype.asArray=function(){return this._m},e.prototype.invert=function(){return this.invertToRef(this),this},e.prototype.reset=function(){return e.FromValuesToRef(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,this),this._updateIdentityStatus(!1),this},e.prototype.add=function(t){var i=new e;return this.addToRef(t,i),i},e.prototype.addToRef=function(e,t){for(var i=this._m,r=t._m,n=e.m,o=0;o<16;o++)r[o]=i[o]+n[o];return t._markAsUpdated(),this},e.prototype.addToSelf=function(e){for(var t=this._m,i=e.m,r=0;r<16;r++)t[r]+=i[r];return this._markAsUpdated(),this},e.prototype.invertToRef=function(t){if(!0===this._isIdentity)return e.IdentityToRef(t),this;var i=this._m,r=i[0],n=i[1],o=i[2],s=i[3],a=i[4],h=i[5],l=i[6],c=i[7],u=i[8],f=i[9],d=i[10],p=i[11],_=i[12],g=i[13],m=i[14],b=i[15],v=d*b-m*p,y=f*b-g*p,x=f*m-g*d,T=u*b-_*p,M=u*m-d*_,E=u*g-_*f,A=+(h*v-l*y+c*x),O=-(a*v-l*T+c*M),P=+(a*y-h*T+c*E),C=-(a*x-h*M+l*E),S=r*A+n*O+o*P+s*C;if(0===S)return t.copyFrom(this),this;var R=1/S,I=l*b-m*c,D=h*b-g*c,w=h*m-g*l,L=a*b-_*c,F=a*m-_*l,N=a*g-_*h,B=l*p-d*c,k=h*p-f*c,U=h*d-f*l,V=a*p-u*c,z=a*d-u*l,j=a*f-u*h,W=-(n*v-o*y+s*x),G=+(r*v-o*T+s*M),H=-(r*y-n*T+s*E),X=+(r*x-n*M+o*E),K=+(n*I-o*D+s*w),Y=-(r*I-o*L+s*F),q=+(r*D-n*L+s*N),Z=-(r*w-n*F+o*N),Q=-(n*B-o*k+s*U),J=+(r*B-o*V+s*z),$=-(r*k-n*V+s*j),ee=+(r*U-n*z+o*j);return e.FromValuesToRef(A*R,W*R,K*R,Q*R,O*R,G*R,Y*R,J*R,P*R,H*R,q*R,$*R,C*R,X*R,Z*R,ee*R,t),this},e.prototype.addAtIndex=function(e,t){return this._m[e]+=t,this._markAsUpdated(),this},e.prototype.multiplyAtIndex=function(e,t){return this._m[e]*=t,this._markAsUpdated(),this},e.prototype.setTranslationFromFloats=function(e,t,i){return this._m[12]=e,this._m[13]=t,this._m[14]=i,this._markAsUpdated(),this},e.prototype.addTranslationFromFloats=function(e,t,i){return this._m[12]+=e,this._m[13]+=t,this._m[14]+=i,this._markAsUpdated(),this},e.prototype.setTranslation=function(e){return this.setTranslationFromFloats(e.x,e.y,e.z)},e.prototype.getTranslation=function(){return new h(this._m[12],this._m[13],this._m[14])},e.prototype.getTranslationToRef=function(e){return e.x=this._m[12],e.y=this._m[13],e.z=this._m[14],this},e.prototype.removeRotationAndScaling=function(){var t=this.m;return e.FromValuesToRef(1,0,0,0,0,1,0,0,0,0,1,0,t[12],t[13],t[14],t[15],this),this._updateIdentityStatus(0===t[12]&&0===t[13]&&0===t[14]&&1===t[15]),this},e.prototype.multiply=function(t){var i=new e;return this.multiplyToRef(t,i),i},e.prototype.copyFrom=function(e){e.copyToArray(this._m);var t=e;return this._updateIdentityStatus(t._isIdentity,t._isIdentityDirty,t._isIdentity3x2,t._isIdentity3x2Dirty),this},e.prototype.copyToArray=function(e,t){void 0===t&&(t=0);var i=this._m;return e[t]=i[0],e[t+1]=i[1],e[t+2]=i[2],e[t+3]=i[3],e[t+4]=i[4],e[t+5]=i[5],e[t+6]=i[6],e[t+7]=i[7],e[t+8]=i[8],e[t+9]=i[9],e[t+10]=i[10],e[t+11]=i[11],e[t+12]=i[12],e[t+13]=i[13],e[t+14]=i[14],e[t+15]=i[15],this},e.prototype.multiplyToRef=function(e,t){return this._isIdentity?(t.copyFrom(e),this):e._isIdentity?(t.copyFrom(this),this):(this.multiplyToArray(e,t._m,0),t._markAsUpdated(),this)},e.prototype.multiplyToArray=function(e,t,i){var r=this._m,n=e.m,o=r[0],s=r[1],a=r[2],h=r[3],l=r[4],c=r[5],u=r[6],f=r[7],d=r[8],p=r[9],_=r[10],g=r[11],m=r[12],b=r[13],v=r[14],y=r[15],x=n[0],T=n[1],M=n[2],E=n[3],A=n[4],O=n[5],P=n[6],C=n[7],S=n[8],R=n[9],I=n[10],D=n[11],w=n[12],L=n[13],F=n[14],N=n[15];return t[i]=o*x+s*A+a*S+h*w,t[i+1]=o*T+s*O+a*R+h*L,t[i+2]=o*M+s*P+a*I+h*F,t[i+3]=o*E+s*C+a*D+h*N,t[i+4]=l*x+c*A+u*S+f*w,t[i+5]=l*T+c*O+u*R+f*L,t[i+6]=l*M+c*P+u*I+f*F,t[i+7]=l*E+c*C+u*D+f*N,t[i+8]=d*x+p*A+_*S+g*w,t[i+9]=d*T+p*O+_*R+g*L,t[i+10]=d*M+p*P+_*I+g*F,t[i+11]=d*E+p*C+_*D+g*N,t[i+12]=m*x+b*A+v*S+y*w,t[i+13]=m*T+b*O+v*R+y*L,t[i+14]=m*M+b*P+v*I+y*F,t[i+15]=m*E+b*C+v*D+y*N,this},e.prototype.equals=function(e){var t=e;if(!t)return!1;if((this._isIdentity||t._isIdentity)&&!this._isIdentityDirty&&!t._isIdentityDirty)return this._isIdentity&&t._isIdentity;var i=this.m,r=t.m;return i[0]===r[0]&&i[1]===r[1]&&i[2]===r[2]&&i[3]===r[3]&&i[4]===r[4]&&i[5]===r[5]&&i[6]===r[6]&&i[7]===r[7]&&i[8]===r[8]&&i[9]===r[9]&&i[10]===r[10]&&i[11]===r[11]&&i[12]===r[12]&&i[13]===r[13]&&i[14]===r[14]&&i[15]===r[15]},e.prototype.clone=function(){var t=new e;return t.copyFrom(this),t},e.prototype.getClassName=function(){return"Matrix"},e.prototype.getHashCode=function(){for(var e=0|this._m[0],t=1;t<16;t++)e=397*e^(0|this._m[t]);return e},e.prototype.decompose=function(t,i,r){if(this._isIdentity)return r&&r.setAll(0),t&&t.setAll(1),i&&i.copyFromFloats(0,0,0,1),!0;var n=this._m;if(r&&r.copyFromFloats(n[12],n[13],n[14]),(t=t||f.Vector3[0]).x=Math.sqrt(n[0]*n[0]+n[1]*n[1]+n[2]*n[2]),t.y=Math.sqrt(n[4]*n[4]+n[5]*n[5]+n[6]*n[6]),t.z=Math.sqrt(n[8]*n[8]+n[9]*n[9]+n[10]*n[10]),this.determinant()<=0&&(t.y*=-1),0===t.x||0===t.y||0===t.z)return i&&i.copyFromFloats(0,0,0,1),!1;if(i){var o=1/t.x,s=1/t.y,a=1/t.z;e.FromValuesToRef(n[0]*o,n[1]*o,n[2]*o,0,n[4]*s,n[5]*s,n[6]*s,0,n[8]*a,n[9]*a,n[10]*a,0,0,0,0,1,f.Matrix[0]),c.FromRotationMatrixToRef(f.Matrix[0],i)}return!0},e.prototype.getRow=function(e){if(e<0||e>3)return null;var t=4*e;return new l(this._m[t+0],this._m[t+1],this._m[t+2],this._m[t+3])},e.prototype.setRow=function(e,t){return this.setRowFromFloats(e,t.x,t.y,t.z,t.w)},e.prototype.transpose=function(){return e.Transpose(this)},e.prototype.transposeToRef=function(t){return e.TransposeToRef(this,t),this},e.prototype.setRowFromFloats=function(e,t,i,r,n){if(e<0||e>3)return this;var o=4*e;return this._m[o+0]=t,this._m[o+1]=i,this._m[o+2]=r,this._m[o+3]=n,this._markAsUpdated(),this},e.prototype.scale=function(t){var i=new e;return this.scaleToRef(t,i),i},e.prototype.scaleToRef=function(e,t){for(var i=0;i<16;i++)t._m[i]=this._m[i]*e;return t._markAsUpdated(),this},e.prototype.scaleAndAddToRef=function(e,t){for(var i=0;i<16;i++)t._m[i]+=this._m[i]*e;return t._markAsUpdated(),this},e.prototype.toNormalMatrix=function(t){var i=f.Matrix[0];this.invertToRef(i),i.transposeToRef(t);var r=t._m;e.FromValuesToRef(r[0],r[1],r[2],0,r[4],r[5],r[6],0,r[8],r[9],r[10],0,0,0,0,1,t)},e.prototype.getRotationMatrix=function(){var t=new e;return this.getRotationMatrixToRef(t),t},e.prototype.getRotationMatrixToRef=function(t){var i=f.Vector3[0];if(!this.decompose(i))return e.IdentityToRef(t),this;var r=this._m,n=1/i.x,o=1/i.y,s=1/i.z;return e.FromValuesToRef(r[0]*n,r[1]*n,r[2]*n,0,r[4]*o,r[5]*o,r[6]*o,0,r[8]*s,r[9]*s,r[10]*s,0,0,0,0,1,t),this},e.prototype.toggleModelMatrixHandInPlace=function(){var e=this._m;e[2]*=-1,e[6]*=-1,e[8]*=-1,e[9]*=-1,e[14]*=-1,this._markAsUpdated()},e.prototype.toggleProjectionMatrixHandInPlace=function(){var e=this._m;e[8]*=-1,e[9]*=-1,e[10]*=-1,e[11]*=-1,this._markAsUpdated()},e.FromArray=function(t,i){void 0===i&&(i=0);var r=new e;return e.FromArrayToRef(t,i,r),r},e.FromArrayToRef=function(e,t,i){for(var r=0;r<16;r++)i._m[r]=e[r+t];i._markAsUpdated()},e.FromFloat32ArrayToRefScaled=function(e,t,i,r){for(var n=0;n<16;n++)r._m[n]=e[n+t]*i;r._markAsUpdated()},Object.defineProperty(e,"IdentityReadOnly",{get:function(){return e._identityReadOnly},enumerable:!0,configurable:!0}),e.FromValuesToRef=function(e,t,i,r,n,o,s,a,h,l,c,u,f,d,p,_,g){var m=g._m;m[0]=e,m[1]=t,m[2]=i,m[3]=r,m[4]=n,m[5]=o,m[6]=s,m[7]=a,m[8]=h,m[9]=l,m[10]=c,m[11]=u,m[12]=f,m[13]=d,m[14]=p,m[15]=_,g._markAsUpdated()},e.FromValues=function(t,i,r,n,o,s,a,h,l,c,u,f,d,p,_,g){var m=new e,b=m._m;return b[0]=t,b[1]=i,b[2]=r,b[3]=n,b[4]=o,b[5]=s,b[6]=a,b[7]=h,b[8]=l,b[9]=c,b[10]=u,b[11]=f,b[12]=d,b[13]=p,b[14]=_,b[15]=g,m._markAsUpdated(),m},e.Compose=function(t,i,r){var n=new e;return e.ComposeToRef(t,i,r,n),n},e.ComposeToRef=function(e,t,i,r){var n=r._m,o=t.x,s=t.y,a=t.z,h=t.w,l=o+o,c=s+s,u=a+a,f=o*l,d=o*c,p=o*u,_=s*c,g=s*u,m=a*u,b=h*l,v=h*c,y=h*u,x=e.x,T=e.y,M=e.z;n[0]=(1-(_+m))*x,n[1]=(d+y)*x,n[2]=(p-v)*x,n[3]=0,n[4]=(d-y)*T,n[5]=(1-(f+m))*T,n[6]=(g+b)*T,n[7]=0,n[8]=(p+v)*M,n[9]=(g-b)*M,n[10]=(1-(f+_))*M,n[11]=0,n[12]=i.x,n[13]=i.y,n[14]=i.z,n[15]=1,r._markAsUpdated()},e.Identity=function(){var t=e.FromValues(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);return t._updateIdentityStatus(!0),t},e.IdentityToRef=function(t){e.FromValuesToRef(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,t),t._updateIdentityStatus(!0)},e.Zero=function(){var t=e.FromValues(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);return t._updateIdentityStatus(!1),t},e.RotationX=function(t){var i=new e;return e.RotationXToRef(t,i),i},e.Invert=function(t){var i=new e;return t.invertToRef(i),i},e.RotationXToRef=function(t,i){var r=Math.sin(t),n=Math.cos(t);e.FromValuesToRef(1,0,0,0,0,n,r,0,0,-r,n,0,0,0,0,1,i),i._updateIdentityStatus(1===n&&0===r)},e.RotationY=function(t){var i=new e;return e.RotationYToRef(t,i),i},e.RotationYToRef=function(t,i){var r=Math.sin(t),n=Math.cos(t);e.FromValuesToRef(n,0,-r,0,0,1,0,0,r,0,n,0,0,0,0,1,i),i._updateIdentityStatus(1===n&&0===r)},e.RotationZ=function(t){var i=new e;return e.RotationZToRef(t,i),i},e.RotationZToRef=function(t,i){var r=Math.sin(t),n=Math.cos(t);e.FromValuesToRef(n,r,0,0,-r,n,0,0,0,0,1,0,0,0,0,1,i),i._updateIdentityStatus(1===n&&0===r)},e.RotationAxis=function(t,i){var r=new e;return e.RotationAxisToRef(t,i,r),r},e.RotationAxisToRef=function(e,t,i){var r=Math.sin(-t),n=Math.cos(-t),o=1-n;e.normalize();var s=i._m;s[0]=e.x*e.x*o+n,s[1]=e.x*e.y*o-e.z*r,s[2]=e.x*e.z*o+e.y*r,s[3]=0,s[4]=e.y*e.x*o+e.z*r,s[5]=e.y*e.y*o+n,s[6]=e.y*e.z*o-e.x*r,s[7]=0,s[8]=e.z*e.x*o-e.y*r,s[9]=e.z*e.y*o+e.x*r,s[10]=e.z*e.z*o+n,s[11]=0,s[12]=0,s[13]=0,s[14]=0,s[15]=1,i._markAsUpdated()},e.RotationAlignToRef=function(e,t,i){var r=h.Cross(t,e),n=h.Dot(t,e),o=1/(1+n),s=i._m;s[0]=r.x*r.x*o+n,s[1]=r.y*r.x*o-r.z,s[2]=r.z*r.x*o+r.y,s[3]=0,s[4]=r.x*r.y*o+r.z,s[5]=r.y*r.y*o+n,s[6]=r.z*r.y*o-r.x,s[7]=0,s[8]=r.x*r.z*o-r.y,s[9]=r.y*r.z*o+r.x,s[10]=r.z*r.z*o+n,s[11]=0,s[12]=0,s[13]=0,s[14]=0,s[15]=1,i._markAsUpdated()},e.RotationYawPitchRoll=function(t,i,r){var n=new e;return e.RotationYawPitchRollToRef(t,i,r,n),n},e.RotationYawPitchRollToRef=function(e,t,i,r){c.RotationYawPitchRollToRef(e,t,i,f.Quaternion[0]),f.Quaternion[0].toRotationMatrix(r)},e.Scaling=function(t,i,r){var n=new e;return e.ScalingToRef(t,i,r,n),n},e.ScalingToRef=function(t,i,r,n){e.FromValuesToRef(t,0,0,0,0,i,0,0,0,0,r,0,0,0,0,1,n),n._updateIdentityStatus(1===t&&1===i&&1===r)},e.Translation=function(t,i,r){var n=new e;return e.TranslationToRef(t,i,r,n),n},e.TranslationToRef=function(t,i,r,n){e.FromValuesToRef(1,0,0,0,0,1,0,0,0,0,1,0,t,i,r,1,n),n._updateIdentityStatus(0===t&&0===i&&0===r)},e.Lerp=function(t,i,r){var n=new e;return e.LerpToRef(t,i,r,n),n},e.LerpToRef=function(e,t,i,r){for(var n=r._m,o=e.m,s=t.m,a=0;a<16;a++)n[a]=o[a]*(1-i)+s[a]*i;r._markAsUpdated()},e.DecomposeLerp=function(t,i,r){var n=new e;return e.DecomposeLerpToRef(t,i,r,n),n},e.DecomposeLerpToRef=function(t,i,r,n){var o=f.Vector3[0],s=f.Quaternion[0],a=f.Vector3[1];t.decompose(o,s,a);var l=f.Vector3[2],u=f.Quaternion[1],d=f.Vector3[3];i.decompose(l,u,d);var p=f.Vector3[4];h.LerpToRef(o,l,r,p);var _=f.Quaternion[2];c.SlerpToRef(s,u,r,_);var g=f.Vector3[5];h.LerpToRef(a,d,r,g),e.ComposeToRef(p,_,g,n)},e.LookAtLH=function(t,i,r){var n=new e;return e.LookAtLHToRef(t,i,r,n),n},e.LookAtLHToRef=function(t,i,r,n){var o=f.Vector3[0],s=f.Vector3[1],a=f.Vector3[2];i.subtractToRef(t,a),a.normalize(),h.CrossToRef(r,a,o);var l=o.lengthSquared();0===l?o.x=1:o.normalizeFromLength(Math.sqrt(l)),h.CrossToRef(a,o,s),s.normalize();var c=-h.Dot(o,t),u=-h.Dot(s,t),d=-h.Dot(a,t);e.FromValuesToRef(o.x,s.x,a.x,0,o.y,s.y,a.y,0,o.z,s.z,a.z,0,c,u,d,1,n)},e.LookAtRH=function(t,i,r){var n=new e;return e.LookAtRHToRef(t,i,r,n),n},e.LookAtRHToRef=function(t,i,r,n){var o=f.Vector3[0],s=f.Vector3[1],a=f.Vector3[2];t.subtractToRef(i,a),a.normalize(),h.CrossToRef(r,a,o);var l=o.lengthSquared();0===l?o.x=1:o.normalizeFromLength(Math.sqrt(l)),h.CrossToRef(a,o,s),s.normalize();var c=-h.Dot(o,t),u=-h.Dot(s,t),d=-h.Dot(a,t);e.FromValuesToRef(o.x,s.x,a.x,0,o.y,s.y,a.y,0,o.z,s.z,a.z,0,c,u,d,1,n)},e.OrthoLH=function(t,i,r,n){var o=new e;return e.OrthoLHToRef(t,i,r,n,o),o},e.OrthoLHToRef=function(t,i,r,n,o){var s=2/t,a=2/i,h=2/(n-r),l=-(n+r)/(n-r);e.FromValuesToRef(s,0,0,0,0,a,0,0,0,0,h,0,0,0,l,1,o),o._updateIdentityStatus(1===s&&1===a&&1===h&&0===l)},e.OrthoOffCenterLH=function(t,i,r,n,o,s){var a=new e;return e.OrthoOffCenterLHToRef(t,i,r,n,o,s,a),a},e.OrthoOffCenterLHToRef=function(t,i,r,n,o,s,a){var h=2/(i-t),l=2/(n-r),c=2/(s-o),u=-(s+o)/(s-o),f=(t+i)/(t-i),d=(n+r)/(r-n);e.FromValuesToRef(h,0,0,0,0,l,0,0,0,0,c,0,f,d,u,1,a),a._markAsUpdated()},e.OrthoOffCenterRH=function(t,i,r,n,o,s){var a=new e;return e.OrthoOffCenterRHToRef(t,i,r,n,o,s,a),a},e.OrthoOffCenterRHToRef=function(t,i,r,n,o,s,a){e.OrthoOffCenterLHToRef(t,i,r,n,o,s,a),a._m[10]*=-1},e.PerspectiveLH=function(t,i,r,n){var o=new e,s=2*r/t,a=2*r/i,h=(n+r)/(n-r),l=-2*n*r/(n-r);return e.FromValuesToRef(s,0,0,0,0,a,0,0,0,0,h,1,0,0,l,0,o),o._updateIdentityStatus(!1),o},e.PerspectiveFovLH=function(t,i,r,n){var o=new e;return e.PerspectiveFovLHToRef(t,i,r,n,o),o},e.PerspectiveFovLHToRef=function(t,i,r,n,o,s){void 0===s&&(s=!0);var a=r,h=n,l=1/Math.tan(.5*t),c=s?l/i:l,u=s?l:l*i,f=(h+a)/(h-a),d=-2*h*a/(h-a);e.FromValuesToRef(c,0,0,0,0,u,0,0,0,0,f,1,0,0,d,0,o),o._updateIdentityStatus(!1)},e.PerspectiveFovReverseLHToRef=function(t,i,r,n,o,s){void 0===s&&(s=!0);var a=1/Math.tan(.5*t),h=s?a/i:a,l=s?a:a*i;e.FromValuesToRef(h,0,0,0,0,l,0,0,0,0,-r,1,0,0,1,0,o),o._updateIdentityStatus(!1)},e.PerspectiveFovRH=function(t,i,r,n){var o=new e;return e.PerspectiveFovRHToRef(t,i,r,n,o),o},e.PerspectiveFovRHToRef=function(t,i,r,n,o,s){void 0===s&&(s=!0);var a=r,h=n,l=1/Math.tan(.5*t),c=s?l/i:l,u=s?l:l*i,f=-(h+a)/(h-a),d=-2*h*a/(h-a);e.FromValuesToRef(c,0,0,0,0,u,0,0,0,0,f,-1,0,0,d,0,o),o._updateIdentityStatus(!1)},e.PerspectiveFovReverseRHToRef=function(t,i,r,n,o,s){void 0===s&&(s=!0);var a=1/Math.tan(.5*t),h=s?a/i:a,l=s?a:a*i;e.FromValuesToRef(h,0,0,0,0,l,0,0,0,0,-r,-1,0,0,-1,0,o),o._updateIdentityStatus(!1)},e.PerspectiveFovWebVRToRef=function(e,t,i,r,n){void 0===n&&(n=!1);var o=n?-1:1,s=Math.tan(e.upDegrees*Math.PI/180),a=Math.tan(e.downDegrees*Math.PI/180),h=Math.tan(e.leftDegrees*Math.PI/180),l=Math.tan(e.rightDegrees*Math.PI/180),c=2/(h+l),u=2/(s+a),f=r._m;f[0]=c,f[1]=f[2]=f[3]=f[4]=0,f[5]=u,f[6]=f[7]=0,f[8]=(h-l)*c*.5,f[9]=-(s-a)*u*.5,f[10]=-i/(t-i),f[11]=1*o,f[12]=f[13]=f[15]=0,f[14]=-2*i*t/(i-t),r._markAsUpdated()},e.GetFinalMatrix=function(t,i,r,n,o,s){var a=t.width,h=t.height,l=t.x,c=t.y,u=e.FromValues(a/2,0,0,0,0,-h/2,0,0,0,0,s-o,0,l+a/2,h/2+c,o,1),d=f.Matrix[0];return i.multiplyToRef(r,d),d.multiplyToRef(n,d),d.multiply(u)},e.GetAsMatrix2x2=function(e){var t=e.m;return new Float32Array([t[0],t[1],t[4],t[5]])},e.GetAsMatrix3x3=function(e){var t=e.m;return new Float32Array([t[0],t[1],t[2],t[4],t[5],t[6],t[8],t[9],t[10]])},e.Transpose=function(t){var i=new e;return e.TransposeToRef(t,i),i},e.TransposeToRef=function(e,t){var i=t._m,r=e.m;i[0]=r[0],i[1]=r[4],i[2]=r[8],i[3]=r[12],i[4]=r[1],i[5]=r[5],i[6]=r[9],i[7]=r[13],i[8]=r[2],i[9]=r[6],i[10]=r[10],i[11]=r[14],i[12]=r[3],i[13]=r[7],i[14]=r[11],i[15]=r[15],t._updateIdentityStatus(e._isIdentity,e._isIdentityDirty)},e.Reflection=function(t){var i=new e;return e.ReflectionToRef(t,i),i},e.ReflectionToRef=function(t,i){t.normalize();var r=t.normal.x,n=t.normal.y,o=t.normal.z,s=-2*r,a=-2*n,h=-2*o;e.FromValuesToRef(s*r+1,a*r,h*r,0,s*n,a*n+1,h*n,0,s*o,a*o,h*o+1,0,s*t.d,a*t.d,h*t.d,1,i)},e.FromXYZAxesToRef=function(t,i,r,n){e.FromValuesToRef(t.x,t.y,t.z,0,i.x,i.y,i.z,0,r.x,r.y,r.z,0,0,0,0,1,n)},e.FromQuaternionToRef=function(e,t){var i=e.x*e.x,r=e.y*e.y,n=e.z*e.z,o=e.x*e.y,s=e.z*e.w,a=e.z*e.x,h=e.y*e.w,l=e.y*e.z,c=e.x*e.w;t._m[0]=1-2*(r+n),t._m[1]=2*(o+s),t._m[2]=2*(a-h),t._m[3]=0,t._m[4]=2*(o-s),t._m[5]=1-2*(n+i),t._m[6]=2*(l+c),t._m[7]=0,t._m[8]=2*(a+h),t._m[9]=2*(l-c),t._m[10]=1-2*(r+i),t._m[11]=0,t._m[12]=0,t._m[13]=0,t._m[14]=0,t._m[15]=1,t._markAsUpdated()},e._updateFlagSeed=0,e._identityReadOnly=e.Identity(),e}(),f=function(){function e(){}return e.Vector3=o.a.BuildArray(6,h.Zero),e.Matrix=o.a.BuildArray(2,u.Identity),e.Quaternion=o.a.BuildArray(3,c.Zero),e}(),d=function(){function e(){}return e.Vector2=o.a.BuildArray(3,a.Zero),e.Vector3=o.a.BuildArray(13,h.Zero),e.Vector4=o.a.BuildArray(3,l.Zero),e.Quaternion=o.a.BuildArray(2,c.Zero),e.Matrix=o.a.BuildArray(8,u.Identity),e}();s.a.RegisteredTypes["BABYLON.Vector2"]=a,s.a.RegisteredTypes["BABYLON.Vector3"]=h,s.a.RegisteredTypes["BABYLON.Vector4"]=l,s.a.RegisteredTypes["BABYLON.Matrix"]=u},function(e,t,i){"use strict";i.d(t,"c",(function(){return n})),i.d(t,"a",(function(){return o})),i.d(t,"b",(function(){return s}));var r=function(e,t){return(r=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(e,t){e.__proto__=t}||function(e,t){for(var i in t)t.hasOwnProperty(i)&&(e[i]=t[i])})(e,t)};function n(e,t){function i(){this.constructor=e}r(e,t),e.prototype=null===t?Object.create(t):(i.prototype=t.prototype,new i)}var o=function(){return(o=Object.assign||function(e){for(var t,i=1,r=arguments.length;i=0;a--)(n=e[a])&&(s=(o<3?n(s):o>3?n(t,i,s):n(t,i))||s);return o>3&&s&&Object.defineProperty(t,i,s),s}},function(e,t,i){"use strict";i.d(t,"a",(function(){return r})),i.d(t,"b",(function(){return n}));var r=function(){function e(e,t,i,r,n,o,s,a){void 0===r&&(r=0),void 0===n&&(n=!1),void 0===o&&(o=!1),void 0===s&&(s=!1),e.getScene?this._engine=e.getScene().getEngine():this._engine=e,this._updatable=i,this._instanced=o,this._divisor=a||1,this._data=t,this.byteStride=s?r:r*Float32Array.BYTES_PER_ELEMENT,n||this.create()}return 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l=i/4,c=r/4,u=0;u0},e.prototype.clear=function(){this._observers=new Array,this._onObserverAdded=null},e.prototype.clone=function(){var t=new e;return t._observers=this._observers.slice(0),t},e.prototype.hasSpecificMask=function(e){void 0===e&&(e=-1);for(var t=0,i=this._observers;t1?this.notRenderable=!0:this.notRenderable=!1}else a.b.Error("Cannot move a control to a vector3 if the control is not at root level")},e.prototype.getDescendantsToRef=function(e,t,i){void 0===t&&(t=!1)},e.prototype.getDescendants=function(e,t){var i=new Array;return this.getDescendantsToRef(i,e,t),i},e.prototype.linkWithMesh=function(t){if(!this._host||this.parent&&this.parent!==this._host._rootContainer)t&&a.b.Error("Cannot link a control to a mesh if the control is not at root level");else{var i=this._host._linkedControls.indexOf(this);if(-1!==i)return this._linkedMesh=t,void(t||this._host._linkedControls.splice(i,1));t&&(this.horizontalAlignment=e.HORIZONTAL_ALIGNMENT_LEFT,this.verticalAlignment=e.VERTICAL_ALIGNMENT_TOP,this._linkedMesh=t,this._host._linkedControls.push(this))}},e.prototype._moveToProjectedPosition=function(e){var t=this._left.getValue(this._host),i=this._top.getValue(this._host),r=e.x+this._linkOffsetX.getValue(this._host)-this._currentMeasure.width/2,n=e.y+this._linkOffsetY.getValue(this._host)-this._currentMeasure.height/2;this._left.ignoreAdaptiveScaling&&this._top.ignoreAdaptiveScaling&&(Math.abs(r-t)<.5&&(r=t),Math.abs(n-i)<.5&&(n=i)),this.left=r+"px",this.top=n+"px",this._left.ignoreAdaptiveScaling=!0,this._top.ignoreAdaptiveScaling=!0,this._markAsDirty()},e.prototype._offsetLeft=function(e){this._isDirty=!0,this._currentMeasure.left+=e},e.prototype._offsetTop=function(e){this._isDirty=!0,this._currentMeasure.top+=e},e.prototype._markMatrixAsDirty=function(){this._isMatrixDirty=!0,this._flagDescendantsAsMatrixDirty()},e.prototype._flagDescendantsAsMatrixDirty=function(){},e.prototype._intersectsRect=function(e){return this._currentMeasure.transformToRef(this._transformMatrix,this._tmpMeasureA),!(this._tmpMeasureA.left>=e.left+e.width)&&(!(this._tmpMeasureA.top>=e.top+e.height)&&(!(this._tmpMeasureA.left+this._tmpMeasureA.width<=e.left)&&!(this._tmpMeasureA.top+this._tmpMeasureA.height<=e.top)))},e.prototype.invalidateRect=function(){if(this._transform(),this.host&&this.host.useInvalidateRectOptimization)if(this._currentMeasure.transformToRef(this._transformMatrix,this._tmpMeasureA),l.a.CombineToRef(this._tmpMeasureA,this._prevCurrentMeasureTransformedIntoGlobalSpace,this._tmpMeasureA),this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY){var e=this.shadowOffsetX,t=this.shadowOffsetY,i=this.shadowBlur,r=Math.min(Math.min(e,0)-2*i,0),n=Math.max(Math.max(e,0)+2*i,0),o=Math.min(Math.min(t,0)-2*i,0),s=Math.max(Math.max(t,0)+2*i,0);this.host.invalidateRect(Math.floor(this._tmpMeasureA.left+r),Math.floor(this._tmpMeasureA.top+o),Math.ceil(this._tmpMeasureA.left+this._tmpMeasureA.width+n),Math.ceil(this._tmpMeasureA.top+this._tmpMeasureA.height+s))}else this.host.invalidateRect(Math.floor(this._tmpMeasureA.left),Math.floor(this._tmpMeasureA.top),Math.ceil(this._tmpMeasureA.left+this._tmpMeasureA.width),Math.ceil(this._tmpMeasureA.top+this._tmpMeasureA.height))},e.prototype._markAsDirty=function(e){void 0===e&&(e=!1),(this._isVisible||e)&&(this._isDirty=!0,this._host&&this._host.markAsDirty())},e.prototype._markAllAsDirty=function(){this._markAsDirty(),this._font&&this._prepareFont()},e.prototype._link=function(e){this._host=e,this._host&&(this.uniqueId=this._host.getScene().getUniqueId())},e.prototype._transform=function(e){if(this._isMatrixDirty||1!==this._scaleX||1!==this._scaleY||0!==this._rotation){var t=this._currentMeasure.width*this._transformCenterX+this._currentMeasure.left,i=this._currentMeasure.height*this._transformCenterY+this._currentMeasure.top;e&&(e.translate(t,i),e.rotate(this._rotation),e.scale(this._scaleX,this._scaleY),e.translate(-t,-i)),(this._isMatrixDirty||this._cachedOffsetX!==t||this._cachedOffsetY!==i)&&(this._cachedOffsetX=t,this._cachedOffsetY=i,this._isMatrixDirty=!1,this._flagDescendantsAsMatrixDirty(),d.ComposeToRef(-t,-i,this._rotation,this._scaleX,this._scaleY,this.parent?this.parent._transformMatrix:null,this._transformMatrix),this._transformMatrix.invertToRef(this._invertTransformMatrix))}},e.prototype._renderHighlight=function(e){this.isHighlighted&&(e.save(),e.strokeStyle="#4affff",e.lineWidth=2,this._renderHighlightSpecific(e),e.restore())},e.prototype._renderHighlightSpecific=function(e){e.strokeRect(this._currentMeasure.left,this._currentMeasure.top,this._currentMeasure.width,this._currentMeasure.height)},e.prototype._applyStates=function(t){this._isFontSizeInPercentage&&(this._fontSet=!0),this._fontSet&&(this._prepareFont(),this._fontSet=!1),this._font&&(t.font=this._font),this._color&&(t.fillStyle=this._color),e.AllowAlphaInheritance?t.globalAlpha*=this._alpha:this._alphaSet&&(t.globalAlpha=this.parent?this.parent.alpha*this._alpha:this._alpha)},e.prototype._layout=function(e,t){if(!this.isDirty&&(!this.isVisible||this.notRenderable))return!1;if(this._isDirty||!this._cachedParentMeasure.isEqualsTo(e)){this.host._numLayoutCalls++,this._currentMeasure.transformToRef(this._transformMatrix,this._prevCurrentMeasureTransformedIntoGlobalSpace),t.save(),this._applyStates(t);var i=0;do{this._rebuildLayout=!1,this._processMeasures(e,t),i++}while(this._rebuildLayout&&i<3);i>=3&&s.a.Error("Layout cycle detected in GUI (Control name="+this.name+", uniqueId="+this.uniqueId+")"),t.restore(),this.invalidateRect(),this._evaluateClippingState(e)}return this._wasDirty=this._isDirty,this._isDirty=!1,!0},e.prototype._processMeasures=function(e,t){this._currentMeasure.copyFrom(e),this._preMeasure(e,t),this._measure(),this._computeAlignment(e,t),this._currentMeasure.left=0|this._currentMeasure.left,this._currentMeasure.top=0|this._currentMeasure.top,this._currentMeasure.width=0|this._currentMeasure.width,this._currentMeasure.height=0|this._currentMeasure.height,this._additionalProcessing(e,t),this._cachedParentMeasure.copyFrom(e),this.onDirtyObservable.hasObservers()&&this.onDirtyObservable.notifyObservers(this)},e.prototype._evaluateClippingState=function(e){if(this.parent&&this.parent.clipChildren){if(this._currentMeasure.left>e.left+e.width)return void(this._isClipped=!0);if(this._currentMeasure.left+this._currentMeasure.widthe.top+e.height)return void(this._isClipped=!0);if(this._currentMeasure.top+this._currentMeasure.heightthis._currentMeasure.left+this._currentMeasure.width)&&(!(tthis._currentMeasure.top+this._currentMeasure.height)&&(this.isPointerBlocker&&(this._host._shouldBlockPointer=!0),!0))))},e.prototype._processPicking=function(e,t,i,r,n,o,s){return!!this._isEnabled&&(!(!this.isHitTestVisible||!this.isVisible||this._doNotRender)&&(!!this.contains(e,t)&&(this._processObservables(i,e,t,r,n,o,s),!0)))},e.prototype._onPointerMove=function(e,t,i){this.onPointerMoveObservable.notifyObservers(t,-1,e,this)&&null!=this.parent&&this.parent._onPointerMove(e,t,i)},e.prototype._onPointerEnter=function(e){return!!this._isEnabled&&(!(this._enterCount>0)&&(-1===this._enterCount&&(this._enterCount=0),this._enterCount++,this.onPointerEnterObservable.notifyObservers(this,-1,e,this)&&null!=this.parent&&this.parent._onPointerEnter(e),!0))},e.prototype._onPointerOut=function(e,t){if(void 0===t&&(t=!1),t||this._isEnabled&&e!==this){this._enterCount=0;var i=!0;e.isAscendant(this)||(i=this.onPointerOutObservable.notifyObservers(this,-1,e,this)),i&&null!=this.parent&&this.parent._onPointerOut(e,t)}},e.prototype._onPointerDown=function(e,t,i,r){return this._onPointerEnter(this),0===this._downCount&&(this._downCount++,this._downPointerIds[i]=!0,this.onPointerDownObservable.notifyObservers(new f(t,r),-1,e,this)&&null!=this.parent&&this.parent._onPointerDown(e,t,i,r),!0)},e.prototype._onPointerUp=function(e,t,i,r,n){if(this._isEnabled){this._downCount=0,delete this._downPointerIds[i];var o=n;n&&(this._enterCount>0||-1===this._enterCount)&&(o=this.onPointerClickObservable.notifyObservers(new f(t,r),-1,e,this)),this.onPointerUpObservable.notifyObservers(new f(t,r),-1,e,this)&&null!=this.parent&&this.parent._onPointerUp(e,t,i,r,o)}},e.prototype._forcePointerUp=function(e){if(void 0===e&&(e=null),null!==e)this._onPointerUp(this,n.d.Zero(),e,0,!0);else for(var t in 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Float32Array(t,s.uvs6AttrDesc.offset,s.uvs6AttrDesc.count);i.setVerticesData(u.b.UV6Kind,b,!1)}if(s.colorsAttrDesc&&s.colorsAttrDesc.count>0){var v=new Float32Array(t,s.colorsAttrDesc.offset,s.colorsAttrDesc.count);i.setVerticesData(u.b.ColorKind,v,!1,s.colorsAttrDesc.stride)}if(s.matricesIndicesAttrDesc&&s.matricesIndicesAttrDesc.count>0){for(var y=new Int32Array(t,s.matricesIndicesAttrDesc.offset,s.matricesIndicesAttrDesc.count),x=[],T=0;T>8),x.push((16711680&M)>>16),x.push(M>>24)}i.setVerticesData(u.b.MatricesIndicesKind,x,!1)}if(s.matricesWeightsAttrDesc&&s.matricesWeightsAttrDesc.count>0){var E=new Float32Array(t,s.matricesWeightsAttrDesc.offset,s.matricesWeightsAttrDesc.count);i.setVerticesData(u.b.MatricesWeightsKind,E,!1)}if(s.indicesAttrDesc&&s.indicesAttrDesc.count>0){var A=new Int32Array(t,s.indicesAttrDesc.offset,s.indicesAttrDesc.count);i.setIndices(A,null)}if(s.subMeshesAttrDesc&&s.subMeshesAttrDesc.count>0){var O=new Int32Array(t,s.subMeshesAttrDesc.offset,5*s.subMeshesAttrDesc.count);i.subMeshes=[];for(T=0;T>8),x.push((16711680&D)>>16),x.push(D>>24)}i.setVerticesData(u.b.MatricesIndicesKind,x,t.matricesIndices._updatable)}if(t.matricesIndicesExtra)if(t.matricesIndicesExtra._isExpanded)delete t.matricesIndices._isExpanded,i.setVerticesData(u.b.MatricesIndicesExtraKind,t.matricesIndicesExtra,t.matricesIndicesExtra._updatable);else{for(x=[],T=0;T>8),x.push((16711680&D)>>16),x.push(D>>24)}i.setVerticesData(u.b.MatricesIndicesExtraKind,x,t.matricesIndicesExtra._updatable)}t.matricesWeights&&(e._CleanMatricesWeights(t,i),i.setVerticesData(u.b.MatricesWeightsKind,t.matricesWeights,t.matricesWeights._updatable)),t.matricesWeightsExtra&&i.setVerticesData(u.b.MatricesWeightsExtraKind,t.matricesWeightsExtra,t.matricesWeights._updatable),i.setIndices(t.indices,null)}if(t.subMeshes){i.subMeshes=[];for(var w=0;w-1){var n=t.getScene().getLastSkeletonByID(e.skeletonId);if(n){r=n.bones.length;for(var o=t.getVerticesData(u.b.MatricesIndicesKind),s=t.getVerticesData(u.b.MatricesIndicesExtraKind),a=e.matricesWeights,h=e.matricesWeightsExtra,l=e.numBoneInfluencer,c=a.length,f=0;fl-1)&&(_=l-1),d>i){var b=1/d;for(g=0;g<4;g++)a[f+g]*=b;if(h)for(g=0;g<4;g++)h[f+g]*=b}else _>=4?(h[f+_-4]=1-d,s[f+_-4]=r):(a[f+_]=1-d,o[f+_]=r)}t.setVerticesData(u.b.MatricesIndicesKind,o),e.matricesWeightsExtra&&t.setVerticesData(u.b.MatricesIndicesExtraKind,s)}}}},e.Parse=function(t,i,r){if(i.getGeometryByID(t.id))return null;var n=new e(t.id,i,void 0,t.updatable);return a.a&&a.a.AddTagsTo(n,t.tags),t.delayLoadingFile?(n.delayLoadState=4,n.delayLoadingFile=r+t.delayLoadingFile,n._boundingInfo=new _.a(h.e.FromArray(t.boundingBoxMinimum),h.e.FromArray(t.boundingBoxMaximum)),n._delayInfo=[],t.hasUVs&&n._delayInfo.push(u.b.UVKind),t.hasUVs2&&n._delayInfo.push(u.b.UV2Kind),t.hasUVs3&&n._delayInfo.push(u.b.UV3Kind),t.hasUVs4&&n._delayInfo.push(u.b.UV4Kind),t.hasUVs5&&n._delayInfo.push(u.b.UV5Kind),t.hasUVs6&&n._delayInfo.push(u.b.UV6Kind),t.hasColors&&n._delayInfo.push(u.b.ColorKind),t.hasMatricesIndices&&n._delayInfo.push(u.b.MatricesIndicesKind),t.hasMatricesWeights&&n._delayInfo.push(u.b.MatricesWeightsKind),n._delayLoadingFunction=f.VertexData.ImportVertexData):f.VertexData.ImportVertexData(t,n),i.pushGeometry(n,!0),n},e}(),b=i(42),v=i(27),y=i(62),x=i(3),T=i(11),M=i(10),E=i(8),A=i(22),O=function(e,t){this.distance=e,this.mesh=t},P=i(53),C=function(){},S=function(){this.visibleInstances={},this.batchCache=new R,this.instancesBufferSize=2048},R=function(){this.mustReturn=!1,this.visibleInstances=new Array,this.renderSelf=new Array,this.hardwareInstancedRendering=new Array},I=function(){this._areNormalsFrozen=!1,this._source=null,this.meshMap=null,this._preActivateId=-1,this._LODLevels=new Array,this._morphTargetManager=null},D=function(e){function t(i,r,n,o,h,l){void 0===r&&(r=null),void 0===n&&(n=null),void 0===o&&(o=null),void 0===l&&(l=!0);var c=e.call(this,i,r)||this;if(c._internalMeshDataInfo=new I,c.delayLoadState=0,c.instances=new Array,c._creationDataStorage=null,c._geometry=null,c._instanceDataStorage=new S,c._effectiveMaterial=null,c._shouldGenerateFlatShading=!1,c._originalBuilderSideOrientation=t.DEFAULTSIDE,c.overrideMaterialSideOrientation=null,r=c.getScene(),o){if(o._geometry&&o._geometry.applyToMesh(c),s.a.DeepCopy(o,c,["name","material","skeleton","instances","parent","uniqueId","source","metadata","hasLODLevels","geometry","isBlocked","areNormalsFrozen","onBeforeDrawObservable","onBeforeRenderObservable","onAfterRenderObservable","onBeforeDraw","onAfterWorldMatrixUpdateObservable","onCollideObservable","onCollisionPositionChangeObservable","onRebuildObservable","onDisposeObservable","lightSources","morphTargetManager"],["_poseMatrix"]),c._internalMeshDataInfo._source=o,r.useClonedMeshMap&&(o._internalMeshDataInfo.meshMap||(o._internalMeshDataInfo.meshMap={}),o._internalMeshDataInfo.meshMap[c.uniqueId]=c),c._originalBuilderSideOrientation=o._originalBuilderSideOrientation,c._creationDataStorage=o._creationDataStorage,o._ranges){var u=o._ranges;for(var i in u)u.hasOwnProperty(i)&&u[i]&&c.createAnimationRange(i,u[i].from,u[i].to)}var f;if(o.metadata&&o.metadata.clone?c.metadata=o.metadata.clone():c.metadata=o.metadata,a.a&&a.a.HasTags(o)&&a.a.AddTagsTo(c,a.a.GetTags(o,!0)),c.parent=o.parent,c.setPivotMatrix(o.getPivotMatrix()),c.id=i+"."+o.id,c.material=o.material,!h)for(var d=o.getDescendants(!0),p=0;p0},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"morphTargetManager",{get:function(){return this._internalMeshDataInfo._morphTargetManager},set:function(e){this._internalMeshDataInfo._morphTargetManager!==e&&(this._internalMeshDataInfo._morphTargetManager=e,this._syncGeometryWithMorphTargetManager())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"source",{get:function(){return this._internalMeshDataInfo._source},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"isUnIndexed",{get:function(){return this._unIndexed},set:function(e){this._unIndexed!==e&&(this._unIndexed=e,this._markSubMeshesAsAttributesDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"worldMatrixInstancedBuffer",{get:function(){return this._instanceDataStorage.instancesData},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"manualUpdateOfWorldMatrixInstancedBuffer",{get:function(){return this._instanceDataStorage.manualUpdate},set:function(e){this._instanceDataStorage.manualUpdate=e},enumerable:!0,configurable:!0}),t.prototype.instantiateHierarchy=function(e,t,i){void 0===e&&(e=null);var r=!(this.getTotalVertices()>0)||t&&t.doNotInstantiate?this.clone("Clone of "+(this.name||this.id),e||this.parent,!0):this.createInstance("instance of "+(this.name||this.id));r&&(r.parent=e||this.parent,r.position=this.position.clone(),r.scaling=this.scaling.clone(),this.rotationQuaternion?r.rotationQuaternion=this.rotationQuaternion.clone():r.rotation=this.rotation.clone(),i&&i(this,r));for(var n=0,o=this.getChildTransformNodes(!0);n0},enumerable:!0,configurable:!0}),t.prototype.getLODLevels=function(){return this._internalMeshDataInfo._LODLevels},t.prototype._sortLODLevels=function(){this._internalMeshDataInfo._LODLevels.sort((function(e,t){return e.distancet.distance?-1:0}))},t.prototype.addLODLevel=function(e,t){if(t&&t._masterMesh)return T.a.Warn("You cannot use a mesh as LOD level twice"),this;var i=new O(e,t);return this._internalMeshDataInfo._LODLevels.push(i),t&&(t._masterMesh=this),this._sortLODLevels(),this},t.prototype.getLODLevelAtDistance=function(e){for(var t=this._internalMeshDataInfo,i=0;in)return this.onLODLevelSelection&&this.onLODLevelSelection(n,this,this),this;for(var o=0;o0;this.computeWorldMatrix();var s=this.material||n.defaultMaterial;if(s)if(s._storeEffectOnSubMeshes)for(var a=0,h=this.subMeshes;a0){var i=this.getIndices();if(!i)return null;var r=i.length,n=!1;if(e)n=!0;else for(var o=0,s=this.subMeshes;o=r){n=!0;break}if(a.verticesStart+a.verticesCount>=t){n=!0;break}}if(!n)return this.subMeshes[0]}return this.releaseSubMeshes(),new d.b(0,0,t,0,this.getTotalIndices(),this)},t.prototype.subdivide=function(e){if(!(e<1)){for(var t=this.getTotalIndices(),i=t/e|0,r=0;i%3!=0;)i++;this.releaseSubMeshes();for(var n=0;n=t);n++)d.b.CreateFromIndices(0,r,Math.min(i,t-r),this),r+=i;this.synchronizeInstances()}},t.prototype.setVerticesData=function(e,t,i,r){if(void 0===i&&(i=!1),this._geometry)this._geometry.setVerticesData(e,t,i,r);else{var n=new f.VertexData;n.set(t,e);var o=this.getScene();new m(m.RandomId(),o,n,i,this)}return this},t.prototype.removeVerticesData=function(e){this._geometry&&this._geometry.removeVerticesData(e)},t.prototype.markVerticesDataAsUpdatable=function(e,t){void 0===t&&(t=!0);var i=this.getVertexBuffer(e);i&&i.isUpdatable()!==t&&this.setVerticesData(e,this.getVerticesData(e),t)},t.prototype.setVerticesBuffer=function(e){return this._geometry||(this._geometry=m.CreateGeometryForMesh(this)),this._geometry.setVerticesBuffer(e),this},t.prototype.updateVerticesData=function(e,t,i,r){return this._geometry?(r?(this.makeGeometryUnique(),this.updateVerticesData(e,t,i,!1)):this._geometry.updateVerticesData(e,t,i),this):this},t.prototype.updateMeshPositions=function(e,t){void 0===t&&(t=!0);var i=this.getVerticesData(u.b.PositionKind);if(!i)return this;if(e(i),this.updateVerticesData(u.b.PositionKind,i,!1,!1),t){var r=this.getIndices(),n=this.getVerticesData(u.b.NormalKind);if(!n)return this;f.VertexData.ComputeNormals(i,r,n),this.updateVerticesData(u.b.NormalKind,n,!1,!1)}return this},t.prototype.makeGeometryUnique=function(){if(!this._geometry)return this;var e=this._geometry,t=this._geometry.copy(m.RandomId());return e.releaseForMesh(this,!0),t.applyToMesh(this),this},t.prototype.setIndices=function(e,t,i){if(void 0===t&&(t=null),void 0===i&&(i=!1),this._geometry)this._geometry.setIndices(e,t,i);else{var r=new f.VertexData;r.indices=e;var n=this.getScene();new m(m.RandomId(),n,r,i,this)}return this},t.prototype.updateIndices=function(e,t,i){return void 0===i&&(i=!1),this._geometry?(this._geometry.updateIndices(e,t,i),this):this},t.prototype.toLeftHanded=function(){return this._geometry?(this._geometry.toLeftHanded(),this):this},t.prototype._bind=function(e,t,i){if(!this._geometry)return this;var r,n=this.getScene().getEngine();if(this._unIndexed)r=null;else switch(i){case v.a.PointFillMode:r=null;break;case v.a.WireFrameFillMode:r=e._getLinesIndexBuffer(this.getIndices(),n);break;default:case v.a.TriangleFillMode:r=this._geometry.getIndexBuffer()}return this._geometry._bind(t,r),this},t.prototype._draw=function(e,t,i){if(!this._geometry||!this._geometry.getVertexBuffers()||!this._unIndexed&&!this._geometry.getIndexBuffer())return this;this._internalMeshDataInfo._onBeforeDrawObservable&&this._internalMeshDataInfo._onBeforeDrawObservable.notifyObservers(this);var r=this.getScene().getEngine();return this._unIndexed||t==v.a.PointFillMode?r.drawArraysType(t,e.verticesStart,e.verticesCount,i):t==v.a.WireFrameFillMode?r.drawElementsType(t,0,e._linesIndexCount,i):r.drawElementsType(t,e.indexStart,e.indexCount,i),this},t.prototype.registerBeforeRender=function(e){return this.onBeforeRenderObservable.add(e),this},t.prototype.unregisterBeforeRender=function(e){return this.onBeforeRenderObservable.removeCallback(e),this},t.prototype.registerAfterRender=function(e){return this.onAfterRenderObservable.add(e),this},t.prototype.unregisterAfterRender=function(e){return this.onAfterRenderObservable.removeCallback(e),this},t.prototype._getInstancesRenderList=function(e,t){if(void 0===t&&(t=!1),this._instanceDataStorage.isFrozen&&this._instanceDataStorage.previousBatch)return this._instanceDataStorage.previousBatch;var i=this.getScene(),r=i._isInIntermediateRendering(),n=r?this._internalAbstractMeshDataInfo._onlyForInstancesIntermediate:this._internalAbstractMeshDataInfo._onlyForInstances,o=this._instanceDataStorage.batchCache;if(o.mustReturn=!1,o.renderSelf[e]=t||!n&&this.isEnabled()&&this.isVisible,o.visibleInstances[e]=null,this._instanceDataStorage.visibleInstances&&!t){var s=this._instanceDataStorage.visibleInstances,a=i.getRenderId(),h=r?s.intermediateDefaultRenderId:s.defaultRenderId;o.visibleInstances[e]=s[a],!o.visibleInstances[e]&&h&&(o.visibleInstances[e]=s[h])}return o.hardwareInstancedRendering[e]=!t&&this._instanceDataStorage.hardwareInstancedRendering&&null!==o.visibleInstances[e]&&void 0!==o.visibleInstances[e],this._instanceDataStorage.previousBatch=o,o},t.prototype._renderWithInstances=function(e,t,i,r,n){var o=i.visibleInstances[e._id];if(!o)return this;for(var s=this._instanceDataStorage,a=s.instancesBufferSize,h=s.instancesBuffer,l=16*(o.length+1)*4;s.instancesBufferSizec&&r++,0!==_&&d++,f+=_,c=_}if(h[d]++,d>o&&(o=d),0===f)n++;else{var g=1/f,m=0;for(p=0;p.001&&s++}}var b=this.skeleton.bones.length,v=this.getVerticesData(u.b.MatricesIndicesKind),y=this.getVerticesData(u.b.MatricesIndicesExtraKind),x=0;for(l=0;l=b||T<0)&&x++}return{skinned:!0,valid:0===n&&0===s&&0===x,report:"Number of Weights = "+i/4+"\nMaximum influences = "+o+"\nMissing Weights = "+n+"\nNot Sorted = "+r+"\nNot Normalized = "+s+"\nWeightCounts = ["+h+"]\nNumber of bones = "+b+"\nBad Bone Indices = "+x}},t.prototype._checkDelayState=function(){var e=this.getScene();return this._geometry?this._geometry.load(e):4===this.delayLoadState&&(this.delayLoadState=2,this._queueLoad(e)),this},t.prototype._queueLoad=function(e){var t=this;e._addPendingData(this);var i=-1!==this.delayLoadingFile.indexOf(".babylonbinarymeshdata");return o.b.LoadFile(this.delayLoadingFile,(function(i){i instanceof ArrayBuffer?t._delayLoadingFunction(i,t):t._delayLoadingFunction(JSON.parse(i),t),t.instances.forEach((function(e){e.refreshBoundingInfo(),e._syncSubMeshes()})),t.delayLoadState=1,e._removePendingData(t)}),(function(){}),e.offlineProvider,i),this},t.prototype.isInFrustum=function(t){return 2!==this.delayLoadState&&(!!e.prototype.isInFrustum.call(this,t)&&(this._checkDelayState(),!0))},t.prototype.setMaterialByID=function(e){var t,i=this.getScene().materials;for(t=i.length-1;t>-1;t--)if(i[t].id===e)return this.material=i[t],this;var r=this.getScene().multiMaterials;for(t=r.length-1;t>-1;t--)if(r[t].id===e)return this.material=r[t],this;return this},t.prototype.getAnimatables=function(){var e=new Array;return this.material&&e.push(this.material),this.skeleton&&e.push(this.skeleton),e},t.prototype.bakeTransformIntoVertices=function(e){if(!this.isVerticesDataPresent(u.b.PositionKind))return this;var t=this.subMeshes.splice(0);this._resetPointsArrayCache();var i,r=this.getVerticesData(u.b.PositionKind),n=new Array;for(i=0;i-1&&(n.morphTargetManager=i.getMorphTargetManagerById(e.morphTargetManagerId)),e.skeletonId>-1&&(n.skeleton=i.getLastSkeletonByID(e.skeletonId),e.numBoneInfluencers&&(n.numBoneInfluencers=e.numBoneInfluencers)),e.animations){for(var o=0;o4,c=l?this.getVerticesData(u.b.MatricesIndicesExtraKind):null,f=l?this.getVerticesData(u.b.MatricesWeightsExtraKind):null,d=e.getTransformMatrices(this),p=h.e.Zero(),_=new h.a,g=new h.a,m=0,b=0;b0&&(h.a.FromFloat32ArrayToRefScaled(d,Math.floor(16*o[m+a]),v,g),_.addToSelf(g));if(l)for(a=0;a<4;a++)(v=f[m+a])>0&&(h.a.FromFloat32ArrayToRefScaled(d,Math.floor(16*c[m+a]),v,g),_.addToSelf(g));h.e.TransformCoordinatesFromFloatsToRef(t._sourcePositions[b],t._sourcePositions[b+1],t._sourcePositions[b+2],_,p),p.toArray(r,b),h.e.TransformNormalFromFloatsToRef(t._sourceNormals[b],t._sourceNormals[b+1],t._sourceNormals[b+2],_,p),p.toArray(n,b),_.reset()}return this.updateVerticesData(u.b.PositionKind,r),this.updateVerticesData(u.b.NormalKind,n),this},t.MinMax=function(e){var t=null,i=null;return e.forEach((function(e){var r=e.getBoundingInfo().boundingBox;t&&i?(t.minimizeInPlace(r.minimumWorld),i.maximizeInPlace(r.maximumWorld)):(t=r.minimumWorld,i=r.maximumWorld)})),t&&i?{min:t,max:i}:{min:h.e.Zero(),max:h.e.Zero()}},t.Center=function(e){var i=e instanceof Array?t.MinMax(e):e;return h.e.Center(i.min,i.max)},t.MergeMeshes=function(e,i,r,n,o,s){var a;if(void 0===i&&(i=!0),!r){var h=0;for(a=0;a=65536)return T.a.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices"),null}if(s){var l,c,u=null;o=!1}var p,_=new Array,g=new Array,m=null,b=new Array,v=null;for(a=0;a=0&&this._scene.textures.splice(e,1),this._scene.onTextureRemovedObservable.notifyObservers(this)}void 0!==this._texture&&(this.releaseInternalTexture(),this.onDisposeObservable.notifyObservers(this),this.onDisposeObservable.clear())},e.prototype.serialize=function(){if(!this.name)return null;var e=n.a.Serialize(this);return n.a.AppendSerializedAnimations(this,e),e},e.WhenAllReady=function(e,t){var i=e.length;if(0!==i)for(var r,n,o=function(){if((r=e[s]).isReady())0==--i&&t();else if(n=r.onLoadObservable){var o=function(){n.removeCallback(o),0==--i&&t()};n.add(o)}},s=0;s0,t.NUM_MORPH_INFLUENCERS=i.numInfluencers):(t.MORPHTARGETS_UV=!1,t.MORPHTARGETS_TANGENT=!1,t.MORPHTARGETS_NORMAL=!1,t.MORPHTARGETS=!1,t.NUM_MORPH_INFLUENCERS=0)},e.PrepareDefinesForAttributes=function(e,t,i,r,n,o){if(void 0===n&&(n=!1),void 0===o&&(o=!0),!t._areAttributesDirty&&t._needNormals===t._normals&&t._needUVs===t._uvs)return!1;if(t._normals=t._needNormals,t._uvs=t._needUVs,t.NORMAL=t._needNormals&&e.isVerticesDataPresent(s.b.NormalKind),t._needNormals&&e.isVerticesDataPresent(s.b.TangentKind)&&(t.TANGENT=!0),t._needUVs?(t.UV1=e.isVerticesDataPresent(s.b.UVKind),t.UV2=e.isVerticesDataPresent(s.b.UV2Kind)):(t.UV1=!1,t.UV2=!1),i){var a=e.useVertexColors&&e.isVerticesDataPresent(s.b.ColorKind);t.VERTEXCOLOR=a,t.VERTEXALPHA=e.hasVertexAlpha&&a&&o}return r&&this.PrepareDefinesForBones(e,t),n&&this.PrepareDefinesForMorphTargets(e,t),!0},e.PrepareDefinesForMultiview=function(e,t){if(e.activeCamera){var i=t.MULTIVIEW;t.MULTIVIEW=null!==e.activeCamera.outputRenderTarget&&e.activeCamera.outputRenderTarget.getViewCount()>1,t.MULTIVIEW!=i&&t.markAsUnprocessed()}},e.PrepareDefinesForLight=function(e,t,i,r,n,o,s){switch(s.needNormals=!0,void 0===n["LIGHT"+r]&&(s.needRebuild=!0),n["LIGHT"+r]=!0,n["SPOTLIGHT"+r]=!1,n["HEMILIGHT"+r]=!1,n["POINTLIGHT"+r]=!1,n["DIRLIGHT"+r]=!1,i.prepareLightSpecificDefines(n,r),n["LIGHT_FALLOFF_PHYSICAL"+r]=!1,n["LIGHT_FALLOFF_GLTF"+r]=!1,n["LIGHT_FALLOFF_STANDARD"+r]=!1,i.falloffType){case a.a.FALLOFF_GLTF:n["LIGHT_FALLOFF_GLTF"+r]=!0;break;case a.a.FALLOFF_PHYSICAL:n["LIGHT_FALLOFF_PHYSICAL"+r]=!0;break;case a.a.FALLOFF_STANDARD:n["LIGHT_FALLOFF_STANDARD"+r]=!0}if(o&&!i.specular.equalsFloats(0,0,0)&&(s.specularEnabled=!0),n["SHADOW"+r]=!1,n["SHADOWCSM"+r]=!1,n["SHADOWCSMDEBUG"+r]=!1,n["SHADOWCSMNUM_CASCADES"+r]=!1,n["SHADOWCSMUSESHADOWMAXZ"+r]=!1,n["SHADOWCSMNOBLEND"+r]=!1,n["SHADOWCSM_RIGHTHANDED"+r]=!1,n["SHADOWPCF"+r]=!1,n["SHADOWPCSS"+r]=!1,n["SHADOWPOISSON"+r]=!1,n["SHADOWESM"+r]=!1,n["SHADOWCUBE"+r]=!1,n["SHADOWLOWQUALITY"+r]=!1,n["SHADOWMEDIUMQUALITY"+r]=!1,t&&t.receiveShadows&&e.shadowsEnabled&&i.shadowEnabled){var h=i.getShadowGenerator();if(h){var l=h.getShadowMap();l&&l.renderList&&l.renderList.length>0&&(s.shadowEnabled=!0,h.prepareDefines(n,r))}}i.lightmapMode!=a.a.LIGHTMAP_DEFAULT?(s.lightmapMode=!0,n["LIGHTMAPEXCLUDED"+r]=!0,n["LIGHTMAPNOSPECULAR"+r]=i.lightmapMode==a.a.LIGHTMAP_SHADOWSONLY):(n["LIGHTMAPEXCLUDED"+r]=!1,n["LIGHTMAPNOSPECULAR"+r]=!1)},e.PrepareDefinesForLights=function(e,t,i,r,n,o){if(void 0===n&&(n=4),void 0===o&&(o=!1),!i._areLightsDirty)return i._needNormals;var s=0,a={needNormals:!1,needRebuild:!1,lightmapMode:!1,shadowEnabled:!1,specularEnabled:!1};if(e.lightsEnabled&&!o)for(var h=0,l=t.lightSources;h0&&(n=r+o,t.addFallback(n,"LIGHT"+o)),e.SHADOWS||(e["SHADOW"+o]&&t.addFallback(r,"SHADOW"+o),e["SHADOWPCF"+o]&&t.addFallback(r,"SHADOWPCF"+o),e["SHADOWPCSS"+o]&&t.addFallback(r,"SHADOWPCSS"+o),e["SHADOWPOISSON"+o]&&t.addFallback(r,"SHADOWPOISSON"+o),e["SHADOWESM"+o]&&t.addFallback(r,"SHADOWESM"+o));return n++},e.PrepareAttributesForMorphTargetsInfluencers=function(e,t,i){this._TmpMorphInfluencers.NUM_MORPH_INFLUENCERS=i,this.PrepareAttributesForMorphTargets(e,t,this._TmpMorphInfluencers)},e.PrepareAttributesForMorphTargets=function(e,t,i){var n=i.NUM_MORPH_INFLUENCERS;if(n>0&&o.a.LastCreatedEngine)for(var a=o.a.LastCreatedEngine.getCaps().maxVertexAttribs,h=t.morphTargetManager,l=h&&h.supportsNormals&&i.NORMAL,c=h&&h.supportsTangents&&i.TANGENT,u=h&&h.supportsUVs&&i.UV1,f=0;fa&&r.a.Error("Cannot add more vertex attributes for mesh "+t.name)},e.PrepareAttributesForBones=function(e,t,i,r){i.NUM_BONE_INFLUENCERS>0&&(r.addCPUSkinningFallback(0,t),e.push(s.b.MatricesIndicesKind),e.push(s.b.MatricesWeightsKind),i.NUM_BONE_INFLUENCERS>4&&(e.push(s.b.MatricesIndicesExtraKind),e.push(s.b.MatricesWeightsExtraKind)))},e.PrepareAttributesForInstances=function(e,t){t.INSTANCES&&this.PushAttributesForInstances(e)},e.PushAttributesForInstances=function(e){e.push("world0"),e.push("world1"),e.push("world2"),e.push("world3")},e.BindLightProperties=function(e,t,i){e.transferToEffect(t,i+"")},e.BindLight=function(e,t,i,r,n,o){void 0===o&&(o=!1),e._bindLight(t,i,r,n,o)},e.BindLights=function(e,t,i,r,n,o){void 0===n&&(n=4),void 0===o&&(o=!1);for(var s=Math.min(t.lightSources.length,n),a=0;a-1){var r=i.getTransformMatrixTexture(e);t.setTexture("boneSampler",r),t.setFloat("boneTextureWidth",4*(i.bones.length+1))}else{var n=i.getTransformMatrices(e);n&&t.setMatrices("mBones",n)}}},e.BindMorphTargetParameters=function(e,t){var i=e.morphTargetManager;e&&i&&t.setFloatArray("morphTargetInfluences",i.influences)},e.BindLogDepth=function(e,t,i){e.LOGARITHMICDEPTH&&t.setFloat("logarithmicDepthConstant",2/(Math.log(i.activeCamera.maxZ+1)/Math.LN2))},e.BindClipPlane=function(e,t){if(t.clipPlane){var i=t.clipPlane;e.setFloat4("vClipPlane",i.normal.x,i.normal.y,i.normal.z,i.d)}if(t.clipPlane2){i=t.clipPlane2;e.setFloat4("vClipPlane2",i.normal.x,i.normal.y,i.normal.z,i.d)}if(t.clipPlane3){i=t.clipPlane3;e.setFloat4("vClipPlane3",i.normal.x,i.normal.y,i.normal.z,i.d)}if(t.clipPlane4){i=t.clipPlane4;e.setFloat4("vClipPlane4",i.normal.x,i.normal.y,i.normal.z,i.d)}if(t.clipPlane5){i=t.clipPlane5;e.setFloat4("vClipPlane5",i.normal.x,i.normal.y,i.normal.z,i.d)}if(t.clipPlane6){i=t.clipPlane6;e.setFloat4("vClipPlane6",i.normal.x,i.normal.y,i.normal.z,i.d)}},e._TmpMorphInfluencers={NUM_MORPH_INFLUENCERS:0},e._tempFogColor=h.a.Black(),e}()},function(e,t,i){"use strict";i.d(t,"a",(function(){return _}));var r=i(1),n=i(3),o=i(28),s=i(13),a=i(4),h=i(0),l=i(34),c=i(11),u=i(10),f=i(8),d=i(52),p=i(50),_=function(e){function t(i,r,n,s){void 0===s&&(s=!0);var l=e.call(this,i,n)||this;return l._position=h.e.Zero(),l.upVector=h.e.Up(),l.orthoLeft=null,l.orthoRight=null,l.orthoBottom=null,l.orthoTop=null,l.fov=.8,l.minZ=1,l.maxZ=1e4,l.inertia=.9,l.mode=t.PERSPECTIVE_CAMERA,l.isIntermediate=!1,l.viewport=new d.a(0,0,1,1),l.layerMask=268435455,l.fovMode=t.FOVMODE_VERTICAL_FIXED,l.cameraRigMode=t.RIG_MODE_NONE,l.customRenderTargets=new Array,l.outputRenderTarget=null,l.onViewMatrixChangedObservable=new a.a,l.onProjectionMatrixChangedObservable=new a.a,l.onAfterCheckInputsObservable=new a.a,l.onRestoreStateObservable=new a.a,l.isRigCamera=!1,l._rigCameras=new Array,l._webvrViewMatrix=h.a.Identity(),l._skipRendering=!1,l._projectionMatrix=new h.a,l._postProcesses=new Array,l._activeMeshes=new o.a(256),l._globalPosition=h.e.Zero(),l._computedViewMatrix=h.a.Identity(),l._doNotComputeProjectionMatrix=!1,l._transformMatrix=h.a.Zero(),l._refreshFrustumPlanes=!0,l._isCamera=!0,l._isLeftCamera=!1,l._isRightCamera=!1,l.getScene().addCamera(l),s&&!l.getScene().activeCamera&&(l.getScene().activeCamera=l),l.position=r,l}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"position",{get:function(){return this._position},set:function(e){this._position=e},enumerable:!0,configurable:!0}),t.prototype.storeState=function(){return this._stateStored=!0,this._storedFov=this.fov,this},t.prototype._restoreStateValues=function(){return!!this._stateStored&&(this.fov=this._storedFov,!0)},t.prototype.restoreState=function(){return!!this._restoreStateValues()&&(this.onRestoreStateObservable.notifyObservers(this),!0)},t.prototype.getClassName=function(){return"Camera"},t.prototype.toString=function(e){var t="Name: "+this.name;if(t+=", type: "+this.getClassName(),this.animations)for(var i=0;i-1?(c.a.Error("You're trying to reuse a post process not defined as reusable."),0):(null==t||t<0?this._postProcesses.push(e):null===this._postProcesses[t]?this._postProcesses[t]=e:this._postProcesses.splice(t,0,e),this._cascadePostProcessesToRigCams(),this._postProcesses.indexOf(e))},t.prototype.detachPostProcess=function(e){var t=this._postProcesses.indexOf(e);-1!==t&&(this._postProcesses[t]=null),this._cascadePostProcessesToRigCams()},t.prototype.getWorldMatrix=function(){return this._isSynchronizedViewMatrix()||this.getViewMatrix(),this._worldMatrix},t.prototype._getViewMatrix=function(){return h.a.Identity()},t.prototype.getViewMatrix=function(e){return!e&&this._isSynchronizedViewMatrix()||(this.updateCache(),this._computedViewMatrix=this._getViewMatrix(),this._currentRenderId=this.getScene().getRenderId(),this._childUpdateId++,this._refreshFrustumPlanes=!0,this._cameraRigParams&&this._cameraRigParams.vrPreViewMatrix&&this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix,this._computedViewMatrix),this.parent&&this.parent.onViewMatrixChangedObservable&&this.parent.onViewMatrixChangedObservable.notifyObservers(this.parent),this.onViewMatrixChangedObservable.notifyObservers(this),this._computedViewMatrix.invertToRef(this._worldMatrix)),this._computedViewMatrix},t.prototype.freezeProjectionMatrix=function(e){this._doNotComputeProjectionMatrix=!0,void 0!==e&&(this._projectionMatrix=e)},t.prototype.unfreezeProjectionMatrix=function(){this._doNotComputeProjectionMatrix=!1},t.prototype.getProjectionMatrix=function(e){if(this._doNotComputeProjectionMatrix||!e&&this._isSynchronizedProjectionMatrix())return this._projectionMatrix;this._cache.mode=this.mode,this._cache.minZ=this.minZ,this._cache.maxZ=this.maxZ,this._refreshFrustumPlanes=!0;var i=this.getEngine(),r=this.getScene();if(this.mode===t.PERSPECTIVE_CAMERA){this._cache.fov=this.fov,this._cache.fovMode=this.fovMode,this._cache.aspectRatio=i.getAspectRatio(this),this.minZ<=0&&(this.minZ=.1);var n=i.useReverseDepthBuffer;(r.useRightHandedSystem?n?h.a.PerspectiveFovReverseRHToRef:h.a.PerspectiveFovRHToRef:n?h.a.PerspectiveFovReverseLHToRef:h.a.PerspectiveFovLHToRef)(this.fov,i.getAspectRatio(this),this.minZ,this.maxZ,this._projectionMatrix,this.fovMode===t.FOVMODE_VERTICAL_FIXED)}else{var o=i.getRenderWidth()/2,s=i.getRenderHeight()/2;r.useRightHandedSystem?h.a.OrthoOffCenterRHToRef(this.orthoLeft||-o,this.orthoRight||o,this.orthoBottom||-s,this.orthoTop||s,this.minZ,this.maxZ,this._projectionMatrix):h.a.OrthoOffCenterLHToRef(this.orthoLeft||-o,this.orthoRight||o,this.orthoBottom||-s,this.orthoTop||s,this.minZ,this.maxZ,this._projectionMatrix),this._cache.orthoLeft=this.orthoLeft,this._cache.orthoRight=this.orthoRight,this._cache.orthoBottom=this.orthoBottom,this._cache.orthoTop=this.orthoTop,this._cache.renderWidth=i.getRenderWidth(),this._cache.renderHeight=i.getRenderHeight()}return this.onProjectionMatrixChangedObservable.notifyObservers(this),this._projectionMatrix},t.prototype.getTransformationMatrix=function(){return this._computedViewMatrix.multiplyToRef(this._projectionMatrix,this._transformMatrix),this._transformMatrix},t.prototype._updateFrustumPlanes=function(){this._refreshFrustumPlanes&&(this.getTransformationMatrix(),this._frustumPlanes?p.a.GetPlanesToRef(this._transformMatrix,this._frustumPlanes):this._frustumPlanes=p.a.GetPlanes(this._transformMatrix),this._refreshFrustumPlanes=!1)},t.prototype.isInFrustum=function(e,t){if(void 0===t&&(t=!1),this._updateFrustumPlanes(),t&&this.rigCameras.length>0){var i=!1;return this.rigCameras.forEach((function(t){t._updateFrustumPlanes(),i=i||e.isInFrustum(t._frustumPlanes)})),i}return e.isInFrustum(this._frustumPlanes)},t.prototype.isCompletelyInFrustum=function(e){return this._updateFrustumPlanes(),e.isCompletelyInFrustum(this._frustumPlanes)},t.prototype.getForwardRay=function(e,t,i){throw void 0===e&&(e=100),f.a.WarnImport("Ray")},t.prototype.dispose=function(i,r){for(void 0===r&&(r=!1),this.onViewMatrixChangedObservable.clear(),this.onProjectionMatrixChangedObservable.clear(),this.onAfterCheckInputsObservable.clear(),this.onRestoreStateObservable.clear(),this.inputs&&this.inputs.clear(),this.getScene().stopAnimation(this),this.getScene().removeCamera(this);this._rigCameras.length>0;){var n=this._rigCameras.pop();n&&n.dispose()}if(this._rigPostProcess)this._rigPostProcess.dispose(this),this._rigPostProcess=null,this._postProcesses=[];else if(this.cameraRigMode!==t.RIG_MODE_NONE)this._rigPostProcess=null,this._postProcesses=[];else for(var o=this._postProcesses.length;--o>=0;){var s=this._postProcesses[o];s&&s.dispose(this)}for(o=this.customRenderTargets.length;--o>=0;)this.customRenderTargets[o].dispose();this.customRenderTargets=[],this._activeMeshes.dispose(),e.prototype.dispose.call(this,i,r)},Object.defineProperty(t.prototype,"isLeftCamera",{get:function(){return this._isLeftCamera},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"isRightCamera",{get:function(){return this._isRightCamera},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"leftCamera",{get:function(){return this._rigCameras.length<1?null:this._rigCameras[0]},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"rightCamera",{get:function(){return this._rigCameras.length<2?null:this._rigCameras[1]},enumerable:!0,configurable:!0}),t.prototype.getLeftTarget=function(){return this._rigCameras.length<1?null:this._rigCameras[0].getTarget()},t.prototype.getRightTarget=function(){return this._rigCameras.length<2?null:this._rigCameras[1].getTarget()},t.prototype.setCameraRigMode=function(e,i){if(this.cameraRigMode!==e){for(;this._rigCameras.length>0;){var r=this._rigCameras.pop();r&&r.dispose()}if(this.cameraRigMode=e,this._cameraRigParams={},this._cameraRigParams.interaxialDistance=i.interaxialDistance||.0637,this._cameraRigParams.stereoHalfAngle=s.b.ToRadians(this._cameraRigParams.interaxialDistance/.0637),this.cameraRigMode!==t.RIG_MODE_NONE){var n=this.createRigCamera(this.name+"_L",0);n&&(n._isLeftCamera=!0);var o=this.createRigCamera(this.name+"_R",1);o&&(o._isRightCamera=!0),n&&o&&(this._rigCameras.push(n),this._rigCameras.push(o))}switch(this.cameraRigMode){case t.RIG_MODE_STEREOSCOPIC_ANAGLYPH:t._setStereoscopicAnaglyphRigMode(this);break;case t.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:case t.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:case t.RIG_MODE_STEREOSCOPIC_OVERUNDER:case t.RIG_MODE_STEREOSCOPIC_INTERLACED:t._setStereoscopicRigMode(this);break;case t.RIG_MODE_VR:t._setVRRigMode(this,i);break;case t.RIG_MODE_WEBVR:t._setWebVRRigMode(this,i)}this._cascadePostProcessesToRigCams(),this.update()}},t._setStereoscopicRigMode=function(e){throw"Import Cameras/RigModes/stereoscopicRigMode before using stereoscopic rig mode"},t._setStereoscopicAnaglyphRigMode=function(e){throw"Import Cameras/RigModes/stereoscopicAnaglyphRigMode before using stereoscopic anaglyph rig mode"},t._setVRRigMode=function(e,t){throw"Import Cameras/RigModes/vrRigMode before using VR rig mode"},t._setWebVRRigMode=function(e,t){throw"Import Cameras/RigModes/WebVRRigMode before using Web VR rig mode"},t.prototype._getVRProjectionMatrix=function(){return h.a.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov,this._cameraRigParams.vrMetrics.aspectRatio,this.minZ,this.maxZ,this._cameraRigParams.vrWorkMatrix),this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix,this._projectionMatrix),this._projectionMatrix},t.prototype._updateCameraRotationMatrix=function(){},t.prototype._updateWebVRCameraRotationMatrix=function(){},t.prototype._getWebVRProjectionMatrix=function(){return h.a.Identity()},t.prototype._getWebVRViewMatrix=function(){return h.a.Identity()},t.prototype.setCameraRigParameter=function(e,t){this._cameraRigParams||(this._cameraRigParams={}),this._cameraRigParams[e]=t,"interaxialDistance"===e&&(this._cameraRigParams.stereoHalfAngle=s.b.ToRadians(t/.0637))},t.prototype.createRigCamera=function(e,t){return null},t.prototype._updateRigCameras=function(){for(var e=0;e1)for(var h=0;h1&&a.renderbufferStorageMultisample?a.renderbufferStorageMultisample(a.RENDERBUFFER,i,n,e,t):a.renderbufferStorage(a.RENDERBUFFER,r,e,t),a.framebufferRenderbuffer(a.FRAMEBUFFER,s,a.RENDERBUFFER,h),a.bindRenderbuffer(a.RENDERBUFFER,null),h},this._boundUniforms={};var c=null;if(t){if(r=r||{},t.getContext){if(c=t,this._renderingCanvas=c,null!=i&&(r.antialias=i),void 0===r.deterministicLockstep&&(r.deterministicLockstep=!1),void 0===r.lockstepMaxSteps&&(r.lockstepMaxSteps=4),void 0===r.timeStep&&(r.timeStep=1/60),void 0===r.preserveDrawingBuffer&&(r.preserveDrawingBuffer=!1),void 0===r.audioEngine&&(r.audioEngine=!0),void 0===r.stencil&&(r.stencil=!0),!1===r.premultipliedAlpha&&(this.premultipliedAlpha=!1),this._doNotHandleContextLost=!!r.doNotHandleContextLost,navigator&&navigator.userAgent)for(var p=navigator.userAgent,_=0,g=e.ExceptionList;_0)if(parseInt(M[M.length-1])>=T)continue}for(var E=0,A=y;E1&&(this._shaderProcessor=new d),this._badOS=/iPad/i.test(navigator.userAgent)||/iPhone/i.test(navigator.userAgent),this._badDesktopOS=/^((?!chrome|android).)*safari/i.test(navigator.userAgent),this._creationOptions=r,console.log("Babylon.js v"+e.Version+" - "+this.description)}}return Object.defineProperty(e,"NpmPackage",{get:function(){return"babylonjs@4.1.0"},enumerable:!0,configurable:!0}),Object.defineProperty(e,"Version",{get:function(){return"4.1.0"},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"description",{get:function(){var e="WebGL"+this.webGLVersion;return this._caps.parallelShaderCompile&&(e+=" - Parallel shader compilation"),e},enumerable:!0,configurable:!0}),Object.defineProperty(e,"ShadersRepository",{get:function(){return n.a.ShadersRepository},set:function(e){n.a.ShadersRepository=e},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"supportsUniformBuffers",{get:function(){return this.webGLVersion>1&&!this.disableUniformBuffers},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"_shouldUseHighPrecisionShader",{get:function(){return!(!this._caps.highPrecisionShaderSupported||!this._highPrecisionShadersAllowed)},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"needPOTTextures",{get:function(){return this._webGLVersion<2||this.forcePOTTextures},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"doNotHandleContextLost",{get:function(){return this._doNotHandleContextLost},set:function(e){this._doNotHandleContextLost=e},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"_supportsHardwareTextureRescaling",{get:function(){return!1},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"framebufferDimensionsObject",{set:function(e){this._framebufferDimensionsObject=e},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"texturesSupported",{get:function(){return this._texturesSupported},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"textureFormatInUse",{get:function(){return this._textureFormatInUse},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"currentViewport",{get:function(){return this._cachedViewport},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"emptyTexture",{get:function(){return this._emptyTexture||(this._emptyTexture=this.createRawTexture(new Uint8Array(4),1,1,5,!1,!1,1)),this._emptyTexture},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"emptyTexture3D",{get:function(){return this._emptyTexture3D||(this._emptyTexture3D=this.createRawTexture3D(new Uint8Array(4),1,1,1,5,!1,!1,1)),this._emptyTexture3D},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"emptyTexture2DArray",{get:function(){return this._emptyTexture2DArray||(this._emptyTexture2DArray=this.createRawTexture2DArray(new Uint8Array(4),1,1,1,5,!1,!1,1)),this._emptyTexture2DArray},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"emptyCubeTexture",{get:function(){if(!this._emptyCubeTexture){var e=new Uint8Array(4),t=[e,e,e,e,e,e];this._emptyCubeTexture=this.createRawCubeTexture(t,1,5,0,!1,!1,1)}return this._emptyCubeTexture},enumerable:!0,configurable:!0}),e.prototype._rebuildInternalTextures=function(){for(var e=0,t=this._internalTexturesCache.slice();e1?this._gl.getParameter(this._gl.MAX_SAMPLES):1,maxCubemapTextureSize:this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE),maxRenderTextureSize:this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE),maxVertexAttribs:this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS),maxVaryingVectors:this._gl.getParameter(this._gl.MAX_VARYING_VECTORS),maxFragmentUniformVectors:this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS),maxVertexUniformVectors:this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS),parallelShaderCompile:this._gl.getExtension("KHR_parallel_shader_compile"),standardDerivatives:this._webGLVersion>1||null!==this._gl.getExtension("OES_standard_derivatives"),maxAnisotropy:1,astc:this._gl.getExtension("WEBGL_compressed_texture_astc")||this._gl.getExtension("WEBKIT_WEBGL_compressed_texture_astc"),s3tc:this._gl.getExtension("WEBGL_compressed_texture_s3tc")||this._gl.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc"),pvrtc:this._gl.getExtension("WEBGL_compressed_texture_pvrtc")||this._gl.getExtension("WEBKIT_WEBGL_compressed_texture_pvrtc"),etc1:this._gl.getExtension("WEBGL_compressed_texture_etc1")||this._gl.getExtension("WEBKIT_WEBGL_compressed_texture_etc1"),etc2:this._gl.getExtension("WEBGL_compressed_texture_etc")||this._gl.getExtension("WEBKIT_WEBGL_compressed_texture_etc")||this._gl.getExtension("WEBGL_compressed_texture_es3_0"),textureAnisotropicFilterExtension:this._gl.getExtension("EXT_texture_filter_anisotropic")||this._gl.getExtension("WEBKIT_EXT_texture_filter_anisotropic")||this._gl.getExtension("MOZ_EXT_texture_filter_anisotropic"),uintIndices:this._webGLVersion>1||null!==this._gl.getExtension("OES_element_index_uint"),fragmentDepthSupported:this._webGLVersion>1||null!==this._gl.getExtension("EXT_frag_depth"),highPrecisionShaderSupported:!1,timerQuery:this._gl.getExtension("EXT_disjoint_timer_query_webgl2")||this._gl.getExtension("EXT_disjoint_timer_query"),canUseTimestampForTimerQuery:!1,drawBuffersExtension:!1,maxMSAASamples:1,colorBufferFloat:this._webGLVersion>1&&this._gl.getExtension("EXT_color_buffer_float"),textureFloat:!!(this._webGLVersion>1||this._gl.getExtension("OES_texture_float")),textureHalfFloat:!!(this._webGLVersion>1||this._gl.getExtension("OES_texture_half_float")),textureHalfFloatRender:!1,textureFloatLinearFiltering:!1,textureFloatRender:!1,textureHalfFloatLinearFiltering:!1,vertexArrayObject:!1,instancedArrays:!1,textureLOD:!!(this._webGLVersion>1||this._gl.getExtension("EXT_shader_texture_lod")),blendMinMax:!1,multiview:this._gl.getExtension("OVR_multiview2"),oculusMultiview:this._gl.getExtension("OCULUS_multiview"),depthTextureExtension:!1},this._glVersion=this._gl.getParameter(this._gl.VERSION);var e=this._gl.getExtension("WEBGL_debug_renderer_info");if(null!=e&&(this._glRenderer=this._gl.getParameter(e.UNMASKED_RENDERER_WEBGL),this._glVendor=this._gl.getParameter(e.UNMASKED_VENDOR_WEBGL)),this._glVendor||(this._glVendor="Unknown vendor"),this._glRenderer||(this._glRenderer="Unknown renderer"),this._gl.HALF_FLOAT_OES=36193,34842!==this._gl.RGBA16F&&(this._gl.RGBA16F=34842),34836!==this._gl.RGBA32F&&(this._gl.RGBA32F=34836),35056!==this._gl.DEPTH24_STENCIL8&&(this._gl.DEPTH24_STENCIL8=35056),this._caps.timerQuery&&(1===this._webGLVersion&&(this._gl.getQuery=this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery)),this._caps.canUseTimestampForTimerQuery=this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT,this._caps.timerQuery.QUERY_COUNTER_BITS_EXT)>0),this._caps.maxAnisotropy=this._caps.textureAnisotropicFilterExtension?this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT):0,this._caps.textureFloatLinearFiltering=!(!this._caps.textureFloat||!this._gl.getExtension("OES_texture_float_linear")),this._caps.textureFloatRender=!(!this._caps.textureFloat||!this._canRenderToFloatFramebuffer()),this._caps.textureHalfFloatLinearFiltering=!!(this._webGLVersion>1||this._caps.textureHalfFloat&&this._gl.getExtension("OES_texture_half_float_linear")),this._webGLVersion>1&&(this._gl.HALF_FLOAT_OES=5131),this._caps.textureHalfFloatRender=this._caps.textureHalfFloat&&this._canRenderToHalfFloatFramebuffer(),this._webGLVersion>1)this._caps.drawBuffersExtension=!0,this._caps.maxMSAASamples=this._gl.getParameter(this._gl.MAX_SAMPLES);else{var t=this._gl.getExtension("WEBGL_draw_buffers");if(null!==t){this._caps.drawBuffersExtension=!0,this._gl.drawBuffers=t.drawBuffersWEBGL.bind(t),this._gl.DRAW_FRAMEBUFFER=this._gl.FRAMEBUFFER;for(var i=0;i<16;i++)this._gl["COLOR_ATTACHMENT"+i+"_WEBGL"]=t["COLOR_ATTACHMENT"+i+"_WEBGL"]}}if(this._webGLVersion>1)this._caps.depthTextureExtension=!0;else{var r=this._gl.getExtension("WEBGL_depth_texture");null!=r&&(this._caps.depthTextureExtension=!0,this._gl.UNSIGNED_INT_24_8=r.UNSIGNED_INT_24_8_WEBGL)}if(this.disableVertexArrayObjects)this._caps.vertexArrayObject=!1;else if(this._webGLVersion>1)this._caps.vertexArrayObject=!0;else{var n=this._gl.getExtension("OES_vertex_array_object");null!=n&&(this._caps.vertexArrayObject=!0,this._gl.createVertexArray=n.createVertexArrayOES.bind(n),this._gl.bindVertexArray=n.bindVertexArrayOES.bind(n),this._gl.deleteVertexArray=n.deleteVertexArrayOES.bind(n))}if(this._webGLVersion>1)this._caps.instancedArrays=!0;else{var o=this._gl.getExtension("ANGLE_instanced_arrays");null!=o?(this._caps.instancedArrays=!0,this._gl.drawArraysInstanced=o.drawArraysInstancedANGLE.bind(o),this._gl.drawElementsInstanced=o.drawElementsInstancedANGLE.bind(o),this._gl.vertexAttribDivisor=o.vertexAttribDivisorANGLE.bind(o)):this._caps.instancedArrays=!1}if(this._caps.astc&&this.texturesSupported.push("-astc.ktx"),this._caps.s3tc&&this.texturesSupported.push("-dxt.ktx"),this._caps.pvrtc&&this.texturesSupported.push("-pvrtc.ktx"),this._caps.etc2&&this.texturesSupported.push("-etc2.ktx"),this._caps.etc1&&this.texturesSupported.push("-etc1.ktx"),this._gl.getShaderPrecisionFormat){var s=this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER,this._gl.HIGH_FLOAT),a=this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER,this._gl.HIGH_FLOAT);s&&a&&(this._caps.highPrecisionShaderSupported=0!==s.precision&&0!==a.precision)}if(this._webGLVersion>1)this._caps.blendMinMax=!0;else{var h=this._gl.getExtension("EXT_blend_minmax");null!=h&&(this._caps.blendMinMax=!0,this._gl.MAX=h.MAX_EXT,this._gl.MIN=h.MIN_EXT)}this._depthCullingState.depthTest=!0,this._depthCullingState.depthFunc=this._gl.LEQUAL,this._depthCullingState.depthMask=!0,this._maxSimultaneousTextures=this._caps.maxCombinedTexturesImageUnits;for(var l=0;l=0&&this._activeRenderLoops.splice(t,1)}else this._activeRenderLoops=[]},e.prototype._renderLoop=function(){if(!this._contextWasLost){var e=!0;if(!this.renderEvenInBackground&&this._windowIsBackground&&(e=!1),e){this.beginFrame();for(var t=0;t0?this._frameHandler=this._queueNewFrame(this._boundRenderFunction,this.getHostWindow()):this._renderingQueueLaunched=!1},e.prototype.getRenderingCanvas=function(){return this._renderingCanvas},e.prototype.getHostWindow=function(){return f.a.IsWindowObjectExist()?this._renderingCanvas&&this._renderingCanvas.ownerDocument&&this._renderingCanvas.ownerDocument.defaultView?this._renderingCanvas.ownerDocument.defaultView:window:null},e.prototype.getRenderWidth=function(e){return void 0===e&&(e=!1),!e&&this._currentRenderTarget?this._currentRenderTarget.width:this._framebufferDimensionsObject?this._framebufferDimensionsObject.framebufferWidth:this._gl.drawingBufferWidth},e.prototype.getRenderHeight=function(e){return void 0===e&&(e=!1),!e&&this._currentRenderTarget?this._currentRenderTarget.height:this._framebufferDimensionsObject?this._framebufferDimensionsObject.framebufferHeight:this._gl.drawingBufferHeight},e.prototype._queueNewFrame=function(t,i){return e.QueueNewFrame(t,i)},e.prototype.runRenderLoop=function(e){-1===this._activeRenderLoops.indexOf(e)&&(this._activeRenderLoops.push(e),this._renderingQueueLaunched||(this._renderingQueueLaunched=!0,this._boundRenderFunction=this._renderLoop.bind(this),this._frameHandler=this._queueNewFrame(this._boundRenderFunction,this.getHostWindow())))},e.prototype.clear=function(e,t,i,r){void 0===r&&(r=!1),this.applyStates();var n=0;t&&e&&(this._gl.clearColor(e.r,e.g,e.b,void 0!==e.a?e.a:1),n|=this._gl.COLOR_BUFFER_BIT),i&&(this.useReverseDepthBuffer?(this._depthCullingState.depthFunc=this._gl.GREATER,this._gl.clearDepth(0)):this._gl.clearDepth(1),n|=this._gl.DEPTH_BUFFER_BIT),r&&(this._gl.clearStencil(0),n|=this._gl.STENCIL_BUFFER_BIT),this._gl.clear(n)},e.prototype._viewport=function(e,t,i,r){e===this._viewportCached.x&&t===this._viewportCached.y&&i===this._viewportCached.z&&r===this._viewportCached.w||(this._viewportCached.x=e,this._viewportCached.y=t,this._viewportCached.z=i,this._viewportCached.w=r,this._gl.viewport(e,t,i,r))},e.prototype.setViewport=function(e,t,i){var r=t||this.getRenderWidth(),n=i||this.getRenderHeight(),o=e.x||0,s=e.y||0;this._cachedViewport=e,this._viewport(o*r,s*n,r*e.width,n*e.height)},e.prototype.beginFrame=function(){},e.prototype.endFrame=function(){this._badOS&&this.flushFramebuffer()},e.prototype.resize=function(){var e,t;f.a.IsWindowObjectExist()?(e=this._renderingCanvas?this._renderingCanvas.clientWidth:window.innerWidth,t=this._renderingCanvas?this._renderingCanvas.clientHeight:window.innerHeight):(e=this._renderingCanvas?this._renderingCanvas.width:100,t=this._renderingCanvas?this._renderingCanvas.height:100),this.setSize(e/this._hardwareScalingLevel,t/this._hardwareScalingLevel)},e.prototype.setSize=function(e,t){this._renderingCanvas&&(e|=0,t|=0,this._renderingCanvas.width===e&&this._renderingCanvas.height===t||(this._renderingCanvas.width=e,this._renderingCanvas.height=t))},e.prototype.bindFramebuffer=function(e,t,i,r,n,o,s){void 0===t&&(t=0),void 0===o&&(o=0),void 0===s&&(s=0),this._currentRenderTarget&&this.unBindFramebuffer(this._currentRenderTarget),this._currentRenderTarget=e,this._bindUnboundFramebuffer(e._MSAAFramebuffer?e._MSAAFramebuffer:e._framebuffer);var a=this._gl;e.is2DArray?a.framebufferTextureLayer(a.FRAMEBUFFER,a.COLOR_ATTACHMENT0,e._webGLTexture,o,s):e.isCube&&a.framebufferTexture2D(a.FRAMEBUFFER,a.COLOR_ATTACHMENT0,a.TEXTURE_CUBE_MAP_POSITIVE_X+t,e._webGLTexture,o);var h=e._depthStencilTexture;if(h){var l=h._generateStencilBuffer?a.DEPTH_STENCIL_ATTACHMENT:a.DEPTH_ATTACHMENT;e.is2DArray?a.framebufferTextureLayer(a.FRAMEBUFFER,l,h._webGLTexture,o,s):e.isCube?a.framebufferTexture2D(a.FRAMEBUFFER,l,a.TEXTURE_CUBE_MAP_POSITIVE_X+t,h._webGLTexture,o):a.framebufferTexture2D(a.FRAMEBUFFER,l,a.TEXTURE_2D,h._webGLTexture,o)}this._cachedViewport&&!n?this.setViewport(this._cachedViewport,i,r):(i||(i=e.width,o&&(i/=Math.pow(2,o))),r||(r=e.height,o&&(r/=Math.pow(2,o))),this._viewport(0,0,i,r)),this.wipeCaches()},e.prototype._bindUnboundFramebuffer=function(e){this._currentFramebuffer!==e&&(this._gl.bindFramebuffer(this._gl.FRAMEBUFFER,e),this._currentFramebuffer=e)},e.prototype.unBindFramebuffer=function(e,t,i){void 0===t&&(t=!1),this._currentRenderTarget=null;var r=this._gl;e._MSAAFramebuffer&&(r.bindFramebuffer(r.READ_FRAMEBUFFER,e._MSAAFramebuffer),r.bindFramebuffer(r.DRAW_FRAMEBUFFER,e._framebuffer),r.blitFramebuffer(0,0,e.width,e.height,0,0,e.width,e.height,r.COLOR_BUFFER_BIT,r.NEAREST)),!e.generateMipMaps||t||e.isCube||(this._bindTextureDirectly(r.TEXTURE_2D,e,!0),r.generateMipmap(r.TEXTURE_2D),this._bindTextureDirectly(r.TEXTURE_2D,null)),i&&(e._MSAAFramebuffer&&this._bindUnboundFramebuffer(e._framebuffer),i()),this._bindUnboundFramebuffer(null)},e.prototype.flushFramebuffer=function(){this._gl.flush()},e.prototype.restoreDefaultFramebuffer=function(){this._currentRenderTarget?this.unBindFramebuffer(this._currentRenderTarget):this._bindUnboundFramebuffer(null),this._cachedViewport&&this.setViewport(this._cachedViewport),this.wipeCaches()},e.prototype._resetVertexBufferBinding=function(){this.bindArrayBuffer(null),this._cachedVertexBuffers=null},e.prototype.createVertexBuffer=function(e){return this._createVertexBuffer(e,this._gl.STATIC_DRAW)},e.prototype._createVertexBuffer=function(e,t){var i=this._gl.createBuffer();if(!i)throw new Error("Unable to create vertex buffer");var r=new p.a(i);return this.bindArrayBuffer(r),e instanceof Array?this._gl.bufferData(this._gl.ARRAY_BUFFER,new Float32Array(e),this._gl.STATIC_DRAW):this._gl.bufferData(this._gl.ARRAY_BUFFER,e,this._gl.STATIC_DRAW),this._resetVertexBufferBinding(),r.references=1,r},e.prototype.createDynamicVertexBuffer=function(e){return this._createVertexBuffer(e,this._gl.DYNAMIC_DRAW)},e.prototype._resetIndexBufferBinding=function(){this.bindIndexBuffer(null),this._cachedIndexBuffer=null},e.prototype.createIndexBuffer=function(e,t){var i=this._gl.createBuffer(),r=new p.a(i);if(!i)throw new Error("Unable to create index buffer");this.bindIndexBuffer(r);var n=this._normalizeIndexData(e);return this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER,n,t?this._gl.DYNAMIC_DRAW:this._gl.STATIC_DRAW),this._resetIndexBufferBinding(),r.references=1,r.is32Bits=4===n.BYTES_PER_ELEMENT,r},e.prototype._normalizeIndexData=function(e){if(e instanceof Uint16Array)return e;if(this._caps.uintIndices){if(e instanceof Uint32Array)return e;for(var t=0;t=65535)return new Uint32Array(e);return new Uint16Array(e)}return new Uint16Array(e)},e.prototype.bindArrayBuffer=function(e){this._vaoRecordInProgress||this._unbindVertexArrayObject(),this.bindBuffer(e,this._gl.ARRAY_BUFFER)},e.prototype.bindUniformBlock=function(e,t,i){var r=e.program,n=this._gl.getUniformBlockIndex(r,t);this._gl.uniformBlockBinding(r,n,i)},e.prototype.bindIndexBuffer=function(e){this._vaoRecordInProgress||this._unbindVertexArrayObject(),this.bindBuffer(e,this._gl.ELEMENT_ARRAY_BUFFER)},e.prototype.bindBuffer=function(e,t){(this._vaoRecordInProgress||this._currentBoundBuffer[t]!==e)&&(this._gl.bindBuffer(t,e?e.underlyingResource:null),this._currentBoundBuffer[t]=e)},e.prototype.updateArrayBuffer=function(e){this._gl.bufferSubData(this._gl.ARRAY_BUFFER,0,e)},e.prototype._vertexAttribPointer=function(e,t,i,r,n,o,s){var a=this._currentBufferPointers[t],h=!1;a.active?(a.buffer!==e&&(a.buffer=e,h=!0),a.size!==i&&(a.size=i,h=!0),a.type!==r&&(a.type=r,h=!0),a.normalized!==n&&(a.normalized=n,h=!0),a.stride!==o&&(a.stride=o,h=!0),a.offset!==s&&(a.offset=s,h=!0)):(h=!0,a.active=!0,a.index=t,a.size=i,a.type=r,a.normalized=n,a.stride=o,a.offset=s,a.buffer=e),(h||this._vaoRecordInProgress)&&(this.bindArrayBuffer(e),this._gl.vertexAttribPointer(t,i,r,n,o,s))},e.prototype._bindIndexBufferWithCache=function(e){null!=e&&this._cachedIndexBuffer!==e&&(this._cachedIndexBuffer=e,this.bindIndexBuffer(e),this._uintIndicesCurrentlySet=e.is32Bits)},e.prototype._bindVertexBuffersAttributes=function(e,t){var i=t.getAttributesNames();this._vaoRecordInProgress||this._unbindVertexArrayObject(),this.unbindAllAttributes();for(var r=0;r=0){var o=e[i[r]];if(!o)continue;this._gl.enableVertexAttribArray(n),this._vaoRecordInProgress||(this._vertexAttribArraysEnabled[n]=!0);var s=o.getBuffer();s&&(this._vertexAttribPointer(s,n,o.getSize(),o.type,o.normalized,o.byteStride,o.byteOffset),o.getIsInstanced()&&(this._gl.vertexAttribDivisor(n,o.getInstanceDivisor()),this._vaoRecordInProgress||(this._currentInstanceLocations.push(n),this._currentInstanceBuffers.push(s))))}}},e.prototype.recordVertexArrayObject=function(e,t,i){var r=this._gl.createVertexArray();return this._vaoRecordInProgress=!0,this._gl.bindVertexArray(r),this._mustWipeVertexAttributes=!0,this._bindVertexBuffersAttributes(e,i),this.bindIndexBuffer(t),this._vaoRecordInProgress=!1,this._gl.bindVertexArray(null),r},e.prototype.bindVertexArrayObject=function(e,t){this._cachedVertexArrayObject!==e&&(this._cachedVertexArrayObject=e,this._gl.bindVertexArray(e),this._cachedVertexBuffers=null,this._cachedIndexBuffer=null,this._uintIndicesCurrentlySet=null!=t&&t.is32Bits,this._mustWipeVertexAttributes=!0)},e.prototype.bindBuffersDirectly=function(e,t,i,r,n){if(this._cachedVertexBuffers!==e||this._cachedEffectForVertexBuffers!==n){this._cachedVertexBuffers=e,this._cachedEffectForVertexBuffers=n;var o=n.getAttributesCount();this._unbindVertexArrayObject(),this.unbindAllAttributes();for(var s=0,a=0;a=0&&(this._gl.enableVertexAttribArray(h),this._vertexAttribArraysEnabled[h]=!0,this._vertexAttribPointer(e,h,i[a],this._gl.FLOAT,!1,r,s)),s+=4*i[a]}}this._bindIndexBufferWithCache(t)},e.prototype._unbindVertexArrayObject=function(){this._cachedVertexArrayObject&&(this._cachedVertexArrayObject=null,this._gl.bindVertexArray(null))},e.prototype.bindBuffers=function(e,t,i){this._cachedVertexBuffers===e&&this._cachedEffectForVertexBuffers===i||(this._cachedVertexBuffers=e,this._cachedEffectForVertexBuffers=i,this._bindVertexBuffersAttributes(e,i)),this._bindIndexBufferWithCache(t)},e.prototype.unbindInstanceAttributes=function(){for(var e,t=0,i=this._currentInstanceLocations.length;t1?"#version 300 es\n#define WEBGL2 \n":"",a=this._compileShader(t,"vertex",r,s),h=this._compileShader(i,"fragment",r,s);return this._createShaderProgram(e,a,h,n,o)},e.prototype.createPipelineContext=function(){var e=new _;return e.engine=this,this._caps.parallelShaderCompile&&(e.isParallelCompiled=!0),e},e.prototype._createShaderProgram=function(e,t,i,r,n){void 0===n&&(n=null);var o=r.createProgram();if(e.program=o,!o)throw new Error("Unable to create program");return r.attachShader(o,t),r.attachShader(o,i),r.linkProgram(o),e.context=r,e.vertexShader=t,e.fragmentShader=i,e.isParallelCompiled||this._finalizePipelineContext(e),o},e.prototype._finalizePipelineContext=function(e){var t=e.context,i=e.vertexShader,r=e.fragmentShader,n=e.program;if(!t.getProgramParameter(n,t.LINK_STATUS)){var o,s;if(!this._gl.getShaderParameter(i,this._gl.COMPILE_STATUS))if(o=this._gl.getShaderInfoLog(i))throw e.vertexCompilationError=o,new Error("VERTEX SHADER "+o);if(!this._gl.getShaderParameter(r,this._gl.COMPILE_STATUS))if(o=this._gl.getShaderInfoLog(r))throw e.fragmentCompilationError=o,new Error("FRAGMENT SHADER "+o);if(s=t.getProgramInfoLog(n))throw e.programLinkError=s,new Error(s)}if(this.validateShaderPrograms&&(t.validateProgram(n),!t.getProgramParameter(n,t.VALIDATE_STATUS)&&(s=t.getProgramInfoLog(n))))throw e.programValidationError=s,new Error(s);t.deleteShader(i),t.deleteShader(r),e.vertexShader=void 0,e.fragmentShader=void 0,e.onCompiled&&(e.onCompiled(),e.onCompiled=void 0)},e.prototype._preparePipelineContext=function(e,t,i,r,n,o,s){var a=e;a.program=r?this.createRawShaderProgram(a,t,i,void 0,s):this.createShaderProgram(a,t,i,o,void 0,s),a.program.__SPECTOR_rebuildProgram=n},e.prototype._isRenderingStateCompiled=function(e){var t=e;return!!this._gl.getProgramParameter(t.program,this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)&&(this._finalizePipelineContext(t),!0)},e.prototype._executeWhenRenderingStateIsCompiled=function(e,t){var i=e;if(i.isParallelCompiled){var r=i.onCompiled;i.onCompiled=r?function(){r(),t()}:t}else t()},e.prototype.getUniforms=function(e,t){for(var i=new Array,r=e,n=0;n-1?g.substring(x).toLowerCase():""),M=null,E=0,A=e._TextureLoaders;Eh||e.height>h||!_._supportsHardwareTextureRescaling)return _._prepareWorkingCanvas(),!(!_._workingCanvas||!_._workingContext)&&(_._workingCanvas.width=t,_._workingCanvas.height=i,_._workingContext.drawImage(e,0,0,e.width,e.height,0,0,t,i),n.texImage2D(n.TEXTURE_2D,0,a,a,n.UNSIGNED_BYTE,_._workingCanvas),y.width=t,y.height=i,!1);var l=new c.a(_,c.b.Temp);return _._bindTextureDirectly(n.TEXTURE_2D,l,!0),n.texImage2D(n.TEXTURE_2D,0,a,a,n.UNSIGNED_BYTE,e),_._rescaleTexture(l,y,o,a,(function(){_._releaseTexture(l),_._bindTextureDirectly(n.TEXTURE_2D,y,!0),r()})),!0}),s)};!m||v?l&&(l.decoding||l.close)?R(l):e._FileToolsLoadImage(g,R,C,o?o.offlineProvider:null,p):"string"==typeof l||l instanceof ArrayBuffer||ArrayBuffer.isView(l)||l instanceof Blob?e._FileToolsLoadImage(l,R,C,o?o.offlineProvider:null,p):l&&R(l)}return y},e._FileToolsLoadImage=function(e,t,i,r,n){throw o.a.WarnImport("FileTools")},e.prototype._rescaleTexture=function(e,t,i,r,n){},e.prototype.createRawTexture=function(e,t,i,r,n,s,a,h,l){throw void 0===h&&(h=null),void 0===l&&(l=0),o.a.WarnImport("Engine.RawTexture")},e.prototype.createRawCubeTexture=function(e,t,i,r,n,s,a,h){throw void 0===h&&(h=null),o.a.WarnImport("Engine.RawTexture")},e.prototype.createRawTexture3D=function(e,t,i,r,n,s,a,h,l,c){throw void 0===l&&(l=null),void 0===c&&(c=0),o.a.WarnImport("Engine.RawTexture")},e.prototype.createRawTexture2DArray=function(e,t,i,r,n,s,a,h,l,c){throw void 0===l&&(l=null),void 0===c&&(c=0),o.a.WarnImport("Engine.RawTexture")},e.prototype._unpackFlipY=function(e){this._unpackFlipYCached!==e&&(this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL,e?1:0),this.enableUnpackFlipYCached&&(this._unpackFlipYCached=e))},e.prototype._getUnpackAlignement=function(){return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT)},e.prototype._getTextureTarget=function(e){return e.isCube?this._gl.TEXTURE_CUBE_MAP:e.is3D?this._gl.TEXTURE_3D:e.is2DArray||e.isMultiview?this._gl.TEXTURE_2D_ARRAY:this._gl.TEXTURE_2D},e.prototype.updateTextureSamplingMode=function(e,t,i){void 0===i&&(i=!1);var r=this._getTextureTarget(t),n=this._getSamplingParameters(e,t.generateMipMaps||i);this._setTextureParameterInteger(r,this._gl.TEXTURE_MAG_FILTER,n.mag,t),this._setTextureParameterInteger(r,this._gl.TEXTURE_MIN_FILTER,n.min),i&&(t.generateMipMaps=!0,this._gl.generateMipmap(r)),this._bindTextureDirectly(r,null),t.samplingMode=e},e.prototype.updateTextureWrappingMode=function(e,t,i,r){void 0===i&&(i=null),void 0===r&&(r=null);var n=this._getTextureTarget(e);null!==t&&(this._setTextureParameterInteger(n,this._gl.TEXTURE_WRAP_S,this._getTextureWrapMode(t),e),e._cachedWrapU=t),null!==i&&(this._setTextureParameterInteger(n,this._gl.TEXTURE_WRAP_T,this._getTextureWrapMode(i),e),e._cachedWrapV=i),(e.is2DArray||e.is3D)&&null!==r&&(this._setTextureParameterInteger(n,this._gl.TEXTURE_WRAP_R,this._getTextureWrapMode(r),e),e._cachedWrapR=r),this._bindTextureDirectly(n,null)},e.prototype._setupDepthStencilTexture=function(e,t,i,r,n){var o=t.width||t,s=t.height||t,a=t.layers||0;e.baseWidth=o,e.baseHeight=s,e.width=o,e.height=s,e.is2DArray=a>0,e.depth=a,e.isReady=!0,e.samples=1,e.generateMipMaps=!1,e._generateDepthBuffer=!0,e._generateStencilBuffer=i,e.samplingMode=r?2:1,e.type=0,e._comparisonFunction=n;var h=this._gl,l=this._getTextureTarget(e),c=this._getSamplingParameters(e.samplingMode,!1);h.texParameteri(l,h.TEXTURE_MAG_FILTER,c.mag),h.texParameteri(l,h.TEXTURE_MIN_FILTER,c.min),h.texParameteri(l,h.TEXTURE_WRAP_S,h.CLAMP_TO_EDGE),h.texParameteri(l,h.TEXTURE_WRAP_T,h.CLAMP_TO_EDGE),0===n?(h.texParameteri(l,h.TEXTURE_COMPARE_FUNC,515),h.texParameteri(l,h.TEXTURE_COMPARE_MODE,h.NONE)):(h.texParameteri(l,h.TEXTURE_COMPARE_FUNC,n),h.texParameteri(l,h.TEXTURE_COMPARE_MODE,h.COMPARE_REF_TO_TEXTURE))},e.prototype._uploadCompressedDataToTextureDirectly=function(e,t,i,r,n,o,s){void 0===o&&(o=0),void 0===s&&(s=0);var a=this._gl,h=a.TEXTURE_2D;e.isCube&&(h=a.TEXTURE_CUBE_MAP_POSITIVE_X+o),this._gl.compressedTexImage2D(h,s,t,i,r,0,n)},e.prototype._uploadDataToTextureDirectly=function(e,t,i,r,n,o){void 0===i&&(i=0),void 0===r&&(r=0),void 0===o&&(o=!1);var s=this._gl,a=this._getWebGLTextureType(e.type),h=this._getInternalFormat(e.format),l=void 0===n?this._getRGBABufferInternalSizedFormat(e.type,e.format):this._getInternalFormat(n);this._unpackFlipY(e.invertY);var c=s.TEXTURE_2D;e.isCube&&(c=s.TEXTURE_CUBE_MAP_POSITIVE_X+i);var u=Math.round(Math.log(e.width)*Math.LOG2E),f=Math.round(Math.log(e.height)*Math.LOG2E),d=o?e.width:Math.pow(2,Math.max(u-r,0)),p=o?e.height:Math.pow(2,Math.max(f-r,0));s.texImage2D(c,r,l,d,p,0,h,a,t)},e.prototype.updateTextureData=function(e,t,i,r,n,o,s,a){void 0===s&&(s=0),void 0===a&&(a=0);var h=this._gl,l=this._getWebGLTextureType(e.type),c=this._getInternalFormat(e.format);this._unpackFlipY(e.invertY);var u=h.TEXTURE_2D;e.isCube&&(u=h.TEXTURE_CUBE_MAP_POSITIVE_X+s),h.texSubImage2D(u,a,i,r,n,o,c,l,t)},e.prototype._uploadArrayBufferViewToTexture=function(e,t,i,r){void 0===i&&(i=0),void 0===r&&(r=0);var n=this._gl,o=e.isCube?n.TEXTURE_CUBE_MAP:n.TEXTURE_2D;this._bindTextureDirectly(o,e,!0),this._uploadDataToTextureDirectly(e,t,i,r),this._bindTextureDirectly(o,null,!0)},e.prototype._prepareWebGLTextureContinuation=function(e,t,i,r,n){var o=this._gl;if(o){var s=this._getSamplingParameters(n,!i);o.texParameteri(o.TEXTURE_2D,o.TEXTURE_MAG_FILTER,s.mag),o.texParameteri(o.TEXTURE_2D,o.TEXTURE_MIN_FILTER,s.min),i||r||o.generateMipmap(o.TEXTURE_2D),this._bindTextureDirectly(o.TEXTURE_2D,null),t&&t._removePendingData(e),e.onLoadedObservable.notifyObservers(e),e.onLoadedObservable.clear()}},e.prototype._prepareWebGLTexture=function(t,i,r,n,o,s,a,h,l){var c=this;void 0===l&&(l=3);var u=this.getCaps().maxTextureSize,f=Math.min(u,this.needPOTTextures?e.GetExponentOfTwo(r,u):r),d=Math.min(u,this.needPOTTextures?e.GetExponentOfTwo(n,u):n),p=this._gl;p&&(t._webGLTexture?(this._bindTextureDirectly(p.TEXTURE_2D,t,!0),this._unpackFlipY(void 0===o||!!o),t.baseWidth=r,t.baseHeight=n,t.width=f,t.height=d,t.isReady=!0,h(f,d,(function(){c._prepareWebGLTextureContinuation(t,i,s,a,l)}))||this._prepareWebGLTextureContinuation(t,i,s,a,l)):i&&i._removePendingData(t))},e.prototype._setupFramebufferDepthAttachments=function(e,t,i,r,n){void 0===n&&(n=1);var o=this._gl;if(e&&t)return this._getDepthStencilBuffer(i,r,n,o.DEPTH_STENCIL,o.DEPTH24_STENCIL8,o.DEPTH_STENCIL_ATTACHMENT);if(t){var s=o.DEPTH_COMPONENT16;return this._webGLVersion>1&&(s=o.DEPTH_COMPONENT32F),this._getDepthStencilBuffer(i,r,n,s,s,o.DEPTH_ATTACHMENT)}return e?this._getDepthStencilBuffer(i,r,n,o.STENCIL_INDEX8,o.STENCIL_INDEX8,o.STENCIL_ATTACHMENT):null},e.prototype._releaseFramebufferObjects=function(e){var t=this._gl;e._framebuffer&&(t.deleteFramebuffer(e._framebuffer),e._framebuffer=null),e._depthStencilBuffer&&(t.deleteRenderbuffer(e._depthStencilBuffer),e._depthStencilBuffer=null),e._MSAAFramebuffer&&(t.deleteFramebuffer(e._MSAAFramebuffer),e._MSAAFramebuffer=null),e._MSAARenderBuffer&&(t.deleteRenderbuffer(e._MSAARenderBuffer),e._MSAARenderBuffer=null)},e.prototype._releaseTexture=function(e){this._releaseFramebufferObjects(e),this._deleteTexture(e._webGLTexture),this.unbindAllTextures();var t=this._internalTexturesCache.indexOf(e);-1!==t&&this._internalTexturesCache.splice(t,1),e._lodTextureHigh&&e._lodTextureHigh.dispose(),e._lodTextureMid&&e._lodTextureMid.dispose(),e._lodTextureLow&&e._lodTextureLow.dispose(),e._irradianceTexture&&e._irradianceTexture.dispose()},e.prototype._deleteTexture=function(e){this._gl.deleteTexture(e)},e.prototype._setProgram=function(e){this._currentProgram!==e&&(this._gl.useProgram(e),this._currentProgram=e)},e.prototype.bindSamplers=function(e){var t=e.getPipelineContext();this._setProgram(t.program);for(var i=e.getSamplers(),r=0;r-1;return i&&o&&(this._activeChannel=t._associatedChannel),this._boundTexturesCache[this._activeChannel]!==t||r?(this._activateCurrentTexture(),t&&t.isMultiview?this._gl.bindTexture(e,t?t._colorTextureArray:null):this._gl.bindTexture(e,t?t._webGLTexture:null),this._boundTexturesCache[this._activeChannel]=t,t&&(t._associatedChannel=this._activeChannel)):i&&(n=!0,this._activateCurrentTexture()),o&&!i&&this._bindSamplerUniformToChannel(t._associatedChannel,this._activeChannel),n},e.prototype._bindTexture=function(e,t){void 0!==e&&(t&&(t._associatedChannel=e),this._activeChannel=e,this._bindTextureDirectly(this._gl.TEXTURE_2D,t))},e.prototype.unbindAllTextures=function(){for(var e=0;e1&&(this._bindTextureDirectly(this._gl.TEXTURE_3D,null),this._bindTextureDirectly(this._gl.TEXTURE_2D_ARRAY,null))},e.prototype.setTexture=function(e,t,i){void 0!==e&&(t&&(this._boundUniforms[e]=t),this._setTexture(e,i))},e.prototype._bindSamplerUniformToChannel=function(e,t){var i=this._boundUniforms[e];i&&i._currentState!==t&&(this._gl.uniform1i(i,t),i._currentState=t)},e.prototype._getTextureWrapMode=function(e){switch(e){case 1:return this._gl.REPEAT;case 0:return this._gl.CLAMP_TO_EDGE;case 2:return this._gl.MIRRORED_REPEAT}return this._gl.REPEAT},e.prototype._setTexture=function(e,t,i,r){if(void 0===i&&(i=!1),void 0===r&&(r=!1),!t)return null!=this._boundTexturesCache[e]&&(this._activeChannel=e,this._bindTextureDirectly(this._gl.TEXTURE_2D,null),this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP,null),this.webGLVersion>1&&(this._bindTextureDirectly(this._gl.TEXTURE_3D,null),this._bindTextureDirectly(this._gl.TEXTURE_2D_ARRAY,null))),!1;if(t.video)this._activeChannel=e,t.update();else if(4===t.delayLoadState)return t.delayLoad(),!1;var n;n=r?t.depthStencilTexture:t.isReady()?t.getInternalTexture():t.isCube?this.emptyCubeTexture:t.is3D?this.emptyTexture3D:t.is2DArray?this.emptyTexture2DArray:this.emptyTexture,!i&&n&&(n._associatedChannel=e);var o=!0;this._boundTexturesCache[e]===n&&(i||this._bindSamplerUniformToChannel(n._associatedChannel,e),o=!1),this._activeChannel=e;var s=this._getTextureTarget(n);if(o&&this._bindTextureDirectly(s,n,i),n&&!n.isMultiview){if(n.isCube&&n._cachedCoordinatesMode!==t.coordinatesMode){n._cachedCoordinatesMode=t.coordinatesMode;var a=3!==t.coordinatesMode&&5!==t.coordinatesMode?1:0;t.wrapU=a,t.wrapV=a}n._cachedWrapU!==t.wrapU&&(n._cachedWrapU=t.wrapU,this._setTextureParameterInteger(s,this._gl.TEXTURE_WRAP_S,this._getTextureWrapMode(t.wrapU),n)),n._cachedWrapV!==t.wrapV&&(n._cachedWrapV=t.wrapV,this._setTextureParameterInteger(s,this._gl.TEXTURE_WRAP_T,this._getTextureWrapMode(t.wrapV),n)),n.is3D&&n._cachedWrapR!==t.wrapR&&(n._cachedWrapR=t.wrapR,this._setTextureParameterInteger(s,this._gl.TEXTURE_WRAP_R,this._getTextureWrapMode(t.wrapR),n)),this._setAnisotropicLevel(s,n,t.anisotropicFilteringLevel)}return!0},e.prototype.setTextureArray=function(e,t,i){if(void 0!==e&&t){this._textureUnits&&this._textureUnits.length===i.length||(this._textureUnits=new Int32Array(i.length));for(var r=0;r=this._caps.maxVertexAttribs||!this._vertexAttribArraysEnabled[e]||this.disableAttributeByIndex(e)}},e.prototype.releaseEffects=function(){for(var e in this._compiledEffects){var t=this._compiledEffects[e].getPipelineContext();this._deletePipelineContext(t)}this._compiledEffects={}},e.prototype.dispose=function(){this.stopRenderLoop(),this.onBeforeTextureInitObservable&&this.onBeforeTextureInitObservable.clear(),this._emptyTexture&&(this._releaseTexture(this._emptyTexture),this._emptyTexture=null),this._emptyCubeTexture&&(this._releaseTexture(this._emptyCubeTexture),this._emptyCubeTexture=null),this.releaseEffects(),this.unbindAllAttributes(),this._boundUniforms=[],f.a.IsWindowObjectExist()&&this._renderingCanvas&&(this._doNotHandleContextLost||(this._renderingCanvas.removeEventListener("webglcontextlost",this._onContextLost),this._renderingCanvas.removeEventListener("webglcontextrestored",this._onContextRestored))),this._workingCanvas=null,this._workingContext=null,this._currentBufferPointers=[],this._renderingCanvas=null,this._currentProgram=null,this._boundRenderFunction=null,n.a.ResetCache();for(var e=0,t=this._activeRequests;e1?this._caps.colorBufferFloat:this._canRenderToFramebuffer(1)},e.prototype._canRenderToHalfFloatFramebuffer=function(){return this._webGLVersion>1?this._caps.colorBufferFloat:this._canRenderToFramebuffer(2)},e.prototype._canRenderToFramebuffer=function(e){for(var t=this._gl;t.getError()!==t.NO_ERROR;);var i=!0,r=t.createTexture();t.bindTexture(t.TEXTURE_2D,r),t.texImage2D(t.TEXTURE_2D,0,this._getRGBABufferInternalSizedFormat(e),1,1,0,t.RGBA,this._getWebGLTextureType(e),null),t.texParameteri(t.TEXTURE_2D,t.TEXTURE_MIN_FILTER,t.NEAREST),t.texParameteri(t.TEXTURE_2D,t.TEXTURE_MAG_FILTER,t.NEAREST);var n=t.createFramebuffer();t.bindFramebuffer(t.FRAMEBUFFER,n),t.framebufferTexture2D(t.FRAMEBUFFER,t.COLOR_ATTACHMENT0,t.TEXTURE_2D,r,0);var o=t.checkFramebufferStatus(t.FRAMEBUFFER);if((i=(i=i&&o===t.FRAMEBUFFER_COMPLETE)&&t.getError()===t.NO_ERROR)&&(t.clear(t.COLOR_BUFFER_BIT),i=i&&t.getError()===t.NO_ERROR),i){t.bindFramebuffer(t.FRAMEBUFFER,null);var s=t.RGBA,a=t.UNSIGNED_BYTE,h=new Uint8Array(4);t.readPixels(0,0,1,1,s,a,h),i=i&&t.getError()===t.NO_ERROR}for(t.deleteTexture(r),t.deleteFramebuffer(n),t.bindFramebuffer(t.FRAMEBUFFER,null);!i&&t.getError()!==t.NO_ERROR;);return i},e.prototype._getWebGLTextureType=function(e){if(1===this._webGLVersion){switch(e){case 1:return this._gl.FLOAT;case 2:return this._gl.HALF_FLOAT_OES;case 0:return this._gl.UNSIGNED_BYTE;case 8:return this._gl.UNSIGNED_SHORT_4_4_4_4;case 9:return this._gl.UNSIGNED_SHORT_5_5_5_1;case 10:return this._gl.UNSIGNED_SHORT_5_6_5}return this._gl.UNSIGNED_BYTE}switch(e){case 3:return this._gl.BYTE;case 0:return this._gl.UNSIGNED_BYTE;case 4:return this._gl.SHORT;case 5:return this._gl.UNSIGNED_SHORT;case 6:return this._gl.INT;case 7:return this._gl.UNSIGNED_INT;case 1:return this._gl.FLOAT;case 2:return this._gl.HALF_FLOAT;case 8:return this._gl.UNSIGNED_SHORT_4_4_4_4;case 9:return this._gl.UNSIGNED_SHORT_5_5_5_1;case 10:return this._gl.UNSIGNED_SHORT_5_6_5;case 11:return this._gl.UNSIGNED_INT_2_10_10_10_REV;case 12:return this._gl.UNSIGNED_INT_24_8;case 13:return this._gl.UNSIGNED_INT_10F_11F_11F_REV;case 14:return this._gl.UNSIGNED_INT_5_9_9_9_REV;case 15:return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV}return this._gl.UNSIGNED_BYTE},e.prototype._getInternalFormat=function(e){var t=this._gl.RGBA;switch(e){case 0:t=this._gl.ALPHA;break;case 1:t=this._gl.LUMINANCE;break;case 2:t=this._gl.LUMINANCE_ALPHA;break;case 6:t=this._gl.RED;break;case 7:t=this._gl.RG;break;case 4:t=this._gl.RGB;break;case 5:t=this._gl.RGBA}if(this._webGLVersion>1)switch(e){case 8:t=this._gl.RED_INTEGER;break;case 9:t=this._gl.RG_INTEGER;break;case 10:t=this._gl.RGB_INTEGER;break;case 11:t=this._gl.RGBA_INTEGER}return t},e.prototype._getRGBABufferInternalSizedFormat=function(e,t){if(1===this._webGLVersion){if(void 0!==t)switch(t){case 0:return this._gl.ALPHA;case 1:return this._gl.LUMINANCE;case 2:return this._gl.LUMINANCE_ALPHA;case 4:return this._gl.RGB}return this._gl.RGBA}switch(e){case 3:switch(t){case 6:return this._gl.R8_SNORM;case 7:return this._gl.RG8_SNORM;case 4:return this._gl.RGB8_SNORM;case 8:return this._gl.R8I;case 9:return this._gl.RG8I;case 10:return this._gl.RGB8I;case 11:return this._gl.RGBA8I;default:return this._gl.RGBA8_SNORM}case 0:switch(t){case 6:return this._gl.R8;case 7:return this._gl.RG8;case 4:return this._gl.RGB8;case 5:return this._gl.RGBA8;case 8:return this._gl.R8UI;case 9:return this._gl.RG8UI;case 10:return this._gl.RGB8UI;case 11:return this._gl.RGBA8UI;case 0:return this._gl.ALPHA;case 1:return this._gl.LUMINANCE;case 2:return this._gl.LUMINANCE_ALPHA;default:return this._gl.RGBA8}case 4:switch(t){case 8:return this._gl.R16I;case 9:return this._gl.RG16I;case 10:return this._gl.RGB16I;case 11:default:return this._gl.RGBA16I}case 5:switch(t){case 8:return this._gl.R16UI;case 9:return this._gl.RG16UI;case 10:return this._gl.RGB16UI;case 11:default:return this._gl.RGBA16UI}case 6:switch(t){case 8:return this._gl.R32I;case 9:return this._gl.RG32I;case 10:return this._gl.RGB32I;case 11:default:return this._gl.RGBA32I}case 7:switch(t){case 8:return this._gl.R32UI;case 9:return this._gl.RG32UI;case 10:return this._gl.RGB32UI;case 11:default:return this._gl.RGBA32UI}case 1:switch(t){case 6:return this._gl.R32F;case 7:return this._gl.RG32F;case 4:return this._gl.RGB32F;case 5:default:return this._gl.RGBA32F}case 2:switch(t){case 6:return this._gl.R16F;case 7:return this._gl.RG16F;case 4:return this._gl.RGB16F;case 5:default:return this._gl.RGBA16F}case 10:return this._gl.RGB565;case 13:return this._gl.R11F_G11F_B10F;case 14:return this._gl.RGB9_E5;case 8:return this._gl.RGBA4;case 9:return this._gl.RGB5_A1;case 11:switch(t){case 5:return this._gl.RGB10_A2;case 11:return this._gl.RGB10_A2UI;default:return this._gl.RGB10_A2}}return this._gl.RGBA8},e.prototype._getRGBAMultiSampleBufferFormat=function(e){return 1===e?this._gl.RGBA32F:2===e?this._gl.RGBA16F:this._gl.RGBA8},e.prototype._loadFile=function(t,i,r,n,o,s){var a=this,h=e._FileToolsLoadFile(t,i,r,n,o,s);return this._activeRequests.push(h),h.onCompleteObservable.add((function(e){a._activeRequests.splice(a._activeRequests.indexOf(e),1)})),h},e._FileToolsLoadFile=function(e,t,i,r,n,s){throw o.a.WarnImport("FileTools")},e.prototype.readPixels=function(e,t,i,r,n){void 0===n&&(n=!0);var o=n?4:3,s=n?this._gl.RGBA:this._gl.RGB,a=new Uint8Array(r*i*o);return this._gl.readPixels(e,t,i,r,s,this._gl.UNSIGNED_BYTE,a),a},e.isSupported=function(){if(null===this._isSupported)try{var e=g.a.CreateCanvas(1,1),t=e.getContext("webgl")||e.getContext("experimental-webgl");this._isSupported=null!=t&&!!window.WebGLRenderingContext}catch(e){this._isSupported=!1}return this._isSupported},e.CeilingPOT=function(e){return e--,e|=e>>1,e|=e>>2,e|=e>>4,e|=e>>8,e|=e>>16,++e},e.FloorPOT=function(e){return e|=e>>1,e|=e>>2,e|=e>>4,e|=e>>8,(e|=e>>16)-(e>>1)},e.NearestPOT=function(t){var i=e.CeilingPOT(t),r=e.FloorPOT(t);return i-t>t-r?r:i},e.GetExponentOfTwo=function(t,i,r){var n;switch(void 0===r&&(r=2),r){case 1:n=e.FloorPOT(t);break;case 2:n=e.NearestPOT(t);break;case 3:default:n=e.CeilingPOT(t)}return Math.min(n,i)},e.QueueNewFrame=function(e,t){return f.a.IsWindowObjectExist()?(t||(t=window),t.requestAnimationFrame?t.requestAnimationFrame(e):t.msRequestAnimationFrame?t.msRequestAnimationFrame(e):t.webkitRequestAnimationFrame?t.webkitRequestAnimationFrame(e):t.mozRequestAnimationFrame?t.mozRequestAnimationFrame(e):t.oRequestAnimationFrame?t.oRequestAnimationFrame(e):window.setTimeout(e,16)):"undefined"!=typeof requestAnimationFrame?requestAnimationFrame(e):setTimeout(e,16)},e.prototype.getHostDocument=function(){return this._renderingCanvas&&this._renderingCanvas.ownerDocument?this._renderingCanvas.ownerDocument:document},e.ExceptionList=[{key:"Chrome/63.0",capture:"63\\.0\\.3239\\.(\\d+)",captureConstraint:108,targets:["uniformBuffer"]},{key:"Firefox/58",capture:null,captureConstraint:null,targets:["uniformBuffer"]},{key:"Firefox/59",capture:null,captureConstraint:null,targets:["uniformBuffer"]},{key:"Chrome/72.+?Mobile",capture:null,captureConstraint:null,targets:["vao"]},{key:"Chrome/73.+?Mobile",capture:null,captureConstraint:null,targets:["vao"]},{key:"Chrome/74.+?Mobile",capture:null,captureConstraint:null,targets:["vao"]},{key:"Mac OS.+Chrome/71",capture:null,captureConstraint:null,targets:["vao"]},{key:"Mac OS.+Chrome/72",capture:null,captureConstraint:null,targets:["vao"]}],e._TextureLoaders=[],e.CollisionsEpsilon=.001,e._isSupported=null,e}()},function(e,t,i){"use strict";i.d(t,"a",(function(){return r}));var r=function(){function e(){}return e.IsWindowObjectExist=function(){return"undefined"!=typeof window},e.IsNavigatorAvailable=function(){return"undefined"!=typeof navigator},e.GetDOMTextContent=function(e){for(var t="",i=e.firstChild;i;)3===i.nodeType&&(t+=i.textContent),i=i.nextSibling;return t},e}()},function(e,t,i){"use strict";i.r(t),i.d(t,"Engine",(function(){return _}));var r=i(1),n=i(4),o=i(25),s=i(23),a=i(8),h=i(24),l=i(37),c=function(){function e(e){void 0===e&&(e=30),this._enabled=!0,this._rollingFrameTime=new u(e)}return e.prototype.sampleFrame=function(e){if(void 0===e&&(e=l.a.Now),this._enabled){if(null!=this._lastFrameTimeMs){var t=e-this._lastFrameTimeMs;this._rollingFrameTime.add(t)}this._lastFrameTimeMs=e}},Object.defineProperty(e.prototype,"averageFrameTime",{get:function(){return this._rollingFrameTime.average},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"averageFrameTimeVariance",{get:function(){return this._rollingFrameTime.variance},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"instantaneousFrameTime",{get:function(){return this._rollingFrameTime.history(0)},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"averageFPS",{get:function(){return 1e3/this._rollingFrameTime.average},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"instantaneousFPS",{get:function(){var e=this._rollingFrameTime.history(0);return 0===e?0:1e3/e},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"isSaturated",{get:function(){return this._rollingFrameTime.isSaturated()},enumerable:!0,configurable:!0}),e.prototype.enable=function(){this._enabled=!0},e.prototype.disable=function(){this._enabled=!1,this._lastFrameTimeMs=null},Object.defineProperty(e.prototype,"isEnabled",{get:function(){return this._enabled},enumerable:!0,configurable:!0}),e.prototype.reset=function(){this._lastFrameTimeMs=null,this._rollingFrameTime.reset()},e}(),u=function(){function e(e){this._samples=new Array(e),this.reset()}return e.prototype.add=function(e){var t;if(this.isSaturated()){var i=this._samples[this._pos];t=i-this.average,this.average-=t/(this._sampleCount-1),this._m2-=t*(i-this.average)}else this._sampleCount++;t=e-this.average,this.average+=t/this._sampleCount,this._m2+=t*(e-this.average),this.variance=this._m2/(this._sampleCount-1),this._samples[this._pos]=e,this._pos++,this._pos%=this._samples.length},e.prototype.history=function(e){if(e>=this._sampleCount||e>=this._samples.length)return 0;var t=this._wrapPosition(this._pos-1);return this._samples[this._wrapPosition(t-e)]},e.prototype.isSaturated=function(){return this._sampleCount>=this._samples.length},e.prototype.reset=function(){this.average=0,this.variance=0,this._sampleCount=0,this._pos=0,this._m2=0},e.prototype._wrapPosition=function(e){var t=this._samples.length;return(e%t+t)%t},e}(),f=i(54),d=i(51),p=i(11);h.a.prototype.setAlphaConstants=function(e,t,i,r){this._alphaState.setAlphaBlendConstants(e,t,i,r)},h.a.prototype.setAlphaMode=function(e,t){if(void 0===t&&(t=!1),this._alphaMode!==e){switch(e){case 0:this._alphaState.alphaBlend=!1;break;case 7:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE,this._gl.ONE_MINUS_SRC_ALPHA,this._gl.ONE,this._gl.ONE),this._alphaState.alphaBlend=!0;break;case 8:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE,this._gl.ONE_MINUS_SRC_ALPHA,this._gl.ONE,this._gl.ONE_MINUS_SRC_ALPHA),this._alphaState.alphaBlend=!0;break;case 2:this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA,this._gl.ONE_MINUS_SRC_ALPHA,this._gl.ONE,this._gl.ONE),this._alphaState.alphaBlend=!0;break;case 6:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE,this._gl.ONE,this._gl.ZERO,this._gl.ONE),this._alphaState.alphaBlend=!0;break;case 1:this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA,this._gl.ONE,this._gl.ZERO,this._gl.ONE),this._alphaState.alphaBlend=!0;break;case 3:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO,this._gl.ONE_MINUS_SRC_COLOR,this._gl.ONE,this._gl.ONE),this._alphaState.alphaBlend=!0;break;case 4:this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR,this._gl.ZERO,this._gl.ONE,this._gl.ONE),this._alphaState.alphaBlend=!0;break;case 5:this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA,this._gl.ONE_MINUS_SRC_COLOR,this._gl.ONE,this._gl.ONE),this._alphaState.alphaBlend=!0;break;case 9:this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR,this._gl.ONE_MINUS_CONSTANT_COLOR,this._gl.CONSTANT_ALPHA,this._gl.ONE_MINUS_CONSTANT_ALPHA),this._alphaState.alphaBlend=!0;break;case 10:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE,this._gl.ONE_MINUS_SRC_COLOR,this._gl.ONE,this._gl.ONE_MINUS_SRC_ALPHA),this._alphaState.alphaBlend=!0;break;case 11:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE,this._gl.ONE,this._gl.ONE,this._gl.ONE),this._alphaState.alphaBlend=!0;break;case 12:this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_ALPHA,this._gl.ONE,this._gl.ZERO,this._gl.ZERO),this._alphaState.alphaBlend=!0;break;case 13:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE_MINUS_DST_COLOR,this._gl.ONE_MINUS_SRC_COLOR,this._gl.ONE_MINUS_DST_ALPHA,this._gl.ONE_MINUS_SRC_ALPHA),this._alphaState.alphaBlend=!0;break;case 14:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE,this._gl.ONE_MINUS_SRC_ALPHA,this._gl.ONE,this._gl.ONE_MINUS_SRC_ALPHA),this._alphaState.alphaBlend=!0;break;case 15:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE,this._gl.ONE,this._gl.ONE,this._gl.ZERO),this._alphaState.alphaBlend=!0;break;case 16:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE_MINUS_DST_COLOR,this._gl.ONE_MINUS_SRC_COLOR,this._gl.ZERO,this._gl.ONE),this._alphaState.alphaBlend=!0}t||(this.depthCullingState.depthMask=0===e),this._alphaMode=e}},h.a.prototype.getAlphaMode=function(){return this._alphaMode},h.a.prototype.setAlphaEquation=function(e){if(this._alphaEquation!==e){switch(e){case 0:this._alphaState.setAlphaEquationParameters(this._gl.FUNC_ADD,this._gl.FUNC_ADD);break;case 1:this._alphaState.setAlphaEquationParameters(this._gl.FUNC_SUBTRACT,this._gl.FUNC_SUBTRACT);break;case 2:this._alphaState.setAlphaEquationParameters(this._gl.FUNC_REVERSE_SUBTRACT,this._gl.FUNC_REVERSE_SUBTRACT);break;case 3:this._alphaState.setAlphaEquationParameters(this._gl.MAX,this._gl.MAX);break;case 4:this._alphaState.setAlphaEquationParameters(this._gl.MIN,this._gl.MIN);break;case 5:this._alphaState.setAlphaEquationParameters(this._gl.MIN,this._gl.FUNC_ADD)}this._alphaEquation=e}},h.a.prototype.getAlphaEquation=function(){return this._alphaEquation};var _=function(e){function t(i,r,s,a){void 0===a&&(a=!1);var h=e.call(this,i,r,s,a)||this;if(h.enableOfflineSupport=!1,h.disableManifestCheck=!1,h.scenes=new Array,h.onNewSceneAddedObservable=new n.a,h.postProcesses=new Array,h.isPointerLock=!1,h.onResizeObservable=new n.a,h.onCanvasBlurObservable=new n.a,h.onCanvasFocusObservable=new n.a,h.onCanvasPointerOutObservable=new n.a,h.onBeginFrameObservable=new n.a,h.customAnimationFrameRequester=null,h.onEndFrameObservable=new n.a,h.onBeforeShaderCompilationObservable=new n.a,h.onAfterShaderCompilationObservable=new n.a,h._deterministicLockstep=!1,h._lockstepMaxSteps=4,h._timeStep=1/60,h._fps=60,h._deltaTime=0,h._drawCalls=new f.a,h.canvasTabIndex=1,h.disablePerformanceMonitorInBackground=!1,h._performanceMonitor=new c,!i)return h;if(s=h._creationOptions,t.Instances.push(h),i.getContext){var l=i;if(h._onCanvasFocus=function(){h.onCanvasFocusObservable.notifyObservers(h)},h._onCanvasBlur=function(){h.onCanvasBlurObservable.notifyObservers(h)},l.addEventListener("focus",h._onCanvasFocus),l.addEventListener("blur",h._onCanvasBlur),h._onBlur=function(){h.disablePerformanceMonitorInBackground&&h._performanceMonitor.disable(),h._windowIsBackground=!0},h._onFocus=function(){h.disablePerformanceMonitorInBackground&&h._performanceMonitor.enable(),h._windowIsBackground=!1},h._onCanvasPointerOut=function(e){h.onCanvasPointerOutObservable.notifyObservers(e)},l.addEventListener("pointerout",h._onCanvasPointerOut),o.a.IsWindowObjectExist()){var u=h.getHostWindow();u.addEventListener("blur",h._onBlur),u.addEventListener("focus",h._onFocus);var d=document;h._onFullscreenChange=function(){void 0!==d.fullscreen?h.isFullscreen=d.fullscreen:void 0!==d.mozFullScreen?h.isFullscreen=d.mozFullScreen:void 0!==d.webkitIsFullScreen?h.isFullscreen=d.webkitIsFullScreen:void 0!==d.msIsFullScreen&&(h.isFullscreen=d.msIsFullScreen),h.isFullscreen&&h._pointerLockRequested&&l&&t._RequestPointerlock(l)},document.addEventListener("fullscreenchange",h._onFullscreenChange,!1),document.addEventListener("mozfullscreenchange",h._onFullscreenChange,!1),document.addEventListener("webkitfullscreenchange",h._onFullscreenChange,!1),document.addEventListener("msfullscreenchange",h._onFullscreenChange,!1),h._onPointerLockChange=function(){h.isPointerLock=d.mozPointerLockElement===l||d.webkitPointerLockElement===l||d.msPointerLockElement===l||d.pointerLockElement===l},document.addEventListener("pointerlockchange",h._onPointerLockChange,!1),document.addEventListener("mspointerlockchange",h._onPointerLockChange,!1),document.addEventListener("mozpointerlockchange",h._onPointerLockChange,!1),document.addEventListener("webkitpointerlockchange",h._onPointerLockChange,!1),!t.audioEngine&&s.audioEngine&&t.AudioEngineFactory&&(t.audioEngine=t.AudioEngineFactory(h.getRenderingCanvas()))}h._connectVREvents(),h.enableOfflineSupport=void 0!==t.OfflineProviderFactory,s.doNotHandleTouchAction||h._disableTouchAction(),h._deterministicLockstep=!!s.deterministicLockstep,h._lockstepMaxSteps=s.lockstepMaxSteps||0,h._timeStep=s.timeStep||1/60}return h._prepareVRComponent(),s.autoEnableWebVR&&h.initWebVR(),h}return Object(r.c)(t,e),Object.defineProperty(t,"NpmPackage",{get:function(){return h.a.NpmPackage},enumerable:!0,configurable:!0}),Object.defineProperty(t,"Version",{get:function(){return h.a.Version},enumerable:!0,configurable:!0}),Object.defineProperty(t,"Instances",{get:function(){return s.a.Instances},enumerable:!0,configurable:!0}),Object.defineProperty(t,"LastCreatedEngine",{get:function(){return s.a.LastCreatedEngine},enumerable:!0,configurable:!0}),Object.defineProperty(t,"LastCreatedScene",{get:function(){return s.a.LastCreatedScene},enumerable:!0,configurable:!0}),t.MarkAllMaterialsAsDirty=function(e,i){for(var r=0;r0?this.customAnimationFrameRequester?(this.customAnimationFrameRequester.requestID=this._queueNewFrame(this.customAnimationFrameRequester.renderFunction||this._boundRenderFunction,this.customAnimationFrameRequester),this._frameHandler=this.customAnimationFrameRequester.requestID):this.isVRPresenting()?this._requestVRFrame():this._frameHandler=this._queueNewFrame(this._boundRenderFunction,this.getHostWindow()):this._renderingQueueLaunched=!1},t.prototype._renderViews=function(){return!1},t.prototype.switchFullscreen=function(e){this.isFullscreen?this.exitFullscreen():this.enterFullscreen(e)},t.prototype.enterFullscreen=function(e){this.isFullscreen||(this._pointerLockRequested=e,this._renderingCanvas&&t._RequestFullscreen(this._renderingCanvas))},t.prototype.exitFullscreen=function(){this.isFullscreen&&t._ExitFullscreen()},t.prototype.enterPointerlock=function(){this._renderingCanvas&&t._RequestPointerlock(this._renderingCanvas)},t.prototype.exitPointerlock=function(){t._ExitPointerlock()},t.prototype.beginFrame=function(){this._measureFps(),this.onBeginFrameObservable.notifyObservers(this),e.prototype.beginFrame.call(this)},t.prototype.endFrame=function(){e.prototype.endFrame.call(this),this._submitVRFrame(),this.onEndFrameObservable.notifyObservers(this)},t.prototype.resize=function(){this.isVRPresenting()||e.prototype.resize.call(this)},t.prototype.setSize=function(t,i){if(this._renderingCanvas&&(e.prototype.setSize.call(this,t,i),this.scenes)){for(var r=0;r=n&&0===i?t instanceof Array?this._gl.bufferSubData(this._gl.ARRAY_BUFFER,i,new Float32Array(t)):this._gl.bufferSubData(this._gl.ARRAY_BUFFER,i,t):t instanceof Array?this._gl.bufferSubData(this._gl.ARRAY_BUFFER,0,new Float32Array(t).subarray(i,i+r)):(t=t instanceof ArrayBuffer?new Uint8Array(t,i,r):new Uint8Array(t.buffer,t.byteOffset+i,r),this._gl.bufferSubData(this._gl.ARRAY_BUFFER,0,t)),this._resetVertexBufferBinding()},t.prototype._deletePipelineContext=function(t){var i=t;i&&i.program&&i.transformFeedback&&(this.deleteTransformFeedback(i.transformFeedback),i.transformFeedback=null),e.prototype._deletePipelineContext.call(this,t)},t.prototype.createShaderProgram=function(t,i,r,n,o,s){void 0===s&&(s=null),o=o||this._gl,this.onBeforeShaderCompilationObservable.notifyObservers(this);var a=e.prototype.createShaderProgram.call(this,t,i,r,n,o,s);return this.onAfterShaderCompilationObservable.notifyObservers(this),a},t.prototype._createShaderProgram=function(e,t,i,r,n){void 0===n&&(n=null);var o=r.createProgram();if(e.program=o,!o)throw new Error("Unable to create program");if(r.attachShader(o,t),r.attachShader(o,i),this.webGLVersion>1&&n){var s=this.createTransformFeedback();this.bindTransformFeedback(s),this.setTranformFeedbackVaryings(o,n),e.transformFeedback=s}return r.linkProgram(o),this.webGLVersion>1&&n&&this.bindTransformFeedback(null),e.context=r,e.vertexShader=t,e.fragmentShader=i,e.isParallelCompiled||this._finalizePipelineContext(e),o},t.prototype._releaseTexture=function(t){e.prototype._releaseTexture.call(this,t),this.scenes.forEach((function(e){e.postProcesses.forEach((function(e){e._outputTexture==t&&(e._outputTexture=null)})),e.cameras.forEach((function(e){e._postProcesses.forEach((function(e){e&&e._outputTexture==t&&(e._outputTexture=null)}))}))}))},t.prototype._rescaleTexture=function(e,i,r,n,o){var s=this;this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_MAG_FILTER,this._gl.LINEAR),this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_MIN_FILTER,this._gl.LINEAR),this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_WRAP_S,this._gl.CLAMP_TO_EDGE),this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_WRAP_T,this._gl.CLAMP_TO_EDGE);var a=this.createRenderTargetTexture({width:i.width,height:i.height},{generateMipMaps:!1,type:0,samplingMode:2,generateDepthBuffer:!1,generateStencilBuffer:!1});!this._rescalePostProcess&&t._RescalePostProcessFactory&&(this._rescalePostProcess=t._RescalePostProcessFactory(this)),this._rescalePostProcess.getEffect().executeWhenCompiled((function(){s._rescalePostProcess.onApply=function(t){t._bindTexture("textureSampler",e)};var t=r;t||(t=s.scenes[s.scenes.length-1]),t.postProcessManager.directRender([s._rescalePostProcess],a,!0),s._bindTextureDirectly(s._gl.TEXTURE_2D,i,!0),s._gl.copyTexImage2D(s._gl.TEXTURE_2D,0,n,0,0,i.width,i.height,0),s.unBindFramebuffer(a),s._releaseTexture(a),o&&o()}))},t.prototype.getFps=function(){return this._fps},t.prototype.getDeltaTime=function(){return this._deltaTime},t.prototype._measureFps=function(){this._performanceMonitor.sampleFrame(),this._fps=this._performanceMonitor.averageFPS,this._deltaTime=this._performanceMonitor.instantaneousFrameTime||0},t.prototype._uploadImageToTexture=function(e,t,i,r){void 0===i&&(i=0),void 0===r&&(r=0);var n=this._gl,o=this._getWebGLTextureType(e.type),s=this._getInternalFormat(e.format),a=this._getRGBABufferInternalSizedFormat(e.type,s),h=e.isCube?n.TEXTURE_CUBE_MAP:n.TEXTURE_2D;this._bindTextureDirectly(h,e,!0),this._unpackFlipY(e.invertY);var l=n.TEXTURE_2D;e.isCube&&(l=n.TEXTURE_CUBE_MAP_POSITIVE_X+i),n.texImage2D(l,r,a,s,o,t),this._bindTextureDirectly(h,null,!0)},t.prototype.updateDynamicIndexBuffer=function(e,t,i){var r;void 0===i&&(i=0),this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER]=null,this.bindIndexBuffer(e),r=t instanceof Uint16Array||t instanceof Uint32Array?t:e.is32Bits?new Uint32Array(t):new Uint16Array(t),this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER,r,this._gl.DYNAMIC_DRAW),this._resetIndexBufferBinding()},t.prototype.updateRenderTargetTextureSampleCount=function(e,t){if(this.webGLVersion<2||!e)return 1;if(e.samples===t)return t;var i=this._gl;if(t=Math.min(t,this.getCaps().maxMSAASamples),e._depthStencilBuffer&&(i.deleteRenderbuffer(e._depthStencilBuffer),e._depthStencilBuffer=null),e._MSAAFramebuffer&&(i.deleteFramebuffer(e._MSAAFramebuffer),e._MSAAFramebuffer=null),e._MSAARenderBuffer&&(i.deleteRenderbuffer(e._MSAARenderBuffer),e._MSAARenderBuffer=null),t>1&&i.renderbufferStorageMultisample){var r=i.createFramebuffer();if(!r)throw new Error("Unable to create multi sampled framebuffer");e._MSAAFramebuffer=r,this._bindUnboundFramebuffer(e._MSAAFramebuffer);var n=i.createRenderbuffer();if(!n)throw new Error("Unable to create multi sampled framebuffer");i.bindRenderbuffer(i.RENDERBUFFER,n),i.renderbufferStorageMultisample(i.RENDERBUFFER,t,this._getRGBAMultiSampleBufferFormat(e.type),e.width,e.height),i.framebufferRenderbuffer(i.FRAMEBUFFER,i.COLOR_ATTACHMENT0,i.RENDERBUFFER,n),e._MSAARenderBuffer=n}else this._bindUnboundFramebuffer(e._framebuffer);return e.samples=t,e._depthStencilBuffer=this._setupFramebufferDepthAttachments(e._generateStencilBuffer,e._generateDepthBuffer,e.width,e.height,t),this._bindUnboundFramebuffer(null),t},t.prototype.updateTextureComparisonFunction=function(e,t){if(1!==this.webGLVersion){var i=this._gl;e.isCube?(this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP,e,!0),0===t?(i.texParameteri(i.TEXTURE_CUBE_MAP,i.TEXTURE_COMPARE_FUNC,515),i.texParameteri(i.TEXTURE_CUBE_MAP,i.TEXTURE_COMPARE_MODE,i.NONE)):(i.texParameteri(i.TEXTURE_CUBE_MAP,i.TEXTURE_COMPARE_FUNC,t),i.texParameteri(i.TEXTURE_CUBE_MAP,i.TEXTURE_COMPARE_MODE,i.COMPARE_REF_TO_TEXTURE)),this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP,null)):(this._bindTextureDirectly(this._gl.TEXTURE_2D,e,!0),0===t?(i.texParameteri(i.TEXTURE_2D,i.TEXTURE_COMPARE_FUNC,515),i.texParameteri(i.TEXTURE_2D,i.TEXTURE_COMPARE_MODE,i.NONE)):(i.texParameteri(i.TEXTURE_2D,i.TEXTURE_COMPARE_FUNC,t),i.texParameteri(i.TEXTURE_2D,i.TEXTURE_COMPARE_MODE,i.COMPARE_REF_TO_TEXTURE)),this._bindTextureDirectly(this._gl.TEXTURE_2D,null)),e._comparisonFunction=t}else p.a.Error("WebGL 1 does not support texture comparison.")},t.prototype.createInstancesBuffer=function(e){var t=this._gl.createBuffer();if(!t)throw new Error("Unable to create instance buffer");var i=new d.a(t);return i.capacity=e,this.bindArrayBuffer(i),this._gl.bufferData(this._gl.ARRAY_BUFFER,e,this._gl.DYNAMIC_DRAW),i},t.prototype.deleteInstancesBuffer=function(e){this._gl.deleteBuffer(e)},t.prototype._clientWaitAsync=function(e,t,i){void 0===t&&(t=0),void 0===i&&(i=10);var r=this._gl;return new Promise((function(n,o){var s=function(){var a=r.clientWaitSync(e,t,0);a!=r.WAIT_FAILED?a!=r.TIMEOUT_EXPIRED?n():setTimeout(s,i):o()};s()}))},t.prototype._readPixelsAsync=function(e,t,i,r,n,o,s){if(this._webGLVersion<2)throw new Error("_readPixelsAsync only work on WebGL2+");var a=this._gl,h=a.createBuffer();a.bindBuffer(a.PIXEL_PACK_BUFFER,h),a.bufferData(a.PIXEL_PACK_BUFFER,s.byteLength,a.STREAM_READ),a.readPixels(e,t,i,r,n,o,0),a.bindBuffer(a.PIXEL_PACK_BUFFER,null);var l=a.fenceSync(a.SYNC_GPU_COMMANDS_COMPLETE,0);return l?(a.flush(),this._clientWaitAsync(l,0,10).then((function(){return a.deleteSync(l),a.bindBuffer(a.PIXEL_PACK_BUFFER,h),a.getBufferSubData(a.PIXEL_PACK_BUFFER,0,s),a.bindBuffer(a.PIXEL_PACK_BUFFER,null),a.deleteBuffer(h),s}))):null},t.prototype._readTexturePixels=function(e,t,i,r,n,o){void 0===r&&(r=-1),void 0===n&&(n=0),void 0===o&&(o=null);var s=this._gl;if(!this._dummyFramebuffer){var a=s.createFramebuffer();if(!a)throw new Error("Unable to create dummy framebuffer");this._dummyFramebuffer=a}s.bindFramebuffer(s.FRAMEBUFFER,this._dummyFramebuffer),r>-1?s.framebufferTexture2D(s.FRAMEBUFFER,s.COLOR_ATTACHMENT0,s.TEXTURE_CUBE_MAP_POSITIVE_X+r,e._webGLTexture,n):s.framebufferTexture2D(s.FRAMEBUFFER,s.COLOR_ATTACHMENT0,s.TEXTURE_2D,e._webGLTexture,n);var h=void 0!==e.type?this._getWebGLTextureType(e.type):s.UNSIGNED_BYTE;switch(h){case s.UNSIGNED_BYTE:o||(o=new Uint8Array(4*t*i)),h=s.UNSIGNED_BYTE;break;default:o||(o=new Float32Array(4*t*i)),h=s.FLOAT}return s.readPixels(0,0,t,i,s.RGBA,h,o),s.bindFramebuffer(s.FRAMEBUFFER,this._currentFramebuffer),o},t.prototype.dispose=function(){for(this.hideLoadingUI(),this.onNewSceneAddedObservable.clear();this.postProcesses.length;)this.postProcesses[0].dispose();for(this._rescalePostProcess&&this._rescalePostProcess.dispose();this.scenes.length;)this.scenes[0].dispose();1===t.Instances.length&&t.audioEngine&&t.audioEngine.dispose(),this._dummyFramebuffer&&this._gl.deleteFramebuffer(this._dummyFramebuffer),this.disableVR(),o.a.IsWindowObjectExist()&&(window.removeEventListener("blur",this._onBlur),window.removeEventListener("focus",this._onFocus),this._renderingCanvas&&(this._renderingCanvas.removeEventListener("focus",this._onCanvasFocus),this._renderingCanvas.removeEventListener("blur",this._onCanvasBlur),this._renderingCanvas.removeEventListener("pointerout",this._onCanvasPointerOut)),document.removeEventListener("fullscreenchange",this._onFullscreenChange),document.removeEventListener("mozfullscreenchange",this._onFullscreenChange),document.removeEventListener("webkitfullscreenchange",this._onFullscreenChange),document.removeEventListener("msfullscreenchange",this._onFullscreenChange),document.removeEventListener("pointerlockchange",this._onPointerLockChange),document.removeEventListener("mspointerlockchange",this._onPointerLockChange),document.removeEventListener("mozpointerlockchange",this._onPointerLockChange),document.removeEventListener("webkitpointerlockchange",this._onPointerLockChange)),e.prototype.dispose.call(this);var i=t.Instances.indexOf(this);i>=0&&t.Instances.splice(i,1),this.onResizeObservable.clear(),this.onCanvasBlurObservable.clear(),this.onCanvasFocusObservable.clear(),this.onCanvasPointerOutObservable.clear(),this.onBeginFrameObservable.clear(),this.onEndFrameObservable.clear()},t.prototype._disableTouchAction=function(){this._renderingCanvas&&this._renderingCanvas.setAttribute&&(this._renderingCanvas.setAttribute("touch-action","none"),this._renderingCanvas.style.touchAction="none",this._renderingCanvas.style.msTouchAction="none")},t.prototype.displayLoadingUI=function(){if(o.a.IsWindowObjectExist()){var e=this.loadingScreen;e&&e.displayLoadingUI()}},t.prototype.hideLoadingUI=function(){if(o.a.IsWindowObjectExist()){var e=this._loadingScreen;e&&e.hideLoadingUI()}},Object.defineProperty(t.prototype,"loadingScreen",{get:function(){return!this._loadingScreen&&this._renderingCanvas&&(this._loadingScreen=t.DefaultLoadingScreenFactory(this._renderingCanvas)),this._loadingScreen},set:function(e){this._loadingScreen=e},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"loadingUIText",{set:function(e){this.loadingScreen.loadingUIText=e},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"loadingUIBackgroundColor",{set:function(e){this.loadingScreen.loadingUIBackgroundColor=e},enumerable:!0,configurable:!0}),t._RequestPointerlock=function(e){e.requestPointerLock=e.requestPointerLock||e.msRequestPointerLock||e.mozRequestPointerLock||e.webkitRequestPointerLock,e.requestPointerLock&&e.requestPointerLock()},t._ExitPointerlock=function(){var e=document;document.exitPointerLock=document.exitPointerLock||e.msExitPointerLock||e.mozExitPointerLock||e.webkitExitPointerLock,document.exitPointerLock&&document.exitPointerLock()},t._RequestFullscreen=function(e){var t=e.requestFullscreen||e.msRequestFullscreen||e.webkitRequestFullscreen||e.mozRequestFullScreen;t&&t.call(e)},t._ExitFullscreen=function(){var e=document;document.exitFullscreen?document.exitFullscreen():e.mozCancelFullScreen?e.mozCancelFullScreen():e.webkitCancelFullScreen?e.webkitCancelFullScreen():e.msCancelFullScreen&&e.msCancelFullScreen()},t.ALPHA_DISABLE=0,t.ALPHA_ADD=1,t.ALPHA_COMBINE=2,t.ALPHA_SUBTRACT=3,t.ALPHA_MULTIPLY=4,t.ALPHA_MAXIMIZED=5,t.ALPHA_ONEONE=6,t.ALPHA_PREMULTIPLIED=7,t.ALPHA_PREMULTIPLIED_PORTERDUFF=8,t.ALPHA_INTERPOLATE=9,t.ALPHA_SCREENMODE=10,t.DELAYLOADSTATE_NONE=0,t.DELAYLOADSTATE_LOADED=1,t.DELAYLOADSTATE_LOADING=2,t.DELAYLOADSTATE_NOTLOADED=4,t.NEVER=512,t.ALWAYS=519,t.LESS=513,t.EQUAL=514,t.LEQUAL=515,t.GREATER=516,t.GEQUAL=518,t.NOTEQUAL=517,t.KEEP=7680,t.REPLACE=7681,t.INCR=7682,t.DECR=7683,t.INVERT=5386,t.INCR_WRAP=34055,t.DECR_WRAP=34056,t.TEXTURE_CLAMP_ADDRESSMODE=0,t.TEXTURE_WRAP_ADDRESSMODE=1,t.TEXTURE_MIRROR_ADDRESSMODE=2,t.TEXTUREFORMAT_ALPHA=0,t.TEXTUREFORMAT_LUMINANCE=1,t.TEXTUREFORMAT_LUMINANCE_ALPHA=2,t.TEXTUREFORMAT_RGB=4,t.TEXTUREFORMAT_RGBA=5,t.TEXTUREFORMAT_RED=6,t.TEXTUREFORMAT_R=6,t.TEXTUREFORMAT_RG=7,t.TEXTUREFORMAT_RED_INTEGER=8,t.TEXTUREFORMAT_R_INTEGER=8,t.TEXTUREFORMAT_RG_INTEGER=9,t.TEXTUREFORMAT_RGB_INTEGER=10,t.TEXTUREFORMAT_RGBA_INTEGER=11,t.TEXTURETYPE_UNSIGNED_BYTE=0,t.TEXTURETYPE_UNSIGNED_INT=0,t.TEXTURETYPE_FLOAT=1,t.TEXTURETYPE_HALF_FLOAT=2,t.TEXTURETYPE_BYTE=3,t.TEXTURETYPE_SHORT=4,t.TEXTURETYPE_UNSIGNED_SHORT=5,t.TEXTURETYPE_INT=6,t.TEXTURETYPE_UNSIGNED_INTEGER=7,t.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4=8,t.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1=9,t.TEXTURETYPE_UNSIGNED_SHORT_5_6_5=10,t.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV=11,t.TEXTURETYPE_UNSIGNED_INT_24_8=12,t.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV=13,t.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV=14,t.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV=15,t.TEXTURE_NEAREST_SAMPLINGMODE=1,t.TEXTURE_BILINEAR_SAMPLINGMODE=2,t.TEXTURE_TRILINEAR_SAMPLINGMODE=3,t.TEXTURE_NEAREST_NEAREST_MIPLINEAR=8,t.TEXTURE_LINEAR_LINEAR_MIPNEAREST=11,t.TEXTURE_LINEAR_LINEAR_MIPLINEAR=3,t.TEXTURE_NEAREST_NEAREST_MIPNEAREST=4,t.TEXTURE_NEAREST_LINEAR_MIPNEAREST=5,t.TEXTURE_NEAREST_LINEAR_MIPLINEAR=6,t.TEXTURE_NEAREST_LINEAR=7,t.TEXTURE_NEAREST_NEAREST=1,t.TEXTURE_LINEAR_NEAREST_MIPNEAREST=9,t.TEXTURE_LINEAR_NEAREST_MIPLINEAR=10,t.TEXTURE_LINEAR_LINEAR=2,t.TEXTURE_LINEAR_NEAREST=12,t.TEXTURE_EXPLICIT_MODE=0,t.TEXTURE_SPHERICAL_MODE=1,t.TEXTURE_PLANAR_MODE=2,t.TEXTURE_CUBIC_MODE=3,t.TEXTURE_PROJECTION_MODE=4,t.TEXTURE_SKYBOX_MODE=5,t.TEXTURE_INVCUBIC_MODE=6,t.TEXTURE_EQUIRECTANGULAR_MODE=7,t.TEXTURE_FIXED_EQUIRECTANGULAR_MODE=8,t.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE=9,t.SCALEMODE_FLOOR=1,t.SCALEMODE_NEAREST=2,t.SCALEMODE_CEILING=3,t._RescalePostProcessFactory=null,t}(h.a)},function(e,t,i){"use strict";i.d(t,"a",(function(){return f}));var r=i(1),n=i(3),o=i(13),s=i(4),a=i(23),h=i(41),l=i(59),c=i(11),u=i(49),f=function(){function e(t,i,r){this.metadata=null,this.reservedDataStore=null,this.checkReadyOnEveryCall=!1,this.checkReadyOnlyOnce=!1,this.state="",this._alpha=1,this._backFaceCulling=!0,this.onCompiled=null,this.onError=null,this.getRenderTargetTextures=null,this.doNotSerialize=!1,this._storeEffectOnSubMeshes=!1,this.animations=null,this.onDisposeObservable=new s.a,this._onDisposeObserver=null,this._onUnBindObservable=null,this._onBindObserver=null,this._alphaMode=2,this._needDepthPrePass=!1,this.disableDepthWrite=!1,this.forceDepthWrite=!1,this.depthFunction=0,this.separateCullingPass=!1,this._fogEnabled=!0,this.pointSize=1,this.zOffset=0,this._effect=null,this._useUBO=!1,this._fillMode=e.TriangleFillMode,this._cachedDepthWriteState=!1,this._cachedDepthFunctionState=0,this._indexInSceneMaterialArray=-1,this.meshMap=null,this.name=t,this.id=t||o.b.RandomId(),this._scene=i||a.a.LastCreatedScene,this.uniqueId=this._scene.getUniqueId(),this._scene.useRightHandedSystem?this.sideOrientation=e.ClockWiseSideOrientation:this.sideOrientation=e.CounterClockWiseSideOrientation,this._uniformBuffer=new l.a(this._scene.getEngine()),this._useUBO=this.getScene().getEngine().supportsUniformBuffers,r||this._scene.addMaterial(this),this._scene.useMaterialMeshMap&&(this.meshMap={})}return Object.defineProperty(e.prototype,"alpha",{get:function(){return 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Object(r.c)(t,e),t.prototype.push=function(t){e.prototype.push.call(this,t),t.__smartArrayFlags||(t.__smartArrayFlags={}),t.__smartArrayFlags[this._id]=this._duplicateId},t.prototype.pushNoDuplicate=function(e){return(!e.__smartArrayFlags||e.__smartArrayFlags[this._id]!==this._duplicateId)&&(this.push(e),!0)},t.prototype.reset=function(){e.prototype.reset.call(this),this._duplicateId++},t.prototype.concatWithNoDuplicate=function(e){if(0!==e.length){this.length+e.length>this.data.length&&(this.data.length=2*(this.length+e.length));for(var t=0;te.zIndex){this._children.splice(i,0,e),t=!0;break}t||this._children.push(e),e.parent=this,this._markAsDirty()},t.prototype._offsetLeft=function(t){e.prototype._offsetLeft.call(this,t);for(var i=0,r=this._children;i=0&&this.width!==r+"px"&&(this.width=r+"px",this._rebuildLayout=!0),this.adaptHeightToChildren&&o>=0&&this.height!==o+"px"&&(this.height=o+"px",this._rebuildLayout=!0),this._postMeasure()}i++}while(this._rebuildLayout&&i=3&&this.logLayoutCycleErrors&&n.a.Error("Layout cycle detected in GUI (Container name="+this.name+", uniqueId="+this.uniqueId+")"),t.restore(),this._isDirty&&(this.invalidateRect(),this._isDirty=!1),!0},t.prototype._postMeasure=function(){},t.prototype._draw=function(e,t){this._localDraw(e),this.clipChildren&&this._clipForChildren(e);for(var i=0,r=this._children;i=0;h--){var l=this._children[h];if(l._processPicking(t,i,r,n,o,s,a))return l.hoverCursor&&this._host._changeCursor(l.hoverCursor),!0}return!!this.isHitTestVisible&&this._processObservables(r,t,i,n,o,s,a)},t.prototype._additionalProcessing=function(t,i){e.prototype._additionalProcessing.call(this,t,i),this._measureForChildren.copyFrom(this._currentMeasure)},t.prototype.dispose=function(){e.prototype.dispose.call(this);for(var t=this.children.length-1;t>=0;t--)this.children[t].dispose()},t}(o.a);a.a.RegisteredTypes["BABYLON.GUI.Container"]=h},function(e,t,i){"use strict";i.d(t,"a",(function(){return f}));var r=i(30),n=i(0),o=i(15),s=function(){function e(e,t,i){this.vectors=r.a.BuildArray(8,n.e.Zero),this.center=n.e.Zero(),this.centerWorld=n.e.Zero(),this.extendSize=n.e.Zero(),this.extendSizeWorld=n.e.Zero(),this.directions=r.a.BuildArray(3,n.e.Zero),this.vectorsWorld=r.a.BuildArray(8,n.e.Zero),this.minimumWorld=n.e.Zero(),this.maximumWorld=n.e.Zero(),this.minimum=n.e.Zero(),this.maximum=n.e.Zero(),this.reConstruct(e,t,i)}return e.prototype.reConstruct=function(e,t,i){var r=e.x,o=e.y,s=e.z,a=t.x,h=t.y,l=t.z,c=this.vectors;this.minimum.copyFromFloats(r,o,s),this.maximum.copyFromFloats(a,h,l),c[0].copyFromFloats(r,o,s),c[1].copyFromFloats(a,h,l),c[2].copyFromFloats(a,o,s),c[3].copyFromFloats(r,h,s),c[4].copyFromFloats(r,o,l),c[5].copyFromFloats(a,h,s),c[6].copyFromFloats(r,h,l),c[7].copyFromFloats(a,o,l),t.addToRef(e,this.center).scaleInPlace(.5),t.subtractToRef(e,this.extendSize).scaleInPlace(.5),this._worldMatrix=i||n.a.IdentityReadOnly,this._update(this._worldMatrix)},e.prototype.scale=function(t){var i=e.TmpVector3,r=this.maximum.subtractToRef(this.minimum,i[0]),n=r.length();r.normalizeFromLength(n);var o=n*t,s=r.scaleInPlace(.5*o),a=this.center.subtractToRef(s,i[1]),h=this.center.addToRef(s,i[2]);return this.reConstruct(a,h,this._worldMatrix),this},e.prototype.getWorldMatrix=function(){return this._worldMatrix},e.prototype._update=function(e){var t=this.minimumWorld,i=this.maximumWorld,r=this.directions,o=this.vectorsWorld,s=this.vectors;if(e.isIdentity()){t.copyFrom(this.minimum),i.copyFrom(this.maximum);for(a=0;a<8;++a)o[a].copyFrom(s[a]);this.extendSizeWorld.copyFrom(this.extendSize),this.centerWorld.copyFrom(this.center)}else{t.setAll(Number.MAX_VALUE),i.setAll(-Number.MAX_VALUE);for(var a=0;a<8;++a){var h=o[a];n.e.TransformCoordinatesToRef(s[a],e,h),t.minimizeInPlace(h),i.maximizeInPlace(h)}i.subtractToRef(t,this.extendSizeWorld).scaleInPlace(.5),i.addToRef(t,this.centerWorld).scaleInPlace(.5)}n.e.FromArrayToRef(e.m,0,r[0]),n.e.FromArrayToRef(e.m,4,r[1]),n.e.FromArrayToRef(e.m,8,r[2]),this._worldMatrix=e},e.prototype.isInFrustum=function(t){return e.IsInFrustum(this.vectorsWorld,t)},e.prototype.isCompletelyInFrustum=function(t){return e.IsCompletelyInFrustum(this.vectorsWorld,t)},e.prototype.intersectsPoint=function(e){var t=this.minimumWorld,i=this.maximumWorld,r=t.x,n=t.y,s=t.z,a=i.x,h=i.y,l=i.z,c=e.x,u=e.y,f=e.z,d=-o.a;return!(a-cc-r)&&(!(h-uu-n)&&!(l-ff-s))},e.prototype.intersectsSphere=function(t){return e.IntersectsSphere(this.minimumWorld,this.maximumWorld,t.centerWorld,t.radiusWorld)},e.prototype.intersectsMinMax=function(e,t){var i=this.minimumWorld,r=this.maximumWorld,n=i.x,o=i.y,s=i.z,a=r.x,h=r.y,l=r.z,c=e.x,u=e.y,f=e.z,d=t.x,p=t.y,_=t.z;return!(ad)&&(!(hp)&&!(l_))},e.Intersects=function(e,t){return e.intersectsMinMax(t.minimumWorld,t.maximumWorld)},e.IntersectsSphere=function(t,i,r,o){var s=e.TmpVector3[0];return n.e.ClampToRef(r,t,i,s),n.e.DistanceSquared(r,s)<=o*o},e.IsCompletelyInFrustum=function(e,t){for(var i=0;i<6;++i)for(var r=t[i],n=0;n<8;++n)if(r.dotCoordinate(e[n])<0)return!1;return!0},e.IsInFrustum=function(e,t){for(var i=0;i<6;++i){for(var r=!0,n=t[i],o=0;o<8;++o)if(n.dotCoordinate(e[o])>=0){r=!1;break}if(r)return!1}return!0},e.TmpVector3=r.a.BuildArray(3,n.e.Zero),e}(),a=i(65),h={min:0,max:0},l={min:0,max:0},c=function(e,t,i){var r=n.e.Dot(t.centerWorld,e),o=Math.abs(n.e.Dot(t.directions[0],e))*t.extendSize.x+Math.abs(n.e.Dot(t.directions[1],e))*t.extendSize.y+Math.abs(n.e.Dot(t.directions[2],e))*t.extendSize.z;i.min=r-o,i.max=r+o},u=function(e,t,i){return c(e,t,h),c(e,i,l),!(h.min>l.max||l.min>h.max)},f=function(){function e(e,t,i){this._isLocked=!1,this.boundingBox=new s(e,t,i),this.boundingSphere=new a.a(e,t,i)}return e.prototype.reConstruct=function(e,t,i){this.boundingBox.reConstruct(e,t,i),this.boundingSphere.reConstruct(e,t,i)},Object.defineProperty(e.prototype,"minimum",{get:function(){return this.boundingBox.minimum},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"maximum",{get:function(){return this.boundingBox.maximum},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"isLocked",{get:function(){return this._isLocked},set:function(e){this._isLocked=e},enumerable:!0,configurable:!0}),e.prototype.update=function(e){this._isLocked||(this.boundingBox._update(e),this.boundingSphere._update(e))},e.prototype.centerOn=function(t,i){var r=e.TmpVector3[0].copyFrom(t).subtractInPlace(i),n=e.TmpVector3[1].copyFrom(t).addInPlace(i);return this.boundingBox.reConstruct(r,n,this.boundingBox.getWorldMatrix()),this.boundingSphere.reConstruct(r,n,this.boundingBox.getWorldMatrix()),this},e.prototype.scale=function(e){return this.boundingBox.scale(e),this.boundingSphere.scale(e),this},e.prototype.isInFrustum=function(e,t){return void 0===t&&(t=0),!(2!==t&&3!==t||!this.boundingSphere.isCenterInFrustum(e))||!!this.boundingSphere.isInFrustum(e)&&(!(1!==t&&3!==t)||this.boundingBox.isInFrustum(e))},Object.defineProperty(e.prototype,"diagonalLength",{get:function(){var t=this.boundingBox;return t.maximumWorld.subtractToRef(t.minimumWorld,e.TmpVector3[0]).length()},enumerable:!0,configurable:!0}),e.prototype.isCompletelyInFrustum=function(e){return this.boundingBox.isCompletelyInFrustum(e)},e.prototype._checkCollision=function(e){return e._canDoCollision(this.boundingSphere.centerWorld,this.boundingSphere.radiusWorld,this.boundingBox.minimumWorld,this.boundingBox.maximumWorld)},e.prototype.intersectsPoint=function(e){return!!this.boundingSphere.centerWorld&&(!!this.boundingSphere.intersectsPoint(e)&&!!this.boundingBox.intersectsPoint(e))},e.prototype.intersects=function(e,t){if(!a.a.Intersects(this.boundingSphere,e.boundingSphere))return!1;if(!s.Intersects(this.boundingBox,e.boundingBox))return!1;if(!t)return!0;var i=this.boundingBox,r=e.boundingBox;return!!u(i.directions[0],i,r)&&(!!u(i.directions[1],i,r)&&(!!u(i.directions[2],i,r)&&(!!u(r.directions[0],i,r)&&(!!u(r.directions[1],i,r)&&(!!u(r.directions[2],i,r)&&(!!u(n.e.Cross(i.directions[0],r.directions[0]),i,r)&&(!!u(n.e.Cross(i.directions[0],r.directions[1]),i,r)&&(!!u(n.e.Cross(i.directions[0],r.directions[2]),i,r)&&(!!u(n.e.Cross(i.directions[1],r.directions[0]),i,r)&&(!!u(n.e.Cross(i.directions[1],r.directions[1]),i,r)&&(!!u(n.e.Cross(i.directions[1],r.directions[2]),i,r)&&(!!u(n.e.Cross(i.directions[2],r.directions[0]),i,r)&&(!!u(n.e.Cross(i.directions[2],r.directions[1]),i,r)&&!!u(n.e.Cross(i.directions[2],r.directions[2]),i,r))))))))))))))},e.TmpVector3=r.a.BuildArray(2,n.e.Zero),e}()},function(e,t,i){"use strict";i.r(t),i.d(t,"Scene",(function(){return B}));var r=i(1),n=i(13),o=i(37),s=i(4),a=i(28),h=function(){function e(){this._count=0,this._data={}}return e.prototype.copyFrom=function(e){var t=this;this.clear(),e.forEach((function(e,i){return t.add(e,i)}))},e.prototype.get=function(e){var t=this._data[e];if(void 0!==t)return t},e.prototype.getOrAddWithFactory=function(e,t){var i=this.get(e);return void 0!==i||(i=t(e))&&this.add(e,i),i},e.prototype.getOrAdd=function(e,t){var i=this.get(e);return void 0!==i?i:(this.add(e,t),t)},e.prototype.contains=function(e){return void 0!==this._data[e]},e.prototype.add=function(e,t){return void 0===this._data[e]&&(this._data[e]=t,++this._count,!0)},e.prototype.set=function(e,t){return void 0!==this._data[e]&&(this._data[e]=t,!0)},e.prototype.getAndRemove=function(e){var t=this.get(e);return void 0!==t?(delete this._data[e],--this._count,t):null},e.prototype.remove=function(e){return!!this.contains(e)&&(delete this._data[e],--this._count,!0)},e.prototype.clear=function(){this._data={},this._count=0},Object.defineProperty(e.prototype,"count",{get:function(){return this._count},enumerable:!0,configurable:!0}),e.prototype.forEach=function(e){for(var t in this._data){e(t,this._data[t])}},e.prototype.first=function(e){for(var t in this._data){var i=e(t,this._data[t]);if(i)return i}return null},e}(),l=i(21),c=i(0),u=i(39),f=i(42),d=i(20),p=function(){function e(){this.rootNodes=new Array,this.cameras=new Array,this.lights=new Array,this.meshes=new Array,this.skeletons=new Array,this.particleSystems=new Array,this.animations=[],this.animationGroups=new Array,this.multiMaterials=new Array,this.materials=new Array,this.morphTargetManagers=new Array,this.geometries=new Array,this.transformNodes=new Array,this.actionManagers=new Array,this.textures=new Array,this.environmentTexture=null}return e.AddParser=function(e,t){this._BabylonFileParsers[e]=t},e.GetParser=function(e){return this._BabylonFileParsers[e]?this._BabylonFileParsers[e]:null},e.AddIndividualParser=function(e,t){this._IndividualBabylonFileParsers[e]=t},e.GetIndividualParser=function(e){return this._IndividualBabylonFileParsers[e]?this._IndividualBabylonFileParsers[e]:null},e.Parse=function(e,t,i,r){for(var n in this._BabylonFileParsers)this._BabylonFileParsers.hasOwnProperty(n)&&this._BabylonFileParsers[n](e,t,i,r)},e.prototype.getNodes=function(){var e=new Array;return e=(e=(e=(e=e.concat(this.meshes)).concat(this.lights)).concat(this.cameras)).concat(this.transformNodes),this.skeletons.forEach((function(t){return e=e.concat(t.bones)})),e},e._BabylonFileParsers={},e._IndividualBabylonFileParsers={},e}(),_=i(55),g=i(59),m=i(43),b=i(47),v=function(){function e(e,t,i,r,n,o){this.source=e,this.pointerX=t,this.pointerY=i,this.meshUnderPointer=r,this.sourceEvent=n,this.additionalData=o}return e.CreateNew=function(t,i,r){var n=t.getScene();return new e(t,n.pointerX,n.pointerY,n.meshUnderPointer||t,i,r)},e.CreateNewFromSprite=function(t,i,r,n){return new e(t,i.pointerX,i.pointerY,i.meshUnderPointer,r,n)},e.CreateNewFromScene=function(t,i){return new e(null,t.pointerX,t.pointerY,t.meshUnderPointer,i)},e.CreateNewFromPrimitive=function(t,i,r,n){return new e(t,i.x,i.y,null,r,n)},e}(),y=i(66),x=i(74),T=i(22),M=i(25),E=i(11),A=i(23),O=i(8),P=i(9),C=function(){function e(){this.hoverCursor="",this.actions=new Array,this.isRecursive=!1}return Object.defineProperty(e,"HasTriggers",{get:function(){for(var t in e.Triggers)if(e.Triggers.hasOwnProperty(t))return!0;return!1},enumerable:!0,configurable:!0}),Object.defineProperty(e,"HasPickTriggers",{get:function(){for(var t in e.Triggers)if(e.Triggers.hasOwnProperty(t)){var i=parseInt(t);if(i>=1&&i<=7)return!0}return!1},enumerable:!0,configurable:!0}),e.HasSpecificTrigger=function(t){for(var i in e.Triggers){if(e.Triggers.hasOwnProperty(i))if(parseInt(i)===t)return!0}return!1},e.Triggers={},e}(),S=i(44),R=function(){function e(){this._singleClick=!1,this._doubleClick=!1,this._hasSwiped=!1,this._ignore=!1}return Object.defineProperty(e.prototype,"singleClick",{get:function(){return this._singleClick},set:function(e){this._singleClick=e},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"doubleClick",{get:function(){return this._doubleClick},set:function(e){this._doubleClick=e},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"hasSwiped",{get:function(){return this._hasSwiped},set:function(e){this._hasSwiped=e},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"ignore",{get:function(){return this._ignore},set:function(e){this._ignore=e},enumerable:!0,configurable:!0}),e}(),I=function(){function e(e){this._wheelEventName="",this._meshPickProceed=!1,this._currentPickResult=null,this._previousPickResult=null,this._totalPointersPressed=0,this._doubleClickOccured=!1,this._pointerX=0,this._pointerY=0,this._startingPointerPosition=new c.d(0,0),this._previousStartingPointerPosition=new c.d(0,0),this._startingPointerTime=0,this._previousStartingPointerTime=0,this._pointerCaptures={},this._scene=e}return Object.defineProperty(e.prototype,"meshUnderPointer",{get:function(){return this._pointerOverMesh},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"unTranslatedPointer",{get:function(){return new c.d(this._unTranslatedPointerX,this._unTranslatedPointerY)},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"pointerX",{get:function(){return this._pointerX},set:function(e){this._pointerX=e},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"pointerY",{get:function(){return this._pointerY},set:function(e){this._pointerY=e},enumerable:!0,configurable:!0}),e.prototype._updatePointerPosition=function(e){var t=this._scene.getEngine().getInputElementClientRect();t&&(this._pointerX=e.clientX-t.left,this._pointerY=e.clientY-t.top,this._unTranslatedPointerX=this._pointerX,this._unTranslatedPointerY=this._pointerY)},e.prototype._processPointerMove=function(e,t){var i=this._scene,r=i.getEngine(),n=r.getInputElement();if(n){n.tabIndex=r.canvasTabIndex,i.doNotHandleCursors||(n.style.cursor=i.defaultCursor);var o=!!(e&&e.hit&&e.pickedMesh);o?(i.setPointerOverMesh(e.pickedMesh),this._pointerOverMesh&&this._pointerOverMesh.actionManager&&this._pointerOverMesh.actionManager.hasPointerTriggers&&(i.doNotHandleCursors||(this._pointerOverMesh.actionManager.hoverCursor?n.style.cursor=this._pointerOverMesh.actionManager.hoverCursor:n.style.cursor=i.hoverCursor))):i.setPointerOverMesh(null);for(var s=0,a=i._pointerMoveStage;se.LongPressDelay&&!r._isPointerSwiping()&&(r._startingPointerTime=0,o.processTrigger(8,v.CreateNew(t.pickedMesh,i)))}),e.LongPressDelay)}}else for(var s=0,a=n._pointerDownStage;se.DragMovementThreshold||Math.abs(this._startingPointerPosition.y-this._pointerY)>e.DragMovementThreshold},e.prototype.simulatePointerUp=function(e,t,i){var r=new PointerEvent("pointerup",t),n=new R;i?n.doubleClick=!0:n.singleClick=!0,this._checkPrePointerObservable(e,r,P.a.POINTERUP)||this._processPointerUp(e,r,n)},e.prototype._processPointerUp=function(e,t,i){var r=this._scene;if(e&&e&&e.pickedMesh){if(this._pickedUpMesh=e.pickedMesh,this._pickedDownMesh===this._pickedUpMesh&&(r.onPointerPick&&r.onPointerPick(t,e),i.singleClick&&!i.ignore&&r.onPointerObservable.hasObservers())){var n=P.a.POINTERPICK,o=new P.b(n,t,e);this._setRayOnPointerInfo(o),r.onPointerObservable.notifyObservers(o,n)}var s=e.pickedMesh._getActionManagerForTrigger();if(s&&!i.ignore){s.processTrigger(7,v.CreateNew(e.pickedMesh,t)),!i.hasSwiped&&i.singleClick&&s.processTrigger(1,v.CreateNew(e.pickedMesh,t));var a=e.pickedMesh._getActionManagerForTrigger(6);i.doubleClick&&a&&a.processTrigger(6,v.CreateNew(e.pickedMesh,t))}}else if(!i.ignore)for(var h=0,l=r._pointerUpStage;he.DoubleClickDelay&&!s._doubleClickOccured||t!==s._previousButtonPressed)&&(s._doubleClickOccured=!1,i.singleClick=!0,i.ignore=!1,r(i,s._currentPickResult))},this._initClickEvent=function(t,i,r,n){var o=new R;s._currentPickResult=null;var a=null,h=t.hasSpecificMask(P.a.POINTERPICK)||i.hasSpecificMask(P.a.POINTERPICK)||t.hasSpecificMask(P.a.POINTERTAP)||i.hasSpecificMask(P.a.POINTERTAP)||t.hasSpecificMask(P.a.POINTERDOUBLETAP)||i.hasSpecificMask(P.a.POINTERDOUBLETAP);!h&&C&&(a=s._initActionManager(a,o))&&(h=a.hasPickTriggers);var l=!1;if(h){var c=r.button;if(o.hasSwiped=s._isPointerSwiping(),!o.hasSwiped){var u=!e.ExclusiveDoubleClickMode;u||(u=!t.hasSpecificMask(P.a.POINTERDOUBLETAP)&&!i.hasSpecificMask(P.a.POINTERDOUBLETAP))&&!C.HasSpecificTrigger(6)&&(a=s._initActionManager(a,o))&&(u=!a.hasSpecificTrigger(6)),u?(Date.now()-s._previousStartingPointerTime>e.DoubleClickDelay||c!==s._previousButtonPressed)&&(o.singleClick=!0,n(o,s._currentPickResult),l=!0):(s._previousDelayedSimpleClickTimeout=s._delayedSimpleClickTimeout,s._delayedSimpleClickTimeout=window.setTimeout(s._delayedSimpleClick.bind(s,c,o,n),e.DoubleClickDelay));var f=t.hasSpecificMask(P.a.POINTERDOUBLETAP)||i.hasSpecificMask(P.a.POINTERDOUBLETAP);!f&&C.HasSpecificTrigger(6)&&(a=s._initActionManager(a,o))&&(f=a.hasSpecificTrigger(6)),f&&(c===s._previousButtonPressed&&Date.now()-s._previousStartingPointerTime0){for(var e=0,t=this._transientComponents;e0)return!1;for(e=0;e0,n=0,o=this._isReadyForMeshStage;n0)for(var s=0,a=this.activeCameras;s0},enumerable:!0,configurable:!0}),t.prototype.executeWhenReady=function(e){var t=this;this.onReadyObservable.add(e),-1===this._executeWhenReadyTimeoutId&&(this._executeWhenReadyTimeoutId=setTimeout((function(){t._checkIsReady()}),150))},t.prototype.whenReadyAsync=function(){var e=this;return new Promise((function(t){e.executeWhenReady((function(){t()}))}))},t.prototype._checkIsReady=function(){var e=this;return this._registerTransientComponents(),this.isReady()?(this.onReadyObservable.notifyObservers(this),this.onReadyObservable.clear(),void(this._executeWhenReadyTimeoutId=-1)):this._isDisposed?(this.onReadyObservable.clear(),void(this._executeWhenReadyTimeoutId=-1)):void(this._executeWhenReadyTimeoutId=setTimeout((function(){e._checkIsReady()}),150))},Object.defineProperty(t.prototype,"animatables",{get:function(){return this._activeAnimatables},enumerable:!0,configurable:!0}),t.prototype.resetLastAnimationTimeFrame=function(){this._animationTimeLast=o.a.Now},t.prototype.getViewMatrix=function(){return this._viewMatrix},t.prototype.getProjectionMatrix=function(){return this._projectionMatrix},t.prototype.getTransformMatrix=function(){return this._transformMatrix},t.prototype.setTransformMatrix=function(e,t,i,r){this._viewUpdateFlag===e.updateFlag&&this._projectionUpdateFlag===t.updateFlag||(this._viewUpdateFlag=e.updateFlag,this._projectionUpdateFlag=t.updateFlag,this._viewMatrix=e,this._projectionMatrix=t,this._viewMatrix.multiplyToRef(this._projectionMatrix,this._transformMatrix),this._frustumPlanes?L.a.GetPlanesToRef(this._transformMatrix,this._frustumPlanes):this._frustumPlanes=L.a.GetPlanes(this._transformMatrix),this._multiviewSceneUbo&&this._multiviewSceneUbo.useUbo?this._updateMultiviewUbo(i,r):this._sceneUbo.useUbo&&(this._sceneUbo.updateMatrix("viewProjection",this._transformMatrix),this._sceneUbo.updateMatrix("view",this._viewMatrix),this._sceneUbo.update()))},t.prototype.getSceneUniformBuffer=function(){return this._multiviewSceneUbo?this._multiviewSceneUbo:this._sceneUbo},t.prototype.getUniqueId=function(){return F.UniqueId},t.prototype.addMesh=function(e,t){var i=this;void 0===t&&(t=!1),this._blockEntityCollection||(this.meshes.push(e),e._resyncLightSources(),e.parent||e._addToSceneRootNodes(),this.onNewMeshAddedObservable.notifyObservers(e),t&&e.getChildMeshes().forEach((function(e){i.addMesh(e)})))},t.prototype.removeMesh=function(e,t){var i=this;void 0===t&&(t=!1);var r=this.meshes.indexOf(e);return-1!==r&&(this.meshes[r]=this.meshes[this.meshes.length-1],this.meshes.pop(),e.parent||e._removeFromSceneRootNodes()),this.onMeshRemovedObservable.notifyObservers(e),t&&e.getChildMeshes().forEach((function(e){i.removeMesh(e)})),r},t.prototype.addTransformNode=function(e){this._blockEntityCollection||(e._indexInSceneTransformNodesArray=this.transformNodes.length,this.transformNodes.push(e),e.parent||e._addToSceneRootNodes(),this.onNewTransformNodeAddedObservable.notifyObservers(e))},t.prototype.removeTransformNode=function(e){var t=e._indexInSceneTransformNodesArray;if(-1!==t){if(t!==this.transformNodes.length-1){var i=this.transformNodes[this.transformNodes.length-1];this.transformNodes[t]=i,i._indexInSceneTransformNodesArray=t}e._indexInSceneTransformNodesArray=-1,this.transformNodes.pop(),e.parent||e._removeFromSceneRootNodes()}return this.onTransformNodeRemovedObservable.notifyObservers(e),t},t.prototype.removeSkeleton=function(e){var t=this.skeletons.indexOf(e);return-1!==t&&(this.skeletons.splice(t,1),this.onSkeletonRemovedObservable.notifyObservers(e)),t},t.prototype.removeMorphTargetManager=function(e){var t=this.morphTargetManagers.indexOf(e);return-1!==t&&this.morphTargetManagers.splice(t,1),t},t.prototype.removeLight=function(e){var t=this.lights.indexOf(e);if(-1!==t){for(var i=0,r=this.meshes;i0?this.activeCamera=this.cameras[0]:this.activeCamera=null),this.onCameraRemovedObservable.notifyObservers(e),t},t.prototype.removeParticleSystem=function(e){var t=this.particleSystems.indexOf(e);return-1!==t&&this.particleSystems.splice(t,1),t},t.prototype.removeAnimation=function(e){var t=this.animations.indexOf(e);return-1!==t&&this.animations.splice(t,1),t},t.prototype.stopAnimation=function(e,t,i){},t.prototype.removeAnimationGroup=function(e){var t=this.animationGroups.indexOf(e);return-1!==t&&this.animationGroups.splice(t,1),t},t.prototype.removeMultiMaterial=function(e){var t=this.multiMaterials.indexOf(e);return-1!==t&&this.multiMaterials.splice(t,1),t},t.prototype.removeMaterial=function(e){var t=e._indexInSceneMaterialArray;if(-1!==t&&t=0;t--)if(this.materials[t].id===e)return this.materials[t];return null},t.prototype.getMaterialByName=function(e){for(var t=0;t=0;t--)if(this.meshes[t].id===e)return this.meshes[t];return null},t.prototype.getLastEntryByID=function(e){var t;for(t=this.meshes.length-1;t>=0;t--)if(this.meshes[t].id===e)return this.meshes[t];for(t=this.transformNodes.length-1;t>=0;t--)if(this.transformNodes[t].id===e)return this.transformNodes[t];for(t=this.cameras.length-1;t>=0;t--)if(this.cameras[t].id===e)return this.cameras[t];for(t=this.lights.length-1;t>=0;t--)if(this.lights[t].id===e)return this.lights[t];return null},t.prototype.getNodeByID=function(e){var t=this.getMeshByID(e);if(t)return t;var i=this.getTransformNodeByID(e);if(i)return i;var r=this.getLightByID(e);if(r)return r;var n=this.getCameraByID(e);if(n)return n;var o=this.getBoneByID(e);return o||null},t.prototype.getNodeByName=function(e){var t=this.getMeshByName(e);if(t)return t;var i=this.getTransformNodeByName(e);if(i)return i;var r=this.getLightByName(e);if(r)return r;var n=this.getCameraByName(e);if(n)return n;var o=this.getBoneByName(e);return o||null},t.prototype.getMeshByName=function(e){for(var t=0;t=0;t--)if(this.skeletons[t].id===e)return this.skeletons[t];return null},t.prototype.getSkeletonByUniqueId=function(e){for(var t=0;t0&&0!=(s.layerMask&this.activeCamera.layerMask)&&(this._skipFrustumClipping||s.alwaysSelectAsActiveMesh||s.isInFrustum(this._frustumPlanes))&&(this._activeMeshes.push(s),this.activeCamera._activeMeshes.push(s),a!==s&&a._activate(this._renderId,!1),s._activate(this._renderId,!1)&&(s.isAnInstance?s._internalAbstractMeshDataInfo._actAsRegularMesh&&(a=s):a._internalAbstractMeshDataInfo._onlyForInstances=!1,a._internalAbstractMeshDataInfo._isActive=!0,this._activeMesh(s,a)),s._postActivate()))}}if(this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this),this.particlesEnabled){this.onBeforeParticlesRenderingObservable.notifyObservers(this);for(var h=0;h0)for(var n=this.getActiveSubMeshCandidates(t),o=n.length,s=0;s1)this.activeCamera.outputRenderTarget._bindFrameBuffer();else{var e=this.activeCamera.outputRenderTarget.getInternalTexture();e?this.getEngine().bindFramebuffer(e):E.a.Error("Camera contains invalid customDefaultRenderTarget")}}else this.getEngine().restoreDefaultFramebuffer()},t.prototype._renderForCamera=function(e,t){if(!e||!e._skipRendering){var i=this._engine;if(this._activeCamera=e,!this.activeCamera)throw new Error("Active camera not set");i.setViewport(this.activeCamera.viewport),this.resetCachedMaterial(),this._renderId++,this.getEngine().getCaps().multiview&&e.outputRenderTarget&&e.outputRenderTarget.getViewCount()>1?this.setTransformMatrix(e._rigCameras[0].getViewMatrix(),e._rigCameras[0].getProjectionMatrix(),e._rigCameras[1].getViewMatrix(),e._rigCameras[1].getProjectionMatrix()):this.updateTransformMatrix(),this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera),this._evaluateActiveMeshes();for(var r=0;r0&&this._renderTargets.concatWithNoDuplicate(e.customRenderTargets),t&&t.customRenderTargets&&t.customRenderTargets.length>0&&this._renderTargets.concatWithNoDuplicate(t.customRenderTargets);for(var s=0,a=this._gatherActiveCameraRenderTargetsStage;s0){n.b.StartPerformanceCounter("Render targets",this._renderTargets.length>0);for(var l=0;l0),this._renderId++}for(var f=0,d=this._cameraDrawRenderTargetStage;f1&&this.getEngine().getCaps().multiview)return this._renderForCamera(e),void this.onAfterRenderCameraObservable.notifyObservers(e);if(e._useMultiviewToSingleView)this._renderMultiviewToSingleView(e);else for(var t=0;t-1&&(13===r.trigger&&r._executeCurrent(v.CreateNew(t,void 0,o)),t.actionManager.hasSpecificTrigger(13,(function(e){var t=e instanceof f.a?e:e.mesh;return o===t}))&&13!==r.trigger||t._intersectionsInProgress.splice(a,1))}}}},t.prototype._advancePhysicsEngineStep=function(e){},t.prototype._animate=function(){},t.prototype.animate=function(){if(this._engine.isDeterministicLockStep()){var e=Math.max(t.MinDeltaTime,Math.min(this._engine.getDeltaTime(),t.MaxDeltaTime))+this._timeAccumulator,i=this._engine.getTimeStep(),r=1e3/i/1e3,n=0,o=this._engine.getLockstepMaxSteps(),s=Math.floor(e/i);for(s=Math.min(s,o);e>0&&n0)for(var o=0;o0),this._intermediateRendering=!0;for(var c=0;c0),this._intermediateRendering=!1,this._renderId++}this.activeCamera=l,this._bindFrameBuffer(),this.onAfterRenderTargetsRenderObservable.notifyObservers(this);for(var f=0,p=this._beforeClearStage;f0)for(o=0;o0&&this._engine.clear(null,!1,!0,!0),this._processSubCameras(this.activeCameras[o]);else{if(!this.activeCamera)throw new Error("No camera defined");this._processSubCameras(this.activeCamera)}this._checkIntersections();for(var m=0,b=this._afterRenderStage;m-1&&this._engine.scenes.splice(n,1),this._engine.wipeCaches(!0),this._isDisposed=!0},Object.defineProperty(t.prototype,"isDisposed",{get:function(){return this._isDisposed},enumerable:!0,configurable:!0}),t.prototype.clearCachedVertexData=function(){for(var e=0;e=e||-1!==i.indexOf("file:")?-1:Math.pow(2,n)*t}},e}(),l=function(e){function t(){return null!==e&&e.apply(this,arguments)||this}return Object(r.c)(t,e),t._setPrototypeOf=Object.setPrototypeOf||function(e,t){return e.__proto__=t,e},t}(Error),c=i(40),u=i(24),f=i(68),d=function(e){function t(i,r){var o=e.call(this,i)||this;return o.name="LoadFileError",l._setPrototypeOf(o,t.prototype),r instanceof n.a?o.request=r:o.file=r,o}return Object(r.c)(t,e),t}(l),p=function(e){function t(i,r){var n=e.call(this,i)||this;return n.request=r,n.name="RequestFileError",l._setPrototypeOf(n,t.prototype),n}return Object(r.c)(t,e),t}(l),_=function(e){function t(i,r){var n=e.call(this,i)||this;return n.file=r,n.name="ReadFileError",l._setPrototypeOf(n,t.prototype),n}return Object(r.c)(t,e),t}(l),g=function(){function e(){}return e._CleanUrl=function(e){return e=e.replace(/#/gm,"%23")},e.SetCorsBehavior=function(t,i){if((!t||0!==t.indexOf("data:"))&&e.CorsBehavior)if("string"==typeof e.CorsBehavior||this.CorsBehavior instanceof String)i.crossOrigin=e.CorsBehavior;else{var r=e.CorsBehavior(t);r&&(i.crossOrigin=r)}},e.LoadImage=function(t,i,r,n,o){var s;void 0===o&&(o="");var h=!1;if(t instanceof ArrayBuffer||ArrayBuffer.isView(t)?"undefined"!=typeof Blob?(s=URL.createObjectURL(new Blob([t],{type:o})),h=!0):s="data:"+o+";base64,"+c.a.EncodeArrayBufferToBase64(t):t instanceof Blob?(s=URL.createObjectURL(t),h=!0):(s=e._CleanUrl(t),s=e.PreprocessUrl(t)),"undefined"==typeof Image)return e.LoadFile(s,(function(e){createImageBitmap(new Blob([e],{type:o})).then((function(e){i(e),h&&URL.revokeObjectURL(s)})).catch((function(e){r&&r("Error while trying to load image: "+t,e)}))}),void 0,n||void 0,!0,(function(e,i){r&&r("Error while trying to load image: "+t,i)})),null;var l=new Image;e.SetCorsBehavior(s,l);var u=function(){l.removeEventListener("load",u),l.removeEventListener("error",f),i(l),h&&l.src&&URL.revokeObjectURL(l.src)},f=function(e){l.removeEventListener("load",u),l.removeEventListener("error",f),r&&r("Error while trying to load image: "+t,e),h&&l.src&&URL.revokeObjectURL(l.src)};l.addEventListener("load",u),l.addEventListener("error",f);var 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r.Raw:return(t=this._engine.createRawTexture(this._bufferView,this.baseWidth,this.baseHeight,this.format,this.generateMipMaps,this.invertY,this.samplingMode,this._compression))._swapAndDie(this),void(this.isReady=!0);case r.Raw3D:return(t=this._engine.createRawTexture3D(this._bufferView,this.baseWidth,this.baseHeight,this.baseDepth,this.format,this.generateMipMaps,this.invertY,this.samplingMode,this._compression))._swapAndDie(this),void(this.isReady=!0);case r.Raw2DArray:return(t=this._engine.createRawTexture2DArray(this._bufferView,this.baseWidth,this.baseHeight,this.baseDepth,this.format,this.generateMipMaps,this.invertY,this.samplingMode,this._compression))._swapAndDie(this),void(this.isReady=!0);case r.Dynamic:return(t=this._engine.createDynamicTexture(this.baseWidth,this.baseHeight,this.generateMipMaps,this.samplingMode))._swapAndDie(this),void this._engine.updateDynamicTexture(this,this._engine.getRenderingCanvas(),this.invertY,void 0,void 0,!0);case r.RenderTarget:var n=new 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r.CubeRaw:return(t=this._engine.createRawCubeTexture(this._bufferViewArray,this.width,this.format,this.type,this.generateMipMaps,this.invertY,this.samplingMode,this._compression))._swapAndDie(this),void(this.isReady=!0);case r.CubeRawRGBD:return t=this._engine.createRawCubeTexture(null,this.width,this.format,this.type,this.generateMipMaps,this.invertY,this.samplingMode,this._compression),void e._UpdateRGBDAsync(t,this._bufferViewArrayArray,this._sphericalPolynomial,this._lodGenerationScale,this._lodGenerationOffset).then((function(){t._swapAndDie(i),i.isReady=!0}));case r.CubePrefiltered:return void((t=this._engine.createPrefilteredCubeTexture(this.url,null,this._lodGenerationScale,this._lodGenerationOffset,(function(e){e&&e._swapAndDie(i),i.isReady=!0}),null,this.format,this._extension))._sphericalPolynomial=this._sphericalPolynomial)}},e.prototype._swapAndDie=function(e){e._webGLTexture=this._webGLTexture,e._isRGBD=this._isRGBD,this._framebuffer&&(e._framebuffer=this._framebuffer),this._depthStencilBuffer&&(e._depthStencilBuffer=this._depthStencilBuffer),e._depthStencilTexture=this._depthStencilTexture,this._lodTextureHigh&&(e._lodTextureHigh&&e._lodTextureHigh.dispose(),e._lodTextureHigh=this._lodTextureHigh),this._lodTextureMid&&(e._lodTextureMid&&e._lodTextureMid.dispose(),e._lodTextureMid=this._lodTextureMid),this._lodTextureLow&&(e._lodTextureLow&&e._lodTextureLow.dispose(),e._lodTextureLow=this._lodTextureLow),this._irradianceTexture&&(e._irradianceTexture&&e._irradianceTexture.dispose(),e._irradianceTexture=this._irradianceTexture);var t,i=this._engine.getLoadedTexturesCache();-1!==(t=i.indexOf(this))&&i.splice(t,1),-1===(t=i.indexOf(e))&&i.push(e)},e.prototype.dispose=function(){this._webGLTexture&&(this._references--,0===this._references&&(this._engine._releaseTexture(this),this._webGLTexture=null))},e._UpdateRGBDAsync=function(e,t,i,r,n){throw s.a.WarnImport("environmentTextureTools")},e}()},function(e,t,i){"use strict";i.d(t,"a",(function(){return l}));var r=i(1),n=i(3),o=i(4),s=i(0),a=i(34),h=i(35),l=function(e){function t(i,r,n){void 0===r&&(r=null),void 0===n&&(n=!0);var a=e.call(this,i,r)||this;return a._forward=new s.e(0,0,1),a._forwardInverted=new s.e(0,0,-1),a._up=new s.e(0,1,0),a._right=new s.e(1,0,0),a._rightInverted=new 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t=this._cache;t.localMatrixUpdated=!1,t.position=s.e.Zero(),t.scaling=s.e.Zero(),t.rotation=s.e.Zero(),t.rotationQuaternion=new s.b(0,0,0,0),t.billboardMode=-1,t.infiniteDistance=!1},t.prototype.markAsDirty=function(e){return this._currentRenderId=Number.MAX_VALUE,this._isDirty=!0,this},Object.defineProperty(t.prototype,"absolutePosition",{get:function(){return this._absolutePosition},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"absoluteScaling",{get:function(){return this._syncAbsoluteScalingAndRotation(),this._absoluteScaling},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"absoluteRotationQuaternion",{get:function(){return this._syncAbsoluteScalingAndRotation(),this._absoluteRotationQuaternion},enumerable:!0,configurable:!0}),t.prototype.setPreTransformMatrix=function(e){return this.setPivotMatrix(e,!1)},t.prototype.setPivotMatrix=function(e,t){return void 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0===e&&(e=null),this._lastColliderWorldVertices=null,this.IsGlobal||!this._renderingMesh||!this._renderingMesh.geometry)return this;if(e||(e=this._renderingMesh.getVerticesData(n.b.PositionKind)),!e)return this._boundingInfo=this._mesh.getBoundingInfo(),this;var t,i=this._renderingMesh.getIndices();if(0===this.indexStart&&this.indexCount===i.length){var r=this._renderingMesh.getBoundingInfo();t={minimum:r.minimum.clone(),maximum:r.maximum.clone()}}else t=Object(a.b)(e,i,this.indexStart,this.indexCount,this._renderingMesh.geometry.boundingBias);return this._boundingInfo?this._boundingInfo.reConstruct(t.minimum,t.maximum):this._boundingInfo=new s.a(t.minimum,t.maximum),this},t.prototype._checkCollision=function(e){return this.getBoundingInfo()._checkCollision(e)},t.prototype.updateBoundingInfo=function(e){var t=this.getBoundingInfo();return t||(this.refreshBoundingInfo(),t=this.getBoundingInfo()),t&&t.update(e),this},t.prototype.isInFrustum=function(e){var t=this.getBoundingInfo();return!!t&&t.isInFrustum(e,this._mesh.cullingStrategy)},t.prototype.isCompletelyInFrustum=function(e){var t=this.getBoundingInfo();return!!t&&t.isCompletelyInFrustum(e)},t.prototype.render=function(e){return this._renderingMesh.render(this,e,this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh?this._mesh:void 0),this},t.prototype._getLinesIndexBuffer=function(e,t){if(!this._linesIndexBuffer){for(var i=[],r=this.indexStart;ra&&(a=c)}return new t(e,s,a-s+1,i,r,n,o)},t}(h)},function(e,t,i){"use strict";i.d(t,"a",(function(){return x}));var r=i(1),n=i(13),o=i(4),s=i(0),a=i(26),h=i(2),l=i(12),c=i(39),u=i(47),f=i(32),d=function(){this._checkCollisions=!1,this._collisionMask=-1,this._collisionGroup=-1,this._collider=null,this._oldPositionForCollisions=new s.e(0,0,0),this._diffPositionForCollisions=new s.e(0,0,0)},p=i(8),_=i(58),g=i(7),m=i(15),b=i(35),v=function(){this.facetNb=0,this.partitioningSubdivisions=10,this.partitioningBBoxRatio=1.01,this.facetDataEnabled=!1,this.facetParameters={},this.bbSize=s.e.Zero(),this.subDiv={max:1,X:1,Y:1,Z:1},this.facetDepthSort=!1,this.facetDepthSortEnabled=!1},y=function(){this._hasVertexAlpha=!1,this._useVertexColors=!0,this._numBoneInfluencers=4,this._applyFog=!0,this._receiveShadows=!1,this._facetData=new v,this._visibility=1,this._skeleton=null,this._layerMask=268435455,this._computeBonesUsingShaders=!0,this._isActive=!1,this._onlyForInstances=!1,this._isActiveIntermediate=!1,this._onlyForInstancesIntermediate=!1,this._actAsRegularMesh=!1},x=function(e){function t(i,r){void 0===r&&(r=null);var n=e.call(this,i,r,!1)||this;return n._internalAbstractMeshDataInfo=new y,n.cullingStrategy=t.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY,n.onCollideObservable=new o.a,n.onCollisionPositionChangeObservable=new o.a,n.onMaterialChangedObservable=new o.a,n.definedFacingForward=!0,n._occlusionQuery=null,n._renderingGroup=null,n.alphaIndex=Number.MAX_VALUE,n.isVisible=!0,n.isPickable=!0,n.showSubMeshesBoundingBox=!1,n.isBlocker=!1,n.enablePointerMoveEvents=!1,n.renderingGroupId=0,n._material=null,n.outlineColor=g.a.Red(),n.outlineWidth=.02,n.overlayColor=g.a.Red(),n.overlayAlpha=.5,n.useOctreeForRenderingSelection=!0,n.useOctreeForPicking=!0,n.useOctreeForCollisions=!0,n.alwaysSelectAsActiveMesh=!1,n.doNotSyncBoundingInfo=!1,n.actionManager=null,n._meshCollisionData=new d,n.ellipsoid=new s.e(.5,1,.5),n.ellipsoidOffset=new s.e(0,0,0),n.edgesWidth=1,n.edgesColor=new g.b(1,0,0,1),n._edgesRenderer=null,n._masterMesh=null,n._boundingInfo=null,n._renderId=0,n._intersectionsInProgress=new Array,n._unIndexed=!1,n._lightSources=new Array,n._waitingData={lods:null,actions:null,freezeWorldMatrix:null},n._bonesTransformMatrices=null,n._transformMatrixTexture=null,n.onRebuildObservable=new o.a,n._onCollisionPositionChange=function(e,t,i){void 0===i&&(i=null),t.subtractToRef(n._meshCollisionData._oldPositionForCollisions,n._meshCollisionData._diffPositionForCollisions),n._meshCollisionData._diffPositionForCollisions.length()>a.Engine.CollisionsEpsilon&&n.position.addInPlace(n._meshCollisionData._diffPositionForCollisions),i&&n.onCollideObservable.notifyObservers(i),n.onCollisionPositionChangeObservable.notifyObservers(n.position)},n.getScene().addMesh(n),n._resyncLightSources(),n}return Object(r.c)(t,e),Object.defineProperty(t,"BILLBOARDMODE_NONE",{get:function(){return c.a.BILLBOARDMODE_NONE},enumerable:!0,configurable:!0}),Object.defineProperty(t,"BILLBOARDMODE_X",{get:function(){return c.a.BILLBOARDMODE_X},enumerable:!0,configurable:!0}),Object.defineProperty(t,"BILLBOARDMODE_Y",{get:function(){return c.a.BILLBOARDMODE_Y},enumerable:!0,configurable:!0}),Object.defineProperty(t,"BILLBOARDMODE_Z",{get:function(){return c.a.BILLBOARDMODE_Z},enumerable:!0,configurable:!0}),Object.defineProperty(t,"BILLBOARDMODE_ALL",{get:function(){return c.a.BILLBOARDMODE_ALL},enumerable:!0,configurable:!0}),Object.defineProperty(t,"BILLBOARDMODE_USE_POSITION",{get:function(){return c.a.BILLBOARDMODE_USE_POSITION},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"facetNb",{get:function(){return this._internalAbstractMeshDataInfo._facetData.facetNb},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"partitioningSubdivisions",{get:function(){return this._internalAbstractMeshDataInfo._facetData.partitioningSubdivisions},set:function(e){this._internalAbstractMeshDataInfo._facetData.partitioningSubdivisions=e},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"partitioningBBoxRatio",{get:function(){return this._internalAbstractMeshDataInfo._facetData.partitioningBBoxRatio},set:function(e){this._internalAbstractMeshDataInfo._facetData.partitioningBBoxRatio=e},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"mustDepthSortFacets",{get:function(){return this._internalAbstractMeshDataInfo._facetData.facetDepthSort},set:function(e){this._internalAbstractMeshDataInfo._facetData.facetDepthSort=e},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"facetDepthSortFrom",{get:function(){return this._internalAbstractMeshDataInfo._facetData.facetDepthSortFrom},set:function(e){this._internalAbstractMeshDataInfo._facetData.facetDepthSortFrom=e},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"isFacetDataEnabled",{get:function(){return this._internalAbstractMeshDataInfo._facetData.facetDataEnabled},enumerable:!0,configurable:!0}),t.prototype._updateNonUniformScalingState=function(t){return!!e.prototype._updateNonUniformScalingState.call(this,t)&&(this._markSubMeshesAsMiscDirty(),!0)},Object.defineProperty(t.prototype,"onCollide",{set:function(e){this._meshCollisionData._onCollideObserver&&this.onCollideObservable.remove(this._meshCollisionData._onCollideObserver),this._meshCollisionData._onCollideObserver=this.onCollideObservable.add(e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"onCollisionPositionChange",{set:function(e){this._meshCollisionData._onCollisionPositionChangeObserver&&this.onCollisionPositionChangeObservable.remove(this._meshCollisionData._onCollisionPositionChangeObserver),this._meshCollisionData._onCollisionPositionChangeObserver=this.onCollisionPositionChangeObservable.add(e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"visibility",{get:function(){return this._internalAbstractMeshDataInfo._visibility},set:function(e){this._internalAbstractMeshDataInfo._visibility!==e&&(this._internalAbstractMeshDataInfo._visibility=e,this._markSubMeshesAsMiscDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"material",{get:function(){return this._material},set:function(e){this._material!==e&&(this._material&&this._material.meshMap&&(this._material.meshMap[this.uniqueId]=void 0),this._material=e,e&&e.meshMap&&(e.meshMap[this.uniqueId]=this),this.onMaterialChangedObservable.hasObservers()&&this.onMaterialChangedObservable.notifyObservers(this),this.subMeshes&&this._unBindEffect())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"receiveShadows",{get:function(){return this._internalAbstractMeshDataInfo._receiveShadows},set:function(e){this._internalAbstractMeshDataInfo._receiveShadows!==e&&(this._internalAbstractMeshDataInfo._receiveShadows=e,this._markSubMeshesAsLightDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"hasVertexAlpha",{get:function(){return this._internalAbstractMeshDataInfo._hasVertexAlpha},set:function(e){this._internalAbstractMeshDataInfo._hasVertexAlpha!==e&&(this._internalAbstractMeshDataInfo._hasVertexAlpha=e,this._markSubMeshesAsAttributesDirty(),this._markSubMeshesAsMiscDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"useVertexColors",{get:function(){return this._internalAbstractMeshDataInfo._useVertexColors},set:function(e){this._internalAbstractMeshDataInfo._useVertexColors!==e&&(this._internalAbstractMeshDataInfo._useVertexColors=e,this._markSubMeshesAsAttributesDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"computeBonesUsingShaders",{get:function(){return this._internalAbstractMeshDataInfo._computeBonesUsingShaders},set:function(e){this._internalAbstractMeshDataInfo._computeBonesUsingShaders!==e&&(this._internalAbstractMeshDataInfo._computeBonesUsingShaders=e,this._markSubMeshesAsAttributesDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"numBoneInfluencers",{get:function(){return this._internalAbstractMeshDataInfo._numBoneInfluencers},set:function(e){this._internalAbstractMeshDataInfo._numBoneInfluencers!==e&&(this._internalAbstractMeshDataInfo._numBoneInfluencers=e,this._markSubMeshesAsAttributesDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"applyFog",{get:function(){return this._internalAbstractMeshDataInfo._applyFog},set:function(e){this._internalAbstractMeshDataInfo._applyFog!==e&&(this._internalAbstractMeshDataInfo._applyFog=e,this._markSubMeshesAsMiscDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"layerMask",{get:function(){return this._internalAbstractMeshDataInfo._layerMask},set:function(e){e!==this._internalAbstractMeshDataInfo._layerMask&&(this._internalAbstractMeshDataInfo._layerMask=e,this._resyncLightSources())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"collisionMask",{get:function(){return this._meshCollisionData._collisionMask},set:function(e){this._meshCollisionData._collisionMask=isNaN(e)?-1:e},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"collisionGroup",{get:function(){return this._meshCollisionData._collisionGroup},set:function(e){this._meshCollisionData._collisionGroup=isNaN(e)?-1:e},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"lightSources",{get:function(){return this._lightSources},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"_positions",{get:function(){return null},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"skeleton",{get:function(){return this._internalAbstractMeshDataInfo._skeleton},set:function(e){var t=this._internalAbstractMeshDataInfo._skeleton;t&&t.needInitialSkinMatrix&&t._unregisterMeshWithPoseMatrix(this),e&&e.needInitialSkinMatrix&&e._registerMeshWithPoseMatrix(this),this._internalAbstractMeshDataInfo._skeleton=e,this._internalAbstractMeshDataInfo._skeleton||(this._bonesTransformMatrices=null),this._markSubMeshesAsAttributesDirty()},enumerable:!0,configurable:!0}),t.prototype.getClassName=function(){return"AbstractMesh"},t.prototype.toString=function(e){var t="Name: "+this.name+", isInstance: "+("InstancedMesh"!==this.getClassName()?"YES":"NO");t+=", # of submeshes: "+(this.subMeshes?this.subMeshes.length:0);var i=this._internalAbstractMeshDataInfo._skeleton;return i&&(t+=", skeleton: "+i.name),e&&(t+=", billboard mode: "+["NONE","X","Y",null,"Z",null,null,"ALL"][this.billboardMode],t+=", freeze wrld mat: "+(this._isWorldMatrixFrozen||this._waitingData.freezeWorldMatrix?"YES":"NO")),t},t.prototype._getEffectiveParent=function(){return this._masterMesh&&this.billboardMode!==c.a.BILLBOARDMODE_NONE?this._masterMesh:e.prototype._getEffectiveParent.call(this)},t.prototype._getActionManagerForTrigger=function(e,t){if(void 0===t&&(t=!0),this.actionManager&&(t||this.actionManager.isRecursive)){if(!e)return this.actionManager;if(this.actionManager.hasSpecificTrigger(e))return this.actionManager}return this.parent?this.parent._getActionManagerForTrigger(e,!1):null},t.prototype._rebuild=function(){if(this.onRebuildObservable.notifyObservers(this),this._occlusionQuery&&(this._occlusionQuery=null),this.subMeshes)for(var e=0,t=this.subMeshes;e4,a=o?this.getVerticesData(h.b.MatricesIndicesExtraKind):null,l=o?this.getVerticesData(h.b.MatricesWeightsExtraKind):null;this.skeleton.prepare();for(var c=this.skeleton.getTransformMatrices(this),u=s.c.Vector3[0],f=s.c.Matrix[0],d=s.c.Matrix[1],p=0,_=0;_0&&(s.a.FromFloat32ArrayToRefScaled(c,Math.floor(16*i[p+g]),m,d),f.addToSelf(d));if(o)for(g=0;g<4;g++)(m=l[p+g])>0&&(s.a.FromFloat32ArrayToRefScaled(c,Math.floor(16*a[p+g]),m,d),f.addToSelf(d));s.e.TransformCoordinatesFromFloatsToRef(t[_],t[_+1],t[_+2],f,u),u.toArray(t,_),this._positions&&this._positions[_/3].copyFrom(u)}}}return t},t.prototype._updateBoundingInfo=function(){var e=this._effectiveMesh;return this._boundingInfo?this._boundingInfo.update(e.worldMatrixFromCache):this._boundingInfo=new f.a(this.absolutePosition,this.absolutePosition,e.worldMatrixFromCache),this._updateSubMeshesBoundingInfo(e.worldMatrixFromCache),this},t.prototype._updateSubMeshesBoundingInfo=function(e){if(!this.subMeshes)return this;for(var t=this.subMeshes.length,i=0;i1||!r.IsGlobal)&&r.updateBoundingInfo(e)}return this},t.prototype._afterComputeWorldMatrix=function(){this.doNotSyncBoundingInfo||this._updateBoundingInfo()},Object.defineProperty(t.prototype,"_effectiveMesh",{get:function(){return this.skeleton&&this.skeleton.overrideMesh||this},enumerable:!0,configurable:!0}),t.prototype.isInFrustum=function(e){return null!==this._boundingInfo&&this._boundingInfo.isInFrustum(e,this.cullingStrategy)},t.prototype.isCompletelyInFrustum=function(e){return null!==this._boundingInfo&&this._boundingInfo.isCompletelyInFrustum(e)},t.prototype.intersectsMesh=function(e,t,i){if(void 0===t&&(t=!1),!this._boundingInfo||!e._boundingInfo)return!1;if(this._boundingInfo.intersects(e._boundingInfo,t))return!0;if(i)for(var r=0,n=this.getChildMeshes();r1&&!o._checkCollision(e)||this._collideForSubMesh(o,t,e)}return this},t.prototype._checkCollision=function(e){if(!this._boundingInfo||!this._boundingInfo._checkCollision(e))return this;var t=s.c.Matrix[0],i=s.c.Matrix[1];return s.a.ScalingToRef(1/e._radius.x,1/e._radius.y,1/e._radius.z,t),this.worldMatrixFromCache.multiplyToRef(t,i),this._processCollisionsForSubMeshes(e,i),this},t.prototype._generatePointsArray=function(){return!1},t.prototype.intersects=function(e,t,i){var r=new u.a,n="InstancedLinesMesh"===this.getClassName()||"LinesMesh"===this.getClassName()?this.intersectionThreshold:0,o=this._boundingInfo;if(!(this.subMeshes&&o&&e.intersectsSphere(o.boundingSphere,n)&&e.intersectsBox(o.boundingBox,n)))return r;if(!this._generatePointsArray())return r;for(var a=null,h=this._scene.getIntersectingSubMeshCandidates(this,e),l=h.length,c=0;c1)||f.canIntersects(e)){var d=f.intersects(e,this._positions,this.getIndices(),t,i);if(d&&(t||!a||d.distance65535){o=!0;break}e.depthSortedIndices=o?new Uint32Array(i):new Uint16Array(i)}if(e.facetDepthSortFunction=function(e,t){return t.sqDistance-e.sqDistance},!e.facetDepthSortFrom){var c=this.getScene().activeCamera;e.facetDepthSortFrom=c?c.position:s.e.Zero()}e.depthSortedFacets=[];for(var u=0;um.a?n.maximum.x-n.minimum.x:m.a,e.bbSize.y=n.maximum.y-n.minimum.y>m.a?n.maximum.y-n.minimum.y:m.a,e.bbSize.z=n.maximum.z-n.minimum.z>m.a?n.maximum.z-n.minimum.z:m.a;var d=e.bbSize.x>e.bbSize.y?e.bbSize.x:e.bbSize.y;if(d=d>e.bbSize.z?d:e.bbSize.z,e.subDiv.max=e.partitioningSubdivisions,e.subDiv.X=Math.floor(e.subDiv.max*e.bbSize.x/d),e.subDiv.Y=Math.floor(e.subDiv.max*e.bbSize.y/d),e.subDiv.Z=Math.floor(e.subDiv.max*e.bbSize.z/d),e.subDiv.X=e.subDiv.X<1?1:e.subDiv.X,e.subDiv.Y=e.subDiv.Y<1?1:e.subDiv.Y,e.subDiv.Z=e.subDiv.Z<1?1:e.subDiv.Z,e.facetParameters.facetNormals=this.getFacetLocalNormals(),e.facetParameters.facetPositions=this.getFacetLocalPositions(),e.facetParameters.facetPartitioning=this.getFacetLocalPartitioning(),e.facetParameters.bInfo=n,e.facetParameters.bbSize=e.bbSize,e.facetParameters.subDiv=e.subDiv,e.facetParameters.ratio=this.partitioningBBoxRatio,e.facetParameters.depthSort=e.facetDepthSort,e.facetDepthSort&&e.facetDepthSortEnabled&&(this.computeWorldMatrix(!0),this._worldMatrix.invertToRef(e.invertedMatrix),s.e.TransformCoordinatesToRef(e.facetDepthSortFrom,e.invertedMatrix,e.facetDepthSortOrigin),e.facetParameters.distanceTo=e.facetDepthSortOrigin),e.facetParameters.depthSortedFacets=e.depthSortedFacets,l.VertexData.ComputeNormals(t,i,r,e.facetParameters),e.facetDepthSort&&e.facetDepthSortEnabled){e.depthSortedFacets.sort(e.facetDepthSortFunction);var p=e.depthSortedIndices.length/3|0;for(u=0;un.subDiv.max||s<0||s>n.subDiv.max||a<0||a>n.subDiv.max?null:n.facetPartitioning[o+n.subDiv.max*s+n.subDiv.max*n.subDiv.max*a]},t.prototype.getClosestFacetAtCoordinates=function(e,t,i,r,n,o){void 0===n&&(n=!1),void 0===o&&(o=!0);var a=this.getWorldMatrix(),h=s.c.Matrix[5];a.invertToRef(h);var l=s.c.Vector3[8];s.e.TransformCoordinatesFromFloatsToRef(e,t,i,h,l);var c=this.getClosestFacetAtLocalCoordinates(l.x,l.y,l.z,r,n,o);return r&&s.e.TransformCoordinatesFromFloatsToRef(r.x,r.y,r.z,a,r),c},t.prototype.getClosestFacetAtLocalCoordinates=function(e,t,i,r,n,o){void 0===n&&(n=!1),void 0===o&&(o=!0);var s=null,a=0,h=0,l=0,c=0,u=0,f=0,d=0,p=0,_=this.getFacetLocalPositions(),g=this.getFacetLocalNormals(),m=this.getFacetsAtLocalCoordinates(e,t,i);if(!m)return null;for(var b,v,y,x=Number.MAX_VALUE,T=x,M=0;M=0||n&&!o&&c<=0)&&(c=v.x*y.x+v.y*y.y+v.z*y.z,u=-(v.x*e+v.y*t+v.z*i-c)/(v.x*v.x+v.y*v.y+v.z*v.z),(T=(a=(f=e+v.x*u)-e)*a+(h=(d=t+v.y*u)-t)*h+(l=(p=i+v.z*u)-i)*l)0&&-1===this.includedOnlyMeshes.indexOf(e))&&(!(this.excludedMeshes&&this.excludedMeshes.length>0&&-1!==this.excludedMeshes.indexOf(e))&&((0===this.includeOnlyWithLayerMask||0!=(this.includeOnlyWithLayerMask&e.layerMask))&&!(0!==this.excludeWithLayerMask&&this.excludeWithLayerMask&e.layerMask)))},t.CompareLightsPriority=function(e,t){return e.shadowEnabled!==t.shadowEnabled?(t.shadowEnabled?1:0)-(e.shadowEnabled?1:0):t.renderPriority-e.renderPriority},t.prototype.dispose=function(t,i){void 0===i&&(i=!1),this._shadowGenerator&&(this._shadowGenerator.dispose(),this._shadowGenerator=null),this.getScene().stopAnimation(this);for(var r=0,n=this.getScene().meshes;r0&&(e.excludedMeshesIds=[],this.excludedMeshes.forEach((function(t){e.excludedMeshesIds.push(t.id)}))),this.includedOnlyMeshes.length>0&&(e.includedOnlyMeshesIds=[],this.includedOnlyMeshes.forEach((function(t){e.includedOnlyMeshesIds.push(t.id)}))),n.a.AppendSerializedAnimations(this,e),e.ranges=this.serializeAnimationRanges(),e},t.GetConstructorFromName=function(e,t,i){var r=a.a.Construct("Light_Type_"+e,t,i);return r||null},t.Parse=function(e,i){var r=t.GetConstructorFromName(e.type,e.name,i);if(!r)return null;var o=n.a.Parse(r,e,i);if(e.excludedMeshesIds&&(o._excludedMeshesIds=e.excludedMeshesIds),e.includedOnlyMeshesIds&&(o._includedOnlyMeshesIds=e.includedOnlyMeshesIds),e.parentId&&(o._waitingParentId=e.parentId),void 0!==e.falloffType&&(o.falloffType=e.falloffType),void 0!==e.lightmapMode&&(o.lightmapMode=e.lightmapMode),e.animations){for(var s=0;s0,o.REFLECTIONOVERALPHA=this._useReflectionOverAlpha,o.INVERTCUBICMAP=this._reflectionTexture.coordinatesMode===p.a.INVCUBIC_MODE,o.REFLECTIONMAP_3D=this._reflectionTexture.isCube,this._reflectionTexture.coordinatesMode){case p.a.EXPLICIT_MODE:o.setReflectionMode("REFLECTIONMAP_EXPLICIT");break;case p.a.PLANAR_MODE:o.setReflectionMode("REFLECTIONMAP_PLANAR");break;case p.a.PROJECTION_MODE:o.setReflectionMode("REFLECTIONMAP_PROJECTION");break;case p.a.SKYBOX_MODE:o.setReflectionMode("REFLECTIONMAP_SKYBOX");break;case p.a.SPHERICAL_MODE:o.setReflectionMode("REFLECTIONMAP_SPHERICAL");break;case p.a.EQUIRECTANGULAR_MODE:o.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");break;case p.a.FIXED_EQUIRECTANGULAR_MODE:o.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");break;case p.a.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:o.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");break;case p.a.CUBIC_MODE:case p.a.INVCUBIC_MODE:default:o.setReflectionMode("REFLECTIONMAP_CUBIC")}o.USE_LOCAL_REFLECTIONMAP_CUBIC=!!this._reflectionTexture.boundingBoxSize}else o.REFLECTION=!1;if(this._emissiveTexture&&t.EmissiveTextureEnabled){if(!this._emissiveTexture.isReadyOrNotBlocking())return!1;d.a.PrepareDefinesForMergedUV(this._emissiveTexture,o,"EMISSIVE")}else o.EMISSIVE=!1;if(this._lightmapTexture&&t.LightmapTextureEnabled){if(!this._lightmapTexture.isReadyOrNotBlocking())return!1;d.a.PrepareDefinesForMergedUV(this._lightmapTexture,o,"LIGHTMAP"),o.USELIGHTMAPASSHADOWMAP=this._useLightmapAsShadowmap}else o.LIGHTMAP=!1;if(this._specularTexture&&t.SpecularTextureEnabled){if(!this._specularTexture.isReadyOrNotBlocking())return!1;d.a.PrepareDefinesForMergedUV(this._specularTexture,o,"SPECULAR"),o.GLOSSINESS=this._useGlossinessFromSpecularMapAlpha}else o.SPECULAR=!1;if(n.getEngine().getCaps().standardDerivatives&&this._bumpTexture&&t.BumpTextureEnabled){if(!this._bumpTexture.isReady())return!1;d.a.PrepareDefinesForMergedUV(this._bumpTexture,o,"BUMP"),o.PARALLAX=this._useParallax,o.PARALLAXOCCLUSION=this._useParallaxOcclusion,o.OBJECTSPACE_NORMALMAP=this._useObjectSpaceNormalMap}else o.BUMP=!1;if(this._refractionTexture&&t.RefractionTextureEnabled){if(!this._refractionTexture.isReadyOrNotBlocking())return!1;o._needUVs=!0,o.REFRACTION=!0,o.REFRACTIONMAP_3D=this._refractionTexture.isCube}else o.REFRACTION=!1;o.TWOSIDEDLIGHTING=!this._backFaceCulling&&this._twoSidedLighting}else o.DIFFUSE=!1,o.AMBIENT=!1,o.OPACITY=!1,o.REFLECTION=!1,o.EMISSIVE=!1,o.LIGHTMAP=!1,o.BUMP=!1,o.REFRACTION=!1;o.ALPHAFROMDIFFUSE=this._shouldUseAlphaFromDiffuseTexture(),o.EMISSIVEASILLUMINATION=this._useEmissiveAsIllumination,o.LINKEMISSIVEWITHDIFFUSE=this._linkEmissiveWithDiffuse,o.SPECULAROVERALPHA=this._useSpecularOverAlpha,o.PREMULTIPLYALPHA=7===this.alphaMode||8===this.alphaMode}if(o._areImageProcessingDirty&&this._imageProcessingConfiguration){if(!this._imageProcessingConfiguration.isReady())return!1;this._imageProcessingConfiguration.prepareDefines(o),o.IS_REFLECTION_LINEAR=null!=this.reflectionTexture&&!this.reflectionTexture.gammaSpace,o.IS_REFRACTION_LINEAR=null!=this.refractionTexture&&!this.refractionTexture.gammaSpace}if(o._areFresnelDirty&&(t.FresnelEnabled?(this._diffuseFresnelParameters||this._opacityFresnelParameters||this._emissiveFresnelParameters||this._refractionFresnelParameters||this._reflectionFresnelParameters)&&(o.DIFFUSEFRESNEL=this._diffuseFresnelParameters&&this._diffuseFresnelParameters.isEnabled,o.OPACITYFRESNEL=this._opacityFresnelParameters&&this._opacityFresnelParameters.isEnabled,o.REFLECTIONFRESNEL=this._reflectionFresnelParameters&&this._reflectionFresnelParameters.isEnabled,o.REFLECTIONFRESNELFROMSPECULAR=this._useReflectionFresnelFromSpecular,o.REFRACTIONFRESNEL=this._refractionFresnelParameters&&this._refractionFresnelParameters.isEnabled,o.EMISSIVEFRESNEL=this._emissiveFresnelParameters&&this._emissiveFresnelParameters.isEnabled,o._needNormals=!0,o.FRESNEL=!0):o.FRESNEL=!1),d.a.PrepareDefinesForMisc(e,n,this._useLogarithmicDepth,this.pointsCloud,this.fogEnabled,this._shouldTurnAlphaTestOn(e),o),d.a.PrepareDefinesForAttributes(e,o,!0,!0,!0),d.a.PrepareDefinesForFrameBoundValues(n,s,o,r),o.isDirty){var a=o._areLightsDisposed;o.markAsProcessed();var h=new Z.a;o.REFLECTION&&h.addFallback(0,"REFLECTION"),o.SPECULAR&&h.addFallback(0,"SPECULAR"),o.BUMP&&h.addFallback(0,"BUMP"),o.PARALLAX&&h.addFallback(1,"PARALLAX"),o.PARALLAXOCCLUSION&&h.addFallback(0,"PARALLAXOCCLUSION"),o.SPECULAROVERALPHA&&h.addFallback(0,"SPECULAROVERALPHA"),o.FOG&&h.addFallback(1,"FOG"),o.POINTSIZE&&h.addFallback(0,"POINTSIZE"),o.LOGARITHMICDEPTH&&h.addFallback(0,"LOGARITHMICDEPTH"),d.a.HandleFallbacksForShadows(o,h,this._maxSimultaneousLights),o.SPECULARTERM&&h.addFallback(0,"SPECULARTERM"),o.DIFFUSEFRESNEL&&h.addFallback(1,"DIFFUSEFRESNEL"),o.OPACITYFRESNEL&&h.addFallback(2,"OPACITYFRESNEL"),o.REFLECTIONFRESNEL&&h.addFallback(3,"REFLECTIONFRESNEL"),o.EMISSIVEFRESNEL&&h.addFallback(4,"EMISSIVEFRESNEL"),o.FRESNEL&&h.addFallback(4,"FRESNEL"),o.MULTIVIEW&&h.addFallback(0,"MULTIVIEW");var u=[l.b.PositionKind];o.NORMAL&&u.push(l.b.NormalKind),o.UV1&&u.push(l.b.UVKind),o.UV2&&u.push(l.b.UV2Kind),o.VERTEXCOLOR&&u.push(l.b.ColorKind),d.a.PrepareAttributesForBones(u,e,o,h),d.a.PrepareAttributesForInstances(u,o),d.a.PrepareAttributesForMorphTargets(u,e,o);var f="default",_=["world","view","viewProjection","vEyePosition","vLightsType","vAmbientColor","vDiffuseColor","vSpecularColor","vEmissiveColor","visibility","vFogInfos","vFogColor","pointSize","vDiffuseInfos","vAmbientInfos","vOpacityInfos","vReflectionInfos","vEmissiveInfos","vSpecularInfos","vBumpInfos","vLightmapInfos","vRefractionInfos","mBones","vClipPlane","vClipPlane2","vClipPlane3","vClipPlane4","vClipPlane5","vClipPlane6","diffuseMatrix","ambientMatrix","opacityMatrix","reflectionMatrix","emissiveMatrix","specularMatrix","bumpMatrix","normalMatrix","lightmapMatrix","refractionMatrix","diffuseLeftColor","diffuseRightColor","opacityParts","reflectionLeftColor","reflectionRightColor","emissiveLeftColor","emissiveRightColor","refractionLeftColor","refractionRightColor","vReflectionPosition","vReflectionSize","logarithmicDepthConstant","vTangentSpaceParams","alphaCutOff","boneTextureWidth"],g=["diffuseSampler","ambientSampler","opacitySampler","reflectionCubeSampler","reflection2DSampler","emissiveSampler","specularSampler","bumpSampler","lightmapSampler","refractionCubeSampler","refraction2DSampler","boneSampler"],m=["Material","Scene"];c.a&&(c.a.PrepareUniforms(_,o),c.a.PrepareSamplers(g,o)),d.a.PrepareUniformsAndSamplersList({uniformsNames:_,uniformBuffersNames:m,samplers:g,defines:o,maxSimultaneousLights:this._maxSimultaneousLights}),this.customShaderNameResolve&&(f=this.customShaderNameResolve(f,_,m,g,o));var b=o.toString(),v=i.effect,y=n.getEngine().createEffect(f,{attributes:u,uniformsNames:_,uniformBuffersNames:m,samplers:g,defines:b,fallbacks:h,onCompiled:this.onCompiled,onError:this.onError,indexParameters:{maxSimultaneousLights:this._maxSimultaneousLights,maxSimultaneousMorphTargets:o.NUM_MORPH_INFLUENCERS}},s);if(y)if(this.allowShaderHotSwapping&&v&&!y.isReady()){if(y=v,this._rebuildInParallel=!0,o.markAsUnprocessed(),a)return o._areLightsDisposed=!0,!1}else this._rebuildInParallel=!1,n.resetCachedMaterial(),i.setEffect(y,o),this.buildUniformLayout()}return!(!i.effect||!i.effect.isReady())&&(o._renderId=n.getRenderId(),i.effect._wasPreviouslyReady=!0,!0)},t.prototype.buildUniformLayout=function(){var e=this._uniformBuffer;e.addUniform("diffuseLeftColor",4),e.addUniform("diffuseRightColor",4),e.addUniform("opacityParts",4),e.addUniform("reflectionLeftColor",4),e.addUniform("reflectionRightColor",4),e.addUniform("refractionLeftColor",4),e.addUniform("refractionRightColor",4),e.addUniform("emissiveLeftColor",4),e.addUniform("emissiveRightColor",4),e.addUniform("vDiffuseInfos",2),e.addUniform("vAmbientInfos",2),e.addUniform("vOpacityInfos",2),e.addUniform("vReflectionInfos",2),e.addUniform("vReflectionPosition",3),e.addUniform("vReflectionSize",3),e.addUniform("vEmissiveInfos",2),e.addUniform("vLightmapInfos",2),e.addUniform("vSpecularInfos",2),e.addUniform("vBumpInfos",3),e.addUniform("diffuseMatrix",16),e.addUniform("ambientMatrix",16),e.addUniform("opacityMatrix",16),e.addUniform("reflectionMatrix",16),e.addUniform("emissiveMatrix",16),e.addUniform("lightmapMatrix",16),e.addUniform("specularMatrix",16),e.addUniform("bumpMatrix",16),e.addUniform("vTangentSpaceParams",2),e.addUniform("pointSize",1),e.addUniform("refractionMatrix",16),e.addUniform("vRefractionInfos",4),e.addUniform("vSpecularColor",4),e.addUniform("vEmissiveColor",3),e.addUniform("visibility",1),e.addUniform("vDiffuseColor",4),e.create()},t.prototype.unbind=function(){if(this._activeEffect){var t=!1;this._reflectionTexture&&this._reflectionTexture.isRenderTarget&&(this._activeEffect.setTexture("reflection2DSampler",null),t=!0),this._refractionTexture&&this._refractionTexture.isRenderTarget&&(this._activeEffect.setTexture("refraction2DSampler",null),t=!0),t&&this._markAllSubMeshesAsTexturesDirty()}e.prototype.unbind.call(this)},t.prototype.bindForSubMesh=function(e,i,r){var n=this.getScene(),o=r._materialDefines;if(o){var a=r.effect;if(a){this._activeEffect=a,o.INSTANCES||this.bindOnlyWorldMatrix(e),o.OBJECTSPACE_NORMALMAP&&(e.toNormalMatrix(this._normalMatrix),this.bindOnlyNormalMatrix(this._normalMatrix));var l=this._mustRebind(n,a,i.visibility);d.a.BindBonesParameters(i,a);var c=this._uniformBuffer;if(l){if(c.bindToEffect(a,"Material"),this.bindViewProjection(a),!c.useUbo||!this.isFrozen||!c.isSync){if(t.FresnelEnabled&&o.FRESNEL&&(this.diffuseFresnelParameters&&this.diffuseFresnelParameters.isEnabled&&(c.updateColor4("diffuseLeftColor",this.diffuseFresnelParameters.leftColor,this.diffuseFresnelParameters.power),c.updateColor4("diffuseRightColor",this.diffuseFresnelParameters.rightColor,this.diffuseFresnelParameters.bias)),this.opacityFresnelParameters&&this.opacityFresnelParameters.isEnabled&&c.updateColor4("opacityParts",new h.a(this.opacityFresnelParameters.leftColor.toLuminance(),this.opacityFresnelParameters.rightColor.toLuminance(),this.opacityFresnelParameters.bias),this.opacityFresnelParameters.power),this.reflectionFresnelParameters&&this.reflectionFresnelParameters.isEnabled&&(c.updateColor4("reflectionLeftColor",this.reflectionFresnelParameters.leftColor,this.reflectionFresnelParameters.power),c.updateColor4("reflectionRightColor",this.reflectionFresnelParameters.rightColor,this.reflectionFresnelParameters.bias)),this.refractionFresnelParameters&&this.refractionFresnelParameters.isEnabled&&(c.updateColor4("refractionLeftColor",this.refractionFresnelParameters.leftColor,this.refractionFresnelParameters.power),c.updateColor4("refractionRightColor",this.refractionFresnelParameters.rightColor,this.refractionFresnelParameters.bias)),this.emissiveFresnelParameters&&this.emissiveFresnelParameters.isEnabled&&(c.updateColor4("emissiveLeftColor",this.emissiveFresnelParameters.leftColor,this.emissiveFresnelParameters.power),c.updateColor4("emissiveRightColor",this.emissiveFresnelParameters.rightColor,this.emissiveFresnelParameters.bias))),n.texturesEnabled){if(this._diffuseTexture&&t.DiffuseTextureEnabled&&(c.updateFloat2("vDiffuseInfos",this._diffuseTexture.coordinatesIndex,this._diffuseTexture.level),d.a.BindTextureMatrix(this._diffuseTexture,c,"diffuse"),this._diffuseTexture.hasAlpha&&a.setFloat("alphaCutOff",this.alphaCutOff)),this._ambientTexture&&t.AmbientTextureEnabled&&(c.updateFloat2("vAmbientInfos",this._ambientTexture.coordinatesIndex,this._ambientTexture.level),d.a.BindTextureMatrix(this._ambientTexture,c,"ambient")),this._opacityTexture&&t.OpacityTextureEnabled&&(c.updateFloat2("vOpacityInfos",this._opacityTexture.coordinatesIndex,this._opacityTexture.level),d.a.BindTextureMatrix(this._opacityTexture,c,"opacity")),this._reflectionTexture&&t.ReflectionTextureEnabled&&(c.updateFloat2("vReflectionInfos",this._reflectionTexture.level,this.roughness),c.updateMatrix("reflectionMatrix",this._reflectionTexture.getReflectionTextureMatrix()),this._reflectionTexture.boundingBoxSize)){var u=this._reflectionTexture;c.updateVector3("vReflectionPosition",u.boundingBoxPosition),c.updateVector3("vReflectionSize",u.boundingBoxSize)}if(this._emissiveTexture&&t.EmissiveTextureEnabled&&(c.updateFloat2("vEmissiveInfos",this._emissiveTexture.coordinatesIndex,this._emissiveTexture.level),d.a.BindTextureMatrix(this._emissiveTexture,c,"emissive")),this._lightmapTexture&&t.LightmapTextureEnabled&&(c.updateFloat2("vLightmapInfos",this._lightmapTexture.coordinatesIndex,this._lightmapTexture.level),d.a.BindTextureMatrix(this._lightmapTexture,c,"lightmap")),this._specularTexture&&t.SpecularTextureEnabled&&(c.updateFloat2("vSpecularInfos",this._specularTexture.coordinatesIndex,this._specularTexture.level),d.a.BindTextureMatrix(this._specularTexture,c,"specular")),this._bumpTexture&&n.getEngine().getCaps().standardDerivatives&&t.BumpTextureEnabled&&(c.updateFloat3("vBumpInfos",this._bumpTexture.coordinatesIndex,1/this._bumpTexture.level,this.parallaxScaleBias),d.a.BindTextureMatrix(this._bumpTexture,c,"bump"),n._mirroredCameraPosition?c.updateFloat2("vTangentSpaceParams",this._invertNormalMapX?1:-1,this._invertNormalMapY?1:-1):c.updateFloat2("vTangentSpaceParams",this._invertNormalMapX?-1:1,this._invertNormalMapY?-1:1)),this._refractionTexture&&t.RefractionTextureEnabled){var f=1;this._refractionTexture.isCube||(c.updateMatrix("refractionMatrix",this._refractionTexture.getReflectionTextureMatrix()),this._refractionTexture.depth&&(f=this._refractionTexture.depth)),c.updateFloat4("vRefractionInfos",this._refractionTexture.level,this.indexOfRefraction,f,this.invertRefractionY?-1:1)}}this.pointsCloud&&c.updateFloat("pointSize",this.pointSize),o.SPECULARTERM&&c.updateColor4("vSpecularColor",this.specularColor,this.specularPower),c.updateColor3("vEmissiveColor",t.EmissiveTextureEnabled?this.emissiveColor:h.a.BlackReadOnly),c.updateFloat("visibility",i.visibility),c.updateColor4("vDiffuseColor",this.diffuseColor,this.alpha)}if(n.texturesEnabled&&(this._diffuseTexture&&t.DiffuseTextureEnabled&&a.setTexture("diffuseSampler",this._diffuseTexture),this._ambientTexture&&t.AmbientTextureEnabled&&a.setTexture("ambientSampler",this._ambientTexture),this._opacityTexture&&t.OpacityTextureEnabled&&a.setTexture("opacitySampler",this._opacityTexture),this._reflectionTexture&&t.ReflectionTextureEnabled&&(this._reflectionTexture.isCube?a.setTexture("reflectionCubeSampler",this._reflectionTexture):a.setTexture("reflection2DSampler",this._reflectionTexture)),this._emissiveTexture&&t.EmissiveTextureEnabled&&a.setTexture("emissiveSampler",this._emissiveTexture),this._lightmapTexture&&t.LightmapTextureEnabled&&a.setTexture("lightmapSampler",this._lightmapTexture),this._specularTexture&&t.SpecularTextureEnabled&&a.setTexture("specularSampler",this._specularTexture),this._bumpTexture&&n.getEngine().getCaps().standardDerivatives&&t.BumpTextureEnabled&&a.setTexture("bumpSampler",this._bumpTexture),this._refractionTexture&&t.RefractionTextureEnabled)){f=1;this._refractionTexture.isCube?a.setTexture("refractionCubeSampler",this._refractionTexture):a.setTexture("refraction2DSampler",this._refractionTexture)}d.a.BindClipPlane(a,n),n.ambientColor.multiplyToRef(this.ambientColor,this._globalAmbientColor),d.a.BindEyePosition(a,n),a.setColor3("vAmbientColor",this._globalAmbientColor)}!l&&this.isFrozen||(n.lightsEnabled&&!this._disableLighting&&d.a.BindLights(n,i,a,o,this._maxSimultaneousLights,this._rebuildInParallel),(n.fogEnabled&&i.applyFog&&n.fogMode!==s.Scene.FOGMODE_NONE||this._reflectionTexture||this._refractionTexture)&&this.bindView(a),d.a.BindFogParameters(n,i,a),o.NUM_MORPH_INFLUENCERS&&d.a.BindMorphTargetParameters(i,a),this.useLogarithmicDepth&&d.a.BindLogDepth(o,a,n),this._imageProcessingConfiguration&&!this._imageProcessingConfiguration.applyByPostProcess&&this._imageProcessingConfiguration.bind(this._activeEffect)),c.update(),this._afterBind(i,this._activeEffect)}}},t.prototype.getAnimatables=function(){var e=[];return this._diffuseTexture&&this._diffuseTexture.animations&&this._diffuseTexture.animations.length>0&&e.push(this._diffuseTexture),this._ambientTexture&&this._ambientTexture.animations&&this._ambientTexture.animations.length>0&&e.push(this._ambientTexture),this._opacityTexture&&this._opacityTexture.animations&&this._opacityTexture.animations.length>0&&e.push(this._opacityTexture),this._reflectionTexture&&this._reflectionTexture.animations&&this._reflectionTexture.animations.length>0&&e.push(this._reflectionTexture),this._emissiveTexture&&this._emissiveTexture.animations&&this._emissiveTexture.animations.length>0&&e.push(this._emissiveTexture),this._specularTexture&&this._specularTexture.animations&&this._specularTexture.animations.length>0&&e.push(this._specularTexture),this._bumpTexture&&this._bumpTexture.animations&&this._bumpTexture.animations.length>0&&e.push(this._bumpTexture),this._lightmapTexture&&this._lightmapTexture.animations&&this._lightmapTexture.animations.length>0&&e.push(this._lightmapTexture),this._refractionTexture&&this._refractionTexture.animations&&this._refractionTexture.animations.length>0&&e.push(this._refractionTexture),e},t.prototype.getActiveTextures=function(){var t=e.prototype.getActiveTextures.call(this);return this._diffuseTexture&&t.push(this._diffuseTexture),this._ambientTexture&&t.push(this._ambientTexture),this._opacityTexture&&t.push(this._opacityTexture),this._reflectionTexture&&t.push(this._reflectionTexture),this._emissiveTexture&&t.push(this._emissiveTexture),this._specularTexture&&t.push(this._specularTexture),this._bumpTexture&&t.push(this._bumpTexture),this._lightmapTexture&&t.push(this._lightmapTexture),this._refractionTexture&&t.push(this._refractionTexture),t},t.prototype.hasTexture=function(t){return!!e.prototype.hasTexture.call(this,t)||(this._diffuseTexture===t||(this._ambientTexture===t||(this._opacityTexture===t||(this._reflectionTexture===t||(this._emissiveTexture===t||(this._specularTexture===t||(this._bumpTexture===t||(this._lightmapTexture===t||this._refractionTexture===t))))))))},t.prototype.dispose=function(t,i){i&&(this._diffuseTexture&&this._diffuseTexture.dispose(),this._ambientTexture&&this._ambientTexture.dispose(),this._opacityTexture&&this._opacityTexture.dispose(),this._reflectionTexture&&this._reflectionTexture.dispose(),this._emissiveTexture&&this._emissiveTexture.dispose(),this._specularTexture&&this._specularTexture.dispose(),this._bumpTexture&&this._bumpTexture.dispose(),this._lightmapTexture&&this._lightmapTexture.dispose(),this._refractionTexture&&this._refractionTexture.dispose()),this._imageProcessingConfiguration&&this._imageProcessingObserver&&this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver),e.prototype.dispose.call(this,t,i)},t.prototype.clone=function(e){var i=this,r=n.a.Clone((function(){return new t(e,i.getScene())}),this);return r.name=e,r.id=e,r},t.prototype.serialize=function(){return n.a.Serialize(this)},t.Parse=function(e,i,r){return n.a.Parse((function(){return new t(e.name,i)}),e,i,r)},Object.defineProperty(t,"DiffuseTextureEnabled",{get:function(){return m.DiffuseTextureEnabled},set:function(e){m.DiffuseTextureEnabled=e},enumerable:!0,configurable:!0}),Object.defineProperty(t,"AmbientTextureEnabled",{get:function(){return m.AmbientTextureEnabled},set:function(e){m.AmbientTextureEnabled=e},enumerable:!0,configurable:!0}),Object.defineProperty(t,"OpacityTextureEnabled",{get:function(){return m.OpacityTextureEnabled},set:function(e){m.OpacityTextureEnabled=e},enumerable:!0,configurable:!0}),Object.defineProperty(t,"ReflectionTextureEnabled",{get:function(){return m.ReflectionTextureEnabled},set:function(e){m.ReflectionTextureEnabled=e},enumerable:!0,configurable:!0}),Object.defineProperty(t,"EmissiveTextureEnabled",{get:function(){return m.EmissiveTextureEnabled},set:function(e){m.EmissiveTextureEnabled=e},enumerable:!0,configurable:!0}),Object.defineProperty(t,"SpecularTextureEnabled",{get:function(){return m.SpecularTextureEnabled},set:function(e){m.SpecularTextureEnabled=e},enumerable:!0,configurable:!0}),Object.defineProperty(t,"BumpTextureEnabled",{get:function(){return m.BumpTextureEnabled},set:function(e){m.BumpTextureEnabled=e},enumerable:!0,configurable:!0}),Object.defineProperty(t,"LightmapTextureEnabled",{get:function(){return m.LightmapTextureEnabled},set:function(e){m.LightmapTextureEnabled=e},enumerable:!0,configurable:!0}),Object.defineProperty(t,"RefractionTextureEnabled",{get:function(){return m.RefractionTextureEnabled},set:function(e){m.RefractionTextureEnabled=e},enumerable:!0,configurable:!0}),Object.defineProperty(t,"ColorGradingTextureEnabled",{get:function(){return m.ColorGradingTextureEnabled},set:function(e){m.ColorGradingTextureEnabled=e},enumerable:!0,configurable:!0}),Object.defineProperty(t,"FresnelEnabled",{get:function(){return m.FresnelEnabled},set:function(e){m.FresnelEnabled=e},enumerable:!0,configurable:!0}),Object(r.b)([Object(n.j)("diffuseTexture")],t.prototype,"_diffuseTexture",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesAndMiscDirty")],t.prototype,"diffuseTexture",void 0),Object(r.b)([Object(n.j)("ambientTexture")],t.prototype,"_ambientTexture",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"ambientTexture",void 0),Object(r.b)([Object(n.j)("opacityTexture")],t.prototype,"_opacityTexture",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesAndMiscDirty")],t.prototype,"opacityTexture",void 0),Object(r.b)([Object(n.j)("reflectionTexture")],t.prototype,"_reflectionTexture",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"reflectionTexture",void 0),Object(r.b)([Object(n.j)("emissiveTexture")],t.prototype,"_emissiveTexture",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"emissiveTexture",void 0),Object(r.b)([Object(n.j)("specularTexture")],t.prototype,"_specularTexture",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"specularTexture",void 0),Object(r.b)([Object(n.j)("bumpTexture")],t.prototype,"_bumpTexture",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"bumpTexture",void 0),Object(r.b)([Object(n.j)("lightmapTexture")],t.prototype,"_lightmapTexture",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"lightmapTexture",void 0),Object(r.b)([Object(n.j)("refractionTexture")],t.prototype,"_refractionTexture",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"refractionTexture",void 0),Object(r.b)([Object(n.d)("ambient")],t.prototype,"ambientColor",void 0),Object(r.b)([Object(n.d)("diffuse")],t.prototype,"diffuseColor",void 0),Object(r.b)([Object(n.d)("specular")],t.prototype,"specularColor",void 0),Object(r.b)([Object(n.d)("emissive")],t.prototype,"emissiveColor",void 0),Object(r.b)([Object(n.c)()],t.prototype,"specularPower",void 0),Object(r.b)([Object(n.c)("useAlphaFromDiffuseTexture")],t.prototype,"_useAlphaFromDiffuseTexture",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"useAlphaFromDiffuseTexture",void 0),Object(r.b)([Object(n.c)("useEmissiveAsIllumination")],t.prototype,"_useEmissiveAsIllumination",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"useEmissiveAsIllumination",void 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t.VIGNETTE=!1,t.TONEMAPPING=!1,t.TONEMAPPING_ACES=!1,t.CONTRAST=!1,t.EXPOSURE=!1,t.COLORCURVES=!1,t.COLORGRADING=!1,t.COLORGRADING3D=!1,t.IMAGEPROCESSING=!1,void(t.IMAGEPROCESSINGPOSTPROCESS=this.applyByPostProcess&&this._isEnabled);switch(t.VIGNETTE=this.vignetteEnabled,t.VIGNETTEBLENDMODEMULTIPLY=this.vignetteBlendMode===e._VIGNETTEMODE_MULTIPLY,t.VIGNETTEBLENDMODEOPAQUE=!t.VIGNETTEBLENDMODEMULTIPLY,t.TONEMAPPING=this.toneMappingEnabled,this._toneMappingType){case 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0===t&&(t=0);var i=this._currentMeasure.left+t,r=this._currentMeasure.top+t,n=this._currentMeasure.width-2*t,o=this._currentMeasure.height-2*t,s=Math.min(o/2-2,Math.min(n/2-2,this._cornerRadius));e.beginPath(),e.moveTo(i+s,r),e.lineTo(i+n-s,r),e.quadraticCurveTo(i+n,r,i+n,r+s),e.lineTo(i+n,r+o-s),e.quadraticCurveTo(i+n,r+o,i+n-s,r+o),e.lineTo(i+s,r+o),e.quadraticCurveTo(i,r+o,i,r+o-s),e.lineTo(i,r+s),e.quadraticCurveTo(i,r,i+s,r),e.closePath()},t.prototype._clipForChildren=function(e){this._cornerRadius&&(this._drawRoundedRect(e,this._thickness),e.clip())},t}(n.a);o.a.RegisteredTypes["BABYLON.GUI.Rectangle"]=s;var a,h=i(5),l=i(4),c=i(14);!function(e){e[e.Clip=0]="Clip",e[e.WordWrap=1]="WordWrap",e[e.Ellipsis=2]="Ellipsis"}(a||(a={}));var u=function(e){function t(t,i){void 0===i&&(i="");var r=e.call(this,t)||this;return r.name=t,r._text="",r._textWrapping=a.Clip,r._textHorizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_CENTER,r._textVerticalAlignment=h.a.VERTICAL_ALIGNMENT_CENTER,r._resizeToFit=!1,r._lineSpacing=new c.a(0),r._outlineWidth=0,r._outlineColor="white",r.onTextChangedObservable=new l.a,r.onLinesReadyObservable=new l.a,r.text=i,r}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"lines",{get:function(){return this._lines},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"resizeToFit",{get:function(){return this._resizeToFit},set:function(e){this._resizeToFit!==e&&(this._resizeToFit=e,this._resizeToFit&&(this._width.ignoreAdaptiveScaling=!0,this._height.ignoreAdaptiveScaling=!0),this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"textWrapping",{get:function(){return this._textWrapping},set:function(e){this._textWrapping!==e&&(this._textWrapping=+e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"text",{get:function(){return this._text},set:function(e){this._text!==e&&(this._text=e,this._markAsDirty(),this.onTextChangedObservable.notifyObservers(this))},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"textHorizontalAlignment",{get:function(){return this._textHorizontalAlignment},set:function(e){this._textHorizontalAlignment!==e&&(this._textHorizontalAlignment=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"textVerticalAlignment",{get:function(){return this._textVerticalAlignment},set:function(e){this._textVerticalAlignment!==e&&(this._textVerticalAlignment=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"lineSpacing",{get:function(){return this._lineSpacing.toString(this._host)},set:function(e){this._lineSpacing.fromString(e)&&this._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"outlineWidth",{get:function(){return this._outlineWidth},set:function(e){this._outlineWidth!==e&&(this._outlineWidth=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"outlineColor",{get:function(){return this._outlineColor},set:function(e){this._outlineColor!==e&&(this._outlineColor=e,this._markAsDirty())},enumerable:!0,configurable:!0}),t.prototype._getTypeName=function(){return"TextBlock"},t.prototype._processMeasures=function(t,i){this._fontOffset||(this._fontOffset=h.a._GetFontOffset(i.font)),e.prototype._processMeasures.call(this,t,i),this._lines=this._breakLines(this._currentMeasure.width,i),this.onLinesReadyObservable.notifyObservers(this);for(var r=0,n=0;nr&&(r=o.width)}if(this._resizeToFit){if(this._textWrapping===a.Clip){var s=this.paddingLeftInPixels+this.paddingRightInPixels+r;s!==this._width.internalValue&&(this._width.updateInPlace(s,c.a.UNITMODE_PIXEL),this._rebuildLayout=!0)}var l=this.paddingTopInPixels+this.paddingBottomInPixels+this._fontOffset.height*this._lines.length;if(this._lines.length>0&&0!==this._lineSpacing.internalValue){var u=0;u=this._lineSpacing.isPixel?this._lineSpacing.getValue(this._host):this._lineSpacing.getValue(this._host)*this._height.getValueInPixel(this._host,this._cachedParentMeasure.height),l+=(this._lines.length-1)*u}l!==this._height.internalValue&&(this._height.updateInPlace(l,c.a.UNITMODE_PIXEL),this._rebuildLayout=!0)}},t.prototype._drawText=function(e,t,i,r){var n=this._currentMeasure.width,o=0;switch(this._textHorizontalAlignment){case h.a.HORIZONTAL_ALIGNMENT_LEFT:o=0;break;case h.a.HORIZONTAL_ALIGNMENT_RIGHT:o=n-t;break;case h.a.HORIZONTAL_ALIGNMENT_CENTER:o=(n-t)/2}(this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY)&&(r.shadowColor=this.shadowColor,r.shadowBlur=this.shadowBlur,r.shadowOffsetX=this.shadowOffsetX,r.shadowOffsetY=this.shadowOffsetY),this.outlineWidth&&r.strokeText(e,this._currentMeasure.left+o,i),r.fillText(e,this._currentMeasure.left+o,i)},t.prototype._draw=function(e,t){e.save(),this._applyStates(e),this._renderLines(e),e.restore()},t.prototype._applyStates=function(t){e.prototype._applyStates.call(this,t),this.outlineWidth&&(t.lineWidth=this.outlineWidth,t.strokeStyle=this.outlineColor)},t.prototype._breakLines=function(e,t){var i=[],r=this.text.split("\n");if(this._textWrapping===a.Ellipsis)for(var n=0,o=r;nt&&(e+="…");e.length>2&&r>t;)e=e.slice(0,-2)+"…",r=i.measureText(e).width;return{text:e,width:r}},t.prototype._parseLineWordWrap=function(e,t,i){void 0===e&&(e="");for(var r=[],n=e.split(" "),o=0,s=0;s0?e+" "+n[s]:n[0],h=i.measureText(a).width;h>t&&s>0?(r.push({text:e,width:o}),e=n[s],o=i.measureText(e).width):(o=h,e=a)}return r.push({text:e,width:o}),r},t.prototype._renderLines=function(e){var t=this._currentMeasure.height,i=0;switch(this._textVerticalAlignment){case h.a.VERTICAL_ALIGNMENT_TOP:i=this._fontOffset.ascent;break;case h.a.VERTICAL_ALIGNMENT_BOTTOM:i=t-this._fontOffset.height*(this._lines.length-1)-this._fontOffset.descent;break;case h.a.VERTICAL_ALIGNMENT_CENTER:i=this._fontOffset.ascent+(t-this._fontOffset.height*this._lines.length)/2}i+=this._currentMeasure.top;for(var r=0;r0&&0!==this._lineSpacing.internalValue){var r=0;r=this._lineSpacing.isPixel?this._lineSpacing.getValue(this._host):this._lineSpacing.getValue(this._host)*this._height.getValueInPixel(this._host,this._cachedParentMeasure.height),i+=(t.length-1)*r}return i}}return 0},t.prototype.dispose=function(){e.prototype.dispose.call(this),this.onTextChangedObservable.clear()},t}(h.a);o.a.RegisteredTypes["BABYLON.GUI.TextBlock"]=u;var f=i(13),d=function(e){function t(i,r){void 0===r&&(r=null);var n=e.call(this,i)||this;return n.name=i,n._workingCanvas=null,n._loaded=!1,n._stretch=t.STRETCH_FILL,n._autoScale=!1,n._sourceLeft=0,n._sourceTop=0,n._sourceWidth=0,n._sourceHeight=0,n._svgAttributesComputationCompleted=!1,n._isSVG=!1,n._cellWidth=0,n._cellHeight=0,n._cellId=-1,n._populateNinePatchSlicesFromImage=!1,n.onImageLoadedObservable=new l.a,n.onSVGAttributesComputedObservable=new l.a,n.source=r,n}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"isLoaded",{get:function(){return this._loaded},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"populateNinePatchSlicesFromImage",{get:function(){return this._populateNinePatchSlicesFromImage},set:function(e){this._populateNinePatchSlicesFromImage!==e&&(this._populateNinePatchSlicesFromImage=e,this._populateNinePatchSlicesFromImage&&this._loaded&&this._extractNinePatchSliceDataFromImage())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"detectPointerOnOpaqueOnly",{get:function(){return this._detectPointerOnOpaqueOnly},set:function(e){this._detectPointerOnOpaqueOnly!==e&&(this._detectPointerOnOpaqueOnly=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"sliceLeft",{get:function(){return this._sliceLeft},set:function(e){this._sliceLeft!==e&&(this._sliceLeft=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"sliceRight",{get:function(){return this._sliceRight},set:function(e){this._sliceRight!==e&&(this._sliceRight=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"sliceTop",{get:function(){return this._sliceTop},set:function(e){this._sliceTop!==e&&(this._sliceTop=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"sliceBottom",{get:function(){return this._sliceBottom},set:function(e){this._sliceBottom!==e&&(this._sliceBottom=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"sourceLeft",{get:function(){return this._sourceLeft},set:function(e){this._sourceLeft!==e&&(this._sourceLeft=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"sourceTop",{get:function(){return this._sourceTop},set:function(e){this._sourceTop!==e&&(this._sourceTop=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"sourceWidth",{get:function(){return this._sourceWidth},set:function(e){this._sourceWidth!==e&&(this._sourceWidth=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"sourceHeight",{get:function(){return this._sourceHeight},set:function(e){this._sourceHeight!==e&&(this._sourceHeight=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"isSVG",{get:function(){return this._isSVG},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"svgAttributesComputationCompleted",{get:function(){return this._svgAttributesComputationCompleted},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"autoScale",{get:function(){return this._autoScale},set:function(e){this._autoScale!==e&&(this._autoScale=e,e&&this._loaded&&this.synchronizeSizeWithContent())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"stretch",{get:function(){return this._stretch},set:function(e){this._stretch!==e&&(this._stretch=e,this._markAsDirty())},enumerable:!0,configurable:!0}),t.prototype._rotate90=function(e,i){void 0===i&&(i=!1);var r=document.createElement("canvas"),n=r.getContext("2d"),o=this._domImage.width,s=this._domImage.height;r.width=s,r.height=o,n.translate(r.width/2,r.height/2),n.rotate(e*Math.PI/2),n.drawImage(this._domImage,0,0,o,s,-o/2,-s/2,o,s);var a=r.toDataURL("image/jpg"),h=new t(this.name+"rotated",a);return i&&(h._stretch=this._stretch,h._autoScale=this._autoScale,h._cellId=this._cellId,h._cellWidth=e%1?this._cellHeight:this._cellWidth,h._cellHeight=e%1?this._cellWidth:this._cellHeight),this._handleRotationForSVGImage(this,h,e),h},t.prototype._handleRotationForSVGImage=function(e,t,i){var r=this;e._isSVG&&(e._svgAttributesComputationCompleted?(this._rotate90SourceProperties(e,t,i),this._markAsDirty()):e.onSVGAttributesComputedObservable.addOnce((function(){r._rotate90SourceProperties(e,t,i),r._markAsDirty()})))},t.prototype._rotate90SourceProperties=function(e,t,i){var r,n,o=e.sourceLeft,s=e.sourceTop,a=e.domImage.width,h=e.domImage.height,l=o,c=s,u=e.sourceWidth,f=e.sourceHeight;if(0!=i){var d=i<0?-1:1;i%=4;for(var p=0;p127&&-1===this._sliceLeft)this._sliceLeft=o;else if(a<127&&this._sliceLeft>-1){this._sliceRight=o;break}}this._sliceTop=-1,this._sliceBottom=-1;for(var s=0;s127&&-1===this._sliceTop)this._sliceTop=s;else if(a<127&&this._sliceTop>-1){this._sliceBottom=s;break}}},Object.defineProperty(t.prototype,"source",{set:function(e){var t=this;this._source!==e&&(this._loaded=!1,this._source=e,e&&(e=this._svgCheck(e)),this._domImage=document.createElement("img"),this._domImage.onload=function(){t._onImageLoaded()},e&&(f.b.SetCorsBehavior(e,this._domImage),this._domImage.src=e))},enumerable:!0,configurable:!0}),t.prototype._svgCheck=function(e){var t=this;if(window.SVGSVGElement&&-1!==e.search(/.svg#/gi)&&e.indexOf("#")===e.lastIndexOf("#")){this._isSVG=!0;var i=e.split("#")[0],r=e.split("#")[1],n=document.body.querySelector('object[data="'+i+'"]');if(n){var o=n.contentDocument;if(o&&o.documentElement){var s=o.documentElement.getAttribute("viewBox"),a=Number(o.documentElement.getAttribute("width")),h=Number(o.documentElement.getAttribute("height"));if(o.getElementById(r)&&s&&a&&h)return this._getSVGAttribs(n,r),e}n.addEventListener("load",(function(){t._getSVGAttribs(n,r)}))}else{var l=document.createElement("object");l.data=i,l.type="image/svg+xml",l.width="0%",l.height="0%",document.body.appendChild(l),l.onload=function(){var e=document.body.querySelector('object[data="'+i+'"]');e&&t._getSVGAttribs(e,r)}}return i}return e},t.prototype._getSVGAttribs=function(e,t){var i=e.contentDocument;if(i&&i.documentElement){var r=i.documentElement.getAttribute("viewBox"),n=Number(i.documentElement.getAttribute("width")),o=Number(i.documentElement.getAttribute("height")),s=i.getElementById(t);if(r&&n&&o&&s){var a=Number(r.split(" ")[2]),h=Number(r.split(" ")[3]),l=s.getBBox(),c=1,u=1,f=0,d=0;s.transform&&s.transform.baseVal.consolidate()&&(c=s.transform.baseVal.consolidate().matrix.a,u=s.transform.baseVal.consolidate().matrix.d,f=s.transform.baseVal.consolidate().matrix.e,d=s.transform.baseVal.consolidate().matrix.f),this.sourceLeft=(c*l.x+f)*n/a,this.sourceTop=(u*l.y+d)*o/h,this.sourceWidth=l.width*c*(n/a),this.sourceHeight=l.height*u*(o/h),this._svgAttributesComputationCompleted=!0,this.onSVGAttributesComputedObservable.notifyObservers(this)}}},Object.defineProperty(t.prototype,"cellWidth",{get:function(){return this._cellWidth},set:function(e){this._cellWidth!==e&&(this._cellWidth=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"cellHeight",{get:function(){return this._cellHeight},set:function(e){this._cellHeight!==e&&(this._cellHeight=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"cellId",{get:function(){return this._cellId},set:function(e){this._cellId!==e&&(this._cellId=e,this._markAsDirty())},enumerable:!0,configurable:!0}),t.prototype.contains=function(t,i){if(!e.prototype.contains.call(this,t,i))return!1;if(!this._detectPointerOnOpaqueOnly||!this._workingCanvas)return!0;var r=this._workingCanvas.getContext("2d"),n=0|this._currentMeasure.width,o=0|this._currentMeasure.height;return r.getImageData(0,0,n,o).data[4*((t=t-this._currentMeasure.left|0)+(i=i-this._currentMeasure.top|0)*this._currentMeasure.width)+3]>0},t.prototype._getTypeName=function(){return"Image"},t.prototype.synchronizeSizeWithContent=function(){this._loaded&&(this.width=this._domImage.width+"px",this.height=this._domImage.height+"px")},t.prototype._processMeasures=function(i,r){if(this._loaded)switch(this._stretch){case t.STRETCH_NONE:case t.STRETCH_FILL:case t.STRETCH_UNIFORM:case t.STRETCH_NINE_PATCH:break;case t.STRETCH_EXTEND:this._autoScale&&this.synchronizeSizeWithContent(),this.parent&&this.parent.parent&&(this.parent.adaptWidthToChildren=!0,this.parent.adaptHeightToChildren=!0)}e.prototype._processMeasures.call(this,i,r)},t.prototype._prepareWorkingCanvasForOpaqueDetection=function(){if(this._detectPointerOnOpaqueOnly){this._workingCanvas||(this._workingCanvas=document.createElement("canvas"));var e=this._workingCanvas,t=this._currentMeasure.width,i=this._currentMeasure.height,r=e.getContext("2d");e.width=t,e.height=i,r.clearRect(0,0,t,i)}},t.prototype._drawImage=function(e,t,i,r,n,o,s,a,h){(e.drawImage(this._domImage,t,i,r,n,o,s,a,h),this._detectPointerOnOpaqueOnly)&&(e=this._workingCanvas.getContext("2d")).drawImage(this._domImage,t,i,r,n,o-this._currentMeasure.left,s-this._currentMeasure.top,a,h)},t.prototype._draw=function(e){var i,r,n,o;if(e.save(),(this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY)&&(e.shadowColor=this.shadowColor,e.shadowBlur=this.shadowBlur,e.shadowOffsetX=this.shadowOffsetX,e.shadowOffsetY=this.shadowOffsetY),-1==this.cellId)i=this._sourceLeft,r=this._sourceTop,n=this._sourceWidth?this._sourceWidth:this._imageWidth,o=this._sourceHeight?this._sourceHeight:this._imageHeight;else{var s=this._domImage.naturalWidth/this.cellWidth,a=this.cellId/s>>0,h=this.cellId%s;i=this.cellWidth*h,r=this.cellHeight*a,n=this.cellWidth,o=this.cellHeight}if(this._prepareWorkingCanvasForOpaqueDetection(),this._applyStates(e),this._loaded)switch(this._stretch){case t.STRETCH_NONE:case t.STRETCH_FILL:this._drawImage(e,i,r,n,o,this._currentMeasure.left,this._currentMeasure.top,this._currentMeasure.width,this._currentMeasure.height);break;case t.STRETCH_UNIFORM:var l=this._currentMeasure.width/n,c=this._currentMeasure.height/o,u=Math.min(l,c),f=(this._currentMeasure.width-n*u)/2,d=(this._currentMeasure.height-o*u)/2;this._drawImage(e,i,r,n,o,this._currentMeasure.left+f,this._currentMeasure.top+d,n*u,o*u);break;case t.STRETCH_EXTEND:this._drawImage(e,i,r,n,o,this._currentMeasure.left,this._currentMeasure.top,this._currentMeasure.width,this._currentMeasure.height);break;case t.STRETCH_NINE_PATCH:this._renderNinePatch(e)}e.restore()},t.prototype._renderCornerPatch=function(e,t,i,r,n,o,s){this._drawImage(e,t,i,r,n,this._currentMeasure.left+o,this._currentMeasure.top+s,r,n)},t.prototype._renderNinePatch=function(e){var t=this._imageHeight,i=this._sliceLeft,r=this._sliceTop,n=this._imageHeight-this._sliceBottom,o=this._imageWidth-this._sliceRight,s=0,a=0;this._populateNinePatchSlicesFromImage&&(s=1,a=1,t-=2,i-=1,r-=1,n-=1,o-=1);var h=this._sliceRight-this._sliceLeft,l=this._currentMeasure.width-o-this.sliceLeft,c=this._currentMeasure.height-t+this._sliceBottom;this._renderCornerPatch(e,s,a,i,r,0,0),this._renderCornerPatch(e,s,this._sliceBottom,i,t-this._sliceBottom,0,c),this._renderCornerPatch(e,this._sliceRight,a,o,r,this._currentMeasure.width-o,0),this._renderCornerPatch(e,this._sliceRight,this._sliceBottom,o,t-this._sliceBottom,this._currentMeasure.width-o,c),this._drawImage(e,this._sliceLeft,this._sliceTop,h,this._sliceBottom-this._sliceTop,this._currentMeasure.left+i,this._currentMeasure.top+r,l,c-r),this._drawImage(e,s,this._sliceTop,i,this._sliceBottom-this._sliceTop,this._currentMeasure.left,this._currentMeasure.top+r,i,c-r),this._drawImage(e,this._sliceRight,this._sliceTop,i,this._sliceBottom-this._sliceTop,this._currentMeasure.left+this._currentMeasure.width-o,this._currentMeasure.top+r,i,c-r),this._drawImage(e,this._sliceLeft,a,h,r,this._currentMeasure.left+i,this._currentMeasure.top,l,r),this._drawImage(e,this._sliceLeft,this._sliceBottom,h,n,this._currentMeasure.left+i,this._currentMeasure.top+c,l,n)},t.prototype.dispose=function(){e.prototype.dispose.call(this),this.onImageLoadedObservable.clear(),this.onSVGAttributesComputedObservable.clear()},t.STRETCH_NONE=0,t.STRETCH_FILL=1,t.STRETCH_UNIFORM=2,t.STRETCH_EXTEND=3,t.STRETCH_NINE_PATCH=4,t}(h.a);o.a.RegisteredTypes["BABYLON.GUI.Image"]=d;var p=function(e){function t(t){var i=e.call(this,t)||this;i.name=t,i.delegatePickingToChildren=!1,i.thickness=1,i.isPointerBlocker=!0;var r=null;return i.pointerEnterAnimation=function(){r=i.alpha,i.alpha-=.1},i.pointerOutAnimation=function(){null!==r&&(i.alpha=r)},i.pointerDownAnimation=function(){i.scaleX-=.05,i.scaleY-=.05},i.pointerUpAnimation=function(){i.scaleX+=.05,i.scaleY+=.05},i}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"image",{get:function(){return this._image},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"textBlock",{get:function(){return this._textBlock},enumerable:!0,configurable:!0}),t.prototype._getTypeName=function(){return"Button"},t.prototype._processPicking=function(t,i,r,n,o,s,a){if(!this._isEnabled||!this.isHitTestVisible||!this.isVisible||this.notRenderable)return!1;if(!e.prototype.contains.call(this,t,i))return!1;if(this.delegatePickingToChildren){for(var h=!1,l=this._children.length-1;l>=0;l--){var c=this._children[l];if(c.isEnabled&&c.isHitTestVisible&&c.isVisible&&!c.notRenderable&&c.contains(t,i)){h=!0;break}}if(!h)return!1}return this._processObservables(r,t,i,n,o,s,a),!0},t.prototype._onPointerEnter=function(t){return!!e.prototype._onPointerEnter.call(this,t)&&(this.pointerEnterAnimation&&this.pointerEnterAnimation(),!0)},t.prototype._onPointerOut=function(t,i){void 0===i&&(i=!1),this.pointerOutAnimation&&this.pointerOutAnimation(),e.prototype._onPointerOut.call(this,t,i)},t.prototype._onPointerDown=function(t,i,r,n){return!!e.prototype._onPointerDown.call(this,t,i,r,n)&&(this.pointerDownAnimation&&this.pointerDownAnimation(),!0)},t.prototype._onPointerUp=function(t,i,r,n,o){this.pointerUpAnimation&&this.pointerUpAnimation(),e.prototype._onPointerUp.call(this,t,i,r,n,o)},t.CreateImageButton=function(e,i,r){var n=new t(e),o=new u(e+"_button",i);o.textWrapping=!0,o.textHorizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_CENTER,o.paddingLeft="20%",n.addControl(o);var s=new d(e+"_icon",r);return s.width="20%",s.stretch=d.STRETCH_UNIFORM,s.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,n.addControl(s),n._image=s,n._textBlock=o,n},t.CreateImageOnlyButton=function(e,i){var r=new t(e),n=new d(e+"_icon",i);return n.stretch=d.STRETCH_FILL,n.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,r.addControl(n),r._image=n,r},t.CreateSimpleButton=function(e,i){var r=new t(e),n=new u(e+"_button",i);return n.textWrapping=!0,n.textHorizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_CENTER,r.addControl(n),r._textBlock=n,r},t.CreateImageWithCenterTextButton=function(e,i,r){var n=new t(e),o=new d(e+"_icon",r);o.stretch=d.STRETCH_FILL,n.addControl(o);var s=new u(e+"_button",i);return s.textWrapping=!0,s.textHorizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_CENTER,n.addControl(s),n._image=o,n._textBlock=s,n},t}(s);o.a.RegisteredTypes["BABYLON.GUI.Button"]=p;var _=function(e){function t(t){var i=e.call(this,t)||this;return i.name=t,i._isVertical=!0,i._manualWidth=!1,i._manualHeight=!1,i._doNotTrackManualChanges=!1,i.ignoreLayoutWarnings=!1,i}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"isVertical",{get:function(){return this._isVertical},set:function(e){this._isVertical!==e&&(this._isVertical=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"width",{get:function(){return this._width.toString(this._host)},set:function(e){this._doNotTrackManualChanges||(this._manualWidth=!0),this._width.toString(this._host)!==e&&this._width.fromString(e)&&this._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"height",{get:function(){return this._height.toString(this._host)},set:function(e){this._doNotTrackManualChanges||(this._manualHeight=!0),this._height.toString(this._host)!==e&&this._height.fromString(e)&&this._markAsDirty()},enumerable:!0,configurable:!0}),t.prototype._getTypeName=function(){return"StackPanel"},t.prototype._preMeasure=function(t,i){for(var r=0,n=this._children;r0){if(this._isTextHighlightOn)return this.text=this._text.slice(0,this._startHighlightIndex)+this._text.slice(this._endHighlightIndex),this._isTextHighlightOn=!1,this._cursorOffset=this.text.length-this._startHighlightIndex,this._blinkIsEven=!1,void(i&&i.preventDefault());if(0===this._cursorOffset)this.text=this._text.substr(0,this._text.length-1);else(n=this._text.length-this._cursorOffset)>0&&(this.text=this._text.slice(0,n-1)+this._text.slice(n))}return void(i&&i.preventDefault());case 46:if(this._isTextHighlightOn){this.text=this._text.slice(0,this._startHighlightIndex)+this._text.slice(this._endHighlightIndex);for(var r=this._endHighlightIndex-this._startHighlightIndex;r>0&&this._cursorOffset>0;)this._cursorOffset--;return this._isTextHighlightOn=!1,this._cursorOffset=this.text.length-this._startHighlightIndex,void(i&&i.preventDefault())}if(this._text&&this._text.length>0&&this._cursorOffset>0){var n=this._text.length-this._cursorOffset;this.text=this._text.slice(0,n)+this._text.slice(n+1),this._cursorOffset--}return void(i&&i.preventDefault());case 13:return this._host.focusedControl=null,void(this._isTextHighlightOn=!1);case 35:return this._cursorOffset=0,this._blinkIsEven=!1,this._isTextHighlightOn=!1,void this._markAsDirty();case 36:return this._cursorOffset=this._text.length,this._blinkIsEven=!1,this._isTextHighlightOn=!1,void this._markAsDirty();case 37:if(this._cursorOffset++,this._cursorOffset>this._text.length&&(this._cursorOffset=this._text.length),i&&i.shiftKey){if(this._blinkIsEven=!1,i.ctrlKey||i.metaKey){if(!this._isTextHighlightOn){if(this._text.length===this._cursorOffset)return;this._endHighlightIndex=this._text.length-this._cursorOffset+1}return this._startHighlightIndex=0,this._cursorIndex=this._text.length-this._endHighlightIndex,this._cursorOffset=this._text.length,this._isTextHighlightOn=!0,void this._markAsDirty()}return this._isTextHighlightOn?-1===this._cursorIndex&&(this._cursorIndex=this._text.length-this._endHighlightIndex,this._cursorOffset=0===this._startHighlightIndex?this._text.length:this._text.length-this._startHighlightIndex+1):(this._isTextHighlightOn=!0,this._cursorIndex=this._cursorOffset>=this._text.length?this._text.length:this._cursorOffset-1),this._cursorIndexthis._cursorOffset?(this._endHighlightIndex=this._text.length-this._cursorOffset,this._startHighlightIndex=this._text.length-this._cursorIndex):this._isTextHighlightOn=!1,void this._markAsDirty()}return this._isTextHighlightOn&&(this._cursorOffset=this._text.length-this._startHighlightIndex,this._isTextHighlightOn=!1),i&&(i.ctrlKey||i.metaKey)&&(this._cursorOffset=this.text.length,i.preventDefault()),this._blinkIsEven=!1,this._isTextHighlightOn=!1,this._cursorIndex=-1,void this._markAsDirty();case 39:if(this._cursorOffset--,this._cursorOffset<0&&(this._cursorOffset=0),i&&i.shiftKey){if(this._blinkIsEven=!1,i.ctrlKey||i.metaKey){if(!this._isTextHighlightOn){if(0===this._cursorOffset)return;this._startHighlightIndex=this._text.length-this._cursorOffset-1}return this._endHighlightIndex=this._text.length,this._isTextHighlightOn=!0,this._cursorIndex=this._text.length-this._startHighlightIndex,this._cursorOffset=0,void this._markAsDirty()}return this._isTextHighlightOn?-1===this._cursorIndex&&(this._cursorIndex=this._text.length-this._startHighlightIndex,this._cursorOffset=this._text.length===this._endHighlightIndex?0:this._text.length-this._endHighlightIndex-1):(this._isTextHighlightOn=!0,this._cursorIndex=this._cursorOffset<=0?0:this._cursorOffset+1),this._cursorIndexthis._cursorOffset?(this._endHighlightIndex=this._text.length-this._cursorOffset,this._startHighlightIndex=this._text.length-this._cursorIndex):this._isTextHighlightOn=!1,void this._markAsDirty()}return this._isTextHighlightOn&&(this._cursorOffset=this._text.length-this._endHighlightIndex,this._isTextHighlightOn=!1),i&&(i.ctrlKey||i.metaKey)&&(this._cursorOffset=0,i.preventDefault()),this._blinkIsEven=!1,this._isTextHighlightOn=!1,this._cursorIndex=-1,void this._markAsDirty();case 222:i&&i.preventDefault(),this._cursorIndex=-1,this.deadKey=!0}if(t&&(-1===e||32===e||e>47&&e<64||e>64&&e<91||e>159&&e<193||e>218&&e<223||e>95&&e<112)&&(this._currentKey=t,this.onBeforeKeyAddObservable.notifyObservers(this),t=this._currentKey,this._addKey))if(this._isTextHighlightOn)this.text=this._text.slice(0,this._startHighlightIndex)+t+this._text.slice(this._endHighlightIndex),this._cursorOffset=this.text.length-(this._startHighlightIndex+1),this._isTextHighlightOn=!1,this._blinkIsEven=!1,this._markAsDirty();else if(0===this._cursorOffset)this.text+=t;else{var o=this._text.length-this._cursorOffset;this.text=this._text.slice(0,o)+t+this._text.slice(o)}}},t.prototype._updateValueFromCursorIndex=function(e){if(this._blinkIsEven=!1,-1===this._cursorIndex)this._cursorIndex=e;else if(this._cursorIndexthis._cursorOffset))return this._isTextHighlightOn=!1,void this._markAsDirty();this._endHighlightIndex=this._text.length-this._cursorOffset,this._startHighlightIndex=this._text.length-this._cursorIndex}this._isTextHighlightOn=!0,this._markAsDirty()},t.prototype._processDblClick=function(e){this._startHighlightIndex=this._text.length-this._cursorOffset,this._endHighlightIndex=this._startHighlightIndex;var t,i,r=/\w+/g;do{i=this._endHighlightIndex0&&-1!==this._text[this._startHighlightIndex-1].search(r)?--this._startHighlightIndex:0}while(t||i);this._cursorOffset=this.text.length-this._startHighlightIndex,this.onTextHighlightObservable.notifyObservers(this),this._isTextHighlightOn=!0,this._clickedCoordinate=null,this._blinkIsEven=!0,this._cursorIndex=-1,this._markAsDirty()},t.prototype._selectAllText=function(){this._blinkIsEven=!0,this._isTextHighlightOn=!0,this._startHighlightIndex=0,this._endHighlightIndex=this._text.length,this._cursorOffset=this._text.length,this._cursorIndex=-1,this._markAsDirty()},t.prototype.processKeyboard=function(e){this.processKey(e.keyCode,e.key,e),this.onKeyboardEventProcessedObservable.notifyObservers(e)},t.prototype._onCopyText=function(e){this._isTextHighlightOn=!1;try{e.clipboardData&&e.clipboardData.setData("text/plain",this._highlightedText)}catch(e){}this._host.clipboardData=this._highlightedText},t.prototype._onCutText=function(e){if(this._highlightedText){this.text=this._text.slice(0,this._startHighlightIndex)+this._text.slice(this._endHighlightIndex),this._isTextHighlightOn=!1,this._cursorOffset=this.text.length-this._startHighlightIndex;try{e.clipboardData&&e.clipboardData.setData("text/plain",this._highlightedText)}catch(e){}this._host.clipboardData=this._highlightedText,this._highlightedText=""}},t.prototype._onPasteText=function(e){var t="";t=e.clipboardData&&-1!==e.clipboardData.types.indexOf("text/plain")?e.clipboardData.getData("text/plain"):this._host.clipboardData;var i=this._text.length-this._cursorOffset;this.text=this._text.slice(0,i)+t+this._text.slice(i)},t.prototype._draw=function(e,t){var i=this;e.save(),this._applyStates(e),(this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY)&&(e.shadowColor=this.shadowColor,e.shadowBlur=this.shadowBlur,e.shadowOffsetX=this.shadowOffsetX,e.shadowOffsetY=this.shadowOffsetY),this._isFocused?this._focusedBackground&&(e.fillStyle=this._isEnabled?this._focusedBackground:this._disabledColor,e.fillRect(this._currentMeasure.left,this._currentMeasure.top,this._currentMeasure.width,this._currentMeasure.height)):this._background&&(e.fillStyle=this._isEnabled?this._background:this._disabledColor,e.fillRect(this._currentMeasure.left,this._currentMeasure.top,this._currentMeasure.width,this._currentMeasure.height)),(this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY)&&(e.shadowBlur=0,e.shadowOffsetX=0,e.shadowOffsetY=0),this._fontOffset||(this._fontOffset=h.a._GetFontOffset(e.font));var r=this._currentMeasure.left+this._margin.getValueInPixel(this._host,this._tempParentMeasure.width);this.color&&(e.fillStyle=this.color);var n=this._beforeRenderText(this._text);this._isFocused||this._text||!this._placeholderText||(n=this._placeholderText,this._placeholderColor&&(e.fillStyle=this._placeholderColor)),this._textWidth=e.measureText(n).width;var o=2*this._margin.getValueInPixel(this._host,this._tempParentMeasure.width);this._autoStretchWidth&&(this.width=Math.min(this._maxWidth.getValueInPixel(this._host,this._tempParentMeasure.width),this._textWidth+o)+"px");var s=this._fontOffset.ascent+(this._currentMeasure.height-this._fontOffset.height)/2,a=this._width.getValueInPixel(this._host,this._tempParentMeasure.width)-o;if(e.save(),e.beginPath(),e.rect(r,this._currentMeasure.top+(this._currentMeasure.height-this._fontOffset.height)/2,a+2,this._currentMeasure.height),e.clip(),this._isFocused&&this._textWidth>a){var l=r-this._textWidth+a;this._scrollLeft||(this._scrollLeft=l)}else this._scrollLeft=r;if(e.fillText(n,this._scrollLeft,this._currentMeasure.top+s),this._isFocused){if(this._clickedCoordinate){var c=this._scrollLeft+this._textWidth-this._clickedCoordinate,u=0;this._cursorOffset=0;var f=0;do{this._cursorOffset&&(f=Math.abs(c-u)),this._cursorOffset++,u=e.measureText(n.substr(n.length-this._cursorOffset,this._cursorOffset)).width}while(u=this._cursorOffset);Math.abs(c-u)>f&&this._cursorOffset--,this._blinkIsEven=!1,this._clickedCoordinate=null}if(!this._blinkIsEven){var d=this.text.substr(this._text.length-this._cursorOffset),p=e.measureText(d).width,_=this._scrollLeft+this._textWidth-p;_r+a&&(this._scrollLeft+=r+a-_,_=r+a,this._markAsDirty()),this._isTextHighlightOn||e.fillRect(_,this._currentMeasure.top+(this._currentMeasure.height-this._fontOffset.height)/2,2,this._fontOffset.height)}if(clearTimeout(this._blinkTimeout),this._blinkTimeout=setTimeout((function(){i._blinkIsEven=!i._blinkIsEven,i._markAsDirty()}),500),this._isTextHighlightOn){clearTimeout(this._blinkTimeout);var g=e.measureText(this.text.substring(this._startHighlightIndex)).width,m=this._scrollLeft+this._textWidth-g;this._highlightedText=this.text.substring(this._startHighlightIndex,this._endHighlightIndex);var b=e.measureText(this.text.substring(this._startHighlightIndex,this._endHighlightIndex)).width;m=this._rowDefinitions.length?null:this._rowDefinitions[e]},t.prototype.getColumnDefinition=function(e){return e<0||e>=this._columnDefinitions.length?null:this._columnDefinitions[e]},t.prototype.addRowDefinition=function(e,t){return void 0===t&&(t=!1),this._rowDefinitions.push(new c.a(e,t?c.a.UNITMODE_PIXEL:c.a.UNITMODE_PERCENTAGE)),this._markAsDirty(),this},t.prototype.addColumnDefinition=function(e,t){return void 0===t&&(t=!1),this._columnDefinitions.push(new c.a(e,t?c.a.UNITMODE_PIXEL:c.a.UNITMODE_PERCENTAGE)),this._markAsDirty(),this},t.prototype.setRowDefinition=function(e,t,i){if(void 0===i&&(i=!1),e<0||e>=this._rowDefinitions.length)return this;var r=this._rowDefinitions[e];return r&&r.isPixel===i&&r.internalValue===t||(this._rowDefinitions[e]=new c.a(t,i?c.a.UNITMODE_PIXEL:c.a.UNITMODE_PERCENTAGE),this._markAsDirty()),this},t.prototype.setColumnDefinition=function(e,t,i){if(void 0===i&&(i=!1),e<0||e>=this._columnDefinitions.length)return this;var r=this._columnDefinitions[e];return r&&r.isPixel===i&&r.internalValue===t||(this._columnDefinitions[e]=new c.a(t,i?c.a.UNITMODE_PIXEL:c.a.UNITMODE_PERCENTAGE),this._markAsDirty()),this},t.prototype.getChildrenAt=function(e,t){var i=this._cells[e+":"+t];return i?i.children:null},t.prototype.getChildCellInfo=function(e){return e._tag},t.prototype._removeCell=function(t,i){if(t){e.prototype.removeControl.call(this,t);for(var r=0,n=t.children;r=this._columnDefinitions.length)return this;for(var t=0;t=this._rowDefinitions.length)return this;for(var t=0;t=1-t._Epsilon&&(this._value.r=1),this._value.g>=1-t._Epsilon&&(this._value.g=1),this._value.b>=1-t._Epsilon&&(this._value.b=1),this.onValueChangedObservable.notifyObservers(this._value))},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"width",{get:function(){return this._width.toString(this._host)},set:function(e){this._width.toString(this._host)!==e&&this._width.fromString(e)&&(this._height.fromString(e),this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"height",{get:function(){return this._height.toString(this._host)},set:function(e){this._height.toString(this._host)!==e&&this._height.fromString(e)&&(this._width.fromString(e),this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"size",{get:function(){return this.width},set:function(e){this.width=e},enumerable:!0,configurable:!0}),t.prototype._getTypeName=function(){return"ColorPicker"},t.prototype._preMeasure=function(e,t){e.widtha||f150?.04:-.16*(e-50)/100+.2;var m=(d-h)/(e-h);o[_+3]=m1-g?255*(1-(m-(1-g))/g):255}}return r.putImageData(n,0,0),i},t.prototype._draw=function(e){e.save(),this._applyStates(e);var t=.5*Math.min(this._currentMeasure.width,this._currentMeasure.height),i=.2*t,r=this._currentMeasure.left,n=this._currentMeasure.top;this._colorWheelCanvas&&this._colorWheelCanvas.width==2*t||(this._colorWheelCanvas=this._createColorWheelCanvas(t,i)),this._updateSquareProps(),(this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY)&&(e.shadowColor=this.shadowColor,e.shadowBlur=this.shadowBlur,e.shadowOffsetX=this.shadowOffsetX,e.shadowOffsetY=this.shadowOffsetY,e.fillRect(this._squareLeft,this._squareTop,this._squareSize,this._squareSize)),e.drawImage(this._colorWheelCanvas,r,n),(this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY)&&(e.shadowBlur=0,e.shadowOffsetX=0,e.shadowOffsetY=0),this._drawGradientSquare(this._h,this._squareLeft,this._squareTop,this._squareSize,this._squareSize,e);var o=this._squareLeft+this._squareSize*this._s,s=this._squareTop+this._squareSize*(1-this._v);this._drawCircle(o,s,.04*t,e);var a=t-.5*i;o=r+t+Math.cos((this._h-180)*Math.PI/180)*a,s=n+t+Math.sin((this._h-180)*Math.PI/180)*a,this._drawCircle(o,s,.35*i,e),e.restore()},t.prototype._updateValueFromPointer=function(e,i){if(this._pointerStartedOnWheel){var r=.5*Math.min(this._currentMeasure.width,this._currentMeasure.height),n=r+this._currentMeasure.left,o=r+this._currentMeasure.top;this._h=180*Math.atan2(i-o,e-n)/Math.PI+180}else this._pointerStartedOnSquare&&(this._updateSquareProps(),this._s=(e-this._squareLeft)/this._squareSize,this._v=1-(i-this._squareTop)/this._squareSize,this._s=Math.min(this._s,1),this._s=Math.max(this._s,t._Epsilon),this._v=Math.min(this._v,1),this._v=Math.max(this._v,t._Epsilon));x.a.HSVtoRGBToRef(this._h,this._s,this._v,this._tmpColor),this.value=this._tmpColor},t.prototype._isPointOnSquare=function(e,t){this._updateSquareProps();var i=this._squareLeft,r=this._squareTop,n=this._squareSize;return e>=i&&e<=i+n&&t>=r&&t<=r+n},t.prototype._isPointOnWheel=function(e,t){var i=.5*Math.min(this._currentMeasure.width,this._currentMeasure.height),r=i-.2*i,n=e-(i+this._currentMeasure.left),o=t-(i+this._currentMeasure.top),s=n*n+o*o;return s<=i*i&&s>=r*r},t.prototype._onPointerDown=function(t,i,r,n){if(!e.prototype._onPointerDown.call(this,t,i,r,n))return!1;this._pointerIsDown=!0,this._pointerStartedOnSquare=!1,this._pointerStartedOnWheel=!1,this._invertTransformMatrix.transformCoordinates(i.x,i.y,this._transformedPosition);var o=this._transformedPosition.x,s=this._transformedPosition.y;return this._isPointOnSquare(o,s)?this._pointerStartedOnSquare=!0:this._isPointOnWheel(o,s)&&(this._pointerStartedOnWheel=!0),this._updateValueFromPointer(o,s),this._host._capturingControl[r]=this,this._lastPointerDownID=r,!0},t.prototype._onPointerMove=function(t,i,r){if(r==this._lastPointerDownID){this._invertTransformMatrix.transformCoordinates(i.x,i.y,this._transformedPosition);var n=this._transformedPosition.x,o=this._transformedPosition.y;this._pointerIsDown&&this._updateValueFromPointer(n,o),e.prototype._onPointerMove.call(this,t,i,r)}},t.prototype._onPointerUp=function(t,i,r,n,o){this._pointerIsDown=!1,delete this._host._capturingControl[r],e.prototype._onPointerUp.call(this,t,i,r,n,o)},t.ShowPickerDialogAsync=function(e,i){return new Promise((function(r,n){i.pickerWidth=i.pickerWidth||"640px",i.pickerHeight=i.pickerHeight||"400px",i.headerHeight=i.headerHeight||"35px",i.lastColor=i.lastColor||"#000000",i.swatchLimit=i.swatchLimit||20,i.numSwatchesPerLine=i.numSwatchesPerLine||10;var o,a,l,c,f,d,_,g,m,b,T,M,E,A,O,P,C,S,R,I=i.swatchLimit/i.numSwatchesPerLine,D=parseFloat(i.pickerWidth)/i.numSwatchesPerLine,w=Math.floor(.25*D),L=w*(i.numSwatchesPerLine+1),F=Math.floor((parseFloat(i.pickerWidth)-L)/i.numSwatchesPerLine),N=F*I+w*(I+1),B=(parseInt(i.pickerHeight)+N+Math.floor(.25*F)).toString()+"px",k="#c0c0c0",U="#535353",V="#414141",z="515151",j=x.a.FromHexString("#dddddd"),W=j.r+j.g+j.b,G=["R","G","B"],H="#454545",X="#f0f0f0",K=!1;function Y(e,t){R=t;var i=e.toHexString();if(C.background=i,b.name!=R&&(b.text=Math.floor(255*e.r).toString()),T.name!=R&&(T.text=Math.floor(255*e.g).toString()),M.name!=R&&(M.text=Math.floor(255*e.b).toString()),E.name!=R&&(E.text=e.r.toString()),A.name!=R&&(A.text=e.g.toString()),O.name!=R&&(O.text=e.b.toString()),P.name!=R){var r=i.split("#");P.text=r[1]}m.name!=R&&(m.value=e)}function q(e,t){var i=e.text;if(/[^0-9]/g.test(i))e.text=S;else if(""!=i&&(Math.floor(parseInt(i))<0?i="0":Math.floor(parseInt(i))>255?i="255":isNaN(parseInt(i))&&(i="0")),R==e.name&&(S=i),""!=i){i=parseInt(i).toString(),e.text=i;var r=x.a.FromHexString(C.background);R==e.name&&Y("r"==t?new x.a(parseInt(i)/255,r.g,r.b):"g"==t?new x.a(r.r,parseInt(i)/255,r.b):new x.a(r.r,r.g,parseInt(i)/255),e.name)}}function Z(e,t){var i=e.text;if(/[^0-9\.]/g.test(i))e.text=S;else{""!=i&&"."!=i&&0!=parseFloat(i)&&(parseFloat(i)<0?i="0.0":parseFloat(i)>1?i="1.0":isNaN(parseFloat(i))&&(i="0.0")),R==e.name&&(S=i),""!=i&&"."!=i&&0!=parseFloat(i)?(i=parseFloat(i).toString(),e.text=i):i="0.0";var r=x.a.FromHexString(C.background);R==e.name&&Y("r"==t?new x.a(parseFloat(i),r.g,r.b):"g"==t?new x.a(r.r,parseFloat(i),r.b):new x.a(r.r,r.g,parseFloat(i)),e.name)}}function Q(){if(i.savedColors&&i.savedColors[_]){if(K)var e="b";else e="";var t=p.CreateSimpleButton("Swatch_"+_,e);t.fontFamily="BabylonJSglyphs";var r=x.a.FromHexString(i.savedColors[_]),n=r.r+r.g+r.b;t.color=n>W?"#aaaaaa":"#ffffff",t.fontSize=Math.floor(.7*F),t.textBlock.verticalAlignment=h.a.VERTICAL_ALIGNMENT_CENTER,t.height=t.width=F.toString()+"px",t.background=i.savedColors[_],t.thickness=2;var o=_;return t.pointerDownAnimation=function(){t.thickness=4},t.pointerUpAnimation=function(){t.thickness=3},t.pointerEnterAnimation=function(){t.thickness=3},t.pointerOutAnimation=function(){t.thickness=2},t.onPointerClickObservable.add((function(){var e;K?(e=o,i.savedColors&&i.savedColors.splice(e,1),i.savedColors&&0==i.savedColors.length&&(ee(!1),K=!1),$("",Fe)):i.savedColors&&Y(x.a.FromHexString(i.savedColors[o]),t.name)})),t}return null}function J(e){if(void 0!==e&&(K=e),K){for(var t=0;th*i.numSwatchesPerLine)var l=i.numSwatchesPerLine;else l=i.savedColors.length-(h-1)*i.numSwatchesPerLine;for(var c=Math.min(Math.max(l,0),i.numSwatchesPerLine),u=0,f=1;ui.numSwatchesPerLine)){var d=Q();null!=d&&(g.addControl(d,a,f),f+=2,_++)}}i.savedColors.length>=i.swatchLimit?te(t,!0):te(t,!1)}}function ee(e){e?((l=p.CreateSimpleButton("butEdit","Edit")).width=c,l.height=f,l.left=Math.floor(.1*parseInt(c)).toString()+"px",l.top=(-1*parseFloat(l.left)).toString()+"px",l.verticalAlignment=h.a.VERTICAL_ALIGNMENT_BOTTOM,l.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,l.thickness=2,l.color=k,l.fontSize=a,l.background=U,l.onPointerEnterObservable.add((function(){l.background=V})),l.onPointerOutObservable.add((function(){l.background=U})),l.pointerDownAnimation=function(){l.background=z},l.pointerUpAnimation=function(){l.background=V},l.onPointerClickObservable.add((function(){K=!K,J()})),ge.addControl(l,1,0)):ge.removeControl(l)}function te(e,t){t?(e.color="#555555",e.background="#454545"):(e.color=k,e.background=U)}function ie(t){i.savedColors&&i.savedColors.length>0?r({savedColors:i.savedColors,pickedColor:t}):r({pickedColor:t}),e.removeControl(re)}var re=new y;if(re.name="Dialog Container",re.width=i.pickerWidth,i.savedColors){re.height=B;var ne=parseInt(i.pickerHeight)/parseInt(B);re.addRowDefinition(ne,!1),re.addRowDefinition(1-ne,!1)}else re.height=i.pickerHeight,re.addRowDefinition(1,!1);if(e.addControl(re),i.savedColors){(g=new y).name="Swatch Drawer",g.verticalAlignment=h.a.VERTICAL_ALIGNMENT_TOP,g.background=U,g.width=i.pickerWidth;var oe=i.savedColors.length/i.numSwatchesPerLine;if(0==oe)var se=0;else se=oe+1;g.height=(F*oe+se*w).toString()+"px",g.top=Math.floor(.25*F).toString()+"px";for(var ae=0;ae<2*Math.ceil(i.savedColors.length/i.numSwatchesPerLine)+1;ae++)ae%2!=0?g.addRowDefinition(F,!0):g.addRowDefinition(w,!0);for(ae=0;ae<2*i.numSwatchesPerLine+1;ae++)ae%2!=0?g.addColumnDefinition(F,!0):g.addColumnDefinition(w,!0);re.addControl(g,1,0)}var he=new y;he.name="Picker Panel",he.height=i.pickerHeight;var le=parseInt(i.headerHeight)/parseInt(i.pickerHeight),ce=[le,1-le];he.addRowDefinition(ce[0],!1),he.addRowDefinition(ce[1],!1),re.addControl(he,0,0);var ue=new s;ue.name="Dialogue Header Bar",ue.background="#cccccc",ue.thickness=0,he.addControl(ue,0,0);var fe=p.CreateSimpleButton("closeButton","a");fe.fontFamily="BabylonJSglyphs";var de=x.a.FromHexString(ue.background);o=new x.a(1-de.r,1-de.g,1-de.b),fe.color=o.toHexString(),fe.fontSize=Math.floor(.6*parseInt(i.headerHeight)),fe.textBlock.textVerticalAlignment=h.a.VERTICAL_ALIGNMENT_CENTER,fe.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_RIGHT,fe.height=fe.width=i.headerHeight,fe.background=ue.background,fe.thickness=0,fe.pointerDownAnimation=function(){},fe.pointerUpAnimation=function(){fe.background=ue.background},fe.pointerEnterAnimation=function(){fe.color=ue.background,fe.background="red"},fe.pointerOutAnimation=function(){fe.color=o.toHexString(),fe.background=ue.background},fe.onPointerClickObservable.add((function(){ie(Ce.background)})),he.addControl(fe,0,0);var pe=new y;pe.name="Dialogue Body",pe.background=U;var _e=[.4375,.5625];pe.addRowDefinition(1,!1),pe.addColumnDefinition(_e[0],!1),pe.addColumnDefinition(_e[1],!1),he.addControl(pe,1,0);var ge=new y;ge.name="Picker Grid",ge.addRowDefinition(.85,!1),ge.addRowDefinition(.15,!1),pe.addControl(ge,0,0),(m=new t).name="GUI Color 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De=1/3;Ie.addRowDefinition(De,!1),Ie.addRowDefinition(De,!1),Ie.addRowDefinition(De,!1),ve.addControl(Ie,0,1),c=Math.floor(parseInt(i.pickerWidth)*_e[1]*ye[1]*.67).toString()+"px",f=Math.floor(parseInt(i.pickerHeight)*ce[1]*be[0]*(parseFloat(Ie.height.toString())/100)*De*.7).toString()+"px",a=parseFloat(c)>parseFloat(f)?Math.floor(.45*parseFloat(f)):Math.floor(.11*parseFloat(c));var we=p.CreateSimpleButton("butOK","OK");we.width=c,we.height=f,we.verticalAlignment=h.a.VERTICAL_ALIGNMENT_CENTER,we.thickness=2,we.color=k,we.fontSize=a,we.background=U,we.onPointerEnterObservable.add((function(){we.background=V})),we.onPointerOutObservable.add((function(){we.background=U})),we.pointerDownAnimation=function(){we.background=z},we.pointerUpAnimation=function(){we.background=V},we.onPointerClickObservable.add((function(){J(!1),ie(C.background)})),Ie.addControl(we,0,0);var Le=p.CreateSimpleButton("butCancel","Cancel");if(Le.width=c,Le.height=f,Le.verticalAlignment=h.a.VERTICAL_ALIGNMENT_CENTER,Le.thickness=2,Le.color=k,Le.fontSize=a,Le.background=U,Le.onPointerEnterObservable.add((function(){Le.background=V})),Le.onPointerOutObservable.add((function(){Le.background=U})),Le.pointerDownAnimation=function(){Le.background=z},Le.pointerUpAnimation=function(){Le.background=V},Le.onPointerClickObservable.add((function(){J(!1),ie(Ce.background)})),Ie.addControl(Le,1,0),i.savedColors){var Fe=p.CreateSimpleButton("butSave","Save");Fe.width=c,Fe.height=f,Fe.verticalAlignment=h.a.VERTICAL_ALIGNMENT_CENTER,Fe.thickness=2,Fe.fontSize=a,i.savedColors.length0&&ee(!0),Ie.addControl(Fe,2,0)}var Ne=new y;Ne.name="Dialog Lower Right",Ne.addRowDefinition(.02,!1),Ne.addRowDefinition(.63,!1),Ne.addRowDefinition(.21,!1),Ne.addRowDefinition(.14,!1),me.addControl(Ne,1,0),d=x.a.FromHexString(i.lastColor);var Be=new y;Be.name="RGB Values",Be.width=.82,Be.verticalAlignment=h.a.VERTICAL_ALIGNMENT_CENTER,Be.addRowDefinition(1/3,!1),Be.addRowDefinition(1/3,!1),Be.addRowDefinition(1/3,!1),Be.addColumnDefinition(.1,!1),Be.addColumnDefinition(.2,!1),Be.addColumnDefinition(.7,!1),Ne.addControl(Be,1,0);for(ae=0;ae6||t)&&R==P.name)P.text=S;else{if(P.text.length<6)for(var i=6-P.text.length,r=0;r0&&$("",Fe)}))},t._Epsilon=1e-6,t}(h.a);o.a.RegisteredTypes["BABYLON.GUI.ColorPicker"]=T;var M=function(e){function t(t){var i=e.call(this,t)||this;return i.name=t,i._thickness=1,i}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"thickness",{get:function(){return this._thickness},set:function(e){this._thickness!==e&&(this._thickness=e,this._markAsDirty())},enumerable:!0,configurable:!0}),t.prototype._getTypeName=function(){return"Ellipse"},t.prototype._localDraw=function(e){e.save(),(this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY)&&(e.shadowColor=this.shadowColor,e.shadowBlur=this.shadowBlur,e.shadowOffsetX=this.shadowOffsetX,e.shadowOffsetY=this.shadowOffsetY),h.a.drawEllipse(this._currentMeasure.left+this._currentMeasure.width/2,this._currentMeasure.top+this._currentMeasure.height/2,this._currentMeasure.width/2-this._thickness/2,this._currentMeasure.height/2-this._thickness/2,e),this._background&&(e.fillStyle=this._background,e.fill()),(this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY)&&(e.shadowBlur=0,e.shadowOffsetX=0,e.shadowOffsetY=0),this._thickness&&(this.color&&(e.strokeStyle=this.color),e.lineWidth=this._thickness,e.stroke()),e.restore()},t.prototype._additionalProcessing=function(t,i){e.prototype._additionalProcessing.call(this,t,i),this._measureForChildren.width-=2*this._thickness,this._measureForChildren.height-=2*this._thickness,this._measureForChildren.left+=this._thickness,this._measureForChildren.top+=this._thickness},t.prototype._clipForChildren=function(e){h.a.drawEllipse(this._currentMeasure.left+this._currentMeasure.width/2,this._currentMeasure.top+this._currentMeasure.height/2,this._currentMeasure.width/2,this._currentMeasure.height/2,e),e.clip()},t}(n.a);o.a.RegisteredTypes["BABYLON.GUI.Ellipse"]=M;var E=function(e){function t(){return null!==e&&e.apply(this,arguments)||this}return Object(r.c)(t,e),t.prototype._beforeRenderText=function(e){for(var t="",i=0;i1?this.notRenderable=!0:this.notRenderable=!1}else f.b.Error("Cannot move a control to a vector3 if the control is not at root level")},t.prototype._moveToProjectedPosition=function(e,t){void 0===t&&(t=!1);var i=e.x+this._linkOffsetX.getValue(this._host)+"px",r=e.y+this._linkOffsetY.getValue(this._host)+"px";t?(this.x2=i,this.y2=r,this._x2.ignoreAdaptiveScaling=!0,this._y2.ignoreAdaptiveScaling=!0):(this.x1=i,this.y1=r,this._x1.ignoreAdaptiveScaling=!0,this._y1.ignoreAdaptiveScaling=!0)},t}(h.a);o.a.RegisteredTypes["BABYLON.GUI.Line"]=O;var P=i(42),C=function(){function e(e){this._multiLine=e,this._x=new c.a(0),this._y=new c.a(0),this._point=new A.d(0,0)}return Object.defineProperty(e.prototype,"x",{get:function(){return this._x.toString(this._multiLine._host)},set:function(e){this._x.toString(this._multiLine._host)!==e&&this._x.fromString(e)&&this._multiLine._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"y",{get:function(){return this._y.toString(this._multiLine._host)},set:function(e){this._y.toString(this._multiLine._host)!==e&&this._y.fromString(e)&&this._multiLine._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"control",{get:function(){return this._control},set:function(e){this._control!==e&&(this._control&&this._controlObserver&&(this._control.onDirtyObservable.remove(this._controlObserver),this._controlObserver=null),this._control=e,this._control&&(this._controlObserver=this._control.onDirtyObservable.add(this._multiLine.onPointUpdate)),this._multiLine._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"mesh",{get:function(){return this._mesh},set:function(e){this._mesh!==e&&(this._mesh&&this._meshObserver&&this._mesh.getScene().onAfterCameraRenderObservable.remove(this._meshObserver),this._mesh=e,this._mesh&&(this._meshObserver=this._mesh.getScene().onAfterCameraRenderObservable.add(this._multiLine.onPointUpdate)),this._multiLine._markAsDirty())},enumerable:!0,configurable:!0}),e.prototype.resetLinks=function(){this.control=null,this.mesh=null},e.prototype.translate=function(){return this._point=this._translatePoint(),this._point},e.prototype._translatePoint=function(){if(null!=this._mesh)return this._multiLine._host.getProjectedPosition(this._mesh.getBoundingInfo().boundingSphere.center,this._mesh.getWorldMatrix());if(null!=this._control)return new A.d(this._control.centerX,this._control.centerY);var e=this._multiLine._host,t=this._x.getValueInPixel(e,Number(e._canvas.width)),i=this._y.getValueInPixel(e,Number(e._canvas.height));return new A.d(t,i)},e.prototype.dispose=function(){this.resetLinks()},e}(),S=function(e){function t(t){var i=e.call(this,t)||this;return i.name=t,i._lineWidth=1,i.onPointUpdate=function(){i._markAsDirty()},i._automaticSize=!0,i.isHitTestVisible=!1,i._horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,i._verticalAlignment=h.a.VERTICAL_ALIGNMENT_TOP,i._dash=[],i._points=[],i}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"dash",{get:function(){return this._dash},set:function(e){this._dash!==e&&(this._dash=e,this._markAsDirty())},enumerable:!0,configurable:!0}),t.prototype.getAt=function(e){return this._points[e]||(this._points[e]=new C(this)),this._points[e]},t.prototype.add=function(){for(var e=this,t=[],i=0;i0;)this.remove(this._points.length-1)},t.prototype.resetLinks=function(){this._points.forEach((function(e){null!=e&&e.resetLinks()}))},Object.defineProperty(t.prototype,"lineWidth",{get:function(){return this._lineWidth},set:function(e){this._lineWidth!==e&&(this._lineWidth=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"horizontalAlignment",{set:function(e){},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"verticalAlignment",{set:function(e){},enumerable:!0,configurable:!0}),t.prototype._getTypeName=function(){return"MultiLine"},t.prototype._draw=function(e,t){e.save(),(this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY)&&(e.shadowColor=this.shadowColor,e.shadowBlur=this.shadowBlur,e.shadowOffsetX=this.shadowOffsetX,e.shadowOffsetY=this.shadowOffsetY),this._applyStates(e),e.strokeStyle=this.color,e.lineWidth=this._lineWidth,e.setLineDash(this._dash),e.beginPath();var i=!0;this._points.forEach((function(t){t&&(i?(e.moveTo(t._point.x,t._point.y),i=!1):e.lineTo(t._point.x,t._point.y))})),e.stroke(),e.restore()},t.prototype._additionalProcessing=function(e,t){var i=this;this._minX=null,this._minY=null,this._maxX=null,this._maxY=null,this._points.forEach((function(e,t){e&&(e.translate(),(null==i._minX||e._point.xi._maxX)&&(i._maxX=e._point.x),(null==i._maxY||e._point.y>i._maxY)&&(i._maxY=e._point.y))})),null==this._minX&&(this._minX=0),null==this._minY&&(this._minY=0),null==this._maxX&&(this._maxX=0),null==this._maxY&&(this._maxY=0)},t.prototype._measure=function(){null!=this._minX&&null!=this._maxX&&null!=this._minY&&null!=this._maxY&&(this._currentMeasure.width=Math.abs(this._maxX-this._minX)+this._lineWidth,this._currentMeasure.height=Math.abs(this._maxY-this._minY)+this._lineWidth)},t.prototype._computeAlignment=function(e,t){null!=this._minX&&null!=this._minY&&(this._currentMeasure.left=this._minX-this._lineWidth/2,this._currentMeasure.top=this._minY-this._lineWidth/2)},t.prototype.dispose=function(){this.reset(),e.prototype.dispose.call(this)},t}(h.a);o.a.RegisteredTypes["BABYLON.GUI.MultiLine"]=S;var R=function(e){function t(t){var i=e.call(this,t)||this;return i.name=t,i._isChecked=!1,i._background="black",i._checkSizeRatio=.8,i._thickness=1,i.group="",i.onIsCheckedChangedObservable=new l.a,i.isPointerBlocker=!0,i}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"thickness",{get:function(){return this._thickness},set:function(e){this._thickness!==e&&(this._thickness=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"checkSizeRatio",{get:function(){return this._checkSizeRatio},set:function(e){e=Math.max(Math.min(1,e),0),this._checkSizeRatio!==e&&(this._checkSizeRatio=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"background",{get:function(){return this._background},set:function(e){this._background!==e&&(this._background=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"isChecked",{get:function(){return this._isChecked},set:function(e){var t=this;this._isChecked!==e&&(this._isChecked=e,this._markAsDirty(),this.onIsCheckedChangedObservable.notifyObservers(e),this._isChecked&&this._host&&this._host.executeOnAllControls((function(e){if(e!==t&&void 0!==e.group){var i=e;i.group===t.group&&(i.isChecked=!1)}})))},enumerable:!0,configurable:!0}),t.prototype._getTypeName=function(){return"RadioButton"},t.prototype._draw=function(e){e.save(),this._applyStates(e);var t=this._currentMeasure.width-this._thickness,i=this._currentMeasure.height-this._thickness;if((this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY)&&(e.shadowColor=this.shadowColor,e.shadowBlur=this.shadowBlur,e.shadowOffsetX=this.shadowOffsetX,e.shadowOffsetY=this.shadowOffsetY),h.a.drawEllipse(this._currentMeasure.left+this._currentMeasure.width/2,this._currentMeasure.top+this._currentMeasure.height/2,this._currentMeasure.width/2-this._thickness/2,this._currentMeasure.height/2-this._thickness/2,e),e.fillStyle=this._isEnabled?this._background:this._disabledColor,e.fill(),(this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY)&&(e.shadowBlur=0,e.shadowOffsetX=0,e.shadowOffsetY=0),e.strokeStyle=this.color,e.lineWidth=this._thickness,e.stroke(),this._isChecked){e.fillStyle=this._isEnabled?this.color:this._disabledColor;var r=t*this._checkSizeRatio,n=i*this._checkSizeRatio;h.a.drawEllipse(this._currentMeasure.left+this._currentMeasure.width/2,this._currentMeasure.top+this._currentMeasure.height/2,r/2-this._thickness/2,n/2-this._thickness/2,e),e.fill()}e.restore()},t.prototype._onPointerDown=function(t,i,r,n){return!!e.prototype._onPointerDown.call(this,t,i,r,n)&&(this.isChecked||(this.isChecked=!0),!0)},t.AddRadioButtonWithHeader=function(e,i,r,n){var o=new _;o.isVertical=!1,o.height="30px";var s=new t;s.width="20px",s.height="20px",s.isChecked=r,s.color="green",s.group=i,s.onIsCheckedChangedObservable.add((function(e){return n(s,e)})),o.addControl(s);var a=new u;return a.text=e,a.width="180px",a.paddingLeft="5px",a.textHorizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,a.color="white",o.addControl(a),o},t}(h.a);o.a.RegisteredTypes["BABYLON.GUI.RadioButton"]=R;var I=function(e){function t(t){var i=e.call(this,t)||this;return i.name=t,i._thumbWidth=new c.a(20,c.a.UNITMODE_PIXEL,!1),i._minimum=0,i._maximum=100,i._value=50,i._isVertical=!1,i._barOffset=new c.a(5,c.a.UNITMODE_PIXEL,!1),i._isThumbClamped=!1,i._displayThumb=!0,i._step=0,i._lastPointerDownID=-1,i._effectiveBarOffset=0,i.onValueChangedObservable=new l.a,i._pointerIsDown=!1,i.isPointerBlocker=!0,i}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"displayThumb",{get:function(){return this._displayThumb},set:function(e){this._displayThumb!==e&&(this._displayThumb=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"step",{get:function(){return this._step},set:function(e){this._step!==e&&(this._step=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"barOffset",{get:function(){return this._barOffset.toString(this._host)},set:function(e){this._barOffset.toString(this._host)!==e&&this._barOffset.fromString(e)&&this._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"barOffsetInPixels",{get:function(){return this._barOffset.getValueInPixel(this._host,this._cachedParentMeasure.width)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"thumbWidth",{get:function(){return this._thumbWidth.toString(this._host)},set:function(e){this._thumbWidth.toString(this._host)!==e&&this._thumbWidth.fromString(e)&&this._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"thumbWidthInPixels",{get:function(){return this._thumbWidth.getValueInPixel(this._host,this._cachedParentMeasure.width)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"minimum",{get:function(){return this._minimum},set:function(e){this._minimum!==e&&(this._minimum=e,this._markAsDirty(),this.value=Math.max(Math.min(this.value,this._maximum),this._minimum))},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"maximum",{get:function(){return this._maximum},set:function(e){this._maximum!==e&&(this._maximum=e,this._markAsDirty(),this.value=Math.max(Math.min(this.value,this._maximum),this._minimum))},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"value",{get:function(){return this._value},set:function(e){e=Math.max(Math.min(e,this._maximum),this._minimum),this._value!==e&&(this._value=e,this._markAsDirty(),this.onValueChangedObservable.notifyObservers(this._value))},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"isVertical",{get:function(){return this._isVertical},set:function(e){this._isVertical!==e&&(this._isVertical=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"isThumbClamped",{get:function(){return this._isThumbClamped},set:function(e){this._isThumbClamped!==e&&(this._isThumbClamped=e,this._markAsDirty())},enumerable:!0,configurable:!0}),t.prototype._getTypeName=function(){return"BaseSlider"},t.prototype._getThumbPosition=function(){return this.isVertical?(this.maximum-this.value)/(this.maximum-this.minimum)*this._backgroundBoxLength:(this.value-this.minimum)/(this.maximum-this.minimum)*this._backgroundBoxLength},t.prototype._getThumbThickness=function(e){var t=0;switch(e){case"circle":t=this._thumbWidth.isPixel?Math.max(this._thumbWidth.getValue(this._host),this._backgroundBoxThickness):this._backgroundBoxThickness*this._thumbWidth.getValue(this._host);break;case"rectangle":t=this._thumbWidth.isPixel?Math.min(this._thumbWidth.getValue(this._host),this._backgroundBoxThickness):this._backgroundBoxThickness*this._thumbWidth.getValue(this._host)}return t},t.prototype._prepareRenderingData=function(e){this._effectiveBarOffset=0,this._renderLeft=this._currentMeasure.left,this._renderTop=this._currentMeasure.top,this._renderWidth=this._currentMeasure.width,this._renderHeight=this._currentMeasure.height,this._backgroundBoxLength=Math.max(this._currentMeasure.width,this._currentMeasure.height),this._backgroundBoxThickness=Math.min(this._currentMeasure.width,this._currentMeasure.height),this._effectiveThumbThickness=this._getThumbThickness(e),this.displayThumb&&(this._backgroundBoxLength-=this._effectiveThumbThickness),this.isVertical&&this._currentMeasure.height=this._selectors.length))return this._selectors[e]},e.prototype.removeSelector=function(e){e<0||e>=this._selectors.length||(this._groupPanel.removeControl(this._selectors[e]),this._selectors.splice(e,1))},e}(),L=function(e){function t(){return null!==e&&e.apply(this,arguments)||this}return Object(r.c)(t,e),t.prototype.addCheckbox=function(e,t,i){void 0===t&&(t=function(e){}),void 0===i&&(i=!1);i=i||!1;var r=new g;r.width="20px",r.height="20px",r.color="#364249",r.background="#CCCCCC",r.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,r.onIsCheckedChangedObservable.add((function(e){t(e)}));var n=h.a.AddHeader(r,e,"200px",{isHorizontal:!0,controlFirst:!0});n.height="30px",n.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,n.left="4px",this.groupPanel.addControl(n),this.selectors.push(n),r.isChecked=i,this.groupPanel.parent&&this.groupPanel.parent.parent&&(r.color=this.groupPanel.parent.parent.buttonColor,r.background=this.groupPanel.parent.parent.buttonBackground)},t.prototype._setSelectorLabel=function(e,t){this.selectors[e].children[1].text=t},t.prototype._setSelectorLabelColor=function(e,t){this.selectors[e].children[1].color=t},t.prototype._setSelectorButtonColor=function(e,t){this.selectors[e].children[0].color=t},t.prototype._setSelectorButtonBackground=function(e,t){this.selectors[e].children[0].background=t},t}(w),F=function(e){function t(){var t=null!==e&&e.apply(this,arguments)||this;return t._selectNb=0,t}return Object(r.c)(t,e),t.prototype.addRadio=function(e,t,i){void 0===t&&(t=function(e){}),void 0===i&&(i=!1);var r=this._selectNb++,n=new R;n.name=e,n.width="20px",n.height="20px",n.color="#364249",n.background="#CCCCCC",n.group=this.name,n.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,n.onIsCheckedChangedObservable.add((function(e){e&&t(r)}));var o=h.a.AddHeader(n,e,"200px",{isHorizontal:!0,controlFirst:!0});o.height="30px",o.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,o.left="4px",this.groupPanel.addControl(o),this.selectors.push(o),n.isChecked=i,this.groupPanel.parent&&this.groupPanel.parent.parent&&(n.color=this.groupPanel.parent.parent.buttonColor,n.background=this.groupPanel.parent.parent.buttonBackground)},t.prototype._setSelectorLabel=function(e,t){this.selectors[e].children[1].text=t},t.prototype._setSelectorLabelColor=function(e,t){this.selectors[e].children[1].color=t},t.prototype._setSelectorButtonColor=function(e,t){this.selectors[e].children[0].color=t},t.prototype._setSelectorButtonBackground=function(e,t){this.selectors[e].children[0].background=t},t}(w),N=function(e){function t(){return null!==e&&e.apply(this,arguments)||this}return Object(r.c)(t,e),t.prototype.addSlider=function(e,t,i,r,n,o,s){void 0===t&&(t=function(e){}),void 0===i&&(i="Units"),void 0===r&&(r=0),void 0===n&&(n=0),void 0===o&&(o=0),void 0===s&&(s=function(e){return 0|e});var a=new D;a.name=i,a.value=o,a.minimum=r,a.maximum=n,a.width=.9,a.height="20px",a.color="#364249",a.background="#CCCCCC",a.borderColor="black",a.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,a.left="4px",a.paddingBottom="4px",a.onValueChangedObservable.add((function(e){a.parent.children[0].text=a.parent.children[0].name+": "+s(e)+" "+a.name,t(e)}));var l=h.a.AddHeader(a,e+": "+s(o)+" "+i,"30px",{isHorizontal:!1,controlFirst:!1});l.height="60px",l.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,l.left="4px",l.children[0].name=e,this.groupPanel.addControl(l),this.selectors.push(l),this.groupPanel.parent&&this.groupPanel.parent.parent&&(a.color=this.groupPanel.parent.parent.buttonColor,a.background=this.groupPanel.parent.parent.buttonBackground)},t.prototype._setSelectorLabel=function(e,t){this.selectors[e].children[0].name=t,this.selectors[e].children[0].text=t+": "+this.selectors[e].children[1].value+" "+this.selectors[e].children[1].name},t.prototype._setSelectorLabelColor=function(e,t){this.selectors[e].children[0].color=t},t.prototype._setSelectorButtonColor=function(e,t){this.selectors[e].children[1].color=t},t.prototype._setSelectorButtonBackground=function(e,t){this.selectors[e].children[1].background=t},t}(w),B=function(e){function t(t,i){void 0===i&&(i=[]);var r=e.call(this,t)||this;if(r.name=t,r.groups=i,r._buttonColor="#364249",r._buttonBackground="#CCCCCC",r._headerColor="black",r._barColor="white",r._barHeight="2px",r._spacerHeight="20px",r._bars=new Array,r._groups=i,r.thickness=2,r._panel=new _,r._panel.verticalAlignment=h.a.VERTICAL_ALIGNMENT_TOP,r._panel.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,r._panel.top=5,r._panel.left=5,r._panel.width=.95,i.length>0){for(var n=0;n0&&this._addSpacer(),this._panel.addControl(e.groupPanel),this._groups.push(e),e.groupPanel.children[0].color=this._headerColor;for(var t=0;t=this._groups.length)){var t=this._groups[e];this._panel.removeControl(t.groupPanel),this._groups.splice(e,1),e=this._groups.length||(this._groups[t].groupPanel.children[0].text=e)},t.prototype.relabel=function(e,t,i){if(!(t<0||t>=this._groups.length)){var r=this._groups[t];i<0||i>=r.selectors.length||r._setSelectorLabel(i,e)}},t.prototype.removeFromGroupSelector=function(e,t){if(!(e<0||e>=this._groups.length)){var i=this._groups[e];t<0||t>=i.selectors.length||i.removeSelector(t)}},t.prototype.addToGroupCheckbox=function(e,t,i,r){(void 0===i&&(i=function(){}),void 0===r&&(r=!1),e<0||e>=this._groups.length)||this._groups[e].addCheckbox(t,i,r)},t.prototype.addToGroupRadio=function(e,t,i,r){(void 0===i&&(i=function(){}),void 0===r&&(r=!1),e<0||e>=this._groups.length)||this._groups[e].addRadio(t,i,r)},t.prototype.addToGroupSlider=function(e,t,i,r,n,o,s,a){(void 0===i&&(i=function(){}),void 0===r&&(r="Units"),void 0===n&&(n=0),void 0===o&&(o=0),void 0===s&&(s=0),void 0===a&&(a=function(e){return 0|e}),e<0||e>=this._groups.length)||this._groups[e].addSlider(t,i,r,n,o,s,a)},t}(s),k=i(29),U=function(e){function t(t){var i=e.call(this,t)||this;return i._freezeControls=!1,i._bucketWidth=0,i._bucketHeight=0,i._buckets={},i}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"freezeControls",{get:function(){return this._freezeControls},set:function(e){if(this._freezeControls!==e){this._freezeControls=!1;var t=this.host.getSize(),i=t.width,r=t.height,n=this.host.getContext(),o=new k.a(0,0,i,r);this.host._numLayoutCalls=0,this.host._rootContainer._layout(o,n),e&&(this._updateMeasures(),this._useBuckets()&&this._makeBuckets()),this._freezeControls=e,this.host.markAsDirty()}},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"bucketWidth",{get:function(){return this._bucketWidth},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"bucketHeight",{get:function(){return this._bucketHeight},enumerable:!0,configurable:!0}),t.prototype.setBucketSizes=function(e,t){this._bucketWidth=e,this._bucketHeight=t,this._useBuckets()?this._freezeControls&&this._makeBuckets():this._buckets={}},t.prototype._useBuckets=function(){return this._bucketWidth>0&&this._bucketHeight>0},t.prototype._makeBuckets=function(){this._buckets={},this._bucketLen=Math.ceil(this.widthInPixels/this._bucketWidth),this._dispatchInBuckets(this._children)},t.prototype._dispatchInBuckets=function(e){for(var t=0;t0&&this._dispatchInBuckets(i._children)}},t.prototype._updateMeasures=function(){var e=0|this.leftInPixels,t=0|this.topInPixels;this._measureForChildren.left-=e,this._measureForChildren.top-=t,this._currentMeasure.left-=e,this._currentMeasure.top-=t,this._updateChildrenMeasures(this._children,e,t)},t.prototype._updateChildrenMeasures=function(e,t,i){for(var r=0;r0&&this._updateChildrenMeasures(o._children,t,i)}},t.prototype._getTypeName=function(){return"ScrollViewerWindow"},t.prototype._additionalProcessing=function(t,i){e.prototype._additionalProcessing.call(this,t,i),this._parentMeasure=t,this._measureForChildren.left=this._currentMeasure.left,this._measureForChildren.top=this._currentMeasure.top,this._measureForChildren.width=t.width,this._measureForChildren.height=t.height},t.prototype._layout=function(t,i){return this._freezeControls?(this.invalidateRect(),!1):e.prototype._layout.call(this,t,i)},t.prototype._scrollChildren=function(e,t,i){for(var r=0;r0&&this._scrollChildren(o._children,t,i)}},t.prototype._scrollChildrenWithBuckets=function(e,t,i,r){for(var n=Math.max(0,Math.floor(-e/this._bucketWidth)),o=Math.floor((-e+this._parentMeasure.width-1)/this._bucketWidth),s=Math.max(0,Math.floor(-t/this._bucketHeight)),a=Math.floor((-t+this._parentMeasure.height-1)/this._bucketHeight);s<=a;){for(var h=n;h<=o;++h){var l=s*this._bucketLen+h,c=this._buckets[l];if(c)for(var u=0;uthis._tempMeasure.left+this._tempMeasure.width||tthis._tempMeasure.top+this._tempMeasure.height)&&(this.isVertical?this.value=this.minimum+(1-(t-this._currentMeasure.top)/this._currentMeasure.height)*(this.maximum-this.minimum):this.value=this.minimum+(e-this._currentMeasure.left)/this._currentMeasure.width*(this.maximum-this.minimum)));var i=0;i=this.isVertical?-(t-this._originY)/(this._currentMeasure.height-this._effectiveThumbThickness):(e-this._originX)/(this._currentMeasure.width-this._effectiveThumbThickness),this.value+=i*(this.maximum-this.minimum),this._originX=e,this._originY=t},t.prototype._onPointerDown=function(t,i,r,n){return this._first=!0,e.prototype._onPointerDown.call(this,t,i,r,n)},t}(I),z=function(e){function t(t){var i=e.call(this,t)||this;return i.name=t,i._thumbLength=.5,i._thumbHeight=1,i._barImageHeight=1,i._tempMeasure=new k.a(0,0,0,0),i.num90RotationInVerticalMode=1,i}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"backgroundImage",{get:function(){return this._backgroundBaseImage},set:function(e){var t=this;this._backgroundBaseImage!==e&&(this._backgroundBaseImage=e,this.isVertical&&0!==this.num90RotationInVerticalMode?e.isLoaded?(this._backgroundImage=e._rotate90(this.num90RotationInVerticalMode,!0),this._markAsDirty()):e.onImageLoadedObservable.addOnce((function(){var i=e._rotate90(t.num90RotationInVerticalMode,!0);t._backgroundImage=i,i.isLoaded||i.onImageLoadedObservable.addOnce((function(){t._markAsDirty()})),t._markAsDirty()})):(this._backgroundImage=e,e&&!e.isLoaded&&e.onImageLoadedObservable.addOnce((function(){t._markAsDirty()})),this._markAsDirty()))},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"thumbImage",{get:function(){return this._thumbBaseImage},set:function(e){var t=this;this._thumbBaseImage!==e&&(this._thumbBaseImage=e,this.isVertical&&0!==this.num90RotationInVerticalMode?e.isLoaded?(this._thumbImage=e._rotate90(-this.num90RotationInVerticalMode,!0),this._markAsDirty()):e.onImageLoadedObservable.addOnce((function(){var i=e._rotate90(-t.num90RotationInVerticalMode,!0);t._thumbImage=i,i.isLoaded||i.onImageLoadedObservable.addOnce((function(){t._markAsDirty()})),t._markAsDirty()})):(this._thumbImage=e,e&&!e.isLoaded&&e.onImageLoadedObservable.addOnce((function(){t._markAsDirty()})),this._markAsDirty()))},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"thumbLength",{get:function(){return this._thumbLength},set:function(e){this._thumbLength!==e&&(this._thumbLength=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"thumbHeight",{get:function(){return this._thumbHeight},set:function(e){this._thumbLength!==e&&(this._thumbHeight=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"barImageHeight",{get:function(){return this._barImageHeight},set:function(e){this._barImageHeight!==e&&(this._barImageHeight=e,this._markAsDirty())},enumerable:!0,configurable:!0}),t.prototype._getTypeName=function(){return"ImageScrollBar"},t.prototype._getThumbThickness=function(){return this._thumbWidth.isPixel?this._thumbWidth.getValue(this._host):this._backgroundBoxThickness*this._thumbWidth.getValue(this._host)},t.prototype._draw=function(e){e.save(),this._applyStates(e),this._prepareRenderingData("rectangle");var t=this._getThumbPosition(),i=this._renderLeft,r=this._renderTop,n=this._renderWidth,o=this._renderHeight;this._backgroundImage&&(this._tempMeasure.copyFromFloats(i,r,n,o),this.isVertical?(this._tempMeasure.copyFromFloats(i+n*(1-this._barImageHeight)*.5,this._currentMeasure.top,n*this._barImageHeight,o),this._tempMeasure.height+=this._effectiveThumbThickness,this._backgroundImage._currentMeasure.copyFrom(this._tempMeasure)):(this._tempMeasure.copyFromFloats(this._currentMeasure.left,r+o*(1-this._barImageHeight)*.5,n,o*this._barImageHeight),this._tempMeasure.width+=this._effectiveThumbThickness,this._backgroundImage._currentMeasure.copyFrom(this._tempMeasure)),this._backgroundImage._draw(e)),this.isVertical?this._tempMeasure.copyFromFloats(i-this._effectiveBarOffset+this._currentMeasure.width*(1-this._thumbHeight)*.5,this._currentMeasure.top+t,this._currentMeasure.width*this._thumbHeight,this._effectiveThumbThickness):this._tempMeasure.copyFromFloats(this._currentMeasure.left+t,this._currentMeasure.top+this._currentMeasure.height*(1-this._thumbHeight)*.5,this._effectiveThumbThickness,this._currentMeasure.height*this._thumbHeight),this._thumbImage&&(this._thumbImage._currentMeasure.copyFrom(this._tempMeasure),this._thumbImage._draw(e)),e.restore()},t.prototype._updateValueFromPointer=function(e,t){0!=this.rotation&&(this._invertTransformMatrix.transformCoordinates(e,t,this._transformedPosition),e=this._transformedPosition.x,t=this._transformedPosition.y),this._first&&(this._first=!1,this._originX=e,this._originY=t,(ethis._tempMeasure.left+this._tempMeasure.width||tthis._tempMeasure.top+this._tempMeasure.height)&&(this.isVertical?this.value=this.minimum+(1-(t-this._currentMeasure.top)/this._currentMeasure.height)*(this.maximum-this.minimum):this.value=this.minimum+(e-this._currentMeasure.left)/this._currentMeasure.width*(this.maximum-this.minimum)));var i=0;i=this.isVertical?-(t-this._originY)/(this._currentMeasure.height-this._effectiveThumbThickness):(e-this._originX)/(this._currentMeasure.width-this._effectiveThumbThickness),this.value+=i*(this.maximum-this.minimum),this._originX=e,this._originY=t},t.prototype._onPointerDown=function(t,i,r,n){return this._first=!0,e.prototype._onPointerDown.call(this,t,i,r,n)},t}(I),j=function(e){function t(t,i){var r=e.call(this,t)||this;return r._barSize=20,r._pointerIsOver=!1,r._wheelPrecision=.05,r._thumbLength=.5,r._thumbHeight=1,r._barImageHeight=1,r._horizontalBarImageHeight=1,r._verticalBarImageHeight=1,r._forceHorizontalBar=!1,r._forceVerticalBar=!1,r._useImageBar=i||!1,r.onDirtyObservable.add((function(){r._horizontalBarSpace.color=r.color,r._verticalBarSpace.color=r.color,r._dragSpace.color=r.color})),r.onPointerEnterObservable.add((function(){r._pointerIsOver=!0})),r.onPointerOutObservable.add((function(){r._pointerIsOver=!1})),r._grid=new y,r._useImageBar?(r._horizontalBar=new z,r._verticalBar=new z):(r._horizontalBar=new V,r._verticalBar=new V),r._window=new U("scrollViewer_window"),r._window.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,r._window.verticalAlignment=h.a.VERTICAL_ALIGNMENT_TOP,r._grid.addColumnDefinition(1),r._grid.addColumnDefinition(0,!0),r._grid.addRowDefinition(1),r._grid.addRowDefinition(0,!0),e.prototype.addControl.call(r,r._grid),r._grid.addControl(r._window,0,0),r._verticalBarSpace=new s,r._verticalBarSpace.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,r._verticalBarSpace.verticalAlignment=h.a.VERTICAL_ALIGNMENT_TOP,r._verticalBarSpace.thickness=1,r._grid.addControl(r._verticalBarSpace,0,1),r._addBar(r._verticalBar,r._verticalBarSpace,!0,Math.PI),r._horizontalBarSpace=new s,r._horizontalBarSpace.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,r._horizontalBarSpace.verticalAlignment=h.a.VERTICAL_ALIGNMENT_TOP,r._horizontalBarSpace.thickness=1,r._grid.addControl(r._horizontalBarSpace,1,0),r._addBar(r._horizontalBar,r._horizontalBarSpace,!1,0),r._dragSpace=new s,r._dragSpace.thickness=1,r._grid.addControl(r._dragSpace,1,1),r._useImageBar||(r.barColor="grey",r.barBackground="transparent"),r}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"horizontalBar",{get:function(){return this._horizontalBar},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"verticalBar",{get:function(){return this._verticalBar},enumerable:!0,configurable:!0}),t.prototype.addControl=function(e){return e?(this._window.addControl(e),this):this},t.prototype.removeControl=function(e){return this._window.removeControl(e),this},Object.defineProperty(t.prototype,"children",{get:function(){return this._window.children},enumerable:!0,configurable:!0}),t.prototype._flagDescendantsAsMatrixDirty=function(){for(var e=0,t=this._children;e1&&(e=1),this._wheelPrecision=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"scrollBackground",{get:function(){return this._horizontalBarSpace.background},set:function(e){this._horizontalBarSpace.background!==e&&(this._horizontalBarSpace.background=e,this._verticalBarSpace.background=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"barColor",{get:function(){return this._barColor},set:function(e){this._barColor!==e&&(this._barColor=e,this._horizontalBar.color=e,this._verticalBar.color=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"thumbImage",{get:function(){return this._barImage},set:function(e){if(this._barImage!==e){this._barImage=e;var t=this._horizontalBar,i=this._verticalBar;t.thumbImage=e,i.thumbImage=e}},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"horizontalThumbImage",{get:function(){return this._horizontalBarImage},set:function(e){this._horizontalBarImage!==e&&(this._horizontalBarImage=e,this._horizontalBar.thumbImage=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"verticalThumbImage",{get:function(){return this._verticalBarImage},set:function(e){this._verticalBarImage!==e&&(this._verticalBarImage=e,this._verticalBar.thumbImage=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"barSize",{get:function(){return this._barSize},set:function(e){this._barSize!==e&&(this._barSize=e,this._markAsDirty(),this._horizontalBar.isVisible&&this._grid.setRowDefinition(1,this._barSize,!0),this._verticalBar.isVisible&&this._grid.setColumnDefinition(1,this._barSize,!0))},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"thumbLength",{get:function(){return this._thumbLength},set:function(e){if(this._thumbLength!==e){e<=0&&(e=.1),e>1&&(e=1),this._thumbLength=e;var t=this._horizontalBar,i=this._verticalBar;t.thumbLength=e,i.thumbLength=e,this._markAsDirty()}},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"thumbHeight",{get:function(){return this._thumbHeight},set:function(e){if(this._thumbHeight!==e){e<=0&&(e=.1),e>1&&(e=1),this._thumbHeight=e;var t=this._horizontalBar,i=this._verticalBar;t.thumbHeight=e,i.thumbHeight=e,this._markAsDirty()}},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"barImageHeight",{get:function(){return this._barImageHeight},set:function(e){if(this._barImageHeight!==e){e<=0&&(e=.1),e>1&&(e=1),this._barImageHeight=e;var t=this._horizontalBar,i=this._verticalBar;t.barImageHeight=e,i.barImageHeight=e,this._markAsDirty()}},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"horizontalBarImageHeight",{get:function(){return this._horizontalBarImageHeight},set:function(e){this._horizontalBarImageHeight!==e&&(e<=0&&(e=.1),e>1&&(e=1),this._horizontalBarImageHeight=e,this._horizontalBar.barImageHeight=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"verticalBarImageHeight",{get:function(){return this._verticalBarImageHeight},set:function(e){this._verticalBarImageHeight!==e&&(e<=0&&(e=.1),e>1&&(e=1),this._verticalBarImageHeight=e,this._verticalBar.barImageHeight=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"barBackground",{get:function(){return this._barBackground},set:function(e){if(this._barBackground!==e){this._barBackground=e;var t=this._horizontalBar,i=this._verticalBar;t.background=e,i.background=e,this._dragSpace.background=e}},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"barImage",{get:function(){return this._barBackgroundImage},set:function(e){this._barBackgroundImage,this._barBackgroundImage=e;var t=this._horizontalBar,i=this._verticalBar;t.backgroundImage=e,i.backgroundImage=e},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"horizontalBarImage",{get:function(){return this._horizontalBarBackgroundImage},set:function(e){this._horizontalBarBackgroundImage,this._horizontalBarBackgroundImage=e,this._horizontalBar.backgroundImage=e},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"verticalBarImage",{get:function(){return this._verticalBarBackgroundImage},set:function(e){this._verticalBarBackgroundImage,this._verticalBarBackgroundImage=e,this._verticalBar.backgroundImage=e},enumerable:!0,configurable:!0}),t.prototype._setWindowPosition=function(){var e=this.host.idealRatio,t=this._window._currentMeasure.width,i=this._window._currentMeasure.height,r=this._clientWidth-t,n=this._clientHeight-i,o=this._horizontalBar.value/e*r+"px",s=this._verticalBar.value/e*n+"px";o!==this._window.left&&(this._window.left=o,this.freezeControls||(this._rebuildLayout=!0)),s!==this._window.top&&(this._window.top=s,this.freezeControls||(this._rebuildLayout=!0))},t.prototype._updateScroller=function(){var e=this._window._currentMeasure.width,t=this._window._currentMeasure.height;this._horizontalBar.isVisible&&e<=this._clientWidth&&!this.forceHorizontalBar?(this._grid.setRowDefinition(1,0,!0),this._horizontalBar.isVisible=!1,this._horizontalBar.value=0,this._rebuildLayout=!0):!this._horizontalBar.isVisible&&(e>this._clientWidth||this.forceHorizontalBar)&&(this._grid.setRowDefinition(1,this._barSize,!0),this._horizontalBar.isVisible=!0,this._rebuildLayout=!0),this._verticalBar.isVisible&&t<=this._clientHeight&&!this.forceVerticalBar?(this._grid.setColumnDefinition(1,0,!0),this._verticalBar.isVisible=!1,this._verticalBar.value=0,this._rebuildLayout=!0):!this._verticalBar.isVisible&&(t>this._clientHeight||this.forceVerticalBar)&&(this._grid.setColumnDefinition(1,this._barSize,!0),this._verticalBar.isVisible=!0,this._rebuildLayout=!0),this._buildClientSizes();var i=this.host.idealRatio;this._horizontalBar.thumbWidth=.9*this._thumbLength*(this._clientWidth/i)+"px",this._verticalBar.thumbWidth=.9*this._thumbLength*(this._clientHeight/i)+"px"},t.prototype._link=function(t){e.prototype._link.call(this,t),this._attachWheel()},t.prototype._addBar=function(e,t,i,r){var n=this;e.paddingLeft=0,e.width="100%",e.height="100%",e.barOffset=0,e.value=0,e.maximum=1,e.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_CENTER,e.verticalAlignment=h.a.VERTICAL_ALIGNMENT_CENTER,e.isVertical=i,e.rotation=r,e.isVisible=!1,t.addControl(e),e.onValueChangedObservable.add((function(e){n._setWindowPosition()}))},t.prototype._attachWheel=function(){var e=this;this._host&&!this._onWheelObserver&&(this._onWheelObserver=this.onWheelObservable.add((function(t){e._pointerIsOver&&(1==e._verticalBar.isVisible&&(t.y<0&&e._verticalBar.value>0?e._verticalBar.value-=e._wheelPrecision:t.y>0&&e._verticalBar.value0&&e._horizontalBar.value>0&&(e._horizontalBar.value-=e._wheelPrecision)))})))},t.prototype._renderHighlightSpecific=function(t){this.isHighlighted&&(e.prototype._renderHighlightSpecific.call(this,t),this._grid._renderHighlightSpecific(t),t.restore())},t.prototype.dispose=function(){this.onWheelObservable.remove(this._onWheelObserver),this._onWheelObserver=null,e.prototype.dispose.call(this)},t}(s);o.a.RegisteredTypes["BABYLON.GUI.ScrollViewer"]=j;var W=function(){},G=function(e){function t(){var t=null!==e&&e.apply(this,arguments)||this;return t.onKeyPressObservable=new l.a,t.defaultButtonWidth="40px",t.defaultButtonHeight="40px",t.defaultButtonPaddingLeft="2px",t.defaultButtonPaddingRight="2px",t.defaultButtonPaddingTop="2px",t.defaultButtonPaddingBottom="2px",t.defaultButtonColor="#DDD",t.defaultButtonBackground="#070707",t.shiftButtonColor="#7799FF",t.selectedShiftThickness=1,t.shiftState=0,t._currentlyConnectedInputText=null,t._connectedInputTexts=[],t._onKeyPressObserver=null,t}return Object(r.c)(t,e),t.prototype._getTypeName=function(){return"VirtualKeyboard"},t.prototype._createKey=function(e,t){var i=this,r=p.CreateSimpleButton(e,e);return r.width=t&&t.width?t.width:this.defaultButtonWidth,r.height=t&&t.height?t.height:this.defaultButtonHeight,r.color=t&&t.color?t.color:this.defaultButtonColor,r.background=t&&t.background?t.background:this.defaultButtonBackground,r.paddingLeft=t&&t.paddingLeft?t.paddingLeft:this.defaultButtonPaddingLeft,r.paddingRight=t&&t.paddingRight?t.paddingRight:this.defaultButtonPaddingRight,r.paddingTop=t&&t.paddingTop?t.paddingTop:this.defaultButtonPaddingTop,r.paddingBottom=t&&t.paddingBottom?t.paddingBottom:this.defaultButtonPaddingBottom,r.thickness=0,r.isFocusInvisible=!0,r.shadowColor=this.shadowColor,r.shadowBlur=this.shadowBlur,r.shadowOffsetX=this.shadowOffsetX,r.shadowOffsetY=this.shadowOffsetY,r.onPointerUpObservable.add((function(){i.onKeyPressObservable.notifyObservers(e)})),r},t.prototype.addKeysRow=function(e,t){var i=new _;i.isVertical=!1,i.isFocusInvisible=!0;for(var r=null,n=0;nr.heightInPixels)&&(r=s),i.addControl(s)}i.height=r?r.height:this.defaultButtonHeight,this.addControl(i)},t.prototype.applyShiftState=function(e){if(this.children)for(var t=0;t1?this.selectedShiftThickness:0),s.text=e>0?s.text.toUpperCase():s.text.toLowerCase()}}}},Object.defineProperty(t.prototype,"connectedInputText",{get:function(){return this._currentlyConnectedInputText},enumerable:!0,configurable:!0}),t.prototype.connect=function(e){var t=this;if(!this._connectedInputTexts.some((function(t){return t.input===e}))){null===this._onKeyPressObserver&&(this._onKeyPressObserver=this.onKeyPressObservable.add((function(e){if(t._currentlyConnectedInputText){switch(t._currentlyConnectedInputText._host.focusedControl=t._currentlyConnectedInputText,e){case"⇧":return t.shiftState++,t.shiftState>2&&(t.shiftState=0),void t.applyShiftState(t.shiftState);case"←":return void t._currentlyConnectedInputText.processKey(8);case"↵":return void t._currentlyConnectedInputText.processKey(13)}t._currentlyConnectedInputText.processKey(-1,t.shiftState?e.toUpperCase():e),1===t.shiftState&&(t.shiftState=0,t.applyShiftState(t.shiftState))}}))),this.isVisible=!1,this._currentlyConnectedInputText=e,e._connectedVirtualKeyboard=this;var i=e.onFocusObservable.add((function(){t._currentlyConnectedInputText=e,e._connectedVirtualKeyboard=t,t.isVisible=!0})),r=e.onBlurObservable.add((function(){e._connectedVirtualKeyboard=null,t._currentlyConnectedInputText=null,t.isVisible=!1}));this._connectedInputTexts.push({input:e,onBlurObserver:r,onFocusObserver:i})}},t.prototype.disconnect=function(e){var t=this;if(e){var i=this._connectedInputTexts.filter((function(t){return t.input===e}));1===i.length&&(this._removeConnectedInputObservables(i[0]),this._connectedInputTexts=this._connectedInputTexts.filter((function(t){return t.input!==e})),this._currentlyConnectedInputText===e&&(this._currentlyConnectedInputText=null))}else this._connectedInputTexts.forEach((function(e){t._removeConnectedInputObservables(e)})),this._connectedInputTexts=[];0===this._connectedInputTexts.length&&(this._currentlyConnectedInputText=null,this.onKeyPressObservable.remove(this._onKeyPressObserver),this._onKeyPressObserver=null)},t.prototype._removeConnectedInputObservables=function(e){e.input._connectedVirtualKeyboard=null,e.input.onFocusObservable.remove(e.onFocusObserver),e.input.onBlurObservable.remove(e.onBlurObserver)},t.prototype.dispose=function(){e.prototype.dispose.call(this),this.disconnect()},t.CreateDefaultLayout=function(e){var i=new t(e);return i.addKeysRow(["1","2","3","4","5","6","7","8","9","0","←"]),i.addKeysRow(["q","w","e","r","t","y","u","i","o","p"]),i.addKeysRow(["a","s","d","f","g","h","j","k","l",";","'","↵"]),i.addKeysRow(["⇧","z","x","c","v","b","n","m",",",".","/"]),i.addKeysRow([" "],[{width:"200px"}]),i},t}(_);o.a.RegisteredTypes["BABYLON.GUI.VirtualKeyboard"]=G;var H=function(e){function t(t){var i=e.call(this,t)||this;return i.name=t,i._cellWidth=20,i._cellHeight=20,i._minorLineTickness=1,i._minorLineColor="DarkGray",i._majorLineTickness=2,i._majorLineColor="White",i._majorLineFrequency=5,i._background="Black",i._displayMajorLines=!0,i._displayMinorLines=!0,i}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"displayMinorLines",{get:function(){return this._displayMinorLines},set:function(e){this._displayMinorLines!==e&&(this._displayMinorLines=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"displayMajorLines",{get:function(){return this._displayMajorLines},set:function(e){this._displayMajorLines!==e&&(this._displayMajorLines=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"background",{get:function(){return this._background},set:function(e){this._background!==e&&(this._background=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"cellWidth",{get:function(){return this._cellWidth},set:function(e){this._cellWidth=e,this._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"cellHeight",{get:function(){return this._cellHeight},set:function(e){this._cellHeight=e,this._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"minorLineTickness",{get:function(){return this._minorLineTickness},set:function(e){this._minorLineTickness=e,this._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"minorLineColor",{get:function(){return this._minorLineColor},set:function(e){this._minorLineColor=e,this._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"majorLineTickness",{get:function(){return this._majorLineTickness},set:function(e){this._majorLineTickness=e,this._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"majorLineColor",{get:function(){return this._majorLineColor},set:function(e){this._majorLineColor=e,this._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"majorLineFrequency",{get:function(){return this._majorLineFrequency},set:function(e){this._majorLineFrequency=e,this._markAsDirty()},enumerable:!0,configurable:!0}),t.prototype._draw=function(e,t){if(e.save(),this._applyStates(e),this._isEnabled){this._background&&(e.fillStyle=this._background,e.fillRect(this._currentMeasure.left,this._currentMeasure.top,this._currentMeasure.width,this._currentMeasure.height));var i=this._currentMeasure.width/this._cellWidth,r=this._currentMeasure.height/this._cellHeight,n=this._currentMeasure.left+this._currentMeasure.width/2,o=this._currentMeasure.top+this._currentMeasure.height/2;if(this._displayMinorLines){e.strokeStyle=this._minorLineColor,e.lineWidth=this._minorLineTickness;for(var s=-i/2;s0&&e.isBackground===t&&e.renderTargetTextures.indexOf(r)>-1&&0!=(e.layerMask&i)},e.prototype._drawRenderTargetBackground=function(e){var t=this;this._draw((function(i){return t._drawRenderTargetPredicate(i,!0,t.scene.activeCamera.layerMask,e)}))},e.prototype._drawRenderTargetForeground=function(e){var t=this;this._draw((function(i){return t._drawRenderTargetPredicate(i,!1,t.scene.activeCamera.layerMask,e)}))},e.prototype.addFromContainer=function(e){var t=this;e.layers&&e.layers.forEach((function(e){t.scene.layers.push(e)}))},e.prototype.removeFromContainer=function(e,t){var i=this;void 0===t&&(t=!1),e.layers&&e.layers.forEach((function(e){var r=i.scene.layers.indexOf(e);-1!==r&&i.scene.layers.splice(r,1),t&&e.dispose()}))},e}(),v=i(6),y=(i(75),"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\n\n#include\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef LINEAR\nbaseColor.rgb=toGammaSpace(baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=baseColor*color;\n}");v.a.ShadersStore.layerPixelShader=y;var x="\nattribute vec2 position;\n\nuniform vec2 scale;\nuniform vec2 offset;\nuniform mat4 textureMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) {\nvec2 shiftedPosition=position*scale+offset;\nvUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));\ngl_Position=vec4(shiftedPosition,0.0,1.0);\n}";v.a.ShadersStore.layerVertexShader=x;var T=function(){function e(e,t,i,r,s){this.name=e,this.scale=new o.d(1,1),this.offset=new o.d(0,0),this.alphaBlendingMode=2,this.layerMask=268435455,this.renderTargetTextures=[],this.renderOnlyInRenderTargetTextures=!1,this._vertexBuffers={},this.onDisposeObservable=new n.a,this.onBeforeRenderObservable=new n.a,this.onAfterRenderObservable=new n.a,this.texture=t?new u.a(t,i,!0):null,this.isBackground=void 0===r||r,this.color=void 0===s?new d.b(1,1,1,1):s,this._scene=i||p.a.LastCreatedScene;var a=this._scene._getComponent(m.a.NAME_LAYER);a||(a=new b(this._scene),this._scene._addComponent(a)),this._scene.layers.push(this);var h=this._scene.getEngine(),l=[];l.push(1,1),l.push(-1,1),l.push(-1,-1),l.push(1,-1);var c=new _.b(h,l,_.b.PositionKind,!1,!1,2);this._vertexBuffers[_.b.PositionKind]=c,this._createIndexBuffer()}return Object.defineProperty(e.prototype,"onDispose",{set:function(e){this._onDisposeObserver&&this.onDisposeObservable.remove(this._onDisposeObserver),this._onDisposeObserver=this.onDisposeObservable.add(e)},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"onBeforeRender",{set:function(e){this._onBeforeRenderObserver&&this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver),this._onBeforeRenderObserver=this.onBeforeRenderObservable.add(e)},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"onAfterRender",{set:function(e){this._onAfterRenderObserver&&this.onAfterRenderObservable.remove(this._onAfterRenderObserver),this._onAfterRenderObserver=this.onAfterRenderObservable.add(e)},enumerable:!0,configurable:!0}),e.prototype._createIndexBuffer=function(){var e=this._scene.getEngine(),t=[];t.push(0),t.push(1),t.push(2),t.push(0),t.push(2),t.push(3),this._indexBuffer=e.createIndexBuffer(t)},e.prototype._rebuild=function(){var e=this._vertexBuffers[_.b.PositionKind];e&&e._rebuild(),this._createIndexBuffer()},e.prototype.render=function(){var e=this._scene.getEngine(),t="";this.alphaTest&&(t="#define ALPHATEST"),this.texture&&!this.texture.gammaSpace&&(t+="\r\n#define LINEAR"),this._previousDefines!==t&&(this._previousDefines=t,this._effect=e.createEffect("layer",[_.b.PositionKind],["textureMatrix","color","scale","offset"],["textureSampler"],t));var i=this._effect;if(i&&i.isReady()&&this.texture&&this.texture.isReady()){e=this._scene.getEngine();this.onBeforeRenderObservable.notifyObservers(this),e.enableEffect(i),e.setState(!1),i.setTexture("textureSampler",this.texture),i.setMatrix("textureMatrix",this.texture.getTextureMatrix()),i.setFloat4("color",this.color.r,this.color.g,this.color.b,this.color.a),i.setVector2("offset",this.offset),i.setVector2("scale",this.scale),e.bindBuffers(this._vertexBuffers,this._indexBuffer,i),this.alphaTest?e.drawElementsType(g.a.TriangleFillMode,0,6):(e.setAlphaMode(this.alphaBlendingMode),e.drawElementsType(g.a.TriangleFillMode,0,6),e.setAlphaMode(0)),this.onAfterRenderObservable.notifyObservers(this)}},e.prototype.dispose=function(){var e=this._vertexBuffers[_.b.PositionKind];e&&(e.dispose(),this._vertexBuffers[_.b.PositionKind]=null),this._indexBuffer&&(this._scene.getEngine()._releaseBuffer(this._indexBuffer),this._indexBuffer=null),this.texture&&(this.texture.dispose(),this.texture=null),this.renderTargetTextures=[];var t=this._scene.layers.indexOf(this);this._scene.layers.splice(t,1),this.onDisposeObservable.notifyObservers(this),this.onDisposeObservable.clear(),this.onAfterRenderObservable.clear(),this.onBeforeRenderObservable.clear()},e}(),M=i(31),E=i(14),A=function(){function e(e){this._fontFamily="Arial",this._fontStyle="",this._fontWeight="",this._fontSize=new E.a(18,E.a.UNITMODE_PIXEL,!1),this.onChangedObservable=new n.a,this._host=e}return Object.defineProperty(e.prototype,"fontSize",{get:function(){return this._fontSize.toString(this._host)},set:function(e){this._fontSize.toString(this._host)!==e&&this._fontSize.fromString(e)&&this.onChangedObservable.notifyObservers(this)},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"fontFamily",{get:function(){return this._fontFamily},set:function(e){this._fontFamily!==e&&(this._fontFamily=e,this.onChangedObservable.notifyObservers(this))},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"fontStyle",{get:function(){return this._fontStyle},set:function(e){this._fontStyle!==e&&(this._fontStyle=e,this.onChangedObservable.notifyObservers(this))},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"fontWeight",{get:function(){return this._fontWeight},set:function(e){this._fontWeight!==e&&(this._fontWeight=e,this.onChangedObservable.notifyObservers(this))},enumerable:!0,configurable:!0}),e.prototype.dispose=function(){this.onChangedObservable.clear()},e}(),O=i(29),P=function(){function e(){}return e.ALPHA_DISABLE=0,e.ALPHA_ADD=1,e.ALPHA_COMBINE=2,e.ALPHA_SUBTRACT=3,e.ALPHA_MULTIPLY=4,e.ALPHA_MAXIMIZED=5,e.ALPHA_ONEONE=6,e.ALPHA_PREMULTIPLIED=7,e.ALPHA_PREMULTIPLIED_PORTERDUFF=8,e.ALPHA_INTERPOLATE=9,e.ALPHA_SCREENMODE=10,e.ALPHA_ONEONE_ONEONE=11,e.ALPHA_ALPHATOCOLOR=12,e.ALPHA_REVERSEONEMINUS=13,e.ALPHA_SRC_DSTONEMINUSSRCALPHA=14,e.ALPHA_ONEONE_ONEZERO=15,e.ALPHA_EXCLUSION=16,e.ALPHA_EQUATION_ADD=0,e.ALPHA_EQUATION_SUBSTRACT=1,e.ALPHA_EQUATION_REVERSE_SUBTRACT=2,e.ALPHA_EQUATION_MAX=3,e.ALPHA_EQUATION_MIN=4,e.ALPHA_EQUATION_DARKEN=5,e.DELAYLOADSTATE_NONE=0,e.DELAYLOADSTATE_LOADED=1,e.DELAYLOADSTATE_LOADING=2,e.DELAYLOADSTATE_NOTLOADED=4,e.NEVER=512,e.ALWAYS=519,e.LESS=513,e.EQUAL=514,e.LEQUAL=515,e.GREATER=516,e.GEQUAL=518,e.NOTEQUAL=517,e.KEEP=7680,e.REPLACE=7681,e.INCR=7682,e.DECR=7683,e.INVERT=5386,e.INCR_WRAP=34055,e.DECR_WRAP=34056,e.TEXTURE_CLAMP_ADDRESSMODE=0,e.TEXTURE_WRAP_ADDRESSMODE=1,e.TEXTURE_MIRROR_ADDRESSMODE=2,e.TEXTUREFORMAT_ALPHA=0,e.TEXTUREFORMAT_LUMINANCE=1,e.TEXTUREFORMAT_LUMINANCE_ALPHA=2,e.TEXTUREFORMAT_RGB=4,e.TEXTUREFORMAT_RGBA=5,e.TEXTUREFORMAT_RED=6,e.TEXTUREFORMAT_R=6,e.TEXTUREFORMAT_RG=7,e.TEXTUREFORMAT_RED_INTEGER=8,e.TEXTUREFORMAT_R_INTEGER=8,e.TEXTUREFORMAT_RG_INTEGER=9,e.TEXTUREFORMAT_RGB_INTEGER=10,e.TEXTUREFORMAT_RGBA_INTEGER=11,e.TEXTURETYPE_UNSIGNED_BYTE=0,e.TEXTURETYPE_UNSIGNED_INT=0,e.TEXTURETYPE_FLOAT=1,e.TEXTURETYPE_HALF_FLOAT=2,e.TEXTURETYPE_BYTE=3,e.TEXTURETYPE_SHORT=4,e.TEXTURETYPE_UNSIGNED_SHORT=5,e.TEXTURETYPE_INT=6,e.TEXTURETYPE_UNSIGNED_INTEGER=7,e.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4=8,e.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1=9,e.TEXTURETYPE_UNSIGNED_SHORT_5_6_5=10,e.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV=11,e.TEXTURETYPE_UNSIGNED_INT_24_8=12,e.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV=13,e.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV=14,e.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV=15,e.TEXTURE_NEAREST_SAMPLINGMODE=1,e.TEXTURE_NEAREST_NEAREST=1,e.TEXTURE_BILINEAR_SAMPLINGMODE=2,e.TEXTURE_LINEAR_LINEAR=2,e.TEXTURE_TRILINEAR_SAMPLINGMODE=3,e.TEXTURE_LINEAR_LINEAR_MIPLINEAR=3,e.TEXTURE_NEAREST_NEAREST_MIPNEAREST=4,e.TEXTURE_NEAREST_LINEAR_MIPNEAREST=5,e.TEXTURE_NEAREST_LINEAR_MIPLINEAR=6,e.TEXTURE_NEAREST_LINEAR=7,e.TEXTURE_NEAREST_NEAREST_MIPLINEAR=8,e.TEXTURE_LINEAR_NEAREST_MIPNEAREST=9,e.TEXTURE_LINEAR_NEAREST_MIPLINEAR=10,e.TEXTURE_LINEAR_LINEAR_MIPNEAREST=11,e.TEXTURE_LINEAR_NEAREST=12,e.TEXTURE_EXPLICIT_MODE=0,e.TEXTURE_SPHERICAL_MODE=1,e.TEXTURE_PLANAR_MODE=2,e.TEXTURE_CUBIC_MODE=3,e.TEXTURE_PROJECTION_MODE=4,e.TEXTURE_SKYBOX_MODE=5,e.TEXTURE_INVCUBIC_MODE=6,e.TEXTURE_EQUIRECTANGULAR_MODE=7,e.TEXTURE_FIXED_EQUIRECTANGULAR_MODE=8,e.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE=9,e.SCALEMODE_FLOOR=1,e.SCALEMODE_NEAREST=2,e.SCALEMODE_CEILING=3,e.MATERIAL_TextureDirtyFlag=1,e.MATERIAL_LightDirtyFlag=2,e.MATERIAL_FresnelDirtyFlag=4,e.MATERIAL_AttributesDirtyFlag=8,e.MATERIAL_MiscDirtyFlag=16,e.MATERIAL_AllDirtyFlag=31,e.MATERIAL_TriangleFillMode=0,e.MATERIAL_WireFrameFillMode=1,e.MATERIAL_PointFillMode=2,e.MATERIAL_PointListDrawMode=3,e.MATERIAL_LineListDrawMode=4,e.MATERIAL_LineLoopDrawMode=5,e.MATERIAL_LineStripDrawMode=6,e.MATERIAL_TriangleStripDrawMode=7,e.MATERIAL_TriangleFanDrawMode=8,e.MATERIAL_ClockWiseSideOrientation=0,e.MATERIAL_CounterClockWiseSideOrientation=1,e.ACTION_NothingTrigger=0,e.ACTION_OnPickTrigger=1,e.ACTION_OnLeftPickTrigger=2,e.ACTION_OnRightPickTrigger=3,e.ACTION_OnCenterPickTrigger=4,e.ACTION_OnPickDownTrigger=5,e.ACTION_OnDoublePickTrigger=6,e.ACTION_OnPickUpTrigger=7,e.ACTION_OnPickOutTrigger=16,e.ACTION_OnLongPressTrigger=8,e.ACTION_OnPointerOverTrigger=9,e.ACTION_OnPointerOutTrigger=10,e.ACTION_OnEveryFrameTrigger=11,e.ACTION_OnIntersectionEnterTrigger=12,e.ACTION_OnIntersectionExitTrigger=13,e.ACTION_OnKeyDownTrigger=14,e.ACTION_OnKeyUpTrigger=15,e.PARTICLES_BILLBOARDMODE_Y=2,e.PARTICLES_BILLBOARDMODE_ALL=7,e.PARTICLES_BILLBOARDMODE_STRETCHED=8,e.MESHES_CULLINGSTRATEGY_STANDARD=0,e.MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY=1,e.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION=2,e.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY=3,e.SCENELOADER_NO_LOGGING=0,e.SCENELOADER_MINIMAL_LOGGING=1,e.SCENELOADER_SUMMARY_LOGGING=2,e.SCENELOADER_DETAILED_LOGGING=3,e}(),C=i(52),S=function(e){function t(t,i,r,o,s,a){void 0===i&&(i=0),void 0===r&&(r=0),void 0===s&&(s=!1),void 0===a&&(a=u.a.NEAREST_SAMPLINGMODE);var c=e.call(this,t,{width:i,height:r},o,s,a,P.TEXTUREFORMAT_RGBA)||this;return c._isDirty=!1,c._rootContainer=new M.a("root"),c._lastControlOver={},c._lastControlDown={},c._capturingControl={},c._linkedControls=new Array,c._isFullscreen=!1,c._fullscreenViewport=new C.a(0,0,1,1),c._idealWidth=0,c._idealHeight=0,c._useSmallestIdeal=!1,c._renderAtIdealSize=!1,c._blockNextFocusCheck=!1,c._renderScale=1,c._cursorChanged=!1,c._defaultMousePointerId=0,c._numLayoutCalls=0,c._numRenderCalls=0,c._clipboardData="",c.onClipboardObservable=new n.a,c.onControlPickedObservable=new n.a,c.onBeginLayoutObservable=new n.a,c.onEndLayoutObservable=new n.a,c.onBeginRenderObservable=new n.a,c.onEndRenderObservable=new n.a,c.premulAlpha=!1,c._useInvalidateRectOptimization=!0,c._invalidatedRectangle=null,c._clearMeasure=new O.a(0,0,0,0),c.onClipboardCopy=function(e){var t=e,i=new h.b(h.a.COPY,t);c.onClipboardObservable.notifyObservers(i),t.preventDefault()},c.onClipboardCut=function(e){var t=e,i=new h.b(h.a.CUT,t);c.onClipboardObservable.notifyObservers(i),t.preventDefault()},c.onClipboardPaste=function(e){var t=e,i=new h.b(h.a.PASTE,t);c.onClipboardObservable.notifyObservers(i),t.preventDefault()},(o=c.getScene())&&c._texture?(c._rootElement=o.getEngine().getInputElement(),c._renderObserver=o.onBeforeCameraRenderObservable.add((function(e){return c._checkUpdate(e)})),c._preKeyboardObserver=o.onPreKeyboardObservable.add((function(e){c._focusedControl&&(e.type===l.a.KEYDOWN&&c._focusedControl.processKeyboard(e.event),e.skipOnPointerObservable=!0)})),c._rootContainer._link(c),c.hasAlpha=!0,i&&r||(c._resizeObserver=o.getEngine().onResizeObservable.add((function(){return c._onResize()})),c._onResize()),c._texture.isReady=!0,c):c}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"numLayoutCalls",{get:function(){return this._numLayoutCalls},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"numRenderCalls",{get:function(){return this._numRenderCalls},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"renderScale",{get:function(){return this._renderScale},set:function(e){e!==this._renderScale&&(this._renderScale=e,this._onResize())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"background",{get:function(){return this._background},set:function(e){this._background!==e&&(this._background=e,this.markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"idealWidth",{get:function(){return this._idealWidth},set:function(e){this._idealWidth!==e&&(this._idealWidth=e,this.markAsDirty(),this._rootContainer._markAllAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"idealHeight",{get:function(){return this._idealHeight},set:function(e){this._idealHeight!==e&&(this._idealHeight=e,this.markAsDirty(),this._rootContainer._markAllAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"useSmallestIdeal",{get:function(){return this._useSmallestIdeal},set:function(e){this._useSmallestIdeal!==e&&(this._useSmallestIdeal=e,this.markAsDirty(),this._rootContainer._markAllAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"renderAtIdealSize",{get:function(){return this._renderAtIdealSize},set:function(e){this._renderAtIdealSize!==e&&(this._renderAtIdealSize=e,this._onResize())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"idealRatio",{get:function(){var e=0,t=0;return this._idealWidth&&(e=this.getSize().width/this._idealWidth),this._idealHeight&&(t=this.getSize().height/this._idealHeight),this._useSmallestIdeal&&this._idealWidth&&this._idealHeight?window.innerWidth1?a.notRenderable=!0:(a.notRenderable=!1,c.scaleInPlace(this.renderScale),a._moveToProjectedPosition(c))}else s.b.SetImmediate((function(){a.linkWithMesh(null)}))}}}(this._isDirty||this._rootContainer.isDirty)&&(this._isDirty=!1,this._render(),this.update(!0,this.premulAlpha))}},t.prototype._render=function(){var e=this.getSize(),t=e.width,i=e.height,r=this.getContext();r.font="18px Arial",r.strokeStyle="white",this.onBeginLayoutObservable.notifyObservers(this);var n=new O.a(0,0,t,i);this._numLayoutCalls=0,this._rootContainer._layout(n,r),this.onEndLayoutObservable.notifyObservers(this),this._isDirty=!1,this._invalidatedRectangle?this._clearMeasure.copyFrom(this._invalidatedRectangle):this._clearMeasure.copyFromFloats(0,0,t,i),r.clearRect(this._clearMeasure.left,this._clearMeasure.top,this._clearMeasure.width,this._clearMeasure.height),this._background&&(r.save(),r.fillStyle=this._background,r.fillRect(this._clearMeasure.left,this._clearMeasure.top,this._clearMeasure.width,this._clearMeasure.height),r.restore()),this.onBeginRenderObservable.notifyObservers(this),this._numRenderCalls=0,this._rootContainer._render(r,this._invalidatedRectangle),this.onEndRenderObservable.notifyObservers(this),this._invalidatedRectangle=null},t.prototype._changeCursor=function(e){this._rootElement&&(this._rootElement.style.cursor=e,this._cursorChanged=!0)},t.prototype._registerLastControlDown=function(e,t){this._lastControlDown[t]=e,this.onControlPickedObservable.notifyObservers(e)},t.prototype._doPicking=function(e,t,i,r,n,o,s){var h=this.getScene();if(h){var l=h.getEngine(),c=this.getSize();if(this._isFullscreen){var u=(h.cameraToUseForPointers||h.activeCamera).viewport;e*=c.width/(l.getRenderWidth()*u.width),t*=c.height/(l.getRenderHeight()*u.height)}this._capturingControl[r]?this._capturingControl[r]._processObservables(i,e,t,r,n):(this._cursorChanged=!1,this._rootContainer._processPicking(e,t,i,r,n,o,s)||(this._changeCursor(""),i===a.a.POINTERMOVE&&this._lastControlOver[r]&&(this._lastControlOver[r]._onPointerOut(this._lastControlOver[r]),delete this._lastControlOver[r])),this._cursorChanged||this._changeCursor(""),this._manageFocus())}},t.prototype._cleanControlAfterRemovalFromList=function(e,t){for(var i in e){if(e.hasOwnProperty(i))e[i]===t&&delete e[i]}},t.prototype._cleanControlAfterRemoval=function(e){this._cleanControlAfterRemovalFromList(this._lastControlDown,e),this._cleanControlAfterRemovalFromList(this._lastControlOver,e)},t.prototype.attach=function(){var e=this,t=this.getScene();if(t){var i=new C.a(0,0,0,0);this._pointerMoveObserver=t.onPrePointerObservable.add((function(r,n){if(!t.isPointerCaptured(r.event.pointerId)&&(r.type===a.a.POINTERMOVE||r.type===a.a.POINTERUP||r.type===a.a.POINTERDOWN||r.type===a.a.POINTERWHEEL)&&t){r.type===a.a.POINTERMOVE&&r.event.pointerId&&(e._defaultMousePointerId=r.event.pointerId);var o=t.cameraToUseForPointers||t.activeCamera,s=t.getEngine();o?o.viewport.toGlobalToRef(s.getRenderWidth(),s.getRenderHeight(),i):(i.x=0,i.y=0,i.width=s.getRenderWidth(),i.height=s.getRenderHeight());var h=t.pointerX/s.getHardwareScalingLevel()-i.x,l=t.pointerY/s.getHardwareScalingLevel()-(s.getRenderHeight()-i.y-i.height);e._shouldBlockPointer=!1;var c=r.event.pointerId||e._defaultMousePointerId;e._doPicking(h,l,r.type,c,r.event.button,r.event.deltaX,r.event.deltaY),e._shouldBlockPointer&&(r.skipOnPointerObservable=e._shouldBlockPointer)}})),this._attachToOnPointerOut(t)}},t.prototype.registerClipboardEvents=function(){self.addEventListener("copy",this.onClipboardCopy,!1),self.addEventListener("cut",this.onClipboardCut,!1),self.addEventListener("paste",this.onClipboardPaste,!1)},t.prototype.unRegisterClipboardEvents=function(){self.removeEventListener("copy",this.onClipboardCopy),self.removeEventListener("cut",this.onClipboardCut),self.removeEventListener("paste",this.onClipboardPaste)},t.prototype.attachToMesh=function(e,t){var i=this;void 0===t&&(t=!0);var r=this.getScene();r&&(this._pointerObserver=r.onPointerObservable.add((function(t,r){if(t.type===a.a.POINTERMOVE||t.type===a.a.POINTERUP||t.type===a.a.POINTERDOWN){var n=t.event.pointerId||i._defaultMousePointerId;if(t.pickInfo&&t.pickInfo.hit&&t.pickInfo.pickedMesh===e){var o=t.pickInfo.getTextureCoordinates();if(o){var s=i.getSize();i._doPicking(o.x*s.width,(1-o.y)*s.height,t.type,n,t.event.button)}}else if(t.type===a.a.POINTERUP){if(i._lastControlDown[n]&&i._lastControlDown[n]._forcePointerUp(n),delete i._lastControlDown[n],i.focusedControl){var h=i.focusedControl.keepsFocusWith(),l=!0;if(h)for(var c=0,u=h;c2096103.424&&d!==f))return navigator.msSaveBlob?navigator.msSaveBlob(v(l),p):y(l);h=(l=v(l)).type||a}else if(/([\x80-\xff])/.test(l)){for(var g=0,m=new Uint8Array(l.length),b=m.length;gr){var i=parseInt(e.dataset.labelnum),n=(i-1).toString();e.dataset.labelnum=n,e.querySelector('input[data-labelnum="'+i+'"]').dataset.labelnum=n,e.querySelector('button[data-labelnum="'+i+'"]').dataset.labelnum=n}})),t.parentNode.removeChild(t)},e.prototype.exportLabels=function(){for(var e=[],t=0;t0&&(r="+"),+(Math.round(parseFloat(+i[0].toString()+"e"+r.toString()+(+i[1].toString()+t.toString())))+"e-"+t)}return+(Math.round(parseFloat(e.toString()+"e+"+t.toString()))+"e-"+t)},e.prototype._createAxes=function(e){void 0===e&&(e=!1),e&&(this.axisData.tickBreaks[0]=1,this.axisData.tickBreaks[2]=1);var t=this.axisData.tickBreaks[0]/this.axisData.scale[0],i=this.axisData.tickBreaks[1]/this.axisData.scale[1],r=this.axisData.tickBreaks[2]/this.axisData.scale[2],s=Math.floor(this.axisData.range[0][0]/t)*t,a=Math.floor(this.axisData.range[1][0]/i)*i,h=Math.floor(this.axisData.range[2][0]/r)*r,l=Math.ceil(this.axisData.range[0][1]/t)*t,c=Math.ceil(this.axisData.range[1][1]/i)*i,u=Math.ceil(this.axisData.range[2][1]/r)*r;if(this.axisData.showAxes[0]){var f=n.LinesBuilder.CreateLines("axisX",{points:[new o.Vector3(s,a,h),new o.Vector3(l,a,h)]},this._scene);f.color=o.Color3.FromHexString(this.axisData.color[0]),this._axes.push(f);var d=this._makeTextPlane(this.axisData.axisLabels[0],1,this.axisData.color[0]);d.position=new o.Vector3(l/2,a-.5*c,h),this._axisLabels.push(d);for(var p=[],_=0;_<-Math.ceil(this.axisData.range[0][0]/t);_++)p.push(-(_+1)*t);for(_=0;_<=Math.ceil(this.axisData.range[0][1]/t);_++)p.push(_*t);var g=0;e&&(g=1);for(_=g;_1e4){var e=new o.Mesh("custom",this._scene),t=[],i=[];if(this._folded)for(var r=0;r1)?1:e.arc||1,h=e.slice&&e.slice<=0?1:e.slice||1,l=0===e.sideOrientation?0:e.sideOrientation||o.VertexData.DEFAULTSIDE,c=new r.e(i/2,n/2,s/2),u=2+t,f=2*u,d=[],p=[],_=[],g=[],m=0;m<=u;m++){for(var b=m/u,v=b*Math.PI*h,y=0;y<=f;y++){var x=y/f,T=x*Math.PI*2*a,M=r.a.RotationZ(-v),E=r.a.RotationY(T),A=r.e.TransformCoordinates(r.e.Up(),M),O=r.e.TransformCoordinates(A,E),P=O.multiply(c),C=O.divide(c).normalize();p.push(P.x,P.y,P.z),_.push(C.x,C.y,C.z),g.push(x,b)}if(m>0)for(var S=p.length/3,R=S-2*(f+1);R+f+20){var u=c/e*this._size;(f=s.BoxBuilder.CreateBox("box_"+i+"-"+n,{height:u,width:1,depth:1},this._scene)).position=new o.Vector3(i+.5,u/2,n+.5),(d=new h.StandardMaterial("box_"+i+"-"+n+"_color",this._scene)).alpha=1,d.diffuseColor=o.Color3.FromHexString(this._coordColors[n+i*r.length].substring(0,7)),f.material=d,t.push(f)}else{var f,d;(f=a.PlaneBuilder.CreatePlane("box_"+i+"-"+n,{size:1},this._scene)).position=new o.Vector3(i+.5,0,n+.5),f.rotation.x=Math.PI/2,(d=new h.StandardMaterial("box_"+i+"-"+n+"_color",this._scene)).alpha=1,d.diffuseColor=o.Color3.FromHexString(this._coordColors[n+i*r.length].substring(0,7)),d.backFaceCulling=!1,f.material=d,t.push(f)}}this.meshes=t,Object.defineProperty(this,"alpha",{set:function(e){for(var t=0;t0},enumerable:!0,configurable:!0}),e.prototype.init=function(){},e.prototype.attach=function(e){var t=this;this._attachedCamera=e;var i=this._attachedCamera.getScene();this._onPrePointerObservableObserver=i.onPrePointerObservable.add((function(e){e.type!==c.a.POINTERDOWN?e.type===c.a.POINTERUP&&(t._isPointerDown=!1):t._isPointerDown=!0})),this._onAfterCheckInputsObserver=e.onAfterCheckInputsObservable.add((function(){var e=u.a.Now,i=0;null!=t._lastFrameTime&&(i=e-t._lastFrameTime),t._lastFrameTime=e,t._applyUserInteraction();var r=e-t._lastInteractionTime-t._idleRotationWaitTime,n=Math.max(Math.min(r/t._idleRotationSpinupTime,1),0);t._cameraRotationSpeed=t._idleRotationSpeed*n,t._attachedCamera&&(t._attachedCamera.alpha-=t._cameraRotationSpeed*(i/1e3))}))},e.prototype.detach=function(){if(this._attachedCamera){var e=this._attachedCamera.getScene();this._onPrePointerObservableObserver&&e.onPrePointerObservable.remove(this._onPrePointerObservableObserver),this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver),this._attachedCamera=null}},e.prototype._userIsZooming=function(){return!!this._attachedCamera&&0!==this._attachedCamera.inertialRadiusOffset},e.prototype._shouldAnimationStopForInteraction=function(){if(!this._attachedCamera)return!1;var e=!1;return this._lastFrameRadius===this._attachedCamera.radius&&0!==this._attachedCamera.inertialRadiusOffset&&(e=!0),this._lastFrameRadius=this._attachedCamera.radius,this._zoomStopsAnimation?e:this._userIsZooming()},e.prototype._applyUserInteraction=function(){this._userIsMoving()&&!this._shouldAnimationStopForInteraction()&&(this._lastInteractionTime=u.a.Now)},e.prototype._userIsMoving=function(){return!!this._attachedCamera&&(0!==this._attachedCamera.inertialAlphaOffset||0!==this._attachedCamera.inertialBetaOffset||0!==this._attachedCamera.inertialRadiusOffset||0!==this._attachedCamera.inertialPanningX||0!==this._attachedCamera.inertialPanningY||this._isPointerDown)},e}(),d=i(69),p=function(){function e(){this._easingMode=e.EASINGMODE_EASEIN}return e.prototype.setEasingMode=function(e){var t=Math.min(Math.max(e,0),2);this._easingMode=t},e.prototype.getEasingMode=function(){return this._easingMode},e.prototype.easeInCore=function(e){throw new Error("You must implement this method")},e.prototype.ease=function(t){switch(this._easingMode){case e.EASINGMODE_EASEIN:return this.easeInCore(t);case e.EASINGMODE_EASEOUT:return 1-this.easeInCore(1-t)}return t>=.5?.5*(1-this.easeInCore(2*(1-t)))+.5:.5*this.easeInCore(2*t)},e.EASINGMODE_EASEIN=0,e.EASINGMODE_EASEOUT=1,e.EASINGMODE_EASEINOUT=2,e}(),_=(function(e){function t(){return null!==e&&e.apply(this,arguments)||this}Object(n.c)(t,e),t.prototype.easeInCore=function(e){return e=Math.max(0,Math.min(1,e)),1-Math.sqrt(1-e*e)}}(p),function(e){function t(t){void 0===t&&(t=1);var i=e.call(this)||this;return i.amplitude=t,i}return Object(n.c)(t,e),t.prototype.easeInCore=function(e){var t=Math.max(0,this.amplitude);return Math.pow(e,3)-e*t*Math.sin(3.141592653589793*e)},t}(p)),g=(function(e){function t(t,i){void 0===t&&(t=3),void 0===i&&(i=2);var r=e.call(this)||this;return r.bounces=t,r.bounciness=i,r}Object(n.c)(t,e),t.prototype.easeInCore=function(e){var t=Math.max(0,this.bounces),i=this.bounciness;i<=1&&(i=1.001);var r=Math.pow(i,t),n=1-i,o=(1-r)/n+.5*r,s=e*o,a=Math.log(-s*(1-i)+1)/Math.log(i),h=Math.floor(a),l=h+1,c=(1-Math.pow(i,h))/(n*o),u=.5*(c+(1-Math.pow(i,l))/(n*o)),f=e-u,d=u-c;return-Math.pow(1/i,t-h)/(d*d)*(f-d)*(f+d)}}(p),function(e){function t(){return null!==e&&e.apply(this,arguments)||this}Object(n.c)(t,e),t.prototype.easeInCore=function(e){return e*e*e}}(p),function(e){function t(t,i){void 0===t&&(t=3),void 0===i&&(i=3);var r=e.call(this)||this;return r.oscillations=t,r.springiness=i,r}Object(n.c)(t,e),t.prototype.easeInCore=function(e){var t=Math.max(0,this.oscillations),i=Math.max(0,this.springiness);return(0==i?e:(Math.exp(i*e)-1)/(Math.exp(i)-1))*Math.sin((6.283185307179586*t+1.5707963267948966)*e)}}(p),function(e){function t(t){void 0===t&&(t=2);var i=e.call(this)||this;return i.exponent=t,i}return Object(n.c)(t,e),t.prototype.easeInCore=function(e){return this.exponent<=0?e:(Math.exp(this.exponent*e)-1)/(Math.exp(this.exponent)-1)},t}(p)),m=(function(e){function t(t){void 0===t&&(t=2);var i=e.call(this)||this;return i.power=t,i}Object(n.c)(t,e),t.prototype.easeInCore=function(e){var t=Math.max(0,this.power);return Math.pow(e,t)}}(p),function(e){function t(){return null!==e&&e.apply(this,arguments)||this}Object(n.c)(t,e),t.prototype.easeInCore=function(e){return e*e}}(p),function(e){function t(){return null!==e&&e.apply(this,arguments)||this}Object(n.c)(t,e),t.prototype.easeInCore=function(e){return e*e*e*e}}(p),function(e){function t(){return null!==e&&e.apply(this,arguments)||this}Object(n.c)(t,e),t.prototype.easeInCore=function(e){return e*e*e*e*e}}(p),function(e){function t(){return null!==e&&e.apply(this,arguments)||this}Object(n.c)(t,e),t.prototype.easeInCore=function(e){return 1-Math.sin(1.5707963267948966*(1-e))}}(p),function(e){function t(t,i,r,n){void 0===t&&(t=0),void 0===i&&(i=0),void 0===r&&(r=1),void 0===n&&(n=1);var o=e.call(this)||this;return o.x1=t,o.y1=i,o.x2=r,o.y2=n,o}Object(n.c)(t,e),t.prototype.easeInCore=function(e){return d.c.Interpolate(e,this.x1,this.y1,this.x2,this.y2)}}(p),i(7)),b=i(16),v=i(10);!function(e){e[e.STEP=1]="STEP"}(r||(r={}));var y=function(){function e(e,t,i){this.name=e,this.from=t,this.to=i}return e.prototype.clone=function(){return new e(this.name,this.from,this.to)},e}(),x=i(46),T=function(){function e(t,i,r,n,o,s){this.name=t,this.targetProperty=i,this.framePerSecond=r,this.dataType=n,this.loopMode=o,this.enableBlending=s,this._runtimeAnimations=new Array,this._events=new Array,this.blendingSpeed=.01,this._ranges={},this.targetPropertyPath=i.split("."),this.dataType=n,this.loopMode=void 0===o?e.ANIMATIONLOOPMODE_CYCLE:o}return e._PrepareAnimation=function(t,i,r,n,o,s,h,l){var c=void 0;if(!isNaN(parseFloat(o))&&isFinite(o)?c=e.ANIMATIONTYPE_FLOAT:o instanceof a.b?c=e.ANIMATIONTYPE_QUATERNION:o instanceof a.e?c=e.ANIMATIONTYPE_VECTOR3:o instanceof a.d?c=e.ANIMATIONTYPE_VECTOR2:o instanceof m.a?c=e.ANIMATIONTYPE_COLOR3:o instanceof m.b?c=e.ANIMATIONTYPE_COLOR4:o instanceof x.a&&(c=e.ANIMATIONTYPE_SIZE),null==c)return null;var u=new e(t,i,r,c,h),f=[{frame:0,value:o},{frame:n,value:s}];return u.setKeys(f),void 0!==l&&u.setEasingFunction(l),u},e.CreateAnimation=function(t,i,r,n){var o=new e(t+"Animation",t,r,i,e.ANIMATIONLOOPMODE_CONSTANT);return o.setEasingFunction(n),o},e.CreateAndStartAnimation=function(t,i,r,n,o,s,a,h,l,c){var u=e._PrepareAnimation(t,r,n,o,s,a,h,l);return u?i.getScene().beginDirectAnimation(i,[u],0,o,1===u.loopMode,1,c):null},e.CreateAndStartHierarchyAnimation=function(t,i,r,n,o,s,a,h,l,c,u){var f=e._PrepareAnimation(t,n,o,s,a,h,l,c);return f?i.getScene().beginDirectHierarchyAnimation(i,r,[f],0,s,1===f.loopMode,1,u):null},e.CreateMergeAndStartAnimation=function(t,i,r,n,o,s,a,h,l,c){var u=e._PrepareAnimation(t,r,n,o,s,a,h,l);return u?(i.animations.push(u),i.getScene().beginAnimation(i,0,o,1===u.loopMode,1,c)):null},e.TransitionTo=function(e,t,i,r,n,o,s,a){if(void 0===a&&(a=null),s<=0)return i[e]=t,a&&a(),null;var h=n*(s/1e3);o.setKeys([{frame:0,value:i[e].clone?i[e].clone():i[e]},{frame:h,value:t}]),i.animations||(i.animations=[]),i.animations.push(o);var l=r.beginAnimation(i,0,h,!1);return l.onAnimationEnd=a,l},Object.defineProperty(e.prototype,"runtimeAnimations",{get:function(){return this._runtimeAnimations},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"hasRunningRuntimeAnimations",{get:function(){for(var e=0,t=this._runtimeAnimations;e=0;o--)this._keys[o].frame>=r&&this._keys[o].frame<=n&&this._keys.splice(o,1);this._ranges[e]=null}},e.prototype.getRange=function(e){return this._ranges[e]},e.prototype.getKeys=function(){return this._keys},e.prototype.getHighestFrame=function(){for(var e=0,t=0,i=this._keys.length;t0)return i.highLimitValue.clone?i.highLimitValue.clone():i.highLimitValue;var n=this._keys;if(1===n.length)return this._getKeyValue(n[0].value);var o=i.key;if(n[o].frame>=t)for(;o-1>=0&&n[o].frame>=t;)o--;for(var s=o;s=t){i.key=s;var h=n[s],l=this._getKeyValue(h.value);if(h.interpolation===r.STEP)return l;var c=this._getKeyValue(a.value),u=void 0!==h.outTangent&&void 0!==a.inTangent,f=a.frame-h.frame,d=(t-h.frame)/f,p=this.getEasingFunction();switch(null!=p&&(d=p.ease(d)),this.dataType){case e.ANIMATIONTYPE_FLOAT:var _=u?this.floatInterpolateFunctionWithTangents(l,h.outTangent*f,c,a.inTangent*f,d):this.floatInterpolateFunction(l,c,d);switch(i.loopMode){case e.ANIMATIONLOOPMODE_CYCLE:case e.ANIMATIONLOOPMODE_CONSTANT:return _;case e.ANIMATIONLOOPMODE_RELATIVE:return i.offsetValue*i.repeatCount+_}break;case e.ANIMATIONTYPE_QUATERNION:var g=u?this.quaternionInterpolateFunctionWithTangents(l,h.outTangent.scale(f),c,a.inTangent.scale(f),d):this.quaternionInterpolateFunction(l,c,d);switch(i.loopMode){case e.ANIMATIONLOOPMODE_CYCLE:case e.ANIMATIONLOOPMODE_CONSTANT:return g;case e.ANIMATIONLOOPMODE_RELATIVE:return g.addInPlace(i.offsetValue.scale(i.repeatCount))}return g;case e.ANIMATIONTYPE_VECTOR3:var m=u?this.vector3InterpolateFunctionWithTangents(l,h.outTangent.scale(f),c,a.inTangent.scale(f),d):this.vector3InterpolateFunction(l,c,d);switch(i.loopMode){case e.ANIMATIONLOOPMODE_CYCLE:case e.ANIMATIONLOOPMODE_CONSTANT:return m;case e.ANIMATIONLOOPMODE_RELATIVE:return m.add(i.offsetValue.scale(i.repeatCount))}case e.ANIMATIONTYPE_VECTOR2:var b=u?this.vector2InterpolateFunctionWithTangents(l,h.outTangent.scale(f),c,a.inTangent.scale(f),d):this.vector2InterpolateFunction(l,c,d);switch(i.loopMode){case e.ANIMATIONLOOPMODE_CYCLE:case e.ANIMATIONLOOPMODE_CONSTANT:return b;case e.ANIMATIONLOOPMODE_RELATIVE:return b.add(i.offsetValue.scale(i.repeatCount))}case e.ANIMATIONTYPE_SIZE:switch(i.loopMode){case e.ANIMATIONLOOPMODE_CYCLE:case e.ANIMATIONLOOPMODE_CONSTANT:return this.sizeInterpolateFunction(l,c,d);case e.ANIMATIONLOOPMODE_RELATIVE:return this.sizeInterpolateFunction(l,c,d).add(i.offsetValue.scale(i.repeatCount))}case e.ANIMATIONTYPE_COLOR3:switch(i.loopMode){case e.ANIMATIONLOOPMODE_CYCLE:case e.ANIMATIONLOOPMODE_CONSTANT:return this.color3InterpolateFunction(l,c,d);case e.ANIMATIONLOOPMODE_RELATIVE:return this.color3InterpolateFunction(l,c,d).add(i.offsetValue.scale(i.repeatCount))}case e.ANIMATIONTYPE_COLOR4:switch(i.loopMode){case e.ANIMATIONLOOPMODE_CYCLE:case e.ANIMATIONLOOPMODE_CONSTANT:return this.color4InterpolateFunction(l,c,d);case e.ANIMATIONLOOPMODE_RELATIVE:return this.color4InterpolateFunction(l,c,d).add(i.offsetValue.scale(i.repeatCount))}case e.ANIMATIONTYPE_MATRIX:switch(i.loopMode){case e.ANIMATIONLOOPMODE_CYCLE:case e.ANIMATIONLOOPMODE_CONSTANT:if(e.AllowMatricesInterpolation)return this.matrixInterpolateFunction(l,c,d,i.workValue);case e.ANIMATIONLOOPMODE_RELATIVE:return l}}break}}return this._getKeyValue(n[n.length-1].value)},e.prototype.matrixInterpolateFunction=function(t,i,r,n){return e.AllowMatrixDecomposeForInterpolation?n?(a.a.DecomposeLerpToRef(t,i,r,n),n):a.a.DecomposeLerp(t,i,r):n?(a.a.LerpToRef(t,i,r,n),n):a.a.Lerp(t,i,r)},e.prototype.clone=function(){var t=new e(this.name,this.targetPropertyPath.join("."),this.framePerSecond,this.dataType,this.loopMode);if(t.enableBlending=this.enableBlending,t.blendingSpeed=this.blendingSpeed,this._keys&&t.setKeys(this._keys),this._ranges)for(var i in t._ranges={},this._ranges){var r=this._ranges[i];r&&(t._ranges[i]=r.clone())}return t},e.prototype.setKeys=function(e){this._keys=e.slice(0)},e.prototype.serialize=function(){var t={};t.name=this.name,t.property=this.targetProperty,t.framePerSecond=this.framePerSecond,t.dataType=this.dataType,t.loopBehavior=this.loopMode,t.enableBlending=this.enableBlending,t.blendingSpeed=this.blendingSpeed;var i=this.dataType;t.keys=[];for(var r=this.getKeys(),n=0;n=1&&(h=c.values[1]),c.values.length>=2&&(l=c.values[2]);break;case e.ANIMATIONTYPE_QUATERNION:if(i=a.b.FromArray(c.values),c.values.length>=8){var u=a.b.FromArray(c.values.slice(4,8));u.equals(a.b.Zero())||(h=u)}if(c.values.length>=12){var f=a.b.FromArray(c.values.slice(8,12));f.equals(a.b.Zero())||(l=f)}break;case e.ANIMATIONTYPE_MATRIX:i=a.a.FromArray(c.values);break;case e.ANIMATIONTYPE_COLOR3:i=m.a.FromArray(c.values);break;case e.ANIMATIONTYPE_COLOR4:i=m.b.FromArray(c.values);break;case e.ANIMATIONTYPE_VECTOR3:default:i=a.e.FromArray(c.values)}var d={};d.frame=c.frame,d.value=i,null!=h&&(d.inTangent=h),null!=l&&(d.outTangent=l),s.push(d)}if(n.setKeys(s),t.ranges)for(r=0;rl.upperRadiusLimit?l.upperRadiusLimit:h),h):0},e.prototype._maintainCameraAboveGround=function(){var t=this;if(!(this._elevationReturnTime<0)){var i=u.a.Now-this._lastInteractionTime,r=.5*Math.PI-this._defaultElevation,n=.5*Math.PI;if(this._attachedCamera&&!this._betaIsAnimating&&this._attachedCamera.beta>n&&i>=this._elevationReturnWaitTime){this._betaIsAnimating=!0,this.stopAllAnimations(),this._betaTransition||(this._betaTransition=T.CreateAnimation("beta",T.ANIMATIONTYPE_FLOAT,60,e.EasingFunction));var o=T.TransitionTo("beta",r,this._attachedCamera,this._attachedCamera.getScene(),60,this._betaTransition,this._elevationReturnTime,(function(){t._clearAnimationLocks(),t.stopAllAnimations()}));o&&this._animatables.push(o)}}},e.prototype._getFrustumSlope=function(){var e=this._attachedCamera;if(!e)return a.d.Zero();var t=e.getScene().getEngine().getAspectRatio(e),i=Math.tan(e.fov/2),r=i*t;return new a.d(r,i)},e.prototype._clearAnimationLocks=function(){this._betaIsAnimating=!1},e.prototype._applyUserInteraction=function(){this.isUserIsMoving&&(this._lastInteractionTime=u.a.Now,this.stopAllAnimations(),this._clearAnimationLocks())},e.prototype.stopAllAnimations=function(){for(this._attachedCamera&&(this._attachedCamera.animations=[]);this._animatables.length;)this._animatables[0]&&(this._animatables[0].onAnimationEnd=null,this._animatables[0].stop()),this._animatables.shift()},Object.defineProperty(e.prototype,"isUserIsMoving",{get:function(){return!!this._attachedCamera&&(0!==this._attachedCamera.inertialAlphaOffset||0!==this._attachedCamera.inertialBetaOffset||0!==this._attachedCamera.inertialRadiusOffset||0!==this._attachedCamera.inertialPanningX||0!==this._attachedCamera.inertialPanningY||this._isPointerDown)},enumerable:!0,configurable:!0}),e.EasingFunction=new g,e.EasingMode=p.EASINGMODE_EASEINOUT,e.IgnoreBoundsSizeMode=0,e.FitFrustumSidesMode=1,e}(),A=i(20),O=i(15),P=i(35),C=function(e){function t(t,i,r,n){void 0===n&&(n=!0);var o=e.call(this,t,i,r,n)||this;return o.cameraDirection=new a.e(0,0,0),o.cameraRotation=new a.d(0,0),o.updateUpVectorFromRotation=!1,o._tmpQuaternion=new a.b,o.rotation=new a.e(0,0,0),o.speed=2,o.noRotationConstraint=!1,o.lockedTarget=null,o._currentTarget=a.e.Zero(),o._initialFocalDistance=1,o._viewMatrix=a.a.Zero(),o._camMatrix=a.a.Zero(),o._cameraTransformMatrix=a.a.Zero(),o._cameraRotationMatrix=a.a.Zero(),o._referencePoint=new a.e(0,0,1),o._transformedReferencePoint=a.e.Zero(),o._globalCurrentTarget=a.e.Zero(),o._globalCurrentUpVector=a.e.Zero(),o._defaultUp=a.e.Up(),o._cachedRotationZ=0,o._cachedQuaternionRotationZ=0,o}return Object(n.c)(t,e),t.prototype.getFrontPosition=function(e){this.getWorldMatrix();var t=this.getTarget().subtract(this.position);return t.normalize(),t.scaleInPlace(e),this.globalPosition.add(t)},t.prototype._getLockedTargetPosition=function(){return this.lockedTarget?(this.lockedTarget.absolutePosition&&this.lockedTarget.computeWorldMatrix(),this.lockedTarget.absolutePosition||this.lockedTarget):null},t.prototype.storeState=function(){return this._storedPosition=this.position.clone(),this._storedRotation=this.rotation.clone(),this.rotationQuaternion&&(this._storedRotationQuaternion=this.rotationQuaternion.clone()),e.prototype.storeState.call(this)},t.prototype._restoreStateValues=function(){return!!e.prototype._restoreStateValues.call(this)&&(this.position=this._storedPosition.clone(),this.rotation=this._storedRotation.clone(),this.rotationQuaternion&&(this.rotationQuaternion=this._storedRotationQuaternion.clone()),this.cameraDirection.copyFromFloats(0,0,0),this.cameraRotation.copyFromFloats(0,0),!0)},t.prototype._initCache=function(){e.prototype._initCache.call(this),this._cache.lockedTarget=new a.e(Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE),this._cache.rotation=new a.e(Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE),this._cache.rotationQuaternion=new a.b(Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE)},t.prototype._updateCache=function(t){t||e.prototype._updateCache.call(this);var i=this._getLockedTargetPosition();i?this._cache.lockedTarget?this._cache.lockedTarget.copyFrom(i):this._cache.lockedTarget=i.clone():this._cache.lockedTarget=null,this._cache.rotation.copyFrom(this.rotation),this.rotationQuaternion&&this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion)},t.prototype._isSynchronizedViewMatrix=function(){if(!e.prototype._isSynchronizedViewMatrix.call(this))return!1;var t=this._getLockedTargetPosition();return(this._cache.lockedTarget?this._cache.lockedTarget.equals(t):!t)&&(this.rotationQuaternion?this.rotationQuaternion.equals(this._cache.rotationQuaternion):this._cache.rotation.equals(this.rotation))},t.prototype._computeLocalCameraSpeed=function(){var e=this.getEngine();return this.speed*Math.sqrt(e.getDeltaTime()/(100*e.getFps()))},t.prototype.setTarget=function(e){this.upVector.normalize(),this._initialFocalDistance=e.subtract(this.position).length(),this.position.z===e.z&&(this.position.z+=O.a),a.a.LookAtLHToRef(this.position,e,this._defaultUp,this._camMatrix),this._camMatrix.invert(),this.rotation.x=Math.atan(this._camMatrix.m[6]/this._camMatrix.m[10]);var t=e.subtract(this.position);t.x>=0?this.rotation.y=-Math.atan(t.z/t.x)+Math.PI/2:this.rotation.y=-Math.atan(t.z/t.x)-Math.PI/2,this.rotation.z=0,isNaN(this.rotation.x)&&(this.rotation.x=0),isNaN(this.rotation.y)&&(this.rotation.y=0),isNaN(this.rotation.z)&&(this.rotation.z=0),this.rotationQuaternion&&a.b.RotationYawPitchRollToRef(this.rotation.y,this.rotation.x,this.rotation.z,this.rotationQuaternion)},t.prototype.getTarget=function(){return this._currentTarget},t.prototype._decideIfNeedsToMove=function(){return Math.abs(this.cameraDirection.x)>0||Math.abs(this.cameraDirection.y)>0||Math.abs(this.cameraDirection.z)>0},t.prototype._updatePosition=function(){if(this.parent)return this.parent.getWorldMatrix().invertToRef(a.c.Matrix[0]),a.e.TransformNormalToRef(this.cameraDirection,a.c.Matrix[0],a.c.Vector3[0]),void this.position.addInPlace(a.c.Vector3[0]);this.position.addInPlace(this.cameraDirection)},t.prototype._checkInputs=function(){var t=this._decideIfNeedsToMove(),i=Math.abs(this.cameraRotation.x)>0||Math.abs(this.cameraRotation.y)>0;if(t&&this._updatePosition(),i){if(this.rotation.x+=this.cameraRotation.x,this.rotation.y+=this.cameraRotation.y,this.rotationQuaternion)this.rotation.lengthSquared()&&a.b.RotationYawPitchRollToRef(this.rotation.y,this.rotation.x,this.rotation.z,this.rotationQuaternion);if(!this.noRotationConstraint){var r=1.570796;this.rotation.x>r&&(this.rotation.x=r),this.rotation.x<-r&&(this.rotation.x=-r)}}t&&(Math.abs(this.cameraDirection.x)this.camera.pinchToPanMaxDistance)this.pinchDeltaPercentage?this.camera.inertialRadiusOffset+=.001*(r-i)*this.camera.radius*this.pinchDeltaPercentage:this.camera.inertialRadiusOffset+=(r-i)/(this.pinchPrecision*s*(this.angularSensibilityX+this.angularSensibilityY)/2),this._isPinching=!0;else if(0!==this.panningSensibility&&this.multiTouchPanning&&o&&n){a=o.x-n.x,h=o.y-n.y;this.camera.inertialPanningX+=-a/this.panningSensibility,this.camera.inertialPanningY+=h/this.panningSensibility}}}},t.prototype.onButtonDown=function(e){this._isPanClick=e.button===this.camera._panningMouseButton},t.prototype.onButtonUp=function(e){this._twoFingerActivityCount=0,this._isPinching=!1},t.prototype.onLostFocus=function(){this._isPanClick=!1,this._twoFingerActivityCount=0,this._isPinching=!1},Object(n.b)([Object(o.c)()],t.prototype,"buttons",void 0),Object(n.b)([Object(o.c)()],t.prototype,"angularSensibilityX",void 0),Object(n.b)([Object(o.c)()],t.prototype,"angularSensibilityY",void 0),Object(n.b)([Object(o.c)()],t.prototype,"pinchPrecision",void 0),Object(n.b)([Object(o.c)()],t.prototype,"pinchDeltaPercentage",void 0),Object(n.b)([Object(o.c)()],t.prototype,"useNaturalPinchZoom",void 0),Object(n.b)([Object(o.c)()],t.prototype,"panningSensibility",void 0),Object(n.b)([Object(o.c)()],t.prototype,"multiTouchPanning",void 0),Object(n.b)([Object(o.c)()],t.prototype,"multiTouchPanAndZoom",void 0),t}(function(){function e(){this.buttons=[0,1,2]}return e.prototype.attachControl=function(e,t){var i=this,r=this.camera.getEngine(),n=0,o=null;this.pointA=null,this.pointB=null,this._altKey=!1,this._ctrlKey=!1,this._metaKey=!1,this._shiftKey=!1,this._buttonsPressed=0,this._pointerInput=function(s,a){var h=s.event,l="touch"===h.pointerType;if(!r.isInVRExclusivePointerMode&&(s.type===c.a.POINTERMOVE||-1!==i.buttons.indexOf(h.button))){var u=h.srcElement||h.target;if(i._altKey=h.altKey,i._ctrlKey=h.ctrlKey,i._metaKey=h.metaKey,i._shiftKey=h.shiftKey,i._buttonsPressed=h.buttons,r.isPointerLock){var f=h.movementX||h.mozMovementX||h.webkitMovementX||h.msMovementX||0,d=h.movementY||h.mozMovementY||h.webkitMovementY||h.msMovementY||0;i.onTouch(null,f,d),i.pointA=null,i.pointB=null}else if(s.type===c.a.POINTERDOWN&&u){try{u.setPointerCapture(h.pointerId)}catch(e){}null===i.pointA?i.pointA={x:h.clientX,y:h.clientY,pointerId:h.pointerId,type:h.pointerType}:null===i.pointB&&(i.pointB={x:h.clientX,y:h.clientY,pointerId:h.pointerId,type:h.pointerType}),i.onButtonDown(h),t||(h.preventDefault(),e.focus())}else if(s.type===c.a.POINTERDOUBLETAP)i.onDoubleTap(h.pointerType);else if(s.type===c.a.POINTERUP&&u){try{u.releasePointerCapture(h.pointerId)}catch(e){}l||(i.pointB=null),r._badOS?i.pointA=i.pointB=null:i.pointB&&i.pointA&&i.pointA.pointerId==h.pointerId?(i.pointA=i.pointB,i.pointB=null):i.pointA&&i.pointB&&i.pointB.pointerId==h.pointerId?i.pointB=null:i.pointA=i.pointB=null,(0!==n||o)&&(i.onMultiTouch(i.pointA,i.pointB,n,0,o,null),n=0,o=null),i.onButtonUp(h),t||h.preventDefault()}else if(s.type===c.a.POINTERMOVE)if(t||h.preventDefault(),i.pointA&&null===i.pointB){f=h.clientX-i.pointA.x,d=h.clientY-i.pointA.y;i.onTouch(i.pointA,f,d),i.pointA.x=h.clientX,i.pointA.y=h.clientY}else if(i.pointA&&i.pointB){var p=i.pointA.pointerId===h.pointerId?i.pointA:i.pointB;p.x=h.clientX,p.y=h.clientY;var _=i.pointA.x-i.pointB.x,g=i.pointA.y-i.pointB.y,m=_*_+g*g,b={x:(i.pointA.x+i.pointB.x)/2,y:(i.pointA.y+i.pointB.y)/2,pointerId:h.pointerId,type:s.type};i.onMultiTouch(i.pointA,i.pointB,n,m,o,b),o=b,n=m}}},this._observer=this.camera.getScene().onPointerObservable.add(this._pointerInput,c.a.POINTERDOWN|c.a.POINTERUP|c.a.POINTERMOVE),this._onLostFocus=function(){i.pointA=i.pointB=null,n=0,o=null,i.onLostFocus()},e.addEventListener("contextmenu",this.onContextMenu.bind(this),!1);var s=this.camera.getScene().getEngine().getHostWindow();s&&D.b.RegisterTopRootEvents(s,[{name:"blur",handler:this._onLostFocus}])},e.prototype.detachControl=function(e){if(this._onLostFocus){var t=this.camera.getScene().getEngine().getHostWindow();t&&D.b.UnregisterTopRootEvents(t,[{name:"blur",handler:this._onLostFocus}])}e&&this._observer&&(this.camera.getScene().onPointerObservable.remove(this._observer),this._observer=null,this.onContextMenu&&e.removeEventListener("contextmenu",this.onContextMenu),this._onLostFocus=null),this._altKey=!1,this._ctrlKey=!1,this._metaKey=!1,this._shiftKey=!1,this._buttonsPressed=0},e.prototype.getClassName=function(){return"BaseCameraPointersInput"},e.prototype.getSimpleName=function(){return"pointers"},e.prototype.onDoubleTap=function(e){},e.prototype.onTouch=function(e,t,i){},e.prototype.onMultiTouch=function(e,t,i,r,n,o){},e.prototype.onContextMenu=function(e){e.preventDefault()},e.prototype.onButtonDown=function(e){},e.prototype.onButtonUp=function(e){},e.prototype.onLostFocus=function(){},Object(n.b)([Object(o.c)()],e.prototype,"buttons",void 0),e}());R.ArcRotateCameraPointersInput=w;var L=i(44),F=function(){function e(){this.keysUp=[38],this.keysDown=[40],this.keysLeft=[37],this.keysRight=[39],this.keysReset=[220],this.panningSensibility=50,this.zoomingSensibility=25,this.useAltToZoom=!0,this.angularSpeed=.01,this._keys=new Array}return e.prototype.attachControl=function(e,t){var i=this;this._onCanvasBlurObserver||(this._scene=this.camera.getScene(),this._engine=this._scene.getEngine(),this._onCanvasBlurObserver=this._engine.onCanvasBlurObservable.add((function(){i._keys=[]})),this._onKeyboardObserver=this._scene.onKeyboardObservable.add((function(e){var r,n=e.event;n.metaKey||(e.type===L.a.KEYDOWN?(i._ctrlPressed=n.ctrlKey,i._altPressed=n.altKey,(-1!==i.keysUp.indexOf(n.keyCode)||-1!==i.keysDown.indexOf(n.keyCode)||-1!==i.keysLeft.indexOf(n.keyCode)||-1!==i.keysRight.indexOf(n.keyCode)||-1!==i.keysReset.indexOf(n.keyCode))&&(-1===(r=i._keys.indexOf(n.keyCode))&&i._keys.push(n.keyCode),n.preventDefault&&(t||n.preventDefault()))):-1===i.keysUp.indexOf(n.keyCode)&&-1===i.keysDown.indexOf(n.keyCode)&&-1===i.keysLeft.indexOf(n.keyCode)&&-1===i.keysRight.indexOf(n.keyCode)&&-1===i.keysReset.indexOf(n.keyCode)||((r=i._keys.indexOf(n.keyCode))>=0&&i._keys.splice(r,1),n.preventDefault&&(t||n.preventDefault())))})))},e.prototype.detachControl=function(e){this._scene&&(this._onKeyboardObserver&&this._scene.onKeyboardObservable.remove(this._onKeyboardObserver),this._onCanvasBlurObserver&&this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver),this._onKeyboardObserver=null,this._onCanvasBlurObserver=null),this._keys=[]},e.prototype.checkInputs=function(){if(this._onKeyboardObserver)for(var e=this.camera,t=0;t0?i/(1+this.wheelDeltaPercentage):i*(1+this.wheelDeltaPercentage)},e.prototype.attachControl=function(e,t){var i=this;this._wheel=function(e,r){if(e.type===c.a.POINTERWHEEL){var n=e.event,o=0,s=n,a=0;if(a=s.wheelDelta?s.wheelDelta:60*-(n.deltaY||n.detail),i.wheelDeltaPercentage){if((o=i.computeDeltaFromMouseWheelLegacyEvent(a,i.camera.radius))>0){for(var h=i.camera.radius,l=i.camera.inertialRadiusOffset+o,u=0;u<20&&Math.abs(l)>.001;u++)h-=l,l*=i.camera.inertia;h=b.a.Clamp(h,0,Number.MAX_VALUE),o=i.computeDeltaFromMouseWheelLegacyEvent(a,h)}}else o=a/(40*i.wheelPrecision);o&&(i.camera.inertialRadiusOffset+=o),n.preventDefault&&(t||n.preventDefault())}},this._observer=this.camera.getScene().onPointerObservable.add(this._wheel,c.a.POINTERWHEEL)},e.prototype.detachControl=function(e){this._observer&&e&&(this.camera.getScene().onPointerObservable.remove(this._observer),this._observer=null,this._wheel=null)},e.prototype.getClassName=function(){return"ArcRotateCameraMouseWheelInput"},e.prototype.getSimpleName=function(){return"mousewheel"},Object(n.b)([Object(o.c)()],e.prototype,"wheelPrecision",void 0),Object(n.b)([Object(o.c)()],e.prototype,"wheelDeltaPercentage",void 0),e}();R.ArcRotateCameraMouseWheelInput=N;var B=function(e){function t(t){return e.call(this,t)||this}return Object(n.c)(t,e),t.prototype.addMouseWheel=function(){return this.add(new N),this},t.prototype.addPointers=function(){return this.add(new w),this},t.prototype.addKeyboard=function(){return this.add(new F),this},t}(I);h.a.AddNodeConstructor("ArcRotateCamera",(function(e,t){return function(){return new k(e,0,0,1,a.e.Zero(),t)}}));var k=function(e){function t(t,i,r,n,o,h,l){void 0===l&&(l=!0);var c=e.call(this,t,a.e.Zero(),h,l)||this;return c._upVector=a.e.Up(),c.inertialAlphaOffset=0,c.inertialBetaOffset=0,c.inertialRadiusOffset=0,c.lowerAlphaLimit=null,c.upperAlphaLimit=null,c.lowerBetaLimit=.01,c.upperBetaLimit=Math.PI-.01,c.lowerRadiusLimit=null,c.upperRadiusLimit=null,c.inertialPanningX=0,c.inertialPanningY=0,c.pinchToPanMaxDistance=20,c.panningDistanceLimit=null,c.panningOriginTarget=a.e.Zero(),c.panningInertia=.9,c.zoomOnFactor=1,c.targetScreenOffset=a.d.Zero(),c.allowUpsideDown=!0,c.useInputToRestoreState=!0,c._viewMatrix=new a.a,c.panningAxis=new a.e(1,1,0),c.onMeshTargetChangedObservable=new s.a,c.checkCollisions=!1,c.collisionRadius=new a.e(.5,.5,.5),c._previousPosition=a.e.Zero(),c._collisionVelocity=a.e.Zero(),c._newPosition=a.e.Zero(),c._computationVector=a.e.Zero(),c._onCollisionPositionChange=function(e,t,i){void 0===i&&(i=null),i?(c.setPosition(t),c.onCollide&&c.onCollide(i)):c._previousPosition.copyFrom(c._position);var r=Math.cos(c.alpha),n=Math.sin(c.alpha),o=Math.cos(c.beta),s=Math.sin(c.beta);0===s&&(s=1e-4);var a=c._getTargetPosition();c._computationVector.copyFromFloats(c.radius*r*s,c.radius*o,c.radius*n*s),a.addToRef(c._computationVector,c._newPosition),c._position.copyFrom(c._newPosition);var h=c.upVector;c.allowUpsideDown&&c.beta<0&&(h=(h=h.clone()).negate()),c._computeViewMatrix(c._position,a,h),c._viewMatrix.addAtIndex(12,c.targetScreenOffset.x),c._viewMatrix.addAtIndex(13,c.targetScreenOffset.y),c._collisionTriggered=!1},c._target=a.e.Zero(),o&&c.setTarget(o),c.alpha=i,c.beta=r,c.radius=n,c.getViewMatrix(),c.inputs=new B(c),c.inputs.addKeyboard().addMouseWheel().addPointers(),c}return Object(n.c)(t,e),Object.defineProperty(t.prototype,"target",{get:function(){return this._target},set:function(e){this.setTarget(e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"position",{get:function(){return this._position},set:function(e){this.setPosition(e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"upVector",{get:function(){return this._upVector},set:function(e){this._upToYMatrix||(this._YToUpMatrix=new a.a,this._upToYMatrix=new a.a,this._upVector=a.e.Zero()),e.normalize(),this._upVector.copyFrom(e),this.setMatUp()},enumerable:!0,configurable:!0}),t.prototype.setMatUp=function(){a.a.RotationAlignToRef(a.e.UpReadOnly,this._upVector,this._YToUpMatrix),a.a.RotationAlignToRef(this._upVector,a.e.UpReadOnly,this._upToYMatrix)},Object.defineProperty(t.prototype,"angularSensibilityX",{get:function(){var e=this.inputs.attached.pointers;return e?e.angularSensibilityX:0},set:function(e){var t=this.inputs.attached.pointers;t&&(t.angularSensibilityX=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"angularSensibilityY",{get:function(){var e=this.inputs.attached.pointers;return e?e.angularSensibilityY:0},set:function(e){var t=this.inputs.attached.pointers;t&&(t.angularSensibilityY=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"pinchPrecision",{get:function(){var e=this.inputs.attached.pointers;return e?e.pinchPrecision:0},set:function(e){var t=this.inputs.attached.pointers;t&&(t.pinchPrecision=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"pinchDeltaPercentage",{get:function(){var e=this.inputs.attached.pointers;return e?e.pinchDeltaPercentage:0},set:function(e){var t=this.inputs.attached.pointers;t&&(t.pinchDeltaPercentage=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"useNaturalPinchZoom",{get:function(){var e=this.inputs.attached.pointers;return!!e&&e.useNaturalPinchZoom},set:function(e){var t=this.inputs.attached.pointers;t&&(t.useNaturalPinchZoom=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"panningSensibility",{get:function(){var e=this.inputs.attached.pointers;return e?e.panningSensibility:0},set:function(e){var t=this.inputs.attached.pointers;t&&(t.panningSensibility=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"keysUp",{get:function(){var e=this.inputs.attached.keyboard;return e?e.keysUp:[]},set:function(e){var t=this.inputs.attached.keyboard;t&&(t.keysUp=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"keysDown",{get:function(){var e=this.inputs.attached.keyboard;return e?e.keysDown:[]},set:function(e){var t=this.inputs.attached.keyboard;t&&(t.keysDown=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"keysLeft",{get:function(){var e=this.inputs.attached.keyboard;return e?e.keysLeft:[]},set:function(e){var t=this.inputs.attached.keyboard;t&&(t.keysLeft=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"keysRight",{get:function(){var e=this.inputs.attached.keyboard;return e?e.keysRight:[]},set:function(e){var t=this.inputs.attached.keyboard;t&&(t.keysRight=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"wheelPrecision",{get:function(){var e=this.inputs.attached.mousewheel;return e?e.wheelPrecision:0},set:function(e){var t=this.inputs.attached.mousewheel;t&&(t.wheelPrecision=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"wheelDeltaPercentage",{get:function(){var e=this.inputs.attached.mousewheel;return e?e.wheelDeltaPercentage:0},set:function(e){var t=this.inputs.attached.mousewheel;t&&(t.wheelDeltaPercentage=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"bouncingBehavior",{get:function(){return this._bouncingBehavior},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"useBouncingBehavior",{get:function(){return null!=this._bouncingBehavior},set:function(e){e!==this.useBouncingBehavior&&(e?(this._bouncingBehavior=new M,this.addBehavior(this._bouncingBehavior)):this._bouncingBehavior&&(this.removeBehavior(this._bouncingBehavior),this._bouncingBehavior=null))},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"framingBehavior",{get:function(){return this._framingBehavior},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"useFramingBehavior",{get:function(){return null!=this._framingBehavior},set:function(e){e!==this.useFramingBehavior&&(e?(this._framingBehavior=new E,this.addBehavior(this._framingBehavior)):this._framingBehavior&&(this.removeBehavior(this._framingBehavior),this._framingBehavior=null))},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"autoRotationBehavior",{get:function(){return this._autoRotationBehavior},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"useAutoRotationBehavior",{get:function(){return null!=this._autoRotationBehavior},set:function(e){e!==this.useAutoRotationBehavior&&(e?(this._autoRotationBehavior=new f,this.addBehavior(this._autoRotationBehavior)):this._autoRotationBehavior&&(this.removeBehavior(this._autoRotationBehavior),this._autoRotationBehavior=null))},enumerable:!0,configurable:!0}),t.prototype._initCache=function(){e.prototype._initCache.call(this),this._cache._target=new a.e(Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE),this._cache.alpha=void 0,this._cache.beta=void 0,this._cache.radius=void 0,this._cache.targetScreenOffset=a.d.Zero()},t.prototype._updateCache=function(t){t||e.prototype._updateCache.call(this),this._cache._target.copyFrom(this._getTargetPosition()),this._cache.alpha=this.alpha,this._cache.beta=this.beta,this._cache.radius=this.radius,this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset)},t.prototype._getTargetPosition=function(){if(this._targetHost&&this._targetHost.getAbsolutePosition){var e=this._targetHost.absolutePosition;this._targetBoundingCenter?e.addToRef(this._targetBoundingCenter,this._target):this._target.copyFrom(e)}var t=this._getLockedTargetPosition();return t||this._target},t.prototype.storeState=function(){return this._storedAlpha=this.alpha,this._storedBeta=this.beta,this._storedRadius=this.radius,this._storedTarget=this._getTargetPosition().clone(),this._storedTargetScreenOffset=this.targetScreenOffset.clone(),e.prototype.storeState.call(this)},t.prototype._restoreStateValues=function(){return!!e.prototype._restoreStateValues.call(this)&&(this.setTarget(this._storedTarget.clone()),this.alpha=this._storedAlpha,this.beta=this._storedBeta,this.radius=this._storedRadius,this.targetScreenOffset=this._storedTargetScreenOffset.clone(),this.inertialAlphaOffset=0,this.inertialBetaOffset=0,this.inertialRadiusOffset=0,this.inertialPanningX=0,this.inertialPanningY=0,!0)},t.prototype._isSynchronizedViewMatrix=function(){return!!e.prototype._isSynchronizedViewMatrix.call(this)&&(this._cache._target.equals(this._getTargetPosition())&&this._cache.alpha===this.alpha&&this._cache.beta===this.beta&&this._cache.radius===this.radius&&this._cache.targetScreenOffset.equals(this.targetScreenOffset))},t.prototype.attachControl=function(e,t,i,r){var n=this;void 0===i&&(i=!0),void 0===r&&(r=2),this._useCtrlForPanning=i,this._panningMouseButton=r,this.inputs.attachElement(e,t),this._reset=function(){n.inertialAlphaOffset=0,n.inertialBetaOffset=0,n.inertialRadiusOffset=0,n.inertialPanningX=0,n.inertialPanningY=0}},t.prototype.detachControl=function(e){this.inputs.detachElement(e),this._reset&&this._reset()},t.prototype._checkInputs=function(){if(!this._collisionTriggered){if(this.inputs.checkInputs(),0!==this.inertialAlphaOffset||0!==this.inertialBetaOffset||0!==this.inertialRadiusOffset){var t=this.inertialAlphaOffset;this.beta<=0&&(t*=-1),this.getScene().useRightHandedSystem&&(t*=-1),this.parent&&this.parent._getWorldMatrixDeterminant()<0&&(t*=-1),this.alpha+=t,this.beta+=this.inertialBetaOffset,this.radius-=this.inertialRadiusOffset,this.inertialAlphaOffset*=this.inertia,this.inertialBetaOffset*=this.inertia,this.inertialRadiusOffset*=this.inertia,Math.abs(this.inertialAlphaOffset)Math.PI&&(this.beta=this.beta-2*Math.PI):this.betathis.upperBetaLimit&&(this.beta=this.upperBetaLimit),null!==this.lowerAlphaLimit&&this.alphathis.upperAlphaLimit&&(this.alpha=this.upperAlphaLimit),null!==this.lowerRadiusLimit&&this.radiusthis.upperRadiusLimit&&(this.radius=this.upperRadiusLimit,this.inertialRadiusOffset=0)},t.prototype.rebuildAnglesAndRadius=function(){this._position.subtractToRef(this._getTargetPosition(),this._computationVector),0===this._upVector.x&&1===this._upVector.y&&0===this._upVector.z||a.e.TransformCoordinatesToRef(this._computationVector,this._upToYMatrix,this._computationVector),this.radius=this._computationVector.length(),0===this.radius&&(this.radius=1e-4),0===this._computationVector.x&&0===this._computationVector.z?this.alpha=Math.PI/2:this.alpha=Math.acos(this._computationVector.x/Math.sqrt(Math.pow(this._computationVector.x,2)+Math.pow(this._computationVector.z,2))),this._computationVector.z<0&&(this.alpha=2*Math.PI-this.alpha),this.beta=Math.acos(this._computationVector.y/this.radius),this._checkLimits()},t.prototype.setPosition=function(e){this._position.equals(e)||(this._position.copyFrom(e),this.rebuildAnglesAndRadius())},t.prototype.setTarget=function(e,t,i){if(void 0===t&&(t=!1),void 0===i&&(i=!1),e.getBoundingInfo)this._targetBoundingCenter=t?e.getBoundingInfo().boundingBox.centerWorld.clone():null,e.computeWorldMatrix(),this._targetHost=e,this._target=this._getTargetPosition(),this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);else{var r=e,n=this._getTargetPosition();if(n&&!i&&n.equals(r))return;this._targetHost=null,this._target=r,this._targetBoundingCenter=null,this.onMeshTargetChangedObservable.notifyObservers(null)}this.rebuildAnglesAndRadius()},t.prototype._getViewMatrix=function(){var e=Math.cos(this.alpha),t=Math.sin(this.alpha),i=Math.cos(this.beta),r=Math.sin(this.beta);0===r&&(r=1e-4);var n=this._getTargetPosition();if(this._computationVector.copyFromFloats(this.radius*e*r,this.radius*i,this.radius*t*r),0===this._upVector.x&&1===this._upVector.y&&0===this._upVector.z||a.e.TransformCoordinatesToRef(this._computationVector,this._YToUpMatrix,this._computationVector),n.addToRef(this._computationVector,this._newPosition),this.getScene().collisionsEnabled&&this.checkCollisions){var o=this.getScene().collisionCoordinator;this._collider||(this._collider=o.createCollider()),this._collider._radius=this.collisionRadius,this._newPosition.subtractToRef(this._position,this._collisionVelocity),this._collisionTriggered=!0,o.getNewPosition(this._position,this._collisionVelocity,this._collider,3,null,this._onCollisionPositionChange,this.uniqueId)}else{this._position.copyFrom(this._newPosition);var s=this.upVector;this.allowUpsideDown&&r<0&&(s=s.negate()),this._computeViewMatrix(this._position,n,s),this._viewMatrix.addAtIndex(12,this.targetScreenOffset.x),this._viewMatrix.addAtIndex(13,this.targetScreenOffset.y)}return this._currentTarget=n,this._viewMatrix},t.prototype.zoomOn=function(e,t){void 0===t&&(t=!1),e=e||this.getScene().meshes;var i=l.Mesh.MinMax(e),r=a.e.Distance(i.min,i.max);this.radius=r*this.zoomOnFactor,this.focusOn({min:i.min,max:i.max,distance:r},t)},t.prototype.focusOn=function(e,t){var i,r;if(void 0===t&&(t=!1),void 0===e.min){var n=e||this.getScene().meshes;i=l.Mesh.MinMax(n),r=a.e.Distance(i.min,i.max)}else{i=e,r=e.distance}this._target=l.Mesh.Center(i),t||(this.maxZ=2*r)},t.prototype.createRigCamera=function(e,i){var r=0;switch(this.cameraRigMode){case A.a.RIG_MODE_STEREOSCOPIC_ANAGLYPH:case A.a.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:case A.a.RIG_MODE_STEREOSCOPIC_OVERUNDER:case A.a.RIG_MODE_STEREOSCOPIC_INTERLACED:case A.a.RIG_MODE_VR:r=this._cameraRigParams.stereoHalfAngle*(0===i?1:-1);break;case A.a.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:r=this._cameraRigParams.stereoHalfAngle*(0===i?-1:1)}var n=new t(e,this.alpha+r,this.beta,this.radius,this._target,this.getScene());return n._cameraRigParams={},n.isRigCamera=!0,n.rigParent=this,n},t.prototype._updateRigCameras=function(){var t=this._rigCameras[0],i=this._rigCameras[1];switch(t.beta=i.beta=this.beta,this.cameraRigMode){case A.a.RIG_MODE_STEREOSCOPIC_ANAGLYPH:case A.a.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:case A.a.RIG_MODE_STEREOSCOPIC_OVERUNDER:case A.a.RIG_MODE_STEREOSCOPIC_INTERLACED:case A.a.RIG_MODE_VR:t.alpha=this.alpha-this._cameraRigParams.stereoHalfAngle,i.alpha=this.alpha+this._cameraRigParams.stereoHalfAngle;break;case A.a.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:t.alpha=this.alpha+this._cameraRigParams.stereoHalfAngle,i.alpha=this.alpha-this._cameraRigParams.stereoHalfAngle}e.prototype._updateRigCameras.call(this)},t.prototype.dispose=function(){this.inputs.clear(),e.prototype.dispose.call(this)},t.prototype.getClassName=function(){return"ArcRotateCamera"},Object(n.b)([Object(o.c)()],t.prototype,"alpha",void 0),Object(n.b)([Object(o.c)()],t.prototype,"beta",void 0),Object(n.b)([Object(o.c)()],t.prototype,"radius",void 0),Object(n.b)([Object(o.k)("target")],t.prototype,"_target",void 0),Object(n.b)([Object(o.k)("upVector")],t.prototype,"_upVector",void 0),Object(n.b)([Object(o.c)()],t.prototype,"inertialAlphaOffset",void 0),Object(n.b)([Object(o.c)()],t.prototype,"inertialBetaOffset",void 0),Object(n.b)([Object(o.c)()],t.prototype,"inertialRadiusOffset",void 0),Object(n.b)([Object(o.c)()],t.prototype,"lowerAlphaLimit",void 0),Object(n.b)([Object(o.c)()],t.prototype,"upperAlphaLimit",void 0),Object(n.b)([Object(o.c)()],t.prototype,"lowerBetaLimit",void 0),Object(n.b)([Object(o.c)()],t.prototype,"upperBetaLimit",void 0),Object(n.b)([Object(o.c)()],t.prototype,"lowerRadiusLimit",void 0),Object(n.b)([Object(o.c)()],t.prototype,"upperRadiusLimit",void 0),Object(n.b)([Object(o.c)()],t.prototype,"inertialPanningX",void 0),Object(n.b)([Object(o.c)()],t.prototype,"inertialPanningY",void 0),Object(n.b)([Object(o.c)()],t.prototype,"pinchToPanMaxDistance",void 0),Object(n.b)([Object(o.c)()],t.prototype,"panningDistanceLimit",void 0),Object(n.b)([Object(o.k)()],t.prototype,"panningOriginTarget",void 0),Object(n.b)([Object(o.c)()],t.prototype,"panningInertia",void 0),Object(n.b)([Object(o.c)()],t.prototype,"zoomOnFactor",void 0),Object(n.b)([Object(o.c)()],t.prototype,"targetScreenOffset",void 0),Object(n.b)([Object(o.c)()],t.prototype,"allowUpsideDown",void 0),Object(n.b)([Object(o.c)()],t.prototype,"useInputToRestoreState",void 0),t}(C)},function(e,t,i){"use strict";i.r(t),i.d(t,"ScreenshotTools",(function(){return M}));var r=i(18),n=i(1),o=i(4),s=i(13),a=i(0),h=i(66),l=i(74),c=i(38),u=i(11),f=i(70),d=i(24);d.a.prototype.createRenderTargetTexture=function(e,t){var i=new f.a;void 0!==t&&"object"==typeof t?(i.generateMipMaps=t.generateMipMaps,i.generateDepthBuffer=!!t.generateDepthBuffer,i.generateStencilBuffer=!!t.generateStencilBuffer,i.type=void 0===t.type?0:t.type,i.samplingMode=void 0===t.samplingMode?3:t.samplingMode,i.format=void 0===t.format?5:t.format):(i.generateMipMaps=t,i.generateDepthBuffer=!0,i.generateStencilBuffer=!1,i.type=0,i.samplingMode=3,i.format=5),(1!==i.type||this._caps.textureFloatLinearFiltering)&&(2!==i.type||this._caps.textureHalfFloatLinearFiltering)||(i.samplingMode=1),1!==i.type||this._caps.textureFloat||(i.type=0,u.a.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type"));var r=this._gl,n=new c.a(this,c.b.RenderTarget),o=e.width||e,s=e.height||e,a=e.layers||0,h=this._getSamplingParameters(i.samplingMode,!!i.generateMipMaps),l=0!==a?r.TEXTURE_2D_ARRAY:r.TEXTURE_2D,d=this._getRGBABufferInternalSizedFormat(i.type,i.format),p=this._getInternalFormat(i.format),_=this._getWebGLTextureType(i.type);this._bindTextureDirectly(l,n),0!==a?(n.is2DArray=!0,r.texImage3D(l,0,d,o,s,a,0,p,_,null)):r.texImage2D(l,0,d,o,s,0,p,_,null),r.texParameteri(l,r.TEXTURE_MAG_FILTER,h.mag),r.texParameteri(l,r.TEXTURE_MIN_FILTER,h.min),r.texParameteri(l,r.TEXTURE_WRAP_S,r.CLAMP_TO_EDGE),r.texParameteri(l,r.TEXTURE_WRAP_T,r.CLAMP_TO_EDGE),i.generateMipMaps&&this._gl.generateMipmap(l),this._bindTextureDirectly(l,null);var g=r.createFramebuffer();return this._bindUnboundFramebuffer(g),n._depthStencilBuffer=this._setupFramebufferDepthAttachments(!!i.generateStencilBuffer,i.generateDepthBuffer,o,s),n.is2DArray||r.framebufferTexture2D(r.FRAMEBUFFER,r.COLOR_ATTACHMENT0,r.TEXTURE_2D,n._webGLTexture,0),this._bindUnboundFramebuffer(null),n._framebuffer=g,n.baseWidth=o,n.baseHeight=s,n.width=o,n.height=s,n.depth=a,n.isReady=!0,n.samples=1,n.generateMipMaps=!!i.generateMipMaps,n.samplingMode=i.samplingMode,n.type=i.type,n.format=i.format,n._generateDepthBuffer=i.generateDepthBuffer,n._generateStencilBuffer=!!i.generateStencilBuffer,this._internalTexturesCache.push(n),n},d.a.prototype.createDepthStencilTexture=function(e,t){if(t.isCube){var i=e.width||e;return this._createDepthStencilCubeTexture(i,t)}return this._createDepthStencilTexture(e,t)},d.a.prototype._createDepthStencilTexture=function(e,t){var i=this._gl,r=e.layers||0,o=0!==r?i.TEXTURE_2D_ARRAY:i.TEXTURE_2D,s=new c.a(this,c.b.Depth);if(!this._caps.depthTextureExtension)return u.a.Error("Depth texture is not supported by your browser or hardware."),s;var a=Object(n.a)({bilinearFiltering:!1,comparisonFunction:0,generateStencil:!1},t);this._bindTextureDirectly(o,s,!0),this._setupDepthStencilTexture(s,e,a.generateStencil,a.bilinearFiltering,a.comparisonFunction);var h=a.generateStencil?i.UNSIGNED_INT_24_8:i.UNSIGNED_INT,l=a.generateStencil?i.DEPTH_STENCIL:i.DEPTH_COMPONENT,f=l;return this.webGLVersion>1&&(f=a.generateStencil?i.DEPTH24_STENCIL8:i.DEPTH_COMPONENT24),s.is2DArray?i.texImage3D(o,0,f,s.width,s.height,r,0,l,h,null):i.texImage2D(o,0,f,s.width,s.height,0,l,h,null),this._bindTextureDirectly(o,null),s},d.a.prototype.createRenderTargetCubeTexture=function(e,t){var i=Object(n.a)({generateMipMaps:!0,generateDepthBuffer:!0,generateStencilBuffer:!1,type:0,samplingMode:3,format:5},t);i.generateStencilBuffer=i.generateDepthBuffer&&i.generateStencilBuffer,(1!==i.type||this._caps.textureFloatLinearFiltering)&&(2!==i.type||this._caps.textureHalfFloatLinearFiltering)||(i.samplingMode=1);var r=this._gl,o=new c.a(this,c.b.RenderTarget);this._bindTextureDirectly(r.TEXTURE_CUBE_MAP,o,!0);var s=this._getSamplingParameters(i.samplingMode,i.generateMipMaps);1!==i.type||this._caps.textureFloat||(i.type=0,u.a.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type")),r.texParameteri(r.TEXTURE_CUBE_MAP,r.TEXTURE_MAG_FILTER,s.mag),r.texParameteri(r.TEXTURE_CUBE_MAP,r.TEXTURE_MIN_FILTER,s.min),r.texParameteri(r.TEXTURE_CUBE_MAP,r.TEXTURE_WRAP_S,r.CLAMP_TO_EDGE),r.texParameteri(r.TEXTURE_CUBE_MAP,r.TEXTURE_WRAP_T,r.CLAMP_TO_EDGE);for(var a=0;a<6;a++)r.texImage2D(r.TEXTURE_CUBE_MAP_POSITIVE_X+a,0,this._getRGBABufferInternalSizedFormat(i.type,i.format),e,e,0,this._getInternalFormat(i.format),this._getWebGLTextureType(i.type),null);var h=r.createFramebuffer();return this._bindUnboundFramebuffer(h),o._depthStencilBuffer=this._setupFramebufferDepthAttachments(i.generateStencilBuffer,i.generateDepthBuffer,e,e),i.generateMipMaps&&r.generateMipmap(r.TEXTURE_CUBE_MAP),this._bindTextureDirectly(r.TEXTURE_CUBE_MAP,null),this._bindUnboundFramebuffer(null),o._framebuffer=h,o.width=e,o.height=e,o.isReady=!0,o.isCube=!0,o.samples=1,o.generateMipMaps=i.generateMipMaps,o.samplingMode=i.samplingMode,o.type=i.type,o.format=i.format,o._generateDepthBuffer=i.generateDepthBuffer,o._generateStencilBuffer=i.generateStencilBuffer,this._internalTexturesCache.push(o),o};var p=i(26),_=function(e){function t(t,i,n,s,h,c,u,f,d,p,_,g,m){void 0===h&&(h=!0),void 0===c&&(c=0),void 0===u&&(u=!1),void 0===f&&(f=r.a.TRILINEAR_SAMPLINGMODE),void 0===d&&(d=!0),void 0===p&&(p=!1),void 0===_&&(_=!1),void 0===g&&(g=5),void 0===m&&(m=!1);var b=e.call(this,null,n,!s)||this;return b.isCube=u,b.renderParticles=!0,b.renderSprites=!1,b.coordinatesMode=r.a.PROJECTION_MODE,b.ignoreCameraViewport=!1,b.onBeforeBindObservable=new o.a,b.onAfterUnbindObservable=new o.a,b.onBeforeRenderObservable=new o.a,b.onAfterRenderObservable=new o.a,b.onClearObservable=new o.a,b.onResizeObservable=new o.a,b._currentRefreshId=-1,b._refreshRate=1,b._samples=1,b.boundingBoxPosition=a.e.Zero(),(n=b.getScene())?(b.renderList=new Array,b._engine=n.getEngine(),b.name=t,b.isRenderTarget=!0,b._initialSizeParameter=i,b._processSizeParameter(i),b._resizeObserver=b.getScene().getEngine().onResizeObservable.add((function(){})),b._generateMipMaps=!!s,b._doNotChangeAspectRatio=h,b._renderingManager=new l.a(n),b._renderingManager._useSceneAutoClearSetup=!0,_||(b._renderTargetOptions={generateMipMaps:s,type:c,format:g,samplingMode:f,generateDepthBuffer:d,generateStencilBuffer:p},f===r.a.NEAREST_SAMPLINGMODE&&(b.wrapU=r.a.CLAMP_ADDRESSMODE,b.wrapV=r.a.CLAMP_ADDRESSMODE),m||(u?(b._texture=n.getEngine().createRenderTargetCubeTexture(b.getRenderSize(),b._renderTargetOptions),b.coordinatesMode=r.a.INVCUBIC_MODE,b._textureMatrix=a.a.Identity()):b._texture=n.getEngine().createRenderTargetTexture(b._size,b._renderTargetOptions))),b):b}return Object(n.c)(t,e),Object.defineProperty(t.prototype,"renderList",{get:function(){return this._renderList},set:function(e){this._renderList=e,this._renderList&&this._hookArray(this._renderList)},enumerable:!0,configurable:!0}),t.prototype._hookArray=function(e){var t=this,i=e.push;e.push=function(){for(var r=[],n=0;n0&&(this._postProcesses[0].autoClear=!1))}},t.prototype._shouldRender=function(){return-1===this._currentRefreshId||this.refreshRate===this._currentRefreshId?(this._currentRefreshId=1,!0):(this._currentRefreshId++,!1)},t.prototype.getRenderSize=function(){return this.getRenderWidth()},t.prototype.getRenderWidth=function(){return this._size.width?this._size.width:this._size},t.prototype.getRenderHeight=function(){return this._size.width?this._size.height:this._size},t.prototype.getRenderLayers=function(){var e=this._size.layers;return e||0},Object.defineProperty(t.prototype,"canRescale",{get:function(){return!0},enumerable:!0,configurable:!0}),t.prototype.scale=function(e){var t=Math.max(1,this.getRenderSize()*e);this.resize(t)},t.prototype.getReflectionTextureMatrix=function(){return this.isCube?this._textureMatrix:e.prototype.getReflectionTextureMatrix.call(this)},t.prototype.resize=function(e){var t=this.isCube;this.releaseInternalTexture();var i=this.getScene();i&&(this._processSizeParameter(e),this._texture=t?i.getEngine().createRenderTargetCubeTexture(this.getRenderSize(),this._renderTargetOptions):i.getEngine().createRenderTargetTexture(this._size,this._renderTargetOptions),this.onResizeObservable.hasObservers()&&this.onResizeObservable.notifyObservers(this))},t.prototype.render=function(e,t){if(void 0===e&&(e=!1),void 0===t&&(t=!1),a=this.getScene()){var i,r=a.getEngine();if(void 0!==this.useCameraPostProcesses&&(e=this.useCameraPostProcesses),this._waitingRenderList){this.renderList=[];for(var n=0;n1||this.activeCamera&&this.activeCamera!==a.activeCamera)&&a.setTransformMatrix(a.activeCamera.getViewMatrix(),a.activeCamera.getProjectionMatrix(!0)),r.setViewport(a.activeCamera.viewport)),a.resetCachedMaterial()}},t.prototype._bestReflectionRenderTargetDimension=function(e,t){var i=e*t,r=p.Engine.NearestPOT(i+16384/(128+i));return Math.min(p.Engine.FloorPOT(e),r)},t.prototype._prepareRenderingManager=function(e,t,i,r){var n=this.getScene();if(n){this._renderingManager.reset();for(var o=n.getRenderId(),s=0;s=0&&this._renderingManager.dispatchParticles(f))}}},t.prototype._bindFrameBuffer=function(e,t){void 0===e&&(e=0),void 0===t&&(t=0);var i=this.getScene();if(i){var r=i.getEngine();this._texture&&r.bindFramebuffer(this._texture,this.isCube?e:void 0,void 0,void 0,this.ignoreCameraViewport,0,t)}},t.prototype.unbindFrameBuffer=function(e,t){var i=this;this._texture&&e.unBindFramebuffer(this._texture,this.isCube,(function(){i.onAfterRenderObservable.notifyObservers(t)}))},t.prototype.renderToTarget=function(e,t,i,r,n){void 0===r&&(r=0),void 0===n&&(n=null);var o=this.getScene();if(o){var a=o.getEngine();if(this._texture){this._postProcessManager?this._postProcessManager._prepareFrame(this._texture,this._postProcesses):t&&o.postProcessManager._prepareFrame(this._texture)||this._bindFrameBuffer(e,r),this.is2DArray?this.onBeforeRenderObservable.notifyObservers(r):this.onBeforeRenderObservable.notifyObservers(e);var h=null,l=this.renderList?this.renderList:o.getActiveMeshes().data,c=this.renderList?this.renderList.length:o.getActiveMeshes().length;this.getCustomRenderList&&(h=this.getCustomRenderList(this.is2DArray?r:e,l,c)),h?this._prepareRenderingManager(h,h.length,n,!1):(this._defaultRenderListPrepared||(this._prepareRenderingManager(l,c,n,!this.renderList),this._defaultRenderListPrepared=!0),h=l),this.onClearObservable.hasObservers()?this.onClearObservable.notifyObservers(a):a.clear(this.clearColor||o.clearColor,!0,!0,!0),this._doNotChangeAspectRatio||o.updateTransformMatrix(!0);for(var u=0,f=o._beforeRenderTargetDrawStage;u=0&&t.customRenderTargets.splice(i,1);for(var r=0,n=t.cameras;r=0&&o.customRenderTargets.splice(i,1)}this.depthStencilTexture&&this.getScene().getEngine()._releaseTexture(this.depthStencilTexture),e.prototype.dispose.call(this)}},t.prototype._rebuild=function(){this.refreshRate===t.REFRESHRATE_RENDER_ONCE&&(this.refreshRate=t.REFRESHRATE_RENDER_ONCE),this._postProcessManager&&this._postProcessManager._rebuild()},t.prototype.freeRenderingGroups=function(){this._renderingManager&&this._renderingManager.freeRenderingGroups()},t.prototype.getViewCount=function(){return 1},t.REFRESHRATE_RENDER_ONCE=0,t.REFRESHRATE_RENDER_ONEVERYFRAME=1,t.REFRESHRATE_RENDER_ONEVERYTWOFRAMES=2,t}(r.a);r.a._CreateRenderTargetTexture=function(e,t,i,r){return new _(e,t,i,r)};var g=i(28),m=i(6),b="\nattribute vec2 position;\nuniform vec2 scale;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) {\nvUV=(position*madd+madd)*scale;\ngl_Position=vec4(position,0.0,1.0);\n}";m.a.ShadersStore.postprocessVertexShader=b;var v=function(){function e(e,t,i,r,n,s,h,l,c,u,f,d,p,_,m){void 0===h&&(h=1),void 0===u&&(u=null),void 0===f&&(f=0),void 0===d&&(d="postprocess"),void 0===_&&(_=!1),void 0===m&&(m=5),this.name=e,this.width=-1,this.height=-1,this._outputTexture=null,this.autoClear=!0,this.alphaMode=0,this.animations=new Array,this.enablePixelPerfectMode=!1,this.forceFullscreenViewport=!0,this.scaleMode=1,this.alwaysForcePOT=!1,this._samples=1,this.adaptScaleToCurrentViewport=!1,this._reusable=!1,this._textures=new g.a(2),this._currentRenderTextureInd=0,this._scaleRatio=new a.d(1,1),this._texelSize=a.d.Zero(),this.onActivateObservable=new o.a,this.onSizeChangedObservable=new o.a,this.onApplyObservable=new o.a,this.onBeforeRenderObservable=new o.a,this.onAfterRenderObservable=new o.a,null!=s?(this._camera=s,this._scene=s.getScene(),s.attachPostProcess(this),this._engine=this._scene.getEngine(),this._scene.postProcesses.push(this),this.uniqueId=this._scene.getUniqueId()):l&&(this._engine=l,this._engine.postProcesses.push(this)),this._options=n,this.renderTargetSamplingMode=h||1,this._reusable=c||!1,this._textureType=f,this._textureFormat=m,this._samplers=r||[],this._samplers.push("textureSampler"),this._fragmentUrl=t,this._vertexUrl=d,this._parameters=i||[],this._parameters.push("scale"),this._indexParameters=p,_||this.updateEffect(u)}return Object.defineProperty(e.prototype,"samples",{get:function(){return this._samples},set:function(e){var t=this;this._samples=Math.min(e,this._engine.getCaps().maxMSAASamples),this._textures.forEach((function(e){e.samples!==t._samples&&t._engine.updateRenderTargetTextureSampleCount(e,t._samples)}))},enumerable:!0,configurable:!0}),e.prototype.getEffectName=function(){return this._fragmentUrl},Object.defineProperty(e.prototype,"onActivate",{set:function(e){this._onActivateObserver&&this.onActivateObservable.remove(this._onActivateObserver),e&&(this._onActivateObserver=this.onActivateObservable.add(e))},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"onSizeChanged",{set:function(e){this._onSizeChangedObserver&&this.onSizeChangedObservable.remove(this._onSizeChangedObserver),this._onSizeChangedObserver=this.onSizeChangedObservable.add(e)},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"onApply",{set:function(e){this._onApplyObserver&&this.onApplyObservable.remove(this._onApplyObserver),this._onApplyObserver=this.onApplyObservable.add(e)},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"onBeforeRender",{set:function(e){this._onBeforeRenderObserver&&this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver),this._onBeforeRenderObserver=this.onBeforeRenderObservable.add(e)},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"onAfterRender",{set:function(e){this._onAfterRenderObserver&&this.onAfterRenderObservable.remove(this._onAfterRenderObserver),this._onAfterRenderObserver=this.onAfterRenderObservable.add(e)},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"inputTexture",{get:function(){return this._textures.data[this._currentRenderTextureInd]},set:function(e){this._forcedOutputTexture=e},enumerable:!0,configurable:!0}),e.prototype.getCamera=function(){return this._camera},Object.defineProperty(e.prototype,"texelSize",{get:function(){return this._shareOutputWithPostProcess?this._shareOutputWithPostProcess.texelSize:(this._forcedOutputTexture&&this._texelSize.copyFromFloats(1/this._forcedOutputTexture.width,1/this._forcedOutputTexture.height),this._texelSize)},enumerable:!0,configurable:!0}),e.prototype.getClassName=function(){return"PostProcess"},e.prototype.getEngine=function(){return this._engine},e.prototype.getEffect=function(){return this._effect},e.prototype.shareOutputWith=function(e){return this._disposeTextures(),this._shareOutputWithPostProcess=e,this},e.prototype.useOwnOutput=function(){0==this._textures.length&&(this._textures=new g.a(2)),this._shareOutputWithPostProcess=null},e.prototype.updateEffect=function(e,t,i,r,n,o){void 0===e&&(e=null),void 0===t&&(t=null),void 0===i&&(i=null),this._effect=this._engine.createEffect({vertex:this._vertexUrl,fragment:this._fragmentUrl},["position"],t||this._parameters,i||this._samplers,null!==e?e:"",void 0,n,o,r||this._indexParameters)},e.prototype.isReusable=function(){return this._reusable},e.prototype.markTextureDirty=function(){this.width=-1},e.prototype.activate=function(e,t,i){var r=this;void 0===t&&(t=null);var n=(e=e||this._camera).getScene(),o=n.getEngine(),s=o.getCaps().maxTextureSize,a=(t?t.width:this._engine.getRenderWidth(!0))*this._options|0,h=(t?t.height:this._engine.getRenderHeight(!0))*this._options|0,l=e.parent;!l||l.leftCamera!=e&&l.rightCamera!=e||(a/=2);var c,u=this._options.width||a,f=this._options.height||h,d=7!==this.renderTargetSamplingMode&&1!==this.renderTargetSamplingMode&&2!==this.renderTargetSamplingMode;if(!this._shareOutputWithPostProcess&&!this._forcedOutputTexture){if(this.adaptScaleToCurrentViewport){var _=o.currentViewport;_&&(u*=_.width,f*=_.height)}if((d||this.alwaysForcePOT)&&(this._options.width||(u=o.needPOTTextures?p.Engine.GetExponentOfTwo(u,s,this.scaleMode):u),this._options.height||(f=o.needPOTTextures?p.Engine.GetExponentOfTwo(f,s,this.scaleMode):f)),this.width!==u||this.height!==f){if(this._textures.length>0){for(var g=0;g0)for(var e=0;e0){var r=this._camera._getFirstPostProcess();r&&r.markTextureDirty()}this.onActivateObservable.clear(),this.onAfterRenderObservable.clear(),this.onApplyObservable.clear(),this.onBeforeRenderObservable.clear(),this.onSizeChangedObservable.clear()}},e}(),y="uniform sampler2D textureSampler;\nuniform vec2 texelSize;\nvarying vec2 vUV;\nvarying vec2 sampleCoordS;\nvarying vec2 sampleCoordE;\nvarying vec2 sampleCoordN;\nvarying vec2 sampleCoordW;\nvarying vec2 sampleCoordNW;\nvarying vec2 sampleCoordSE;\nvarying vec2 sampleCoordNE;\nvarying vec2 sampleCoordSW;\nconst float fxaaQualitySubpix=1.0;\nconst float fxaaQualityEdgeThreshold=0.166;\nconst float fxaaQualityEdgeThresholdMin=0.0833;\nconst vec3 kLumaCoefficients=vec3(0.2126,0.7152,0.0722);\n#define FxaaLuma(rgba) dot(rgba.rgb,kLumaCoefficients)\nvoid main(){\nvec2 posM;\nposM.x=vUV.x;\nposM.y=vUV.y;\nvec4 rgbyM=texture2D(textureSampler,vUV,0.0);\nfloat lumaM=FxaaLuma(rgbyM);\nfloat lumaS=FxaaLuma(texture2D(textureSampler,sampleCoordS,0.0));\nfloat lumaE=FxaaLuma(texture2D(textureSampler,sampleCoordE,0.0));\nfloat lumaN=FxaaLuma(texture2D(textureSampler,sampleCoordN,0.0));\nfloat lumaW=FxaaLuma(texture2D(textureSampler,sampleCoordW,0.0));\nfloat maxSM=max(lumaS,lumaM);\nfloat minSM=min(lumaS,lumaM);\nfloat maxESM=max(lumaE,maxSM);\nfloat minESM=min(lumaE,minSM);\nfloat maxWN=max(lumaN,lumaW);\nfloat minWN=min(lumaN,lumaW);\nfloat rangeMax=max(maxWN,maxESM);\nfloat rangeMin=min(minWN,minESM);\nfloat rangeMaxScaled=rangeMax*fxaaQualityEdgeThreshold;\nfloat range=rangeMax-rangeMin;\nfloat rangeMaxClamped=max(fxaaQualityEdgeThresholdMin,rangeMaxScaled);\n#ifndef MALI\nif(range=edgeVert;\nfloat subpixA=subpixNSWE*2.0+subpixNWSWNESE;\nif (!horzSpan)\n{\nlumaN=lumaW;\n}\nif (!horzSpan)\n{\nlumaS=lumaE;\n}\nif (horzSpan)\n{\nlengthSign=texelSize.y;\n}\nfloat subpixB=(subpixA*(1.0/12.0))-lumaM;\nfloat gradientN=lumaN-lumaM;\nfloat gradientS=lumaS-lumaM;\nfloat lumaNN=lumaN+lumaM;\nfloat lumaSS=lumaS+lumaM;\nbool pairN=abs(gradientN)>=abs(gradientS);\nfloat gradient=max(abs(gradientN),abs(gradientS));\nif (pairN)\n{\nlengthSign=-lengthSign;\n}\nfloat subpixC=clamp(abs(subpixB)*subpixRcpRange,0.0,1.0);\nvec2 posB;\nposB.x=posM.x;\nposB.y=posM.y;\nvec2 offNP;\noffNP.x=(!horzSpan) ? 0.0 : texelSize.x;\noffNP.y=(horzSpan) ? 0.0 : texelSize.y;\nif (!horzSpan)\n{\nposB.x+=lengthSign*0.5;\n}\nif (horzSpan)\n{\nposB.y+=lengthSign*0.5;\n}\nvec2 posN;\nposN.x=posB.x-offNP.x*1.5;\nposN.y=posB.y-offNP.y*1.5;\nvec2 posP;\nposP.x=posB.x+offNP.x*1.5;\nposP.y=posB.y+offNP.y*1.5;\nfloat subpixD=((-2.0)*subpixC)+3.0;\nfloat lumaEndN=FxaaLuma(texture2D(textureSampler,posN,0.0));\nfloat subpixE=subpixC*subpixC;\nfloat lumaEndP=FxaaLuma(texture2D(textureSampler,posP,0.0));\nif (!pairN)\n{\nlumaNN=lumaSS;\n}\nfloat gradientScaled=gradient*1.0/4.0;\nfloat lumaMM=lumaM-lumaNN*0.5;\nfloat subpixF=subpixD*subpixE;\nbool lumaMLTZero=lumaMM<0.0;\nlumaEndN-=lumaNN*0.5;\nlumaEndP-=lumaNN*0.5;\nbool doneN=abs(lumaEndN)>=gradientScaled;\nbool doneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN)\n{\nposN.x-=offNP.x*3.0;\n}\nif (!doneN)\n{\nposN.y-=offNP.y*3.0;\n}\nbool doneNP=(!doneN) || (!doneP);\nif (!doneP)\n{\nposP.x+=offNP.x*3.0;\n}\nif (!doneP)\n{\nposP.y+=offNP.y*3.0;\n}\nif (doneNP)\n{\nif (!doneN) lumaEndN=FxaaLuma(texture2D(textureSampler,posN.xy,0.0));\nif (!doneP) lumaEndP=FxaaLuma(texture2D(textureSampler,posP.xy,0.0));\nif (!doneN) lumaEndN=lumaEndN-lumaNN*0.5;\nif (!doneP) lumaEndP=lumaEndP-lumaNN*0.5;\ndoneN=abs(lumaEndN)>=gradientScaled;\ndoneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN) posN.x-=offNP.x*12.0;\nif (!doneN) posN.y-=offNP.y*12.0;\ndoneNP=(!doneN) || (!doneP);\nif (!doneP) posP.x+=offNP.x*12.0;\nif (!doneP) posP.y+=offNP.y*12.0;\n}\nfloat dstN=posM.x-posN.x;\nfloat dstP=posP.x-posM.x;\nif (!horzSpan)\n{\ndstN=posM.y-posN.y;\n}\nif (!horzSpan)\n{\ndstP=posP.y-posM.y;\n}\nbool goodSpanN=(lumaEndN<0.0) != lumaMLTZero;\nfloat spanLength=(dstP+dstN);\nbool goodSpanP=(lumaEndP<0.0) != lumaMLTZero;\nfloat spanLengthRcp=1.0/spanLength;\nbool directionN=dstN-1?"#define MALI 1\n":null},t}(v),M=function(){function e(){}return e.CreateScreenshot=function(t,i,r,n,o){void 0===o&&(o="image/png");var a=e._getScreenshotSize(t,i,r),h=a.height,l=a.width;if(h&&l){s.b._ScreenshotCanvas||(s.b._ScreenshotCanvas=document.createElement("canvas")),s.b._ScreenshotCanvas.width=l,s.b._ScreenshotCanvas.height=h;var c=s.b._ScreenshotCanvas.getContext("2d"),f=t.getRenderWidth()/t.getRenderHeight(),d=l,p=d/f;p>h&&(d=(p=h)*f);var _=Math.max(0,l-d)/2,g=Math.max(0,h-p)/2,m=t.getRenderingCanvas();c&&m&&c.drawImage(m,_,g,d,p),s.b.EncodeScreenshotCanvasData(n,o)}else u.a.Error("Invalid 'size' parameter !")},e.CreateScreenshotAsync=function(t,i,r,n){return void 0===n&&(n="image/png"),new Promise((function(o,s){e.CreateScreenshot(t,i,r,(function(e){void 0!==e?o(e):s(new Error("Data is undefined"))}),n)}))},e.CreateScreenshotUsingRenderTarget=function(t,i,n,o,a,h,l,c,f){void 0===a&&(a="image/png"),void 0===h&&(h=1),void 0===l&&(l=!1),void 0===f&&(f=!1);var d=e._getScreenshotSize(t,i,n),p=d.height,g=d.width,m={width:g,height:p};if(p&&g){var b=i.getScene(),v=null;b.activeCamera!==i&&(v=b.activeCamera,b.activeCamera=i);var y=t.getRenderingCanvas();if(y){var x={width:y.width,height:y.height};t.setSize(g,p),b.render();var M=new _("screenShot",m,b,!1,!1,0,!1,r.a.NEAREST_SAMPLINGMODE);M.renderList=null,M.samples=h,M.renderSprites=f,M.onAfterRenderObservable.add((function(){s.b.DumpFramebuffer(g,p,t,o,a,c)}));var E=function(){b.incrementRenderId(),b.resetCachedMaterial(),M.render(!0),M.dispose(),v&&(b.activeCamera=v),t.setSize(x.width,x.height),i.getProjectionMatrix(!0)};if(l){var A=new T("antialiasing",1,b.activeCamera);M.addPostProcess(A),A.getEffect().isReady()?E():A.getEffect().onCompiled=function(){E()}}else E()}else u.a.Error("No rendering canvas found !")}else u.a.Error("Invalid 'size' parameter !")},e.CreateScreenshotUsingRenderTargetAsync=function(t,i,r,n,o,s,a,h){return void 0===n&&(n="image/png"),void 0===o&&(o=1),void 0===s&&(s=!1),void 0===h&&(h=!1),new Promise((function(l,c){e.CreateScreenshotUsingRenderTarget(t,i,r,(function(e){void 0!==e?l(e):c(new Error("Data is undefined"))}),n,o,s,a,h)}))},e._getScreenshotSize=function(e,t,i){var r=0,n=0;if("object"==typeof i){var o=i.precision?Math.abs(i.precision):1;i.width&&i.height?(r=i.height*o,n=i.width*o):i.width&&!i.height?(n=i.width*o,r=Math.round(n/e.getAspectRatio(t))):i.height&&!i.width?(r=i.height*o,n=Math.round(r*e.getAspectRatio(t))):(n=Math.round(e.getRenderWidth()*o),r=Math.round(n/e.getAspectRatio(t)))}else isNaN(i)||(r=i,n=i);return n&&(n=Math.floor(n)),r&&(r=Math.floor(r)),{height:0|r,width:0|n}},e}();s.b.CreateScreenshot=M.CreateScreenshot,s.b.CreateScreenshotAsync=M.CreateScreenshotAsync,s.b.CreateScreenshotUsingRenderTarget=M.CreateScreenshotUsingRenderTarget,s.b.CreateScreenshotUsingRenderTargetAsync=M.CreateScreenshotUsingRenderTargetAsync},function(e,t,i){"use strict";i.r(t),i.d(t,"LinesBuilder",(function(){return O}));var r=i(0),n=i(17),o=i(12),s=i(1),a=i(7),h=i(2),l=i(11),c=i(42),u=i(57),f=i(39);n.Mesh._instancedMeshFactory=function(e,t){var i=new d(e,t);if(t.instancedBuffers)for(var r in i.instancedBuffers={},t.instancedBuffers)i.instancedBuffers[r]=t.instancedBuffers[r];return i};var d=function(e){function t(t,i){var r=e.call(this,t,i.getScene())||this;r._indexInSourceMeshInstanceArray=-1,i.addInstance(r),r._sourceMesh=i,r._unIndexed=i._unIndexed,r.position.copyFrom(i.position),r.rotation.copyFrom(i.rotation),r.scaling.copyFrom(i.scaling),i.rotationQuaternion&&(r.rotationQuaternion=i.rotationQuaternion.clone()),r.animations=i.animations;for(var n=0,o=i.getAnimationRanges();n0!=this._getWorldMatrixDeterminant()>0)return this._internalAbstractMeshDataInfo._actAsRegularMesh=!0,!0;if(this._internalAbstractMeshDataInfo._actAsRegularMesh=!1,this._currentLOD._registerInstanceForRenderId(this,e),t){if(!this._currentLOD._internalAbstractMeshDataInfo._isActiveIntermediate)return this._currentLOD._internalAbstractMeshDataInfo._onlyForInstancesIntermediate=!0,!0}else if(!this._currentLOD._internalAbstractMeshDataInfo._isActive)return this._currentLOD._internalAbstractMeshDataInfo._onlyForInstances=!0,!0}return!1},t.prototype._postActivate=function(){this._edgesRenderer&&this._edgesRenderer.isEnabled&&this._sourceMesh._renderingGroup&&this._sourceMesh._renderingGroup._edgesRenderers.push(this._edgesRenderer)},t.prototype.getWorldMatrix=function(){if(this._currentLOD&&this._currentLOD.billboardMode!==f.a.BILLBOARDMODE_NONE&&this._currentLOD._masterMesh!==this){var t=this._currentLOD._masterMesh;return this._currentLOD._masterMesh=this,r.c.Vector3[7].copyFrom(this._currentLOD.position),this._currentLOD.position.set(0,0,0),r.c.Matrix[0].copyFrom(this._currentLOD.computeWorldMatrix(!0)),this._currentLOD.position.copyFrom(r.c.Vector3[7]),this._currentLOD._masterMesh=t,r.c.Matrix[0]}return e.prototype.getWorldMatrix.call(this)},Object.defineProperty(t.prototype,"isAnInstance",{get:function(){return!0},enumerable:!0,configurable:!0}),t.prototype.getLOD=function(e){if(!e)return this;var t=this.getBoundingInfo();return this._currentLOD=this.sourceMesh.getLOD(e,t.boundingSphere),this._currentLOD===this.sourceMesh?this.sourceMesh:this._currentLOD},t.prototype._preActivateForIntermediateRendering=function(e){return this.sourceMesh._preActivateForIntermediateRendering(e)},t.prototype._syncSubMeshes=function(){if(this.releaseSubMeshes(),this._sourceMesh.subMeshes)for(var e=0;e1&&(this._multiview=!0,n.push("#define MULTIVIEW"),-1!==this._options.uniforms.indexOf("viewProjection")&&-1===this._options.uniforms.push("viewProjectionR")&&this._options.uniforms.push("viewProjectionR"));for(var a=0;a4&&(o.push(h.b.MatricesIndicesExtraKind),o.push(h.b.MatricesWeightsExtraKind));var l=e.skeleton;n.push("#define NUM_BONE_INFLUENCERS "+e.numBoneInfluencers),s.addCPUSkinningFallback(0,e),l.isUsingTextureForMatrices?(n.push("#define BONETEXTURE"),-1===this._options.uniforms.indexOf("boneTextureWidth")&&this._options.uniforms.push("boneTextureWidth"),-1===this._options.samplers.indexOf("boneSampler")&&this._options.samplers.push("boneSampler")):(n.push("#define BonesPerMesh "+(l.bones.length+1)),-1===this._options.uniforms.indexOf("mBones")&&this._options.uniforms.push("mBones"))}else n.push("#define NUM_BONE_INFLUENCERS 0");for(var c in this._textures)if(!this._textures[c].isReady())return!1;e&&this._shouldTurnAlphaTestOn(e)&&n.push("#define ALPHATEST");var u=this._effect,f=n.join("\n");return this._effect=r.createEffect(this._shaderPath,{attributes:o,uniformsNames:this._options.uniforms,uniformBuffersNames:this._options.uniformBuffers,samplers:this._options.samplers,defines:f,fallbacks:s,onCompiled:this.onCompiled,onError:this.onError},r),!!this._effect.isReady()&&(u!==this._effect&&i.resetCachedMaterial(),this._renderId=i.getRenderId(),this._effect._wasPreviouslyReady=!0,!0)},t.prototype.bindOnlyWorldMatrix=function(e){var t=this.getScene();this._effect&&(-1!==this._options.uniforms.indexOf("world")&&this._effect.setMatrix("world",e),-1!==this._options.uniforms.indexOf("worldView")&&(e.multiplyToRef(t.getViewMatrix(),this._cachedWorldViewMatrix),this._effect.setMatrix("worldView",this._cachedWorldViewMatrix)),-1!==this._options.uniforms.indexOf("worldViewProjection")&&(e.multiplyToRef(t.getTransformMatrix(),this._cachedWorldViewProjectionMatrix),this._effect.setMatrix("worldViewProjection",this._cachedWorldViewProjectionMatrix)))},t.prototype.bind=function(e,t){if(this.bindOnlyWorldMatrix(e),this._effect&&this.getScene().getCachedMaterial()!==this){var i;for(i in-1!==this._options.uniforms.indexOf("view")&&this._effect.setMatrix("view",this.getScene().getViewMatrix()),-1!==this._options.uniforms.indexOf("projection")&&this._effect.setMatrix("projection",this.getScene().getProjectionMatrix()),-1!==this._options.uniforms.indexOf("viewProjection")&&(this._effect.setMatrix("viewProjection",this.getScene().getTransformMatrix()),this._multiview&&this._effect.setMatrix("viewProjectionR",this.getScene()._transformMatrixR)),this.getScene().activeCamera&&-1!==this._options.uniforms.indexOf("cameraPosition")&&this._effect.setVector3("cameraPosition",this.getScene().activeCamera.globalPosition),m.a.BindBonesParameters(t,this._effect),this._textures)this._effect.setTexture(i,this._textures[i]);for(i in this._textureArrays)this._effect.setTextureArray(i,this._textureArrays[i]);for(i in this._ints)this._effect.setInt(i,this._ints[i]);for(i in this._floats)this._effect.setFloat(i,this._floats[i]);for(i in this._floatsArrays)this._effect.setArray(i,this._floatsArrays[i]);for(i in this._colors3)this._effect.setColor3(i,this._colors3[i]);for(i in this._colors3Arrays)this._effect.setArray3(i,this._colors3Arrays[i]);for(i in this._colors4){var r=this._colors4[i];this._effect.setFloat4(i,r.r,r.g,r.b,r.a)}for(i in this._colors4Arrays)this._effect.setArray4(i,this._colors4Arrays[i]);for(i in this._vectors2)this._effect.setVector2(i,this._vectors2[i]);for(i in this._vectors3)this._effect.setVector3(i,this._vectors3[i]);for(i in this._vectors4)this._effect.setVector4(i,this._vectors4[i]);for(i in this._matrices)this._effect.setMatrix(i,this._matrices[i]);for(i in this._matrixArrays)this._effect.setMatrices(i,this._matrixArrays[i]);for(i in this._matrices3x3)this._effect.setMatrix3x3(i,this._matrices3x3[i]);for(i in this._matrices2x2)this._effect.setMatrix2x2(i,this._matrices2x2[i]);for(i in this._vectors2Arrays)this._effect.setArray2(i,this._vectors2Arrays[i]);for(i in this._vectors3Arrays)this._effect.setArray3(i,this._vectors3Arrays[i]);for(i in this._vectors4Arrays)this._effect.setArray4(i,this._vectors4Arrays[i])}this._afterBind(t)},t.prototype.getActiveTextures=function(){var t=e.prototype.getActiveTextures.call(this);for(var i in this._textures)t.push(this._textures[i]);for(var i in this._textureArrays)for(var r=this._textureArrays[i],n=0;n\nvoid main(void) {\n#include\n#ifdef VERTEXCOLOR\ngl_FragColor=vColor;\n#else\ngl_FragColor=color;\n#endif\n}");x.a.ShadersStore.colorPixelShader=T;i(82),i(84),i(83),i(85),i(86),i(87);var M="\nattribute vec3 position;\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include\n#include\n\n#include\nuniform mat4 viewProjection;\n#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\nvoid main(void) {\n#include\n#include\nvec4 worldPos=finalWorld*vec4(position,1.0);\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR == 0u) {\ngl_Position=viewProjection*worldPos;\n} else {\ngl_Position=viewProjectionR*worldPos;\n}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#include\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n}";x.a.ShadersStore.colorVertexShader=M;var E=function(e){function t(t,i,r,n,o,s,l){void 0===i&&(i=null),void 0===r&&(r=null),void 0===n&&(n=null);var c=e.call(this,t,i,r,n,o)||this;c.useVertexColor=s,c.useVertexAlpha=l,c.color=new a.a(1,1,1),c.alpha=1,n&&(c.color=n.color.clone(),c.alpha=n.alpha,c.useVertexColor=n.useVertexColor,c.useVertexAlpha=n.useVertexAlpha),c.intersectionThreshold=.1;var u={attributes:[h.b.PositionKind,"world0","world1","world2","world3"],uniforms:["vClipPlane","vClipPlane2","vClipPlane3","vClipPlane4","vClipPlane5","vClipPlane6","world","viewProjection"],needAlphaBlending:!0,defines:[]};return!1===l&&(u.needAlphaBlending=!1),s?(u.defines.push("#define VERTEXCOLOR"),u.attributes.push(h.b.ColorKind)):(u.uniforms.push("color"),c.color4=new a.b),c._colorShader=new y("colorShader",c.getScene(),"color",u),c}return Object(s.c)(t,e),t.prototype._addClipPlaneDefine=function(e){var t="#define "+e;-1===this._colorShader.options.defines.indexOf(t)&&this._colorShader.options.defines.push(t)},t.prototype._removeClipPlaneDefine=function(e){var t="#define "+e,i=this._colorShader.options.defines.indexOf(t);-1!==i&&this._colorShader.options.defines.splice(i,1)},t.prototype.isReady=function(){var t=this.getScene();return t.clipPlane?this._addClipPlaneDefine("CLIPPLANE"):this._removeClipPlaneDefine("CLIPPLANE"),t.clipPlane2?this._addClipPlaneDefine("CLIPPLANE2"):this._removeClipPlaneDefine("CLIPPLANE2"),t.clipPlane3?this._addClipPlaneDefine("CLIPPLANE3"):this._removeClipPlaneDefine("CLIPPLANE3"),t.clipPlane4?this._addClipPlaneDefine("CLIPPLANE4"):this._removeClipPlaneDefine("CLIPPLANE4"),t.clipPlane5?this._addClipPlaneDefine("CLIPPLANE5"):this._removeClipPlaneDefine("CLIPPLANE5"),t.clipPlane6?this._addClipPlaneDefine("CLIPPLANE6"):this._removeClipPlaneDefine("CLIPPLANE6"),!!this._colorShader.isReady()&&e.prototype.isReady.call(this)},t.prototype.getClassName=function(){return"LinesMesh"},Object.defineProperty(t.prototype,"material",{get:function(){return this._colorShader},set:function(e){},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"checkCollisions",{get:function(){return!1},enumerable:!0,configurable:!0}),t.prototype._bind=function(e,t,i){if(!this._geometry)return this;var r=this._colorShader.getEffect(),n=this.isUnIndexed?null:this._geometry.getIndexBuffer();if(this._geometry._bind(r,n),!this.useVertexColor){var o=this.color,s=o.r,a=o.g,h=o.b;this.color4.set(s,a,h,this.alpha),this._colorShader.setColor4("color",this.color4)}return m.a.BindClipPlane(r,this.getScene()),this},t.prototype._draw=function(e,t,i){if(!this._geometry||!this._geometry.getVertexBuffers()||!this._unIndexed&&!this._geometry.getIndexBuffer())return this;var r=this.getScene().getEngine();return this._unIndexed?r.drawArraysType(p.a.LineListDrawMode,e.verticesStart,e.verticesCount,i):r.drawElementsType(p.a.LineListDrawMode,e.indexStart,e.indexCount,i),this},t.prototype.dispose=function(t){this._colorShader.dispose(!1,!1,!0),e.prototype.dispose.call(this,t)},t.prototype.clone=function(e,i,r){return void 0===i&&(i=null),new t(e,this.getScene(),i,this,r)},t.prototype.createInstance=function(e){return new A(e,this)},t}(n.Mesh),A=function(e){function t(t,i){var r=e.call(this,t,i)||this;return r.intersectionThreshold=i.intersectionThreshold,r}return Object(s.c)(t,e),t.prototype.getClassName=function(){return"InstancedLinesMesh"},t}(d);o.VertexData.CreateLineSystem=function(e){for(var t=[],i=[],r=e.lines,n=e.colors,s=[],a=0,h=0;h0&&(t.push(a-1),t.push(a)),a++}var f=new o.VertexData;return f.indices=t,f.positions=i,n&&(f.colors=s),f},o.VertexData.CreateDashedLines=function(e){var t,i,n=e.dashSize||3,s=e.gapSize||1,a=e.dashNb||200,h=e.points,l=new Array,c=new Array,u=r.e.Zero(),f=0,d=0,p=0,_=0,g=0;for(g=0;g1)?1:e.arc||1,l=0===e.sideOrientation?0:e.sideOrientation||s.VertexData.DEFAULTSIDE;t.push(0,0,0),n.push(.5,.5);for(var c=2*Math.PI*h,u=c/a,f=0;f0&&i.set(this._uvs32,o.b.UVKind),this._colors32.length>0&&i.set(this._colors32,o.b.ColorKind),i.applyToMesh(this.mesh,this._updatable),this.mesh.isPickable=this._pickable,this._multimaterialEnabled&&this.setMultiMaterial(this._materials),this._expandable||(this._depthSort||this._multimaterialEnabled||(this._indices=null),this._positions=null,this._normals=null,this._uvs=null,this._colors=null,this._updatable||(this.particles.length=0)),this._isNotBuilt=!1,this.recomputeNormals=!1,this.mesh},e.prototype.digest=function(e,t){var i=t&&t.facetNb||1,n=t&&t.number||0,s=t&&t.delta||0,a=e.getVerticesData(o.b.PositionKind),h=e.getIndices(),l=e.getVerticesData(o.b.UVKind),u=e.getVerticesData(o.b.ColorKind),f=e.getVerticesData(o.b.NormalKind),d=t&&t.storage?t.storage:null,_=0,g=h.length/3;n?(n=n>g?g:n,i=Math.round(g/n),s=0):i=i>g?g:i;for(var m=[],b=[],v=[],y=[],x=[],T=r.e.Zero(),M=i;_g-(i=M+Math.floor((1+s)*Math.random()))&&(i=g-_),m.length=0,b.length=0,v.length=0,y.length=0,x.length=0;for(var E=0,A=3*_;A<3*(_+i);A++){v.push(E);var O=h[A],P=3*O;if(m.push(a[P],a[P+1],a[P+2]),b.push(f[P],f[P+1],f[P+2]),l){var C=2*O;y.push(l[C],l[C+1])}if(u){var S=4*O;x.push(u[S],u[S+1],u[S+2],u[S+3])}E++}var R,I=this.nbParticles,D=this._posToShape(m),w=this._uvsToShapeUV(y),L=Array.from(v),F=Array.from(x),N=Array.from(b);for(T.copyFromFloats(0,0,0),R=0;R65535&&(this._needs32Bits=!0)}if(this._pickable){var N=o.length/3;for(b=0;b=this.nbParticles||!this._updatable)return[];var r=this.particles,n=this.nbParticles;if(t=this.nbParticles?this.nbParticles-1:t,this._computeBoundingBox&&(0!=e||t!=this.nbParticles-1)){var L=this.mesh._boundingInfo;L&&(T.copyFrom(L.minimum),M.copyFrom(L.maximum))}var F=(C=this.particles[e]._pos)/3|0;R=4*F,D=2*F;for(var N=e;N<=t;N++){var B=this.particles[N];this.updateParticle(B);var k=B._model._shape,U=B._model._shapeUV,V=B._rotationMatrix,z=B.position,j=B.rotation,W=B.scaling,G=B._globalPosition;if(this._depthSort&&this._depthSortParticles){var H=this.depthSortedParticles[N];H.ind=B._ind,H.indicesLength=B._model._indicesLength,H.sqDistance=r.e.DistanceSquared(B.position,E)}if(!B.alive||B._stillInvisible&&!B.isVisible)C+=3*(w=k.length),R+=4*w,D+=2*w;else{if(B.isVisible){B._stillInvisible=!1;var X=b[12];if(B.pivot.multiplyToRef(W,X),this.billboard&&(j.x=0,j.y=0),(this._computeParticleRotation||this.billboard)&&B.getRotationMatrix(n),null!==B.parentId){var K=this.getParticleById(B.parentId);if(K){var Y=K._rotationMatrix,q=K._globalPosition,Z=z.x*Y[1]+z.y*Y[4]+z.z*Y[7],Q=z.x*Y[0]+z.y*Y[3]+z.z*Y[6],J=z.x*Y[2]+z.y*Y[5]+z.z*Y[8];if(G.x=q.x+Q,G.y=q.y+Z,G.z=q.z+J,this._computeParticleRotation||this.billboard){var $=n.m;V[0]=$[0]*Y[0]+$[1]*Y[3]+$[2]*Y[6],V[1]=$[0]*Y[1]+$[1]*Y[4]+$[2]*Y[7],V[2]=$[0]*Y[2]+$[1]*Y[5]+$[2]*Y[8],V[3]=$[4]*Y[0]+$[5]*Y[3]+$[6]*Y[6],V[4]=$[4]*Y[1]+$[5]*Y[4]+$[6]*Y[7],V[5]=$[4]*Y[2]+$[5]*Y[5]+$[6]*Y[8],V[6]=$[8]*Y[0]+$[9]*Y[3]+$[10]*Y[6],V[7]=$[8]*Y[1]+$[9]*Y[4]+$[10]*Y[7],V[8]=$[8]*Y[2]+$[9]*Y[5]+$[10]*Y[8]}}else B.parentId=null}else if(G.x=z.x,G.y=z.y,G.z=z.z,this._computeParticleRotation||this.billboard){$=n.m;V[0]=$[0],V[1]=$[1],V[2]=$[2],V[3]=$[4],V[4]=$[5],V[5]=$[6],V[6]=$[8],V[7]=$[9],V[8]=$[10]}var ee=b[11];for(B.translateFromPivot?ee.setAll(0):ee.copyFrom(X),w=0;w0)for(var t=0;tl.x)return!1}else if(n=1/this.direction.x,o=(h.x-this.origin.x)*n,(s=(l.x-this.origin.x)*n)===-1/0&&(s=1/0),o>s&&(a=o,o=s,s=a),(c=Math.max(o,c))>(u=Math.min(s,u)))return!1;if(Math.abs(this.direction.y)<1e-7){if(this.origin.yl.y)return!1}else if(n=1/this.direction.y,o=(h.y-this.origin.y)*n,(s=(l.y-this.origin.y)*n)===-1/0&&(s=1/0),o>s&&(a=o,o=s,s=a),(c=Math.max(o,c))>(u=Math.min(s,u)))return!1;if(Math.abs(this.direction.z)<1e-7){if(this.origin.zl.z)return!1}else if(n=1/this.direction.z,o=(h.z-this.origin.z)*n,(s=(l.z-this.origin.z)*n)===-1/0&&(s=1/0),o>s&&(a=o,o=s,s=a),(c=Math.max(o,c))>(u=Math.min(s,u)))return!1;return!0},e.prototype.intersectsBox=function(e,t){return void 0===t&&(t=0),this.intersectsBoxMinMax(e.minimum,e.maximum,t)},e.prototype.intersectsSphere=function(e,t){void 0===t&&(t=0);var i=e.center.x-this.origin.x,r=e.center.y-this.origin.y,n=e.center.z-this.origin.z,o=i*i+r*r+n*n,s=e.radius+t,a=s*s;if(o<=a)return!0;var h=i*this.direction.x+r*this.direction.y+n*this.direction.z;return!(h<0)&&o-h*h<=a},e.prototype.intersectsTriangle=function(t,i,r){var n=e.TmpVector3[0],o=e.TmpVector3[1],a=e.TmpVector3[2],h=e.TmpVector3[3],l=e.TmpVector3[4];i.subtractToRef(t,n),r.subtractToRef(t,o),s.e.CrossToRef(this.direction,o,a);var u=s.e.Dot(n,a);if(0===u)return null;var f=1/u;this.origin.subtractToRef(t,h);var d=s.e.Dot(h,a)*f;if(d<0||d>1)return null;s.e.CrossToRef(h,n,l);var p=s.e.Dot(this.direction,l)*f;if(p<0||d+p>1)return null;var _=s.e.Dot(o,l)*f;return _>this.length?null:new c.a(1-d-p,d,_)},e.prototype.intersectsPlane=function(e){var t,i=s.e.Dot(e.normal,this.direction);if(Math.abs(i)<9.99999997475243e-7)return null;var r=s.e.Dot(e.normal,this.origin);return(t=(-e.d-r)/i)<0?t<-9.99999997475243e-7?null:0:t},e.prototype.intersectsAxis=function(e,t){switch(void 0===t&&(t=0),e){case"y":return(i=(this.origin.y-t)/this.direction.y)>0?null:new s.e(this.origin.x+this.direction.x*-i,t,this.origin.z+this.direction.z*-i);case"x":return(i=(this.origin.x-t)/this.direction.x)>0?null:new s.e(t,this.origin.y+this.direction.y*-i,this.origin.z+this.direction.z*-i);case"z":var i;return(i=(this.origin.z-t)/this.direction.z)>0?null:new s.e(this.origin.x+this.direction.x*-i,this.origin.y+this.direction.y*-i,t);default:return null}},e.prototype.intersectsMesh=function(t,i){var r=s.c.Matrix[0];return t.getWorldMatrix().invertToRef(r),this._tmpRay?e.TransformToRef(this,r,this._tmpRay):this._tmpRay=e.Transform(this,r),t.intersects(this._tmpRay,i)},e.prototype.intersectsMeshes=function(e,t,i){i?i.length=0:i=[];for(var r=0;rt.distance?1:0},e.prototype.intersectionSegment=function(t,i,r){var n=this.origin,o=s.c.Vector3[0],a=s.c.Vector3[1],h=s.c.Vector3[2],l=s.c.Vector3[3];i.subtractToRef(t,o),this.direction.scaleToRef(e.rayl,h),n.addToRef(h,a),t.subtractToRef(n,l);var c,u,f,d,p=s.e.Dot(o,o),_=s.e.Dot(o,h),g=s.e.Dot(h,h),m=s.e.Dot(o,l),b=s.e.Dot(h,l),v=p*g-_*_,y=v,x=v;vy&&(u=y,d=b+_,x=g)),d<0?(d=0,-m<0?u=0:-m>p?u=y:(u=-m,y=p)):d>x&&(d=x,-m+_<0?u=0:-m+_>p?u=y:(u=-m+_,y=p)),c=Math.abs(u)0&&f<=this.length&&E.lengthSquared()=n.distance))&&(n=h,i)))break}return n||new l.a},n.Scene.prototype._internalMultiPick=function(e,t,i){if(!l.a)return null;for(var r=new Array,n=0;n1)throw"Multiple drag modes specified in dragBehavior options. Only one expected"}return Object.defineProperty(e.prototype,"options",{get:function(){return this._options},set:function(e){this._options=e},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"name",{get:function(){return"PointerDrag"},enumerable:!0,configurable:!0}),e.prototype.init=function(){},e.prototype.attach=function(t,i){var o=this;this._scene=t.getScene(),this.attachedNode=t,e._planeScene||(this._debugMode?e._planeScene=this._scene:(e._planeScene=new n.Scene(this._scene.getEngine(),{virtual:!0}),e._planeScene.detachControl(),this._scene.onDisposeObservable.addOnce((function(){e._planeScene.dispose(),e._planeScene=null})))),this._dragPlane=r.Mesh.CreatePlane("pointerDragPlane",this._debugMode?1:1e4,e._planeScene,!1,r.Mesh.DOUBLESIDE),this.lastDragPosition=new s.e(0,0,0);var h=i||function(e){return o.attachedNode==e||e.isDescendantOf(o.attachedNode)};this._pointerObserver=this._scene.onPointerObservable.add((function(t,i){if(o.enabled)if(t.type==a.a.POINTERDOWN)o.startAndReleaseDragOnPointerEvents&&!o.dragging&&t.pickInfo&&t.pickInfo.hit&&t.pickInfo.pickedMesh&&t.pickInfo.pickedPoint&&t.pickInfo.ray&&h(t.pickInfo.pickedMesh)&&o._startDrag(t.event.pointerId,t.pickInfo.ray,t.pickInfo.pickedPoint);else if(t.type==a.a.POINTERUP)o.startAndReleaseDragOnPointerEvents&&o.currentDraggingPointerID==t.event.pointerId&&o.releaseDrag();else if(t.type==a.a.POINTERMOVE){var r=t.event.pointerId;o.currentDraggingPointerID===e._AnyMouseID&&r!==e._AnyMouseID&&"mouse"==t.event.pointerType&&(o._lastPointerRay[o.currentDraggingPointerID]&&(o._lastPointerRay[r]=o._lastPointerRay[o.currentDraggingPointerID],delete o._lastPointerRay[o.currentDraggingPointerID]),o.currentDraggingPointerID=r),o._lastPointerRay[r]||(o._lastPointerRay[r]=new f(new s.e,new s.e)),t.pickInfo&&t.pickInfo.ray&&(o._lastPointerRay[r].origin.copyFrom(t.pickInfo.ray.origin),o._lastPointerRay[r].direction.copyFrom(t.pickInfo.ray.direction),o.currentDraggingPointerID==r&&o.dragging&&o._moveDrag(t.pickInfo.ray))}})),this._beforeRenderObserver=this._scene.onBeforeRenderObservable.add((function(){o._moving&&o.moveAttached&&(d._RemoveAndStorePivotPoint(o.attachedNode),o._targetPosition.subtractToRef(o.attachedNode.absolutePosition,o._tmpVector),o._tmpVector.scaleInPlace(o.dragDeltaRatio),o.attachedNode.getAbsolutePosition().addToRef(o._tmpVector,o._tmpVector),o.validateDrag(o._tmpVector)&&o.attachedNode.setAbsolutePosition(o._tmpVector),d._RestorePivotPoint(o.attachedNode))}))},e.prototype.releaseDrag=function(){this.dragging&&(this.onDragEndObservable.notifyObservers({dragPlanePoint:this.lastDragPosition,pointerId:this.currentDraggingPointerID}),this.dragging=!1),this.currentDraggingPointerID=-1,this._moving=!1,this.detachCameraControls&&this._attachedElement&&this._scene.activeCamera&&!this._scene.activeCamera.leftCamera&&this._scene.activeCamera.attachControl(this._attachedElement,!this._scene.activeCamera.inputs||this._scene.activeCamera.inputs.noPreventDefault)},e.prototype.startDrag=function(t,i,r){void 0===t&&(t=e._AnyMouseID),this._startDrag(t,i,r);var n=this._lastPointerRay[t];t===e._AnyMouseID&&(n=this._lastPointerRay[Object.keys(this._lastPointerRay)[0]]),n&&this._moveDrag(n)},e.prototype._startDrag=function(e,t,i){if(this._scene.activeCamera&&!this.dragging&&this.attachedNode){d._RemoveAndStorePivotPoint(this.attachedNode),t?(this._startDragRay.direction.copyFrom(t.direction),this._startDragRay.origin.copyFrom(t.origin)):(this._startDragRay.origin.copyFrom(this._scene.activeCamera.position),this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector),this._tmpVector.subtractToRef(this._scene.activeCamera.position,this._startDragRay.direction)),this._updateDragPlanePosition(this._startDragRay,i||this._tmpVector);var r=this._pickWithRayOnDragPlane(this._startDragRay);r&&(this.dragging=!0,this.currentDraggingPointerID=e,this.lastDragPosition.copyFrom(r),this.onDragStartObservable.notifyObservers({dragPlanePoint:r,pointerId:this.currentDraggingPointerID}),this._targetPosition.copyFrom(this.attachedNode.absolutePosition),this.detachCameraControls&&this._scene.activeCamera&&this._scene.activeCamera.inputs&&!this._scene.activeCamera.leftCamera&&(this._scene.activeCamera.inputs.attachedElement?(this._attachedElement=this._scene.activeCamera.inputs.attachedElement,this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement)):this._attachedElement=null)),d._RestorePivotPoint(this.attachedNode)}},e.prototype._moveDrag=function(e){this._moving=!0;var t=this._pickWithRayOnDragPlane(e);if(t){this.updateDragPlane&&this._updateDragPlanePosition(e,t);var i=0;this._options.dragAxis?(this.useObjectOrientationForDragging?s.e.TransformCoordinatesToRef(this._options.dragAxis,this.attachedNode.getWorldMatrix().getRotationMatrix(),this._worldDragAxis):this._worldDragAxis.copyFrom(this._options.dragAxis),t.subtractToRef(this.lastDragPosition,this._tmpVector),i=s.e.Dot(this._tmpVector,this._worldDragAxis),this._worldDragAxis.scaleToRef(i,this._dragDelta)):(i=this._dragDelta.length(),t.subtractToRef(this.lastDragPosition,this._dragDelta)),this._targetPosition.addInPlace(this._dragDelta),this.onDragObservable.notifyObservers({dragDistance:i,delta:this._dragDelta,dragPlanePoint:t,dragPlaneNormal:this._dragPlane.forward,pointerId:this.currentDraggingPointerID}),this.lastDragPosition.copyFrom(t)}},e.prototype._pickWithRayOnDragPlane=function(t){var i=this;if(!t)return null;var r=Math.acos(s.e.Dot(this._dragPlane.forward,t.direction));if(r>Math.PI/2&&(r=Math.PI-r),this.maxDragAngle>0&&r>this.maxDragAngle){if(this._useAlternatePickedPointAboveMaxDragAngle){this._tmpVector.copyFrom(t.direction),this.attachedNode.absolutePosition.subtractToRef(t.origin,this._alternatePickedPoint),this._alternatePickedPoint.normalize(),this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed*s.e.Dot(this._alternatePickedPoint,this._tmpVector)),this._tmpVector.addInPlace(this._alternatePickedPoint);var n=s.e.Dot(this._dragPlane.forward,this._tmpVector);return this._dragPlane.forward.scaleToRef(-n,this._alternatePickedPoint),this._alternatePickedPoint.addInPlace(this._tmpVector),this._alternatePickedPoint.addInPlace(this.attachedNode.absolutePosition),this._alternatePickedPoint}return null}var o=e._planeScene.pickWithRay(t,(function(e){return e==i._dragPlane}));return o&&o.hit&&o.pickedMesh&&o.pickedPoint?o.pickedPoint:null},e.prototype._updateDragPlanePosition=function(e,t){this._pointA.copyFrom(t),this._options.dragAxis?(this.useObjectOrientationForDragging?s.e.TransformCoordinatesToRef(this._options.dragAxis,this.attachedNode.getWorldMatrix().getRotationMatrix(),this._localAxis):this._localAxis.copyFrom(this._options.dragAxis),this._pointA.addToRef(this._localAxis,this._pointB),e.origin.subtractToRef(this._pointA,this._pointC),this._pointA.addToRef(this._pointC.normalize(),this._pointC),this._pointB.subtractToRef(this._pointA,this._lineA),this._pointC.subtractToRef(this._pointA,this._lineB),s.e.CrossToRef(this._lineA,this._lineB,this._lookAt),s.e.CrossToRef(this._lineA,this._lookAt,this._lookAt),this._lookAt.normalize(),this._dragPlane.position.copyFrom(this._pointA),this._pointA.addToRef(this._lookAt,this._lookAt),this._dragPlane.lookAt(this._lookAt)):this._options.dragPlaneNormal?(this.useObjectOrientationForDragging?s.e.TransformCoordinatesToRef(this._options.dragPlaneNormal,this.attachedNode.getWorldMatrix().getRotationMatrix(),this._localAxis):this._localAxis.copyFrom(this._options.dragPlaneNormal),this._dragPlane.position.copyFrom(this._pointA),this._pointA.addToRef(this._localAxis,this._lookAt),this._dragPlane.lookAt(this._lookAt)):(this._dragPlane.position.copyFrom(this._pointA),this._dragPlane.lookAt(e.origin)),this._dragPlane.position.copyFrom(this.attachedNode.absolutePosition),this._dragPlane.computeWorldMatrix(!0)},e.prototype.detach=function(){this._pointerObserver&&this._scene.onPointerObservable.remove(this._pointerObserver),this._beforeRenderObserver&&this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver),this.releaseDrag()},e._AnyMouseID=-2,e}())}]); 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e(this.x-t.x,this.y-t.y,this.z-t.z,this.w-t.w)},e.prototype.scale=function(t){return new e(this.x*t,this.y*t,this.z*t,this.w*t)},e.prototype.scaleToRef=function(e,t){return t.x=this.x*e,t.y=this.y*e,t.z=this.z*e,t.w=this.w*e,this},e.prototype.scaleInPlace=function(e){return this.x*=e,this.y*=e,this.z*=e,this.w*=e,this},e.prototype.scaleAndAddToRef=function(e,t){return t.x+=this.x*e,t.y+=this.y*e,t.z+=this.z*e,t.w+=this.w*e,this},e.prototype.multiply=function(t){var i=new e(0,0,0,1);return this.multiplyToRef(t,i),i},e.prototype.multiplyToRef=function(e,t){var i=this.x*e.w+this.y*e.z-this.z*e.y+this.w*e.x,r=-this.x*e.z+this.y*e.w+this.z*e.x+this.w*e.y,n=this.x*e.y-this.y*e.x+this.z*e.w+this.w*e.z,o=-this.x*e.x-this.y*e.y-this.z*e.z+this.w*e.w;return t.copyFromFloats(i,r,n,o),this},e.prototype.multiplyInPlace=function(e){return this.multiplyToRef(e,this),this},e.prototype.conjugateToRef=function(e){return e.copyFromFloats(-this.x,-this.y,-this.z,this.w),this},e.prototype.conjugateInPlace=function(){return this.x*=-1,this.y*=-1,this.z*=-1,this},e.prototype.conjugate=function(){return new e(-this.x,-this.y,-this.z,this.w)},e.prototype.length=function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},e.prototype.normalize=function(){var e=this.length();if(0===e)return this;var t=1/e;return this.x*=t,this.y*=t,this.z*=t,this.w*=t,this},e.prototype.toEulerAngles=function(e){void 0===e&&(e="YZX");var t=h.Zero();return this.toEulerAnglesToRef(t),t},e.prototype.toEulerAnglesToRef=function(e){var t=this.z,i=this.x,r=this.y,n=this.w,o=n*n,s=t*t,a=i*i,h=r*r,l=r*t-i*n,c=.4999999;return l<-c?(e.y=2*Math.atan2(r,n),e.x=Math.PI/2,e.z=0):l>c?(e.y=2*Math.atan2(r,n),e.x=-Math.PI/2,e.z=0):(e.z=Math.atan2(2*(i*r+t*n),-s-a+h+o),e.x=Math.asin(-2*(t*r-i*n)),e.y=Math.atan2(2*(t*i+r*n),s-a-h+o)),this},e.prototype.toRotationMatrix=function(e){return u.FromQuaternionToRef(this,e),this},e.prototype.fromRotationMatrix=function(t){return e.FromRotationMatrixToRef(t,this),this},e.FromRotationMatrix=function(t){var i=new e;return e.FromRotationMatrixToRef(t,i),i},e.FromRotationMatrixToRef=function(e,t){var i,r=e.m,n=r[0],o=r[4],s=r[8],a=r[1],h=r[5],l=r[9],c=r[2],u=r[6],f=r[10],d=n+h+f;d>0?(i=.5/Math.sqrt(d+1),t.w=.25/i,t.x=(u-l)*i,t.y=(s-c)*i,t.z=(a-o)*i):n>h&&n>f?(i=2*Math.sqrt(1+n-h-f),t.w=(u-l)/i,t.x=.25*i,t.y=(o+a)/i,t.z=(s+c)/i):h>f?(i=2*Math.sqrt(1+h-n-f),t.w=(s-c)/i,t.x=(o+a)/i,t.y=.25*i,t.z=(l+u)/i):(i=2*Math.sqrt(1+f-n-h),t.w=(a-o)/i,t.x=(s+c)/i,t.y=(l+u)/i,t.z=.25*i)},e.Dot=function(e,t){return e.x*t.x+e.y*t.y+e.z*t.z+e.w*t.w},e.AreClose=function(t,i){return e.Dot(t,i)>=0},e.Zero=function(){return new e(0,0,0,0)},e.Inverse=function(t){return new e(-t.x,-t.y,-t.z,t.w)},e.InverseToRef=function(e,t){return t.set(-e.x,-e.y,-e.z,e.w),t},e.Identity=function(){return new e(0,0,0,1)},e.IsIdentity=function(e){return e&&0===e.x&&0===e.y&&0===e.z&&1===e.w},e.RotationAxis=function(t,i){return e.RotationAxisToRef(t,i,new e)},e.RotationAxisToRef=function(e,t,i){var r=Math.sin(t/2);return e.normalize(),i.w=Math.cos(t/2),i.x=e.x*r,i.y=e.y*r,i.z=e.z*r,i},e.FromArray=function(t,i){return i||(i=0),new e(t[i],t[i+1],t[i+2],t[i+3])},e.FromEulerAngles=function(t,i,r){var n=new e;return e.RotationYawPitchRollToRef(i,t,r,n),n},e.FromEulerAnglesToRef=function(t,i,r,n){return e.RotationYawPitchRollToRef(i,t,r,n),n},e.FromEulerVector=function(t){var i=new e;return e.RotationYawPitchRollToRef(t.y,t.x,t.z,i),i},e.FromEulerVectorToRef=function(t,i){return e.RotationYawPitchRollToRef(t.y,t.x,t.z,i),i},e.RotationYawPitchRoll=function(t,i,r){var n=new e;return e.RotationYawPitchRollToRef(t,i,r,n),n},e.RotationYawPitchRollToRef=function(e,t,i,r){var n=.5*i,o=.5*t,s=.5*e,a=Math.sin(n),h=Math.cos(n),l=Math.sin(o),c=Math.cos(o),u=Math.sin(s),f=Math.cos(s);r.x=f*l*h+u*c*a,r.y=u*c*h-f*l*a,r.z=f*c*a-u*l*h,r.w=f*c*h+u*l*a},e.RotationAlphaBetaGamma=function(t,i,r){var n=new e;return e.RotationAlphaBetaGammaToRef(t,i,r,n),n},e.RotationAlphaBetaGammaToRef=function(e,t,i,r){var n=.5*(i+e),o=.5*(i-e),s=.5*t;r.x=Math.cos(o)*Math.sin(s),r.y=Math.sin(o)*Math.sin(s),r.z=Math.sin(n)*Math.cos(s),r.w=Math.cos(n)*Math.cos(s)},e.RotationQuaternionFromAxis=function(t,i,r){var n=new e(0,0,0,0);return e.RotationQuaternionFromAxisToRef(t,i,r,n),n},e.RotationQuaternionFromAxisToRef=function(t,i,r,n){var o=f.Matrix[0];u.FromXYZAxesToRef(t.normalize(),i.normalize(),r.normalize(),o),e.FromRotationMatrixToRef(o,n)},e.Slerp=function(t,i,r){var n=e.Identity();return e.SlerpToRef(t,i,r,n),n},e.SlerpToRef=function(e,t,i,r){var n,o,s=e.x*t.x+e.y*t.y+e.z*t.z+e.w*t.w,a=!1;if(s<0&&(a=!0,s=-s),s>.999999)o=1-i,n=a?-i:i;else{var h=Math.acos(s),l=1/Math.sin(h);o=Math.sin((1-i)*h)*l,n=a?-Math.sin(i*h)*l:Math.sin(i*h)*l}r.x=o*e.x+n*t.x,r.y=o*e.y+n*t.y,r.z=o*e.z+n*t.z,r.w=o*e.w+n*t.w},e.Hermite=function(t,i,r,n,o){var s=o*o,a=o*s,h=2*a-3*s+1,l=-2*a+3*s,c=a-2*s+o,u=a-s;return new e(t.x*h+r.x*l+i.x*c+n.x*u,t.y*h+r.y*l+i.y*c+n.y*u,t.z*h+r.z*l+i.z*c+n.z*u,t.w*h+r.w*l+i.w*c+n.w*u)},e}(),u=function(){function e(){this._isIdentity=!1,this._isIdentityDirty=!0,this._isIdentity3x2=!0,this._isIdentity3x2Dirty=!0,this.updateFlag=-1,this._m=new Float32Array(16),this._updateIdentityStatus(!1)}return Object.defineProperty(e.prototype,"m",{get:function(){return this._m},enumerable:!0,configurable:!0}),e.prototype._markAsUpdated=function(){this.updateFlag=e._updateFlagSeed++,this._isIdentity=!1,this._isIdentity3x2=!1,this._isIdentityDirty=!0,this._isIdentity3x2Dirty=!0},e.prototype._updateIdentityStatus=function(t,i,r,n){void 0===i&&(i=!1),void 0===r&&(r=!1),void 0===n&&(n=!0),this.updateFlag=e._updateFlagSeed++,this._isIdentity=t,this._isIdentity3x2=t||r,this._isIdentityDirty=!this._isIdentity&&i,this._isIdentity3x2Dirty=!this._isIdentity3x2&&n},e.prototype.isIdentity=function(){if(this._isIdentityDirty){this._isIdentityDirty=!1;var e=this._m;this._isIdentity=1===e[0]&&0===e[1]&&0===e[2]&&0===e[3]&&0===e[4]&&1===e[5]&&0===e[6]&&0===e[7]&&0===e[8]&&0===e[9]&&1===e[10]&&0===e[11]&&0===e[12]&&0===e[13]&&0===e[14]&&1===e[15]}return this._isIdentity},e.prototype.isIdentityAs3x2=function(){return this._isIdentity3x2Dirty&&(this._isIdentity3x2Dirty=!1,1!==this._m[0]||1!==this._m[5]||1!==this._m[15]||0!==this._m[1]||0!==this._m[2]||0!==this._m[3]||0!==this._m[4]||0!==this._m[6]||0!==this._m[7]||0!==this._m[8]||0!==this._m[9]||0!==this._m[10]||0!==this._m[11]||0!==this._m[12]||0!==this._m[13]||0!==this._m[14]?this._isIdentity3x2=!1:this._isIdentity3x2=!0),this._isIdentity3x2},e.prototype.determinant=function(){if(!0===this._isIdentity)return 1;var e=this._m,t=e[0],i=e[1],r=e[2],n=e[3],o=e[4],s=e[5],a=e[6],h=e[7],l=e[8],c=e[9],u=e[10],f=e[11],d=e[12],p=e[13],_=e[14],g=e[15],m=u*g-_*f,b=c*g-p*f,v=c*_-p*u,y=l*g-d*f,x=l*_-u*d,T=l*p-d*c;return t*+(s*m-a*b+h*v)+i*-(o*m-a*y+h*x)+r*+(o*b-s*y+h*T)+n*-(o*v-s*x+a*T)},e.prototype.toArray=function(){return this._m},e.prototype.asArray=function(){return this._m},e.prototype.invert=function(){return this.invertToRef(this),this},e.prototype.reset=function(){return e.FromValuesToRef(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,this),this._updateIdentityStatus(!1),this},e.prototype.add=function(t){var i=new e;return this.addToRef(t,i),i},e.prototype.addToRef=function(e,t){for(var i=this._m,r=t._m,n=e.m,o=0;o<16;o++)r[o]=i[o]+n[o];return t._markAsUpdated(),this},e.prototype.addToSelf=function(e){for(var t=this._m,i=e.m,r=0;r<16;r++)t[r]+=i[r];return this._markAsUpdated(),this},e.prototype.invertToRef=function(t){if(!0===this._isIdentity)return e.IdentityToRef(t),this;var i=this._m,r=i[0],n=i[1],o=i[2],s=i[3],a=i[4],h=i[5],l=i[6],c=i[7],u=i[8],f=i[9],d=i[10],p=i[11],_=i[12],g=i[13],m=i[14],b=i[15],v=d*b-m*p,y=f*b-g*p,x=f*m-g*d,T=u*b-_*p,M=u*m-d*_,E=u*g-_*f,A=+(h*v-l*y+c*x),O=-(a*v-l*T+c*M),P=+(a*y-h*T+c*E),C=-(a*x-h*M+l*E),S=r*A+n*O+o*P+s*C;if(0===S)return t.copyFrom(this),this;var R=1/S,I=l*b-m*c,D=h*b-g*c,w=h*m-g*l,L=a*b-_*c,F=a*m-_*l,N=a*g-_*h,B=l*p-d*c,k=h*p-f*c,U=h*d-f*l,V=a*p-u*c,z=a*d-u*l,j=a*f-u*h,W=-(n*v-o*y+s*x),G=+(r*v-o*T+s*M),H=-(r*y-n*T+s*E),X=+(r*x-n*M+o*E),K=+(n*I-o*D+s*w),Y=-(r*I-o*L+s*F),q=+(r*D-n*L+s*N),Z=-(r*w-n*F+o*N),Q=-(n*B-o*k+s*U),J=+(r*B-o*V+s*z),$=-(r*k-n*V+s*j),ee=+(r*U-n*z+o*j);return e.FromValuesToRef(A*R,W*R,K*R,Q*R,O*R,G*R,Y*R,J*R,P*R,H*R,q*R,$*R,C*R,X*R,Z*R,ee*R,t),this},e.prototype.addAtIndex=function(e,t){return this._m[e]+=t,this._markAsUpdated(),this},e.prototype.multiplyAtIndex=function(e,t){return this._m[e]*=t,this._markAsUpdated(),this},e.prototype.setTranslationFromFloats=function(e,t,i){return this._m[12]=e,this._m[13]=t,this._m[14]=i,this._markAsUpdated(),this},e.prototype.addTranslationFromFloats=function(e,t,i){return this._m[12]+=e,this._m[13]+=t,this._m[14]+=i,this._markAsUpdated(),this},e.prototype.setTranslation=function(e){return this.setTranslationFromFloats(e.x,e.y,e.z)},e.prototype.getTranslation=function(){return new h(this._m[12],this._m[13],this._m[14])},e.prototype.getTranslationToRef=function(e){return e.x=this._m[12],e.y=this._m[13],e.z=this._m[14],this},e.prototype.removeRotationAndScaling=function(){var t=this.m;return e.FromValuesToRef(1,0,0,0,0,1,0,0,0,0,1,0,t[12],t[13],t[14],t[15],this),this._updateIdentityStatus(0===t[12]&&0===t[13]&&0===t[14]&&1===t[15]),this},e.prototype.multiply=function(t){var i=new e;return this.multiplyToRef(t,i),i},e.prototype.copyFrom=function(e){e.copyToArray(this._m);var t=e;return this._updateIdentityStatus(t._isIdentity,t._isIdentityDirty,t._isIdentity3x2,t._isIdentity3x2Dirty),this},e.prototype.copyToArray=function(e,t){void 0===t&&(t=0);var i=this._m;return e[t]=i[0],e[t+1]=i[1],e[t+2]=i[2],e[t+3]=i[3],e[t+4]=i[4],e[t+5]=i[5],e[t+6]=i[6],e[t+7]=i[7],e[t+8]=i[8],e[t+9]=i[9],e[t+10]=i[10],e[t+11]=i[11],e[t+12]=i[12],e[t+13]=i[13],e[t+14]=i[14],e[t+15]=i[15],this},e.prototype.multiplyToRef=function(e,t){return this._isIdentity?(t.copyFrom(e),this):e._isIdentity?(t.copyFrom(this),this):(this.multiplyToArray(e,t._m,0),t._markAsUpdated(),this)},e.prototype.multiplyToArray=function(e,t,i){var r=this._m,n=e.m,o=r[0],s=r[1],a=r[2],h=r[3],l=r[4],c=r[5],u=r[6],f=r[7],d=r[8],p=r[9],_=r[10],g=r[11],m=r[12],b=r[13],v=r[14],y=r[15],x=n[0],T=n[1],M=n[2],E=n[3],A=n[4],O=n[5],P=n[6],C=n[7],S=n[8],R=n[9],I=n[10],D=n[11],w=n[12],L=n[13],F=n[14],N=n[15];return t[i]=o*x+s*A+a*S+h*w,t[i+1]=o*T+s*O+a*R+h*L,t[i+2]=o*M+s*P+a*I+h*F,t[i+3]=o*E+s*C+a*D+h*N,t[i+4]=l*x+c*A+u*S+f*w,t[i+5]=l*T+c*O+u*R+f*L,t[i+6]=l*M+c*P+u*I+f*F,t[i+7]=l*E+c*C+u*D+f*N,t[i+8]=d*x+p*A+_*S+g*w,t[i+9]=d*T+p*O+_*R+g*L,t[i+10]=d*M+p*P+_*I+g*F,t[i+11]=d*E+p*C+_*D+g*N,t[i+12]=m*x+b*A+v*S+y*w,t[i+13]=m*T+b*O+v*R+y*L,t[i+14]=m*M+b*P+v*I+y*F,t[i+15]=m*E+b*C+v*D+y*N,this},e.prototype.equals=function(e){var t=e;if(!t)return!1;if((this._isIdentity||t._isIdentity)&&!this._isIdentityDirty&&!t._isIdentityDirty)return this._isIdentity&&t._isIdentity;var i=this.m,r=t.m;return i[0]===r[0]&&i[1]===r[1]&&i[2]===r[2]&&i[3]===r[3]&&i[4]===r[4]&&i[5]===r[5]&&i[6]===r[6]&&i[7]===r[7]&&i[8]===r[8]&&i[9]===r[9]&&i[10]===r[10]&&i[11]===r[11]&&i[12]===r[12]&&i[13]===r[13]&&i[14]===r[14]&&i[15]===r[15]},e.prototype.clone=function(){var t=new e;return t.copyFrom(this),t},e.prototype.getClassName=function(){return"Matrix"},e.prototype.getHashCode=function(){for(var e=0|this._m[0],t=1;t<16;t++)e=397*e^(0|this._m[t]);return e},e.prototype.decompose=function(t,i,r){if(this._isIdentity)return r&&r.setAll(0),t&&t.setAll(1),i&&i.copyFromFloats(0,0,0,1),!0;var n=this._m;if(r&&r.copyFromFloats(n[12],n[13],n[14]),(t=t||f.Vector3[0]).x=Math.sqrt(n[0]*n[0]+n[1]*n[1]+n[2]*n[2]),t.y=Math.sqrt(n[4]*n[4]+n[5]*n[5]+n[6]*n[6]),t.z=Math.sqrt(n[8]*n[8]+n[9]*n[9]+n[10]*n[10]),this.determinant()<=0&&(t.y*=-1),0===t.x||0===t.y||0===t.z)return i&&i.copyFromFloats(0,0,0,1),!1;if(i){var o=1/t.x,s=1/t.y,a=1/t.z;e.FromValuesToRef(n[0]*o,n[1]*o,n[2]*o,0,n[4]*s,n[5]*s,n[6]*s,0,n[8]*a,n[9]*a,n[10]*a,0,0,0,0,1,f.Matrix[0]),c.FromRotationMatrixToRef(f.Matrix[0],i)}return!0},e.prototype.getRow=function(e){if(e<0||e>3)return null;var t=4*e;return new l(this._m[t+0],this._m[t+1],this._m[t+2],this._m[t+3])},e.prototype.setRow=function(e,t){return this.setRowFromFloats(e,t.x,t.y,t.z,t.w)},e.prototype.transpose=function(){return e.Transpose(this)},e.prototype.transposeToRef=function(t){return e.TransposeToRef(this,t),this},e.prototype.setRowFromFloats=function(e,t,i,r,n){if(e<0||e>3)return this;var o=4*e;return this._m[o+0]=t,this._m[o+1]=i,this._m[o+2]=r,this._m[o+3]=n,this._markAsUpdated(),this},e.prototype.scale=function(t){var i=new e;return this.scaleToRef(t,i),i},e.prototype.scaleToRef=function(e,t){for(var i=0;i<16;i++)t._m[i]=this._m[i]*e;return t._markAsUpdated(),this},e.prototype.scaleAndAddToRef=function(e,t){for(var i=0;i<16;i++)t._m[i]+=this._m[i]*e;return t._markAsUpdated(),this},e.prototype.toNormalMatrix=function(t){var i=f.Matrix[0];this.invertToRef(i),i.transposeToRef(t);var r=t._m;e.FromValuesToRef(r[0],r[1],r[2],0,r[4],r[5],r[6],0,r[8],r[9],r[10],0,0,0,0,1,t)},e.prototype.getRotationMatrix=function(){var t=new e;return this.getRotationMatrixToRef(t),t},e.prototype.getRotationMatrixToRef=function(t){var i=f.Vector3[0];if(!this.decompose(i))return e.IdentityToRef(t),this;var r=this._m,n=1/i.x,o=1/i.y,s=1/i.z;return e.FromValuesToRef(r[0]*n,r[1]*n,r[2]*n,0,r[4]*o,r[5]*o,r[6]*o,0,r[8]*s,r[9]*s,r[10]*s,0,0,0,0,1,t),this},e.prototype.toggleModelMatrixHandInPlace=function(){var e=this._m;e[2]*=-1,e[6]*=-1,e[8]*=-1,e[9]*=-1,e[14]*=-1,this._markAsUpdated()},e.prototype.toggleProjectionMatrixHandInPlace=function(){var e=this._m;e[8]*=-1,e[9]*=-1,e[10]*=-1,e[11]*=-1,this._markAsUpdated()},e.FromArray=function(t,i){void 0===i&&(i=0);var r=new e;return e.FromArrayToRef(t,i,r),r},e.FromArrayToRef=function(e,t,i){for(var r=0;r<16;r++)i._m[r]=e[r+t];i._markAsUpdated()},e.FromFloat32ArrayToRefScaled=function(e,t,i,r){for(var n=0;n<16;n++)r._m[n]=e[n+t]*i;r._markAsUpdated()},Object.defineProperty(e,"IdentityReadOnly",{get:function(){return e._identityReadOnly},enumerable:!0,configurable:!0}),e.FromValuesToRef=function(e,t,i,r,n,o,s,a,h,l,c,u,f,d,p,_,g){var m=g._m;m[0]=e,m[1]=t,m[2]=i,m[3]=r,m[4]=n,m[5]=o,m[6]=s,m[7]=a,m[8]=h,m[9]=l,m[10]=c,m[11]=u,m[12]=f,m[13]=d,m[14]=p,m[15]=_,g._markAsUpdated()},e.FromValues=function(t,i,r,n,o,s,a,h,l,c,u,f,d,p,_,g){var m=new e,b=m._m;return b[0]=t,b[1]=i,b[2]=r,b[3]=n,b[4]=o,b[5]=s,b[6]=a,b[7]=h,b[8]=l,b[9]=c,b[10]=u,b[11]=f,b[12]=d,b[13]=p,b[14]=_,b[15]=g,m._markAsUpdated(),m},e.Compose=function(t,i,r){var n=new e;return e.ComposeToRef(t,i,r,n),n},e.ComposeToRef=function(e,t,i,r){var n=r._m,o=t.x,s=t.y,a=t.z,h=t.w,l=o+o,c=s+s,u=a+a,f=o*l,d=o*c,p=o*u,_=s*c,g=s*u,m=a*u,b=h*l,v=h*c,y=h*u,x=e.x,T=e.y,M=e.z;n[0]=(1-(_+m))*x,n[1]=(d+y)*x,n[2]=(p-v)*x,n[3]=0,n[4]=(d-y)*T,n[5]=(1-(f+m))*T,n[6]=(g+b)*T,n[7]=0,n[8]=(p+v)*M,n[9]=(g-b)*M,n[10]=(1-(f+_))*M,n[11]=0,n[12]=i.x,n[13]=i.y,n[14]=i.z,n[15]=1,r._markAsUpdated()},e.Identity=function(){var t=e.FromValues(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);return t._updateIdentityStatus(!0),t},e.IdentityToRef=function(t){e.FromValuesToRef(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,t),t._updateIdentityStatus(!0)},e.Zero=function(){var t=e.FromValues(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);return t._updateIdentityStatus(!1),t},e.RotationX=function(t){var i=new e;return e.RotationXToRef(t,i),i},e.Invert=function(t){var i=new e;return t.invertToRef(i),i},e.RotationXToRef=function(t,i){var r=Math.sin(t),n=Math.cos(t);e.FromValuesToRef(1,0,0,0,0,n,r,0,0,-r,n,0,0,0,0,1,i),i._updateIdentityStatus(1===n&&0===r)},e.RotationY=function(t){var i=new e;return e.RotationYToRef(t,i),i},e.RotationYToRef=function(t,i){var r=Math.sin(t),n=Math.cos(t);e.FromValuesToRef(n,0,-r,0,0,1,0,0,r,0,n,0,0,0,0,1,i),i._updateIdentityStatus(1===n&&0===r)},e.RotationZ=function(t){var i=new e;return e.RotationZToRef(t,i),i},e.RotationZToRef=function(t,i){var r=Math.sin(t),n=Math.cos(t);e.FromValuesToRef(n,r,0,0,-r,n,0,0,0,0,1,0,0,0,0,1,i),i._updateIdentityStatus(1===n&&0===r)},e.RotationAxis=function(t,i){var r=new e;return e.RotationAxisToRef(t,i,r),r},e.RotationAxisToRef=function(e,t,i){var r=Math.sin(-t),n=Math.cos(-t),o=1-n;e.normalize();var s=i._m;s[0]=e.x*e.x*o+n,s[1]=e.x*e.y*o-e.z*r,s[2]=e.x*e.z*o+e.y*r,s[3]=0,s[4]=e.y*e.x*o+e.z*r,s[5]=e.y*e.y*o+n,s[6]=e.y*e.z*o-e.x*r,s[7]=0,s[8]=e.z*e.x*o-e.y*r,s[9]=e.z*e.y*o+e.x*r,s[10]=e.z*e.z*o+n,s[11]=0,s[12]=0,s[13]=0,s[14]=0,s[15]=1,i._markAsUpdated()},e.RotationAlignToRef=function(e,t,i){var r=h.Cross(t,e),n=h.Dot(t,e),o=1/(1+n),s=i._m;s[0]=r.x*r.x*o+n,s[1]=r.y*r.x*o-r.z,s[2]=r.z*r.x*o+r.y,s[3]=0,s[4]=r.x*r.y*o+r.z,s[5]=r.y*r.y*o+n,s[6]=r.z*r.y*o-r.x,s[7]=0,s[8]=r.x*r.z*o-r.y,s[9]=r.y*r.z*o+r.x,s[10]=r.z*r.z*o+n,s[11]=0,s[12]=0,s[13]=0,s[14]=0,s[15]=1,i._markAsUpdated()},e.RotationYawPitchRoll=function(t,i,r){var n=new e;return e.RotationYawPitchRollToRef(t,i,r,n),n},e.RotationYawPitchRollToRef=function(e,t,i,r){c.RotationYawPitchRollToRef(e,t,i,f.Quaternion[0]),f.Quaternion[0].toRotationMatrix(r)},e.Scaling=function(t,i,r){var n=new e;return e.ScalingToRef(t,i,r,n),n},e.ScalingToRef=function(t,i,r,n){e.FromValuesToRef(t,0,0,0,0,i,0,0,0,0,r,0,0,0,0,1,n),n._updateIdentityStatus(1===t&&1===i&&1===r)},e.Translation=function(t,i,r){var n=new e;return e.TranslationToRef(t,i,r,n),n},e.TranslationToRef=function(t,i,r,n){e.FromValuesToRef(1,0,0,0,0,1,0,0,0,0,1,0,t,i,r,1,n),n._updateIdentityStatus(0===t&&0===i&&0===r)},e.Lerp=function(t,i,r){var n=new e;return e.LerpToRef(t,i,r,n),n},e.LerpToRef=function(e,t,i,r){for(var n=r._m,o=e.m,s=t.m,a=0;a<16;a++)n[a]=o[a]*(1-i)+s[a]*i;r._markAsUpdated()},e.DecomposeLerp=function(t,i,r){var n=new e;return e.DecomposeLerpToRef(t,i,r,n),n},e.DecomposeLerpToRef=function(t,i,r,n){var o=f.Vector3[0],s=f.Quaternion[0],a=f.Vector3[1];t.decompose(o,s,a);var l=f.Vector3[2],u=f.Quaternion[1],d=f.Vector3[3];i.decompose(l,u,d);var p=f.Vector3[4];h.LerpToRef(o,l,r,p);var _=f.Quaternion[2];c.SlerpToRef(s,u,r,_);var g=f.Vector3[5];h.LerpToRef(a,d,r,g),e.ComposeToRef(p,_,g,n)},e.LookAtLH=function(t,i,r){var n=new e;return e.LookAtLHToRef(t,i,r,n),n},e.LookAtLHToRef=function(t,i,r,n){var o=f.Vector3[0],s=f.Vector3[1],a=f.Vector3[2];i.subtractToRef(t,a),a.normalize(),h.CrossToRef(r,a,o);var l=o.lengthSquared();0===l?o.x=1:o.normalizeFromLength(Math.sqrt(l)),h.CrossToRef(a,o,s),s.normalize();var c=-h.Dot(o,t),u=-h.Dot(s,t),d=-h.Dot(a,t);e.FromValuesToRef(o.x,s.x,a.x,0,o.y,s.y,a.y,0,o.z,s.z,a.z,0,c,u,d,1,n)},e.LookAtRH=function(t,i,r){var n=new e;return e.LookAtRHToRef(t,i,r,n),n},e.LookAtRHToRef=function(t,i,r,n){var o=f.Vector3[0],s=f.Vector3[1],a=f.Vector3[2];t.subtractToRef(i,a),a.normalize(),h.CrossToRef(r,a,o);var l=o.lengthSquared();0===l?o.x=1:o.normalizeFromLength(Math.sqrt(l)),h.CrossToRef(a,o,s),s.normalize();var c=-h.Dot(o,t),u=-h.Dot(s,t),d=-h.Dot(a,t);e.FromValuesToRef(o.x,s.x,a.x,0,o.y,s.y,a.y,0,o.z,s.z,a.z,0,c,u,d,1,n)},e.OrthoLH=function(t,i,r,n){var o=new e;return e.OrthoLHToRef(t,i,r,n,o),o},e.OrthoLHToRef=function(t,i,r,n,o){var s=2/t,a=2/i,h=2/(n-r),l=-(n+r)/(n-r);e.FromValuesToRef(s,0,0,0,0,a,0,0,0,0,h,0,0,0,l,1,o),o._updateIdentityStatus(1===s&&1===a&&1===h&&0===l)},e.OrthoOffCenterLH=function(t,i,r,n,o,s){var a=new e;return e.OrthoOffCenterLHToRef(t,i,r,n,o,s,a),a},e.OrthoOffCenterLHToRef=function(t,i,r,n,o,s,a){var h=2/(i-t),l=2/(n-r),c=2/(s-o),u=-(s+o)/(s-o),f=(t+i)/(t-i),d=(n+r)/(r-n);e.FromValuesToRef(h,0,0,0,0,l,0,0,0,0,c,0,f,d,u,1,a),a._markAsUpdated()},e.OrthoOffCenterRH=function(t,i,r,n,o,s){var a=new e;return e.OrthoOffCenterRHToRef(t,i,r,n,o,s,a),a},e.OrthoOffCenterRHToRef=function(t,i,r,n,o,s,a){e.OrthoOffCenterLHToRef(t,i,r,n,o,s,a),a._m[10]*=-1},e.PerspectiveLH=function(t,i,r,n){var o=new e,s=2*r/t,a=2*r/i,h=(n+r)/(n-r),l=-2*n*r/(n-r);return e.FromValuesToRef(s,0,0,0,0,a,0,0,0,0,h,1,0,0,l,0,o),o._updateIdentityStatus(!1),o},e.PerspectiveFovLH=function(t,i,r,n){var o=new e;return e.PerspectiveFovLHToRef(t,i,r,n,o),o},e.PerspectiveFovLHToRef=function(t,i,r,n,o,s){void 0===s&&(s=!0);var a=r,h=n,l=1/Math.tan(.5*t),c=s?l/i:l,u=s?l:l*i,f=(h+a)/(h-a),d=-2*h*a/(h-a);e.FromValuesToRef(c,0,0,0,0,u,0,0,0,0,f,1,0,0,d,0,o),o._updateIdentityStatus(!1)},e.PerspectiveFovReverseLHToRef=function(t,i,r,n,o,s){void 0===s&&(s=!0);var a=1/Math.tan(.5*t),h=s?a/i:a,l=s?a:a*i;e.FromValuesToRef(h,0,0,0,0,l,0,0,0,0,-r,1,0,0,1,0,o),o._updateIdentityStatus(!1)},e.PerspectiveFovRH=function(t,i,r,n){var o=new e;return e.PerspectiveFovRHToRef(t,i,r,n,o),o},e.PerspectiveFovRHToRef=function(t,i,r,n,o,s){void 0===s&&(s=!0);var a=r,h=n,l=1/Math.tan(.5*t),c=s?l/i:l,u=s?l:l*i,f=-(h+a)/(h-a),d=-2*h*a/(h-a);e.FromValuesToRef(c,0,0,0,0,u,0,0,0,0,f,-1,0,0,d,0,o),o._updateIdentityStatus(!1)},e.PerspectiveFovReverseRHToRef=function(t,i,r,n,o,s){void 0===s&&(s=!0);var a=1/Math.tan(.5*t),h=s?a/i:a,l=s?a:a*i;e.FromValuesToRef(h,0,0,0,0,l,0,0,0,0,-r,-1,0,0,-1,0,o),o._updateIdentityStatus(!1)},e.PerspectiveFovWebVRToRef=function(e,t,i,r,n){void 0===n&&(n=!1);var o=n?-1:1,s=Math.tan(e.upDegrees*Math.PI/180),a=Math.tan(e.downDegrees*Math.PI/180),h=Math.tan(e.leftDegrees*Math.PI/180),l=Math.tan(e.rightDegrees*Math.PI/180),c=2/(h+l),u=2/(s+a),f=r._m;f[0]=c,f[1]=f[2]=f[3]=f[4]=0,f[5]=u,f[6]=f[7]=0,f[8]=(h-l)*c*.5,f[9]=-(s-a)*u*.5,f[10]=-i/(t-i),f[11]=1*o,f[12]=f[13]=f[15]=0,f[14]=-2*i*t/(i-t),r._markAsUpdated()},e.GetFinalMatrix=function(t,i,r,n,o,s){var a=t.width,h=t.height,l=t.x,c=t.y,u=e.FromValues(a/2,0,0,0,0,-h/2,0,0,0,0,s-o,0,l+a/2,h/2+c,o,1),d=f.Matrix[0];return i.multiplyToRef(r,d),d.multiplyToRef(n,d),d.multiply(u)},e.GetAsMatrix2x2=function(e){var t=e.m;return new Float32Array([t[0],t[1],t[4],t[5]])},e.GetAsMatrix3x3=function(e){var t=e.m;return new 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i=e.x*e.x,r=e.y*e.y,n=e.z*e.z,o=e.x*e.y,s=e.z*e.w,a=e.z*e.x,h=e.y*e.w,l=e.y*e.z,c=e.x*e.w;t._m[0]=1-2*(r+n),t._m[1]=2*(o+s),t._m[2]=2*(a-h),t._m[3]=0,t._m[4]=2*(o-s),t._m[5]=1-2*(n+i),t._m[6]=2*(l+c),t._m[7]=0,t._m[8]=2*(a+h),t._m[9]=2*(l-c),t._m[10]=1-2*(r+i),t._m[11]=0,t._m[12]=0,t._m[13]=0,t._m[14]=0,t._m[15]=1,t._markAsUpdated()},e._updateFlagSeed=0,e._identityReadOnly=e.Identity(),e}(),f=function(){function e(){}return e.Vector3=o.a.BuildArray(6,h.Zero),e.Matrix=o.a.BuildArray(2,u.Identity),e.Quaternion=o.a.BuildArray(3,c.Zero),e}(),d=function(){function e(){}return e.Vector2=o.a.BuildArray(3,a.Zero),e.Vector3=o.a.BuildArray(13,h.Zero),e.Vector4=o.a.BuildArray(3,l.Zero),e.Quaternion=o.a.BuildArray(2,c.Zero),e.Matrix=o.a.BuildArray(8,u.Identity),e}();s.a.RegisteredTypes["BABYLON.Vector2"]=a,s.a.RegisteredTypes["BABYLON.Vector3"]=h,s.a.RegisteredTypes["BABYLON.Vector4"]=l,s.a.RegisteredTypes["BABYLON.Matrix"]=u},function(e,t,i){"use strict";i.d(t,"c",(function(){return 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l=i/4,c=r/4,u=0;u0},e.prototype.clear=function(){this._observers=new Array,this._onObserverAdded=null},e.prototype.clone=function(){var t=new e;return t._observers=this._observers.slice(0),t},e.prototype.hasSpecificMask=function(e){void 0===e&&(e=-1);for(var t=0,i=this._observers;t1?this.notRenderable=!0:this.notRenderable=!1}else a.b.Error("Cannot move a control to a vector3 if the control is not at root level")},e.prototype.getDescendantsToRef=function(e,t,i){void 0===t&&(t=!1)},e.prototype.getDescendants=function(e,t){var i=new Array;return this.getDescendantsToRef(i,e,t),i},e.prototype.linkWithMesh=function(t){if(!this._host||this.parent&&this.parent!==this._host._rootContainer)t&&a.b.Error("Cannot link a control to a mesh if the control is not at root level");else{var i=this._host._linkedControls.indexOf(this);if(-1!==i)return this._linkedMesh=t,void(t||this._host._linkedControls.splice(i,1));t&&(this.horizontalAlignment=e.HORIZONTAL_ALIGNMENT_LEFT,this.verticalAlignment=e.VERTICAL_ALIGNMENT_TOP,this._linkedMesh=t,this._host._linkedControls.push(this))}},e.prototype._moveToProjectedPosition=function(e){var t=this._left.getValue(this._host),i=this._top.getValue(this._host),r=e.x+this._linkOffsetX.getValue(this._host)-this._currentMeasure.width/2,n=e.y+this._linkOffsetY.getValue(this._host)-this._currentMeasure.height/2;this._left.ignoreAdaptiveScaling&&this._top.ignoreAdaptiveScaling&&(Math.abs(r-t)<.5&&(r=t),Math.abs(n-i)<.5&&(n=i)),this.left=r+"px",this.top=n+"px",this._left.ignoreAdaptiveScaling=!0,this._top.ignoreAdaptiveScaling=!0,this._markAsDirty()},e.prototype._offsetLeft=function(e){this._isDirty=!0,this._currentMeasure.left+=e},e.prototype._offsetTop=function(e){this._isDirty=!0,this._currentMeasure.top+=e},e.prototype._markMatrixAsDirty=function(){this._isMatrixDirty=!0,this._flagDescendantsAsMatrixDirty()},e.prototype._flagDescendantsAsMatrixDirty=function(){},e.prototype._intersectsRect=function(e){return this._currentMeasure.transformToRef(this._transformMatrix,this._tmpMeasureA),!(this._tmpMeasureA.left>=e.left+e.width)&&(!(this._tmpMeasureA.top>=e.top+e.height)&&(!(this._tmpMeasureA.left+this._tmpMeasureA.width<=e.left)&&!(this._tmpMeasureA.top+this._tmpMeasureA.height<=e.top)))},e.prototype.invalidateRect=function(){if(this._transform(),this.host&&this.host.useInvalidateRectOptimization)if(this._currentMeasure.transformToRef(this._transformMatrix,this._tmpMeasureA),l.a.CombineToRef(this._tmpMeasureA,this._prevCurrentMeasureTransformedIntoGlobalSpace,this._tmpMeasureA),this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY){var e=this.shadowOffsetX,t=this.shadowOffsetY,i=this.shadowBlur,r=Math.min(Math.min(e,0)-2*i,0),n=Math.max(Math.max(e,0)+2*i,0),o=Math.min(Math.min(t,0)-2*i,0),s=Math.max(Math.max(t,0)+2*i,0);this.host.invalidateRect(Math.floor(this._tmpMeasureA.left+r),Math.floor(this._tmpMeasureA.top+o),Math.ceil(this._tmpMeasureA.left+this._tmpMeasureA.width+n),Math.ceil(this._tmpMeasureA.top+this._tmpMeasureA.height+s))}else this.host.invalidateRect(Math.floor(this._tmpMeasureA.left),Math.floor(this._tmpMeasureA.top),Math.ceil(this._tmpMeasureA.left+this._tmpMeasureA.width),Math.ceil(this._tmpMeasureA.top+this._tmpMeasureA.height))},e.prototype._markAsDirty=function(e){void 0===e&&(e=!1),(this._isVisible||e)&&(this._isDirty=!0,this._host&&this._host.markAsDirty())},e.prototype._markAllAsDirty=function(){this._markAsDirty(),this._font&&this._prepareFont()},e.prototype._link=function(e){this._host=e,this._host&&(this.uniqueId=this._host.getScene().getUniqueId())},e.prototype._transform=function(e){if(this._isMatrixDirty||1!==this._scaleX||1!==this._scaleY||0!==this._rotation){var t=this._currentMeasure.width*this._transformCenterX+this._currentMeasure.left,i=this._currentMeasure.height*this._transformCenterY+this._currentMeasure.top;e&&(e.translate(t,i),e.rotate(this._rotation),e.scale(this._scaleX,this._scaleY),e.translate(-t,-i)),(this._isMatrixDirty||this._cachedOffsetX!==t||this._cachedOffsetY!==i)&&(this._cachedOffsetX=t,this._cachedOffsetY=i,this._isMatrixDirty=!1,this._flagDescendantsAsMatrixDirty(),d.ComposeToRef(-t,-i,this._rotation,this._scaleX,this._scaleY,this.parent?this.parent._transformMatrix:null,this._transformMatrix),this._transformMatrix.invertToRef(this._invertTransformMatrix))}},e.prototype._renderHighlight=function(e){this.isHighlighted&&(e.save(),e.strokeStyle="#4affff",e.lineWidth=2,this._renderHighlightSpecific(e),e.restore())},e.prototype._renderHighlightSpecific=function(e){e.strokeRect(this._currentMeasure.left,this._currentMeasure.top,this._currentMeasure.width,this._currentMeasure.height)},e.prototype._applyStates=function(t){this._isFontSizeInPercentage&&(this._fontSet=!0),this._fontSet&&(this._prepareFont(),this._fontSet=!1),this._font&&(t.font=this._font),this._color&&(t.fillStyle=this._color),e.AllowAlphaInheritance?t.globalAlpha*=this._alpha:this._alphaSet&&(t.globalAlpha=this.parent?this.parent.alpha*this._alpha:this._alpha)},e.prototype._layout=function(e,t){if(!this.isDirty&&(!this.isVisible||this.notRenderable))return!1;if(this._isDirty||!this._cachedParentMeasure.isEqualsTo(e)){this.host._numLayoutCalls++,this._currentMeasure.transformToRef(this._transformMatrix,this._prevCurrentMeasureTransformedIntoGlobalSpace),t.save(),this._applyStates(t);var i=0;do{this._rebuildLayout=!1,this._processMeasures(e,t),i++}while(this._rebuildLayout&&i<3);i>=3&&s.a.Error("Layout cycle detected in GUI (Control name="+this.name+", uniqueId="+this.uniqueId+")"),t.restore(),this.invalidateRect(),this._evaluateClippingState(e)}return this._wasDirty=this._isDirty,this._isDirty=!1,!0},e.prototype._processMeasures=function(e,t){this._currentMeasure.copyFrom(e),this._preMeasure(e,t),this._measure(),this._computeAlignment(e,t),this._currentMeasure.left=0|this._currentMeasure.left,this._currentMeasure.top=0|this._currentMeasure.top,this._currentMeasure.width=0|this._currentMeasure.width,this._currentMeasure.height=0|this._currentMeasure.height,this._additionalProcessing(e,t),this._cachedParentMeasure.copyFrom(e),this.onDirtyObservable.hasObservers()&&this.onDirtyObservable.notifyObservers(this)},e.prototype._evaluateClippingState=function(e){if(this.parent&&this.parent.clipChildren){if(this._currentMeasure.left>e.left+e.width)return void(this._isClipped=!0);if(this._currentMeasure.left+this._currentMeasure.widthe.top+e.height)return void(this._isClipped=!0);if(this._currentMeasure.top+this._currentMeasure.heightthis._currentMeasure.left+this._currentMeasure.width)&&(!(tthis._currentMeasure.top+this._currentMeasure.height)&&(this.isPointerBlocker&&(this._host._shouldBlockPointer=!0),!0))))},e.prototype._processPicking=function(e,t,i,r,n,o,s){return!!this._isEnabled&&(!(!this.isHitTestVisible||!this.isVisible||this._doNotRender)&&(!!this.contains(e,t)&&(this._processObservables(i,e,t,r,n,o,s),!0)))},e.prototype._onPointerMove=function(e,t,i){this.onPointerMoveObservable.notifyObservers(t,-1,e,this)&&null!=this.parent&&this.parent._onPointerMove(e,t,i)},e.prototype._onPointerEnter=function(e){return!!this._isEnabled&&(!(this._enterCount>0)&&(-1===this._enterCount&&(this._enterCount=0),this._enterCount++,this.onPointerEnterObservable.notifyObservers(this,-1,e,this)&&null!=this.parent&&this.parent._onPointerEnter(e),!0))},e.prototype._onPointerOut=function(e,t){if(void 0===t&&(t=!1),t||this._isEnabled&&e!==this){this._enterCount=0;var i=!0;e.isAscendant(this)||(i=this.onPointerOutObservable.notifyObservers(this,-1,e,this)),i&&null!=this.parent&&this.parent._onPointerOut(e,t)}},e.prototype._onPointerDown=function(e,t,i,r){return this._onPointerEnter(this),0===this._downCount&&(this._downCount++,this._downPointerIds[i]=!0,this.onPointerDownObservable.notifyObservers(new f(t,r),-1,e,this)&&null!=this.parent&&this.parent._onPointerDown(e,t,i,r),!0)},e.prototype._onPointerUp=function(e,t,i,r,n){if(this._isEnabled){this._downCount=0,delete this._downPointerIds[i];var o=n;n&&(this._enterCount>0||-1===this._enterCount)&&(o=this.onPointerClickObservable.notifyObservers(new f(t,r),-1,e,this)),this.onPointerUpObservable.notifyObservers(new f(t,r),-1,e,this)&&null!=this.parent&&this.parent._onPointerUp(e,t,i,r,o)}},e.prototype._forcePointerUp=function(e){if(void 0===e&&(e=null),null!==e)this._onPointerUp(this,n.d.Zero(),e,0,!0);else for(var t in this._downPointerIds)this._onPointerUp(this,n.d.Zero(),+t,0,!0)},e.prototype._onWheelScroll=function(e,t){this._isEnabled&&(this.onWheelObservable.notifyObservers(new n.d(e,t))&&null!=this.parent&&this.parent._onWheelScroll(e,t))},e.prototype._processObservables=function(e,t,i,r,n,s,a){if(!this._isEnabled)return!1;if(this._dummyVector2.copyFromFloats(t,i),e===o.a.POINTERMOVE){this._onPointerMove(this,this._dummyVector2,r);var h=this._host._lastControlOver[r];return h&&h!==this&&h._onPointerOut(this),h!==this&&this._onPointerEnter(this),this._host._lastControlOver[r]=this,!0}return e===o.a.POINTERDOWN?(this._onPointerDown(this,this._dummyVector2,r,n),this._host._registerLastControlDown(this,r),this._host._lastPickedControl=this,!0):e===o.a.POINTERUP?(this._host._lastControlDown[r]&&this._host._lastControlDown[r]._onPointerUp(this,this._dummyVector2,r,n,!0),delete this._host._lastControlDown[r],!0):!(e!==o.a.POINTERWHEEL||!this._host._lastControlOver[r])&&(this._host._lastControlOver[r]._onWheelScroll(s,a),!0)},e.prototype._prepareFont=function(){(this._font||this._fontSet)&&(this._style?this._font=this._style.fontStyle+" "+this._style.fontWeight+" "+this.fontSizeInPixels+"px "+this._style.fontFamily:this._font=this._fontStyle+" "+this._fontWeight+" "+this.fontSizeInPixels+"px "+this._fontFamily,this._fontOffset=e._GetFontOffset(this._font))},e.prototype.dispose=function(){(this.onDirtyObservable.clear(),this.onBeforeDrawObservable.clear(),this.onAfterDrawObservable.clear(),this.onPointerDownObservable.clear(),this.onPointerEnterObservable.clear(),this.onPointerMoveObservable.clear(),this.onPointerOutObservable.clear(),this.onPointerUpObservable.clear(),this.onPointerClickObservable.clear(),this.onWheelObservable.clear(),this._styleObserver&&this._style&&(this._style.onChangedObservable.remove(this._styleObserver),this._styleObserver=null),this.parent&&(this.parent.removeControl(this),this.parent=null),this._host)&&(this._host._linkedControls.indexOf(this)>-1&&this.linkWithMesh(null))},Object.defineProperty(e,"HORIZONTAL_ALIGNMENT_LEFT",{get:function(){return e._HORIZONTAL_ALIGNMENT_LEFT},enumerable:!0,configurable:!0}),Object.defineProperty(e,"HORIZONTAL_ALIGNMENT_RIGHT",{get:function(){return 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n=document.createElement("div");n.appendChild(i),n.appendChild(r),document.body.appendChild(n);var o=0,s=0;try{s=r.getBoundingClientRect().top-i.getBoundingClientRect().top,r.style.verticalAlign="baseline",o=r.getBoundingClientRect().top-i.getBoundingClientRect().top}finally{document.body.removeChild(n)}var a={ascent:o,height:s,descent:s-o};return e._FontHeightSizes[t]=a,a},e.drawEllipse=function(e,t,i,r,n){n.translate(e,t),n.scale(i,r),n.beginPath(),n.arc(0,0,1,0,2*Math.PI),n.closePath(),n.scale(1/i,1/r),n.translate(-e,-t)},e.AllowAlphaInheritance=!1,e._ClipMeasure=new l.a(0,0,0,0),e._HORIZONTAL_ALIGNMENT_LEFT=0,e._HORIZONTAL_ALIGNMENT_RIGHT=1,e._HORIZONTAL_ALIGNMENT_CENTER=2,e._VERTICAL_ALIGNMENT_TOP=0,e._VERTICAL_ALIGNMENT_BOTTOM=1,e._VERTICAL_ALIGNMENT_CENTER=2,e._FontHeightSizes={},e.AddHeader=function(){},e}();p.a.RegisteredTypes["BABYLON.GUI.Control"]=_},function(e,t,i){"use strict";i.d(t,"a",(function(){return a}));var r=i(4),n=i(25),o=i(11),s=i(68),a=function(){function 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m=i;if(this._engine=o,this._attributesNames=m.attributes,this._uniformsNames=m.uniformsNames.concat(m.samplers),this._samplerList=m.samplers.slice(),this.defines=m.defines,this.onError=m.onError,this.onCompiled=m.onCompiled,this._fallbacks=m.fallbacks,this._indexParameters=m.indexParameters,this._transformFeedbackVaryings=m.transformFeedbackVaryings||null,m.uniformBuffersNames)for(var b=0;b=2?"WEBGL2":"WEBGL1"};this._loadShader(p,"Vertex","",(function(e){g._loadShader(_,"Fragment","Pixel",(function(i){s.a.Process(e,y,(function(e){y.isFragment=!0,s.a.Process(i,y,(function(i){g._useFinalCode(e,i,t)}))}))}))}))}return Object.defineProperty(e.prototype,"onBindObservable",{get:function(){return this._onBindObservable||(this._onBindObservable=new r.a),this._onBindObservable},enumerable:!0,configurable:!0}),e.prototype._useFinalCode=function(e,t,i){if(i){var r=i.vertexElement||i.vertex||i.spectorName||i,n=i.fragmentElement||i.fragment||i.spectorName||i;this._vertexSourceCode="#define SHADER_NAME vertex:"+r+"\n"+e,this._fragmentSourceCode="#define SHADER_NAME fragment:"+n+"\n"+t}else this._vertexSourceCode=e,this._fragmentSourceCode=t;this._prepareEffect()},Object.defineProperty(e.prototype,"key",{get:function(){return this._key},enumerable:!0,configurable:!0}),e.prototype.isReady=function(){try{return this._isReadyInternal()}catch(e){return!1}},e.prototype._isReadyInternal=function(){return!!this._isReady||!!this._pipelineContext&&this._pipelineContext.isReady},e.prototype.getEngine=function(){return this._engine},e.prototype.getPipelineContext=function(){return this._pipelineContext},e.prototype.getAttributesNames=function(){return this._attributesNames},e.prototype.getAttributeLocation=function(e){return this._attributes[e]},e.prototype.getAttributeLocationByName=function(e){return this._attributeLocationByName[e]},e.prototype.getAttributesCount=function(){return this._attributes.length},e.prototype.getUniformIndex=function(e){return this._uniformsNames.indexOf(e)},e.prototype.getUniform=function(e){return this._uniforms[e]},e.prototype.getSamplers=function(){return this._samplerList},e.prototype.getCompilationError=function(){return this._compilationError},e.prototype.allFallbacksProcessed=function(){return this._allFallbacksProcessed},e.prototype.executeWhenCompiled=function(e){var t=this;this.isReady()?e(this):(this.onCompileObservable.add((function(t){e(t)})),this._pipelineContext&&!this._pipelineContext.isAsync||setTimeout((function(){t._checkIsReady(null)}),16))},e.prototype._checkIsReady=function(e){var t=this;try{if(this._isReadyInternal())return}catch(t){return void this._processCompilationErrors(t,e)}setTimeout((function(){t._checkIsReady(e)}),16)},e.prototype._loadShader=function(t,i,r,o){var s;if("undefined"!=typeof HTMLElement&&t instanceof HTMLElement)return void o(n.a.GetDOMTextContent(t));"source:"!==t.substr(0,7)?"base64:"!==t.substr(0,7)?e.ShadersStore[t+i+"Shader"]?o(e.ShadersStore[t+i+"Shader"]):r&&e.ShadersStore[t+r+"Shader"]?o(e.ShadersStore[t+r+"Shader"]):(s="."===t[0]||"/"===t[0]||t.indexOf("http")>-1?t:e.ShadersRepository+t,this._engine._loadFile(s+"."+i.toLowerCase()+".fx",o)):o(window.atob(t.substr(7))):o(t.substr(7))},e.prototype._rebuildProgram=function(e,t,i,r){var n=this;this._isReady=!1,this._vertexSourceCodeOverride=e,this._fragmentSourceCodeOverride=t,this.onError=function(e,t){r&&r(t)},this.onCompiled=function(){var e=n.getEngine().scenes;if(e)for(var t=0;t=0&&o<=1?(a=n,h=s):o>=1&&o<=2?(a=s,h=n):o>=2&&o<=3?(h=n,l=s):o>=3&&o<=4?(h=s,l=n):o>=4&&o<=5?(a=s,l=n):o>=5&&o<=6&&(a=n,l=s);var c=i-n;r.set(a+c,h+c,l+c)},e.FromHexString=function(t){if("#"!==t.substring(0,1)||7!==t.length)return new e(0,0,0);var i=parseInt(t.substring(1,3),16),r=parseInt(t.substring(3,5),16),n=parseInt(t.substring(5,7),16);return e.FromInts(i,r,n)},e.FromArray=function(t,i){return void 0===i&&(i=0),new e(t[i],t[i+1],t[i+2])},e.FromInts=function(t,i,r){return new e(t/255,i/255,r/255)},e.Lerp=function(t,i,r){var n=new e(0,0,0);return e.LerpToRef(t,i,r,n),n},e.LerpToRef=function(e,t,i,r){r.r=e.r+(t.r-e.r)*i,r.g=e.g+(t.g-e.g)*i,r.b=e.b+(t.b-e.b)*i},e.Red=function(){return new e(1,0,0)},e.Green=function(){return new e(0,1,0)},e.Blue=function(){return new e(0,0,1)},e.Black=function(){return new e(0,0,0)},Object.defineProperty(e,"BlackReadOnly",{get:function(){return e._BlackReadOnly},enumerable:!0,configurable:!0}),e.White=function(){return new e(1,1,1)},e.Purple=function(){return new e(.5,0,.5)},e.Magenta=function(){return new e(1,0,1)},e.Yellow=function(){return new e(1,1,0)},e.Gray=function(){return new e(.5,.5,.5)},e.Teal=function(){return new e(0,1,1)},e.Random=function(){return new e(Math.random(),Math.random(),Math.random())},e._BlackReadOnly=e.Black(),e}(),h=function(){function e(e,t,i,r){void 0===e&&(e=0),void 0===t&&(t=0),void 0===i&&(i=0),void 0===r&&(r=1),this.r=e,this.g=t,this.b=i,this.a=r}return e.prototype.addInPlace=function(e){return this.r+=e.r,this.g+=e.g,this.b+=e.b,this.a+=e.a,this},e.prototype.asArray=function(){var e=new Array;return this.toArray(e,0),e},e.prototype.toArray=function(e,t){return void 0===t&&(t=0),e[t]=this.r,e[t+1]=this.g,e[t+2]=this.b,e[t+3]=this.a,this},e.prototype.equals=function(e){return e&&this.r===e.r&&this.g===e.g&&this.b===e.b&&this.a===e.a},e.prototype.add=function(t){return new e(this.r+t.r,this.g+t.g,this.b+t.b,this.a+t.a)},e.prototype.subtract=function(t){return new e(this.r-t.r,this.g-t.g,this.b-t.b,this.a-t.a)},e.prototype.subtractToRef=function(e,t){return t.r=this.r-e.r,t.g=this.g-e.g,t.b=this.b-e.b,t.a=this.a-e.a,this},e.prototype.scale=function(t){return new e(this.r*t,this.g*t,this.b*t,this.a*t)},e.prototype.scaleToRef=function(e,t){return t.r=this.r*e,t.g=this.g*e,t.b=this.b*e,t.a=this.a*e,this},e.prototype.scaleAndAddToRef=function(e,t){return t.r+=this.r*e,t.g+=this.g*e,t.b+=this.b*e,t.a+=this.a*e,this},e.prototype.clampToRef=function(e,t,i){return void 0===e&&(e=0),void 0===t&&(t=1),i.r=r.a.Clamp(this.r,e,t),i.g=r.a.Clamp(this.g,e,t),i.b=r.a.Clamp(this.b,e,t),i.a=r.a.Clamp(this.a,e,t),this},e.prototype.multiply=function(t){return new e(this.r*t.r,this.g*t.g,this.b*t.b,this.a*t.a)},e.prototype.multiplyToRef=function(e,t){return t.r=this.r*e.r,t.g=this.g*e.g,t.b=this.b*e.b,t.a=this.a*e.a,t},e.prototype.toString=function(){return"{R: "+this.r+" G:"+this.g+" B:"+this.b+" A:"+this.a+"}"},e.prototype.getClassName=function(){return"Color4"},e.prototype.getHashCode=function(){var e=255*this.r|0;return e=397*(e=397*(e=397*e^(255*this.g|0))^(255*this.b|0))^(255*this.a|0)},e.prototype.clone=function(){return new e(this.r,this.g,this.b,this.a)},e.prototype.copyFrom=function(e){return this.r=e.r,this.g=e.g,this.b=e.b,this.a=e.a,this},e.prototype.copyFromFloats=function(e,t,i,r){return this.r=e,this.g=t,this.b=i,this.a=r,this},e.prototype.set=function(e,t,i,r){return this.copyFromFloats(e,t,i,r)},e.prototype.toHexString=function(){var e=255*this.r|0,t=255*this.g|0,i=255*this.b|0,n=255*this.a|0;return"#"+r.a.ToHex(e)+r.a.ToHex(t)+r.a.ToHex(i)+r.a.ToHex(n)},e.prototype.toLinearSpace=function(){var t=new e;return this.toLinearSpaceToRef(t),t},e.prototype.toLinearSpaceToRef=function(e){return e.r=Math.pow(this.r,n.c),e.g=Math.pow(this.g,n.c),e.b=Math.pow(this.b,n.c),e.a=this.a,this},e.prototype.toGammaSpace=function(){var t=new e;return this.toGammaSpaceToRef(t),t},e.prototype.toGammaSpaceToRef=function(e){return e.r=Math.pow(this.r,n.b),e.g=Math.pow(this.g,n.b),e.b=Math.pow(this.b,n.b),e.a=this.a,this},e.FromHexString=function(t){if("#"!==t.substring(0,1)||9!==t.length)return new e(0,0,0,0);var i=parseInt(t.substring(1,3),16),r=parseInt(t.substring(3,5),16),n=parseInt(t.substring(5,7),16),o=parseInt(t.substring(7,9),16);return e.FromInts(i,r,n,o)},e.Lerp=function(t,i,r){var n=new e(0,0,0,0);return e.LerpToRef(t,i,r,n),n},e.LerpToRef=function(e,t,i,r){r.r=e.r+(t.r-e.r)*i,r.g=e.g+(t.g-e.g)*i,r.b=e.b+(t.b-e.b)*i,r.a=e.a+(t.a-e.a)*i},e.FromColor3=function(t,i){return void 0===i&&(i=1),new e(t.r,t.g,t.b,i)},e.FromArray=function(t,i){return void 0===i&&(i=0),new e(t[i],t[i+1],t[i+2],t[i+3])},e.FromInts=function(t,i,r,n){return new e(t/255,i/255,r/255,n/255)},e.CheckColors4=function(e,t){if(e.length===3*t){for(var i=[],r=0;r
";e._AddLogEntry(r)},e._WarnDisabled=function(e){},e._WarnEnabled=function(t){var i=e._FormatMessage(t);console.warn("BJS - "+i);var r="
"+i+"

";e._AddLogEntry(r)},e._ErrorDisabled=function(e){},e._ErrorEnabled=function(t){e.errorsCount++;var i=e._FormatMessage(t);console.error("BJS - "+i);var r="
"+i+"

";e._AddLogEntry(r)},Object.defineProperty(e,"LogCache",{get:function(){return e._LogCache},enumerable:!0,configurable:!0}),e.ClearLogCache=function(){e._LogCache="",e.errorsCount=0},Object.defineProperty(e,"LogLevels",{set:function(t){(t&e.MessageLogLevel)===e.MessageLogLevel?e.Log=e._LogEnabled:e.Log=e._LogDisabled,(t&e.WarningLogLevel)===e.WarningLogLevel?e.Warn=e._WarnEnabled:e.Warn=e._WarnDisabled,(t&e.ErrorLogLevel)===e.ErrorLogLevel?e.Error=e._ErrorEnabled:e.Error=e._ErrorDisabled},enumerable:!0,configurable:!0}),e.NoneLogLevel=0,e.MessageLogLevel=1,e.WarningLogLevel=2,e.ErrorLogLevel=4,e.AllLogLevel=7,e._LogCache="",e.errorsCount=0,e.Log=e._LogEnabled,e.Warn=e._WarnEnabled,e.Error=e._ErrorEnabled,e}()},function(e,t,i){"use strict";i.r(t),i.d(t,"VertexData",(function(){return a}));var r=i(0),n=i(2),o=i(8),s=i(7),a=function(){function e(){}return e.prototype.set=function(e,t){switch(t){case n.b.PositionKind:this.positions=e;break;case n.b.NormalKind:this.normals=e;break;case n.b.TangentKind:this.tangents=e;break;case n.b.UVKind:this.uvs=e;break;case n.b.UV2Kind:this.uvs2=e;break;case n.b.UV3Kind:this.uvs3=e;break;case n.b.UV4Kind:this.uvs4=e;break;case n.b.UV5Kind:this.uvs5=e;break;case n.b.UV6Kind:this.uvs6=e;break;case n.b.ColorKind:this.colors=e;break;case n.b.MatricesIndicesKind:this.matricesIndices=e;break;case n.b.MatricesWeightsKind:this.matricesWeights=e;break;case n.b.MatricesIndicesExtraKind:this.matricesIndicesExtra=e;break;case n.b.MatricesWeightsExtraKind:this.matricesWeightsExtra=e}},e.prototype.applyToMesh=function(e,t){return this._applyTo(e,t),this},e.prototype.applyToGeometry=function(e,t){return this._applyTo(e,t),this},e.prototype.updateMesh=function(e){return this._update(e),this},e.prototype.updateGeometry=function(e){return this._update(e),this},e.prototype._applyTo=function(e,t){return void 0===t&&(t=!1),this.positions&&e.setVerticesData(n.b.PositionKind,this.positions,t),this.normals&&e.setVerticesData(n.b.NormalKind,this.normals,t),this.tangents&&e.setVerticesData(n.b.TangentKind,this.tangents,t),this.uvs&&e.setVerticesData(n.b.UVKind,this.uvs,t),this.uvs2&&e.setVerticesData(n.b.UV2Kind,this.uvs2,t),this.uvs3&&e.setVerticesData(n.b.UV3Kind,this.uvs3,t),this.uvs4&&e.setVerticesData(n.b.UV4Kind,this.uvs4,t),this.uvs5&&e.setVerticesData(n.b.UV5Kind,this.uvs5,t),this.uvs6&&e.setVerticesData(n.b.UV6Kind,this.uvs6,t),this.colors&&e.setVerticesData(n.b.ColorKind,this.colors,t),this.matricesIndices&&e.setVerticesData(n.b.MatricesIndicesKind,this.matricesIndices,t),this.matricesWeights&&e.setVerticesData(n.b.MatricesWeightsKind,this.matricesWeights,t),this.matricesIndicesExtra&&e.setVerticesData(n.b.MatricesIndicesExtraKind,this.matricesIndicesExtra,t),this.matricesWeightsExtra&&e.setVerticesData(n.b.MatricesWeightsExtraKind,this.matricesWeightsExtra,t),this.indices?e.setIndices(this.indices,null,t):e.setIndices([],null),this},e.prototype._update=function(e,t,i){return 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Array},I=function(){this._areNormalsFrozen=!1,this._source=null,this.meshMap=null,this._preActivateId=-1,this._LODLevels=new Array,this._morphTargetManager=null},D=function(e){function t(i,r,n,o,h,l){void 0===r&&(r=null),void 0===n&&(n=null),void 0===o&&(o=null),void 0===l&&(l=!0);var c=e.call(this,i,r)||this;if(c._internalMeshDataInfo=new I,c.delayLoadState=0,c.instances=new Array,c._creationDataStorage=null,c._geometry=null,c._instanceDataStorage=new S,c._effectiveMaterial=null,c._shouldGenerateFlatShading=!1,c._originalBuilderSideOrientation=t.DEFAULTSIDE,c.overrideMaterialSideOrientation=null,r=c.getScene(),o){if(o._geometry&&o._geometry.applyToMesh(c),s.a.DeepCopy(o,c,["name","material","skeleton","instances","parent","uniqueId","source","metadata","hasLODLevels","geometry","isBlocked","areNormalsFrozen","onBeforeDrawObservable","onBeforeRenderObservable","onAfterRenderObservable","onBeforeDraw","onAfterWorldMatrixUpdateObservable","onCollideObservable","onCollisionPositionChangeObservable","onRebuildObservable","onDisposeObservable","lightSources","morphTargetManager"],["_poseMatrix"]),c._internalMeshDataInfo._source=o,r.useClonedMeshMap&&(o._internalMeshDataInfo.meshMap||(o._internalMeshDataInfo.meshMap={}),o._internalMeshDataInfo.meshMap[c.uniqueId]=c),c._originalBuilderSideOrientation=o._originalBuilderSideOrientation,c._creationDataStorage=o._creationDataStorage,o._ranges){var u=o._ranges;for(var i in u)u.hasOwnProperty(i)&&u[i]&&c.createAnimationRange(i,u[i].from,u[i].to)}var f;if(o.metadata&&o.metadata.clone?c.metadata=o.metadata.clone():c.metadata=o.metadata,a.a&&a.a.HasTags(o)&&a.a.AddTagsTo(c,a.a.GetTags(o,!0)),c.parent=o.parent,c.setPivotMatrix(o.getPivotMatrix()),c.id=i+"."+o.id,c.material=o.material,!h)for(var d=o.getDescendants(!0),p=0;p0},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"morphTargetManager",{get:function(){return this._internalMeshDataInfo._morphTargetManager},set:function(e){this._internalMeshDataInfo._morphTargetManager!==e&&(this._internalMeshDataInfo._morphTargetManager=e,this._syncGeometryWithMorphTargetManager())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"source",{get:function(){return this._internalMeshDataInfo._source},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"isUnIndexed",{get:function(){return this._unIndexed},set:function(e){this._unIndexed!==e&&(this._unIndexed=e,this._markSubMeshesAsAttributesDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"worldMatrixInstancedBuffer",{get:function(){return this._instanceDataStorage.instancesData},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"manualUpdateOfWorldMatrixInstancedBuffer",{get:function(){return this._instanceDataStorage.manualUpdate},set:function(e){this._instanceDataStorage.manualUpdate=e},enumerable:!0,configurable:!0}),t.prototype.instantiateHierarchy=function(e,t,i){void 0===e&&(e=null);var r=!(this.getTotalVertices()>0)||t&&t.doNotInstantiate?this.clone("Clone of "+(this.name||this.id),e||this.parent,!0):this.createInstance("instance of "+(this.name||this.id));r&&(r.parent=e||this.parent,r.position=this.position.clone(),r.scaling=this.scaling.clone(),this.rotationQuaternion?r.rotationQuaternion=this.rotationQuaternion.clone():r.rotation=this.rotation.clone(),i&&i(this,r));for(var n=0,o=this.getChildTransformNodes(!0);n0},enumerable:!0,configurable:!0}),t.prototype.getLODLevels=function(){return this._internalMeshDataInfo._LODLevels},t.prototype._sortLODLevels=function(){this._internalMeshDataInfo._LODLevels.sort((function(e,t){return e.distancet.distance?-1:0}))},t.prototype.addLODLevel=function(e,t){if(t&&t._masterMesh)return T.a.Warn("You cannot use a mesh as LOD level twice"),this;var i=new O(e,t);return this._internalMeshDataInfo._LODLevels.push(i),t&&(t._masterMesh=this),this._sortLODLevels(),this},t.prototype.getLODLevelAtDistance=function(e){for(var t=this._internalMeshDataInfo,i=0;in)return this.onLODLevelSelection&&this.onLODLevelSelection(n,this,this),this;for(var o=0;o0;this.computeWorldMatrix();var s=this.material||n.defaultMaterial;if(s)if(s._storeEffectOnSubMeshes)for(var a=0,h=this.subMeshes;a0){var i=this.getIndices();if(!i)return null;var r=i.length,n=!1;if(e)n=!0;else for(var o=0,s=this.subMeshes;o=r){n=!0;break}if(a.verticesStart+a.verticesCount>=t){n=!0;break}}if(!n)return this.subMeshes[0]}return this.releaseSubMeshes(),new d.b(0,0,t,0,this.getTotalIndices(),this)},t.prototype.subdivide=function(e){if(!(e<1)){for(var t=this.getTotalIndices(),i=t/e|0,r=0;i%3!=0;)i++;this.releaseSubMeshes();for(var n=0;n=t);n++)d.b.CreateFromIndices(0,r,Math.min(i,t-r),this),r+=i;this.synchronizeInstances()}},t.prototype.setVerticesData=function(e,t,i,r){if(void 0===i&&(i=!1),this._geometry)this._geometry.setVerticesData(e,t,i,r);else{var n=new f.VertexData;n.set(t,e);var o=this.getScene();new m(m.RandomId(),o,n,i,this)}return this},t.prototype.removeVerticesData=function(e){this._geometry&&this._geometry.removeVerticesData(e)},t.prototype.markVerticesDataAsUpdatable=function(e,t){void 0===t&&(t=!0);var i=this.getVertexBuffer(e);i&&i.isUpdatable()!==t&&this.setVerticesData(e,this.getVerticesData(e),t)},t.prototype.setVerticesBuffer=function(e){return this._geometry||(this._geometry=m.CreateGeometryForMesh(this)),this._geometry.setVerticesBuffer(e),this},t.prototype.updateVerticesData=function(e,t,i,r){return this._geometry?(r?(this.makeGeometryUnique(),this.updateVerticesData(e,t,i,!1)):this._geometry.updateVerticesData(e,t,i),this):this},t.prototype.updateMeshPositions=function(e,t){void 0===t&&(t=!0);var i=this.getVerticesData(u.b.PositionKind);if(!i)return this;if(e(i),this.updateVerticesData(u.b.PositionKind,i,!1,!1),t){var r=this.getIndices(),n=this.getVerticesData(u.b.NormalKind);if(!n)return this;f.VertexData.ComputeNormals(i,r,n),this.updateVerticesData(u.b.NormalKind,n,!1,!1)}return this},t.prototype.makeGeometryUnique=function(){if(!this._geometry)return this;var e=this._geometry,t=this._geometry.copy(m.RandomId());return e.releaseForMesh(this,!0),t.applyToMesh(this),this},t.prototype.setIndices=function(e,t,i){if(void 0===t&&(t=null),void 0===i&&(i=!1),this._geometry)this._geometry.setIndices(e,t,i);else{var r=new f.VertexData;r.indices=e;var n=this.getScene();new m(m.RandomId(),n,r,i,this)}return this},t.prototype.updateIndices=function(e,t,i){return void 0===i&&(i=!1),this._geometry?(this._geometry.updateIndices(e,t,i),this):this},t.prototype.toLeftHanded=function(){return this._geometry?(this._geometry.toLeftHanded(),this):this},t.prototype._bind=function(e,t,i){if(!this._geometry)return this;var r,n=this.getScene().getEngine();if(this._unIndexed)r=null;else switch(i){case v.a.PointFillMode:r=null;break;case v.a.WireFrameFillMode:r=e._getLinesIndexBuffer(this.getIndices(),n);break;default:case v.a.TriangleFillMode:r=this._geometry.getIndexBuffer()}return this._geometry._bind(t,r),this},t.prototype._draw=function(e,t,i){if(!this._geometry||!this._geometry.getVertexBuffers()||!this._unIndexed&&!this._geometry.getIndexBuffer())return this;this._internalMeshDataInfo._onBeforeDrawObservable&&this._internalMeshDataInfo._onBeforeDrawObservable.notifyObservers(this);var r=this.getScene().getEngine();return this._unIndexed||t==v.a.PointFillMode?r.drawArraysType(t,e.verticesStart,e.verticesCount,i):t==v.a.WireFrameFillMode?r.drawElementsType(t,0,e._linesIndexCount,i):r.drawElementsType(t,e.indexStart,e.indexCount,i),this},t.prototype.registerBeforeRender=function(e){return this.onBeforeRenderObservable.add(e),this},t.prototype.unregisterBeforeRender=function(e){return this.onBeforeRenderObservable.removeCallback(e),this},t.prototype.registerAfterRender=function(e){return this.onAfterRenderObservable.add(e),this},t.prototype.unregisterAfterRender=function(e){return this.onAfterRenderObservable.removeCallback(e),this},t.prototype._getInstancesRenderList=function(e,t){if(void 0===t&&(t=!1),this._instanceDataStorage.isFrozen&&this._instanceDataStorage.previousBatch)return this._instanceDataStorage.previousBatch;var i=this.getScene(),r=i._isInIntermediateRendering(),n=r?this._internalAbstractMeshDataInfo._onlyForInstancesIntermediate:this._internalAbstractMeshDataInfo._onlyForInstances,o=this._instanceDataStorage.batchCache;if(o.mustReturn=!1,o.renderSelf[e]=t||!n&&this.isEnabled()&&this.isVisible,o.visibleInstances[e]=null,this._instanceDataStorage.visibleInstances&&!t){var s=this._instanceDataStorage.visibleInstances,a=i.getRenderId(),h=r?s.intermediateDefaultRenderId:s.defaultRenderId;o.visibleInstances[e]=s[a],!o.visibleInstances[e]&&h&&(o.visibleInstances[e]=s[h])}return o.hardwareInstancedRendering[e]=!t&&this._instanceDataStorage.hardwareInstancedRendering&&null!==o.visibleInstances[e]&&void 0!==o.visibleInstances[e],this._instanceDataStorage.previousBatch=o,o},t.prototype._renderWithInstances=function(e,t,i,r,n){var o=i.visibleInstances[e._id];if(!o)return this;for(var s=this._instanceDataStorage,a=s.instancesBufferSize,h=s.instancesBuffer,l=16*(o.length+1)*4;s.instancesBufferSizec&&r++,0!==_&&d++,f+=_,c=_}if(h[d]++,d>o&&(o=d),0===f)n++;else{var g=1/f,m=0;for(p=0;p.001&&s++}}var b=this.skeleton.bones.length,v=this.getVerticesData(u.b.MatricesIndicesKind),y=this.getVerticesData(u.b.MatricesIndicesExtraKind),x=0;for(l=0;l=b||T<0)&&x++}return{skinned:!0,valid:0===n&&0===s&&0===x,report:"Number of Weights = "+i/4+"\nMaximum influences = "+o+"\nMissing Weights = "+n+"\nNot Sorted = "+r+"\nNot Normalized = "+s+"\nWeightCounts = ["+h+"]\nNumber of bones = "+b+"\nBad Bone Indices = "+x}},t.prototype._checkDelayState=function(){var e=this.getScene();return this._geometry?this._geometry.load(e):4===this.delayLoadState&&(this.delayLoadState=2,this._queueLoad(e)),this},t.prototype._queueLoad=function(e){var t=this;e._addPendingData(this);var i=-1!==this.delayLoadingFile.indexOf(".babylonbinarymeshdata");return o.b.LoadFile(this.delayLoadingFile,(function(i){i instanceof ArrayBuffer?t._delayLoadingFunction(i,t):t._delayLoadingFunction(JSON.parse(i),t),t.instances.forEach((function(e){e.refreshBoundingInfo(),e._syncSubMeshes()})),t.delayLoadState=1,e._removePendingData(t)}),(function(){}),e.offlineProvider,i),this},t.prototype.isInFrustum=function(t){return 2!==this.delayLoadState&&(!!e.prototype.isInFrustum.call(this,t)&&(this._checkDelayState(),!0))},t.prototype.setMaterialByID=function(e){var t,i=this.getScene().materials;for(t=i.length-1;t>-1;t--)if(i[t].id===e)return this.material=i[t],this;var r=this.getScene().multiMaterials;for(t=r.length-1;t>-1;t--)if(r[t].id===e)return this.material=r[t],this;return this},t.prototype.getAnimatables=function(){var e=new Array;return this.material&&e.push(this.material),this.skeleton&&e.push(this.skeleton),e},t.prototype.bakeTransformIntoVertices=function(e){if(!this.isVerticesDataPresent(u.b.PositionKind))return this;var t=this.subMeshes.splice(0);this._resetPointsArrayCache();var i,r=this.getVerticesData(u.b.PositionKind),n=new Array;for(i=0;i-1&&(n.morphTargetManager=i.getMorphTargetManagerById(e.morphTargetManagerId)),e.skeletonId>-1&&(n.skeleton=i.getLastSkeletonByID(e.skeletonId),e.numBoneInfluencers&&(n.numBoneInfluencers=e.numBoneInfluencers)),e.animations){for(var o=0;o4,c=l?this.getVerticesData(u.b.MatricesIndicesExtraKind):null,f=l?this.getVerticesData(u.b.MatricesWeightsExtraKind):null,d=e.getTransformMatrices(this),p=h.e.Zero(),_=new h.a,g=new h.a,m=0,b=0;b0&&(h.a.FromFloat32ArrayToRefScaled(d,Math.floor(16*o[m+a]),v,g),_.addToSelf(g));if(l)for(a=0;a<4;a++)(v=f[m+a])>0&&(h.a.FromFloat32ArrayToRefScaled(d,Math.floor(16*c[m+a]),v,g),_.addToSelf(g));h.e.TransformCoordinatesFromFloatsToRef(t._sourcePositions[b],t._sourcePositions[b+1],t._sourcePositions[b+2],_,p),p.toArray(r,b),h.e.TransformNormalFromFloatsToRef(t._sourceNormals[b],t._sourceNormals[b+1],t._sourceNormals[b+2],_,p),p.toArray(n,b),_.reset()}return this.updateVerticesData(u.b.PositionKind,r),this.updateVerticesData(u.b.NormalKind,n),this},t.MinMax=function(e){var t=null,i=null;return e.forEach((function(e){var r=e.getBoundingInfo().boundingBox;t&&i?(t.minimizeInPlace(r.minimumWorld),i.maximizeInPlace(r.maximumWorld)):(t=r.minimumWorld,i=r.maximumWorld)})),t&&i?{min:t,max:i}:{min:h.e.Zero(),max:h.e.Zero()}},t.Center=function(e){var i=e instanceof Array?t.MinMax(e):e;return h.e.Center(i.min,i.max)},t.MergeMeshes=function(e,i,r,n,o,s){var a;if(void 0===i&&(i=!0),!r){var h=0;for(a=0;a=65536)return T.a.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices"),null}if(s){var l,c,u=null;o=!1}var p,_=new Array,g=new Array,m=null,b=new Array,v=null;for(a=0;a=0&&this._scene.textures.splice(e,1),this._scene.onTextureRemovedObservable.notifyObservers(this)}void 0!==this._texture&&(this.releaseInternalTexture(),this.onDisposeObservable.notifyObservers(this),this.onDisposeObservable.clear())},e.prototype.serialize=function(){if(!this.name)return null;var e=n.a.Serialize(this);return n.a.AppendSerializedAnimations(this,e),e},e.WhenAllReady=function(e,t){var i=e.length;if(0!==i)for(var r,n,o=function(){if((r=e[s]).isReady())0==--i&&t();else if(n=r.onLoadObservable){var o=function(){n.removeCallback(o),0==--i&&t()};n.add(o)}},s=0;s0,t.NUM_MORPH_INFLUENCERS=i.numInfluencers):(t.MORPHTARGETS_UV=!1,t.MORPHTARGETS_TANGENT=!1,t.MORPHTARGETS_NORMAL=!1,t.MORPHTARGETS=!1,t.NUM_MORPH_INFLUENCERS=0)},e.PrepareDefinesForAttributes=function(e,t,i,r,n,o){if(void 0===n&&(n=!1),void 0===o&&(o=!0),!t._areAttributesDirty&&t._needNormals===t._normals&&t._needUVs===t._uvs)return!1;if(t._normals=t._needNormals,t._uvs=t._needUVs,t.NORMAL=t._needNormals&&e.isVerticesDataPresent(s.b.NormalKind),t._needNormals&&e.isVerticesDataPresent(s.b.TangentKind)&&(t.TANGENT=!0),t._needUVs?(t.UV1=e.isVerticesDataPresent(s.b.UVKind),t.UV2=e.isVerticesDataPresent(s.b.UV2Kind)):(t.UV1=!1,t.UV2=!1),i){var a=e.useVertexColors&&e.isVerticesDataPresent(s.b.ColorKind);t.VERTEXCOLOR=a,t.VERTEXALPHA=e.hasVertexAlpha&&a&&o}return r&&this.PrepareDefinesForBones(e,t),n&&this.PrepareDefinesForMorphTargets(e,t),!0},e.PrepareDefinesForMultiview=function(e,t){if(e.activeCamera){var i=t.MULTIVIEW;t.MULTIVIEW=null!==e.activeCamera.outputRenderTarget&&e.activeCamera.outputRenderTarget.getViewCount()>1,t.MULTIVIEW!=i&&t.markAsUnprocessed()}},e.PrepareDefinesForLight=function(e,t,i,r,n,o,s){switch(s.needNormals=!0,void 0===n["LIGHT"+r]&&(s.needRebuild=!0),n["LIGHT"+r]=!0,n["SPOTLIGHT"+r]=!1,n["HEMILIGHT"+r]=!1,n["POINTLIGHT"+r]=!1,n["DIRLIGHT"+r]=!1,i.prepareLightSpecificDefines(n,r),n["LIGHT_FALLOFF_PHYSICAL"+r]=!1,n["LIGHT_FALLOFF_GLTF"+r]=!1,n["LIGHT_FALLOFF_STANDARD"+r]=!1,i.falloffType){case a.a.FALLOFF_GLTF:n["LIGHT_FALLOFF_GLTF"+r]=!0;break;case a.a.FALLOFF_PHYSICAL:n["LIGHT_FALLOFF_PHYSICAL"+r]=!0;break;case a.a.FALLOFF_STANDARD:n["LIGHT_FALLOFF_STANDARD"+r]=!0}if(o&&!i.specular.equalsFloats(0,0,0)&&(s.specularEnabled=!0),n["SHADOW"+r]=!1,n["SHADOWCSM"+r]=!1,n["SHADOWCSMDEBUG"+r]=!1,n["SHADOWCSMNUM_CASCADES"+r]=!1,n["SHADOWCSMUSESHADOWMAXZ"+r]=!1,n["SHADOWCSMNOBLEND"+r]=!1,n["SHADOWCSM_RIGHTHANDED"+r]=!1,n["SHADOWPCF"+r]=!1,n["SHADOWPCSS"+r]=!1,n["SHADOWPOISSON"+r]=!1,n["SHADOWESM"+r]=!1,n["SHADOWCUBE"+r]=!1,n["SHADOWLOWQUALITY"+r]=!1,n["SHADOWMEDIUMQUALITY"+r]=!1,t&&t.receiveShadows&&e.shadowsEnabled&&i.shadowEnabled){var h=i.getShadowGenerator();if(h){var l=h.getShadowMap();l&&l.renderList&&l.renderList.length>0&&(s.shadowEnabled=!0,h.prepareDefines(n,r))}}i.lightmapMode!=a.a.LIGHTMAP_DEFAULT?(s.lightmapMode=!0,n["LIGHTMAPEXCLUDED"+r]=!0,n["LIGHTMAPNOSPECULAR"+r]=i.lightmapMode==a.a.LIGHTMAP_SHADOWSONLY):(n["LIGHTMAPEXCLUDED"+r]=!1,n["LIGHTMAPNOSPECULAR"+r]=!1)},e.PrepareDefinesForLights=function(e,t,i,r,n,o){if(void 0===n&&(n=4),void 0===o&&(o=!1),!i._areLightsDirty)return i._needNormals;var s=0,a={needNormals:!1,needRebuild:!1,lightmapMode:!1,shadowEnabled:!1,specularEnabled:!1};if(e.lightsEnabled&&!o)for(var h=0,l=t.lightSources;h0&&(n=r+o,t.addFallback(n,"LIGHT"+o)),e.SHADOWS||(e["SHADOW"+o]&&t.addFallback(r,"SHADOW"+o),e["SHADOWPCF"+o]&&t.addFallback(r,"SHADOWPCF"+o),e["SHADOWPCSS"+o]&&t.addFallback(r,"SHADOWPCSS"+o),e["SHADOWPOISSON"+o]&&t.addFallback(r,"SHADOWPOISSON"+o),e["SHADOWESM"+o]&&t.addFallback(r,"SHADOWESM"+o));return n++},e.PrepareAttributesForMorphTargetsInfluencers=function(e,t,i){this._TmpMorphInfluencers.NUM_MORPH_INFLUENCERS=i,this.PrepareAttributesForMorphTargets(e,t,this._TmpMorphInfluencers)},e.PrepareAttributesForMorphTargets=function(e,t,i){var n=i.NUM_MORPH_INFLUENCERS;if(n>0&&o.a.LastCreatedEngine)for(var a=o.a.LastCreatedEngine.getCaps().maxVertexAttribs,h=t.morphTargetManager,l=h&&h.supportsNormals&&i.NORMAL,c=h&&h.supportsTangents&&i.TANGENT,u=h&&h.supportsUVs&&i.UV1,f=0;fa&&r.a.Error("Cannot add more vertex attributes for mesh "+t.name)},e.PrepareAttributesForBones=function(e,t,i,r){i.NUM_BONE_INFLUENCERS>0&&(r.addCPUSkinningFallback(0,t),e.push(s.b.MatricesIndicesKind),e.push(s.b.MatricesWeightsKind),i.NUM_BONE_INFLUENCERS>4&&(e.push(s.b.MatricesIndicesExtraKind),e.push(s.b.MatricesWeightsExtraKind)))},e.PrepareAttributesForInstances=function(e,t){t.INSTANCES&&this.PushAttributesForInstances(e)},e.PushAttributesForInstances=function(e){e.push("world0"),e.push("world1"),e.push("world2"),e.push("world3")},e.BindLightProperties=function(e,t,i){e.transferToEffect(t,i+"")},e.BindLight=function(e,t,i,r,n,o){void 0===o&&(o=!1),e._bindLight(t,i,r,n,o)},e.BindLights=function(e,t,i,r,n,o){void 0===n&&(n=4),void 0===o&&(o=!1);for(var s=Math.min(t.lightSources.length,n),a=0;a-1){var r=i.getTransformMatrixTexture(e);t.setTexture("boneSampler",r),t.setFloat("boneTextureWidth",4*(i.bones.length+1))}else{var n=i.getTransformMatrices(e);n&&t.setMatrices("mBones",n)}}},e.BindMorphTargetParameters=function(e,t){var i=e.morphTargetManager;e&&i&&t.setFloatArray("morphTargetInfluences",i.influences)},e.BindLogDepth=function(e,t,i){e.LOGARITHMICDEPTH&&t.setFloat("logarithmicDepthConstant",2/(Math.log(i.activeCamera.maxZ+1)/Math.LN2))},e.BindClipPlane=function(e,t){if(t.clipPlane){var i=t.clipPlane;e.setFloat4("vClipPlane",i.normal.x,i.normal.y,i.normal.z,i.d)}if(t.clipPlane2){i=t.clipPlane2;e.setFloat4("vClipPlane2",i.normal.x,i.normal.y,i.normal.z,i.d)}if(t.clipPlane3){i=t.clipPlane3;e.setFloat4("vClipPlane3",i.normal.x,i.normal.y,i.normal.z,i.d)}if(t.clipPlane4){i=t.clipPlane4;e.setFloat4("vClipPlane4",i.normal.x,i.normal.y,i.normal.z,i.d)}if(t.clipPlane5){i=t.clipPlane5;e.setFloat4("vClipPlane5",i.normal.x,i.normal.y,i.normal.z,i.d)}if(t.clipPlane6){i=t.clipPlane6;e.setFloat4("vClipPlane6",i.normal.x,i.normal.y,i.normal.z,i.d)}},e._TmpMorphInfluencers={NUM_MORPH_INFLUENCERS:0},e._tempFogColor=h.a.Black(),e}()},function(e,t,i){"use strict";i.d(t,"a",(function(){return _}));var r=i(1),n=i(3),o=i(28),s=i(13),a=i(4),h=i(0),l=i(34),c=i(11),u=i(10),f=i(8),d=i(52),p=i(50),_=function(e){function t(i,r,n,s){void 0===s&&(s=!0);var l=e.call(this,i,n)||this;return l._position=h.e.Zero(),l.upVector=h.e.Up(),l.orthoLeft=null,l.orthoRight=null,l.orthoBottom=null,l.orthoTop=null,l.fov=.8,l.minZ=1,l.maxZ=1e4,l.inertia=.9,l.mode=t.PERSPECTIVE_CAMERA,l.isIntermediate=!1,l.viewport=new d.a(0,0,1,1),l.layerMask=268435455,l.fovMode=t.FOVMODE_VERTICAL_FIXED,l.cameraRigMode=t.RIG_MODE_NONE,l.customRenderTargets=new Array,l.outputRenderTarget=null,l.onViewMatrixChangedObservable=new a.a,l.onProjectionMatrixChangedObservable=new a.a,l.onAfterCheckInputsObservable=new a.a,l.onRestoreStateObservable=new a.a,l.isRigCamera=!1,l._rigCameras=new Array,l._webvrViewMatrix=h.a.Identity(),l._skipRendering=!1,l._projectionMatrix=new h.a,l._postProcesses=new Array,l._activeMeshes=new o.a(256),l._globalPosition=h.e.Zero(),l._computedViewMatrix=h.a.Identity(),l._doNotComputeProjectionMatrix=!1,l._transformMatrix=h.a.Zero(),l._refreshFrustumPlanes=!0,l._isCamera=!0,l._isLeftCamera=!1,l._isRightCamera=!1,l.getScene().addCamera(l),s&&!l.getScene().activeCamera&&(l.getScene().activeCamera=l),l.position=r,l}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"position",{get:function(){return this._position},set:function(e){this._position=e},enumerable:!0,configurable:!0}),t.prototype.storeState=function(){return this._stateStored=!0,this._storedFov=this.fov,this},t.prototype._restoreStateValues=function(){return!!this._stateStored&&(this.fov=this._storedFov,!0)},t.prototype.restoreState=function(){return!!this._restoreStateValues()&&(this.onRestoreStateObservable.notifyObservers(this),!0)},t.prototype.getClassName=function(){return"Camera"},t.prototype.toString=function(e){var t="Name: "+this.name;if(t+=", type: "+this.getClassName(),this.animations)for(var i=0;i-1?(c.a.Error("You're trying to reuse a post process not defined as reusable."),0):(null==t||t<0?this._postProcesses.push(e):null===this._postProcesses[t]?this._postProcesses[t]=e:this._postProcesses.splice(t,0,e),this._cascadePostProcessesToRigCams(),this._postProcesses.indexOf(e))},t.prototype.detachPostProcess=function(e){var t=this._postProcesses.indexOf(e);-1!==t&&(this._postProcesses[t]=null),this._cascadePostProcessesToRigCams()},t.prototype.getWorldMatrix=function(){return this._isSynchronizedViewMatrix()||this.getViewMatrix(),this._worldMatrix},t.prototype._getViewMatrix=function(){return h.a.Identity()},t.prototype.getViewMatrix=function(e){return!e&&this._isSynchronizedViewMatrix()||(this.updateCache(),this._computedViewMatrix=this._getViewMatrix(),this._currentRenderId=this.getScene().getRenderId(),this._childUpdateId++,this._refreshFrustumPlanes=!0,this._cameraRigParams&&this._cameraRigParams.vrPreViewMatrix&&this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix,this._computedViewMatrix),this.parent&&this.parent.onViewMatrixChangedObservable&&this.parent.onViewMatrixChangedObservable.notifyObservers(this.parent),this.onViewMatrixChangedObservable.notifyObservers(this),this._computedViewMatrix.invertToRef(this._worldMatrix)),this._computedViewMatrix},t.prototype.freezeProjectionMatrix=function(e){this._doNotComputeProjectionMatrix=!0,void 0!==e&&(this._projectionMatrix=e)},t.prototype.unfreezeProjectionMatrix=function(){this._doNotComputeProjectionMatrix=!1},t.prototype.getProjectionMatrix=function(e){if(this._doNotComputeProjectionMatrix||!e&&this._isSynchronizedProjectionMatrix())return this._projectionMatrix;this._cache.mode=this.mode,this._cache.minZ=this.minZ,this._cache.maxZ=this.maxZ,this._refreshFrustumPlanes=!0;var i=this.getEngine(),r=this.getScene();if(this.mode===t.PERSPECTIVE_CAMERA){this._cache.fov=this.fov,this._cache.fovMode=this.fovMode,this._cache.aspectRatio=i.getAspectRatio(this),this.minZ<=0&&(this.minZ=.1);var n=i.useReverseDepthBuffer;(r.useRightHandedSystem?n?h.a.PerspectiveFovReverseRHToRef:h.a.PerspectiveFovRHToRef:n?h.a.PerspectiveFovReverseLHToRef:h.a.PerspectiveFovLHToRef)(this.fov,i.getAspectRatio(this),this.minZ,this.maxZ,this._projectionMatrix,this.fovMode===t.FOVMODE_VERTICAL_FIXED)}else{var o=i.getRenderWidth()/2,s=i.getRenderHeight()/2;r.useRightHandedSystem?h.a.OrthoOffCenterRHToRef(this.orthoLeft||-o,this.orthoRight||o,this.orthoBottom||-s,this.orthoTop||s,this.minZ,this.maxZ,this._projectionMatrix):h.a.OrthoOffCenterLHToRef(this.orthoLeft||-o,this.orthoRight||o,this.orthoBottom||-s,this.orthoTop||s,this.minZ,this.maxZ,this._projectionMatrix),this._cache.orthoLeft=this.orthoLeft,this._cache.orthoRight=this.orthoRight,this._cache.orthoBottom=this.orthoBottom,this._cache.orthoTop=this.orthoTop,this._cache.renderWidth=i.getRenderWidth(),this._cache.renderHeight=i.getRenderHeight()}return this.onProjectionMatrixChangedObservable.notifyObservers(this),this._projectionMatrix},t.prototype.getTransformationMatrix=function(){return this._computedViewMatrix.multiplyToRef(this._projectionMatrix,this._transformMatrix),this._transformMatrix},t.prototype._updateFrustumPlanes=function(){this._refreshFrustumPlanes&&(this.getTransformationMatrix(),this._frustumPlanes?p.a.GetPlanesToRef(this._transformMatrix,this._frustumPlanes):this._frustumPlanes=p.a.GetPlanes(this._transformMatrix),this._refreshFrustumPlanes=!1)},t.prototype.isInFrustum=function(e,t){if(void 0===t&&(t=!1),this._updateFrustumPlanes(),t&&this.rigCameras.length>0){var i=!1;return this.rigCameras.forEach((function(t){t._updateFrustumPlanes(),i=i||e.isInFrustum(t._frustumPlanes)})),i}return e.isInFrustum(this._frustumPlanes)},t.prototype.isCompletelyInFrustum=function(e){return this._updateFrustumPlanes(),e.isCompletelyInFrustum(this._frustumPlanes)},t.prototype.getForwardRay=function(e,t,i){throw void 0===e&&(e=100),f.a.WarnImport("Ray")},t.prototype.dispose=function(i,r){for(void 0===r&&(r=!1),this.onViewMatrixChangedObservable.clear(),this.onProjectionMatrixChangedObservable.clear(),this.onAfterCheckInputsObservable.clear(),this.onRestoreStateObservable.clear(),this.inputs&&this.inputs.clear(),this.getScene().stopAnimation(this),this.getScene().removeCamera(this);this._rigCameras.length>0;){var n=this._rigCameras.pop();n&&n.dispose()}if(this._rigPostProcess)this._rigPostProcess.dispose(this),this._rigPostProcess=null,this._postProcesses=[];else if(this.cameraRigMode!==t.RIG_MODE_NONE)this._rigPostProcess=null,this._postProcesses=[];else for(var o=this._postProcesses.length;--o>=0;){var s=this._postProcesses[o];s&&s.dispose(this)}for(o=this.customRenderTargets.length;--o>=0;)this.customRenderTargets[o].dispose();this.customRenderTargets=[],this._activeMeshes.dispose(),e.prototype.dispose.call(this,i,r)},Object.defineProperty(t.prototype,"isLeftCamera",{get:function(){return this._isLeftCamera},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"isRightCamera",{get:function(){return this._isRightCamera},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"leftCamera",{get:function(){return this._rigCameras.length<1?null:this._rigCameras[0]},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"rightCamera",{get:function(){return this._rigCameras.length<2?null:this._rigCameras[1]},enumerable:!0,configurable:!0}),t.prototype.getLeftTarget=function(){return this._rigCameras.length<1?null:this._rigCameras[0].getTarget()},t.prototype.getRightTarget=function(){return this._rigCameras.length<2?null:this._rigCameras[1].getTarget()},t.prototype.setCameraRigMode=function(e,i){if(this.cameraRigMode!==e){for(;this._rigCameras.length>0;){var r=this._rigCameras.pop();r&&r.dispose()}if(this.cameraRigMode=e,this._cameraRigParams={},this._cameraRigParams.interaxialDistance=i.interaxialDistance||.0637,this._cameraRigParams.stereoHalfAngle=s.b.ToRadians(this._cameraRigParams.interaxialDistance/.0637),this.cameraRigMode!==t.RIG_MODE_NONE){var n=this.createRigCamera(this.name+"_L",0);n&&(n._isLeftCamera=!0);var o=this.createRigCamera(this.name+"_R",1);o&&(o._isRightCamera=!0),n&&o&&(this._rigCameras.push(n),this._rigCameras.push(o))}switch(this.cameraRigMode){case t.RIG_MODE_STEREOSCOPIC_ANAGLYPH:t._setStereoscopicAnaglyphRigMode(this);break;case t.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:case t.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:case t.RIG_MODE_STEREOSCOPIC_OVERUNDER:case t.RIG_MODE_STEREOSCOPIC_INTERLACED:t._setStereoscopicRigMode(this);break;case t.RIG_MODE_VR:t._setVRRigMode(this,i);break;case t.RIG_MODE_WEBVR:t._setWebVRRigMode(this,i)}this._cascadePostProcessesToRigCams(),this.update()}},t._setStereoscopicRigMode=function(e){throw"Import Cameras/RigModes/stereoscopicRigMode before using stereoscopic rig mode"},t._setStereoscopicAnaglyphRigMode=function(e){throw"Import Cameras/RigModes/stereoscopicAnaglyphRigMode before using stereoscopic anaglyph rig mode"},t._setVRRigMode=function(e,t){throw"Import Cameras/RigModes/vrRigMode before using VR rig mode"},t._setWebVRRigMode=function(e,t){throw"Import Cameras/RigModes/WebVRRigMode before using Web VR rig mode"},t.prototype._getVRProjectionMatrix=function(){return h.a.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov,this._cameraRigParams.vrMetrics.aspectRatio,this.minZ,this.maxZ,this._cameraRigParams.vrWorkMatrix),this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix,this._projectionMatrix),this._projectionMatrix},t.prototype._updateCameraRotationMatrix=function(){},t.prototype._updateWebVRCameraRotationMatrix=function(){},t.prototype._getWebVRProjectionMatrix=function(){return h.a.Identity()},t.prototype._getWebVRViewMatrix=function(){return h.a.Identity()},t.prototype.setCameraRigParameter=function(e,t){this._cameraRigParams||(this._cameraRigParams={}),this._cameraRigParams[e]=t,"interaxialDistance"===e&&(this._cameraRigParams.stereoHalfAngle=s.b.ToRadians(t/.0637))},t.prototype.createRigCamera=function(e,t){return null},t.prototype._updateRigCameras=function(){for(var e=0;e1)for(var h=0;h1&&a.renderbufferStorageMultisample?a.renderbufferStorageMultisample(a.RENDERBUFFER,i,n,e,t):a.renderbufferStorage(a.RENDERBUFFER,r,e,t),a.framebufferRenderbuffer(a.FRAMEBUFFER,s,a.RENDERBUFFER,h),a.bindRenderbuffer(a.RENDERBUFFER,null),h},this._boundUniforms={};var c=null;if(t){if(r=r||{},t.getContext){if(c=t,this._renderingCanvas=c,null!=i&&(r.antialias=i),void 0===r.deterministicLockstep&&(r.deterministicLockstep=!1),void 0===r.lockstepMaxSteps&&(r.lockstepMaxSteps=4),void 0===r.timeStep&&(r.timeStep=1/60),void 0===r.preserveDrawingBuffer&&(r.preserveDrawingBuffer=!1),void 0===r.audioEngine&&(r.audioEngine=!0),void 0===r.stencil&&(r.stencil=!0),!1===r.premultipliedAlpha&&(this.premultipliedAlpha=!1),this._doNotHandleContextLost=!!r.doNotHandleContextLost,navigator&&navigator.userAgent)for(var p=navigator.userAgent,_=0,g=e.ExceptionList;_0)if(parseInt(M[M.length-1])>=T)continue}for(var E=0,A=y;E1&&(this._shaderProcessor=new d),this._badOS=/iPad/i.test(navigator.userAgent)||/iPhone/i.test(navigator.userAgent),this._badDesktopOS=/^((?!chrome|android).)*safari/i.test(navigator.userAgent),this._creationOptions=r,console.log("Babylon.js v"+e.Version+" - "+this.description)}}return Object.defineProperty(e,"NpmPackage",{get:function(){return"babylonjs@4.1.0"},enumerable:!0,configurable:!0}),Object.defineProperty(e,"Version",{get:function(){return"4.1.0"},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"description",{get:function(){var e="WebGL"+this.webGLVersion;return this._caps.parallelShaderCompile&&(e+=" - Parallel shader compilation"),e},enumerable:!0,configurable:!0}),Object.defineProperty(e,"ShadersRepository",{get:function(){return n.a.ShadersRepository},set:function(e){n.a.ShadersRepository=e},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"supportsUniformBuffers",{get:function(){return this.webGLVersion>1&&!this.disableUniformBuffers},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"_shouldUseHighPrecisionShader",{get:function(){return!(!this._caps.highPrecisionShaderSupported||!this._highPrecisionShadersAllowed)},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"needPOTTextures",{get:function(){return this._webGLVersion<2||this.forcePOTTextures},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"doNotHandleContextLost",{get:function(){return this._doNotHandleContextLost},set:function(e){this._doNotHandleContextLost=e},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"_supportsHardwareTextureRescaling",{get:function(){return!1},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"framebufferDimensionsObject",{set:function(e){this._framebufferDimensionsObject=e},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"texturesSupported",{get:function(){return this._texturesSupported},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"textureFormatInUse",{get:function(){return this._textureFormatInUse},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"currentViewport",{get:function(){return this._cachedViewport},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"emptyTexture",{get:function(){return this._emptyTexture||(this._emptyTexture=this.createRawTexture(new Uint8Array(4),1,1,5,!1,!1,1)),this._emptyTexture},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"emptyTexture3D",{get:function(){return this._emptyTexture3D||(this._emptyTexture3D=this.createRawTexture3D(new Uint8Array(4),1,1,1,5,!1,!1,1)),this._emptyTexture3D},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"emptyTexture2DArray",{get:function(){return this._emptyTexture2DArray||(this._emptyTexture2DArray=this.createRawTexture2DArray(new Uint8Array(4),1,1,1,5,!1,!1,1)),this._emptyTexture2DArray},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"emptyCubeTexture",{get:function(){if(!this._emptyCubeTexture){var e=new Uint8Array(4),t=[e,e,e,e,e,e];this._emptyCubeTexture=this.createRawCubeTexture(t,1,5,0,!1,!1,1)}return this._emptyCubeTexture},enumerable:!0,configurable:!0}),e.prototype._rebuildInternalTextures=function(){for(var e=0,t=this._internalTexturesCache.slice();e1?this._gl.getParameter(this._gl.MAX_SAMPLES):1,maxCubemapTextureSize:this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE),maxRenderTextureSize:this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE),maxVertexAttribs:this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS),maxVaryingVectors:this._gl.getParameter(this._gl.MAX_VARYING_VECTORS),maxFragmentUniformVectors:this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS),maxVertexUniformVectors:this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS),parallelShaderCompile:this._gl.getExtension("KHR_parallel_shader_compile"),standardDerivatives:this._webGLVersion>1||null!==this._gl.getExtension("OES_standard_derivatives"),maxAnisotropy:1,astc:this._gl.getExtension("WEBGL_compressed_texture_astc")||this._gl.getExtension("WEBKIT_WEBGL_compressed_texture_astc"),s3tc:this._gl.getExtension("WEBGL_compressed_texture_s3tc")||this._gl.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc"),pvrtc:this._gl.getExtension("WEBGL_compressed_texture_pvrtc")||this._gl.getExtension("WEBKIT_WEBGL_compressed_texture_pvrtc"),etc1:this._gl.getExtension("WEBGL_compressed_texture_etc1")||this._gl.getExtension("WEBKIT_WEBGL_compressed_texture_etc1"),etc2:this._gl.getExtension("WEBGL_compressed_texture_etc")||this._gl.getExtension("WEBKIT_WEBGL_compressed_texture_etc")||this._gl.getExtension("WEBGL_compressed_texture_es3_0"),textureAnisotropicFilterExtension:this._gl.getExtension("EXT_texture_filter_anisotropic")||this._gl.getExtension("WEBKIT_EXT_texture_filter_anisotropic")||this._gl.getExtension("MOZ_EXT_texture_filter_anisotropic"),uintIndices:this._webGLVersion>1||null!==this._gl.getExtension("OES_element_index_uint"),fragmentDepthSupported:this._webGLVersion>1||null!==this._gl.getExtension("EXT_frag_depth"),highPrecisionShaderSupported:!1,timerQuery:this._gl.getExtension("EXT_disjoint_timer_query_webgl2")||this._gl.getExtension("EXT_disjoint_timer_query"),canUseTimestampForTimerQuery:!1,drawBuffersExtension:!1,maxMSAASamples:1,colorBufferFloat:this._webGLVersion>1&&this._gl.getExtension("EXT_color_buffer_float"),textureFloat:!!(this._webGLVersion>1||this._gl.getExtension("OES_texture_float")),textureHalfFloat:!!(this._webGLVersion>1||this._gl.getExtension("OES_texture_half_float")),textureHalfFloatRender:!1,textureFloatLinearFiltering:!1,textureFloatRender:!1,textureHalfFloatLinearFiltering:!1,vertexArrayObject:!1,instancedArrays:!1,textureLOD:!!(this._webGLVersion>1||this._gl.getExtension("EXT_shader_texture_lod")),blendMinMax:!1,multiview:this._gl.getExtension("OVR_multiview2"),oculusMultiview:this._gl.getExtension("OCULUS_multiview"),depthTextureExtension:!1},this._glVersion=this._gl.getParameter(this._gl.VERSION);var e=this._gl.getExtension("WEBGL_debug_renderer_info");if(null!=e&&(this._glRenderer=this._gl.getParameter(e.UNMASKED_RENDERER_WEBGL),this._glVendor=this._gl.getParameter(e.UNMASKED_VENDOR_WEBGL)),this._glVendor||(this._glVendor="Unknown vendor"),this._glRenderer||(this._glRenderer="Unknown renderer"),this._gl.HALF_FLOAT_OES=36193,34842!==this._gl.RGBA16F&&(this._gl.RGBA16F=34842),34836!==this._gl.RGBA32F&&(this._gl.RGBA32F=34836),35056!==this._gl.DEPTH24_STENCIL8&&(this._gl.DEPTH24_STENCIL8=35056),this._caps.timerQuery&&(1===this._webGLVersion&&(this._gl.getQuery=this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery)),this._caps.canUseTimestampForTimerQuery=this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT,this._caps.timerQuery.QUERY_COUNTER_BITS_EXT)>0),this._caps.maxAnisotropy=this._caps.textureAnisotropicFilterExtension?this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT):0,this._caps.textureFloatLinearFiltering=!(!this._caps.textureFloat||!this._gl.getExtension("OES_texture_float_linear")),this._caps.textureFloatRender=!(!this._caps.textureFloat||!this._canRenderToFloatFramebuffer()),this._caps.textureHalfFloatLinearFiltering=!!(this._webGLVersion>1||this._caps.textureHalfFloat&&this._gl.getExtension("OES_texture_half_float_linear")),this._webGLVersion>1&&(this._gl.HALF_FLOAT_OES=5131),this._caps.textureHalfFloatRender=this._caps.textureHalfFloat&&this._canRenderToHalfFloatFramebuffer(),this._webGLVersion>1)this._caps.drawBuffersExtension=!0,this._caps.maxMSAASamples=this._gl.getParameter(this._gl.MAX_SAMPLES);else{var t=this._gl.getExtension("WEBGL_draw_buffers");if(null!==t){this._caps.drawBuffersExtension=!0,this._gl.drawBuffers=t.drawBuffersWEBGL.bind(t),this._gl.DRAW_FRAMEBUFFER=this._gl.FRAMEBUFFER;for(var i=0;i<16;i++)this._gl["COLOR_ATTACHMENT"+i+"_WEBGL"]=t["COLOR_ATTACHMENT"+i+"_WEBGL"]}}if(this._webGLVersion>1)this._caps.depthTextureExtension=!0;else{var r=this._gl.getExtension("WEBGL_depth_texture");null!=r&&(this._caps.depthTextureExtension=!0,this._gl.UNSIGNED_INT_24_8=r.UNSIGNED_INT_24_8_WEBGL)}if(this.disableVertexArrayObjects)this._caps.vertexArrayObject=!1;else if(this._webGLVersion>1)this._caps.vertexArrayObject=!0;else{var n=this._gl.getExtension("OES_vertex_array_object");null!=n&&(this._caps.vertexArrayObject=!0,this._gl.createVertexArray=n.createVertexArrayOES.bind(n),this._gl.bindVertexArray=n.bindVertexArrayOES.bind(n),this._gl.deleteVertexArray=n.deleteVertexArrayOES.bind(n))}if(this._webGLVersion>1)this._caps.instancedArrays=!0;else{var o=this._gl.getExtension("ANGLE_instanced_arrays");null!=o?(this._caps.instancedArrays=!0,this._gl.drawArraysInstanced=o.drawArraysInstancedANGLE.bind(o),this._gl.drawElementsInstanced=o.drawElementsInstancedANGLE.bind(o),this._gl.vertexAttribDivisor=o.vertexAttribDivisorANGLE.bind(o)):this._caps.instancedArrays=!1}if(this._caps.astc&&this.texturesSupported.push("-astc.ktx"),this._caps.s3tc&&this.texturesSupported.push("-dxt.ktx"),this._caps.pvrtc&&this.texturesSupported.push("-pvrtc.ktx"),this._caps.etc2&&this.texturesSupported.push("-etc2.ktx"),this._caps.etc1&&this.texturesSupported.push("-etc1.ktx"),this._gl.getShaderPrecisionFormat){var s=this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER,this._gl.HIGH_FLOAT),a=this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER,this._gl.HIGH_FLOAT);s&&a&&(this._caps.highPrecisionShaderSupported=0!==s.precision&&0!==a.precision)}if(this._webGLVersion>1)this._caps.blendMinMax=!0;else{var h=this._gl.getExtension("EXT_blend_minmax");null!=h&&(this._caps.blendMinMax=!0,this._gl.MAX=h.MAX_EXT,this._gl.MIN=h.MIN_EXT)}this._depthCullingState.depthTest=!0,this._depthCullingState.depthFunc=this._gl.LEQUAL,this._depthCullingState.depthMask=!0,this._maxSimultaneousTextures=this._caps.maxCombinedTexturesImageUnits;for(var l=0;l=0&&this._activeRenderLoops.splice(t,1)}else this._activeRenderLoops=[]},e.prototype._renderLoop=function(){if(!this._contextWasLost){var e=!0;if(!this.renderEvenInBackground&&this._windowIsBackground&&(e=!1),e){this.beginFrame();for(var t=0;t0?this._frameHandler=this._queueNewFrame(this._boundRenderFunction,this.getHostWindow()):this._renderingQueueLaunched=!1},e.prototype.getRenderingCanvas=function(){return this._renderingCanvas},e.prototype.getHostWindow=function(){return f.a.IsWindowObjectExist()?this._renderingCanvas&&this._renderingCanvas.ownerDocument&&this._renderingCanvas.ownerDocument.defaultView?this._renderingCanvas.ownerDocument.defaultView:window:null},e.prototype.getRenderWidth=function(e){return void 0===e&&(e=!1),!e&&this._currentRenderTarget?this._currentRenderTarget.width:this._framebufferDimensionsObject?this._framebufferDimensionsObject.framebufferWidth:this._gl.drawingBufferWidth},e.prototype.getRenderHeight=function(e){return void 0===e&&(e=!1),!e&&this._currentRenderTarget?this._currentRenderTarget.height:this._framebufferDimensionsObject?this._framebufferDimensionsObject.framebufferHeight:this._gl.drawingBufferHeight},e.prototype._queueNewFrame=function(t,i){return e.QueueNewFrame(t,i)},e.prototype.runRenderLoop=function(e){-1===this._activeRenderLoops.indexOf(e)&&(this._activeRenderLoops.push(e),this._renderingQueueLaunched||(this._renderingQueueLaunched=!0,this._boundRenderFunction=this._renderLoop.bind(this),this._frameHandler=this._queueNewFrame(this._boundRenderFunction,this.getHostWindow())))},e.prototype.clear=function(e,t,i,r){void 0===r&&(r=!1),this.applyStates();var n=0;t&&e&&(this._gl.clearColor(e.r,e.g,e.b,void 0!==e.a?e.a:1),n|=this._gl.COLOR_BUFFER_BIT),i&&(this.useReverseDepthBuffer?(this._depthCullingState.depthFunc=this._gl.GREATER,this._gl.clearDepth(0)):this._gl.clearDepth(1),n|=this._gl.DEPTH_BUFFER_BIT),r&&(this._gl.clearStencil(0),n|=this._gl.STENCIL_BUFFER_BIT),this._gl.clear(n)},e.prototype._viewport=function(e,t,i,r){e===this._viewportCached.x&&t===this._viewportCached.y&&i===this._viewportCached.z&&r===this._viewportCached.w||(this._viewportCached.x=e,this._viewportCached.y=t,this._viewportCached.z=i,this._viewportCached.w=r,this._gl.viewport(e,t,i,r))},e.prototype.setViewport=function(e,t,i){var r=t||this.getRenderWidth(),n=i||this.getRenderHeight(),o=e.x||0,s=e.y||0;this._cachedViewport=e,this._viewport(o*r,s*n,r*e.width,n*e.height)},e.prototype.beginFrame=function(){},e.prototype.endFrame=function(){this._badOS&&this.flushFramebuffer()},e.prototype.resize=function(){var e,t;f.a.IsWindowObjectExist()?(e=this._renderingCanvas?this._renderingCanvas.clientWidth:window.innerWidth,t=this._renderingCanvas?this._renderingCanvas.clientHeight:window.innerHeight):(e=this._renderingCanvas?this._renderingCanvas.width:100,t=this._renderingCanvas?this._renderingCanvas.height:100),this.setSize(e/this._hardwareScalingLevel,t/this._hardwareScalingLevel)},e.prototype.setSize=function(e,t){this._renderingCanvas&&(e|=0,t|=0,this._renderingCanvas.width===e&&this._renderingCanvas.height===t||(this._renderingCanvas.width=e,this._renderingCanvas.height=t))},e.prototype.bindFramebuffer=function(e,t,i,r,n,o,s){void 0===t&&(t=0),void 0===o&&(o=0),void 0===s&&(s=0),this._currentRenderTarget&&this.unBindFramebuffer(this._currentRenderTarget),this._currentRenderTarget=e,this._bindUnboundFramebuffer(e._MSAAFramebuffer?e._MSAAFramebuffer:e._framebuffer);var a=this._gl;e.is2DArray?a.framebufferTextureLayer(a.FRAMEBUFFER,a.COLOR_ATTACHMENT0,e._webGLTexture,o,s):e.isCube&&a.framebufferTexture2D(a.FRAMEBUFFER,a.COLOR_ATTACHMENT0,a.TEXTURE_CUBE_MAP_POSITIVE_X+t,e._webGLTexture,o);var h=e._depthStencilTexture;if(h){var l=h._generateStencilBuffer?a.DEPTH_STENCIL_ATTACHMENT:a.DEPTH_ATTACHMENT;e.is2DArray?a.framebufferTextureLayer(a.FRAMEBUFFER,l,h._webGLTexture,o,s):e.isCube?a.framebufferTexture2D(a.FRAMEBUFFER,l,a.TEXTURE_CUBE_MAP_POSITIVE_X+t,h._webGLTexture,o):a.framebufferTexture2D(a.FRAMEBUFFER,l,a.TEXTURE_2D,h._webGLTexture,o)}this._cachedViewport&&!n?this.setViewport(this._cachedViewport,i,r):(i||(i=e.width,o&&(i/=Math.pow(2,o))),r||(r=e.height,o&&(r/=Math.pow(2,o))),this._viewport(0,0,i,r)),this.wipeCaches()},e.prototype._bindUnboundFramebuffer=function(e){this._currentFramebuffer!==e&&(this._gl.bindFramebuffer(this._gl.FRAMEBUFFER,e),this._currentFramebuffer=e)},e.prototype.unBindFramebuffer=function(e,t,i){void 0===t&&(t=!1),this._currentRenderTarget=null;var r=this._gl;e._MSAAFramebuffer&&(r.bindFramebuffer(r.READ_FRAMEBUFFER,e._MSAAFramebuffer),r.bindFramebuffer(r.DRAW_FRAMEBUFFER,e._framebuffer),r.blitFramebuffer(0,0,e.width,e.height,0,0,e.width,e.height,r.COLOR_BUFFER_BIT,r.NEAREST)),!e.generateMipMaps||t||e.isCube||(this._bindTextureDirectly(r.TEXTURE_2D,e,!0),r.generateMipmap(r.TEXTURE_2D),this._bindTextureDirectly(r.TEXTURE_2D,null)),i&&(e._MSAAFramebuffer&&this._bindUnboundFramebuffer(e._framebuffer),i()),this._bindUnboundFramebuffer(null)},e.prototype.flushFramebuffer=function(){this._gl.flush()},e.prototype.restoreDefaultFramebuffer=function(){this._currentRenderTarget?this.unBindFramebuffer(this._currentRenderTarget):this._bindUnboundFramebuffer(null),this._cachedViewport&&this.setViewport(this._cachedViewport),this.wipeCaches()},e.prototype._resetVertexBufferBinding=function(){this.bindArrayBuffer(null),this._cachedVertexBuffers=null},e.prototype.createVertexBuffer=function(e){return this._createVertexBuffer(e,this._gl.STATIC_DRAW)},e.prototype._createVertexBuffer=function(e,t){var i=this._gl.createBuffer();if(!i)throw new Error("Unable to create vertex buffer");var r=new p.a(i);return this.bindArrayBuffer(r),e instanceof Array?this._gl.bufferData(this._gl.ARRAY_BUFFER,new Float32Array(e),this._gl.STATIC_DRAW):this._gl.bufferData(this._gl.ARRAY_BUFFER,e,this._gl.STATIC_DRAW),this._resetVertexBufferBinding(),r.references=1,r},e.prototype.createDynamicVertexBuffer=function(e){return this._createVertexBuffer(e,this._gl.DYNAMIC_DRAW)},e.prototype._resetIndexBufferBinding=function(){this.bindIndexBuffer(null),this._cachedIndexBuffer=null},e.prototype.createIndexBuffer=function(e,t){var i=this._gl.createBuffer(),r=new p.a(i);if(!i)throw new Error("Unable to create index buffer");this.bindIndexBuffer(r);var n=this._normalizeIndexData(e);return this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER,n,t?this._gl.DYNAMIC_DRAW:this._gl.STATIC_DRAW),this._resetIndexBufferBinding(),r.references=1,r.is32Bits=4===n.BYTES_PER_ELEMENT,r},e.prototype._normalizeIndexData=function(e){if(e instanceof Uint16Array)return e;if(this._caps.uintIndices){if(e instanceof Uint32Array)return e;for(var t=0;t=65535)return new Uint32Array(e);return new Uint16Array(e)}return new Uint16Array(e)},e.prototype.bindArrayBuffer=function(e){this._vaoRecordInProgress||this._unbindVertexArrayObject(),this.bindBuffer(e,this._gl.ARRAY_BUFFER)},e.prototype.bindUniformBlock=function(e,t,i){var r=e.program,n=this._gl.getUniformBlockIndex(r,t);this._gl.uniformBlockBinding(r,n,i)},e.prototype.bindIndexBuffer=function(e){this._vaoRecordInProgress||this._unbindVertexArrayObject(),this.bindBuffer(e,this._gl.ELEMENT_ARRAY_BUFFER)},e.prototype.bindBuffer=function(e,t){(this._vaoRecordInProgress||this._currentBoundBuffer[t]!==e)&&(this._gl.bindBuffer(t,e?e.underlyingResource:null),this._currentBoundBuffer[t]=e)},e.prototype.updateArrayBuffer=function(e){this._gl.bufferSubData(this._gl.ARRAY_BUFFER,0,e)},e.prototype._vertexAttribPointer=function(e,t,i,r,n,o,s){var a=this._currentBufferPointers[t],h=!1;a.active?(a.buffer!==e&&(a.buffer=e,h=!0),a.size!==i&&(a.size=i,h=!0),a.type!==r&&(a.type=r,h=!0),a.normalized!==n&&(a.normalized=n,h=!0),a.stride!==o&&(a.stride=o,h=!0),a.offset!==s&&(a.offset=s,h=!0)):(h=!0,a.active=!0,a.index=t,a.size=i,a.type=r,a.normalized=n,a.stride=o,a.offset=s,a.buffer=e),(h||this._vaoRecordInProgress)&&(this.bindArrayBuffer(e),this._gl.vertexAttribPointer(t,i,r,n,o,s))},e.prototype._bindIndexBufferWithCache=function(e){null!=e&&this._cachedIndexBuffer!==e&&(this._cachedIndexBuffer=e,this.bindIndexBuffer(e),this._uintIndicesCurrentlySet=e.is32Bits)},e.prototype._bindVertexBuffersAttributes=function(e,t){var i=t.getAttributesNames();this._vaoRecordInProgress||this._unbindVertexArrayObject(),this.unbindAllAttributes();for(var r=0;r=0){var o=e[i[r]];if(!o)continue;this._gl.enableVertexAttribArray(n),this._vaoRecordInProgress||(this._vertexAttribArraysEnabled[n]=!0);var s=o.getBuffer();s&&(this._vertexAttribPointer(s,n,o.getSize(),o.type,o.normalized,o.byteStride,o.byteOffset),o.getIsInstanced()&&(this._gl.vertexAttribDivisor(n,o.getInstanceDivisor()),this._vaoRecordInProgress||(this._currentInstanceLocations.push(n),this._currentInstanceBuffers.push(s))))}}},e.prototype.recordVertexArrayObject=function(e,t,i){var r=this._gl.createVertexArray();return this._vaoRecordInProgress=!0,this._gl.bindVertexArray(r),this._mustWipeVertexAttributes=!0,this._bindVertexBuffersAttributes(e,i),this.bindIndexBuffer(t),this._vaoRecordInProgress=!1,this._gl.bindVertexArray(null),r},e.prototype.bindVertexArrayObject=function(e,t){this._cachedVertexArrayObject!==e&&(this._cachedVertexArrayObject=e,this._gl.bindVertexArray(e),this._cachedVertexBuffers=null,this._cachedIndexBuffer=null,this._uintIndicesCurrentlySet=null!=t&&t.is32Bits,this._mustWipeVertexAttributes=!0)},e.prototype.bindBuffersDirectly=function(e,t,i,r,n){if(this._cachedVertexBuffers!==e||this._cachedEffectForVertexBuffers!==n){this._cachedVertexBuffers=e,this._cachedEffectForVertexBuffers=n;var o=n.getAttributesCount();this._unbindVertexArrayObject(),this.unbindAllAttributes();for(var s=0,a=0;a=0&&(this._gl.enableVertexAttribArray(h),this._vertexAttribArraysEnabled[h]=!0,this._vertexAttribPointer(e,h,i[a],this._gl.FLOAT,!1,r,s)),s+=4*i[a]}}this._bindIndexBufferWithCache(t)},e.prototype._unbindVertexArrayObject=function(){this._cachedVertexArrayObject&&(this._cachedVertexArrayObject=null,this._gl.bindVertexArray(null))},e.prototype.bindBuffers=function(e,t,i){this._cachedVertexBuffers===e&&this._cachedEffectForVertexBuffers===i||(this._cachedVertexBuffers=e,this._cachedEffectForVertexBuffers=i,this._bindVertexBuffersAttributes(e,i)),this._bindIndexBufferWithCache(t)},e.prototype.unbindInstanceAttributes=function(){for(var e,t=0,i=this._currentInstanceLocations.length;t1?"#version 300 es\n#define WEBGL2 \n":"",a=this._compileShader(t,"vertex",r,s),h=this._compileShader(i,"fragment",r,s);return this._createShaderProgram(e,a,h,n,o)},e.prototype.createPipelineContext=function(){var e=new _;return e.engine=this,this._caps.parallelShaderCompile&&(e.isParallelCompiled=!0),e},e.prototype._createShaderProgram=function(e,t,i,r,n){void 0===n&&(n=null);var o=r.createProgram();if(e.program=o,!o)throw new Error("Unable to create program");return r.attachShader(o,t),r.attachShader(o,i),r.linkProgram(o),e.context=r,e.vertexShader=t,e.fragmentShader=i,e.isParallelCompiled||this._finalizePipelineContext(e),o},e.prototype._finalizePipelineContext=function(e){var t=e.context,i=e.vertexShader,r=e.fragmentShader,n=e.program;if(!t.getProgramParameter(n,t.LINK_STATUS)){var o,s;if(!this._gl.getShaderParameter(i,this._gl.COMPILE_STATUS))if(o=this._gl.getShaderInfoLog(i))throw e.vertexCompilationError=o,new Error("VERTEX SHADER "+o);if(!this._gl.getShaderParameter(r,this._gl.COMPILE_STATUS))if(o=this._gl.getShaderInfoLog(r))throw e.fragmentCompilationError=o,new Error("FRAGMENT SHADER "+o);if(s=t.getProgramInfoLog(n))throw e.programLinkError=s,new Error(s)}if(this.validateShaderPrograms&&(t.validateProgram(n),!t.getProgramParameter(n,t.VALIDATE_STATUS)&&(s=t.getProgramInfoLog(n))))throw e.programValidationError=s,new Error(s);t.deleteShader(i),t.deleteShader(r),e.vertexShader=void 0,e.fragmentShader=void 0,e.onCompiled&&(e.onCompiled(),e.onCompiled=void 0)},e.prototype._preparePipelineContext=function(e,t,i,r,n,o,s){var a=e;a.program=r?this.createRawShaderProgram(a,t,i,void 0,s):this.createShaderProgram(a,t,i,o,void 0,s),a.program.__SPECTOR_rebuildProgram=n},e.prototype._isRenderingStateCompiled=function(e){var t=e;return!!this._gl.getProgramParameter(t.program,this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)&&(this._finalizePipelineContext(t),!0)},e.prototype._executeWhenRenderingStateIsCompiled=function(e,t){var i=e;if(i.isParallelCompiled){var r=i.onCompiled;i.onCompiled=r?function(){r(),t()}:t}else t()},e.prototype.getUniforms=function(e,t){for(var i=new Array,r=e,n=0;n-1?g.substring(x).toLowerCase():""),M=null,E=0,A=e._TextureLoaders;Eh||e.height>h||!_._supportsHardwareTextureRescaling)return _._prepareWorkingCanvas(),!(!_._workingCanvas||!_._workingContext)&&(_._workingCanvas.width=t,_._workingCanvas.height=i,_._workingContext.drawImage(e,0,0,e.width,e.height,0,0,t,i),n.texImage2D(n.TEXTURE_2D,0,a,a,n.UNSIGNED_BYTE,_._workingCanvas),y.width=t,y.height=i,!1);var l=new c.a(_,c.b.Temp);return _._bindTextureDirectly(n.TEXTURE_2D,l,!0),n.texImage2D(n.TEXTURE_2D,0,a,a,n.UNSIGNED_BYTE,e),_._rescaleTexture(l,y,o,a,(function(){_._releaseTexture(l),_._bindTextureDirectly(n.TEXTURE_2D,y,!0),r()})),!0}),s)};!m||v?l&&(l.decoding||l.close)?R(l):e._FileToolsLoadImage(g,R,C,o?o.offlineProvider:null,p):"string"==typeof l||l instanceof ArrayBuffer||ArrayBuffer.isView(l)||l instanceof Blob?e._FileToolsLoadImage(l,R,C,o?o.offlineProvider:null,p):l&&R(l)}return y},e._FileToolsLoadImage=function(e,t,i,r,n){throw o.a.WarnImport("FileTools")},e.prototype._rescaleTexture=function(e,t,i,r,n){},e.prototype.createRawTexture=function(e,t,i,r,n,s,a,h,l){throw void 0===h&&(h=null),void 0===l&&(l=0),o.a.WarnImport("Engine.RawTexture")},e.prototype.createRawCubeTexture=function(e,t,i,r,n,s,a,h){throw void 0===h&&(h=null),o.a.WarnImport("Engine.RawTexture")},e.prototype.createRawTexture3D=function(e,t,i,r,n,s,a,h,l,c){throw void 0===l&&(l=null),void 0===c&&(c=0),o.a.WarnImport("Engine.RawTexture")},e.prototype.createRawTexture2DArray=function(e,t,i,r,n,s,a,h,l,c){throw void 0===l&&(l=null),void 0===c&&(c=0),o.a.WarnImport("Engine.RawTexture")},e.prototype._unpackFlipY=function(e){this._unpackFlipYCached!==e&&(this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL,e?1:0),this.enableUnpackFlipYCached&&(this._unpackFlipYCached=e))},e.prototype._getUnpackAlignement=function(){return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT)},e.prototype._getTextureTarget=function(e){return e.isCube?this._gl.TEXTURE_CUBE_MAP:e.is3D?this._gl.TEXTURE_3D:e.is2DArray||e.isMultiview?this._gl.TEXTURE_2D_ARRAY:this._gl.TEXTURE_2D},e.prototype.updateTextureSamplingMode=function(e,t,i){void 0===i&&(i=!1);var r=this._getTextureTarget(t),n=this._getSamplingParameters(e,t.generateMipMaps||i);this._setTextureParameterInteger(r,this._gl.TEXTURE_MAG_FILTER,n.mag,t),this._setTextureParameterInteger(r,this._gl.TEXTURE_MIN_FILTER,n.min),i&&(t.generateMipMaps=!0,this._gl.generateMipmap(r)),this._bindTextureDirectly(r,null),t.samplingMode=e},e.prototype.updateTextureWrappingMode=function(e,t,i,r){void 0===i&&(i=null),void 0===r&&(r=null);var n=this._getTextureTarget(e);null!==t&&(this._setTextureParameterInteger(n,this._gl.TEXTURE_WRAP_S,this._getTextureWrapMode(t),e),e._cachedWrapU=t),null!==i&&(this._setTextureParameterInteger(n,this._gl.TEXTURE_WRAP_T,this._getTextureWrapMode(i),e),e._cachedWrapV=i),(e.is2DArray||e.is3D)&&null!==r&&(this._setTextureParameterInteger(n,this._gl.TEXTURE_WRAP_R,this._getTextureWrapMode(r),e),e._cachedWrapR=r),this._bindTextureDirectly(n,null)},e.prototype._setupDepthStencilTexture=function(e,t,i,r,n){var o=t.width||t,s=t.height||t,a=t.layers||0;e.baseWidth=o,e.baseHeight=s,e.width=o,e.height=s,e.is2DArray=a>0,e.depth=a,e.isReady=!0,e.samples=1,e.generateMipMaps=!1,e._generateDepthBuffer=!0,e._generateStencilBuffer=i,e.samplingMode=r?2:1,e.type=0,e._comparisonFunction=n;var h=this._gl,l=this._getTextureTarget(e),c=this._getSamplingParameters(e.samplingMode,!1);h.texParameteri(l,h.TEXTURE_MAG_FILTER,c.mag),h.texParameteri(l,h.TEXTURE_MIN_FILTER,c.min),h.texParameteri(l,h.TEXTURE_WRAP_S,h.CLAMP_TO_EDGE),h.texParameteri(l,h.TEXTURE_WRAP_T,h.CLAMP_TO_EDGE),0===n?(h.texParameteri(l,h.TEXTURE_COMPARE_FUNC,515),h.texParameteri(l,h.TEXTURE_COMPARE_MODE,h.NONE)):(h.texParameteri(l,h.TEXTURE_COMPARE_FUNC,n),h.texParameteri(l,h.TEXTURE_COMPARE_MODE,h.COMPARE_REF_TO_TEXTURE))},e.prototype._uploadCompressedDataToTextureDirectly=function(e,t,i,r,n,o,s){void 0===o&&(o=0),void 0===s&&(s=0);var a=this._gl,h=a.TEXTURE_2D;e.isCube&&(h=a.TEXTURE_CUBE_MAP_POSITIVE_X+o),this._gl.compressedTexImage2D(h,s,t,i,r,0,n)},e.prototype._uploadDataToTextureDirectly=function(e,t,i,r,n,o){void 0===i&&(i=0),void 0===r&&(r=0),void 0===o&&(o=!1);var s=this._gl,a=this._getWebGLTextureType(e.type),h=this._getInternalFormat(e.format),l=void 0===n?this._getRGBABufferInternalSizedFormat(e.type,e.format):this._getInternalFormat(n);this._unpackFlipY(e.invertY);var c=s.TEXTURE_2D;e.isCube&&(c=s.TEXTURE_CUBE_MAP_POSITIVE_X+i);var u=Math.round(Math.log(e.width)*Math.LOG2E),f=Math.round(Math.log(e.height)*Math.LOG2E),d=o?e.width:Math.pow(2,Math.max(u-r,0)),p=o?e.height:Math.pow(2,Math.max(f-r,0));s.texImage2D(c,r,l,d,p,0,h,a,t)},e.prototype.updateTextureData=function(e,t,i,r,n,o,s,a){void 0===s&&(s=0),void 0===a&&(a=0);var h=this._gl,l=this._getWebGLTextureType(e.type),c=this._getInternalFormat(e.format);this._unpackFlipY(e.invertY);var u=h.TEXTURE_2D;e.isCube&&(u=h.TEXTURE_CUBE_MAP_POSITIVE_X+s),h.texSubImage2D(u,a,i,r,n,o,c,l,t)},e.prototype._uploadArrayBufferViewToTexture=function(e,t,i,r){void 0===i&&(i=0),void 0===r&&(r=0);var n=this._gl,o=e.isCube?n.TEXTURE_CUBE_MAP:n.TEXTURE_2D;this._bindTextureDirectly(o,e,!0),this._uploadDataToTextureDirectly(e,t,i,r),this._bindTextureDirectly(o,null,!0)},e.prototype._prepareWebGLTextureContinuation=function(e,t,i,r,n){var o=this._gl;if(o){var s=this._getSamplingParameters(n,!i);o.texParameteri(o.TEXTURE_2D,o.TEXTURE_MAG_FILTER,s.mag),o.texParameteri(o.TEXTURE_2D,o.TEXTURE_MIN_FILTER,s.min),i||r||o.generateMipmap(o.TEXTURE_2D),this._bindTextureDirectly(o.TEXTURE_2D,null),t&&t._removePendingData(e),e.onLoadedObservable.notifyObservers(e),e.onLoadedObservable.clear()}},e.prototype._prepareWebGLTexture=function(t,i,r,n,o,s,a,h,l){var c=this;void 0===l&&(l=3);var u=this.getCaps().maxTextureSize,f=Math.min(u,this.needPOTTextures?e.GetExponentOfTwo(r,u):r),d=Math.min(u,this.needPOTTextures?e.GetExponentOfTwo(n,u):n),p=this._gl;p&&(t._webGLTexture?(this._bindTextureDirectly(p.TEXTURE_2D,t,!0),this._unpackFlipY(void 0===o||!!o),t.baseWidth=r,t.baseHeight=n,t.width=f,t.height=d,t.isReady=!0,h(f,d,(function(){c._prepareWebGLTextureContinuation(t,i,s,a,l)}))||this._prepareWebGLTextureContinuation(t,i,s,a,l)):i&&i._removePendingData(t))},e.prototype._setupFramebufferDepthAttachments=function(e,t,i,r,n){void 0===n&&(n=1);var o=this._gl;if(e&&t)return this._getDepthStencilBuffer(i,r,n,o.DEPTH_STENCIL,o.DEPTH24_STENCIL8,o.DEPTH_STENCIL_ATTACHMENT);if(t){var s=o.DEPTH_COMPONENT16;return this._webGLVersion>1&&(s=o.DEPTH_COMPONENT32F),this._getDepthStencilBuffer(i,r,n,s,s,o.DEPTH_ATTACHMENT)}return e?this._getDepthStencilBuffer(i,r,n,o.STENCIL_INDEX8,o.STENCIL_INDEX8,o.STENCIL_ATTACHMENT):null},e.prototype._releaseFramebufferObjects=function(e){var t=this._gl;e._framebuffer&&(t.deleteFramebuffer(e._framebuffer),e._framebuffer=null),e._depthStencilBuffer&&(t.deleteRenderbuffer(e._depthStencilBuffer),e._depthStencilBuffer=null),e._MSAAFramebuffer&&(t.deleteFramebuffer(e._MSAAFramebuffer),e._MSAAFramebuffer=null),e._MSAARenderBuffer&&(t.deleteRenderbuffer(e._MSAARenderBuffer),e._MSAARenderBuffer=null)},e.prototype._releaseTexture=function(e){this._releaseFramebufferObjects(e),this._deleteTexture(e._webGLTexture),this.unbindAllTextures();var t=this._internalTexturesCache.indexOf(e);-1!==t&&this._internalTexturesCache.splice(t,1),e._lodTextureHigh&&e._lodTextureHigh.dispose(),e._lodTextureMid&&e._lodTextureMid.dispose(),e._lodTextureLow&&e._lodTextureLow.dispose(),e._irradianceTexture&&e._irradianceTexture.dispose()},e.prototype._deleteTexture=function(e){this._gl.deleteTexture(e)},e.prototype._setProgram=function(e){this._currentProgram!==e&&(this._gl.useProgram(e),this._currentProgram=e)},e.prototype.bindSamplers=function(e){var t=e.getPipelineContext();this._setProgram(t.program);for(var i=e.getSamplers(),r=0;r-1;return i&&o&&(this._activeChannel=t._associatedChannel),this._boundTexturesCache[this._activeChannel]!==t||r?(this._activateCurrentTexture(),t&&t.isMultiview?this._gl.bindTexture(e,t?t._colorTextureArray:null):this._gl.bindTexture(e,t?t._webGLTexture:null),this._boundTexturesCache[this._activeChannel]=t,t&&(t._associatedChannel=this._activeChannel)):i&&(n=!0,this._activateCurrentTexture()),o&&!i&&this._bindSamplerUniformToChannel(t._associatedChannel,this._activeChannel),n},e.prototype._bindTexture=function(e,t){void 0!==e&&(t&&(t._associatedChannel=e),this._activeChannel=e,this._bindTextureDirectly(this._gl.TEXTURE_2D,t))},e.prototype.unbindAllTextures=function(){for(var e=0;e1&&(this._bindTextureDirectly(this._gl.TEXTURE_3D,null),this._bindTextureDirectly(this._gl.TEXTURE_2D_ARRAY,null))},e.prototype.setTexture=function(e,t,i){void 0!==e&&(t&&(this._boundUniforms[e]=t),this._setTexture(e,i))},e.prototype._bindSamplerUniformToChannel=function(e,t){var i=this._boundUniforms[e];i&&i._currentState!==t&&(this._gl.uniform1i(i,t),i._currentState=t)},e.prototype._getTextureWrapMode=function(e){switch(e){case 1:return this._gl.REPEAT;case 0:return this._gl.CLAMP_TO_EDGE;case 2:return this._gl.MIRRORED_REPEAT}return this._gl.REPEAT},e.prototype._setTexture=function(e,t,i,r){if(void 0===i&&(i=!1),void 0===r&&(r=!1),!t)return null!=this._boundTexturesCache[e]&&(this._activeChannel=e,this._bindTextureDirectly(this._gl.TEXTURE_2D,null),this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP,null),this.webGLVersion>1&&(this._bindTextureDirectly(this._gl.TEXTURE_3D,null),this._bindTextureDirectly(this._gl.TEXTURE_2D_ARRAY,null))),!1;if(t.video)this._activeChannel=e,t.update();else if(4===t.delayLoadState)return t.delayLoad(),!1;var n;n=r?t.depthStencilTexture:t.isReady()?t.getInternalTexture():t.isCube?this.emptyCubeTexture:t.is3D?this.emptyTexture3D:t.is2DArray?this.emptyTexture2DArray:this.emptyTexture,!i&&n&&(n._associatedChannel=e);var o=!0;this._boundTexturesCache[e]===n&&(i||this._bindSamplerUniformToChannel(n._associatedChannel,e),o=!1),this._activeChannel=e;var s=this._getTextureTarget(n);if(o&&this._bindTextureDirectly(s,n,i),n&&!n.isMultiview){if(n.isCube&&n._cachedCoordinatesMode!==t.coordinatesMode){n._cachedCoordinatesMode=t.coordinatesMode;var a=3!==t.coordinatesMode&&5!==t.coordinatesMode?1:0;t.wrapU=a,t.wrapV=a}n._cachedWrapU!==t.wrapU&&(n._cachedWrapU=t.wrapU,this._setTextureParameterInteger(s,this._gl.TEXTURE_WRAP_S,this._getTextureWrapMode(t.wrapU),n)),n._cachedWrapV!==t.wrapV&&(n._cachedWrapV=t.wrapV,this._setTextureParameterInteger(s,this._gl.TEXTURE_WRAP_T,this._getTextureWrapMode(t.wrapV),n)),n.is3D&&n._cachedWrapR!==t.wrapR&&(n._cachedWrapR=t.wrapR,this._setTextureParameterInteger(s,this._gl.TEXTURE_WRAP_R,this._getTextureWrapMode(t.wrapR),n)),this._setAnisotropicLevel(s,n,t.anisotropicFilteringLevel)}return!0},e.prototype.setTextureArray=function(e,t,i){if(void 0!==e&&t){this._textureUnits&&this._textureUnits.length===i.length||(this._textureUnits=new Int32Array(i.length));for(var r=0;r=this._caps.maxVertexAttribs||!this._vertexAttribArraysEnabled[e]||this.disableAttributeByIndex(e)}},e.prototype.releaseEffects=function(){for(var e in this._compiledEffects){var t=this._compiledEffects[e].getPipelineContext();this._deletePipelineContext(t)}this._compiledEffects={}},e.prototype.dispose=function(){this.stopRenderLoop(),this.onBeforeTextureInitObservable&&this.onBeforeTextureInitObservable.clear(),this._emptyTexture&&(this._releaseTexture(this._emptyTexture),this._emptyTexture=null),this._emptyCubeTexture&&(this._releaseTexture(this._emptyCubeTexture),this._emptyCubeTexture=null),this.releaseEffects(),this.unbindAllAttributes(),this._boundUniforms=[],f.a.IsWindowObjectExist()&&this._renderingCanvas&&(this._doNotHandleContextLost||(this._renderingCanvas.removeEventListener("webglcontextlost",this._onContextLost),this._renderingCanvas.removeEventListener("webglcontextrestored",this._onContextRestored))),this._workingCanvas=null,this._workingContext=null,this._currentBufferPointers=[],this._renderingCanvas=null,this._currentProgram=null,this._boundRenderFunction=null,n.a.ResetCache();for(var e=0,t=this._activeRequests;e1?this._caps.colorBufferFloat:this._canRenderToFramebuffer(1)},e.prototype._canRenderToHalfFloatFramebuffer=function(){return this._webGLVersion>1?this._caps.colorBufferFloat:this._canRenderToFramebuffer(2)},e.prototype._canRenderToFramebuffer=function(e){for(var t=this._gl;t.getError()!==t.NO_ERROR;);var i=!0,r=t.createTexture();t.bindTexture(t.TEXTURE_2D,r),t.texImage2D(t.TEXTURE_2D,0,this._getRGBABufferInternalSizedFormat(e),1,1,0,t.RGBA,this._getWebGLTextureType(e),null),t.texParameteri(t.TEXTURE_2D,t.TEXTURE_MIN_FILTER,t.NEAREST),t.texParameteri(t.TEXTURE_2D,t.TEXTURE_MAG_FILTER,t.NEAREST);var n=t.createFramebuffer();t.bindFramebuffer(t.FRAMEBUFFER,n),t.framebufferTexture2D(t.FRAMEBUFFER,t.COLOR_ATTACHMENT0,t.TEXTURE_2D,r,0);var o=t.checkFramebufferStatus(t.FRAMEBUFFER);if((i=(i=i&&o===t.FRAMEBUFFER_COMPLETE)&&t.getError()===t.NO_ERROR)&&(t.clear(t.COLOR_BUFFER_BIT),i=i&&t.getError()===t.NO_ERROR),i){t.bindFramebuffer(t.FRAMEBUFFER,null);var s=t.RGBA,a=t.UNSIGNED_BYTE,h=new Uint8Array(4);t.readPixels(0,0,1,1,s,a,h),i=i&&t.getError()===t.NO_ERROR}for(t.deleteTexture(r),t.deleteFramebuffer(n),t.bindFramebuffer(t.FRAMEBUFFER,null);!i&&t.getError()!==t.NO_ERROR;);return i},e.prototype._getWebGLTextureType=function(e){if(1===this._webGLVersion){switch(e){case 1:return this._gl.FLOAT;case 2:return this._gl.HALF_FLOAT_OES;case 0:return this._gl.UNSIGNED_BYTE;case 8:return this._gl.UNSIGNED_SHORT_4_4_4_4;case 9:return this._gl.UNSIGNED_SHORT_5_5_5_1;case 10:return this._gl.UNSIGNED_SHORT_5_6_5}return this._gl.UNSIGNED_BYTE}switch(e){case 3:return this._gl.BYTE;case 0:return this._gl.UNSIGNED_BYTE;case 4:return this._gl.SHORT;case 5:return this._gl.UNSIGNED_SHORT;case 6:return this._gl.INT;case 7:return this._gl.UNSIGNED_INT;case 1:return this._gl.FLOAT;case 2:return this._gl.HALF_FLOAT;case 8:return this._gl.UNSIGNED_SHORT_4_4_4_4;case 9:return this._gl.UNSIGNED_SHORT_5_5_5_1;case 10:return this._gl.UNSIGNED_SHORT_5_6_5;case 11:return this._gl.UNSIGNED_INT_2_10_10_10_REV;case 12:return this._gl.UNSIGNED_INT_24_8;case 13:return this._gl.UNSIGNED_INT_10F_11F_11F_REV;case 14:return this._gl.UNSIGNED_INT_5_9_9_9_REV;case 15:return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV}return this._gl.UNSIGNED_BYTE},e.prototype._getInternalFormat=function(e){var t=this._gl.RGBA;switch(e){case 0:t=this._gl.ALPHA;break;case 1:t=this._gl.LUMINANCE;break;case 2:t=this._gl.LUMINANCE_ALPHA;break;case 6:t=this._gl.RED;break;case 7:t=this._gl.RG;break;case 4:t=this._gl.RGB;break;case 5:t=this._gl.RGBA}if(this._webGLVersion>1)switch(e){case 8:t=this._gl.RED_INTEGER;break;case 9:t=this._gl.RG_INTEGER;break;case 10:t=this._gl.RGB_INTEGER;break;case 11:t=this._gl.RGBA_INTEGER}return t},e.prototype._getRGBABufferInternalSizedFormat=function(e,t){if(1===this._webGLVersion){if(void 0!==t)switch(t){case 0:return this._gl.ALPHA;case 1:return this._gl.LUMINANCE;case 2:return this._gl.LUMINANCE_ALPHA;case 4:return this._gl.RGB}return this._gl.RGBA}switch(e){case 3:switch(t){case 6:return this._gl.R8_SNORM;case 7:return this._gl.RG8_SNORM;case 4:return this._gl.RGB8_SNORM;case 8:return this._gl.R8I;case 9:return this._gl.RG8I;case 10:return this._gl.RGB8I;case 11:return this._gl.RGBA8I;default:return this._gl.RGBA8_SNORM}case 0:switch(t){case 6:return this._gl.R8;case 7:return this._gl.RG8;case 4:return this._gl.RGB8;case 5:return this._gl.RGBA8;case 8:return this._gl.R8UI;case 9:return this._gl.RG8UI;case 10:return this._gl.RGB8UI;case 11:return this._gl.RGBA8UI;case 0:return this._gl.ALPHA;case 1:return this._gl.LUMINANCE;case 2:return this._gl.LUMINANCE_ALPHA;default:return this._gl.RGBA8}case 4:switch(t){case 8:return this._gl.R16I;case 9:return this._gl.RG16I;case 10:return this._gl.RGB16I;case 11:default:return this._gl.RGBA16I}case 5:switch(t){case 8:return this._gl.R16UI;case 9:return this._gl.RG16UI;case 10:return this._gl.RGB16UI;case 11:default:return this._gl.RGBA16UI}case 6:switch(t){case 8:return this._gl.R32I;case 9:return this._gl.RG32I;case 10:return this._gl.RGB32I;case 11:default:return this._gl.RGBA32I}case 7:switch(t){case 8:return this._gl.R32UI;case 9:return this._gl.RG32UI;case 10:return this._gl.RGB32UI;case 11:default:return this._gl.RGBA32UI}case 1:switch(t){case 6:return this._gl.R32F;case 7:return this._gl.RG32F;case 4:return this._gl.RGB32F;case 5:default:return this._gl.RGBA32F}case 2:switch(t){case 6:return this._gl.R16F;case 7:return this._gl.RG16F;case 4:return this._gl.RGB16F;case 5:default:return this._gl.RGBA16F}case 10:return this._gl.RGB565;case 13:return this._gl.R11F_G11F_B10F;case 14:return this._gl.RGB9_E5;case 8:return this._gl.RGBA4;case 9:return this._gl.RGB5_A1;case 11:switch(t){case 5:return this._gl.RGB10_A2;case 11:return this._gl.RGB10_A2UI;default:return this._gl.RGB10_A2}}return this._gl.RGBA8},e.prototype._getRGBAMultiSampleBufferFormat=function(e){return 1===e?this._gl.RGBA32F:2===e?this._gl.RGBA16F:this._gl.RGBA8},e.prototype._loadFile=function(t,i,r,n,o,s){var a=this,h=e._FileToolsLoadFile(t,i,r,n,o,s);return this._activeRequests.push(h),h.onCompleteObservable.add((function(e){a._activeRequests.splice(a._activeRequests.indexOf(e),1)})),h},e._FileToolsLoadFile=function(e,t,i,r,n,s){throw o.a.WarnImport("FileTools")},e.prototype.readPixels=function(e,t,i,r,n){void 0===n&&(n=!0);var o=n?4:3,s=n?this._gl.RGBA:this._gl.RGB,a=new Uint8Array(r*i*o);return this._gl.readPixels(e,t,i,r,s,this._gl.UNSIGNED_BYTE,a),a},e.isSupported=function(){if(null===this._isSupported)try{var e=g.a.CreateCanvas(1,1),t=e.getContext("webgl")||e.getContext("experimental-webgl");this._isSupported=null!=t&&!!window.WebGLRenderingContext}catch(e){this._isSupported=!1}return this._isSupported},e.CeilingPOT=function(e){return e--,e|=e>>1,e|=e>>2,e|=e>>4,e|=e>>8,e|=e>>16,++e},e.FloorPOT=function(e){return e|=e>>1,e|=e>>2,e|=e>>4,e|=e>>8,(e|=e>>16)-(e>>1)},e.NearestPOT=function(t){var i=e.CeilingPOT(t),r=e.FloorPOT(t);return i-t>t-r?r:i},e.GetExponentOfTwo=function(t,i,r){var n;switch(void 0===r&&(r=2),r){case 1:n=e.FloorPOT(t);break;case 2:n=e.NearestPOT(t);break;case 3:default:n=e.CeilingPOT(t)}return Math.min(n,i)},e.QueueNewFrame=function(e,t){return f.a.IsWindowObjectExist()?(t||(t=window),t.requestAnimationFrame?t.requestAnimationFrame(e):t.msRequestAnimationFrame?t.msRequestAnimationFrame(e):t.webkitRequestAnimationFrame?t.webkitRequestAnimationFrame(e):t.mozRequestAnimationFrame?t.mozRequestAnimationFrame(e):t.oRequestAnimationFrame?t.oRequestAnimationFrame(e):window.setTimeout(e,16)):"undefined"!=typeof requestAnimationFrame?requestAnimationFrame(e):setTimeout(e,16)},e.prototype.getHostDocument=function(){return this._renderingCanvas&&this._renderingCanvas.ownerDocument?this._renderingCanvas.ownerDocument:document},e.ExceptionList=[{key:"Chrome/63.0",capture:"63\\.0\\.3239\\.(\\d+)",captureConstraint:108,targets:["uniformBuffer"]},{key:"Firefox/58",capture:null,captureConstraint:null,targets:["uniformBuffer"]},{key:"Firefox/59",capture:null,captureConstraint:null,targets:["uniformBuffer"]},{key:"Chrome/72.+?Mobile",capture:null,captureConstraint:null,targets:["vao"]},{key:"Chrome/73.+?Mobile",capture:null,captureConstraint:null,targets:["vao"]},{key:"Chrome/74.+?Mobile",capture:null,captureConstraint:null,targets:["vao"]},{key:"Mac OS.+Chrome/71",capture:null,captureConstraint:null,targets:["vao"]},{key:"Mac OS.+Chrome/72",capture:null,captureConstraint:null,targets:["vao"]}],e._TextureLoaders=[],e.CollisionsEpsilon=.001,e._isSupported=null,e}()},function(e,t,i){"use strict";i.d(t,"a",(function(){return r}));var r=function(){function e(){}return e.IsWindowObjectExist=function(){return"undefined"!=typeof window},e.IsNavigatorAvailable=function(){return"undefined"!=typeof navigator},e.GetDOMTextContent=function(e){for(var t="",i=e.firstChild;i;)3===i.nodeType&&(t+=i.textContent),i=i.nextSibling;return t},e}()},function(e,t,i){"use strict";i.r(t),i.d(t,"Engine",(function(){return _}));var r=i(1),n=i(4),o=i(25),s=i(23),a=i(8),h=i(24),l=i(37),c=function(){function e(e){void 0===e&&(e=30),this._enabled=!0,this._rollingFrameTime=new u(e)}return e.prototype.sampleFrame=function(e){if(void 0===e&&(e=l.a.Now),this._enabled){if(null!=this._lastFrameTimeMs){var t=e-this._lastFrameTimeMs;this._rollingFrameTime.add(t)}this._lastFrameTimeMs=e}},Object.defineProperty(e.prototype,"averageFrameTime",{get:function(){return this._rollingFrameTime.average},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"averageFrameTimeVariance",{get:function(){return this._rollingFrameTime.variance},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"instantaneousFrameTime",{get:function(){return this._rollingFrameTime.history(0)},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"averageFPS",{get:function(){return 1e3/this._rollingFrameTime.average},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"instantaneousFPS",{get:function(){var e=this._rollingFrameTime.history(0);return 0===e?0:1e3/e},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"isSaturated",{get:function(){return this._rollingFrameTime.isSaturated()},enumerable:!0,configurable:!0}),e.prototype.enable=function(){this._enabled=!0},e.prototype.disable=function(){this._enabled=!1,this._lastFrameTimeMs=null},Object.defineProperty(e.prototype,"isEnabled",{get:function(){return this._enabled},enumerable:!0,configurable:!0}),e.prototype.reset=function(){this._lastFrameTimeMs=null,this._rollingFrameTime.reset()},e}(),u=function(){function e(e){this._samples=new Array(e),this.reset()}return e.prototype.add=function(e){var t;if(this.isSaturated()){var i=this._samples[this._pos];t=i-this.average,this.average-=t/(this._sampleCount-1),this._m2-=t*(i-this.average)}else this._sampleCount++;t=e-this.average,this.average+=t/this._sampleCount,this._m2+=t*(e-this.average),this.variance=this._m2/(this._sampleCount-1),this._samples[this._pos]=e,this._pos++,this._pos%=this._samples.length},e.prototype.history=function(e){if(e>=this._sampleCount||e>=this._samples.length)return 0;var t=this._wrapPosition(this._pos-1);return this._samples[this._wrapPosition(t-e)]},e.prototype.isSaturated=function(){return this._sampleCount>=this._samples.length},e.prototype.reset=function(){this.average=0,this.variance=0,this._sampleCount=0,this._pos=0,this._m2=0},e.prototype._wrapPosition=function(e){var t=this._samples.length;return(e%t+t)%t},e}(),f=i(54),d=i(51),p=i(11);h.a.prototype.setAlphaConstants=function(e,t,i,r){this._alphaState.setAlphaBlendConstants(e,t,i,r)},h.a.prototype.setAlphaMode=function(e,t){if(void 0===t&&(t=!1),this._alphaMode!==e){switch(e){case 0:this._alphaState.alphaBlend=!1;break;case 7:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE,this._gl.ONE_MINUS_SRC_ALPHA,this._gl.ONE,this._gl.ONE),this._alphaState.alphaBlend=!0;break;case 8:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE,this._gl.ONE_MINUS_SRC_ALPHA,this._gl.ONE,this._gl.ONE_MINUS_SRC_ALPHA),this._alphaState.alphaBlend=!0;break;case 2:this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA,this._gl.ONE_MINUS_SRC_ALPHA,this._gl.ONE,this._gl.ONE),this._alphaState.alphaBlend=!0;break;case 6:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE,this._gl.ONE,this._gl.ZERO,this._gl.ONE),this._alphaState.alphaBlend=!0;break;case 1:this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA,this._gl.ONE,this._gl.ZERO,this._gl.ONE),this._alphaState.alphaBlend=!0;break;case 3:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO,this._gl.ONE_MINUS_SRC_COLOR,this._gl.ONE,this._gl.ONE),this._alphaState.alphaBlend=!0;break;case 4:this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR,this._gl.ZERO,this._gl.ONE,this._gl.ONE),this._alphaState.alphaBlend=!0;break;case 5:this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA,this._gl.ONE_MINUS_SRC_COLOR,this._gl.ONE,this._gl.ONE),this._alphaState.alphaBlend=!0;break;case 9:this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR,this._gl.ONE_MINUS_CONSTANT_COLOR,this._gl.CONSTANT_ALPHA,this._gl.ONE_MINUS_CONSTANT_ALPHA),this._alphaState.alphaBlend=!0;break;case 10:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE,this._gl.ONE_MINUS_SRC_COLOR,this._gl.ONE,this._gl.ONE_MINUS_SRC_ALPHA),this._alphaState.alphaBlend=!0;break;case 11:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE,this._gl.ONE,this._gl.ONE,this._gl.ONE),this._alphaState.alphaBlend=!0;break;case 12:this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_ALPHA,this._gl.ONE,this._gl.ZERO,this._gl.ZERO),this._alphaState.alphaBlend=!0;break;case 13:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE_MINUS_DST_COLOR,this._gl.ONE_MINUS_SRC_COLOR,this._gl.ONE_MINUS_DST_ALPHA,this._gl.ONE_MINUS_SRC_ALPHA),this._alphaState.alphaBlend=!0;break;case 14:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE,this._gl.ONE_MINUS_SRC_ALPHA,this._gl.ONE,this._gl.ONE_MINUS_SRC_ALPHA),this._alphaState.alphaBlend=!0;break;case 15:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE,this._gl.ONE,this._gl.ONE,this._gl.ZERO),this._alphaState.alphaBlend=!0;break;case 16:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE_MINUS_DST_COLOR,this._gl.ONE_MINUS_SRC_COLOR,this._gl.ZERO,this._gl.ONE),this._alphaState.alphaBlend=!0}t||(this.depthCullingState.depthMask=0===e),this._alphaMode=e}},h.a.prototype.getAlphaMode=function(){return this._alphaMode},h.a.prototype.setAlphaEquation=function(e){if(this._alphaEquation!==e){switch(e){case 0:this._alphaState.setAlphaEquationParameters(this._gl.FUNC_ADD,this._gl.FUNC_ADD);break;case 1:this._alphaState.setAlphaEquationParameters(this._gl.FUNC_SUBTRACT,this._gl.FUNC_SUBTRACT);break;case 2:this._alphaState.setAlphaEquationParameters(this._gl.FUNC_REVERSE_SUBTRACT,this._gl.FUNC_REVERSE_SUBTRACT);break;case 3:this._alphaState.setAlphaEquationParameters(this._gl.MAX,this._gl.MAX);break;case 4:this._alphaState.setAlphaEquationParameters(this._gl.MIN,this._gl.MIN);break;case 5:this._alphaState.setAlphaEquationParameters(this._gl.MIN,this._gl.FUNC_ADD)}this._alphaEquation=e}},h.a.prototype.getAlphaEquation=function(){return this._alphaEquation};var _=function(e){function t(i,r,s,a){void 0===a&&(a=!1);var h=e.call(this,i,r,s,a)||this;if(h.enableOfflineSupport=!1,h.disableManifestCheck=!1,h.scenes=new Array,h.onNewSceneAddedObservable=new n.a,h.postProcesses=new Array,h.isPointerLock=!1,h.onResizeObservable=new n.a,h.onCanvasBlurObservable=new n.a,h.onCanvasFocusObservable=new n.a,h.onCanvasPointerOutObservable=new n.a,h.onBeginFrameObservable=new n.a,h.customAnimationFrameRequester=null,h.onEndFrameObservable=new n.a,h.onBeforeShaderCompilationObservable=new n.a,h.onAfterShaderCompilationObservable=new n.a,h._deterministicLockstep=!1,h._lockstepMaxSteps=4,h._timeStep=1/60,h._fps=60,h._deltaTime=0,h._drawCalls=new f.a,h.canvasTabIndex=1,h.disablePerformanceMonitorInBackground=!1,h._performanceMonitor=new c,!i)return h;if(s=h._creationOptions,t.Instances.push(h),i.getContext){var l=i;if(h._onCanvasFocus=function(){h.onCanvasFocusObservable.notifyObservers(h)},h._onCanvasBlur=function(){h.onCanvasBlurObservable.notifyObservers(h)},l.addEventListener("focus",h._onCanvasFocus),l.addEventListener("blur",h._onCanvasBlur),h._onBlur=function(){h.disablePerformanceMonitorInBackground&&h._performanceMonitor.disable(),h._windowIsBackground=!0},h._onFocus=function(){h.disablePerformanceMonitorInBackground&&h._performanceMonitor.enable(),h._windowIsBackground=!1},h._onCanvasPointerOut=function(e){h.onCanvasPointerOutObservable.notifyObservers(e)},l.addEventListener("pointerout",h._onCanvasPointerOut),o.a.IsWindowObjectExist()){var u=h.getHostWindow();u.addEventListener("blur",h._onBlur),u.addEventListener("focus",h._onFocus);var d=document;h._onFullscreenChange=function(){void 0!==d.fullscreen?h.isFullscreen=d.fullscreen:void 0!==d.mozFullScreen?h.isFullscreen=d.mozFullScreen:void 0!==d.webkitIsFullScreen?h.isFullscreen=d.webkitIsFullScreen:void 0!==d.msIsFullScreen&&(h.isFullscreen=d.msIsFullScreen),h.isFullscreen&&h._pointerLockRequested&&l&&t._RequestPointerlock(l)},document.addEventListener("fullscreenchange",h._onFullscreenChange,!1),document.addEventListener("mozfullscreenchange",h._onFullscreenChange,!1),document.addEventListener("webkitfullscreenchange",h._onFullscreenChange,!1),document.addEventListener("msfullscreenchange",h._onFullscreenChange,!1),h._onPointerLockChange=function(){h.isPointerLock=d.mozPointerLockElement===l||d.webkitPointerLockElement===l||d.msPointerLockElement===l||d.pointerLockElement===l},document.addEventListener("pointerlockchange",h._onPointerLockChange,!1),document.addEventListener("mspointerlockchange",h._onPointerLockChange,!1),document.addEventListener("mozpointerlockchange",h._onPointerLockChange,!1),document.addEventListener("webkitpointerlockchange",h._onPointerLockChange,!1),!t.audioEngine&&s.audioEngine&&t.AudioEngineFactory&&(t.audioEngine=t.AudioEngineFactory(h.getRenderingCanvas()))}h._connectVREvents(),h.enableOfflineSupport=void 0!==t.OfflineProviderFactory,s.doNotHandleTouchAction||h._disableTouchAction(),h._deterministicLockstep=!!s.deterministicLockstep,h._lockstepMaxSteps=s.lockstepMaxSteps||0,h._timeStep=s.timeStep||1/60}return h._prepareVRComponent(),s.autoEnableWebVR&&h.initWebVR(),h}return Object(r.c)(t,e),Object.defineProperty(t,"NpmPackage",{get:function(){return h.a.NpmPackage},enumerable:!0,configurable:!0}),Object.defineProperty(t,"Version",{get:function(){return h.a.Version},enumerable:!0,configurable:!0}),Object.defineProperty(t,"Instances",{get:function(){return s.a.Instances},enumerable:!0,configurable:!0}),Object.defineProperty(t,"LastCreatedEngine",{get:function(){return s.a.LastCreatedEngine},enumerable:!0,configurable:!0}),Object.defineProperty(t,"LastCreatedScene",{get:function(){return s.a.LastCreatedScene},enumerable:!0,configurable:!0}),t.MarkAllMaterialsAsDirty=function(e,i){for(var r=0;r0?this.customAnimationFrameRequester?(this.customAnimationFrameRequester.requestID=this._queueNewFrame(this.customAnimationFrameRequester.renderFunction||this._boundRenderFunction,this.customAnimationFrameRequester),this._frameHandler=this.customAnimationFrameRequester.requestID):this.isVRPresenting()?this._requestVRFrame():this._frameHandler=this._queueNewFrame(this._boundRenderFunction,this.getHostWindow()):this._renderingQueueLaunched=!1},t.prototype._renderViews=function(){return!1},t.prototype.switchFullscreen=function(e){this.isFullscreen?this.exitFullscreen():this.enterFullscreen(e)},t.prototype.enterFullscreen=function(e){this.isFullscreen||(this._pointerLockRequested=e,this._renderingCanvas&&t._RequestFullscreen(this._renderingCanvas))},t.prototype.exitFullscreen=function(){this.isFullscreen&&t._ExitFullscreen()},t.prototype.enterPointerlock=function(){this._renderingCanvas&&t._RequestPointerlock(this._renderingCanvas)},t.prototype.exitPointerlock=function(){t._ExitPointerlock()},t.prototype.beginFrame=function(){this._measureFps(),this.onBeginFrameObservable.notifyObservers(this),e.prototype.beginFrame.call(this)},t.prototype.endFrame=function(){e.prototype.endFrame.call(this),this._submitVRFrame(),this.onEndFrameObservable.notifyObservers(this)},t.prototype.resize=function(){this.isVRPresenting()||e.prototype.resize.call(this)},t.prototype.setSize=function(t,i){if(this._renderingCanvas&&(e.prototype.setSize.call(this,t,i),this.scenes)){for(var r=0;r=n&&0===i?t instanceof Array?this._gl.bufferSubData(this._gl.ARRAY_BUFFER,i,new Float32Array(t)):this._gl.bufferSubData(this._gl.ARRAY_BUFFER,i,t):t instanceof Array?this._gl.bufferSubData(this._gl.ARRAY_BUFFER,0,new Float32Array(t).subarray(i,i+r)):(t=t instanceof ArrayBuffer?new Uint8Array(t,i,r):new Uint8Array(t.buffer,t.byteOffset+i,r),this._gl.bufferSubData(this._gl.ARRAY_BUFFER,0,t)),this._resetVertexBufferBinding()},t.prototype._deletePipelineContext=function(t){var i=t;i&&i.program&&i.transformFeedback&&(this.deleteTransformFeedback(i.transformFeedback),i.transformFeedback=null),e.prototype._deletePipelineContext.call(this,t)},t.prototype.createShaderProgram=function(t,i,r,n,o,s){void 0===s&&(s=null),o=o||this._gl,this.onBeforeShaderCompilationObservable.notifyObservers(this);var a=e.prototype.createShaderProgram.call(this,t,i,r,n,o,s);return this.onAfterShaderCompilationObservable.notifyObservers(this),a},t.prototype._createShaderProgram=function(e,t,i,r,n){void 0===n&&(n=null);var o=r.createProgram();if(e.program=o,!o)throw new Error("Unable to create program");if(r.attachShader(o,t),r.attachShader(o,i),this.webGLVersion>1&&n){var s=this.createTransformFeedback();this.bindTransformFeedback(s),this.setTranformFeedbackVaryings(o,n),e.transformFeedback=s}return r.linkProgram(o),this.webGLVersion>1&&n&&this.bindTransformFeedback(null),e.context=r,e.vertexShader=t,e.fragmentShader=i,e.isParallelCompiled||this._finalizePipelineContext(e),o},t.prototype._releaseTexture=function(t){e.prototype._releaseTexture.call(this,t),this.scenes.forEach((function(e){e.postProcesses.forEach((function(e){e._outputTexture==t&&(e._outputTexture=null)})),e.cameras.forEach((function(e){e._postProcesses.forEach((function(e){e&&e._outputTexture==t&&(e._outputTexture=null)}))}))}))},t.prototype._rescaleTexture=function(e,i,r,n,o){var s=this;this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_MAG_FILTER,this._gl.LINEAR),this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_MIN_FILTER,this._gl.LINEAR),this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_WRAP_S,this._gl.CLAMP_TO_EDGE),this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_WRAP_T,this._gl.CLAMP_TO_EDGE);var a=this.createRenderTargetTexture({width:i.width,height:i.height},{generateMipMaps:!1,type:0,samplingMode:2,generateDepthBuffer:!1,generateStencilBuffer:!1});!this._rescalePostProcess&&t._RescalePostProcessFactory&&(this._rescalePostProcess=t._RescalePostProcessFactory(this)),this._rescalePostProcess.getEffect().executeWhenCompiled((function(){s._rescalePostProcess.onApply=function(t){t._bindTexture("textureSampler",e)};var t=r;t||(t=s.scenes[s.scenes.length-1]),t.postProcessManager.directRender([s._rescalePostProcess],a,!0),s._bindTextureDirectly(s._gl.TEXTURE_2D,i,!0),s._gl.copyTexImage2D(s._gl.TEXTURE_2D,0,n,0,0,i.width,i.height,0),s.unBindFramebuffer(a),s._releaseTexture(a),o&&o()}))},t.prototype.getFps=function(){return this._fps},t.prototype.getDeltaTime=function(){return this._deltaTime},t.prototype._measureFps=function(){this._performanceMonitor.sampleFrame(),this._fps=this._performanceMonitor.averageFPS,this._deltaTime=this._performanceMonitor.instantaneousFrameTime||0},t.prototype._uploadImageToTexture=function(e,t,i,r){void 0===i&&(i=0),void 0===r&&(r=0);var n=this._gl,o=this._getWebGLTextureType(e.type),s=this._getInternalFormat(e.format),a=this._getRGBABufferInternalSizedFormat(e.type,s),h=e.isCube?n.TEXTURE_CUBE_MAP:n.TEXTURE_2D;this._bindTextureDirectly(h,e,!0),this._unpackFlipY(e.invertY);var l=n.TEXTURE_2D;e.isCube&&(l=n.TEXTURE_CUBE_MAP_POSITIVE_X+i),n.texImage2D(l,r,a,s,o,t),this._bindTextureDirectly(h,null,!0)},t.prototype.updateDynamicIndexBuffer=function(e,t,i){var r;void 0===i&&(i=0),this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER]=null,this.bindIndexBuffer(e),r=t instanceof Uint16Array||t instanceof Uint32Array?t:e.is32Bits?new Uint32Array(t):new Uint16Array(t),this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER,r,this._gl.DYNAMIC_DRAW),this._resetIndexBufferBinding()},t.prototype.updateRenderTargetTextureSampleCount=function(e,t){if(this.webGLVersion<2||!e)return 1;if(e.samples===t)return t;var i=this._gl;if(t=Math.min(t,this.getCaps().maxMSAASamples),e._depthStencilBuffer&&(i.deleteRenderbuffer(e._depthStencilBuffer),e._depthStencilBuffer=null),e._MSAAFramebuffer&&(i.deleteFramebuffer(e._MSAAFramebuffer),e._MSAAFramebuffer=null),e._MSAARenderBuffer&&(i.deleteRenderbuffer(e._MSAARenderBuffer),e._MSAARenderBuffer=null),t>1&&i.renderbufferStorageMultisample){var r=i.createFramebuffer();if(!r)throw new Error("Unable to create multi sampled framebuffer");e._MSAAFramebuffer=r,this._bindUnboundFramebuffer(e._MSAAFramebuffer);var n=i.createRenderbuffer();if(!n)throw new Error("Unable to create multi sampled framebuffer");i.bindRenderbuffer(i.RENDERBUFFER,n),i.renderbufferStorageMultisample(i.RENDERBUFFER,t,this._getRGBAMultiSampleBufferFormat(e.type),e.width,e.height),i.framebufferRenderbuffer(i.FRAMEBUFFER,i.COLOR_ATTACHMENT0,i.RENDERBUFFER,n),e._MSAARenderBuffer=n}else this._bindUnboundFramebuffer(e._framebuffer);return e.samples=t,e._depthStencilBuffer=this._setupFramebufferDepthAttachments(e._generateStencilBuffer,e._generateDepthBuffer,e.width,e.height,t),this._bindUnboundFramebuffer(null),t},t.prototype.updateTextureComparisonFunction=function(e,t){if(1!==this.webGLVersion){var i=this._gl;e.isCube?(this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP,e,!0),0===t?(i.texParameteri(i.TEXTURE_CUBE_MAP,i.TEXTURE_COMPARE_FUNC,515),i.texParameteri(i.TEXTURE_CUBE_MAP,i.TEXTURE_COMPARE_MODE,i.NONE)):(i.texParameteri(i.TEXTURE_CUBE_MAP,i.TEXTURE_COMPARE_FUNC,t),i.texParameteri(i.TEXTURE_CUBE_MAP,i.TEXTURE_COMPARE_MODE,i.COMPARE_REF_TO_TEXTURE)),this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP,null)):(this._bindTextureDirectly(this._gl.TEXTURE_2D,e,!0),0===t?(i.texParameteri(i.TEXTURE_2D,i.TEXTURE_COMPARE_FUNC,515),i.texParameteri(i.TEXTURE_2D,i.TEXTURE_COMPARE_MODE,i.NONE)):(i.texParameteri(i.TEXTURE_2D,i.TEXTURE_COMPARE_FUNC,t),i.texParameteri(i.TEXTURE_2D,i.TEXTURE_COMPARE_MODE,i.COMPARE_REF_TO_TEXTURE)),this._bindTextureDirectly(this._gl.TEXTURE_2D,null)),e._comparisonFunction=t}else p.a.Error("WebGL 1 does not support texture comparison.")},t.prototype.createInstancesBuffer=function(e){var t=this._gl.createBuffer();if(!t)throw new Error("Unable to create instance buffer");var i=new d.a(t);return i.capacity=e,this.bindArrayBuffer(i),this._gl.bufferData(this._gl.ARRAY_BUFFER,e,this._gl.DYNAMIC_DRAW),i},t.prototype.deleteInstancesBuffer=function(e){this._gl.deleteBuffer(e)},t.prototype._clientWaitAsync=function(e,t,i){void 0===t&&(t=0),void 0===i&&(i=10);var r=this._gl;return new Promise((function(n,o){var s=function(){var a=r.clientWaitSync(e,t,0);a!=r.WAIT_FAILED?a!=r.TIMEOUT_EXPIRED?n():setTimeout(s,i):o()};s()}))},t.prototype._readPixelsAsync=function(e,t,i,r,n,o,s){if(this._webGLVersion<2)throw new Error("_readPixelsAsync only work on WebGL2+");var a=this._gl,h=a.createBuffer();a.bindBuffer(a.PIXEL_PACK_BUFFER,h),a.bufferData(a.PIXEL_PACK_BUFFER,s.byteLength,a.STREAM_READ),a.readPixels(e,t,i,r,n,o,0),a.bindBuffer(a.PIXEL_PACK_BUFFER,null);var l=a.fenceSync(a.SYNC_GPU_COMMANDS_COMPLETE,0);return l?(a.flush(),this._clientWaitAsync(l,0,10).then((function(){return a.deleteSync(l),a.bindBuffer(a.PIXEL_PACK_BUFFER,h),a.getBufferSubData(a.PIXEL_PACK_BUFFER,0,s),a.bindBuffer(a.PIXEL_PACK_BUFFER,null),a.deleteBuffer(h),s}))):null},t.prototype._readTexturePixels=function(e,t,i,r,n,o){void 0===r&&(r=-1),void 0===n&&(n=0),void 0===o&&(o=null);var s=this._gl;if(!this._dummyFramebuffer){var a=s.createFramebuffer();if(!a)throw new Error("Unable to create dummy framebuffer");this._dummyFramebuffer=a}s.bindFramebuffer(s.FRAMEBUFFER,this._dummyFramebuffer),r>-1?s.framebufferTexture2D(s.FRAMEBUFFER,s.COLOR_ATTACHMENT0,s.TEXTURE_CUBE_MAP_POSITIVE_X+r,e._webGLTexture,n):s.framebufferTexture2D(s.FRAMEBUFFER,s.COLOR_ATTACHMENT0,s.TEXTURE_2D,e._webGLTexture,n);var h=void 0!==e.type?this._getWebGLTextureType(e.type):s.UNSIGNED_BYTE;switch(h){case s.UNSIGNED_BYTE:o||(o=new Uint8Array(4*t*i)),h=s.UNSIGNED_BYTE;break;default:o||(o=new Float32Array(4*t*i)),h=s.FLOAT}return s.readPixels(0,0,t,i,s.RGBA,h,o),s.bindFramebuffer(s.FRAMEBUFFER,this._currentFramebuffer),o},t.prototype.dispose=function(){for(this.hideLoadingUI(),this.onNewSceneAddedObservable.clear();this.postProcesses.length;)this.postProcesses[0].dispose();for(this._rescalePostProcess&&this._rescalePostProcess.dispose();this.scenes.length;)this.scenes[0].dispose();1===t.Instances.length&&t.audioEngine&&t.audioEngine.dispose(),this._dummyFramebuffer&&this._gl.deleteFramebuffer(this._dummyFramebuffer),this.disableVR(),o.a.IsWindowObjectExist()&&(window.removeEventListener("blur",this._onBlur),window.removeEventListener("focus",this._onFocus),this._renderingCanvas&&(this._renderingCanvas.removeEventListener("focus",this._onCanvasFocus),this._renderingCanvas.removeEventListener("blur",this._onCanvasBlur),this._renderingCanvas.removeEventListener("pointerout",this._onCanvasPointerOut)),document.removeEventListener("fullscreenchange",this._onFullscreenChange),document.removeEventListener("mozfullscreenchange",this._onFullscreenChange),document.removeEventListener("webkitfullscreenchange",this._onFullscreenChange),document.removeEventListener("msfullscreenchange",this._onFullscreenChange),document.removeEventListener("pointerlockchange",this._onPointerLockChange),document.removeEventListener("mspointerlockchange",this._onPointerLockChange),document.removeEventListener("mozpointerlockchange",this._onPointerLockChange),document.removeEventListener("webkitpointerlockchange",this._onPointerLockChange)),e.prototype.dispose.call(this);var i=t.Instances.indexOf(this);i>=0&&t.Instances.splice(i,1),this.onResizeObservable.clear(),this.onCanvasBlurObservable.clear(),this.onCanvasFocusObservable.clear(),this.onCanvasPointerOutObservable.clear(),this.onBeginFrameObservable.clear(),this.onEndFrameObservable.clear()},t.prototype._disableTouchAction=function(){this._renderingCanvas&&this._renderingCanvas.setAttribute&&(this._renderingCanvas.setAttribute("touch-action","none"),this._renderingCanvas.style.touchAction="none",this._renderingCanvas.style.msTouchAction="none")},t.prototype.displayLoadingUI=function(){if(o.a.IsWindowObjectExist()){var e=this.loadingScreen;e&&e.displayLoadingUI()}},t.prototype.hideLoadingUI=function(){if(o.a.IsWindowObjectExist()){var e=this._loadingScreen;e&&e.hideLoadingUI()}},Object.defineProperty(t.prototype,"loadingScreen",{get:function(){return!this._loadingScreen&&this._renderingCanvas&&(this._loadingScreen=t.DefaultLoadingScreenFactory(this._renderingCanvas)),this._loadingScreen},set:function(e){this._loadingScreen=e},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"loadingUIText",{set:function(e){this.loadingScreen.loadingUIText=e},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"loadingUIBackgroundColor",{set:function(e){this.loadingScreen.loadingUIBackgroundColor=e},enumerable:!0,configurable:!0}),t._RequestPointerlock=function(e){e.requestPointerLock=e.requestPointerLock||e.msRequestPointerLock||e.mozRequestPointerLock||e.webkitRequestPointerLock,e.requestPointerLock&&e.requestPointerLock()},t._ExitPointerlock=function(){var e=document;document.exitPointerLock=document.exitPointerLock||e.msExitPointerLock||e.mozExitPointerLock||e.webkitExitPointerLock,document.exitPointerLock&&document.exitPointerLock()},t._RequestFullscreen=function(e){var t=e.requestFullscreen||e.msRequestFullscreen||e.webkitRequestFullscreen||e.mozRequestFullScreen;t&&t.call(e)},t._ExitFullscreen=function(){var e=document;document.exitFullscreen?document.exitFullscreen():e.mozCancelFullScreen?e.mozCancelFullScreen():e.webkitCancelFullScreen?e.webkitCancelFullScreen():e.msCancelFullScreen&&e.msCancelFullScreen()},t.ALPHA_DISABLE=0,t.ALPHA_ADD=1,t.ALPHA_COMBINE=2,t.ALPHA_SUBTRACT=3,t.ALPHA_MULTIPLY=4,t.ALPHA_MAXIMIZED=5,t.ALPHA_ONEONE=6,t.ALPHA_PREMULTIPLIED=7,t.ALPHA_PREMULTIPLIED_PORTERDUFF=8,t.ALPHA_INTERPOLATE=9,t.ALPHA_SCREENMODE=10,t.DELAYLOADSTATE_NONE=0,t.DELAYLOADSTATE_LOADED=1,t.DELAYLOADSTATE_LOADING=2,t.DELAYLOADSTATE_NOTLOADED=4,t.NEVER=512,t.ALWAYS=519,t.LESS=513,t.EQUAL=514,t.LEQUAL=515,t.GREATER=516,t.GEQUAL=518,t.NOTEQUAL=517,t.KEEP=7680,t.REPLACE=7681,t.INCR=7682,t.DECR=7683,t.INVERT=5386,t.INCR_WRAP=34055,t.DECR_WRAP=34056,t.TEXTURE_CLAMP_ADDRESSMODE=0,t.TEXTURE_WRAP_ADDRESSMODE=1,t.TEXTURE_MIRROR_ADDRESSMODE=2,t.TEXTUREFORMAT_ALPHA=0,t.TEXTUREFORMAT_LUMINANCE=1,t.TEXTUREFORMAT_LUMINANCE_ALPHA=2,t.TEXTUREFORMAT_RGB=4,t.TEXTUREFORMAT_RGBA=5,t.TEXTUREFORMAT_RED=6,t.TEXTUREFORMAT_R=6,t.TEXTUREFORMAT_RG=7,t.TEXTUREFORMAT_RED_INTEGER=8,t.TEXTUREFORMAT_R_INTEGER=8,t.TEXTUREFORMAT_RG_INTEGER=9,t.TEXTUREFORMAT_RGB_INTEGER=10,t.TEXTUREFORMAT_RGBA_INTEGER=11,t.TEXTURETYPE_UNSIGNED_BYTE=0,t.TEXTURETYPE_UNSIGNED_INT=0,t.TEXTURETYPE_FLOAT=1,t.TEXTURETYPE_HALF_FLOAT=2,t.TEXTURETYPE_BYTE=3,t.TEXTURETYPE_SHORT=4,t.TEXTURETYPE_UNSIGNED_SHORT=5,t.TEXTURETYPE_INT=6,t.TEXTURETYPE_UNSIGNED_INTEGER=7,t.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4=8,t.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1=9,t.TEXTURETYPE_UNSIGNED_SHORT_5_6_5=10,t.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV=11,t.TEXTURETYPE_UNSIGNED_INT_24_8=12,t.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV=13,t.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV=14,t.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV=15,t.TEXTURE_NEAREST_SAMPLINGMODE=1,t.TEXTURE_BILINEAR_SAMPLINGMODE=2,t.TEXTURE_TRILINEAR_SAMPLINGMODE=3,t.TEXTURE_NEAREST_NEAREST_MIPLINEAR=8,t.TEXTURE_LINEAR_LINEAR_MIPNEAREST=11,t.TEXTURE_LINEAR_LINEAR_MIPLINEAR=3,t.TEXTURE_NEAREST_NEAREST_MIPNEAREST=4,t.TEXTURE_NEAREST_LINEAR_MIPNEAREST=5,t.TEXTURE_NEAREST_LINEAR_MIPLINEAR=6,t.TEXTURE_NEAREST_LINEAR=7,t.TEXTURE_NEAREST_NEAREST=1,t.TEXTURE_LINEAR_NEAREST_MIPNEAREST=9,t.TEXTURE_LINEAR_NEAREST_MIPLINEAR=10,t.TEXTURE_LINEAR_LINEAR=2,t.TEXTURE_LINEAR_NEAREST=12,t.TEXTURE_EXPLICIT_MODE=0,t.TEXTURE_SPHERICAL_MODE=1,t.TEXTURE_PLANAR_MODE=2,t.TEXTURE_CUBIC_MODE=3,t.TEXTURE_PROJECTION_MODE=4,t.TEXTURE_SKYBOX_MODE=5,t.TEXTURE_INVCUBIC_MODE=6,t.TEXTURE_EQUIRECTANGULAR_MODE=7,t.TEXTURE_FIXED_EQUIRECTANGULAR_MODE=8,t.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE=9,t.SCALEMODE_FLOOR=1,t.SCALEMODE_NEAREST=2,t.SCALEMODE_CEILING=3,t._RescalePostProcessFactory=null,t}(h.a)},function(e,t,i){"use 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e.prototype.reConstruct=function(e,t,i){var r=e.x,o=e.y,s=e.z,a=t.x,h=t.y,l=t.z,c=this.vectors;this.minimum.copyFromFloats(r,o,s),this.maximum.copyFromFloats(a,h,l),c[0].copyFromFloats(r,o,s),c[1].copyFromFloats(a,h,l),c[2].copyFromFloats(a,o,s),c[3].copyFromFloats(r,h,s),c[4].copyFromFloats(r,o,l),c[5].copyFromFloats(a,h,s),c[6].copyFromFloats(r,h,l),c[7].copyFromFloats(a,o,l),t.addToRef(e,this.center).scaleInPlace(.5),t.subtractToRef(e,this.extendSize).scaleInPlace(.5),this._worldMatrix=i||n.a.IdentityReadOnly,this._update(this._worldMatrix)},e.prototype.scale=function(t){var i=e.TmpVector3,r=this.maximum.subtractToRef(this.minimum,i[0]),n=r.length();r.normalizeFromLength(n);var o=n*t,s=r.scaleInPlace(.5*o),a=this.center.subtractToRef(s,i[1]),h=this.center.addToRef(s,i[2]);return this.reConstruct(a,h,this._worldMatrix),this},e.prototype.getWorldMatrix=function(){return this._worldMatrix},e.prototype._update=function(e){var t=this.minimumWorld,i=this.maximumWorld,r=this.directions,o=this.vectorsWorld,s=this.vectors;if(e.isIdentity()){t.copyFrom(this.minimum),i.copyFrom(this.maximum);for(a=0;a<8;++a)o[a].copyFrom(s[a]);this.extendSizeWorld.copyFrom(this.extendSize),this.centerWorld.copyFrom(this.center)}else{t.setAll(Number.MAX_VALUE),i.setAll(-Number.MAX_VALUE);for(var a=0;a<8;++a){var h=o[a];n.e.TransformCoordinatesToRef(s[a],e,h),t.minimizeInPlace(h),i.maximizeInPlace(h)}i.subtractToRef(t,this.extendSizeWorld).scaleInPlace(.5),i.addToRef(t,this.centerWorld).scaleInPlace(.5)}n.e.FromArrayToRef(e.m,0,r[0]),n.e.FromArrayToRef(e.m,4,r[1]),n.e.FromArrayToRef(e.m,8,r[2]),this._worldMatrix=e},e.prototype.isInFrustum=function(t){return e.IsInFrustum(this.vectorsWorld,t)},e.prototype.isCompletelyInFrustum=function(t){return e.IsCompletelyInFrustum(this.vectorsWorld,t)},e.prototype.intersectsPoint=function(e){var 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r=!0,n=t[i],o=0;o<8;++o)if(n.dotCoordinate(e[o])>=0){r=!1;break}if(r)return!1}return!0},e.TmpVector3=r.a.BuildArray(3,n.e.Zero),e}(),a=i(65),h={min:0,max:0},l={min:0,max:0},c=function(e,t,i){var r=n.e.Dot(t.centerWorld,e),o=Math.abs(n.e.Dot(t.directions[0],e))*t.extendSize.x+Math.abs(n.e.Dot(t.directions[1],e))*t.extendSize.y+Math.abs(n.e.Dot(t.directions[2],e))*t.extendSize.z;i.min=r-o,i.max=r+o},u=function(e,t,i){return c(e,t,h),c(e,i,l),!(h.min>l.max||l.min>h.max)},f=function(){function e(e,t,i){this._isLocked=!1,this.boundingBox=new s(e,t,i),this.boundingSphere=new a.a(e,t,i)}return e.prototype.reConstruct=function(e,t,i){this.boundingBox.reConstruct(e,t,i),this.boundingSphere.reConstruct(e,t,i)},Object.defineProperty(e.prototype,"minimum",{get:function(){return this.boundingBox.minimum},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"maximum",{get:function(){return 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t=this.boundingBox;return t.maximumWorld.subtractToRef(t.minimumWorld,e.TmpVector3[0]).length()},enumerable:!0,configurable:!0}),e.prototype.isCompletelyInFrustum=function(e){return this.boundingBox.isCompletelyInFrustum(e)},e.prototype._checkCollision=function(e){return e._canDoCollision(this.boundingSphere.centerWorld,this.boundingSphere.radiusWorld,this.boundingBox.minimumWorld,this.boundingBox.maximumWorld)},e.prototype.intersectsPoint=function(e){return!!this.boundingSphere.centerWorld&&(!!this.boundingSphere.intersectsPoint(e)&&!!this.boundingBox.intersectsPoint(e))},e.prototype.intersects=function(e,t){if(!a.a.Intersects(this.boundingSphere,e.boundingSphere))return!1;if(!s.Intersects(this.boundingBox,e.boundingBox))return!1;if(!t)return!0;var i=this.boundingBox,r=e.boundingBox;return!!u(i.directions[0],i,r)&&(!!u(i.directions[1],i,r)&&(!!u(i.directions[2],i,r)&&(!!u(r.directions[0],i,r)&&(!!u(r.directions[1],i,r)&&(!!u(r.directions[2],i,r)&&(!!u(n.e.Cross(i.directions[0],r.directions[0]),i,r)&&(!!u(n.e.Cross(i.directions[0],r.directions[1]),i,r)&&(!!u(n.e.Cross(i.directions[0],r.directions[2]),i,r)&&(!!u(n.e.Cross(i.directions[1],r.directions[0]),i,r)&&(!!u(n.e.Cross(i.directions[1],r.directions[1]),i,r)&&(!!u(n.e.Cross(i.directions[1],r.directions[2]),i,r)&&(!!u(n.e.Cross(i.directions[2],r.directions[0]),i,r)&&(!!u(n.e.Cross(i.directions[2],r.directions[1]),i,r)&&!!u(n.e.Cross(i.directions[2],r.directions[2]),i,r))))))))))))))},e.TmpVector3=r.a.BuildArray(2,n.e.Zero),e}()},function(e,t,i){"use strict";i.r(t),i.d(t,"Scene",(function(){return B}));var r=i(1),n=i(13),o=i(37),s=i(4),a=i(28),h=function(){function e(){this._count=0,this._data={}}return e.prototype.copyFrom=function(e){var 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this._count},enumerable:!0,configurable:!0}),e.prototype.forEach=function(e){for(var t in this._data){e(t,this._data[t])}},e.prototype.first=function(e){for(var t in this._data){var i=e(t,this._data[t]);if(i)return i}return null},e}(),l=i(21),c=i(0),u=i(39),f=i(42),d=i(20),p=function(){function e(){this.rootNodes=new Array,this.cameras=new Array,this.lights=new Array,this.meshes=new Array,this.skeletons=new Array,this.particleSystems=new Array,this.animations=[],this.animationGroups=new Array,this.multiMaterials=new Array,this.materials=new Array,this.morphTargetManagers=new Array,this.geometries=new Array,this.transformNodes=new Array,this.actionManagers=new Array,this.textures=new Array,this.environmentTexture=null}return e.AddParser=function(e,t){this._BabylonFileParsers[e]=t},e.GetParser=function(e){return this._BabylonFileParsers[e]?this._BabylonFileParsers[e]:null},e.AddIndividualParser=function(e,t){this._IndividualBabylonFileParsers[e]=t},e.GetIndividualParser=function(e){return this._IndividualBabylonFileParsers[e]?this._IndividualBabylonFileParsers[e]:null},e.Parse=function(e,t,i,r){for(var n in this._BabylonFileParsers)this._BabylonFileParsers.hasOwnProperty(n)&&this._BabylonFileParsers[n](e,t,i,r)},e.prototype.getNodes=function(){var e=new Array;return e=(e=(e=(e=e.concat(this.meshes)).concat(this.lights)).concat(this.cameras)).concat(this.transformNodes),this.skeletons.forEach((function(t){return e=e.concat(t.bones)})),e},e._BabylonFileParsers={},e._IndividualBabylonFileParsers={},e}(),_=i(55),g=i(59),m=i(43),b=i(47),v=function(){function e(e,t,i,r,n,o){this.source=e,this.pointerX=t,this.pointerY=i,this.meshUnderPointer=r,this.sourceEvent=n,this.additionalData=o}return e.CreateNew=function(t,i,r){var n=t.getScene();return new e(t,n.pointerX,n.pointerY,n.meshUnderPointer||t,i,r)},e.CreateNewFromSprite=function(t,i,r,n){return new e(t,i.pointerX,i.pointerY,i.meshUnderPointer,r,n)},e.CreateNewFromScene=function(t,i){return new e(null,t.pointerX,t.pointerY,t.meshUnderPointer,i)},e.CreateNewFromPrimitive=function(t,i,r,n){return new e(t,i.x,i.y,null,r,n)},e}(),y=i(66),x=i(74),T=i(22),M=i(25),E=i(11),A=i(23),O=i(8),P=i(9),C=function(){function e(){this.hoverCursor="",this.actions=new Array,this.isRecursive=!1}return Object.defineProperty(e,"HasTriggers",{get:function(){for(var t in e.Triggers)if(e.Triggers.hasOwnProperty(t))return!0;return!1},enumerable:!0,configurable:!0}),Object.defineProperty(e,"HasPickTriggers",{get:function(){for(var t in e.Triggers)if(e.Triggers.hasOwnProperty(t)){var i=parseInt(t);if(i>=1&&i<=7)return!0}return!1},enumerable:!0,configurable:!0}),e.HasSpecificTrigger=function(t){for(var i in e.Triggers){if(e.Triggers.hasOwnProperty(i))if(parseInt(i)===t)return!0}return!1},e.Triggers={},e}(),S=i(44),R=function(){function e(){this._singleClick=!1,this._doubleClick=!1,this._hasSwiped=!1,this._ignore=!1}return Object.defineProperty(e.prototype,"singleClick",{get:function(){return this._singleClick},set:function(e){this._singleClick=e},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"doubleClick",{get:function(){return this._doubleClick},set:function(e){this._doubleClick=e},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"hasSwiped",{get:function(){return this._hasSwiped},set:function(e){this._hasSwiped=e},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"ignore",{get:function(){return this._ignore},set:function(e){this._ignore=e},enumerable:!0,configurable:!0}),e}(),I=function(){function e(e){this._wheelEventName="",this._meshPickProceed=!1,this._currentPickResult=null,this._previousPickResult=null,this._totalPointersPressed=0,this._doubleClickOccured=!1,this._pointerX=0,this._pointerY=0,this._startingPointerPosition=new c.d(0,0),this._previousStartingPointerPosition=new c.d(0,0),this._startingPointerTime=0,this._previousStartingPointerTime=0,this._pointerCaptures={},this._scene=e}return Object.defineProperty(e.prototype,"meshUnderPointer",{get:function(){return this._pointerOverMesh},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"unTranslatedPointer",{get:function(){return new c.d(this._unTranslatedPointerX,this._unTranslatedPointerY)},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"pointerX",{get:function(){return this._pointerX},set:function(e){this._pointerX=e},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"pointerY",{get:function(){return this._pointerY},set:function(e){this._pointerY=e},enumerable:!0,configurable:!0}),e.prototype._updatePointerPosition=function(e){var t=this._scene.getEngine().getInputElementClientRect();t&&(this._pointerX=e.clientX-t.left,this._pointerY=e.clientY-t.top,this._unTranslatedPointerX=this._pointerX,this._unTranslatedPointerY=this._pointerY)},e.prototype._processPointerMove=function(e,t){var i=this._scene,r=i.getEngine(),n=r.getInputElement();if(n){n.tabIndex=r.canvasTabIndex,i.doNotHandleCursors||(n.style.cursor=i.defaultCursor);var o=!!(e&&e.hit&&e.pickedMesh);o?(i.setPointerOverMesh(e.pickedMesh),this._pointerOverMesh&&this._pointerOverMesh.actionManager&&this._pointerOverMesh.actionManager.hasPointerTriggers&&(i.doNotHandleCursors||(this._pointerOverMesh.actionManager.hoverCursor?n.style.cursor=this._pointerOverMesh.actionManager.hoverCursor:n.style.cursor=i.hoverCursor))):i.setPointerOverMesh(null);for(var s=0,a=i._pointerMoveStage;se.LongPressDelay&&!r._isPointerSwiping()&&(r._startingPointerTime=0,o.processTrigger(8,v.CreateNew(t.pickedMesh,i)))}),e.LongPressDelay)}}else for(var s=0,a=n._pointerDownStage;se.DragMovementThreshold||Math.abs(this._startingPointerPosition.y-this._pointerY)>e.DragMovementThreshold},e.prototype.simulatePointerUp=function(e,t,i){var r=new PointerEvent("pointerup",t),n=new R;i?n.doubleClick=!0:n.singleClick=!0,this._checkPrePointerObservable(e,r,P.a.POINTERUP)||this._processPointerUp(e,r,n)},e.prototype._processPointerUp=function(e,t,i){var r=this._scene;if(e&&e&&e.pickedMesh){if(this._pickedUpMesh=e.pickedMesh,this._pickedDownMesh===this._pickedUpMesh&&(r.onPointerPick&&r.onPointerPick(t,e),i.singleClick&&!i.ignore&&r.onPointerObservable.hasObservers())){var n=P.a.POINTERPICK,o=new P.b(n,t,e);this._setRayOnPointerInfo(o),r.onPointerObservable.notifyObservers(o,n)}var s=e.pickedMesh._getActionManagerForTrigger();if(s&&!i.ignore){s.processTrigger(7,v.CreateNew(e.pickedMesh,t)),!i.hasSwiped&&i.singleClick&&s.processTrigger(1,v.CreateNew(e.pickedMesh,t));var a=e.pickedMesh._getActionManagerForTrigger(6);i.doubleClick&&a&&a.processTrigger(6,v.CreateNew(e.pickedMesh,t))}}else if(!i.ignore)for(var h=0,l=r._pointerUpStage;he.DoubleClickDelay&&!s._doubleClickOccured||t!==s._previousButtonPressed)&&(s._doubleClickOccured=!1,i.singleClick=!0,i.ignore=!1,r(i,s._currentPickResult))},this._initClickEvent=function(t,i,r,n){var o=new R;s._currentPickResult=null;var a=null,h=t.hasSpecificMask(P.a.POINTERPICK)||i.hasSpecificMask(P.a.POINTERPICK)||t.hasSpecificMask(P.a.POINTERTAP)||i.hasSpecificMask(P.a.POINTERTAP)||t.hasSpecificMask(P.a.POINTERDOUBLETAP)||i.hasSpecificMask(P.a.POINTERDOUBLETAP);!h&&C&&(a=s._initActionManager(a,o))&&(h=a.hasPickTriggers);var l=!1;if(h){var c=r.button;if(o.hasSwiped=s._isPointerSwiping(),!o.hasSwiped){var u=!e.ExclusiveDoubleClickMode;u||(u=!t.hasSpecificMask(P.a.POINTERDOUBLETAP)&&!i.hasSpecificMask(P.a.POINTERDOUBLETAP))&&!C.HasSpecificTrigger(6)&&(a=s._initActionManager(a,o))&&(u=!a.hasSpecificTrigger(6)),u?(Date.now()-s._previousStartingPointerTime>e.DoubleClickDelay||c!==s._previousButtonPressed)&&(o.singleClick=!0,n(o,s._currentPickResult),l=!0):(s._previousDelayedSimpleClickTimeout=s._delayedSimpleClickTimeout,s._delayedSimpleClickTimeout=window.setTimeout(s._delayedSimpleClick.bind(s,c,o,n),e.DoubleClickDelay));var f=t.hasSpecificMask(P.a.POINTERDOUBLETAP)||i.hasSpecificMask(P.a.POINTERDOUBLETAP);!f&&C.HasSpecificTrigger(6)&&(a=s._initActionManager(a,o))&&(f=a.hasSpecificTrigger(6)),f&&(c===s._previousButtonPressed&&Date.now()-s._previousStartingPointerTime0){for(var e=0,t=this._transientComponents;e0)return!1;for(e=0;e0,n=0,o=this._isReadyForMeshStage;n0)for(var s=0,a=this.activeCameras;s0},enumerable:!0,configurable:!0}),t.prototype.executeWhenReady=function(e){var t=this;this.onReadyObservable.add(e),-1===this._executeWhenReadyTimeoutId&&(this._executeWhenReadyTimeoutId=setTimeout((function(){t._checkIsReady()}),150))},t.prototype.whenReadyAsync=function(){var e=this;return new Promise((function(t){e.executeWhenReady((function(){t()}))}))},t.prototype._checkIsReady=function(){var e=this;return this._registerTransientComponents(),this.isReady()?(this.onReadyObservable.notifyObservers(this),this.onReadyObservable.clear(),void(this._executeWhenReadyTimeoutId=-1)):this._isDisposed?(this.onReadyObservable.clear(),void(this._executeWhenReadyTimeoutId=-1)):void(this._executeWhenReadyTimeoutId=setTimeout((function(){e._checkIsReady()}),150))},Object.defineProperty(t.prototype,"animatables",{get:function(){return this._activeAnimatables},enumerable:!0,configurable:!0}),t.prototype.resetLastAnimationTimeFrame=function(){this._animationTimeLast=o.a.Now},t.prototype.getViewMatrix=function(){return this._viewMatrix},t.prototype.getProjectionMatrix=function(){return this._projectionMatrix},t.prototype.getTransformMatrix=function(){return this._transformMatrix},t.prototype.setTransformMatrix=function(e,t,i,r){this._viewUpdateFlag===e.updateFlag&&this._projectionUpdateFlag===t.updateFlag||(this._viewUpdateFlag=e.updateFlag,this._projectionUpdateFlag=t.updateFlag,this._viewMatrix=e,this._projectionMatrix=t,this._viewMatrix.multiplyToRef(this._projectionMatrix,this._transformMatrix),this._frustumPlanes?L.a.GetPlanesToRef(this._transformMatrix,this._frustumPlanes):this._frustumPlanes=L.a.GetPlanes(this._transformMatrix),this._multiviewSceneUbo&&this._multiviewSceneUbo.useUbo?this._updateMultiviewUbo(i,r):this._sceneUbo.useUbo&&(this._sceneUbo.updateMatrix("viewProjection",this._transformMatrix),this._sceneUbo.updateMatrix("view",this._viewMatrix),this._sceneUbo.update()))},t.prototype.getSceneUniformBuffer=function(){return this._multiviewSceneUbo?this._multiviewSceneUbo:this._sceneUbo},t.prototype.getUniqueId=function(){return F.UniqueId},t.prototype.addMesh=function(e,t){var i=this;void 0===t&&(t=!1),this._blockEntityCollection||(this.meshes.push(e),e._resyncLightSources(),e.parent||e._addToSceneRootNodes(),this.onNewMeshAddedObservable.notifyObservers(e),t&&e.getChildMeshes().forEach((function(e){i.addMesh(e)})))},t.prototype.removeMesh=function(e,t){var i=this;void 0===t&&(t=!1);var r=this.meshes.indexOf(e);return-1!==r&&(this.meshes[r]=this.meshes[this.meshes.length-1],this.meshes.pop(),e.parent||e._removeFromSceneRootNodes()),this.onMeshRemovedObservable.notifyObservers(e),t&&e.getChildMeshes().forEach((function(e){i.removeMesh(e)})),r},t.prototype.addTransformNode=function(e){this._blockEntityCollection||(e._indexInSceneTransformNodesArray=this.transformNodes.length,this.transformNodes.push(e),e.parent||e._addToSceneRootNodes(),this.onNewTransformNodeAddedObservable.notifyObservers(e))},t.prototype.removeTransformNode=function(e){var t=e._indexInSceneTransformNodesArray;if(-1!==t){if(t!==this.transformNodes.length-1){var i=this.transformNodes[this.transformNodes.length-1];this.transformNodes[t]=i,i._indexInSceneTransformNodesArray=t}e._indexInSceneTransformNodesArray=-1,this.transformNodes.pop(),e.parent||e._removeFromSceneRootNodes()}return this.onTransformNodeRemovedObservable.notifyObservers(e),t},t.prototype.removeSkeleton=function(e){var t=this.skeletons.indexOf(e);return-1!==t&&(this.skeletons.splice(t,1),this.onSkeletonRemovedObservable.notifyObservers(e)),t},t.prototype.removeMorphTargetManager=function(e){var t=this.morphTargetManagers.indexOf(e);return-1!==t&&this.morphTargetManagers.splice(t,1),t},t.prototype.removeLight=function(e){var t=this.lights.indexOf(e);if(-1!==t){for(var i=0,r=this.meshes;i0?this.activeCamera=this.cameras[0]:this.activeCamera=null),this.onCameraRemovedObservable.notifyObservers(e),t},t.prototype.removeParticleSystem=function(e){var t=this.particleSystems.indexOf(e);return-1!==t&&this.particleSystems.splice(t,1),t},t.prototype.removeAnimation=function(e){var t=this.animations.indexOf(e);return-1!==t&&this.animations.splice(t,1),t},t.prototype.stopAnimation=function(e,t,i){},t.prototype.removeAnimationGroup=function(e){var t=this.animationGroups.indexOf(e);return-1!==t&&this.animationGroups.splice(t,1),t},t.prototype.removeMultiMaterial=function(e){var t=this.multiMaterials.indexOf(e);return-1!==t&&this.multiMaterials.splice(t,1),t},t.prototype.removeMaterial=function(e){var t=e._indexInSceneMaterialArray;if(-1!==t&&t=0;t--)if(this.materials[t].id===e)return this.materials[t];return null},t.prototype.getMaterialByName=function(e){for(var t=0;t=0;t--)if(this.meshes[t].id===e)return this.meshes[t];return null},t.prototype.getLastEntryByID=function(e){var t;for(t=this.meshes.length-1;t>=0;t--)if(this.meshes[t].id===e)return this.meshes[t];for(t=this.transformNodes.length-1;t>=0;t--)if(this.transformNodes[t].id===e)return this.transformNodes[t];for(t=this.cameras.length-1;t>=0;t--)if(this.cameras[t].id===e)return this.cameras[t];for(t=this.lights.length-1;t>=0;t--)if(this.lights[t].id===e)return this.lights[t];return null},t.prototype.getNodeByID=function(e){var t=this.getMeshByID(e);if(t)return t;var i=this.getTransformNodeByID(e);if(i)return i;var r=this.getLightByID(e);if(r)return r;var n=this.getCameraByID(e);if(n)return n;var o=this.getBoneByID(e);return o||null},t.prototype.getNodeByName=function(e){var t=this.getMeshByName(e);if(t)return t;var i=this.getTransformNodeByName(e);if(i)return i;var r=this.getLightByName(e);if(r)return r;var n=this.getCameraByName(e);if(n)return n;var o=this.getBoneByName(e);return o||null},t.prototype.getMeshByName=function(e){for(var t=0;t=0;t--)if(this.skeletons[t].id===e)return this.skeletons[t];return null},t.prototype.getSkeletonByUniqueId=function(e){for(var t=0;t0&&0!=(s.layerMask&this.activeCamera.layerMask)&&(this._skipFrustumClipping||s.alwaysSelectAsActiveMesh||s.isInFrustum(this._frustumPlanes))&&(this._activeMeshes.push(s),this.activeCamera._activeMeshes.push(s),a!==s&&a._activate(this._renderId,!1),s._activate(this._renderId,!1)&&(s.isAnInstance?s._internalAbstractMeshDataInfo._actAsRegularMesh&&(a=s):a._internalAbstractMeshDataInfo._onlyForInstances=!1,a._internalAbstractMeshDataInfo._isActive=!0,this._activeMesh(s,a)),s._postActivate()))}}if(this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this),this.particlesEnabled){this.onBeforeParticlesRenderingObservable.notifyObservers(this);for(var h=0;h0)for(var n=this.getActiveSubMeshCandidates(t),o=n.length,s=0;s1)this.activeCamera.outputRenderTarget._bindFrameBuffer();else{var e=this.activeCamera.outputRenderTarget.getInternalTexture();e?this.getEngine().bindFramebuffer(e):E.a.Error("Camera contains invalid customDefaultRenderTarget")}}else this.getEngine().restoreDefaultFramebuffer()},t.prototype._renderForCamera=function(e,t){if(!e||!e._skipRendering){var i=this._engine;if(this._activeCamera=e,!this.activeCamera)throw new Error("Active camera not set");i.setViewport(this.activeCamera.viewport),this.resetCachedMaterial(),this._renderId++,this.getEngine().getCaps().multiview&&e.outputRenderTarget&&e.outputRenderTarget.getViewCount()>1?this.setTransformMatrix(e._rigCameras[0].getViewMatrix(),e._rigCameras[0].getProjectionMatrix(),e._rigCameras[1].getViewMatrix(),e._rigCameras[1].getProjectionMatrix()):this.updateTransformMatrix(),this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera),this._evaluateActiveMeshes();for(var r=0;r0&&this._renderTargets.concatWithNoDuplicate(e.customRenderTargets),t&&t.customRenderTargets&&t.customRenderTargets.length>0&&this._renderTargets.concatWithNoDuplicate(t.customRenderTargets);for(var s=0,a=this._gatherActiveCameraRenderTargetsStage;s0){n.b.StartPerformanceCounter("Render targets",this._renderTargets.length>0);for(var l=0;l0),this._renderId++}for(var f=0,d=this._cameraDrawRenderTargetStage;f1&&this.getEngine().getCaps().multiview)return this._renderForCamera(e),void this.onAfterRenderCameraObservable.notifyObservers(e);if(e._useMultiviewToSingleView)this._renderMultiviewToSingleView(e);else for(var t=0;t-1&&(13===r.trigger&&r._executeCurrent(v.CreateNew(t,void 0,o)),t.actionManager.hasSpecificTrigger(13,(function(e){var t=e instanceof f.a?e:e.mesh;return o===t}))&&13!==r.trigger||t._intersectionsInProgress.splice(a,1))}}}},t.prototype._advancePhysicsEngineStep=function(e){},t.prototype._animate=function(){},t.prototype.animate=function(){if(this._engine.isDeterministicLockStep()){var e=Math.max(t.MinDeltaTime,Math.min(this._engine.getDeltaTime(),t.MaxDeltaTime))+this._timeAccumulator,i=this._engine.getTimeStep(),r=1e3/i/1e3,n=0,o=this._engine.getLockstepMaxSteps(),s=Math.floor(e/i);for(s=Math.min(s,o);e>0&&n0)for(var o=0;o0),this._intermediateRendering=!0;for(var c=0;c0),this._intermediateRendering=!1,this._renderId++}this.activeCamera=l,this._bindFrameBuffer(),this.onAfterRenderTargetsRenderObservable.notifyObservers(this);for(var f=0,p=this._beforeClearStage;f0)for(o=0;o0&&this._engine.clear(null,!1,!0,!0),this._processSubCameras(this.activeCameras[o]);else{if(!this.activeCamera)throw new Error("No camera defined");this._processSubCameras(this.activeCamera)}this._checkIntersections();for(var m=0,b=this._afterRenderStage;m-1&&this._engine.scenes.splice(n,1),this._engine.wipeCaches(!0),this._isDisposed=!0},Object.defineProperty(t.prototype,"isDisposed",{get:function(){return this._isDisposed},enumerable:!0,configurable:!0}),t.prototype.clearCachedVertexData=function(){for(var e=0;e=e||-1!==i.indexOf("file:")?-1:Math.pow(2,n)*t}},e}(),l=function(e){function t(){return null!==e&&e.apply(this,arguments)||this}return Object(r.c)(t,e),t._setPrototypeOf=Object.setPrototypeOf||function(e,t){return e.__proto__=t,e},t}(Error),c=i(40),u=i(24),f=i(68),d=function(e){function t(i,r){var o=e.call(this,i)||this;return o.name="LoadFileError",l._setPrototypeOf(o,t.prototype),r instanceof n.a?o.request=r:o.file=r,o}return Object(r.c)(t,e),t}(l),p=function(e){function t(i,r){var n=e.call(this,i)||this;return n.request=r,n.name="RequestFileError",l._setPrototypeOf(n,t.prototype),n}return Object(r.c)(t,e),t}(l),_=function(e){function t(i,r){var n=e.call(this,i)||this;return n.file=r,n.name="ReadFileError",l._setPrototypeOf(n,t.prototype),n}return Object(r.c)(t,e),t}(l),g=function(){function e(){}return e._CleanUrl=function(e){return e=e.replace(/#/gm,"%23")},e.SetCorsBehavior=function(t,i){if((!t||0!==t.indexOf("data:"))&&e.CorsBehavior)if("string"==typeof e.CorsBehavior||this.CorsBehavior instanceof String)i.crossOrigin=e.CorsBehavior;else{var r=e.CorsBehavior(t);r&&(i.crossOrigin=r)}},e.LoadImage=function(t,i,r,n,o){var s;void 0===o&&(o="");var h=!1;if(t instanceof ArrayBuffer||ArrayBuffer.isView(t)?"undefined"!=typeof Blob?(s=URL.createObjectURL(new Blob([t],{type:o})),h=!0):s="data:"+o+";base64,"+c.a.EncodeArrayBufferToBase64(t):t instanceof Blob?(s=URL.createObjectURL(t),h=!0):(s=e._CleanUrl(t),s=e.PreprocessUrl(t)),"undefined"==typeof Image)return e.LoadFile(s,(function(e){createImageBitmap(new Blob([e],{type:o})).then((function(e){i(e),h&&URL.revokeObjectURL(s)})).catch((function(e){r&&r("Error while trying to load image: "+t,e)}))}),void 0,n||void 0,!0,(function(e,i){r&&r("Error while trying to load image: "+t,i)})),null;var l=new Image;e.SetCorsBehavior(s,l);var u=function(){l.removeEventListener("load",u),l.removeEventListener("error",f),i(l),h&&l.src&&URL.revokeObjectURL(l.src)},f=function(e){l.removeEventListener("load",u),l.removeEventListener("error",f),r&&r("Error while trying to load image: "+t,e),h&&l.src&&URL.revokeObjectURL(l.src)};l.addEventListener("load",u),l.addEventListener("error",f);var d=function(){l.src=s};if("data:"!==s.substr(0,5)&&n&&n.enableTexturesOffline)n.open((function(){n&&n.loadImage(s,l)}),d);else{if(-1!==s.indexOf("file:")){var p=decodeURIComponent(s.substring(5).toLowerCase());if(a.FilesToLoad[p]){try{var _;try{_=URL.createObjectURL(a.FilesToLoad[p])}catch(e){_=URL.createObjectURL(a.FilesToLoad[p])}l.src=_,h=!0}catch(e){l.src=""}return l}}d()}return l},e.ReadFile=function(e,t,i,r,n){var o=new FileReader,a={onCompleteObservable:new s.a,abort:function(){return o.abort()}};return o.onloadend=function(e){return a.onCompleteObservable.notifyObservers(a)},n&&(o.onerror=function(t){n(new _("Unable to read "+e.name,e))}),o.onload=function(e){t(e.target.result)},i&&(o.onprogress=i),r?o.readAsArrayBuffer(e):o.readAsText(e),a},e.LoadFile=function(t,i,r,n,o,s){if(-1!==t.indexOf("file:")){var h=decodeURIComponent(t.substring(5).toLowerCase());0===h.indexOf("./")&&(h=h.substring(2));var l=a.FilesToLoad[h];if(l)return e.ReadFile(l,i,r,o,s?function(e){return s(void 0,new d(e.message,e.file))}:void 0)}return e.RequestFile(t,(function(e,t){i(e,t?t.responseURL:void 0)}),r,n,o,s?function(e){s(e.request,new d(e.message,e.request))}:void 0)},e.RequestFile=function(t,i,r,a,h,l,c){t=e._CleanUrl(t),t=e.PreprocessUrl(t);var u=e.BaseUrl+t,f=!1,d={onCompleteObservable:new s.a,abort:function(){return f=!0}},_=function(){var t=new n.a,s=null;d.abort=function(){f=!0,t.readyState!==(XMLHttpRequest.DONE||4)&&t.abort(),null!==s&&(clearTimeout(s),s=null)};var a=function(_){t.open("GET",u),c&&c(t),h&&(t.responseType="arraybuffer"),r&&t.addEventListener("progress",r);var g=function(){t.removeEventListener("loadend",g),d.onCompleteObservable.notifyObservers(d),d.onCompleteObservable.clear()};t.addEventListener("loadend",g);var m=function(){if(!f&&t.readyState===(XMLHttpRequest.DONE||4)){if(t.removeEventListener("readystatechange",m),t.status>=200&&t.status<300||0===t.status&&(!o.a.IsWindowObjectExist()||e.IsFileURL()))return void i(h?t.response:t.responseText,t);var r=e.DefaultRetryStrategy;if(r){var c=r(u,t,_);if(-1!==c)return t.removeEventListener("loadend",g),t=new n.a,void(s=setTimeout((function(){return a(_+1)}),c))}var d=new p("Error status: "+t.status+" "+t.statusText+" - Unable to load "+u,t);l&&l(d)}};t.addEventListener("readystatechange",m),t.send()};a(0)};if(a&&a.enableSceneOffline){var g=function(e){e&&e.status>400?l&&l(e):_()};a.open((function(){a&&a.loadFile(e.BaseUrl+t,(function(e){f||i(e),d.onCompleteObservable.notifyObservers(d)}),r?function(e){f||r(e)}:void 0,g,h)}),g)}else _();return d},e.IsFileURL=function(){return"file:"===location.protocol},e.DefaultRetryStrategy=h.ExponentialBackoff(),e.BaseUrl="",e.CorsBehavior="anonymous",e.PreprocessUrl=function(e){return e},e}();u.a._FileToolsLoadImage=g.LoadImage.bind(g),u.a._FileToolsLoadFile=g.LoadFile.bind(g),f.a._FileToolsLoadFile=g.LoadFile.bind(g)},function(e,t,i){"use strict";i.d(t,"a",(function(){return n}));var r=i(25),n=function(){function e(){}return 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r.Raw:return(t=this._engine.createRawTexture(this._bufferView,this.baseWidth,this.baseHeight,this.format,this.generateMipMaps,this.invertY,this.samplingMode,this._compression))._swapAndDie(this),void(this.isReady=!0);case r.Raw3D:return(t=this._engine.createRawTexture3D(this._bufferView,this.baseWidth,this.baseHeight,this.baseDepth,this.format,this.generateMipMaps,this.invertY,this.samplingMode,this._compression))._swapAndDie(this),void(this.isReady=!0);case r.Raw2DArray:return(t=this._engine.createRawTexture2DArray(this._bufferView,this.baseWidth,this.baseHeight,this.baseDepth,this.format,this.generateMipMaps,this.invertY,this.samplingMode,this._compression))._swapAndDie(this),void(this.isReady=!0);case r.Dynamic:return(t=this._engine.createDynamicTexture(this.baseWidth,this.baseHeight,this.generateMipMaps,this.samplingMode))._swapAndDie(this),void this._engine.updateDynamicTexture(this,this._engine.getRenderingCanvas(),this.invertY,void 0,void 0,!0);case r.RenderTarget:var n=new 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r.CubeRaw:return(t=this._engine.createRawCubeTexture(this._bufferViewArray,this.width,this.format,this.type,this.generateMipMaps,this.invertY,this.samplingMode,this._compression))._swapAndDie(this),void(this.isReady=!0);case r.CubeRawRGBD:return t=this._engine.createRawCubeTexture(null,this.width,this.format,this.type,this.generateMipMaps,this.invertY,this.samplingMode,this._compression),void e._UpdateRGBDAsync(t,this._bufferViewArrayArray,this._sphericalPolynomial,this._lodGenerationScale,this._lodGenerationOffset).then((function(){t._swapAndDie(i),i.isReady=!0}));case r.CubePrefiltered:return void((t=this._engine.createPrefilteredCubeTexture(this.url,null,this._lodGenerationScale,this._lodGenerationOffset,(function(e){e&&e._swapAndDie(i),i.isReady=!0}),null,this.format,this._extension))._sphericalPolynomial=this._sphericalPolynomial)}},e.prototype._swapAndDie=function(e){e._webGLTexture=this._webGLTexture,e._isRGBD=this._isRGBD,this._framebuffer&&(e._framebuffer=this._framebuffer),this._depthStencilBuffer&&(e._depthStencilBuffer=this._depthStencilBuffer),e._depthStencilTexture=this._depthStencilTexture,this._lodTextureHigh&&(e._lodTextureHigh&&e._lodTextureHigh.dispose(),e._lodTextureHigh=this._lodTextureHigh),this._lodTextureMid&&(e._lodTextureMid&&e._lodTextureMid.dispose(),e._lodTextureMid=this._lodTextureMid),this._lodTextureLow&&(e._lodTextureLow&&e._lodTextureLow.dispose(),e._lodTextureLow=this._lodTextureLow),this._irradianceTexture&&(e._irradianceTexture&&e._irradianceTexture.dispose(),e._irradianceTexture=this._irradianceTexture);var t,i=this._engine.getLoadedTexturesCache();-1!==(t=i.indexOf(this))&&i.splice(t,1),-1===(t=i.indexOf(e))&&i.push(e)},e.prototype.dispose=function(){this._webGLTexture&&(this._references--,0===this._references&&(this._engine._releaseTexture(this),this._webGLTexture=null))},e._UpdateRGBDAsync=function(e,t,i,r,n){throw s.a.WarnImport("environmentTextureTools")},e}()},function(e,t,i){"use strict";i.d(t,"a",(function(){return l}));var r=i(1),n=i(3),o=i(4),s=i(0),a=i(34),h=i(35),l=function(e){function t(i,r,n){void 0===r&&(r=null),void 0===n&&(n=!0);var a=e.call(this,i,r)||this;return a._forward=new s.e(0,0,1),a._forwardInverted=new s.e(0,0,-1),a._up=new s.e(0,1,0),a._right=new s.e(1,0,0),a._rightInverted=new 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s.e.Normalize(s.e.TransformNormal(this.getScene().useRightHandedSystem?this._rightInverted:this._right,this.getWorldMatrix()))},enumerable:!0,configurable:!0}),t.prototype.updatePoseMatrix=function(e){return this._poseMatrix?(this._poseMatrix.copyFrom(e),this):(this._poseMatrix=e.clone(),this)},t.prototype.getPoseMatrix=function(){return this._poseMatrix||(this._poseMatrix=s.a.Identity()),this._poseMatrix},t.prototype._isSynchronized=function(){var e=this._cache;if(this.billboardMode!==e.billboardMode||this.billboardMode!==t.BILLBOARDMODE_NONE)return!1;if(e.pivotMatrixUpdated)return!1;if(this.infiniteDistance)return!1;if(!e.position.equals(this._position))return!1;if(this._rotationQuaternion){if(!e.rotationQuaternion.equals(this._rotationQuaternion))return!1}else if(!e.rotation.equals(this._rotation))return!1;return!!e.scaling.equals(this._scaling)},t.prototype._initCache=function(){e.prototype._initCache.call(this);var t=this._cache;t.localMatrixUpdated=!1,t.position=s.e.Zero(),t.scaling=s.e.Zero(),t.rotation=s.e.Zero(),t.rotationQuaternion=new s.b(0,0,0,0),t.billboardMode=-1,t.infiniteDistance=!1},t.prototype.markAsDirty=function(e){return this._currentRenderId=Number.MAX_VALUE,this._isDirty=!0,this},Object.defineProperty(t.prototype,"absolutePosition",{get:function(){return this._absolutePosition},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"absoluteScaling",{get:function(){return this._syncAbsoluteScalingAndRotation(),this._absoluteScaling},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"absoluteRotationQuaternion",{get:function(){return this._syncAbsoluteScalingAndRotation(),this._absoluteRotationQuaternion},enumerable:!0,configurable:!0}),t.prototype.setPreTransformMatrix=function(e){return this.setPivotMatrix(e,!1)},t.prototype.setPivotMatrix=function(e,t){return void 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s.e(0,0,0)},p=i(8),_=i(58),g=i(7),m=i(15),b=i(35),v=function(){this.facetNb=0,this.partitioningSubdivisions=10,this.partitioningBBoxRatio=1.01,this.facetDataEnabled=!1,this.facetParameters={},this.bbSize=s.e.Zero(),this.subDiv={max:1,X:1,Y:1,Z:1},this.facetDepthSort=!1,this.facetDepthSortEnabled=!1},y=function(){this._hasVertexAlpha=!1,this._useVertexColors=!0,this._numBoneInfluencers=4,this._applyFog=!0,this._receiveShadows=!1,this._facetData=new v,this._visibility=1,this._skeleton=null,this._layerMask=268435455,this._computeBonesUsingShaders=!0,this._isActive=!1,this._onlyForInstances=!1,this._isActiveIntermediate=!1,this._onlyForInstancesIntermediate=!1,this._actAsRegularMesh=!1},x=function(e){function t(i,r){void 0===r&&(r=null);var n=e.call(this,i,r,!1)||this;return n._internalAbstractMeshDataInfo=new y,n.cullingStrategy=t.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY,n.onCollideObservable=new o.a,n.onCollisionPositionChangeObservable=new o.a,n.onMaterialChangedObservable=new o.a,n.definedFacingForward=!0,n._occlusionQuery=null,n._renderingGroup=null,n.alphaIndex=Number.MAX_VALUE,n.isVisible=!0,n.isPickable=!0,n.showSubMeshesBoundingBox=!1,n.isBlocker=!1,n.enablePointerMoveEvents=!1,n.renderingGroupId=0,n._material=null,n.outlineColor=g.a.Red(),n.outlineWidth=.02,n.overlayColor=g.a.Red(),n.overlayAlpha=.5,n.useOctreeForRenderingSelection=!0,n.useOctreeForPicking=!0,n.useOctreeForCollisions=!0,n.alwaysSelectAsActiveMesh=!1,n.doNotSyncBoundingInfo=!1,n.actionManager=null,n._meshCollisionData=new d,n.ellipsoid=new s.e(.5,1,.5),n.ellipsoidOffset=new s.e(0,0,0),n.edgesWidth=1,n.edgesColor=new g.b(1,0,0,1),n._edgesRenderer=null,n._masterMesh=null,n._boundingInfo=null,n._renderId=0,n._intersectionsInProgress=new Array,n._unIndexed=!1,n._lightSources=new Array,n._waitingData={lods:null,actions:null,freezeWorldMatrix:null},n._bonesTransformMatrices=null,n._transformMatrixTexture=null,n.onRebuildObservable=new o.a,n._onCollisionPositionChange=function(e,t,i){void 0===i&&(i=null),t.subtractToRef(n._meshCollisionData._oldPositionForCollisions,n._meshCollisionData._diffPositionForCollisions),n._meshCollisionData._diffPositionForCollisions.length()>a.Engine.CollisionsEpsilon&&n.position.addInPlace(n._meshCollisionData._diffPositionForCollisions),i&&n.onCollideObservable.notifyObservers(i),n.onCollisionPositionChangeObservable.notifyObservers(n.position)},n.getScene().addMesh(n),n._resyncLightSources(),n}return Object(r.c)(t,e),Object.defineProperty(t,"BILLBOARDMODE_NONE",{get:function(){return c.a.BILLBOARDMODE_NONE},enumerable:!0,configurable:!0}),Object.defineProperty(t,"BILLBOARDMODE_X",{get:function(){return c.a.BILLBOARDMODE_X},enumerable:!0,configurable:!0}),Object.defineProperty(t,"BILLBOARDMODE_Y",{get:function(){return c.a.BILLBOARDMODE_Y},enumerable:!0,configurable:!0}),Object.defineProperty(t,"BILLBOARDMODE_Z",{get:function(){return c.a.BILLBOARDMODE_Z},enumerable:!0,configurable:!0}),Object.defineProperty(t,"BILLBOARDMODE_ALL",{get:function(){return c.a.BILLBOARDMODE_ALL},enumerable:!0,configurable:!0}),Object.defineProperty(t,"BILLBOARDMODE_USE_POSITION",{get:function(){return c.a.BILLBOARDMODE_USE_POSITION},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"facetNb",{get:function(){return this._internalAbstractMeshDataInfo._facetData.facetNb},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"partitioningSubdivisions",{get:function(){return this._internalAbstractMeshDataInfo._facetData.partitioningSubdivisions},set:function(e){this._internalAbstractMeshDataInfo._facetData.partitioningSubdivisions=e},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"partitioningBBoxRatio",{get:function(){return this._internalAbstractMeshDataInfo._facetData.partitioningBBoxRatio},set:function(e){this._internalAbstractMeshDataInfo._facetData.partitioningBBoxRatio=e},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"mustDepthSortFacets",{get:function(){return this._internalAbstractMeshDataInfo._facetData.facetDepthSort},set:function(e){this._internalAbstractMeshDataInfo._facetData.facetDepthSort=e},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"facetDepthSortFrom",{get:function(){return this._internalAbstractMeshDataInfo._facetData.facetDepthSortFrom},set:function(e){this._internalAbstractMeshDataInfo._facetData.facetDepthSortFrom=e},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"isFacetDataEnabled",{get:function(){return this._internalAbstractMeshDataInfo._facetData.facetDataEnabled},enumerable:!0,configurable:!0}),t.prototype._updateNonUniformScalingState=function(t){return!!e.prototype._updateNonUniformScalingState.call(this,t)&&(this._markSubMeshesAsMiscDirty(),!0)},Object.defineProperty(t.prototype,"onCollide",{set:function(e){this._meshCollisionData._onCollideObserver&&this.onCollideObservable.remove(this._meshCollisionData._onCollideObserver),this._meshCollisionData._onCollideObserver=this.onCollideObservable.add(e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"onCollisionPositionChange",{set:function(e){this._meshCollisionData._onCollisionPositionChangeObserver&&this.onCollisionPositionChangeObservable.remove(this._meshCollisionData._onCollisionPositionChangeObserver),this._meshCollisionData._onCollisionPositionChangeObserver=this.onCollisionPositionChangeObservable.add(e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"visibility",{get:function(){return this._internalAbstractMeshDataInfo._visibility},set:function(e){this._internalAbstractMeshDataInfo._visibility!==e&&(this._internalAbstractMeshDataInfo._visibility=e,this._markSubMeshesAsMiscDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"material",{get:function(){return this._material},set:function(e){this._material!==e&&(this._material&&this._material.meshMap&&(this._material.meshMap[this.uniqueId]=void 0),this._material=e,e&&e.meshMap&&(e.meshMap[this.uniqueId]=this),this.onMaterialChangedObservable.hasObservers()&&this.onMaterialChangedObservable.notifyObservers(this),this.subMeshes&&this._unBindEffect())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"receiveShadows",{get:function(){return this._internalAbstractMeshDataInfo._receiveShadows},set:function(e){this._internalAbstractMeshDataInfo._receiveShadows!==e&&(this._internalAbstractMeshDataInfo._receiveShadows=e,this._markSubMeshesAsLightDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"hasVertexAlpha",{get:function(){return this._internalAbstractMeshDataInfo._hasVertexAlpha},set:function(e){this._internalAbstractMeshDataInfo._hasVertexAlpha!==e&&(this._internalAbstractMeshDataInfo._hasVertexAlpha=e,this._markSubMeshesAsAttributesDirty(),this._markSubMeshesAsMiscDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"useVertexColors",{get:function(){return this._internalAbstractMeshDataInfo._useVertexColors},set:function(e){this._internalAbstractMeshDataInfo._useVertexColors!==e&&(this._internalAbstractMeshDataInfo._useVertexColors=e,this._markSubMeshesAsAttributesDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"computeBonesUsingShaders",{get:function(){return this._internalAbstractMeshDataInfo._computeBonesUsingShaders},set:function(e){this._internalAbstractMeshDataInfo._computeBonesUsingShaders!==e&&(this._internalAbstractMeshDataInfo._computeBonesUsingShaders=e,this._markSubMeshesAsAttributesDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"numBoneInfluencers",{get:function(){return this._internalAbstractMeshDataInfo._numBoneInfluencers},set:function(e){this._internalAbstractMeshDataInfo._numBoneInfluencers!==e&&(this._internalAbstractMeshDataInfo._numBoneInfluencers=e,this._markSubMeshesAsAttributesDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"applyFog",{get:function(){return this._internalAbstractMeshDataInfo._applyFog},set:function(e){this._internalAbstractMeshDataInfo._applyFog!==e&&(this._internalAbstractMeshDataInfo._applyFog=e,this._markSubMeshesAsMiscDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"layerMask",{get:function(){return this._internalAbstractMeshDataInfo._layerMask},set:function(e){e!==this._internalAbstractMeshDataInfo._layerMask&&(this._internalAbstractMeshDataInfo._layerMask=e,this._resyncLightSources())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"collisionMask",{get:function(){return this._meshCollisionData._collisionMask},set:function(e){this._meshCollisionData._collisionMask=isNaN(e)?-1:e},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"collisionGroup",{get:function(){return this._meshCollisionData._collisionGroup},set:function(e){this._meshCollisionData._collisionGroup=isNaN(e)?-1:e},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"lightSources",{get:function(){return this._lightSources},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"_positions",{get:function(){return null},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"skeleton",{get:function(){return this._internalAbstractMeshDataInfo._skeleton},set:function(e){var t=this._internalAbstractMeshDataInfo._skeleton;t&&t.needInitialSkinMatrix&&t._unregisterMeshWithPoseMatrix(this),e&&e.needInitialSkinMatrix&&e._registerMeshWithPoseMatrix(this),this._internalAbstractMeshDataInfo._skeleton=e,this._internalAbstractMeshDataInfo._skeleton||(this._bonesTransformMatrices=null),this._markSubMeshesAsAttributesDirty()},enumerable:!0,configurable:!0}),t.prototype.getClassName=function(){return"AbstractMesh"},t.prototype.toString=function(e){var t="Name: "+this.name+", isInstance: "+("InstancedMesh"!==this.getClassName()?"YES":"NO");t+=", # of submeshes: "+(this.subMeshes?this.subMeshes.length:0);var i=this._internalAbstractMeshDataInfo._skeleton;return i&&(t+=", skeleton: "+i.name),e&&(t+=", billboard mode: "+["NONE","X","Y",null,"Z",null,null,"ALL"][this.billboardMode],t+=", freeze wrld mat: "+(this._isWorldMatrixFrozen||this._waitingData.freezeWorldMatrix?"YES":"NO")),t},t.prototype._getEffectiveParent=function(){return this._masterMesh&&this.billboardMode!==c.a.BILLBOARDMODE_NONE?this._masterMesh:e.prototype._getEffectiveParent.call(this)},t.prototype._getActionManagerForTrigger=function(e,t){if(void 0===t&&(t=!0),this.actionManager&&(t||this.actionManager.isRecursive)){if(!e)return this.actionManager;if(this.actionManager.hasSpecificTrigger(e))return this.actionManager}return this.parent?this.parent._getActionManagerForTrigger(e,!1):null},t.prototype._rebuild=function(){if(this.onRebuildObservable.notifyObservers(this),this._occlusionQuery&&(this._occlusionQuery=null),this.subMeshes)for(var e=0,t=this.subMeshes;e4,a=o?this.getVerticesData(h.b.MatricesIndicesExtraKind):null,l=o?this.getVerticesData(h.b.MatricesWeightsExtraKind):null;this.skeleton.prepare();for(var c=this.skeleton.getTransformMatrices(this),u=s.c.Vector3[0],f=s.c.Matrix[0],d=s.c.Matrix[1],p=0,_=0;_0&&(s.a.FromFloat32ArrayToRefScaled(c,Math.floor(16*i[p+g]),m,d),f.addToSelf(d));if(o)for(g=0;g<4;g++)(m=l[p+g])>0&&(s.a.FromFloat32ArrayToRefScaled(c,Math.floor(16*a[p+g]),m,d),f.addToSelf(d));s.e.TransformCoordinatesFromFloatsToRef(t[_],t[_+1],t[_+2],f,u),u.toArray(t,_),this._positions&&this._positions[_/3].copyFrom(u)}}}return t},t.prototype._updateBoundingInfo=function(){var e=this._effectiveMesh;return this._boundingInfo?this._boundingInfo.update(e.worldMatrixFromCache):this._boundingInfo=new f.a(this.absolutePosition,this.absolutePosition,e.worldMatrixFromCache),this._updateSubMeshesBoundingInfo(e.worldMatrixFromCache),this},t.prototype._updateSubMeshesBoundingInfo=function(e){if(!this.subMeshes)return this;for(var t=this.subMeshes.length,i=0;i1||!r.IsGlobal)&&r.updateBoundingInfo(e)}return this},t.prototype._afterComputeWorldMatrix=function(){this.doNotSyncBoundingInfo||this._updateBoundingInfo()},Object.defineProperty(t.prototype,"_effectiveMesh",{get:function(){return this.skeleton&&this.skeleton.overrideMesh||this},enumerable:!0,configurable:!0}),t.prototype.isInFrustum=function(e){return null!==this._boundingInfo&&this._boundingInfo.isInFrustum(e,this.cullingStrategy)},t.prototype.isCompletelyInFrustum=function(e){return null!==this._boundingInfo&&this._boundingInfo.isCompletelyInFrustum(e)},t.prototype.intersectsMesh=function(e,t,i){if(void 0===t&&(t=!1),!this._boundingInfo||!e._boundingInfo)return!1;if(this._boundingInfo.intersects(e._boundingInfo,t))return!0;if(i)for(var r=0,n=this.getChildMeshes();r1&&!o._checkCollision(e)||this._collideForSubMesh(o,t,e)}return this},t.prototype._checkCollision=function(e){if(!this._boundingInfo||!this._boundingInfo._checkCollision(e))return this;var t=s.c.Matrix[0],i=s.c.Matrix[1];return s.a.ScalingToRef(1/e._radius.x,1/e._radius.y,1/e._radius.z,t),this.worldMatrixFromCache.multiplyToRef(t,i),this._processCollisionsForSubMeshes(e,i),this},t.prototype._generatePointsArray=function(){return!1},t.prototype.intersects=function(e,t,i){var r=new u.a,n="InstancedLinesMesh"===this.getClassName()||"LinesMesh"===this.getClassName()?this.intersectionThreshold:0,o=this._boundingInfo;if(!(this.subMeshes&&o&&e.intersectsSphere(o.boundingSphere,n)&&e.intersectsBox(o.boundingBox,n)))return r;if(!this._generatePointsArray())return r;for(var a=null,h=this._scene.getIntersectingSubMeshCandidates(this,e),l=h.length,c=0;c1)||f.canIntersects(e)){var d=f.intersects(e,this._positions,this.getIndices(),t,i);if(d&&(t||!a||d.distance65535){o=!0;break}e.depthSortedIndices=o?new Uint32Array(i):new Uint16Array(i)}if(e.facetDepthSortFunction=function(e,t){return t.sqDistance-e.sqDistance},!e.facetDepthSortFrom){var c=this.getScene().activeCamera;e.facetDepthSortFrom=c?c.position:s.e.Zero()}e.depthSortedFacets=[];for(var u=0;um.a?n.maximum.x-n.minimum.x:m.a,e.bbSize.y=n.maximum.y-n.minimum.y>m.a?n.maximum.y-n.minimum.y:m.a,e.bbSize.z=n.maximum.z-n.minimum.z>m.a?n.maximum.z-n.minimum.z:m.a;var d=e.bbSize.x>e.bbSize.y?e.bbSize.x:e.bbSize.y;if(d=d>e.bbSize.z?d:e.bbSize.z,e.subDiv.max=e.partitioningSubdivisions,e.subDiv.X=Math.floor(e.subDiv.max*e.bbSize.x/d),e.subDiv.Y=Math.floor(e.subDiv.max*e.bbSize.y/d),e.subDiv.Z=Math.floor(e.subDiv.max*e.bbSize.z/d),e.subDiv.X=e.subDiv.X<1?1:e.subDiv.X,e.subDiv.Y=e.subDiv.Y<1?1:e.subDiv.Y,e.subDiv.Z=e.subDiv.Z<1?1:e.subDiv.Z,e.facetParameters.facetNormals=this.getFacetLocalNormals(),e.facetParameters.facetPositions=this.getFacetLocalPositions(),e.facetParameters.facetPartitioning=this.getFacetLocalPartitioning(),e.facetParameters.bInfo=n,e.facetParameters.bbSize=e.bbSize,e.facetParameters.subDiv=e.subDiv,e.facetParameters.ratio=this.partitioningBBoxRatio,e.facetParameters.depthSort=e.facetDepthSort,e.facetDepthSort&&e.facetDepthSortEnabled&&(this.computeWorldMatrix(!0),this._worldMatrix.invertToRef(e.invertedMatrix),s.e.TransformCoordinatesToRef(e.facetDepthSortFrom,e.invertedMatrix,e.facetDepthSortOrigin),e.facetParameters.distanceTo=e.facetDepthSortOrigin),e.facetParameters.depthSortedFacets=e.depthSortedFacets,l.VertexData.ComputeNormals(t,i,r,e.facetParameters),e.facetDepthSort&&e.facetDepthSortEnabled){e.depthSortedFacets.sort(e.facetDepthSortFunction);var p=e.depthSortedIndices.length/3|0;for(u=0;un.subDiv.max||s<0||s>n.subDiv.max||a<0||a>n.subDiv.max?null:n.facetPartitioning[o+n.subDiv.max*s+n.subDiv.max*n.subDiv.max*a]},t.prototype.getClosestFacetAtCoordinates=function(e,t,i,r,n,o){void 0===n&&(n=!1),void 0===o&&(o=!0);var a=this.getWorldMatrix(),h=s.c.Matrix[5];a.invertToRef(h);var l=s.c.Vector3[8];s.e.TransformCoordinatesFromFloatsToRef(e,t,i,h,l);var c=this.getClosestFacetAtLocalCoordinates(l.x,l.y,l.z,r,n,o);return r&&s.e.TransformCoordinatesFromFloatsToRef(r.x,r.y,r.z,a,r),c},t.prototype.getClosestFacetAtLocalCoordinates=function(e,t,i,r,n,o){void 0===n&&(n=!1),void 0===o&&(o=!0);var s=null,a=0,h=0,l=0,c=0,u=0,f=0,d=0,p=0,_=this.getFacetLocalPositions(),g=this.getFacetLocalNormals(),m=this.getFacetsAtLocalCoordinates(e,t,i);if(!m)return null;for(var b,v,y,x=Number.MAX_VALUE,T=x,M=0;M=0||n&&!o&&c<=0)&&(c=v.x*y.x+v.y*y.y+v.z*y.z,u=-(v.x*e+v.y*t+v.z*i-c)/(v.x*v.x+v.y*v.y+v.z*v.z),(T=(a=(f=e+v.x*u)-e)*a+(h=(d=t+v.y*u)-t)*h+(l=(p=i+v.z*u)-i)*l)0&&-1===this.includedOnlyMeshes.indexOf(e))&&(!(this.excludedMeshes&&this.excludedMeshes.length>0&&-1!==this.excludedMeshes.indexOf(e))&&((0===this.includeOnlyWithLayerMask||0!=(this.includeOnlyWithLayerMask&e.layerMask))&&!(0!==this.excludeWithLayerMask&&this.excludeWithLayerMask&e.layerMask)))},t.CompareLightsPriority=function(e,t){return e.shadowEnabled!==t.shadowEnabled?(t.shadowEnabled?1:0)-(e.shadowEnabled?1:0):t.renderPriority-e.renderPriority},t.prototype.dispose=function(t,i){void 0===i&&(i=!1),this._shadowGenerator&&(this._shadowGenerator.dispose(),this._shadowGenerator=null),this.getScene().stopAnimation(this);for(var r=0,n=this.getScene().meshes;r0&&(e.excludedMeshesIds=[],this.excludedMeshes.forEach((function(t){e.excludedMeshesIds.push(t.id)}))),this.includedOnlyMeshes.length>0&&(e.includedOnlyMeshesIds=[],this.includedOnlyMeshes.forEach((function(t){e.includedOnlyMeshesIds.push(t.id)}))),n.a.AppendSerializedAnimations(this,e),e.ranges=this.serializeAnimationRanges(),e},t.GetConstructorFromName=function(e,t,i){var r=a.a.Construct("Light_Type_"+e,t,i);return r||null},t.Parse=function(e,i){var r=t.GetConstructorFromName(e.type,e.name,i);if(!r)return null;var o=n.a.Parse(r,e,i);if(e.excludedMeshesIds&&(o._excludedMeshesIds=e.excludedMeshesIds),e.includedOnlyMeshesIds&&(o._includedOnlyMeshesIds=e.includedOnlyMeshesIds),e.parentId&&(o._waitingParentId=e.parentId),void 0!==e.falloffType&&(o.falloffType=e.falloffType),void 0!==e.lightmapMode&&(o.lightmapMode=e.lightmapMode),e.animations){for(var s=0;s0,o.REFLECTIONOVERALPHA=this._useReflectionOverAlpha,o.INVERTCUBICMAP=this._reflectionTexture.coordinatesMode===p.a.INVCUBIC_MODE,o.REFLECTIONMAP_3D=this._reflectionTexture.isCube,this._reflectionTexture.coordinatesMode){case p.a.EXPLICIT_MODE:o.setReflectionMode("REFLECTIONMAP_EXPLICIT");break;case p.a.PLANAR_MODE:o.setReflectionMode("REFLECTIONMAP_PLANAR");break;case p.a.PROJECTION_MODE:o.setReflectionMode("REFLECTIONMAP_PROJECTION");break;case p.a.SKYBOX_MODE:o.setReflectionMode("REFLECTIONMAP_SKYBOX");break;case p.a.SPHERICAL_MODE:o.setReflectionMode("REFLECTIONMAP_SPHERICAL");break;case p.a.EQUIRECTANGULAR_MODE:o.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");break;case p.a.FIXED_EQUIRECTANGULAR_MODE:o.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");break;case p.a.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:o.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");break;case p.a.CUBIC_MODE:case p.a.INVCUBIC_MODE:default:o.setReflectionMode("REFLECTIONMAP_CUBIC")}o.USE_LOCAL_REFLECTIONMAP_CUBIC=!!this._reflectionTexture.boundingBoxSize}else o.REFLECTION=!1;if(this._emissiveTexture&&t.EmissiveTextureEnabled){if(!this._emissiveTexture.isReadyOrNotBlocking())return!1;d.a.PrepareDefinesForMergedUV(this._emissiveTexture,o,"EMISSIVE")}else o.EMISSIVE=!1;if(this._lightmapTexture&&t.LightmapTextureEnabled){if(!this._lightmapTexture.isReadyOrNotBlocking())return!1;d.a.PrepareDefinesForMergedUV(this._lightmapTexture,o,"LIGHTMAP"),o.USELIGHTMAPASSHADOWMAP=this._useLightmapAsShadowmap}else o.LIGHTMAP=!1;if(this._specularTexture&&t.SpecularTextureEnabled){if(!this._specularTexture.isReadyOrNotBlocking())return!1;d.a.PrepareDefinesForMergedUV(this._specularTexture,o,"SPECULAR"),o.GLOSSINESS=this._useGlossinessFromSpecularMapAlpha}else o.SPECULAR=!1;if(n.getEngine().getCaps().standardDerivatives&&this._bumpTexture&&t.BumpTextureEnabled){if(!this._bumpTexture.isReady())return!1;d.a.PrepareDefinesForMergedUV(this._bumpTexture,o,"BUMP"),o.PARALLAX=this._useParallax,o.PARALLAXOCCLUSION=this._useParallaxOcclusion,o.OBJECTSPACE_NORMALMAP=this._useObjectSpaceNormalMap}else o.BUMP=!1;if(this._refractionTexture&&t.RefractionTextureEnabled){if(!this._refractionTexture.isReadyOrNotBlocking())return!1;o._needUVs=!0,o.REFRACTION=!0,o.REFRACTIONMAP_3D=this._refractionTexture.isCube}else o.REFRACTION=!1;o.TWOSIDEDLIGHTING=!this._backFaceCulling&&this._twoSidedLighting}else o.DIFFUSE=!1,o.AMBIENT=!1,o.OPACITY=!1,o.REFLECTION=!1,o.EMISSIVE=!1,o.LIGHTMAP=!1,o.BUMP=!1,o.REFRACTION=!1;o.ALPHAFROMDIFFUSE=this._shouldUseAlphaFromDiffuseTexture(),o.EMISSIVEASILLUMINATION=this._useEmissiveAsIllumination,o.LINKEMISSIVEWITHDIFFUSE=this._linkEmissiveWithDiffuse,o.SPECULAROVERALPHA=this._useSpecularOverAlpha,o.PREMULTIPLYALPHA=7===this.alphaMode||8===this.alphaMode}if(o._areImageProcessingDirty&&this._imageProcessingConfiguration){if(!this._imageProcessingConfiguration.isReady())return!1;this._imageProcessingConfiguration.prepareDefines(o),o.IS_REFLECTION_LINEAR=null!=this.reflectionTexture&&!this.reflectionTexture.gammaSpace,o.IS_REFRACTION_LINEAR=null!=this.refractionTexture&&!this.refractionTexture.gammaSpace}if(o._areFresnelDirty&&(t.FresnelEnabled?(this._diffuseFresnelParameters||this._opacityFresnelParameters||this._emissiveFresnelParameters||this._refractionFresnelParameters||this._reflectionFresnelParameters)&&(o.DIFFUSEFRESNEL=this._diffuseFresnelParameters&&this._diffuseFresnelParameters.isEnabled,o.OPACITYFRESNEL=this._opacityFresnelParameters&&this._opacityFresnelParameters.isEnabled,o.REFLECTIONFRESNEL=this._reflectionFresnelParameters&&this._reflectionFresnelParameters.isEnabled,o.REFLECTIONFRESNELFROMSPECULAR=this._useReflectionFresnelFromSpecular,o.REFRACTIONFRESNEL=this._refractionFresnelParameters&&this._refractionFresnelParameters.isEnabled,o.EMISSIVEFRESNEL=this._emissiveFresnelParameters&&this._emissiveFresnelParameters.isEnabled,o._needNormals=!0,o.FRESNEL=!0):o.FRESNEL=!1),d.a.PrepareDefinesForMisc(e,n,this._useLogarithmicDepth,this.pointsCloud,this.fogEnabled,this._shouldTurnAlphaTestOn(e),o),d.a.PrepareDefinesForAttributes(e,o,!0,!0,!0),d.a.PrepareDefinesForFrameBoundValues(n,s,o,r),o.isDirty){var a=o._areLightsDisposed;o.markAsProcessed();var h=new Z.a;o.REFLECTION&&h.addFallback(0,"REFLECTION"),o.SPECULAR&&h.addFallback(0,"SPECULAR"),o.BUMP&&h.addFallback(0,"BUMP"),o.PARALLAX&&h.addFallback(1,"PARALLAX"),o.PARALLAXOCCLUSION&&h.addFallback(0,"PARALLAXOCCLUSION"),o.SPECULAROVERALPHA&&h.addFallback(0,"SPECULAROVERALPHA"),o.FOG&&h.addFallback(1,"FOG"),o.POINTSIZE&&h.addFallback(0,"POINTSIZE"),o.LOGARITHMICDEPTH&&h.addFallback(0,"LOGARITHMICDEPTH"),d.a.HandleFallbacksForShadows(o,h,this._maxSimultaneousLights),o.SPECULARTERM&&h.addFallback(0,"SPECULARTERM"),o.DIFFUSEFRESNEL&&h.addFallback(1,"DIFFUSEFRESNEL"),o.OPACITYFRESNEL&&h.addFallback(2,"OPACITYFRESNEL"),o.REFLECTIONFRESNEL&&h.addFallback(3,"REFLECTIONFRESNEL"),o.EMISSIVEFRESNEL&&h.addFallback(4,"EMISSIVEFRESNEL"),o.FRESNEL&&h.addFallback(4,"FRESNEL"),o.MULTIVIEW&&h.addFallback(0,"MULTIVIEW");var u=[l.b.PositionKind];o.NORMAL&&u.push(l.b.NormalKind),o.UV1&&u.push(l.b.UVKind),o.UV2&&u.push(l.b.UV2Kind),o.VERTEXCOLOR&&u.push(l.b.ColorKind),d.a.PrepareAttributesForBones(u,e,o,h),d.a.PrepareAttributesForInstances(u,o),d.a.PrepareAttributesForMorphTargets(u,e,o);var f="default",_=["world","view","viewProjection","vEyePosition","vLightsType","vAmbientColor","vDiffuseColor","vSpecularColor","vEmissiveColor","visibility","vFogInfos","vFogColor","pointSize","vDiffuseInfos","vAmbientInfos","vOpacityInfos","vReflectionInfos","vEmissiveInfos","vSpecularInfos","vBumpInfos","vLightmapInfos","vRefractionInfos","mBones","vClipPlane","vClipPlane2","vClipPlane3","vClipPlane4","vClipPlane5","vClipPlane6","diffuseMatrix","ambientMatrix","opacityMatrix","reflectionMatrix","emissiveMatrix","specularMatrix","bumpMatrix","normalMatrix","lightmapMatrix","refractionMatrix","diffuseLeftColor","diffuseRightColor","opacityParts","reflectionLeftColor","reflectionRightColor","emissiveLeftColor","emissiveRightColor","refractionLeftColor","refractionRightColor","vReflectionPosition","vReflectionSize","logarithmicDepthConstant","vTangentSpaceParams","alphaCutOff","boneTextureWidth"],g=["diffuseSampler","ambientSampler","opacitySampler","reflectionCubeSampler","reflection2DSampler","emissiveSampler","specularSampler","bumpSampler","lightmapSampler","refractionCubeSampler","refraction2DSampler","boneSampler"],m=["Material","Scene"];c.a&&(c.a.PrepareUniforms(_,o),c.a.PrepareSamplers(g,o)),d.a.PrepareUniformsAndSamplersList({uniformsNames:_,uniformBuffersNames:m,samplers:g,defines:o,maxSimultaneousLights:this._maxSimultaneousLights}),this.customShaderNameResolve&&(f=this.customShaderNameResolve(f,_,m,g,o));var b=o.toString(),v=i.effect,y=n.getEngine().createEffect(f,{attributes:u,uniformsNames:_,uniformBuffersNames:m,samplers:g,defines:b,fallbacks:h,onCompiled:this.onCompiled,onError:this.onError,indexParameters:{maxSimultaneousLights:this._maxSimultaneousLights,maxSimultaneousMorphTargets:o.NUM_MORPH_INFLUENCERS}},s);if(y)if(this.allowShaderHotSwapping&&v&&!y.isReady()){if(y=v,this._rebuildInParallel=!0,o.markAsUnprocessed(),a)return o._areLightsDisposed=!0,!1}else this._rebuildInParallel=!1,n.resetCachedMaterial(),i.setEffect(y,o),this.buildUniformLayout()}return!(!i.effect||!i.effect.isReady())&&(o._renderId=n.getRenderId(),i.effect._wasPreviouslyReady=!0,!0)},t.prototype.buildUniformLayout=function(){var e=this._uniformBuffer;e.addUniform("diffuseLeftColor",4),e.addUniform("diffuseRightColor",4),e.addUniform("opacityParts",4),e.addUniform("reflectionLeftColor",4),e.addUniform("reflectionRightColor",4),e.addUniform("refractionLeftColor",4),e.addUniform("refractionRightColor",4),e.addUniform("emissiveLeftColor",4),e.addUniform("emissiveRightColor",4),e.addUniform("vDiffuseInfos",2),e.addUniform("vAmbientInfos",2),e.addUniform("vOpacityInfos",2),e.addUniform("vReflectionInfos",2),e.addUniform("vReflectionPosition",3),e.addUniform("vReflectionSize",3),e.addUniform("vEmissiveInfos",2),e.addUniform("vLightmapInfos",2),e.addUniform("vSpecularInfos",2),e.addUniform("vBumpInfos",3),e.addUniform("diffuseMatrix",16),e.addUniform("ambientMatrix",16),e.addUniform("opacityMatrix",16),e.addUniform("reflectionMatrix",16),e.addUniform("emissiveMatrix",16),e.addUniform("lightmapMatrix",16),e.addUniform("specularMatrix",16),e.addUniform("bumpMatrix",16),e.addUniform("vTangentSpaceParams",2),e.addUniform("pointSize",1),e.addUniform("refractionMatrix",16),e.addUniform("vRefractionInfos",4),e.addUniform("vSpecularColor",4),e.addUniform("vEmissiveColor",3),e.addUniform("visibility",1),e.addUniform("vDiffuseColor",4),e.create()},t.prototype.unbind=function(){if(this._activeEffect){var t=!1;this._reflectionTexture&&this._reflectionTexture.isRenderTarget&&(this._activeEffect.setTexture("reflection2DSampler",null),t=!0),this._refractionTexture&&this._refractionTexture.isRenderTarget&&(this._activeEffect.setTexture("refraction2DSampler",null),t=!0),t&&this._markAllSubMeshesAsTexturesDirty()}e.prototype.unbind.call(this)},t.prototype.bindForSubMesh=function(e,i,r){var n=this.getScene(),o=r._materialDefines;if(o){var a=r.effect;if(a){this._activeEffect=a,o.INSTANCES||this.bindOnlyWorldMatrix(e),o.OBJECTSPACE_NORMALMAP&&(e.toNormalMatrix(this._normalMatrix),this.bindOnlyNormalMatrix(this._normalMatrix));var l=this._mustRebind(n,a,i.visibility);d.a.BindBonesParameters(i,a);var c=this._uniformBuffer;if(l){if(c.bindToEffect(a,"Material"),this.bindViewProjection(a),!c.useUbo||!this.isFrozen||!c.isSync){if(t.FresnelEnabled&&o.FRESNEL&&(this.diffuseFresnelParameters&&this.diffuseFresnelParameters.isEnabled&&(c.updateColor4("diffuseLeftColor",this.diffuseFresnelParameters.leftColor,this.diffuseFresnelParameters.power),c.updateColor4("diffuseRightColor",this.diffuseFresnelParameters.rightColor,this.diffuseFresnelParameters.bias)),this.opacityFresnelParameters&&this.opacityFresnelParameters.isEnabled&&c.updateColor4("opacityParts",new h.a(this.opacityFresnelParameters.leftColor.toLuminance(),this.opacityFresnelParameters.rightColor.toLuminance(),this.opacityFresnelParameters.bias),this.opacityFresnelParameters.power),this.reflectionFresnelParameters&&this.reflectionFresnelParameters.isEnabled&&(c.updateColor4("reflectionLeftColor",this.reflectionFresnelParameters.leftColor,this.reflectionFresnelParameters.power),c.updateColor4("reflectionRightColor",this.reflectionFresnelParameters.rightColor,this.reflectionFresnelParameters.bias)),this.refractionFresnelParameters&&this.refractionFresnelParameters.isEnabled&&(c.updateColor4("refractionLeftColor",this.refractionFresnelParameters.leftColor,this.refractionFresnelParameters.power),c.updateColor4("refractionRightColor",this.refractionFresnelParameters.rightColor,this.refractionFresnelParameters.bias)),this.emissiveFresnelParameters&&this.emissiveFresnelParameters.isEnabled&&(c.updateColor4("emissiveLeftColor",this.emissiveFresnelParameters.leftColor,this.emissiveFresnelParameters.power),c.updateColor4("emissiveRightColor",this.emissiveFresnelParameters.rightColor,this.emissiveFresnelParameters.bias))),n.texturesEnabled){if(this._diffuseTexture&&t.DiffuseTextureEnabled&&(c.updateFloat2("vDiffuseInfos",this._diffuseTexture.coordinatesIndex,this._diffuseTexture.level),d.a.BindTextureMatrix(this._diffuseTexture,c,"diffuse"),this._diffuseTexture.hasAlpha&&a.setFloat("alphaCutOff",this.alphaCutOff)),this._ambientTexture&&t.AmbientTextureEnabled&&(c.updateFloat2("vAmbientInfos",this._ambientTexture.coordinatesIndex,this._ambientTexture.level),d.a.BindTextureMatrix(this._ambientTexture,c,"ambient")),this._opacityTexture&&t.OpacityTextureEnabled&&(c.updateFloat2("vOpacityInfos",this._opacityTexture.coordinatesIndex,this._opacityTexture.level),d.a.BindTextureMatrix(this._opacityTexture,c,"opacity")),this._reflectionTexture&&t.ReflectionTextureEnabled&&(c.updateFloat2("vReflectionInfos",this._reflectionTexture.level,this.roughness),c.updateMatrix("reflectionMatrix",this._reflectionTexture.getReflectionTextureMatrix()),this._reflectionTexture.boundingBoxSize)){var u=this._reflectionTexture;c.updateVector3("vReflectionPosition",u.boundingBoxPosition),c.updateVector3("vReflectionSize",u.boundingBoxSize)}if(this._emissiveTexture&&t.EmissiveTextureEnabled&&(c.updateFloat2("vEmissiveInfos",this._emissiveTexture.coordinatesIndex,this._emissiveTexture.level),d.a.BindTextureMatrix(this._emissiveTexture,c,"emissive")),this._lightmapTexture&&t.LightmapTextureEnabled&&(c.updateFloat2("vLightmapInfos",this._lightmapTexture.coordinatesIndex,this._lightmapTexture.level),d.a.BindTextureMatrix(this._lightmapTexture,c,"lightmap")),this._specularTexture&&t.SpecularTextureEnabled&&(c.updateFloat2("vSpecularInfos",this._specularTexture.coordinatesIndex,this._specularTexture.level),d.a.BindTextureMatrix(this._specularTexture,c,"specular")),this._bumpTexture&&n.getEngine().getCaps().standardDerivatives&&t.BumpTextureEnabled&&(c.updateFloat3("vBumpInfos",this._bumpTexture.coordinatesIndex,1/this._bumpTexture.level,this.parallaxScaleBias),d.a.BindTextureMatrix(this._bumpTexture,c,"bump"),n._mirroredCameraPosition?c.updateFloat2("vTangentSpaceParams",this._invertNormalMapX?1:-1,this._invertNormalMapY?1:-1):c.updateFloat2("vTangentSpaceParams",this._invertNormalMapX?-1:1,this._invertNormalMapY?-1:1)),this._refractionTexture&&t.RefractionTextureEnabled){var f=1;this._refractionTexture.isCube||(c.updateMatrix("refractionMatrix",this._refractionTexture.getReflectionTextureMatrix()),this._refractionTexture.depth&&(f=this._refractionTexture.depth)),c.updateFloat4("vRefractionInfos",this._refractionTexture.level,this.indexOfRefraction,f,this.invertRefractionY?-1:1)}}this.pointsCloud&&c.updateFloat("pointSize",this.pointSize),o.SPECULARTERM&&c.updateColor4("vSpecularColor",this.specularColor,this.specularPower),c.updateColor3("vEmissiveColor",t.EmissiveTextureEnabled?this.emissiveColor:h.a.BlackReadOnly),c.updateFloat("visibility",i.visibility),c.updateColor4("vDiffuseColor",this.diffuseColor,this.alpha)}if(n.texturesEnabled&&(this._diffuseTexture&&t.DiffuseTextureEnabled&&a.setTexture("diffuseSampler",this._diffuseTexture),this._ambientTexture&&t.AmbientTextureEnabled&&a.setTexture("ambientSampler",this._ambientTexture),this._opacityTexture&&t.OpacityTextureEnabled&&a.setTexture("opacitySampler",this._opacityTexture),this._reflectionTexture&&t.ReflectionTextureEnabled&&(this._reflectionTexture.isCube?a.setTexture("reflectionCubeSampler",this._reflectionTexture):a.setTexture("reflection2DSampler",this._reflectionTexture)),this._emissiveTexture&&t.EmissiveTextureEnabled&&a.setTexture("emissiveSampler",this._emissiveTexture),this._lightmapTexture&&t.LightmapTextureEnabled&&a.setTexture("lightmapSampler",this._lightmapTexture),this._specularTexture&&t.SpecularTextureEnabled&&a.setTexture("specularSampler",this._specularTexture),this._bumpTexture&&n.getEngine().getCaps().standardDerivatives&&t.BumpTextureEnabled&&a.setTexture("bumpSampler",this._bumpTexture),this._refractionTexture&&t.RefractionTextureEnabled)){f=1;this._refractionTexture.isCube?a.setTexture("refractionCubeSampler",this._refractionTexture):a.setTexture("refraction2DSampler",this._refractionTexture)}d.a.BindClipPlane(a,n),n.ambientColor.multiplyToRef(this.ambientColor,this._globalAmbientColor),d.a.BindEyePosition(a,n),a.setColor3("vAmbientColor",this._globalAmbientColor)}!l&&this.isFrozen||(n.lightsEnabled&&!this._disableLighting&&d.a.BindLights(n,i,a,o,this._maxSimultaneousLights,this._rebuildInParallel),(n.fogEnabled&&i.applyFog&&n.fogMode!==s.Scene.FOGMODE_NONE||this._reflectionTexture||this._refractionTexture)&&this.bindView(a),d.a.BindFogParameters(n,i,a),o.NUM_MORPH_INFLUENCERS&&d.a.BindMorphTargetParameters(i,a),this.useLogarithmicDepth&&d.a.BindLogDepth(o,a,n),this._imageProcessingConfiguration&&!this._imageProcessingConfiguration.applyByPostProcess&&this._imageProcessingConfiguration.bind(this._activeEffect)),c.update(),this._afterBind(i,this._activeEffect)}}},t.prototype.getAnimatables=function(){var e=[];return this._diffuseTexture&&this._diffuseTexture.animations&&this._diffuseTexture.animations.length>0&&e.push(this._diffuseTexture),this._ambientTexture&&this._ambientTexture.animations&&this._ambientTexture.animations.length>0&&e.push(this._ambientTexture),this._opacityTexture&&this._opacityTexture.animations&&this._opacityTexture.animations.length>0&&e.push(this._opacityTexture),this._reflectionTexture&&this._reflectionTexture.animations&&this._reflectionTexture.animations.length>0&&e.push(this._reflectionTexture),this._emissiveTexture&&this._emissiveTexture.animations&&this._emissiveTexture.animations.length>0&&e.push(this._emissiveTexture),this._specularTexture&&this._specularTexture.animations&&this._specularTexture.animations.length>0&&e.push(this._specularTexture),this._bumpTexture&&this._bumpTexture.animations&&this._bumpTexture.animations.length>0&&e.push(this._bumpTexture),this._lightmapTexture&&this._lightmapTexture.animations&&this._lightmapTexture.animations.length>0&&e.push(this._lightmapTexture),this._refractionTexture&&this._refractionTexture.animations&&this._refractionTexture.animations.length>0&&e.push(this._refractionTexture),e},t.prototype.getActiveTextures=function(){var t=e.prototype.getActiveTextures.call(this);return this._diffuseTexture&&t.push(this._diffuseTexture),this._ambientTexture&&t.push(this._ambientTexture),this._opacityTexture&&t.push(this._opacityTexture),this._reflectionTexture&&t.push(this._reflectionTexture),this._emissiveTexture&&t.push(this._emissiveTexture),this._specularTexture&&t.push(this._specularTexture),this._bumpTexture&&t.push(this._bumpTexture),this._lightmapTexture&&t.push(this._lightmapTexture),this._refractionTexture&&t.push(this._refractionTexture),t},t.prototype.hasTexture=function(t){return!!e.prototype.hasTexture.call(this,t)||(this._diffuseTexture===t||(this._ambientTexture===t||(this._opacityTexture===t||(this._reflectionTexture===t||(this._emissiveTexture===t||(this._specularTexture===t||(this._bumpTexture===t||(this._lightmapTexture===t||this._refractionTexture===t))))))))},t.prototype.dispose=function(t,i){i&&(this._diffuseTexture&&this._diffuseTexture.dispose(),this._ambientTexture&&this._ambientTexture.dispose(),this._opacityTexture&&this._opacityTexture.dispose(),this._reflectionTexture&&this._reflectionTexture.dispose(),this._emissiveTexture&&this._emissiveTexture.dispose(),this._specularTexture&&this._specularTexture.dispose(),this._bumpTexture&&this._bumpTexture.dispose(),this._lightmapTexture&&this._lightmapTexture.dispose(),this._refractionTexture&&this._refractionTexture.dispose()),this._imageProcessingConfiguration&&this._imageProcessingObserver&&this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver),e.prototype.dispose.call(this,t,i)},t.prototype.clone=function(e){var i=this,r=n.a.Clone((function(){return new t(e,i.getScene())}),this);return r.name=e,r.id=e,r},t.prototype.serialize=function(){return n.a.Serialize(this)},t.Parse=function(e,i,r){return n.a.Parse((function(){return new t(e.name,i)}),e,i,r)},Object.defineProperty(t,"DiffuseTextureEnabled",{get:function(){return m.DiffuseTextureEnabled},set:function(e){m.DiffuseTextureEnabled=e},enumerable:!0,configurable:!0}),Object.defineProperty(t,"AmbientTextureEnabled",{get:function(){return m.AmbientTextureEnabled},set:function(e){m.AmbientTextureEnabled=e},enumerable:!0,configurable:!0}),Object.defineProperty(t,"OpacityTextureEnabled",{get:function(){return m.OpacityTextureEnabled},set:function(e){m.OpacityTextureEnabled=e},enumerable:!0,configurable:!0}),Object.defineProperty(t,"ReflectionTextureEnabled",{get:function(){return m.ReflectionTextureEnabled},set:function(e){m.ReflectionTextureEnabled=e},enumerable:!0,configurable:!0}),Object.defineProperty(t,"EmissiveTextureEnabled",{get:function(){return m.EmissiveTextureEnabled},set:function(e){m.EmissiveTextureEnabled=e},enumerable:!0,configurable:!0}),Object.defineProperty(t,"SpecularTextureEnabled",{get:function(){return m.SpecularTextureEnabled},set:function(e){m.SpecularTextureEnabled=e},enumerable:!0,configurable:!0}),Object.defineProperty(t,"BumpTextureEnabled",{get:function(){return m.BumpTextureEnabled},set:function(e){m.BumpTextureEnabled=e},enumerable:!0,configurable:!0}),Object.defineProperty(t,"LightmapTextureEnabled",{get:function(){return m.LightmapTextureEnabled},set:function(e){m.LightmapTextureEnabled=e},enumerable:!0,configurable:!0}),Object.defineProperty(t,"RefractionTextureEnabled",{get:function(){return m.RefractionTextureEnabled},set:function(e){m.RefractionTextureEnabled=e},enumerable:!0,configurable:!0}),Object.defineProperty(t,"ColorGradingTextureEnabled",{get:function(){return m.ColorGradingTextureEnabled},set:function(e){m.ColorGradingTextureEnabled=e},enumerable:!0,configurable:!0}),Object.defineProperty(t,"FresnelEnabled",{get:function(){return m.FresnelEnabled},set:function(e){m.FresnelEnabled=e},enumerable:!0,configurable:!0}),Object(r.b)([Object(n.j)("diffuseTexture")],t.prototype,"_diffuseTexture",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesAndMiscDirty")],t.prototype,"diffuseTexture",void 0),Object(r.b)([Object(n.j)("ambientTexture")],t.prototype,"_ambientTexture",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"ambientTexture",void 0),Object(r.b)([Object(n.j)("opacityTexture")],t.prototype,"_opacityTexture",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesAndMiscDirty")],t.prototype,"opacityTexture",void 0),Object(r.b)([Object(n.j)("reflectionTexture")],t.prototype,"_reflectionTexture",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"reflectionTexture",void 0),Object(r.b)([Object(n.j)("emissiveTexture")],t.prototype,"_emissiveTexture",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"emissiveTexture",void 0),Object(r.b)([Object(n.j)("specularTexture")],t.prototype,"_specularTexture",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"specularTexture",void 0),Object(r.b)([Object(n.j)("bumpTexture")],t.prototype,"_bumpTexture",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"bumpTexture",void 0),Object(r.b)([Object(n.j)("lightmapTexture")],t.prototype,"_lightmapTexture",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"lightmapTexture",void 0),Object(r.b)([Object(n.j)("refractionTexture")],t.prototype,"_refractionTexture",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"refractionTexture",void 0),Object(r.b)([Object(n.d)("ambient")],t.prototype,"ambientColor",void 0),Object(r.b)([Object(n.d)("diffuse")],t.prototype,"diffuseColor",void 0),Object(r.b)([Object(n.d)("specular")],t.prototype,"specularColor",void 0),Object(r.b)([Object(n.d)("emissive")],t.prototype,"emissiveColor",void 0),Object(r.b)([Object(n.c)()],t.prototype,"specularPower",void 0),Object(r.b)([Object(n.c)("useAlphaFromDiffuseTexture")],t.prototype,"_useAlphaFromDiffuseTexture",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"useAlphaFromDiffuseTexture",void 0),Object(r.b)([Object(n.c)("useEmissiveAsIllumination")],t.prototype,"_useEmissiveAsIllumination",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"useEmissiveAsIllumination",void 0),Object(r.b)([Object(n.c)("linkEmissiveWithDiffuse")],t.prototype,"_linkEmissiveWithDiffuse",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"linkEmissiveWithDiffuse",void 0),Object(r.b)([Object(n.c)("useSpecularOverAlpha")],t.prototype,"_useSpecularOverAlpha",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"useSpecularOverAlpha",void 0),Object(r.b)([Object(n.c)("useReflectionOverAlpha")],t.prototype,"_useReflectionOverAlpha",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"useReflectionOverAlpha",void 0),Object(r.b)([Object(n.c)("disableLighting")],t.prototype,"_disableLighting",void 0),Object(r.b)([Object(n.b)("_markAllSubMeshesAsLightsDirty")],t.prototype,"disableLighting",void 0),Object(r.b)([Object(n.c)("useObjectSpaceNormalMap")],t.prototype,"_useObjectSpaceNormalMap",void 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t.VIGNETTE=!1,t.TONEMAPPING=!1,t.TONEMAPPING_ACES=!1,t.CONTRAST=!1,t.EXPOSURE=!1,t.COLORCURVES=!1,t.COLORGRADING=!1,t.COLORGRADING3D=!1,t.IMAGEPROCESSING=!1,void(t.IMAGEPROCESSINGPOSTPROCESS=this.applyByPostProcess&&this._isEnabled);switch(t.VIGNETTE=this.vignetteEnabled,t.VIGNETTEBLENDMODEMULTIPLY=this.vignetteBlendMode===e._VIGNETTEMODE_MULTIPLY,t.VIGNETTEBLENDMODEOPAQUE=!t.VIGNETTEBLENDMODEMULTIPLY,t.TONEMAPPING=this.toneMappingEnabled,this._toneMappingType){case 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mt={aliceblue:"#f0f8ff",antiquewhite:"#faebd7",aqua:"#00ffff",aquamarine:"#7fffd4",azure:"#f0ffff",beige:"#f5f5dc",bisque:"#ffe4c4",black:"#000000",blanchedalmond:"#ffebcd",blue:"#0000ff",blueviolet:"#8a2be2",brown:"#a52a2a",burlywood:"#deb887",cadetblue:"#5f9ea0",chartreuse:"#7fff00",chocolate:"#d2691e",coral:"#ff7f50",cornflower:"#6495ed",cornflowerblue:"#6495ed",cornsilk:"#fff8dc",crimson:"#dc143c",cyan:"#00ffff",darkblue:"#00008b",darkcyan:"#008b8b",darkgoldenrod:"#b8860b",darkgray:"#a9a9a9",darkgreen:"#006400",darkgrey:"#a9a9a9",darkkhaki:"#bdb76b",darkmagenta:"#8b008b",darkolivegreen:"#556b2f",darkorange:"#ff8c00",darkorchid:"#9932cc",darkred:"#8b0000",darksalmon:"#e9967a",darkseagreen:"#8fbc8f",darkslateblue:"#483d8b",darkslategray:"#2f4f4f",darkslategrey:"#2f4f4f",darkturquoise:"#00ced1",darkviolet:"#9400d3",deeppink:"#ff1493",deepskyblue:"#00bfff",dimgray:"#696969",dimgrey:"#696969",dodgerblue:"#1e90ff",firebrick:"#b22222",floralwhite:"#fffaf0",forestgreen:"#228b22",fuchsia:"#ff00ff",gainsboro:"#dcdcdc",ghostwhite:"#f8f8ff",gold:"#ffd700",goldenrod:"#daa520",gray:"#808080",green:"#008000",greenyellow:"#adff2f",grey:"#808080",honeydew:"#f0fff0",hotpink:"#ff69b4",indianred:"#cd5c5c",indigo:"#4b0082",ivory:"#fffff0",khaki:"#f0e68c",laserlemon:"#ffff54",lavender:"#e6e6fa",lavenderblush:"#fff0f5",lawngreen:"#7cfc00",lemonchiffon:"#fffacd",lightblue:"#add8e6",lightcoral:"#f08080",lightcyan:"#e0ffff",lightgoldenrod:"#fafad2",lightgoldenrodyellow:"#fafad2",lightgray:"#d3d3d3",lightgreen:"#90ee90",lightgrey:"#d3d3d3",lightpink:"#ffb6c1",lightsalmon:"#ffa07a",lightseagreen:"#20b2aa",lightskyblue:"#87cefa",lightslategray:"#778899",lightslategrey:"#778899",lightsteelblue:"#b0c4de",lightyellow:"#ffffe0",lime:"#00ff00",limegreen:"#32cd32",linen:"#faf0e6",magenta:"#ff00ff",maroon:"#800000",maroon2:"#7f0000",maroon3:"#b03060",mediumaquamarine:"#66cdaa",mediumblue:"#0000cd",mediumorchid:"#ba55d3",mediumpurple:"#9370db",mediumseagreen:"#3cb371",mediumslateblue:"#7b68ee",mediumspringgreen:"#00fa9a",mediumturquoise:"#48d1cc",mediumvioletred:"#c71585",midnightblue:"#191970",mintcream:"#f5fffa",mistyrose:"#ffe4e1",moccasin:"#ffe4b5",navajowhite:"#ffdead",navy:"#000080",oldlace:"#fdf5e6",olive:"#808000",olivedrab:"#6b8e23",orange:"#ffa500",orangered:"#ff4500",orchid:"#da70d6",palegoldenrod:"#eee8aa",palegreen:"#98fb98",paleturquoise:"#afeeee",palevioletred:"#db7093",papayawhip:"#ffefd5",peachpuff:"#ffdab9",peru:"#cd853f",pink:"#ffc0cb",plum:"#dda0dd",powderblue:"#b0e0e6",purple:"#800080",purple2:"#7f007f",purple3:"#a020f0",rebeccapurple:"#663399",red:"#ff0000",rosybrown:"#bc8f8f",royalblue:"#4169e1",saddlebrown:"#8b4513",salmon:"#fa8072",sandybrown:"#f4a460",seagreen:"#2e8b57",seashell:"#fff5ee",sienna:"#a0522d",silver:"#c0c0c0",skyblue:"#87ceeb",slateblue:"#6a5acd",slategray:"#708090",slategrey:"#708090",snow:"#fffafa",springgreen:"#00ff7f",steelblue:"#4682b4",tan:"#d2b48c",teal:"#008080",thistle:"#d8bfd8",tomato:"#ff6347",turquoise:"#40e0d0",violet:"#ee82ee",wheat:"#f5deb3",white:"#ffffff",whitesmoke:"#f5f5f5",yellow:"#ffff00",yellowgreen:"#9acd32"},bt=c.type;g.prototype.name=function(){for(var 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0===e&&(e=!0),this._rgb.slice(0,4).map((function(t,i){return i<3?!1===e?t:Ot(t):t}))},b.rgb=function(){for(var e=[],t=arguments.length;t--;)e[t]=arguments[t];return new(Function.prototype.bind.apply(g,[null].concat(e,["rgb"])))},u.format.rgb=function(){for(var e=[],t=arguments.length;t--;)e[t]=arguments[t];var i=Et(e,"rgba");return void 0===i[3]&&(i[3]=1),i},u.autodetect.push({p:3,test:function(){for(var e=[],t=arguments.length;t--;)e[t]=arguments[t];if(e=Et(e,"rgba"),"array"===At(e)&&(3===e.length||4===e.length&&"number"==At(e[3])&&e[3]>=0&&e[3]<=1))return"rgb"}});var Pt=Math.log,Ct=function(e){var t,i,r,n=e/100;return n<66?(t=255,i=-155.25485562709179-.44596950469579133*(i=n-2)+104.49216199393888*Pt(i),r=n<20?0:.8274096064007395*(r=n-10)-254.76935184120902+115.67994401066147*Pt(r)):(t=351.97690566805693+.114206453784165*(t=n-55)-40.25366309332127*Pt(t),i=325.4494125711974+.07943456536662342*(i=n-50)-28.0852963507957*Pt(i),r=255),[t,i,r,1]},St=c.unpack,Rt=Math.round,It=function(){for(var e=[],t=arguments.length;t--;)e[t]=arguments[t];for(var i,r=St(e,"rgb"),n=r[0],o=r[2],s=1e3,a=4e4,h=.4;a-s>h;){var l=Ct(i=.5*(a+s));l[2]/l[0]>=o/n?a=i:s=i}return Rt(i)};g.prototype.temp=g.prototype.kelvin=g.prototype.temperature=function(){return It(this._rgb)},b.temp=b.kelvin=b.temperature=function(){for(var e=[],t=arguments.length;t--;)e[t]=arguments[t];return new(Function.prototype.bind.apply(g,[null].concat(e,["temp"])))},u.format.temp=u.format.kelvin=u.format.temperature=Ct;var Dt=c.type;g.prototype.alpha=function(e,t){return void 0===t&&(t=!1),void 0!==e&&"number"===Dt(e)?t?(this._rgb[3]=e,this):new 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0===t&&(t=0);var i=this._currentMeasure.left+t,r=this._currentMeasure.top+t,n=this._currentMeasure.width-2*t,o=this._currentMeasure.height-2*t,s=Math.min(o/2-2,Math.min(n/2-2,this._cornerRadius));e.beginPath(),e.moveTo(i+s,r),e.lineTo(i+n-s,r),e.quadraticCurveTo(i+n,r,i+n,r+s),e.lineTo(i+n,r+o-s),e.quadraticCurveTo(i+n,r+o,i+n-s,r+o),e.lineTo(i+s,r+o),e.quadraticCurveTo(i,r+o,i,r+o-s),e.lineTo(i,r+s),e.quadraticCurveTo(i,r,i+s,r),e.closePath()},t.prototype._clipForChildren=function(e){this._cornerRadius&&(this._drawRoundedRect(e,this._thickness),e.clip())},t}(n.a);o.a.RegisteredTypes["BABYLON.GUI.Rectangle"]=s;var a,h=i(5),l=i(4),c=i(14);!function(e){e[e.Clip=0]="Clip",e[e.WordWrap=1]="WordWrap",e[e.Ellipsis=2]="Ellipsis"}(a||(a={}));var u=function(e){function t(t,i){void 0===i&&(i="");var r=e.call(this,t)||this;return r.name=t,r._text="",r._textWrapping=a.Clip,r._textHorizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_CENTER,r._textVerticalAlignment=h.a.VERTICAL_ALIGNMENT_CENTER,r._resizeToFit=!1,r._lineSpacing=new c.a(0),r._outlineWidth=0,r._outlineColor="white",r.onTextChangedObservable=new l.a,r.onLinesReadyObservable=new l.a,r.text=i,r}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"lines",{get:function(){return this._lines},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"resizeToFit",{get:function(){return this._resizeToFit},set:function(e){this._resizeToFit!==e&&(this._resizeToFit=e,this._resizeToFit&&(this._width.ignoreAdaptiveScaling=!0,this._height.ignoreAdaptiveScaling=!0),this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"textWrapping",{get:function(){return this._textWrapping},set:function(e){this._textWrapping!==e&&(this._textWrapping=+e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"text",{get:function(){return this._text},set:function(e){this._text!==e&&(this._text=e,this._markAsDirty(),this.onTextChangedObservable.notifyObservers(this))},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"textHorizontalAlignment",{get:function(){return this._textHorizontalAlignment},set:function(e){this._textHorizontalAlignment!==e&&(this._textHorizontalAlignment=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"textVerticalAlignment",{get:function(){return this._textVerticalAlignment},set:function(e){this._textVerticalAlignment!==e&&(this._textVerticalAlignment=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"lineSpacing",{get:function(){return this._lineSpacing.toString(this._host)},set:function(e){this._lineSpacing.fromString(e)&&this._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"outlineWidth",{get:function(){return this._outlineWidth},set:function(e){this._outlineWidth!==e&&(this._outlineWidth=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"outlineColor",{get:function(){return this._outlineColor},set:function(e){this._outlineColor!==e&&(this._outlineColor=e,this._markAsDirty())},enumerable:!0,configurable:!0}),t.prototype._getTypeName=function(){return"TextBlock"},t.prototype._processMeasures=function(t,i){this._fontOffset||(this._fontOffset=h.a._GetFontOffset(i.font)),e.prototype._processMeasures.call(this,t,i),this._lines=this._breakLines(this._currentMeasure.width,i),this.onLinesReadyObservable.notifyObservers(this);for(var r=0,n=0;nr&&(r=o.width)}if(this._resizeToFit){if(this._textWrapping===a.Clip){var s=this.paddingLeftInPixels+this.paddingRightInPixels+r;s!==this._width.internalValue&&(this._width.updateInPlace(s,c.a.UNITMODE_PIXEL),this._rebuildLayout=!0)}var l=this.paddingTopInPixels+this.paddingBottomInPixels+this._fontOffset.height*this._lines.length;if(this._lines.length>0&&0!==this._lineSpacing.internalValue){var u=0;u=this._lineSpacing.isPixel?this._lineSpacing.getValue(this._host):this._lineSpacing.getValue(this._host)*this._height.getValueInPixel(this._host,this._cachedParentMeasure.height),l+=(this._lines.length-1)*u}l!==this._height.internalValue&&(this._height.updateInPlace(l,c.a.UNITMODE_PIXEL),this._rebuildLayout=!0)}},t.prototype._drawText=function(e,t,i,r){var n=this._currentMeasure.width,o=0;switch(this._textHorizontalAlignment){case h.a.HORIZONTAL_ALIGNMENT_LEFT:o=0;break;case h.a.HORIZONTAL_ALIGNMENT_RIGHT:o=n-t;break;case h.a.HORIZONTAL_ALIGNMENT_CENTER:o=(n-t)/2}(this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY)&&(r.shadowColor=this.shadowColor,r.shadowBlur=this.shadowBlur,r.shadowOffsetX=this.shadowOffsetX,r.shadowOffsetY=this.shadowOffsetY),this.outlineWidth&&r.strokeText(e,this._currentMeasure.left+o,i),r.fillText(e,this._currentMeasure.left+o,i)},t.prototype._draw=function(e,t){e.save(),this._applyStates(e),this._renderLines(e),e.restore()},t.prototype._applyStates=function(t){e.prototype._applyStates.call(this,t),this.outlineWidth&&(t.lineWidth=this.outlineWidth,t.strokeStyle=this.outlineColor)},t.prototype._breakLines=function(e,t){var i=[],r=this.text.split("\n");if(this._textWrapping===a.Ellipsis)for(var n=0,o=r;nt&&(e+="…");e.length>2&&r>t;)e=e.slice(0,-2)+"…",r=i.measureText(e).width;return{text:e,width:r}},t.prototype._parseLineWordWrap=function(e,t,i){void 0===e&&(e="");for(var r=[],n=e.split(" "),o=0,s=0;s0?e+" "+n[s]:n[0],h=i.measureText(a).width;h>t&&s>0?(r.push({text:e,width:o}),e=n[s],o=i.measureText(e).width):(o=h,e=a)}return r.push({text:e,width:o}),r},t.prototype._renderLines=function(e){var t=this._currentMeasure.height,i=0;switch(this._textVerticalAlignment){case h.a.VERTICAL_ALIGNMENT_TOP:i=this._fontOffset.ascent;break;case h.a.VERTICAL_ALIGNMENT_BOTTOM:i=t-this._fontOffset.height*(this._lines.length-1)-this._fontOffset.descent;break;case h.a.VERTICAL_ALIGNMENT_CENTER:i=this._fontOffset.ascent+(t-this._fontOffset.height*this._lines.length)/2}i+=this._currentMeasure.top;for(var r=0;r0&&0!==this._lineSpacing.internalValue){var r=0;r=this._lineSpacing.isPixel?this._lineSpacing.getValue(this._host):this._lineSpacing.getValue(this._host)*this._height.getValueInPixel(this._host,this._cachedParentMeasure.height),i+=(t.length-1)*r}return i}}return 0},t.prototype.dispose=function(){e.prototype.dispose.call(this),this.onTextChangedObservable.clear()},t}(h.a);o.a.RegisteredTypes["BABYLON.GUI.TextBlock"]=u;var f=i(13),d=function(e){function t(i,r){void 0===r&&(r=null);var n=e.call(this,i)||this;return n.name=i,n._workingCanvas=null,n._loaded=!1,n._stretch=t.STRETCH_FILL,n._autoScale=!1,n._sourceLeft=0,n._sourceTop=0,n._sourceWidth=0,n._sourceHeight=0,n._svgAttributesComputationCompleted=!1,n._isSVG=!1,n._cellWidth=0,n._cellHeight=0,n._cellId=-1,n._populateNinePatchSlicesFromImage=!1,n.onImageLoadedObservable=new l.a,n.onSVGAttributesComputedObservable=new l.a,n.source=r,n}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"isLoaded",{get:function(){return this._loaded},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"populateNinePatchSlicesFromImage",{get:function(){return this._populateNinePatchSlicesFromImage},set:function(e){this._populateNinePatchSlicesFromImage!==e&&(this._populateNinePatchSlicesFromImage=e,this._populateNinePatchSlicesFromImage&&this._loaded&&this._extractNinePatchSliceDataFromImage())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"detectPointerOnOpaqueOnly",{get:function(){return this._detectPointerOnOpaqueOnly},set:function(e){this._detectPointerOnOpaqueOnly!==e&&(this._detectPointerOnOpaqueOnly=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"sliceLeft",{get:function(){return this._sliceLeft},set:function(e){this._sliceLeft!==e&&(this._sliceLeft=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"sliceRight",{get:function(){return this._sliceRight},set:function(e){this._sliceRight!==e&&(this._sliceRight=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"sliceTop",{get:function(){return this._sliceTop},set:function(e){this._sliceTop!==e&&(this._sliceTop=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"sliceBottom",{get:function(){return this._sliceBottom},set:function(e){this._sliceBottom!==e&&(this._sliceBottom=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"sourceLeft",{get:function(){return this._sourceLeft},set:function(e){this._sourceLeft!==e&&(this._sourceLeft=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"sourceTop",{get:function(){return this._sourceTop},set:function(e){this._sourceTop!==e&&(this._sourceTop=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"sourceWidth",{get:function(){return this._sourceWidth},set:function(e){this._sourceWidth!==e&&(this._sourceWidth=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"sourceHeight",{get:function(){return this._sourceHeight},set:function(e){this._sourceHeight!==e&&(this._sourceHeight=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"isSVG",{get:function(){return this._isSVG},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"svgAttributesComputationCompleted",{get:function(){return this._svgAttributesComputationCompleted},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"autoScale",{get:function(){return this._autoScale},set:function(e){this._autoScale!==e&&(this._autoScale=e,e&&this._loaded&&this.synchronizeSizeWithContent())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"stretch",{get:function(){return this._stretch},set:function(e){this._stretch!==e&&(this._stretch=e,this._markAsDirty())},enumerable:!0,configurable:!0}),t.prototype._rotate90=function(e,i){void 0===i&&(i=!1);var r=document.createElement("canvas"),n=r.getContext("2d"),o=this._domImage.width,s=this._domImage.height;r.width=s,r.height=o,n.translate(r.width/2,r.height/2),n.rotate(e*Math.PI/2),n.drawImage(this._domImage,0,0,o,s,-o/2,-s/2,o,s);var a=r.toDataURL("image/jpg"),h=new t(this.name+"rotated",a);return i&&(h._stretch=this._stretch,h._autoScale=this._autoScale,h._cellId=this._cellId,h._cellWidth=e%1?this._cellHeight:this._cellWidth,h._cellHeight=e%1?this._cellWidth:this._cellHeight),this._handleRotationForSVGImage(this,h,e),h},t.prototype._handleRotationForSVGImage=function(e,t,i){var r=this;e._isSVG&&(e._svgAttributesComputationCompleted?(this._rotate90SourceProperties(e,t,i),this._markAsDirty()):e.onSVGAttributesComputedObservable.addOnce((function(){r._rotate90SourceProperties(e,t,i),r._markAsDirty()})))},t.prototype._rotate90SourceProperties=function(e,t,i){var r,n,o=e.sourceLeft,s=e.sourceTop,a=e.domImage.width,h=e.domImage.height,l=o,c=s,u=e.sourceWidth,f=e.sourceHeight;if(0!=i){var d=i<0?-1:1;i%=4;for(var p=0;p127&&-1===this._sliceLeft)this._sliceLeft=o;else if(a<127&&this._sliceLeft>-1){this._sliceRight=o;break}}this._sliceTop=-1,this._sliceBottom=-1;for(var s=0;s127&&-1===this._sliceTop)this._sliceTop=s;else if(a<127&&this._sliceTop>-1){this._sliceBottom=s;break}}},Object.defineProperty(t.prototype,"source",{set:function(e){var t=this;this._source!==e&&(this._loaded=!1,this._source=e,e&&(e=this._svgCheck(e)),this._domImage=document.createElement("img"),this._domImage.onload=function(){t._onImageLoaded()},e&&(f.b.SetCorsBehavior(e,this._domImage),this._domImage.src=e))},enumerable:!0,configurable:!0}),t.prototype._svgCheck=function(e){var t=this;if(window.SVGSVGElement&&-1!==e.search(/.svg#/gi)&&e.indexOf("#")===e.lastIndexOf("#")){this._isSVG=!0;var i=e.split("#")[0],r=e.split("#")[1],n=document.body.querySelector('object[data="'+i+'"]');if(n){var o=n.contentDocument;if(o&&o.documentElement){var s=o.documentElement.getAttribute("viewBox"),a=Number(o.documentElement.getAttribute("width")),h=Number(o.documentElement.getAttribute("height"));if(o.getElementById(r)&&s&&a&&h)return this._getSVGAttribs(n,r),e}n.addEventListener("load",(function(){t._getSVGAttribs(n,r)}))}else{var l=document.createElement("object");l.data=i,l.type="image/svg+xml",l.width="0%",l.height="0%",document.body.appendChild(l),l.onload=function(){var e=document.body.querySelector('object[data="'+i+'"]');e&&t._getSVGAttribs(e,r)}}return i}return e},t.prototype._getSVGAttribs=function(e,t){var i=e.contentDocument;if(i&&i.documentElement){var r=i.documentElement.getAttribute("viewBox"),n=Number(i.documentElement.getAttribute("width")),o=Number(i.documentElement.getAttribute("height")),s=i.getElementById(t);if(r&&n&&o&&s){var a=Number(r.split(" ")[2]),h=Number(r.split(" ")[3]),l=s.getBBox(),c=1,u=1,f=0,d=0;s.transform&&s.transform.baseVal.consolidate()&&(c=s.transform.baseVal.consolidate().matrix.a,u=s.transform.baseVal.consolidate().matrix.d,f=s.transform.baseVal.consolidate().matrix.e,d=s.transform.baseVal.consolidate().matrix.f),this.sourceLeft=(c*l.x+f)*n/a,this.sourceTop=(u*l.y+d)*o/h,this.sourceWidth=l.width*c*(n/a),this.sourceHeight=l.height*u*(o/h),this._svgAttributesComputationCompleted=!0,this.onSVGAttributesComputedObservable.notifyObservers(this)}}},Object.defineProperty(t.prototype,"cellWidth",{get:function(){return this._cellWidth},set:function(e){this._cellWidth!==e&&(this._cellWidth=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"cellHeight",{get:function(){return this._cellHeight},set:function(e){this._cellHeight!==e&&(this._cellHeight=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"cellId",{get:function(){return this._cellId},set:function(e){this._cellId!==e&&(this._cellId=e,this._markAsDirty())},enumerable:!0,configurable:!0}),t.prototype.contains=function(t,i){if(!e.prototype.contains.call(this,t,i))return!1;if(!this._detectPointerOnOpaqueOnly||!this._workingCanvas)return!0;var r=this._workingCanvas.getContext("2d"),n=0|this._currentMeasure.width,o=0|this._currentMeasure.height;return r.getImageData(0,0,n,o).data[4*((t=t-this._currentMeasure.left|0)+(i=i-this._currentMeasure.top|0)*this._currentMeasure.width)+3]>0},t.prototype._getTypeName=function(){return"Image"},t.prototype.synchronizeSizeWithContent=function(){this._loaded&&(this.width=this._domImage.width+"px",this.height=this._domImage.height+"px")},t.prototype._processMeasures=function(i,r){if(this._loaded)switch(this._stretch){case t.STRETCH_NONE:case t.STRETCH_FILL:case t.STRETCH_UNIFORM:case t.STRETCH_NINE_PATCH:break;case t.STRETCH_EXTEND:this._autoScale&&this.synchronizeSizeWithContent(),this.parent&&this.parent.parent&&(this.parent.adaptWidthToChildren=!0,this.parent.adaptHeightToChildren=!0)}e.prototype._processMeasures.call(this,i,r)},t.prototype._prepareWorkingCanvasForOpaqueDetection=function(){if(this._detectPointerOnOpaqueOnly){this._workingCanvas||(this._workingCanvas=document.createElement("canvas"));var e=this._workingCanvas,t=this._currentMeasure.width,i=this._currentMeasure.height,r=e.getContext("2d");e.width=t,e.height=i,r.clearRect(0,0,t,i)}},t.prototype._drawImage=function(e,t,i,r,n,o,s,a,h){(e.drawImage(this._domImage,t,i,r,n,o,s,a,h),this._detectPointerOnOpaqueOnly)&&(e=this._workingCanvas.getContext("2d")).drawImage(this._domImage,t,i,r,n,o-this._currentMeasure.left,s-this._currentMeasure.top,a,h)},t.prototype._draw=function(e){var i,r,n,o;if(e.save(),(this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY)&&(e.shadowColor=this.shadowColor,e.shadowBlur=this.shadowBlur,e.shadowOffsetX=this.shadowOffsetX,e.shadowOffsetY=this.shadowOffsetY),-1==this.cellId)i=this._sourceLeft,r=this._sourceTop,n=this._sourceWidth?this._sourceWidth:this._imageWidth,o=this._sourceHeight?this._sourceHeight:this._imageHeight;else{var s=this._domImage.naturalWidth/this.cellWidth,a=this.cellId/s>>0,h=this.cellId%s;i=this.cellWidth*h,r=this.cellHeight*a,n=this.cellWidth,o=this.cellHeight}if(this._prepareWorkingCanvasForOpaqueDetection(),this._applyStates(e),this._loaded)switch(this._stretch){case t.STRETCH_NONE:case t.STRETCH_FILL:this._drawImage(e,i,r,n,o,this._currentMeasure.left,this._currentMeasure.top,this._currentMeasure.width,this._currentMeasure.height);break;case t.STRETCH_UNIFORM:var l=this._currentMeasure.width/n,c=this._currentMeasure.height/o,u=Math.min(l,c),f=(this._currentMeasure.width-n*u)/2,d=(this._currentMeasure.height-o*u)/2;this._drawImage(e,i,r,n,o,this._currentMeasure.left+f,this._currentMeasure.top+d,n*u,o*u);break;case t.STRETCH_EXTEND:this._drawImage(e,i,r,n,o,this._currentMeasure.left,this._currentMeasure.top,this._currentMeasure.width,this._currentMeasure.height);break;case t.STRETCH_NINE_PATCH:this._renderNinePatch(e)}e.restore()},t.prototype._renderCornerPatch=function(e,t,i,r,n,o,s){this._drawImage(e,t,i,r,n,this._currentMeasure.left+o,this._currentMeasure.top+s,r,n)},t.prototype._renderNinePatch=function(e){var t=this._imageHeight,i=this._sliceLeft,r=this._sliceTop,n=this._imageHeight-this._sliceBottom,o=this._imageWidth-this._sliceRight,s=0,a=0;this._populateNinePatchSlicesFromImage&&(s=1,a=1,t-=2,i-=1,r-=1,n-=1,o-=1);var h=this._sliceRight-this._sliceLeft,l=this._currentMeasure.width-o-this.sliceLeft,c=this._currentMeasure.height-t+this._sliceBottom;this._renderCornerPatch(e,s,a,i,r,0,0),this._renderCornerPatch(e,s,this._sliceBottom,i,t-this._sliceBottom,0,c),this._renderCornerPatch(e,this._sliceRight,a,o,r,this._currentMeasure.width-o,0),this._renderCornerPatch(e,this._sliceRight,this._sliceBottom,o,t-this._sliceBottom,this._currentMeasure.width-o,c),this._drawImage(e,this._sliceLeft,this._sliceTop,h,this._sliceBottom-this._sliceTop,this._currentMeasure.left+i,this._currentMeasure.top+r,l,c-r),this._drawImage(e,s,this._sliceTop,i,this._sliceBottom-this._sliceTop,this._currentMeasure.left,this._currentMeasure.top+r,i,c-r),this._drawImage(e,this._sliceRight,this._sliceTop,i,this._sliceBottom-this._sliceTop,this._currentMeasure.left+this._currentMeasure.width-o,this._currentMeasure.top+r,i,c-r),this._drawImage(e,this._sliceLeft,a,h,r,this._currentMeasure.left+i,this._currentMeasure.top,l,r),this._drawImage(e,this._sliceLeft,this._sliceBottom,h,n,this._currentMeasure.left+i,this._currentMeasure.top+c,l,n)},t.prototype.dispose=function(){e.prototype.dispose.call(this),this.onImageLoadedObservable.clear(),this.onSVGAttributesComputedObservable.clear()},t.STRETCH_NONE=0,t.STRETCH_FILL=1,t.STRETCH_UNIFORM=2,t.STRETCH_EXTEND=3,t.STRETCH_NINE_PATCH=4,t}(h.a);o.a.RegisteredTypes["BABYLON.GUI.Image"]=d;var p=function(e){function t(t){var i=e.call(this,t)||this;i.name=t,i.delegatePickingToChildren=!1,i.thickness=1,i.isPointerBlocker=!0;var r=null;return i.pointerEnterAnimation=function(){r=i.alpha,i.alpha-=.1},i.pointerOutAnimation=function(){null!==r&&(i.alpha=r)},i.pointerDownAnimation=function(){i.scaleX-=.05,i.scaleY-=.05},i.pointerUpAnimation=function(){i.scaleX+=.05,i.scaleY+=.05},i}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"image",{get:function(){return this._image},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"textBlock",{get:function(){return this._textBlock},enumerable:!0,configurable:!0}),t.prototype._getTypeName=function(){return"Button"},t.prototype._processPicking=function(t,i,r,n,o,s,a){if(!this._isEnabled||!this.isHitTestVisible||!this.isVisible||this.notRenderable)return!1;if(!e.prototype.contains.call(this,t,i))return!1;if(this.delegatePickingToChildren){for(var h=!1,l=this._children.length-1;l>=0;l--){var c=this._children[l];if(c.isEnabled&&c.isHitTestVisible&&c.isVisible&&!c.notRenderable&&c.contains(t,i)){h=!0;break}}if(!h)return!1}return this._processObservables(r,t,i,n,o,s,a),!0},t.prototype._onPointerEnter=function(t){return!!e.prototype._onPointerEnter.call(this,t)&&(this.pointerEnterAnimation&&this.pointerEnterAnimation(),!0)},t.prototype._onPointerOut=function(t,i){void 0===i&&(i=!1),this.pointerOutAnimation&&this.pointerOutAnimation(),e.prototype._onPointerOut.call(this,t,i)},t.prototype._onPointerDown=function(t,i,r,n){return!!e.prototype._onPointerDown.call(this,t,i,r,n)&&(this.pointerDownAnimation&&this.pointerDownAnimation(),!0)},t.prototype._onPointerUp=function(t,i,r,n,o){this.pointerUpAnimation&&this.pointerUpAnimation(),e.prototype._onPointerUp.call(this,t,i,r,n,o)},t.CreateImageButton=function(e,i,r){var n=new t(e),o=new u(e+"_button",i);o.textWrapping=!0,o.textHorizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_CENTER,o.paddingLeft="20%",n.addControl(o);var s=new d(e+"_icon",r);return s.width="20%",s.stretch=d.STRETCH_UNIFORM,s.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,n.addControl(s),n._image=s,n._textBlock=o,n},t.CreateImageOnlyButton=function(e,i){var r=new t(e),n=new d(e+"_icon",i);return n.stretch=d.STRETCH_FILL,n.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,r.addControl(n),r._image=n,r},t.CreateSimpleButton=function(e,i){var r=new t(e),n=new u(e+"_button",i);return n.textWrapping=!0,n.textHorizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_CENTER,r.addControl(n),r._textBlock=n,r},t.CreateImageWithCenterTextButton=function(e,i,r){var n=new t(e),o=new d(e+"_icon",r);o.stretch=d.STRETCH_FILL,n.addControl(o);var s=new u(e+"_button",i);return s.textWrapping=!0,s.textHorizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_CENTER,n.addControl(s),n._image=o,n._textBlock=s,n},t}(s);o.a.RegisteredTypes["BABYLON.GUI.Button"]=p;var _=function(e){function t(t){var i=e.call(this,t)||this;return i.name=t,i._isVertical=!0,i._manualWidth=!1,i._manualHeight=!1,i._doNotTrackManualChanges=!1,i.ignoreLayoutWarnings=!1,i}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"isVertical",{get:function(){return this._isVertical},set:function(e){this._isVertical!==e&&(this._isVertical=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"width",{get:function(){return this._width.toString(this._host)},set:function(e){this._doNotTrackManualChanges||(this._manualWidth=!0),this._width.toString(this._host)!==e&&this._width.fromString(e)&&this._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"height",{get:function(){return this._height.toString(this._host)},set:function(e){this._doNotTrackManualChanges||(this._manualHeight=!0),this._height.toString(this._host)!==e&&this._height.fromString(e)&&this._markAsDirty()},enumerable:!0,configurable:!0}),t.prototype._getTypeName=function(){return"StackPanel"},t.prototype._preMeasure=function(t,i){for(var r=0,n=this._children;r0){if(this._isTextHighlightOn)return this.text=this._text.slice(0,this._startHighlightIndex)+this._text.slice(this._endHighlightIndex),this._isTextHighlightOn=!1,this._cursorOffset=this.text.length-this._startHighlightIndex,this._blinkIsEven=!1,void(i&&i.preventDefault());if(0===this._cursorOffset)this.text=this._text.substr(0,this._text.length-1);else(n=this._text.length-this._cursorOffset)>0&&(this.text=this._text.slice(0,n-1)+this._text.slice(n))}return void(i&&i.preventDefault());case 46:if(this._isTextHighlightOn){this.text=this._text.slice(0,this._startHighlightIndex)+this._text.slice(this._endHighlightIndex);for(var r=this._endHighlightIndex-this._startHighlightIndex;r>0&&this._cursorOffset>0;)this._cursorOffset--;return this._isTextHighlightOn=!1,this._cursorOffset=this.text.length-this._startHighlightIndex,void(i&&i.preventDefault())}if(this._text&&this._text.length>0&&this._cursorOffset>0){var n=this._text.length-this._cursorOffset;this.text=this._text.slice(0,n)+this._text.slice(n+1),this._cursorOffset--}return void(i&&i.preventDefault());case 13:return this._host.focusedControl=null,void(this._isTextHighlightOn=!1);case 35:return this._cursorOffset=0,this._blinkIsEven=!1,this._isTextHighlightOn=!1,void this._markAsDirty();case 36:return this._cursorOffset=this._text.length,this._blinkIsEven=!1,this._isTextHighlightOn=!1,void this._markAsDirty();case 37:if(this._cursorOffset++,this._cursorOffset>this._text.length&&(this._cursorOffset=this._text.length),i&&i.shiftKey){if(this._blinkIsEven=!1,i.ctrlKey||i.metaKey){if(!this._isTextHighlightOn){if(this._text.length===this._cursorOffset)return;this._endHighlightIndex=this._text.length-this._cursorOffset+1}return this._startHighlightIndex=0,this._cursorIndex=this._text.length-this._endHighlightIndex,this._cursorOffset=this._text.length,this._isTextHighlightOn=!0,void this._markAsDirty()}return this._isTextHighlightOn?-1===this._cursorIndex&&(this._cursorIndex=this._text.length-this._endHighlightIndex,this._cursorOffset=0===this._startHighlightIndex?this._text.length:this._text.length-this._startHighlightIndex+1):(this._isTextHighlightOn=!0,this._cursorIndex=this._cursorOffset>=this._text.length?this._text.length:this._cursorOffset-1),this._cursorIndexthis._cursorOffset?(this._endHighlightIndex=this._text.length-this._cursorOffset,this._startHighlightIndex=this._text.length-this._cursorIndex):this._isTextHighlightOn=!1,void this._markAsDirty()}return this._isTextHighlightOn&&(this._cursorOffset=this._text.length-this._startHighlightIndex,this._isTextHighlightOn=!1),i&&(i.ctrlKey||i.metaKey)&&(this._cursorOffset=this.text.length,i.preventDefault()),this._blinkIsEven=!1,this._isTextHighlightOn=!1,this._cursorIndex=-1,void this._markAsDirty();case 39:if(this._cursorOffset--,this._cursorOffset<0&&(this._cursorOffset=0),i&&i.shiftKey){if(this._blinkIsEven=!1,i.ctrlKey||i.metaKey){if(!this._isTextHighlightOn){if(0===this._cursorOffset)return;this._startHighlightIndex=this._text.length-this._cursorOffset-1}return this._endHighlightIndex=this._text.length,this._isTextHighlightOn=!0,this._cursorIndex=this._text.length-this._startHighlightIndex,this._cursorOffset=0,void this._markAsDirty()}return this._isTextHighlightOn?-1===this._cursorIndex&&(this._cursorIndex=this._text.length-this._startHighlightIndex,this._cursorOffset=this._text.length===this._endHighlightIndex?0:this._text.length-this._endHighlightIndex-1):(this._isTextHighlightOn=!0,this._cursorIndex=this._cursorOffset<=0?0:this._cursorOffset+1),this._cursorIndexthis._cursorOffset?(this._endHighlightIndex=this._text.length-this._cursorOffset,this._startHighlightIndex=this._text.length-this._cursorIndex):this._isTextHighlightOn=!1,void this._markAsDirty()}return this._isTextHighlightOn&&(this._cursorOffset=this._text.length-this._endHighlightIndex,this._isTextHighlightOn=!1),i&&(i.ctrlKey||i.metaKey)&&(this._cursorOffset=0,i.preventDefault()),this._blinkIsEven=!1,this._isTextHighlightOn=!1,this._cursorIndex=-1,void this._markAsDirty();case 222:i&&i.preventDefault(),this._cursorIndex=-1,this.deadKey=!0}if(t&&(-1===e||32===e||e>47&&e<64||e>64&&e<91||e>159&&e<193||e>218&&e<223||e>95&&e<112)&&(this._currentKey=t,this.onBeforeKeyAddObservable.notifyObservers(this),t=this._currentKey,this._addKey))if(this._isTextHighlightOn)this.text=this._text.slice(0,this._startHighlightIndex)+t+this._text.slice(this._endHighlightIndex),this._cursorOffset=this.text.length-(this._startHighlightIndex+1),this._isTextHighlightOn=!1,this._blinkIsEven=!1,this._markAsDirty();else if(0===this._cursorOffset)this.text+=t;else{var o=this._text.length-this._cursorOffset;this.text=this._text.slice(0,o)+t+this._text.slice(o)}}},t.prototype._updateValueFromCursorIndex=function(e){if(this._blinkIsEven=!1,-1===this._cursorIndex)this._cursorIndex=e;else if(this._cursorIndexthis._cursorOffset))return this._isTextHighlightOn=!1,void this._markAsDirty();this._endHighlightIndex=this._text.length-this._cursorOffset,this._startHighlightIndex=this._text.length-this._cursorIndex}this._isTextHighlightOn=!0,this._markAsDirty()},t.prototype._processDblClick=function(e){this._startHighlightIndex=this._text.length-this._cursorOffset,this._endHighlightIndex=this._startHighlightIndex;var t,i,r=/\w+/g;do{i=this._endHighlightIndex0&&-1!==this._text[this._startHighlightIndex-1].search(r)?--this._startHighlightIndex:0}while(t||i);this._cursorOffset=this.text.length-this._startHighlightIndex,this.onTextHighlightObservable.notifyObservers(this),this._isTextHighlightOn=!0,this._clickedCoordinate=null,this._blinkIsEven=!0,this._cursorIndex=-1,this._markAsDirty()},t.prototype._selectAllText=function(){this._blinkIsEven=!0,this._isTextHighlightOn=!0,this._startHighlightIndex=0,this._endHighlightIndex=this._text.length,this._cursorOffset=this._text.length,this._cursorIndex=-1,this._markAsDirty()},t.prototype.processKeyboard=function(e){this.processKey(e.keyCode,e.key,e),this.onKeyboardEventProcessedObservable.notifyObservers(e)},t.prototype._onCopyText=function(e){this._isTextHighlightOn=!1;try{e.clipboardData&&e.clipboardData.setData("text/plain",this._highlightedText)}catch(e){}this._host.clipboardData=this._highlightedText},t.prototype._onCutText=function(e){if(this._highlightedText){this.text=this._text.slice(0,this._startHighlightIndex)+this._text.slice(this._endHighlightIndex),this._isTextHighlightOn=!1,this._cursorOffset=this.text.length-this._startHighlightIndex;try{e.clipboardData&&e.clipboardData.setData("text/plain",this._highlightedText)}catch(e){}this._host.clipboardData=this._highlightedText,this._highlightedText=""}},t.prototype._onPasteText=function(e){var t="";t=e.clipboardData&&-1!==e.clipboardData.types.indexOf("text/plain")?e.clipboardData.getData("text/plain"):this._host.clipboardData;var i=this._text.length-this._cursorOffset;this.text=this._text.slice(0,i)+t+this._text.slice(i)},t.prototype._draw=function(e,t){var i=this;e.save(),this._applyStates(e),(this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY)&&(e.shadowColor=this.shadowColor,e.shadowBlur=this.shadowBlur,e.shadowOffsetX=this.shadowOffsetX,e.shadowOffsetY=this.shadowOffsetY),this._isFocused?this._focusedBackground&&(e.fillStyle=this._isEnabled?this._focusedBackground:this._disabledColor,e.fillRect(this._currentMeasure.left,this._currentMeasure.top,this._currentMeasure.width,this._currentMeasure.height)):this._background&&(e.fillStyle=this._isEnabled?this._background:this._disabledColor,e.fillRect(this._currentMeasure.left,this._currentMeasure.top,this._currentMeasure.width,this._currentMeasure.height)),(this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY)&&(e.shadowBlur=0,e.shadowOffsetX=0,e.shadowOffsetY=0),this._fontOffset||(this._fontOffset=h.a._GetFontOffset(e.font));var r=this._currentMeasure.left+this._margin.getValueInPixel(this._host,this._tempParentMeasure.width);this.color&&(e.fillStyle=this.color);var n=this._beforeRenderText(this._text);this._isFocused||this._text||!this._placeholderText||(n=this._placeholderText,this._placeholderColor&&(e.fillStyle=this._placeholderColor)),this._textWidth=e.measureText(n).width;var o=2*this._margin.getValueInPixel(this._host,this._tempParentMeasure.width);this._autoStretchWidth&&(this.width=Math.min(this._maxWidth.getValueInPixel(this._host,this._tempParentMeasure.width),this._textWidth+o)+"px");var s=this._fontOffset.ascent+(this._currentMeasure.height-this._fontOffset.height)/2,a=this._width.getValueInPixel(this._host,this._tempParentMeasure.width)-o;if(e.save(),e.beginPath(),e.rect(r,this._currentMeasure.top+(this._currentMeasure.height-this._fontOffset.height)/2,a+2,this._currentMeasure.height),e.clip(),this._isFocused&&this._textWidth>a){var l=r-this._textWidth+a;this._scrollLeft||(this._scrollLeft=l)}else this._scrollLeft=r;if(e.fillText(n,this._scrollLeft,this._currentMeasure.top+s),this._isFocused){if(this._clickedCoordinate){var c=this._scrollLeft+this._textWidth-this._clickedCoordinate,u=0;this._cursorOffset=0;var f=0;do{this._cursorOffset&&(f=Math.abs(c-u)),this._cursorOffset++,u=e.measureText(n.substr(n.length-this._cursorOffset,this._cursorOffset)).width}while(u=this._cursorOffset);Math.abs(c-u)>f&&this._cursorOffset--,this._blinkIsEven=!1,this._clickedCoordinate=null}if(!this._blinkIsEven){var d=this.text.substr(this._text.length-this._cursorOffset),p=e.measureText(d).width,_=this._scrollLeft+this._textWidth-p;_r+a&&(this._scrollLeft+=r+a-_,_=r+a,this._markAsDirty()),this._isTextHighlightOn||e.fillRect(_,this._currentMeasure.top+(this._currentMeasure.height-this._fontOffset.height)/2,2,this._fontOffset.height)}if(clearTimeout(this._blinkTimeout),this._blinkTimeout=setTimeout((function(){i._blinkIsEven=!i._blinkIsEven,i._markAsDirty()}),500),this._isTextHighlightOn){clearTimeout(this._blinkTimeout);var g=e.measureText(this.text.substring(this._startHighlightIndex)).width,m=this._scrollLeft+this._textWidth-g;this._highlightedText=this.text.substring(this._startHighlightIndex,this._endHighlightIndex);var b=e.measureText(this.text.substring(this._startHighlightIndex,this._endHighlightIndex)).width;m=this._rowDefinitions.length?null:this._rowDefinitions[e]},t.prototype.getColumnDefinition=function(e){return e<0||e>=this._columnDefinitions.length?null:this._columnDefinitions[e]},t.prototype.addRowDefinition=function(e,t){return void 0===t&&(t=!1),this._rowDefinitions.push(new c.a(e,t?c.a.UNITMODE_PIXEL:c.a.UNITMODE_PERCENTAGE)),this._markAsDirty(),this},t.prototype.addColumnDefinition=function(e,t){return void 0===t&&(t=!1),this._columnDefinitions.push(new c.a(e,t?c.a.UNITMODE_PIXEL:c.a.UNITMODE_PERCENTAGE)),this._markAsDirty(),this},t.prototype.setRowDefinition=function(e,t,i){if(void 0===i&&(i=!1),e<0||e>=this._rowDefinitions.length)return this;var r=this._rowDefinitions[e];return r&&r.isPixel===i&&r.internalValue===t||(this._rowDefinitions[e]=new c.a(t,i?c.a.UNITMODE_PIXEL:c.a.UNITMODE_PERCENTAGE),this._markAsDirty()),this},t.prototype.setColumnDefinition=function(e,t,i){if(void 0===i&&(i=!1),e<0||e>=this._columnDefinitions.length)return this;var r=this._columnDefinitions[e];return r&&r.isPixel===i&&r.internalValue===t||(this._columnDefinitions[e]=new c.a(t,i?c.a.UNITMODE_PIXEL:c.a.UNITMODE_PERCENTAGE),this._markAsDirty()),this},t.prototype.getChildrenAt=function(e,t){var i=this._cells[e+":"+t];return i?i.children:null},t.prototype.getChildCellInfo=function(e){return e._tag},t.prototype._removeCell=function(t,i){if(t){e.prototype.removeControl.call(this,t);for(var r=0,n=t.children;r=this._columnDefinitions.length)return this;for(var t=0;t=this._rowDefinitions.length)return this;for(var t=0;t=1-t._Epsilon&&(this._value.r=1),this._value.g>=1-t._Epsilon&&(this._value.g=1),this._value.b>=1-t._Epsilon&&(this._value.b=1),this.onValueChangedObservable.notifyObservers(this._value))},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"width",{get:function(){return this._width.toString(this._host)},set:function(e){this._width.toString(this._host)!==e&&this._width.fromString(e)&&(this._height.fromString(e),this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"height",{get:function(){return this._height.toString(this._host)},set:function(e){this._height.toString(this._host)!==e&&this._height.fromString(e)&&(this._width.fromString(e),this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"size",{get:function(){return this.width},set:function(e){this.width=e},enumerable:!0,configurable:!0}),t.prototype._getTypeName=function(){return"ColorPicker"},t.prototype._preMeasure=function(e,t){e.widtha||f150?.04:-.16*(e-50)/100+.2;var m=(d-h)/(e-h);o[_+3]=m1-g?255*(1-(m-(1-g))/g):255}}return r.putImageData(n,0,0),i},t.prototype._draw=function(e){e.save(),this._applyStates(e);var t=.5*Math.min(this._currentMeasure.width,this._currentMeasure.height),i=.2*t,r=this._currentMeasure.left,n=this._currentMeasure.top;this._colorWheelCanvas&&this._colorWheelCanvas.width==2*t||(this._colorWheelCanvas=this._createColorWheelCanvas(t,i)),this._updateSquareProps(),(this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY)&&(e.shadowColor=this.shadowColor,e.shadowBlur=this.shadowBlur,e.shadowOffsetX=this.shadowOffsetX,e.shadowOffsetY=this.shadowOffsetY,e.fillRect(this._squareLeft,this._squareTop,this._squareSize,this._squareSize)),e.drawImage(this._colorWheelCanvas,r,n),(this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY)&&(e.shadowBlur=0,e.shadowOffsetX=0,e.shadowOffsetY=0),this._drawGradientSquare(this._h,this._squareLeft,this._squareTop,this._squareSize,this._squareSize,e);var o=this._squareLeft+this._squareSize*this._s,s=this._squareTop+this._squareSize*(1-this._v);this._drawCircle(o,s,.04*t,e);var a=t-.5*i;o=r+t+Math.cos((this._h-180)*Math.PI/180)*a,s=n+t+Math.sin((this._h-180)*Math.PI/180)*a,this._drawCircle(o,s,.35*i,e),e.restore()},t.prototype._updateValueFromPointer=function(e,i){if(this._pointerStartedOnWheel){var r=.5*Math.min(this._currentMeasure.width,this._currentMeasure.height),n=r+this._currentMeasure.left,o=r+this._currentMeasure.top;this._h=180*Math.atan2(i-o,e-n)/Math.PI+180}else this._pointerStartedOnSquare&&(this._updateSquareProps(),this._s=(e-this._squareLeft)/this._squareSize,this._v=1-(i-this._squareTop)/this._squareSize,this._s=Math.min(this._s,1),this._s=Math.max(this._s,t._Epsilon),this._v=Math.min(this._v,1),this._v=Math.max(this._v,t._Epsilon));x.a.HSVtoRGBToRef(this._h,this._s,this._v,this._tmpColor),this.value=this._tmpColor},t.prototype._isPointOnSquare=function(e,t){this._updateSquareProps();var i=this._squareLeft,r=this._squareTop,n=this._squareSize;return e>=i&&e<=i+n&&t>=r&&t<=r+n},t.prototype._isPointOnWheel=function(e,t){var i=.5*Math.min(this._currentMeasure.width,this._currentMeasure.height),r=i-.2*i,n=e-(i+this._currentMeasure.left),o=t-(i+this._currentMeasure.top),s=n*n+o*o;return s<=i*i&&s>=r*r},t.prototype._onPointerDown=function(t,i,r,n){if(!e.prototype._onPointerDown.call(this,t,i,r,n))return!1;this._pointerIsDown=!0,this._pointerStartedOnSquare=!1,this._pointerStartedOnWheel=!1,this._invertTransformMatrix.transformCoordinates(i.x,i.y,this._transformedPosition);var o=this._transformedPosition.x,s=this._transformedPosition.y;return this._isPointOnSquare(o,s)?this._pointerStartedOnSquare=!0:this._isPointOnWheel(o,s)&&(this._pointerStartedOnWheel=!0),this._updateValueFromPointer(o,s),this._host._capturingControl[r]=this,this._lastPointerDownID=r,!0},t.prototype._onPointerMove=function(t,i,r){if(r==this._lastPointerDownID){this._invertTransformMatrix.transformCoordinates(i.x,i.y,this._transformedPosition);var n=this._transformedPosition.x,o=this._transformedPosition.y;this._pointerIsDown&&this._updateValueFromPointer(n,o),e.prototype._onPointerMove.call(this,t,i,r)}},t.prototype._onPointerUp=function(t,i,r,n,o){this._pointerIsDown=!1,delete this._host._capturingControl[r],e.prototype._onPointerUp.call(this,t,i,r,n,o)},t.ShowPickerDialogAsync=function(e,i){return new Promise((function(r,n){i.pickerWidth=i.pickerWidth||"640px",i.pickerHeight=i.pickerHeight||"400px",i.headerHeight=i.headerHeight||"35px",i.lastColor=i.lastColor||"#000000",i.swatchLimit=i.swatchLimit||20,i.numSwatchesPerLine=i.numSwatchesPerLine||10;var o,a,l,c,f,d,_,g,m,b,T,M,E,A,O,P,C,S,R,I=i.swatchLimit/i.numSwatchesPerLine,D=parseFloat(i.pickerWidth)/i.numSwatchesPerLine,w=Math.floor(.25*D),L=w*(i.numSwatchesPerLine+1),F=Math.floor((parseFloat(i.pickerWidth)-L)/i.numSwatchesPerLine),N=F*I+w*(I+1),B=(parseInt(i.pickerHeight)+N+Math.floor(.25*F)).toString()+"px",k="#c0c0c0",U="#535353",V="#414141",z="515151",j=x.a.FromHexString("#dddddd"),W=j.r+j.g+j.b,G=["R","G","B"],H="#454545",X="#f0f0f0",K=!1;function Y(e,t){R=t;var i=e.toHexString();if(C.background=i,b.name!=R&&(b.text=Math.floor(255*e.r).toString()),T.name!=R&&(T.text=Math.floor(255*e.g).toString()),M.name!=R&&(M.text=Math.floor(255*e.b).toString()),E.name!=R&&(E.text=e.r.toString()),A.name!=R&&(A.text=e.g.toString()),O.name!=R&&(O.text=e.b.toString()),P.name!=R){var r=i.split("#");P.text=r[1]}m.name!=R&&(m.value=e)}function q(e,t){var i=e.text;if(/[^0-9]/g.test(i))e.text=S;else if(""!=i&&(Math.floor(parseInt(i))<0?i="0":Math.floor(parseInt(i))>255?i="255":isNaN(parseInt(i))&&(i="0")),R==e.name&&(S=i),""!=i){i=parseInt(i).toString(),e.text=i;var r=x.a.FromHexString(C.background);R==e.name&&Y("r"==t?new x.a(parseInt(i)/255,r.g,r.b):"g"==t?new x.a(r.r,parseInt(i)/255,r.b):new x.a(r.r,r.g,parseInt(i)/255),e.name)}}function Z(e,t){var i=e.text;if(/[^0-9\.]/g.test(i))e.text=S;else{""!=i&&"."!=i&&0!=parseFloat(i)&&(parseFloat(i)<0?i="0.0":parseFloat(i)>1?i="1.0":isNaN(parseFloat(i))&&(i="0.0")),R==e.name&&(S=i),""!=i&&"."!=i&&0!=parseFloat(i)?(i=parseFloat(i).toString(),e.text=i):i="0.0";var r=x.a.FromHexString(C.background);R==e.name&&Y("r"==t?new x.a(parseFloat(i),r.g,r.b):"g"==t?new x.a(r.r,parseFloat(i),r.b):new x.a(r.r,r.g,parseFloat(i)),e.name)}}function Q(){if(i.savedColors&&i.savedColors[_]){if(K)var e="b";else e="";var t=p.CreateSimpleButton("Swatch_"+_,e);t.fontFamily="BabylonJSglyphs";var r=x.a.FromHexString(i.savedColors[_]),n=r.r+r.g+r.b;t.color=n>W?"#aaaaaa":"#ffffff",t.fontSize=Math.floor(.7*F),t.textBlock.verticalAlignment=h.a.VERTICAL_ALIGNMENT_CENTER,t.height=t.width=F.toString()+"px",t.background=i.savedColors[_],t.thickness=2;var o=_;return t.pointerDownAnimation=function(){t.thickness=4},t.pointerUpAnimation=function(){t.thickness=3},t.pointerEnterAnimation=function(){t.thickness=3},t.pointerOutAnimation=function(){t.thickness=2},t.onPointerClickObservable.add((function(){var e;K?(e=o,i.savedColors&&i.savedColors.splice(e,1),i.savedColors&&0==i.savedColors.length&&(ee(!1),K=!1),$("",Fe)):i.savedColors&&Y(x.a.FromHexString(i.savedColors[o]),t.name)})),t}return null}function J(e){if(void 0!==e&&(K=e),K){for(var t=0;th*i.numSwatchesPerLine)var l=i.numSwatchesPerLine;else l=i.savedColors.length-(h-1)*i.numSwatchesPerLine;for(var c=Math.min(Math.max(l,0),i.numSwatchesPerLine),u=0,f=1;ui.numSwatchesPerLine)){var d=Q();null!=d&&(g.addControl(d,a,f),f+=2,_++)}}i.savedColors.length>=i.swatchLimit?te(t,!0):te(t,!1)}}function ee(e){e?((l=p.CreateSimpleButton("butEdit","Edit")).width=c,l.height=f,l.left=Math.floor(.1*parseInt(c)).toString()+"px",l.top=(-1*parseFloat(l.left)).toString()+"px",l.verticalAlignment=h.a.VERTICAL_ALIGNMENT_BOTTOM,l.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,l.thickness=2,l.color=k,l.fontSize=a,l.background=U,l.onPointerEnterObservable.add((function(){l.background=V})),l.onPointerOutObservable.add((function(){l.background=U})),l.pointerDownAnimation=function(){l.background=z},l.pointerUpAnimation=function(){l.background=V},l.onPointerClickObservable.add((function(){K=!K,J()})),ge.addControl(l,1,0)):ge.removeControl(l)}function te(e,t){t?(e.color="#555555",e.background="#454545"):(e.color=k,e.background=U)}function ie(t){i.savedColors&&i.savedColors.length>0?r({savedColors:i.savedColors,pickedColor:t}):r({pickedColor:t}),e.removeControl(re)}var re=new y;if(re.name="Dialog Container",re.width=i.pickerWidth,i.savedColors){re.height=B;var ne=parseInt(i.pickerHeight)/parseInt(B);re.addRowDefinition(ne,!1),re.addRowDefinition(1-ne,!1)}else re.height=i.pickerHeight,re.addRowDefinition(1,!1);if(e.addControl(re),i.savedColors){(g=new y).name="Swatch Drawer",g.verticalAlignment=h.a.VERTICAL_ALIGNMENT_TOP,g.background=U,g.width=i.pickerWidth;var oe=i.savedColors.length/i.numSwatchesPerLine;if(0==oe)var se=0;else se=oe+1;g.height=(F*oe+se*w).toString()+"px",g.top=Math.floor(.25*F).toString()+"px";for(var ae=0;ae<2*Math.ceil(i.savedColors.length/i.numSwatchesPerLine)+1;ae++)ae%2!=0?g.addRowDefinition(F,!0):g.addRowDefinition(w,!0);for(ae=0;ae<2*i.numSwatchesPerLine+1;ae++)ae%2!=0?g.addColumnDefinition(F,!0):g.addColumnDefinition(w,!0);re.addControl(g,1,0)}var he=new y;he.name="Picker Panel",he.height=i.pickerHeight;var le=parseInt(i.headerHeight)/parseInt(i.pickerHeight),ce=[le,1-le];he.addRowDefinition(ce[0],!1),he.addRowDefinition(ce[1],!1),re.addControl(he,0,0);var ue=new s;ue.name="Dialogue Header Bar",ue.background="#cccccc",ue.thickness=0,he.addControl(ue,0,0);var fe=p.CreateSimpleButton("closeButton","a");fe.fontFamily="BabylonJSglyphs";var de=x.a.FromHexString(ue.background);o=new x.a(1-de.r,1-de.g,1-de.b),fe.color=o.toHexString(),fe.fontSize=Math.floor(.6*parseInt(i.headerHeight)),fe.textBlock.textVerticalAlignment=h.a.VERTICAL_ALIGNMENT_CENTER,fe.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_RIGHT,fe.height=fe.width=i.headerHeight,fe.background=ue.background,fe.thickness=0,fe.pointerDownAnimation=function(){},fe.pointerUpAnimation=function(){fe.background=ue.background},fe.pointerEnterAnimation=function(){fe.color=ue.background,fe.background="red"},fe.pointerOutAnimation=function(){fe.color=o.toHexString(),fe.background=ue.background},fe.onPointerClickObservable.add((function(){ie(Ce.background)})),he.addControl(fe,0,0);var pe=new y;pe.name="Dialogue Body",pe.background=U;var _e=[.4375,.5625];pe.addRowDefinition(1,!1),pe.addColumnDefinition(_e[0],!1),pe.addColumnDefinition(_e[1],!1),he.addControl(pe,1,0);var ge=new y;ge.name="Picker Grid",ge.addRowDefinition(.85,!1),ge.addRowDefinition(.15,!1),pe.addControl(ge,0,0),(m=new t).name="GUI Color 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De=1/3;Ie.addRowDefinition(De,!1),Ie.addRowDefinition(De,!1),Ie.addRowDefinition(De,!1),ve.addControl(Ie,0,1),c=Math.floor(parseInt(i.pickerWidth)*_e[1]*ye[1]*.67).toString()+"px",f=Math.floor(parseInt(i.pickerHeight)*ce[1]*be[0]*(parseFloat(Ie.height.toString())/100)*De*.7).toString()+"px",a=parseFloat(c)>parseFloat(f)?Math.floor(.45*parseFloat(f)):Math.floor(.11*parseFloat(c));var we=p.CreateSimpleButton("butOK","OK");we.width=c,we.height=f,we.verticalAlignment=h.a.VERTICAL_ALIGNMENT_CENTER,we.thickness=2,we.color=k,we.fontSize=a,we.background=U,we.onPointerEnterObservable.add((function(){we.background=V})),we.onPointerOutObservable.add((function(){we.background=U})),we.pointerDownAnimation=function(){we.background=z},we.pointerUpAnimation=function(){we.background=V},we.onPointerClickObservable.add((function(){J(!1),ie(C.background)})),Ie.addControl(we,0,0);var Le=p.CreateSimpleButton("butCancel","Cancel");if(Le.width=c,Le.height=f,Le.verticalAlignment=h.a.VERTICAL_ALIGNMENT_CENTER,Le.thickness=2,Le.color=k,Le.fontSize=a,Le.background=U,Le.onPointerEnterObservable.add((function(){Le.background=V})),Le.onPointerOutObservable.add((function(){Le.background=U})),Le.pointerDownAnimation=function(){Le.background=z},Le.pointerUpAnimation=function(){Le.background=V},Le.onPointerClickObservable.add((function(){J(!1),ie(Ce.background)})),Ie.addControl(Le,1,0),i.savedColors){var Fe=p.CreateSimpleButton("butSave","Save");Fe.width=c,Fe.height=f,Fe.verticalAlignment=h.a.VERTICAL_ALIGNMENT_CENTER,Fe.thickness=2,Fe.fontSize=a,i.savedColors.length0&&ee(!0),Ie.addControl(Fe,2,0)}var Ne=new y;Ne.name="Dialog Lower Right",Ne.addRowDefinition(.02,!1),Ne.addRowDefinition(.63,!1),Ne.addRowDefinition(.21,!1),Ne.addRowDefinition(.14,!1),me.addControl(Ne,1,0),d=x.a.FromHexString(i.lastColor);var Be=new y;Be.name="RGB Values",Be.width=.82,Be.verticalAlignment=h.a.VERTICAL_ALIGNMENT_CENTER,Be.addRowDefinition(1/3,!1),Be.addRowDefinition(1/3,!1),Be.addRowDefinition(1/3,!1),Be.addColumnDefinition(.1,!1),Be.addColumnDefinition(.2,!1),Be.addColumnDefinition(.7,!1),Ne.addControl(Be,1,0);for(ae=0;ae6||t)&&R==P.name)P.text=S;else{if(P.text.length<6)for(var i=6-P.text.length,r=0;r0&&$("",Fe)}))},t._Epsilon=1e-6,t}(h.a);o.a.RegisteredTypes["BABYLON.GUI.ColorPicker"]=T;var M=function(e){function t(t){var i=e.call(this,t)||this;return i.name=t,i._thickness=1,i}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"thickness",{get:function(){return this._thickness},set:function(e){this._thickness!==e&&(this._thickness=e,this._markAsDirty())},enumerable:!0,configurable:!0}),t.prototype._getTypeName=function(){return"Ellipse"},t.prototype._localDraw=function(e){e.save(),(this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY)&&(e.shadowColor=this.shadowColor,e.shadowBlur=this.shadowBlur,e.shadowOffsetX=this.shadowOffsetX,e.shadowOffsetY=this.shadowOffsetY),h.a.drawEllipse(this._currentMeasure.left+this._currentMeasure.width/2,this._currentMeasure.top+this._currentMeasure.height/2,this._currentMeasure.width/2-this._thickness/2,this._currentMeasure.height/2-this._thickness/2,e),this._background&&(e.fillStyle=this._background,e.fill()),(this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY)&&(e.shadowBlur=0,e.shadowOffsetX=0,e.shadowOffsetY=0),this._thickness&&(this.color&&(e.strokeStyle=this.color),e.lineWidth=this._thickness,e.stroke()),e.restore()},t.prototype._additionalProcessing=function(t,i){e.prototype._additionalProcessing.call(this,t,i),this._measureForChildren.width-=2*this._thickness,this._measureForChildren.height-=2*this._thickness,this._measureForChildren.left+=this._thickness,this._measureForChildren.top+=this._thickness},t.prototype._clipForChildren=function(e){h.a.drawEllipse(this._currentMeasure.left+this._currentMeasure.width/2,this._currentMeasure.top+this._currentMeasure.height/2,this._currentMeasure.width/2,this._currentMeasure.height/2,e),e.clip()},t}(n.a);o.a.RegisteredTypes["BABYLON.GUI.Ellipse"]=M;var E=function(e){function t(){return null!==e&&e.apply(this,arguments)||this}return Object(r.c)(t,e),t.prototype._beforeRenderText=function(e){for(var t="",i=0;i1?this.notRenderable=!0:this.notRenderable=!1}else f.b.Error("Cannot move a control to a vector3 if the control is not at root level")},t.prototype._moveToProjectedPosition=function(e,t){void 0===t&&(t=!1);var i=e.x+this._linkOffsetX.getValue(this._host)+"px",r=e.y+this._linkOffsetY.getValue(this._host)+"px";t?(this.x2=i,this.y2=r,this._x2.ignoreAdaptiveScaling=!0,this._y2.ignoreAdaptiveScaling=!0):(this.x1=i,this.y1=r,this._x1.ignoreAdaptiveScaling=!0,this._y1.ignoreAdaptiveScaling=!0)},t}(h.a);o.a.RegisteredTypes["BABYLON.GUI.Line"]=O;var P=i(42),C=function(){function e(e){this._multiLine=e,this._x=new c.a(0),this._y=new c.a(0),this._point=new A.d(0,0)}return Object.defineProperty(e.prototype,"x",{get:function(){return this._x.toString(this._multiLine._host)},set:function(e){this._x.toString(this._multiLine._host)!==e&&this._x.fromString(e)&&this._multiLine._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"y",{get:function(){return this._y.toString(this._multiLine._host)},set:function(e){this._y.toString(this._multiLine._host)!==e&&this._y.fromString(e)&&this._multiLine._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"control",{get:function(){return this._control},set:function(e){this._control!==e&&(this._control&&this._controlObserver&&(this._control.onDirtyObservable.remove(this._controlObserver),this._controlObserver=null),this._control=e,this._control&&(this._controlObserver=this._control.onDirtyObservable.add(this._multiLine.onPointUpdate)),this._multiLine._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"mesh",{get:function(){return this._mesh},set:function(e){this._mesh!==e&&(this._mesh&&this._meshObserver&&this._mesh.getScene().onAfterCameraRenderObservable.remove(this._meshObserver),this._mesh=e,this._mesh&&(this._meshObserver=this._mesh.getScene().onAfterCameraRenderObservable.add(this._multiLine.onPointUpdate)),this._multiLine._markAsDirty())},enumerable:!0,configurable:!0}),e.prototype.resetLinks=function(){this.control=null,this.mesh=null},e.prototype.translate=function(){return this._point=this._translatePoint(),this._point},e.prototype._translatePoint=function(){if(null!=this._mesh)return this._multiLine._host.getProjectedPosition(this._mesh.getBoundingInfo().boundingSphere.center,this._mesh.getWorldMatrix());if(null!=this._control)return new A.d(this._control.centerX,this._control.centerY);var e=this._multiLine._host,t=this._x.getValueInPixel(e,Number(e._canvas.width)),i=this._y.getValueInPixel(e,Number(e._canvas.height));return new A.d(t,i)},e.prototype.dispose=function(){this.resetLinks()},e}(),S=function(e){function t(t){var i=e.call(this,t)||this;return i.name=t,i._lineWidth=1,i.onPointUpdate=function(){i._markAsDirty()},i._automaticSize=!0,i.isHitTestVisible=!1,i._horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,i._verticalAlignment=h.a.VERTICAL_ALIGNMENT_TOP,i._dash=[],i._points=[],i}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"dash",{get:function(){return this._dash},set:function(e){this._dash!==e&&(this._dash=e,this._markAsDirty())},enumerable:!0,configurable:!0}),t.prototype.getAt=function(e){return this._points[e]||(this._points[e]=new C(this)),this._points[e]},t.prototype.add=function(){for(var e=this,t=[],i=0;i0;)this.remove(this._points.length-1)},t.prototype.resetLinks=function(){this._points.forEach((function(e){null!=e&&e.resetLinks()}))},Object.defineProperty(t.prototype,"lineWidth",{get:function(){return this._lineWidth},set:function(e){this._lineWidth!==e&&(this._lineWidth=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"horizontalAlignment",{set:function(e){},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"verticalAlignment",{set:function(e){},enumerable:!0,configurable:!0}),t.prototype._getTypeName=function(){return"MultiLine"},t.prototype._draw=function(e,t){e.save(),(this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY)&&(e.shadowColor=this.shadowColor,e.shadowBlur=this.shadowBlur,e.shadowOffsetX=this.shadowOffsetX,e.shadowOffsetY=this.shadowOffsetY),this._applyStates(e),e.strokeStyle=this.color,e.lineWidth=this._lineWidth,e.setLineDash(this._dash),e.beginPath();var i=!0;this._points.forEach((function(t){t&&(i?(e.moveTo(t._point.x,t._point.y),i=!1):e.lineTo(t._point.x,t._point.y))})),e.stroke(),e.restore()},t.prototype._additionalProcessing=function(e,t){var i=this;this._minX=null,this._minY=null,this._maxX=null,this._maxY=null,this._points.forEach((function(e,t){e&&(e.translate(),(null==i._minX||e._point.xi._maxX)&&(i._maxX=e._point.x),(null==i._maxY||e._point.y>i._maxY)&&(i._maxY=e._point.y))})),null==this._minX&&(this._minX=0),null==this._minY&&(this._minY=0),null==this._maxX&&(this._maxX=0),null==this._maxY&&(this._maxY=0)},t.prototype._measure=function(){null!=this._minX&&null!=this._maxX&&null!=this._minY&&null!=this._maxY&&(this._currentMeasure.width=Math.abs(this._maxX-this._minX)+this._lineWidth,this._currentMeasure.height=Math.abs(this._maxY-this._minY)+this._lineWidth)},t.prototype._computeAlignment=function(e,t){null!=this._minX&&null!=this._minY&&(this._currentMeasure.left=this._minX-this._lineWidth/2,this._currentMeasure.top=this._minY-this._lineWidth/2)},t.prototype.dispose=function(){this.reset(),e.prototype.dispose.call(this)},t}(h.a);o.a.RegisteredTypes["BABYLON.GUI.MultiLine"]=S;var R=function(e){function t(t){var i=e.call(this,t)||this;return i.name=t,i._isChecked=!1,i._background="black",i._checkSizeRatio=.8,i._thickness=1,i.group="",i.onIsCheckedChangedObservable=new l.a,i.isPointerBlocker=!0,i}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"thickness",{get:function(){return this._thickness},set:function(e){this._thickness!==e&&(this._thickness=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"checkSizeRatio",{get:function(){return this._checkSizeRatio},set:function(e){e=Math.max(Math.min(1,e),0),this._checkSizeRatio!==e&&(this._checkSizeRatio=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"background",{get:function(){return this._background},set:function(e){this._background!==e&&(this._background=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"isChecked",{get:function(){return this._isChecked},set:function(e){var t=this;this._isChecked!==e&&(this._isChecked=e,this._markAsDirty(),this.onIsCheckedChangedObservable.notifyObservers(e),this._isChecked&&this._host&&this._host.executeOnAllControls((function(e){if(e!==t&&void 0!==e.group){var i=e;i.group===t.group&&(i.isChecked=!1)}})))},enumerable:!0,configurable:!0}),t.prototype._getTypeName=function(){return"RadioButton"},t.prototype._draw=function(e){e.save(),this._applyStates(e);var t=this._currentMeasure.width-this._thickness,i=this._currentMeasure.height-this._thickness;if((this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY)&&(e.shadowColor=this.shadowColor,e.shadowBlur=this.shadowBlur,e.shadowOffsetX=this.shadowOffsetX,e.shadowOffsetY=this.shadowOffsetY),h.a.drawEllipse(this._currentMeasure.left+this._currentMeasure.width/2,this._currentMeasure.top+this._currentMeasure.height/2,this._currentMeasure.width/2-this._thickness/2,this._currentMeasure.height/2-this._thickness/2,e),e.fillStyle=this._isEnabled?this._background:this._disabledColor,e.fill(),(this.shadowBlur||this.shadowOffsetX||this.shadowOffsetY)&&(e.shadowBlur=0,e.shadowOffsetX=0,e.shadowOffsetY=0),e.strokeStyle=this.color,e.lineWidth=this._thickness,e.stroke(),this._isChecked){e.fillStyle=this._isEnabled?this.color:this._disabledColor;var r=t*this._checkSizeRatio,n=i*this._checkSizeRatio;h.a.drawEllipse(this._currentMeasure.left+this._currentMeasure.width/2,this._currentMeasure.top+this._currentMeasure.height/2,r/2-this._thickness/2,n/2-this._thickness/2,e),e.fill()}e.restore()},t.prototype._onPointerDown=function(t,i,r,n){return!!e.prototype._onPointerDown.call(this,t,i,r,n)&&(this.isChecked||(this.isChecked=!0),!0)},t.AddRadioButtonWithHeader=function(e,i,r,n){var o=new _;o.isVertical=!1,o.height="30px";var s=new t;s.width="20px",s.height="20px",s.isChecked=r,s.color="green",s.group=i,s.onIsCheckedChangedObservable.add((function(e){return n(s,e)})),o.addControl(s);var a=new u;return a.text=e,a.width="180px",a.paddingLeft="5px",a.textHorizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,a.color="white",o.addControl(a),o},t}(h.a);o.a.RegisteredTypes["BABYLON.GUI.RadioButton"]=R;var I=function(e){function t(t){var i=e.call(this,t)||this;return i.name=t,i._thumbWidth=new c.a(20,c.a.UNITMODE_PIXEL,!1),i._minimum=0,i._maximum=100,i._value=50,i._isVertical=!1,i._barOffset=new c.a(5,c.a.UNITMODE_PIXEL,!1),i._isThumbClamped=!1,i._displayThumb=!0,i._step=0,i._lastPointerDownID=-1,i._effectiveBarOffset=0,i.onValueChangedObservable=new l.a,i._pointerIsDown=!1,i.isPointerBlocker=!0,i}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"displayThumb",{get:function(){return this._displayThumb},set:function(e){this._displayThumb!==e&&(this._displayThumb=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"step",{get:function(){return this._step},set:function(e){this._step!==e&&(this._step=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"barOffset",{get:function(){return this._barOffset.toString(this._host)},set:function(e){this._barOffset.toString(this._host)!==e&&this._barOffset.fromString(e)&&this._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"barOffsetInPixels",{get:function(){return this._barOffset.getValueInPixel(this._host,this._cachedParentMeasure.width)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"thumbWidth",{get:function(){return this._thumbWidth.toString(this._host)},set:function(e){this._thumbWidth.toString(this._host)!==e&&this._thumbWidth.fromString(e)&&this._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"thumbWidthInPixels",{get:function(){return this._thumbWidth.getValueInPixel(this._host,this._cachedParentMeasure.width)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"minimum",{get:function(){return this._minimum},set:function(e){this._minimum!==e&&(this._minimum=e,this._markAsDirty(),this.value=Math.max(Math.min(this.value,this._maximum),this._minimum))},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"maximum",{get:function(){return this._maximum},set:function(e){this._maximum!==e&&(this._maximum=e,this._markAsDirty(),this.value=Math.max(Math.min(this.value,this._maximum),this._minimum))},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"value",{get:function(){return this._value},set:function(e){e=Math.max(Math.min(e,this._maximum),this._minimum),this._value!==e&&(this._value=e,this._markAsDirty(),this.onValueChangedObservable.notifyObservers(this._value))},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"isVertical",{get:function(){return this._isVertical},set:function(e){this._isVertical!==e&&(this._isVertical=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"isThumbClamped",{get:function(){return this._isThumbClamped},set:function(e){this._isThumbClamped!==e&&(this._isThumbClamped=e,this._markAsDirty())},enumerable:!0,configurable:!0}),t.prototype._getTypeName=function(){return"BaseSlider"},t.prototype._getThumbPosition=function(){return this.isVertical?(this.maximum-this.value)/(this.maximum-this.minimum)*this._backgroundBoxLength:(this.value-this.minimum)/(this.maximum-this.minimum)*this._backgroundBoxLength},t.prototype._getThumbThickness=function(e){var t=0;switch(e){case"circle":t=this._thumbWidth.isPixel?Math.max(this._thumbWidth.getValue(this._host),this._backgroundBoxThickness):this._backgroundBoxThickness*this._thumbWidth.getValue(this._host);break;case"rectangle":t=this._thumbWidth.isPixel?Math.min(this._thumbWidth.getValue(this._host),this._backgroundBoxThickness):this._backgroundBoxThickness*this._thumbWidth.getValue(this._host)}return t},t.prototype._prepareRenderingData=function(e){this._effectiveBarOffset=0,this._renderLeft=this._currentMeasure.left,this._renderTop=this._currentMeasure.top,this._renderWidth=this._currentMeasure.width,this._renderHeight=this._currentMeasure.height,this._backgroundBoxLength=Math.max(this._currentMeasure.width,this._currentMeasure.height),this._backgroundBoxThickness=Math.min(this._currentMeasure.width,this._currentMeasure.height),this._effectiveThumbThickness=this._getThumbThickness(e),this.displayThumb&&(this._backgroundBoxLength-=this._effectiveThumbThickness),this.isVertical&&this._currentMeasure.height=this._selectors.length))return this._selectors[e]},e.prototype.removeSelector=function(e){e<0||e>=this._selectors.length||(this._groupPanel.removeControl(this._selectors[e]),this._selectors.splice(e,1))},e}(),L=function(e){function t(){return null!==e&&e.apply(this,arguments)||this}return Object(r.c)(t,e),t.prototype.addCheckbox=function(e,t,i){void 0===t&&(t=function(e){}),void 0===i&&(i=!1);i=i||!1;var r=new g;r.width="20px",r.height="20px",r.color="#364249",r.background="#CCCCCC",r.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,r.onIsCheckedChangedObservable.add((function(e){t(e)}));var n=h.a.AddHeader(r,e,"200px",{isHorizontal:!0,controlFirst:!0});n.height="30px",n.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,n.left="4px",this.groupPanel.addControl(n),this.selectors.push(n),r.isChecked=i,this.groupPanel.parent&&this.groupPanel.parent.parent&&(r.color=this.groupPanel.parent.parent.buttonColor,r.background=this.groupPanel.parent.parent.buttonBackground)},t.prototype._setSelectorLabel=function(e,t){this.selectors[e].children[1].text=t},t.prototype._setSelectorLabelColor=function(e,t){this.selectors[e].children[1].color=t},t.prototype._setSelectorButtonColor=function(e,t){this.selectors[e].children[0].color=t},t.prototype._setSelectorButtonBackground=function(e,t){this.selectors[e].children[0].background=t},t}(w),F=function(e){function t(){var t=null!==e&&e.apply(this,arguments)||this;return t._selectNb=0,t}return Object(r.c)(t,e),t.prototype.addRadio=function(e,t,i){void 0===t&&(t=function(e){}),void 0===i&&(i=!1);var r=this._selectNb++,n=new R;n.name=e,n.width="20px",n.height="20px",n.color="#364249",n.background="#CCCCCC",n.group=this.name,n.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,n.onIsCheckedChangedObservable.add((function(e){e&&t(r)}));var o=h.a.AddHeader(n,e,"200px",{isHorizontal:!0,controlFirst:!0});o.height="30px",o.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,o.left="4px",this.groupPanel.addControl(o),this.selectors.push(o),n.isChecked=i,this.groupPanel.parent&&this.groupPanel.parent.parent&&(n.color=this.groupPanel.parent.parent.buttonColor,n.background=this.groupPanel.parent.parent.buttonBackground)},t.prototype._setSelectorLabel=function(e,t){this.selectors[e].children[1].text=t},t.prototype._setSelectorLabelColor=function(e,t){this.selectors[e].children[1].color=t},t.prototype._setSelectorButtonColor=function(e,t){this.selectors[e].children[0].color=t},t.prototype._setSelectorButtonBackground=function(e,t){this.selectors[e].children[0].background=t},t}(w),N=function(e){function t(){return null!==e&&e.apply(this,arguments)||this}return Object(r.c)(t,e),t.prototype.addSlider=function(e,t,i,r,n,o,s){void 0===t&&(t=function(e){}),void 0===i&&(i="Units"),void 0===r&&(r=0),void 0===n&&(n=0),void 0===o&&(o=0),void 0===s&&(s=function(e){return 0|e});var a=new D;a.name=i,a.value=o,a.minimum=r,a.maximum=n,a.width=.9,a.height="20px",a.color="#364249",a.background="#CCCCCC",a.borderColor="black",a.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,a.left="4px",a.paddingBottom="4px",a.onValueChangedObservable.add((function(e){a.parent.children[0].text=a.parent.children[0].name+": "+s(e)+" "+a.name,t(e)}));var l=h.a.AddHeader(a,e+": "+s(o)+" "+i,"30px",{isHorizontal:!1,controlFirst:!1});l.height="60px",l.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,l.left="4px",l.children[0].name=e,this.groupPanel.addControl(l),this.selectors.push(l),this.groupPanel.parent&&this.groupPanel.parent.parent&&(a.color=this.groupPanel.parent.parent.buttonColor,a.background=this.groupPanel.parent.parent.buttonBackground)},t.prototype._setSelectorLabel=function(e,t){this.selectors[e].children[0].name=t,this.selectors[e].children[0].text=t+": "+this.selectors[e].children[1].value+" "+this.selectors[e].children[1].name},t.prototype._setSelectorLabelColor=function(e,t){this.selectors[e].children[0].color=t},t.prototype._setSelectorButtonColor=function(e,t){this.selectors[e].children[1].color=t},t.prototype._setSelectorButtonBackground=function(e,t){this.selectors[e].children[1].background=t},t}(w),B=function(e){function t(t,i){void 0===i&&(i=[]);var r=e.call(this,t)||this;if(r.name=t,r.groups=i,r._buttonColor="#364249",r._buttonBackground="#CCCCCC",r._headerColor="black",r._barColor="white",r._barHeight="2px",r._spacerHeight="20px",r._bars=new Array,r._groups=i,r.thickness=2,r._panel=new _,r._panel.verticalAlignment=h.a.VERTICAL_ALIGNMENT_TOP,r._panel.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,r._panel.top=5,r._panel.left=5,r._panel.width=.95,i.length>0){for(var n=0;n0&&this._addSpacer(),this._panel.addControl(e.groupPanel),this._groups.push(e),e.groupPanel.children[0].color=this._headerColor;for(var t=0;t=this._groups.length)){var t=this._groups[e];this._panel.removeControl(t.groupPanel),this._groups.splice(e,1),e=this._groups.length||(this._groups[t].groupPanel.children[0].text=e)},t.prototype.relabel=function(e,t,i){if(!(t<0||t>=this._groups.length)){var r=this._groups[t];i<0||i>=r.selectors.length||r._setSelectorLabel(i,e)}},t.prototype.removeFromGroupSelector=function(e,t){if(!(e<0||e>=this._groups.length)){var i=this._groups[e];t<0||t>=i.selectors.length||i.removeSelector(t)}},t.prototype.addToGroupCheckbox=function(e,t,i,r){(void 0===i&&(i=function(){}),void 0===r&&(r=!1),e<0||e>=this._groups.length)||this._groups[e].addCheckbox(t,i,r)},t.prototype.addToGroupRadio=function(e,t,i,r){(void 0===i&&(i=function(){}),void 0===r&&(r=!1),e<0||e>=this._groups.length)||this._groups[e].addRadio(t,i,r)},t.prototype.addToGroupSlider=function(e,t,i,r,n,o,s,a){(void 0===i&&(i=function(){}),void 0===r&&(r="Units"),void 0===n&&(n=0),void 0===o&&(o=0),void 0===s&&(s=0),void 0===a&&(a=function(e){return 0|e}),e<0||e>=this._groups.length)||this._groups[e].addSlider(t,i,r,n,o,s,a)},t}(s),k=i(29),U=function(e){function t(t){var i=e.call(this,t)||this;return i._freezeControls=!1,i._bucketWidth=0,i._bucketHeight=0,i._buckets={},i}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"freezeControls",{get:function(){return this._freezeControls},set:function(e){if(this._freezeControls!==e){this._freezeControls=!1;var t=this.host.getSize(),i=t.width,r=t.height,n=this.host.getContext(),o=new k.a(0,0,i,r);this.host._numLayoutCalls=0,this.host._rootContainer._layout(o,n),e&&(this._updateMeasures(),this._useBuckets()&&this._makeBuckets()),this._freezeControls=e,this.host.markAsDirty()}},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"bucketWidth",{get:function(){return this._bucketWidth},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"bucketHeight",{get:function(){return this._bucketHeight},enumerable:!0,configurable:!0}),t.prototype.setBucketSizes=function(e,t){this._bucketWidth=e,this._bucketHeight=t,this._useBuckets()?this._freezeControls&&this._makeBuckets():this._buckets={}},t.prototype._useBuckets=function(){return this._bucketWidth>0&&this._bucketHeight>0},t.prototype._makeBuckets=function(){this._buckets={},this._bucketLen=Math.ceil(this.widthInPixels/this._bucketWidth),this._dispatchInBuckets(this._children)},t.prototype._dispatchInBuckets=function(e){for(var t=0;t0&&this._dispatchInBuckets(i._children)}},t.prototype._updateMeasures=function(){var e=0|this.leftInPixels,t=0|this.topInPixels;this._measureForChildren.left-=e,this._measureForChildren.top-=t,this._currentMeasure.left-=e,this._currentMeasure.top-=t,this._updateChildrenMeasures(this._children,e,t)},t.prototype._updateChildrenMeasures=function(e,t,i){for(var r=0;r0&&this._updateChildrenMeasures(o._children,t,i)}},t.prototype._getTypeName=function(){return"ScrollViewerWindow"},t.prototype._additionalProcessing=function(t,i){e.prototype._additionalProcessing.call(this,t,i),this._parentMeasure=t,this._measureForChildren.left=this._currentMeasure.left,this._measureForChildren.top=this._currentMeasure.top,this._measureForChildren.width=t.width,this._measureForChildren.height=t.height},t.prototype._layout=function(t,i){return this._freezeControls?(this.invalidateRect(),!1):e.prototype._layout.call(this,t,i)},t.prototype._scrollChildren=function(e,t,i){for(var r=0;r0&&this._scrollChildren(o._children,t,i)}},t.prototype._scrollChildrenWithBuckets=function(e,t,i,r){for(var n=Math.max(0,Math.floor(-e/this._bucketWidth)),o=Math.floor((-e+this._parentMeasure.width-1)/this._bucketWidth),s=Math.max(0,Math.floor(-t/this._bucketHeight)),a=Math.floor((-t+this._parentMeasure.height-1)/this._bucketHeight);s<=a;){for(var h=n;h<=o;++h){var l=s*this._bucketLen+h,c=this._buckets[l];if(c)for(var u=0;uthis._tempMeasure.left+this._tempMeasure.width||tthis._tempMeasure.top+this._tempMeasure.height)&&(this.isVertical?this.value=this.minimum+(1-(t-this._currentMeasure.top)/this._currentMeasure.height)*(this.maximum-this.minimum):this.value=this.minimum+(e-this._currentMeasure.left)/this._currentMeasure.width*(this.maximum-this.minimum)));var i=0;i=this.isVertical?-(t-this._originY)/(this._currentMeasure.height-this._effectiveThumbThickness):(e-this._originX)/(this._currentMeasure.width-this._effectiveThumbThickness),this.value+=i*(this.maximum-this.minimum),this._originX=e,this._originY=t},t.prototype._onPointerDown=function(t,i,r,n){return this._first=!0,e.prototype._onPointerDown.call(this,t,i,r,n)},t}(I),z=function(e){function t(t){var i=e.call(this,t)||this;return i.name=t,i._thumbLength=.5,i._thumbHeight=1,i._barImageHeight=1,i._tempMeasure=new k.a(0,0,0,0),i.num90RotationInVerticalMode=1,i}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"backgroundImage",{get:function(){return this._backgroundBaseImage},set:function(e){var t=this;this._backgroundBaseImage!==e&&(this._backgroundBaseImage=e,this.isVertical&&0!==this.num90RotationInVerticalMode?e.isLoaded?(this._backgroundImage=e._rotate90(this.num90RotationInVerticalMode,!0),this._markAsDirty()):e.onImageLoadedObservable.addOnce((function(){var i=e._rotate90(t.num90RotationInVerticalMode,!0);t._backgroundImage=i,i.isLoaded||i.onImageLoadedObservable.addOnce((function(){t._markAsDirty()})),t._markAsDirty()})):(this._backgroundImage=e,e&&!e.isLoaded&&e.onImageLoadedObservable.addOnce((function(){t._markAsDirty()})),this._markAsDirty()))},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"thumbImage",{get:function(){return this._thumbBaseImage},set:function(e){var t=this;this._thumbBaseImage!==e&&(this._thumbBaseImage=e,this.isVertical&&0!==this.num90RotationInVerticalMode?e.isLoaded?(this._thumbImage=e._rotate90(-this.num90RotationInVerticalMode,!0),this._markAsDirty()):e.onImageLoadedObservable.addOnce((function(){var i=e._rotate90(-t.num90RotationInVerticalMode,!0);t._thumbImage=i,i.isLoaded||i.onImageLoadedObservable.addOnce((function(){t._markAsDirty()})),t._markAsDirty()})):(this._thumbImage=e,e&&!e.isLoaded&&e.onImageLoadedObservable.addOnce((function(){t._markAsDirty()})),this._markAsDirty()))},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"thumbLength",{get:function(){return this._thumbLength},set:function(e){this._thumbLength!==e&&(this._thumbLength=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"thumbHeight",{get:function(){return this._thumbHeight},set:function(e){this._thumbLength!==e&&(this._thumbHeight=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"barImageHeight",{get:function(){return this._barImageHeight},set:function(e){this._barImageHeight!==e&&(this._barImageHeight=e,this._markAsDirty())},enumerable:!0,configurable:!0}),t.prototype._getTypeName=function(){return"ImageScrollBar"},t.prototype._getThumbThickness=function(){return this._thumbWidth.isPixel?this._thumbWidth.getValue(this._host):this._backgroundBoxThickness*this._thumbWidth.getValue(this._host)},t.prototype._draw=function(e){e.save(),this._applyStates(e),this._prepareRenderingData("rectangle");var t=this._getThumbPosition(),i=this._renderLeft,r=this._renderTop,n=this._renderWidth,o=this._renderHeight;this._backgroundImage&&(this._tempMeasure.copyFromFloats(i,r,n,o),this.isVertical?(this._tempMeasure.copyFromFloats(i+n*(1-this._barImageHeight)*.5,this._currentMeasure.top,n*this._barImageHeight,o),this._tempMeasure.height+=this._effectiveThumbThickness,this._backgroundImage._currentMeasure.copyFrom(this._tempMeasure)):(this._tempMeasure.copyFromFloats(this._currentMeasure.left,r+o*(1-this._barImageHeight)*.5,n,o*this._barImageHeight),this._tempMeasure.width+=this._effectiveThumbThickness,this._backgroundImage._currentMeasure.copyFrom(this._tempMeasure)),this._backgroundImage._draw(e)),this.isVertical?this._tempMeasure.copyFromFloats(i-this._effectiveBarOffset+this._currentMeasure.width*(1-this._thumbHeight)*.5,this._currentMeasure.top+t,this._currentMeasure.width*this._thumbHeight,this._effectiveThumbThickness):this._tempMeasure.copyFromFloats(this._currentMeasure.left+t,this._currentMeasure.top+this._currentMeasure.height*(1-this._thumbHeight)*.5,this._effectiveThumbThickness,this._currentMeasure.height*this._thumbHeight),this._thumbImage&&(this._thumbImage._currentMeasure.copyFrom(this._tempMeasure),this._thumbImage._draw(e)),e.restore()},t.prototype._updateValueFromPointer=function(e,t){0!=this.rotation&&(this._invertTransformMatrix.transformCoordinates(e,t,this._transformedPosition),e=this._transformedPosition.x,t=this._transformedPosition.y),this._first&&(this._first=!1,this._originX=e,this._originY=t,(ethis._tempMeasure.left+this._tempMeasure.width||tthis._tempMeasure.top+this._tempMeasure.height)&&(this.isVertical?this.value=this.minimum+(1-(t-this._currentMeasure.top)/this._currentMeasure.height)*(this.maximum-this.minimum):this.value=this.minimum+(e-this._currentMeasure.left)/this._currentMeasure.width*(this.maximum-this.minimum)));var i=0;i=this.isVertical?-(t-this._originY)/(this._currentMeasure.height-this._effectiveThumbThickness):(e-this._originX)/(this._currentMeasure.width-this._effectiveThumbThickness),this.value+=i*(this.maximum-this.minimum),this._originX=e,this._originY=t},t.prototype._onPointerDown=function(t,i,r,n){return this._first=!0,e.prototype._onPointerDown.call(this,t,i,r,n)},t}(I),j=function(e){function t(t,i){var r=e.call(this,t)||this;return r._barSize=20,r._pointerIsOver=!1,r._wheelPrecision=.05,r._thumbLength=.5,r._thumbHeight=1,r._barImageHeight=1,r._horizontalBarImageHeight=1,r._verticalBarImageHeight=1,r._forceHorizontalBar=!1,r._forceVerticalBar=!1,r._useImageBar=i||!1,r.onDirtyObservable.add((function(){r._horizontalBarSpace.color=r.color,r._verticalBarSpace.color=r.color,r._dragSpace.color=r.color})),r.onPointerEnterObservable.add((function(){r._pointerIsOver=!0})),r.onPointerOutObservable.add((function(){r._pointerIsOver=!1})),r._grid=new y,r._useImageBar?(r._horizontalBar=new z,r._verticalBar=new z):(r._horizontalBar=new V,r._verticalBar=new V),r._window=new U("scrollViewer_window"),r._window.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,r._window.verticalAlignment=h.a.VERTICAL_ALIGNMENT_TOP,r._grid.addColumnDefinition(1),r._grid.addColumnDefinition(0,!0),r._grid.addRowDefinition(1),r._grid.addRowDefinition(0,!0),e.prototype.addControl.call(r,r._grid),r._grid.addControl(r._window,0,0),r._verticalBarSpace=new s,r._verticalBarSpace.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,r._verticalBarSpace.verticalAlignment=h.a.VERTICAL_ALIGNMENT_TOP,r._verticalBarSpace.thickness=1,r._grid.addControl(r._verticalBarSpace,0,1),r._addBar(r._verticalBar,r._verticalBarSpace,!0,Math.PI),r._horizontalBarSpace=new s,r._horizontalBarSpace.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_LEFT,r._horizontalBarSpace.verticalAlignment=h.a.VERTICAL_ALIGNMENT_TOP,r._horizontalBarSpace.thickness=1,r._grid.addControl(r._horizontalBarSpace,1,0),r._addBar(r._horizontalBar,r._horizontalBarSpace,!1,0),r._dragSpace=new s,r._dragSpace.thickness=1,r._grid.addControl(r._dragSpace,1,1),r._useImageBar||(r.barColor="grey",r.barBackground="transparent"),r}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"horizontalBar",{get:function(){return this._horizontalBar},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"verticalBar",{get:function(){return this._verticalBar},enumerable:!0,configurable:!0}),t.prototype.addControl=function(e){return e?(this._window.addControl(e),this):this},t.prototype.removeControl=function(e){return this._window.removeControl(e),this},Object.defineProperty(t.prototype,"children",{get:function(){return this._window.children},enumerable:!0,configurable:!0}),t.prototype._flagDescendantsAsMatrixDirty=function(){for(var e=0,t=this._children;e1&&(e=1),this._wheelPrecision=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"scrollBackground",{get:function(){return this._horizontalBarSpace.background},set:function(e){this._horizontalBarSpace.background!==e&&(this._horizontalBarSpace.background=e,this._verticalBarSpace.background=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"barColor",{get:function(){return this._barColor},set:function(e){this._barColor!==e&&(this._barColor=e,this._horizontalBar.color=e,this._verticalBar.color=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"thumbImage",{get:function(){return this._barImage},set:function(e){if(this._barImage!==e){this._barImage=e;var t=this._horizontalBar,i=this._verticalBar;t.thumbImage=e,i.thumbImage=e}},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"horizontalThumbImage",{get:function(){return this._horizontalBarImage},set:function(e){this._horizontalBarImage!==e&&(this._horizontalBarImage=e,this._horizontalBar.thumbImage=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"verticalThumbImage",{get:function(){return this._verticalBarImage},set:function(e){this._verticalBarImage!==e&&(this._verticalBarImage=e,this._verticalBar.thumbImage=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"barSize",{get:function(){return this._barSize},set:function(e){this._barSize!==e&&(this._barSize=e,this._markAsDirty(),this._horizontalBar.isVisible&&this._grid.setRowDefinition(1,this._barSize,!0),this._verticalBar.isVisible&&this._grid.setColumnDefinition(1,this._barSize,!0))},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"thumbLength",{get:function(){return this._thumbLength},set:function(e){if(this._thumbLength!==e){e<=0&&(e=.1),e>1&&(e=1),this._thumbLength=e;var t=this._horizontalBar,i=this._verticalBar;t.thumbLength=e,i.thumbLength=e,this._markAsDirty()}},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"thumbHeight",{get:function(){return this._thumbHeight},set:function(e){if(this._thumbHeight!==e){e<=0&&(e=.1),e>1&&(e=1),this._thumbHeight=e;var t=this._horizontalBar,i=this._verticalBar;t.thumbHeight=e,i.thumbHeight=e,this._markAsDirty()}},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"barImageHeight",{get:function(){return this._barImageHeight},set:function(e){if(this._barImageHeight!==e){e<=0&&(e=.1),e>1&&(e=1),this._barImageHeight=e;var t=this._horizontalBar,i=this._verticalBar;t.barImageHeight=e,i.barImageHeight=e,this._markAsDirty()}},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"horizontalBarImageHeight",{get:function(){return this._horizontalBarImageHeight},set:function(e){this._horizontalBarImageHeight!==e&&(e<=0&&(e=.1),e>1&&(e=1),this._horizontalBarImageHeight=e,this._horizontalBar.barImageHeight=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"verticalBarImageHeight",{get:function(){return this._verticalBarImageHeight},set:function(e){this._verticalBarImageHeight!==e&&(e<=0&&(e=.1),e>1&&(e=1),this._verticalBarImageHeight=e,this._verticalBar.barImageHeight=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"barBackground",{get:function(){return this._barBackground},set:function(e){if(this._barBackground!==e){this._barBackground=e;var t=this._horizontalBar,i=this._verticalBar;t.background=e,i.background=e,this._dragSpace.background=e}},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"barImage",{get:function(){return this._barBackgroundImage},set:function(e){this._barBackgroundImage,this._barBackgroundImage=e;var t=this._horizontalBar,i=this._verticalBar;t.backgroundImage=e,i.backgroundImage=e},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"horizontalBarImage",{get:function(){return this._horizontalBarBackgroundImage},set:function(e){this._horizontalBarBackgroundImage,this._horizontalBarBackgroundImage=e,this._horizontalBar.backgroundImage=e},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"verticalBarImage",{get:function(){return this._verticalBarBackgroundImage},set:function(e){this._verticalBarBackgroundImage,this._verticalBarBackgroundImage=e,this._verticalBar.backgroundImage=e},enumerable:!0,configurable:!0}),t.prototype._setWindowPosition=function(){var e=this.host.idealRatio,t=this._window._currentMeasure.width,i=this._window._currentMeasure.height,r=this._clientWidth-t,n=this._clientHeight-i,o=this._horizontalBar.value/e*r+"px",s=this._verticalBar.value/e*n+"px";o!==this._window.left&&(this._window.left=o,this.freezeControls||(this._rebuildLayout=!0)),s!==this._window.top&&(this._window.top=s,this.freezeControls||(this._rebuildLayout=!0))},t.prototype._updateScroller=function(){var e=this._window._currentMeasure.width,t=this._window._currentMeasure.height;this._horizontalBar.isVisible&&e<=this._clientWidth&&!this.forceHorizontalBar?(this._grid.setRowDefinition(1,0,!0),this._horizontalBar.isVisible=!1,this._horizontalBar.value=0,this._rebuildLayout=!0):!this._horizontalBar.isVisible&&(e>this._clientWidth||this.forceHorizontalBar)&&(this._grid.setRowDefinition(1,this._barSize,!0),this._horizontalBar.isVisible=!0,this._rebuildLayout=!0),this._verticalBar.isVisible&&t<=this._clientHeight&&!this.forceVerticalBar?(this._grid.setColumnDefinition(1,0,!0),this._verticalBar.isVisible=!1,this._verticalBar.value=0,this._rebuildLayout=!0):!this._verticalBar.isVisible&&(t>this._clientHeight||this.forceVerticalBar)&&(this._grid.setColumnDefinition(1,this._barSize,!0),this._verticalBar.isVisible=!0,this._rebuildLayout=!0),this._buildClientSizes();var i=this.host.idealRatio;this._horizontalBar.thumbWidth=.9*this._thumbLength*(this._clientWidth/i)+"px",this._verticalBar.thumbWidth=.9*this._thumbLength*(this._clientHeight/i)+"px"},t.prototype._link=function(t){e.prototype._link.call(this,t),this._attachWheel()},t.prototype._addBar=function(e,t,i,r){var n=this;e.paddingLeft=0,e.width="100%",e.height="100%",e.barOffset=0,e.value=0,e.maximum=1,e.horizontalAlignment=h.a.HORIZONTAL_ALIGNMENT_CENTER,e.verticalAlignment=h.a.VERTICAL_ALIGNMENT_CENTER,e.isVertical=i,e.rotation=r,e.isVisible=!1,t.addControl(e),e.onValueChangedObservable.add((function(e){n._setWindowPosition()}))},t.prototype._attachWheel=function(){var e=this;this._host&&!this._onWheelObserver&&(this._onWheelObserver=this.onWheelObservable.add((function(t){e._pointerIsOver&&(1==e._verticalBar.isVisible&&(t.y<0&&e._verticalBar.value>0?e._verticalBar.value-=e._wheelPrecision:t.y>0&&e._verticalBar.value0&&e._horizontalBar.value>0&&(e._horizontalBar.value-=e._wheelPrecision)))})))},t.prototype._renderHighlightSpecific=function(t){this.isHighlighted&&(e.prototype._renderHighlightSpecific.call(this,t),this._grid._renderHighlightSpecific(t),t.restore())},t.prototype.dispose=function(){this.onWheelObservable.remove(this._onWheelObserver),this._onWheelObserver=null,e.prototype.dispose.call(this)},t}(s);o.a.RegisteredTypes["BABYLON.GUI.ScrollViewer"]=j;var W=function(){},G=function(e){function t(){var t=null!==e&&e.apply(this,arguments)||this;return t.onKeyPressObservable=new l.a,t.defaultButtonWidth="40px",t.defaultButtonHeight="40px",t.defaultButtonPaddingLeft="2px",t.defaultButtonPaddingRight="2px",t.defaultButtonPaddingTop="2px",t.defaultButtonPaddingBottom="2px",t.defaultButtonColor="#DDD",t.defaultButtonBackground="#070707",t.shiftButtonColor="#7799FF",t.selectedShiftThickness=1,t.shiftState=0,t._currentlyConnectedInputText=null,t._connectedInputTexts=[],t._onKeyPressObserver=null,t}return Object(r.c)(t,e),t.prototype._getTypeName=function(){return"VirtualKeyboard"},t.prototype._createKey=function(e,t){var i=this,r=p.CreateSimpleButton(e,e);return r.width=t&&t.width?t.width:this.defaultButtonWidth,r.height=t&&t.height?t.height:this.defaultButtonHeight,r.color=t&&t.color?t.color:this.defaultButtonColor,r.background=t&&t.background?t.background:this.defaultButtonBackground,r.paddingLeft=t&&t.paddingLeft?t.paddingLeft:this.defaultButtonPaddingLeft,r.paddingRight=t&&t.paddingRight?t.paddingRight:this.defaultButtonPaddingRight,r.paddingTop=t&&t.paddingTop?t.paddingTop:this.defaultButtonPaddingTop,r.paddingBottom=t&&t.paddingBottom?t.paddingBottom:this.defaultButtonPaddingBottom,r.thickness=0,r.isFocusInvisible=!0,r.shadowColor=this.shadowColor,r.shadowBlur=this.shadowBlur,r.shadowOffsetX=this.shadowOffsetX,r.shadowOffsetY=this.shadowOffsetY,r.onPointerUpObservable.add((function(){i.onKeyPressObservable.notifyObservers(e)})),r},t.prototype.addKeysRow=function(e,t){var i=new _;i.isVertical=!1,i.isFocusInvisible=!0;for(var r=null,n=0;nr.heightInPixels)&&(r=s),i.addControl(s)}i.height=r?r.height:this.defaultButtonHeight,this.addControl(i)},t.prototype.applyShiftState=function(e){if(this.children)for(var t=0;t1?this.selectedShiftThickness:0),s.text=e>0?s.text.toUpperCase():s.text.toLowerCase()}}}},Object.defineProperty(t.prototype,"connectedInputText",{get:function(){return this._currentlyConnectedInputText},enumerable:!0,configurable:!0}),t.prototype.connect=function(e){var t=this;if(!this._connectedInputTexts.some((function(t){return t.input===e}))){null===this._onKeyPressObserver&&(this._onKeyPressObserver=this.onKeyPressObservable.add((function(e){if(t._currentlyConnectedInputText){switch(t._currentlyConnectedInputText._host.focusedControl=t._currentlyConnectedInputText,e){case"⇧":return t.shiftState++,t.shiftState>2&&(t.shiftState=0),void t.applyShiftState(t.shiftState);case"←":return void t._currentlyConnectedInputText.processKey(8);case"↵":return void t._currentlyConnectedInputText.processKey(13)}t._currentlyConnectedInputText.processKey(-1,t.shiftState?e.toUpperCase():e),1===t.shiftState&&(t.shiftState=0,t.applyShiftState(t.shiftState))}}))),this.isVisible=!1,this._currentlyConnectedInputText=e,e._connectedVirtualKeyboard=this;var i=e.onFocusObservable.add((function(){t._currentlyConnectedInputText=e,e._connectedVirtualKeyboard=t,t.isVisible=!0})),r=e.onBlurObservable.add((function(){e._connectedVirtualKeyboard=null,t._currentlyConnectedInputText=null,t.isVisible=!1}));this._connectedInputTexts.push({input:e,onBlurObserver:r,onFocusObserver:i})}},t.prototype.disconnect=function(e){var t=this;if(e){var i=this._connectedInputTexts.filter((function(t){return t.input===e}));1===i.length&&(this._removeConnectedInputObservables(i[0]),this._connectedInputTexts=this._connectedInputTexts.filter((function(t){return t.input!==e})),this._currentlyConnectedInputText===e&&(this._currentlyConnectedInputText=null))}else this._connectedInputTexts.forEach((function(e){t._removeConnectedInputObservables(e)})),this._connectedInputTexts=[];0===this._connectedInputTexts.length&&(this._currentlyConnectedInputText=null,this.onKeyPressObservable.remove(this._onKeyPressObserver),this._onKeyPressObserver=null)},t.prototype._removeConnectedInputObservables=function(e){e.input._connectedVirtualKeyboard=null,e.input.onFocusObservable.remove(e.onFocusObserver),e.input.onBlurObservable.remove(e.onBlurObserver)},t.prototype.dispose=function(){e.prototype.dispose.call(this),this.disconnect()},t.CreateDefaultLayout=function(e){var i=new t(e);return i.addKeysRow(["1","2","3","4","5","6","7","8","9","0","←"]),i.addKeysRow(["q","w","e","r","t","y","u","i","o","p"]),i.addKeysRow(["a","s","d","f","g","h","j","k","l",";","'","↵"]),i.addKeysRow(["⇧","z","x","c","v","b","n","m",",",".","/"]),i.addKeysRow([" "],[{width:"200px"}]),i},t}(_);o.a.RegisteredTypes["BABYLON.GUI.VirtualKeyboard"]=G;var H=function(e){function t(t){var i=e.call(this,t)||this;return i.name=t,i._cellWidth=20,i._cellHeight=20,i._minorLineTickness=1,i._minorLineColor="DarkGray",i._majorLineTickness=2,i._majorLineColor="White",i._majorLineFrequency=5,i._background="Black",i._displayMajorLines=!0,i._displayMinorLines=!0,i}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"displayMinorLines",{get:function(){return this._displayMinorLines},set:function(e){this._displayMinorLines!==e&&(this._displayMinorLines=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"displayMajorLines",{get:function(){return this._displayMajorLines},set:function(e){this._displayMajorLines!==e&&(this._displayMajorLines=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"background",{get:function(){return this._background},set:function(e){this._background!==e&&(this._background=e,this._markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"cellWidth",{get:function(){return this._cellWidth},set:function(e){this._cellWidth=e,this._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"cellHeight",{get:function(){return this._cellHeight},set:function(e){this._cellHeight=e,this._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"minorLineTickness",{get:function(){return this._minorLineTickness},set:function(e){this._minorLineTickness=e,this._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"minorLineColor",{get:function(){return this._minorLineColor},set:function(e){this._minorLineColor=e,this._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"majorLineTickness",{get:function(){return this._majorLineTickness},set:function(e){this._majorLineTickness=e,this._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"majorLineColor",{get:function(){return this._majorLineColor},set:function(e){this._majorLineColor=e,this._markAsDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"majorLineFrequency",{get:function(){return this._majorLineFrequency},set:function(e){this._majorLineFrequency=e,this._markAsDirty()},enumerable:!0,configurable:!0}),t.prototype._draw=function(e,t){if(e.save(),this._applyStates(e),this._isEnabled){this._background&&(e.fillStyle=this._background,e.fillRect(this._currentMeasure.left,this._currentMeasure.top,this._currentMeasure.width,this._currentMeasure.height));var i=this._currentMeasure.width/this._cellWidth,r=this._currentMeasure.height/this._cellHeight,n=this._currentMeasure.left+this._currentMeasure.width/2,o=this._currentMeasure.top+this._currentMeasure.height/2;if(this._displayMinorLines){e.strokeStyle=this._minorLineColor,e.lineWidth=this._minorLineTickness;for(var s=-i/2;s0&&e.isBackground===t&&e.renderTargetTextures.indexOf(r)>-1&&0!=(e.layerMask&i)},e.prototype._drawRenderTargetBackground=function(e){var t=this;this._draw((function(i){return t._drawRenderTargetPredicate(i,!0,t.scene.activeCamera.layerMask,e)}))},e.prototype._drawRenderTargetForeground=function(e){var t=this;this._draw((function(i){return t._drawRenderTargetPredicate(i,!1,t.scene.activeCamera.layerMask,e)}))},e.prototype.addFromContainer=function(e){var t=this;e.layers&&e.layers.forEach((function(e){t.scene.layers.push(e)}))},e.prototype.removeFromContainer=function(e,t){var i=this;void 0===t&&(t=!1),e.layers&&e.layers.forEach((function(e){var r=i.scene.layers.indexOf(e);-1!==r&&i.scene.layers.splice(r,1),t&&e.dispose()}))},e}(),v=i(6),y=(i(75),"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\n\n#include\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef LINEAR\nbaseColor.rgb=toGammaSpace(baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=baseColor*color;\n}");v.a.ShadersStore.layerPixelShader=y;var x="\nattribute vec2 position;\n\nuniform vec2 scale;\nuniform vec2 offset;\nuniform mat4 textureMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) {\nvec2 shiftedPosition=position*scale+offset;\nvUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));\ngl_Position=vec4(shiftedPosition,0.0,1.0);\n}";v.a.ShadersStore.layerVertexShader=x;var T=function(){function e(e,t,i,r,s){this.name=e,this.scale=new o.d(1,1),this.offset=new o.d(0,0),this.alphaBlendingMode=2,this.layerMask=268435455,this.renderTargetTextures=[],this.renderOnlyInRenderTargetTextures=!1,this._vertexBuffers={},this.onDisposeObservable=new n.a,this.onBeforeRenderObservable=new n.a,this.onAfterRenderObservable=new n.a,this.texture=t?new u.a(t,i,!0):null,this.isBackground=void 0===r||r,this.color=void 0===s?new d.b(1,1,1,1):s,this._scene=i||p.a.LastCreatedScene;var a=this._scene._getComponent(m.a.NAME_LAYER);a||(a=new b(this._scene),this._scene._addComponent(a)),this._scene.layers.push(this);var h=this._scene.getEngine(),l=[];l.push(1,1),l.push(-1,1),l.push(-1,-1),l.push(1,-1);var c=new _.b(h,l,_.b.PositionKind,!1,!1,2);this._vertexBuffers[_.b.PositionKind]=c,this._createIndexBuffer()}return Object.defineProperty(e.prototype,"onDispose",{set:function(e){this._onDisposeObserver&&this.onDisposeObservable.remove(this._onDisposeObserver),this._onDisposeObserver=this.onDisposeObservable.add(e)},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"onBeforeRender",{set:function(e){this._onBeforeRenderObserver&&this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver),this._onBeforeRenderObserver=this.onBeforeRenderObservable.add(e)},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"onAfterRender",{set:function(e){this._onAfterRenderObserver&&this.onAfterRenderObservable.remove(this._onAfterRenderObserver),this._onAfterRenderObserver=this.onAfterRenderObservable.add(e)},enumerable:!0,configurable:!0}),e.prototype._createIndexBuffer=function(){var e=this._scene.getEngine(),t=[];t.push(0),t.push(1),t.push(2),t.push(0),t.push(2),t.push(3),this._indexBuffer=e.createIndexBuffer(t)},e.prototype._rebuild=function(){var e=this._vertexBuffers[_.b.PositionKind];e&&e._rebuild(),this._createIndexBuffer()},e.prototype.render=function(){var e=this._scene.getEngine(),t="";this.alphaTest&&(t="#define ALPHATEST"),this.texture&&!this.texture.gammaSpace&&(t+="\r\n#define LINEAR"),this._previousDefines!==t&&(this._previousDefines=t,this._effect=e.createEffect("layer",[_.b.PositionKind],["textureMatrix","color","scale","offset"],["textureSampler"],t));var i=this._effect;if(i&&i.isReady()&&this.texture&&this.texture.isReady()){e=this._scene.getEngine();this.onBeforeRenderObservable.notifyObservers(this),e.enableEffect(i),e.setState(!1),i.setTexture("textureSampler",this.texture),i.setMatrix("textureMatrix",this.texture.getTextureMatrix()),i.setFloat4("color",this.color.r,this.color.g,this.color.b,this.color.a),i.setVector2("offset",this.offset),i.setVector2("scale",this.scale),e.bindBuffers(this._vertexBuffers,this._indexBuffer,i),this.alphaTest?e.drawElementsType(g.a.TriangleFillMode,0,6):(e.setAlphaMode(this.alphaBlendingMode),e.drawElementsType(g.a.TriangleFillMode,0,6),e.setAlphaMode(0)),this.onAfterRenderObservable.notifyObservers(this)}},e.prototype.dispose=function(){var e=this._vertexBuffers[_.b.PositionKind];e&&(e.dispose(),this._vertexBuffers[_.b.PositionKind]=null),this._indexBuffer&&(this._scene.getEngine()._releaseBuffer(this._indexBuffer),this._indexBuffer=null),this.texture&&(this.texture.dispose(),this.texture=null),this.renderTargetTextures=[];var t=this._scene.layers.indexOf(this);this._scene.layers.splice(t,1),this.onDisposeObservable.notifyObservers(this),this.onDisposeObservable.clear(),this.onAfterRenderObservable.clear(),this.onBeforeRenderObservable.clear()},e}(),M=i(31),E=i(14),A=function(){function e(e){this._fontFamily="Arial",this._fontStyle="",this._fontWeight="",this._fontSize=new E.a(18,E.a.UNITMODE_PIXEL,!1),this.onChangedObservable=new n.a,this._host=e}return Object.defineProperty(e.prototype,"fontSize",{get:function(){return this._fontSize.toString(this._host)},set:function(e){this._fontSize.toString(this._host)!==e&&this._fontSize.fromString(e)&&this.onChangedObservable.notifyObservers(this)},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"fontFamily",{get:function(){return this._fontFamily},set:function(e){this._fontFamily!==e&&(this._fontFamily=e,this.onChangedObservable.notifyObservers(this))},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"fontStyle",{get:function(){return this._fontStyle},set:function(e){this._fontStyle!==e&&(this._fontStyle=e,this.onChangedObservable.notifyObservers(this))},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"fontWeight",{get:function(){return this._fontWeight},set:function(e){this._fontWeight!==e&&(this._fontWeight=e,this.onChangedObservable.notifyObservers(this))},enumerable:!0,configurable:!0}),e.prototype.dispose=function(){this.onChangedObservable.clear()},e}(),O=i(29),P=function(){function e(){}return e.ALPHA_DISABLE=0,e.ALPHA_ADD=1,e.ALPHA_COMBINE=2,e.ALPHA_SUBTRACT=3,e.ALPHA_MULTIPLY=4,e.ALPHA_MAXIMIZED=5,e.ALPHA_ONEONE=6,e.ALPHA_PREMULTIPLIED=7,e.ALPHA_PREMULTIPLIED_PORTERDUFF=8,e.ALPHA_INTERPOLATE=9,e.ALPHA_SCREENMODE=10,e.ALPHA_ONEONE_ONEONE=11,e.ALPHA_ALPHATOCOLOR=12,e.ALPHA_REVERSEONEMINUS=13,e.ALPHA_SRC_DSTONEMINUSSRCALPHA=14,e.ALPHA_ONEONE_ONEZERO=15,e.ALPHA_EXCLUSION=16,e.ALPHA_EQUATION_ADD=0,e.ALPHA_EQUATION_SUBSTRACT=1,e.ALPHA_EQUATION_REVERSE_SUBTRACT=2,e.ALPHA_EQUATION_MAX=3,e.ALPHA_EQUATION_MIN=4,e.ALPHA_EQUATION_DARKEN=5,e.DELAYLOADSTATE_NONE=0,e.DELAYLOADSTATE_LOADED=1,e.DELAYLOADSTATE_LOADING=2,e.DELAYLOADSTATE_NOTLOADED=4,e.NEVER=512,e.ALWAYS=519,e.LESS=513,e.EQUAL=514,e.LEQUAL=515,e.GREATER=516,e.GEQUAL=518,e.NOTEQUAL=517,e.KEEP=7680,e.REPLACE=7681,e.INCR=7682,e.DECR=7683,e.INVERT=5386,e.INCR_WRAP=34055,e.DECR_WRAP=34056,e.TEXTURE_CLAMP_ADDRESSMODE=0,e.TEXTURE_WRAP_ADDRESSMODE=1,e.TEXTURE_MIRROR_ADDRESSMODE=2,e.TEXTUREFORMAT_ALPHA=0,e.TEXTUREFORMAT_LUMINANCE=1,e.TEXTUREFORMAT_LUMINANCE_ALPHA=2,e.TEXTUREFORMAT_RGB=4,e.TEXTUREFORMAT_RGBA=5,e.TEXTUREFORMAT_RED=6,e.TEXTUREFORMAT_R=6,e.TEXTUREFORMAT_RG=7,e.TEXTUREFORMAT_RED_INTEGER=8,e.TEXTUREFORMAT_R_INTEGER=8,e.TEXTUREFORMAT_RG_INTEGER=9,e.TEXTUREFORMAT_RGB_INTEGER=10,e.TEXTUREFORMAT_RGBA_INTEGER=11,e.TEXTURETYPE_UNSIGNED_BYTE=0,e.TEXTURETYPE_UNSIGNED_INT=0,e.TEXTURETYPE_FLOAT=1,e.TEXTURETYPE_HALF_FLOAT=2,e.TEXTURETYPE_BYTE=3,e.TEXTURETYPE_SHORT=4,e.TEXTURETYPE_UNSIGNED_SHORT=5,e.TEXTURETYPE_INT=6,e.TEXTURETYPE_UNSIGNED_INTEGER=7,e.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4=8,e.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1=9,e.TEXTURETYPE_UNSIGNED_SHORT_5_6_5=10,e.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV=11,e.TEXTURETYPE_UNSIGNED_INT_24_8=12,e.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV=13,e.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV=14,e.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV=15,e.TEXTURE_NEAREST_SAMPLINGMODE=1,e.TEXTURE_NEAREST_NEAREST=1,e.TEXTURE_BILINEAR_SAMPLINGMODE=2,e.TEXTURE_LINEAR_LINEAR=2,e.TEXTURE_TRILINEAR_SAMPLINGMODE=3,e.TEXTURE_LINEAR_LINEAR_MIPLINEAR=3,e.TEXTURE_NEAREST_NEAREST_MIPNEAREST=4,e.TEXTURE_NEAREST_LINEAR_MIPNEAREST=5,e.TEXTURE_NEAREST_LINEAR_MIPLINEAR=6,e.TEXTURE_NEAREST_LINEAR=7,e.TEXTURE_NEAREST_NEAREST_MIPLINEAR=8,e.TEXTURE_LINEAR_NEAREST_MIPNEAREST=9,e.TEXTURE_LINEAR_NEAREST_MIPLINEAR=10,e.TEXTURE_LINEAR_LINEAR_MIPNEAREST=11,e.TEXTURE_LINEAR_NEAREST=12,e.TEXTURE_EXPLICIT_MODE=0,e.TEXTURE_SPHERICAL_MODE=1,e.TEXTURE_PLANAR_MODE=2,e.TEXTURE_CUBIC_MODE=3,e.TEXTURE_PROJECTION_MODE=4,e.TEXTURE_SKYBOX_MODE=5,e.TEXTURE_INVCUBIC_MODE=6,e.TEXTURE_EQUIRECTANGULAR_MODE=7,e.TEXTURE_FIXED_EQUIRECTANGULAR_MODE=8,e.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE=9,e.SCALEMODE_FLOOR=1,e.SCALEMODE_NEAREST=2,e.SCALEMODE_CEILING=3,e.MATERIAL_TextureDirtyFlag=1,e.MATERIAL_LightDirtyFlag=2,e.MATERIAL_FresnelDirtyFlag=4,e.MATERIAL_AttributesDirtyFlag=8,e.MATERIAL_MiscDirtyFlag=16,e.MATERIAL_AllDirtyFlag=31,e.MATERIAL_TriangleFillMode=0,e.MATERIAL_WireFrameFillMode=1,e.MATERIAL_PointFillMode=2,e.MATERIAL_PointListDrawMode=3,e.MATERIAL_LineListDrawMode=4,e.MATERIAL_LineLoopDrawMode=5,e.MATERIAL_LineStripDrawMode=6,e.MATERIAL_TriangleStripDrawMode=7,e.MATERIAL_TriangleFanDrawMode=8,e.MATERIAL_ClockWiseSideOrientation=0,e.MATERIAL_CounterClockWiseSideOrientation=1,e.ACTION_NothingTrigger=0,e.ACTION_OnPickTrigger=1,e.ACTION_OnLeftPickTrigger=2,e.ACTION_OnRightPickTrigger=3,e.ACTION_OnCenterPickTrigger=4,e.ACTION_OnPickDownTrigger=5,e.ACTION_OnDoublePickTrigger=6,e.ACTION_OnPickUpTrigger=7,e.ACTION_OnPickOutTrigger=16,e.ACTION_OnLongPressTrigger=8,e.ACTION_OnPointerOverTrigger=9,e.ACTION_OnPointerOutTrigger=10,e.ACTION_OnEveryFrameTrigger=11,e.ACTION_OnIntersectionEnterTrigger=12,e.ACTION_OnIntersectionExitTrigger=13,e.ACTION_OnKeyDownTrigger=14,e.ACTION_OnKeyUpTrigger=15,e.PARTICLES_BILLBOARDMODE_Y=2,e.PARTICLES_BILLBOARDMODE_ALL=7,e.PARTICLES_BILLBOARDMODE_STRETCHED=8,e.MESHES_CULLINGSTRATEGY_STANDARD=0,e.MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY=1,e.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION=2,e.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY=3,e.SCENELOADER_NO_LOGGING=0,e.SCENELOADER_MINIMAL_LOGGING=1,e.SCENELOADER_SUMMARY_LOGGING=2,e.SCENELOADER_DETAILED_LOGGING=3,e}(),C=i(52),S=function(e){function t(t,i,r,o,s,a){void 0===i&&(i=0),void 0===r&&(r=0),void 0===s&&(s=!1),void 0===a&&(a=u.a.NEAREST_SAMPLINGMODE);var c=e.call(this,t,{width:i,height:r},o,s,a,P.TEXTUREFORMAT_RGBA)||this;return c._isDirty=!1,c._rootContainer=new M.a("root"),c._lastControlOver={},c._lastControlDown={},c._capturingControl={},c._linkedControls=new Array,c._isFullscreen=!1,c._fullscreenViewport=new C.a(0,0,1,1),c._idealWidth=0,c._idealHeight=0,c._useSmallestIdeal=!1,c._renderAtIdealSize=!1,c._blockNextFocusCheck=!1,c._renderScale=1,c._cursorChanged=!1,c._defaultMousePointerId=0,c._numLayoutCalls=0,c._numRenderCalls=0,c._clipboardData="",c.onClipboardObservable=new n.a,c.onControlPickedObservable=new n.a,c.onBeginLayoutObservable=new n.a,c.onEndLayoutObservable=new n.a,c.onBeginRenderObservable=new n.a,c.onEndRenderObservable=new n.a,c.premulAlpha=!1,c._useInvalidateRectOptimization=!0,c._invalidatedRectangle=null,c._clearMeasure=new O.a(0,0,0,0),c.onClipboardCopy=function(e){var t=e,i=new h.b(h.a.COPY,t);c.onClipboardObservable.notifyObservers(i),t.preventDefault()},c.onClipboardCut=function(e){var t=e,i=new h.b(h.a.CUT,t);c.onClipboardObservable.notifyObservers(i),t.preventDefault()},c.onClipboardPaste=function(e){var t=e,i=new h.b(h.a.PASTE,t);c.onClipboardObservable.notifyObservers(i),t.preventDefault()},(o=c.getScene())&&c._texture?(c._rootElement=o.getEngine().getInputElement(),c._renderObserver=o.onBeforeCameraRenderObservable.add((function(e){return c._checkUpdate(e)})),c._preKeyboardObserver=o.onPreKeyboardObservable.add((function(e){c._focusedControl&&(e.type===l.a.KEYDOWN&&c._focusedControl.processKeyboard(e.event),e.skipOnPointerObservable=!0)})),c._rootContainer._link(c),c.hasAlpha=!0,i&&r||(c._resizeObserver=o.getEngine().onResizeObservable.add((function(){return c._onResize()})),c._onResize()),c._texture.isReady=!0,c):c}return Object(r.c)(t,e),Object.defineProperty(t.prototype,"numLayoutCalls",{get:function(){return this._numLayoutCalls},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"numRenderCalls",{get:function(){return this._numRenderCalls},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"renderScale",{get:function(){return this._renderScale},set:function(e){e!==this._renderScale&&(this._renderScale=e,this._onResize())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"background",{get:function(){return this._background},set:function(e){this._background!==e&&(this._background=e,this.markAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"idealWidth",{get:function(){return this._idealWidth},set:function(e){this._idealWidth!==e&&(this._idealWidth=e,this.markAsDirty(),this._rootContainer._markAllAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"idealHeight",{get:function(){return this._idealHeight},set:function(e){this._idealHeight!==e&&(this._idealHeight=e,this.markAsDirty(),this._rootContainer._markAllAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"useSmallestIdeal",{get:function(){return this._useSmallestIdeal},set:function(e){this._useSmallestIdeal!==e&&(this._useSmallestIdeal=e,this.markAsDirty(),this._rootContainer._markAllAsDirty())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"renderAtIdealSize",{get:function(){return this._renderAtIdealSize},set:function(e){this._renderAtIdealSize!==e&&(this._renderAtIdealSize=e,this._onResize())},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"idealRatio",{get:function(){var e=0,t=0;return this._idealWidth&&(e=this.getSize().width/this._idealWidth),this._idealHeight&&(t=this.getSize().height/this._idealHeight),this._useSmallestIdeal&&this._idealWidth&&this._idealHeight?window.innerWidth1?a.notRenderable=!0:(a.notRenderable=!1,c.scaleInPlace(this.renderScale),a._moveToProjectedPosition(c))}else s.b.SetImmediate((function(){a.linkWithMesh(null)}))}}}(this._isDirty||this._rootContainer.isDirty)&&(this._isDirty=!1,this._render(),this.update(!0,this.premulAlpha))}},t.prototype._render=function(){var e=this.getSize(),t=e.width,i=e.height,r=this.getContext();r.font="18px Arial",r.strokeStyle="white",this.onBeginLayoutObservable.notifyObservers(this);var n=new O.a(0,0,t,i);this._numLayoutCalls=0,this._rootContainer._layout(n,r),this.onEndLayoutObservable.notifyObservers(this),this._isDirty=!1,this._invalidatedRectangle?this._clearMeasure.copyFrom(this._invalidatedRectangle):this._clearMeasure.copyFromFloats(0,0,t,i),r.clearRect(this._clearMeasure.left,this._clearMeasure.top,this._clearMeasure.width,this._clearMeasure.height),this._background&&(r.save(),r.fillStyle=this._background,r.fillRect(this._clearMeasure.left,this._clearMeasure.top,this._clearMeasure.width,this._clearMeasure.height),r.restore()),this.onBeginRenderObservable.notifyObservers(this),this._numRenderCalls=0,this._rootContainer._render(r,this._invalidatedRectangle),this.onEndRenderObservable.notifyObservers(this),this._invalidatedRectangle=null},t.prototype._changeCursor=function(e){this._rootElement&&(this._rootElement.style.cursor=e,this._cursorChanged=!0)},t.prototype._registerLastControlDown=function(e,t){this._lastControlDown[t]=e,this.onControlPickedObservable.notifyObservers(e)},t.prototype._doPicking=function(e,t,i,r,n,o,s){var h=this.getScene();if(h){var l=h.getEngine(),c=this.getSize();if(this._isFullscreen){var u=(h.cameraToUseForPointers||h.activeCamera).viewport;e*=c.width/(l.getRenderWidth()*u.width),t*=c.height/(l.getRenderHeight()*u.height)}this._capturingControl[r]?this._capturingControl[r]._processObservables(i,e,t,r,n):(this._cursorChanged=!1,this._rootContainer._processPicking(e,t,i,r,n,o,s)||(this._changeCursor(""),i===a.a.POINTERMOVE&&this._lastControlOver[r]&&(this._lastControlOver[r]._onPointerOut(this._lastControlOver[r]),delete this._lastControlOver[r])),this._cursorChanged||this._changeCursor(""),this._manageFocus())}},t.prototype._cleanControlAfterRemovalFromList=function(e,t){for(var i in e){if(e.hasOwnProperty(i))e[i]===t&&delete e[i]}},t.prototype._cleanControlAfterRemoval=function(e){this._cleanControlAfterRemovalFromList(this._lastControlDown,e),this._cleanControlAfterRemovalFromList(this._lastControlOver,e)},t.prototype.attach=function(){var e=this,t=this.getScene();if(t){var i=new C.a(0,0,0,0);this._pointerMoveObserver=t.onPrePointerObservable.add((function(r,n){if(!t.isPointerCaptured(r.event.pointerId)&&(r.type===a.a.POINTERMOVE||r.type===a.a.POINTERUP||r.type===a.a.POINTERDOWN||r.type===a.a.POINTERWHEEL)&&t){r.type===a.a.POINTERMOVE&&r.event.pointerId&&(e._defaultMousePointerId=r.event.pointerId);var o=t.cameraToUseForPointers||t.activeCamera,s=t.getEngine();o?o.viewport.toGlobalToRef(s.getRenderWidth(),s.getRenderHeight(),i):(i.x=0,i.y=0,i.width=s.getRenderWidth(),i.height=s.getRenderHeight());var h=t.pointerX/s.getHardwareScalingLevel()-i.x,l=t.pointerY/s.getHardwareScalingLevel()-(s.getRenderHeight()-i.y-i.height);e._shouldBlockPointer=!1;var c=r.event.pointerId||e._defaultMousePointerId;e._doPicking(h,l,r.type,c,r.event.button,r.event.deltaX,r.event.deltaY),e._shouldBlockPointer&&(r.skipOnPointerObservable=e._shouldBlockPointer)}})),this._attachToOnPointerOut(t)}},t.prototype.registerClipboardEvents=function(){self.addEventListener("copy",this.onClipboardCopy,!1),self.addEventListener("cut",this.onClipboardCut,!1),self.addEventListener("paste",this.onClipboardPaste,!1)},t.prototype.unRegisterClipboardEvents=function(){self.removeEventListener("copy",this.onClipboardCopy),self.removeEventListener("cut",this.onClipboardCut),self.removeEventListener("paste",this.onClipboardPaste)},t.prototype.attachToMesh=function(e,t){var i=this;void 0===t&&(t=!0);var r=this.getScene();r&&(this._pointerObserver=r.onPointerObservable.add((function(t,r){if(t.type===a.a.POINTERMOVE||t.type===a.a.POINTERUP||t.type===a.a.POINTERDOWN){var n=t.event.pointerId||i._defaultMousePointerId;if(t.pickInfo&&t.pickInfo.hit&&t.pickInfo.pickedMesh===e){var o=t.pickInfo.getTextureCoordinates();if(o){var s=i.getSize();i._doPicking(o.x*s.width,(1-o.y)*s.height,t.type,n,t.event.button)}}else if(t.type===a.a.POINTERUP){if(i._lastControlDown[n]&&i._lastControlDown[n]._forcePointerUp(n),delete i._lastControlDown[n],i.focusedControl){var h=i.focusedControl.keepsFocusWith(),l=!0;if(h)for(var c=0,u=h;c2096103.424&&d!==f))return navigator.msSaveBlob?navigator.msSaveBlob(v(l),p):y(l);h=(l=v(l)).type||a}else if(/([\x80-\xff])/.test(l)){for(var g=0,m=new Uint8Array(l.length),b=m.length;gr){var i=parseInt(e.dataset.labelnum),n=(i-1).toString();e.dataset.labelnum=n,e.querySelector('input[data-labelnum="'+i+'"]').dataset.labelnum=n,e.querySelector('button[data-labelnum="'+i+'"]').dataset.labelnum=n}})),t.parentNode.removeChild(t)},e.prototype.exportLabels=function(){for(var e=[],t=0;t0&&(r="+"),+(Math.round(parseFloat(+i[0].toString()+"e"+r.toString()+(+i[1].toString()+t.toString())))+"e-"+t)}return+(Math.round(parseFloat(e.toString()+"e+"+t.toString()))+"e-"+t)},e.prototype._createAxes=function(e){void 0===e&&(e=!1),e&&(this.axisData.tickBreaks[0]=1,this.axisData.tickBreaks[2]=1);var t=this.axisData.tickBreaks[0]*this.axisData.scale[0],i=this.axisData.tickBreaks[1]*this.axisData.scale[1],r=this.axisData.tickBreaks[2]*this.axisData.scale[2],s=Math.floor(this.axisData.range[0][0]/t)*t,a=Math.floor(this.axisData.range[1][0]/i)*i,h=Math.floor(this.axisData.range[2][0]/r)*r,l=Math.ceil(this.axisData.range[0][1]/t)*t,c=Math.ceil(this.axisData.range[1][1]/i)*i,u=Math.ceil(this.axisData.range[2][1]/r)*r;if(this.axisData.showAxes[0]){var f=n.LinesBuilder.CreateLines("axisX",{points:[new o.Vector3(s,a,h),new o.Vector3(l,a,h)]},this._scene);f.color=o.Color3.FromHexString(this.axisData.color[0]),this._axes.push(f);var d=this._makeTextPlane(this.axisData.axisLabels[0],1,this.axisData.color[0]);d.position=new o.Vector3(l/2,a-.5*c,h),this._axisLabels.push(d);for(var p=[],_=0;_<-Math.ceil(this.axisData.range[0][0]/t);_++)p.push(-(_+1)*t);for(_=0;_<=Math.ceil(this.axisData.range[0][1]/t);_++)p.push(_*t);var g=0;e&&(g=1);for(_=g;_1e4){var e=new o.Mesh("custom",this._scene),t=[],i=[];if(this._folded)for(var r=0;r1)?1:e.arc||1,h=e.slice&&e.slice<=0?1:e.slice||1,l=0===e.sideOrientation?0:e.sideOrientation||o.VertexData.DEFAULTSIDE,c=new r.e(i/2,n/2,s/2),u=2+t,f=2*u,d=[],p=[],_=[],g=[],m=0;m<=u;m++){for(var b=m/u,v=b*Math.PI*h,y=0;y<=f;y++){var x=y/f,T=x*Math.PI*2*a,M=r.a.RotationZ(-v),E=r.a.RotationY(T),A=r.e.TransformCoordinates(r.e.Up(),M),O=r.e.TransformCoordinates(A,E),P=O.multiply(c),C=O.divide(c).normalize();p.push(P.x,P.y,P.z),_.push(C.x,C.y,C.z),g.push(x,b)}if(m>0)for(var S=p.length/3,R=S-2*(f+1);R+f+20){var u=c/e*this._size;(f=s.BoxBuilder.CreateBox("box_"+i+"-"+n,{height:u,width:this.scaleColumn,depth:this.scaleRow},this._scene)).position=new o.Vector3(i*this.scaleColumn+.5*this.scaleColumn,u/2,n*this.scaleRow+.5*this.scaleRow),(d=new h.StandardMaterial("box_"+i+"-"+n+"_color",this._scene)).alpha=1,d.diffuseColor=o.Color3.FromHexString(this._coordColors[n+i*r.length].substring(0,7)),f.material=d,t.push(f)}else{var f,d;(f=a.PlaneBuilder.CreatePlane("box_"+i+"-"+n,{width:this.scaleColumn,height:this.scaleRow},this._scene)).position=new o.Vector3(i*this.scaleColumn+.5*this.scaleColumn,0,n*this.scaleRow+.5*this.scaleRow),f.rotation.x=Math.PI/2,(d=new h.StandardMaterial("box_"+i+"-"+n+"_color",this._scene)).alpha=1,d.diffuseColor=o.Color3.FromHexString(this._coordColors[n+i*r.length].substring(0,7)),d.backFaceCulling=!1,f.material=d,t.push(f)}}this.meshes=t,Object.defineProperty(this,"alpha",{set:function(e){for(var t=0;t0},enumerable:!0,configurable:!0}),e.prototype.init=function(){},e.prototype.attach=function(e){var t=this;this._attachedCamera=e;var i=this._attachedCamera.getScene();this._onPrePointerObservableObserver=i.onPrePointerObservable.add((function(e){e.type!==c.a.POINTERDOWN?e.type===c.a.POINTERUP&&(t._isPointerDown=!1):t._isPointerDown=!0})),this._onAfterCheckInputsObserver=e.onAfterCheckInputsObservable.add((function(){var e=u.a.Now,i=0;null!=t._lastFrameTime&&(i=e-t._lastFrameTime),t._lastFrameTime=e,t._applyUserInteraction();var r=e-t._lastInteractionTime-t._idleRotationWaitTime,n=Math.max(Math.min(r/t._idleRotationSpinupTime,1),0);t._cameraRotationSpeed=t._idleRotationSpeed*n,t._attachedCamera&&(t._attachedCamera.alpha-=t._cameraRotationSpeed*(i/1e3))}))},e.prototype.detach=function(){if(this._attachedCamera){var e=this._attachedCamera.getScene();this._onPrePointerObservableObserver&&e.onPrePointerObservable.remove(this._onPrePointerObservableObserver),this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver),this._attachedCamera=null}},e.prototype._userIsZooming=function(){return!!this._attachedCamera&&0!==this._attachedCamera.inertialRadiusOffset},e.prototype._shouldAnimationStopForInteraction=function(){if(!this._attachedCamera)return!1;var e=!1;return this._lastFrameRadius===this._attachedCamera.radius&&0!==this._attachedCamera.inertialRadiusOffset&&(e=!0),this._lastFrameRadius=this._attachedCamera.radius,this._zoomStopsAnimation?e:this._userIsZooming()},e.prototype._applyUserInteraction=function(){this._userIsMoving()&&!this._shouldAnimationStopForInteraction()&&(this._lastInteractionTime=u.a.Now)},e.prototype._userIsMoving=function(){return!!this._attachedCamera&&(0!==this._attachedCamera.inertialAlphaOffset||0!==this._attachedCamera.inertialBetaOffset||0!==this._attachedCamera.inertialRadiusOffset||0!==this._attachedCamera.inertialPanningX||0!==this._attachedCamera.inertialPanningY||this._isPointerDown)},e}(),d=i(69),p=function(){function e(){this._easingMode=e.EASINGMODE_EASEIN}return e.prototype.setEasingMode=function(e){var t=Math.min(Math.max(e,0),2);this._easingMode=t},e.prototype.getEasingMode=function(){return this._easingMode},e.prototype.easeInCore=function(e){throw new Error("You must implement this method")},e.prototype.ease=function(t){switch(this._easingMode){case e.EASINGMODE_EASEIN:return this.easeInCore(t);case e.EASINGMODE_EASEOUT:return 1-this.easeInCore(1-t)}return t>=.5?.5*(1-this.easeInCore(2*(1-t)))+.5:.5*this.easeInCore(2*t)},e.EASINGMODE_EASEIN=0,e.EASINGMODE_EASEOUT=1,e.EASINGMODE_EASEINOUT=2,e}(),_=(function(e){function t(){return null!==e&&e.apply(this,arguments)||this}Object(n.c)(t,e),t.prototype.easeInCore=function(e){return e=Math.max(0,Math.min(1,e)),1-Math.sqrt(1-e*e)}}(p),function(e){function t(t){void 0===t&&(t=1);var i=e.call(this)||this;return i.amplitude=t,i}return Object(n.c)(t,e),t.prototype.easeInCore=function(e){var t=Math.max(0,this.amplitude);return Math.pow(e,3)-e*t*Math.sin(3.141592653589793*e)},t}(p)),g=(function(e){function t(t,i){void 0===t&&(t=3),void 0===i&&(i=2);var r=e.call(this)||this;return r.bounces=t,r.bounciness=i,r}Object(n.c)(t,e),t.prototype.easeInCore=function(e){var t=Math.max(0,this.bounces),i=this.bounciness;i<=1&&(i=1.001);var r=Math.pow(i,t),n=1-i,o=(1-r)/n+.5*r,s=e*o,a=Math.log(-s*(1-i)+1)/Math.log(i),h=Math.floor(a),l=h+1,c=(1-Math.pow(i,h))/(n*o),u=.5*(c+(1-Math.pow(i,l))/(n*o)),f=e-u,d=u-c;return-Math.pow(1/i,t-h)/(d*d)*(f-d)*(f+d)}}(p),function(e){function t(){return null!==e&&e.apply(this,arguments)||this}Object(n.c)(t,e),t.prototype.easeInCore=function(e){return e*e*e}}(p),function(e){function t(t,i){void 0===t&&(t=3),void 0===i&&(i=3);var r=e.call(this)||this;return r.oscillations=t,r.springiness=i,r}Object(n.c)(t,e),t.prototype.easeInCore=function(e){var t=Math.max(0,this.oscillations),i=Math.max(0,this.springiness);return(0==i?e:(Math.exp(i*e)-1)/(Math.exp(i)-1))*Math.sin((6.283185307179586*t+1.5707963267948966)*e)}}(p),function(e){function t(t){void 0===t&&(t=2);var i=e.call(this)||this;return i.exponent=t,i}return Object(n.c)(t,e),t.prototype.easeInCore=function(e){return this.exponent<=0?e:(Math.exp(this.exponent*e)-1)/(Math.exp(this.exponent)-1)},t}(p)),m=(function(e){function t(t){void 0===t&&(t=2);var i=e.call(this)||this;return i.power=t,i}Object(n.c)(t,e),t.prototype.easeInCore=function(e){var t=Math.max(0,this.power);return Math.pow(e,t)}}(p),function(e){function t(){return null!==e&&e.apply(this,arguments)||this}Object(n.c)(t,e),t.prototype.easeInCore=function(e){return e*e}}(p),function(e){function t(){return null!==e&&e.apply(this,arguments)||this}Object(n.c)(t,e),t.prototype.easeInCore=function(e){return e*e*e*e}}(p),function(e){function t(){return null!==e&&e.apply(this,arguments)||this}Object(n.c)(t,e),t.prototype.easeInCore=function(e){return e*e*e*e*e}}(p),function(e){function t(){return null!==e&&e.apply(this,arguments)||this}Object(n.c)(t,e),t.prototype.easeInCore=function(e){return 1-Math.sin(1.5707963267948966*(1-e))}}(p),function(e){function t(t,i,r,n){void 0===t&&(t=0),void 0===i&&(i=0),void 0===r&&(r=1),void 0===n&&(n=1);var o=e.call(this)||this;return o.x1=t,o.y1=i,o.x2=r,o.y2=n,o}Object(n.c)(t,e),t.prototype.easeInCore=function(e){return d.c.Interpolate(e,this.x1,this.y1,this.x2,this.y2)}}(p),i(7)),b=i(16),v=i(10);!function(e){e[e.STEP=1]="STEP"}(r||(r={}));var y=function(){function e(e,t,i){this.name=e,this.from=t,this.to=i}return e.prototype.clone=function(){return new e(this.name,this.from,this.to)},e}(),x=i(46),T=function(){function e(t,i,r,n,o,s){this.name=t,this.targetProperty=i,this.framePerSecond=r,this.dataType=n,this.loopMode=o,this.enableBlending=s,this._runtimeAnimations=new Array,this._events=new Array,this.blendingSpeed=.01,this._ranges={},this.targetPropertyPath=i.split("."),this.dataType=n,this.loopMode=void 0===o?e.ANIMATIONLOOPMODE_CYCLE:o}return e._PrepareAnimation=function(t,i,r,n,o,s,h,l){var c=void 0;if(!isNaN(parseFloat(o))&&isFinite(o)?c=e.ANIMATIONTYPE_FLOAT:o instanceof a.b?c=e.ANIMATIONTYPE_QUATERNION:o instanceof a.e?c=e.ANIMATIONTYPE_VECTOR3:o instanceof a.d?c=e.ANIMATIONTYPE_VECTOR2:o instanceof m.a?c=e.ANIMATIONTYPE_COLOR3:o instanceof m.b?c=e.ANIMATIONTYPE_COLOR4:o instanceof x.a&&(c=e.ANIMATIONTYPE_SIZE),null==c)return null;var u=new e(t,i,r,c,h),f=[{frame:0,value:o},{frame:n,value:s}];return u.setKeys(f),void 0!==l&&u.setEasingFunction(l),u},e.CreateAnimation=function(t,i,r,n){var o=new e(t+"Animation",t,r,i,e.ANIMATIONLOOPMODE_CONSTANT);return o.setEasingFunction(n),o},e.CreateAndStartAnimation=function(t,i,r,n,o,s,a,h,l,c){var u=e._PrepareAnimation(t,r,n,o,s,a,h,l);return u?i.getScene().beginDirectAnimation(i,[u],0,o,1===u.loopMode,1,c):null},e.CreateAndStartHierarchyAnimation=function(t,i,r,n,o,s,a,h,l,c,u){var f=e._PrepareAnimation(t,n,o,s,a,h,l,c);return f?i.getScene().beginDirectHierarchyAnimation(i,r,[f],0,s,1===f.loopMode,1,u):null},e.CreateMergeAndStartAnimation=function(t,i,r,n,o,s,a,h,l,c){var u=e._PrepareAnimation(t,r,n,o,s,a,h,l);return u?(i.animations.push(u),i.getScene().beginAnimation(i,0,o,1===u.loopMode,1,c)):null},e.TransitionTo=function(e,t,i,r,n,o,s,a){if(void 0===a&&(a=null),s<=0)return i[e]=t,a&&a(),null;var h=n*(s/1e3);o.setKeys([{frame:0,value:i[e].clone?i[e].clone():i[e]},{frame:h,value:t}]),i.animations||(i.animations=[]),i.animations.push(o);var l=r.beginAnimation(i,0,h,!1);return l.onAnimationEnd=a,l},Object.defineProperty(e.prototype,"runtimeAnimations",{get:function(){return this._runtimeAnimations},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"hasRunningRuntimeAnimations",{get:function(){for(var e=0,t=this._runtimeAnimations;e=0;o--)this._keys[o].frame>=r&&this._keys[o].frame<=n&&this._keys.splice(o,1);this._ranges[e]=null}},e.prototype.getRange=function(e){return this._ranges[e]},e.prototype.getKeys=function(){return this._keys},e.prototype.getHighestFrame=function(){for(var e=0,t=0,i=this._keys.length;t0)return i.highLimitValue.clone?i.highLimitValue.clone():i.highLimitValue;var n=this._keys;if(1===n.length)return this._getKeyValue(n[0].value);var o=i.key;if(n[o].frame>=t)for(;o-1>=0&&n[o].frame>=t;)o--;for(var s=o;s=t){i.key=s;var h=n[s],l=this._getKeyValue(h.value);if(h.interpolation===r.STEP)return l;var c=this._getKeyValue(a.value),u=void 0!==h.outTangent&&void 0!==a.inTangent,f=a.frame-h.frame,d=(t-h.frame)/f,p=this.getEasingFunction();switch(null!=p&&(d=p.ease(d)),this.dataType){case e.ANIMATIONTYPE_FLOAT:var _=u?this.floatInterpolateFunctionWithTangents(l,h.outTangent*f,c,a.inTangent*f,d):this.floatInterpolateFunction(l,c,d);switch(i.loopMode){case e.ANIMATIONLOOPMODE_CYCLE:case e.ANIMATIONLOOPMODE_CONSTANT:return _;case e.ANIMATIONLOOPMODE_RELATIVE:return i.offsetValue*i.repeatCount+_}break;case e.ANIMATIONTYPE_QUATERNION:var g=u?this.quaternionInterpolateFunctionWithTangents(l,h.outTangent.scale(f),c,a.inTangent.scale(f),d):this.quaternionInterpolateFunction(l,c,d);switch(i.loopMode){case e.ANIMATIONLOOPMODE_CYCLE:case e.ANIMATIONLOOPMODE_CONSTANT:return g;case e.ANIMATIONLOOPMODE_RELATIVE:return g.addInPlace(i.offsetValue.scale(i.repeatCount))}return g;case e.ANIMATIONTYPE_VECTOR3:var m=u?this.vector3InterpolateFunctionWithTangents(l,h.outTangent.scale(f),c,a.inTangent.scale(f),d):this.vector3InterpolateFunction(l,c,d);switch(i.loopMode){case e.ANIMATIONLOOPMODE_CYCLE:case e.ANIMATIONLOOPMODE_CONSTANT:return m;case e.ANIMATIONLOOPMODE_RELATIVE:return m.add(i.offsetValue.scale(i.repeatCount))}case e.ANIMATIONTYPE_VECTOR2:var b=u?this.vector2InterpolateFunctionWithTangents(l,h.outTangent.scale(f),c,a.inTangent.scale(f),d):this.vector2InterpolateFunction(l,c,d);switch(i.loopMode){case e.ANIMATIONLOOPMODE_CYCLE:case e.ANIMATIONLOOPMODE_CONSTANT:return b;case e.ANIMATIONLOOPMODE_RELATIVE:return b.add(i.offsetValue.scale(i.repeatCount))}case e.ANIMATIONTYPE_SIZE:switch(i.loopMode){case e.ANIMATIONLOOPMODE_CYCLE:case e.ANIMATIONLOOPMODE_CONSTANT:return this.sizeInterpolateFunction(l,c,d);case e.ANIMATIONLOOPMODE_RELATIVE:return this.sizeInterpolateFunction(l,c,d).add(i.offsetValue.scale(i.repeatCount))}case e.ANIMATIONTYPE_COLOR3:switch(i.loopMode){case e.ANIMATIONLOOPMODE_CYCLE:case e.ANIMATIONLOOPMODE_CONSTANT:return this.color3InterpolateFunction(l,c,d);case e.ANIMATIONLOOPMODE_RELATIVE:return this.color3InterpolateFunction(l,c,d).add(i.offsetValue.scale(i.repeatCount))}case e.ANIMATIONTYPE_COLOR4:switch(i.loopMode){case e.ANIMATIONLOOPMODE_CYCLE:case e.ANIMATIONLOOPMODE_CONSTANT:return this.color4InterpolateFunction(l,c,d);case e.ANIMATIONLOOPMODE_RELATIVE:return this.color4InterpolateFunction(l,c,d).add(i.offsetValue.scale(i.repeatCount))}case e.ANIMATIONTYPE_MATRIX:switch(i.loopMode){case e.ANIMATIONLOOPMODE_CYCLE:case e.ANIMATIONLOOPMODE_CONSTANT:if(e.AllowMatricesInterpolation)return this.matrixInterpolateFunction(l,c,d,i.workValue);case e.ANIMATIONLOOPMODE_RELATIVE:return l}}break}}return this._getKeyValue(n[n.length-1].value)},e.prototype.matrixInterpolateFunction=function(t,i,r,n){return e.AllowMatrixDecomposeForInterpolation?n?(a.a.DecomposeLerpToRef(t,i,r,n),n):a.a.DecomposeLerp(t,i,r):n?(a.a.LerpToRef(t,i,r,n),n):a.a.Lerp(t,i,r)},e.prototype.clone=function(){var t=new e(this.name,this.targetPropertyPath.join("."),this.framePerSecond,this.dataType,this.loopMode);if(t.enableBlending=this.enableBlending,t.blendingSpeed=this.blendingSpeed,this._keys&&t.setKeys(this._keys),this._ranges)for(var i in t._ranges={},this._ranges){var r=this._ranges[i];r&&(t._ranges[i]=r.clone())}return t},e.prototype.setKeys=function(e){this._keys=e.slice(0)},e.prototype.serialize=function(){var t={};t.name=this.name,t.property=this.targetProperty,t.framePerSecond=this.framePerSecond,t.dataType=this.dataType,t.loopBehavior=this.loopMode,t.enableBlending=this.enableBlending,t.blendingSpeed=this.blendingSpeed;var i=this.dataType;t.keys=[];for(var r=this.getKeys(),n=0;n=1&&(h=c.values[1]),c.values.length>=2&&(l=c.values[2]);break;case e.ANIMATIONTYPE_QUATERNION:if(i=a.b.FromArray(c.values),c.values.length>=8){var u=a.b.FromArray(c.values.slice(4,8));u.equals(a.b.Zero())||(h=u)}if(c.values.length>=12){var f=a.b.FromArray(c.values.slice(8,12));f.equals(a.b.Zero())||(l=f)}break;case e.ANIMATIONTYPE_MATRIX:i=a.a.FromArray(c.values);break;case e.ANIMATIONTYPE_COLOR3:i=m.a.FromArray(c.values);break;case e.ANIMATIONTYPE_COLOR4:i=m.b.FromArray(c.values);break;case e.ANIMATIONTYPE_VECTOR3:default:i=a.e.FromArray(c.values)}var d={};d.frame=c.frame,d.value=i,null!=h&&(d.inTangent=h),null!=l&&(d.outTangent=l),s.push(d)}if(n.setKeys(s),t.ranges)for(r=0;rl.upperRadiusLimit?l.upperRadiusLimit:h),h):0},e.prototype._maintainCameraAboveGround=function(){var t=this;if(!(this._elevationReturnTime<0)){var i=u.a.Now-this._lastInteractionTime,r=.5*Math.PI-this._defaultElevation,n=.5*Math.PI;if(this._attachedCamera&&!this._betaIsAnimating&&this._attachedCamera.beta>n&&i>=this._elevationReturnWaitTime){this._betaIsAnimating=!0,this.stopAllAnimations(),this._betaTransition||(this._betaTransition=T.CreateAnimation("beta",T.ANIMATIONTYPE_FLOAT,60,e.EasingFunction));var o=T.TransitionTo("beta",r,this._attachedCamera,this._attachedCamera.getScene(),60,this._betaTransition,this._elevationReturnTime,(function(){t._clearAnimationLocks(),t.stopAllAnimations()}));o&&this._animatables.push(o)}}},e.prototype._getFrustumSlope=function(){var e=this._attachedCamera;if(!e)return a.d.Zero();var t=e.getScene().getEngine().getAspectRatio(e),i=Math.tan(e.fov/2),r=i*t;return new a.d(r,i)},e.prototype._clearAnimationLocks=function(){this._betaIsAnimating=!1},e.prototype._applyUserInteraction=function(){this.isUserIsMoving&&(this._lastInteractionTime=u.a.Now,this.stopAllAnimations(),this._clearAnimationLocks())},e.prototype.stopAllAnimations=function(){for(this._attachedCamera&&(this._attachedCamera.animations=[]);this._animatables.length;)this._animatables[0]&&(this._animatables[0].onAnimationEnd=null,this._animatables[0].stop()),this._animatables.shift()},Object.defineProperty(e.prototype,"isUserIsMoving",{get:function(){return!!this._attachedCamera&&(0!==this._attachedCamera.inertialAlphaOffset||0!==this._attachedCamera.inertialBetaOffset||0!==this._attachedCamera.inertialRadiusOffset||0!==this._attachedCamera.inertialPanningX||0!==this._attachedCamera.inertialPanningY||this._isPointerDown)},enumerable:!0,configurable:!0}),e.EasingFunction=new g,e.EasingMode=p.EASINGMODE_EASEINOUT,e.IgnoreBoundsSizeMode=0,e.FitFrustumSidesMode=1,e}(),A=i(20),O=i(15),P=i(35),C=function(e){function t(t,i,r,n){void 0===n&&(n=!0);var o=e.call(this,t,i,r,n)||this;return o.cameraDirection=new a.e(0,0,0),o.cameraRotation=new a.d(0,0),o.updateUpVectorFromRotation=!1,o._tmpQuaternion=new a.b,o.rotation=new a.e(0,0,0),o.speed=2,o.noRotationConstraint=!1,o.lockedTarget=null,o._currentTarget=a.e.Zero(),o._initialFocalDistance=1,o._viewMatrix=a.a.Zero(),o._camMatrix=a.a.Zero(),o._cameraTransformMatrix=a.a.Zero(),o._cameraRotationMatrix=a.a.Zero(),o._referencePoint=new a.e(0,0,1),o._transformedReferencePoint=a.e.Zero(),o._globalCurrentTarget=a.e.Zero(),o._globalCurrentUpVector=a.e.Zero(),o._defaultUp=a.e.Up(),o._cachedRotationZ=0,o._cachedQuaternionRotationZ=0,o}return Object(n.c)(t,e),t.prototype.getFrontPosition=function(e){this.getWorldMatrix();var t=this.getTarget().subtract(this.position);return t.normalize(),t.scaleInPlace(e),this.globalPosition.add(t)},t.prototype._getLockedTargetPosition=function(){return this.lockedTarget?(this.lockedTarget.absolutePosition&&this.lockedTarget.computeWorldMatrix(),this.lockedTarget.absolutePosition||this.lockedTarget):null},t.prototype.storeState=function(){return this._storedPosition=this.position.clone(),this._storedRotation=this.rotation.clone(),this.rotationQuaternion&&(this._storedRotationQuaternion=this.rotationQuaternion.clone()),e.prototype.storeState.call(this)},t.prototype._restoreStateValues=function(){return!!e.prototype._restoreStateValues.call(this)&&(this.position=this._storedPosition.clone(),this.rotation=this._storedRotation.clone(),this.rotationQuaternion&&(this.rotationQuaternion=this._storedRotationQuaternion.clone()),this.cameraDirection.copyFromFloats(0,0,0),this.cameraRotation.copyFromFloats(0,0),!0)},t.prototype._initCache=function(){e.prototype._initCache.call(this),this._cache.lockedTarget=new a.e(Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE),this._cache.rotation=new a.e(Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE),this._cache.rotationQuaternion=new a.b(Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE)},t.prototype._updateCache=function(t){t||e.prototype._updateCache.call(this);var i=this._getLockedTargetPosition();i?this._cache.lockedTarget?this._cache.lockedTarget.copyFrom(i):this._cache.lockedTarget=i.clone():this._cache.lockedTarget=null,this._cache.rotation.copyFrom(this.rotation),this.rotationQuaternion&&this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion)},t.prototype._isSynchronizedViewMatrix=function(){if(!e.prototype._isSynchronizedViewMatrix.call(this))return!1;var t=this._getLockedTargetPosition();return(this._cache.lockedTarget?this._cache.lockedTarget.equals(t):!t)&&(this.rotationQuaternion?this.rotationQuaternion.equals(this._cache.rotationQuaternion):this._cache.rotation.equals(this.rotation))},t.prototype._computeLocalCameraSpeed=function(){var e=this.getEngine();return this.speed*Math.sqrt(e.getDeltaTime()/(100*e.getFps()))},t.prototype.setTarget=function(e){this.upVector.normalize(),this._initialFocalDistance=e.subtract(this.position).length(),this.position.z===e.z&&(this.position.z+=O.a),a.a.LookAtLHToRef(this.position,e,this._defaultUp,this._camMatrix),this._camMatrix.invert(),this.rotation.x=Math.atan(this._camMatrix.m[6]/this._camMatrix.m[10]);var t=e.subtract(this.position);t.x>=0?this.rotation.y=-Math.atan(t.z/t.x)+Math.PI/2:this.rotation.y=-Math.atan(t.z/t.x)-Math.PI/2,this.rotation.z=0,isNaN(this.rotation.x)&&(this.rotation.x=0),isNaN(this.rotation.y)&&(this.rotation.y=0),isNaN(this.rotation.z)&&(this.rotation.z=0),this.rotationQuaternion&&a.b.RotationYawPitchRollToRef(this.rotation.y,this.rotation.x,this.rotation.z,this.rotationQuaternion)},t.prototype.getTarget=function(){return this._currentTarget},t.prototype._decideIfNeedsToMove=function(){return Math.abs(this.cameraDirection.x)>0||Math.abs(this.cameraDirection.y)>0||Math.abs(this.cameraDirection.z)>0},t.prototype._updatePosition=function(){if(this.parent)return this.parent.getWorldMatrix().invertToRef(a.c.Matrix[0]),a.e.TransformNormalToRef(this.cameraDirection,a.c.Matrix[0],a.c.Vector3[0]),void this.position.addInPlace(a.c.Vector3[0]);this.position.addInPlace(this.cameraDirection)},t.prototype._checkInputs=function(){var t=this._decideIfNeedsToMove(),i=Math.abs(this.cameraRotation.x)>0||Math.abs(this.cameraRotation.y)>0;if(t&&this._updatePosition(),i){if(this.rotation.x+=this.cameraRotation.x,this.rotation.y+=this.cameraRotation.y,this.rotationQuaternion)this.rotation.lengthSquared()&&a.b.RotationYawPitchRollToRef(this.rotation.y,this.rotation.x,this.rotation.z,this.rotationQuaternion);if(!this.noRotationConstraint){var r=1.570796;this.rotation.x>r&&(this.rotation.x=r),this.rotation.x<-r&&(this.rotation.x=-r)}}t&&(Math.abs(this.cameraDirection.x)this.camera.pinchToPanMaxDistance)this.pinchDeltaPercentage?this.camera.inertialRadiusOffset+=.001*(r-i)*this.camera.radius*this.pinchDeltaPercentage:this.camera.inertialRadiusOffset+=(r-i)/(this.pinchPrecision*s*(this.angularSensibilityX+this.angularSensibilityY)/2),this._isPinching=!0;else if(0!==this.panningSensibility&&this.multiTouchPanning&&o&&n){a=o.x-n.x,h=o.y-n.y;this.camera.inertialPanningX+=-a/this.panningSensibility,this.camera.inertialPanningY+=h/this.panningSensibility}}}},t.prototype.onButtonDown=function(e){this._isPanClick=e.button===this.camera._panningMouseButton},t.prototype.onButtonUp=function(e){this._twoFingerActivityCount=0,this._isPinching=!1},t.prototype.onLostFocus=function(){this._isPanClick=!1,this._twoFingerActivityCount=0,this._isPinching=!1},Object(n.b)([Object(o.c)()],t.prototype,"buttons",void 0),Object(n.b)([Object(o.c)()],t.prototype,"angularSensibilityX",void 0),Object(n.b)([Object(o.c)()],t.prototype,"angularSensibilityY",void 0),Object(n.b)([Object(o.c)()],t.prototype,"pinchPrecision",void 0),Object(n.b)([Object(o.c)()],t.prototype,"pinchDeltaPercentage",void 0),Object(n.b)([Object(o.c)()],t.prototype,"useNaturalPinchZoom",void 0),Object(n.b)([Object(o.c)()],t.prototype,"panningSensibility",void 0),Object(n.b)([Object(o.c)()],t.prototype,"multiTouchPanning",void 0),Object(n.b)([Object(o.c)()],t.prototype,"multiTouchPanAndZoom",void 0),t}(function(){function e(){this.buttons=[0,1,2]}return e.prototype.attachControl=function(e,t){var i=this,r=this.camera.getEngine(),n=0,o=null;this.pointA=null,this.pointB=null,this._altKey=!1,this._ctrlKey=!1,this._metaKey=!1,this._shiftKey=!1,this._buttonsPressed=0,this._pointerInput=function(s,a){var h=s.event,l="touch"===h.pointerType;if(!r.isInVRExclusivePointerMode&&(s.type===c.a.POINTERMOVE||-1!==i.buttons.indexOf(h.button))){var u=h.srcElement||h.target;if(i._altKey=h.altKey,i._ctrlKey=h.ctrlKey,i._metaKey=h.metaKey,i._shiftKey=h.shiftKey,i._buttonsPressed=h.buttons,r.isPointerLock){var f=h.movementX||h.mozMovementX||h.webkitMovementX||h.msMovementX||0,d=h.movementY||h.mozMovementY||h.webkitMovementY||h.msMovementY||0;i.onTouch(null,f,d),i.pointA=null,i.pointB=null}else if(s.type===c.a.POINTERDOWN&&u){try{u.setPointerCapture(h.pointerId)}catch(e){}null===i.pointA?i.pointA={x:h.clientX,y:h.clientY,pointerId:h.pointerId,type:h.pointerType}:null===i.pointB&&(i.pointB={x:h.clientX,y:h.clientY,pointerId:h.pointerId,type:h.pointerType}),i.onButtonDown(h),t||(h.preventDefault(),e.focus())}else if(s.type===c.a.POINTERDOUBLETAP)i.onDoubleTap(h.pointerType);else if(s.type===c.a.POINTERUP&&u){try{u.releasePointerCapture(h.pointerId)}catch(e){}l||(i.pointB=null),r._badOS?i.pointA=i.pointB=null:i.pointB&&i.pointA&&i.pointA.pointerId==h.pointerId?(i.pointA=i.pointB,i.pointB=null):i.pointA&&i.pointB&&i.pointB.pointerId==h.pointerId?i.pointB=null:i.pointA=i.pointB=null,(0!==n||o)&&(i.onMultiTouch(i.pointA,i.pointB,n,0,o,null),n=0,o=null),i.onButtonUp(h),t||h.preventDefault()}else if(s.type===c.a.POINTERMOVE)if(t||h.preventDefault(),i.pointA&&null===i.pointB){f=h.clientX-i.pointA.x,d=h.clientY-i.pointA.y;i.onTouch(i.pointA,f,d),i.pointA.x=h.clientX,i.pointA.y=h.clientY}else if(i.pointA&&i.pointB){var p=i.pointA.pointerId===h.pointerId?i.pointA:i.pointB;p.x=h.clientX,p.y=h.clientY;var _=i.pointA.x-i.pointB.x,g=i.pointA.y-i.pointB.y,m=_*_+g*g,b={x:(i.pointA.x+i.pointB.x)/2,y:(i.pointA.y+i.pointB.y)/2,pointerId:h.pointerId,type:s.type};i.onMultiTouch(i.pointA,i.pointB,n,m,o,b),o=b,n=m}}},this._observer=this.camera.getScene().onPointerObservable.add(this._pointerInput,c.a.POINTERDOWN|c.a.POINTERUP|c.a.POINTERMOVE),this._onLostFocus=function(){i.pointA=i.pointB=null,n=0,o=null,i.onLostFocus()},e.addEventListener("contextmenu",this.onContextMenu.bind(this),!1);var s=this.camera.getScene().getEngine().getHostWindow();s&&D.b.RegisterTopRootEvents(s,[{name:"blur",handler:this._onLostFocus}])},e.prototype.detachControl=function(e){if(this._onLostFocus){var t=this.camera.getScene().getEngine().getHostWindow();t&&D.b.UnregisterTopRootEvents(t,[{name:"blur",handler:this._onLostFocus}])}e&&this._observer&&(this.camera.getScene().onPointerObservable.remove(this._observer),this._observer=null,this.onContextMenu&&e.removeEventListener("contextmenu",this.onContextMenu),this._onLostFocus=null),this._altKey=!1,this._ctrlKey=!1,this._metaKey=!1,this._shiftKey=!1,this._buttonsPressed=0},e.prototype.getClassName=function(){return"BaseCameraPointersInput"},e.prototype.getSimpleName=function(){return"pointers"},e.prototype.onDoubleTap=function(e){},e.prototype.onTouch=function(e,t,i){},e.prototype.onMultiTouch=function(e,t,i,r,n,o){},e.prototype.onContextMenu=function(e){e.preventDefault()},e.prototype.onButtonDown=function(e){},e.prototype.onButtonUp=function(e){},e.prototype.onLostFocus=function(){},Object(n.b)([Object(o.c)()],e.prototype,"buttons",void 0),e}());R.ArcRotateCameraPointersInput=w;var L=i(44),F=function(){function e(){this.keysUp=[38],this.keysDown=[40],this.keysLeft=[37],this.keysRight=[39],this.keysReset=[220],this.panningSensibility=50,this.zoomingSensibility=25,this.useAltToZoom=!0,this.angularSpeed=.01,this._keys=new Array}return e.prototype.attachControl=function(e,t){var i=this;this._onCanvasBlurObserver||(this._scene=this.camera.getScene(),this._engine=this._scene.getEngine(),this._onCanvasBlurObserver=this._engine.onCanvasBlurObservable.add((function(){i._keys=[]})),this._onKeyboardObserver=this._scene.onKeyboardObservable.add((function(e){var r,n=e.event;n.metaKey||(e.type===L.a.KEYDOWN?(i._ctrlPressed=n.ctrlKey,i._altPressed=n.altKey,(-1!==i.keysUp.indexOf(n.keyCode)||-1!==i.keysDown.indexOf(n.keyCode)||-1!==i.keysLeft.indexOf(n.keyCode)||-1!==i.keysRight.indexOf(n.keyCode)||-1!==i.keysReset.indexOf(n.keyCode))&&(-1===(r=i._keys.indexOf(n.keyCode))&&i._keys.push(n.keyCode),n.preventDefault&&(t||n.preventDefault()))):-1===i.keysUp.indexOf(n.keyCode)&&-1===i.keysDown.indexOf(n.keyCode)&&-1===i.keysLeft.indexOf(n.keyCode)&&-1===i.keysRight.indexOf(n.keyCode)&&-1===i.keysReset.indexOf(n.keyCode)||((r=i._keys.indexOf(n.keyCode))>=0&&i._keys.splice(r,1),n.preventDefault&&(t||n.preventDefault())))})))},e.prototype.detachControl=function(e){this._scene&&(this._onKeyboardObserver&&this._scene.onKeyboardObservable.remove(this._onKeyboardObserver),this._onCanvasBlurObserver&&this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver),this._onKeyboardObserver=null,this._onCanvasBlurObserver=null),this._keys=[]},e.prototype.checkInputs=function(){if(this._onKeyboardObserver)for(var e=this.camera,t=0;t0?i/(1+this.wheelDeltaPercentage):i*(1+this.wheelDeltaPercentage)},e.prototype.attachControl=function(e,t){var i=this;this._wheel=function(e,r){if(e.type===c.a.POINTERWHEEL){var n=e.event,o=0,s=n,a=0;if(a=s.wheelDelta?s.wheelDelta:60*-(n.deltaY||n.detail),i.wheelDeltaPercentage){if((o=i.computeDeltaFromMouseWheelLegacyEvent(a,i.camera.radius))>0){for(var h=i.camera.radius,l=i.camera.inertialRadiusOffset+o,u=0;u<20&&Math.abs(l)>.001;u++)h-=l,l*=i.camera.inertia;h=b.a.Clamp(h,0,Number.MAX_VALUE),o=i.computeDeltaFromMouseWheelLegacyEvent(a,h)}}else o=a/(40*i.wheelPrecision);o&&(i.camera.inertialRadiusOffset+=o),n.preventDefault&&(t||n.preventDefault())}},this._observer=this.camera.getScene().onPointerObservable.add(this._wheel,c.a.POINTERWHEEL)},e.prototype.detachControl=function(e){this._observer&&e&&(this.camera.getScene().onPointerObservable.remove(this._observer),this._observer=null,this._wheel=null)},e.prototype.getClassName=function(){return"ArcRotateCameraMouseWheelInput"},e.prototype.getSimpleName=function(){return"mousewheel"},Object(n.b)([Object(o.c)()],e.prototype,"wheelPrecision",void 0),Object(n.b)([Object(o.c)()],e.prototype,"wheelDeltaPercentage",void 0),e}();R.ArcRotateCameraMouseWheelInput=N;var B=function(e){function t(t){return e.call(this,t)||this}return Object(n.c)(t,e),t.prototype.addMouseWheel=function(){return this.add(new N),this},t.prototype.addPointers=function(){return this.add(new w),this},t.prototype.addKeyboard=function(){return this.add(new F),this},t}(I);h.a.AddNodeConstructor("ArcRotateCamera",(function(e,t){return function(){return new k(e,0,0,1,a.e.Zero(),t)}}));var k=function(e){function t(t,i,r,n,o,h,l){void 0===l&&(l=!0);var c=e.call(this,t,a.e.Zero(),h,l)||this;return c._upVector=a.e.Up(),c.inertialAlphaOffset=0,c.inertialBetaOffset=0,c.inertialRadiusOffset=0,c.lowerAlphaLimit=null,c.upperAlphaLimit=null,c.lowerBetaLimit=.01,c.upperBetaLimit=Math.PI-.01,c.lowerRadiusLimit=null,c.upperRadiusLimit=null,c.inertialPanningX=0,c.inertialPanningY=0,c.pinchToPanMaxDistance=20,c.panningDistanceLimit=null,c.panningOriginTarget=a.e.Zero(),c.panningInertia=.9,c.zoomOnFactor=1,c.targetScreenOffset=a.d.Zero(),c.allowUpsideDown=!0,c.useInputToRestoreState=!0,c._viewMatrix=new a.a,c.panningAxis=new a.e(1,1,0),c.onMeshTargetChangedObservable=new s.a,c.checkCollisions=!1,c.collisionRadius=new a.e(.5,.5,.5),c._previousPosition=a.e.Zero(),c._collisionVelocity=a.e.Zero(),c._newPosition=a.e.Zero(),c._computationVector=a.e.Zero(),c._onCollisionPositionChange=function(e,t,i){void 0===i&&(i=null),i?(c.setPosition(t),c.onCollide&&c.onCollide(i)):c._previousPosition.copyFrom(c._position);var r=Math.cos(c.alpha),n=Math.sin(c.alpha),o=Math.cos(c.beta),s=Math.sin(c.beta);0===s&&(s=1e-4);var a=c._getTargetPosition();c._computationVector.copyFromFloats(c.radius*r*s,c.radius*o,c.radius*n*s),a.addToRef(c._computationVector,c._newPosition),c._position.copyFrom(c._newPosition);var h=c.upVector;c.allowUpsideDown&&c.beta<0&&(h=(h=h.clone()).negate()),c._computeViewMatrix(c._position,a,h),c._viewMatrix.addAtIndex(12,c.targetScreenOffset.x),c._viewMatrix.addAtIndex(13,c.targetScreenOffset.y),c._collisionTriggered=!1},c._target=a.e.Zero(),o&&c.setTarget(o),c.alpha=i,c.beta=r,c.radius=n,c.getViewMatrix(),c.inputs=new B(c),c.inputs.addKeyboard().addMouseWheel().addPointers(),c}return Object(n.c)(t,e),Object.defineProperty(t.prototype,"target",{get:function(){return this._target},set:function(e){this.setTarget(e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"position",{get:function(){return this._position},set:function(e){this.setPosition(e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"upVector",{get:function(){return this._upVector},set:function(e){this._upToYMatrix||(this._YToUpMatrix=new a.a,this._upToYMatrix=new a.a,this._upVector=a.e.Zero()),e.normalize(),this._upVector.copyFrom(e),this.setMatUp()},enumerable:!0,configurable:!0}),t.prototype.setMatUp=function(){a.a.RotationAlignToRef(a.e.UpReadOnly,this._upVector,this._YToUpMatrix),a.a.RotationAlignToRef(this._upVector,a.e.UpReadOnly,this._upToYMatrix)},Object.defineProperty(t.prototype,"angularSensibilityX",{get:function(){var e=this.inputs.attached.pointers;return e?e.angularSensibilityX:0},set:function(e){var t=this.inputs.attached.pointers;t&&(t.angularSensibilityX=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"angularSensibilityY",{get:function(){var e=this.inputs.attached.pointers;return e?e.angularSensibilityY:0},set:function(e){var t=this.inputs.attached.pointers;t&&(t.angularSensibilityY=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"pinchPrecision",{get:function(){var e=this.inputs.attached.pointers;return e?e.pinchPrecision:0},set:function(e){var t=this.inputs.attached.pointers;t&&(t.pinchPrecision=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"pinchDeltaPercentage",{get:function(){var e=this.inputs.attached.pointers;return e?e.pinchDeltaPercentage:0},set:function(e){var t=this.inputs.attached.pointers;t&&(t.pinchDeltaPercentage=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"useNaturalPinchZoom",{get:function(){var e=this.inputs.attached.pointers;return!!e&&e.useNaturalPinchZoom},set:function(e){var t=this.inputs.attached.pointers;t&&(t.useNaturalPinchZoom=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"panningSensibility",{get:function(){var e=this.inputs.attached.pointers;return e?e.panningSensibility:0},set:function(e){var t=this.inputs.attached.pointers;t&&(t.panningSensibility=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"keysUp",{get:function(){var e=this.inputs.attached.keyboard;return e?e.keysUp:[]},set:function(e){var t=this.inputs.attached.keyboard;t&&(t.keysUp=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"keysDown",{get:function(){var e=this.inputs.attached.keyboard;return e?e.keysDown:[]},set:function(e){var t=this.inputs.attached.keyboard;t&&(t.keysDown=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"keysLeft",{get:function(){var e=this.inputs.attached.keyboard;return e?e.keysLeft:[]},set:function(e){var t=this.inputs.attached.keyboard;t&&(t.keysLeft=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"keysRight",{get:function(){var e=this.inputs.attached.keyboard;return e?e.keysRight:[]},set:function(e){var t=this.inputs.attached.keyboard;t&&(t.keysRight=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"wheelPrecision",{get:function(){var e=this.inputs.attached.mousewheel;return e?e.wheelPrecision:0},set:function(e){var t=this.inputs.attached.mousewheel;t&&(t.wheelPrecision=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"wheelDeltaPercentage",{get:function(){var e=this.inputs.attached.mousewheel;return e?e.wheelDeltaPercentage:0},set:function(e){var t=this.inputs.attached.mousewheel;t&&(t.wheelDeltaPercentage=e)},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"bouncingBehavior",{get:function(){return this._bouncingBehavior},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"useBouncingBehavior",{get:function(){return null!=this._bouncingBehavior},set:function(e){e!==this.useBouncingBehavior&&(e?(this._bouncingBehavior=new M,this.addBehavior(this._bouncingBehavior)):this._bouncingBehavior&&(this.removeBehavior(this._bouncingBehavior),this._bouncingBehavior=null))},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"framingBehavior",{get:function(){return this._framingBehavior},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"useFramingBehavior",{get:function(){return null!=this._framingBehavior},set:function(e){e!==this.useFramingBehavior&&(e?(this._framingBehavior=new E,this.addBehavior(this._framingBehavior)):this._framingBehavior&&(this.removeBehavior(this._framingBehavior),this._framingBehavior=null))},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"autoRotationBehavior",{get:function(){return this._autoRotationBehavior},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"useAutoRotationBehavior",{get:function(){return null!=this._autoRotationBehavior},set:function(e){e!==this.useAutoRotationBehavior&&(e?(this._autoRotationBehavior=new f,this.addBehavior(this._autoRotationBehavior)):this._autoRotationBehavior&&(this.removeBehavior(this._autoRotationBehavior),this._autoRotationBehavior=null))},enumerable:!0,configurable:!0}),t.prototype._initCache=function(){e.prototype._initCache.call(this),this._cache._target=new a.e(Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE),this._cache.alpha=void 0,this._cache.beta=void 0,this._cache.radius=void 0,this._cache.targetScreenOffset=a.d.Zero()},t.prototype._updateCache=function(t){t||e.prototype._updateCache.call(this),this._cache._target.copyFrom(this._getTargetPosition()),this._cache.alpha=this.alpha,this._cache.beta=this.beta,this._cache.radius=this.radius,this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset)},t.prototype._getTargetPosition=function(){if(this._targetHost&&this._targetHost.getAbsolutePosition){var e=this._targetHost.absolutePosition;this._targetBoundingCenter?e.addToRef(this._targetBoundingCenter,this._target):this._target.copyFrom(e)}var t=this._getLockedTargetPosition();return t||this._target},t.prototype.storeState=function(){return this._storedAlpha=this.alpha,this._storedBeta=this.beta,this._storedRadius=this.radius,this._storedTarget=this._getTargetPosition().clone(),this._storedTargetScreenOffset=this.targetScreenOffset.clone(),e.prototype.storeState.call(this)},t.prototype._restoreStateValues=function(){return!!e.prototype._restoreStateValues.call(this)&&(this.setTarget(this._storedTarget.clone()),this.alpha=this._storedAlpha,this.beta=this._storedBeta,this.radius=this._storedRadius,this.targetScreenOffset=this._storedTargetScreenOffset.clone(),this.inertialAlphaOffset=0,this.inertialBetaOffset=0,this.inertialRadiusOffset=0,this.inertialPanningX=0,this.inertialPanningY=0,!0)},t.prototype._isSynchronizedViewMatrix=function(){return!!e.prototype._isSynchronizedViewMatrix.call(this)&&(this._cache._target.equals(this._getTargetPosition())&&this._cache.alpha===this.alpha&&this._cache.beta===this.beta&&this._cache.radius===this.radius&&this._cache.targetScreenOffset.equals(this.targetScreenOffset))},t.prototype.attachControl=function(e,t,i,r){var n=this;void 0===i&&(i=!0),void 0===r&&(r=2),this._useCtrlForPanning=i,this._panningMouseButton=r,this.inputs.attachElement(e,t),this._reset=function(){n.inertialAlphaOffset=0,n.inertialBetaOffset=0,n.inertialRadiusOffset=0,n.inertialPanningX=0,n.inertialPanningY=0}},t.prototype.detachControl=function(e){this.inputs.detachElement(e),this._reset&&this._reset()},t.prototype._checkInputs=function(){if(!this._collisionTriggered){if(this.inputs.checkInputs(),0!==this.inertialAlphaOffset||0!==this.inertialBetaOffset||0!==this.inertialRadiusOffset){var t=this.inertialAlphaOffset;this.beta<=0&&(t*=-1),this.getScene().useRightHandedSystem&&(t*=-1),this.parent&&this.parent._getWorldMatrixDeterminant()<0&&(t*=-1),this.alpha+=t,this.beta+=this.inertialBetaOffset,this.radius-=this.inertialRadiusOffset,this.inertialAlphaOffset*=this.inertia,this.inertialBetaOffset*=this.inertia,this.inertialRadiusOffset*=this.inertia,Math.abs(this.inertialAlphaOffset)Math.PI&&(this.beta=this.beta-2*Math.PI):this.betathis.upperBetaLimit&&(this.beta=this.upperBetaLimit),null!==this.lowerAlphaLimit&&this.alphathis.upperAlphaLimit&&(this.alpha=this.upperAlphaLimit),null!==this.lowerRadiusLimit&&this.radiusthis.upperRadiusLimit&&(this.radius=this.upperRadiusLimit,this.inertialRadiusOffset=0)},t.prototype.rebuildAnglesAndRadius=function(){this._position.subtractToRef(this._getTargetPosition(),this._computationVector),0===this._upVector.x&&1===this._upVector.y&&0===this._upVector.z||a.e.TransformCoordinatesToRef(this._computationVector,this._upToYMatrix,this._computationVector),this.radius=this._computationVector.length(),0===this.radius&&(this.radius=1e-4),0===this._computationVector.x&&0===this._computationVector.z?this.alpha=Math.PI/2:this.alpha=Math.acos(this._computationVector.x/Math.sqrt(Math.pow(this._computationVector.x,2)+Math.pow(this._computationVector.z,2))),this._computationVector.z<0&&(this.alpha=2*Math.PI-this.alpha),this.beta=Math.acos(this._computationVector.y/this.radius),this._checkLimits()},t.prototype.setPosition=function(e){this._position.equals(e)||(this._position.copyFrom(e),this.rebuildAnglesAndRadius())},t.prototype.setTarget=function(e,t,i){if(void 0===t&&(t=!1),void 0===i&&(i=!1),e.getBoundingInfo)this._targetBoundingCenter=t?e.getBoundingInfo().boundingBox.centerWorld.clone():null,e.computeWorldMatrix(),this._targetHost=e,this._target=this._getTargetPosition(),this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);else{var r=e,n=this._getTargetPosition();if(n&&!i&&n.equals(r))return;this._targetHost=null,this._target=r,this._targetBoundingCenter=null,this.onMeshTargetChangedObservable.notifyObservers(null)}this.rebuildAnglesAndRadius()},t.prototype._getViewMatrix=function(){var e=Math.cos(this.alpha),t=Math.sin(this.alpha),i=Math.cos(this.beta),r=Math.sin(this.beta);0===r&&(r=1e-4);var n=this._getTargetPosition();if(this._computationVector.copyFromFloats(this.radius*e*r,this.radius*i,this.radius*t*r),0===this._upVector.x&&1===this._upVector.y&&0===this._upVector.z||a.e.TransformCoordinatesToRef(this._computationVector,this._YToUpMatrix,this._computationVector),n.addToRef(this._computationVector,this._newPosition),this.getScene().collisionsEnabled&&this.checkCollisions){var o=this.getScene().collisionCoordinator;this._collider||(this._collider=o.createCollider()),this._collider._radius=this.collisionRadius,this._newPosition.subtractToRef(this._position,this._collisionVelocity),this._collisionTriggered=!0,o.getNewPosition(this._position,this._collisionVelocity,this._collider,3,null,this._onCollisionPositionChange,this.uniqueId)}else{this._position.copyFrom(this._newPosition);var s=this.upVector;this.allowUpsideDown&&r<0&&(s=s.negate()),this._computeViewMatrix(this._position,n,s),this._viewMatrix.addAtIndex(12,this.targetScreenOffset.x),this._viewMatrix.addAtIndex(13,this.targetScreenOffset.y)}return this._currentTarget=n,this._viewMatrix},t.prototype.zoomOn=function(e,t){void 0===t&&(t=!1),e=e||this.getScene().meshes;var i=l.Mesh.MinMax(e),r=a.e.Distance(i.min,i.max);this.radius=r*this.zoomOnFactor,this.focusOn({min:i.min,max:i.max,distance:r},t)},t.prototype.focusOn=function(e,t){var i,r;if(void 0===t&&(t=!1),void 0===e.min){var n=e||this.getScene().meshes;i=l.Mesh.MinMax(n),r=a.e.Distance(i.min,i.max)}else{i=e,r=e.distance}this._target=l.Mesh.Center(i),t||(this.maxZ=2*r)},t.prototype.createRigCamera=function(e,i){var r=0;switch(this.cameraRigMode){case A.a.RIG_MODE_STEREOSCOPIC_ANAGLYPH:case A.a.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:case A.a.RIG_MODE_STEREOSCOPIC_OVERUNDER:case A.a.RIG_MODE_STEREOSCOPIC_INTERLACED:case A.a.RIG_MODE_VR:r=this._cameraRigParams.stereoHalfAngle*(0===i?1:-1);break;case A.a.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:r=this._cameraRigParams.stereoHalfAngle*(0===i?-1:1)}var n=new t(e,this.alpha+r,this.beta,this.radius,this._target,this.getScene());return n._cameraRigParams={},n.isRigCamera=!0,n.rigParent=this,n},t.prototype._updateRigCameras=function(){var t=this._rigCameras[0],i=this._rigCameras[1];switch(t.beta=i.beta=this.beta,this.cameraRigMode){case A.a.RIG_MODE_STEREOSCOPIC_ANAGLYPH:case A.a.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:case A.a.RIG_MODE_STEREOSCOPIC_OVERUNDER:case A.a.RIG_MODE_STEREOSCOPIC_INTERLACED:case A.a.RIG_MODE_VR:t.alpha=this.alpha-this._cameraRigParams.stereoHalfAngle,i.alpha=this.alpha+this._cameraRigParams.stereoHalfAngle;break;case A.a.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:t.alpha=this.alpha+this._cameraRigParams.stereoHalfAngle,i.alpha=this.alpha-this._cameraRigParams.stereoHalfAngle}e.prototype._updateRigCameras.call(this)},t.prototype.dispose=function(){this.inputs.clear(),e.prototype.dispose.call(this)},t.prototype.getClassName=function(){return"ArcRotateCamera"},Object(n.b)([Object(o.c)()],t.prototype,"alpha",void 0),Object(n.b)([Object(o.c)()],t.prototype,"beta",void 0),Object(n.b)([Object(o.c)()],t.prototype,"radius",void 0),Object(n.b)([Object(o.k)("target")],t.prototype,"_target",void 0),Object(n.b)([Object(o.k)("upVector")],t.prototype,"_upVector",void 0),Object(n.b)([Object(o.c)()],t.prototype,"inertialAlphaOffset",void 0),Object(n.b)([Object(o.c)()],t.prototype,"inertialBetaOffset",void 0),Object(n.b)([Object(o.c)()],t.prototype,"inertialRadiusOffset",void 0),Object(n.b)([Object(o.c)()],t.prototype,"lowerAlphaLimit",void 0),Object(n.b)([Object(o.c)()],t.prototype,"upperAlphaLimit",void 0),Object(n.b)([Object(o.c)()],t.prototype,"lowerBetaLimit",void 0),Object(n.b)([Object(o.c)()],t.prototype,"upperBetaLimit",void 0),Object(n.b)([Object(o.c)()],t.prototype,"lowerRadiusLimit",void 0),Object(n.b)([Object(o.c)()],t.prototype,"upperRadiusLimit",void 0),Object(n.b)([Object(o.c)()],t.prototype,"inertialPanningX",void 0),Object(n.b)([Object(o.c)()],t.prototype,"inertialPanningY",void 0),Object(n.b)([Object(o.c)()],t.prototype,"pinchToPanMaxDistance",void 0),Object(n.b)([Object(o.c)()],t.prototype,"panningDistanceLimit",void 0),Object(n.b)([Object(o.k)()],t.prototype,"panningOriginTarget",void 0),Object(n.b)([Object(o.c)()],t.prototype,"panningInertia",void 0),Object(n.b)([Object(o.c)()],t.prototype,"zoomOnFactor",void 0),Object(n.b)([Object(o.c)()],t.prototype,"targetScreenOffset",void 0),Object(n.b)([Object(o.c)()],t.prototype,"allowUpsideDown",void 0),Object(n.b)([Object(o.c)()],t.prototype,"useInputToRestoreState",void 0),t}(C)},function(e,t,i){"use strict";i.r(t),i.d(t,"ScreenshotTools",(function(){return M}));var r=i(18),n=i(1),o=i(4),s=i(13),a=i(0),h=i(66),l=i(74),c=i(38),u=i(11),f=i(70),d=i(24);d.a.prototype.createRenderTargetTexture=function(e,t){var i=new f.a;void 0!==t&&"object"==typeof t?(i.generateMipMaps=t.generateMipMaps,i.generateDepthBuffer=!!t.generateDepthBuffer,i.generateStencilBuffer=!!t.generateStencilBuffer,i.type=void 0===t.type?0:t.type,i.samplingMode=void 0===t.samplingMode?3:t.samplingMode,i.format=void 0===t.format?5:t.format):(i.generateMipMaps=t,i.generateDepthBuffer=!0,i.generateStencilBuffer=!1,i.type=0,i.samplingMode=3,i.format=5),(1!==i.type||this._caps.textureFloatLinearFiltering)&&(2!==i.type||this._caps.textureHalfFloatLinearFiltering)||(i.samplingMode=1),1!==i.type||this._caps.textureFloat||(i.type=0,u.a.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type"));var r=this._gl,n=new c.a(this,c.b.RenderTarget),o=e.width||e,s=e.height||e,a=e.layers||0,h=this._getSamplingParameters(i.samplingMode,!!i.generateMipMaps),l=0!==a?r.TEXTURE_2D_ARRAY:r.TEXTURE_2D,d=this._getRGBABufferInternalSizedFormat(i.type,i.format),p=this._getInternalFormat(i.format),_=this._getWebGLTextureType(i.type);this._bindTextureDirectly(l,n),0!==a?(n.is2DArray=!0,r.texImage3D(l,0,d,o,s,a,0,p,_,null)):r.texImage2D(l,0,d,o,s,0,p,_,null),r.texParameteri(l,r.TEXTURE_MAG_FILTER,h.mag),r.texParameteri(l,r.TEXTURE_MIN_FILTER,h.min),r.texParameteri(l,r.TEXTURE_WRAP_S,r.CLAMP_TO_EDGE),r.texParameteri(l,r.TEXTURE_WRAP_T,r.CLAMP_TO_EDGE),i.generateMipMaps&&this._gl.generateMipmap(l),this._bindTextureDirectly(l,null);var g=r.createFramebuffer();return this._bindUnboundFramebuffer(g),n._depthStencilBuffer=this._setupFramebufferDepthAttachments(!!i.generateStencilBuffer,i.generateDepthBuffer,o,s),n.is2DArray||r.framebufferTexture2D(r.FRAMEBUFFER,r.COLOR_ATTACHMENT0,r.TEXTURE_2D,n._webGLTexture,0),this._bindUnboundFramebuffer(null),n._framebuffer=g,n.baseWidth=o,n.baseHeight=s,n.width=o,n.height=s,n.depth=a,n.isReady=!0,n.samples=1,n.generateMipMaps=!!i.generateMipMaps,n.samplingMode=i.samplingMode,n.type=i.type,n.format=i.format,n._generateDepthBuffer=i.generateDepthBuffer,n._generateStencilBuffer=!!i.generateStencilBuffer,this._internalTexturesCache.push(n),n},d.a.prototype.createDepthStencilTexture=function(e,t){if(t.isCube){var i=e.width||e;return this._createDepthStencilCubeTexture(i,t)}return this._createDepthStencilTexture(e,t)},d.a.prototype._createDepthStencilTexture=function(e,t){var i=this._gl,r=e.layers||0,o=0!==r?i.TEXTURE_2D_ARRAY:i.TEXTURE_2D,s=new c.a(this,c.b.Depth);if(!this._caps.depthTextureExtension)return u.a.Error("Depth texture is not supported by your browser or hardware."),s;var a=Object(n.a)({bilinearFiltering:!1,comparisonFunction:0,generateStencil:!1},t);this._bindTextureDirectly(o,s,!0),this._setupDepthStencilTexture(s,e,a.generateStencil,a.bilinearFiltering,a.comparisonFunction);var h=a.generateStencil?i.UNSIGNED_INT_24_8:i.UNSIGNED_INT,l=a.generateStencil?i.DEPTH_STENCIL:i.DEPTH_COMPONENT,f=l;return this.webGLVersion>1&&(f=a.generateStencil?i.DEPTH24_STENCIL8:i.DEPTH_COMPONENT24),s.is2DArray?i.texImage3D(o,0,f,s.width,s.height,r,0,l,h,null):i.texImage2D(o,0,f,s.width,s.height,0,l,h,null),this._bindTextureDirectly(o,null),s},d.a.prototype.createRenderTargetCubeTexture=function(e,t){var i=Object(n.a)({generateMipMaps:!0,generateDepthBuffer:!0,generateStencilBuffer:!1,type:0,samplingMode:3,format:5},t);i.generateStencilBuffer=i.generateDepthBuffer&&i.generateStencilBuffer,(1!==i.type||this._caps.textureFloatLinearFiltering)&&(2!==i.type||this._caps.textureHalfFloatLinearFiltering)||(i.samplingMode=1);var r=this._gl,o=new c.a(this,c.b.RenderTarget);this._bindTextureDirectly(r.TEXTURE_CUBE_MAP,o,!0);var s=this._getSamplingParameters(i.samplingMode,i.generateMipMaps);1!==i.type||this._caps.textureFloat||(i.type=0,u.a.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type")),r.texParameteri(r.TEXTURE_CUBE_MAP,r.TEXTURE_MAG_FILTER,s.mag),r.texParameteri(r.TEXTURE_CUBE_MAP,r.TEXTURE_MIN_FILTER,s.min),r.texParameteri(r.TEXTURE_CUBE_MAP,r.TEXTURE_WRAP_S,r.CLAMP_TO_EDGE),r.texParameteri(r.TEXTURE_CUBE_MAP,r.TEXTURE_WRAP_T,r.CLAMP_TO_EDGE);for(var a=0;a<6;a++)r.texImage2D(r.TEXTURE_CUBE_MAP_POSITIVE_X+a,0,this._getRGBABufferInternalSizedFormat(i.type,i.format),e,e,0,this._getInternalFormat(i.format),this._getWebGLTextureType(i.type),null);var h=r.createFramebuffer();return this._bindUnboundFramebuffer(h),o._depthStencilBuffer=this._setupFramebufferDepthAttachments(i.generateStencilBuffer,i.generateDepthBuffer,e,e),i.generateMipMaps&&r.generateMipmap(r.TEXTURE_CUBE_MAP),this._bindTextureDirectly(r.TEXTURE_CUBE_MAP,null),this._bindUnboundFramebuffer(null),o._framebuffer=h,o.width=e,o.height=e,o.isReady=!0,o.isCube=!0,o.samples=1,o.generateMipMaps=i.generateMipMaps,o.samplingMode=i.samplingMode,o.type=i.type,o.format=i.format,o._generateDepthBuffer=i.generateDepthBuffer,o._generateStencilBuffer=i.generateStencilBuffer,this._internalTexturesCache.push(o),o};var p=i(26),_=function(e){function t(t,i,n,s,h,c,u,f,d,p,_,g,m){void 0===h&&(h=!0),void 0===c&&(c=0),void 0===u&&(u=!1),void 0===f&&(f=r.a.TRILINEAR_SAMPLINGMODE),void 0===d&&(d=!0),void 0===p&&(p=!1),void 0===_&&(_=!1),void 0===g&&(g=5),void 0===m&&(m=!1);var b=e.call(this,null,n,!s)||this;return b.isCube=u,b.renderParticles=!0,b.renderSprites=!1,b.coordinatesMode=r.a.PROJECTION_MODE,b.ignoreCameraViewport=!1,b.onBeforeBindObservable=new o.a,b.onAfterUnbindObservable=new o.a,b.onBeforeRenderObservable=new o.a,b.onAfterRenderObservable=new o.a,b.onClearObservable=new o.a,b.onResizeObservable=new o.a,b._currentRefreshId=-1,b._refreshRate=1,b._samples=1,b.boundingBoxPosition=a.e.Zero(),(n=b.getScene())?(b.renderList=new Array,b._engine=n.getEngine(),b.name=t,b.isRenderTarget=!0,b._initialSizeParameter=i,b._processSizeParameter(i),b._resizeObserver=b.getScene().getEngine().onResizeObservable.add((function(){})),b._generateMipMaps=!!s,b._doNotChangeAspectRatio=h,b._renderingManager=new l.a(n),b._renderingManager._useSceneAutoClearSetup=!0,_||(b._renderTargetOptions={generateMipMaps:s,type:c,format:g,samplingMode:f,generateDepthBuffer:d,generateStencilBuffer:p},f===r.a.NEAREST_SAMPLINGMODE&&(b.wrapU=r.a.CLAMP_ADDRESSMODE,b.wrapV=r.a.CLAMP_ADDRESSMODE),m||(u?(b._texture=n.getEngine().createRenderTargetCubeTexture(b.getRenderSize(),b._renderTargetOptions),b.coordinatesMode=r.a.INVCUBIC_MODE,b._textureMatrix=a.a.Identity()):b._texture=n.getEngine().createRenderTargetTexture(b._size,b._renderTargetOptions))),b):b}return Object(n.c)(t,e),Object.defineProperty(t.prototype,"renderList",{get:function(){return this._renderList},set:function(e){this._renderList=e,this._renderList&&this._hookArray(this._renderList)},enumerable:!0,configurable:!0}),t.prototype._hookArray=function(e){var t=this,i=e.push;e.push=function(){for(var r=[],n=0;n0&&(this._postProcesses[0].autoClear=!1))}},t.prototype._shouldRender=function(){return-1===this._currentRefreshId||this.refreshRate===this._currentRefreshId?(this._currentRefreshId=1,!0):(this._currentRefreshId++,!1)},t.prototype.getRenderSize=function(){return this.getRenderWidth()},t.prototype.getRenderWidth=function(){return this._size.width?this._size.width:this._size},t.prototype.getRenderHeight=function(){return this._size.width?this._size.height:this._size},t.prototype.getRenderLayers=function(){var e=this._size.layers;return e||0},Object.defineProperty(t.prototype,"canRescale",{get:function(){return!0},enumerable:!0,configurable:!0}),t.prototype.scale=function(e){var t=Math.max(1,this.getRenderSize()*e);this.resize(t)},t.prototype.getReflectionTextureMatrix=function(){return this.isCube?this._textureMatrix:e.prototype.getReflectionTextureMatrix.call(this)},t.prototype.resize=function(e){var t=this.isCube;this.releaseInternalTexture();var i=this.getScene();i&&(this._processSizeParameter(e),this._texture=t?i.getEngine().createRenderTargetCubeTexture(this.getRenderSize(),this._renderTargetOptions):i.getEngine().createRenderTargetTexture(this._size,this._renderTargetOptions),this.onResizeObservable.hasObservers()&&this.onResizeObservable.notifyObservers(this))},t.prototype.render=function(e,t){if(void 0===e&&(e=!1),void 0===t&&(t=!1),a=this.getScene()){var i,r=a.getEngine();if(void 0!==this.useCameraPostProcesses&&(e=this.useCameraPostProcesses),this._waitingRenderList){this.renderList=[];for(var n=0;n1||this.activeCamera&&this.activeCamera!==a.activeCamera)&&a.setTransformMatrix(a.activeCamera.getViewMatrix(),a.activeCamera.getProjectionMatrix(!0)),r.setViewport(a.activeCamera.viewport)),a.resetCachedMaterial()}},t.prototype._bestReflectionRenderTargetDimension=function(e,t){var i=e*t,r=p.Engine.NearestPOT(i+16384/(128+i));return Math.min(p.Engine.FloorPOT(e),r)},t.prototype._prepareRenderingManager=function(e,t,i,r){var n=this.getScene();if(n){this._renderingManager.reset();for(var o=n.getRenderId(),s=0;s=0&&this._renderingManager.dispatchParticles(f))}}},t.prototype._bindFrameBuffer=function(e,t){void 0===e&&(e=0),void 0===t&&(t=0);var i=this.getScene();if(i){var r=i.getEngine();this._texture&&r.bindFramebuffer(this._texture,this.isCube?e:void 0,void 0,void 0,this.ignoreCameraViewport,0,t)}},t.prototype.unbindFrameBuffer=function(e,t){var i=this;this._texture&&e.unBindFramebuffer(this._texture,this.isCube,(function(){i.onAfterRenderObservable.notifyObservers(t)}))},t.prototype.renderToTarget=function(e,t,i,r,n){void 0===r&&(r=0),void 0===n&&(n=null);var o=this.getScene();if(o){var a=o.getEngine();if(this._texture){this._postProcessManager?this._postProcessManager._prepareFrame(this._texture,this._postProcesses):t&&o.postProcessManager._prepareFrame(this._texture)||this._bindFrameBuffer(e,r),this.is2DArray?this.onBeforeRenderObservable.notifyObservers(r):this.onBeforeRenderObservable.notifyObservers(e);var h=null,l=this.renderList?this.renderList:o.getActiveMeshes().data,c=this.renderList?this.renderList.length:o.getActiveMeshes().length;this.getCustomRenderList&&(h=this.getCustomRenderList(this.is2DArray?r:e,l,c)),h?this._prepareRenderingManager(h,h.length,n,!1):(this._defaultRenderListPrepared||(this._prepareRenderingManager(l,c,n,!this.renderList),this._defaultRenderListPrepared=!0),h=l),this.onClearObservable.hasObservers()?this.onClearObservable.notifyObservers(a):a.clear(this.clearColor||o.clearColor,!0,!0,!0),this._doNotChangeAspectRatio||o.updateTransformMatrix(!0);for(var u=0,f=o._beforeRenderTargetDrawStage;u=0&&t.customRenderTargets.splice(i,1);for(var r=0,n=t.cameras;r=0&&o.customRenderTargets.splice(i,1)}this.depthStencilTexture&&this.getScene().getEngine()._releaseTexture(this.depthStencilTexture),e.prototype.dispose.call(this)}},t.prototype._rebuild=function(){this.refreshRate===t.REFRESHRATE_RENDER_ONCE&&(this.refreshRate=t.REFRESHRATE_RENDER_ONCE),this._postProcessManager&&this._postProcessManager._rebuild()},t.prototype.freeRenderingGroups=function(){this._renderingManager&&this._renderingManager.freeRenderingGroups()},t.prototype.getViewCount=function(){return 1},t.REFRESHRATE_RENDER_ONCE=0,t.REFRESHRATE_RENDER_ONEVERYFRAME=1,t.REFRESHRATE_RENDER_ONEVERYTWOFRAMES=2,t}(r.a);r.a._CreateRenderTargetTexture=function(e,t,i,r){return new _(e,t,i,r)};var g=i(28),m=i(6),b="\nattribute vec2 position;\nuniform vec2 scale;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) {\nvUV=(position*madd+madd)*scale;\ngl_Position=vec4(position,0.0,1.0);\n}";m.a.ShadersStore.postprocessVertexShader=b;var v=function(){function e(e,t,i,r,n,s,h,l,c,u,f,d,p,_,m){void 0===h&&(h=1),void 0===u&&(u=null),void 0===f&&(f=0),void 0===d&&(d="postprocess"),void 0===_&&(_=!1),void 0===m&&(m=5),this.name=e,this.width=-1,this.height=-1,this._outputTexture=null,this.autoClear=!0,this.alphaMode=0,this.animations=new Array,this.enablePixelPerfectMode=!1,this.forceFullscreenViewport=!0,this.scaleMode=1,this.alwaysForcePOT=!1,this._samples=1,this.adaptScaleToCurrentViewport=!1,this._reusable=!1,this._textures=new g.a(2),this._currentRenderTextureInd=0,this._scaleRatio=new a.d(1,1),this._texelSize=a.d.Zero(),this.onActivateObservable=new o.a,this.onSizeChangedObservable=new o.a,this.onApplyObservable=new o.a,this.onBeforeRenderObservable=new o.a,this.onAfterRenderObservable=new o.a,null!=s?(this._camera=s,this._scene=s.getScene(),s.attachPostProcess(this),this._engine=this._scene.getEngine(),this._scene.postProcesses.push(this),this.uniqueId=this._scene.getUniqueId()):l&&(this._engine=l,this._engine.postProcesses.push(this)),this._options=n,this.renderTargetSamplingMode=h||1,this._reusable=c||!1,this._textureType=f,this._textureFormat=m,this._samplers=r||[],this._samplers.push("textureSampler"),this._fragmentUrl=t,this._vertexUrl=d,this._parameters=i||[],this._parameters.push("scale"),this._indexParameters=p,_||this.updateEffect(u)}return Object.defineProperty(e.prototype,"samples",{get:function(){return this._samples},set:function(e){var t=this;this._samples=Math.min(e,this._engine.getCaps().maxMSAASamples),this._textures.forEach((function(e){e.samples!==t._samples&&t._engine.updateRenderTargetTextureSampleCount(e,t._samples)}))},enumerable:!0,configurable:!0}),e.prototype.getEffectName=function(){return this._fragmentUrl},Object.defineProperty(e.prototype,"onActivate",{set:function(e){this._onActivateObserver&&this.onActivateObservable.remove(this._onActivateObserver),e&&(this._onActivateObserver=this.onActivateObservable.add(e))},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"onSizeChanged",{set:function(e){this._onSizeChangedObserver&&this.onSizeChangedObservable.remove(this._onSizeChangedObserver),this._onSizeChangedObserver=this.onSizeChangedObservable.add(e)},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"onApply",{set:function(e){this._onApplyObserver&&this.onApplyObservable.remove(this._onApplyObserver),this._onApplyObserver=this.onApplyObservable.add(e)},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"onBeforeRender",{set:function(e){this._onBeforeRenderObserver&&this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver),this._onBeforeRenderObserver=this.onBeforeRenderObservable.add(e)},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"onAfterRender",{set:function(e){this._onAfterRenderObserver&&this.onAfterRenderObservable.remove(this._onAfterRenderObserver),this._onAfterRenderObserver=this.onAfterRenderObservable.add(e)},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"inputTexture",{get:function(){return this._textures.data[this._currentRenderTextureInd]},set:function(e){this._forcedOutputTexture=e},enumerable:!0,configurable:!0}),e.prototype.getCamera=function(){return this._camera},Object.defineProperty(e.prototype,"texelSize",{get:function(){return this._shareOutputWithPostProcess?this._shareOutputWithPostProcess.texelSize:(this._forcedOutputTexture&&this._texelSize.copyFromFloats(1/this._forcedOutputTexture.width,1/this._forcedOutputTexture.height),this._texelSize)},enumerable:!0,configurable:!0}),e.prototype.getClassName=function(){return"PostProcess"},e.prototype.getEngine=function(){return this._engine},e.prototype.getEffect=function(){return this._effect},e.prototype.shareOutputWith=function(e){return this._disposeTextures(),this._shareOutputWithPostProcess=e,this},e.prototype.useOwnOutput=function(){0==this._textures.length&&(this._textures=new g.a(2)),this._shareOutputWithPostProcess=null},e.prototype.updateEffect=function(e,t,i,r,n,o){void 0===e&&(e=null),void 0===t&&(t=null),void 0===i&&(i=null),this._effect=this._engine.createEffect({vertex:this._vertexUrl,fragment:this._fragmentUrl},["position"],t||this._parameters,i||this._samplers,null!==e?e:"",void 0,n,o,r||this._indexParameters)},e.prototype.isReusable=function(){return this._reusable},e.prototype.markTextureDirty=function(){this.width=-1},e.prototype.activate=function(e,t,i){var r=this;void 0===t&&(t=null);var n=(e=e||this._camera).getScene(),o=n.getEngine(),s=o.getCaps().maxTextureSize,a=(t?t.width:this._engine.getRenderWidth(!0))*this._options|0,h=(t?t.height:this._engine.getRenderHeight(!0))*this._options|0,l=e.parent;!l||l.leftCamera!=e&&l.rightCamera!=e||(a/=2);var c,u=this._options.width||a,f=this._options.height||h,d=7!==this.renderTargetSamplingMode&&1!==this.renderTargetSamplingMode&&2!==this.renderTargetSamplingMode;if(!this._shareOutputWithPostProcess&&!this._forcedOutputTexture){if(this.adaptScaleToCurrentViewport){var _=o.currentViewport;_&&(u*=_.width,f*=_.height)}if((d||this.alwaysForcePOT)&&(this._options.width||(u=o.needPOTTextures?p.Engine.GetExponentOfTwo(u,s,this.scaleMode):u),this._options.height||(f=o.needPOTTextures?p.Engine.GetExponentOfTwo(f,s,this.scaleMode):f)),this.width!==u||this.height!==f){if(this._textures.length>0){for(var g=0;g0)for(var e=0;e0){var r=this._camera._getFirstPostProcess();r&&r.markTextureDirty()}this.onActivateObservable.clear(),this.onAfterRenderObservable.clear(),this.onApplyObservable.clear(),this.onBeforeRenderObservable.clear(),this.onSizeChangedObservable.clear()}},e}(),y="uniform sampler2D textureSampler;\nuniform vec2 texelSize;\nvarying vec2 vUV;\nvarying vec2 sampleCoordS;\nvarying vec2 sampleCoordE;\nvarying vec2 sampleCoordN;\nvarying vec2 sampleCoordW;\nvarying vec2 sampleCoordNW;\nvarying vec2 sampleCoordSE;\nvarying vec2 sampleCoordNE;\nvarying vec2 sampleCoordSW;\nconst float fxaaQualitySubpix=1.0;\nconst float fxaaQualityEdgeThreshold=0.166;\nconst float fxaaQualityEdgeThresholdMin=0.0833;\nconst vec3 kLumaCoefficients=vec3(0.2126,0.7152,0.0722);\n#define FxaaLuma(rgba) dot(rgba.rgb,kLumaCoefficients)\nvoid main(){\nvec2 posM;\nposM.x=vUV.x;\nposM.y=vUV.y;\nvec4 rgbyM=texture2D(textureSampler,vUV,0.0);\nfloat lumaM=FxaaLuma(rgbyM);\nfloat lumaS=FxaaLuma(texture2D(textureSampler,sampleCoordS,0.0));\nfloat lumaE=FxaaLuma(texture2D(textureSampler,sampleCoordE,0.0));\nfloat lumaN=FxaaLuma(texture2D(textureSampler,sampleCoordN,0.0));\nfloat lumaW=FxaaLuma(texture2D(textureSampler,sampleCoordW,0.0));\nfloat maxSM=max(lumaS,lumaM);\nfloat minSM=min(lumaS,lumaM);\nfloat maxESM=max(lumaE,maxSM);\nfloat minESM=min(lumaE,minSM);\nfloat maxWN=max(lumaN,lumaW);\nfloat minWN=min(lumaN,lumaW);\nfloat rangeMax=max(maxWN,maxESM);\nfloat rangeMin=min(minWN,minESM);\nfloat rangeMaxScaled=rangeMax*fxaaQualityEdgeThreshold;\nfloat range=rangeMax-rangeMin;\nfloat rangeMaxClamped=max(fxaaQualityEdgeThresholdMin,rangeMaxScaled);\n#ifndef MALI\nif(range=edgeVert;\nfloat subpixA=subpixNSWE*2.0+subpixNWSWNESE;\nif (!horzSpan)\n{\nlumaN=lumaW;\n}\nif (!horzSpan)\n{\nlumaS=lumaE;\n}\nif (horzSpan)\n{\nlengthSign=texelSize.y;\n}\nfloat subpixB=(subpixA*(1.0/12.0))-lumaM;\nfloat gradientN=lumaN-lumaM;\nfloat gradientS=lumaS-lumaM;\nfloat lumaNN=lumaN+lumaM;\nfloat lumaSS=lumaS+lumaM;\nbool pairN=abs(gradientN)>=abs(gradientS);\nfloat gradient=max(abs(gradientN),abs(gradientS));\nif (pairN)\n{\nlengthSign=-lengthSign;\n}\nfloat subpixC=clamp(abs(subpixB)*subpixRcpRange,0.0,1.0);\nvec2 posB;\nposB.x=posM.x;\nposB.y=posM.y;\nvec2 offNP;\noffNP.x=(!horzSpan) ? 0.0 : texelSize.x;\noffNP.y=(horzSpan) ? 0.0 : texelSize.y;\nif (!horzSpan)\n{\nposB.x+=lengthSign*0.5;\n}\nif (horzSpan)\n{\nposB.y+=lengthSign*0.5;\n}\nvec2 posN;\nposN.x=posB.x-offNP.x*1.5;\nposN.y=posB.y-offNP.y*1.5;\nvec2 posP;\nposP.x=posB.x+offNP.x*1.5;\nposP.y=posB.y+offNP.y*1.5;\nfloat subpixD=((-2.0)*subpixC)+3.0;\nfloat lumaEndN=FxaaLuma(texture2D(textureSampler,posN,0.0));\nfloat subpixE=subpixC*subpixC;\nfloat lumaEndP=FxaaLuma(texture2D(textureSampler,posP,0.0));\nif (!pairN)\n{\nlumaNN=lumaSS;\n}\nfloat gradientScaled=gradient*1.0/4.0;\nfloat lumaMM=lumaM-lumaNN*0.5;\nfloat subpixF=subpixD*subpixE;\nbool lumaMLTZero=lumaMM<0.0;\nlumaEndN-=lumaNN*0.5;\nlumaEndP-=lumaNN*0.5;\nbool doneN=abs(lumaEndN)>=gradientScaled;\nbool doneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN)\n{\nposN.x-=offNP.x*3.0;\n}\nif (!doneN)\n{\nposN.y-=offNP.y*3.0;\n}\nbool doneNP=(!doneN) || (!doneP);\nif (!doneP)\n{\nposP.x+=offNP.x*3.0;\n}\nif (!doneP)\n{\nposP.y+=offNP.y*3.0;\n}\nif (doneNP)\n{\nif (!doneN) lumaEndN=FxaaLuma(texture2D(textureSampler,posN.xy,0.0));\nif (!doneP) lumaEndP=FxaaLuma(texture2D(textureSampler,posP.xy,0.0));\nif (!doneN) lumaEndN=lumaEndN-lumaNN*0.5;\nif (!doneP) lumaEndP=lumaEndP-lumaNN*0.5;\ndoneN=abs(lumaEndN)>=gradientScaled;\ndoneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN) posN.x-=offNP.x*12.0;\nif (!doneN) posN.y-=offNP.y*12.0;\ndoneNP=(!doneN) || (!doneP);\nif (!doneP) posP.x+=offNP.x*12.0;\nif (!doneP) posP.y+=offNP.y*12.0;\n}\nfloat dstN=posM.x-posN.x;\nfloat dstP=posP.x-posM.x;\nif (!horzSpan)\n{\ndstN=posM.y-posN.y;\n}\nif (!horzSpan)\n{\ndstP=posP.y-posM.y;\n}\nbool goodSpanN=(lumaEndN<0.0) != lumaMLTZero;\nfloat spanLength=(dstP+dstN);\nbool goodSpanP=(lumaEndP<0.0) != lumaMLTZero;\nfloat spanLengthRcp=1.0/spanLength;\nbool directionN=dstN-1?"#define MALI 1\n":null},t}(v),M=function(){function e(){}return e.CreateScreenshot=function(t,i,r,n,o){void 0===o&&(o="image/png");var a=e._getScreenshotSize(t,i,r),h=a.height,l=a.width;if(h&&l){s.b._ScreenshotCanvas||(s.b._ScreenshotCanvas=document.createElement("canvas")),s.b._ScreenshotCanvas.width=l,s.b._ScreenshotCanvas.height=h;var c=s.b._ScreenshotCanvas.getContext("2d"),f=t.getRenderWidth()/t.getRenderHeight(),d=l,p=d/f;p>h&&(d=(p=h)*f);var _=Math.max(0,l-d)/2,g=Math.max(0,h-p)/2,m=t.getRenderingCanvas();c&&m&&c.drawImage(m,_,g,d,p),s.b.EncodeScreenshotCanvasData(n,o)}else u.a.Error("Invalid 'size' parameter !")},e.CreateScreenshotAsync=function(t,i,r,n){return void 0===n&&(n="image/png"),new Promise((function(o,s){e.CreateScreenshot(t,i,r,(function(e){void 0!==e?o(e):s(new Error("Data is undefined"))}),n)}))},e.CreateScreenshotUsingRenderTarget=function(t,i,n,o,a,h,l,c,f){void 0===a&&(a="image/png"),void 0===h&&(h=1),void 0===l&&(l=!1),void 0===f&&(f=!1);var d=e._getScreenshotSize(t,i,n),p=d.height,g=d.width,m={width:g,height:p};if(p&&g){var b=i.getScene(),v=null;b.activeCamera!==i&&(v=b.activeCamera,b.activeCamera=i);var y=t.getRenderingCanvas();if(y){var x={width:y.width,height:y.height};t.setSize(g,p),b.render();var M=new _("screenShot",m,b,!1,!1,0,!1,r.a.NEAREST_SAMPLINGMODE);M.renderList=null,M.samples=h,M.renderSprites=f,M.onAfterRenderObservable.add((function(){s.b.DumpFramebuffer(g,p,t,o,a,c)}));var E=function(){b.incrementRenderId(),b.resetCachedMaterial(),M.render(!0),M.dispose(),v&&(b.activeCamera=v),t.setSize(x.width,x.height),i.getProjectionMatrix(!0)};if(l){var A=new T("antialiasing",1,b.activeCamera);M.addPostProcess(A),A.getEffect().isReady()?E():A.getEffect().onCompiled=function(){E()}}else E()}else u.a.Error("No rendering canvas found !")}else u.a.Error("Invalid 'size' parameter !")},e.CreateScreenshotUsingRenderTargetAsync=function(t,i,r,n,o,s,a,h){return void 0===n&&(n="image/png"),void 0===o&&(o=1),void 0===s&&(s=!1),void 0===h&&(h=!1),new Promise((function(l,c){e.CreateScreenshotUsingRenderTarget(t,i,r,(function(e){void 0!==e?l(e):c(new Error("Data is undefined"))}),n,o,s,a,h)}))},e._getScreenshotSize=function(e,t,i){var r=0,n=0;if("object"==typeof i){var o=i.precision?Math.abs(i.precision):1;i.width&&i.height?(r=i.height*o,n=i.width*o):i.width&&!i.height?(n=i.width*o,r=Math.round(n/e.getAspectRatio(t))):i.height&&!i.width?(r=i.height*o,n=Math.round(r*e.getAspectRatio(t))):(n=Math.round(e.getRenderWidth()*o),r=Math.round(n/e.getAspectRatio(t)))}else isNaN(i)||(r=i,n=i);return n&&(n=Math.floor(n)),r&&(r=Math.floor(r)),{height:0|r,width:0|n}},e}();s.b.CreateScreenshot=M.CreateScreenshot,s.b.CreateScreenshotAsync=M.CreateScreenshotAsync,s.b.CreateScreenshotUsingRenderTarget=M.CreateScreenshotUsingRenderTarget,s.b.CreateScreenshotUsingRenderTargetAsync=M.CreateScreenshotUsingRenderTargetAsync},function(e,t,i){"use strict";i.r(t),i.d(t,"LinesBuilder",(function(){return O}));var r=i(0),n=i(17),o=i(12),s=i(1),a=i(7),h=i(2),l=i(11),c=i(42),u=i(57),f=i(39);n.Mesh._instancedMeshFactory=function(e,t){var i=new d(e,t);if(t.instancedBuffers)for(var r in i.instancedBuffers={},t.instancedBuffers)i.instancedBuffers[r]=t.instancedBuffers[r];return i};var d=function(e){function t(t,i){var r=e.call(this,t,i.getScene())||this;r._indexInSourceMeshInstanceArray=-1,i.addInstance(r),r._sourceMesh=i,r._unIndexed=i._unIndexed,r.position.copyFrom(i.position),r.rotation.copyFrom(i.rotation),r.scaling.copyFrom(i.scaling),i.rotationQuaternion&&(r.rotationQuaternion=i.rotationQuaternion.clone()),r.animations=i.animations;for(var n=0,o=i.getAnimationRanges();n0!=this._getWorldMatrixDeterminant()>0)return this._internalAbstractMeshDataInfo._actAsRegularMesh=!0,!0;if(this._internalAbstractMeshDataInfo._actAsRegularMesh=!1,this._currentLOD._registerInstanceForRenderId(this,e),t){if(!this._currentLOD._internalAbstractMeshDataInfo._isActiveIntermediate)return this._currentLOD._internalAbstractMeshDataInfo._onlyForInstancesIntermediate=!0,!0}else if(!this._currentLOD._internalAbstractMeshDataInfo._isActive)return this._currentLOD._internalAbstractMeshDataInfo._onlyForInstances=!0,!0}return!1},t.prototype._postActivate=function(){this._edgesRenderer&&this._edgesRenderer.isEnabled&&this._sourceMesh._renderingGroup&&this._sourceMesh._renderingGroup._edgesRenderers.push(this._edgesRenderer)},t.prototype.getWorldMatrix=function(){if(this._currentLOD&&this._currentLOD.billboardMode!==f.a.BILLBOARDMODE_NONE&&this._currentLOD._masterMesh!==this){var t=this._currentLOD._masterMesh;return this._currentLOD._masterMesh=this,r.c.Vector3[7].copyFrom(this._currentLOD.position),this._currentLOD.position.set(0,0,0),r.c.Matrix[0].copyFrom(this._currentLOD.computeWorldMatrix(!0)),this._currentLOD.position.copyFrom(r.c.Vector3[7]),this._currentLOD._masterMesh=t,r.c.Matrix[0]}return e.prototype.getWorldMatrix.call(this)},Object.defineProperty(t.prototype,"isAnInstance",{get:function(){return!0},enumerable:!0,configurable:!0}),t.prototype.getLOD=function(e){if(!e)return this;var t=this.getBoundingInfo();return this._currentLOD=this.sourceMesh.getLOD(e,t.boundingSphere),this._currentLOD===this.sourceMesh?this.sourceMesh:this._currentLOD},t.prototype._preActivateForIntermediateRendering=function(e){return this.sourceMesh._preActivateForIntermediateRendering(e)},t.prototype._syncSubMeshes=function(){if(this.releaseSubMeshes(),this._sourceMesh.subMeshes)for(var e=0;e1&&(this._multiview=!0,n.push("#define MULTIVIEW"),-1!==this._options.uniforms.indexOf("viewProjection")&&-1===this._options.uniforms.push("viewProjectionR")&&this._options.uniforms.push("viewProjectionR"));for(var a=0;a4&&(o.push(h.b.MatricesIndicesExtraKind),o.push(h.b.MatricesWeightsExtraKind));var l=e.skeleton;n.push("#define NUM_BONE_INFLUENCERS "+e.numBoneInfluencers),s.addCPUSkinningFallback(0,e),l.isUsingTextureForMatrices?(n.push("#define BONETEXTURE"),-1===this._options.uniforms.indexOf("boneTextureWidth")&&this._options.uniforms.push("boneTextureWidth"),-1===this._options.samplers.indexOf("boneSampler")&&this._options.samplers.push("boneSampler")):(n.push("#define BonesPerMesh "+(l.bones.length+1)),-1===this._options.uniforms.indexOf("mBones")&&this._options.uniforms.push("mBones"))}else n.push("#define NUM_BONE_INFLUENCERS 0");for(var c in this._textures)if(!this._textures[c].isReady())return!1;e&&this._shouldTurnAlphaTestOn(e)&&n.push("#define ALPHATEST");var u=this._effect,f=n.join("\n");return this._effect=r.createEffect(this._shaderPath,{attributes:o,uniformsNames:this._options.uniforms,uniformBuffersNames:this._options.uniformBuffers,samplers:this._options.samplers,defines:f,fallbacks:s,onCompiled:this.onCompiled,onError:this.onError},r),!!this._effect.isReady()&&(u!==this._effect&&i.resetCachedMaterial(),this._renderId=i.getRenderId(),this._effect._wasPreviouslyReady=!0,!0)},t.prototype.bindOnlyWorldMatrix=function(e){var t=this.getScene();this._effect&&(-1!==this._options.uniforms.indexOf("world")&&this._effect.setMatrix("world",e),-1!==this._options.uniforms.indexOf("worldView")&&(e.multiplyToRef(t.getViewMatrix(),this._cachedWorldViewMatrix),this._effect.setMatrix("worldView",this._cachedWorldViewMatrix)),-1!==this._options.uniforms.indexOf("worldViewProjection")&&(e.multiplyToRef(t.getTransformMatrix(),this._cachedWorldViewProjectionMatrix),this._effect.setMatrix("worldViewProjection",this._cachedWorldViewProjectionMatrix)))},t.prototype.bind=function(e,t){if(this.bindOnlyWorldMatrix(e),this._effect&&this.getScene().getCachedMaterial()!==this){var i;for(i in-1!==this._options.uniforms.indexOf("view")&&this._effect.setMatrix("view",this.getScene().getViewMatrix()),-1!==this._options.uniforms.indexOf("projection")&&this._effect.setMatrix("projection",this.getScene().getProjectionMatrix()),-1!==this._options.uniforms.indexOf("viewProjection")&&(this._effect.setMatrix("viewProjection",this.getScene().getTransformMatrix()),this._multiview&&this._effect.setMatrix("viewProjectionR",this.getScene()._transformMatrixR)),this.getScene().activeCamera&&-1!==this._options.uniforms.indexOf("cameraPosition")&&this._effect.setVector3("cameraPosition",this.getScene().activeCamera.globalPosition),m.a.BindBonesParameters(t,this._effect),this._textures)this._effect.setTexture(i,this._textures[i]);for(i in this._textureArrays)this._effect.setTextureArray(i,this._textureArrays[i]);for(i in this._ints)this._effect.setInt(i,this._ints[i]);for(i in this._floats)this._effect.setFloat(i,this._floats[i]);for(i in this._floatsArrays)this._effect.setArray(i,this._floatsArrays[i]);for(i in this._colors3)this._effect.setColor3(i,this._colors3[i]);for(i in this._colors3Arrays)this._effect.setArray3(i,this._colors3Arrays[i]);for(i in this._colors4){var r=this._colors4[i];this._effect.setFloat4(i,r.r,r.g,r.b,r.a)}for(i in this._colors4Arrays)this._effect.setArray4(i,this._colors4Arrays[i]);for(i in this._vectors2)this._effect.setVector2(i,this._vectors2[i]);for(i in this._vectors3)this._effect.setVector3(i,this._vectors3[i]);for(i in this._vectors4)this._effect.setVector4(i,this._vectors4[i]);for(i in this._matrices)this._effect.setMatrix(i,this._matrices[i]);for(i in this._matrixArrays)this._effect.setMatrices(i,this._matrixArrays[i]);for(i in this._matrices3x3)this._effect.setMatrix3x3(i,this._matrices3x3[i]);for(i in this._matrices2x2)this._effect.setMatrix2x2(i,this._matrices2x2[i]);for(i in this._vectors2Arrays)this._effect.setArray2(i,this._vectors2Arrays[i]);for(i in this._vectors3Arrays)this._effect.setArray3(i,this._vectors3Arrays[i]);for(i in this._vectors4Arrays)this._effect.setArray4(i,this._vectors4Arrays[i])}this._afterBind(t)},t.prototype.getActiveTextures=function(){var t=e.prototype.getActiveTextures.call(this);for(var i in this._textures)t.push(this._textures[i]);for(var i in this._textureArrays)for(var r=this._textureArrays[i],n=0;n\nvoid main(void) {\n#include\n#ifdef VERTEXCOLOR\ngl_FragColor=vColor;\n#else\ngl_FragColor=color;\n#endif\n}");x.a.ShadersStore.colorPixelShader=T;i(82),i(84),i(83),i(85),i(86),i(87);var M="\nattribute vec3 position;\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include\n#include\n\n#include\nuniform mat4 viewProjection;\n#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\nvoid main(void) {\n#include\n#include\nvec4 worldPos=finalWorld*vec4(position,1.0);\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR == 0u) {\ngl_Position=viewProjection*worldPos;\n} else {\ngl_Position=viewProjectionR*worldPos;\n}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#include\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n}";x.a.ShadersStore.colorVertexShader=M;var E=function(e){function t(t,i,r,n,o,s,l){void 0===i&&(i=null),void 0===r&&(r=null),void 0===n&&(n=null);var c=e.call(this,t,i,r,n,o)||this;c.useVertexColor=s,c.useVertexAlpha=l,c.color=new a.a(1,1,1),c.alpha=1,n&&(c.color=n.color.clone(),c.alpha=n.alpha,c.useVertexColor=n.useVertexColor,c.useVertexAlpha=n.useVertexAlpha),c.intersectionThreshold=.1;var u={attributes:[h.b.PositionKind,"world0","world1","world2","world3"],uniforms:["vClipPlane","vClipPlane2","vClipPlane3","vClipPlane4","vClipPlane5","vClipPlane6","world","viewProjection"],needAlphaBlending:!0,defines:[]};return!1===l&&(u.needAlphaBlending=!1),s?(u.defines.push("#define VERTEXCOLOR"),u.attributes.push(h.b.ColorKind)):(u.uniforms.push("color"),c.color4=new a.b),c._colorShader=new y("colorShader",c.getScene(),"color",u),c}return Object(s.c)(t,e),t.prototype._addClipPlaneDefine=function(e){var t="#define "+e;-1===this._colorShader.options.defines.indexOf(t)&&this._colorShader.options.defines.push(t)},t.prototype._removeClipPlaneDefine=function(e){var t="#define "+e,i=this._colorShader.options.defines.indexOf(t);-1!==i&&this._colorShader.options.defines.splice(i,1)},t.prototype.isReady=function(){var t=this.getScene();return t.clipPlane?this._addClipPlaneDefine("CLIPPLANE"):this._removeClipPlaneDefine("CLIPPLANE"),t.clipPlane2?this._addClipPlaneDefine("CLIPPLANE2"):this._removeClipPlaneDefine("CLIPPLANE2"),t.clipPlane3?this._addClipPlaneDefine("CLIPPLANE3"):this._removeClipPlaneDefine("CLIPPLANE3"),t.clipPlane4?this._addClipPlaneDefine("CLIPPLANE4"):this._removeClipPlaneDefine("CLIPPLANE4"),t.clipPlane5?this._addClipPlaneDefine("CLIPPLANE5"):this._removeClipPlaneDefine("CLIPPLANE5"),t.clipPlane6?this._addClipPlaneDefine("CLIPPLANE6"):this._removeClipPlaneDefine("CLIPPLANE6"),!!this._colorShader.isReady()&&e.prototype.isReady.call(this)},t.prototype.getClassName=function(){return"LinesMesh"},Object.defineProperty(t.prototype,"material",{get:function(){return this._colorShader},set:function(e){},enumerable:!0,configurable:!0}),Object.defineProperty(t.prototype,"checkCollisions",{get:function(){return!1},enumerable:!0,configurable:!0}),t.prototype._bind=function(e,t,i){if(!this._geometry)return this;var r=this._colorShader.getEffect(),n=this.isUnIndexed?null:this._geometry.getIndexBuffer();if(this._geometry._bind(r,n),!this.useVertexColor){var o=this.color,s=o.r,a=o.g,h=o.b;this.color4.set(s,a,h,this.alpha),this._colorShader.setColor4("color",this.color4)}return m.a.BindClipPlane(r,this.getScene()),this},t.prototype._draw=function(e,t,i){if(!this._geometry||!this._geometry.getVertexBuffers()||!this._unIndexed&&!this._geometry.getIndexBuffer())return this;var r=this.getScene().getEngine();return this._unIndexed?r.drawArraysType(p.a.LineListDrawMode,e.verticesStart,e.verticesCount,i):r.drawElementsType(p.a.LineListDrawMode,e.indexStart,e.indexCount,i),this},t.prototype.dispose=function(t){this._colorShader.dispose(!1,!1,!0),e.prototype.dispose.call(this,t)},t.prototype.clone=function(e,i,r){return void 0===i&&(i=null),new t(e,this.getScene(),i,this,r)},t.prototype.createInstance=function(e){return new A(e,this)},t}(n.Mesh),A=function(e){function t(t,i){var r=e.call(this,t,i)||this;return r.intersectionThreshold=i.intersectionThreshold,r}return Object(s.c)(t,e),t.prototype.getClassName=function(){return"InstancedLinesMesh"},t}(d);o.VertexData.CreateLineSystem=function(e){for(var t=[],i=[],r=e.lines,n=e.colors,s=[],a=0,h=0;h0&&(t.push(a-1),t.push(a)),a++}var f=new o.VertexData;return f.indices=t,f.positions=i,n&&(f.colors=s),f},o.VertexData.CreateDashedLines=function(e){var t,i,n=e.dashSize||3,s=e.gapSize||1,a=e.dashNb||200,h=e.points,l=new Array,c=new Array,u=r.e.Zero(),f=0,d=0,p=0,_=0,g=0;for(g=0;g1)?1:e.arc||1,l=0===e.sideOrientation?0:e.sideOrientation||s.VertexData.DEFAULTSIDE;t.push(0,0,0),n.push(.5,.5);for(var c=2*Math.PI*h,u=c/a,f=0;f0&&i.set(this._uvs32,o.b.UVKind),this._colors32.length>0&&i.set(this._colors32,o.b.ColorKind),i.applyToMesh(this.mesh,this._updatable),this.mesh.isPickable=this._pickable,this._multimaterialEnabled&&this.setMultiMaterial(this._materials),this._expandable||(this._depthSort||this._multimaterialEnabled||(this._indices=null),this._positions=null,this._normals=null,this._uvs=null,this._colors=null,this._updatable||(this.particles.length=0)),this._isNotBuilt=!1,this.recomputeNormals=!1,this.mesh},e.prototype.digest=function(e,t){var i=t&&t.facetNb||1,n=t&&t.number||0,s=t&&t.delta||0,a=e.getVerticesData(o.b.PositionKind),h=e.getIndices(),l=e.getVerticesData(o.b.UVKind),u=e.getVerticesData(o.b.ColorKind),f=e.getVerticesData(o.b.NormalKind),d=t&&t.storage?t.storage:null,_=0,g=h.length/3;n?(n=n>g?g:n,i=Math.round(g/n),s=0):i=i>g?g:i;for(var m=[],b=[],v=[],y=[],x=[],T=r.e.Zero(),M=i;_g-(i=M+Math.floor((1+s)*Math.random()))&&(i=g-_),m.length=0,b.length=0,v.length=0,y.length=0,x.length=0;for(var E=0,A=3*_;A<3*(_+i);A++){v.push(E);var O=h[A],P=3*O;if(m.push(a[P],a[P+1],a[P+2]),b.push(f[P],f[P+1],f[P+2]),l){var C=2*O;y.push(l[C],l[C+1])}if(u){var S=4*O;x.push(u[S],u[S+1],u[S+2],u[S+3])}E++}var R,I=this.nbParticles,D=this._posToShape(m),w=this._uvsToShapeUV(y),L=Array.from(v),F=Array.from(x),N=Array.from(b);for(T.copyFromFloats(0,0,0),R=0;R65535&&(this._needs32Bits=!0)}if(this._pickable){var N=o.length/3;for(b=0;b=this.nbParticles||!this._updatable)return[];var r=this.particles,n=this.nbParticles;if(t=this.nbParticles?this.nbParticles-1:t,this._computeBoundingBox&&(0!=e||t!=this.nbParticles-1)){var L=this.mesh._boundingInfo;L&&(T.copyFrom(L.minimum),M.copyFrom(L.maximum))}var F=(C=this.particles[e]._pos)/3|0;R=4*F,D=2*F;for(var N=e;N<=t;N++){var B=this.particles[N];this.updateParticle(B);var k=B._model._shape,U=B._model._shapeUV,V=B._rotationMatrix,z=B.position,j=B.rotation,W=B.scaling,G=B._globalPosition;if(this._depthSort&&this._depthSortParticles){var H=this.depthSortedParticles[N];H.ind=B._ind,H.indicesLength=B._model._indicesLength,H.sqDistance=r.e.DistanceSquared(B.position,E)}if(!B.alive||B._stillInvisible&&!B.isVisible)C+=3*(w=k.length),R+=4*w,D+=2*w;else{if(B.isVisible){B._stillInvisible=!1;var X=b[12];if(B.pivot.multiplyToRef(W,X),this.billboard&&(j.x=0,j.y=0),(this._computeParticleRotation||this.billboard)&&B.getRotationMatrix(n),null!==B.parentId){var K=this.getParticleById(B.parentId);if(K){var Y=K._rotationMatrix,q=K._globalPosition,Z=z.x*Y[1]+z.y*Y[4]+z.z*Y[7],Q=z.x*Y[0]+z.y*Y[3]+z.z*Y[6],J=z.x*Y[2]+z.y*Y[5]+z.z*Y[8];if(G.x=q.x+Q,G.y=q.y+Z,G.z=q.z+J,this._computeParticleRotation||this.billboard){var $=n.m;V[0]=$[0]*Y[0]+$[1]*Y[3]+$[2]*Y[6],V[1]=$[0]*Y[1]+$[1]*Y[4]+$[2]*Y[7],V[2]=$[0]*Y[2]+$[1]*Y[5]+$[2]*Y[8],V[3]=$[4]*Y[0]+$[5]*Y[3]+$[6]*Y[6],V[4]=$[4]*Y[1]+$[5]*Y[4]+$[6]*Y[7],V[5]=$[4]*Y[2]+$[5]*Y[5]+$[6]*Y[8],V[6]=$[8]*Y[0]+$[9]*Y[3]+$[10]*Y[6],V[7]=$[8]*Y[1]+$[9]*Y[4]+$[10]*Y[7],V[8]=$[8]*Y[2]+$[9]*Y[5]+$[10]*Y[8]}}else B.parentId=null}else if(G.x=z.x,G.y=z.y,G.z=z.z,this._computeParticleRotation||this.billboard){$=n.m;V[0]=$[0],V[1]=$[1],V[2]=$[2],V[3]=$[4],V[4]=$[5],V[5]=$[6],V[6]=$[8],V[7]=$[9],V[8]=$[10]}var ee=b[11];for(B.translateFromPivot?ee.setAll(0):ee.copyFrom(X),w=0;w0)for(var t=0;tl.x)return!1}else if(n=1/this.direction.x,o=(h.x-this.origin.x)*n,(s=(l.x-this.origin.x)*n)===-1/0&&(s=1/0),o>s&&(a=o,o=s,s=a),(c=Math.max(o,c))>(u=Math.min(s,u)))return!1;if(Math.abs(this.direction.y)<1e-7){if(this.origin.yl.y)return!1}else if(n=1/this.direction.y,o=(h.y-this.origin.y)*n,(s=(l.y-this.origin.y)*n)===-1/0&&(s=1/0),o>s&&(a=o,o=s,s=a),(c=Math.max(o,c))>(u=Math.min(s,u)))return!1;if(Math.abs(this.direction.z)<1e-7){if(this.origin.zl.z)return!1}else if(n=1/this.direction.z,o=(h.z-this.origin.z)*n,(s=(l.z-this.origin.z)*n)===-1/0&&(s=1/0),o>s&&(a=o,o=s,s=a),(c=Math.max(o,c))>(u=Math.min(s,u)))return!1;return!0},e.prototype.intersectsBox=function(e,t){return void 0===t&&(t=0),this.intersectsBoxMinMax(e.minimum,e.maximum,t)},e.prototype.intersectsSphere=function(e,t){void 0===t&&(t=0);var i=e.center.x-this.origin.x,r=e.center.y-this.origin.y,n=e.center.z-this.origin.z,o=i*i+r*r+n*n,s=e.radius+t,a=s*s;if(o<=a)return!0;var h=i*this.direction.x+r*this.direction.y+n*this.direction.z;return!(h<0)&&o-h*h<=a},e.prototype.intersectsTriangle=function(t,i,r){var n=e.TmpVector3[0],o=e.TmpVector3[1],a=e.TmpVector3[2],h=e.TmpVector3[3],l=e.TmpVector3[4];i.subtractToRef(t,n),r.subtractToRef(t,o),s.e.CrossToRef(this.direction,o,a);var u=s.e.Dot(n,a);if(0===u)return null;var f=1/u;this.origin.subtractToRef(t,h);var d=s.e.Dot(h,a)*f;if(d<0||d>1)return null;s.e.CrossToRef(h,n,l);var p=s.e.Dot(this.direction,l)*f;if(p<0||d+p>1)return null;var _=s.e.Dot(o,l)*f;return _>this.length?null:new c.a(1-d-p,d,_)},e.prototype.intersectsPlane=function(e){var t,i=s.e.Dot(e.normal,this.direction);if(Math.abs(i)<9.99999997475243e-7)return null;var r=s.e.Dot(e.normal,this.origin);return(t=(-e.d-r)/i)<0?t<-9.99999997475243e-7?null:0:t},e.prototype.intersectsAxis=function(e,t){switch(void 0===t&&(t=0),e){case"y":return(i=(this.origin.y-t)/this.direction.y)>0?null:new s.e(this.origin.x+this.direction.x*-i,t,this.origin.z+this.direction.z*-i);case"x":return(i=(this.origin.x-t)/this.direction.x)>0?null:new s.e(t,this.origin.y+this.direction.y*-i,this.origin.z+this.direction.z*-i);case"z":var i;return(i=(this.origin.z-t)/this.direction.z)>0?null:new s.e(this.origin.x+this.direction.x*-i,this.origin.y+this.direction.y*-i,t);default:return null}},e.prototype.intersectsMesh=function(t,i){var r=s.c.Matrix[0];return t.getWorldMatrix().invertToRef(r),this._tmpRay?e.TransformToRef(this,r,this._tmpRay):this._tmpRay=e.Transform(this,r),t.intersects(this._tmpRay,i)},e.prototype.intersectsMeshes=function(e,t,i){i?i.length=0:i=[];for(var r=0;rt.distance?1:0},e.prototype.intersectionSegment=function(t,i,r){var n=this.origin,o=s.c.Vector3[0],a=s.c.Vector3[1],h=s.c.Vector3[2],l=s.c.Vector3[3];i.subtractToRef(t,o),this.direction.scaleToRef(e.rayl,h),n.addToRef(h,a),t.subtractToRef(n,l);var c,u,f,d,p=s.e.Dot(o,o),_=s.e.Dot(o,h),g=s.e.Dot(h,h),m=s.e.Dot(o,l),b=s.e.Dot(h,l),v=p*g-_*_,y=v,x=v;vy&&(u=y,d=b+_,x=g)),d<0?(d=0,-m<0?u=0:-m>p?u=y:(u=-m,y=p)):d>x&&(d=x,-m+_<0?u=0:-m+_>p?u=y:(u=-m+_,y=p)),c=Math.abs(u)0&&f<=this.length&&E.lengthSquared()=n.distance))&&(n=h,i)))break}return n||new l.a},n.Scene.prototype._internalMultiPick=function(e,t,i){if(!l.a)return null;for(var r=new Array,n=0;n1)throw"Multiple drag modes specified in dragBehavior options. Only one expected"}return Object.defineProperty(e.prototype,"options",{get:function(){return this._options},set:function(e){this._options=e},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"name",{get:function(){return"PointerDrag"},enumerable:!0,configurable:!0}),e.prototype.init=function(){},e.prototype.attach=function(t,i){var o=this;this._scene=t.getScene(),this.attachedNode=t,e._planeScene||(this._debugMode?e._planeScene=this._scene:(e._planeScene=new n.Scene(this._scene.getEngine(),{virtual:!0}),e._planeScene.detachControl(),this._scene.onDisposeObservable.addOnce((function(){e._planeScene.dispose(),e._planeScene=null})))),this._dragPlane=r.Mesh.CreatePlane("pointerDragPlane",this._debugMode?1:1e4,e._planeScene,!1,r.Mesh.DOUBLESIDE),this.lastDragPosition=new s.e(0,0,0);var h=i||function(e){return o.attachedNode==e||e.isDescendantOf(o.attachedNode)};this._pointerObserver=this._scene.onPointerObservable.add((function(t,i){if(o.enabled)if(t.type==a.a.POINTERDOWN)o.startAndReleaseDragOnPointerEvents&&!o.dragging&&t.pickInfo&&t.pickInfo.hit&&t.pickInfo.pickedMesh&&t.pickInfo.pickedPoint&&t.pickInfo.ray&&h(t.pickInfo.pickedMesh)&&o._startDrag(t.event.pointerId,t.pickInfo.ray,t.pickInfo.pickedPoint);else if(t.type==a.a.POINTERUP)o.startAndReleaseDragOnPointerEvents&&o.currentDraggingPointerID==t.event.pointerId&&o.releaseDrag();else if(t.type==a.a.POINTERMOVE){var r=t.event.pointerId;o.currentDraggingPointerID===e._AnyMouseID&&r!==e._AnyMouseID&&"mouse"==t.event.pointerType&&(o._lastPointerRay[o.currentDraggingPointerID]&&(o._lastPointerRay[r]=o._lastPointerRay[o.currentDraggingPointerID],delete o._lastPointerRay[o.currentDraggingPointerID]),o.currentDraggingPointerID=r),o._lastPointerRay[r]||(o._lastPointerRay[r]=new f(new s.e,new s.e)),t.pickInfo&&t.pickInfo.ray&&(o._lastPointerRay[r].origin.copyFrom(t.pickInfo.ray.origin),o._lastPointerRay[r].direction.copyFrom(t.pickInfo.ray.direction),o.currentDraggingPointerID==r&&o.dragging&&o._moveDrag(t.pickInfo.ray))}})),this._beforeRenderObserver=this._scene.onBeforeRenderObservable.add((function(){o._moving&&o.moveAttached&&(d._RemoveAndStorePivotPoint(o.attachedNode),o._targetPosition.subtractToRef(o.attachedNode.absolutePosition,o._tmpVector),o._tmpVector.scaleInPlace(o.dragDeltaRatio),o.attachedNode.getAbsolutePosition().addToRef(o._tmpVector,o._tmpVector),o.validateDrag(o._tmpVector)&&o.attachedNode.setAbsolutePosition(o._tmpVector),d._RestorePivotPoint(o.attachedNode))}))},e.prototype.releaseDrag=function(){this.dragging&&(this.onDragEndObservable.notifyObservers({dragPlanePoint:this.lastDragPosition,pointerId:this.currentDraggingPointerID}),this.dragging=!1),this.currentDraggingPointerID=-1,this._moving=!1,this.detachCameraControls&&this._attachedElement&&this._scene.activeCamera&&!this._scene.activeCamera.leftCamera&&this._scene.activeCamera.attachControl(this._attachedElement,!this._scene.activeCamera.inputs||this._scene.activeCamera.inputs.noPreventDefault)},e.prototype.startDrag=function(t,i,r){void 0===t&&(t=e._AnyMouseID),this._startDrag(t,i,r);var n=this._lastPointerRay[t];t===e._AnyMouseID&&(n=this._lastPointerRay[Object.keys(this._lastPointerRay)[0]]),n&&this._moveDrag(n)},e.prototype._startDrag=function(e,t,i){if(this._scene.activeCamera&&!this.dragging&&this.attachedNode){d._RemoveAndStorePivotPoint(this.attachedNode),t?(this._startDragRay.direction.copyFrom(t.direction),this._startDragRay.origin.copyFrom(t.origin)):(this._startDragRay.origin.copyFrom(this._scene.activeCamera.position),this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector),this._tmpVector.subtractToRef(this._scene.activeCamera.position,this._startDragRay.direction)),this._updateDragPlanePosition(this._startDragRay,i||this._tmpVector);var r=this._pickWithRayOnDragPlane(this._startDragRay);r&&(this.dragging=!0,this.currentDraggingPointerID=e,this.lastDragPosition.copyFrom(r),this.onDragStartObservable.notifyObservers({dragPlanePoint:r,pointerId:this.currentDraggingPointerID}),this._targetPosition.copyFrom(this.attachedNode.absolutePosition),this.detachCameraControls&&this._scene.activeCamera&&this._scene.activeCamera.inputs&&!this._scene.activeCamera.leftCamera&&(this._scene.activeCamera.inputs.attachedElement?(this._attachedElement=this._scene.activeCamera.inputs.attachedElement,this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement)):this._attachedElement=null)),d._RestorePivotPoint(this.attachedNode)}},e.prototype._moveDrag=function(e){this._moving=!0;var t=this._pickWithRayOnDragPlane(e);if(t){this.updateDragPlane&&this._updateDragPlanePosition(e,t);var i=0;this._options.dragAxis?(this.useObjectOrientationForDragging?s.e.TransformCoordinatesToRef(this._options.dragAxis,this.attachedNode.getWorldMatrix().getRotationMatrix(),this._worldDragAxis):this._worldDragAxis.copyFrom(this._options.dragAxis),t.subtractToRef(this.lastDragPosition,this._tmpVector),i=s.e.Dot(this._tmpVector,this._worldDragAxis),this._worldDragAxis.scaleToRef(i,this._dragDelta)):(i=this._dragDelta.length(),t.subtractToRef(this.lastDragPosition,this._dragDelta)),this._targetPosition.addInPlace(this._dragDelta),this.onDragObservable.notifyObservers({dragDistance:i,delta:this._dragDelta,dragPlanePoint:t,dragPlaneNormal:this._dragPlane.forward,pointerId:this.currentDraggingPointerID}),this.lastDragPosition.copyFrom(t)}},e.prototype._pickWithRayOnDragPlane=function(t){var i=this;if(!t)return null;var r=Math.acos(s.e.Dot(this._dragPlane.forward,t.direction));if(r>Math.PI/2&&(r=Math.PI-r),this.maxDragAngle>0&&r>this.maxDragAngle){if(this._useAlternatePickedPointAboveMaxDragAngle){this._tmpVector.copyFrom(t.direction),this.attachedNode.absolutePosition.subtractToRef(t.origin,this._alternatePickedPoint),this._alternatePickedPoint.normalize(),this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed*s.e.Dot(this._alternatePickedPoint,this._tmpVector)),this._tmpVector.addInPlace(this._alternatePickedPoint);var n=s.e.Dot(this._dragPlane.forward,this._tmpVector);return this._dragPlane.forward.scaleToRef(-n,this._alternatePickedPoint),this._alternatePickedPoint.addInPlace(this._tmpVector),this._alternatePickedPoint.addInPlace(this.attachedNode.absolutePosition),this._alternatePickedPoint}return null}var o=e._planeScene.pickWithRay(t,(function(e){return e==i._dragPlane}));return o&&o.hit&&o.pickedMesh&&o.pickedPoint?o.pickedPoint:null},e.prototype._updateDragPlanePosition=function(e,t){this._pointA.copyFrom(t),this._options.dragAxis?(this.useObjectOrientationForDragging?s.e.TransformCoordinatesToRef(this._options.dragAxis,this.attachedNode.getWorldMatrix().getRotationMatrix(),this._localAxis):this._localAxis.copyFrom(this._options.dragAxis),this._pointA.addToRef(this._localAxis,this._pointB),e.origin.subtractToRef(this._pointA,this._pointC),this._pointA.addToRef(this._pointC.normalize(),this._pointC),this._pointB.subtractToRef(this._pointA,this._lineA),this._pointC.subtractToRef(this._pointA,this._lineB),s.e.CrossToRef(this._lineA,this._lineB,this._lookAt),s.e.CrossToRef(this._lineA,this._lookAt,this._lookAt),this._lookAt.normalize(),this._dragPlane.position.copyFrom(this._pointA),this._pointA.addToRef(this._lookAt,this._lookAt),this._dragPlane.lookAt(this._lookAt)):this._options.dragPlaneNormal?(this.useObjectOrientationForDragging?s.e.TransformCoordinatesToRef(this._options.dragPlaneNormal,this.attachedNode.getWorldMatrix().getRotationMatrix(),this._localAxis):this._localAxis.copyFrom(this._options.dragPlaneNormal),this._dragPlane.position.copyFrom(this._pointA),this._pointA.addToRef(this._localAxis,this._lookAt),this._dragPlane.lookAt(this._lookAt)):(this._dragPlane.position.copyFrom(this._pointA),this._dragPlane.lookAt(e.origin)),this._dragPlane.position.copyFrom(this.attachedNode.absolutePosition),this._dragPlane.computeWorldMatrix(!0)},e.prototype.detach=function(){this._pointerObserver&&this._scene.onPointerObservable.remove(this._pointerObserver),this._beforeRenderObserver&&this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver),this.releaseDrag()},e._AnyMouseID=-2,e}())}]); //# sourceMappingURL=babyplots.js.map \ No newline at end of file diff --git a/dist/babyplots.js.map b/dist/babyplots.js.map index 83c9b56..e1af01f 100644 --- a/dist/babyplots.js.map +++ b/dist/babyplots.js.map @@ -1 +1 @@ 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63);\n","import { Scalar } from \"./math.scalar\";\r\nimport { Epsilon } from './math.constants';\r\nimport { ArrayTools } from '../Misc/arrayTools';\r\nimport { _TypeStore } from '../Misc/typeStore';\r\n/**\r\n * Class representing a vector containing 2 coordinates\r\n */\r\nvar Vector2 = /** @class */ (function () {\r\n /**\r\n * Creates a new Vector2 from the given x and y coordinates\r\n * @param x defines the first coordinate\r\n * @param y defines the second coordinate\r\n */\r\n function Vector2(\r\n /** defines the first coordinate */\r\n x, \r\n /** defines the second coordinate */\r\n y) {\r\n if (x === void 0) { x = 0; }\r\n if (y === void 0) { y = 0; }\r\n this.x = x;\r\n this.y = y;\r\n }\r\n /**\r\n * Gets a string with the Vector2 coordinates\r\n * @returns a string with the Vector2 coordinates\r\n */\r\n Vector2.prototype.toString = function () {\r\n return \"{X: \" + this.x + \" Y:\" + this.y + \"}\";\r\n };\r\n /**\r\n * Gets class name\r\n * @returns the string \"Vector2\"\r\n */\r\n Vector2.prototype.getClassName = function () {\r\n return \"Vector2\";\r\n };\r\n /**\r\n * Gets current vector hash code\r\n * @returns the Vector2 hash code as a number\r\n */\r\n Vector2.prototype.getHashCode = function () {\r\n var hash = this.x | 0;\r\n hash = (hash * 397) ^ (this.y | 0);\r\n return hash;\r\n };\r\n // Operators\r\n /**\r\n * Sets the Vector2 coordinates in the given array or Float32Array from the given index.\r\n * @param array defines the source array\r\n * @param index defines the offset in source array\r\n * @returns the current Vector2\r\n */\r\n Vector2.prototype.toArray = function (array, index) {\r\n if (index === void 0) { index = 0; }\r\n array[index] = this.x;\r\n array[index + 1] = this.y;\r\n return this;\r\n };\r\n /**\r\n * Copy the current vector to an array\r\n * @returns a new array with 2 elements: the Vector2 coordinates.\r\n */\r\n Vector2.prototype.asArray = function () {\r\n var result = new Array();\r\n this.toArray(result, 0);\r\n return result;\r\n };\r\n /**\r\n * Sets the Vector2 coordinates with the given Vector2 coordinates\r\n * @param source defines the source Vector2\r\n * @returns the current updated Vector2\r\n */\r\n Vector2.prototype.copyFrom = function (source) {\r\n this.x = source.x;\r\n this.y = source.y;\r\n return this;\r\n };\r\n /**\r\n * Sets the Vector2 coordinates with the given floats\r\n * @param x defines the first coordinate\r\n * @param y defines the second coordinate\r\n * @returns the current updated Vector2\r\n */\r\n Vector2.prototype.copyFromFloats = function (x, y) {\r\n this.x = x;\r\n this.y = y;\r\n return this;\r\n };\r\n /**\r\n * Sets the Vector2 coordinates with the given floats\r\n * @param x defines the first coordinate\r\n * @param y defines the second coordinate\r\n * @returns the current updated Vector2\r\n */\r\n Vector2.prototype.set = function (x, y) {\r\n return this.copyFromFloats(x, y);\r\n };\r\n /**\r\n * Add another vector with the current one\r\n * @param otherVector defines the other vector\r\n * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates\r\n */\r\n Vector2.prototype.add = function (otherVector) {\r\n return new Vector2(this.x + otherVector.x, this.y + otherVector.y);\r\n };\r\n /**\r\n * Sets the \"result\" coordinates with the addition of the current Vector2 and the given one coordinates\r\n * @param otherVector defines the other vector\r\n * @param result defines the target vector\r\n * @returns the unmodified current Vector2\r\n */\r\n Vector2.prototype.addToRef = function (otherVector, result) {\r\n result.x = this.x + otherVector.x;\r\n result.y = this.y + otherVector.y;\r\n return this;\r\n };\r\n /**\r\n * Set the Vector2 coordinates by adding the given Vector2 coordinates\r\n * @param otherVector defines the other vector\r\n * @returns the current updated Vector2\r\n */\r\n Vector2.prototype.addInPlace = function (otherVector) {\r\n this.x += otherVector.x;\r\n this.y += otherVector.y;\r\n return this;\r\n };\r\n /**\r\n * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates\r\n * @param otherVector defines the other vector\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.addVector3 = function (otherVector) {\r\n return new Vector2(this.x + otherVector.x, this.y + otherVector.y);\r\n };\r\n /**\r\n * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2\r\n * @param otherVector defines the other vector\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.subtract = function (otherVector) {\r\n return new Vector2(this.x - otherVector.x, this.y - otherVector.y);\r\n };\r\n /**\r\n * Sets the \"result\" coordinates with the subtraction of the given one from the current Vector2 coordinates.\r\n * @param otherVector defines the other vector\r\n * @param result defines the target vector\r\n * @returns the unmodified current Vector2\r\n */\r\n Vector2.prototype.subtractToRef = function (otherVector, result) {\r\n result.x = this.x - otherVector.x;\r\n result.y = this.y - otherVector.y;\r\n return this;\r\n };\r\n /**\r\n * Sets the current Vector2 coordinates by subtracting from it the given one coordinates\r\n * @param otherVector defines the other vector\r\n * @returns the current updated Vector2\r\n */\r\n Vector2.prototype.subtractInPlace = function (otherVector) {\r\n this.x -= otherVector.x;\r\n this.y -= otherVector.y;\r\n return this;\r\n };\r\n /**\r\n * Multiplies in place the current Vector2 coordinates by the given ones\r\n * @param otherVector defines the other vector\r\n * @returns the current updated Vector2\r\n */\r\n Vector2.prototype.multiplyInPlace = function (otherVector) {\r\n this.x *= otherVector.x;\r\n this.y *= otherVector.y;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates\r\n * @param otherVector defines the other vector\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.multiply = function (otherVector) {\r\n return new Vector2(this.x * otherVector.x, this.y * otherVector.y);\r\n };\r\n /**\r\n * Sets \"result\" coordinates with the multiplication of the current Vector2 and the given one coordinates\r\n * @param otherVector defines the other vector\r\n * @param result defines the target vector\r\n * @returns the unmodified current Vector2\r\n */\r\n Vector2.prototype.multiplyToRef = function (otherVector, result) {\r\n result.x = this.x * otherVector.x;\r\n result.y = this.y * otherVector.y;\r\n return this;\r\n };\r\n /**\r\n * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats\r\n * @param x defines the first coordinate\r\n * @param y defines the second coordinate\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.multiplyByFloats = function (x, y) {\r\n return new Vector2(this.x * x, this.y * y);\r\n };\r\n /**\r\n * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates\r\n * @param otherVector defines the other vector\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.divide = function (otherVector) {\r\n return new Vector2(this.x / otherVector.x, this.y / otherVector.y);\r\n };\r\n /**\r\n * Sets the \"result\" coordinates with the Vector2 divided by the given one coordinates\r\n * @param otherVector defines the other vector\r\n * @param result defines the target vector\r\n * @returns the unmodified current Vector2\r\n */\r\n Vector2.prototype.divideToRef = function (otherVector, result) {\r\n result.x = this.x / otherVector.x;\r\n result.y = this.y / otherVector.y;\r\n return this;\r\n };\r\n /**\r\n * Divides the current Vector2 coordinates by the given ones\r\n * @param otherVector defines the other vector\r\n * @returns the current updated Vector2\r\n */\r\n Vector2.prototype.divideInPlace = function (otherVector) {\r\n return this.divideToRef(otherVector, this);\r\n };\r\n /**\r\n * Gets a new Vector2 with current Vector2 negated coordinates\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.negate = function () {\r\n return new Vector2(-this.x, -this.y);\r\n };\r\n /**\r\n * Negate this vector in place\r\n * @returns this\r\n */\r\n Vector2.prototype.negateInPlace = function () {\r\n this.x *= -1;\r\n this.y *= -1;\r\n return this;\r\n };\r\n /**\r\n * Negate the current Vector2 and stores the result in the given vector \"result\" coordinates\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector2\r\n */\r\n Vector2.prototype.negateToRef = function (result) {\r\n return result.copyFromFloats(this.x * -1, this.y * -1);\r\n };\r\n /**\r\n * Multiply the Vector2 coordinates by scale\r\n * @param scale defines the scaling factor\r\n * @returns the current updated Vector2\r\n */\r\n Vector2.prototype.scaleInPlace = function (scale) {\r\n this.x *= scale;\r\n this.y *= scale;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector2 scaled by \"scale\" from the current Vector2\r\n * @param scale defines the scaling factor\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.scale = function (scale) {\r\n var result = new Vector2(0, 0);\r\n this.scaleToRef(scale, result);\r\n return result;\r\n };\r\n /**\r\n * Scale the current Vector2 values by a factor to a given Vector2\r\n * @param scale defines the scale factor\r\n * @param result defines the Vector2 object where to store the result\r\n * @returns the unmodified current Vector2\r\n */\r\n Vector2.prototype.scaleToRef = function (scale, result) {\r\n result.x = this.x * scale;\r\n result.y = this.y * scale;\r\n return this;\r\n };\r\n /**\r\n * Scale the current Vector2 values by a factor and add the result to a given Vector2\r\n * @param scale defines the scale factor\r\n * @param result defines the Vector2 object where to store the result\r\n * @returns the unmodified current Vector2\r\n */\r\n Vector2.prototype.scaleAndAddToRef = function (scale, result) {\r\n result.x += this.x * scale;\r\n result.y += this.y * scale;\r\n return this;\r\n };\r\n /**\r\n * Gets a boolean if two vectors are equals\r\n * @param otherVector defines the other vector\r\n * @returns true if the given vector coordinates strictly equal the current Vector2 ones\r\n */\r\n Vector2.prototype.equals = function (otherVector) {\r\n return otherVector && this.x === otherVector.x && this.y === otherVector.y;\r\n };\r\n /**\r\n * Gets a boolean if two vectors are equals (using an epsilon value)\r\n * @param otherVector defines the other vector\r\n * @param epsilon defines the minimal distance to consider equality\r\n * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.\r\n */\r\n Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {\r\n if (epsilon === void 0) { epsilon = Epsilon; }\r\n return otherVector && Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);\r\n };\r\n /**\r\n * Gets a new Vector2 from current Vector2 floored values\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.floor = function () {\r\n return new Vector2(Math.floor(this.x), Math.floor(this.y));\r\n };\r\n /**\r\n * Gets a new Vector2 from current Vector2 floored values\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.fract = function () {\r\n return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));\r\n };\r\n // Properties\r\n /**\r\n * Gets the length of the vector\r\n * @returns the vector length (float)\r\n */\r\n Vector2.prototype.length = function () {\r\n return Math.sqrt(this.x * this.x + this.y * this.y);\r\n };\r\n /**\r\n * Gets the vector squared length\r\n * @returns the vector squared length (float)\r\n */\r\n Vector2.prototype.lengthSquared = function () {\r\n return (this.x * this.x + this.y * this.y);\r\n };\r\n // Methods\r\n /**\r\n * Normalize the vector\r\n * @returns the current updated Vector2\r\n */\r\n Vector2.prototype.normalize = function () {\r\n var len = this.length();\r\n if (len === 0) {\r\n return this;\r\n }\r\n this.x /= len;\r\n this.y /= len;\r\n return this;\r\n };\r\n /**\r\n * Gets a new Vector2 copied from the Vector2\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.clone = function () {\r\n return new Vector2(this.x, this.y);\r\n };\r\n // Statics\r\n /**\r\n * Gets a new Vector2(0, 0)\r\n * @returns a new Vector2\r\n */\r\n Vector2.Zero = function () {\r\n return new Vector2(0, 0);\r\n };\r\n /**\r\n * Gets a new Vector2(1, 1)\r\n * @returns a new Vector2\r\n */\r\n Vector2.One = function () {\r\n return new Vector2(1, 1);\r\n };\r\n /**\r\n * Gets a new Vector2 set from the given index element of the given array\r\n * @param array defines the data source\r\n * @param offset defines the offset in the data source\r\n * @returns a new Vector2\r\n */\r\n Vector2.FromArray = function (array, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n return new Vector2(array[offset], array[offset + 1]);\r\n };\r\n /**\r\n * Sets \"result\" from the given index element of the given array\r\n * @param array defines the data source\r\n * @param offset defines the offset in the data source\r\n * @param result defines the target vector\r\n */\r\n Vector2.FromArrayToRef = function (array, offset, result) {\r\n result.x = array[offset];\r\n result.y = array[offset + 1];\r\n };\r\n /**\r\n * Gets a new Vector2 located for \"amount\" (float) on the CatmullRom spline defined by the given four Vector2\r\n * @param value1 defines 1st point of control\r\n * @param value2 defines 2nd point of control\r\n * @param value3 defines 3rd point of control\r\n * @param value4 defines 4th point of control\r\n * @param amount defines the interpolation factor\r\n * @returns a new Vector2\r\n */\r\n Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +\r\n (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +\r\n ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));\r\n var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +\r\n (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +\r\n ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));\r\n return new Vector2(x, y);\r\n };\r\n /**\r\n * Returns a new Vector2 set with same the coordinates than \"value\" ones if the vector \"value\" is in the square defined by \"min\" and \"max\".\r\n * If a coordinate of \"value\" is lower than \"min\" coordinates, the returned Vector2 is given this \"min\" coordinate.\r\n * If a coordinate of \"value\" is greater than \"max\" coordinates, the returned Vector2 is given this \"max\" coordinate\r\n * @param value defines the value to clamp\r\n * @param min defines the lower limit\r\n * @param max defines the upper limit\r\n * @returns a new Vector2\r\n */\r\n Vector2.Clamp = function (value, min, max) {\r\n var x = value.x;\r\n x = (x > max.x) ? max.x : x;\r\n x = (x < min.x) ? min.x : x;\r\n var y = value.y;\r\n y = (y > max.y) ? max.y : y;\r\n y = (y < min.y) ? min.y : y;\r\n return new Vector2(x, y);\r\n };\r\n /**\r\n * Returns a new Vector2 located for \"amount\" (float) on the Hermite spline defined by the vectors \"value1\", \"value3\", \"tangent1\", \"tangent2\"\r\n * @param value1 defines the 1st control point\r\n * @param tangent1 defines the outgoing tangent\r\n * @param value2 defines the 2nd control point\r\n * @param tangent2 defines the incoming tangent\r\n * @param amount defines the interpolation factor\r\n * @returns a new Vector2\r\n */\r\n Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;\r\n var part2 = (-2.0 * cubed) + (3.0 * squared);\r\n var part3 = (cubed - (2.0 * squared)) + amount;\r\n var part4 = cubed - squared;\r\n var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);\r\n var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);\r\n return new Vector2(x, y);\r\n };\r\n /**\r\n * Returns a new Vector2 located for \"amount\" (float) on the linear interpolation between the vector \"start\" adn the vector \"end\".\r\n * @param start defines the start vector\r\n * @param end defines the end vector\r\n * @param amount defines the interpolation factor\r\n * @returns a new Vector2\r\n */\r\n Vector2.Lerp = function (start, end, amount) {\r\n var x = start.x + ((end.x - start.x) * amount);\r\n var y = start.y + ((end.y - start.y) * amount);\r\n return new Vector2(x, y);\r\n };\r\n /**\r\n * Gets the dot product of the vector \"left\" and the vector \"right\"\r\n * @param left defines first vector\r\n * @param right defines second vector\r\n * @returns the dot product (float)\r\n */\r\n Vector2.Dot = function (left, right) {\r\n return left.x * right.x + left.y * right.y;\r\n };\r\n /**\r\n * Returns a new Vector2 equal to the normalized given vector\r\n * @param vector defines the vector to normalize\r\n * @returns a new Vector2\r\n */\r\n Vector2.Normalize = function (vector) {\r\n var newVector = vector.clone();\r\n newVector.normalize();\r\n return newVector;\r\n };\r\n /**\r\n * Gets a new Vector2 set with the minimal coordinate values from the \"left\" and \"right\" vectors\r\n * @param left defines 1st vector\r\n * @param right defines 2nd vector\r\n * @returns a new Vector2\r\n */\r\n Vector2.Minimize = function (left, right) {\r\n var x = (left.x < right.x) ? left.x : right.x;\r\n var y = (left.y < right.y) ? left.y : right.y;\r\n return new Vector2(x, y);\r\n };\r\n /**\r\n * Gets a new Vecto2 set with the maximal coordinate values from the \"left\" and \"right\" vectors\r\n * @param left defines 1st vector\r\n * @param right defines 2nd vector\r\n * @returns a new Vector2\r\n */\r\n Vector2.Maximize = function (left, right) {\r\n var x = (left.x > right.x) ? left.x : right.x;\r\n var y = (left.y > right.y) ? left.y : right.y;\r\n return new Vector2(x, y);\r\n };\r\n /**\r\n * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix\r\n * @param vector defines the vector to transform\r\n * @param transformation defines the matrix to apply\r\n * @returns a new Vector2\r\n */\r\n Vector2.Transform = function (vector, transformation) {\r\n var r = Vector2.Zero();\r\n Vector2.TransformToRef(vector, transformation, r);\r\n return r;\r\n };\r\n /**\r\n * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector \"result\" coordinates\r\n * @param vector defines the vector to transform\r\n * @param transformation defines the matrix to apply\r\n * @param result defines the target vector\r\n */\r\n Vector2.TransformToRef = function (vector, transformation, result) {\r\n var m = transformation.m;\r\n var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];\r\n var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];\r\n result.x = x;\r\n result.y = y;\r\n };\r\n /**\r\n * Determines if a given vector is included in a triangle\r\n * @param p defines the vector to test\r\n * @param p0 defines 1st triangle point\r\n * @param p1 defines 2nd triangle point\r\n * @param p2 defines 3rd triangle point\r\n * @returns true if the point \"p\" is in the triangle defined by the vertors \"p0\", \"p1\", \"p2\"\r\n */\r\n Vector2.PointInTriangle = function (p, p0, p1, p2) {\r\n var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);\r\n var sign = a < 0 ? -1 : 1;\r\n var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;\r\n var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;\r\n return s > 0 && t > 0 && (s + t) < 2 * a * sign;\r\n };\r\n /**\r\n * Gets the distance between the vectors \"value1\" and \"value2\"\r\n * @param value1 defines first vector\r\n * @param value2 defines second vector\r\n * @returns the distance between vectors\r\n */\r\n Vector2.Distance = function (value1, value2) {\r\n return Math.sqrt(Vector2.DistanceSquared(value1, value2));\r\n };\r\n /**\r\n * Returns the squared distance between the vectors \"value1\" and \"value2\"\r\n * @param value1 defines first vector\r\n * @param value2 defines second vector\r\n * @returns the squared distance between vectors\r\n */\r\n Vector2.DistanceSquared = function (value1, value2) {\r\n var x = value1.x - value2.x;\r\n var y = value1.y - value2.y;\r\n return (x * x) + (y * y);\r\n };\r\n /**\r\n * Gets a new Vector2 located at the center of the vectors \"value1\" and \"value2\"\r\n * @param value1 defines first vector\r\n * @param value2 defines second vector\r\n * @returns a new Vector2\r\n */\r\n Vector2.Center = function (value1, value2) {\r\n var center = value1.add(value2);\r\n center.scaleInPlace(0.5);\r\n return center;\r\n };\r\n /**\r\n * Gets the shortest distance (float) between the point \"p\" and the segment defined by the two points \"segA\" and \"segB\".\r\n * @param p defines the middle point\r\n * @param segA defines one point of the segment\r\n * @param segB defines the other point of the segment\r\n * @returns the shortest distance\r\n */\r\n Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {\r\n var l2 = Vector2.DistanceSquared(segA, segB);\r\n if (l2 === 0.0) {\r\n return Vector2.Distance(p, segA);\r\n }\r\n var v = segB.subtract(segA);\r\n var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));\r\n var proj = segA.add(v.multiplyByFloats(t, t));\r\n return Vector2.Distance(p, proj);\r\n };\r\n return Vector2;\r\n}());\r\nexport { Vector2 };\r\n/**\r\n * Class used to store (x,y,z) vector representation\r\n * A Vector3 is the main object used in 3D geometry\r\n * It can represent etiher the coordinates of a point the space, either a direction\r\n * Reminder: js uses a left handed forward facing system\r\n */\r\nvar Vector3 = /** @class */ (function () {\r\n /**\r\n * Creates a new Vector3 object from the given x, y, z (floats) coordinates.\r\n * @param x defines the first coordinates (on X axis)\r\n * @param y defines the second coordinates (on Y axis)\r\n * @param z defines the third coordinates (on Z axis)\r\n */\r\n function Vector3(\r\n /**\r\n * Defines the first coordinates (on X axis)\r\n */\r\n x, \r\n /**\r\n * Defines the second coordinates (on Y axis)\r\n */\r\n y, \r\n /**\r\n * Defines the third coordinates (on Z axis)\r\n */\r\n z) {\r\n if (x === void 0) { x = 0; }\r\n if (y === void 0) { y = 0; }\r\n if (z === void 0) { z = 0; }\r\n this.x = x;\r\n this.y = y;\r\n this.z = z;\r\n }\r\n /**\r\n * Creates a string representation of the Vector3\r\n * @returns a string with the Vector3 coordinates.\r\n */\r\n Vector3.prototype.toString = function () {\r\n return \"{X: \" + this.x + \" Y:\" + this.y + \" Z:\" + this.z + \"}\";\r\n };\r\n /**\r\n * Gets the class name\r\n * @returns the string \"Vector3\"\r\n */\r\n Vector3.prototype.getClassName = function () {\r\n return \"Vector3\";\r\n };\r\n /**\r\n * Creates the Vector3 hash code\r\n * @returns a number which tends to be unique between Vector3 instances\r\n */\r\n Vector3.prototype.getHashCode = function () {\r\n var hash = this.x | 0;\r\n hash = (hash * 397) ^ (this.y | 0);\r\n hash = (hash * 397) ^ (this.z | 0);\r\n return hash;\r\n };\r\n // Operators\r\n /**\r\n * Creates an array containing three elements : the coordinates of the Vector3\r\n * @returns a new array of numbers\r\n */\r\n Vector3.prototype.asArray = function () {\r\n var result = [];\r\n this.toArray(result, 0);\r\n return result;\r\n };\r\n /**\r\n * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3\r\n * @param array defines the destination array\r\n * @param index defines the offset in the destination array\r\n * @returns the current Vector3\r\n */\r\n Vector3.prototype.toArray = function (array, index) {\r\n if (index === void 0) { index = 0; }\r\n array[index] = this.x;\r\n array[index + 1] = this.y;\r\n array[index + 2] = this.z;\r\n return this;\r\n };\r\n /**\r\n * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)\r\n * @returns a new Quaternion object, computed from the Vector3 coordinates\r\n */\r\n Vector3.prototype.toQuaternion = function () {\r\n return Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);\r\n };\r\n /**\r\n * Adds the given vector to the current Vector3\r\n * @param otherVector defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.addInPlace = function (otherVector) {\r\n return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);\r\n };\r\n /**\r\n * Adds the given coordinates to the current Vector3\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {\r\n this.x += x;\r\n this.y += y;\r\n this.z += z;\r\n return this;\r\n };\r\n /**\r\n * Gets a new Vector3, result of the addition the current Vector3 and the given vector\r\n * @param otherVector defines the second operand\r\n * @returns the resulting Vector3\r\n */\r\n Vector3.prototype.add = function (otherVector) {\r\n return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);\r\n };\r\n /**\r\n * Adds the current Vector3 to the given one and stores the result in the vector \"result\"\r\n * @param otherVector defines the second operand\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n Vector3.prototype.addToRef = function (otherVector, result) {\r\n return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);\r\n };\r\n /**\r\n * Subtract the given vector from the current Vector3\r\n * @param otherVector defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.subtractInPlace = function (otherVector) {\r\n this.x -= otherVector.x;\r\n this.y -= otherVector.y;\r\n this.z -= otherVector.z;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3\r\n * @param otherVector defines the second operand\r\n * @returns the resulting Vector3\r\n */\r\n Vector3.prototype.subtract = function (otherVector) {\r\n return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);\r\n };\r\n /**\r\n * Subtracts the given vector from the current Vector3 and stores the result in the vector \"result\".\r\n * @param otherVector defines the second operand\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n Vector3.prototype.subtractToRef = function (otherVector, result) {\r\n return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);\r\n };\r\n /**\r\n * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the resulting Vector3\r\n */\r\n Vector3.prototype.subtractFromFloats = function (x, y, z) {\r\n return new Vector3(this.x - x, this.y - y, this.z - z);\r\n };\r\n /**\r\n * Subtracts the given floats from the current Vector3 coordinates and set the given vector \"result\" with this result\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {\r\n return result.copyFromFloats(this.x - x, this.y - y, this.z - z);\r\n };\r\n /**\r\n * Gets a new Vector3 set with the current Vector3 negated coordinates\r\n * @returns a new Vector3\r\n */\r\n Vector3.prototype.negate = function () {\r\n return new Vector3(-this.x, -this.y, -this.z);\r\n };\r\n /**\r\n * Negate this vector in place\r\n * @returns this\r\n */\r\n Vector3.prototype.negateInPlace = function () {\r\n this.x *= -1;\r\n this.y *= -1;\r\n this.z *= -1;\r\n return this;\r\n };\r\n /**\r\n * Negate the current Vector3 and stores the result in the given vector \"result\" coordinates\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n Vector3.prototype.negateToRef = function (result) {\r\n return result.copyFromFloats(this.x * -1, this.y * -1, this.z * -1);\r\n };\r\n /**\r\n * Multiplies the Vector3 coordinates by the float \"scale\"\r\n * @param scale defines the multiplier factor\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.scaleInPlace = function (scale) {\r\n this.x *= scale;\r\n this.y *= scale;\r\n this.z *= scale;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float \"scale\"\r\n * @param scale defines the multiplier factor\r\n * @returns a new Vector3\r\n */\r\n Vector3.prototype.scale = function (scale) {\r\n return new Vector3(this.x * scale, this.y * scale, this.z * scale);\r\n };\r\n /**\r\n * Multiplies the current Vector3 coordinates by the float \"scale\" and stores the result in the given vector \"result\" coordinates\r\n * @param scale defines the multiplier factor\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n Vector3.prototype.scaleToRef = function (scale, result) {\r\n return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);\r\n };\r\n /**\r\n * Scale the current Vector3 values by a factor and add the result to a given Vector3\r\n * @param scale defines the scale factor\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the unmodified current Vector3\r\n */\r\n Vector3.prototype.scaleAndAddToRef = function (scale, result) {\r\n return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);\r\n };\r\n /**\r\n * Returns true if the current Vector3 and the given vector coordinates are strictly equal\r\n * @param otherVector defines the second operand\r\n * @returns true if both vectors are equals\r\n */\r\n Vector3.prototype.equals = function (otherVector) {\r\n return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;\r\n };\r\n /**\r\n * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon\r\n * @param otherVector defines the second operand\r\n * @param epsilon defines the minimal distance to define values as equals\r\n * @returns true if both vectors are distant less than epsilon\r\n */\r\n Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {\r\n if (epsilon === void 0) { epsilon = Epsilon; }\r\n return otherVector && Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && Scalar.WithinEpsilon(this.y, otherVector.y, epsilon) && Scalar.WithinEpsilon(this.z, otherVector.z, epsilon);\r\n };\r\n /**\r\n * Returns true if the current Vector3 coordinates equals the given floats\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns true if both vectors are equals\r\n */\r\n Vector3.prototype.equalsToFloats = function (x, y, z) {\r\n return this.x === x && this.y === y && this.z === z;\r\n };\r\n /**\r\n * Multiplies the current Vector3 coordinates by the given ones\r\n * @param otherVector defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.multiplyInPlace = function (otherVector) {\r\n this.x *= otherVector.x;\r\n this.y *= otherVector.y;\r\n this.z *= otherVector.z;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector\r\n * @param otherVector defines the second operand\r\n * @returns the new Vector3\r\n */\r\n Vector3.prototype.multiply = function (otherVector) {\r\n return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);\r\n };\r\n /**\r\n * Multiplies the current Vector3 by the given one and stores the result in the given vector \"result\"\r\n * @param otherVector defines the second operand\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n Vector3.prototype.multiplyToRef = function (otherVector, result) {\r\n return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);\r\n };\r\n /**\r\n * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the new Vector3\r\n */\r\n Vector3.prototype.multiplyByFloats = function (x, y, z) {\r\n return new Vector3(this.x * x, this.y * y, this.z * z);\r\n };\r\n /**\r\n * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones\r\n * @param otherVector defines the second operand\r\n * @returns the new Vector3\r\n */\r\n Vector3.prototype.divide = function (otherVector) {\r\n return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);\r\n };\r\n /**\r\n * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector \"result\"\r\n * @param otherVector defines the second operand\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n Vector3.prototype.divideToRef = function (otherVector, result) {\r\n return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);\r\n };\r\n /**\r\n * Divides the current Vector3 coordinates by the given ones.\r\n * @param otherVector defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.divideInPlace = function (otherVector) {\r\n return this.divideToRef(otherVector, this);\r\n };\r\n /**\r\n * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones\r\n * @param other defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.minimizeInPlace = function (other) {\r\n return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);\r\n };\r\n /**\r\n * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.\r\n * @param other defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.maximizeInPlace = function (other) {\r\n return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);\r\n };\r\n /**\r\n * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {\r\n if (x < this.x) {\r\n this.x = x;\r\n }\r\n if (y < this.y) {\r\n this.y = y;\r\n }\r\n if (z < this.z) {\r\n this.z = z;\r\n }\r\n return this;\r\n };\r\n /**\r\n * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {\r\n if (x > this.x) {\r\n this.x = x;\r\n }\r\n if (y > this.y) {\r\n this.y = y;\r\n }\r\n if (z > this.z) {\r\n this.z = z;\r\n }\r\n return this;\r\n };\r\n /**\r\n * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction\r\n * Check if is non uniform within a certain amount of decimal places to account for this\r\n * @param epsilon the amount the values can differ\r\n * @returns if the the vector is non uniform to a certain number of decimal places\r\n */\r\n Vector3.prototype.isNonUniformWithinEpsilon = function (epsilon) {\r\n var absX = Math.abs(this.x);\r\n var absY = Math.abs(this.y);\r\n if (!Scalar.WithinEpsilon(absX, absY, epsilon)) {\r\n return true;\r\n }\r\n var absZ = Math.abs(this.z);\r\n if (!Scalar.WithinEpsilon(absX, absZ, epsilon)) {\r\n return true;\r\n }\r\n if (!Scalar.WithinEpsilon(absY, absZ, epsilon)) {\r\n return true;\r\n }\r\n return false;\r\n };\r\n Object.defineProperty(Vector3.prototype, \"isNonUniform\", {\r\n /**\r\n * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same\r\n */\r\n get: function () {\r\n var absX = Math.abs(this.x);\r\n var absY = Math.abs(this.y);\r\n if (absX !== absY) {\r\n return true;\r\n }\r\n var absZ = Math.abs(this.z);\r\n if (absX !== absZ) {\r\n return true;\r\n }\r\n if (absY !== absZ) {\r\n return true;\r\n }\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets a new Vector3 from current Vector3 floored values\r\n * @returns a new Vector3\r\n */\r\n Vector3.prototype.floor = function () {\r\n return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));\r\n };\r\n /**\r\n * Gets a new Vector3 from current Vector3 floored values\r\n * @returns a new Vector3\r\n */\r\n Vector3.prototype.fract = function () {\r\n return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));\r\n };\r\n // Properties\r\n /**\r\n * Gets the length of the Vector3\r\n * @returns the length of the Vector3\r\n */\r\n Vector3.prototype.length = function () {\r\n return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);\r\n };\r\n /**\r\n * Gets the squared length of the Vector3\r\n * @returns squared length of the Vector3\r\n */\r\n Vector3.prototype.lengthSquared = function () {\r\n return (this.x * this.x + this.y * this.y + this.z * this.z);\r\n };\r\n /**\r\n * Normalize the current Vector3.\r\n * Please note that this is an in place operation.\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.normalize = function () {\r\n return this.normalizeFromLength(this.length());\r\n };\r\n /**\r\n * Reorders the x y z properties of the vector in place\r\n * @param order new ordering of the properties (eg. for vector 1,2,3 with \"ZYX\" will produce 3,2,1)\r\n * @returns the current updated vector\r\n */\r\n Vector3.prototype.reorderInPlace = function (order) {\r\n var _this = this;\r\n order = order.toLowerCase();\r\n if (order === \"xyz\") {\r\n return this;\r\n }\r\n MathTmp.Vector3[0].copyFrom(this);\r\n [\"x\", \"y\", \"z\"].forEach(function (val, i) {\r\n _this[val] = MathTmp.Vector3[0][order[i]];\r\n });\r\n return this;\r\n };\r\n /**\r\n * Rotates the vector around 0,0,0 by a quaternion\r\n * @param quaternion the rotation quaternion\r\n * @param result vector to store the result\r\n * @returns the resulting vector\r\n */\r\n Vector3.prototype.rotateByQuaternionToRef = function (quaternion, result) {\r\n quaternion.toRotationMatrix(MathTmp.Matrix[0]);\r\n Vector3.TransformCoordinatesToRef(this, MathTmp.Matrix[0], result);\r\n return result;\r\n };\r\n /**\r\n * Rotates a vector around a given point\r\n * @param quaternion the rotation quaternion\r\n * @param point the point to rotate around\r\n * @param result vector to store the result\r\n * @returns the resulting vector\r\n */\r\n Vector3.prototype.rotateByQuaternionAroundPointToRef = function (quaternion, point, result) {\r\n this.subtractToRef(point, MathTmp.Vector3[0]);\r\n MathTmp.Vector3[0].rotateByQuaternionToRef(quaternion, MathTmp.Vector3[0]);\r\n point.addToRef(MathTmp.Vector3[0], result);\r\n return result;\r\n };\r\n /**\r\n * Returns a new Vector3 as the cross product of the current vector and the \"other\" one\r\n * The cross product is then orthogonal to both current and \"other\"\r\n * @param other defines the right operand\r\n * @returns the cross product\r\n */\r\n Vector3.prototype.cross = function (other) {\r\n return Vector3.Cross(this, other);\r\n };\r\n /**\r\n * Normalize the current Vector3 with the given input length.\r\n * Please note that this is an in place operation.\r\n * @param len the length of the vector\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.normalizeFromLength = function (len) {\r\n if (len === 0 || len === 1.0) {\r\n return this;\r\n }\r\n return this.scaleInPlace(1.0 / len);\r\n };\r\n /**\r\n * Normalize the current Vector3 to a new vector\r\n * @returns the new Vector3\r\n */\r\n Vector3.prototype.normalizeToNew = function () {\r\n var normalized = new Vector3(0, 0, 0);\r\n this.normalizeToRef(normalized);\r\n return normalized;\r\n };\r\n /**\r\n * Normalize the current Vector3 to the reference\r\n * @param reference define the Vector3 to update\r\n * @returns the updated Vector3\r\n */\r\n Vector3.prototype.normalizeToRef = function (reference) {\r\n var len = this.length();\r\n if (len === 0 || len === 1.0) {\r\n return reference.copyFromFloats(this.x, this.y, this.z);\r\n }\r\n return this.scaleToRef(1.0 / len, reference);\r\n };\r\n /**\r\n * Creates a new Vector3 copied from the current Vector3\r\n * @returns the new Vector3\r\n */\r\n Vector3.prototype.clone = function () {\r\n return new Vector3(this.x, this.y, this.z);\r\n };\r\n /**\r\n * Copies the given vector coordinates to the current Vector3 ones\r\n * @param source defines the source Vector3\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.copyFrom = function (source) {\r\n return this.copyFromFloats(source.x, source.y, source.z);\r\n };\r\n /**\r\n * Copies the given floats to the current Vector3 coordinates\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.copyFromFloats = function (x, y, z) {\r\n this.x = x;\r\n this.y = y;\r\n this.z = z;\r\n return this;\r\n };\r\n /**\r\n * Copies the given floats to the current Vector3 coordinates\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.set = function (x, y, z) {\r\n return this.copyFromFloats(x, y, z);\r\n };\r\n /**\r\n * Copies the given float to the current Vector3 coordinates\r\n * @param v defines the x, y and z coordinates of the operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.setAll = function (v) {\r\n this.x = this.y = this.z = v;\r\n return this;\r\n };\r\n // Statics\r\n /**\r\n * Get the clip factor between two vectors\r\n * @param vector0 defines the first operand\r\n * @param vector1 defines the second operand\r\n * @param axis defines the axis to use\r\n * @param size defines the size along the axis\r\n * @returns the clip factor\r\n */\r\n Vector3.GetClipFactor = function (vector0, vector1, axis, size) {\r\n var d0 = Vector3.Dot(vector0, axis) - size;\r\n var d1 = Vector3.Dot(vector1, axis) - size;\r\n var s = d0 / (d0 - d1);\r\n return s;\r\n };\r\n /**\r\n * Get angle between two vectors\r\n * @param vector0 angle between vector0 and vector1\r\n * @param vector1 angle between vector0 and vector1\r\n * @param normal direction of the normal\r\n * @return the angle between vector0 and vector1\r\n */\r\n Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {\r\n var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);\r\n var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);\r\n var dot = Vector3.Dot(v0, v1);\r\n var n = MathTmp.Vector3[3];\r\n Vector3.CrossToRef(v0, v1, n);\r\n if (Vector3.Dot(n, normal) > 0) {\r\n return Math.acos(dot);\r\n }\r\n return -Math.acos(dot);\r\n };\r\n /**\r\n * Returns a new Vector3 set from the index \"offset\" of the given array\r\n * @param array defines the source array\r\n * @param offset defines the offset in the source array\r\n * @returns the new Vector3\r\n */\r\n Vector3.FromArray = function (array, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n return new Vector3(array[offset], array[offset + 1], array[offset + 2]);\r\n };\r\n /**\r\n * Returns a new Vector3 set from the index \"offset\" of the given Float32Array\r\n * @param array defines the source array\r\n * @param offset defines the offset in the source array\r\n * @returns the new Vector3\r\n * @deprecated Please use FromArray instead.\r\n */\r\n Vector3.FromFloatArray = function (array, offset) {\r\n return Vector3.FromArray(array, offset);\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the element values from the index \"offset\" of the given array\r\n * @param array defines the source array\r\n * @param offset defines the offset in the source array\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.FromArrayToRef = function (array, offset, result) {\r\n result.x = array[offset];\r\n result.y = array[offset + 1];\r\n result.z = array[offset + 2];\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the element values from the index \"offset\" of the given Float32Array\r\n * @param array defines the source array\r\n * @param offset defines the offset in the source array\r\n * @param result defines the Vector3 where to store the result\r\n * @deprecated Please use FromArrayToRef instead.\r\n */\r\n Vector3.FromFloatArrayToRef = function (array, offset, result) {\r\n return Vector3.FromArrayToRef(array, offset, result);\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the given floats.\r\n * @param x defines the x coordinate of the source\r\n * @param y defines the y coordinate of the source\r\n * @param z defines the z coordinate of the source\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.FromFloatsToRef = function (x, y, z, result) {\r\n result.copyFromFloats(x, y, z);\r\n };\r\n /**\r\n * Returns a new Vector3 set to (0.0, 0.0, 0.0)\r\n * @returns a new empty Vector3\r\n */\r\n Vector3.Zero = function () {\r\n return new Vector3(0.0, 0.0, 0.0);\r\n };\r\n /**\r\n * Returns a new Vector3 set to (1.0, 1.0, 1.0)\r\n * @returns a new unit Vector3\r\n */\r\n Vector3.One = function () {\r\n return new Vector3(1.0, 1.0, 1.0);\r\n };\r\n /**\r\n * Returns a new Vector3 set to (0.0, 1.0, 0.0)\r\n * @returns a new up Vector3\r\n */\r\n Vector3.Up = function () {\r\n return new Vector3(0.0, 1.0, 0.0);\r\n };\r\n Object.defineProperty(Vector3, \"UpReadOnly\", {\r\n /**\r\n * Gets a up Vector3 that must not be updated\r\n */\r\n get: function () {\r\n return Vector3._UpReadOnly;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Vector3, \"ZeroReadOnly\", {\r\n /**\r\n * Gets a zero Vector3 that must not be updated\r\n */\r\n get: function () {\r\n return Vector3._ZeroReadOnly;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns a new Vector3 set to (0.0, -1.0, 0.0)\r\n * @returns a new down Vector3\r\n */\r\n Vector3.Down = function () {\r\n return new Vector3(0.0, -1.0, 0.0);\r\n };\r\n /**\r\n * Returns a new Vector3 set to (0.0, 0.0, 1.0)\r\n * @returns a new forward Vector3\r\n */\r\n Vector3.Forward = function () {\r\n return new Vector3(0.0, 0.0, 1.0);\r\n };\r\n /**\r\n * Returns a new Vector3 set to (0.0, 0.0, -1.0)\r\n * @returns a new forward Vector3\r\n */\r\n Vector3.Backward = function () {\r\n return new Vector3(0.0, 0.0, -1.0);\r\n };\r\n /**\r\n * Returns a new Vector3 set to (1.0, 0.0, 0.0)\r\n * @returns a new right Vector3\r\n */\r\n Vector3.Right = function () {\r\n return new Vector3(1.0, 0.0, 0.0);\r\n };\r\n /**\r\n * Returns a new Vector3 set to (-1.0, 0.0, 0.0)\r\n * @returns a new left Vector3\r\n */\r\n Vector3.Left = function () {\r\n return new Vector3(-1.0, 0.0, 0.0);\r\n };\r\n /**\r\n * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.\r\n * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)\r\n * @param vector defines the Vector3 to transform\r\n * @param transformation defines the transformation matrix\r\n * @returns the transformed Vector3\r\n */\r\n Vector3.TransformCoordinates = function (vector, transformation) {\r\n var result = Vector3.Zero();\r\n Vector3.TransformCoordinatesToRef(vector, transformation, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given vector \"result\" coordinates with the result of the transformation by the given matrix of the given vector\r\n * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)\r\n * @param vector defines the Vector3 to transform\r\n * @param transformation defines the transformation matrix\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);\r\n };\r\n /**\r\n * Sets the given vector \"result\" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)\r\n * This method computes tranformed coordinates only, not transformed direction vectors\r\n * @param x define the x coordinate of the source vector\r\n * @param y define the y coordinate of the source vector\r\n * @param z define the z coordinate of the source vector\r\n * @param transformation defines the transformation matrix\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {\r\n var m = transformation.m;\r\n var rx = x * m[0] + y * m[4] + z * m[8] + m[12];\r\n var ry = x * m[1] + y * m[5] + z * m[9] + m[13];\r\n var rz = x * m[2] + y * m[6] + z * m[10] + m[14];\r\n var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);\r\n result.x = rx * rw;\r\n result.y = ry * rw;\r\n result.z = rz * rw;\r\n };\r\n /**\r\n * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector\r\n * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)\r\n * @param vector defines the Vector3 to transform\r\n * @param transformation defines the transformation matrix\r\n * @returns the new Vector3\r\n */\r\n Vector3.TransformNormal = function (vector, transformation) {\r\n var result = Vector3.Zero();\r\n Vector3.TransformNormalToRef(vector, transformation, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given vector\r\n * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)\r\n * @param vector defines the Vector3 to transform\r\n * @param transformation defines the transformation matrix\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.TransformNormalToRef = function (vector, transformation, result) {\r\n this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given floats (x, y, z)\r\n * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)\r\n * @param x define the x coordinate of the source vector\r\n * @param y define the y coordinate of the source vector\r\n * @param z define the z coordinate of the source vector\r\n * @param transformation defines the transformation matrix\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {\r\n var m = transformation.m;\r\n result.x = x * m[0] + y * m[4] + z * m[8];\r\n result.y = x * m[1] + y * m[5] + z * m[9];\r\n result.z = x * m[2] + y * m[6] + z * m[10];\r\n };\r\n /**\r\n * Returns a new Vector3 located for \"amount\" on the CatmullRom interpolation spline defined by the vectors \"value1\", \"value2\", \"value3\", \"value4\"\r\n * @param value1 defines the first control point\r\n * @param value2 defines the second control point\r\n * @param value3 defines the third control point\r\n * @param value4 defines the fourth control point\r\n * @param amount defines the amount on the spline to use\r\n * @returns the new Vector3\r\n */\r\n Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +\r\n (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +\r\n ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));\r\n var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +\r\n (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +\r\n ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));\r\n var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +\r\n (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +\r\n ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));\r\n return new Vector3(x, y, z);\r\n };\r\n /**\r\n * Returns a new Vector3 set with the coordinates of \"value\", if the vector \"value\" is in the cube defined by the vectors \"min\" and \"max\"\r\n * If a coordinate value of \"value\" is lower than one of the \"min\" coordinate, then this \"value\" coordinate is set with the \"min\" one\r\n * If a coordinate value of \"value\" is greater than one of the \"max\" coordinate, then this \"value\" coordinate is set with the \"max\" one\r\n * @param value defines the current value\r\n * @param min defines the lower range value\r\n * @param max defines the upper range value\r\n * @returns the new Vector3\r\n */\r\n Vector3.Clamp = function (value, min, max) {\r\n var v = new Vector3();\r\n Vector3.ClampToRef(value, min, max, v);\r\n return v;\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the coordinates of \"value\", if the vector \"value\" is in the cube defined by the vectors \"min\" and \"max\"\r\n * If a coordinate value of \"value\" is lower than one of the \"min\" coordinate, then this \"value\" coordinate is set with the \"min\" one\r\n * If a coordinate value of \"value\" is greater than one of the \"max\" coordinate, then this \"value\" coordinate is set with the \"max\" one\r\n * @param value defines the current value\r\n * @param min defines the lower range value\r\n * @param max defines the upper range value\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.ClampToRef = function (value, min, max, result) {\r\n var x = value.x;\r\n x = (x > max.x) ? max.x : x;\r\n x = (x < min.x) ? min.x : x;\r\n var y = value.y;\r\n y = (y > max.y) ? max.y : y;\r\n y = (y < min.y) ? min.y : y;\r\n var z = value.z;\r\n z = (z > max.z) ? max.z : z;\r\n z = (z < min.z) ? min.z : z;\r\n result.copyFromFloats(x, y, z);\r\n };\r\n /**\r\n * Checks if a given vector is inside a specific range\r\n * @param v defines the vector to test\r\n * @param min defines the minimum range\r\n * @param max defines the maximum range\r\n */\r\n Vector3.CheckExtends = function (v, min, max) {\r\n min.minimizeInPlace(v);\r\n max.maximizeInPlace(v);\r\n };\r\n /**\r\n * Returns a new Vector3 located for \"amount\" (float) on the Hermite interpolation spline defined by the vectors \"value1\", \"tangent1\", \"value2\", \"tangent2\"\r\n * @param value1 defines the first control point\r\n * @param tangent1 defines the first tangent vector\r\n * @param value2 defines the second control point\r\n * @param tangent2 defines the second tangent vector\r\n * @param amount defines the amount on the interpolation spline (between 0 and 1)\r\n * @returns the new Vector3\r\n */\r\n Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;\r\n var part2 = (-2.0 * cubed) + (3.0 * squared);\r\n var part3 = (cubed - (2.0 * squared)) + amount;\r\n var part4 = cubed - squared;\r\n var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);\r\n var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);\r\n var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);\r\n return new Vector3(x, y, z);\r\n };\r\n /**\r\n * Returns a new Vector3 located for \"amount\" (float) on the linear interpolation between the vectors \"start\" and \"end\"\r\n * @param start defines the start value\r\n * @param end defines the end value\r\n * @param amount max defines amount between both (between 0 and 1)\r\n * @returns the new Vector3\r\n */\r\n Vector3.Lerp = function (start, end, amount) {\r\n var result = new Vector3(0, 0, 0);\r\n Vector3.LerpToRef(start, end, amount, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the result of the linear interpolation from the vector \"start\" for \"amount\" to the vector \"end\"\r\n * @param start defines the start value\r\n * @param end defines the end value\r\n * @param amount max defines amount between both (between 0 and 1)\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.LerpToRef = function (start, end, amount, result) {\r\n result.x = start.x + ((end.x - start.x) * amount);\r\n result.y = start.y + ((end.y - start.y) * amount);\r\n result.z = start.z + ((end.z - start.z) * amount);\r\n };\r\n /**\r\n * Returns the dot product (float) between the vectors \"left\" and \"right\"\r\n * @param left defines the left operand\r\n * @param right defines the right operand\r\n * @returns the dot product\r\n */\r\n Vector3.Dot = function (left, right) {\r\n return (left.x * right.x + left.y * right.y + left.z * right.z);\r\n };\r\n /**\r\n * Returns a new Vector3 as the cross product of the vectors \"left\" and \"right\"\r\n * The cross product is then orthogonal to both \"left\" and \"right\"\r\n * @param left defines the left operand\r\n * @param right defines the right operand\r\n * @returns the cross product\r\n */\r\n Vector3.Cross = function (left, right) {\r\n var result = Vector3.Zero();\r\n Vector3.CrossToRef(left, right, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the cross product of \"left\" and \"right\"\r\n * The cross product is then orthogonal to both \"left\" and \"right\"\r\n * @param left defines the left operand\r\n * @param right defines the right operand\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.CrossToRef = function (left, right, result) {\r\n var x = left.y * right.z - left.z * right.y;\r\n var y = left.z * right.x - left.x * right.z;\r\n var z = left.x * right.y - left.y * right.x;\r\n result.copyFromFloats(x, y, z);\r\n };\r\n /**\r\n * Returns a new Vector3 as the normalization of the given vector\r\n * @param vector defines the Vector3 to normalize\r\n * @returns the new Vector3\r\n */\r\n Vector3.Normalize = function (vector) {\r\n var result = Vector3.Zero();\r\n Vector3.NormalizeToRef(vector, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the normalization of the given first vector\r\n * @param vector defines the Vector3 to normalize\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.NormalizeToRef = function (vector, result) {\r\n vector.normalizeToRef(result);\r\n };\r\n /**\r\n * Project a Vector3 onto screen space\r\n * @param vector defines the Vector3 to project\r\n * @param world defines the world matrix to use\r\n * @param transform defines the transform (view x projection) matrix to use\r\n * @param viewport defines the screen viewport to use\r\n * @returns the new Vector3\r\n */\r\n Vector3.Project = function (vector, world, transform, viewport) {\r\n var cw = viewport.width;\r\n var ch = viewport.height;\r\n var cx = viewport.x;\r\n var cy = viewport.y;\r\n var viewportMatrix = MathTmp.Matrix[1];\r\n Matrix.FromValuesToRef(cw / 2.0, 0, 0, 0, 0, -ch / 2.0, 0, 0, 0, 0, 0.5, 0, cx + cw / 2.0, ch / 2.0 + cy, 0.5, 1, viewportMatrix);\r\n var matrix = MathTmp.Matrix[0];\r\n world.multiplyToRef(transform, matrix);\r\n matrix.multiplyToRef(viewportMatrix, matrix);\r\n return Vector3.TransformCoordinates(vector, matrix);\r\n };\r\n /** @hidden */\r\n Vector3._UnprojectFromInvertedMatrixToRef = function (source, matrix, result) {\r\n Vector3.TransformCoordinatesToRef(source, matrix, result);\r\n var m = matrix.m;\r\n var num = source.x * m[3] + source.y * m[7] + source.z * m[11] + m[15];\r\n if (Scalar.WithinEpsilon(num, 1.0)) {\r\n result.scaleInPlace(1.0 / num);\r\n }\r\n };\r\n /**\r\n * Unproject from screen space to object space\r\n * @param source defines the screen space Vector3 to use\r\n * @param viewportWidth defines the current width of the viewport\r\n * @param viewportHeight defines the current height of the viewport\r\n * @param world defines the world matrix to use (can be set to Identity to go to world space)\r\n * @param transform defines the transform (view x projection) matrix to use\r\n * @returns the new Vector3\r\n */\r\n Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {\r\n var matrix = MathTmp.Matrix[0];\r\n world.multiplyToRef(transform, matrix);\r\n matrix.invert();\r\n source.x = source.x / viewportWidth * 2 - 1;\r\n source.y = -(source.y / viewportHeight * 2 - 1);\r\n var vector = new Vector3();\r\n Vector3._UnprojectFromInvertedMatrixToRef(source, matrix, vector);\r\n return vector;\r\n };\r\n /**\r\n * Unproject from screen space to object space\r\n * @param source defines the screen space Vector3 to use\r\n * @param viewportWidth defines the current width of the viewport\r\n * @param viewportHeight defines the current height of the viewport\r\n * @param world defines the world matrix to use (can be set to Identity to go to world space)\r\n * @param view defines the view matrix to use\r\n * @param projection defines the projection matrix to use\r\n * @returns the new Vector3\r\n */\r\n Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {\r\n var result = Vector3.Zero();\r\n Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);\r\n return result;\r\n };\r\n /**\r\n * Unproject from screen space to object space\r\n * @param source defines the screen space Vector3 to use\r\n * @param viewportWidth defines the current width of the viewport\r\n * @param viewportHeight defines the current height of the viewport\r\n * @param world defines the world matrix to use (can be set to Identity to go to world space)\r\n * @param view defines the view matrix to use\r\n * @param projection defines the projection matrix to use\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {\r\n Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);\r\n };\r\n /**\r\n * Unproject from screen space to object space\r\n * @param sourceX defines the screen space x coordinate to use\r\n * @param sourceY defines the screen space y coordinate to use\r\n * @param sourceZ defines the screen space z coordinate to use\r\n * @param viewportWidth defines the current width of the viewport\r\n * @param viewportHeight defines the current height of the viewport\r\n * @param world defines the world matrix to use (can be set to Identity to go to world space)\r\n * @param view defines the view matrix to use\r\n * @param projection defines the projection matrix to use\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {\r\n var matrix = MathTmp.Matrix[0];\r\n world.multiplyToRef(view, matrix);\r\n matrix.multiplyToRef(projection, matrix);\r\n matrix.invert();\r\n var screenSource = MathTmp.Vector3[0];\r\n screenSource.x = sourceX / viewportWidth * 2 - 1;\r\n screenSource.y = -(sourceY / viewportHeight * 2 - 1);\r\n screenSource.z = 2 * sourceZ - 1.0;\r\n Vector3._UnprojectFromInvertedMatrixToRef(screenSource, matrix, result);\r\n };\r\n /**\r\n * Gets the minimal coordinate values between two Vector3\r\n * @param left defines the first operand\r\n * @param right defines the second operand\r\n * @returns the new Vector3\r\n */\r\n Vector3.Minimize = function (left, right) {\r\n var min = left.clone();\r\n min.minimizeInPlace(right);\r\n return min;\r\n };\r\n /**\r\n * Gets the maximal coordinate values between two Vector3\r\n * @param left defines the first operand\r\n * @param right defines the second operand\r\n * @returns the new Vector3\r\n */\r\n Vector3.Maximize = function (left, right) {\r\n var max = left.clone();\r\n max.maximizeInPlace(right);\r\n return max;\r\n };\r\n /**\r\n * Returns the distance between the vectors \"value1\" and \"value2\"\r\n * @param value1 defines the first operand\r\n * @param value2 defines the second operand\r\n * @returns the distance\r\n */\r\n Vector3.Distance = function (value1, value2) {\r\n return Math.sqrt(Vector3.DistanceSquared(value1, value2));\r\n };\r\n /**\r\n * Returns the squared distance between the vectors \"value1\" and \"value2\"\r\n * @param value1 defines the first operand\r\n * @param value2 defines the second operand\r\n * @returns the squared distance\r\n */\r\n Vector3.DistanceSquared = function (value1, value2) {\r\n var x = value1.x - value2.x;\r\n var y = value1.y - value2.y;\r\n var z = value1.z - value2.z;\r\n return (x * x) + (y * y) + (z * z);\r\n };\r\n /**\r\n * Returns a new Vector3 located at the center between \"value1\" and \"value2\"\r\n * @param value1 defines the first operand\r\n * @param value2 defines the second operand\r\n * @returns the new Vector3\r\n */\r\n Vector3.Center = function (value1, value2) {\r\n var center = value1.add(value2);\r\n center.scaleInPlace(0.5);\r\n return center;\r\n };\r\n /**\r\n * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),\r\n * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply\r\n * to something in order to rotate it from its local system to the given target system\r\n * Note: axis1, axis2 and axis3 are normalized during this operation\r\n * @param axis1 defines the first axis\r\n * @param axis2 defines the second axis\r\n * @param axis3 defines the third axis\r\n * @returns a new Vector3\r\n */\r\n Vector3.RotationFromAxis = function (axis1, axis2, axis3) {\r\n var rotation = Vector3.Zero();\r\n Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);\r\n return rotation;\r\n };\r\n /**\r\n * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3\r\n * @param axis1 defines the first axis\r\n * @param axis2 defines the second axis\r\n * @param axis3 defines the third axis\r\n * @param ref defines the Vector3 where to store the result\r\n */\r\n Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {\r\n var quat = MathTmp.Quaternion[0];\r\n Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);\r\n quat.toEulerAnglesToRef(ref);\r\n };\r\n Vector3._UpReadOnly = Vector3.Up();\r\n Vector3._ZeroReadOnly = Vector3.Zero();\r\n return Vector3;\r\n}());\r\nexport { Vector3 };\r\n/**\r\n * Vector4 class created for EulerAngle class conversion to Quaternion\r\n */\r\nvar Vector4 = /** @class */ (function () {\r\n /**\r\n * Creates a Vector4 object from the given floats.\r\n * @param x x value of the vector\r\n * @param y y value of the vector\r\n * @param z z value of the vector\r\n * @param w w value of the vector\r\n */\r\n function Vector4(\r\n /** x value of the vector */\r\n x, \r\n /** y value of the vector */\r\n y, \r\n /** z value of the vector */\r\n z, \r\n /** w value of the vector */\r\n w) {\r\n this.x = x;\r\n this.y = y;\r\n this.z = z;\r\n this.w = w;\r\n }\r\n /**\r\n * Returns the string with the Vector4 coordinates.\r\n * @returns a string containing all the vector values\r\n */\r\n Vector4.prototype.toString = function () {\r\n return \"{X: \" + this.x + \" Y:\" + this.y + \" Z:\" + this.z + \" W:\" + this.w + \"}\";\r\n };\r\n /**\r\n * Returns the string \"Vector4\".\r\n * @returns \"Vector4\"\r\n */\r\n Vector4.prototype.getClassName = function () {\r\n return \"Vector4\";\r\n };\r\n /**\r\n * Returns the Vector4 hash code.\r\n * @returns a unique hash code\r\n */\r\n Vector4.prototype.getHashCode = function () {\r\n var hash = this.x | 0;\r\n hash = (hash * 397) ^ (this.y | 0);\r\n hash = (hash * 397) ^ (this.z | 0);\r\n hash = (hash * 397) ^ (this.w | 0);\r\n return hash;\r\n };\r\n // Operators\r\n /**\r\n * Returns a new array populated with 4 elements : the Vector4 coordinates.\r\n * @returns the resulting array\r\n */\r\n Vector4.prototype.asArray = function () {\r\n var result = new Array();\r\n this.toArray(result, 0);\r\n return result;\r\n };\r\n /**\r\n * Populates the given array from the given index with the Vector4 coordinates.\r\n * @param array array to populate\r\n * @param index index of the array to start at (default: 0)\r\n * @returns the Vector4.\r\n */\r\n Vector4.prototype.toArray = function (array, index) {\r\n if (index === undefined) {\r\n index = 0;\r\n }\r\n array[index] = this.x;\r\n array[index + 1] = this.y;\r\n array[index + 2] = this.z;\r\n array[index + 3] = this.w;\r\n return this;\r\n };\r\n /**\r\n * Adds the given vector to the current Vector4.\r\n * @param otherVector the vector to add\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.addInPlace = function (otherVector) {\r\n this.x += otherVector.x;\r\n this.y += otherVector.y;\r\n this.z += otherVector.z;\r\n this.w += otherVector.w;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.\r\n * @param otherVector the vector to add\r\n * @returns the resulting vector\r\n */\r\n Vector4.prototype.add = function (otherVector) {\r\n return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);\r\n };\r\n /**\r\n * Updates the given vector \"result\" with the result of the addition of the current Vector4 and the given one.\r\n * @param otherVector the vector to add\r\n * @param result the vector to store the result\r\n * @returns the current Vector4.\r\n */\r\n Vector4.prototype.addToRef = function (otherVector, result) {\r\n result.x = this.x + otherVector.x;\r\n result.y = this.y + otherVector.y;\r\n result.z = this.z + otherVector.z;\r\n result.w = this.w + otherVector.w;\r\n return this;\r\n };\r\n /**\r\n * Subtract in place the given vector from the current Vector4.\r\n * @param otherVector the vector to subtract\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.subtractInPlace = function (otherVector) {\r\n this.x -= otherVector.x;\r\n this.y -= otherVector.y;\r\n this.z -= otherVector.z;\r\n this.w -= otherVector.w;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.\r\n * @param otherVector the vector to add\r\n * @returns the new vector with the result\r\n */\r\n Vector4.prototype.subtract = function (otherVector) {\r\n return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the result of the subtraction of the given vector from the current Vector4.\r\n * @param otherVector the vector to subtract\r\n * @param result the vector to store the result\r\n * @returns the current Vector4.\r\n */\r\n Vector4.prototype.subtractToRef = function (otherVector, result) {\r\n result.x = this.x - otherVector.x;\r\n result.y = this.y - otherVector.y;\r\n result.z = this.z - otherVector.z;\r\n result.w = this.w - otherVector.w;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.\r\n */\r\n /**\r\n * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.\r\n * @param x value to subtract\r\n * @param y value to subtract\r\n * @param z value to subtract\r\n * @param w value to subtract\r\n * @returns new vector containing the result\r\n */\r\n Vector4.prototype.subtractFromFloats = function (x, y, z, w) {\r\n return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);\r\n };\r\n /**\r\n * Sets the given vector \"result\" set with the result of the subtraction of the given floats from the current Vector4 coordinates.\r\n * @param x value to subtract\r\n * @param y value to subtract\r\n * @param z value to subtract\r\n * @param w value to subtract\r\n * @param result the vector to store the result in\r\n * @returns the current Vector4.\r\n */\r\n Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {\r\n result.x = this.x - x;\r\n result.y = this.y - y;\r\n result.z = this.z - z;\r\n result.w = this.w - w;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector4 set with the current Vector4 negated coordinates.\r\n * @returns a new vector with the negated values\r\n */\r\n Vector4.prototype.negate = function () {\r\n return new Vector4(-this.x, -this.y, -this.z, -this.w);\r\n };\r\n /**\r\n * Negate this vector in place\r\n * @returns this\r\n */\r\n Vector4.prototype.negateInPlace = function () {\r\n this.x *= -1;\r\n this.y *= -1;\r\n this.z *= -1;\r\n this.w *= -1;\r\n return this;\r\n };\r\n /**\r\n * Negate the current Vector4 and stores the result in the given vector \"result\" coordinates\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector4\r\n */\r\n Vector4.prototype.negateToRef = function (result) {\r\n return result.copyFromFloats(this.x * -1, this.y * -1, this.z * -1, this.w * -1);\r\n };\r\n /**\r\n * Multiplies the current Vector4 coordinates by scale (float).\r\n * @param scale the number to scale with\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.scaleInPlace = function (scale) {\r\n this.x *= scale;\r\n this.y *= scale;\r\n this.z *= scale;\r\n this.w *= scale;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).\r\n * @param scale the number to scale with\r\n * @returns a new vector with the result\r\n */\r\n Vector4.prototype.scale = function (scale) {\r\n return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the current Vector4 coordinates multiplied by scale (float).\r\n * @param scale the number to scale with\r\n * @param result a vector to store the result in\r\n * @returns the current Vector4.\r\n */\r\n Vector4.prototype.scaleToRef = function (scale, result) {\r\n result.x = this.x * scale;\r\n result.y = this.y * scale;\r\n result.z = this.z * scale;\r\n result.w = this.w * scale;\r\n return this;\r\n };\r\n /**\r\n * Scale the current Vector4 values by a factor and add the result to a given Vector4\r\n * @param scale defines the scale factor\r\n * @param result defines the Vector4 object where to store the result\r\n * @returns the unmodified current Vector4\r\n */\r\n Vector4.prototype.scaleAndAddToRef = function (scale, result) {\r\n result.x += this.x * scale;\r\n result.y += this.y * scale;\r\n result.z += this.z * scale;\r\n result.w += this.w * scale;\r\n return this;\r\n };\r\n /**\r\n * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.\r\n * @param otherVector the vector to compare against\r\n * @returns true if they are equal\r\n */\r\n Vector4.prototype.equals = function (otherVector) {\r\n return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;\r\n };\r\n /**\r\n * Boolean : True if the current Vector4 coordinates are each beneath the distance \"epsilon\" from the given vector ones.\r\n * @param otherVector vector to compare against\r\n * @param epsilon (Default: very small number)\r\n * @returns true if they are equal\r\n */\r\n Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {\r\n if (epsilon === void 0) { epsilon = Epsilon; }\r\n return otherVector\r\n && Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)\r\n && Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)\r\n && Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)\r\n && Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);\r\n };\r\n /**\r\n * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.\r\n * @param x x value to compare against\r\n * @param y y value to compare against\r\n * @param z z value to compare against\r\n * @param w w value to compare against\r\n * @returns true if equal\r\n */\r\n Vector4.prototype.equalsToFloats = function (x, y, z, w) {\r\n return this.x === x && this.y === y && this.z === z && this.w === w;\r\n };\r\n /**\r\n * Multiplies in place the current Vector4 by the given one.\r\n * @param otherVector vector to multiple with\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.multiplyInPlace = function (otherVector) {\r\n this.x *= otherVector.x;\r\n this.y *= otherVector.y;\r\n this.z *= otherVector.z;\r\n this.w *= otherVector.w;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.\r\n * @param otherVector vector to multiple with\r\n * @returns resulting new vector\r\n */\r\n Vector4.prototype.multiply = function (otherVector) {\r\n return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);\r\n };\r\n /**\r\n * Updates the given vector \"result\" with the multiplication result of the current Vector4 and the given one.\r\n * @param otherVector vector to multiple with\r\n * @param result vector to store the result\r\n * @returns the current Vector4.\r\n */\r\n Vector4.prototype.multiplyToRef = function (otherVector, result) {\r\n result.x = this.x * otherVector.x;\r\n result.y = this.y * otherVector.y;\r\n result.z = this.z * otherVector.z;\r\n result.w = this.w * otherVector.w;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.\r\n * @param x x value multiply with\r\n * @param y y value multiply with\r\n * @param z z value multiply with\r\n * @param w w value multiply with\r\n * @returns resulting new vector\r\n */\r\n Vector4.prototype.multiplyByFloats = function (x, y, z, w) {\r\n return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);\r\n };\r\n /**\r\n * Returns a new Vector4 set with the division result of the current Vector4 by the given one.\r\n * @param otherVector vector to devide with\r\n * @returns resulting new vector\r\n */\r\n Vector4.prototype.divide = function (otherVector) {\r\n return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);\r\n };\r\n /**\r\n * Updates the given vector \"result\" with the division result of the current Vector4 by the given one.\r\n * @param otherVector vector to devide with\r\n * @param result vector to store the result\r\n * @returns the current Vector4.\r\n */\r\n Vector4.prototype.divideToRef = function (otherVector, result) {\r\n result.x = this.x / otherVector.x;\r\n result.y = this.y / otherVector.y;\r\n result.z = this.z / otherVector.z;\r\n result.w = this.w / otherVector.w;\r\n return this;\r\n };\r\n /**\r\n * Divides the current Vector3 coordinates by the given ones.\r\n * @param otherVector vector to devide with\r\n * @returns the updated Vector3.\r\n */\r\n Vector4.prototype.divideInPlace = function (otherVector) {\r\n return this.divideToRef(otherVector, this);\r\n };\r\n /**\r\n * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones\r\n * @param other defines the second operand\r\n * @returns the current updated Vector4\r\n */\r\n Vector4.prototype.minimizeInPlace = function (other) {\r\n if (other.x < this.x) {\r\n this.x = other.x;\r\n }\r\n if (other.y < this.y) {\r\n this.y = other.y;\r\n }\r\n if (other.z < this.z) {\r\n this.z = other.z;\r\n }\r\n if (other.w < this.w) {\r\n this.w = other.w;\r\n }\r\n return this;\r\n };\r\n /**\r\n * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones\r\n * @param other defines the second operand\r\n * @returns the current updated Vector4\r\n */\r\n Vector4.prototype.maximizeInPlace = function (other) {\r\n if (other.x > this.x) {\r\n this.x = other.x;\r\n }\r\n if (other.y > this.y) {\r\n this.y = other.y;\r\n }\r\n if (other.z > this.z) {\r\n this.z = other.z;\r\n }\r\n if (other.w > this.w) {\r\n this.w = other.w;\r\n }\r\n return this;\r\n };\r\n /**\r\n * Gets a new Vector4 from current Vector4 floored values\r\n * @returns a new Vector4\r\n */\r\n Vector4.prototype.floor = function () {\r\n return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));\r\n };\r\n /**\r\n * Gets a new Vector4 from current Vector3 floored values\r\n * @returns a new Vector4\r\n */\r\n Vector4.prototype.fract = function () {\r\n return new Vector4(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z), this.w - Math.floor(this.w));\r\n };\r\n // Properties\r\n /**\r\n * Returns the Vector4 length (float).\r\n * @returns the length\r\n */\r\n Vector4.prototype.length = function () {\r\n return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);\r\n };\r\n /**\r\n * Returns the Vector4 squared length (float).\r\n * @returns the length squared\r\n */\r\n Vector4.prototype.lengthSquared = function () {\r\n return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);\r\n };\r\n // Methods\r\n /**\r\n * Normalizes in place the Vector4.\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.normalize = function () {\r\n var len = this.length();\r\n if (len === 0) {\r\n return this;\r\n }\r\n return this.scaleInPlace(1.0 / len);\r\n };\r\n /**\r\n * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.\r\n * @returns this converted to a new vector3\r\n */\r\n Vector4.prototype.toVector3 = function () {\r\n return new Vector3(this.x, this.y, this.z);\r\n };\r\n /**\r\n * Returns a new Vector4 copied from the current one.\r\n * @returns the new cloned vector\r\n */\r\n Vector4.prototype.clone = function () {\r\n return new Vector4(this.x, this.y, this.z, this.w);\r\n };\r\n /**\r\n * Updates the current Vector4 with the given one coordinates.\r\n * @param source the source vector to copy from\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.copyFrom = function (source) {\r\n this.x = source.x;\r\n this.y = source.y;\r\n this.z = source.z;\r\n this.w = source.w;\r\n return this;\r\n };\r\n /**\r\n * Updates the current Vector4 coordinates with the given floats.\r\n * @param x float to copy from\r\n * @param y float to copy from\r\n * @param z float to copy from\r\n * @param w float to copy from\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.copyFromFloats = function (x, y, z, w) {\r\n this.x = x;\r\n this.y = y;\r\n this.z = z;\r\n this.w = w;\r\n return this;\r\n };\r\n /**\r\n * Updates the current Vector4 coordinates with the given floats.\r\n * @param x float to set from\r\n * @param y float to set from\r\n * @param z float to set from\r\n * @param w float to set from\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.set = function (x, y, z, w) {\r\n return this.copyFromFloats(x, y, z, w);\r\n };\r\n /**\r\n * Copies the given float to the current Vector3 coordinates\r\n * @param v defines the x, y, z and w coordinates of the operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector4.prototype.setAll = function (v) {\r\n this.x = this.y = this.z = this.w = v;\r\n return this;\r\n };\r\n // Statics\r\n /**\r\n * Returns a new Vector4 set from the starting index of the given array.\r\n * @param array the array to pull values from\r\n * @param offset the offset into the array to start at\r\n * @returns the new vector\r\n */\r\n Vector4.FromArray = function (array, offset) {\r\n if (!offset) {\r\n offset = 0;\r\n }\r\n return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);\r\n };\r\n /**\r\n * Updates the given vector \"result\" from the starting index of the given array.\r\n * @param array the array to pull values from\r\n * @param offset the offset into the array to start at\r\n * @param result the vector to store the result in\r\n */\r\n Vector4.FromArrayToRef = function (array, offset, result) {\r\n result.x = array[offset];\r\n result.y = array[offset + 1];\r\n result.z = array[offset + 2];\r\n result.w = array[offset + 3];\r\n };\r\n /**\r\n * Updates the given vector \"result\" from the starting index of the given Float32Array.\r\n * @param array the array to pull values from\r\n * @param offset the offset into the array to start at\r\n * @param result the vector to store the result in\r\n */\r\n Vector4.FromFloatArrayToRef = function (array, offset, result) {\r\n Vector4.FromArrayToRef(array, offset, result);\r\n };\r\n /**\r\n * Updates the given vector \"result\" coordinates from the given floats.\r\n * @param x float to set from\r\n * @param y float to set from\r\n * @param z float to set from\r\n * @param w float to set from\r\n * @param result the vector to the floats in\r\n */\r\n Vector4.FromFloatsToRef = function (x, y, z, w, result) {\r\n result.x = x;\r\n result.y = y;\r\n result.z = z;\r\n result.w = w;\r\n };\r\n /**\r\n * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)\r\n * @returns the new vector\r\n */\r\n Vector4.Zero = function () {\r\n return new Vector4(0.0, 0.0, 0.0, 0.0);\r\n };\r\n /**\r\n * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)\r\n * @returns the new vector\r\n */\r\n Vector4.One = function () {\r\n return new Vector4(1.0, 1.0, 1.0, 1.0);\r\n };\r\n /**\r\n * Returns a new normalized Vector4 from the given one.\r\n * @param vector the vector to normalize\r\n * @returns the vector\r\n */\r\n Vector4.Normalize = function (vector) {\r\n var result = Vector4.Zero();\r\n Vector4.NormalizeToRef(vector, result);\r\n return result;\r\n };\r\n /**\r\n * Updates the given vector \"result\" from the normalization of the given one.\r\n * @param vector the vector to normalize\r\n * @param result the vector to store the result in\r\n */\r\n Vector4.NormalizeToRef = function (vector, result) {\r\n result.copyFrom(vector);\r\n result.normalize();\r\n };\r\n /**\r\n * Returns a vector with the minimum values from the left and right vectors\r\n * @param left left vector to minimize\r\n * @param right right vector to minimize\r\n * @returns a new vector with the minimum of the left and right vector values\r\n */\r\n Vector4.Minimize = function (left, right) {\r\n var min = left.clone();\r\n min.minimizeInPlace(right);\r\n return min;\r\n };\r\n /**\r\n * Returns a vector with the maximum values from the left and right vectors\r\n * @param left left vector to maximize\r\n * @param right right vector to maximize\r\n * @returns a new vector with the maximum of the left and right vector values\r\n */\r\n Vector4.Maximize = function (left, right) {\r\n var max = left.clone();\r\n max.maximizeInPlace(right);\r\n return max;\r\n };\r\n /**\r\n * Returns the distance (float) between the vectors \"value1\" and \"value2\".\r\n * @param value1 value to calulate the distance between\r\n * @param value2 value to calulate the distance between\r\n * @return the distance between the two vectors\r\n */\r\n Vector4.Distance = function (value1, value2) {\r\n return Math.sqrt(Vector4.DistanceSquared(value1, value2));\r\n };\r\n /**\r\n * Returns the squared distance (float) between the vectors \"value1\" and \"value2\".\r\n * @param value1 value to calulate the distance between\r\n * @param value2 value to calulate the distance between\r\n * @return the distance between the two vectors squared\r\n */\r\n Vector4.DistanceSquared = function (value1, value2) {\r\n var x = value1.x - value2.x;\r\n var y = value1.y - value2.y;\r\n var z = value1.z - value2.z;\r\n var w = value1.w - value2.w;\r\n return (x * x) + (y * y) + (z * z) + (w * w);\r\n };\r\n /**\r\n * Returns a new Vector4 located at the center between the vectors \"value1\" and \"value2\".\r\n * @param value1 value to calulate the center between\r\n * @param value2 value to calulate the center between\r\n * @return the center between the two vectors\r\n */\r\n Vector4.Center = function (value1, value2) {\r\n var center = value1.add(value2);\r\n center.scaleInPlace(0.5);\r\n return center;\r\n };\r\n /**\r\n * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.\r\n * This methods computes transformed normalized direction vectors only.\r\n * @param vector the vector to transform\r\n * @param transformation the transformation matrix to apply\r\n * @returns the new vector\r\n */\r\n Vector4.TransformNormal = function (vector, transformation) {\r\n var result = Vector4.Zero();\r\n Vector4.TransformNormalToRef(vector, transformation, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given vector.\r\n * This methods computes transformed normalized direction vectors only.\r\n * @param vector the vector to transform\r\n * @param transformation the transformation matrix to apply\r\n * @param result the vector to store the result in\r\n */\r\n Vector4.TransformNormalToRef = function (vector, transformation, result) {\r\n var m = transformation.m;\r\n var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);\r\n var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);\r\n var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);\r\n result.x = x;\r\n result.y = y;\r\n result.z = z;\r\n result.w = vector.w;\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).\r\n * This methods computes transformed normalized direction vectors only.\r\n * @param x value to transform\r\n * @param y value to transform\r\n * @param z value to transform\r\n * @param w value to transform\r\n * @param transformation the transformation matrix to apply\r\n * @param result the vector to store the results in\r\n */\r\n Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {\r\n var m = transformation.m;\r\n result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);\r\n result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);\r\n result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);\r\n result.w = w;\r\n };\r\n /**\r\n * Creates a new Vector4 from a Vector3\r\n * @param source defines the source data\r\n * @param w defines the 4th component (default is 0)\r\n * @returns a new Vector4\r\n */\r\n Vector4.FromVector3 = function (source, w) {\r\n if (w === void 0) { w = 0; }\r\n return new Vector4(source.x, source.y, source.z, w);\r\n };\r\n return Vector4;\r\n}());\r\nexport { Vector4 };\r\n/**\r\n * Class used to store quaternion data\r\n * @see https://en.wikipedia.org/wiki/Quaternion\r\n * @see http://doc.babylonjs.com/features/position,_rotation,_scaling\r\n */\r\nvar Quaternion = /** @class */ (function () {\r\n /**\r\n * Creates a new Quaternion from the given floats\r\n * @param x defines the first component (0 by default)\r\n * @param y defines the second component (0 by default)\r\n * @param z defines the third component (0 by default)\r\n * @param w defines the fourth component (1.0 by default)\r\n */\r\n function Quaternion(\r\n /** defines the first component (0 by default) */\r\n x, \r\n /** defines the second component (0 by default) */\r\n y, \r\n /** defines the third component (0 by default) */\r\n z, \r\n /** defines the fourth component (1.0 by default) */\r\n w) {\r\n if (x === void 0) { x = 0.0; }\r\n if (y === void 0) { y = 0.0; }\r\n if (z === void 0) { z = 0.0; }\r\n if (w === void 0) { w = 1.0; }\r\n this.x = x;\r\n this.y = y;\r\n this.z = z;\r\n this.w = w;\r\n }\r\n /**\r\n * Gets a string representation for the current quaternion\r\n * @returns a string with the Quaternion coordinates\r\n */\r\n Quaternion.prototype.toString = function () {\r\n return \"{X: \" + this.x + \" Y:\" + this.y + \" Z:\" + this.z + \" W:\" + this.w + \"}\";\r\n };\r\n /**\r\n * Gets the class name of the quaternion\r\n * @returns the string \"Quaternion\"\r\n */\r\n Quaternion.prototype.getClassName = function () {\r\n return \"Quaternion\";\r\n };\r\n /**\r\n * Gets a hash code for this quaternion\r\n * @returns the quaternion hash code\r\n */\r\n Quaternion.prototype.getHashCode = function () {\r\n var hash = this.x | 0;\r\n hash = (hash * 397) ^ (this.y | 0);\r\n hash = (hash * 397) ^ (this.z | 0);\r\n hash = (hash * 397) ^ (this.w | 0);\r\n return hash;\r\n };\r\n /**\r\n * Copy the quaternion to an array\r\n * @returns a new array populated with 4 elements from the quaternion coordinates\r\n */\r\n Quaternion.prototype.asArray = function () {\r\n return [this.x, this.y, this.z, this.w];\r\n };\r\n /**\r\n * Check if two quaternions are equals\r\n * @param otherQuaternion defines the second operand\r\n * @return true if the current quaternion and the given one coordinates are strictly equals\r\n */\r\n Quaternion.prototype.equals = function (otherQuaternion) {\r\n return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;\r\n };\r\n /**\r\n * Gets a boolean if two quaternions are equals (using an epsilon value)\r\n * @param otherQuaternion defines the other quaternion\r\n * @param epsilon defines the minimal distance to consider equality\r\n * @returns true if the given quaternion coordinates are close to the current ones by a distance of epsilon.\r\n */\r\n Quaternion.prototype.equalsWithEpsilon = function (otherQuaternion, epsilon) {\r\n if (epsilon === void 0) { epsilon = Epsilon; }\r\n return otherQuaternion\r\n && Scalar.WithinEpsilon(this.x, otherQuaternion.x, epsilon)\r\n && Scalar.WithinEpsilon(this.y, otherQuaternion.y, epsilon)\r\n && Scalar.WithinEpsilon(this.z, otherQuaternion.z, epsilon)\r\n && Scalar.WithinEpsilon(this.w, otherQuaternion.w, epsilon);\r\n };\r\n /**\r\n * Clone the current quaternion\r\n * @returns a new quaternion copied from the current one\r\n */\r\n Quaternion.prototype.clone = function () {\r\n return new Quaternion(this.x, this.y, this.z, this.w);\r\n };\r\n /**\r\n * Copy a quaternion to the current one\r\n * @param other defines the other quaternion\r\n * @returns the updated current quaternion\r\n */\r\n Quaternion.prototype.copyFrom = function (other) {\r\n this.x = other.x;\r\n this.y = other.y;\r\n this.z = other.z;\r\n this.w = other.w;\r\n return this;\r\n };\r\n /**\r\n * Updates the current quaternion with the given float coordinates\r\n * @param x defines the x coordinate\r\n * @param y defines the y coordinate\r\n * @param z defines the z coordinate\r\n * @param w defines the w coordinate\r\n * @returns the updated current quaternion\r\n */\r\n Quaternion.prototype.copyFromFloats = function (x, y, z, w) {\r\n this.x = x;\r\n this.y = y;\r\n this.z = z;\r\n this.w = w;\r\n return this;\r\n };\r\n /**\r\n * Updates the current quaternion from the given float coordinates\r\n * @param x defines the x coordinate\r\n * @param y defines the y coordinate\r\n * @param z defines the z coordinate\r\n * @param w defines the w coordinate\r\n * @returns the updated current quaternion\r\n */\r\n Quaternion.prototype.set = function (x, y, z, w) {\r\n return this.copyFromFloats(x, y, z, w);\r\n };\r\n /**\r\n * Adds two quaternions\r\n * @param other defines the second operand\r\n * @returns a new quaternion as the addition result of the given one and the current quaternion\r\n */\r\n Quaternion.prototype.add = function (other) {\r\n return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);\r\n };\r\n /**\r\n * Add a quaternion to the current one\r\n * @param other defines the quaternion to add\r\n * @returns the current quaternion\r\n */\r\n Quaternion.prototype.addInPlace = function (other) {\r\n this.x += other.x;\r\n this.y += other.y;\r\n this.z += other.z;\r\n this.w += other.w;\r\n return this;\r\n };\r\n /**\r\n * Subtract two quaternions\r\n * @param other defines the second operand\r\n * @returns a new quaternion as the subtraction result of the given one from the current one\r\n */\r\n Quaternion.prototype.subtract = function (other) {\r\n return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);\r\n };\r\n /**\r\n * Multiplies the current quaternion by a scale factor\r\n * @param value defines the scale factor\r\n * @returns a new quaternion set by multiplying the current quaternion coordinates by the float \"scale\"\r\n */\r\n Quaternion.prototype.scale = function (value) {\r\n return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);\r\n };\r\n /**\r\n * Scale the current quaternion values by a factor and stores the result to a given quaternion\r\n * @param scale defines the scale factor\r\n * @param result defines the Quaternion object where to store the result\r\n * @returns the unmodified current quaternion\r\n */\r\n Quaternion.prototype.scaleToRef = function (scale, result) {\r\n result.x = this.x * scale;\r\n result.y = this.y * scale;\r\n result.z = this.z * scale;\r\n result.w = this.w * scale;\r\n return this;\r\n };\r\n /**\r\n * Multiplies in place the current quaternion by a scale factor\r\n * @param value defines the scale factor\r\n * @returns the current modified quaternion\r\n */\r\n Quaternion.prototype.scaleInPlace = function (value) {\r\n this.x *= value;\r\n this.y *= value;\r\n this.z *= value;\r\n this.w *= value;\r\n return this;\r\n };\r\n /**\r\n * Scale the current quaternion values by a factor and add the result to a given quaternion\r\n * @param scale defines the scale factor\r\n * @param result defines the Quaternion object where to store the result\r\n * @returns the unmodified current quaternion\r\n */\r\n Quaternion.prototype.scaleAndAddToRef = function (scale, result) {\r\n result.x += this.x * scale;\r\n result.y += this.y * scale;\r\n result.z += this.z * scale;\r\n result.w += this.w * scale;\r\n return this;\r\n };\r\n /**\r\n * Multiplies two quaternions\r\n * @param q1 defines the second operand\r\n * @returns a new quaternion set as the multiplication result of the current one with the given one \"q1\"\r\n */\r\n Quaternion.prototype.multiply = function (q1) {\r\n var result = new Quaternion(0, 0, 0, 1.0);\r\n this.multiplyToRef(q1, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given \"result\" as the the multiplication result of the current one with the given one \"q1\"\r\n * @param q1 defines the second operand\r\n * @param result defines the target quaternion\r\n * @returns the current quaternion\r\n */\r\n Quaternion.prototype.multiplyToRef = function (q1, result) {\r\n var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;\r\n var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;\r\n var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;\r\n var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;\r\n result.copyFromFloats(x, y, z, w);\r\n return this;\r\n };\r\n /**\r\n * Updates the current quaternion with the multiplication of itself with the given one \"q1\"\r\n * @param q1 defines the second operand\r\n * @returns the currentupdated quaternion\r\n */\r\n Quaternion.prototype.multiplyInPlace = function (q1) {\r\n this.multiplyToRef(q1, this);\r\n return this;\r\n };\r\n /**\r\n * Conjugates (1-q) the current quaternion and stores the result in the given quaternion\r\n * @param ref defines the target quaternion\r\n * @returns the current quaternion\r\n */\r\n Quaternion.prototype.conjugateToRef = function (ref) {\r\n ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);\r\n return this;\r\n };\r\n /**\r\n * Conjugates in place (1-q) the current quaternion\r\n * @returns the current updated quaternion\r\n */\r\n Quaternion.prototype.conjugateInPlace = function () {\r\n this.x *= -1;\r\n this.y *= -1;\r\n this.z *= -1;\r\n return this;\r\n };\r\n /**\r\n * Conjugates in place (1-q) the current quaternion\r\n * @returns a new quaternion\r\n */\r\n Quaternion.prototype.conjugate = function () {\r\n var result = new Quaternion(-this.x, -this.y, -this.z, this.w);\r\n return result;\r\n };\r\n /**\r\n * Gets length of current quaternion\r\n * @returns the quaternion length (float)\r\n */\r\n Quaternion.prototype.length = function () {\r\n return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));\r\n };\r\n /**\r\n * Normalize in place the current quaternion\r\n * @returns the current updated quaternion\r\n */\r\n Quaternion.prototype.normalize = function () {\r\n var len = this.length();\r\n if (len === 0) {\r\n return this;\r\n }\r\n var inv = 1.0 / len;\r\n this.x *= inv;\r\n this.y *= inv;\r\n this.z *= inv;\r\n this.w *= inv;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector3 set with the Euler angles translated from the current quaternion\r\n * @param order is a reserved parameter and is ignore for now\r\n * @returns a new Vector3 containing the Euler angles\r\n */\r\n Quaternion.prototype.toEulerAngles = function (order) {\r\n if (order === void 0) { order = \"YZX\"; }\r\n var result = Vector3.Zero();\r\n this.toEulerAnglesToRef(result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given vector3 \"result\" with the Euler angles translated from the current quaternion\r\n * @param result defines the vector which will be filled with the Euler angles\r\n * @param order is a reserved parameter and is ignore for now\r\n * @returns the current unchanged quaternion\r\n */\r\n Quaternion.prototype.toEulerAnglesToRef = function (result) {\r\n var qz = this.z;\r\n var qx = this.x;\r\n var qy = this.y;\r\n var qw = this.w;\r\n var sqw = qw * qw;\r\n var sqz = qz * qz;\r\n var sqx = qx * qx;\r\n var sqy = qy * qy;\r\n var zAxisY = qy * qz - qx * qw;\r\n var limit = .4999999;\r\n if (zAxisY < -limit) {\r\n result.y = 2 * Math.atan2(qy, qw);\r\n result.x = Math.PI / 2;\r\n result.z = 0;\r\n }\r\n else if (zAxisY > limit) {\r\n result.y = 2 * Math.atan2(qy, qw);\r\n result.x = -Math.PI / 2;\r\n result.z = 0;\r\n }\r\n else {\r\n result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));\r\n result.x = Math.asin(-2.0 * (qz * qy - qx * qw));\r\n result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));\r\n }\r\n return this;\r\n };\r\n /**\r\n * Updates the given rotation matrix with the current quaternion values\r\n * @param result defines the target matrix\r\n * @returns the current unchanged quaternion\r\n */\r\n Quaternion.prototype.toRotationMatrix = function (result) {\r\n Matrix.FromQuaternionToRef(this, result);\r\n return this;\r\n };\r\n /**\r\n * Updates the current quaternion from the given rotation matrix values\r\n * @param matrix defines the source matrix\r\n * @returns the current updated quaternion\r\n */\r\n Quaternion.prototype.fromRotationMatrix = function (matrix) {\r\n Quaternion.FromRotationMatrixToRef(matrix, this);\r\n return this;\r\n };\r\n // Statics\r\n /**\r\n * Creates a new quaternion from a rotation matrix\r\n * @param matrix defines the source matrix\r\n * @returns a new quaternion created from the given rotation matrix values\r\n */\r\n Quaternion.FromRotationMatrix = function (matrix) {\r\n var result = new Quaternion();\r\n Quaternion.FromRotationMatrixToRef(matrix, result);\r\n return result;\r\n };\r\n /**\r\n * Updates the given quaternion with the given rotation matrix values\r\n * @param matrix defines the source matrix\r\n * @param result defines the target quaternion\r\n */\r\n Quaternion.FromRotationMatrixToRef = function (matrix, result) {\r\n var data = matrix.m;\r\n var m11 = data[0], m12 = data[4], m13 = data[8];\r\n var m21 = data[1], m22 = data[5], m23 = data[9];\r\n var m31 = data[2], m32 = data[6], m33 = data[10];\r\n var trace = m11 + m22 + m33;\r\n var s;\r\n if (trace > 0) {\r\n s = 0.5 / Math.sqrt(trace + 1.0);\r\n result.w = 0.25 / s;\r\n result.x = (m32 - m23) * s;\r\n result.y = (m13 - m31) * s;\r\n result.z = (m21 - m12) * s;\r\n }\r\n else if (m11 > m22 && m11 > m33) {\r\n s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);\r\n result.w = (m32 - m23) / s;\r\n result.x = 0.25 * s;\r\n result.y = (m12 + m21) / s;\r\n result.z = (m13 + m31) / s;\r\n }\r\n else if (m22 > m33) {\r\n s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);\r\n result.w = (m13 - m31) / s;\r\n result.x = (m12 + m21) / s;\r\n result.y = 0.25 * s;\r\n result.z = (m23 + m32) / s;\r\n }\r\n else {\r\n s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);\r\n result.w = (m21 - m12) / s;\r\n result.x = (m13 + m31) / s;\r\n result.y = (m23 + m32) / s;\r\n result.z = 0.25 * s;\r\n }\r\n };\r\n /**\r\n * Returns the dot product (float) between the quaternions \"left\" and \"right\"\r\n * @param left defines the left operand\r\n * @param right defines the right operand\r\n * @returns the dot product\r\n */\r\n Quaternion.Dot = function (left, right) {\r\n return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);\r\n };\r\n /**\r\n * Checks if the two quaternions are close to each other\r\n * @param quat0 defines the first quaternion to check\r\n * @param quat1 defines the second quaternion to check\r\n * @returns true if the two quaternions are close to each other\r\n */\r\n Quaternion.AreClose = function (quat0, quat1) {\r\n var dot = Quaternion.Dot(quat0, quat1);\r\n return dot >= 0;\r\n };\r\n /**\r\n * Creates an empty quaternion\r\n * @returns a new quaternion set to (0.0, 0.0, 0.0)\r\n */\r\n Quaternion.Zero = function () {\r\n return new Quaternion(0.0, 0.0, 0.0, 0.0);\r\n };\r\n /**\r\n * Inverse a given quaternion\r\n * @param q defines the source quaternion\r\n * @returns a new quaternion as the inverted current quaternion\r\n */\r\n Quaternion.Inverse = function (q) {\r\n return new Quaternion(-q.x, -q.y, -q.z, q.w);\r\n };\r\n /**\r\n * Inverse a given quaternion\r\n * @param q defines the source quaternion\r\n * @param result the quaternion the result will be stored in\r\n * @returns the result quaternion\r\n */\r\n Quaternion.InverseToRef = function (q, result) {\r\n result.set(-q.x, -q.y, -q.z, q.w);\r\n return result;\r\n };\r\n /**\r\n * Creates an identity quaternion\r\n * @returns the identity quaternion\r\n */\r\n Quaternion.Identity = function () {\r\n return new Quaternion(0.0, 0.0, 0.0, 1.0);\r\n };\r\n /**\r\n * Gets a boolean indicating if the given quaternion is identity\r\n * @param quaternion defines the quaternion to check\r\n * @returns true if the quaternion is identity\r\n */\r\n Quaternion.IsIdentity = function (quaternion) {\r\n return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;\r\n };\r\n /**\r\n * Creates a quaternion from a rotation around an axis\r\n * @param axis defines the axis to use\r\n * @param angle defines the angle to use\r\n * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)\r\n */\r\n Quaternion.RotationAxis = function (axis, angle) {\r\n return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());\r\n };\r\n /**\r\n * Creates a rotation around an axis and stores it into the given quaternion\r\n * @param axis defines the axis to use\r\n * @param angle defines the angle to use\r\n * @param result defines the target quaternion\r\n * @returns the target quaternion\r\n */\r\n Quaternion.RotationAxisToRef = function (axis, angle, result) {\r\n var sin = Math.sin(angle / 2);\r\n axis.normalize();\r\n result.w = Math.cos(angle / 2);\r\n result.x = axis.x * sin;\r\n result.y = axis.y * sin;\r\n result.z = axis.z * sin;\r\n return result;\r\n };\r\n /**\r\n * Creates a new quaternion from data stored into an array\r\n * @param array defines the data source\r\n * @param offset defines the offset in the source array where the data starts\r\n * @returns a new quaternion\r\n */\r\n Quaternion.FromArray = function (array, offset) {\r\n if (!offset) {\r\n offset = 0;\r\n }\r\n return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);\r\n };\r\n /**\r\n * Create a quaternion from Euler rotation angles\r\n * @param x Pitch\r\n * @param y Yaw\r\n * @param z Roll\r\n * @returns the new Quaternion\r\n */\r\n Quaternion.FromEulerAngles = function (x, y, z) {\r\n var q = new Quaternion();\r\n Quaternion.RotationYawPitchRollToRef(y, x, z, q);\r\n return q;\r\n };\r\n /**\r\n * Updates a quaternion from Euler rotation angles\r\n * @param x Pitch\r\n * @param y Yaw\r\n * @param z Roll\r\n * @param result the quaternion to store the result\r\n * @returns the updated quaternion\r\n */\r\n Quaternion.FromEulerAnglesToRef = function (x, y, z, result) {\r\n Quaternion.RotationYawPitchRollToRef(y, x, z, result);\r\n return result;\r\n };\r\n /**\r\n * Create a quaternion from Euler rotation vector\r\n * @param vec the Euler vector (x Pitch, y Yaw, z Roll)\r\n * @returns the new Quaternion\r\n */\r\n Quaternion.FromEulerVector = function (vec) {\r\n var q = new Quaternion();\r\n Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, q);\r\n return q;\r\n };\r\n /**\r\n * Updates a quaternion from Euler rotation vector\r\n * @param vec the Euler vector (x Pitch, y Yaw, z Roll)\r\n * @param result the quaternion to store the result\r\n * @returns the updated quaternion\r\n */\r\n Quaternion.FromEulerVectorToRef = function (vec, result) {\r\n Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new quaternion from the given Euler float angles (y, x, z)\r\n * @param yaw defines the rotation around Y axis\r\n * @param pitch defines the rotation around X axis\r\n * @param roll defines the rotation around Z axis\r\n * @returns the new quaternion\r\n */\r\n Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {\r\n var q = new Quaternion();\r\n Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);\r\n return q;\r\n };\r\n /**\r\n * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion\r\n * @param yaw defines the rotation around Y axis\r\n * @param pitch defines the rotation around X axis\r\n * @param roll defines the rotation around Z axis\r\n * @param result defines the target quaternion\r\n */\r\n Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {\r\n // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)\r\n var halfRoll = roll * 0.5;\r\n var halfPitch = pitch * 0.5;\r\n var halfYaw = yaw * 0.5;\r\n var sinRoll = Math.sin(halfRoll);\r\n var cosRoll = Math.cos(halfRoll);\r\n var sinPitch = Math.sin(halfPitch);\r\n var cosPitch = Math.cos(halfPitch);\r\n var sinYaw = Math.sin(halfYaw);\r\n var cosYaw = Math.cos(halfYaw);\r\n result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);\r\n result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);\r\n result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);\r\n result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);\r\n };\r\n /**\r\n * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation\r\n * @param alpha defines the rotation around first axis\r\n * @param beta defines the rotation around second axis\r\n * @param gamma defines the rotation around third axis\r\n * @returns the new quaternion\r\n */\r\n Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {\r\n var result = new Quaternion();\r\n Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion\r\n * @param alpha defines the rotation around first axis\r\n * @param beta defines the rotation around second axis\r\n * @param gamma defines the rotation around third axis\r\n * @param result defines the target quaternion\r\n */\r\n Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {\r\n // Produces a quaternion from Euler angles in the z-x-z orientation\r\n var halfGammaPlusAlpha = (gamma + alpha) * 0.5;\r\n var halfGammaMinusAlpha = (gamma - alpha) * 0.5;\r\n var halfBeta = beta * 0.5;\r\n result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);\r\n result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);\r\n result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);\r\n result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);\r\n };\r\n /**\r\n * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)\r\n * @param axis1 defines the first axis\r\n * @param axis2 defines the second axis\r\n * @param axis3 defines the third axis\r\n * @returns the new quaternion\r\n */\r\n Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {\r\n var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);\r\n Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);\r\n return quat;\r\n };\r\n /**\r\n * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion\r\n * @param axis1 defines the first axis\r\n * @param axis2 defines the second axis\r\n * @param axis3 defines the third axis\r\n * @param ref defines the target quaternion\r\n */\r\n Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {\r\n var rotMat = MathTmp.Matrix[0];\r\n Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);\r\n Quaternion.FromRotationMatrixToRef(rotMat, ref);\r\n };\r\n /**\r\n * Interpolates between two quaternions\r\n * @param left defines first quaternion\r\n * @param right defines second quaternion\r\n * @param amount defines the gradient to use\r\n * @returns the new interpolated quaternion\r\n */\r\n Quaternion.Slerp = function (left, right, amount) {\r\n var result = Quaternion.Identity();\r\n Quaternion.SlerpToRef(left, right, amount, result);\r\n return result;\r\n };\r\n /**\r\n * Interpolates between two quaternions and stores it into a target quaternion\r\n * @param left defines first quaternion\r\n * @param right defines second quaternion\r\n * @param amount defines the gradient to use\r\n * @param result defines the target quaternion\r\n */\r\n Quaternion.SlerpToRef = function (left, right, amount, result) {\r\n var num2;\r\n var num3;\r\n var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);\r\n var flag = false;\r\n if (num4 < 0) {\r\n flag = true;\r\n num4 = -num4;\r\n }\r\n if (num4 > 0.999999) {\r\n num3 = 1 - amount;\r\n num2 = flag ? -amount : amount;\r\n }\r\n else {\r\n var num5 = Math.acos(num4);\r\n var num6 = (1.0 / Math.sin(num5));\r\n num3 = (Math.sin((1.0 - amount) * num5)) * num6;\r\n num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);\r\n }\r\n result.x = (num3 * left.x) + (num2 * right.x);\r\n result.y = (num3 * left.y) + (num2 * right.y);\r\n result.z = (num3 * left.z) + (num2 * right.z);\r\n result.w = (num3 * left.w) + (num2 * right.w);\r\n };\r\n /**\r\n * Interpolate between two quaternions using Hermite interpolation\r\n * @param value1 defines first quaternion\r\n * @param tangent1 defines the incoming tangent\r\n * @param value2 defines second quaternion\r\n * @param tangent2 defines the outgoing tangent\r\n * @param amount defines the target quaternion\r\n * @returns the new interpolated quaternion\r\n */\r\n Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;\r\n var part2 = (-2.0 * cubed) + (3.0 * squared);\r\n var part3 = (cubed - (2.0 * squared)) + amount;\r\n var part4 = cubed - squared;\r\n var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);\r\n var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);\r\n var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);\r\n var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);\r\n return new Quaternion(x, y, z, w);\r\n };\r\n return Quaternion;\r\n}());\r\nexport { Quaternion };\r\n/**\r\n * Class used to store matrix data (4x4)\r\n */\r\nvar Matrix = /** @class */ (function () {\r\n /**\r\n * Creates an empty matrix (filled with zeros)\r\n */\r\n function Matrix() {\r\n this._isIdentity = false;\r\n this._isIdentityDirty = true;\r\n this._isIdentity3x2 = true;\r\n this._isIdentity3x2Dirty = true;\r\n /**\r\n * Gets the update flag of the matrix which is an unique number for the matrix.\r\n * It will be incremented every time the matrix data change.\r\n * You can use it to speed the comparison between two versions of the same matrix.\r\n */\r\n this.updateFlag = -1;\r\n this._m = new Float32Array(16);\r\n this._updateIdentityStatus(false);\r\n }\r\n Object.defineProperty(Matrix.prototype, \"m\", {\r\n /**\r\n * Gets the internal data of the matrix\r\n */\r\n get: function () { return this._m; },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n Matrix.prototype._markAsUpdated = function () {\r\n this.updateFlag = Matrix._updateFlagSeed++;\r\n this._isIdentity = false;\r\n this._isIdentity3x2 = false;\r\n this._isIdentityDirty = true;\r\n this._isIdentity3x2Dirty = true;\r\n };\r\n /** @hidden */\r\n Matrix.prototype._updateIdentityStatus = function (isIdentity, isIdentityDirty, isIdentity3x2, isIdentity3x2Dirty) {\r\n if (isIdentityDirty === void 0) { isIdentityDirty = false; }\r\n if (isIdentity3x2 === void 0) { isIdentity3x2 = false; }\r\n if (isIdentity3x2Dirty === void 0) { isIdentity3x2Dirty = true; }\r\n this.updateFlag = Matrix._updateFlagSeed++;\r\n this._isIdentity = isIdentity;\r\n this._isIdentity3x2 = isIdentity || isIdentity3x2;\r\n this._isIdentityDirty = this._isIdentity ? false : isIdentityDirty;\r\n this._isIdentity3x2Dirty = this._isIdentity3x2 ? false : isIdentity3x2Dirty;\r\n };\r\n // Properties\r\n /**\r\n * Check if the current matrix is identity\r\n * @returns true is the matrix is the identity matrix\r\n */\r\n Matrix.prototype.isIdentity = function () {\r\n if (this._isIdentityDirty) {\r\n this._isIdentityDirty = false;\r\n var m = this._m;\r\n this._isIdentity = (m[0] === 1.0 && m[1] === 0.0 && m[2] === 0.0 && m[3] === 0.0 &&\r\n m[4] === 0.0 && m[5] === 1.0 && m[6] === 0.0 && m[7] === 0.0 &&\r\n m[8] === 0.0 && m[9] === 0.0 && m[10] === 1.0 && m[11] === 0.0 &&\r\n m[12] === 0.0 && m[13] === 0.0 && m[14] === 0.0 && m[15] === 1.0);\r\n }\r\n return this._isIdentity;\r\n };\r\n /**\r\n * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)\r\n * @returns true is the matrix is the identity matrix\r\n */\r\n Matrix.prototype.isIdentityAs3x2 = function () {\r\n if (this._isIdentity3x2Dirty) {\r\n this._isIdentity3x2Dirty = false;\r\n if (this._m[0] !== 1.0 || this._m[5] !== 1.0 || this._m[15] !== 1.0) {\r\n this._isIdentity3x2 = false;\r\n }\r\n else if (this._m[1] !== 0.0 || this._m[2] !== 0.0 || this._m[3] !== 0.0 ||\r\n this._m[4] !== 0.0 || this._m[6] !== 0.0 || this._m[7] !== 0.0 ||\r\n this._m[8] !== 0.0 || this._m[9] !== 0.0 || this._m[10] !== 0.0 || this._m[11] !== 0.0 ||\r\n this._m[12] !== 0.0 || this._m[13] !== 0.0 || this._m[14] !== 0.0) {\r\n this._isIdentity3x2 = false;\r\n }\r\n else {\r\n this._isIdentity3x2 = true;\r\n }\r\n }\r\n return this._isIdentity3x2;\r\n };\r\n /**\r\n * Gets the determinant of the matrix\r\n * @returns the matrix determinant\r\n */\r\n Matrix.prototype.determinant = function () {\r\n if (this._isIdentity === true) {\r\n return 1;\r\n }\r\n var m = this._m;\r\n var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];\r\n var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];\r\n var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];\r\n var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];\r\n // https://en.wikipedia.org/wiki/Laplace_expansion\r\n // to compute the deterrminant of a 4x4 Matrix we compute the cofactors of any row or column,\r\n // then we multiply each Cofactor by its corresponding matrix value and sum them all to get the determinant\r\n // Cofactor(i, j) = sign(i,j) * det(Minor(i, j))\r\n // where\r\n // - sign(i,j) = (i+j) % 2 === 0 ? 1 : -1\r\n // - Minor(i, j) is the 3x3 matrix we get by removing row i and column j from current Matrix\r\n //\r\n // Here we do that for the 1st row.\r\n var det_22_33 = m22 * m33 - m32 * m23;\r\n var det_21_33 = m21 * m33 - m31 * m23;\r\n var det_21_32 = m21 * m32 - m31 * m22;\r\n var det_20_33 = m20 * m33 - m30 * m23;\r\n var det_20_32 = m20 * m32 - m22 * m30;\r\n var det_20_31 = m20 * m31 - m30 * m21;\r\n var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);\r\n var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);\r\n var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);\r\n var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);\r\n return m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;\r\n };\r\n // Methods\r\n /**\r\n * Returns the matrix as a Float32Array\r\n * @returns the matrix underlying array\r\n */\r\n Matrix.prototype.toArray = function () {\r\n return this._m;\r\n };\r\n /**\r\n * Returns the matrix as a Float32Array\r\n * @returns the matrix underlying array.\r\n */\r\n Matrix.prototype.asArray = function () {\r\n return this._m;\r\n };\r\n /**\r\n * Inverts the current matrix in place\r\n * @returns the current inverted matrix\r\n */\r\n Matrix.prototype.invert = function () {\r\n this.invertToRef(this);\r\n return this;\r\n };\r\n /**\r\n * Sets all the matrix elements to zero\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.reset = function () {\r\n Matrix.FromValuesToRef(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, this);\r\n this._updateIdentityStatus(false);\r\n return this;\r\n };\r\n /**\r\n * Adds the current matrix with a second one\r\n * @param other defines the matrix to add\r\n * @returns a new matrix as the addition of the current matrix and the given one\r\n */\r\n Matrix.prototype.add = function (other) {\r\n var result = new Matrix();\r\n this.addToRef(other, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given matrix \"result\" to the addition of the current matrix and the given one\r\n * @param other defines the matrix to add\r\n * @param result defines the target matrix\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.addToRef = function (other, result) {\r\n var m = this._m;\r\n var resultM = result._m;\r\n var otherM = other.m;\r\n for (var index = 0; index < 16; index++) {\r\n resultM[index] = m[index] + otherM[index];\r\n }\r\n result._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Adds in place the given matrix to the current matrix\r\n * @param other defines the second operand\r\n * @returns the current updated matrix\r\n */\r\n Matrix.prototype.addToSelf = function (other) {\r\n var m = this._m;\r\n var otherM = other.m;\r\n for (var index = 0; index < 16; index++) {\r\n m[index] += otherM[index];\r\n }\r\n this._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Sets the given matrix to the current inverted Matrix\r\n * @param other defines the target matrix\r\n * @returns the unmodified current matrix\r\n */\r\n Matrix.prototype.invertToRef = function (other) {\r\n if (this._isIdentity === true) {\r\n Matrix.IdentityToRef(other);\r\n return this;\r\n }\r\n // the inverse of a Matrix is the transpose of cofactor matrix divided by the determinant\r\n var m = this._m;\r\n var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];\r\n var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];\r\n var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];\r\n var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];\r\n var det_22_33 = m22 * m33 - m32 * m23;\r\n var det_21_33 = m21 * m33 - m31 * m23;\r\n var det_21_32 = m21 * m32 - m31 * m22;\r\n var det_20_33 = m20 * m33 - m30 * m23;\r\n var det_20_32 = m20 * m32 - m22 * m30;\r\n var det_20_31 = m20 * m31 - m30 * m21;\r\n var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);\r\n var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);\r\n var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);\r\n var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);\r\n var det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;\r\n if (det === 0) {\r\n // not invertible\r\n other.copyFrom(this);\r\n return this;\r\n }\r\n var detInv = 1 / det;\r\n var det_12_33 = m12 * m33 - m32 * m13;\r\n var det_11_33 = m11 * m33 - m31 * m13;\r\n var det_11_32 = m11 * m32 - m31 * m12;\r\n var det_10_33 = m10 * m33 - m30 * m13;\r\n var det_10_32 = m10 * m32 - m30 * m12;\r\n var det_10_31 = m10 * m31 - m30 * m11;\r\n var det_12_23 = m12 * m23 - m22 * m13;\r\n var det_11_23 = m11 * m23 - m21 * m13;\r\n var det_11_22 = m11 * m22 - m21 * m12;\r\n var det_10_23 = m10 * m23 - m20 * m13;\r\n var det_10_22 = m10 * m22 - m20 * m12;\r\n var det_10_21 = m10 * m21 - m20 * m11;\r\n var cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);\r\n var cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);\r\n var cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);\r\n var cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);\r\n var cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);\r\n var cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);\r\n var cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);\r\n var cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);\r\n var cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);\r\n var cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);\r\n var cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);\r\n var cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);\r\n Matrix.FromValuesToRef(cofact_00 * detInv, cofact_10 * detInv, cofact_20 * detInv, cofact_30 * detInv, cofact_01 * detInv, cofact_11 * detInv, cofact_21 * detInv, cofact_31 * detInv, cofact_02 * detInv, cofact_12 * detInv, cofact_22 * detInv, cofact_32 * detInv, cofact_03 * detInv, cofact_13 * detInv, cofact_23 * detInv, cofact_33 * detInv, other);\r\n return this;\r\n };\r\n /**\r\n * add a value at the specified position in the current Matrix\r\n * @param index the index of the value within the matrix. between 0 and 15.\r\n * @param value the value to be added\r\n * @returns the current updated matrix\r\n */\r\n Matrix.prototype.addAtIndex = function (index, value) {\r\n this._m[index] += value;\r\n this._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * mutiply the specified position in the current Matrix by a value\r\n * @param index the index of the value within the matrix. between 0 and 15.\r\n * @param value the value to be added\r\n * @returns the current updated matrix\r\n */\r\n Matrix.prototype.multiplyAtIndex = function (index, value) {\r\n this._m[index] *= value;\r\n this._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Inserts the translation vector (using 3 floats) in the current matrix\r\n * @param x defines the 1st component of the translation\r\n * @param y defines the 2nd component of the translation\r\n * @param z defines the 3rd component of the translation\r\n * @returns the current updated matrix\r\n */\r\n Matrix.prototype.setTranslationFromFloats = function (x, y, z) {\r\n this._m[12] = x;\r\n this._m[13] = y;\r\n this._m[14] = z;\r\n this._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Adds the translation vector (using 3 floats) in the current matrix\r\n * @param x defines the 1st component of the translation\r\n * @param y defines the 2nd component of the translation\r\n * @param z defines the 3rd component of the translation\r\n * @returns the current updated matrix\r\n */\r\n Matrix.prototype.addTranslationFromFloats = function (x, y, z) {\r\n this._m[12] += x;\r\n this._m[13] += y;\r\n this._m[14] += z;\r\n this._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Inserts the translation vector in the current matrix\r\n * @param vector3 defines the translation to insert\r\n * @returns the current updated matrix\r\n */\r\n Matrix.prototype.setTranslation = function (vector3) {\r\n return this.setTranslationFromFloats(vector3.x, vector3.y, vector3.z);\r\n };\r\n /**\r\n * Gets the translation value of the current matrix\r\n * @returns a new Vector3 as the extracted translation from the matrix\r\n */\r\n Matrix.prototype.getTranslation = function () {\r\n return new Vector3(this._m[12], this._m[13], this._m[14]);\r\n };\r\n /**\r\n * Fill a Vector3 with the extracted translation from the matrix\r\n * @param result defines the Vector3 where to store the translation\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.getTranslationToRef = function (result) {\r\n result.x = this._m[12];\r\n result.y = this._m[13];\r\n result.z = this._m[14];\r\n return this;\r\n };\r\n /**\r\n * Remove rotation and scaling part from the matrix\r\n * @returns the updated matrix\r\n */\r\n Matrix.prototype.removeRotationAndScaling = function () {\r\n var m = this.m;\r\n Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, m[12], m[13], m[14], m[15], this);\r\n this._updateIdentityStatus(m[12] === 0 && m[13] === 0 && m[14] === 0 && m[15] === 1);\r\n return this;\r\n };\r\n /**\r\n * Multiply two matrices\r\n * @param other defines the second operand\r\n * @returns a new matrix set with the multiplication result of the current Matrix and the given one\r\n */\r\n Matrix.prototype.multiply = function (other) {\r\n var result = new Matrix();\r\n this.multiplyToRef(other, result);\r\n return result;\r\n };\r\n /**\r\n * Copy the current matrix from the given one\r\n * @param other defines the source matrix\r\n * @returns the current updated matrix\r\n */\r\n Matrix.prototype.copyFrom = function (other) {\r\n other.copyToArray(this._m);\r\n var o = other;\r\n this._updateIdentityStatus(o._isIdentity, o._isIdentityDirty, o._isIdentity3x2, o._isIdentity3x2Dirty);\r\n return this;\r\n };\r\n /**\r\n * Populates the given array from the starting index with the current matrix values\r\n * @param array defines the target array\r\n * @param offset defines the offset in the target array where to start storing values\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.copyToArray = function (array, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n var source = this._m;\r\n array[offset] = source[0];\r\n array[offset + 1] = source[1];\r\n array[offset + 2] = source[2];\r\n array[offset + 3] = source[3];\r\n array[offset + 4] = source[4];\r\n array[offset + 5] = source[5];\r\n array[offset + 6] = source[6];\r\n array[offset + 7] = source[7];\r\n array[offset + 8] = source[8];\r\n array[offset + 9] = source[9];\r\n array[offset + 10] = source[10];\r\n array[offset + 11] = source[11];\r\n array[offset + 12] = source[12];\r\n array[offset + 13] = source[13];\r\n array[offset + 14] = source[14];\r\n array[offset + 15] = source[15];\r\n return this;\r\n };\r\n /**\r\n * Sets the given matrix \"result\" with the multiplication result of the current Matrix and the given one\r\n * @param other defines the second operand\r\n * @param result defines the matrix where to store the multiplication\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.multiplyToRef = function (other, result) {\r\n if (this._isIdentity) {\r\n result.copyFrom(other);\r\n return this;\r\n }\r\n if (other._isIdentity) {\r\n result.copyFrom(this);\r\n return this;\r\n }\r\n this.multiplyToArray(other, result._m, 0);\r\n result._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Sets the Float32Array \"result\" from the given index \"offset\" with the multiplication of the current matrix and the given one\r\n * @param other defines the second operand\r\n * @param result defines the array where to store the multiplication\r\n * @param offset defines the offset in the target array where to start storing values\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.multiplyToArray = function (other, result, offset) {\r\n var m = this._m;\r\n var otherM = other.m;\r\n var tm0 = m[0], tm1 = m[1], tm2 = m[2], tm3 = m[3];\r\n var tm4 = m[4], tm5 = m[5], tm6 = m[6], tm7 = m[7];\r\n var tm8 = m[8], tm9 = m[9], tm10 = m[10], tm11 = m[11];\r\n var tm12 = m[12], tm13 = m[13], tm14 = m[14], tm15 = m[15];\r\n var om0 = otherM[0], om1 = otherM[1], om2 = otherM[2], om3 = otherM[3];\r\n var om4 = otherM[4], om5 = otherM[5], om6 = otherM[6], om7 = otherM[7];\r\n var om8 = otherM[8], om9 = otherM[9], om10 = otherM[10], om11 = otherM[11];\r\n var om12 = otherM[12], om13 = otherM[13], om14 = otherM[14], om15 = otherM[15];\r\n result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;\r\n result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;\r\n result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;\r\n result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;\r\n result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;\r\n result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;\r\n result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;\r\n result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;\r\n result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;\r\n result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;\r\n result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;\r\n result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;\r\n result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;\r\n result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;\r\n result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;\r\n result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;\r\n return this;\r\n };\r\n /**\r\n * Check equality between this matrix and a second one\r\n * @param value defines the second matrix to compare\r\n * @returns true is the current matrix and the given one values are strictly equal\r\n */\r\n Matrix.prototype.equals = function (value) {\r\n var other = value;\r\n if (!other) {\r\n return false;\r\n }\r\n if (this._isIdentity || other._isIdentity) {\r\n if (!this._isIdentityDirty && !other._isIdentityDirty) {\r\n return this._isIdentity && other._isIdentity;\r\n }\r\n }\r\n var m = this.m;\r\n var om = other.m;\r\n return (m[0] === om[0] && m[1] === om[1] && m[2] === om[2] && m[3] === om[3] &&\r\n m[4] === om[4] && m[5] === om[5] && m[6] === om[6] && m[7] === om[7] &&\r\n m[8] === om[8] && m[9] === om[9] && m[10] === om[10] && m[11] === om[11] &&\r\n m[12] === om[12] && m[13] === om[13] && m[14] === om[14] && m[15] === om[15]);\r\n };\r\n /**\r\n * Clone the current matrix\r\n * @returns a new matrix from the current matrix\r\n */\r\n Matrix.prototype.clone = function () {\r\n var matrix = new Matrix();\r\n matrix.copyFrom(this);\r\n return matrix;\r\n };\r\n /**\r\n * Returns the name of the current matrix class\r\n * @returns the string \"Matrix\"\r\n */\r\n Matrix.prototype.getClassName = function () {\r\n return \"Matrix\";\r\n };\r\n /**\r\n * Gets the hash code of the current matrix\r\n * @returns the hash code\r\n */\r\n Matrix.prototype.getHashCode = function () {\r\n var hash = this._m[0] | 0;\r\n for (var i = 1; i < 16; i++) {\r\n hash = (hash * 397) ^ (this._m[i] | 0);\r\n }\r\n return hash;\r\n };\r\n /**\r\n * Decomposes the current Matrix into a translation, rotation and scaling components\r\n * @param scale defines the scale vector3 given as a reference to update\r\n * @param rotation defines the rotation quaternion given as a reference to update\r\n * @param translation defines the translation vector3 given as a reference to update\r\n * @returns true if operation was successful\r\n */\r\n Matrix.prototype.decompose = function (scale, rotation, translation) {\r\n if (this._isIdentity) {\r\n if (translation) {\r\n translation.setAll(0);\r\n }\r\n if (scale) {\r\n scale.setAll(1);\r\n }\r\n if (rotation) {\r\n rotation.copyFromFloats(0, 0, 0, 1);\r\n }\r\n return true;\r\n }\r\n var m = this._m;\r\n if (translation) {\r\n translation.copyFromFloats(m[12], m[13], m[14]);\r\n }\r\n scale = scale || MathTmp.Vector3[0];\r\n scale.x = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);\r\n scale.y = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);\r\n scale.z = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);\r\n if (this.determinant() <= 0) {\r\n scale.y *= -1;\r\n }\r\n if (scale.x === 0 || scale.y === 0 || scale.z === 0) {\r\n if (rotation) {\r\n rotation.copyFromFloats(0.0, 0.0, 0.0, 1.0);\r\n }\r\n return false;\r\n }\r\n if (rotation) {\r\n var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;\r\n Matrix.FromValuesToRef(m[0] * sx, m[1] * sx, m[2] * sx, 0.0, m[4] * sy, m[5] * sy, m[6] * sy, 0.0, m[8] * sz, m[9] * sz, m[10] * sz, 0.0, 0.0, 0.0, 0.0, 1.0, MathTmp.Matrix[0]);\r\n Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);\r\n }\r\n return true;\r\n };\r\n /**\r\n * Gets specific row of the matrix\r\n * @param index defines the number of the row to get\r\n * @returns the index-th row of the current matrix as a new Vector4\r\n */\r\n Matrix.prototype.getRow = function (index) {\r\n if (index < 0 || index > 3) {\r\n return null;\r\n }\r\n var i = index * 4;\r\n return new Vector4(this._m[i + 0], this._m[i + 1], this._m[i + 2], this._m[i + 3]);\r\n };\r\n /**\r\n * Sets the index-th row of the current matrix to the vector4 values\r\n * @param index defines the number of the row to set\r\n * @param row defines the target vector4\r\n * @returns the updated current matrix\r\n */\r\n Matrix.prototype.setRow = function (index, row) {\r\n return this.setRowFromFloats(index, row.x, row.y, row.z, row.w);\r\n };\r\n /**\r\n * Compute the transpose of the matrix\r\n * @returns the new transposed matrix\r\n */\r\n Matrix.prototype.transpose = function () {\r\n return Matrix.Transpose(this);\r\n };\r\n /**\r\n * Compute the transpose of the matrix and store it in a given matrix\r\n * @param result defines the target matrix\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.transposeToRef = function (result) {\r\n Matrix.TransposeToRef(this, result);\r\n return this;\r\n };\r\n /**\r\n * Sets the index-th row of the current matrix with the given 4 x float values\r\n * @param index defines the row index\r\n * @param x defines the x component to set\r\n * @param y defines the y component to set\r\n * @param z defines the z component to set\r\n * @param w defines the w component to set\r\n * @returns the updated current matrix\r\n */\r\n Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {\r\n if (index < 0 || index > 3) {\r\n return this;\r\n }\r\n var i = index * 4;\r\n this._m[i + 0] = x;\r\n this._m[i + 1] = y;\r\n this._m[i + 2] = z;\r\n this._m[i + 3] = w;\r\n this._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Compute a new matrix set with the current matrix values multiplied by scale (float)\r\n * @param scale defines the scale factor\r\n * @returns a new matrix\r\n */\r\n Matrix.prototype.scale = function (scale) {\r\n var result = new Matrix();\r\n this.scaleToRef(scale, result);\r\n return result;\r\n };\r\n /**\r\n * Scale the current matrix values by a factor to a given result matrix\r\n * @param scale defines the scale factor\r\n * @param result defines the matrix to store the result\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.scaleToRef = function (scale, result) {\r\n for (var index = 0; index < 16; index++) {\r\n result._m[index] = this._m[index] * scale;\r\n }\r\n result._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Scale the current matrix values by a factor and add the result to a given matrix\r\n * @param scale defines the scale factor\r\n * @param result defines the Matrix to store the result\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.scaleAndAddToRef = function (scale, result) {\r\n for (var index = 0; index < 16; index++) {\r\n result._m[index] += this._m[index] * scale;\r\n }\r\n result._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).\r\n * @param ref matrix to store the result\r\n */\r\n Matrix.prototype.toNormalMatrix = function (ref) {\r\n var tmp = MathTmp.Matrix[0];\r\n this.invertToRef(tmp);\r\n tmp.transposeToRef(ref);\r\n var m = ref._m;\r\n Matrix.FromValuesToRef(m[0], m[1], m[2], 0.0, m[4], m[5], m[6], 0.0, m[8], m[9], m[10], 0.0, 0.0, 0.0, 0.0, 1.0, ref);\r\n };\r\n /**\r\n * Gets only rotation part of the current matrix\r\n * @returns a new matrix sets to the extracted rotation matrix from the current one\r\n */\r\n Matrix.prototype.getRotationMatrix = function () {\r\n var result = new Matrix();\r\n this.getRotationMatrixToRef(result);\r\n return result;\r\n };\r\n /**\r\n * Extracts the rotation matrix from the current one and sets it as the given \"result\"\r\n * @param result defines the target matrix to store data to\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.getRotationMatrixToRef = function (result) {\r\n var scale = MathTmp.Vector3[0];\r\n if (!this.decompose(scale)) {\r\n Matrix.IdentityToRef(result);\r\n return this;\r\n }\r\n var m = this._m;\r\n var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;\r\n Matrix.FromValuesToRef(m[0] * sx, m[1] * sx, m[2] * sx, 0.0, m[4] * sy, m[5] * sy, m[6] * sy, 0.0, m[8] * sz, m[9] * sz, m[10] * sz, 0.0, 0.0, 0.0, 0.0, 1.0, result);\r\n return this;\r\n };\r\n /**\r\n * Toggles model matrix from being right handed to left handed in place and vice versa\r\n */\r\n Matrix.prototype.toggleModelMatrixHandInPlace = function () {\r\n var m = this._m;\r\n m[2] *= -1;\r\n m[6] *= -1;\r\n m[8] *= -1;\r\n m[9] *= -1;\r\n m[14] *= -1;\r\n this._markAsUpdated();\r\n };\r\n /**\r\n * Toggles projection matrix from being right handed to left handed in place and vice versa\r\n */\r\n Matrix.prototype.toggleProjectionMatrixHandInPlace = function () {\r\n var m = this._m;\r\n m[8] *= -1;\r\n m[9] *= -1;\r\n m[10] *= -1;\r\n m[11] *= -1;\r\n this._markAsUpdated();\r\n };\r\n // Statics\r\n /**\r\n * Creates a matrix from an array\r\n * @param array defines the source array\r\n * @param offset defines an offset in the source array\r\n * @returns a new Matrix set from the starting index of the given array\r\n */\r\n Matrix.FromArray = function (array, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n var result = new Matrix();\r\n Matrix.FromArrayToRef(array, offset, result);\r\n return result;\r\n };\r\n /**\r\n * Copy the content of an array into a given matrix\r\n * @param array defines the source array\r\n * @param offset defines an offset in the source array\r\n * @param result defines the target matrix\r\n */\r\n Matrix.FromArrayToRef = function (array, offset, result) {\r\n for (var index = 0; index < 16; index++) {\r\n result._m[index] = array[index + offset];\r\n }\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Stores an array into a matrix after having multiplied each component by a given factor\r\n * @param array defines the source array\r\n * @param offset defines the offset in the source array\r\n * @param scale defines the scaling factor\r\n * @param result defines the target matrix\r\n */\r\n Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {\r\n for (var index = 0; index < 16; index++) {\r\n result._m[index] = array[index + offset] * scale;\r\n }\r\n result._markAsUpdated();\r\n };\r\n Object.defineProperty(Matrix, \"IdentityReadOnly\", {\r\n /**\r\n * Gets an identity matrix that must not be updated\r\n */\r\n get: function () {\r\n return Matrix._identityReadOnly;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Stores a list of values (16) inside a given matrix\r\n * @param initialM11 defines 1st value of 1st row\r\n * @param initialM12 defines 2nd value of 1st row\r\n * @param initialM13 defines 3rd value of 1st row\r\n * @param initialM14 defines 4th value of 1st row\r\n * @param initialM21 defines 1st value of 2nd row\r\n * @param initialM22 defines 2nd value of 2nd row\r\n * @param initialM23 defines 3rd value of 2nd row\r\n * @param initialM24 defines 4th value of 2nd row\r\n * @param initialM31 defines 1st value of 3rd row\r\n * @param initialM32 defines 2nd value of 3rd row\r\n * @param initialM33 defines 3rd value of 3rd row\r\n * @param initialM34 defines 4th value of 3rd row\r\n * @param initialM41 defines 1st value of 4th row\r\n * @param initialM42 defines 2nd value of 4th row\r\n * @param initialM43 defines 3rd value of 4th row\r\n * @param initialM44 defines 4th value of 4th row\r\n * @param result defines the target matrix\r\n */\r\n Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {\r\n var m = result._m;\r\n m[0] = initialM11;\r\n m[1] = initialM12;\r\n m[2] = initialM13;\r\n m[3] = initialM14;\r\n m[4] = initialM21;\r\n m[5] = initialM22;\r\n m[6] = initialM23;\r\n m[7] = initialM24;\r\n m[8] = initialM31;\r\n m[9] = initialM32;\r\n m[10] = initialM33;\r\n m[11] = initialM34;\r\n m[12] = initialM41;\r\n m[13] = initialM42;\r\n m[14] = initialM43;\r\n m[15] = initialM44;\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Creates new matrix from a list of values (16)\r\n * @param initialM11 defines 1st value of 1st row\r\n * @param initialM12 defines 2nd value of 1st row\r\n * @param initialM13 defines 3rd value of 1st row\r\n * @param initialM14 defines 4th value of 1st row\r\n * @param initialM21 defines 1st value of 2nd row\r\n * @param initialM22 defines 2nd value of 2nd row\r\n * @param initialM23 defines 3rd value of 2nd row\r\n * @param initialM24 defines 4th value of 2nd row\r\n * @param initialM31 defines 1st value of 3rd row\r\n * @param initialM32 defines 2nd value of 3rd row\r\n * @param initialM33 defines 3rd value of 3rd row\r\n * @param initialM34 defines 4th value of 3rd row\r\n * @param initialM41 defines 1st value of 4th row\r\n * @param initialM42 defines 2nd value of 4th row\r\n * @param initialM43 defines 3rd value of 4th row\r\n * @param initialM44 defines 4th value of 4th row\r\n * @returns the new matrix\r\n */\r\n Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {\r\n var result = new Matrix();\r\n var m = result._m;\r\n m[0] = initialM11;\r\n m[1] = initialM12;\r\n m[2] = initialM13;\r\n m[3] = initialM14;\r\n m[4] = initialM21;\r\n m[5] = initialM22;\r\n m[6] = initialM23;\r\n m[7] = initialM24;\r\n m[8] = initialM31;\r\n m[9] = initialM32;\r\n m[10] = initialM33;\r\n m[11] = initialM34;\r\n m[12] = initialM41;\r\n m[13] = initialM42;\r\n m[14] = initialM43;\r\n m[15] = initialM44;\r\n result._markAsUpdated();\r\n return result;\r\n };\r\n /**\r\n * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)\r\n * @param scale defines the scale vector3\r\n * @param rotation defines the rotation quaternion\r\n * @param translation defines the translation vector3\r\n * @returns a new matrix\r\n */\r\n Matrix.Compose = function (scale, rotation, translation) {\r\n var result = new Matrix();\r\n Matrix.ComposeToRef(scale, rotation, translation, result);\r\n return result;\r\n };\r\n /**\r\n * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)\r\n * @param scale defines the scale vector3\r\n * @param rotation defines the rotation quaternion\r\n * @param translation defines the translation vector3\r\n * @param result defines the target matrix\r\n */\r\n Matrix.ComposeToRef = function (scale, rotation, translation, result) {\r\n var m = result._m;\r\n var x = rotation.x, y = rotation.y, z = rotation.z, w = rotation.w;\r\n var x2 = x + x, y2 = y + y, z2 = z + z;\r\n var xx = x * x2, xy = x * y2, xz = x * z2;\r\n var yy = y * y2, yz = y * z2, zz = z * z2;\r\n var wx = w * x2, wy = w * y2, wz = w * z2;\r\n var sx = scale.x, sy = scale.y, sz = scale.z;\r\n m[0] = (1 - (yy + zz)) * sx;\r\n m[1] = (xy + wz) * sx;\r\n m[2] = (xz - wy) * sx;\r\n m[3] = 0;\r\n m[4] = (xy - wz) * sy;\r\n m[5] = (1 - (xx + zz)) * sy;\r\n m[6] = (yz + wx) * sy;\r\n m[7] = 0;\r\n m[8] = (xz + wy) * sz;\r\n m[9] = (yz - wx) * sz;\r\n m[10] = (1 - (xx + yy)) * sz;\r\n m[11] = 0;\r\n m[12] = translation.x;\r\n m[13] = translation.y;\r\n m[14] = translation.z;\r\n m[15] = 1;\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Creates a new identity matrix\r\n * @returns a new identity matrix\r\n */\r\n Matrix.Identity = function () {\r\n var identity = Matrix.FromValues(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);\r\n identity._updateIdentityStatus(true);\r\n return identity;\r\n };\r\n /**\r\n * Creates a new identity matrix and stores the result in a given matrix\r\n * @param result defines the target matrix\r\n */\r\n Matrix.IdentityToRef = function (result) {\r\n Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, result);\r\n result._updateIdentityStatus(true);\r\n };\r\n /**\r\n * Creates a new zero matrix\r\n * @returns a new zero matrix\r\n */\r\n Matrix.Zero = function () {\r\n var zero = Matrix.FromValues(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);\r\n zero._updateIdentityStatus(false);\r\n return zero;\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the X axis\r\n * @param angle defines the angle (in radians) to use\r\n * @return the new matrix\r\n */\r\n Matrix.RotationX = function (angle) {\r\n var result = new Matrix();\r\n Matrix.RotationXToRef(angle, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new matrix as the invert of a given matrix\r\n * @param source defines the source matrix\r\n * @returns the new matrix\r\n */\r\n Matrix.Invert = function (source) {\r\n var result = new Matrix();\r\n source.invertToRef(result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the X axis and stores it in a given matrix\r\n * @param angle defines the angle (in radians) to use\r\n * @param result defines the target matrix\r\n */\r\n Matrix.RotationXToRef = function (angle, result) {\r\n var s = Math.sin(angle);\r\n var c = Math.cos(angle);\r\n Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, c, s, 0.0, 0.0, -s, c, 0.0, 0.0, 0.0, 0.0, 1.0, result);\r\n result._updateIdentityStatus(c === 1 && s === 0);\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the Y axis\r\n * @param angle defines the angle (in radians) to use\r\n * @return the new matrix\r\n */\r\n Matrix.RotationY = function (angle) {\r\n var result = new Matrix();\r\n Matrix.RotationYToRef(angle, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the Y axis and stores it in a given matrix\r\n * @param angle defines the angle (in radians) to use\r\n * @param result defines the target matrix\r\n */\r\n Matrix.RotationYToRef = function (angle, result) {\r\n var s = Math.sin(angle);\r\n var c = Math.cos(angle);\r\n Matrix.FromValuesToRef(c, 0.0, -s, 0.0, 0.0, 1.0, 0.0, 0.0, s, 0.0, c, 0.0, 0.0, 0.0, 0.0, 1.0, result);\r\n result._updateIdentityStatus(c === 1 && s === 0);\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the Z axis\r\n * @param angle defines the angle (in radians) to use\r\n * @return the new matrix\r\n */\r\n Matrix.RotationZ = function (angle) {\r\n var result = new Matrix();\r\n Matrix.RotationZToRef(angle, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the Z axis and stores it in a given matrix\r\n * @param angle defines the angle (in radians) to use\r\n * @param result defines the target matrix\r\n */\r\n Matrix.RotationZToRef = function (angle, result) {\r\n var s = Math.sin(angle);\r\n var c = Math.cos(angle);\r\n Matrix.FromValuesToRef(c, s, 0.0, 0.0, -s, c, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, result);\r\n result._updateIdentityStatus(c === 1 && s === 0);\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the given axis\r\n * @param axis defines the axis to use\r\n * @param angle defines the angle (in radians) to use\r\n * @return the new matrix\r\n */\r\n Matrix.RotationAxis = function (axis, angle) {\r\n var result = new Matrix();\r\n Matrix.RotationAxisToRef(axis, angle, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the given axis and stores it in a given matrix\r\n * @param axis defines the axis to use\r\n * @param angle defines the angle (in radians) to use\r\n * @param result defines the target matrix\r\n */\r\n Matrix.RotationAxisToRef = function (axis, angle, result) {\r\n var s = Math.sin(-angle);\r\n var c = Math.cos(-angle);\r\n var c1 = 1 - c;\r\n axis.normalize();\r\n var m = result._m;\r\n m[0] = (axis.x * axis.x) * c1 + c;\r\n m[1] = (axis.x * axis.y) * c1 - (axis.z * s);\r\n m[2] = (axis.x * axis.z) * c1 + (axis.y * s);\r\n m[3] = 0.0;\r\n m[4] = (axis.y * axis.x) * c1 + (axis.z * s);\r\n m[5] = (axis.y * axis.y) * c1 + c;\r\n m[6] = (axis.y * axis.z) * c1 - (axis.x * s);\r\n m[7] = 0.0;\r\n m[8] = (axis.z * axis.x) * c1 - (axis.y * s);\r\n m[9] = (axis.z * axis.y) * c1 + (axis.x * s);\r\n m[10] = (axis.z * axis.z) * c1 + c;\r\n m[11] = 0.0;\r\n m[12] = 0.0;\r\n m[13] = 0.0;\r\n m[14] = 0.0;\r\n m[15] = 1.0;\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Takes normalised vectors and returns a rotation matrix to align \"from\" with \"to\".\r\n * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm\r\n * @param from defines the vector to align\r\n * @param to defines the vector to align to\r\n * @param result defines the target matrix\r\n */\r\n Matrix.RotationAlignToRef = function (from, to, result) {\r\n var v = Vector3.Cross(to, from);\r\n var c = Vector3.Dot(to, from);\r\n var k = 1 / (1 + c);\r\n var m = result._m;\r\n m[0] = v.x * v.x * k + c;\r\n m[1] = v.y * v.x * k - v.z;\r\n m[2] = v.z * v.x * k + v.y;\r\n m[3] = 0;\r\n m[4] = v.x * v.y * k + v.z;\r\n m[5] = v.y * v.y * k + c;\r\n m[6] = v.z * v.y * k - v.x;\r\n m[7] = 0;\r\n m[8] = v.x * v.z * k - v.y;\r\n m[9] = v.y * v.z * k + v.x;\r\n m[10] = v.z * v.z * k + c;\r\n m[11] = 0;\r\n m[12] = 0;\r\n m[13] = 0;\r\n m[14] = 0;\r\n m[15] = 1;\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Creates a rotation matrix\r\n * @param yaw defines the yaw angle in radians (Y axis)\r\n * @param pitch defines the pitch angle in radians (X axis)\r\n * @param roll defines the roll angle in radians (X axis)\r\n * @returns the new rotation matrix\r\n */\r\n Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {\r\n var result = new Matrix();\r\n Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a rotation matrix and stores it in a given matrix\r\n * @param yaw defines the yaw angle in radians (Y axis)\r\n * @param pitch defines the pitch angle in radians (X axis)\r\n * @param roll defines the roll angle in radians (X axis)\r\n * @param result defines the target matrix\r\n */\r\n Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {\r\n Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, MathTmp.Quaternion[0]);\r\n MathTmp.Quaternion[0].toRotationMatrix(result);\r\n };\r\n /**\r\n * Creates a scaling matrix\r\n * @param x defines the scale factor on X axis\r\n * @param y defines the scale factor on Y axis\r\n * @param z defines the scale factor on Z axis\r\n * @returns the new matrix\r\n */\r\n Matrix.Scaling = function (x, y, z) {\r\n var result = new Matrix();\r\n Matrix.ScalingToRef(x, y, z, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a scaling matrix and stores it in a given matrix\r\n * @param x defines the scale factor on X axis\r\n * @param y defines the scale factor on Y axis\r\n * @param z defines the scale factor on Z axis\r\n * @param result defines the target matrix\r\n */\r\n Matrix.ScalingToRef = function (x, y, z, result) {\r\n Matrix.FromValuesToRef(x, 0.0, 0.0, 0.0, 0.0, y, 0.0, 0.0, 0.0, 0.0, z, 0.0, 0.0, 0.0, 0.0, 1.0, result);\r\n result._updateIdentityStatus(x === 1 && y === 1 && z === 1);\r\n };\r\n /**\r\n * Creates a translation matrix\r\n * @param x defines the translation on X axis\r\n * @param y defines the translation on Y axis\r\n * @param z defines the translationon Z axis\r\n * @returns the new matrix\r\n */\r\n Matrix.Translation = function (x, y, z) {\r\n var result = new Matrix();\r\n Matrix.TranslationToRef(x, y, z, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a translation matrix and stores it in a given matrix\r\n * @param x defines the translation on X axis\r\n * @param y defines the translation on Y axis\r\n * @param z defines the translationon Z axis\r\n * @param result defines the target matrix\r\n */\r\n Matrix.TranslationToRef = function (x, y, z, result) {\r\n Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, x, y, z, 1.0, result);\r\n result._updateIdentityStatus(x === 0 && y === 0 && z === 0);\r\n };\r\n /**\r\n * Returns a new Matrix whose values are the interpolated values for \"gradient\" (float) between the ones of the matrices \"startValue\" and \"endValue\".\r\n * @param startValue defines the start value\r\n * @param endValue defines the end value\r\n * @param gradient defines the gradient factor\r\n * @returns the new matrix\r\n */\r\n Matrix.Lerp = function (startValue, endValue, gradient) {\r\n var result = new Matrix();\r\n Matrix.LerpToRef(startValue, endValue, gradient, result);\r\n return result;\r\n };\r\n /**\r\n * Set the given matrix \"result\" as the interpolated values for \"gradient\" (float) between the ones of the matrices \"startValue\" and \"endValue\".\r\n * @param startValue defines the start value\r\n * @param endValue defines the end value\r\n * @param gradient defines the gradient factor\r\n * @param result defines the Matrix object where to store data\r\n */\r\n Matrix.LerpToRef = function (startValue, endValue, gradient, result) {\r\n var resultM = result._m;\r\n var startM = startValue.m;\r\n var endM = endValue.m;\r\n for (var index = 0; index < 16; index++) {\r\n resultM[index] = startM[index] * (1.0 - gradient) + endM[index] * gradient;\r\n }\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Builds a new matrix whose values are computed by:\r\n * * decomposing the the \"startValue\" and \"endValue\" matrices into their respective scale, rotation and translation matrices\r\n * * interpolating for \"gradient\" (float) the values between each of these decomposed matrices between the start and the end\r\n * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices\r\n * @param startValue defines the first matrix\r\n * @param endValue defines the second matrix\r\n * @param gradient defines the gradient between the two matrices\r\n * @returns the new matrix\r\n */\r\n Matrix.DecomposeLerp = function (startValue, endValue, gradient) {\r\n var result = new Matrix();\r\n Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);\r\n return result;\r\n };\r\n /**\r\n * Update a matrix to values which are computed by:\r\n * * decomposing the the \"startValue\" and \"endValue\" matrices into their respective scale, rotation and translation matrices\r\n * * interpolating for \"gradient\" (float) the values between each of these decomposed matrices between the start and the end\r\n * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices\r\n * @param startValue defines the first matrix\r\n * @param endValue defines the second matrix\r\n * @param gradient defines the gradient between the two matrices\r\n * @param result defines the target matrix\r\n */\r\n Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {\r\n var startScale = MathTmp.Vector3[0];\r\n var startRotation = MathTmp.Quaternion[0];\r\n var startTranslation = MathTmp.Vector3[1];\r\n startValue.decompose(startScale, startRotation, startTranslation);\r\n var endScale = MathTmp.Vector3[2];\r\n var endRotation = MathTmp.Quaternion[1];\r\n var endTranslation = MathTmp.Vector3[3];\r\n endValue.decompose(endScale, endRotation, endTranslation);\r\n var resultScale = MathTmp.Vector3[4];\r\n Vector3.LerpToRef(startScale, endScale, gradient, resultScale);\r\n var resultRotation = MathTmp.Quaternion[2];\r\n Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);\r\n var resultTranslation = MathTmp.Vector3[5];\r\n Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);\r\n Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);\r\n };\r\n /**\r\n * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like \"up\"\r\n * This function works in left handed mode\r\n * @param eye defines the final position of the entity\r\n * @param target defines where the entity should look at\r\n * @param up defines the up vector for the entity\r\n * @returns the new matrix\r\n */\r\n Matrix.LookAtLH = function (eye, target, up) {\r\n var result = new Matrix();\r\n Matrix.LookAtLHToRef(eye, target, up, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given \"result\" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like \"up\".\r\n * This function works in left handed mode\r\n * @param eye defines the final position of the entity\r\n * @param target defines where the entity should look at\r\n * @param up defines the up vector for the entity\r\n * @param result defines the target matrix\r\n */\r\n Matrix.LookAtLHToRef = function (eye, target, up, result) {\r\n var xAxis = MathTmp.Vector3[0];\r\n var yAxis = MathTmp.Vector3[1];\r\n var zAxis = MathTmp.Vector3[2];\r\n // Z axis\r\n target.subtractToRef(eye, zAxis);\r\n zAxis.normalize();\r\n // X axis\r\n Vector3.CrossToRef(up, zAxis, xAxis);\r\n var xSquareLength = xAxis.lengthSquared();\r\n if (xSquareLength === 0) {\r\n xAxis.x = 1.0;\r\n }\r\n else {\r\n xAxis.normalizeFromLength(Math.sqrt(xSquareLength));\r\n }\r\n // Y axis\r\n Vector3.CrossToRef(zAxis, xAxis, yAxis);\r\n yAxis.normalize();\r\n // Eye angles\r\n var ex = -Vector3.Dot(xAxis, eye);\r\n var ey = -Vector3.Dot(yAxis, eye);\r\n var ez = -Vector3.Dot(zAxis, eye);\r\n Matrix.FromValuesToRef(xAxis.x, yAxis.x, zAxis.x, 0.0, xAxis.y, yAxis.y, zAxis.y, 0.0, xAxis.z, yAxis.z, zAxis.z, 0.0, ex, ey, ez, 1.0, result);\r\n };\r\n /**\r\n * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like \"up\"\r\n * This function works in right handed mode\r\n * @param eye defines the final position of the entity\r\n * @param target defines where the entity should look at\r\n * @param up defines the up vector for the entity\r\n * @returns the new matrix\r\n */\r\n Matrix.LookAtRH = function (eye, target, up) {\r\n var result = new Matrix();\r\n Matrix.LookAtRHToRef(eye, target, up, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given \"result\" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like \"up\".\r\n * This function works in right handed mode\r\n * @param eye defines the final position of the entity\r\n * @param target defines where the entity should look at\r\n * @param up defines the up vector for the entity\r\n * @param result defines the target matrix\r\n */\r\n Matrix.LookAtRHToRef = function (eye, target, up, result) {\r\n var xAxis = MathTmp.Vector3[0];\r\n var yAxis = MathTmp.Vector3[1];\r\n var zAxis = MathTmp.Vector3[2];\r\n // Z axis\r\n eye.subtractToRef(target, zAxis);\r\n zAxis.normalize();\r\n // X axis\r\n Vector3.CrossToRef(up, zAxis, xAxis);\r\n var xSquareLength = xAxis.lengthSquared();\r\n if (xSquareLength === 0) {\r\n xAxis.x = 1.0;\r\n }\r\n else {\r\n xAxis.normalizeFromLength(Math.sqrt(xSquareLength));\r\n }\r\n // Y axis\r\n Vector3.CrossToRef(zAxis, xAxis, yAxis);\r\n yAxis.normalize();\r\n // Eye angles\r\n var ex = -Vector3.Dot(xAxis, eye);\r\n var ey = -Vector3.Dot(yAxis, eye);\r\n var ez = -Vector3.Dot(zAxis, eye);\r\n Matrix.FromValuesToRef(xAxis.x, yAxis.x, zAxis.x, 0.0, xAxis.y, yAxis.y, zAxis.y, 0.0, xAxis.z, yAxis.z, zAxis.z, 0.0, ex, ey, ez, 1.0, result);\r\n };\r\n /**\r\n * Create a left-handed orthographic projection matrix\r\n * @param width defines the viewport width\r\n * @param height defines the viewport height\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a left-handed orthographic projection matrix\r\n */\r\n Matrix.OrthoLH = function (width, height, znear, zfar) {\r\n var matrix = new Matrix();\r\n Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);\r\n return matrix;\r\n };\r\n /**\r\n * Store a left-handed orthographic projection to a given matrix\r\n * @param width defines the viewport width\r\n * @param height defines the viewport height\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n */\r\n Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {\r\n var n = znear;\r\n var f = zfar;\r\n var a = 2.0 / width;\r\n var b = 2.0 / height;\r\n var c = 2.0 / (f - n);\r\n var d = -(f + n) / (f - n);\r\n Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, 0.0, 0.0, 0.0, d, 1.0, result);\r\n result._updateIdentityStatus(a === 1 && b === 1 && c === 1 && d === 0);\r\n };\r\n /**\r\n * Create a left-handed orthographic projection matrix\r\n * @param left defines the viewport left coordinate\r\n * @param right defines the viewport right coordinate\r\n * @param bottom defines the viewport bottom coordinate\r\n * @param top defines the viewport top coordinate\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a left-handed orthographic projection matrix\r\n */\r\n Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {\r\n var matrix = new Matrix();\r\n Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);\r\n return matrix;\r\n };\r\n /**\r\n * Stores a left-handed orthographic projection into a given matrix\r\n * @param left defines the viewport left coordinate\r\n * @param right defines the viewport right coordinate\r\n * @param bottom defines the viewport bottom coordinate\r\n * @param top defines the viewport top coordinate\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n */\r\n Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {\r\n var n = znear;\r\n var f = zfar;\r\n var a = 2.0 / (right - left);\r\n var b = 2.0 / (top - bottom);\r\n var c = 2.0 / (f - n);\r\n var d = -(f + n) / (f - n);\r\n var i0 = (left + right) / (left - right);\r\n var i1 = (top + bottom) / (bottom - top);\r\n Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, 0.0, i0, i1, d, 1.0, result);\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Creates a right-handed orthographic projection matrix\r\n * @param left defines the viewport left coordinate\r\n * @param right defines the viewport right coordinate\r\n * @param bottom defines the viewport bottom coordinate\r\n * @param top defines the viewport top coordinate\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a right-handed orthographic projection matrix\r\n */\r\n Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {\r\n var matrix = new Matrix();\r\n Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);\r\n return matrix;\r\n };\r\n /**\r\n * Stores a right-handed orthographic projection into a given matrix\r\n * @param left defines the viewport left coordinate\r\n * @param right defines the viewport right coordinate\r\n * @param bottom defines the viewport bottom coordinate\r\n * @param top defines the viewport top coordinate\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n */\r\n Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {\r\n Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);\r\n result._m[10] *= -1; // No need to call _markAsUpdated as previous function already called it and let _isIdentityDirty to true\r\n };\r\n /**\r\n * Creates a left-handed perspective projection matrix\r\n * @param width defines the viewport width\r\n * @param height defines the viewport height\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a left-handed perspective projection matrix\r\n */\r\n Matrix.PerspectiveLH = function (width, height, znear, zfar) {\r\n var matrix = new Matrix();\r\n var n = znear;\r\n var f = zfar;\r\n var a = 2.0 * n / width;\r\n var b = 2.0 * n / height;\r\n var c = (f + n) / (f - n);\r\n var d = -2.0 * f * n / (f - n);\r\n Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, 1.0, 0.0, 0.0, d, 0.0, matrix);\r\n matrix._updateIdentityStatus(false);\r\n return matrix;\r\n };\r\n /**\r\n * Creates a left-handed perspective projection matrix\r\n * @param fov defines the horizontal field of view\r\n * @param aspect defines the aspect ratio\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a left-handed perspective projection matrix\r\n */\r\n Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {\r\n var matrix = new Matrix();\r\n Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);\r\n return matrix;\r\n };\r\n /**\r\n * Stores a left-handed perspective projection into a given matrix\r\n * @param fov defines the horizontal field of view\r\n * @param aspect defines the aspect ratio\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally\r\n */\r\n Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {\r\n if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }\r\n var n = znear;\r\n var f = zfar;\r\n var t = 1.0 / (Math.tan(fov * 0.5));\r\n var a = isVerticalFovFixed ? (t / aspect) : t;\r\n var b = isVerticalFovFixed ? t : (t * aspect);\r\n var c = (f + n) / (f - n);\r\n var d = -2.0 * f * n / (f - n);\r\n Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, 1.0, 0.0, 0.0, d, 0.0, result);\r\n result._updateIdentityStatus(false);\r\n };\r\n /**\r\n * Stores a left-handed perspective projection into a given matrix with depth reversed\r\n * @param fov defines the horizontal field of view\r\n * @param aspect defines the aspect ratio\r\n * @param znear defines the near clip plane\r\n * @param zfar not used as infinity is used as far clip\r\n * @param result defines the target matrix\r\n * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally\r\n */\r\n Matrix.PerspectiveFovReverseLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {\r\n if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }\r\n var t = 1.0 / (Math.tan(fov * 0.5));\r\n var a = isVerticalFovFixed ? (t / aspect) : t;\r\n var b = isVerticalFovFixed ? t : (t * aspect);\r\n Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, -znear, 1.0, 0.0, 0.0, 1.0, 0.0, result);\r\n result._updateIdentityStatus(false);\r\n };\r\n /**\r\n * Creates a right-handed perspective projection matrix\r\n * @param fov defines the horizontal field of view\r\n * @param aspect defines the aspect ratio\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a right-handed perspective projection matrix\r\n */\r\n Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {\r\n var matrix = new Matrix();\r\n Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);\r\n return matrix;\r\n };\r\n /**\r\n * Stores a right-handed perspective projection into a given matrix\r\n * @param fov defines the horizontal field of view\r\n * @param aspect defines the aspect ratio\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally\r\n */\r\n Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {\r\n //alternatively this could be expressed as:\r\n // m = PerspectiveFovLHToRef\r\n // m[10] *= -1.0;\r\n // m[11] *= -1.0;\r\n if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }\r\n var n = znear;\r\n var f = zfar;\r\n var t = 1.0 / (Math.tan(fov * 0.5));\r\n var a = isVerticalFovFixed ? (t / aspect) : t;\r\n var b = isVerticalFovFixed ? t : (t * aspect);\r\n var c = -(f + n) / (f - n);\r\n var d = -2 * f * n / (f - n);\r\n Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, -1.0, 0.0, 0.0, d, 0.0, result);\r\n result._updateIdentityStatus(false);\r\n };\r\n /**\r\n * Stores a right-handed perspective projection into a given matrix\r\n * @param fov defines the horizontal field of view\r\n * @param aspect defines the aspect ratio\r\n * @param znear defines the near clip plane\r\n * @param zfar not used as infinity is used as far clip\r\n * @param result defines the target matrix\r\n * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally\r\n */\r\n Matrix.PerspectiveFovReverseRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {\r\n //alternatively this could be expressed as:\r\n // m = PerspectiveFovLHToRef\r\n // m[10] *= -1.0;\r\n // m[11] *= -1.0;\r\n if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }\r\n var t = 1.0 / (Math.tan(fov * 0.5));\r\n var a = isVerticalFovFixed ? (t / aspect) : t;\r\n var b = isVerticalFovFixed ? t : (t * aspect);\r\n Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, -znear, -1.0, 0.0, 0.0, -1.0, 0.0, result);\r\n result._updateIdentityStatus(false);\r\n };\r\n /**\r\n * Stores a perspective projection for WebVR info a given matrix\r\n * @param fov defines the field of view\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n * @param rightHanded defines if the matrix must be in right-handed mode (false by default)\r\n */\r\n Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {\r\n if (rightHanded === void 0) { rightHanded = false; }\r\n var rightHandedFactor = rightHanded ? -1 : 1;\r\n var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);\r\n var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);\r\n var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);\r\n var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);\r\n var xScale = 2.0 / (leftTan + rightTan);\r\n var yScale = 2.0 / (upTan + downTan);\r\n var m = result._m;\r\n m[0] = xScale;\r\n m[1] = m[2] = m[3] = m[4] = 0.0;\r\n m[5] = yScale;\r\n m[6] = m[7] = 0.0;\r\n m[8] = ((leftTan - rightTan) * xScale * 0.5);\r\n m[9] = -((upTan - downTan) * yScale * 0.5);\r\n m[10] = -zfar / (znear - zfar);\r\n m[11] = 1.0 * rightHandedFactor;\r\n m[12] = m[13] = m[15] = 0.0;\r\n m[14] = -(2.0 * zfar * znear) / (zfar - znear);\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Computes a complete transformation matrix\r\n * @param viewport defines the viewport to use\r\n * @param world defines the world matrix\r\n * @param view defines the view matrix\r\n * @param projection defines the projection matrix\r\n * @param zmin defines the near clip plane\r\n * @param zmax defines the far clip plane\r\n * @returns the transformation matrix\r\n */\r\n Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {\r\n var cw = viewport.width;\r\n var ch = viewport.height;\r\n var cx = viewport.x;\r\n var cy = viewport.y;\r\n var viewportMatrix = Matrix.FromValues(cw / 2.0, 0.0, 0.0, 0.0, 0.0, -ch / 2.0, 0.0, 0.0, 0.0, 0.0, zmax - zmin, 0.0, cx + cw / 2.0, ch / 2.0 + cy, zmin, 1.0);\r\n var matrix = MathTmp.Matrix[0];\r\n world.multiplyToRef(view, matrix);\r\n matrix.multiplyToRef(projection, matrix);\r\n return matrix.multiply(viewportMatrix);\r\n };\r\n /**\r\n * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array\r\n * @param matrix defines the matrix to use\r\n * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix\r\n */\r\n Matrix.GetAsMatrix2x2 = function (matrix) {\r\n var m = matrix.m;\r\n return new Float32Array([m[0], m[1], m[4], m[5]]);\r\n };\r\n /**\r\n * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array\r\n * @param matrix defines the matrix to use\r\n * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix\r\n */\r\n Matrix.GetAsMatrix3x3 = function (matrix) {\r\n var m = matrix.m;\r\n return new Float32Array([\r\n m[0], m[1], m[2],\r\n m[4], m[5], m[6],\r\n m[8], m[9], m[10]\r\n ]);\r\n };\r\n /**\r\n * Compute the transpose of a given matrix\r\n * @param matrix defines the matrix to transpose\r\n * @returns the new matrix\r\n */\r\n Matrix.Transpose = function (matrix) {\r\n var result = new Matrix();\r\n Matrix.TransposeToRef(matrix, result);\r\n return result;\r\n };\r\n /**\r\n * Compute the transpose of a matrix and store it in a target matrix\r\n * @param matrix defines the matrix to transpose\r\n * @param result defines the target matrix\r\n */\r\n Matrix.TransposeToRef = function (matrix, result) {\r\n var rm = result._m;\r\n var mm = matrix.m;\r\n rm[0] = mm[0];\r\n rm[1] = mm[4];\r\n rm[2] = mm[8];\r\n rm[3] = mm[12];\r\n rm[4] = mm[1];\r\n rm[5] = mm[5];\r\n rm[6] = mm[9];\r\n rm[7] = mm[13];\r\n rm[8] = mm[2];\r\n rm[9] = mm[6];\r\n rm[10] = mm[10];\r\n rm[11] = mm[14];\r\n rm[12] = mm[3];\r\n rm[13] = mm[7];\r\n rm[14] = mm[11];\r\n rm[15] = mm[15];\r\n // identity-ness does not change when transposing\r\n result._updateIdentityStatus(matrix._isIdentity, matrix._isIdentityDirty);\r\n };\r\n /**\r\n * Computes a reflection matrix from a plane\r\n * @param plane defines the reflection plane\r\n * @returns a new matrix\r\n */\r\n Matrix.Reflection = function (plane) {\r\n var matrix = new Matrix();\r\n Matrix.ReflectionToRef(plane, matrix);\r\n return matrix;\r\n };\r\n /**\r\n * Computes a reflection matrix from a plane\r\n * @param plane defines the reflection plane\r\n * @param result defines the target matrix\r\n */\r\n Matrix.ReflectionToRef = function (plane, result) {\r\n plane.normalize();\r\n var x = plane.normal.x;\r\n var y = plane.normal.y;\r\n var z = plane.normal.z;\r\n var temp = -2 * x;\r\n var temp2 = -2 * y;\r\n var temp3 = -2 * z;\r\n Matrix.FromValuesToRef(temp * x + 1, temp2 * x, temp3 * x, 0.0, temp * y, temp2 * y + 1, temp3 * y, 0.0, temp * z, temp2 * z, temp3 * z + 1, 0.0, temp * plane.d, temp2 * plane.d, temp3 * plane.d, 1.0, result);\r\n };\r\n /**\r\n * Sets the given matrix as a rotation matrix composed from the 3 left handed axes\r\n * @param xaxis defines the value of the 1st axis\r\n * @param yaxis defines the value of the 2nd axis\r\n * @param zaxis defines the value of the 3rd axis\r\n * @param result defines the target matrix\r\n */\r\n Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {\r\n Matrix.FromValuesToRef(xaxis.x, xaxis.y, xaxis.z, 0.0, yaxis.x, yaxis.y, yaxis.z, 0.0, zaxis.x, zaxis.y, zaxis.z, 0.0, 0.0, 0.0, 0.0, 1.0, result);\r\n };\r\n /**\r\n * Creates a rotation matrix from a quaternion and stores it in a target matrix\r\n * @param quat defines the quaternion to use\r\n * @param result defines the target matrix\r\n */\r\n Matrix.FromQuaternionToRef = function (quat, result) {\r\n var xx = quat.x * quat.x;\r\n var yy = quat.y * quat.y;\r\n var zz = quat.z * quat.z;\r\n var xy = quat.x * quat.y;\r\n var zw = quat.z * quat.w;\r\n var zx = quat.z * quat.x;\r\n var yw = quat.y * quat.w;\r\n var yz = quat.y * quat.z;\r\n var xw = quat.x * quat.w;\r\n result._m[0] = 1.0 - (2.0 * (yy + zz));\r\n result._m[1] = 2.0 * (xy + zw);\r\n result._m[2] = 2.0 * (zx - yw);\r\n result._m[3] = 0.0;\r\n result._m[4] = 2.0 * (xy - zw);\r\n result._m[5] = 1.0 - (2.0 * (zz + xx));\r\n result._m[6] = 2.0 * (yz + xw);\r\n result._m[7] = 0.0;\r\n result._m[8] = 2.0 * (zx + yw);\r\n result._m[9] = 2.0 * (yz - xw);\r\n result._m[10] = 1.0 - (2.0 * (yy + xx));\r\n result._m[11] = 0.0;\r\n result._m[12] = 0.0;\r\n result._m[13] = 0.0;\r\n result._m[14] = 0.0;\r\n result._m[15] = 1.0;\r\n result._markAsUpdated();\r\n };\r\n Matrix._updateFlagSeed = 0;\r\n Matrix._identityReadOnly = Matrix.Identity();\r\n return Matrix;\r\n}());\r\nexport { Matrix };\r\n/**\r\n * @hidden\r\n * Same as Tmp but not exported to keep it only for math functions to avoid conflicts\r\n */\r\nvar MathTmp = /** @class */ (function () {\r\n function MathTmp() {\r\n }\r\n MathTmp.Vector3 = ArrayTools.BuildArray(6, Vector3.Zero);\r\n MathTmp.Matrix = ArrayTools.BuildArray(2, Matrix.Identity);\r\n MathTmp.Quaternion = ArrayTools.BuildArray(3, Quaternion.Zero);\r\n return MathTmp;\r\n}());\r\n/**\r\n * @hidden\r\n */\r\nvar TmpVectors = /** @class */ (function () {\r\n function TmpVectors() {\r\n }\r\n TmpVectors.Vector2 = ArrayTools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough\r\n TmpVectors.Vector3 = ArrayTools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough\r\n TmpVectors.Vector4 = ArrayTools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough\r\n TmpVectors.Quaternion = ArrayTools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough\r\n TmpVectors.Matrix = ArrayTools.BuildArray(8, Matrix.Identity); // 8 temp Matrices at once should be enough\r\n return TmpVectors;\r\n}());\r\nexport { TmpVectors };\r\n_TypeStore.RegisteredTypes[\"BABYLON.Vector2\"] = Vector2;\r\n_TypeStore.RegisteredTypes[\"BABYLON.Vector3\"] = Vector3;\r\n_TypeStore.RegisteredTypes[\"BABYLON.Vector4\"] = Vector4;\r\n_TypeStore.RegisteredTypes[\"BABYLON.Matrix\"] = Matrix;\r\n//# sourceMappingURL=math.vector.js.map","/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation. All rights reserved.\r\nLicensed under the Apache License, Version 2.0 (the \"License\"); you may not use\r\nthis file except in compliance with the License. You may obtain a copy of the\r\nLicense at http://www.apache.org/licenses/LICENSE-2.0\r\n\r\nTHIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY\r\nKIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED\r\nWARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,\r\nMERCHANTABLITY OR NON-INFRINGEMENT.\r\n\r\nSee the Apache Version 2.0 License for specific language governing permissions\r\nand limitations under the License.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };\r\n return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nexport var __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n }\r\n return t;\r\n }\r\n return __assign.apply(this, arguments);\r\n}\r\n\r\nexport function __rest(s, e) {\r\n var t = {};\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n t[p] = s[p];\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n t[p[i]] = s[p[i]];\r\n }\r\n return t;\r\n}\r\n\r\nexport function __decorate(decorators, target, key, desc) {\r\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\r\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\r\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\r\n return c > 3 && r && Object.defineProperty(target, key, r), r;\r\n}\r\n\r\nexport function __param(paramIndex, decorator) {\r\n return function (target, key) { decorator(target, key, paramIndex); }\r\n}\r\n\r\nexport function __metadata(metadataKey, metadataValue) {\r\n if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\r\n}\r\n\r\nexport function __awaiter(thisArg, _arguments, P, generator) {\r\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\nexport function __generator(thisArg, body) {\r\n var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n function verb(n) { return function (v) { return step([n, v]); }; }\r\n function step(op) {\r\n if (f) throw new TypeError(\"Generator is already executing.\");\r\n while (_) try {\r\n if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\r\n if (y = 0, t) op = [op[0] & 2, t.value];\r\n switch (op[0]) {\r\n case 0: case 1: t = op; break;\r\n case 4: _.label++; return { value: op[1], done: false };\r\n case 5: _.label++; y = op[1]; op = [0]; continue;\r\n case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n default:\r\n if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n if (t[2]) _.ops.pop();\r\n _.trys.pop(); continue;\r\n }\r\n op = body.call(thisArg, _);\r\n } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\r\n if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\r\n }\r\n}\r\n\r\nexport function __exportStar(m, exports) {\r\n for (var p in m) if (!exports.hasOwnProperty(p)) exports[p] = m[p];\r\n}\r\n\r\nexport function __values(o) {\r\n var s = typeof Symbol === \"function\" && Symbol.iterator, m = s && o[s], i = 0;\r\n if (m) return m.call(o);\r\n if (o && typeof o.length === \"number\") return {\r\n next: function () {\r\n if (o && i >= o.length) o = void 0;\r\n return { value: o && o[i++], done: !o };\r\n }\r\n };\r\n throw new TypeError(s ? \"Object is not iterable.\" : \"Symbol.iterator is not defined.\");\r\n}\r\n\r\nexport function __read(o, n) {\r\n var m = typeof Symbol === \"function\" && o[Symbol.iterator];\r\n if (!m) return o;\r\n var i = m.call(o), r, ar = [], e;\r\n try {\r\n while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\r\n }\r\n catch (error) { e = { error: error }; }\r\n finally {\r\n try {\r\n if (r && !r.done && (m = i[\"return\"])) m.call(i);\r\n }\r\n finally { if (e) throw e.error; }\r\n }\r\n return ar;\r\n}\r\n\r\nexport function __spread() {\r\n for (var ar = [], i = 0; i < arguments.length; i++)\r\n ar = ar.concat(__read(arguments[i]));\r\n return ar;\r\n}\r\n\r\nexport function __spreadArrays() {\r\n for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length;\r\n for (var r = Array(s), k = 0, i = 0; i < il; i++)\r\n for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++)\r\n r[k] = a[j];\r\n return r;\r\n};\r\n\r\nexport function __await(v) {\r\n return this instanceof __await ? (this.v = v, this) : new __await(v);\r\n}\r\n\r\nexport function __asyncGenerator(thisArg, _arguments, generator) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var g = generator.apply(thisArg, _arguments || []), i, q = [];\r\n return i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i;\r\n function verb(n) { if (g[n]) i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; }\r\n function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\r\n function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\r\n function fulfill(value) { resume(\"next\", value); }\r\n function reject(value) { resume(\"throw\", value); }\r\n function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\r\n}\r\n\r\nexport function __asyncDelegator(o) {\r\n var i, p;\r\n return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\r\n function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: n === \"return\" } : f ? f(v) : v; } : f; }\r\n}\r\n\r\nexport function __asyncValues(o) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var m = o[Symbol.asyncIterator], i;\r\n return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\r\n function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\r\n function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\r\n}\r\n\r\nexport function __makeTemplateObject(cooked, raw) {\r\n if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\r\n return cooked;\r\n};\r\n\r\nexport function __importStar(mod) {\r\n if (mod && mod.__esModule) return mod;\r\n var result = {};\r\n if (mod != null) for (var k in mod) if (Object.hasOwnProperty.call(mod, k)) result[k] = mod[k];\r\n result.default = mod;\r\n return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n\r\nexport function __classPrivateFieldGet(receiver, privateMap) {\r\n if (!privateMap.has(receiver)) {\r\n throw new TypeError(\"attempted to get private field on non-instance\");\r\n }\r\n return privateMap.get(receiver);\r\n}\r\n\r\nexport function __classPrivateFieldSet(receiver, privateMap, value) {\r\n if (!privateMap.has(receiver)) {\r\n throw new TypeError(\"attempted to set private field on non-instance\");\r\n }\r\n privateMap.set(receiver, value);\r\n return value;\r\n}\r\n","/**\r\n * Class used to store data that will be store in GPU memory\r\n */\r\nvar Buffer = /** @class */ (function () {\r\n /**\r\n * Constructor\r\n * @param engine the engine\r\n * @param data the data to use for this buffer\r\n * @param updatable whether the data is updatable\r\n * @param stride the stride (optional)\r\n * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)\r\n * @param instanced whether the buffer is instanced (optional)\r\n * @param useBytes set to true if the stride in in bytes (optional)\r\n * @param divisor sets an optional divisor for instances (1 by default)\r\n */\r\n function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes, divisor) {\r\n if (stride === void 0) { stride = 0; }\r\n if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }\r\n if (instanced === void 0) { instanced = false; }\r\n if (useBytes === void 0) { useBytes = false; }\r\n if (engine.getScene) { // old versions of VertexBuffer accepted 'mesh' instead of 'engine'\r\n this._engine = engine.getScene().getEngine();\r\n }\r\n else {\r\n this._engine = engine;\r\n }\r\n this._updatable = updatable;\r\n this._instanced = instanced;\r\n this._divisor = divisor || 1;\r\n this._data = data;\r\n this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;\r\n if (!postponeInternalCreation) { // by default\r\n this.create();\r\n }\r\n }\r\n /**\r\n * Create a new VertexBuffer based on the current buffer\r\n * @param kind defines the vertex buffer kind (position, normal, etc.)\r\n * @param offset defines offset in the buffer (0 by default)\r\n * @param size defines the size in floats of attributes (position is 3 for instance)\r\n * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)\r\n * @param instanced defines if the vertex buffer contains indexed data\r\n * @param useBytes defines if the offset and stride are in bytes *\r\n * @param divisor sets an optional divisor for instances (1 by default)\r\n * @returns the new vertex buffer\r\n */\r\n Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes, divisor) {\r\n if (useBytes === void 0) { useBytes = false; }\r\n var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;\r\n var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;\r\n // a lot of these parameters are ignored as they are overriden by the buffer\r\n return new VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true, this._divisor || divisor);\r\n };\r\n // Properties\r\n /**\r\n * Gets a boolean indicating if the Buffer is updatable?\r\n * @returns true if the buffer is updatable\r\n */\r\n Buffer.prototype.isUpdatable = function () {\r\n return this._updatable;\r\n };\r\n /**\r\n * Gets current buffer's data\r\n * @returns a DataArray or null\r\n */\r\n Buffer.prototype.getData = function () {\r\n return this._data;\r\n };\r\n /**\r\n * Gets underlying native buffer\r\n * @returns underlying native buffer\r\n */\r\n Buffer.prototype.getBuffer = function () {\r\n return this._buffer;\r\n };\r\n /**\r\n * Gets the stride in float32 units (i.e. byte stride / 4).\r\n * May not be an integer if the byte stride is not divisible by 4.\r\n * @returns the stride in float32 units\r\n * @deprecated Please use byteStride instead.\r\n */\r\n Buffer.prototype.getStrideSize = function () {\r\n return this.byteStride / Float32Array.BYTES_PER_ELEMENT;\r\n };\r\n // Methods\r\n /**\r\n * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property\r\n * @param data defines the data to store\r\n */\r\n Buffer.prototype.create = function (data) {\r\n if (data === void 0) { data = null; }\r\n if (!data && this._buffer) {\r\n return; // nothing to do\r\n }\r\n data = data || this._data;\r\n if (!data) {\r\n return;\r\n }\r\n if (!this._buffer) { // create buffer\r\n if (this._updatable) {\r\n this._buffer = this._engine.createDynamicVertexBuffer(data);\r\n this._data = data;\r\n }\r\n else {\r\n this._buffer = this._engine.createVertexBuffer(data);\r\n }\r\n }\r\n else if (this._updatable) { // update buffer\r\n this._engine.updateDynamicVertexBuffer(this._buffer, data);\r\n this._data = data;\r\n }\r\n };\r\n /** @hidden */\r\n Buffer.prototype._rebuild = function () {\r\n this._buffer = null;\r\n this.create(this._data);\r\n };\r\n /**\r\n * Update current buffer data\r\n * @param data defines the data to store\r\n */\r\n Buffer.prototype.update = function (data) {\r\n this.create(data);\r\n };\r\n /**\r\n * Updates the data directly.\r\n * @param data the new data\r\n * @param offset the new offset\r\n * @param vertexCount the vertex count (optional)\r\n * @param useBytes set to true if the offset is in bytes\r\n */\r\n Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {\r\n if (useBytes === void 0) { useBytes = false; }\r\n if (!this._buffer) {\r\n return;\r\n }\r\n if (this._updatable) { // update buffer\r\n this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));\r\n this._data = null;\r\n }\r\n };\r\n /**\r\n * Release all resources\r\n */\r\n Buffer.prototype.dispose = function () {\r\n if (!this._buffer) {\r\n return;\r\n }\r\n if (this._engine._releaseBuffer(this._buffer)) {\r\n this._buffer = null;\r\n }\r\n };\r\n return Buffer;\r\n}());\r\nexport { Buffer };\r\n/**\r\n * Specialized buffer used to store vertex data\r\n */\r\nvar VertexBuffer = /** @class */ (function () {\r\n /**\r\n * Constructor\r\n * @param engine the engine\r\n * @param data the data to use for this vertex buffer\r\n * @param kind the vertex buffer kind\r\n * @param updatable whether the data is updatable\r\n * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)\r\n * @param stride the stride (optional)\r\n * @param instanced whether the buffer is instanced (optional)\r\n * @param offset the offset of the data (optional)\r\n * @param size the number of components (optional)\r\n * @param type the type of the component (optional)\r\n * @param normalized whether the data contains normalized data (optional)\r\n * @param useBytes set to true if stride and offset are in bytes (optional)\r\n * @param divisor defines the instance divisor to use (1 by default)\r\n */\r\n function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes, divisor) {\r\n if (normalized === void 0) { normalized = false; }\r\n if (useBytes === void 0) { useBytes = false; }\r\n if (divisor === void 0) { divisor = 1; }\r\n if (data instanceof Buffer) {\r\n this._buffer = data;\r\n this._ownsBuffer = false;\r\n }\r\n else {\r\n this._buffer = new Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);\r\n this._ownsBuffer = true;\r\n }\r\n this._kind = kind;\r\n if (type == undefined) {\r\n var data_1 = this.getData();\r\n this.type = VertexBuffer.FLOAT;\r\n if (data_1 instanceof Int8Array) {\r\n this.type = VertexBuffer.BYTE;\r\n }\r\n else if (data_1 instanceof Uint8Array) {\r\n this.type = VertexBuffer.UNSIGNED_BYTE;\r\n }\r\n else if (data_1 instanceof Int16Array) {\r\n this.type = VertexBuffer.SHORT;\r\n }\r\n else if (data_1 instanceof Uint16Array) {\r\n this.type = VertexBuffer.UNSIGNED_SHORT;\r\n }\r\n else if (data_1 instanceof Int32Array) {\r\n this.type = VertexBuffer.INT;\r\n }\r\n else if (data_1 instanceof Uint32Array) {\r\n this.type = VertexBuffer.UNSIGNED_INT;\r\n }\r\n }\r\n else {\r\n this.type = type;\r\n }\r\n var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);\r\n if (useBytes) {\r\n this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));\r\n this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);\r\n this.byteOffset = offset || 0;\r\n }\r\n else {\r\n this._size = size || stride || VertexBuffer.DeduceStride(kind);\r\n this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));\r\n this.byteOffset = (offset || 0) * typeByteLength;\r\n }\r\n this.normalized = normalized;\r\n this._instanced = instanced !== undefined ? instanced : false;\r\n this._instanceDivisor = instanced ? divisor : 0;\r\n }\r\n Object.defineProperty(VertexBuffer.prototype, \"instanceDivisor\", {\r\n /**\r\n * Gets or sets the instance divisor when in instanced mode\r\n */\r\n get: function () {\r\n return this._instanceDivisor;\r\n },\r\n set: function (value) {\r\n this._instanceDivisor = value;\r\n if (value == 0) {\r\n this._instanced = false;\r\n }\r\n else {\r\n this._instanced = true;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n VertexBuffer.prototype._rebuild = function () {\r\n if (!this._buffer) {\r\n return;\r\n }\r\n this._buffer._rebuild();\r\n };\r\n /**\r\n * Returns the kind of the VertexBuffer (string)\r\n * @returns a string\r\n */\r\n VertexBuffer.prototype.getKind = function () {\r\n return this._kind;\r\n };\r\n // Properties\r\n /**\r\n * Gets a boolean indicating if the VertexBuffer is updatable?\r\n * @returns true if the buffer is updatable\r\n */\r\n VertexBuffer.prototype.isUpdatable = function () {\r\n return this._buffer.isUpdatable();\r\n };\r\n /**\r\n * Gets current buffer's data\r\n * @returns a DataArray or null\r\n */\r\n VertexBuffer.prototype.getData = function () {\r\n return this._buffer.getData();\r\n };\r\n /**\r\n * Gets underlying native buffer\r\n * @returns underlying native buffer\r\n */\r\n VertexBuffer.prototype.getBuffer = function () {\r\n return this._buffer.getBuffer();\r\n };\r\n /**\r\n * Gets the stride in float32 units (i.e. byte stride / 4).\r\n * May not be an integer if the byte stride is not divisible by 4.\r\n * @returns the stride in float32 units\r\n * @deprecated Please use byteStride instead.\r\n */\r\n VertexBuffer.prototype.getStrideSize = function () {\r\n return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);\r\n };\r\n /**\r\n * Returns the offset as a multiple of the type byte length.\r\n * @returns the offset in bytes\r\n * @deprecated Please use byteOffset instead.\r\n */\r\n VertexBuffer.prototype.getOffset = function () {\r\n return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);\r\n };\r\n /**\r\n * Returns the number of components per vertex attribute (integer)\r\n * @returns the size in float\r\n */\r\n VertexBuffer.prototype.getSize = function () {\r\n return this._size;\r\n };\r\n /**\r\n * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced\r\n * @returns true if this buffer is instanced\r\n */\r\n VertexBuffer.prototype.getIsInstanced = function () {\r\n return this._instanced;\r\n };\r\n /**\r\n * Returns the instancing divisor, zero for non-instanced (integer).\r\n * @returns a number\r\n */\r\n VertexBuffer.prototype.getInstanceDivisor = function () {\r\n return this._instanceDivisor;\r\n };\r\n // Methods\r\n /**\r\n * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property\r\n * @param data defines the data to store\r\n */\r\n VertexBuffer.prototype.create = function (data) {\r\n this._buffer.create(data);\r\n };\r\n /**\r\n * Updates the underlying buffer according to the passed numeric array or Float32Array.\r\n * This function will create a new buffer if the current one is not updatable\r\n * @param data defines the data to store\r\n */\r\n VertexBuffer.prototype.update = function (data) {\r\n this._buffer.update(data);\r\n };\r\n /**\r\n * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.\r\n * Returns the directly updated WebGLBuffer.\r\n * @param data the new data\r\n * @param offset the new offset\r\n * @param useBytes set to true if the offset is in bytes\r\n */\r\n VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {\r\n if (useBytes === void 0) { useBytes = false; }\r\n this._buffer.updateDirectly(data, offset, undefined, useBytes);\r\n };\r\n /**\r\n * Disposes the VertexBuffer and the underlying WebGLBuffer.\r\n */\r\n VertexBuffer.prototype.dispose = function () {\r\n if (this._ownsBuffer) {\r\n this._buffer.dispose();\r\n }\r\n };\r\n /**\r\n * Enumerates each value of this vertex buffer as numbers.\r\n * @param count the number of values to enumerate\r\n * @param callback the callback function called for each value\r\n */\r\n VertexBuffer.prototype.forEach = function (count, callback) {\r\n VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);\r\n };\r\n /**\r\n * Deduces the stride given a kind.\r\n * @param kind The kind string to deduce\r\n * @returns The deduced stride\r\n */\r\n VertexBuffer.DeduceStride = function (kind) {\r\n switch (kind) {\r\n case VertexBuffer.UVKind:\r\n case VertexBuffer.UV2Kind:\r\n case VertexBuffer.UV3Kind:\r\n case VertexBuffer.UV4Kind:\r\n case VertexBuffer.UV5Kind:\r\n case VertexBuffer.UV6Kind:\r\n return 2;\r\n case VertexBuffer.NormalKind:\r\n case VertexBuffer.PositionKind:\r\n return 3;\r\n case VertexBuffer.ColorKind:\r\n case VertexBuffer.MatricesIndicesKind:\r\n case VertexBuffer.MatricesIndicesExtraKind:\r\n case VertexBuffer.MatricesWeightsKind:\r\n case VertexBuffer.MatricesWeightsExtraKind:\r\n case VertexBuffer.TangentKind:\r\n return 4;\r\n default:\r\n throw new Error(\"Invalid kind '\" + kind + \"'\");\r\n }\r\n };\r\n /**\r\n * Gets the byte length of the given type.\r\n * @param type the type\r\n * @returns the number of bytes\r\n */\r\n VertexBuffer.GetTypeByteLength = function (type) {\r\n switch (type) {\r\n case VertexBuffer.BYTE:\r\n case VertexBuffer.UNSIGNED_BYTE:\r\n return 1;\r\n case VertexBuffer.SHORT:\r\n case VertexBuffer.UNSIGNED_SHORT:\r\n return 2;\r\n case VertexBuffer.INT:\r\n case VertexBuffer.UNSIGNED_INT:\r\n case VertexBuffer.FLOAT:\r\n return 4;\r\n default:\r\n throw new Error(\"Invalid type '\" + type + \"'\");\r\n }\r\n };\r\n /**\r\n * Enumerates each value of the given parameters as numbers.\r\n * @param data the data to enumerate\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param componentCount the number of components per element\r\n * @param componentType the type of the component\r\n * @param count the number of values to enumerate\r\n * @param normalized whether the data is normalized\r\n * @param callback the callback function called for each value\r\n */\r\n VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {\r\n if (data instanceof Array) {\r\n var offset = byteOffset / 4;\r\n var stride = byteStride / 4;\r\n for (var index = 0; index < count; index += componentCount) {\r\n for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {\r\n callback(data[offset + componentIndex], index + componentIndex);\r\n }\r\n offset += stride;\r\n }\r\n }\r\n else {\r\n var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);\r\n var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);\r\n for (var index = 0; index < count; index += componentCount) {\r\n var componentByteOffset = byteOffset;\r\n for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {\r\n var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);\r\n callback(value, index + componentIndex);\r\n componentByteOffset += componentByteLength;\r\n }\r\n byteOffset += byteStride;\r\n }\r\n }\r\n };\r\n VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {\r\n switch (type) {\r\n case VertexBuffer.BYTE: {\r\n var value = dataView.getInt8(byteOffset);\r\n if (normalized) {\r\n value = Math.max(value / 127, -1);\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.UNSIGNED_BYTE: {\r\n var value = dataView.getUint8(byteOffset);\r\n if (normalized) {\r\n value = value / 255;\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.SHORT: {\r\n var value = dataView.getInt16(byteOffset, true);\r\n if (normalized) {\r\n value = Math.max(value / 32767, -1);\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.UNSIGNED_SHORT: {\r\n var value = dataView.getUint16(byteOffset, true);\r\n if (normalized) {\r\n value = value / 65535;\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.INT: {\r\n return dataView.getInt32(byteOffset, true);\r\n }\r\n case VertexBuffer.UNSIGNED_INT: {\r\n return dataView.getUint32(byteOffset, true);\r\n }\r\n case VertexBuffer.FLOAT: {\r\n return dataView.getFloat32(byteOffset, true);\r\n }\r\n default: {\r\n throw new Error(\"Invalid component type \" + type);\r\n }\r\n }\r\n };\r\n /**\r\n * The byte type.\r\n */\r\n VertexBuffer.BYTE = 5120;\r\n /**\r\n * The unsigned byte type.\r\n */\r\n VertexBuffer.UNSIGNED_BYTE = 5121;\r\n /**\r\n * The short type.\r\n */\r\n VertexBuffer.SHORT = 5122;\r\n /**\r\n * The unsigned short type.\r\n */\r\n VertexBuffer.UNSIGNED_SHORT = 5123;\r\n /**\r\n * The integer type.\r\n */\r\n VertexBuffer.INT = 5124;\r\n /**\r\n * The unsigned integer type.\r\n */\r\n VertexBuffer.UNSIGNED_INT = 5125;\r\n /**\r\n * The float type.\r\n */\r\n VertexBuffer.FLOAT = 5126;\r\n // Enums\r\n /**\r\n * Positions\r\n */\r\n VertexBuffer.PositionKind = \"position\";\r\n /**\r\n * Normals\r\n */\r\n VertexBuffer.NormalKind = \"normal\";\r\n /**\r\n * Tangents\r\n */\r\n VertexBuffer.TangentKind = \"tangent\";\r\n /**\r\n * Texture coordinates\r\n */\r\n VertexBuffer.UVKind = \"uv\";\r\n /**\r\n * Texture coordinates 2\r\n */\r\n VertexBuffer.UV2Kind = \"uv2\";\r\n /**\r\n * Texture coordinates 3\r\n */\r\n VertexBuffer.UV3Kind = \"uv3\";\r\n /**\r\n * Texture coordinates 4\r\n */\r\n VertexBuffer.UV4Kind = \"uv4\";\r\n /**\r\n * Texture coordinates 5\r\n */\r\n VertexBuffer.UV5Kind = \"uv5\";\r\n /**\r\n * Texture coordinates 6\r\n */\r\n VertexBuffer.UV6Kind = \"uv6\";\r\n /**\r\n * Colors\r\n */\r\n VertexBuffer.ColorKind = \"color\";\r\n /**\r\n * Matrix indices (for bones)\r\n */\r\n VertexBuffer.MatricesIndicesKind = \"matricesIndices\";\r\n /**\r\n * Matrix weights (for bones)\r\n */\r\n VertexBuffer.MatricesWeightsKind = \"matricesWeights\";\r\n /**\r\n * Additional matrix indices (for bones)\r\n */\r\n VertexBuffer.MatricesIndicesExtraKind = \"matricesIndicesExtra\";\r\n /**\r\n * Additional matrix weights (for bones)\r\n */\r\n VertexBuffer.MatricesWeightsExtraKind = \"matricesWeightsExtra\";\r\n return VertexBuffer;\r\n}());\r\nexport { VertexBuffer };\r\n//# sourceMappingURL=buffer.js.map","import { Tags } from \"../Misc/tags\";\r\nimport { Quaternion, Vector2, Vector3, Matrix } from \"../Maths/math.vector\";\r\nimport { _DevTools } from './devTools';\r\nimport { Color4, Color3 } from '../Maths/math.color';\r\nvar __decoratorInitialStore = {};\r\nvar __mergedStore = {};\r\nvar _copySource = function (creationFunction, source, instanciate) {\r\n var destination = creationFunction();\r\n // Tags\r\n if (Tags) {\r\n Tags.AddTagsTo(destination, source.tags);\r\n }\r\n var classStore = getMergedStore(destination);\r\n // Properties\r\n for (var property in classStore) {\r\n var propertyDescriptor = classStore[property];\r\n var sourceProperty = source[property];\r\n var propertyType = propertyDescriptor.type;\r\n if (sourceProperty !== undefined && sourceProperty !== null && property !== \"uniqueId\") {\r\n switch (propertyType) {\r\n case 0: // Value\r\n case 6: // Mesh reference\r\n case 11: // Camera reference\r\n destination[property] = sourceProperty;\r\n break;\r\n case 1: // Texture\r\n destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();\r\n break;\r\n case 2: // Color3\r\n case 3: // FresnelParameters\r\n case 4: // Vector2\r\n case 5: // Vector3\r\n case 7: // Color Curves\r\n case 10: // Quaternion\r\n case 12: // Matrix\r\n destination[property] = instanciate ? sourceProperty : sourceProperty.clone();\r\n break;\r\n }\r\n }\r\n }\r\n return destination;\r\n};\r\nfunction getDirectStore(target) {\r\n var classKey = target.getClassName();\r\n if (!__decoratorInitialStore[classKey]) {\r\n __decoratorInitialStore[classKey] = {};\r\n }\r\n return __decoratorInitialStore[classKey];\r\n}\r\n/**\r\n * Return the list of properties flagged as serializable\r\n * @param target: host object\r\n */\r\nfunction getMergedStore(target) {\r\n var classKey = target.getClassName();\r\n if (__mergedStore[classKey]) {\r\n return __mergedStore[classKey];\r\n }\r\n __mergedStore[classKey] = {};\r\n var store = __mergedStore[classKey];\r\n var currentTarget = target;\r\n var currentKey = classKey;\r\n while (currentKey) {\r\n var initialStore = __decoratorInitialStore[currentKey];\r\n for (var property in initialStore) {\r\n store[property] = initialStore[property];\r\n }\r\n var parent_1 = void 0;\r\n var done = false;\r\n do {\r\n parent_1 = Object.getPrototypeOf(currentTarget);\r\n if (!parent_1.getClassName) {\r\n done = true;\r\n break;\r\n }\r\n if (parent_1.getClassName() !== currentKey) {\r\n break;\r\n }\r\n currentTarget = parent_1;\r\n } while (parent_1);\r\n if (done) {\r\n break;\r\n }\r\n currentKey = parent_1.getClassName();\r\n currentTarget = parent_1;\r\n }\r\n return store;\r\n}\r\nfunction generateSerializableMember(type, sourceName) {\r\n return function (target, propertyKey) {\r\n var classStore = getDirectStore(target);\r\n if (!classStore[propertyKey]) {\r\n classStore[propertyKey] = { type: type, sourceName: sourceName };\r\n }\r\n };\r\n}\r\nfunction generateExpandMember(setCallback, targetKey) {\r\n if (targetKey === void 0) { targetKey = null; }\r\n return function (target, propertyKey) {\r\n var key = targetKey || (\"_\" + propertyKey);\r\n Object.defineProperty(target, propertyKey, {\r\n get: function () {\r\n return this[key];\r\n },\r\n set: function (value) {\r\n if (this[key] === value) {\r\n return;\r\n }\r\n this[key] = value;\r\n target[setCallback].apply(this);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n };\r\n}\r\nexport function expandToProperty(callback, targetKey) {\r\n if (targetKey === void 0) { targetKey = null; }\r\n return generateExpandMember(callback, targetKey);\r\n}\r\nexport function serialize(sourceName) {\r\n return generateSerializableMember(0, sourceName); // value member\r\n}\r\nexport function serializeAsTexture(sourceName) {\r\n return generateSerializableMember(1, sourceName); // texture member\r\n}\r\nexport function serializeAsColor3(sourceName) {\r\n return generateSerializableMember(2, sourceName); // color3 member\r\n}\r\nexport function serializeAsFresnelParameters(sourceName) {\r\n return generateSerializableMember(3, sourceName); // fresnel parameters member\r\n}\r\nexport function serializeAsVector2(sourceName) {\r\n return generateSerializableMember(4, sourceName); // vector2 member\r\n}\r\nexport function serializeAsVector3(sourceName) {\r\n return generateSerializableMember(5, sourceName); // vector3 member\r\n}\r\nexport function serializeAsMeshReference(sourceName) {\r\n return generateSerializableMember(6, sourceName); // mesh reference member\r\n}\r\nexport function serializeAsColorCurves(sourceName) {\r\n return generateSerializableMember(7, sourceName); // color curves\r\n}\r\nexport function serializeAsColor4(sourceName) {\r\n return generateSerializableMember(8, sourceName); // color 4\r\n}\r\nexport function serializeAsImageProcessingConfiguration(sourceName) {\r\n return generateSerializableMember(9, sourceName); // image processing\r\n}\r\nexport function serializeAsQuaternion(sourceName) {\r\n return generateSerializableMember(10, sourceName); // quaternion member\r\n}\r\nexport function serializeAsMatrix(sourceName) {\r\n return generateSerializableMember(12, sourceName); // matrix member\r\n}\r\n/**\r\n * Decorator used to define property that can be serialized as reference to a camera\r\n * @param sourceName defines the name of the property to decorate\r\n */\r\nexport function serializeAsCameraReference(sourceName) {\r\n return generateSerializableMember(11, sourceName); // camera reference member\r\n}\r\n/**\r\n * Class used to help serialization objects\r\n */\r\nvar SerializationHelper = /** @class */ (function () {\r\n function SerializationHelper() {\r\n }\r\n /**\r\n * Appends the serialized animations from the source animations\r\n * @param source Source containing the animations\r\n * @param destination Target to store the animations\r\n */\r\n SerializationHelper.AppendSerializedAnimations = function (source, destination) {\r\n if (source.animations) {\r\n destination.animations = [];\r\n for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {\r\n var animation = source.animations[animationIndex];\r\n destination.animations.push(animation.serialize());\r\n }\r\n }\r\n };\r\n /**\r\n * Static function used to serialized a specific entity\r\n * @param entity defines the entity to serialize\r\n * @param serializationObject defines the optional target obecjt where serialization data will be stored\r\n * @returns a JSON compatible object representing the serialization of the entity\r\n */\r\n SerializationHelper.Serialize = function (entity, serializationObject) {\r\n if (!serializationObject) {\r\n serializationObject = {};\r\n }\r\n // Tags\r\n if (Tags) {\r\n serializationObject.tags = Tags.GetTags(entity);\r\n }\r\n var serializedProperties = getMergedStore(entity);\r\n // Properties\r\n for (var property in serializedProperties) {\r\n var propertyDescriptor = serializedProperties[property];\r\n var targetPropertyName = propertyDescriptor.sourceName || property;\r\n var propertyType = propertyDescriptor.type;\r\n var sourceProperty = entity[property];\r\n if (sourceProperty !== undefined && sourceProperty !== null) {\r\n switch (propertyType) {\r\n case 0: // Value\r\n serializationObject[targetPropertyName] = sourceProperty;\r\n break;\r\n case 1: // Texture\r\n serializationObject[targetPropertyName] = sourceProperty.serialize();\r\n break;\r\n case 2: // Color3\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 3: // FresnelParameters\r\n serializationObject[targetPropertyName] = sourceProperty.serialize();\r\n break;\r\n case 4: // Vector2\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 5: // Vector3\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 6: // Mesh reference\r\n serializationObject[targetPropertyName] = sourceProperty.id;\r\n break;\r\n case 7: // Color Curves\r\n serializationObject[targetPropertyName] = sourceProperty.serialize();\r\n break;\r\n case 8: // Color 4\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 9: // Image Processing\r\n serializationObject[targetPropertyName] = sourceProperty.serialize();\r\n break;\r\n case 10: // Quaternion\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 11: // Camera reference\r\n serializationObject[targetPropertyName] = sourceProperty.id;\r\n case 12: // Matrix\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n }\r\n }\r\n }\r\n return serializationObject;\r\n };\r\n /**\r\n * Creates a new entity from a serialization data object\r\n * @param creationFunction defines a function used to instanciated the new entity\r\n * @param source defines the source serialization data\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root url for resources\r\n * @returns a new entity\r\n */\r\n SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {\r\n if (rootUrl === void 0) { rootUrl = null; }\r\n var destination = creationFunction();\r\n if (!rootUrl) {\r\n rootUrl = \"\";\r\n }\r\n // Tags\r\n if (Tags) {\r\n Tags.AddTagsTo(destination, source.tags);\r\n }\r\n var classStore = getMergedStore(destination);\r\n // Properties\r\n for (var property in classStore) {\r\n var propertyDescriptor = classStore[property];\r\n var sourceProperty = source[propertyDescriptor.sourceName || property];\r\n var propertyType = propertyDescriptor.type;\r\n if (sourceProperty !== undefined && sourceProperty !== null) {\r\n var dest = destination;\r\n switch (propertyType) {\r\n case 0: // Value\r\n dest[property] = sourceProperty;\r\n break;\r\n case 1: // Texture\r\n if (scene) {\r\n dest[property] = SerializationHelper._TextureParser(sourceProperty, scene, rootUrl);\r\n }\r\n break;\r\n case 2: // Color3\r\n dest[property] = Color3.FromArray(sourceProperty);\r\n break;\r\n case 3: // FresnelParameters\r\n dest[property] = SerializationHelper._FresnelParametersParser(sourceProperty);\r\n break;\r\n case 4: // Vector2\r\n dest[property] = Vector2.FromArray(sourceProperty);\r\n break;\r\n case 5: // Vector3\r\n dest[property] = Vector3.FromArray(sourceProperty);\r\n break;\r\n case 6: // Mesh reference\r\n if (scene) {\r\n dest[property] = scene.getLastMeshByID(sourceProperty);\r\n }\r\n break;\r\n case 7: // Color Curves\r\n dest[property] = SerializationHelper._ColorCurvesParser(sourceProperty);\r\n break;\r\n case 8: // Color 4\r\n dest[property] = Color4.FromArray(sourceProperty);\r\n break;\r\n case 9: // Image Processing\r\n dest[property] = SerializationHelper._ImageProcessingConfigurationParser(sourceProperty);\r\n break;\r\n case 10: // Quaternion\r\n dest[property] = Quaternion.FromArray(sourceProperty);\r\n break;\r\n case 11: // Camera reference\r\n if (scene) {\r\n dest[property] = scene.getCameraByID(sourceProperty);\r\n }\r\n case 12: // Matrix\r\n dest[property] = Matrix.FromArray(sourceProperty);\r\n break;\r\n }\r\n }\r\n }\r\n return destination;\r\n };\r\n /**\r\n * Clones an object\r\n * @param creationFunction defines the function used to instanciate the new object\r\n * @param source defines the source object\r\n * @returns the cloned object\r\n */\r\n SerializationHelper.Clone = function (creationFunction, source) {\r\n return _copySource(creationFunction, source, false);\r\n };\r\n /**\r\n * Instanciates a new object based on a source one (some data will be shared between both object)\r\n * @param creationFunction defines the function used to instanciate the new object\r\n * @param source defines the source object\r\n * @returns the new object\r\n */\r\n SerializationHelper.Instanciate = function (creationFunction, source) {\r\n return _copySource(creationFunction, source, true);\r\n };\r\n /** @hidden */\r\n SerializationHelper._ImageProcessingConfigurationParser = function (sourceProperty) {\r\n throw _DevTools.WarnImport(\"ImageProcessingConfiguration\");\r\n };\r\n /** @hidden */\r\n SerializationHelper._FresnelParametersParser = function (sourceProperty) {\r\n throw _DevTools.WarnImport(\"FresnelParameters\");\r\n };\r\n /** @hidden */\r\n SerializationHelper._ColorCurvesParser = function (sourceProperty) {\r\n throw _DevTools.WarnImport(\"ColorCurves\");\r\n };\r\n /** @hidden */\r\n SerializationHelper._TextureParser = function (sourceProperty, scene, rootUrl) {\r\n throw _DevTools.WarnImport(\"Texture\");\r\n };\r\n return SerializationHelper;\r\n}());\r\nexport { SerializationHelper };\r\n//# sourceMappingURL=decorators.js.map","/**\r\n * A class serves as a medium between the observable and its observers\r\n */\r\nvar EventState = /** @class */ (function () {\r\n /**\r\n * Create a new EventState\r\n * @param mask defines the mask associated with this state\r\n * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n */\r\n function EventState(mask, skipNextObservers, target, currentTarget) {\r\n if (skipNextObservers === void 0) { skipNextObservers = false; }\r\n this.initalize(mask, skipNextObservers, target, currentTarget);\r\n }\r\n /**\r\n * Initialize the current event state\r\n * @param mask defines the mask associated with this state\r\n * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n * @returns the current event state\r\n */\r\n EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {\r\n if (skipNextObservers === void 0) { skipNextObservers = false; }\r\n this.mask = mask;\r\n this.skipNextObservers = skipNextObservers;\r\n this.target = target;\r\n this.currentTarget = currentTarget;\r\n return this;\r\n };\r\n return EventState;\r\n}());\r\nexport { EventState };\r\n/**\r\n * Represent an Observer registered to a given Observable object.\r\n */\r\nvar Observer = /** @class */ (function () {\r\n /**\r\n * Creates a new observer\r\n * @param callback defines the callback to call when the observer is notified\r\n * @param mask defines the mask of the observer (used to filter notifications)\r\n * @param scope defines the current scope used to restore the JS context\r\n */\r\n function Observer(\r\n /**\r\n * Defines the callback to call when the observer is notified\r\n */\r\n callback, \r\n /**\r\n * Defines the mask of the observer (used to filter notifications)\r\n */\r\n mask, \r\n /**\r\n * Defines the current scope used to restore the JS context\r\n */\r\n scope) {\r\n if (scope === void 0) { scope = null; }\r\n this.callback = callback;\r\n this.mask = mask;\r\n this.scope = scope;\r\n /** @hidden */\r\n this._willBeUnregistered = false;\r\n /**\r\n * Gets or sets a property defining that the observer as to be unregistered after the next notification\r\n */\r\n this.unregisterOnNextCall = false;\r\n }\r\n return Observer;\r\n}());\r\nexport { Observer };\r\n/**\r\n * Represent a list of observers registered to multiple Observables object.\r\n */\r\nvar MultiObserver = /** @class */ (function () {\r\n function MultiObserver() {\r\n }\r\n /**\r\n * Release associated resources\r\n */\r\n MultiObserver.prototype.dispose = function () {\r\n if (this._observers && this._observables) {\r\n for (var index = 0; index < this._observers.length; index++) {\r\n this._observables[index].remove(this._observers[index]);\r\n }\r\n }\r\n this._observers = null;\r\n this._observables = null;\r\n };\r\n /**\r\n * Raise a callback when one of the observable will notify\r\n * @param observables defines a list of observables to watch\r\n * @param callback defines the callback to call on notification\r\n * @param mask defines the mask used to filter notifications\r\n * @param scope defines the current scope used to restore the JS context\r\n * @returns the new MultiObserver\r\n */\r\n MultiObserver.Watch = function (observables, callback, mask, scope) {\r\n if (mask === void 0) { mask = -1; }\r\n if (scope === void 0) { scope = null; }\r\n var result = new MultiObserver();\r\n result._observers = new Array();\r\n result._observables = observables;\r\n for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {\r\n var observable = observables_1[_i];\r\n var observer = observable.add(callback, mask, false, scope);\r\n if (observer) {\r\n result._observers.push(observer);\r\n }\r\n }\r\n return result;\r\n };\r\n return MultiObserver;\r\n}());\r\nexport { MultiObserver };\r\n/**\r\n * The Observable class is a simple implementation of the Observable pattern.\r\n *\r\n * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.\r\n * This enable a more fine grained execution without having to rely on multiple different Observable objects.\r\n * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).\r\n * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.\r\n */\r\nvar Observable = /** @class */ (function () {\r\n /**\r\n * Creates a new observable\r\n * @param onObserverAdded defines a callback to call when a new observer is added\r\n */\r\n function Observable(onObserverAdded) {\r\n this._observers = new Array();\r\n this._eventState = new EventState(0);\r\n if (onObserverAdded) {\r\n this._onObserverAdded = onObserverAdded;\r\n }\r\n }\r\n Object.defineProperty(Observable.prototype, \"observers\", {\r\n /**\r\n * Gets the list of observers\r\n */\r\n get: function () {\r\n return this._observers;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Create a new Observer with the specified callback\r\n * @param callback the callback that will be executed for that Observer\r\n * @param mask the mask used to filter observers\r\n * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.\r\n * @param scope optional scope for the callback to be called from\r\n * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification\r\n * @returns the new observer created for the callback\r\n */\r\n Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {\r\n if (mask === void 0) { mask = -1; }\r\n if (insertFirst === void 0) { insertFirst = false; }\r\n if (scope === void 0) { scope = null; }\r\n if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }\r\n if (!callback) {\r\n return null;\r\n }\r\n var observer = new Observer(callback, mask, scope);\r\n observer.unregisterOnNextCall = unregisterOnFirstCall;\r\n if (insertFirst) {\r\n this._observers.unshift(observer);\r\n }\r\n else {\r\n this._observers.push(observer);\r\n }\r\n if (this._onObserverAdded) {\r\n this._onObserverAdded(observer);\r\n }\r\n return observer;\r\n };\r\n /**\r\n * Create a new Observer with the specified callback and unregisters after the next notification\r\n * @param callback the callback that will be executed for that Observer\r\n * @returns the new observer created for the callback\r\n */\r\n Observable.prototype.addOnce = function (callback) {\r\n return this.add(callback, undefined, undefined, undefined, true);\r\n };\r\n /**\r\n * Remove an Observer from the Observable object\r\n * @param observer the instance of the Observer to remove\r\n * @returns false if it doesn't belong to this Observable\r\n */\r\n Observable.prototype.remove = function (observer) {\r\n if (!observer) {\r\n return false;\r\n }\r\n var index = this._observers.indexOf(observer);\r\n if (index !== -1) {\r\n this._deferUnregister(observer);\r\n return true;\r\n }\r\n return false;\r\n };\r\n /**\r\n * Remove a callback from the Observable object\r\n * @param callback the callback to remove\r\n * @param scope optional scope. If used only the callbacks with this scope will be removed\r\n * @returns false if it doesn't belong to this Observable\r\n */\r\n Observable.prototype.removeCallback = function (callback, scope) {\r\n for (var index = 0; index < this._observers.length; index++) {\r\n var observer = this._observers[index];\r\n if (observer._willBeUnregistered) {\r\n continue;\r\n }\r\n if (observer.callback === callback && (!scope || scope === observer.scope)) {\r\n this._deferUnregister(observer);\r\n return true;\r\n }\r\n }\r\n return false;\r\n };\r\n Observable.prototype._deferUnregister = function (observer) {\r\n var _this = this;\r\n observer.unregisterOnNextCall = false;\r\n observer._willBeUnregistered = true;\r\n setTimeout(function () {\r\n _this._remove(observer);\r\n }, 0);\r\n };\r\n // This should only be called when not iterating over _observers to avoid callback skipping.\r\n // Removes an observer from the _observer Array.\r\n Observable.prototype._remove = function (observer) {\r\n if (!observer) {\r\n return false;\r\n }\r\n var index = this._observers.indexOf(observer);\r\n if (index !== -1) {\r\n this._observers.splice(index, 1);\r\n return true;\r\n }\r\n return false;\r\n };\r\n /**\r\n * Moves the observable to the top of the observer list making it get called first when notified\r\n * @param observer the observer to move\r\n */\r\n Observable.prototype.makeObserverTopPriority = function (observer) {\r\n this._remove(observer);\r\n this._observers.unshift(observer);\r\n };\r\n /**\r\n * Moves the observable to the bottom of the observer list making it get called last when notified\r\n * @param observer the observer to move\r\n */\r\n Observable.prototype.makeObserverBottomPriority = function (observer) {\r\n this._remove(observer);\r\n this._observers.push(observer);\r\n };\r\n /**\r\n * Notify all Observers by calling their respective callback with the given data\r\n * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute\r\n * @param eventData defines the data to send to all observers\r\n * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)\r\n */\r\n Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {\r\n if (mask === void 0) { mask = -1; }\r\n if (!this._observers.length) {\r\n return true;\r\n }\r\n var state = this._eventState;\r\n state.mask = mask;\r\n state.target = target;\r\n state.currentTarget = currentTarget;\r\n state.skipNextObservers = false;\r\n state.lastReturnValue = eventData;\r\n for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {\r\n var obs = _a[_i];\r\n if (obs._willBeUnregistered) {\r\n continue;\r\n }\r\n if (obs.mask & mask) {\r\n if (obs.scope) {\r\n state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);\r\n }\r\n else {\r\n state.lastReturnValue = obs.callback(eventData, state);\r\n }\r\n if (obs.unregisterOnNextCall) {\r\n this._deferUnregister(obs);\r\n }\r\n }\r\n if (state.skipNextObservers) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n /**\r\n * Calling this will execute each callback, expecting it to be a promise or return a value.\r\n * If at any point in the chain one function fails, the promise will fail and the execution will not continue.\r\n * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object\r\n * and it is crucial that all callbacks will be executed.\r\n * The order of the callbacks is kept, callbacks are not executed parallel.\r\n *\r\n * @param eventData The data to be sent to each callback\r\n * @param mask is used to filter observers defaults to -1\r\n * @param target defines the callback target (see EventState)\r\n * @param currentTarget defines he current object in the bubbling phase\r\n * @returns {Promise} will return a Promise than resolves when all callbacks executed successfully.\r\n */\r\n Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {\r\n var _this = this;\r\n if (mask === void 0) { mask = -1; }\r\n // create an empty promise\r\n var p = Promise.resolve(eventData);\r\n // no observers? return this promise.\r\n if (!this._observers.length) {\r\n return p;\r\n }\r\n var state = this._eventState;\r\n state.mask = mask;\r\n state.target = target;\r\n state.currentTarget = currentTarget;\r\n state.skipNextObservers = false;\r\n // execute one callback after another (not using Promise.all, the order is important)\r\n this._observers.forEach(function (obs) {\r\n if (state.skipNextObservers) {\r\n return;\r\n }\r\n if (obs._willBeUnregistered) {\r\n return;\r\n }\r\n if (obs.mask & mask) {\r\n if (obs.scope) {\r\n p = p.then(function (lastReturnedValue) {\r\n state.lastReturnValue = lastReturnedValue;\r\n return obs.callback.apply(obs.scope, [eventData, state]);\r\n });\r\n }\r\n else {\r\n p = p.then(function (lastReturnedValue) {\r\n state.lastReturnValue = lastReturnedValue;\r\n return obs.callback(eventData, state);\r\n });\r\n }\r\n if (obs.unregisterOnNextCall) {\r\n _this._deferUnregister(obs);\r\n }\r\n }\r\n });\r\n // return the eventData\r\n return p.then(function () { return eventData; });\r\n };\r\n /**\r\n * Notify a specific observer\r\n * @param observer defines the observer to notify\r\n * @param eventData defines the data to be sent to each callback\r\n * @param mask is used to filter observers defaults to -1\r\n */\r\n Observable.prototype.notifyObserver = function (observer, eventData, mask) {\r\n if (mask === void 0) { mask = -1; }\r\n var state = this._eventState;\r\n state.mask = mask;\r\n state.skipNextObservers = false;\r\n observer.callback(eventData, state);\r\n };\r\n /**\r\n * Gets a boolean indicating if the observable has at least one observer\r\n * @returns true is the Observable has at least one Observer registered\r\n */\r\n Observable.prototype.hasObservers = function () {\r\n return this._observers.length > 0;\r\n };\r\n /**\r\n * Clear the list of observers\r\n */\r\n Observable.prototype.clear = function () {\r\n this._observers = new Array();\r\n this._onObserverAdded = null;\r\n };\r\n /**\r\n * Clone the current observable\r\n * @returns a new observable\r\n */\r\n Observable.prototype.clone = function () {\r\n var result = new Observable();\r\n result._observers = this._observers.slice(0);\r\n return result;\r\n };\r\n /**\r\n * Does this observable handles observer registered with a given mask\r\n * @param mask defines the mask to be tested\r\n * @return whether or not one observer registered with the given mask is handeled\r\n **/\r\n Observable.prototype.hasSpecificMask = function (mask) {\r\n if (mask === void 0) { mask = -1; }\r\n for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {\r\n var obs = _a[_i];\r\n if (obs.mask & mask || obs.mask === mask) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n };\r\n return Observable;\r\n}());\r\nexport { Observable };\r\n//# sourceMappingURL=observable.js.map","import { __extends } from \"tslib\";\r\nimport { Vector2 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Epsilon } from '@babylonjs/core/Maths/math.constants';\r\n/**\r\n * Class used to transport Vector2 information for pointer events\r\n */\r\nvar Vector2WithInfo = /** @class */ (function (_super) {\r\n __extends(Vector2WithInfo, _super);\r\n /**\r\n * Creates a new Vector2WithInfo\r\n * @param source defines the vector2 data to transport\r\n * @param buttonIndex defines the current mouse button index\r\n */\r\n function Vector2WithInfo(source, \r\n /** defines the current mouse button index */\r\n buttonIndex) {\r\n if (buttonIndex === void 0) { buttonIndex = 0; }\r\n var _this = _super.call(this, source.x, source.y) || this;\r\n _this.buttonIndex = buttonIndex;\r\n return _this;\r\n }\r\n return Vector2WithInfo;\r\n}(Vector2));\r\nexport { Vector2WithInfo };\r\n/** Class used to provide 2D matrix features */\r\nvar Matrix2D = /** @class */ (function () {\r\n /**\r\n * Creates a new matrix\r\n * @param m00 defines value for (0, 0)\r\n * @param m01 defines value for (0, 1)\r\n * @param m10 defines value for (1, 0)\r\n * @param m11 defines value for (1, 1)\r\n * @param m20 defines value for (2, 0)\r\n * @param m21 defines value for (2, 1)\r\n */\r\n function Matrix2D(m00, m01, m10, m11, m20, m21) {\r\n /** Gets the internal array of 6 floats used to store matrix data */\r\n this.m = new Float32Array(6);\r\n this.fromValues(m00, m01, m10, m11, m20, m21);\r\n }\r\n /**\r\n * Fills the matrix from direct values\r\n * @param m00 defines value for (0, 0)\r\n * @param m01 defines value for (0, 1)\r\n * @param m10 defines value for (1, 0)\r\n * @param m11 defines value for (1, 1)\r\n * @param m20 defines value for (2, 0)\r\n * @param m21 defines value for (2, 1)\r\n * @returns the current modified matrix\r\n */\r\n Matrix2D.prototype.fromValues = function (m00, m01, m10, m11, m20, m21) {\r\n this.m[0] = m00;\r\n this.m[1] = m01;\r\n this.m[2] = m10;\r\n this.m[3] = m11;\r\n this.m[4] = m20;\r\n this.m[5] = m21;\r\n return this;\r\n };\r\n /**\r\n * Gets matrix determinant\r\n * @returns the determinant\r\n */\r\n Matrix2D.prototype.determinant = function () {\r\n return this.m[0] * this.m[3] - this.m[1] * this.m[2];\r\n };\r\n /**\r\n * Inverses the matrix and stores it in a target matrix\r\n * @param result defines the target matrix\r\n * @returns the current matrix\r\n */\r\n Matrix2D.prototype.invertToRef = function (result) {\r\n var l0 = this.m[0];\r\n var l1 = this.m[1];\r\n var l2 = this.m[2];\r\n var l3 = this.m[3];\r\n var l4 = this.m[4];\r\n var l5 = this.m[5];\r\n var det = this.determinant();\r\n if (det < (Epsilon * Epsilon)) {\r\n result.m[0] = 0;\r\n result.m[1] = 0;\r\n result.m[2] = 0;\r\n result.m[3] = 0;\r\n result.m[4] = 0;\r\n result.m[5] = 0;\r\n return this;\r\n }\r\n var detDiv = 1 / det;\r\n var det4 = l2 * l5 - l3 * l4;\r\n var det5 = l1 * l4 - l0 * l5;\r\n result.m[0] = l3 * detDiv;\r\n result.m[1] = -l1 * detDiv;\r\n result.m[2] = -l2 * detDiv;\r\n result.m[3] = l0 * detDiv;\r\n result.m[4] = det4 * detDiv;\r\n result.m[5] = det5 * detDiv;\r\n return this;\r\n };\r\n /**\r\n * Multiplies the current matrix with another one\r\n * @param other defines the second operand\r\n * @param result defines the target matrix\r\n * @returns the current matrix\r\n */\r\n Matrix2D.prototype.multiplyToRef = function (other, result) {\r\n var l0 = this.m[0];\r\n var l1 = this.m[1];\r\n var l2 = this.m[2];\r\n var l3 = this.m[3];\r\n var l4 = this.m[4];\r\n var l5 = this.m[5];\r\n var r0 = other.m[0];\r\n var r1 = other.m[1];\r\n var r2 = other.m[2];\r\n var r3 = other.m[3];\r\n var r4 = other.m[4];\r\n var r5 = other.m[5];\r\n result.m[0] = l0 * r0 + l1 * r2;\r\n result.m[1] = l0 * r1 + l1 * r3;\r\n result.m[2] = l2 * r0 + l3 * r2;\r\n result.m[3] = l2 * r1 + l3 * r3;\r\n result.m[4] = l4 * r0 + l5 * r2 + r4;\r\n result.m[5] = l4 * r1 + l5 * r3 + r5;\r\n return this;\r\n };\r\n /**\r\n * Applies the current matrix to a set of 2 floats and stores the result in a vector2\r\n * @param x defines the x coordinate to transform\r\n * @param y defines the x coordinate to transform\r\n * @param result defines the target vector2\r\n * @returns the current matrix\r\n */\r\n Matrix2D.prototype.transformCoordinates = function (x, y, result) {\r\n result.x = x * this.m[0] + y * this.m[2] + this.m[4];\r\n result.y = x * this.m[1] + y * this.m[3] + this.m[5];\r\n return this;\r\n };\r\n // Statics\r\n /**\r\n * Creates an identity matrix\r\n * @returns a new matrix\r\n */\r\n Matrix2D.Identity = function () {\r\n return new Matrix2D(1, 0, 0, 1, 0, 0);\r\n };\r\n /**\r\n * Creates a translation matrix and stores it in a target matrix\r\n * @param x defines the x coordinate of the translation\r\n * @param y defines the y coordinate of the translation\r\n * @param result defines the target matrix\r\n */\r\n Matrix2D.TranslationToRef = function (x, y, result) {\r\n result.fromValues(1, 0, 0, 1, x, y);\r\n };\r\n /**\r\n * Creates a scaling matrix and stores it in a target matrix\r\n * @param x defines the x coordinate of the scaling\r\n * @param y defines the y coordinate of the scaling\r\n * @param result defines the target matrix\r\n */\r\n Matrix2D.ScalingToRef = function (x, y, result) {\r\n result.fromValues(x, 0, 0, y, 0, 0);\r\n };\r\n /**\r\n * Creates a rotation matrix and stores it in a target matrix\r\n * @param angle defines the rotation angle\r\n * @param result defines the target matrix\r\n */\r\n Matrix2D.RotationToRef = function (angle, result) {\r\n var s = Math.sin(angle);\r\n var c = Math.cos(angle);\r\n result.fromValues(c, s, -s, c, 0, 0);\r\n };\r\n /**\r\n * Composes a matrix from translation, rotation, scaling and parent matrix and stores it in a target matrix\r\n * @param tx defines the x coordinate of the translation\r\n * @param ty defines the y coordinate of the translation\r\n * @param angle defines the rotation angle\r\n * @param scaleX defines the x coordinate of the scaling\r\n * @param scaleY defines the y coordinate of the scaling\r\n * @param parentMatrix defines the parent matrix to multiply by (can be null)\r\n * @param result defines the target matrix\r\n */\r\n Matrix2D.ComposeToRef = function (tx, ty, angle, scaleX, scaleY, parentMatrix, result) {\r\n Matrix2D.TranslationToRef(tx, ty, Matrix2D._TempPreTranslationMatrix);\r\n Matrix2D.ScalingToRef(scaleX, scaleY, Matrix2D._TempScalingMatrix);\r\n Matrix2D.RotationToRef(angle, Matrix2D._TempRotationMatrix);\r\n Matrix2D.TranslationToRef(-tx, -ty, Matrix2D._TempPostTranslationMatrix);\r\n Matrix2D._TempPreTranslationMatrix.multiplyToRef(Matrix2D._TempScalingMatrix, Matrix2D._TempCompose0);\r\n Matrix2D._TempCompose0.multiplyToRef(Matrix2D._TempRotationMatrix, Matrix2D._TempCompose1);\r\n if (parentMatrix) {\r\n Matrix2D._TempCompose1.multiplyToRef(Matrix2D._TempPostTranslationMatrix, Matrix2D._TempCompose2);\r\n Matrix2D._TempCompose2.multiplyToRef(parentMatrix, result);\r\n }\r\n else {\r\n Matrix2D._TempCompose1.multiplyToRef(Matrix2D._TempPostTranslationMatrix, result);\r\n }\r\n };\r\n Matrix2D._TempPreTranslationMatrix = Matrix2D.Identity();\r\n Matrix2D._TempPostTranslationMatrix = Matrix2D.Identity();\r\n Matrix2D._TempRotationMatrix = Matrix2D.Identity();\r\n Matrix2D._TempScalingMatrix = Matrix2D.Identity();\r\n Matrix2D._TempCompose0 = Matrix2D.Identity();\r\n Matrix2D._TempCompose1 = Matrix2D.Identity();\r\n Matrix2D._TempCompose2 = Matrix2D.Identity();\r\n return Matrix2D;\r\n}());\r\nexport { Matrix2D };\r\n//# sourceMappingURL=math2D.js.map","import { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { Vector2, Vector3, Matrix } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { PointerEventTypes } from '@babylonjs/core/Events/pointerEvents';\r\nimport { Logger } from \"@babylonjs/core/Misc/logger\";\r\nimport { Tools } from \"@babylonjs/core/Misc/tools\";\r\nimport { ValueAndUnit } from \"../valueAndUnit\";\r\nimport { Measure } from \"../measure\";\r\nimport { Matrix2D, Vector2WithInfo } from \"../math2D\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Root class used for all 2D controls\r\n * @see http://doc.babylonjs.com/how_to/gui#controls\r\n */\r\nvar Control = /** @class */ (function () {\r\n // Functions\r\n /**\r\n * Creates a new control\r\n * @param name defines the name of the control\r\n */\r\n function Control(\r\n /** defines the name of the control */\r\n name) {\r\n this.name = name;\r\n this._alpha = 1;\r\n this._alphaSet = false;\r\n this._zIndex = 0;\r\n /** @hidden */\r\n this._currentMeasure = Measure.Empty();\r\n this._fontFamily = \"Arial\";\r\n this._fontStyle = \"\";\r\n this._fontWeight = \"\";\r\n this._fontSize = new ValueAndUnit(18, ValueAndUnit.UNITMODE_PIXEL, false);\r\n /** @hidden */\r\n this._width = new ValueAndUnit(1, ValueAndUnit.UNITMODE_PERCENTAGE, false);\r\n /** @hidden */\r\n this._height = new ValueAndUnit(1, ValueAndUnit.UNITMODE_PERCENTAGE, false);\r\n this._color = \"\";\r\n this._style = null;\r\n /** @hidden */\r\n this._horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;\r\n /** @hidden */\r\n this._verticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;\r\n /** @hidden */\r\n this._isDirty = true;\r\n /** @hidden */\r\n this._wasDirty = false;\r\n /** @hidden */\r\n this._tempParentMeasure = Measure.Empty();\r\n /** @hidden */\r\n this._prevCurrentMeasureTransformedIntoGlobalSpace = Measure.Empty();\r\n /** @hidden */\r\n this._cachedParentMeasure = Measure.Empty();\r\n this._paddingLeft = new ValueAndUnit(0);\r\n this._paddingRight = new ValueAndUnit(0);\r\n this._paddingTop = new ValueAndUnit(0);\r\n this._paddingBottom = new ValueAndUnit(0);\r\n /** @hidden */\r\n this._left = new ValueAndUnit(0);\r\n /** @hidden */\r\n this._top = new ValueAndUnit(0);\r\n this._scaleX = 1.0;\r\n this._scaleY = 1.0;\r\n this._rotation = 0;\r\n this._transformCenterX = 0.5;\r\n this._transformCenterY = 0.5;\r\n /** @hidden */\r\n this._transformMatrix = Matrix2D.Identity();\r\n /** @hidden */\r\n this._invertTransformMatrix = Matrix2D.Identity();\r\n /** @hidden */\r\n this._transformedPosition = Vector2.Zero();\r\n this._isMatrixDirty = true;\r\n this._isVisible = true;\r\n this._isHighlighted = false;\r\n this._fontSet = false;\r\n this._dummyVector2 = Vector2.Zero();\r\n this._downCount = 0;\r\n this._enterCount = -1;\r\n this._doNotRender = false;\r\n this._downPointerIds = {};\r\n this._isEnabled = true;\r\n this._disabledColor = \"#9a9a9a\";\r\n this._disabledColorItem = \"#6a6a6a\";\r\n /** @hidden */\r\n this._rebuildLayout = false;\r\n /** @hidden */\r\n this._customData = {};\r\n /** @hidden */\r\n this._isClipped = false;\r\n /** @hidden */\r\n this._automaticSize = false;\r\n /**\r\n * Gets or sets an object used to store user defined information for the node\r\n */\r\n this.metadata = null;\r\n /** Gets or sets a boolean indicating if the control can be hit with pointer events */\r\n this.isHitTestVisible = true;\r\n /** Gets or sets a boolean indicating if the control can block pointer events */\r\n this.isPointerBlocker = false;\r\n /** Gets or sets a boolean indicating if the control can be focusable */\r\n this.isFocusInvisible = false;\r\n /**\r\n * Gets or sets a boolean indicating if the children are clipped to the current control bounds.\r\n * Please note that not clipping children may generate issues with adt.useInvalidateRectOptimization so it is recommended to turn this optimization off if you want to use unclipped children\r\n */\r\n this.clipChildren = true;\r\n /**\r\n * Gets or sets a boolean indicating that control content must be clipped\r\n * Please note that not clipping children may generate issues with adt.useInvalidateRectOptimization so it is recommended to turn this optimization off if you want to use unclipped children\r\n */\r\n this.clipContent = true;\r\n /**\r\n * Gets or sets a boolean indicating that the current control should cache its rendering (useful when the control does not change often)\r\n */\r\n this.useBitmapCache = false;\r\n this._shadowOffsetX = 0;\r\n this._shadowOffsetY = 0;\r\n this._shadowBlur = 0;\r\n this._shadowColor = 'black';\r\n /** Gets or sets the cursor to use when the control is hovered */\r\n this.hoverCursor = \"\";\r\n /** @hidden */\r\n this._linkOffsetX = new ValueAndUnit(0);\r\n /** @hidden */\r\n this._linkOffsetY = new ValueAndUnit(0);\r\n /**\r\n * An event triggered when pointer wheel is scrolled\r\n */\r\n this.onWheelObservable = new Observable();\r\n /**\r\n * An event triggered when the pointer move over the control.\r\n */\r\n this.onPointerMoveObservable = new Observable();\r\n /**\r\n * An event triggered when the pointer move out of the control.\r\n */\r\n this.onPointerOutObservable = new Observable();\r\n /**\r\n * An event triggered when the pointer taps the control\r\n */\r\n this.onPointerDownObservable = new Observable();\r\n /**\r\n * An event triggered when pointer up\r\n */\r\n this.onPointerUpObservable = new Observable();\r\n /**\r\n * An event triggered when a control is clicked on\r\n */\r\n this.onPointerClickObservable = new Observable();\r\n /**\r\n * An event triggered when pointer enters the control\r\n */\r\n this.onPointerEnterObservable = new Observable();\r\n /**\r\n * An event triggered when the control is marked as dirty\r\n */\r\n this.onDirtyObservable = new Observable();\r\n /**\r\n * An event triggered before drawing the control\r\n */\r\n this.onBeforeDrawObservable = new Observable();\r\n /**\r\n * An event triggered after the control was drawn\r\n */\r\n this.onAfterDrawObservable = new Observable();\r\n this._tmpMeasureA = new Measure(0, 0, 0, 0);\r\n }\r\n Object.defineProperty(Control.prototype, \"shadowOffsetX\", {\r\n /** Gets or sets a value indicating the offset to apply on X axis to render the shadow */\r\n get: function () {\r\n return this._shadowOffsetX;\r\n },\r\n set: function (value) {\r\n if (this._shadowOffsetX === value) {\r\n return;\r\n }\r\n this._shadowOffsetX = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"shadowOffsetY\", {\r\n /** Gets or sets a value indicating the offset to apply on Y axis to render the shadow */\r\n get: function () {\r\n return this._shadowOffsetY;\r\n },\r\n set: function (value) {\r\n if (this._shadowOffsetY === value) {\r\n return;\r\n }\r\n this._shadowOffsetY = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"shadowBlur\", {\r\n /** Gets or sets a value indicating the amount of blur to use to render the shadow */\r\n get: function () {\r\n return this._shadowBlur;\r\n },\r\n set: function (value) {\r\n if (this._shadowBlur === value) {\r\n return;\r\n }\r\n this._shadowBlur = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"shadowColor\", {\r\n /** Gets or sets a value indicating the color of the shadow (black by default ie. \"#000\") */\r\n get: function () {\r\n return this._shadowColor;\r\n },\r\n set: function (value) {\r\n if (this._shadowColor === value) {\r\n return;\r\n }\r\n this._shadowColor = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"typeName\", {\r\n // Properties\r\n /** Gets the control type name */\r\n get: function () {\r\n return this._getTypeName();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Get the current class name of the control.\r\n * @returns current class name\r\n */\r\n Control.prototype.getClassName = function () {\r\n return this._getTypeName();\r\n };\r\n Object.defineProperty(Control.prototype, \"host\", {\r\n /**\r\n * Get the hosting AdvancedDynamicTexture\r\n */\r\n get: function () {\r\n return this._host;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"fontOffset\", {\r\n /** Gets or set information about font offsets (used to render and align text) */\r\n get: function () {\r\n return this._fontOffset;\r\n },\r\n set: function (offset) {\r\n this._fontOffset = offset;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"alpha\", {\r\n /** Gets or sets alpha value for the control (1 means opaque and 0 means entirely transparent) */\r\n get: function () {\r\n return this._alpha;\r\n },\r\n set: function (value) {\r\n if (this._alpha === value) {\r\n return;\r\n }\r\n this._alphaSet = true;\r\n this._alpha = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"isHighlighted\", {\r\n /**\r\n * Gets or sets a boolean indicating that we want to highlight the control (mostly for debugging purpose)\r\n */\r\n get: function () {\r\n return this._isHighlighted;\r\n },\r\n set: function (value) {\r\n if (this._isHighlighted === value) {\r\n return;\r\n }\r\n this._isHighlighted = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"scaleX\", {\r\n /** Gets or sets a value indicating the scale factor on X axis (1 by default)\r\n * @see http://doc.babylonjs.com/how_to/gui#rotation-and-scaling\r\n */\r\n get: function () {\r\n return this._scaleX;\r\n },\r\n set: function (value) {\r\n if (this._scaleX === value) {\r\n return;\r\n }\r\n this._scaleX = value;\r\n this._markAsDirty();\r\n this._markMatrixAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"scaleY\", {\r\n /** Gets or sets a value indicating the scale factor on Y axis (1 by default)\r\n * @see http://doc.babylonjs.com/how_to/gui#rotation-and-scaling\r\n */\r\n get: function () {\r\n return this._scaleY;\r\n },\r\n set: function (value) {\r\n if (this._scaleY === value) {\r\n return;\r\n }\r\n this._scaleY = value;\r\n this._markAsDirty();\r\n this._markMatrixAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"rotation\", {\r\n /** Gets or sets the rotation angle (0 by default)\r\n * @see http://doc.babylonjs.com/how_to/gui#rotation-and-scaling\r\n */\r\n get: function () {\r\n return this._rotation;\r\n },\r\n set: function (value) {\r\n if (this._rotation === value) {\r\n return;\r\n }\r\n this._rotation = value;\r\n this._markAsDirty();\r\n this._markMatrixAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"transformCenterY\", {\r\n /** Gets or sets the transformation center on Y axis (0 by default)\r\n * @see http://doc.babylonjs.com/how_to/gui#rotation-and-scaling\r\n */\r\n get: function () {\r\n return this._transformCenterY;\r\n },\r\n set: function (value) {\r\n if (this._transformCenterY === value) {\r\n return;\r\n }\r\n this._transformCenterY = value;\r\n this._markAsDirty();\r\n this._markMatrixAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"transformCenterX\", {\r\n /** Gets or sets the transformation center on X axis (0 by default)\r\n * @see http://doc.babylonjs.com/how_to/gui#rotation-and-scaling\r\n */\r\n get: function () {\r\n return this._transformCenterX;\r\n },\r\n set: function (value) {\r\n if (this._transformCenterX === value) {\r\n return;\r\n }\r\n this._transformCenterX = value;\r\n this._markAsDirty();\r\n this._markMatrixAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"horizontalAlignment\", {\r\n /**\r\n * Gets or sets the horizontal alignment\r\n * @see http://doc.babylonjs.com/how_to/gui#alignments\r\n */\r\n get: function () {\r\n return this._horizontalAlignment;\r\n },\r\n set: function (value) {\r\n if (this._horizontalAlignment === value) {\r\n return;\r\n }\r\n this._horizontalAlignment = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"verticalAlignment\", {\r\n /**\r\n * Gets or sets the vertical alignment\r\n * @see http://doc.babylonjs.com/how_to/gui#alignments\r\n */\r\n get: function () {\r\n return this._verticalAlignment;\r\n },\r\n set: function (value) {\r\n if (this._verticalAlignment === value) {\r\n return;\r\n }\r\n this._verticalAlignment = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"width\", {\r\n /**\r\n * Gets or sets control width\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._width.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._width.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._width.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"widthInPixels\", {\r\n /**\r\n * Gets or sets the control width in pixel\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._width.getValueInPixel(this._host, this._cachedParentMeasure.width);\r\n },\r\n set: function (value) {\r\n if (isNaN(value)) {\r\n return;\r\n }\r\n this.width = value + \"px\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"height\", {\r\n /**\r\n * Gets or sets control height\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._height.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._height.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._height.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"heightInPixels\", {\r\n /**\r\n * Gets or sets control height in pixel\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._height.getValueInPixel(this._host, this._cachedParentMeasure.height);\r\n },\r\n set: function (value) {\r\n if (isNaN(value)) {\r\n return;\r\n }\r\n this.height = value + \"px\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"fontFamily\", {\r\n /** Gets or set font family */\r\n get: function () {\r\n if (!this._fontSet) {\r\n return \"\";\r\n }\r\n return this._fontFamily;\r\n },\r\n set: function (value) {\r\n if (this._fontFamily === value) {\r\n return;\r\n }\r\n this._fontFamily = value;\r\n this._resetFontCache();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"fontStyle\", {\r\n /** Gets or sets font style */\r\n get: function () {\r\n return this._fontStyle;\r\n },\r\n set: function (value) {\r\n if (this._fontStyle === value) {\r\n return;\r\n }\r\n this._fontStyle = value;\r\n this._resetFontCache();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"fontWeight\", {\r\n /** Gets or sets font weight */\r\n get: function () {\r\n return this._fontWeight;\r\n },\r\n set: function (value) {\r\n if (this._fontWeight === value) {\r\n return;\r\n }\r\n this._fontWeight = value;\r\n this._resetFontCache();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"style\", {\r\n /**\r\n * Gets or sets style\r\n * @see http://doc.babylonjs.com/how_to/gui#styles\r\n */\r\n get: function () {\r\n return this._style;\r\n },\r\n set: function (value) {\r\n var _this = this;\r\n if (this._style) {\r\n this._style.onChangedObservable.remove(this._styleObserver);\r\n this._styleObserver = null;\r\n }\r\n this._style = value;\r\n if (this._style) {\r\n this._styleObserver = this._style.onChangedObservable.add(function () {\r\n _this._markAsDirty();\r\n _this._resetFontCache();\r\n });\r\n }\r\n this._markAsDirty();\r\n this._resetFontCache();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"_isFontSizeInPercentage\", {\r\n /** @hidden */\r\n get: function () {\r\n return this._fontSize.isPercentage;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"fontSizeInPixels\", {\r\n /** Gets or sets font size in pixels */\r\n get: function () {\r\n var fontSizeToUse = this._style ? this._style._fontSize : this._fontSize;\r\n if (fontSizeToUse.isPixel) {\r\n return fontSizeToUse.getValue(this._host);\r\n }\r\n return fontSizeToUse.getValueInPixel(this._host, this._tempParentMeasure.height || this._cachedParentMeasure.height);\r\n },\r\n set: function (value) {\r\n if (isNaN(value)) {\r\n return;\r\n }\r\n this.fontSize = value + \"px\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"fontSize\", {\r\n /** Gets or sets font size */\r\n get: function () {\r\n return this._fontSize.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._fontSize.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._fontSize.fromString(value)) {\r\n this._markAsDirty();\r\n this._resetFontCache();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"color\", {\r\n /** Gets or sets foreground color */\r\n get: function () {\r\n return this._color;\r\n },\r\n set: function (value) {\r\n if (this._color === value) {\r\n return;\r\n }\r\n this._color = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"zIndex\", {\r\n /** Gets or sets z index which is used to reorder controls on the z axis */\r\n get: function () {\r\n return this._zIndex;\r\n },\r\n set: function (value) {\r\n if (this.zIndex === value) {\r\n return;\r\n }\r\n this._zIndex = value;\r\n if (this.parent) {\r\n this.parent._reOrderControl(this);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"notRenderable\", {\r\n /** Gets or sets a boolean indicating if the control can be rendered */\r\n get: function () {\r\n return this._doNotRender;\r\n },\r\n set: function (value) {\r\n if (this._doNotRender === value) {\r\n return;\r\n }\r\n this._doNotRender = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"isVisible\", {\r\n /** Gets or sets a boolean indicating if the control is visible */\r\n get: function () {\r\n return this._isVisible;\r\n },\r\n set: function (value) {\r\n if (this._isVisible === value) {\r\n return;\r\n }\r\n this._isVisible = value;\r\n this._markAsDirty(true);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"isDirty\", {\r\n /** Gets a boolean indicating that the control needs to update its rendering */\r\n get: function () {\r\n return this._isDirty;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"linkedMesh\", {\r\n /**\r\n * Gets the current linked mesh (or null if none)\r\n */\r\n get: function () {\r\n return this._linkedMesh;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"paddingLeft\", {\r\n /**\r\n * Gets or sets a value indicating the padding to use on the left of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._paddingLeft.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._paddingLeft.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"paddingLeftInPixels\", {\r\n /**\r\n * Gets or sets a value indicating the padding in pixels to use on the left of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._paddingLeft.getValueInPixel(this._host, this._cachedParentMeasure.width);\r\n },\r\n set: function (value) {\r\n if (isNaN(value)) {\r\n return;\r\n }\r\n this.paddingLeft = value + \"px\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"paddingRight\", {\r\n /**\r\n * Gets or sets a value indicating the padding to use on the right of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._paddingRight.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._paddingRight.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"paddingRightInPixels\", {\r\n /**\r\n * Gets or sets a value indicating the padding in pixels to use on the right of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._paddingRight.getValueInPixel(this._host, this._cachedParentMeasure.width);\r\n },\r\n set: function (value) {\r\n if (isNaN(value)) {\r\n return;\r\n }\r\n this.paddingRight = value + \"px\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"paddingTop\", {\r\n /**\r\n * Gets or sets a value indicating the padding to use on the top of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._paddingTop.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._paddingTop.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"paddingTopInPixels\", {\r\n /**\r\n * Gets or sets a value indicating the padding in pixels to use on the top of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._paddingTop.getValueInPixel(this._host, this._cachedParentMeasure.height);\r\n },\r\n set: function (value) {\r\n if (isNaN(value)) {\r\n return;\r\n }\r\n this.paddingTop = value + \"px\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"paddingBottom\", {\r\n /**\r\n * Gets or sets a value indicating the padding to use on the bottom of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._paddingBottom.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._paddingBottom.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"paddingBottomInPixels\", {\r\n /**\r\n * Gets or sets a value indicating the padding in pixels to use on the bottom of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._paddingBottom.getValueInPixel(this._host, this._cachedParentMeasure.height);\r\n },\r\n set: function (value) {\r\n if (isNaN(value)) {\r\n return;\r\n }\r\n this.paddingBottom = value + \"px\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"left\", {\r\n /**\r\n * Gets or sets a value indicating the left coordinate of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._left.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._left.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"leftInPixels\", {\r\n /**\r\n * Gets or sets a value indicating the left coordinate in pixels of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._left.getValueInPixel(this._host, this._cachedParentMeasure.width);\r\n },\r\n set: function (value) {\r\n if (isNaN(value)) {\r\n return;\r\n }\r\n this.left = value + \"px\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"top\", {\r\n /**\r\n * Gets or sets a value indicating the top coordinate of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._top.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._top.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"topInPixels\", {\r\n /**\r\n * Gets or sets a value indicating the top coordinate in pixels of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._top.getValueInPixel(this._host, this._cachedParentMeasure.height);\r\n },\r\n set: function (value) {\r\n if (isNaN(value)) {\r\n return;\r\n }\r\n this.top = value + \"px\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"linkOffsetX\", {\r\n /**\r\n * Gets or sets a value indicating the offset on X axis to the linked mesh\r\n * @see http://doc.babylonjs.com/how_to/gui#tracking-positions\r\n */\r\n get: function () {\r\n return this._linkOffsetX.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._linkOffsetX.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"linkOffsetXInPixels\", {\r\n /**\r\n * Gets or sets a value indicating the offset in pixels on X axis to the linked mesh\r\n * @see http://doc.babylonjs.com/how_to/gui#tracking-positions\r\n */\r\n get: function () {\r\n return this._linkOffsetX.getValueInPixel(this._host, this._cachedParentMeasure.width);\r\n },\r\n set: function (value) {\r\n if (isNaN(value)) {\r\n return;\r\n }\r\n this.linkOffsetX = value + \"px\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"linkOffsetY\", {\r\n /**\r\n * Gets or sets a value indicating the offset on Y axis to the linked mesh\r\n * @see http://doc.babylonjs.com/how_to/gui#tracking-positions\r\n */\r\n get: function () {\r\n return this._linkOffsetY.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._linkOffsetY.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"linkOffsetYInPixels\", {\r\n /**\r\n * Gets or sets a value indicating the offset in pixels on Y axis to the linked mesh\r\n * @see http://doc.babylonjs.com/how_to/gui#tracking-positions\r\n */\r\n get: function () {\r\n return this._linkOffsetY.getValueInPixel(this._host, this._cachedParentMeasure.height);\r\n },\r\n set: function (value) {\r\n if (isNaN(value)) {\r\n return;\r\n }\r\n this.linkOffsetY = value + \"px\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"centerX\", {\r\n /** Gets the center coordinate on X axis */\r\n get: function () {\r\n return this._currentMeasure.left + this._currentMeasure.width / 2;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"centerY\", {\r\n /** Gets the center coordinate on Y axis */\r\n get: function () {\r\n return this._currentMeasure.top + this._currentMeasure.height / 2;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"isEnabled\", {\r\n /** Gets or sets if control is Enabled*/\r\n get: function () {\r\n return this._isEnabled;\r\n },\r\n set: function (value) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n this._isEnabled = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"disabledColor\", {\r\n /** Gets or sets background color of control if it's disabled*/\r\n get: function () {\r\n return this._disabledColor;\r\n },\r\n set: function (value) {\r\n if (this._disabledColor === value) {\r\n return;\r\n }\r\n this._disabledColor = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"disabledColorItem\", {\r\n /** Gets or sets front color of control if it's disabled*/\r\n get: function () {\r\n return this._disabledColorItem;\r\n },\r\n set: function (value) {\r\n if (this._disabledColorItem === value) {\r\n return;\r\n }\r\n this._disabledColorItem = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n Control.prototype._getTypeName = function () {\r\n return \"Control\";\r\n };\r\n /**\r\n * Gets the first ascendant in the hierarchy of the given type\r\n * @param className defines the required type\r\n * @returns the ascendant or null if not found\r\n */\r\n Control.prototype.getAscendantOfClass = function (className) {\r\n if (!this.parent) {\r\n return null;\r\n }\r\n if (this.parent.getClassName() === className) {\r\n return this.parent;\r\n }\r\n return this.parent.getAscendantOfClass(className);\r\n };\r\n /** @hidden */\r\n Control.prototype._resetFontCache = function () {\r\n this._fontSet = true;\r\n this._markAsDirty();\r\n };\r\n /**\r\n * Determines if a container is an ascendant of the current control\r\n * @param container defines the container to look for\r\n * @returns true if the container is one of the ascendant of the control\r\n */\r\n Control.prototype.isAscendant = function (container) {\r\n if (!this.parent) {\r\n return false;\r\n }\r\n if (this.parent === container) {\r\n return true;\r\n }\r\n return this.parent.isAscendant(container);\r\n };\r\n /**\r\n * Gets coordinates in local control space\r\n * @param globalCoordinates defines the coordinates to transform\r\n * @returns the new coordinates in local space\r\n */\r\n Control.prototype.getLocalCoordinates = function (globalCoordinates) {\r\n var result = Vector2.Zero();\r\n this.getLocalCoordinatesToRef(globalCoordinates, result);\r\n return result;\r\n };\r\n /**\r\n * Gets coordinates in local control space\r\n * @param globalCoordinates defines the coordinates to transform\r\n * @param result defines the target vector2 where to store the result\r\n * @returns the current control\r\n */\r\n Control.prototype.getLocalCoordinatesToRef = function (globalCoordinates, result) {\r\n result.x = globalCoordinates.x - this._currentMeasure.left;\r\n result.y = globalCoordinates.y - this._currentMeasure.top;\r\n return this;\r\n };\r\n /**\r\n * Gets coordinates in parent local control space\r\n * @param globalCoordinates defines the coordinates to transform\r\n * @returns the new coordinates in parent local space\r\n */\r\n Control.prototype.getParentLocalCoordinates = function (globalCoordinates) {\r\n var result = Vector2.Zero();\r\n result.x = globalCoordinates.x - this._cachedParentMeasure.left;\r\n result.y = globalCoordinates.y - this._cachedParentMeasure.top;\r\n return result;\r\n };\r\n /**\r\n * Move the current control to a vector3 position projected onto the screen.\r\n * @param position defines the target position\r\n * @param scene defines the hosting scene\r\n */\r\n Control.prototype.moveToVector3 = function (position, scene) {\r\n if (!this._host || this.parent !== this._host._rootContainer) {\r\n Tools.Error(\"Cannot move a control to a vector3 if the control is not at root level\");\r\n return;\r\n }\r\n this.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n this.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n var globalViewport = this._host._getGlobalViewport(scene);\r\n var projectedPosition = Vector3.Project(position, Matrix.Identity(), scene.getTransformMatrix(), globalViewport);\r\n this._moveToProjectedPosition(projectedPosition);\r\n if (projectedPosition.z < 0 || projectedPosition.z > 1) {\r\n this.notRenderable = true;\r\n return;\r\n }\r\n this.notRenderable = false;\r\n };\r\n /**\r\n * Will store all controls that have this control as ascendant in a given array\r\n * @param results defines the array where to store the descendants\r\n * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered\r\n * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\r\n */\r\n Control.prototype.getDescendantsToRef = function (results, directDescendantsOnly, predicate) {\r\n if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }\r\n // Do nothing by default\r\n };\r\n /**\r\n * Will return all controls that have this control as ascendant\r\n * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered\r\n * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\r\n * @return all child controls\r\n */\r\n Control.prototype.getDescendants = function (directDescendantsOnly, predicate) {\r\n var results = new Array();\r\n this.getDescendantsToRef(results, directDescendantsOnly, predicate);\r\n return results;\r\n };\r\n /**\r\n * Link current control with a target mesh\r\n * @param mesh defines the mesh to link with\r\n * @see http://doc.babylonjs.com/how_to/gui#tracking-positions\r\n */\r\n Control.prototype.linkWithMesh = function (mesh) {\r\n if (!this._host || this.parent && this.parent !== this._host._rootContainer) {\r\n if (mesh) {\r\n Tools.Error(\"Cannot link a control to a mesh if the control is not at root level\");\r\n }\r\n return;\r\n }\r\n var index = this._host._linkedControls.indexOf(this);\r\n if (index !== -1) {\r\n this._linkedMesh = mesh;\r\n if (!mesh) {\r\n this._host._linkedControls.splice(index, 1);\r\n }\r\n return;\r\n }\r\n else if (!mesh) {\r\n return;\r\n }\r\n this.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n this.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n this._linkedMesh = mesh;\r\n this._host._linkedControls.push(this);\r\n };\r\n /** @hidden */\r\n Control.prototype._moveToProjectedPosition = function (projectedPosition) {\r\n var oldLeft = this._left.getValue(this._host);\r\n var oldTop = this._top.getValue(this._host);\r\n var newLeft = ((projectedPosition.x + this._linkOffsetX.getValue(this._host)) - this._currentMeasure.width / 2);\r\n var newTop = ((projectedPosition.y + this._linkOffsetY.getValue(this._host)) - this._currentMeasure.height / 2);\r\n if (this._left.ignoreAdaptiveScaling && this._top.ignoreAdaptiveScaling) {\r\n if (Math.abs(newLeft - oldLeft) < 0.5) {\r\n newLeft = oldLeft;\r\n }\r\n if (Math.abs(newTop - oldTop) < 0.5) {\r\n newTop = oldTop;\r\n }\r\n }\r\n this.left = newLeft + \"px\";\r\n this.top = newTop + \"px\";\r\n this._left.ignoreAdaptiveScaling = true;\r\n this._top.ignoreAdaptiveScaling = true;\r\n this._markAsDirty();\r\n };\r\n /** @hidden */\r\n Control.prototype._offsetLeft = function (offset) {\r\n this._isDirty = true;\r\n this._currentMeasure.left += offset;\r\n };\r\n /** @hidden */\r\n Control.prototype._offsetTop = function (offset) {\r\n this._isDirty = true;\r\n this._currentMeasure.top += offset;\r\n };\r\n /** @hidden */\r\n Control.prototype._markMatrixAsDirty = function () {\r\n this._isMatrixDirty = true;\r\n this._flagDescendantsAsMatrixDirty();\r\n };\r\n /** @hidden */\r\n Control.prototype._flagDescendantsAsMatrixDirty = function () {\r\n // No child\r\n };\r\n /** @hidden */\r\n Control.prototype._intersectsRect = function (rect) {\r\n // Rotate the control's current measure into local space and check if it intersects the passed in rectangle\r\n this._currentMeasure.transformToRef(this._transformMatrix, this._tmpMeasureA);\r\n if (this._tmpMeasureA.left >= rect.left + rect.width) {\r\n return false;\r\n }\r\n if (this._tmpMeasureA.top >= rect.top + rect.height) {\r\n return false;\r\n }\r\n if (this._tmpMeasureA.left + this._tmpMeasureA.width <= rect.left) {\r\n return false;\r\n }\r\n if (this._tmpMeasureA.top + this._tmpMeasureA.height <= rect.top) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n /** @hidden */\r\n Control.prototype.invalidateRect = function () {\r\n this._transform();\r\n if (this.host && this.host.useInvalidateRectOptimization) {\r\n // Rotate by transform to get the measure transformed to global space\r\n this._currentMeasure.transformToRef(this._transformMatrix, this._tmpMeasureA);\r\n // get the boudning box of the current measure and last frames measure in global space and invalidate it\r\n // the previous measure is used to properly clear a control that is scaled down\r\n Measure.CombineToRef(this._tmpMeasureA, this._prevCurrentMeasureTransformedIntoGlobalSpace, this._tmpMeasureA);\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n // Expand rect based on shadows\r\n var shadowOffsetX = this.shadowOffsetX;\r\n var shadowOffsetY = this.shadowOffsetY;\r\n var shadowBlur = this.shadowBlur;\r\n var leftShadowOffset = Math.min(Math.min(shadowOffsetX, 0) - shadowBlur * 2, 0);\r\n var rightShadowOffset = Math.max(Math.max(shadowOffsetX, 0) + shadowBlur * 2, 0);\r\n var topShadowOffset = Math.min(Math.min(shadowOffsetY, 0) - shadowBlur * 2, 0);\r\n var bottomShadowOffset = Math.max(Math.max(shadowOffsetY, 0) + shadowBlur * 2, 0);\r\n this.host.invalidateRect(Math.floor(this._tmpMeasureA.left + leftShadowOffset), Math.floor(this._tmpMeasureA.top + topShadowOffset), Math.ceil(this._tmpMeasureA.left + this._tmpMeasureA.width + rightShadowOffset), Math.ceil(this._tmpMeasureA.top + this._tmpMeasureA.height + bottomShadowOffset));\r\n }\r\n else {\r\n this.host.invalidateRect(Math.floor(this._tmpMeasureA.left), Math.floor(this._tmpMeasureA.top), Math.ceil(this._tmpMeasureA.left + this._tmpMeasureA.width), Math.ceil(this._tmpMeasureA.top + this._tmpMeasureA.height));\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._markAsDirty = function (force) {\r\n if (force === void 0) { force = false; }\r\n if (!this._isVisible && !force) {\r\n return;\r\n }\r\n this._isDirty = true;\r\n // Redraw only this rectangle\r\n if (this._host) {\r\n this._host.markAsDirty();\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._markAllAsDirty = function () {\r\n this._markAsDirty();\r\n if (this._font) {\r\n this._prepareFont();\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._link = function (host) {\r\n this._host = host;\r\n if (this._host) {\r\n this.uniqueId = this._host.getScene().getUniqueId();\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._transform = function (context) {\r\n if (!this._isMatrixDirty && this._scaleX === 1 && this._scaleY === 1 && this._rotation === 0) {\r\n return;\r\n }\r\n // postTranslate\r\n var offsetX = this._currentMeasure.width * this._transformCenterX + this._currentMeasure.left;\r\n var offsetY = this._currentMeasure.height * this._transformCenterY + this._currentMeasure.top;\r\n if (context) {\r\n context.translate(offsetX, offsetY);\r\n // rotate\r\n context.rotate(this._rotation);\r\n // scale\r\n context.scale(this._scaleX, this._scaleY);\r\n // preTranslate\r\n context.translate(-offsetX, -offsetY);\r\n }\r\n // Need to update matrices?\r\n if (this._isMatrixDirty || this._cachedOffsetX !== offsetX || this._cachedOffsetY !== offsetY) {\r\n this._cachedOffsetX = offsetX;\r\n this._cachedOffsetY = offsetY;\r\n this._isMatrixDirty = false;\r\n this._flagDescendantsAsMatrixDirty();\r\n Matrix2D.ComposeToRef(-offsetX, -offsetY, this._rotation, this._scaleX, this._scaleY, this.parent ? this.parent._transformMatrix : null, this._transformMatrix);\r\n this._transformMatrix.invertToRef(this._invertTransformMatrix);\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._renderHighlight = function (context) {\r\n if (!this.isHighlighted) {\r\n return;\r\n }\r\n context.save();\r\n context.strokeStyle = \"#4affff\";\r\n context.lineWidth = 2;\r\n this._renderHighlightSpecific(context);\r\n context.restore();\r\n };\r\n /** @hidden */\r\n Control.prototype._renderHighlightSpecific = function (context) {\r\n context.strokeRect(this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n };\r\n /** @hidden */\r\n Control.prototype._applyStates = function (context) {\r\n if (this._isFontSizeInPercentage) {\r\n this._fontSet = true;\r\n }\r\n if (this._fontSet) {\r\n this._prepareFont();\r\n this._fontSet = false;\r\n }\r\n if (this._font) {\r\n context.font = this._font;\r\n }\r\n if (this._color) {\r\n context.fillStyle = this._color;\r\n }\r\n if (Control.AllowAlphaInheritance) {\r\n context.globalAlpha *= this._alpha;\r\n }\r\n else if (this._alphaSet) {\r\n context.globalAlpha = this.parent ? this.parent.alpha * this._alpha : this._alpha;\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._layout = function (parentMeasure, context) {\r\n if (!this.isDirty && (!this.isVisible || this.notRenderable)) {\r\n return false;\r\n }\r\n if (this._isDirty || !this._cachedParentMeasure.isEqualsTo(parentMeasure)) {\r\n this.host._numLayoutCalls++;\r\n this._currentMeasure.transformToRef(this._transformMatrix, this._prevCurrentMeasureTransformedIntoGlobalSpace);\r\n context.save();\r\n this._applyStates(context);\r\n var rebuildCount = 0;\r\n do {\r\n this._rebuildLayout = false;\r\n this._processMeasures(parentMeasure, context);\r\n rebuildCount++;\r\n } while (this._rebuildLayout && rebuildCount < 3);\r\n if (rebuildCount >= 3) {\r\n Logger.Error(\"Layout cycle detected in GUI (Control name=\" + this.name + \", uniqueId=\" + this.uniqueId + \")\");\r\n }\r\n context.restore();\r\n this.invalidateRect();\r\n this._evaluateClippingState(parentMeasure);\r\n }\r\n this._wasDirty = this._isDirty;\r\n this._isDirty = false;\r\n return true;\r\n };\r\n /** @hidden */\r\n Control.prototype._processMeasures = function (parentMeasure, context) {\r\n this._currentMeasure.copyFrom(parentMeasure);\r\n // Let children take some pre-measurement actions\r\n this._preMeasure(parentMeasure, context);\r\n this._measure();\r\n this._computeAlignment(parentMeasure, context);\r\n // Convert to int values\r\n this._currentMeasure.left = this._currentMeasure.left | 0;\r\n this._currentMeasure.top = this._currentMeasure.top | 0;\r\n this._currentMeasure.width = this._currentMeasure.width | 0;\r\n this._currentMeasure.height = this._currentMeasure.height | 0;\r\n // Let children add more features\r\n this._additionalProcessing(parentMeasure, context);\r\n this._cachedParentMeasure.copyFrom(parentMeasure);\r\n if (this.onDirtyObservable.hasObservers()) {\r\n this.onDirtyObservable.notifyObservers(this);\r\n }\r\n };\r\n Control.prototype._evaluateClippingState = function (parentMeasure) {\r\n if (this.parent && this.parent.clipChildren) {\r\n // Early clip\r\n if (this._currentMeasure.left > parentMeasure.left + parentMeasure.width) {\r\n this._isClipped = true;\r\n return;\r\n }\r\n if (this._currentMeasure.left + this._currentMeasure.width < parentMeasure.left) {\r\n this._isClipped = true;\r\n return;\r\n }\r\n if (this._currentMeasure.top > parentMeasure.top + parentMeasure.height) {\r\n this._isClipped = true;\r\n return;\r\n }\r\n if (this._currentMeasure.top + this._currentMeasure.height < parentMeasure.top) {\r\n this._isClipped = true;\r\n return;\r\n }\r\n }\r\n this._isClipped = false;\r\n };\r\n /** @hidden */\r\n Control.prototype._measure = function () {\r\n // Width / Height\r\n if (this._width.isPixel) {\r\n this._currentMeasure.width = this._width.getValue(this._host);\r\n }\r\n else {\r\n this._currentMeasure.width *= this._width.getValue(this._host);\r\n }\r\n if (this._height.isPixel) {\r\n this._currentMeasure.height = this._height.getValue(this._host);\r\n }\r\n else {\r\n this._currentMeasure.height *= this._height.getValue(this._host);\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._computeAlignment = function (parentMeasure, context) {\r\n var width = this._currentMeasure.width;\r\n var height = this._currentMeasure.height;\r\n var parentWidth = parentMeasure.width;\r\n var parentHeight = parentMeasure.height;\r\n // Left / top\r\n var x = 0;\r\n var y = 0;\r\n switch (this.horizontalAlignment) {\r\n case Control.HORIZONTAL_ALIGNMENT_LEFT:\r\n x = 0;\r\n break;\r\n case Control.HORIZONTAL_ALIGNMENT_RIGHT:\r\n x = parentWidth - width;\r\n break;\r\n case Control.HORIZONTAL_ALIGNMENT_CENTER:\r\n x = (parentWidth - width) / 2;\r\n break;\r\n }\r\n switch (this.verticalAlignment) {\r\n case Control.VERTICAL_ALIGNMENT_TOP:\r\n y = 0;\r\n break;\r\n case Control.VERTICAL_ALIGNMENT_BOTTOM:\r\n y = parentHeight - height;\r\n break;\r\n case Control.VERTICAL_ALIGNMENT_CENTER:\r\n y = (parentHeight - height) / 2;\r\n break;\r\n }\r\n if (this._paddingLeft.isPixel) {\r\n this._currentMeasure.left += this._paddingLeft.getValue(this._host);\r\n this._currentMeasure.width -= this._paddingLeft.getValue(this._host);\r\n }\r\n else {\r\n this._currentMeasure.left += parentWidth * this._paddingLeft.getValue(this._host);\r\n this._currentMeasure.width -= parentWidth * this._paddingLeft.getValue(this._host);\r\n }\r\n if (this._paddingRight.isPixel) {\r\n this._currentMeasure.width -= this._paddingRight.getValue(this._host);\r\n }\r\n else {\r\n this._currentMeasure.width -= parentWidth * this._paddingRight.getValue(this._host);\r\n }\r\n if (this._paddingTop.isPixel) {\r\n this._currentMeasure.top += this._paddingTop.getValue(this._host);\r\n this._currentMeasure.height -= this._paddingTop.getValue(this._host);\r\n }\r\n else {\r\n this._currentMeasure.top += parentHeight * this._paddingTop.getValue(this._host);\r\n this._currentMeasure.height -= parentHeight * this._paddingTop.getValue(this._host);\r\n }\r\n if (this._paddingBottom.isPixel) {\r\n this._currentMeasure.height -= this._paddingBottom.getValue(this._host);\r\n }\r\n else {\r\n this._currentMeasure.height -= parentHeight * this._paddingBottom.getValue(this._host);\r\n }\r\n if (this._left.isPixel) {\r\n this._currentMeasure.left += this._left.getValue(this._host);\r\n }\r\n else {\r\n this._currentMeasure.left += parentWidth * this._left.getValue(this._host);\r\n }\r\n if (this._top.isPixel) {\r\n this._currentMeasure.top += this._top.getValue(this._host);\r\n }\r\n else {\r\n this._currentMeasure.top += parentHeight * this._top.getValue(this._host);\r\n }\r\n this._currentMeasure.left += x;\r\n this._currentMeasure.top += y;\r\n };\r\n /** @hidden */\r\n Control.prototype._preMeasure = function (parentMeasure, context) {\r\n // Do nothing\r\n };\r\n /** @hidden */\r\n Control.prototype._additionalProcessing = function (parentMeasure, context) {\r\n // Do nothing\r\n };\r\n /** @hidden */\r\n Control.prototype._clipForChildren = function (context) {\r\n // DO nothing\r\n };\r\n Control.prototype._clip = function (context, invalidatedRectangle) {\r\n context.beginPath();\r\n Control._ClipMeasure.copyFrom(this._currentMeasure);\r\n if (invalidatedRectangle) {\r\n // Rotate the invalidated rect into the control's space\r\n invalidatedRectangle.transformToRef(this._invertTransformMatrix, this._tmpMeasureA);\r\n // Get the intersection of the rect in context space and the current context\r\n var intersection = new Measure(0, 0, 0, 0);\r\n intersection.left = Math.max(this._tmpMeasureA.left, this._currentMeasure.left);\r\n intersection.top = Math.max(this._tmpMeasureA.top, this._currentMeasure.top);\r\n intersection.width = Math.min(this._tmpMeasureA.left + this._tmpMeasureA.width, this._currentMeasure.left + this._currentMeasure.width) - intersection.left;\r\n intersection.height = Math.min(this._tmpMeasureA.top + this._tmpMeasureA.height, this._currentMeasure.top + this._currentMeasure.height) - intersection.top;\r\n Control._ClipMeasure.copyFrom(intersection);\r\n }\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n var shadowOffsetX = this.shadowOffsetX;\r\n var shadowOffsetY = this.shadowOffsetY;\r\n var shadowBlur = this.shadowBlur;\r\n var leftShadowOffset = Math.min(Math.min(shadowOffsetX, 0) - shadowBlur * 2, 0);\r\n var rightShadowOffset = Math.max(Math.max(shadowOffsetX, 0) + shadowBlur * 2, 0);\r\n var topShadowOffset = Math.min(Math.min(shadowOffsetY, 0) - shadowBlur * 2, 0);\r\n var bottomShadowOffset = Math.max(Math.max(shadowOffsetY, 0) + shadowBlur * 2, 0);\r\n context.rect(Control._ClipMeasure.left + leftShadowOffset, Control._ClipMeasure.top + topShadowOffset, Control._ClipMeasure.width + rightShadowOffset - leftShadowOffset, Control._ClipMeasure.height + bottomShadowOffset - topShadowOffset);\r\n }\r\n else {\r\n context.rect(Control._ClipMeasure.left, Control._ClipMeasure.top, Control._ClipMeasure.width, Control._ClipMeasure.height);\r\n }\r\n context.clip();\r\n };\r\n /** @hidden */\r\n Control.prototype._render = function (context, invalidatedRectangle) {\r\n if (!this.isVisible || this.notRenderable || this._isClipped) {\r\n this._isDirty = false;\r\n return false;\r\n }\r\n this.host._numRenderCalls++;\r\n context.save();\r\n this._applyStates(context);\r\n // Transform\r\n this._transform(context);\r\n // Clip\r\n if (this.clipContent) {\r\n this._clip(context, invalidatedRectangle);\r\n }\r\n if (this.onBeforeDrawObservable.hasObservers()) {\r\n this.onBeforeDrawObservable.notifyObservers(this);\r\n }\r\n if (this.useBitmapCache && !this._wasDirty && this._cacheData) {\r\n context.putImageData(this._cacheData, this._currentMeasure.left, this._currentMeasure.top);\r\n }\r\n else {\r\n this._draw(context, invalidatedRectangle);\r\n }\r\n if (this.useBitmapCache && this._wasDirty) {\r\n this._cacheData = context.getImageData(this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n }\r\n this._renderHighlight(context);\r\n if (this.onAfterDrawObservable.hasObservers()) {\r\n this.onAfterDrawObservable.notifyObservers(this);\r\n }\r\n context.restore();\r\n return true;\r\n };\r\n /** @hidden */\r\n Control.prototype._draw = function (context, invalidatedRectangle) {\r\n // Do nothing\r\n };\r\n /**\r\n * Tests if a given coordinates belong to the current control\r\n * @param x defines x coordinate to test\r\n * @param y defines y coordinate to test\r\n * @returns true if the coordinates are inside the control\r\n */\r\n Control.prototype.contains = function (x, y) {\r\n // Invert transform\r\n this._invertTransformMatrix.transformCoordinates(x, y, this._transformedPosition);\r\n x = this._transformedPosition.x;\r\n y = this._transformedPosition.y;\r\n // Check\r\n if (x < this._currentMeasure.left) {\r\n return false;\r\n }\r\n if (x > this._currentMeasure.left + this._currentMeasure.width) {\r\n return false;\r\n }\r\n if (y < this._currentMeasure.top) {\r\n return false;\r\n }\r\n if (y > this._currentMeasure.top + this._currentMeasure.height) {\r\n return false;\r\n }\r\n if (this.isPointerBlocker) {\r\n this._host._shouldBlockPointer = true;\r\n }\r\n return true;\r\n };\r\n /** @hidden */\r\n Control.prototype._processPicking = function (x, y, type, pointerId, buttonIndex, deltaX, deltaY) {\r\n if (!this._isEnabled) {\r\n return false;\r\n }\r\n if (!this.isHitTestVisible || !this.isVisible || this._doNotRender) {\r\n return false;\r\n }\r\n if (!this.contains(x, y)) {\r\n return false;\r\n }\r\n this._processObservables(type, x, y, pointerId, buttonIndex, deltaX, deltaY);\r\n return true;\r\n };\r\n /** @hidden */\r\n Control.prototype._onPointerMove = function (target, coordinates, pointerId) {\r\n var canNotify = this.onPointerMoveObservable.notifyObservers(coordinates, -1, target, this);\r\n if (canNotify && this.parent != null) {\r\n this.parent._onPointerMove(target, coordinates, pointerId);\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._onPointerEnter = function (target) {\r\n if (!this._isEnabled) {\r\n return false;\r\n }\r\n if (this._enterCount > 0) {\r\n return false;\r\n }\r\n if (this._enterCount === -1) { // -1 is for touch input, we are now sure we are with a mouse or pencil\r\n this._enterCount = 0;\r\n }\r\n this._enterCount++;\r\n var canNotify = this.onPointerEnterObservable.notifyObservers(this, -1, target, this);\r\n if (canNotify && this.parent != null) {\r\n this.parent._onPointerEnter(target);\r\n }\r\n return true;\r\n };\r\n /** @hidden */\r\n Control.prototype._onPointerOut = function (target, force) {\r\n if (force === void 0) { force = false; }\r\n if (!force && (!this._isEnabled || target === this)) {\r\n return;\r\n }\r\n this._enterCount = 0;\r\n var canNotify = true;\r\n if (!target.isAscendant(this)) {\r\n canNotify = this.onPointerOutObservable.notifyObservers(this, -1, target, this);\r\n }\r\n if (canNotify && this.parent != null) {\r\n this.parent._onPointerOut(target, force);\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._onPointerDown = function (target, coordinates, pointerId, buttonIndex) {\r\n // Prevent pointerout to lose control context.\r\n // Event redundancy is checked inside the function.\r\n this._onPointerEnter(this);\r\n if (this._downCount !== 0) {\r\n return false;\r\n }\r\n this._downCount++;\r\n this._downPointerIds[pointerId] = true;\r\n var canNotify = this.onPointerDownObservable.notifyObservers(new Vector2WithInfo(coordinates, buttonIndex), -1, target, this);\r\n if (canNotify && this.parent != null) {\r\n this.parent._onPointerDown(target, coordinates, pointerId, buttonIndex);\r\n }\r\n return true;\r\n };\r\n /** @hidden */\r\n Control.prototype._onPointerUp = function (target, coordinates, pointerId, buttonIndex, notifyClick) {\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n this._downCount = 0;\r\n delete this._downPointerIds[pointerId];\r\n var canNotifyClick = notifyClick;\r\n if (notifyClick && (this._enterCount > 0 || this._enterCount === -1)) {\r\n canNotifyClick = this.onPointerClickObservable.notifyObservers(new Vector2WithInfo(coordinates, buttonIndex), -1, target, this);\r\n }\r\n var canNotify = this.onPointerUpObservable.notifyObservers(new Vector2WithInfo(coordinates, buttonIndex), -1, target, this);\r\n if (canNotify && this.parent != null) {\r\n this.parent._onPointerUp(target, coordinates, pointerId, buttonIndex, canNotifyClick);\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._forcePointerUp = function (pointerId) {\r\n if (pointerId === void 0) { pointerId = null; }\r\n if (pointerId !== null) {\r\n this._onPointerUp(this, Vector2.Zero(), pointerId, 0, true);\r\n }\r\n else {\r\n for (var key in this._downPointerIds) {\r\n this._onPointerUp(this, Vector2.Zero(), +key, 0, true);\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._onWheelScroll = function (deltaX, deltaY) {\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n var canNotify = this.onWheelObservable.notifyObservers(new Vector2(deltaX, deltaY));\r\n if (canNotify && this.parent != null) {\r\n this.parent._onWheelScroll(deltaX, deltaY);\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._processObservables = function (type, x, y, pointerId, buttonIndex, deltaX, deltaY) {\r\n if (!this._isEnabled) {\r\n return false;\r\n }\r\n this._dummyVector2.copyFromFloats(x, y);\r\n if (type === PointerEventTypes.POINTERMOVE) {\r\n this._onPointerMove(this, this._dummyVector2, pointerId);\r\n var previousControlOver = this._host._lastControlOver[pointerId];\r\n if (previousControlOver && previousControlOver !== this) {\r\n previousControlOver._onPointerOut(this);\r\n }\r\n if (previousControlOver !== this) {\r\n this._onPointerEnter(this);\r\n }\r\n this._host._lastControlOver[pointerId] = this;\r\n return true;\r\n }\r\n if (type === PointerEventTypes.POINTERDOWN) {\r\n this._onPointerDown(this, this._dummyVector2, pointerId, buttonIndex);\r\n this._host._registerLastControlDown(this, pointerId);\r\n this._host._lastPickedControl = this;\r\n return true;\r\n }\r\n if (type === PointerEventTypes.POINTERUP) {\r\n if (this._host._lastControlDown[pointerId]) {\r\n this._host._lastControlDown[pointerId]._onPointerUp(this, this._dummyVector2, pointerId, buttonIndex, true);\r\n }\r\n delete this._host._lastControlDown[pointerId];\r\n return true;\r\n }\r\n if (type === PointerEventTypes.POINTERWHEEL) {\r\n if (this._host._lastControlOver[pointerId]) {\r\n this._host._lastControlOver[pointerId]._onWheelScroll(deltaX, deltaY);\r\n return true;\r\n }\r\n }\r\n return false;\r\n };\r\n Control.prototype._prepareFont = function () {\r\n if (!this._font && !this._fontSet) {\r\n return;\r\n }\r\n if (this._style) {\r\n this._font = this._style.fontStyle + \" \" + this._style.fontWeight + \" \" + this.fontSizeInPixels + \"px \" + this._style.fontFamily;\r\n }\r\n else {\r\n this._font = this._fontStyle + \" \" + this._fontWeight + \" \" + this.fontSizeInPixels + \"px \" + this._fontFamily;\r\n }\r\n this._fontOffset = Control._GetFontOffset(this._font);\r\n };\r\n /** Releases associated resources */\r\n Control.prototype.dispose = function () {\r\n this.onDirtyObservable.clear();\r\n this.onBeforeDrawObservable.clear();\r\n this.onAfterDrawObservable.clear();\r\n this.onPointerDownObservable.clear();\r\n this.onPointerEnterObservable.clear();\r\n this.onPointerMoveObservable.clear();\r\n this.onPointerOutObservable.clear();\r\n this.onPointerUpObservable.clear();\r\n this.onPointerClickObservable.clear();\r\n this.onWheelObservable.clear();\r\n if (this._styleObserver && this._style) {\r\n this._style.onChangedObservable.remove(this._styleObserver);\r\n this._styleObserver = null;\r\n }\r\n if (this.parent) {\r\n this.parent.removeControl(this);\r\n this.parent = null;\r\n }\r\n if (this._host) {\r\n var index = this._host._linkedControls.indexOf(this);\r\n if (index > -1) {\r\n this.linkWithMesh(null);\r\n }\r\n }\r\n };\r\n Object.defineProperty(Control, \"HORIZONTAL_ALIGNMENT_LEFT\", {\r\n /** HORIZONTAL_ALIGNMENT_LEFT */\r\n get: function () {\r\n return Control._HORIZONTAL_ALIGNMENT_LEFT;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control, \"HORIZONTAL_ALIGNMENT_RIGHT\", {\r\n /** HORIZONTAL_ALIGNMENT_RIGHT */\r\n get: function () {\r\n return Control._HORIZONTAL_ALIGNMENT_RIGHT;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control, \"HORIZONTAL_ALIGNMENT_CENTER\", {\r\n /** HORIZONTAL_ALIGNMENT_CENTER */\r\n get: function () {\r\n return Control._HORIZONTAL_ALIGNMENT_CENTER;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control, \"VERTICAL_ALIGNMENT_TOP\", {\r\n /** VERTICAL_ALIGNMENT_TOP */\r\n get: function () {\r\n return Control._VERTICAL_ALIGNMENT_TOP;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control, \"VERTICAL_ALIGNMENT_BOTTOM\", {\r\n /** VERTICAL_ALIGNMENT_BOTTOM */\r\n get: function () {\r\n return Control._VERTICAL_ALIGNMENT_BOTTOM;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control, \"VERTICAL_ALIGNMENT_CENTER\", {\r\n /** VERTICAL_ALIGNMENT_CENTER */\r\n get: function () {\r\n return Control._VERTICAL_ALIGNMENT_CENTER;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n Control._GetFontOffset = function (font) {\r\n if (Control._FontHeightSizes[font]) {\r\n return Control._FontHeightSizes[font];\r\n }\r\n var text = document.createElement(\"span\");\r\n text.innerHTML = \"Hg\";\r\n text.style.font = font;\r\n var block = document.createElement(\"div\");\r\n block.style.display = \"inline-block\";\r\n block.style.width = \"1px\";\r\n block.style.height = \"0px\";\r\n block.style.verticalAlign = \"bottom\";\r\n var div = document.createElement(\"div\");\r\n div.appendChild(text);\r\n div.appendChild(block);\r\n document.body.appendChild(div);\r\n var fontAscent = 0;\r\n var fontHeight = 0;\r\n try {\r\n fontHeight = block.getBoundingClientRect().top - text.getBoundingClientRect().top;\r\n block.style.verticalAlign = \"baseline\";\r\n fontAscent = block.getBoundingClientRect().top - text.getBoundingClientRect().top;\r\n }\r\n finally {\r\n document.body.removeChild(div);\r\n }\r\n var result = { ascent: fontAscent, height: fontHeight, descent: fontHeight - fontAscent };\r\n Control._FontHeightSizes[font] = result;\r\n return result;\r\n };\r\n /** @hidden */\r\n Control.drawEllipse = function (x, y, width, height, context) {\r\n context.translate(x, y);\r\n context.scale(width, height);\r\n context.beginPath();\r\n context.arc(0, 0, 1, 0, 2 * Math.PI);\r\n context.closePath();\r\n context.scale(1 / width, 1 / height);\r\n context.translate(-x, -y);\r\n };\r\n /**\r\n * Gets or sets a boolean indicating if alpha must be an inherited value (false by default)\r\n */\r\n Control.AllowAlphaInheritance = false;\r\n Control._ClipMeasure = new Measure(0, 0, 0, 0);\r\n // Statics\r\n Control._HORIZONTAL_ALIGNMENT_LEFT = 0;\r\n Control._HORIZONTAL_ALIGNMENT_RIGHT = 1;\r\n Control._HORIZONTAL_ALIGNMENT_CENTER = 2;\r\n Control._VERTICAL_ALIGNMENT_TOP = 0;\r\n Control._VERTICAL_ALIGNMENT_BOTTOM = 1;\r\n Control._VERTICAL_ALIGNMENT_CENTER = 2;\r\n Control._FontHeightSizes = {};\r\n /**\r\n * Creates a stack panel that can be used to render headers\r\n * @param control defines the control to associate with the header\r\n * @param text defines the text of the header\r\n * @param size defines the size of the header\r\n * @param options defines options used to configure the header\r\n * @returns a new StackPanel\r\n * @ignore\r\n * @hidden\r\n */\r\n Control.AddHeader = function () { };\r\n return Control;\r\n}());\r\nexport { Control };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.Control\"] = Control;\r\n//# sourceMappingURL=control.js.map","import { Observable } from \"../Misc/observable\";\r\nimport { DomManagement } from \"../Misc/domManagement\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { ShaderProcessor } from '../Engines/Processors/shaderProcessor';\r\n/**\r\n * Effect containing vertex and fragment shader that can be executed on an object.\r\n */\r\nvar Effect = /** @class */ (function () {\r\n /**\r\n * Instantiates an effect.\r\n * An effect can be used to create/manage/execute vertex and fragment shaders.\r\n * @param baseName Name of the effect.\r\n * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.\r\n * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.\r\n * @param samplers List of sampler variables that will be passed to the shader.\r\n * @param engine Engine to be used to render the effect\r\n * @param defines Define statements to be added to the shader.\r\n * @param fallbacks Possible fallbacks for this effect to improve performance when needed.\r\n * @param onCompiled Callback that will be called when the shader is compiled.\r\n * @param onError Callback that will be called if an error occurs during shader compilation.\r\n * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})\r\n */\r\n function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {\r\n var _this = this;\r\n if (samplers === void 0) { samplers = null; }\r\n if (defines === void 0) { defines = null; }\r\n if (fallbacks === void 0) { fallbacks = null; }\r\n if (onCompiled === void 0) { onCompiled = null; }\r\n if (onError === void 0) { onError = null; }\r\n /**\r\n * Name of the effect.\r\n */\r\n this.name = null;\r\n /**\r\n * String container all the define statements that should be set on the shader.\r\n */\r\n this.defines = \"\";\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n this.onCompiled = null;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n this.onError = null;\r\n /**\r\n * Callback that will be called when effect is bound.\r\n */\r\n this.onBind = null;\r\n /**\r\n * Unique ID of the effect.\r\n */\r\n this.uniqueId = 0;\r\n /**\r\n * Observable that will be called when the shader is compiled.\r\n * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.\r\n */\r\n this.onCompileObservable = new Observable();\r\n /**\r\n * Observable that will be called if an error occurs during shader compilation.\r\n */\r\n this.onErrorObservable = new Observable();\r\n /** @hidden */\r\n this._onBindObservable = null;\r\n /**\r\n * @hidden\r\n * Specifies if the effect was previously ready\r\n */\r\n this._wasPreviouslyReady = false;\r\n /** @hidden */\r\n this._bonesComputationForcedToCPU = false;\r\n this._uniformBuffersNames = {};\r\n this._samplers = {};\r\n this._isReady = false;\r\n this._compilationError = \"\";\r\n this._allFallbacksProcessed = false;\r\n this._uniforms = {};\r\n /**\r\n * Key for the effect.\r\n * @hidden\r\n */\r\n this._key = \"\";\r\n this._fallbacks = null;\r\n this._vertexSourceCode = \"\";\r\n this._fragmentSourceCode = \"\";\r\n this._vertexSourceCodeOverride = \"\";\r\n this._fragmentSourceCodeOverride = \"\";\r\n this._transformFeedbackVaryings = null;\r\n /**\r\n * Compiled shader to webGL program.\r\n * @hidden\r\n */\r\n this._pipelineContext = null;\r\n this._valueCache = {};\r\n this.name = baseName;\r\n if (attributesNamesOrOptions.attributes) {\r\n var options = attributesNamesOrOptions;\r\n this._engine = uniformsNamesOrEngine;\r\n this._attributesNames = options.attributes;\r\n this._uniformsNames = options.uniformsNames.concat(options.samplers);\r\n this._samplerList = options.samplers.slice();\r\n this.defines = options.defines;\r\n this.onError = options.onError;\r\n this.onCompiled = options.onCompiled;\r\n this._fallbacks = options.fallbacks;\r\n this._indexParameters = options.indexParameters;\r\n this._transformFeedbackVaryings = options.transformFeedbackVaryings || null;\r\n if (options.uniformBuffersNames) {\r\n for (var i = 0; i < options.uniformBuffersNames.length; i++) {\r\n this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;\r\n }\r\n }\r\n }\r\n else {\r\n this._engine = engine;\r\n this.defines = (defines == null ? \"\" : defines);\r\n this._uniformsNames = uniformsNamesOrEngine.concat(samplers);\r\n this._samplerList = samplers ? samplers.slice() : [];\r\n this._attributesNames = attributesNamesOrOptions;\r\n this.onError = onError;\r\n this.onCompiled = onCompiled;\r\n this._indexParameters = indexParameters;\r\n this._fallbacks = fallbacks;\r\n }\r\n this._attributeLocationByName = {};\r\n this.uniqueId = Effect._uniqueIdSeed++;\r\n var vertexSource;\r\n var fragmentSource;\r\n var hostDocument = DomManagement.IsWindowObjectExist() ? this._engine.getHostDocument() : null;\r\n if (baseName.vertexSource) {\r\n vertexSource = \"source:\" + baseName.vertexSource;\r\n }\r\n else if (baseName.vertexElement) {\r\n vertexSource = hostDocument ? hostDocument.getElementById(baseName.vertexElement) : null;\r\n if (!vertexSource) {\r\n vertexSource = baseName.vertexElement;\r\n }\r\n }\r\n else {\r\n vertexSource = baseName.vertex || baseName;\r\n }\r\n if (baseName.fragmentSource) {\r\n fragmentSource = \"source:\" + baseName.fragmentSource;\r\n }\r\n else if (baseName.fragmentElement) {\r\n fragmentSource = hostDocument ? hostDocument.getElementById(baseName.fragmentElement) : null;\r\n if (!fragmentSource) {\r\n fragmentSource = baseName.fragmentElement;\r\n }\r\n }\r\n else {\r\n fragmentSource = baseName.fragment || baseName;\r\n }\r\n var processorOptions = {\r\n defines: this.defines.split(\"\\n\"),\r\n indexParameters: this._indexParameters,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: this._engine._shouldUseHighPrecisionShader,\r\n processor: this._engine._shaderProcessor,\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: Effect.ShadersRepository,\r\n includesShadersStore: Effect.IncludesShadersStore,\r\n version: (this._engine.webGLVersion * 100).toString(),\r\n platformName: this._engine.webGLVersion >= 2 ? \"WEBGL2\" : \"WEBGL1\"\r\n };\r\n this._loadShader(vertexSource, \"Vertex\", \"\", function (vertexCode) {\r\n _this._loadShader(fragmentSource, \"Fragment\", \"Pixel\", function (fragmentCode) {\r\n ShaderProcessor.Process(vertexCode, processorOptions, function (migratedVertexCode) {\r\n processorOptions.isFragment = true;\r\n ShaderProcessor.Process(fragmentCode, processorOptions, function (migratedFragmentCode) {\r\n _this._useFinalCode(migratedVertexCode, migratedFragmentCode, baseName);\r\n });\r\n });\r\n });\r\n });\r\n }\r\n Object.defineProperty(Effect.prototype, \"onBindObservable\", {\r\n /**\r\n * Observable that will be called when effect is bound.\r\n */\r\n get: function () {\r\n if (!this._onBindObservable) {\r\n this._onBindObservable = new Observable();\r\n }\r\n return this._onBindObservable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Effect.prototype._useFinalCode = function (migratedVertexCode, migratedFragmentCode, baseName) {\r\n if (baseName) {\r\n var vertex = baseName.vertexElement || baseName.vertex || baseName.spectorName || baseName;\r\n var fragment = baseName.fragmentElement || baseName.fragment || baseName.spectorName || baseName;\r\n this._vertexSourceCode = \"#define SHADER_NAME vertex:\" + vertex + \"\\n\" + migratedVertexCode;\r\n this._fragmentSourceCode = \"#define SHADER_NAME fragment:\" + fragment + \"\\n\" + migratedFragmentCode;\r\n }\r\n else {\r\n this._vertexSourceCode = migratedVertexCode;\r\n this._fragmentSourceCode = migratedFragmentCode;\r\n }\r\n this._prepareEffect();\r\n };\r\n Object.defineProperty(Effect.prototype, \"key\", {\r\n /**\r\n * Unique key for this effect\r\n */\r\n get: function () {\r\n return this._key;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * If the effect has been compiled and prepared.\r\n * @returns if the effect is compiled and prepared.\r\n */\r\n Effect.prototype.isReady = function () {\r\n try {\r\n return this._isReadyInternal();\r\n }\r\n catch (_a) {\r\n return false;\r\n }\r\n };\r\n Effect.prototype._isReadyInternal = function () {\r\n if (this._isReady) {\r\n return true;\r\n }\r\n if (this._pipelineContext) {\r\n return this._pipelineContext.isReady;\r\n }\r\n return false;\r\n };\r\n /**\r\n * The engine the effect was initialized with.\r\n * @returns the engine.\r\n */\r\n Effect.prototype.getEngine = function () {\r\n return this._engine;\r\n };\r\n /**\r\n * The pipeline context for this effect\r\n * @returns the associated pipeline context\r\n */\r\n Effect.prototype.getPipelineContext = function () {\r\n return this._pipelineContext;\r\n };\r\n /**\r\n * The set of names of attribute variables for the shader.\r\n * @returns An array of attribute names.\r\n */\r\n Effect.prototype.getAttributesNames = function () {\r\n return this._attributesNames;\r\n };\r\n /**\r\n * Returns the attribute at the given index.\r\n * @param index The index of the attribute.\r\n * @returns The location of the attribute.\r\n */\r\n Effect.prototype.getAttributeLocation = function (index) {\r\n return this._attributes[index];\r\n };\r\n /**\r\n * Returns the attribute based on the name of the variable.\r\n * @param name of the attribute to look up.\r\n * @returns the attribute location.\r\n */\r\n Effect.prototype.getAttributeLocationByName = function (name) {\r\n return this._attributeLocationByName[name];\r\n };\r\n /**\r\n * The number of attributes.\r\n * @returns the numnber of attributes.\r\n */\r\n Effect.prototype.getAttributesCount = function () {\r\n return this._attributes.length;\r\n };\r\n /**\r\n * Gets the index of a uniform variable.\r\n * @param uniformName of the uniform to look up.\r\n * @returns the index.\r\n */\r\n Effect.prototype.getUniformIndex = function (uniformName) {\r\n return this._uniformsNames.indexOf(uniformName);\r\n };\r\n /**\r\n * Returns the attribute based on the name of the variable.\r\n * @param uniformName of the uniform to look up.\r\n * @returns the location of the uniform.\r\n */\r\n Effect.prototype.getUniform = function (uniformName) {\r\n return this._uniforms[uniformName];\r\n };\r\n /**\r\n * Returns an array of sampler variable names\r\n * @returns The array of sampler variable neames.\r\n */\r\n Effect.prototype.getSamplers = function () {\r\n return this._samplerList;\r\n };\r\n /**\r\n * The error from the last compilation.\r\n * @returns the error string.\r\n */\r\n Effect.prototype.getCompilationError = function () {\r\n return this._compilationError;\r\n };\r\n /**\r\n * Gets a boolean indicating that all fallbacks were used during compilation\r\n * @returns true if all fallbacks were used\r\n */\r\n Effect.prototype.allFallbacksProcessed = function () {\r\n return this._allFallbacksProcessed;\r\n };\r\n /**\r\n * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.\r\n * @param func The callback to be used.\r\n */\r\n Effect.prototype.executeWhenCompiled = function (func) {\r\n var _this = this;\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n this.onCompileObservable.add(function (effect) {\r\n func(effect);\r\n });\r\n if (!this._pipelineContext || this._pipelineContext.isAsync) {\r\n setTimeout(function () {\r\n _this._checkIsReady(null);\r\n }, 16);\r\n }\r\n };\r\n Effect.prototype._checkIsReady = function (previousPipelineContext) {\r\n var _this = this;\r\n try {\r\n if (this._isReadyInternal()) {\r\n return;\r\n }\r\n }\r\n catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n return;\r\n }\r\n setTimeout(function () {\r\n _this._checkIsReady(previousPipelineContext);\r\n }, 16);\r\n };\r\n Effect.prototype._loadShader = function (shader, key, optionalKey, callback) {\r\n if (typeof (HTMLElement) !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n var shaderCode = DomManagement.GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n // Direct source ?\r\n if (shader.substr(0, 7) === \"source:\") {\r\n callback(shader.substr(7));\r\n return;\r\n }\r\n // Base64 encoded ?\r\n if (shader.substr(0, 7) === \"base64:\") {\r\n var shaderBinary = window.atob(shader.substr(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n // Is in local store ?\r\n if (Effect.ShadersStore[shader + key + \"Shader\"]) {\r\n callback(Effect.ShadersStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n if (optionalKey && Effect.ShadersStore[shader + optionalKey + \"Shader\"]) {\r\n callback(Effect.ShadersStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n var shaderUrl;\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n }\r\n else {\r\n shaderUrl = Effect.ShadersRepository + shader;\r\n }\r\n // Vertex shader\r\n this._engine._loadFile(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n };\r\n /**\r\n * Recompiles the webGL program\r\n * @param vertexSourceCode The source code for the vertex shader.\r\n * @param fragmentSourceCode The source code for the fragment shader.\r\n * @param onCompiled Callback called when completed.\r\n * @param onError Callback called on error.\r\n * @hidden\r\n */\r\n Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {\r\n var _this = this;\r\n this._isReady = false;\r\n this._vertexSourceCodeOverride = vertexSourceCode;\r\n this._fragmentSourceCodeOverride = fragmentSourceCode;\r\n this.onError = function (effect, error) {\r\n if (onError) {\r\n onError(error);\r\n }\r\n };\r\n this.onCompiled = function () {\r\n var scenes = _this.getEngine().scenes;\r\n if (scenes) {\r\n for (var i = 0; i < scenes.length; i++) {\r\n scenes[i].markAllMaterialsAsDirty(31);\r\n }\r\n }\r\n _this._pipelineContext._handlesSpectorRebuildCallback(onCompiled);\r\n };\r\n this._fallbacks = null;\r\n this._prepareEffect();\r\n };\r\n /**\r\n * Prepares the effect\r\n * @hidden\r\n */\r\n Effect.prototype._prepareEffect = function () {\r\n var _this = this;\r\n var attributesNames = this._attributesNames;\r\n var defines = this.defines;\r\n this._valueCache = {};\r\n var previousPipelineContext = this._pipelineContext;\r\n try {\r\n var engine_1 = this._engine;\r\n this._pipelineContext = engine_1.createPipelineContext();\r\n var rebuildRebind = this._rebuildProgram.bind(this);\r\n if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {\r\n engine_1._preparePipelineContext(this._pipelineContext, this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, true, rebuildRebind, null, this._transformFeedbackVaryings);\r\n }\r\n else {\r\n engine_1._preparePipelineContext(this._pipelineContext, this._vertexSourceCode, this._fragmentSourceCode, false, rebuildRebind, defines, this._transformFeedbackVaryings);\r\n }\r\n engine_1._executeWhenRenderingStateIsCompiled(this._pipelineContext, function () {\r\n if (engine_1.supportsUniformBuffers) {\r\n for (var name in _this._uniformBuffersNames) {\r\n _this.bindUniformBlock(name, _this._uniformBuffersNames[name]);\r\n }\r\n }\r\n var uniforms = engine_1.getUniforms(_this._pipelineContext, _this._uniformsNames);\r\n uniforms.forEach(function (uniform, index) {\r\n _this._uniforms[_this._uniformsNames[index]] = uniform;\r\n });\r\n _this._attributes = engine_1.getAttributes(_this._pipelineContext, attributesNames);\r\n if (attributesNames) {\r\n for (var i = 0; i < attributesNames.length; i++) {\r\n var name_1 = attributesNames[i];\r\n _this._attributeLocationByName[name_1] = _this._attributes[i];\r\n }\r\n }\r\n var index;\r\n for (index = 0; index < _this._samplerList.length; index++) {\r\n var sampler = _this.getUniform(_this._samplerList[index]);\r\n if (sampler == null) {\r\n _this._samplerList.splice(index, 1);\r\n index--;\r\n }\r\n }\r\n _this._samplerList.forEach(function (name, index) {\r\n _this._samplers[name] = index;\r\n });\r\n engine_1.bindSamplers(_this);\r\n _this._compilationError = \"\";\r\n _this._isReady = true;\r\n if (_this.onCompiled) {\r\n _this.onCompiled(_this);\r\n }\r\n _this.onCompileObservable.notifyObservers(_this);\r\n _this.onCompileObservable.clear();\r\n // Unbind mesh reference in fallbacks\r\n if (_this._fallbacks) {\r\n _this._fallbacks.unBindMesh();\r\n }\r\n if (previousPipelineContext) {\r\n _this.getEngine()._deletePipelineContext(previousPipelineContext);\r\n }\r\n });\r\n if (this._pipelineContext.isAsync) {\r\n this._checkIsReady(previousPipelineContext);\r\n }\r\n }\r\n catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n }\r\n };\r\n Effect.prototype._processCompilationErrors = function (e, previousPipelineContext) {\r\n if (previousPipelineContext === void 0) { previousPipelineContext = null; }\r\n this._compilationError = e.message;\r\n var attributesNames = this._attributesNames;\r\n var fallbacks = this._fallbacks;\r\n // Let's go through fallbacks then\r\n Logger.Error(\"Unable to compile effect:\");\r\n Logger.Error(\"Uniforms: \" + this._uniformsNames.map(function (uniform) {\r\n return \" \" + uniform;\r\n }));\r\n Logger.Error(\"Attributes: \" + attributesNames.map(function (attribute) {\r\n return \" \" + attribute;\r\n }));\r\n Logger.Error(\"Defines:\\r\\n\" + this.defines);\r\n Logger.Error(\"Error: \" + this._compilationError);\r\n if (previousPipelineContext) {\r\n this._pipelineContext = previousPipelineContext;\r\n this._isReady = true;\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n }\r\n if (fallbacks) {\r\n this._pipelineContext = null;\r\n if (fallbacks.hasMoreFallbacks) {\r\n this._allFallbacksProcessed = false;\r\n Logger.Error(\"Trying next fallback.\");\r\n this.defines = fallbacks.reduce(this.defines, this);\r\n this._prepareEffect();\r\n }\r\n else { // Sorry we did everything we can\r\n this._allFallbacksProcessed = true;\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n this.onErrorObservable.clear();\r\n // Unbind mesh reference in fallbacks\r\n if (this._fallbacks) {\r\n this._fallbacks.unBindMesh();\r\n }\r\n }\r\n }\r\n else {\r\n this._allFallbacksProcessed = true;\r\n }\r\n };\r\n Object.defineProperty(Effect.prototype, \"isSupported\", {\r\n /**\r\n * Checks if the effect is supported. (Must be called after compilation)\r\n */\r\n get: function () {\r\n return this._compilationError === \"\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Binds a texture to the engine to be used as output of the shader.\r\n * @param channel Name of the output variable.\r\n * @param texture Texture to bind.\r\n * @hidden\r\n */\r\n Effect.prototype._bindTexture = function (channel, texture) {\r\n this._engine._bindTexture(this._samplers[channel], texture);\r\n };\r\n /**\r\n * Sets a texture on the engine to be used in the shader.\r\n * @param channel Name of the sampler variable.\r\n * @param texture Texture to set.\r\n */\r\n Effect.prototype.setTexture = function (channel, texture) {\r\n this._engine.setTexture(this._samplers[channel], this._uniforms[channel], texture);\r\n };\r\n /**\r\n * Sets a depth stencil texture from a render target on the engine to be used in the shader.\r\n * @param channel Name of the sampler variable.\r\n * @param texture Texture to set.\r\n */\r\n Effect.prototype.setDepthStencilTexture = function (channel, texture) {\r\n this._engine.setDepthStencilTexture(this._samplers[channel], this._uniforms[channel], texture);\r\n };\r\n /**\r\n * Sets an array of textures on the engine to be used in the shader.\r\n * @param channel Name of the variable.\r\n * @param textures Textures to set.\r\n */\r\n Effect.prototype.setTextureArray = function (channel, textures) {\r\n var exName = channel + \"Ex\";\r\n if (this._samplerList.indexOf(exName + \"0\") === -1) {\r\n var initialPos = this._samplerList.indexOf(channel);\r\n for (var index = 1; index < textures.length; index++) {\r\n var currentExName = exName + (index - 1).toString();\r\n this._samplerList.splice(initialPos + index, 0, currentExName);\r\n }\r\n // Reset every channels\r\n var channelIndex = 0;\r\n for (var _i = 0, _a = this._samplerList; _i < _a.length; _i++) {\r\n var key = _a[_i];\r\n this._samplers[key] = channelIndex;\r\n channelIndex += 1;\r\n }\r\n }\r\n this._engine.setTextureArray(this._samplers[channel], this._uniforms[channel], textures);\r\n };\r\n /**\r\n * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)\r\n * @param channel Name of the sampler variable.\r\n * @param postProcess Post process to get the input texture from.\r\n */\r\n Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {\r\n this._engine.setTextureFromPostProcess(this._samplers[channel], postProcess);\r\n };\r\n /**\r\n * (Warning! setTextureFromPostProcessOutput may be desired instead)\r\n * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)\r\n * @param channel Name of the sampler variable.\r\n * @param postProcess Post process to get the output texture from.\r\n */\r\n Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {\r\n this._engine.setTextureFromPostProcessOutput(this._samplers[channel], postProcess);\r\n };\r\n /** @hidden */\r\n Effect.prototype._cacheMatrix = function (uniformName, matrix) {\r\n var cache = this._valueCache[uniformName];\r\n var flag = matrix.updateFlag;\r\n if (cache !== undefined && cache === flag) {\r\n return false;\r\n }\r\n this._valueCache[uniformName] = flag;\r\n return true;\r\n };\r\n /** @hidden */\r\n Effect.prototype._cacheFloat2 = function (uniformName, x, y) {\r\n var cache = this._valueCache[uniformName];\r\n if (!cache || cache.length !== 2) {\r\n cache = [x, y];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n var changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n return changed;\r\n };\r\n /** @hidden */\r\n Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {\r\n var cache = this._valueCache[uniformName];\r\n if (!cache || cache.length !== 3) {\r\n cache = [x, y, z];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n var changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n if (cache[2] !== z) {\r\n cache[2] = z;\r\n changed = true;\r\n }\r\n return changed;\r\n };\r\n /** @hidden */\r\n Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {\r\n var cache = this._valueCache[uniformName];\r\n if (!cache || cache.length !== 4) {\r\n cache = [x, y, z, w];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n var changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n if (cache[2] !== z) {\r\n cache[2] = z;\r\n changed = true;\r\n }\r\n if (cache[3] !== w) {\r\n cache[3] = w;\r\n changed = true;\r\n }\r\n return changed;\r\n };\r\n /**\r\n * Binds a buffer to a uniform.\r\n * @param buffer Buffer to bind.\r\n * @param name Name of the uniform variable to bind to.\r\n */\r\n Effect.prototype.bindUniformBuffer = function (buffer, name) {\r\n var bufferName = this._uniformBuffersNames[name];\r\n if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {\r\n return;\r\n }\r\n Effect._baseCache[bufferName] = buffer;\r\n this._engine.bindUniformBufferBase(buffer, bufferName);\r\n };\r\n /**\r\n * Binds block to a uniform.\r\n * @param blockName Name of the block to bind.\r\n * @param index Index to bind.\r\n */\r\n Effect.prototype.bindUniformBlock = function (blockName, index) {\r\n this._engine.bindUniformBlock(this._pipelineContext, blockName, index);\r\n };\r\n /**\r\n * Sets an interger value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setInt = function (uniformName, value) {\r\n var cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return this;\r\n }\r\n this._valueCache[uniformName] = value;\r\n this._engine.setInt(this._uniforms[uniformName], value);\r\n return this;\r\n };\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setIntArray = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setIntArray2 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray2(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setIntArray3 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray3(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setIntArray4 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray4(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an float array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloatArray = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloatArray2 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray2(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloatArray3 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray3(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloatArray4 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray4(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setArray = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setArray2 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray2(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setArray3 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray3(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setArray4 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray4(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setMatrices = function (uniformName, matrices) {\r\n if (!matrices) {\r\n return this;\r\n }\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrices(this._uniforms[uniformName], matrices);\r\n return this;\r\n };\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setMatrix = function (uniformName, matrix) {\r\n if (this._cacheMatrix(uniformName, matrix)) {\r\n this._engine.setMatrices(this._uniforms[uniformName], matrix.toArray());\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrix3x3(this._uniforms[uniformName], matrix);\r\n return this;\r\n };\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrix2x2(this._uniforms[uniformName], matrix);\r\n return this;\r\n };\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloat = function (uniformName, value) {\r\n var cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return this;\r\n }\r\n this._valueCache[uniformName] = value;\r\n this._engine.setFloat(this._uniforms[uniformName], value);\r\n return this;\r\n };\r\n /**\r\n * Sets a boolean on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param bool value to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setBool = function (uniformName, bool) {\r\n var cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === bool) {\r\n return this;\r\n }\r\n this._valueCache[uniformName] = bool;\r\n this._engine.setInt(this._uniforms[uniformName], bool ? 1 : 0);\r\n return this;\r\n };\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setVector2 = function (uniformName, vector2) {\r\n if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {\r\n this._engine.setFloat2(this._uniforms[uniformName], vector2.x, vector2.y);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloat2 = function (uniformName, x, y) {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n this._engine.setFloat2(this._uniforms[uniformName], x, y);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setVector3 = function (uniformName, vector3) {\r\n if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {\r\n this._engine.setFloat3(this._uniforms[uniformName], vector3.x, vector3.y, vector3.z);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloat3 = function (uniformName, x, y, z) {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n this._engine.setFloat3(this._uniforms[uniformName], x, y, z);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setVector4 = function (uniformName, vector4) {\r\n if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {\r\n this._engine.setFloat4(this._uniforms[uniformName], vector4.x, vector4.y, vector4.z, vector4.w);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n this._engine.setFloat4(this._uniforms[uniformName], x, y, z, w);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setColor3 = function (uniformName, color3) {\r\n if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {\r\n this._engine.setFloat3(this._uniforms[uniformName], color3.r, color3.g, color3.b);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setColor4 = function (uniformName, color3, alpha) {\r\n if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {\r\n this._engine.setFloat4(this._uniforms[uniformName], color3.r, color3.g, color3.b, alpha);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setDirectColor4 = function (uniformName, color4) {\r\n if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {\r\n this._engine.setFloat4(this._uniforms[uniformName], color4.r, color4.g, color4.b, color4.a);\r\n }\r\n return this;\r\n };\r\n /** Release all associated resources */\r\n Effect.prototype.dispose = function () {\r\n this._engine._releaseEffect(this);\r\n };\r\n /**\r\n * This function will add a new shader to the shader store\r\n * @param name the name of the shader\r\n * @param pixelShader optional pixel shader content\r\n * @param vertexShader optional vertex shader content\r\n */\r\n Effect.RegisterShader = function (name, pixelShader, vertexShader) {\r\n if (pixelShader) {\r\n Effect.ShadersStore[name + \"PixelShader\"] = pixelShader;\r\n }\r\n if (vertexShader) {\r\n Effect.ShadersStore[name + \"VertexShader\"] = vertexShader;\r\n }\r\n };\r\n /**\r\n * Resets the cache of effects.\r\n */\r\n Effect.ResetCache = function () {\r\n Effect._baseCache = {};\r\n };\r\n /**\r\n * Gets or sets the relative url used to load shaders if using the engine in non-minified mode\r\n */\r\n Effect.ShadersRepository = \"src/Shaders/\";\r\n Effect._uniqueIdSeed = 0;\r\n Effect._baseCache = {};\r\n /**\r\n * Store of each shader (The can be looked up using effect.key)\r\n */\r\n Effect.ShadersStore = {};\r\n /**\r\n * Store of each included file for a shader (The can be looked up using effect.key)\r\n */\r\n Effect.IncludesShadersStore = {};\r\n return Effect;\r\n}());\r\nexport { Effect };\r\n//# sourceMappingURL=effect.js.map","import { Scalar } from './math.scalar';\r\nimport { ToLinearSpace, ToGammaSpace } from './math.constants';\r\nimport { ArrayTools } from '../Misc/arrayTools';\r\nimport { _TypeStore } from '../Misc/typeStore';\r\n/**\r\n * Class used to hold a RBG color\r\n */\r\nvar Color3 = /** @class */ (function () {\r\n /**\r\n * Creates a new Color3 object from red, green, blue values, all between 0 and 1\r\n * @param r defines the red component (between 0 and 1, default is 0)\r\n * @param g defines the green component (between 0 and 1, default is 0)\r\n * @param b defines the blue component (between 0 and 1, default is 0)\r\n */\r\n function Color3(\r\n /**\r\n * Defines the red component (between 0 and 1, default is 0)\r\n */\r\n r, \r\n /**\r\n * Defines the green component (between 0 and 1, default is 0)\r\n */\r\n g, \r\n /**\r\n * Defines the blue component (between 0 and 1, default is 0)\r\n */\r\n b) {\r\n if (r === void 0) { r = 0; }\r\n if (g === void 0) { g = 0; }\r\n if (b === void 0) { b = 0; }\r\n this.r = r;\r\n this.g = g;\r\n this.b = b;\r\n }\r\n /**\r\n * Creates a string with the Color3 current values\r\n * @returns the string representation of the Color3 object\r\n */\r\n Color3.prototype.toString = function () {\r\n return \"{R: \" + this.r + \" G:\" + this.g + \" B:\" + this.b + \"}\";\r\n };\r\n /**\r\n * Returns the string \"Color3\"\r\n * @returns \"Color3\"\r\n */\r\n Color3.prototype.getClassName = function () {\r\n return \"Color3\";\r\n };\r\n /**\r\n * Compute the Color3 hash code\r\n * @returns an unique number that can be used to hash Color3 objects\r\n */\r\n Color3.prototype.getHashCode = function () {\r\n var hash = (this.r * 255) | 0;\r\n hash = (hash * 397) ^ ((this.g * 255) | 0);\r\n hash = (hash * 397) ^ ((this.b * 255) | 0);\r\n return hash;\r\n };\r\n // Operators\r\n /**\r\n * Stores in the given array from the given starting index the red, green, blue values as successive elements\r\n * @param array defines the array where to store the r,g,b components\r\n * @param index defines an optional index in the target array to define where to start storing values\r\n * @returns the current Color3 object\r\n */\r\n Color3.prototype.toArray = function (array, index) {\r\n if (index === void 0) { index = 0; }\r\n array[index] = this.r;\r\n array[index + 1] = this.g;\r\n array[index + 2] = this.b;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Color4 object from the current Color3 and the given alpha\r\n * @param alpha defines the alpha component on the new Color4 object (default is 1)\r\n * @returns a new Color4 object\r\n */\r\n Color3.prototype.toColor4 = function (alpha) {\r\n if (alpha === void 0) { alpha = 1; }\r\n return new Color4(this.r, this.g, this.b, alpha);\r\n };\r\n /**\r\n * Returns a new array populated with 3 numeric elements : red, green and blue values\r\n * @returns the new array\r\n */\r\n Color3.prototype.asArray = function () {\r\n var result = new Array();\r\n this.toArray(result, 0);\r\n return result;\r\n };\r\n /**\r\n * Returns the luminance value\r\n * @returns a float value\r\n */\r\n Color3.prototype.toLuminance = function () {\r\n return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;\r\n };\r\n /**\r\n * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object\r\n * @param otherColor defines the second operand\r\n * @returns the new Color3 object\r\n */\r\n Color3.prototype.multiply = function (otherColor) {\r\n return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);\r\n };\r\n /**\r\n * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object \"result\"\r\n * @param otherColor defines the second operand\r\n * @param result defines the Color3 object where to store the result\r\n * @returns the current Color3\r\n */\r\n Color3.prototype.multiplyToRef = function (otherColor, result) {\r\n result.r = this.r * otherColor.r;\r\n result.g = this.g * otherColor.g;\r\n result.b = this.b * otherColor.b;\r\n return this;\r\n };\r\n /**\r\n * Determines equality between Color3 objects\r\n * @param otherColor defines the second operand\r\n * @returns true if the rgb values are equal to the given ones\r\n */\r\n Color3.prototype.equals = function (otherColor) {\r\n return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;\r\n };\r\n /**\r\n * Determines equality between the current Color3 object and a set of r,b,g values\r\n * @param r defines the red component to check\r\n * @param g defines the green component to check\r\n * @param b defines the blue component to check\r\n * @returns true if the rgb values are equal to the given ones\r\n */\r\n Color3.prototype.equalsFloats = function (r, g, b) {\r\n return this.r === r && this.g === g && this.b === b;\r\n };\r\n /**\r\n * Multiplies in place each rgb value by scale\r\n * @param scale defines the scaling factor\r\n * @returns the updated Color3\r\n */\r\n Color3.prototype.scale = function (scale) {\r\n return new Color3(this.r * scale, this.g * scale, this.b * scale);\r\n };\r\n /**\r\n * Multiplies the rgb values by scale and stores the result into \"result\"\r\n * @param scale defines the scaling factor\r\n * @param result defines the Color3 object where to store the result\r\n * @returns the unmodified current Color3\r\n */\r\n Color3.prototype.scaleToRef = function (scale, result) {\r\n result.r = this.r * scale;\r\n result.g = this.g * scale;\r\n result.b = this.b * scale;\r\n return this;\r\n };\r\n /**\r\n * Scale the current Color3 values by a factor and add the result to a given Color3\r\n * @param scale defines the scale factor\r\n * @param result defines color to store the result into\r\n * @returns the unmodified current Color3\r\n */\r\n Color3.prototype.scaleAndAddToRef = function (scale, result) {\r\n result.r += this.r * scale;\r\n result.g += this.g * scale;\r\n result.b += this.b * scale;\r\n return this;\r\n };\r\n /**\r\n * Clamps the rgb values by the min and max values and stores the result into \"result\"\r\n * @param min defines minimum clamping value (default is 0)\r\n * @param max defines maximum clamping value (default is 1)\r\n * @param result defines color to store the result into\r\n * @returns the original Color3\r\n */\r\n Color3.prototype.clampToRef = function (min, max, result) {\r\n if (min === void 0) { min = 0; }\r\n if (max === void 0) { max = 1; }\r\n result.r = Scalar.Clamp(this.r, min, max);\r\n result.g = Scalar.Clamp(this.g, min, max);\r\n result.b = Scalar.Clamp(this.b, min, max);\r\n return this;\r\n };\r\n /**\r\n * Creates a new Color3 set with the added values of the current Color3 and of the given one\r\n * @param otherColor defines the second operand\r\n * @returns the new Color3\r\n */\r\n Color3.prototype.add = function (otherColor) {\r\n return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);\r\n };\r\n /**\r\n * Stores the result of the addition of the current Color3 and given one rgb values into \"result\"\r\n * @param otherColor defines the second operand\r\n * @param result defines Color3 object to store the result into\r\n * @returns the unmodified current Color3\r\n */\r\n Color3.prototype.addToRef = function (otherColor, result) {\r\n result.r = this.r + otherColor.r;\r\n result.g = this.g + otherColor.g;\r\n result.b = this.b + otherColor.b;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Color3 set with the subtracted values of the given one from the current Color3\r\n * @param otherColor defines the second operand\r\n * @returns the new Color3\r\n */\r\n Color3.prototype.subtract = function (otherColor) {\r\n return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);\r\n };\r\n /**\r\n * Stores the result of the subtraction of given one from the current Color3 rgb values into \"result\"\r\n * @param otherColor defines the second operand\r\n * @param result defines Color3 object to store the result into\r\n * @returns the unmodified current Color3\r\n */\r\n Color3.prototype.subtractToRef = function (otherColor, result) {\r\n result.r = this.r - otherColor.r;\r\n result.g = this.g - otherColor.g;\r\n result.b = this.b - otherColor.b;\r\n return this;\r\n };\r\n /**\r\n * Copy the current object\r\n * @returns a new Color3 copied the current one\r\n */\r\n Color3.prototype.clone = function () {\r\n return new Color3(this.r, this.g, this.b);\r\n };\r\n /**\r\n * Copies the rgb values from the source in the current Color3\r\n * @param source defines the source Color3 object\r\n * @returns the updated Color3 object\r\n */\r\n Color3.prototype.copyFrom = function (source) {\r\n this.r = source.r;\r\n this.g = source.g;\r\n this.b = source.b;\r\n return this;\r\n };\r\n /**\r\n * Updates the Color3 rgb values from the given floats\r\n * @param r defines the red component to read from\r\n * @param g defines the green component to read from\r\n * @param b defines the blue component to read from\r\n * @returns the current Color3 object\r\n */\r\n Color3.prototype.copyFromFloats = function (r, g, b) {\r\n this.r = r;\r\n this.g = g;\r\n this.b = b;\r\n return this;\r\n };\r\n /**\r\n * Updates the Color3 rgb values from the given floats\r\n * @param r defines the red component to read from\r\n * @param g defines the green component to read from\r\n * @param b defines the blue component to read from\r\n * @returns the current Color3 object\r\n */\r\n Color3.prototype.set = function (r, g, b) {\r\n return this.copyFromFloats(r, g, b);\r\n };\r\n /**\r\n * Compute the Color3 hexadecimal code as a string\r\n * @returns a string containing the hexadecimal representation of the Color3 object\r\n */\r\n Color3.prototype.toHexString = function () {\r\n var intR = (this.r * 255) | 0;\r\n var intG = (this.g * 255) | 0;\r\n var intB = (this.b * 255) | 0;\r\n return \"#\" + Scalar.ToHex(intR) + Scalar.ToHex(intG) + Scalar.ToHex(intB);\r\n };\r\n /**\r\n * Computes a new Color3 converted from the current one to linear space\r\n * @returns a new Color3 object\r\n */\r\n Color3.prototype.toLinearSpace = function () {\r\n var convertedColor = new Color3();\r\n this.toLinearSpaceToRef(convertedColor);\r\n return convertedColor;\r\n };\r\n /**\r\n * Converts current color in rgb space to HSV values\r\n * @returns a new color3 representing the HSV values\r\n */\r\n Color3.prototype.toHSV = function () {\r\n var result = new Color3();\r\n this.toHSVToRef(result);\r\n return result;\r\n };\r\n /**\r\n * Converts current color in rgb space to HSV values\r\n * @param result defines the Color3 where to store the HSV values\r\n */\r\n Color3.prototype.toHSVToRef = function (result) {\r\n var r = this.r;\r\n var g = this.g;\r\n var b = this.b;\r\n var max = Math.max(r, g, b);\r\n var min = Math.min(r, g, b);\r\n var h = 0;\r\n var s = 0;\r\n var v = max;\r\n var dm = max - min;\r\n if (max !== 0) {\r\n s = dm / max;\r\n }\r\n if (max != min) {\r\n if (max == r) {\r\n h = (g - b) / dm;\r\n if (g < b) {\r\n h += 6;\r\n }\r\n }\r\n else if (max == g) {\r\n h = (b - r) / dm + 2;\r\n }\r\n else if (max == b) {\r\n h = (r - g) / dm + 4;\r\n }\r\n h *= 60;\r\n }\r\n result.r = h;\r\n result.g = s;\r\n result.b = v;\r\n };\r\n /**\r\n * Converts the Color3 values to linear space and stores the result in \"convertedColor\"\r\n * @param convertedColor defines the Color3 object where to store the linear space version\r\n * @returns the unmodified Color3\r\n */\r\n Color3.prototype.toLinearSpaceToRef = function (convertedColor) {\r\n convertedColor.r = Math.pow(this.r, ToLinearSpace);\r\n convertedColor.g = Math.pow(this.g, ToLinearSpace);\r\n convertedColor.b = Math.pow(this.b, ToLinearSpace);\r\n return this;\r\n };\r\n /**\r\n * Computes a new Color3 converted from the current one to gamma space\r\n * @returns a new Color3 object\r\n */\r\n Color3.prototype.toGammaSpace = function () {\r\n var convertedColor = new Color3();\r\n this.toGammaSpaceToRef(convertedColor);\r\n return convertedColor;\r\n };\r\n /**\r\n * Converts the Color3 values to gamma space and stores the result in \"convertedColor\"\r\n * @param convertedColor defines the Color3 object where to store the gamma space version\r\n * @returns the unmodified Color3\r\n */\r\n Color3.prototype.toGammaSpaceToRef = function (convertedColor) {\r\n convertedColor.r = Math.pow(this.r, ToGammaSpace);\r\n convertedColor.g = Math.pow(this.g, ToGammaSpace);\r\n convertedColor.b = Math.pow(this.b, ToGammaSpace);\r\n return this;\r\n };\r\n /**\r\n * Convert Hue, saturation and value to a Color3 (RGB)\r\n * @param hue defines the hue\r\n * @param saturation defines the saturation\r\n * @param value defines the value\r\n * @param result defines the Color3 where to store the RGB values\r\n */\r\n Color3.HSVtoRGBToRef = function (hue, saturation, value, result) {\r\n var chroma = value * saturation;\r\n var h = hue / 60;\r\n var x = chroma * (1 - Math.abs((h % 2) - 1));\r\n var r = 0;\r\n var g = 0;\r\n var b = 0;\r\n if (h >= 0 && h <= 1) {\r\n r = chroma;\r\n g = x;\r\n }\r\n else if (h >= 1 && h <= 2) {\r\n r = x;\r\n g = chroma;\r\n }\r\n else if (h >= 2 && h <= 3) {\r\n g = chroma;\r\n b = x;\r\n }\r\n else if (h >= 3 && h <= 4) {\r\n g = x;\r\n b = chroma;\r\n }\r\n else if (h >= 4 && h <= 5) {\r\n r = x;\r\n b = chroma;\r\n }\r\n else if (h >= 5 && h <= 6) {\r\n r = chroma;\r\n b = x;\r\n }\r\n var m = value - chroma;\r\n result.set((r + m), (g + m), (b + m));\r\n };\r\n /**\r\n * Creates a new Color3 from the string containing valid hexadecimal values\r\n * @param hex defines a string containing valid hexadecimal values\r\n * @returns a new Color3 object\r\n */\r\n Color3.FromHexString = function (hex) {\r\n if (hex.substring(0, 1) !== \"#\" || hex.length !== 7) {\r\n return new Color3(0, 0, 0);\r\n }\r\n var r = parseInt(hex.substring(1, 3), 16);\r\n var g = parseInt(hex.substring(3, 5), 16);\r\n var b = parseInt(hex.substring(5, 7), 16);\r\n return Color3.FromInts(r, g, b);\r\n };\r\n /**\r\n * Creates a new Color3 from the starting index of the given array\r\n * @param array defines the source array\r\n * @param offset defines an offset in the source array\r\n * @returns a new Color3 object\r\n */\r\n Color3.FromArray = function (array, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n return new Color3(array[offset], array[offset + 1], array[offset + 2]);\r\n };\r\n /**\r\n * Creates a new Color3 from integer values (< 256)\r\n * @param r defines the red component to read from (value between 0 and 255)\r\n * @param g defines the green component to read from (value between 0 and 255)\r\n * @param b defines the blue component to read from (value between 0 and 255)\r\n * @returns a new Color3 object\r\n */\r\n Color3.FromInts = function (r, g, b) {\r\n return new Color3(r / 255.0, g / 255.0, b / 255.0);\r\n };\r\n /**\r\n * Creates a new Color3 with values linearly interpolated of \"amount\" between the start Color3 and the end Color3\r\n * @param start defines the start Color3 value\r\n * @param end defines the end Color3 value\r\n * @param amount defines the gradient value between start and end\r\n * @returns a new Color3 object\r\n */\r\n Color3.Lerp = function (start, end, amount) {\r\n var result = new Color3(0.0, 0.0, 0.0);\r\n Color3.LerpToRef(start, end, amount, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new Color3 with values linearly interpolated of \"amount\" between the start Color3 and the end Color3\r\n * @param left defines the start value\r\n * @param right defines the end value\r\n * @param amount defines the gradient factor\r\n * @param result defines the Color3 object where to store the result\r\n */\r\n Color3.LerpToRef = function (left, right, amount, result) {\r\n result.r = left.r + ((right.r - left.r) * amount);\r\n result.g = left.g + ((right.g - left.g) * amount);\r\n result.b = left.b + ((right.b - left.b) * amount);\r\n };\r\n /**\r\n * Returns a Color3 value containing a red color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Red = function () { return new Color3(1, 0, 0); };\r\n /**\r\n * Returns a Color3 value containing a green color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Green = function () { return new Color3(0, 1, 0); };\r\n /**\r\n * Returns a Color3 value containing a blue color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Blue = function () { return new Color3(0, 0, 1); };\r\n /**\r\n * Returns a Color3 value containing a black color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Black = function () { return new Color3(0, 0, 0); };\r\n Object.defineProperty(Color3, \"BlackReadOnly\", {\r\n /**\r\n * Gets a Color3 value containing a black color that must not be updated\r\n */\r\n get: function () {\r\n return Color3._BlackReadOnly;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns a Color3 value containing a white color\r\n * @returns a new Color3 object\r\n */\r\n Color3.White = function () { return new Color3(1, 1, 1); };\r\n /**\r\n * Returns a Color3 value containing a purple color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };\r\n /**\r\n * Returns a Color3 value containing a magenta color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Magenta = function () { return new Color3(1, 0, 1); };\r\n /**\r\n * Returns a Color3 value containing a yellow color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Yellow = function () { return new Color3(1, 1, 0); };\r\n /**\r\n * Returns a Color3 value containing a gray color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };\r\n /**\r\n * Returns a Color3 value containing a teal color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };\r\n /**\r\n * Returns a Color3 value containing a random color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };\r\n // Statics\r\n Color3._BlackReadOnly = Color3.Black();\r\n return Color3;\r\n}());\r\nexport { Color3 };\r\n/**\r\n * Class used to hold a RBGA color\r\n */\r\nvar Color4 = /** @class */ (function () {\r\n /**\r\n * Creates a new Color4 object from red, green, blue values, all between 0 and 1\r\n * @param r defines the red component (between 0 and 1, default is 0)\r\n * @param g defines the green component (between 0 and 1, default is 0)\r\n * @param b defines the blue component (between 0 and 1, default is 0)\r\n * @param a defines the alpha component (between 0 and 1, default is 1)\r\n */\r\n function Color4(\r\n /**\r\n * Defines the red component (between 0 and 1, default is 0)\r\n */\r\n r, \r\n /**\r\n * Defines the green component (between 0 and 1, default is 0)\r\n */\r\n g, \r\n /**\r\n * Defines the blue component (between 0 and 1, default is 0)\r\n */\r\n b, \r\n /**\r\n * Defines the alpha component (between 0 and 1, default is 1)\r\n */\r\n a) {\r\n if (r === void 0) { r = 0; }\r\n if (g === void 0) { g = 0; }\r\n if (b === void 0) { b = 0; }\r\n if (a === void 0) { a = 1; }\r\n this.r = r;\r\n this.g = g;\r\n this.b = b;\r\n this.a = a;\r\n }\r\n // Operators\r\n /**\r\n * Adds in place the given Color4 values to the current Color4 object\r\n * @param right defines the second operand\r\n * @returns the current updated Color4 object\r\n */\r\n Color4.prototype.addInPlace = function (right) {\r\n this.r += right.r;\r\n this.g += right.g;\r\n this.b += right.b;\r\n this.a += right.a;\r\n return this;\r\n };\r\n /**\r\n * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values\r\n * @returns the new array\r\n */\r\n Color4.prototype.asArray = function () {\r\n var result = new Array();\r\n this.toArray(result, 0);\r\n return result;\r\n };\r\n /**\r\n * Stores from the starting index in the given array the Color4 successive values\r\n * @param array defines the array where to store the r,g,b components\r\n * @param index defines an optional index in the target array to define where to start storing values\r\n * @returns the current Color4 object\r\n */\r\n Color4.prototype.toArray = function (array, index) {\r\n if (index === void 0) { index = 0; }\r\n array[index] = this.r;\r\n array[index + 1] = this.g;\r\n array[index + 2] = this.b;\r\n array[index + 3] = this.a;\r\n return this;\r\n };\r\n /**\r\n * Determines equality between Color4 objects\r\n * @param otherColor defines the second operand\r\n * @returns true if the rgba values are equal to the given ones\r\n */\r\n Color4.prototype.equals = function (otherColor) {\r\n return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b && this.a === otherColor.a;\r\n };\r\n /**\r\n * Creates a new Color4 set with the added values of the current Color4 and of the given one\r\n * @param right defines the second operand\r\n * @returns a new Color4 object\r\n */\r\n Color4.prototype.add = function (right) {\r\n return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);\r\n };\r\n /**\r\n * Creates a new Color4 set with the subtracted values of the given one from the current Color4\r\n * @param right defines the second operand\r\n * @returns a new Color4 object\r\n */\r\n Color4.prototype.subtract = function (right) {\r\n return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);\r\n };\r\n /**\r\n * Subtracts the given ones from the current Color4 values and stores the results in \"result\"\r\n * @param right defines the second operand\r\n * @param result defines the Color4 object where to store the result\r\n * @returns the current Color4 object\r\n */\r\n Color4.prototype.subtractToRef = function (right, result) {\r\n result.r = this.r - right.r;\r\n result.g = this.g - right.g;\r\n result.b = this.b - right.b;\r\n result.a = this.a - right.a;\r\n return this;\r\n };\r\n /**\r\n * Creates a new Color4 with the current Color4 values multiplied by scale\r\n * @param scale defines the scaling factor to apply\r\n * @returns a new Color4 object\r\n */\r\n Color4.prototype.scale = function (scale) {\r\n return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);\r\n };\r\n /**\r\n * Multiplies the current Color4 values by scale and stores the result in \"result\"\r\n * @param scale defines the scaling factor to apply\r\n * @param result defines the Color4 object where to store the result\r\n * @returns the current unmodified Color4\r\n */\r\n Color4.prototype.scaleToRef = function (scale, result) {\r\n result.r = this.r * scale;\r\n result.g = this.g * scale;\r\n result.b = this.b * scale;\r\n result.a = this.a * scale;\r\n return this;\r\n };\r\n /**\r\n * Scale the current Color4 values by a factor and add the result to a given Color4\r\n * @param scale defines the scale factor\r\n * @param result defines the Color4 object where to store the result\r\n * @returns the unmodified current Color4\r\n */\r\n Color4.prototype.scaleAndAddToRef = function (scale, result) {\r\n result.r += this.r * scale;\r\n result.g += this.g * scale;\r\n result.b += this.b * scale;\r\n result.a += this.a * scale;\r\n return this;\r\n };\r\n /**\r\n * Clamps the rgb values by the min and max values and stores the result into \"result\"\r\n * @param min defines minimum clamping value (default is 0)\r\n * @param max defines maximum clamping value (default is 1)\r\n * @param result defines color to store the result into.\r\n * @returns the cuurent Color4\r\n */\r\n Color4.prototype.clampToRef = function (min, max, result) {\r\n if (min === void 0) { min = 0; }\r\n if (max === void 0) { max = 1; }\r\n result.r = Scalar.Clamp(this.r, min, max);\r\n result.g = Scalar.Clamp(this.g, min, max);\r\n result.b = Scalar.Clamp(this.b, min, max);\r\n result.a = Scalar.Clamp(this.a, min, max);\r\n return this;\r\n };\r\n /**\r\n * Multipy an Color4 value by another and return a new Color4 object\r\n * @param color defines the Color4 value to multiply by\r\n * @returns a new Color4 object\r\n */\r\n Color4.prototype.multiply = function (color) {\r\n return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);\r\n };\r\n /**\r\n * Multipy a Color4 value by another and push the result in a reference value\r\n * @param color defines the Color4 value to multiply by\r\n * @param result defines the Color4 to fill the result in\r\n * @returns the result Color4\r\n */\r\n Color4.prototype.multiplyToRef = function (color, result) {\r\n result.r = this.r * color.r;\r\n result.g = this.g * color.g;\r\n result.b = this.b * color.b;\r\n result.a = this.a * color.a;\r\n return result;\r\n };\r\n /**\r\n * Creates a string with the Color4 current values\r\n * @returns the string representation of the Color4 object\r\n */\r\n Color4.prototype.toString = function () {\r\n return \"{R: \" + this.r + \" G:\" + this.g + \" B:\" + this.b + \" A:\" + this.a + \"}\";\r\n };\r\n /**\r\n * Returns the string \"Color4\"\r\n * @returns \"Color4\"\r\n */\r\n Color4.prototype.getClassName = function () {\r\n return \"Color4\";\r\n };\r\n /**\r\n * Compute the Color4 hash code\r\n * @returns an unique number that can be used to hash Color4 objects\r\n */\r\n Color4.prototype.getHashCode = function () {\r\n var hash = (this.r * 255) | 0;\r\n hash = (hash * 397) ^ ((this.g * 255) | 0);\r\n hash = (hash * 397) ^ ((this.b * 255) | 0);\r\n hash = (hash * 397) ^ ((this.a * 255) | 0);\r\n return hash;\r\n };\r\n /**\r\n * Creates a new Color4 copied from the current one\r\n * @returns a new Color4 object\r\n */\r\n Color4.prototype.clone = function () {\r\n return new Color4(this.r, this.g, this.b, this.a);\r\n };\r\n /**\r\n * Copies the given Color4 values into the current one\r\n * @param source defines the source Color4 object\r\n * @returns the current updated Color4 object\r\n */\r\n Color4.prototype.copyFrom = function (source) {\r\n this.r = source.r;\r\n this.g = source.g;\r\n this.b = source.b;\r\n this.a = source.a;\r\n return this;\r\n };\r\n /**\r\n * Copies the given float values into the current one\r\n * @param r defines the red component to read from\r\n * @param g defines the green component to read from\r\n * @param b defines the blue component to read from\r\n * @param a defines the alpha component to read from\r\n * @returns the current updated Color4 object\r\n */\r\n Color4.prototype.copyFromFloats = function (r, g, b, a) {\r\n this.r = r;\r\n this.g = g;\r\n this.b = b;\r\n this.a = a;\r\n return this;\r\n };\r\n /**\r\n * Copies the given float values into the current one\r\n * @param r defines the red component to read from\r\n * @param g defines the green component to read from\r\n * @param b defines the blue component to read from\r\n * @param a defines the alpha component to read from\r\n * @returns the current updated Color4 object\r\n */\r\n Color4.prototype.set = function (r, g, b, a) {\r\n return this.copyFromFloats(r, g, b, a);\r\n };\r\n /**\r\n * Compute the Color4 hexadecimal code as a string\r\n * @returns a string containing the hexadecimal representation of the Color4 object\r\n */\r\n Color4.prototype.toHexString = function () {\r\n var intR = (this.r * 255) | 0;\r\n var intG = (this.g * 255) | 0;\r\n var intB = (this.b * 255) | 0;\r\n var intA = (this.a * 255) | 0;\r\n return \"#\" + Scalar.ToHex(intR) + Scalar.ToHex(intG) + Scalar.ToHex(intB) + Scalar.ToHex(intA);\r\n };\r\n /**\r\n * Computes a new Color4 converted from the current one to linear space\r\n * @returns a new Color4 object\r\n */\r\n Color4.prototype.toLinearSpace = function () {\r\n var convertedColor = new Color4();\r\n this.toLinearSpaceToRef(convertedColor);\r\n return convertedColor;\r\n };\r\n /**\r\n * Converts the Color4 values to linear space and stores the result in \"convertedColor\"\r\n * @param convertedColor defines the Color4 object where to store the linear space version\r\n * @returns the unmodified Color4\r\n */\r\n Color4.prototype.toLinearSpaceToRef = function (convertedColor) {\r\n convertedColor.r = Math.pow(this.r, ToLinearSpace);\r\n convertedColor.g = Math.pow(this.g, ToLinearSpace);\r\n convertedColor.b = Math.pow(this.b, ToLinearSpace);\r\n convertedColor.a = this.a;\r\n return this;\r\n };\r\n /**\r\n * Computes a new Color4 converted from the current one to gamma space\r\n * @returns a new Color4 object\r\n */\r\n Color4.prototype.toGammaSpace = function () {\r\n var convertedColor = new Color4();\r\n this.toGammaSpaceToRef(convertedColor);\r\n return convertedColor;\r\n };\r\n /**\r\n * Converts the Color4 values to gamma space and stores the result in \"convertedColor\"\r\n * @param convertedColor defines the Color4 object where to store the gamma space version\r\n * @returns the unmodified Color4\r\n */\r\n Color4.prototype.toGammaSpaceToRef = function (convertedColor) {\r\n convertedColor.r = Math.pow(this.r, ToGammaSpace);\r\n convertedColor.g = Math.pow(this.g, ToGammaSpace);\r\n convertedColor.b = Math.pow(this.b, ToGammaSpace);\r\n convertedColor.a = this.a;\r\n return this;\r\n };\r\n // Statics\r\n /**\r\n * Creates a new Color4 from the string containing valid hexadecimal values\r\n * @param hex defines a string containing valid hexadecimal values\r\n * @returns a new Color4 object\r\n */\r\n Color4.FromHexString = function (hex) {\r\n if (hex.substring(0, 1) !== \"#\" || hex.length !== 9) {\r\n return new Color4(0.0, 0.0, 0.0, 0.0);\r\n }\r\n var r = parseInt(hex.substring(1, 3), 16);\r\n var g = parseInt(hex.substring(3, 5), 16);\r\n var b = parseInt(hex.substring(5, 7), 16);\r\n var a = parseInt(hex.substring(7, 9), 16);\r\n return Color4.FromInts(r, g, b, a);\r\n };\r\n /**\r\n * Creates a new Color4 object set with the linearly interpolated values of \"amount\" between the left Color4 object and the right Color4 object\r\n * @param left defines the start value\r\n * @param right defines the end value\r\n * @param amount defines the gradient factor\r\n * @returns a new Color4 object\r\n */\r\n Color4.Lerp = function (left, right, amount) {\r\n var result = new Color4(0.0, 0.0, 0.0, 0.0);\r\n Color4.LerpToRef(left, right, amount, result);\r\n return result;\r\n };\r\n /**\r\n * Set the given \"result\" with the linearly interpolated values of \"amount\" between the left Color4 object and the right Color4 object\r\n * @param left defines the start value\r\n * @param right defines the end value\r\n * @param amount defines the gradient factor\r\n * @param result defines the Color4 object where to store data\r\n */\r\n Color4.LerpToRef = function (left, right, amount, result) {\r\n result.r = left.r + (right.r - left.r) * amount;\r\n result.g = left.g + (right.g - left.g) * amount;\r\n result.b = left.b + (right.b - left.b) * amount;\r\n result.a = left.a + (right.a - left.a) * amount;\r\n };\r\n /**\r\n * Creates a new Color4 from a Color3 and an alpha value\r\n * @param color3 defines the source Color3 to read from\r\n * @param alpha defines the alpha component (1.0 by default)\r\n * @returns a new Color4 object\r\n */\r\n Color4.FromColor3 = function (color3, alpha) {\r\n if (alpha === void 0) { alpha = 1.0; }\r\n return new Color4(color3.r, color3.g, color3.b, alpha);\r\n };\r\n /**\r\n * Creates a new Color4 from the starting index element of the given array\r\n * @param array defines the source array to read from\r\n * @param offset defines the offset in the source array\r\n * @returns a new Color4 object\r\n */\r\n Color4.FromArray = function (array, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);\r\n };\r\n /**\r\n * Creates a new Color3 from integer values (< 256)\r\n * @param r defines the red component to read from (value between 0 and 255)\r\n * @param g defines the green component to read from (value between 0 and 255)\r\n * @param b defines the blue component to read from (value between 0 and 255)\r\n * @param a defines the alpha component to read from (value between 0 and 255)\r\n * @returns a new Color3 object\r\n */\r\n Color4.FromInts = function (r, g, b, a) {\r\n return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);\r\n };\r\n /**\r\n * Check the content of a given array and convert it to an array containing RGBA data\r\n * If the original array was already containing count * 4 values then it is returned directly\r\n * @param colors defines the array to check\r\n * @param count defines the number of RGBA data to expect\r\n * @returns an array containing count * 4 values (RGBA)\r\n */\r\n Color4.CheckColors4 = function (colors, count) {\r\n // Check if color3 was used\r\n if (colors.length === count * 3) {\r\n var colors4 = [];\r\n for (var index = 0; index < colors.length; index += 3) {\r\n var newIndex = (index / 3) * 4;\r\n colors4[newIndex] = colors[index];\r\n colors4[newIndex + 1] = colors[index + 1];\r\n colors4[newIndex + 2] = colors[index + 2];\r\n colors4[newIndex + 3] = 1.0;\r\n }\r\n return colors4;\r\n }\r\n return colors;\r\n };\r\n return Color4;\r\n}());\r\nexport { Color4 };\r\n/**\r\n * @hidden\r\n */\r\nvar TmpColors = /** @class */ (function () {\r\n function TmpColors() {\r\n }\r\n TmpColors.Color3 = ArrayTools.BuildArray(3, Color3.Black);\r\n TmpColors.Color4 = ArrayTools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });\r\n return TmpColors;\r\n}());\r\nexport { TmpColors };\r\n_TypeStore.RegisteredTypes[\"BABYLON.Color3\"] = Color3;\r\n_TypeStore.RegisteredTypes[\"BABYLON.Color4\"] = Color4;\r\n//# sourceMappingURL=math.color.js.map","/** @hidden */\r\nvar _DevTools = /** @class */ (function () {\r\n function _DevTools() {\r\n }\r\n _DevTools.WarnImport = function (name) {\r\n return name + \" needs to be imported before as it contains a side-effect required by your code.\";\r\n };\r\n return _DevTools;\r\n}());\r\nexport { _DevTools };\r\n//# sourceMappingURL=devTools.js.map","import { __extends } from \"tslib\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\n/**\r\n * Gather the list of pointer event types as constants.\r\n */\r\nvar PointerEventTypes = /** @class */ (function () {\r\n function PointerEventTypes() {\r\n }\r\n /**\r\n * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.\r\n */\r\n PointerEventTypes.POINTERDOWN = 0x01;\r\n /**\r\n * The pointerup event is fired when a pointer is no longer active.\r\n */\r\n PointerEventTypes.POINTERUP = 0x02;\r\n /**\r\n * The pointermove event is fired when a pointer changes coordinates.\r\n */\r\n PointerEventTypes.POINTERMOVE = 0x04;\r\n /**\r\n * The pointerwheel event is fired when a mouse wheel has been rotated.\r\n */\r\n PointerEventTypes.POINTERWHEEL = 0x08;\r\n /**\r\n * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.\r\n */\r\n PointerEventTypes.POINTERPICK = 0x10;\r\n /**\r\n * The pointertap event is fired when a the object has been touched and released without drag.\r\n */\r\n PointerEventTypes.POINTERTAP = 0x20;\r\n /**\r\n * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.\r\n */\r\n PointerEventTypes.POINTERDOUBLETAP = 0x40;\r\n return PointerEventTypes;\r\n}());\r\nexport { PointerEventTypes };\r\n/**\r\n * Base class of pointer info types.\r\n */\r\nvar PointerInfoBase = /** @class */ (function () {\r\n /**\r\n * Instantiates the base class of pointers info.\r\n * @param type Defines the type of event (PointerEventTypes)\r\n * @param event Defines the related dom event\r\n */\r\n function PointerInfoBase(\r\n /**\r\n * Defines the type of event (PointerEventTypes)\r\n */\r\n type, \r\n /**\r\n * Defines the related dom event\r\n */\r\n event) {\r\n this.type = type;\r\n this.event = event;\r\n }\r\n return PointerInfoBase;\r\n}());\r\nexport { PointerInfoBase };\r\n/**\r\n * This class is used to store pointer related info for the onPrePointerObservable event.\r\n * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable\r\n */\r\nvar PointerInfoPre = /** @class */ (function (_super) {\r\n __extends(PointerInfoPre, _super);\r\n /**\r\n * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.\r\n * @param type Defines the type of event (PointerEventTypes)\r\n * @param event Defines the related dom event\r\n * @param localX Defines the local x coordinates of the pointer when the event occured\r\n * @param localY Defines the local y coordinates of the pointer when the event occured\r\n */\r\n function PointerInfoPre(type, event, localX, localY) {\r\n var _this = _super.call(this, type, event) || this;\r\n /**\r\n * Ray from a pointer if availible (eg. 6dof controller)\r\n */\r\n _this.ray = null;\r\n _this.skipOnPointerObservable = false;\r\n _this.localPosition = new Vector2(localX, localY);\r\n return _this;\r\n }\r\n return PointerInfoPre;\r\n}(PointerInfoBase));\r\nexport { PointerInfoPre };\r\n/**\r\n * This type contains all the data related to a pointer event in Babylon.js.\r\n * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.\r\n */\r\nvar PointerInfo = /** @class */ (function (_super) {\r\n __extends(PointerInfo, _super);\r\n /**\r\n * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.\r\n * @param type Defines the type of event (PointerEventTypes)\r\n * @param event Defines the related dom event\r\n * @param pickInfo Defines the picking info associated to the info (if any)\\\r\n */\r\n function PointerInfo(type, event, \r\n /**\r\n * Defines the picking info associated to the info (if any)\\\r\n */\r\n pickInfo) {\r\n var _this = _super.call(this, type, event) || this;\r\n _this.pickInfo = pickInfo;\r\n return _this;\r\n }\r\n return PointerInfo;\r\n}(PointerInfoBase));\r\nexport { PointerInfo };\r\n//# sourceMappingURL=pointerEvents.js.map","/** @hidden */\r\nvar _TypeStore = /** @class */ (function () {\r\n function _TypeStore() {\r\n }\r\n /** @hidden */\r\n _TypeStore.GetClass = function (fqdn) {\r\n if (this.RegisteredTypes && this.RegisteredTypes[fqdn]) {\r\n return this.RegisteredTypes[fqdn];\r\n }\r\n return null;\r\n };\r\n /** @hidden */\r\n _TypeStore.RegisteredTypes = {};\r\n return _TypeStore;\r\n}());\r\nexport { _TypeStore };\r\n//# sourceMappingURL=typeStore.js.map","/**\r\n * Logger used througouht the application to allow configuration of\r\n * the log level required for the messages.\r\n */\r\nvar Logger = /** @class */ (function () {\r\n function Logger() {\r\n }\r\n Logger._AddLogEntry = function (entry) {\r\n Logger._LogCache = entry + Logger._LogCache;\r\n if (Logger.OnNewCacheEntry) {\r\n Logger.OnNewCacheEntry(entry);\r\n }\r\n };\r\n Logger._FormatMessage = function (message) {\r\n var padStr = function (i) { return (i < 10) ? \"0\" + i : \"\" + i; };\r\n var date = new Date();\r\n return \"[\" + padStr(date.getHours()) + \":\" + padStr(date.getMinutes()) + \":\" + padStr(date.getSeconds()) + \"]: \" + message;\r\n };\r\n Logger._LogDisabled = function (message) {\r\n // nothing to do\r\n };\r\n Logger._LogEnabled = function (message) {\r\n var formattedMessage = Logger._FormatMessage(message);\r\n console.log(\"BJS - \" + formattedMessage);\r\n var entry = \"
\" + formattedMessage + \"

\";\r\n Logger._AddLogEntry(entry);\r\n };\r\n Logger._WarnDisabled = function (message) {\r\n // nothing to do\r\n };\r\n Logger._WarnEnabled = function (message) {\r\n var formattedMessage = Logger._FormatMessage(message);\r\n console.warn(\"BJS - \" + formattedMessage);\r\n var entry = \"
\" + formattedMessage + \"

\";\r\n Logger._AddLogEntry(entry);\r\n };\r\n Logger._ErrorDisabled = function (message) {\r\n // nothing to do\r\n };\r\n Logger._ErrorEnabled = function (message) {\r\n Logger.errorsCount++;\r\n var formattedMessage = Logger._FormatMessage(message);\r\n console.error(\"BJS - \" + formattedMessage);\r\n var entry = \"
\" + formattedMessage + \"

\";\r\n Logger._AddLogEntry(entry);\r\n };\r\n Object.defineProperty(Logger, \"LogCache\", {\r\n /**\r\n * Gets current log cache (list of logs)\r\n */\r\n get: function () {\r\n return Logger._LogCache;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Clears the log cache\r\n */\r\n Logger.ClearLogCache = function () {\r\n Logger._LogCache = \"\";\r\n Logger.errorsCount = 0;\r\n };\r\n Object.defineProperty(Logger, \"LogLevels\", {\r\n /**\r\n * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)\r\n */\r\n set: function (level) {\r\n if ((level & Logger.MessageLogLevel) === Logger.MessageLogLevel) {\r\n Logger.Log = Logger._LogEnabled;\r\n }\r\n else {\r\n Logger.Log = Logger._LogDisabled;\r\n }\r\n if ((level & Logger.WarningLogLevel) === Logger.WarningLogLevel) {\r\n Logger.Warn = Logger._WarnEnabled;\r\n }\r\n else {\r\n Logger.Warn = Logger._WarnDisabled;\r\n }\r\n if ((level & Logger.ErrorLogLevel) === Logger.ErrorLogLevel) {\r\n Logger.Error = Logger._ErrorEnabled;\r\n }\r\n else {\r\n Logger.Error = Logger._ErrorDisabled;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * No log\r\n */\r\n Logger.NoneLogLevel = 0;\r\n /**\r\n * Only message logs\r\n */\r\n Logger.MessageLogLevel = 1;\r\n /**\r\n * Only warning logs\r\n */\r\n Logger.WarningLogLevel = 2;\r\n /**\r\n * Only error logs\r\n */\r\n Logger.ErrorLogLevel = 4;\r\n /**\r\n * All logs\r\n */\r\n Logger.AllLogLevel = 7;\r\n Logger._LogCache = \"\";\r\n /**\r\n * Gets a value indicating the number of loading errors\r\n * @ignorenaming\r\n */\r\n Logger.errorsCount = 0;\r\n /**\r\n * Log a message to the console\r\n */\r\n Logger.Log = Logger._LogEnabled;\r\n /**\r\n * Write a warning message to the console\r\n */\r\n Logger.Warn = Logger._WarnEnabled;\r\n /**\r\n * Write an error message to the console\r\n */\r\n Logger.Error = Logger._ErrorEnabled;\r\n return Logger;\r\n}());\r\nexport { Logger };\r\n//# sourceMappingURL=logger.js.map","import { Vector3, Vector4 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { Color4 } from '../Maths/math.color';\r\n/**\r\n * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance\r\n */\r\nvar VertexData = /** @class */ (function () {\r\n function VertexData() {\r\n }\r\n /**\r\n * Uses the passed data array to set the set the values for the specified kind of data\r\n * @param data a linear array of floating numbers\r\n * @param kind the type of data that is being set, eg positions, colors etc\r\n */\r\n VertexData.prototype.set = function (data, kind) {\r\n switch (kind) {\r\n case VertexBuffer.PositionKind:\r\n this.positions = data;\r\n break;\r\n case VertexBuffer.NormalKind:\r\n this.normals = data;\r\n break;\r\n case VertexBuffer.TangentKind:\r\n this.tangents = data;\r\n break;\r\n case VertexBuffer.UVKind:\r\n this.uvs = data;\r\n break;\r\n case VertexBuffer.UV2Kind:\r\n this.uvs2 = data;\r\n break;\r\n case VertexBuffer.UV3Kind:\r\n this.uvs3 = data;\r\n break;\r\n case VertexBuffer.UV4Kind:\r\n this.uvs4 = data;\r\n break;\r\n case VertexBuffer.UV5Kind:\r\n this.uvs5 = data;\r\n break;\r\n case VertexBuffer.UV6Kind:\r\n this.uvs6 = data;\r\n break;\r\n case VertexBuffer.ColorKind:\r\n this.colors = data;\r\n break;\r\n case VertexBuffer.MatricesIndicesKind:\r\n this.matricesIndices = data;\r\n break;\r\n case VertexBuffer.MatricesWeightsKind:\r\n this.matricesWeights = data;\r\n break;\r\n case VertexBuffer.MatricesIndicesExtraKind:\r\n this.matricesIndicesExtra = data;\r\n break;\r\n case VertexBuffer.MatricesWeightsExtraKind:\r\n this.matricesWeightsExtra = data;\r\n break;\r\n }\r\n };\r\n /**\r\n * Associates the vertexData to the passed Mesh.\r\n * Sets it as updatable or not (default `false`)\r\n * @param mesh the mesh the vertexData is applied to\r\n * @param updatable when used and having the value true allows new data to update the vertexData\r\n * @returns the VertexData\r\n */\r\n VertexData.prototype.applyToMesh = function (mesh, updatable) {\r\n this._applyTo(mesh, updatable);\r\n return this;\r\n };\r\n /**\r\n * Associates the vertexData to the passed Geometry.\r\n * Sets it as updatable or not (default `false`)\r\n * @param geometry the geometry the vertexData is applied to\r\n * @param updatable when used and having the value true allows new data to update the vertexData\r\n * @returns VertexData\r\n */\r\n VertexData.prototype.applyToGeometry = function (geometry, updatable) {\r\n this._applyTo(geometry, updatable);\r\n return this;\r\n };\r\n /**\r\n * Updates the associated mesh\r\n * @param mesh the mesh to be updated\r\n * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false\r\n * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false\r\n * @returns VertexData\r\n */\r\n VertexData.prototype.updateMesh = function (mesh) {\r\n this._update(mesh);\r\n return this;\r\n };\r\n /**\r\n * Updates the associated geometry\r\n * @param geometry the geometry to be updated\r\n * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false\r\n * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false\r\n * @returns VertexData.\r\n */\r\n VertexData.prototype.updateGeometry = function (geometry) {\r\n this._update(geometry);\r\n return this;\r\n };\r\n VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {\r\n if (updatable === void 0) { updatable = false; }\r\n if (this.positions) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.PositionKind, this.positions, updatable);\r\n }\r\n if (this.normals) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.NormalKind, this.normals, updatable);\r\n }\r\n if (this.tangents) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.TangentKind, this.tangents, updatable);\r\n }\r\n if (this.uvs) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UVKind, this.uvs, updatable);\r\n }\r\n if (this.uvs2) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UV2Kind, this.uvs2, updatable);\r\n }\r\n if (this.uvs3) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UV3Kind, this.uvs3, updatable);\r\n }\r\n if (this.uvs4) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UV4Kind, this.uvs4, updatable);\r\n }\r\n if (this.uvs5) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UV5Kind, this.uvs5, updatable);\r\n }\r\n if (this.uvs6) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UV6Kind, this.uvs6, updatable);\r\n }\r\n if (this.colors) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.ColorKind, this.colors, updatable);\r\n }\r\n if (this.matricesIndices) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);\r\n }\r\n if (this.matricesWeights) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);\r\n }\r\n if (this.matricesIndicesExtra) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);\r\n }\r\n if (this.matricesWeightsExtra) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);\r\n }\r\n if (this.indices) {\r\n meshOrGeometry.setIndices(this.indices, null, updatable);\r\n }\r\n else {\r\n meshOrGeometry.setIndices([], null);\r\n }\r\n return this;\r\n };\r\n VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {\r\n if (this.positions) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);\r\n }\r\n if (this.normals) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);\r\n }\r\n if (this.tangents) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);\r\n }\r\n if (this.uvs) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);\r\n }\r\n if (this.uvs2) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);\r\n }\r\n if (this.uvs3) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);\r\n }\r\n if (this.uvs4) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);\r\n }\r\n if (this.uvs5) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);\r\n }\r\n if (this.uvs6) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);\r\n }\r\n if (this.colors) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);\r\n }\r\n if (this.matricesIndices) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);\r\n }\r\n if (this.matricesWeights) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);\r\n }\r\n if (this.matricesIndicesExtra) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);\r\n }\r\n if (this.matricesWeightsExtra) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);\r\n }\r\n if (this.indices) {\r\n meshOrGeometry.setIndices(this.indices, null);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Transforms each position and each normal of the vertexData according to the passed Matrix\r\n * @param matrix the transforming matrix\r\n * @returns the VertexData\r\n */\r\n VertexData.prototype.transform = function (matrix) {\r\n var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;\r\n var transformed = Vector3.Zero();\r\n var index;\r\n if (this.positions) {\r\n var position = Vector3.Zero();\r\n for (index = 0; index < this.positions.length; index += 3) {\r\n Vector3.FromArrayToRef(this.positions, index, position);\r\n Vector3.TransformCoordinatesToRef(position, matrix, transformed);\r\n this.positions[index] = transformed.x;\r\n this.positions[index + 1] = transformed.y;\r\n this.positions[index + 2] = transformed.z;\r\n }\r\n }\r\n if (this.normals) {\r\n var normal = Vector3.Zero();\r\n for (index = 0; index < this.normals.length; index += 3) {\r\n Vector3.FromArrayToRef(this.normals, index, normal);\r\n Vector3.TransformNormalToRef(normal, matrix, transformed);\r\n this.normals[index] = transformed.x;\r\n this.normals[index + 1] = transformed.y;\r\n this.normals[index + 2] = transformed.z;\r\n }\r\n }\r\n if (this.tangents) {\r\n var tangent = Vector4.Zero();\r\n var tangentTransformed = Vector4.Zero();\r\n for (index = 0; index < this.tangents.length; index += 4) {\r\n Vector4.FromArrayToRef(this.tangents, index, tangent);\r\n Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);\r\n this.tangents[index] = tangentTransformed.x;\r\n this.tangents[index + 1] = tangentTransformed.y;\r\n this.tangents[index + 2] = tangentTransformed.z;\r\n this.tangents[index + 3] = tangentTransformed.w;\r\n }\r\n }\r\n if (flip && this.indices) {\r\n for (index = 0; index < this.indices.length; index += 3) {\r\n var tmp = this.indices[index + 1];\r\n this.indices[index + 1] = this.indices[index + 2];\r\n this.indices[index + 2] = tmp;\r\n }\r\n }\r\n return this;\r\n };\r\n /**\r\n * Merges the passed VertexData into the current one\r\n * @param other the VertexData to be merged into the current one\r\n * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array\r\n * @returns the modified VertexData\r\n */\r\n VertexData.prototype.merge = function (other, use32BitsIndices) {\r\n if (use32BitsIndices === void 0) { use32BitsIndices = false; }\r\n this._validate();\r\n other._validate();\r\n if (!this.normals !== !other.normals ||\r\n !this.tangents !== !other.tangents ||\r\n !this.uvs !== !other.uvs ||\r\n !this.uvs2 !== !other.uvs2 ||\r\n !this.uvs3 !== !other.uvs3 ||\r\n !this.uvs4 !== !other.uvs4 ||\r\n !this.uvs5 !== !other.uvs5 ||\r\n !this.uvs6 !== !other.uvs6 ||\r\n !this.colors !== !other.colors ||\r\n !this.matricesIndices !== !other.matricesIndices ||\r\n !this.matricesWeights !== !other.matricesWeights ||\r\n !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||\r\n !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {\r\n throw new Error(\"Cannot merge vertex data that do not have the same set of attributes\");\r\n }\r\n if (other.indices) {\r\n if (!this.indices) {\r\n this.indices = [];\r\n }\r\n var offset = this.positions ? this.positions.length / 3 : 0;\r\n var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;\r\n if (isSrcTypedArray) {\r\n var len = this.indices.length + other.indices.length;\r\n var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);\r\n temp.set(this.indices);\r\n var decal = this.indices.length;\r\n for (var index = 0; index < other.indices.length; index++) {\r\n temp[decal + index] = other.indices[index] + offset;\r\n }\r\n this.indices = temp;\r\n }\r\n else {\r\n for (var index = 0; index < other.indices.length; index++) {\r\n this.indices.push(other.indices[index] + offset);\r\n }\r\n }\r\n }\r\n this.positions = this._mergeElement(this.positions, other.positions);\r\n this.normals = this._mergeElement(this.normals, other.normals);\r\n this.tangents = this._mergeElement(this.tangents, other.tangents);\r\n this.uvs = this._mergeElement(this.uvs, other.uvs);\r\n this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);\r\n this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);\r\n this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);\r\n this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);\r\n this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);\r\n this.colors = this._mergeElement(this.colors, other.colors);\r\n this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);\r\n this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);\r\n this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);\r\n this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);\r\n return this;\r\n };\r\n VertexData.prototype._mergeElement = function (source, other) {\r\n if (!source) {\r\n return other;\r\n }\r\n if (!other) {\r\n return source;\r\n }\r\n var len = other.length + source.length;\r\n var isSrcTypedArray = source instanceof Float32Array;\r\n var isOthTypedArray = other instanceof Float32Array;\r\n // use non-loop method when the source is Float32Array\r\n if (isSrcTypedArray) {\r\n var ret32 = new Float32Array(len);\r\n ret32.set(source);\r\n ret32.set(other, source.length);\r\n return ret32;\r\n // source is number[], when other is also use concat\r\n }\r\n else if (!isOthTypedArray) {\r\n return source.concat(other);\r\n // source is a number[], but other is a Float32Array, loop required\r\n }\r\n else {\r\n var ret = source.slice(0); // copy source to a separate array\r\n for (var i = 0, len = other.length; i < len; i++) {\r\n ret.push(other[i]);\r\n }\r\n return ret;\r\n }\r\n };\r\n VertexData.prototype._validate = function () {\r\n if (!this.positions) {\r\n throw new Error(\"Positions are required\");\r\n }\r\n var getElementCount = function (kind, values) {\r\n var stride = VertexBuffer.DeduceStride(kind);\r\n if ((values.length % stride) !== 0) {\r\n throw new Error(\"The \" + kind + \"s array count must be a multiple of \" + stride);\r\n }\r\n return values.length / stride;\r\n };\r\n var positionsElementCount = getElementCount(VertexBuffer.PositionKind, this.positions);\r\n var validateElementCount = function (kind, values) {\r\n var elementCount = getElementCount(kind, values);\r\n if (elementCount !== positionsElementCount) {\r\n throw new Error(\"The \" + kind + \"s element count (\" + elementCount + \") does not match the positions count (\" + positionsElementCount + \")\");\r\n }\r\n };\r\n if (this.normals) {\r\n validateElementCount(VertexBuffer.NormalKind, this.normals);\r\n }\r\n if (this.tangents) {\r\n validateElementCount(VertexBuffer.TangentKind, this.tangents);\r\n }\r\n if (this.uvs) {\r\n validateElementCount(VertexBuffer.UVKind, this.uvs);\r\n }\r\n if (this.uvs2) {\r\n validateElementCount(VertexBuffer.UV2Kind, this.uvs2);\r\n }\r\n if (this.uvs3) {\r\n validateElementCount(VertexBuffer.UV3Kind, this.uvs3);\r\n }\r\n if (this.uvs4) {\r\n validateElementCount(VertexBuffer.UV4Kind, this.uvs4);\r\n }\r\n if (this.uvs5) {\r\n validateElementCount(VertexBuffer.UV5Kind, this.uvs5);\r\n }\r\n if (this.uvs6) {\r\n validateElementCount(VertexBuffer.UV6Kind, this.uvs6);\r\n }\r\n if (this.colors) {\r\n validateElementCount(VertexBuffer.ColorKind, this.colors);\r\n }\r\n if (this.matricesIndices) {\r\n validateElementCount(VertexBuffer.MatricesIndicesKind, this.matricesIndices);\r\n }\r\n if (this.matricesWeights) {\r\n validateElementCount(VertexBuffer.MatricesWeightsKind, this.matricesWeights);\r\n }\r\n if (this.matricesIndicesExtra) {\r\n validateElementCount(VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);\r\n }\r\n if (this.matricesWeightsExtra) {\r\n validateElementCount(VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);\r\n }\r\n };\r\n /**\r\n * Serializes the VertexData\r\n * @returns a serialized object\r\n */\r\n VertexData.prototype.serialize = function () {\r\n var serializationObject = this.serialize();\r\n if (this.positions) {\r\n serializationObject.positions = this.positions;\r\n }\r\n if (this.normals) {\r\n serializationObject.normals = this.normals;\r\n }\r\n if (this.tangents) {\r\n serializationObject.tangents = this.tangents;\r\n }\r\n if (this.uvs) {\r\n serializationObject.uvs = this.uvs;\r\n }\r\n if (this.uvs2) {\r\n serializationObject.uvs2 = this.uvs2;\r\n }\r\n if (this.uvs3) {\r\n serializationObject.uvs3 = this.uvs3;\r\n }\r\n if (this.uvs4) {\r\n serializationObject.uvs4 = this.uvs4;\r\n }\r\n if (this.uvs5) {\r\n serializationObject.uvs5 = this.uvs5;\r\n }\r\n if (this.uvs6) {\r\n serializationObject.uvs6 = this.uvs6;\r\n }\r\n if (this.colors) {\r\n serializationObject.colors = this.colors;\r\n }\r\n if (this.matricesIndices) {\r\n serializationObject.matricesIndices = this.matricesIndices;\r\n serializationObject.matricesIndices._isExpanded = true;\r\n }\r\n if (this.matricesWeights) {\r\n serializationObject.matricesWeights = this.matricesWeights;\r\n }\r\n if (this.matricesIndicesExtra) {\r\n serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;\r\n serializationObject.matricesIndicesExtra._isExpanded = true;\r\n }\r\n if (this.matricesWeightsExtra) {\r\n serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;\r\n }\r\n serializationObject.indices = this.indices;\r\n return serializationObject;\r\n };\r\n // Statics\r\n /**\r\n * Extracts the vertexData from a mesh\r\n * @param mesh the mesh from which to extract the VertexData\r\n * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false\r\n * @param forceCopy indicating that the VertexData must be cloned, optional, default false\r\n * @returns the object VertexData associated to the passed mesh\r\n */\r\n VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {\r\n return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);\r\n };\r\n /**\r\n * Extracts the vertexData from the geometry\r\n * @param geometry the geometry from which to extract the VertexData\r\n * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false\r\n * @param forceCopy indicating that the VertexData must be cloned, optional, default false\r\n * @returns the object VertexData associated to the passed mesh\r\n */\r\n VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {\r\n return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);\r\n };\r\n VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {\r\n var result = new VertexData();\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.PositionKind)) {\r\n result.positions = meshOrGeometry.getVerticesData(VertexBuffer.PositionKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n result.normals = meshOrGeometry.getVerticesData(VertexBuffer.NormalKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n result.tangents = meshOrGeometry.getVerticesData(VertexBuffer.TangentKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n result.uvs = meshOrGeometry.getVerticesData(VertexBuffer.UVKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n result.uvs2 = meshOrGeometry.getVerticesData(VertexBuffer.UV2Kind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV3Kind)) {\r\n result.uvs3 = meshOrGeometry.getVerticesData(VertexBuffer.UV3Kind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV4Kind)) {\r\n result.uvs4 = meshOrGeometry.getVerticesData(VertexBuffer.UV4Kind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV5Kind)) {\r\n result.uvs5 = meshOrGeometry.getVerticesData(VertexBuffer.UV5Kind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV6Kind)) {\r\n result.uvs6 = meshOrGeometry.getVerticesData(VertexBuffer.UV6Kind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.ColorKind)) {\r\n result.colors = meshOrGeometry.getVerticesData(VertexBuffer.ColorKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesIndicesKind)) {\r\n result.matricesIndices = meshOrGeometry.getVerticesData(VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {\r\n result.matricesWeights = meshOrGeometry.getVerticesData(VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesIndicesExtraKind)) {\r\n result.matricesIndicesExtra = meshOrGeometry.getVerticesData(VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesWeightsExtraKind)) {\r\n result.matricesWeightsExtra = meshOrGeometry.getVerticesData(VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);\r\n }\r\n result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);\r\n return result;\r\n };\r\n /**\r\n * Creates the VertexData for a Ribbon\r\n * @param options an object used to set the following optional parameters for the ribbon, required but can be empty\r\n * * pathArray array of paths, each of which an array of successive Vector3\r\n * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false\r\n * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false\r\n * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false\r\n * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional\r\n * * colors a linear array, of length 4 * number of vertices, of custom color values, optional\r\n * @returns the VertexData of the ribbon\r\n */\r\n VertexData.CreateRibbon = function (options) {\r\n throw _DevTools.WarnImport(\"ribbonBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a box\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * size sets the width, height and depth of the box to the value of size, optional default 1\r\n * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size\r\n * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size\r\n * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size\r\n * * faceUV an array of 6 Vector4 elements used to set different images to each box side\r\n * * faceColors an array of 6 Color3 elements used to set different colors to each box side\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the box\r\n */\r\n VertexData.CreateBox = function (options) {\r\n throw _DevTools.WarnImport(\"boxBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a tiled box\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * faceTiles sets the pattern, tile size and number of tiles for a face\r\n * * faceUV an array of 6 Vector4 elements used to set different images to each box side\r\n * * faceColors an array of 6 Color3 elements used to set different colors to each box side\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @returns the VertexData of the box\r\n */\r\n VertexData.CreateTiledBox = function (options) {\r\n throw _DevTools.WarnImport(\"tiledBoxBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a tiled plane\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * pattern a limited pattern arrangement depending on the number\r\n * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1\r\n * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size\r\n * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the tiled plane\r\n */\r\n VertexData.CreateTiledPlane = function (options) {\r\n throw _DevTools.WarnImport(\"tiledPlaneBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for an ellipsoid, defaults to a sphere\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * segments sets the number of horizontal strips optional, default 32\r\n * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1\r\n * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter\r\n * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter\r\n * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter\r\n * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1\r\n * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the ellipsoid\r\n */\r\n VertexData.CreateSphere = function (options) {\r\n throw _DevTools.WarnImport(\"sphereBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a cylinder, cone or prism\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * height sets the height (y direction) of the cylinder, optional, default 2\r\n * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter\r\n * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter\r\n * * diameter sets the diameter of the top and bottom of the cone, optional default 1\r\n * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24\r\n * * subdivisions` the number of rings along the cylinder height, optional, default 1\r\n * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1\r\n * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false\r\n * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the cylinder, cone or prism\r\n */\r\n VertexData.CreateCylinder = function (options) {\r\n throw _DevTools.WarnImport(\"cylinderBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a torus\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * diameter the diameter of the torus, optional default 1\r\n * * thickness the diameter of the tube forming the torus, optional default 0.5\r\n * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the torus\r\n */\r\n VertexData.CreateTorus = function (options) {\r\n throw _DevTools.WarnImport(\"torusBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData of the LineSystem\r\n * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty\r\n * - lines an array of lines, each line being an array of successive Vector3\r\n * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point\r\n * @returns the VertexData of the LineSystem\r\n */\r\n VertexData.CreateLineSystem = function (options) {\r\n throw _DevTools.WarnImport(\"linesBuilder\");\r\n };\r\n /**\r\n * Create the VertexData for a DashedLines\r\n * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty\r\n * - points an array successive Vector3\r\n * - dashSize the size of the dashes relative to the dash number, optional, default 3\r\n * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1\r\n * - dashNb the intended total number of dashes, optional, default 200\r\n * @returns the VertexData for the DashedLines\r\n */\r\n VertexData.CreateDashedLines = function (options) {\r\n throw _DevTools.WarnImport(\"linesBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a Ground\r\n * @param options an object used to set the following optional parameters for the Ground, required but can be empty\r\n * - width the width (x direction) of the ground, optional, default 1\r\n * - height the height (z direction) of the ground, optional, default 1\r\n * - subdivisions the number of subdivisions per side, optional, default 1\r\n * @returns the VertexData of the Ground\r\n */\r\n VertexData.CreateGround = function (options) {\r\n throw _DevTools.WarnImport(\"groundBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a TiledGround by subdividing the ground into tiles\r\n * @param options an object used to set the following optional parameters for the Ground, required but can be empty\r\n * * xmin the ground minimum X coordinate, optional, default -1\r\n * * zmin the ground minimum Z coordinate, optional, default -1\r\n * * xmax the ground maximum X coordinate, optional, default 1\r\n * * zmax the ground maximum Z coordinate, optional, default 1\r\n * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}\r\n * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}\r\n * @returns the VertexData of the TiledGround\r\n */\r\n VertexData.CreateTiledGround = function (options) {\r\n throw _DevTools.WarnImport(\"groundBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData of the Ground designed from a heightmap\r\n * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap\r\n * * width the width (x direction) of the ground\r\n * * height the height (z direction) of the ground\r\n * * subdivisions the number of subdivisions per side\r\n * * minHeight the minimum altitude on the ground, optional, default 0\r\n * * maxHeight the maximum altitude on the ground, optional default 1\r\n * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)\r\n * * buffer the array holding the image color data\r\n * * bufferWidth the width of image\r\n * * bufferHeight the height of image\r\n * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * @returns the VertexData of the Ground designed from a heightmap\r\n */\r\n VertexData.CreateGroundFromHeightMap = function (options) {\r\n throw _DevTools.WarnImport(\"groundBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a Plane\r\n * @param options an object used to set the following optional parameters for the plane, required but can be empty\r\n * * size sets the width and height of the plane to the value of size, optional default 1\r\n * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size\r\n * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the box\r\n */\r\n VertexData.CreatePlane = function (options) {\r\n throw _DevTools.WarnImport(\"planeBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData of the Disc or regular Polygon\r\n * @param options an object used to set the following optional parameters for the disc, required but can be empty\r\n * * radius the radius of the disc, optional default 0.5\r\n * * tessellation the number of polygon sides, optional, default 64\r\n * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the box\r\n */\r\n VertexData.CreateDisc = function (options) {\r\n throw _DevTools.WarnImport(\"discBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()\r\n * All parameters are provided by MeshBuilder.CreatePolygon as needed\r\n * @param polygon a mesh built from polygonTriangulation.build()\r\n * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the Polygon\r\n */\r\n VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {\r\n throw _DevTools.WarnImport(\"polygonBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData of the IcoSphere\r\n * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty\r\n * * radius the radius of the IcoSphere, optional default 1\r\n * * radiusX allows stretching in the x direction, optional, default radius\r\n * * radiusY allows stretching in the y direction, optional, default radius\r\n * * radiusZ allows stretching in the z direction, optional, default radius\r\n * * flat when true creates a flat shaded mesh, optional, default true\r\n * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the IcoSphere\r\n */\r\n VertexData.CreateIcoSphere = function (options) {\r\n throw _DevTools.WarnImport(\"icoSphereBuilder\");\r\n };\r\n // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html\r\n /**\r\n * Creates the VertexData for a Polyhedron\r\n * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty\r\n * * type provided types are:\r\n * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)\r\n * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)\r\n * * size the size of the IcoSphere, optional default 1\r\n * * sizeX allows stretching in the x direction, optional, default size\r\n * * sizeY allows stretching in the y direction, optional, default size\r\n * * sizeZ allows stretching in the z direction, optional, default size\r\n * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor\r\n * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * * flat when true creates a flat shaded mesh, optional, default true\r\n * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the Polyhedron\r\n */\r\n VertexData.CreatePolyhedron = function (options) {\r\n throw _DevTools.WarnImport(\"polyhedronBuilder\");\r\n };\r\n // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473\r\n /**\r\n * Creates the VertexData for a TorusKnot\r\n * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty\r\n * * radius the radius of the torus knot, optional, default 2\r\n * * tube the thickness of the tube, optional, default 0.5\r\n * * radialSegments the number of sides on each tube segments, optional, default 32\r\n * * tubularSegments the number of tubes to decompose the knot into, optional, default 32\r\n * * p the number of windings around the z axis, optional, default 2\r\n * * q the number of windings around the x axis, optional, default 3\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the Torus Knot\r\n */\r\n VertexData.CreateTorusKnot = function (options) {\r\n throw _DevTools.WarnImport(\"torusKnotBuilder\");\r\n };\r\n // Tools\r\n /**\r\n * Compute normals for given positions and indices\r\n * @param positions an array of vertex positions, [...., x, y, z, ......]\r\n * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]\r\n * @param normals an array of vertex normals, [...., x, y, z, ......]\r\n * @param options an object used to set the following optional parameters for the TorusKnot, optional\r\n * * facetNormals : optional array of facet normals (vector3)\r\n * * facetPositions : optional array of facet positions (vector3)\r\n * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation\r\n * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation\r\n * * bInfo : optional bounding info, required for facetPartitioning computation\r\n * * bbSize : optional bounding box size data, required for facetPartitioning computation\r\n * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation\r\n * * useRightHandedSystem: optional boolean to for right handed system computation\r\n * * depthSort : optional boolean to enable the facet depth sort computation\r\n * * distanceTo : optional Vector3 to compute the facet depth from this location\r\n * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location\r\n */\r\n VertexData.ComputeNormals = function (positions, indices, normals, options) {\r\n // temporary scalar variables\r\n var index = 0; // facet index\r\n var p1p2x = 0.0; // p1p2 vector x coordinate\r\n var p1p2y = 0.0; // p1p2 vector y coordinate\r\n var p1p2z = 0.0; // p1p2 vector z coordinate\r\n var p3p2x = 0.0; // p3p2 vector x coordinate\r\n var p3p2y = 0.0; // p3p2 vector y coordinate\r\n var p3p2z = 0.0; // p3p2 vector z coordinate\r\n var faceNormalx = 0.0; // facet normal x coordinate\r\n var faceNormaly = 0.0; // facet normal y coordinate\r\n var faceNormalz = 0.0; // facet normal z coordinate\r\n var length = 0.0; // facet normal length before normalization\r\n var v1x = 0; // vector1 x index in the positions array\r\n var v1y = 0; // vector1 y index in the positions array\r\n var v1z = 0; // vector1 z index in the positions array\r\n var v2x = 0; // vector2 x index in the positions array\r\n var v2y = 0; // vector2 y index in the positions array\r\n var v2z = 0; // vector2 z index in the positions array\r\n var v3x = 0; // vector3 x index in the positions array\r\n var v3y = 0; // vector3 y index in the positions array\r\n var v3z = 0; // vector3 z index in the positions array\r\n var computeFacetNormals = false;\r\n var computeFacetPositions = false;\r\n var computeFacetPartitioning = false;\r\n var computeDepthSort = false;\r\n var faceNormalSign = 1;\r\n var ratio = 0;\r\n var distanceTo = null;\r\n if (options) {\r\n computeFacetNormals = (options.facetNormals) ? true : false;\r\n computeFacetPositions = (options.facetPositions) ? true : false;\r\n computeFacetPartitioning = (options.facetPartitioning) ? true : false;\r\n faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;\r\n ratio = options.ratio || 0;\r\n computeDepthSort = (options.depthSort) ? true : false;\r\n distanceTo = (options.distanceTo);\r\n if (computeDepthSort) {\r\n if (distanceTo === undefined) {\r\n distanceTo = Vector3.Zero();\r\n }\r\n var depthSortedFacets = options.depthSortedFacets;\r\n }\r\n }\r\n // facetPartitioning reinit if needed\r\n var xSubRatio = 0;\r\n var ySubRatio = 0;\r\n var zSubRatio = 0;\r\n var subSq = 0;\r\n if (computeFacetPartitioning && options && options.bbSize) {\r\n var ox = 0; // X partitioning index for facet position\r\n var oy = 0; // Y partinioning index for facet position\r\n var oz = 0; // Z partinioning index for facet position\r\n var b1x = 0; // X partitioning index for facet v1 vertex\r\n var b1y = 0; // Y partitioning index for facet v1 vertex\r\n var b1z = 0; // z partitioning index for facet v1 vertex\r\n var b2x = 0; // X partitioning index for facet v2 vertex\r\n var b2y = 0; // Y partitioning index for facet v2 vertex\r\n var b2z = 0; // Z partitioning index for facet v2 vertex\r\n var b3x = 0; // X partitioning index for facet v3 vertex\r\n var b3y = 0; // Y partitioning index for facet v3 vertex\r\n var b3z = 0; // Z partitioning index for facet v3 vertex\r\n var block_idx_o = 0; // facet barycenter block index\r\n var block_idx_v1 = 0; // v1 vertex block index\r\n var block_idx_v2 = 0; // v2 vertex block index\r\n var block_idx_v3 = 0; // v3 vertex block index\r\n var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;\r\n bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;\r\n xSubRatio = options.subDiv.X * ratio / options.bbSize.x;\r\n ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;\r\n zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;\r\n subSq = options.subDiv.max * options.subDiv.max;\r\n options.facetPartitioning.length = 0;\r\n }\r\n // reset the normals\r\n for (index = 0; index < positions.length; index++) {\r\n normals[index] = 0.0;\r\n }\r\n // Loop : 1 indice triplet = 1 facet\r\n var nbFaces = (indices.length / 3) | 0;\r\n for (index = 0; index < nbFaces; index++) {\r\n // get the indexes of the coordinates of each vertex of the facet\r\n v1x = indices[index * 3] * 3;\r\n v1y = v1x + 1;\r\n v1z = v1x + 2;\r\n v2x = indices[index * 3 + 1] * 3;\r\n v2y = v2x + 1;\r\n v2z = v2x + 2;\r\n v3x = indices[index * 3 + 2] * 3;\r\n v3y = v3x + 1;\r\n v3z = v3x + 2;\r\n p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2\r\n p1p2y = positions[v1y] - positions[v2y];\r\n p1p2z = positions[v1z] - positions[v2z];\r\n p3p2x = positions[v3x] - positions[v2x];\r\n p3p2y = positions[v3y] - positions[v2y];\r\n p3p2z = positions[v3z] - positions[v2z];\r\n // compute the face normal with the cross product\r\n faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);\r\n faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);\r\n faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);\r\n // normalize this normal and store it in the array facetData\r\n length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);\r\n length = (length === 0) ? 1.0 : length;\r\n faceNormalx /= length;\r\n faceNormaly /= length;\r\n faceNormalz /= length;\r\n if (computeFacetNormals && options) {\r\n options.facetNormals[index].x = faceNormalx;\r\n options.facetNormals[index].y = faceNormaly;\r\n options.facetNormals[index].z = faceNormalz;\r\n }\r\n if (computeFacetPositions && options) {\r\n // compute and the facet barycenter coordinates in the array facetPositions\r\n options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;\r\n options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;\r\n options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;\r\n }\r\n if (computeFacetPartitioning && options) {\r\n // store the facet indexes in arrays in the main facetPartitioning array :\r\n // compute each facet vertex (+ facet barycenter) index in the partiniong array\r\n ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);\r\n oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);\r\n oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);\r\n b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);\r\n b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);\r\n b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);\r\n b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);\r\n b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);\r\n b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);\r\n b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);\r\n b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);\r\n b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);\r\n block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;\r\n block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;\r\n block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;\r\n block_idx_o = ox + options.subDiv.max * oy + subSq * oz;\r\n options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();\r\n options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();\r\n options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();\r\n options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();\r\n // push each facet index in each block containing the vertex\r\n options.facetPartitioning[block_idx_v1].push(index);\r\n if (block_idx_v2 != block_idx_v1) {\r\n options.facetPartitioning[block_idx_v2].push(index);\r\n }\r\n if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {\r\n options.facetPartitioning[block_idx_v3].push(index);\r\n }\r\n if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {\r\n options.facetPartitioning[block_idx_o].push(index);\r\n }\r\n }\r\n if (computeDepthSort && options && options.facetPositions) {\r\n var dsf = depthSortedFacets[index];\r\n dsf.ind = index * 3;\r\n dsf.sqDistance = Vector3.DistanceSquared(options.facetPositions[index], distanceTo);\r\n }\r\n // compute the normals anyway\r\n normals[v1x] += faceNormalx; // accumulate all the normals per face\r\n normals[v1y] += faceNormaly;\r\n normals[v1z] += faceNormalz;\r\n normals[v2x] += faceNormalx;\r\n normals[v2y] += faceNormaly;\r\n normals[v2z] += faceNormalz;\r\n normals[v3x] += faceNormalx;\r\n normals[v3y] += faceNormaly;\r\n normals[v3z] += faceNormalz;\r\n }\r\n // last normalization of each normal\r\n for (index = 0; index < normals.length / 3; index++) {\r\n faceNormalx = normals[index * 3];\r\n faceNormaly = normals[index * 3 + 1];\r\n faceNormalz = normals[index * 3 + 2];\r\n length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);\r\n length = (length === 0) ? 1.0 : length;\r\n faceNormalx /= length;\r\n faceNormaly /= length;\r\n faceNormalz /= length;\r\n normals[index * 3] = faceNormalx;\r\n normals[index * 3 + 1] = faceNormaly;\r\n normals[index * 3 + 2] = faceNormalz;\r\n }\r\n };\r\n /** @hidden */\r\n VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {\r\n var li = indices.length;\r\n var ln = normals.length;\r\n var i;\r\n var n;\r\n sideOrientation = sideOrientation || VertexData.DEFAULTSIDE;\r\n switch (sideOrientation) {\r\n case VertexData.FRONTSIDE:\r\n // nothing changed\r\n break;\r\n case VertexData.BACKSIDE:\r\n var tmp;\r\n // indices\r\n for (i = 0; i < li; i += 3) {\r\n tmp = indices[i];\r\n indices[i] = indices[i + 2];\r\n indices[i + 2] = tmp;\r\n }\r\n // normals\r\n for (n = 0; n < ln; n++) {\r\n normals[n] = -normals[n];\r\n }\r\n break;\r\n case VertexData.DOUBLESIDE:\r\n // positions\r\n var lp = positions.length;\r\n var l = lp / 3;\r\n for (var p = 0; p < lp; p++) {\r\n positions[lp + p] = positions[p];\r\n }\r\n // indices\r\n for (i = 0; i < li; i += 3) {\r\n indices[i + li] = indices[i + 2] + l;\r\n indices[i + 1 + li] = indices[i + 1] + l;\r\n indices[i + 2 + li] = indices[i] + l;\r\n }\r\n // normals\r\n for (n = 0; n < ln; n++) {\r\n normals[ln + n] = -normals[n];\r\n }\r\n // uvs\r\n var lu = uvs.length;\r\n var u = 0;\r\n for (u = 0; u < lu; u++) {\r\n uvs[u + lu] = uvs[u];\r\n }\r\n frontUVs = frontUVs ? frontUVs : new Vector4(0.0, 0.0, 1.0, 1.0);\r\n backUVs = backUVs ? backUVs : new Vector4(0.0, 0.0, 1.0, 1.0);\r\n u = 0;\r\n for (i = 0; i < lu / 2; i++) {\r\n uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];\r\n uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];\r\n uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];\r\n uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];\r\n u += 2;\r\n }\r\n break;\r\n }\r\n };\r\n /**\r\n * Applies VertexData created from the imported parameters to the geometry\r\n * @param parsedVertexData the parsed data from an imported file\r\n * @param geometry the geometry to apply the VertexData to\r\n */\r\n VertexData.ImportVertexData = function (parsedVertexData, geometry) {\r\n var vertexData = new VertexData();\r\n // positions\r\n var positions = parsedVertexData.positions;\r\n if (positions) {\r\n vertexData.set(positions, VertexBuffer.PositionKind);\r\n }\r\n // normals\r\n var normals = parsedVertexData.normals;\r\n if (normals) {\r\n vertexData.set(normals, VertexBuffer.NormalKind);\r\n }\r\n // tangents\r\n var tangents = parsedVertexData.tangents;\r\n if (tangents) {\r\n vertexData.set(tangents, VertexBuffer.TangentKind);\r\n }\r\n // uvs\r\n var uvs = parsedVertexData.uvs;\r\n if (uvs) {\r\n vertexData.set(uvs, VertexBuffer.UVKind);\r\n }\r\n // uv2s\r\n var uv2s = parsedVertexData.uv2s;\r\n if (uv2s) {\r\n vertexData.set(uv2s, VertexBuffer.UV2Kind);\r\n }\r\n // uv3s\r\n var uv3s = parsedVertexData.uv3s;\r\n if (uv3s) {\r\n vertexData.set(uv3s, VertexBuffer.UV3Kind);\r\n }\r\n // uv4s\r\n var uv4s = parsedVertexData.uv4s;\r\n if (uv4s) {\r\n vertexData.set(uv4s, VertexBuffer.UV4Kind);\r\n }\r\n // uv5s\r\n var uv5s = parsedVertexData.uv5s;\r\n if (uv5s) {\r\n vertexData.set(uv5s, VertexBuffer.UV5Kind);\r\n }\r\n // uv6s\r\n var uv6s = parsedVertexData.uv6s;\r\n if (uv6s) {\r\n vertexData.set(uv6s, VertexBuffer.UV6Kind);\r\n }\r\n // colors\r\n var colors = parsedVertexData.colors;\r\n if (colors) {\r\n vertexData.set(Color4.CheckColors4(colors, positions.length / 3), VertexBuffer.ColorKind);\r\n }\r\n // matricesIndices\r\n var matricesIndices = parsedVertexData.matricesIndices;\r\n if (matricesIndices) {\r\n vertexData.set(matricesIndices, VertexBuffer.MatricesIndicesKind);\r\n }\r\n // matricesWeights\r\n var matricesWeights = parsedVertexData.matricesWeights;\r\n if (matricesWeights) {\r\n vertexData.set(matricesWeights, VertexBuffer.MatricesWeightsKind);\r\n }\r\n // indices\r\n var indices = parsedVertexData.indices;\r\n if (indices) {\r\n vertexData.indices = indices;\r\n }\r\n geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);\r\n };\r\n /**\r\n * Mesh side orientation : usually the external or front surface\r\n */\r\n VertexData.FRONTSIDE = 0;\r\n /**\r\n * Mesh side orientation : usually the internal or back surface\r\n */\r\n VertexData.BACKSIDE = 1;\r\n /**\r\n * Mesh side orientation : both internal and external or front and back surfaces\r\n */\r\n VertexData.DOUBLESIDE = 2;\r\n /**\r\n * Mesh side orientation : by default, `FRONTSIDE`\r\n */\r\n VertexData.DEFAULTSIDE = 0;\r\n return VertexData;\r\n}());\r\nexport { VertexData };\r\n//# sourceMappingURL=mesh.vertexData.js.map","var PromiseStates;\r\n(function (PromiseStates) {\r\n PromiseStates[PromiseStates[\"Pending\"] = 0] = \"Pending\";\r\n PromiseStates[PromiseStates[\"Fulfilled\"] = 1] = \"Fulfilled\";\r\n PromiseStates[PromiseStates[\"Rejected\"] = 2] = \"Rejected\";\r\n})(PromiseStates || (PromiseStates = {}));\r\nvar FulFillmentAgregator = /** @class */ (function () {\r\n function FulFillmentAgregator() {\r\n this.count = 0;\r\n this.target = 0;\r\n this.results = [];\r\n }\r\n return FulFillmentAgregator;\r\n}());\r\nvar InternalPromise = /** @class */ (function () {\r\n function InternalPromise(resolver) {\r\n var _this = this;\r\n this._state = PromiseStates.Pending;\r\n this._children = new Array();\r\n this._rejectWasConsumed = false;\r\n if (!resolver) {\r\n return;\r\n }\r\n try {\r\n resolver(function (value) {\r\n _this._resolve(value);\r\n }, function (reason) {\r\n _this._reject(reason);\r\n });\r\n }\r\n catch (e) {\r\n this._reject(e);\r\n }\r\n }\r\n Object.defineProperty(InternalPromise.prototype, \"_result\", {\r\n get: function () {\r\n return this._resultValue;\r\n },\r\n set: function (value) {\r\n this._resultValue = value;\r\n if (this._parent && this._parent._result === undefined) {\r\n this._parent._result = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n InternalPromise.prototype.catch = function (onRejected) {\r\n return this.then(undefined, onRejected);\r\n };\r\n InternalPromise.prototype.then = function (onFulfilled, onRejected) {\r\n var _this = this;\r\n var newPromise = new InternalPromise();\r\n newPromise._onFulfilled = onFulfilled;\r\n newPromise._onRejected = onRejected;\r\n // Composition\r\n this._children.push(newPromise);\r\n newPromise._parent = this;\r\n if (this._state !== PromiseStates.Pending) {\r\n setTimeout(function () {\r\n if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {\r\n var returnedValue = newPromise._resolve(_this._result);\r\n if (returnedValue !== undefined && returnedValue !== null) {\r\n if (returnedValue._state !== undefined) {\r\n var returnedPromise = returnedValue;\r\n newPromise._children.push(returnedPromise);\r\n returnedPromise._parent = newPromise;\r\n newPromise = returnedPromise;\r\n }\r\n else {\r\n newPromise._result = returnedValue;\r\n }\r\n }\r\n }\r\n else {\r\n newPromise._reject(_this._reason);\r\n }\r\n });\r\n }\r\n return newPromise;\r\n };\r\n InternalPromise.prototype._moveChildren = function (children) {\r\n var _a;\r\n var _this = this;\r\n (_a = this._children).push.apply(_a, children.splice(0, children.length));\r\n this._children.forEach(function (child) {\r\n child._parent = _this;\r\n });\r\n if (this._state === PromiseStates.Fulfilled) {\r\n for (var _i = 0, _b = this._children; _i < _b.length; _i++) {\r\n var child = _b[_i];\r\n child._resolve(this._result);\r\n }\r\n }\r\n else if (this._state === PromiseStates.Rejected) {\r\n for (var _c = 0, _d = this._children; _c < _d.length; _c++) {\r\n var child = _d[_c];\r\n child._reject(this._reason);\r\n }\r\n }\r\n };\r\n InternalPromise.prototype._resolve = function (value) {\r\n try {\r\n this._state = PromiseStates.Fulfilled;\r\n var returnedValue = null;\r\n if (this._onFulfilled) {\r\n returnedValue = this._onFulfilled(value);\r\n }\r\n if (returnedValue !== undefined && returnedValue !== null) {\r\n if (returnedValue._state !== undefined) {\r\n // Transmit children\r\n var returnedPromise = returnedValue;\r\n returnedPromise._parent = this;\r\n returnedPromise._moveChildren(this._children);\r\n value = returnedPromise._result;\r\n }\r\n else {\r\n value = returnedValue;\r\n }\r\n }\r\n this._result = value;\r\n for (var _i = 0, _a = this._children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n child._resolve(value);\r\n }\r\n this._children.length = 0;\r\n delete this._onFulfilled;\r\n delete this._onRejected;\r\n }\r\n catch (e) {\r\n this._reject(e, true);\r\n }\r\n };\r\n InternalPromise.prototype._reject = function (reason, onLocalThrow) {\r\n if (onLocalThrow === void 0) { onLocalThrow = false; }\r\n this._state = PromiseStates.Rejected;\r\n this._reason = reason;\r\n if (this._onRejected && !onLocalThrow) {\r\n try {\r\n this._onRejected(reason);\r\n this._rejectWasConsumed = true;\r\n }\r\n catch (e) {\r\n reason = e;\r\n }\r\n }\r\n for (var _i = 0, _a = this._children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n if (this._rejectWasConsumed) {\r\n child._resolve(null);\r\n }\r\n else {\r\n child._reject(reason);\r\n }\r\n }\r\n this._children.length = 0;\r\n delete this._onFulfilled;\r\n delete this._onRejected;\r\n };\r\n InternalPromise.resolve = function (value) {\r\n var newPromise = new InternalPromise();\r\n newPromise._resolve(value);\r\n return newPromise;\r\n };\r\n InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {\r\n promise.then(function (value) {\r\n agregator.results[index] = value;\r\n agregator.count++;\r\n if (agregator.count === agregator.target) {\r\n agregator.rootPromise._resolve(agregator.results);\r\n }\r\n return null;\r\n }, function (reason) {\r\n if (agregator.rootPromise._state !== PromiseStates.Rejected) {\r\n agregator.rootPromise._reject(reason);\r\n }\r\n });\r\n };\r\n InternalPromise.all = function (promises) {\r\n var newPromise = new InternalPromise();\r\n var agregator = new FulFillmentAgregator();\r\n agregator.target = promises.length;\r\n agregator.rootPromise = newPromise;\r\n if (promises.length) {\r\n for (var index = 0; index < promises.length; index++) {\r\n InternalPromise._RegisterForFulfillment(promises[index], agregator, index);\r\n }\r\n }\r\n else {\r\n newPromise._resolve([]);\r\n }\r\n return newPromise;\r\n };\r\n InternalPromise.race = function (promises) {\r\n var newPromise = new InternalPromise();\r\n if (promises.length) {\r\n for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {\r\n var promise = promises_1[_i];\r\n promise.then(function (value) {\r\n if (newPromise) {\r\n newPromise._resolve(value);\r\n newPromise = null;\r\n }\r\n return null;\r\n }, function (reason) {\r\n if (newPromise) {\r\n newPromise._reject(reason);\r\n newPromise = null;\r\n }\r\n });\r\n }\r\n }\r\n return newPromise;\r\n };\r\n return InternalPromise;\r\n}());\r\n/**\r\n * Helper class that provides a small promise polyfill\r\n */\r\nvar PromisePolyfill = /** @class */ (function () {\r\n function PromisePolyfill() {\r\n }\r\n /**\r\n * Static function used to check if the polyfill is required\r\n * If this is the case then the function will inject the polyfill to window.Promise\r\n * @param force defines a boolean used to force the injection (mostly for testing purposes)\r\n */\r\n PromisePolyfill.Apply = function (force) {\r\n if (force === void 0) { force = false; }\r\n if (force || typeof Promise === 'undefined') {\r\n var root = window;\r\n root.Promise = InternalPromise;\r\n }\r\n };\r\n return PromisePolyfill;\r\n}());\r\nexport { PromisePolyfill };\r\n//# sourceMappingURL=promise.js.map","import { Observable } from \"./observable\";\r\nimport { DomManagement } from \"./domManagement\";\r\nimport { Logger } from \"./logger\";\r\nimport { DeepCopier } from \"./deepCopier\";\r\nimport { PrecisionDate } from './precisionDate';\r\nimport { _DevTools } from './devTools';\r\nimport { WebRequest } from './webRequest';\r\nimport { EngineStore } from '../Engines/engineStore';\r\nimport { FileTools } from './fileTools';\r\nimport { PromisePolyfill } from './promise';\r\nimport { TimingTools } from './timingTools';\r\nimport { InstantiationTools } from './instantiationTools';\r\nimport { GUID } from './guid';\r\n/**\r\n * Class containing a set of static utilities functions\r\n */\r\nvar Tools = /** @class */ (function () {\r\n function Tools() {\r\n }\r\n Object.defineProperty(Tools, \"BaseUrl\", {\r\n /**\r\n * Gets or sets the base URL to use to load assets\r\n */\r\n get: function () {\r\n return FileTools.BaseUrl;\r\n },\r\n set: function (value) {\r\n FileTools.BaseUrl = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Tools, \"DefaultRetryStrategy\", {\r\n /**\r\n * Gets or sets the retry strategy to apply when an error happens while loading an asset\r\n */\r\n get: function () {\r\n return FileTools.DefaultRetryStrategy;\r\n },\r\n set: function (strategy) {\r\n FileTools.DefaultRetryStrategy = strategy;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Tools, \"UseFallbackTexture\", {\r\n /**\r\n * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded\r\n * @ignorenaming\r\n */\r\n get: function () {\r\n return EngineStore.UseFallbackTexture;\r\n },\r\n set: function (value) {\r\n EngineStore.UseFallbackTexture = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Tools, \"RegisteredExternalClasses\", {\r\n /**\r\n * Use this object to register external classes like custom textures or material\r\n * to allow the laoders to instantiate them\r\n */\r\n get: function () {\r\n return InstantiationTools.RegisteredExternalClasses;\r\n },\r\n set: function (classes) {\r\n InstantiationTools.RegisteredExternalClasses = classes;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Tools, \"fallbackTexture\", {\r\n /**\r\n * Texture content used if a texture cannot loaded\r\n * @ignorenaming\r\n */\r\n get: function () {\r\n return EngineStore.FallbackTexture;\r\n },\r\n set: function (value) {\r\n EngineStore.FallbackTexture = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Read the content of a byte array at a specified coordinates (taking in account wrapping)\r\n * @param u defines the coordinate on X axis\r\n * @param v defines the coordinate on Y axis\r\n * @param width defines the width of the source data\r\n * @param height defines the height of the source data\r\n * @param pixels defines the source byte array\r\n * @param color defines the output color\r\n */\r\n Tools.FetchToRef = function (u, v, width, height, pixels, color) {\r\n var wrappedU = ((Math.abs(u) * width) % width) | 0;\r\n var wrappedV = ((Math.abs(v) * height) % height) | 0;\r\n var position = (wrappedU + wrappedV * width) * 4;\r\n color.r = pixels[position] / 255;\r\n color.g = pixels[position + 1] / 255;\r\n color.b = pixels[position + 2] / 255;\r\n color.a = pixels[position + 3] / 255;\r\n };\r\n /**\r\n * Interpolates between a and b via alpha\r\n * @param a The lower value (returned when alpha = 0)\r\n * @param b The upper value (returned when alpha = 1)\r\n * @param alpha The interpolation-factor\r\n * @return The mixed value\r\n */\r\n Tools.Mix = function (a, b, alpha) {\r\n return a * (1 - alpha) + b * alpha;\r\n };\r\n /**\r\n * Tries to instantiate a new object from a given class name\r\n * @param className defines the class name to instantiate\r\n * @returns the new object or null if the system was not able to do the instantiation\r\n */\r\n Tools.Instantiate = function (className) {\r\n return InstantiationTools.Instantiate(className);\r\n };\r\n /**\r\n * Provides a slice function that will work even on IE\r\n * @param data defines the array to slice\r\n * @param start defines the start of the data (optional)\r\n * @param end defines the end of the data (optional)\r\n * @returns the new sliced array\r\n */\r\n Tools.Slice = function (data, start, end) {\r\n if (data.slice) {\r\n return data.slice(start, end);\r\n }\r\n return Array.prototype.slice.call(data, start, end);\r\n };\r\n /**\r\n * Polyfill for setImmediate\r\n * @param action defines the action to execute after the current execution block\r\n */\r\n Tools.SetImmediate = function (action) {\r\n TimingTools.SetImmediate(action);\r\n };\r\n /**\r\n * Function indicating if a number is an exponent of 2\r\n * @param value defines the value to test\r\n * @returns true if the value is an exponent of 2\r\n */\r\n Tools.IsExponentOfTwo = function (value) {\r\n var count = 1;\r\n do {\r\n count *= 2;\r\n } while (count < value);\r\n return count === value;\r\n };\r\n /**\r\n * Returns the nearest 32-bit single precision float representation of a Number\r\n * @param value A Number. If the parameter is of a different type, it will get converted\r\n * to a number or to NaN if it cannot be converted\r\n * @returns number\r\n */\r\n Tools.FloatRound = function (value) {\r\n if (Math.fround) {\r\n return Math.fround(value);\r\n }\r\n return (Tools._tmpFloatArray[0] = value);\r\n };\r\n /**\r\n * Extracts the filename from a path\r\n * @param path defines the path to use\r\n * @returns the filename\r\n */\r\n Tools.GetFilename = function (path) {\r\n var index = path.lastIndexOf(\"/\");\r\n if (index < 0) {\r\n return path;\r\n }\r\n return path.substring(index + 1);\r\n };\r\n /**\r\n * Extracts the \"folder\" part of a path (everything before the filename).\r\n * @param uri The URI to extract the info from\r\n * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present\r\n * @returns The \"folder\" part of the path\r\n */\r\n Tools.GetFolderPath = function (uri, returnUnchangedIfNoSlash) {\r\n if (returnUnchangedIfNoSlash === void 0) { returnUnchangedIfNoSlash = false; }\r\n var index = uri.lastIndexOf(\"/\");\r\n if (index < 0) {\r\n if (returnUnchangedIfNoSlash) {\r\n return uri;\r\n }\r\n return \"\";\r\n }\r\n return uri.substring(0, index + 1);\r\n };\r\n /**\r\n * Convert an angle in radians to degrees\r\n * @param angle defines the angle to convert\r\n * @returns the angle in degrees\r\n */\r\n Tools.ToDegrees = function (angle) {\r\n return angle * 180 / Math.PI;\r\n };\r\n /**\r\n * Convert an angle in degrees to radians\r\n * @param angle defines the angle to convert\r\n * @returns the angle in radians\r\n */\r\n Tools.ToRadians = function (angle) {\r\n return angle * Math.PI / 180;\r\n };\r\n /**\r\n * Returns an array if obj is not an array\r\n * @param obj defines the object to evaluate as an array\r\n * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined\r\n * @returns either obj directly if obj is an array or a new array containing obj\r\n */\r\n Tools.MakeArray = function (obj, allowsNullUndefined) {\r\n if (allowsNullUndefined !== true && (obj === undefined || obj == null)) {\r\n return null;\r\n }\r\n return Array.isArray(obj) ? obj : [obj];\r\n };\r\n /**\r\n * Gets the pointer prefix to use\r\n * @returns \"pointer\" if touch is enabled. Else returns \"mouse\"\r\n */\r\n Tools.GetPointerPrefix = function () {\r\n var eventPrefix = \"pointer\";\r\n // Check if pointer events are supported\r\n if (DomManagement.IsWindowObjectExist() && !window.PointerEvent && DomManagement.IsNavigatorAvailable() && !navigator.pointerEnabled) {\r\n eventPrefix = \"mouse\";\r\n }\r\n return eventPrefix;\r\n };\r\n /**\r\n * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.\r\n * @param url define the url we are trying\r\n * @param element define the dom element where to configure the cors policy\r\n */\r\n Tools.SetCorsBehavior = function (url, element) {\r\n FileTools.SetCorsBehavior(url, element);\r\n };\r\n // External files\r\n /**\r\n * Removes unwanted characters from an url\r\n * @param url defines the url to clean\r\n * @returns the cleaned url\r\n */\r\n Tools.CleanUrl = function (url) {\r\n url = url.replace(/#/mg, \"%23\");\r\n return url;\r\n };\r\n Object.defineProperty(Tools, \"PreprocessUrl\", {\r\n /**\r\n * Gets or sets a function used to pre-process url before using them to load assets\r\n */\r\n get: function () {\r\n return FileTools.PreprocessUrl;\r\n },\r\n set: function (processor) {\r\n FileTools.PreprocessUrl = processor;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Loads an image as an HTMLImageElement.\r\n * @param input url string, ArrayBuffer, or Blob to load\r\n * @param onLoad callback called when the image successfully loads\r\n * @param onError callback called when the image fails to load\r\n * @param offlineProvider offline provider for caching\r\n * @param mimeType optional mime type\r\n * @returns the HTMLImageElement of the loaded image\r\n */\r\n Tools.LoadImage = function (input, onLoad, onError, offlineProvider, mimeType) {\r\n return FileTools.LoadImage(input, onLoad, onError, offlineProvider, mimeType);\r\n };\r\n /**\r\n * Loads a file from a url\r\n * @param url url string, ArrayBuffer, or Blob to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n */\r\n Tools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {\r\n return FileTools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);\r\n };\r\n /**\r\n * Loads a file from a url\r\n * @param url the file url to load\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @returns a promise containing an ArrayBuffer corresponding to the loaded file\r\n */\r\n Tools.LoadFileAsync = function (url, useArrayBuffer) {\r\n if (useArrayBuffer === void 0) { useArrayBuffer = true; }\r\n return new Promise(function (resolve, reject) {\r\n FileTools.LoadFile(url, function (data) {\r\n resolve(data);\r\n }, undefined, undefined, useArrayBuffer, function (request, exception) {\r\n reject(exception);\r\n });\r\n });\r\n };\r\n /**\r\n * Load a script (identified by an url). When the url returns, the\r\n * content of this file is added into a new script element, attached to the DOM (body element)\r\n * @param scriptUrl defines the url of the script to laod\r\n * @param onSuccess defines the callback called when the script is loaded\r\n * @param onError defines the callback to call if an error occurs\r\n * @param scriptId defines the id of the script element\r\n */\r\n Tools.LoadScript = function (scriptUrl, onSuccess, onError, scriptId) {\r\n if (!DomManagement.IsWindowObjectExist()) {\r\n return;\r\n }\r\n var head = document.getElementsByTagName('head')[0];\r\n var script = document.createElement('script');\r\n script.setAttribute('type', 'text/javascript');\r\n script.setAttribute('src', scriptUrl);\r\n if (scriptId) {\r\n script.id = scriptId;\r\n }\r\n script.onload = function () {\r\n if (onSuccess) {\r\n onSuccess();\r\n }\r\n };\r\n script.onerror = function (e) {\r\n if (onError) {\r\n onError(\"Unable to load script '\" + scriptUrl + \"'\", e);\r\n }\r\n };\r\n head.appendChild(script);\r\n };\r\n /**\r\n * Load an asynchronous script (identified by an url). When the url returns, the\r\n * content of this file is added into a new script element, attached to the DOM (body element)\r\n * @param scriptUrl defines the url of the script to laod\r\n * @param scriptId defines the id of the script element\r\n * @returns a promise request object\r\n */\r\n Tools.LoadScriptAsync = function (scriptUrl, scriptId) {\r\n var _this = this;\r\n return new Promise(function (resolve, reject) {\r\n _this.LoadScript(scriptUrl, function () {\r\n resolve();\r\n }, function (message, exception) {\r\n reject(exception);\r\n });\r\n });\r\n };\r\n /**\r\n * Loads a file from a blob\r\n * @param fileToLoad defines the blob to use\r\n * @param callback defines the callback to call when data is loaded\r\n * @param progressCallback defines the callback to call during loading process\r\n * @returns a file request object\r\n */\r\n Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {\r\n var reader = new FileReader();\r\n var request = {\r\n onCompleteObservable: new Observable(),\r\n abort: function () { return reader.abort(); },\r\n };\r\n reader.onloadend = function (e) {\r\n request.onCompleteObservable.notifyObservers(request);\r\n };\r\n reader.onload = function (e) {\r\n //target doesn't have result from ts 1.3\r\n callback(e.target['result']);\r\n };\r\n reader.onprogress = progressCallback;\r\n reader.readAsDataURL(fileToLoad);\r\n return request;\r\n };\r\n /**\r\n * Reads a file from a File object\r\n * @param file defines the file to load\r\n * @param onSuccess defines the callback to call when data is loaded\r\n * @param onProgress defines the callback to call during loading process\r\n * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer\r\n * @param onError defines the callback to call when an error occurs\r\n * @returns a file request object\r\n */\r\n Tools.ReadFile = function (file, onSuccess, onProgress, useArrayBuffer, onError) {\r\n return FileTools.ReadFile(file, onSuccess, onProgress, useArrayBuffer, onError);\r\n };\r\n /**\r\n * Creates a data url from a given string content\r\n * @param content defines the content to convert\r\n * @returns the new data url link\r\n */\r\n Tools.FileAsURL = function (content) {\r\n var fileBlob = new Blob([content]);\r\n var url = window.URL || window.webkitURL;\r\n var link = url.createObjectURL(fileBlob);\r\n return link;\r\n };\r\n /**\r\n * Format the given number to a specific decimal format\r\n * @param value defines the number to format\r\n * @param decimals defines the number of decimals to use\r\n * @returns the formatted string\r\n */\r\n Tools.Format = function (value, decimals) {\r\n if (decimals === void 0) { decimals = 2; }\r\n return value.toFixed(decimals);\r\n };\r\n /**\r\n * Tries to copy an object by duplicating every property\r\n * @param source defines the source object\r\n * @param destination defines the target object\r\n * @param doNotCopyList defines a list of properties to avoid\r\n * @param mustCopyList defines a list of properties to copy (even if they start with _)\r\n */\r\n Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {\r\n DeepCopier.DeepCopy(source, destination, doNotCopyList, mustCopyList);\r\n };\r\n /**\r\n * Gets a boolean indicating if the given object has no own property\r\n * @param obj defines the object to test\r\n * @returns true if object has no own property\r\n */\r\n Tools.IsEmpty = function (obj) {\r\n for (var i in obj) {\r\n if (obj.hasOwnProperty(i)) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n /**\r\n * Function used to register events at window level\r\n * @param windowElement defines the Window object to use\r\n * @param events defines the events to register\r\n */\r\n Tools.RegisterTopRootEvents = function (windowElement, events) {\r\n for (var index = 0; index < events.length; index++) {\r\n var event = events[index];\r\n windowElement.addEventListener(event.name, event.handler, false);\r\n try {\r\n if (window.parent) {\r\n window.parent.addEventListener(event.name, event.handler, false);\r\n }\r\n }\r\n catch (e) {\r\n // Silently fails...\r\n }\r\n }\r\n };\r\n /**\r\n * Function used to unregister events from window level\r\n * @param windowElement defines the Window object to use\r\n * @param events defines the events to unregister\r\n */\r\n Tools.UnregisterTopRootEvents = function (windowElement, events) {\r\n for (var index = 0; index < events.length; index++) {\r\n var event = events[index];\r\n windowElement.removeEventListener(event.name, event.handler);\r\n try {\r\n if (windowElement.parent) {\r\n windowElement.parent.removeEventListener(event.name, event.handler);\r\n }\r\n }\r\n catch (e) {\r\n // Silently fails...\r\n }\r\n }\r\n };\r\n /**\r\n * Dumps the current bound framebuffer\r\n * @param width defines the rendering width\r\n * @param height defines the rendering height\r\n * @param engine defines the hosting engine\r\n * @param successCallback defines the callback triggered once the data are available\r\n * @param mimeType defines the mime type of the result\r\n * @param fileName defines the filename to download. If present, the result will automatically be downloaded\r\n */\r\n Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {\r\n if (mimeType === void 0) { mimeType = \"image/png\"; }\r\n // Read the contents of the framebuffer\r\n var numberOfChannelsByLine = width * 4;\r\n var halfHeight = height / 2;\r\n //Reading datas from WebGL\r\n var data = engine.readPixels(0, 0, width, height);\r\n //To flip image on Y axis.\r\n for (var i = 0; i < halfHeight; i++) {\r\n for (var j = 0; j < numberOfChannelsByLine; j++) {\r\n var currentCell = j + i * numberOfChannelsByLine;\r\n var targetLine = height - i - 1;\r\n var targetCell = j + targetLine * numberOfChannelsByLine;\r\n var temp = data[currentCell];\r\n data[currentCell] = data[targetCell];\r\n data[targetCell] = temp;\r\n }\r\n }\r\n // Create a 2D canvas to store the result\r\n if (!Tools._ScreenshotCanvas) {\r\n Tools._ScreenshotCanvas = document.createElement('canvas');\r\n }\r\n Tools._ScreenshotCanvas.width = width;\r\n Tools._ScreenshotCanvas.height = height;\r\n var context = Tools._ScreenshotCanvas.getContext('2d');\r\n if (context) {\r\n // Copy the pixels to a 2D canvas\r\n var imageData = context.createImageData(width, height);\r\n var castData = (imageData.data);\r\n castData.set(data);\r\n context.putImageData(imageData, 0, 0);\r\n Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);\r\n }\r\n };\r\n /**\r\n * Converts the canvas data to blob.\r\n * This acts as a polyfill for browsers not supporting the to blob function.\r\n * @param canvas Defines the canvas to extract the data from\r\n * @param successCallback Defines the callback triggered once the data are available\r\n * @param mimeType Defines the mime type of the result\r\n */\r\n Tools.ToBlob = function (canvas, successCallback, mimeType) {\r\n if (mimeType === void 0) { mimeType = \"image/png\"; }\r\n // We need HTMLCanvasElement.toBlob for HD screenshots\r\n if (!canvas.toBlob) {\r\n // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)\r\n canvas.toBlob = function (callback, type, quality) {\r\n var _this = this;\r\n setTimeout(function () {\r\n var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);\r\n for (var i = 0; i < len; i++) {\r\n arr[i] = binStr.charCodeAt(i);\r\n }\r\n callback(new Blob([arr]));\r\n });\r\n };\r\n }\r\n canvas.toBlob(function (blob) {\r\n successCallback(blob);\r\n }, mimeType);\r\n };\r\n /**\r\n * Encodes the canvas data to base 64 or automatically download the result if filename is defined\r\n * @param successCallback defines the callback triggered once the data are available\r\n * @param mimeType defines the mime type of the result\r\n * @param fileName defines he filename to download. If present, the result will automatically be downloaded\r\n */\r\n Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {\r\n if (mimeType === void 0) { mimeType = \"image/png\"; }\r\n if (successCallback) {\r\n var base64Image = Tools._ScreenshotCanvas.toDataURL(mimeType);\r\n successCallback(base64Image);\r\n }\r\n else {\r\n this.ToBlob(Tools._ScreenshotCanvas, function (blob) {\r\n //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.\r\n if ((\"download\" in document.createElement(\"a\"))) {\r\n if (!fileName) {\r\n var date = new Date();\r\n var stringDate = (date.getFullYear() + \"-\" + (date.getMonth() + 1)).slice(2) + \"-\" + date.getDate() + \"_\" + date.getHours() + \"-\" + ('0' + date.getMinutes()).slice(-2);\r\n fileName = \"screenshot_\" + stringDate + \".png\";\r\n }\r\n Tools.Download(blob, fileName);\r\n }\r\n else {\r\n var url = URL.createObjectURL(blob);\r\n var newWindow = window.open(\"\");\r\n if (!newWindow) {\r\n return;\r\n }\r\n var img = newWindow.document.createElement(\"img\");\r\n img.onload = function () {\r\n // no longer need to read the blob so it's revoked\r\n URL.revokeObjectURL(url);\r\n };\r\n img.src = url;\r\n newWindow.document.body.appendChild(img);\r\n }\r\n }, mimeType);\r\n }\r\n };\r\n /**\r\n * Downloads a blob in the browser\r\n * @param blob defines the blob to download\r\n * @param fileName defines the name of the downloaded file\r\n */\r\n Tools.Download = function (blob, fileName) {\r\n if (navigator && navigator.msSaveBlob) {\r\n navigator.msSaveBlob(blob, fileName);\r\n return;\r\n }\r\n var url = window.URL.createObjectURL(blob);\r\n var a = document.createElement(\"a\");\r\n document.body.appendChild(a);\r\n a.style.display = \"none\";\r\n a.href = url;\r\n a.download = fileName;\r\n a.addEventListener(\"click\", function () {\r\n if (a.parentElement) {\r\n a.parentElement.removeChild(a);\r\n }\r\n });\r\n a.click();\r\n window.URL.revokeObjectURL(url);\r\n };\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n */\r\n Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {\r\n if (mimeType === void 0) { mimeType = \"image/png\"; }\r\n throw _DevTools.WarnImport(\"ScreenshotTools\");\r\n };\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an to display it\r\n */\r\n Tools.CreateScreenshotAsync = function (engine, camera, size, mimeType) {\r\n if (mimeType === void 0) { mimeType = \"image/png\"; }\r\n throw _DevTools.WarnImport(\"ScreenshotTools\");\r\n };\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n */\r\n Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {\r\n if (mimeType === void 0) { mimeType = \"image/png\"; }\r\n if (samples === void 0) { samples = 1; }\r\n if (antialiasing === void 0) { antialiasing = false; }\r\n throw _DevTools.WarnImport(\"ScreenshotTools\");\r\n };\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an to display it\r\n */\r\n Tools.CreateScreenshotUsingRenderTargetAsync = function (engine, camera, size, mimeType, samples, antialiasing, fileName) {\r\n if (mimeType === void 0) { mimeType = \"image/png\"; }\r\n if (samples === void 0) { samples = 1; }\r\n if (antialiasing === void 0) { antialiasing = false; }\r\n throw _DevTools.WarnImport(\"ScreenshotTools\");\r\n };\r\n /**\r\n * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523\r\n * Be aware Math.random() could cause collisions, but:\r\n * \"All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide\"\r\n * @returns a pseudo random id\r\n */\r\n Tools.RandomId = function () {\r\n return GUID.RandomId();\r\n };\r\n /**\r\n * Test if the given uri is a base64 string\r\n * @param uri The uri to test\r\n * @return True if the uri is a base64 string or false otherwise\r\n */\r\n Tools.IsBase64 = function (uri) {\r\n return uri.length < 5 ? false : uri.substr(0, 5) === \"data:\";\r\n };\r\n /**\r\n * Decode the given base64 uri.\r\n * @param uri The uri to decode\r\n * @return The decoded base64 data.\r\n */\r\n Tools.DecodeBase64 = function (uri) {\r\n var decodedString = atob(uri.split(\",\")[1]);\r\n var bufferLength = decodedString.length;\r\n var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));\r\n for (var i = 0; i < bufferLength; i++) {\r\n bufferView[i] = decodedString.charCodeAt(i);\r\n }\r\n return bufferView.buffer;\r\n };\r\n /**\r\n * Gets the absolute url.\r\n * @param url the input url\r\n * @return the absolute url\r\n */\r\n Tools.GetAbsoluteUrl = function (url) {\r\n var a = document.createElement(\"a\");\r\n a.href = url;\r\n return a.href;\r\n };\r\n Object.defineProperty(Tools, \"errorsCount\", {\r\n /**\r\n * Gets a value indicating the number of loading errors\r\n * @ignorenaming\r\n */\r\n get: function () {\r\n return Logger.errorsCount;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Log a message to the console\r\n * @param message defines the message to log\r\n */\r\n Tools.Log = function (message) {\r\n Logger.Log(message);\r\n };\r\n /**\r\n * Write a warning message to the console\r\n * @param message defines the message to log\r\n */\r\n Tools.Warn = function (message) {\r\n Logger.Warn(message);\r\n };\r\n /**\r\n * Write an error message to the console\r\n * @param message defines the message to log\r\n */\r\n Tools.Error = function (message) {\r\n Logger.Error(message);\r\n };\r\n Object.defineProperty(Tools, \"LogCache\", {\r\n /**\r\n * Gets current log cache (list of logs)\r\n */\r\n get: function () {\r\n return Logger.LogCache;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Clears the log cache\r\n */\r\n Tools.ClearLogCache = function () {\r\n Logger.ClearLogCache();\r\n };\r\n Object.defineProperty(Tools, \"LogLevels\", {\r\n /**\r\n * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)\r\n */\r\n set: function (level) {\r\n Logger.LogLevels = level;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Tools, \"PerformanceLogLevel\", {\r\n /**\r\n * Sets the current performance log level\r\n */\r\n set: function (level) {\r\n if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {\r\n Tools.StartPerformanceCounter = Tools._StartUserMark;\r\n Tools.EndPerformanceCounter = Tools._EndUserMark;\r\n return;\r\n }\r\n if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {\r\n Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;\r\n Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;\r\n return;\r\n }\r\n Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;\r\n Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Tools._StartPerformanceCounterDisabled = function (counterName, condition) {\r\n };\r\n Tools._EndPerformanceCounterDisabled = function (counterName, condition) {\r\n };\r\n Tools._StartUserMark = function (counterName, condition) {\r\n if (condition === void 0) { condition = true; }\r\n if (!Tools._performance) {\r\n if (!DomManagement.IsWindowObjectExist()) {\r\n return;\r\n }\r\n Tools._performance = window.performance;\r\n }\r\n if (!condition || !Tools._performance.mark) {\r\n return;\r\n }\r\n Tools._performance.mark(counterName + \"-Begin\");\r\n };\r\n Tools._EndUserMark = function (counterName, condition) {\r\n if (condition === void 0) { condition = true; }\r\n if (!condition || !Tools._performance.mark) {\r\n return;\r\n }\r\n Tools._performance.mark(counterName + \"-End\");\r\n Tools._performance.measure(counterName, counterName + \"-Begin\", counterName + \"-End\");\r\n };\r\n Tools._StartPerformanceConsole = function (counterName, condition) {\r\n if (condition === void 0) { condition = true; }\r\n if (!condition) {\r\n return;\r\n }\r\n Tools._StartUserMark(counterName, condition);\r\n if (console.time) {\r\n console.time(counterName);\r\n }\r\n };\r\n Tools._EndPerformanceConsole = function (counterName, condition) {\r\n if (condition === void 0) { condition = true; }\r\n if (!condition) {\r\n return;\r\n }\r\n Tools._EndUserMark(counterName, condition);\r\n console.timeEnd(counterName);\r\n };\r\n Object.defineProperty(Tools, \"Now\", {\r\n /**\r\n * Gets either window.performance.now() if supported or Date.now() else\r\n */\r\n get: function () {\r\n return PrecisionDate.Now;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * This method will return the name of the class used to create the instance of the given object.\r\n * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.\r\n * @param object the object to get the class name from\r\n * @param isType defines if the object is actually a type\r\n * @returns the name of the class, will be \"object\" for a custom data type not using the @className decorator\r\n */\r\n Tools.GetClassName = function (object, isType) {\r\n if (isType === void 0) { isType = false; }\r\n var name = null;\r\n if (!isType && object.getClassName) {\r\n name = object.getClassName();\r\n }\r\n else {\r\n if (object instanceof Object) {\r\n var classObj = isType ? object : Object.getPrototypeOf(object);\r\n name = classObj.constructor[\"__bjsclassName__\"];\r\n }\r\n if (!name) {\r\n name = typeof object;\r\n }\r\n }\r\n return name;\r\n };\r\n /**\r\n * Gets the first element of an array satisfying a given predicate\r\n * @param array defines the array to browse\r\n * @param predicate defines the predicate to use\r\n * @returns null if not found or the element\r\n */\r\n Tools.First = function (array, predicate) {\r\n for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {\r\n var el = array_1[_i];\r\n if (predicate(el)) {\r\n return el;\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * This method will return the name of the full name of the class, including its owning module (if any).\r\n * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).\r\n * @param object the object to get the class name from\r\n * @param isType defines if the object is actually a type\r\n * @return a string that can have two forms: \"moduleName.className\" if module was specified when the class' Name was registered or \"className\" if there was not module specified.\r\n * @ignorenaming\r\n */\r\n Tools.getFullClassName = function (object, isType) {\r\n if (isType === void 0) { isType = false; }\r\n var className = null;\r\n var moduleName = null;\r\n if (!isType && object.getClassName) {\r\n className = object.getClassName();\r\n }\r\n else {\r\n if (object instanceof Object) {\r\n var classObj = isType ? object : Object.getPrototypeOf(object);\r\n className = classObj.constructor[\"__bjsclassName__\"];\r\n moduleName = classObj.constructor[\"__bjsmoduleName__\"];\r\n }\r\n if (!className) {\r\n className = typeof object;\r\n }\r\n }\r\n if (!className) {\r\n return null;\r\n }\r\n return ((moduleName != null) ? (moduleName + \".\") : \"\") + className;\r\n };\r\n /**\r\n * Returns a promise that resolves after the given amount of time.\r\n * @param delay Number of milliseconds to delay\r\n * @returns Promise that resolves after the given amount of time\r\n */\r\n Tools.DelayAsync = function (delay) {\r\n return new Promise(function (resolve) {\r\n setTimeout(function () {\r\n resolve();\r\n }, delay);\r\n });\r\n };\r\n /**\r\n * Utility function to detect if the current user agent is Safari\r\n * @returns whether or not the current user agent is safari\r\n */\r\n Tools.IsSafari = function () {\r\n return /^((?!chrome|android).)*safari/i.test(navigator.userAgent);\r\n };\r\n /**\r\n * Enable/Disable Custom HTTP Request Headers globally.\r\n * default = false\r\n * @see CustomRequestHeaders\r\n */\r\n Tools.UseCustomRequestHeaders = false;\r\n /**\r\n * Custom HTTP Request Headers to be sent with XMLHttpRequests\r\n * i.e. when loading files, where the server/service expects an Authorization header\r\n */\r\n Tools.CustomRequestHeaders = WebRequest.CustomRequestHeaders;\r\n /**\r\n * Default behaviour for cors in the application.\r\n * It can be a string if the expected behavior is identical in the entire app.\r\n * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)\r\n */\r\n Tools.CorsBehavior = \"anonymous\";\r\n Tools._tmpFloatArray = new Float32Array(1);\r\n /**\r\n * Extracts text content from a DOM element hierarchy\r\n * Back Compat only, please use DomManagement.GetDOMTextContent instead.\r\n */\r\n Tools.GetDOMTextContent = DomManagement.GetDOMTextContent;\r\n // Logs\r\n /**\r\n * No log\r\n */\r\n Tools.NoneLogLevel = Logger.NoneLogLevel;\r\n /**\r\n * Only message logs\r\n */\r\n Tools.MessageLogLevel = Logger.MessageLogLevel;\r\n /**\r\n * Only warning logs\r\n */\r\n Tools.WarningLogLevel = Logger.WarningLogLevel;\r\n /**\r\n * Only error logs\r\n */\r\n Tools.ErrorLogLevel = Logger.ErrorLogLevel;\r\n /**\r\n * All logs\r\n */\r\n Tools.AllLogLevel = Logger.AllLogLevel;\r\n /**\r\n * Checks if the window object exists\r\n * Back Compat only, please use DomManagement.IsWindowObjectExist instead.\r\n */\r\n Tools.IsWindowObjectExist = DomManagement.IsWindowObjectExist;\r\n // Performances\r\n /**\r\n * No performance log\r\n */\r\n Tools.PerformanceNoneLogLevel = 0;\r\n /**\r\n * Use user marks to log performance\r\n */\r\n Tools.PerformanceUserMarkLogLevel = 1;\r\n /**\r\n * Log performance to the console\r\n */\r\n Tools.PerformanceConsoleLogLevel = 2;\r\n /**\r\n * Starts a performance counter\r\n */\r\n Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;\r\n /**\r\n * Ends a specific performance coutner\r\n */\r\n Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;\r\n return Tools;\r\n}());\r\nexport { Tools };\r\n/**\r\n * Use this className as a decorator on a given class definition to add it a name and optionally its module.\r\n * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.\r\n * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified\r\n * @param name The name of the class, case should be preserved\r\n * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.\r\n */\r\nexport function className(name, module) {\r\n return function (target) {\r\n target[\"__bjsclassName__\"] = name;\r\n target[\"__bjsmoduleName__\"] = (module != null) ? module : null;\r\n };\r\n}\r\n/**\r\n * An implementation of a loop for asynchronous functions.\r\n */\r\nvar AsyncLoop = /** @class */ (function () {\r\n /**\r\n * Constructor.\r\n * @param iterations the number of iterations.\r\n * @param func the function to run each iteration\r\n * @param successCallback the callback that will be called upon succesful execution\r\n * @param offset starting offset.\r\n */\r\n function AsyncLoop(\r\n /**\r\n * Defines the number of iterations for the loop\r\n */\r\n iterations, func, successCallback, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n this.iterations = iterations;\r\n this.index = offset - 1;\r\n this._done = false;\r\n this._fn = func;\r\n this._successCallback = successCallback;\r\n }\r\n /**\r\n * Execute the next iteration. Must be called after the last iteration was finished.\r\n */\r\n AsyncLoop.prototype.executeNext = function () {\r\n if (!this._done) {\r\n if (this.index + 1 < this.iterations) {\r\n ++this.index;\r\n this._fn(this);\r\n }\r\n else {\r\n this.breakLoop();\r\n }\r\n }\r\n };\r\n /**\r\n * Break the loop and run the success callback.\r\n */\r\n AsyncLoop.prototype.breakLoop = function () {\r\n this._done = true;\r\n this._successCallback();\r\n };\r\n /**\r\n * Create and run an async loop.\r\n * @param iterations the number of iterations.\r\n * @param fn the function to run each iteration\r\n * @param successCallback the callback that will be called upon succesful execution\r\n * @param offset starting offset.\r\n * @returns the created async loop object\r\n */\r\n AsyncLoop.Run = function (iterations, fn, successCallback, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n var loop = new AsyncLoop(iterations, fn, successCallback, offset);\r\n loop.executeNext();\r\n return loop;\r\n };\r\n /**\r\n * A for-loop that will run a given number of iterations synchronous and the rest async.\r\n * @param iterations total number of iterations\r\n * @param syncedIterations number of synchronous iterations in each async iteration.\r\n * @param fn the function to call each iteration.\r\n * @param callback a success call back that will be called when iterating stops.\r\n * @param breakFunction a break condition (optional)\r\n * @param timeout timeout settings for the setTimeout function. default - 0.\r\n * @returns the created async loop object\r\n */\r\n AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {\r\n if (timeout === void 0) { timeout = 0; }\r\n return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {\r\n if (breakFunction && breakFunction()) {\r\n loop.breakLoop();\r\n }\r\n else {\r\n setTimeout(function () {\r\n for (var i = 0; i < syncedIterations; ++i) {\r\n var iteration = (loop.index * syncedIterations) + i;\r\n if (iteration >= iterations) {\r\n break;\r\n }\r\n fn(iteration);\r\n if (breakFunction && breakFunction()) {\r\n loop.breakLoop();\r\n break;\r\n }\r\n }\r\n loop.executeNext();\r\n }, timeout);\r\n }\r\n }, callback);\r\n };\r\n return AsyncLoop;\r\n}());\r\nexport { AsyncLoop };\r\n// Will only be define if Tools is imported freeing up some space when only engine is required\r\nEngineStore.FallbackTexture = 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Register promise fallback for IE\r\nPromisePolyfill.Apply();\r\n//# sourceMappingURL=tools.js.map","/**\r\n * Class used to specific a value and its associated unit\r\n */\r\nvar ValueAndUnit = /** @class */ (function () {\r\n /**\r\n * Creates a new ValueAndUnit\r\n * @param value defines the value to store\r\n * @param unit defines the unit to store\r\n * @param negativeValueAllowed defines a boolean indicating if the value can be negative\r\n */\r\n function ValueAndUnit(value, \r\n /** defines the unit to store */\r\n unit, \r\n /** defines a boolean indicating if the value can be negative */\r\n negativeValueAllowed) {\r\n if (unit === void 0) { unit = ValueAndUnit.UNITMODE_PIXEL; }\r\n if (negativeValueAllowed === void 0) { negativeValueAllowed = true; }\r\n this.unit = unit;\r\n this.negativeValueAllowed = negativeValueAllowed;\r\n this._value = 1;\r\n /**\r\n * Gets or sets a value indicating that this value will not scale accordingly with adaptive scaling property\r\n * @see http://doc.babylonjs.com/how_to/gui#adaptive-scaling\r\n */\r\n this.ignoreAdaptiveScaling = false;\r\n this._value = value;\r\n this._originalUnit = unit;\r\n }\r\n Object.defineProperty(ValueAndUnit.prototype, \"isPercentage\", {\r\n /** Gets a boolean indicating if the value is a percentage */\r\n get: function () {\r\n return this.unit === ValueAndUnit.UNITMODE_PERCENTAGE;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ValueAndUnit.prototype, \"isPixel\", {\r\n /** Gets a boolean indicating if the value is store as pixel */\r\n get: function () {\r\n return this.unit === ValueAndUnit.UNITMODE_PIXEL;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ValueAndUnit.prototype, \"internalValue\", {\r\n /** Gets direct internal value */\r\n get: function () {\r\n return this._value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets value as pixel\r\n * @param host defines the root host\r\n * @param refValue defines the reference value for percentages\r\n * @returns the value as pixel\r\n */\r\n ValueAndUnit.prototype.getValueInPixel = function (host, refValue) {\r\n if (this.isPixel) {\r\n return this.getValue(host);\r\n }\r\n return this.getValue(host) * refValue;\r\n };\r\n /**\r\n * Update the current value and unit. This should be done cautiously as the GUi won't be marked as dirty with this function.\r\n * @param value defines the value to store\r\n * @param unit defines the unit to store\r\n * @returns the current ValueAndUnit\r\n */\r\n ValueAndUnit.prototype.updateInPlace = function (value, unit) {\r\n if (unit === void 0) { unit = ValueAndUnit.UNITMODE_PIXEL; }\r\n this._value = value;\r\n this.unit = unit;\r\n return this;\r\n };\r\n /**\r\n * Gets the value accordingly to its unit\r\n * @param host defines the root host\r\n * @returns the value\r\n */\r\n ValueAndUnit.prototype.getValue = function (host) {\r\n if (host && !this.ignoreAdaptiveScaling && this.unit !== ValueAndUnit.UNITMODE_PERCENTAGE) {\r\n var width = 0;\r\n var height = 0;\r\n if (host.idealWidth) {\r\n width = (this._value * host.getSize().width) / host.idealWidth;\r\n }\r\n if (host.idealHeight) {\r\n height = (this._value * host.getSize().height) / host.idealHeight;\r\n }\r\n if (host.useSmallestIdeal && host.idealWidth && host.idealHeight) {\r\n return window.innerWidth < window.innerHeight ? width : height;\r\n }\r\n if (host.idealWidth) { // horizontal\r\n return width;\r\n }\r\n if (host.idealHeight) { // vertical\r\n return height;\r\n }\r\n }\r\n return this._value;\r\n };\r\n /**\r\n * Gets a string representation of the value\r\n * @param host defines the root host\r\n * @param decimals defines an optional number of decimals to display\r\n * @returns a string\r\n */\r\n ValueAndUnit.prototype.toString = function (host, decimals) {\r\n switch (this.unit) {\r\n case ValueAndUnit.UNITMODE_PERCENTAGE:\r\n var percentage = this.getValue(host) * 100;\r\n return (decimals ? percentage.toFixed(decimals) : percentage) + \"%\";\r\n case ValueAndUnit.UNITMODE_PIXEL:\r\n var pixels = this.getValue(host);\r\n return (decimals ? pixels.toFixed(decimals) : pixels) + \"px\";\r\n }\r\n return this.unit.toString();\r\n };\r\n /**\r\n * Store a value parsed from a string\r\n * @param source defines the source string\r\n * @returns true if the value was successfully parsed\r\n */\r\n ValueAndUnit.prototype.fromString = function (source) {\r\n var match = ValueAndUnit._Regex.exec(source.toString());\r\n if (!match || match.length === 0) {\r\n return false;\r\n }\r\n var sourceValue = parseFloat(match[1]);\r\n var sourceUnit = this._originalUnit;\r\n if (!this.negativeValueAllowed) {\r\n if (sourceValue < 0) {\r\n sourceValue = 0;\r\n }\r\n }\r\n if (match.length === 4) {\r\n switch (match[3]) {\r\n case \"px\":\r\n sourceUnit = ValueAndUnit.UNITMODE_PIXEL;\r\n break;\r\n case \"%\":\r\n sourceUnit = ValueAndUnit.UNITMODE_PERCENTAGE;\r\n sourceValue /= 100.0;\r\n break;\r\n }\r\n }\r\n if (sourceValue === this._value && sourceUnit === this.unit) {\r\n return false;\r\n }\r\n this._value = sourceValue;\r\n this.unit = sourceUnit;\r\n return true;\r\n };\r\n Object.defineProperty(ValueAndUnit, \"UNITMODE_PERCENTAGE\", {\r\n /** UNITMODE_PERCENTAGE */\r\n get: function () {\r\n return ValueAndUnit._UNITMODE_PERCENTAGE;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ValueAndUnit, \"UNITMODE_PIXEL\", {\r\n /** UNITMODE_PIXEL */\r\n get: function () {\r\n return ValueAndUnit._UNITMODE_PIXEL;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Static\r\n ValueAndUnit._Regex = /(^-?\\d*(\\.\\d+)?)(%|px)?/;\r\n ValueAndUnit._UNITMODE_PERCENTAGE = 0;\r\n ValueAndUnit._UNITMODE_PIXEL = 1;\r\n return ValueAndUnit;\r\n}());\r\nexport { ValueAndUnit };\r\n//# sourceMappingURL=valueAndUnit.js.map","/**\r\n * Constant used to convert a value to gamma space\r\n * @ignorenaming\r\n */\r\nexport var ToGammaSpace = 1 / 2.2;\r\n/**\r\n * Constant used to convert a value to linear space\r\n * @ignorenaming\r\n */\r\nexport var ToLinearSpace = 2.2;\r\n/**\r\n * Constant used to define the minimal number value in Babylon.js\r\n * @ignorenaming\r\n */\r\nvar Epsilon = 0.001;\r\nexport { Epsilon };\r\n//# sourceMappingURL=math.constants.js.map","/**\r\n * Scalar computation library\r\n */\r\nvar Scalar = /** @class */ (function () {\r\n function Scalar() {\r\n }\r\n /**\r\n * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)\r\n * @param a number\r\n * @param b number\r\n * @param epsilon (default = 1.401298E-45)\r\n * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)\r\n */\r\n Scalar.WithinEpsilon = function (a, b, epsilon) {\r\n if (epsilon === void 0) { epsilon = 1.401298E-45; }\r\n var num = a - b;\r\n return -epsilon <= num && num <= epsilon;\r\n };\r\n /**\r\n * Returns a string : the upper case translation of the number i to hexadecimal.\r\n * @param i number\r\n * @returns the upper case translation of the number i to hexadecimal.\r\n */\r\n Scalar.ToHex = function (i) {\r\n var str = i.toString(16);\r\n if (i <= 15) {\r\n return (\"0\" + str).toUpperCase();\r\n }\r\n return str.toUpperCase();\r\n };\r\n /**\r\n * Returns -1 if value is negative and +1 is value is positive.\r\n * @param value the value\r\n * @returns the value itself if it's equal to zero.\r\n */\r\n Scalar.Sign = function (value) {\r\n value = +value; // convert to a number\r\n if (value === 0 || isNaN(value)) {\r\n return value;\r\n }\r\n return value > 0 ? 1 : -1;\r\n };\r\n /**\r\n * Returns the value itself if it's between min and max.\r\n * Returns min if the value is lower than min.\r\n * Returns max if the value is greater than max.\r\n * @param value the value to clmap\r\n * @param min the min value to clamp to (default: 0)\r\n * @param max the max value to clamp to (default: 1)\r\n * @returns the clamped value\r\n */\r\n Scalar.Clamp = function (value, min, max) {\r\n if (min === void 0) { min = 0; }\r\n if (max === void 0) { max = 1; }\r\n return Math.min(max, Math.max(min, value));\r\n };\r\n /**\r\n * the log2 of value.\r\n * @param value the value to compute log2 of\r\n * @returns the log2 of value.\r\n */\r\n Scalar.Log2 = function (value) {\r\n return Math.log(value) * Math.LOG2E;\r\n };\r\n /**\r\n * Loops the value, so that it is never larger than length and never smaller than 0.\r\n *\r\n * This is similar to the modulo operator but it works with floating point numbers.\r\n * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.\r\n * With t = 5 and length = 2.5, the result would be 0.0.\r\n * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator\r\n * @param value the value\r\n * @param length the length\r\n * @returns the looped value\r\n */\r\n Scalar.Repeat = function (value, length) {\r\n return value - Math.floor(value / length) * length;\r\n };\r\n /**\r\n * Normalize the value between 0.0 and 1.0 using min and max values\r\n * @param value value to normalize\r\n * @param min max to normalize between\r\n * @param max min to normalize between\r\n * @returns the normalized value\r\n */\r\n Scalar.Normalize = function (value, min, max) {\r\n return (value - min) / (max - min);\r\n };\r\n /**\r\n * Denormalize the value from 0.0 and 1.0 using min and max values\r\n * @param normalized value to denormalize\r\n * @param min max to denormalize between\r\n * @param max min to denormalize between\r\n * @returns the denormalized value\r\n */\r\n Scalar.Denormalize = function (normalized, min, max) {\r\n return (normalized * (max - min) + min);\r\n };\r\n /**\r\n * Calculates the shortest difference between two given angles given in degrees.\r\n * @param current current angle in degrees\r\n * @param target target angle in degrees\r\n * @returns the delta\r\n */\r\n Scalar.DeltaAngle = function (current, target) {\r\n var num = Scalar.Repeat(target - current, 360.0);\r\n if (num > 180.0) {\r\n num -= 360.0;\r\n }\r\n return num;\r\n };\r\n /**\r\n * PingPongs the value t, so that it is never larger than length and never smaller than 0.\r\n * @param tx value\r\n * @param length length\r\n * @returns The returned value will move back and forth between 0 and length\r\n */\r\n Scalar.PingPong = function (tx, length) {\r\n var t = Scalar.Repeat(tx, length * 2.0);\r\n return length - Math.abs(t - length);\r\n };\r\n /**\r\n * Interpolates between min and max with smoothing at the limits.\r\n *\r\n * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up\r\n * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.\r\n * @param from from\r\n * @param to to\r\n * @param tx value\r\n * @returns the smooth stepped value\r\n */\r\n Scalar.SmoothStep = function (from, to, tx) {\r\n var t = Scalar.Clamp(tx);\r\n t = -2.0 * t * t * t + 3.0 * t * t;\r\n return to * t + from * (1.0 - t);\r\n };\r\n /**\r\n * Moves a value current towards target.\r\n *\r\n * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.\r\n * Negative values of maxDelta pushes the value away from target.\r\n * @param current current value\r\n * @param target target value\r\n * @param maxDelta max distance to move\r\n * @returns resulting value\r\n */\r\n Scalar.MoveTowards = function (current, target, maxDelta) {\r\n var result = 0;\r\n if (Math.abs(target - current) <= maxDelta) {\r\n result = target;\r\n }\r\n else {\r\n result = current + Scalar.Sign(target - current) * maxDelta;\r\n }\r\n return result;\r\n };\r\n /**\r\n * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.\r\n *\r\n * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta\r\n * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.\r\n * @param current current value\r\n * @param target target value\r\n * @param maxDelta max distance to move\r\n * @returns resulting angle\r\n */\r\n Scalar.MoveTowardsAngle = function (current, target, maxDelta) {\r\n var num = Scalar.DeltaAngle(current, target);\r\n var result = 0;\r\n if (-maxDelta < num && num < maxDelta) {\r\n result = target;\r\n }\r\n else {\r\n target = current + num;\r\n result = Scalar.MoveTowards(current, target, maxDelta);\r\n }\r\n return result;\r\n };\r\n /**\r\n * Creates a new scalar with values linearly interpolated of \"amount\" between the start scalar and the end scalar.\r\n * @param start start value\r\n * @param end target value\r\n * @param amount amount to lerp between\r\n * @returns the lerped value\r\n */\r\n Scalar.Lerp = function (start, end, amount) {\r\n return start + ((end - start) * amount);\r\n };\r\n /**\r\n * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.\r\n * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.\r\n * @param start start value\r\n * @param end target value\r\n * @param amount amount to lerp between\r\n * @returns the lerped value\r\n */\r\n Scalar.LerpAngle = function (start, end, amount) {\r\n var num = Scalar.Repeat(end - start, 360.0);\r\n if (num > 180.0) {\r\n num -= 360.0;\r\n }\r\n return start + num * Scalar.Clamp(amount);\r\n };\r\n /**\r\n * Calculates the linear parameter t that produces the interpolant value within the range [a, b].\r\n * @param a start value\r\n * @param b target value\r\n * @param value value between a and b\r\n * @returns the inverseLerp value\r\n */\r\n Scalar.InverseLerp = function (a, b, value) {\r\n var result = 0;\r\n if (a != b) {\r\n result = Scalar.Clamp((value - a) / (b - a));\r\n }\r\n else {\r\n result = 0.0;\r\n }\r\n return result;\r\n };\r\n /**\r\n * Returns a new scalar located for \"amount\" (float) on the Hermite spline defined by the scalars \"value1\", \"value3\", \"tangent1\", \"tangent2\".\r\n * @see http://mathworld.wolfram.com/HermitePolynomial.html\r\n * @param value1 spline value\r\n * @param tangent1 spline value\r\n * @param value2 spline value\r\n * @param tangent2 spline value\r\n * @param amount input value\r\n * @returns hermite result\r\n */\r\n Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;\r\n var part2 = (-2.0 * cubed) + (3.0 * squared);\r\n var part3 = (cubed - (2.0 * squared)) + amount;\r\n var part4 = cubed - squared;\r\n return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);\r\n };\r\n /**\r\n * Returns a random float number between and min and max values\r\n * @param min min value of random\r\n * @param max max value of random\r\n * @returns random value\r\n */\r\n Scalar.RandomRange = function (min, max) {\r\n if (min === max) {\r\n return min;\r\n }\r\n return ((Math.random() * (max - min)) + min);\r\n };\r\n /**\r\n * This function returns percentage of a number in a given range.\r\n *\r\n * RangeToPercent(40,20,60) will return 0.5 (50%)\r\n * RangeToPercent(34,0,100) will return 0.34 (34%)\r\n * @param number to convert to percentage\r\n * @param min min range\r\n * @param max max range\r\n * @returns the percentage\r\n */\r\n Scalar.RangeToPercent = function (number, min, max) {\r\n return ((number - min) / (max - min));\r\n };\r\n /**\r\n * This function returns number that corresponds to the percentage in a given range.\r\n *\r\n * PercentToRange(0.34,0,100) will return 34.\r\n * @param percent to convert to number\r\n * @param min min range\r\n * @param max max range\r\n * @returns the number\r\n */\r\n Scalar.PercentToRange = function (percent, min, max) {\r\n return ((max - min) * percent + min);\r\n };\r\n /**\r\n * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.\r\n * @param angle The angle to normalize in radian.\r\n * @return The converted angle.\r\n */\r\n Scalar.NormalizeRadians = function (angle) {\r\n // More precise but slower version kept for reference.\r\n // angle = angle % Tools.TwoPi;\r\n // angle = (angle + Tools.TwoPi) % Tools.TwoPi;\r\n //if (angle > Math.PI) {\r\n //\tangle -= Tools.TwoPi;\r\n //}\r\n angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));\r\n return angle;\r\n };\r\n /**\r\n * Two pi constants convenient for computation.\r\n */\r\n Scalar.TwoPi = Math.PI * 2;\r\n return Scalar;\r\n}());\r\nexport { Scalar };\r\n//# sourceMappingURL=math.scalar.js.map","/**\r\n * Class used to represent data loading progression\r\n */\r\nvar SceneLoaderFlags = /** @class */ (function () {\r\n function SceneLoaderFlags() {\r\n }\r\n Object.defineProperty(SceneLoaderFlags, \"ForceFullSceneLoadingForIncremental\", {\r\n /**\r\n * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data\r\n */\r\n get: function () {\r\n return SceneLoaderFlags._ForceFullSceneLoadingForIncremental;\r\n },\r\n set: function (value) {\r\n SceneLoaderFlags._ForceFullSceneLoadingForIncremental = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SceneLoaderFlags, \"ShowLoadingScreen\", {\r\n /**\r\n * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene\r\n */\r\n get: function () {\r\n return SceneLoaderFlags._ShowLoadingScreen;\r\n },\r\n set: function (value) {\r\n SceneLoaderFlags._ShowLoadingScreen = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SceneLoaderFlags, \"loggingLevel\", {\r\n /**\r\n * Defines the current logging level (while loading the scene)\r\n * @ignorenaming\r\n */\r\n get: function () {\r\n return SceneLoaderFlags._loggingLevel;\r\n },\r\n set: function (value) {\r\n SceneLoaderFlags._loggingLevel = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SceneLoaderFlags, \"CleanBoneMatrixWeights\", {\r\n /**\r\n * Gets or set a boolean indicating if matrix weights must be cleaned upon loading\r\n */\r\n get: function () {\r\n return SceneLoaderFlags._CleanBoneMatrixWeights;\r\n },\r\n set: function (value) {\r\n SceneLoaderFlags._CleanBoneMatrixWeights = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Flags\r\n SceneLoaderFlags._ForceFullSceneLoadingForIncremental = false;\r\n SceneLoaderFlags._ShowLoadingScreen = true;\r\n SceneLoaderFlags._CleanBoneMatrixWeights = false;\r\n SceneLoaderFlags._loggingLevel = 0;\r\n return SceneLoaderFlags;\r\n}());\r\nexport { SceneLoaderFlags };\r\n//# sourceMappingURL=sceneLoaderFlags.js.map","import { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color4 } from '../Maths/math.color';\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { SceneLoaderFlags } from \"../Loading/sceneLoaderFlags\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Tags } from \"../Misc/tags\";\r\nimport { extractMinAndMax } from '../Maths/math.functions';\r\n/**\r\n * Class used to store geometry data (vertex buffers + index buffer)\r\n */\r\nvar Geometry = /** @class */ (function () {\r\n /**\r\n * Creates a new geometry\r\n * @param id defines the unique ID\r\n * @param scene defines the hosting scene\r\n * @param vertexData defines the VertexData used to get geometry data\r\n * @param updatable defines if geometry must be updatable (false by default)\r\n * @param mesh defines the mesh that will be associated with the geometry\r\n */\r\n function Geometry(id, scene, vertexData, updatable, mesh) {\r\n if (updatable === void 0) { updatable = false; }\r\n if (mesh === void 0) { mesh = null; }\r\n /**\r\n * Gets the delay loading state of the geometry (none by default which means not delayed)\r\n */\r\n this.delayLoadState = 0;\r\n this._totalVertices = 0;\r\n this._isDisposed = false;\r\n this._indexBufferIsUpdatable = false;\r\n this.id = id;\r\n this.uniqueId = scene.getUniqueId();\r\n this._engine = scene.getEngine();\r\n this._meshes = [];\r\n this._scene = scene;\r\n //Init vertex buffer cache\r\n this._vertexBuffers = {};\r\n this._indices = [];\r\n this._updatable = updatable;\r\n // vertexData\r\n if (vertexData) {\r\n this.setAllVerticesData(vertexData, updatable);\r\n }\r\n else {\r\n this._totalVertices = 0;\r\n this._indices = [];\r\n }\r\n if (this._engine.getCaps().vertexArrayObject) {\r\n this._vertexArrayObjects = {};\r\n }\r\n // applyToMesh\r\n if (mesh) {\r\n this.applyToMesh(mesh);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n }\r\n Object.defineProperty(Geometry.prototype, \"boundingBias\", {\r\n /**\r\n * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y\r\n */\r\n get: function () {\r\n return this._boundingBias;\r\n },\r\n /**\r\n * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y\r\n */\r\n set: function (value) {\r\n if (this._boundingBias) {\r\n this._boundingBias.copyFrom(value);\r\n }\r\n else {\r\n this._boundingBias = value.clone();\r\n }\r\n this._updateBoundingInfo(true, null);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Static function used to attach a new empty geometry to a mesh\r\n * @param mesh defines the mesh to attach the geometry to\r\n * @returns the new Geometry\r\n */\r\n Geometry.CreateGeometryForMesh = function (mesh) {\r\n var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());\r\n geometry.applyToMesh(mesh);\r\n return geometry;\r\n };\r\n Object.defineProperty(Geometry.prototype, \"extend\", {\r\n /**\r\n * Gets the current extend of the geometry\r\n */\r\n get: function () {\r\n return this._extend;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the hosting scene\r\n * @returns the hosting Scene\r\n */\r\n Geometry.prototype.getScene = function () {\r\n return this._scene;\r\n };\r\n /**\r\n * Gets the hosting engine\r\n * @returns the hosting Engine\r\n */\r\n Geometry.prototype.getEngine = function () {\r\n return this._engine;\r\n };\r\n /**\r\n * Defines if the geometry is ready to use\r\n * @returns true if the geometry is ready to be used\r\n */\r\n Geometry.prototype.isReady = function () {\r\n return this.delayLoadState === 1 || this.delayLoadState === 0;\r\n };\r\n Object.defineProperty(Geometry.prototype, \"doNotSerialize\", {\r\n /**\r\n * Gets a value indicating that the geometry should not be serialized\r\n */\r\n get: function () {\r\n for (var index = 0; index < this._meshes.length; index++) {\r\n if (!this._meshes[index].doNotSerialize) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n Geometry.prototype._rebuild = function () {\r\n if (this._vertexArrayObjects) {\r\n this._vertexArrayObjects = {};\r\n }\r\n // Index buffer\r\n if (this._meshes.length !== 0 && this._indices) {\r\n this._indexBuffer = this._engine.createIndexBuffer(this._indices);\r\n }\r\n // Vertex buffers\r\n for (var key in this._vertexBuffers) {\r\n var vertexBuffer = this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n };\r\n /**\r\n * Affects all geometry data in one call\r\n * @param vertexData defines the geometry data\r\n * @param updatable defines if the geometry must be flagged as updatable (false as default)\r\n */\r\n Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {\r\n vertexData.applyToGeometry(this, updatable);\r\n this.notifyUpdate();\r\n };\r\n /**\r\n * Set specific vertex data\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @param data defines the vertex data to use\r\n * @param updatable defines if the vertex must be flagged as updatable (false as default)\r\n * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified\r\n */\r\n Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {\r\n if (updatable === void 0) { updatable = false; }\r\n var buffer = new VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);\r\n this.setVerticesBuffer(buffer);\r\n };\r\n /**\r\n * Removes a specific vertex data\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n */\r\n Geometry.prototype.removeVerticesData = function (kind) {\r\n if (this._vertexBuffers[kind]) {\r\n this._vertexBuffers[kind].dispose();\r\n delete this._vertexBuffers[kind];\r\n }\r\n };\r\n /**\r\n * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data\r\n * @param buffer defines the vertex buffer to use\r\n * @param totalVertices defines the total number of vertices for position kind (could be null)\r\n */\r\n Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {\r\n if (totalVertices === void 0) { totalVertices = null; }\r\n var kind = buffer.getKind();\r\n if (this._vertexBuffers[kind]) {\r\n this._vertexBuffers[kind].dispose();\r\n }\r\n this._vertexBuffers[kind] = buffer;\r\n if (kind === VertexBuffer.PositionKind) {\r\n var data = buffer.getData();\r\n if (totalVertices != null) {\r\n this._totalVertices = totalVertices;\r\n }\r\n else {\r\n if (data != null) {\r\n this._totalVertices = data.length / (buffer.byteStride / 4);\r\n }\r\n }\r\n this._updateExtend(data);\r\n this._resetPointsArrayCache();\r\n var meshes = this._meshes;\r\n var numOfMeshes = meshes.length;\r\n for (var index = 0; index < numOfMeshes; index++) {\r\n var mesh = meshes[index];\r\n mesh._boundingInfo = new BoundingInfo(this._extend.minimum, this._extend.maximum);\r\n mesh._createGlobalSubMesh(false);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n }\r\n this.notifyUpdate(kind);\r\n if (this._vertexArrayObjects) {\r\n this._disposeVertexArrayObjects();\r\n this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported\r\n }\r\n };\r\n /**\r\n * Update a specific vertex buffer\r\n * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array\r\n * It will do nothing if the buffer is not updatable\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @param data defines the data to use\r\n * @param offset defines the offset in the target buffer where to store the data\r\n * @param useBytes set to true if the offset is in bytes\r\n */\r\n Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {\r\n if (useBytes === void 0) { useBytes = false; }\r\n var vertexBuffer = this.getVertexBuffer(kind);\r\n if (!vertexBuffer) {\r\n return;\r\n }\r\n vertexBuffer.updateDirectly(data, offset, useBytes);\r\n this.notifyUpdate(kind);\r\n };\r\n /**\r\n * Update a specific vertex buffer\r\n * This function will create a new buffer if the current one is not updatable\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @param data defines the data to use\r\n * @param updateExtends defines if the geometry extends must be recomputed (false by default)\r\n */\r\n Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {\r\n if (updateExtends === void 0) { updateExtends = false; }\r\n var vertexBuffer = this.getVertexBuffer(kind);\r\n if (!vertexBuffer) {\r\n return;\r\n }\r\n vertexBuffer.update(data);\r\n if (kind === VertexBuffer.PositionKind) {\r\n this._updateBoundingInfo(updateExtends, data);\r\n }\r\n this.notifyUpdate(kind);\r\n };\r\n Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {\r\n if (updateExtends) {\r\n this._updateExtend(data);\r\n }\r\n this._resetPointsArrayCache();\r\n if (updateExtends) {\r\n var meshes = this._meshes;\r\n for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {\r\n var mesh = meshes_1[_i];\r\n if (mesh._boundingInfo) {\r\n mesh._boundingInfo.reConstruct(this._extend.minimum, this._extend.maximum);\r\n }\r\n else {\r\n mesh._boundingInfo = new BoundingInfo(this._extend.minimum, this._extend.maximum);\r\n }\r\n var subMeshes = mesh.subMeshes;\r\n for (var _a = 0, subMeshes_1 = subMeshes; _a < subMeshes_1.length; _a++) {\r\n var subMesh = subMeshes_1[_a];\r\n subMesh.refreshBoundingInfo();\r\n }\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n Geometry.prototype._bind = function (effect, indexToBind) {\r\n if (!effect) {\r\n return;\r\n }\r\n if (indexToBind === undefined) {\r\n indexToBind = this._indexBuffer;\r\n }\r\n var vbs = this.getVertexBuffers();\r\n if (!vbs) {\r\n return;\r\n }\r\n if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {\r\n this._engine.bindBuffers(vbs, indexToBind, effect);\r\n return;\r\n }\r\n // Using VAO\r\n if (!this._vertexArrayObjects[effect.key]) {\r\n this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);\r\n }\r\n this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);\r\n };\r\n /**\r\n * Gets total number of vertices\r\n * @returns the total number of vertices\r\n */\r\n Geometry.prototype.getTotalVertices = function () {\r\n if (!this.isReady()) {\r\n return 0;\r\n }\r\n return this._totalVertices;\r\n };\r\n /**\r\n * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns a float array containing vertex data\r\n */\r\n Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {\r\n var vertexBuffer = this.getVertexBuffer(kind);\r\n if (!vertexBuffer) {\r\n return null;\r\n }\r\n var data = vertexBuffer.getData();\r\n if (!data) {\r\n return null;\r\n }\r\n var tightlyPackedByteStride = vertexBuffer.getSize() * VertexBuffer.GetTypeByteLength(vertexBuffer.type);\r\n var count = this._totalVertices * vertexBuffer.getSize();\r\n if (vertexBuffer.type !== VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {\r\n var copy_1 = [];\r\n vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });\r\n return copy_1;\r\n }\r\n if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {\r\n if (data instanceof Array) {\r\n var offset = vertexBuffer.byteOffset / 4;\r\n return Tools.Slice(data, offset, offset + count);\r\n }\r\n else if (data instanceof ArrayBuffer) {\r\n return new Float32Array(data, vertexBuffer.byteOffset, count);\r\n }\r\n else {\r\n var offset = data.byteOffset + vertexBuffer.byteOffset;\r\n if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {\r\n var result = new Float32Array(count);\r\n var source = new Float32Array(data.buffer, offset, count);\r\n result.set(source);\r\n return result;\r\n }\r\n return new Float32Array(data.buffer, offset, count);\r\n }\r\n }\r\n if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {\r\n return Tools.Slice(data);\r\n }\r\n return data;\r\n };\r\n /**\r\n * Returns a boolean defining if the vertex data for the requested `kind` is updatable\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @returns true if the vertex buffer with the specified kind is updatable\r\n */\r\n Geometry.prototype.isVertexBufferUpdatable = function (kind) {\r\n var vb = this._vertexBuffers[kind];\r\n if (!vb) {\r\n return false;\r\n }\r\n return vb.isUpdatable();\r\n };\r\n /**\r\n * Gets a specific vertex buffer\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @returns a VertexBuffer\r\n */\r\n Geometry.prototype.getVertexBuffer = function (kind) {\r\n if (!this.isReady()) {\r\n return null;\r\n }\r\n return this._vertexBuffers[kind];\r\n };\r\n /**\r\n * Returns all vertex buffers\r\n * @return an object holding all vertex buffers indexed by kind\r\n */\r\n Geometry.prototype.getVertexBuffers = function () {\r\n if (!this.isReady()) {\r\n return null;\r\n }\r\n return this._vertexBuffers;\r\n };\r\n /**\r\n * Gets a boolean indicating if specific vertex buffer is present\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @returns true if data is present\r\n */\r\n Geometry.prototype.isVerticesDataPresent = function (kind) {\r\n if (!this._vertexBuffers) {\r\n if (this._delayInfo) {\r\n return this._delayInfo.indexOf(kind) !== -1;\r\n }\r\n return false;\r\n }\r\n return this._vertexBuffers[kind] !== undefined;\r\n };\r\n /**\r\n * Gets a list of all attached data kinds (Position, normal, etc...)\r\n * @returns a list of string containing all kinds\r\n */\r\n Geometry.prototype.getVerticesDataKinds = function () {\r\n var result = [];\r\n var kind;\r\n if (!this._vertexBuffers && this._delayInfo) {\r\n for (kind in this._delayInfo) {\r\n result.push(kind);\r\n }\r\n }\r\n else {\r\n for (kind in this._vertexBuffers) {\r\n result.push(kind);\r\n }\r\n }\r\n return result;\r\n };\r\n /**\r\n * Update index buffer\r\n * @param indices defines the indices to store in the index buffer\r\n * @param offset defines the offset in the target buffer where to store the data\r\n * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)\r\n */\r\n Geometry.prototype.updateIndices = function (indices, offset, gpuMemoryOnly) {\r\n if (gpuMemoryOnly === void 0) { gpuMemoryOnly = false; }\r\n if (!this._indexBuffer) {\r\n return;\r\n }\r\n if (!this._indexBufferIsUpdatable) {\r\n this.setIndices(indices, null, true);\r\n }\r\n else {\r\n var needToUpdateSubMeshes = indices.length !== this._indices.length;\r\n if (!gpuMemoryOnly) {\r\n this._indices = indices.slice();\r\n }\r\n this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);\r\n if (needToUpdateSubMeshes) {\r\n for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {\r\n var mesh = _a[_i];\r\n mesh._createGlobalSubMesh(true);\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * Creates a new index buffer\r\n * @param indices defines the indices to store in the index buffer\r\n * @param totalVertices defines the total number of vertices (could be null)\r\n * @param updatable defines if the index buffer must be flagged as updatable (false by default)\r\n */\r\n Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {\r\n if (totalVertices === void 0) { totalVertices = null; }\r\n if (updatable === void 0) { updatable = false; }\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n }\r\n this._disposeVertexArrayObjects();\r\n this._indices = indices;\r\n this._indexBufferIsUpdatable = updatable;\r\n if (this._meshes.length !== 0 && this._indices) {\r\n this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);\r\n }\r\n if (totalVertices != undefined) { // including null and undefined\r\n this._totalVertices = totalVertices;\r\n }\r\n for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {\r\n var mesh = _a[_i];\r\n mesh._createGlobalSubMesh(true);\r\n }\r\n this.notifyUpdate();\r\n };\r\n /**\r\n * Return the total number of indices\r\n * @returns the total number of indices\r\n */\r\n Geometry.prototype.getTotalIndices = function () {\r\n if (!this.isReady()) {\r\n return 0;\r\n }\r\n return this._indices.length;\r\n };\r\n /**\r\n * Gets the index buffer array\r\n * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns the index buffer array\r\n */\r\n Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {\r\n if (!this.isReady()) {\r\n return null;\r\n }\r\n var orig = this._indices;\r\n if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {\r\n return orig;\r\n }\r\n else {\r\n var len = orig.length;\r\n var copy = [];\r\n for (var i = 0; i < len; i++) {\r\n copy.push(orig[i]);\r\n }\r\n return copy;\r\n }\r\n };\r\n /**\r\n * Gets the index buffer\r\n * @return the index buffer\r\n */\r\n Geometry.prototype.getIndexBuffer = function () {\r\n if (!this.isReady()) {\r\n return null;\r\n }\r\n return this._indexBuffer;\r\n };\r\n /** @hidden */\r\n Geometry.prototype._releaseVertexArrayObject = function (effect) {\r\n if (effect === void 0) { effect = null; }\r\n if (!effect || !this._vertexArrayObjects) {\r\n return;\r\n }\r\n if (this._vertexArrayObjects[effect.key]) {\r\n this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);\r\n delete this._vertexArrayObjects[effect.key];\r\n }\r\n };\r\n /**\r\n * Release the associated resources for a specific mesh\r\n * @param mesh defines the source mesh\r\n * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it\r\n */\r\n Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {\r\n var meshes = this._meshes;\r\n var index = meshes.indexOf(mesh);\r\n if (index === -1) {\r\n return;\r\n }\r\n meshes.splice(index, 1);\r\n mesh._geometry = null;\r\n if (meshes.length === 0 && shouldDispose) {\r\n this.dispose();\r\n }\r\n };\r\n /**\r\n * Apply current geometry to a given mesh\r\n * @param mesh defines the mesh to apply geometry to\r\n */\r\n Geometry.prototype.applyToMesh = function (mesh) {\r\n if (mesh._geometry === this) {\r\n return;\r\n }\r\n var previousGeometry = mesh._geometry;\r\n if (previousGeometry) {\r\n previousGeometry.releaseForMesh(mesh);\r\n }\r\n var meshes = this._meshes;\r\n // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()\r\n mesh._geometry = this;\r\n this._scene.pushGeometry(this);\r\n meshes.push(mesh);\r\n if (this.isReady()) {\r\n this._applyToMesh(mesh);\r\n }\r\n else {\r\n mesh._boundingInfo = this._boundingInfo;\r\n }\r\n };\r\n Geometry.prototype._updateExtend = function (data) {\r\n if (data === void 0) { data = null; }\r\n if (!data) {\r\n data = this.getVerticesData(VertexBuffer.PositionKind);\r\n }\r\n this._extend = extractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);\r\n };\r\n Geometry.prototype._applyToMesh = function (mesh) {\r\n var numOfMeshes = this._meshes.length;\r\n // vertexBuffers\r\n for (var kind in this._vertexBuffers) {\r\n if (numOfMeshes === 1) {\r\n this._vertexBuffers[kind].create();\r\n }\r\n var buffer = this._vertexBuffers[kind].getBuffer();\r\n if (buffer) {\r\n buffer.references = numOfMeshes;\r\n }\r\n if (kind === VertexBuffer.PositionKind) {\r\n if (!this._extend) {\r\n this._updateExtend();\r\n }\r\n mesh._boundingInfo = new BoundingInfo(this._extend.minimum, this._extend.maximum);\r\n mesh._createGlobalSubMesh(false);\r\n //bounding info was just created again, world matrix should be applied again.\r\n mesh._updateBoundingInfo();\r\n }\r\n }\r\n // indexBuffer\r\n if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {\r\n this._indexBuffer = this._engine.createIndexBuffer(this._indices);\r\n }\r\n if (this._indexBuffer) {\r\n this._indexBuffer.references = numOfMeshes;\r\n }\r\n // morphTargets\r\n mesh._syncGeometryWithMorphTargetManager();\r\n // instances\r\n mesh.synchronizeInstances();\r\n };\r\n Geometry.prototype.notifyUpdate = function (kind) {\r\n if (this.onGeometryUpdated) {\r\n this.onGeometryUpdated(this, kind);\r\n }\r\n for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {\r\n var mesh = _a[_i];\r\n mesh._markSubMeshesAsAttributesDirty();\r\n }\r\n };\r\n /**\r\n * Load the geometry if it was flagged as delay loaded\r\n * @param scene defines the hosting scene\r\n * @param onLoaded defines a callback called when the geometry is loaded\r\n */\r\n Geometry.prototype.load = function (scene, onLoaded) {\r\n if (this.delayLoadState === 2) {\r\n return;\r\n }\r\n if (this.isReady()) {\r\n if (onLoaded) {\r\n onLoaded();\r\n }\r\n return;\r\n }\r\n this.delayLoadState = 2;\r\n this._queueLoad(scene, onLoaded);\r\n };\r\n Geometry.prototype._queueLoad = function (scene, onLoaded) {\r\n var _this = this;\r\n if (!this.delayLoadingFile) {\r\n return;\r\n }\r\n scene._addPendingData(this);\r\n scene._loadFile(this.delayLoadingFile, function (data) {\r\n if (!_this._delayLoadingFunction) {\r\n return;\r\n }\r\n _this._delayLoadingFunction(JSON.parse(data), _this);\r\n _this.delayLoadState = 1;\r\n _this._delayInfo = [];\r\n scene._removePendingData(_this);\r\n var meshes = _this._meshes;\r\n var numOfMeshes = meshes.length;\r\n for (var index = 0; index < numOfMeshes; index++) {\r\n _this._applyToMesh(meshes[index]);\r\n }\r\n if (onLoaded) {\r\n onLoaded();\r\n }\r\n }, undefined, true);\r\n };\r\n /**\r\n * Invert the geometry to move from a right handed system to a left handed one.\r\n */\r\n Geometry.prototype.toLeftHanded = function () {\r\n // Flip faces\r\n var tIndices = this.getIndices(false);\r\n if (tIndices != null && tIndices.length > 0) {\r\n for (var i = 0; i < tIndices.length; i += 3) {\r\n var tTemp = tIndices[i + 0];\r\n tIndices[i + 0] = tIndices[i + 2];\r\n tIndices[i + 2] = tTemp;\r\n }\r\n this.setIndices(tIndices);\r\n }\r\n // Negate position.z\r\n var tPositions = this.getVerticesData(VertexBuffer.PositionKind, false);\r\n if (tPositions != null && tPositions.length > 0) {\r\n for (var i = 0; i < tPositions.length; i += 3) {\r\n tPositions[i + 2] = -tPositions[i + 2];\r\n }\r\n this.setVerticesData(VertexBuffer.PositionKind, tPositions, false);\r\n }\r\n // Negate normal.z\r\n var tNormals = this.getVerticesData(VertexBuffer.NormalKind, false);\r\n if (tNormals != null && tNormals.length > 0) {\r\n for (var i = 0; i < tNormals.length; i += 3) {\r\n tNormals[i + 2] = -tNormals[i + 2];\r\n }\r\n this.setVerticesData(VertexBuffer.NormalKind, tNormals, false);\r\n }\r\n };\r\n // Cache\r\n /** @hidden */\r\n Geometry.prototype._resetPointsArrayCache = function () {\r\n this._positions = null;\r\n };\r\n /** @hidden */\r\n Geometry.prototype._generatePointsArray = function () {\r\n if (this._positions) {\r\n return true;\r\n }\r\n var data = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (!data || data.length === 0) {\r\n return false;\r\n }\r\n this._positions = [];\r\n for (var index = 0; index < data.length; index += 3) {\r\n this._positions.push(Vector3.FromArray(data, index));\r\n }\r\n return true;\r\n };\r\n /**\r\n * Gets a value indicating if the geometry is disposed\r\n * @returns true if the geometry was disposed\r\n */\r\n Geometry.prototype.isDisposed = function () {\r\n return this._isDisposed;\r\n };\r\n Geometry.prototype._disposeVertexArrayObjects = function () {\r\n if (this._vertexArrayObjects) {\r\n for (var kind in this._vertexArrayObjects) {\r\n this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);\r\n }\r\n this._vertexArrayObjects = {};\r\n }\r\n };\r\n /**\r\n * Free all associated resources\r\n */\r\n Geometry.prototype.dispose = function () {\r\n var meshes = this._meshes;\r\n var numOfMeshes = meshes.length;\r\n var index;\r\n for (index = 0; index < numOfMeshes; index++) {\r\n this.releaseForMesh(meshes[index]);\r\n }\r\n this._meshes = [];\r\n this._disposeVertexArrayObjects();\r\n for (var kind in this._vertexBuffers) {\r\n this._vertexBuffers[kind].dispose();\r\n }\r\n this._vertexBuffers = {};\r\n this._totalVertices = 0;\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n }\r\n this._indexBuffer = null;\r\n this._indices = [];\r\n this.delayLoadState = 0;\r\n this.delayLoadingFile = null;\r\n this._delayLoadingFunction = null;\r\n this._delayInfo = [];\r\n this._boundingInfo = null;\r\n this._scene.removeGeometry(this);\r\n this._isDisposed = true;\r\n };\r\n /**\r\n * Clone the current geometry into a new geometry\r\n * @param id defines the unique ID of the new geometry\r\n * @returns a new geometry object\r\n */\r\n Geometry.prototype.copy = function (id) {\r\n var vertexData = new VertexData();\r\n vertexData.indices = [];\r\n var indices = this.getIndices();\r\n if (indices) {\r\n for (var index = 0; index < indices.length; index++) {\r\n vertexData.indices.push(indices[index]);\r\n }\r\n }\r\n var updatable = false;\r\n var stopChecking = false;\r\n var kind;\r\n for (kind in this._vertexBuffers) {\r\n // using slice() to make a copy of the array and not just reference it\r\n var data = this.getVerticesData(kind);\r\n if (data) {\r\n if (data instanceof Float32Array) {\r\n vertexData.set(new Float32Array(data), kind);\r\n }\r\n else {\r\n vertexData.set(data.slice(0), kind);\r\n }\r\n if (!stopChecking) {\r\n var vb = this.getVertexBuffer(kind);\r\n if (vb) {\r\n updatable = vb.isUpdatable();\r\n stopChecking = !updatable;\r\n }\r\n }\r\n }\r\n }\r\n var geometry = new Geometry(id, this._scene, vertexData, updatable);\r\n geometry.delayLoadState = this.delayLoadState;\r\n geometry.delayLoadingFile = this.delayLoadingFile;\r\n geometry._delayLoadingFunction = this._delayLoadingFunction;\r\n for (kind in this._delayInfo) {\r\n geometry._delayInfo = geometry._delayInfo || [];\r\n geometry._delayInfo.push(kind);\r\n }\r\n // Bounding info\r\n geometry._boundingInfo = new BoundingInfo(this._extend.minimum, this._extend.maximum);\r\n return geometry;\r\n };\r\n /**\r\n * Serialize the current geometry info (and not the vertices data) into a JSON object\r\n * @return a JSON representation of the current geometry data (without the vertices data)\r\n */\r\n Geometry.prototype.serialize = function () {\r\n var serializationObject = {};\r\n serializationObject.id = this.id;\r\n serializationObject.updatable = this._updatable;\r\n if (Tags && Tags.HasTags(this)) {\r\n serializationObject.tags = Tags.GetTags(this);\r\n }\r\n return serializationObject;\r\n };\r\n Geometry.prototype.toNumberArray = function (origin) {\r\n if (Array.isArray(origin)) {\r\n return origin;\r\n }\r\n else {\r\n return Array.prototype.slice.call(origin);\r\n }\r\n };\r\n /**\r\n * Serialize all vertices data into a JSON oject\r\n * @returns a JSON representation of the current geometry data\r\n */\r\n Geometry.prototype.serializeVerticeData = function () {\r\n var serializationObject = this.serialize();\r\n if (this.isVerticesDataPresent(VertexBuffer.PositionKind)) {\r\n serializationObject.positions = this.toNumberArray(this.getVerticesData(VertexBuffer.PositionKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.PositionKind)) {\r\n serializationObject.positions._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n serializationObject.normals = this.toNumberArray(this.getVerticesData(VertexBuffer.NormalKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.NormalKind)) {\r\n serializationObject.normals._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n serializationObject.tangets = this.toNumberArray(this.getVerticesData(VertexBuffer.TangentKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.TangentKind)) {\r\n serializationObject.tangets._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n serializationObject.uvs = this.toNumberArray(this.getVerticesData(VertexBuffer.UVKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UVKind)) {\r\n serializationObject.uvs._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n serializationObject.uv2s = this.toNumberArray(this.getVerticesData(VertexBuffer.UV2Kind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UV2Kind)) {\r\n serializationObject.uv2s._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.UV3Kind)) {\r\n serializationObject.uv3s = this.toNumberArray(this.getVerticesData(VertexBuffer.UV3Kind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UV3Kind)) {\r\n serializationObject.uv3s._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.UV4Kind)) {\r\n serializationObject.uv4s = this.toNumberArray(this.getVerticesData(VertexBuffer.UV4Kind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UV4Kind)) {\r\n serializationObject.uv4s._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.UV5Kind)) {\r\n serializationObject.uv5s = this.toNumberArray(this.getVerticesData(VertexBuffer.UV5Kind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UV5Kind)) {\r\n serializationObject.uv5s._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.UV6Kind)) {\r\n serializationObject.uv6s = this.toNumberArray(this.getVerticesData(VertexBuffer.UV6Kind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UV6Kind)) {\r\n serializationObject.uv6s._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.ColorKind)) {\r\n serializationObject.colors = this.toNumberArray(this.getVerticesData(VertexBuffer.ColorKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.ColorKind)) {\r\n serializationObject.colors._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.MatricesIndicesKind)) {\r\n serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(VertexBuffer.MatricesIndicesKind));\r\n serializationObject.matricesIndices._isExpanded = true;\r\n if (this.isVertexBufferUpdatable(VertexBuffer.MatricesIndicesKind)) {\r\n serializationObject.matricesIndices._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {\r\n serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(VertexBuffer.MatricesWeightsKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.MatricesWeightsKind)) {\r\n serializationObject.matricesWeights._updatable = true;\r\n }\r\n }\r\n serializationObject.indices = this.toNumberArray(this.getIndices());\r\n return serializationObject;\r\n };\r\n // Statics\r\n /**\r\n * Extracts a clone of a mesh geometry\r\n * @param mesh defines the source mesh\r\n * @param id defines the unique ID of the new geometry object\r\n * @returns the new geometry object\r\n */\r\n Geometry.ExtractFromMesh = function (mesh, id) {\r\n var geometry = mesh._geometry;\r\n if (!geometry) {\r\n return null;\r\n }\r\n return geometry.copy(id);\r\n };\r\n /**\r\n * You should now use Tools.RandomId(), this method is still here for legacy reasons.\r\n * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523\r\n * Be aware Math.random() could cause collisions, but:\r\n * \"All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide\"\r\n * @returns a string containing a new GUID\r\n */\r\n Geometry.RandomId = function () {\r\n return Tools.RandomId();\r\n };\r\n /** @hidden */\r\n Geometry._ImportGeometry = function (parsedGeometry, mesh) {\r\n var scene = mesh.getScene();\r\n // Geometry\r\n var geometryId = parsedGeometry.geometryId;\r\n if (geometryId) {\r\n var geometry = scene.getGeometryByID(geometryId);\r\n if (geometry) {\r\n geometry.applyToMesh(mesh);\r\n }\r\n }\r\n else if (parsedGeometry instanceof ArrayBuffer) {\r\n var binaryInfo = mesh._binaryInfo;\r\n if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {\r\n var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positionsData, false);\r\n }\r\n if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {\r\n var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normalsData, false);\r\n }\r\n if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {\r\n var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.TangentKind, tangentsData, false);\r\n }\r\n if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {\r\n var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UVKind, uvsData, false);\r\n }\r\n if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {\r\n var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UV2Kind, uvs2Data, false);\r\n }\r\n if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {\r\n var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UV3Kind, uvs3Data, false);\r\n }\r\n if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {\r\n var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UV4Kind, uvs4Data, false);\r\n }\r\n if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {\r\n var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UV5Kind, uvs5Data, false);\r\n }\r\n if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {\r\n var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UV6Kind, uvs6Data, false);\r\n }\r\n if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {\r\n var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);\r\n }\r\n if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {\r\n var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);\r\n var floatIndices = [];\r\n for (var i = 0; i < matricesIndicesData.length; i++) {\r\n var index = matricesIndicesData[i];\r\n floatIndices.push(index & 0x000000FF);\r\n floatIndices.push((index & 0x0000FF00) >> 8);\r\n floatIndices.push((index & 0x00FF0000) >> 16);\r\n floatIndices.push(index >> 24);\r\n }\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesKind, floatIndices, false);\r\n }\r\n if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {\r\n var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);\r\n }\r\n if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {\r\n var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);\r\n mesh.setIndices(indicesData, null);\r\n }\r\n if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {\r\n var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);\r\n mesh.subMeshes = [];\r\n for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {\r\n var materialIndex = subMeshesData[(i * 5) + 0];\r\n var verticesStart = subMeshesData[(i * 5) + 1];\r\n var verticesCount = subMeshesData[(i * 5) + 2];\r\n var indexStart = subMeshesData[(i * 5) + 3];\r\n var indexCount = subMeshesData[(i * 5) + 4];\r\n SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);\r\n }\r\n }\r\n }\r\n else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {\r\n mesh.setVerticesData(VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);\r\n if (parsedGeometry.tangents) {\r\n mesh.setVerticesData(VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);\r\n }\r\n if (parsedGeometry.uvs) {\r\n mesh.setVerticesData(VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);\r\n }\r\n if (parsedGeometry.uvs2) {\r\n mesh.setVerticesData(VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);\r\n }\r\n if (parsedGeometry.uvs3) {\r\n mesh.setVerticesData(VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);\r\n }\r\n if (parsedGeometry.uvs4) {\r\n mesh.setVerticesData(VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);\r\n }\r\n if (parsedGeometry.uvs5) {\r\n mesh.setVerticesData(VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);\r\n }\r\n if (parsedGeometry.uvs6) {\r\n mesh.setVerticesData(VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);\r\n }\r\n if (parsedGeometry.colors) {\r\n mesh.setVerticesData(VertexBuffer.ColorKind, Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);\r\n }\r\n if (parsedGeometry.matricesIndices) {\r\n if (!parsedGeometry.matricesIndices._isExpanded) {\r\n var floatIndices = [];\r\n for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {\r\n var matricesIndex = parsedGeometry.matricesIndices[i];\r\n floatIndices.push(matricesIndex & 0x000000FF);\r\n floatIndices.push((matricesIndex & 0x0000FF00) >> 8);\r\n floatIndices.push((matricesIndex & 0x00FF0000) >> 16);\r\n floatIndices.push(matricesIndex >> 24);\r\n }\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);\r\n }\r\n else {\r\n delete parsedGeometry.matricesIndices._isExpanded;\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);\r\n }\r\n }\r\n if (parsedGeometry.matricesIndicesExtra) {\r\n if (!parsedGeometry.matricesIndicesExtra._isExpanded) {\r\n var floatIndices = [];\r\n for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {\r\n var matricesIndex = parsedGeometry.matricesIndicesExtra[i];\r\n floatIndices.push(matricesIndex & 0x000000FF);\r\n floatIndices.push((matricesIndex & 0x0000FF00) >> 8);\r\n floatIndices.push((matricesIndex & 0x00FF0000) >> 16);\r\n floatIndices.push(matricesIndex >> 24);\r\n }\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);\r\n }\r\n else {\r\n delete parsedGeometry.matricesIndices._isExpanded;\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);\r\n }\r\n }\r\n if (parsedGeometry.matricesWeights) {\r\n Geometry._CleanMatricesWeights(parsedGeometry, mesh);\r\n mesh.setVerticesData(VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);\r\n }\r\n if (parsedGeometry.matricesWeightsExtra) {\r\n mesh.setVerticesData(VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);\r\n }\r\n mesh.setIndices(parsedGeometry.indices, null);\r\n }\r\n // SubMeshes\r\n if (parsedGeometry.subMeshes) {\r\n mesh.subMeshes = [];\r\n for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {\r\n var parsedSubMesh = parsedGeometry.subMeshes[subIndex];\r\n SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);\r\n }\r\n }\r\n // Flat shading\r\n if (mesh._shouldGenerateFlatShading) {\r\n mesh.convertToFlatShadedMesh();\r\n delete mesh._shouldGenerateFlatShading;\r\n }\r\n // Update\r\n mesh.computeWorldMatrix(true);\r\n scene.onMeshImportedObservable.notifyObservers(mesh);\r\n };\r\n Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {\r\n var epsilon = 1e-3;\r\n if (!SceneLoaderFlags.CleanBoneMatrixWeights) {\r\n return;\r\n }\r\n var noInfluenceBoneIndex = 0.0;\r\n if (parsedGeometry.skeletonId > -1) {\r\n var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);\r\n if (!skeleton) {\r\n return;\r\n }\r\n noInfluenceBoneIndex = skeleton.bones.length;\r\n }\r\n else {\r\n return;\r\n }\r\n var matricesIndices = mesh.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n var matricesIndicesExtra = mesh.getVerticesData(VertexBuffer.MatricesIndicesExtraKind);\r\n var matricesWeights = parsedGeometry.matricesWeights;\r\n var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;\r\n var influencers = parsedGeometry.numBoneInfluencer;\r\n var size = matricesWeights.length;\r\n for (var i = 0; i < size; i += 4) {\r\n var weight = 0.0;\r\n var firstZeroWeight = -1;\r\n for (var j = 0; j < 4; j++) {\r\n var w = matricesWeights[i + j];\r\n weight += w;\r\n if (w < epsilon && firstZeroWeight < 0) {\r\n firstZeroWeight = j;\r\n }\r\n }\r\n if (matricesWeightsExtra) {\r\n for (var j = 0; j < 4; j++) {\r\n var w = matricesWeightsExtra[i + j];\r\n weight += w;\r\n if (w < epsilon && firstZeroWeight < 0) {\r\n firstZeroWeight = j + 4;\r\n }\r\n }\r\n }\r\n if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {\r\n firstZeroWeight = influencers - 1;\r\n }\r\n if (weight > epsilon) {\r\n var mweight = 1.0 / weight;\r\n for (var j = 0; j < 4; j++) {\r\n matricesWeights[i + j] *= mweight;\r\n }\r\n if (matricesWeightsExtra) {\r\n for (var j = 0; j < 4; j++) {\r\n matricesWeightsExtra[i + j] *= mweight;\r\n }\r\n }\r\n }\r\n else {\r\n if (firstZeroWeight >= 4) {\r\n matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;\r\n matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;\r\n }\r\n else {\r\n matricesWeights[i + firstZeroWeight] = 1.0 - weight;\r\n matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;\r\n }\r\n }\r\n }\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesKind, matricesIndices);\r\n if (parsedGeometry.matricesWeightsExtra) {\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);\r\n }\r\n };\r\n /**\r\n * Create a new geometry from persisted data (Using .babylon file format)\r\n * @param parsedVertexData defines the persisted data\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root url to use to load assets (like delayed data)\r\n * @returns the new geometry object\r\n */\r\n Geometry.Parse = function (parsedVertexData, scene, rootUrl) {\r\n if (scene.getGeometryByID(parsedVertexData.id)) {\r\n return null; // null since geometry could be something else than a box...\r\n }\r\n var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);\r\n if (Tags) {\r\n Tags.AddTagsTo(geometry, parsedVertexData.tags);\r\n }\r\n if (parsedVertexData.delayLoadingFile) {\r\n geometry.delayLoadState = 4;\r\n geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;\r\n geometry._boundingInfo = new BoundingInfo(Vector3.FromArray(parsedVertexData.boundingBoxMinimum), Vector3.FromArray(parsedVertexData.boundingBoxMaximum));\r\n geometry._delayInfo = [];\r\n if (parsedVertexData.hasUVs) {\r\n geometry._delayInfo.push(VertexBuffer.UVKind);\r\n }\r\n if (parsedVertexData.hasUVs2) {\r\n geometry._delayInfo.push(VertexBuffer.UV2Kind);\r\n }\r\n if (parsedVertexData.hasUVs3) {\r\n geometry._delayInfo.push(VertexBuffer.UV3Kind);\r\n }\r\n if (parsedVertexData.hasUVs4) {\r\n geometry._delayInfo.push(VertexBuffer.UV4Kind);\r\n }\r\n if (parsedVertexData.hasUVs5) {\r\n geometry._delayInfo.push(VertexBuffer.UV5Kind);\r\n }\r\n if (parsedVertexData.hasUVs6) {\r\n geometry._delayInfo.push(VertexBuffer.UV6Kind);\r\n }\r\n if (parsedVertexData.hasColors) {\r\n geometry._delayInfo.push(VertexBuffer.ColorKind);\r\n }\r\n if (parsedVertexData.hasMatricesIndices) {\r\n geometry._delayInfo.push(VertexBuffer.MatricesIndicesKind);\r\n }\r\n if (parsedVertexData.hasMatricesWeights) {\r\n geometry._delayInfo.push(VertexBuffer.MatricesWeightsKind);\r\n }\r\n geometry._delayLoadingFunction = VertexData.ImportVertexData;\r\n }\r\n else {\r\n VertexData.ImportVertexData(parsedVertexData, geometry);\r\n }\r\n scene.pushGeometry(geometry, true);\r\n return geometry;\r\n };\r\n return Geometry;\r\n}());\r\nexport { Geometry };\r\n//# sourceMappingURL=geometry.js.map","/**\r\n * Class used to represent a specific level of detail of a mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_lod\r\n */\r\nvar MeshLODLevel = /** @class */ (function () {\r\n /**\r\n * Creates a new LOD level\r\n * @param distance defines the distance where this level should star being displayed\r\n * @param mesh defines the mesh to use to render this level\r\n */\r\n function MeshLODLevel(\r\n /** Defines the distance where this level should start being displayed */\r\n distance, \r\n /** Defines the mesh to use to render this level */\r\n mesh) {\r\n this.distance = distance;\r\n this.mesh = mesh;\r\n }\r\n return MeshLODLevel;\r\n}());\r\nexport { MeshLODLevel };\r\n//# sourceMappingURL=meshLODLevel.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Tools, AsyncLoop } from \"../Misc/tools\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { Tags } from \"../Misc/tags\";\r\nimport { Quaternion, Matrix, Vector3, Vector2 } from \"../Maths/math.vector\";\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { Node } from \"../node\";\r\nimport { VertexBuffer } from \"./buffer\";\r\nimport { VertexData } from \"./mesh.vertexData\";\r\nimport { Buffer } from \"./buffer\";\r\nimport { Geometry } from \"./geometry\";\r\nimport { AbstractMesh } from \"./abstractMesh\";\r\nimport { SubMesh } from \"./subMesh\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport { SceneLoaderFlags } from \"../Loading/sceneLoaderFlags\";\r\nimport { SerializationHelper } from \"../Misc/decorators\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { MeshLODLevel } from './meshLODLevel';\r\nimport { CanvasGenerator } from '../Misc/canvasGenerator';\r\n/**\r\n * @hidden\r\n **/\r\nvar _CreationDataStorage = /** @class */ (function () {\r\n function _CreationDataStorage() {\r\n }\r\n return _CreationDataStorage;\r\n}());\r\nexport { _CreationDataStorage };\r\n/**\r\n * @hidden\r\n **/\r\nvar _InstanceDataStorage = /** @class */ (function () {\r\n function _InstanceDataStorage() {\r\n this.visibleInstances = {};\r\n this.batchCache = new _InstancesBatch();\r\n this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances\r\n }\r\n return _InstanceDataStorage;\r\n}());\r\n/**\r\n * @hidden\r\n **/\r\nvar _InstancesBatch = /** @class */ (function () {\r\n function _InstancesBatch() {\r\n this.mustReturn = false;\r\n this.visibleInstances = new Array();\r\n this.renderSelf = new Array();\r\n this.hardwareInstancedRendering = new Array();\r\n }\r\n return _InstancesBatch;\r\n}());\r\nexport { _InstancesBatch };\r\n/**\r\n * @hidden\r\n **/\r\nvar _InternalMeshDataInfo = /** @class */ (function () {\r\n function _InternalMeshDataInfo() {\r\n this._areNormalsFrozen = false; // Will be used by ribbons mainly\r\n // Will be used to save a source mesh reference, If any\r\n this._source = null;\r\n // Will be used to for fast cloned mesh lookup\r\n this.meshMap = null;\r\n this._preActivateId = -1;\r\n this._LODLevels = new Array();\r\n // Morph\r\n this._morphTargetManager = null;\r\n }\r\n return _InternalMeshDataInfo;\r\n}());\r\n/**\r\n * Class used to represent renderable models\r\n */\r\nvar Mesh = /** @class */ (function (_super) {\r\n __extends(Mesh, _super);\r\n /**\r\n * @constructor\r\n * @param name The value used by scene.getMeshByName() to do a lookup.\r\n * @param scene The scene to add this mesh to.\r\n * @param parent The parent of this mesh, if it has one\r\n * @param source An optional Mesh from which geometry is shared, cloned.\r\n * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.\r\n * When false, achieved by calling a clone(), also passing False.\r\n * This will make creation of children, recursive.\r\n * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.\r\n */\r\n function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {\r\n if (scene === void 0) { scene = null; }\r\n if (parent === void 0) { parent = null; }\r\n if (source === void 0) { source = null; }\r\n if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }\r\n var _this = _super.call(this, name, scene) || this;\r\n // Internal data\r\n _this._internalMeshDataInfo = new _InternalMeshDataInfo();\r\n // Members\r\n /**\r\n * Gets the delay loading state of the mesh (when delay loading is turned on)\r\n * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system\r\n */\r\n _this.delayLoadState = 0;\r\n /**\r\n * Gets the list of instances created from this mesh\r\n * it is not supposed to be modified manually.\r\n * Note also that the order of the InstancedMesh wihin the array is not significant and might change.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_instances\r\n */\r\n _this.instances = new Array();\r\n // Private\r\n /** @hidden */\r\n _this._creationDataStorage = null;\r\n /** @hidden */\r\n _this._geometry = null;\r\n /** @hidden */\r\n _this._instanceDataStorage = new _InstanceDataStorage();\r\n _this._effectiveMaterial = null;\r\n /** @hidden */\r\n _this._shouldGenerateFlatShading = false;\r\n // Use by builder only to know what orientation were the mesh build in.\r\n /** @hidden */\r\n _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;\r\n /**\r\n * Use this property to change the original side orientation defined at construction time\r\n */\r\n _this.overrideMaterialSideOrientation = null;\r\n scene = _this.getScene();\r\n if (source) {\r\n // Geometry\r\n if (source._geometry) {\r\n source._geometry.applyToMesh(_this);\r\n }\r\n // Deep copy\r\n DeepCopier.DeepCopy(source, _this, [\"name\", \"material\", \"skeleton\", \"instances\", \"parent\", \"uniqueId\",\r\n \"source\", \"metadata\", \"hasLODLevels\", \"geometry\", \"isBlocked\", \"areNormalsFrozen\",\r\n \"onBeforeDrawObservable\", \"onBeforeRenderObservable\", \"onAfterRenderObservable\", \"onBeforeDraw\",\r\n \"onAfterWorldMatrixUpdateObservable\", \"onCollideObservable\", \"onCollisionPositionChangeObservable\", \"onRebuildObservable\",\r\n \"onDisposeObservable\", \"lightSources\", \"morphTargetManager\"\r\n ], [\"_poseMatrix\"]);\r\n // Source mesh\r\n _this._internalMeshDataInfo._source = source;\r\n if (scene.useClonedMeshMap) {\r\n if (!source._internalMeshDataInfo.meshMap) {\r\n source._internalMeshDataInfo.meshMap = {};\r\n }\r\n source._internalMeshDataInfo.meshMap[_this.uniqueId] = _this;\r\n }\r\n // Construction Params\r\n // Clone parameters allowing mesh to be updated in case of parametric shapes.\r\n _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;\r\n _this._creationDataStorage = source._creationDataStorage;\r\n // Animation ranges\r\n if (source._ranges) {\r\n var ranges = source._ranges;\r\n for (var name in ranges) {\r\n if (!ranges.hasOwnProperty(name)) {\r\n continue;\r\n }\r\n if (!ranges[name]) {\r\n continue;\r\n }\r\n _this.createAnimationRange(name, ranges[name].from, ranges[name].to);\r\n }\r\n }\r\n // Metadata\r\n if (source.metadata && source.metadata.clone) {\r\n _this.metadata = source.metadata.clone();\r\n }\r\n else {\r\n _this.metadata = source.metadata;\r\n }\r\n // Tags\r\n if (Tags && Tags.HasTags(source)) {\r\n Tags.AddTagsTo(_this, Tags.GetTags(source, true));\r\n }\r\n // Parent\r\n _this.parent = source.parent;\r\n // Pivot\r\n _this.setPivotMatrix(source.getPivotMatrix());\r\n _this.id = name + \".\" + source.id;\r\n // Material\r\n _this.material = source.material;\r\n var index;\r\n if (!doNotCloneChildren) {\r\n // Children\r\n var directDescendants = source.getDescendants(true);\r\n for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {\r\n var child = directDescendants[index_1];\r\n if (child.clone) {\r\n child.clone(name + \".\" + child.name, _this);\r\n }\r\n }\r\n }\r\n // Morphs\r\n if (source.morphTargetManager) {\r\n _this.morphTargetManager = source.morphTargetManager;\r\n }\r\n // Physics clone\r\n if (scene.getPhysicsEngine) {\r\n var physicsEngine = scene.getPhysicsEngine();\r\n if (clonePhysicsImpostor && physicsEngine) {\r\n var impostor = physicsEngine.getImpostorForPhysicsObject(source);\r\n if (impostor) {\r\n _this.physicsImpostor = impostor.clone(_this);\r\n }\r\n }\r\n }\r\n // Particles\r\n for (index = 0; index < scene.particleSystems.length; index++) {\r\n var system = scene.particleSystems[index];\r\n if (system.emitter === source) {\r\n system.clone(system.name, _this);\r\n }\r\n }\r\n _this.refreshBoundingInfo();\r\n _this.computeWorldMatrix(true);\r\n }\r\n // Parent\r\n if (parent !== null) {\r\n _this.parent = parent;\r\n }\r\n _this._instanceDataStorage.hardwareInstancedRendering = _this.getEngine().getCaps().instancedArrays;\r\n return _this;\r\n }\r\n /**\r\n * Gets the default side orientation.\r\n * @param orientation the orientation to value to attempt to get\r\n * @returns the default orientation\r\n * @hidden\r\n */\r\n Mesh._GetDefaultSideOrientation = function (orientation) {\r\n return orientation || Mesh.FRONTSIDE; // works as Mesh.FRONTSIDE is 0\r\n };\r\n Object.defineProperty(Mesh.prototype, \"onBeforeRenderObservable\", {\r\n /**\r\n * An event triggered before rendering the mesh\r\n */\r\n get: function () {\r\n if (!this._internalMeshDataInfo._onBeforeRenderObservable) {\r\n this._internalMeshDataInfo._onBeforeRenderObservable = new Observable();\r\n }\r\n return this._internalMeshDataInfo._onBeforeRenderObservable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"onBeforeBindObservable\", {\r\n /**\r\n * An event triggered before binding the mesh\r\n */\r\n get: function () {\r\n if (!this._internalMeshDataInfo._onBeforeBindObservable) {\r\n this._internalMeshDataInfo._onBeforeBindObservable = new Observable();\r\n }\r\n return this._internalMeshDataInfo._onBeforeBindObservable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"onAfterRenderObservable\", {\r\n /**\r\n * An event triggered after rendering the mesh\r\n */\r\n get: function () {\r\n if (!this._internalMeshDataInfo._onAfterRenderObservable) {\r\n this._internalMeshDataInfo._onAfterRenderObservable = new Observable();\r\n }\r\n return this._internalMeshDataInfo._onAfterRenderObservable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"onBeforeDrawObservable\", {\r\n /**\r\n * An event triggered before drawing the mesh\r\n */\r\n get: function () {\r\n if (!this._internalMeshDataInfo._onBeforeDrawObservable) {\r\n this._internalMeshDataInfo._onBeforeDrawObservable = new Observable();\r\n }\r\n return this._internalMeshDataInfo._onBeforeDrawObservable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"onBeforeDraw\", {\r\n /**\r\n * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead\r\n */\r\n set: function (callback) {\r\n if (this._onBeforeDrawObserver) {\r\n this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);\r\n }\r\n this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"hasInstances\", {\r\n get: function () {\r\n return this.instances.length > 0;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"morphTargetManager\", {\r\n /**\r\n * Gets or sets the morph target manager\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets\r\n */\r\n get: function () {\r\n return this._internalMeshDataInfo._morphTargetManager;\r\n },\r\n set: function (value) {\r\n if (this._internalMeshDataInfo._morphTargetManager === value) {\r\n return;\r\n }\r\n this._internalMeshDataInfo._morphTargetManager = value;\r\n this._syncGeometryWithMorphTargetManager();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"source\", {\r\n /**\r\n * Gets the source mesh (the one used to clone this one from)\r\n */\r\n get: function () {\r\n return this._internalMeshDataInfo._source;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"isUnIndexed\", {\r\n /**\r\n * Gets or sets a boolean indicating that this mesh does not use index buffer\r\n */\r\n get: function () {\r\n return this._unIndexed;\r\n },\r\n set: function (value) {\r\n if (this._unIndexed !== value) {\r\n this._unIndexed = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"worldMatrixInstancedBuffer\", {\r\n /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */\r\n get: function () {\r\n return this._instanceDataStorage.instancesData;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"manualUpdateOfWorldMatrixInstancedBuffer\", {\r\n /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */\r\n get: function () {\r\n return this._instanceDataStorage.manualUpdate;\r\n },\r\n set: function (value) {\r\n this._instanceDataStorage.manualUpdate = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Methods\r\n Mesh.prototype.instantiateHierarchy = function (newParent, options, onNewNodeCreated) {\r\n if (newParent === void 0) { newParent = null; }\r\n var instance = (this.getTotalVertices() > 0 && (!options || !options.doNotInstantiate)) ? this.createInstance(\"instance of \" + (this.name || this.id)) : this.clone(\"Clone of \" + (this.name || this.id), newParent || this.parent, true);\r\n if (instance) {\r\n instance.parent = newParent || this.parent;\r\n instance.position = this.position.clone();\r\n instance.scaling = this.scaling.clone();\r\n if (this.rotationQuaternion) {\r\n instance.rotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n else {\r\n instance.rotation = this.rotation.clone();\r\n }\r\n if (onNewNodeCreated) {\r\n onNewNodeCreated(this, instance);\r\n }\r\n }\r\n for (var _i = 0, _a = this.getChildTransformNodes(true); _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n child.instantiateHierarchy(instance, options, onNewNodeCreated);\r\n }\r\n return instance;\r\n };\r\n /**\r\n * Gets the class name\r\n * @returns the string \"Mesh\".\r\n */\r\n Mesh.prototype.getClassName = function () {\r\n return \"Mesh\";\r\n };\r\n Object.defineProperty(Mesh.prototype, \"_isMesh\", {\r\n /** @hidden */\r\n get: function () {\r\n return true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns a description of this mesh\r\n * @param fullDetails define if full details about this mesh must be used\r\n * @returns a descriptive string representing this mesh\r\n */\r\n Mesh.prototype.toString = function (fullDetails) {\r\n var ret = _super.prototype.toString.call(this, fullDetails);\r\n ret += \", n vertices: \" + this.getTotalVertices();\r\n ret += \", parent: \" + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : \"NONE\"));\r\n if (this.animations) {\r\n for (var i = 0; i < this.animations.length; i++) {\r\n ret += \", animation[0]: \" + this.animations[i].toString(fullDetails);\r\n }\r\n }\r\n if (fullDetails) {\r\n if (this._geometry) {\r\n var ib = this.getIndices();\r\n var vb = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (vb && ib) {\r\n ret += \", flat shading: \" + (vb.length / 3 === ib.length ? \"YES\" : \"NO\");\r\n }\r\n }\r\n else {\r\n ret += \", flat shading: UNKNOWN\";\r\n }\r\n }\r\n return ret;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._unBindEffect = function () {\r\n _super.prototype._unBindEffect.call(this);\r\n for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {\r\n var instance = _a[_i];\r\n instance._unBindEffect();\r\n }\r\n };\r\n Object.defineProperty(Mesh.prototype, \"hasLODLevels\", {\r\n /**\r\n * Gets a boolean indicating if this mesh has LOD\r\n */\r\n get: function () {\r\n return this._internalMeshDataInfo._LODLevels.length > 0;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the list of MeshLODLevel associated with the current mesh\r\n * @returns an array of MeshLODLevel\r\n */\r\n Mesh.prototype.getLODLevels = function () {\r\n return this._internalMeshDataInfo._LODLevels;\r\n };\r\n Mesh.prototype._sortLODLevels = function () {\r\n this._internalMeshDataInfo._LODLevels.sort(function (a, b) {\r\n if (a.distance < b.distance) {\r\n return 1;\r\n }\r\n if (a.distance > b.distance) {\r\n return -1;\r\n }\r\n return 0;\r\n });\r\n };\r\n /**\r\n * Add a mesh as LOD level triggered at the given distance.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param distance The distance from the center of the object to show this level\r\n * @param mesh The mesh to be added as LOD level (can be null)\r\n * @return This mesh (for chaining)\r\n */\r\n Mesh.prototype.addLODLevel = function (distance, mesh) {\r\n if (mesh && mesh._masterMesh) {\r\n Logger.Warn(\"You cannot use a mesh as LOD level twice\");\r\n return this;\r\n }\r\n var level = new MeshLODLevel(distance, mesh);\r\n this._internalMeshDataInfo._LODLevels.push(level);\r\n if (mesh) {\r\n mesh._masterMesh = this;\r\n }\r\n this._sortLODLevels();\r\n return this;\r\n };\r\n /**\r\n * Returns the LOD level mesh at the passed distance or null if not found.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param distance The distance from the center of the object to show this level\r\n * @returns a Mesh or `null`\r\n */\r\n Mesh.prototype.getLODLevelAtDistance = function (distance) {\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n for (var index = 0; index < internalDataInfo._LODLevels.length; index++) {\r\n var level = internalDataInfo._LODLevels[index];\r\n if (level.distance === distance) {\r\n return level.mesh;\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Remove a mesh from the LOD array\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param mesh defines the mesh to be removed\r\n * @return This mesh (for chaining)\r\n */\r\n Mesh.prototype.removeLODLevel = function (mesh) {\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n for (var index = 0; index < internalDataInfo._LODLevels.length; index++) {\r\n if (internalDataInfo._LODLevels[index].mesh === mesh) {\r\n internalDataInfo._LODLevels.splice(index, 1);\r\n if (mesh) {\r\n mesh._masterMesh = null;\r\n }\r\n }\r\n }\r\n this._sortLODLevels();\r\n return this;\r\n };\r\n /**\r\n * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param camera defines the camera to use to compute distance\r\n * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh\r\n * @return This mesh (for chaining)\r\n */\r\n Mesh.prototype.getLOD = function (camera, boundingSphere) {\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n if (!internalDataInfo._LODLevels || internalDataInfo._LODLevels.length === 0) {\r\n return this;\r\n }\r\n var bSphere;\r\n if (boundingSphere) {\r\n bSphere = boundingSphere;\r\n }\r\n else {\r\n var boundingInfo = this.getBoundingInfo();\r\n bSphere = boundingInfo.boundingSphere;\r\n }\r\n var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();\r\n if (internalDataInfo._LODLevels[internalDataInfo._LODLevels.length - 1].distance > distanceToCamera) {\r\n if (this.onLODLevelSelection) {\r\n this.onLODLevelSelection(distanceToCamera, this, this);\r\n }\r\n return this;\r\n }\r\n for (var index = 0; index < internalDataInfo._LODLevels.length; index++) {\r\n var level = internalDataInfo._LODLevels[index];\r\n if (level.distance < distanceToCamera) {\r\n if (level.mesh) {\r\n level.mesh._preActivate();\r\n level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);\r\n }\r\n if (this.onLODLevelSelection) {\r\n this.onLODLevelSelection(distanceToCamera, this, level.mesh);\r\n }\r\n return level.mesh;\r\n }\r\n }\r\n if (this.onLODLevelSelection) {\r\n this.onLODLevelSelection(distanceToCamera, this, this);\r\n }\r\n return this;\r\n };\r\n Object.defineProperty(Mesh.prototype, \"geometry\", {\r\n /**\r\n * Gets the mesh internal Geometry object\r\n */\r\n get: function () {\r\n return this._geometry;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.\r\n * @returns the total number of vertices\r\n */\r\n Mesh.prototype.getTotalVertices = function () {\r\n if (this._geometry === null || this._geometry === undefined) {\r\n return 0;\r\n }\r\n return this._geometry.getTotalVertices();\r\n };\r\n /**\r\n * Returns the content of an associated vertex buffer\r\n * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one\r\n * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is\r\n * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.\r\n */\r\n Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {\r\n if (!this._geometry) {\r\n return null;\r\n }\r\n return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);\r\n };\r\n /**\r\n * Returns the mesh VertexBuffer object from the requested `kind`\r\n * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.NormalKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.\r\n */\r\n Mesh.prototype.getVertexBuffer = function (kind) {\r\n if (!this._geometry) {\r\n return null;\r\n }\r\n return this._geometry.getVertexBuffer(kind);\r\n };\r\n /**\r\n * Tests if a specific vertex buffer is associated with this mesh\r\n * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.NormalKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns a boolean\r\n */\r\n Mesh.prototype.isVerticesDataPresent = function (kind) {\r\n if (!this._geometry) {\r\n if (this._delayInfo) {\r\n return this._delayInfo.indexOf(kind) !== -1;\r\n }\r\n return false;\r\n }\r\n return this._geometry.isVerticesDataPresent(kind);\r\n };\r\n /**\r\n * Returns a boolean defining if the vertex data for the requested `kind` is updatable.\r\n * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns a boolean\r\n */\r\n Mesh.prototype.isVertexBufferUpdatable = function (kind) {\r\n if (!this._geometry) {\r\n if (this._delayInfo) {\r\n return this._delayInfo.indexOf(kind) !== -1;\r\n }\r\n return false;\r\n }\r\n return this._geometry.isVertexBufferUpdatable(kind);\r\n };\r\n /**\r\n * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.\r\n * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.NormalKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns an array of strings\r\n */\r\n Mesh.prototype.getVerticesDataKinds = function () {\r\n if (!this._geometry) {\r\n var result = new Array();\r\n if (this._delayInfo) {\r\n this._delayInfo.forEach(function (kind) {\r\n result.push(kind);\r\n });\r\n }\r\n return result;\r\n }\r\n return this._geometry.getVerticesDataKinds();\r\n };\r\n /**\r\n * Returns a positive integer : the total number of indices in this mesh geometry.\r\n * @returns the numner of indices or zero if the mesh has no geometry.\r\n */\r\n Mesh.prototype.getTotalIndices = function () {\r\n if (!this._geometry) {\r\n return 0;\r\n }\r\n return this._geometry.getTotalIndices();\r\n };\r\n /**\r\n * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.\r\n * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns the indices array or an empty array if the mesh has no geometry\r\n */\r\n Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {\r\n if (!this._geometry) {\r\n return [];\r\n }\r\n return this._geometry.getIndices(copyWhenShared, forceCopy);\r\n };\r\n Object.defineProperty(Mesh.prototype, \"isBlocked\", {\r\n get: function () {\r\n return this._masterMesh !== null && this._masterMesh !== undefined;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Determine if the current mesh is ready to be rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)\r\n * @returns true if all associated assets are ready (material, textures, shaders)\r\n */\r\n Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {\r\n if (completeCheck === void 0) { completeCheck = false; }\r\n if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }\r\n if (this.delayLoadState === 2) {\r\n return false;\r\n }\r\n if (!_super.prototype.isReady.call(this, completeCheck)) {\r\n return false;\r\n }\r\n if (!this.subMeshes || this.subMeshes.length === 0) {\r\n return true;\r\n }\r\n if (!completeCheck) {\r\n return true;\r\n }\r\n var engine = this.getEngine();\r\n var scene = this.getScene();\r\n var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;\r\n this.computeWorldMatrix();\r\n var mat = this.material || scene.defaultMaterial;\r\n if (mat) {\r\n if (mat._storeEffectOnSubMeshes) {\r\n for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {\r\n var subMesh = _a[_i];\r\n var effectiveMaterial = subMesh.getMaterial();\r\n if (effectiveMaterial) {\r\n if (effectiveMaterial._storeEffectOnSubMeshes) {\r\n if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n else {\r\n if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n if (!mat.isReady(this, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n // Shadows\r\n for (var _b = 0, _c = this.lightSources; _b < _c.length; _b++) {\r\n var light = _c[_b];\r\n var generator = light.getShadowGenerator();\r\n if (generator) {\r\n for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {\r\n var subMesh = _e[_d];\r\n if (!generator.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n // LOD\r\n for (var _f = 0, _g = this._internalMeshDataInfo._LODLevels; _f < _g.length; _f++) {\r\n var lod = _g[_f];\r\n if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n Object.defineProperty(Mesh.prototype, \"areNormalsFrozen\", {\r\n /**\r\n * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.\r\n */\r\n get: function () {\r\n return this._internalMeshDataInfo._areNormalsFrozen;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.freezeNormals = function () {\r\n this._internalMeshDataInfo._areNormalsFrozen = true;\r\n return this;\r\n };\r\n /**\r\n * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.unfreezeNormals = function () {\r\n this._internalMeshDataInfo._areNormalsFrozen = false;\r\n return this;\r\n };\r\n Object.defineProperty(Mesh.prototype, \"overridenInstanceCount\", {\r\n /**\r\n * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs\r\n */\r\n set: function (count) {\r\n this._instanceDataStorage.overridenInstanceCount = count;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Methods\r\n /** @hidden */\r\n Mesh.prototype._preActivate = function () {\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n var sceneRenderId = this.getScene().getRenderId();\r\n if (internalDataInfo._preActivateId === sceneRenderId) {\r\n return this;\r\n }\r\n internalDataInfo._preActivateId = sceneRenderId;\r\n this._instanceDataStorage.visibleInstances = null;\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {\r\n if (this._instanceDataStorage.visibleInstances) {\r\n this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {\r\n if (!this._instanceDataStorage.visibleInstances) {\r\n this._instanceDataStorage.visibleInstances = {\r\n defaultRenderId: renderId,\r\n selfDefaultRenderId: this._renderId\r\n };\r\n }\r\n if (!this._instanceDataStorage.visibleInstances[renderId]) {\r\n this._instanceDataStorage.visibleInstances[renderId] = new Array();\r\n }\r\n this._instanceDataStorage.visibleInstances[renderId].push(instance);\r\n return this;\r\n };\r\n /**\r\n * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.\r\n * This means the mesh underlying bounding box and sphere are recomputed.\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.refreshBoundingInfo = function (applySkeleton) {\r\n if (applySkeleton === void 0) { applySkeleton = false; }\r\n if (this._boundingInfo && this._boundingInfo.isLocked) {\r\n return this;\r\n }\r\n var bias = this.geometry ? this.geometry.boundingBias : null;\r\n this._refreshBoundingInfo(this._getPositionData(applySkeleton), bias);\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._createGlobalSubMesh = function (force) {\r\n var totalVertices = this.getTotalVertices();\r\n if (!totalVertices || !this.getIndices()) {\r\n return null;\r\n }\r\n // Check if we need to recreate the submeshes\r\n if (this.subMeshes && this.subMeshes.length > 0) {\r\n var ib = this.getIndices();\r\n if (!ib) {\r\n return null;\r\n }\r\n var totalIndices = ib.length;\r\n var needToRecreate = false;\r\n if (force) {\r\n needToRecreate = true;\r\n }\r\n else {\r\n for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {\r\n var submesh = _a[_i];\r\n if (submesh.indexStart + submesh.indexCount >= totalIndices) {\r\n needToRecreate = true;\r\n break;\r\n }\r\n if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {\r\n needToRecreate = true;\r\n break;\r\n }\r\n }\r\n }\r\n if (!needToRecreate) {\r\n return this.subMeshes[0];\r\n }\r\n }\r\n this.releaseSubMeshes();\r\n return new SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);\r\n };\r\n /**\r\n * This function will subdivide the mesh into multiple submeshes\r\n * @param count defines the expected number of submeshes\r\n */\r\n Mesh.prototype.subdivide = function (count) {\r\n if (count < 1) {\r\n return;\r\n }\r\n var totalIndices = this.getTotalIndices();\r\n var subdivisionSize = (totalIndices / count) | 0;\r\n var offset = 0;\r\n // Ensure that subdivisionSize is a multiple of 3\r\n while (subdivisionSize % 3 !== 0) {\r\n subdivisionSize++;\r\n }\r\n this.releaseSubMeshes();\r\n for (var index = 0; index < count; index++) {\r\n if (offset >= totalIndices) {\r\n break;\r\n }\r\n SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);\r\n offset += subdivisionSize;\r\n }\r\n this.synchronizeInstances();\r\n };\r\n /**\r\n * Copy a FloatArray into a specific associated vertex buffer\r\n * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param data defines the data source\r\n * @param updatable defines if the updated vertex buffer must be flagged as updatable\r\n * @param stride defines the data stride size (can be null)\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {\r\n if (updatable === void 0) { updatable = false; }\r\n if (!this._geometry) {\r\n var vertexData = new VertexData();\r\n vertexData.set(data, kind);\r\n var scene = this.getScene();\r\n new Geometry(Geometry.RandomId(), scene, vertexData, updatable, this);\r\n }\r\n else {\r\n this._geometry.setVerticesData(kind, data, updatable, stride);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Delete a vertex buffer associated with this mesh\r\n * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n */\r\n Mesh.prototype.removeVerticesData = function (kind) {\r\n if (!this._geometry) {\r\n return;\r\n }\r\n this._geometry.removeVerticesData(kind);\r\n };\r\n /**\r\n * Flags an associated vertex buffer as updatable\r\n * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param updatable defines if the updated vertex buffer must be flagged as updatable\r\n */\r\n Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {\r\n if (updatable === void 0) { updatable = true; }\r\n var vb = this.getVertexBuffer(kind);\r\n if (!vb || vb.isUpdatable() === updatable) {\r\n return;\r\n }\r\n this.setVerticesData(kind, this.getVerticesData(kind), updatable);\r\n };\r\n /**\r\n * Sets the mesh global Vertex Buffer\r\n * @param buffer defines the buffer to use\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.setVerticesBuffer = function (buffer) {\r\n if (!this._geometry) {\r\n this._geometry = Geometry.CreateGeometryForMesh(this);\r\n }\r\n this._geometry.setVerticesBuffer(buffer);\r\n return this;\r\n };\r\n /**\r\n * Update a specific associated vertex buffer\r\n * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param data defines the data source\r\n * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for \"position\" kind\r\n * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n if (!makeItUnique) {\r\n this._geometry.updateVerticesData(kind, data, updateExtends);\r\n }\r\n else {\r\n this.makeGeometryUnique();\r\n this.updateVerticesData(kind, data, updateExtends, false);\r\n }\r\n return this;\r\n };\r\n /**\r\n * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.\r\n * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions\r\n * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything\r\n * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {\r\n if (computeNormals === void 0) { computeNormals = true; }\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (!positions) {\r\n return this;\r\n }\r\n positionFunction(positions);\r\n this.updateVerticesData(VertexBuffer.PositionKind, positions, false, false);\r\n if (computeNormals) {\r\n var indices = this.getIndices();\r\n var normals = this.getVerticesData(VertexBuffer.NormalKind);\r\n if (!normals) {\r\n return this;\r\n }\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n this.updateVerticesData(VertexBuffer.NormalKind, normals, false, false);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Creates a un-shared specific occurence of the geometry for the mesh.\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.makeGeometryUnique = function () {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n var oldGeometry = this._geometry;\r\n var geometry = this._geometry.copy(Geometry.RandomId());\r\n oldGeometry.releaseForMesh(this, true);\r\n geometry.applyToMesh(this);\r\n return this;\r\n };\r\n /**\r\n * Set the index buffer of this mesh\r\n * @param indices defines the source data\r\n * @param totalVertices defines the total number of vertices referenced by this index data (can be null)\r\n * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {\r\n if (totalVertices === void 0) { totalVertices = null; }\r\n if (updatable === void 0) { updatable = false; }\r\n if (!this._geometry) {\r\n var vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n var scene = this.getScene();\r\n new Geometry(Geometry.RandomId(), scene, vertexData, updatable, this);\r\n }\r\n else {\r\n this._geometry.setIndices(indices, totalVertices, updatable);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Update the current index buffer\r\n * @param indices defines the source data\r\n * @param offset defines the offset in the index buffer where to store the new data (can be null)\r\n * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.updateIndices = function (indices, offset, gpuMemoryOnly) {\r\n if (gpuMemoryOnly === void 0) { gpuMemoryOnly = false; }\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n this._geometry.updateIndices(indices, offset, gpuMemoryOnly);\r\n return this;\r\n };\r\n /**\r\n * Invert the geometry to move from a right handed system to a left handed one.\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.toLeftHanded = function () {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n this._geometry.toLeftHanded();\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._bind = function (subMesh, effect, fillMode) {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n var engine = this.getScene().getEngine();\r\n // Wireframe\r\n var indexToBind;\r\n if (this._unIndexed) {\r\n indexToBind = null;\r\n }\r\n else {\r\n switch (fillMode) {\r\n case Material.PointFillMode:\r\n indexToBind = null;\r\n break;\r\n case Material.WireFrameFillMode:\r\n indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);\r\n break;\r\n default:\r\n case Material.TriangleFillMode:\r\n indexToBind = this._geometry.getIndexBuffer();\r\n break;\r\n }\r\n }\r\n // VBOs\r\n this._geometry._bind(effect, indexToBind);\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._draw = function (subMesh, fillMode, instancesCount) {\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n if (this._internalMeshDataInfo._onBeforeDrawObservable) {\r\n this._internalMeshDataInfo._onBeforeDrawObservable.notifyObservers(this);\r\n }\r\n var scene = this.getScene();\r\n var engine = scene.getEngine();\r\n if (this._unIndexed || fillMode == Material.PointFillMode) {\r\n // or triangles as points\r\n engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);\r\n }\r\n else if (fillMode == Material.WireFrameFillMode) {\r\n // Triangles as wireframe\r\n engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);\r\n }\r\n else {\r\n engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Registers for this mesh a javascript function called just before the rendering process\r\n * @param func defines the function to call before rendering this mesh\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.registerBeforeRender = function (func) {\r\n this.onBeforeRenderObservable.add(func);\r\n return this;\r\n };\r\n /**\r\n * Disposes a previously registered javascript function called before the rendering\r\n * @param func defines the function to remove\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.unregisterBeforeRender = function (func) {\r\n this.onBeforeRenderObservable.removeCallback(func);\r\n return this;\r\n };\r\n /**\r\n * Registers for this mesh a javascript function called just after the rendering is complete\r\n * @param func defines the function to call after rendering this mesh\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.registerAfterRender = function (func) {\r\n this.onAfterRenderObservable.add(func);\r\n return this;\r\n };\r\n /**\r\n * Disposes a previously registered javascript function called after the rendering.\r\n * @param func defines the function to remove\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.unregisterAfterRender = function (func) {\r\n this.onAfterRenderObservable.removeCallback(func);\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._getInstancesRenderList = function (subMeshId, isReplacementMode) {\r\n if (isReplacementMode === void 0) { isReplacementMode = false; }\r\n if (this._instanceDataStorage.isFrozen && this._instanceDataStorage.previousBatch) {\r\n return this._instanceDataStorage.previousBatch;\r\n }\r\n var scene = this.getScene();\r\n var isInIntermediateRendering = scene._isInIntermediateRendering();\r\n var onlyForInstances = isInIntermediateRendering ? this._internalAbstractMeshDataInfo._onlyForInstancesIntermediate : this._internalAbstractMeshDataInfo._onlyForInstances;\r\n var batchCache = this._instanceDataStorage.batchCache;\r\n batchCache.mustReturn = false;\r\n batchCache.renderSelf[subMeshId] = isReplacementMode || (!onlyForInstances && this.isEnabled() && this.isVisible);\r\n batchCache.visibleInstances[subMeshId] = null;\r\n if (this._instanceDataStorage.visibleInstances && !isReplacementMode) {\r\n var visibleInstances = this._instanceDataStorage.visibleInstances;\r\n var currentRenderId = scene.getRenderId();\r\n var defaultRenderId = (isInIntermediateRendering ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);\r\n batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];\r\n if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {\r\n batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];\r\n }\r\n }\r\n batchCache.hardwareInstancedRendering[subMeshId] =\r\n !isReplacementMode &&\r\n this._instanceDataStorage.hardwareInstancedRendering\r\n && (batchCache.visibleInstances[subMeshId] !== null)\r\n && (batchCache.visibleInstances[subMeshId] !== undefined);\r\n this._instanceDataStorage.previousBatch = batchCache;\r\n return batchCache;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {\r\n var visibleInstances = batch.visibleInstances[subMesh._id];\r\n if (!visibleInstances) {\r\n return this;\r\n }\r\n var instanceStorage = this._instanceDataStorage;\r\n var currentInstancesBufferSize = instanceStorage.instancesBufferSize;\r\n var instancesBuffer = instanceStorage.instancesBuffer;\r\n var matricesCount = visibleInstances.length + 1;\r\n var bufferSize = matricesCount * 16 * 4;\r\n while (instanceStorage.instancesBufferSize < bufferSize) {\r\n instanceStorage.instancesBufferSize *= 2;\r\n }\r\n if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {\r\n instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);\r\n }\r\n var offset = 0;\r\n var instancesCount = 0;\r\n var renderSelf = batch.renderSelf[subMesh._id];\r\n if (!this._instanceDataStorage.manualUpdate) {\r\n var world = this._effectiveMesh.getWorldMatrix();\r\n if (renderSelf) {\r\n world.copyToArray(instanceStorage.instancesData, offset);\r\n offset += 16;\r\n instancesCount++;\r\n }\r\n if (visibleInstances) {\r\n for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {\r\n var instance = visibleInstances[instanceIndex];\r\n instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);\r\n offset += 16;\r\n instancesCount++;\r\n }\r\n }\r\n }\r\n else {\r\n instancesCount = (renderSelf ? 1 : 0) + visibleInstances.length;\r\n }\r\n if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {\r\n if (instancesBuffer) {\r\n instancesBuffer.dispose();\r\n }\r\n instancesBuffer = new Buffer(engine, instanceStorage.instancesData, true, 16, false, true);\r\n instanceStorage.instancesBuffer = instancesBuffer;\r\n this.setVerticesBuffer(instancesBuffer.createVertexBuffer(\"world0\", 0, 4));\r\n this.setVerticesBuffer(instancesBuffer.createVertexBuffer(\"world1\", 4, 4));\r\n this.setVerticesBuffer(instancesBuffer.createVertexBuffer(\"world2\", 8, 4));\r\n this.setVerticesBuffer(instancesBuffer.createVertexBuffer(\"world3\", 12, 4));\r\n }\r\n else {\r\n instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);\r\n }\r\n this._processInstancedBuffers(visibleInstances, renderSelf);\r\n // Stats\r\n this.getScene()._activeIndices.addCount(subMesh.indexCount * instancesCount, false);\r\n // Draw\r\n this._bind(subMesh, effect, fillMode);\r\n this._draw(subMesh, fillMode, instancesCount);\r\n engine.unbindInstanceAttributes();\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._processInstancedBuffers = function (visibleInstances, renderSelf) {\r\n // Do nothing\r\n };\r\n /** @hidden */\r\n Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {\r\n var scene = this.getScene();\r\n var engine = scene.getEngine();\r\n if (hardwareInstancedRendering) {\r\n this._renderWithInstances(subMesh, fillMode, batch, effect, engine);\r\n }\r\n else {\r\n var instanceCount = 0;\r\n if (batch.renderSelf[subMesh._id]) {\r\n // Draw\r\n if (onBeforeDraw) {\r\n onBeforeDraw(false, this._effectiveMesh.getWorldMatrix(), effectiveMaterial);\r\n }\r\n instanceCount++;\r\n this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);\r\n }\r\n var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];\r\n if (visibleInstancesForSubMesh) {\r\n var visibleInstanceCount = visibleInstancesForSubMesh.length;\r\n instanceCount += visibleInstanceCount;\r\n // Stats\r\n for (var instanceIndex = 0; instanceIndex < visibleInstanceCount; instanceIndex++) {\r\n var instance = visibleInstancesForSubMesh[instanceIndex];\r\n // World\r\n var world = instance.getWorldMatrix();\r\n if (onBeforeDraw) {\r\n onBeforeDraw(true, world, effectiveMaterial);\r\n }\r\n // Draw\r\n this._draw(subMesh, fillMode);\r\n }\r\n }\r\n // Stats\r\n scene._activeIndices.addCount(subMesh.indexCount * instanceCount, false);\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._rebuild = function () {\r\n if (this._instanceDataStorage.instancesBuffer) {\r\n // Dispose instance buffer to be recreated in _renderWithInstances when rendered\r\n this._instanceDataStorage.instancesBuffer.dispose();\r\n this._instanceDataStorage.instancesBuffer = null;\r\n }\r\n _super.prototype._rebuild.call(this);\r\n };\r\n /** @hidden */\r\n Mesh.prototype._freeze = function () {\r\n if (!this.subMeshes) {\r\n return;\r\n }\r\n // Prepare batches\r\n for (var index = 0; index < this.subMeshes.length; index++) {\r\n this._getInstancesRenderList(index);\r\n }\r\n this._effectiveMaterial = null;\r\n this._instanceDataStorage.isFrozen = true;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._unFreeze = function () {\r\n this._instanceDataStorage.isFrozen = false;\r\n this._instanceDataStorage.previousBatch = null;\r\n };\r\n /**\r\n * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager\r\n * @param subMesh defines the subMesh to render\r\n * @param enableAlphaMode defines if alpha mode can be changed\r\n * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.render = function (subMesh, enableAlphaMode, effectiveMeshReplacement) {\r\n var scene = this.getScene();\r\n if (this._internalAbstractMeshDataInfo._isActiveIntermediate) {\r\n this._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n }\r\n else {\r\n this._internalAbstractMeshDataInfo._isActive = false;\r\n }\r\n if (this._checkOcclusionQuery()) {\r\n return this;\r\n }\r\n // Managing instances\r\n var batch = this._getInstancesRenderList(subMesh._id, !!effectiveMeshReplacement);\r\n if (batch.mustReturn) {\r\n return this;\r\n }\r\n // Checking geometry state\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n if (this._internalMeshDataInfo._onBeforeRenderObservable) {\r\n this._internalMeshDataInfo._onBeforeRenderObservable.notifyObservers(this);\r\n }\r\n var engine = scene.getEngine();\r\n var hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id];\r\n var instanceDataStorage = this._instanceDataStorage;\r\n var material = subMesh.getMaterial();\r\n if (!material) {\r\n return this;\r\n }\r\n // Material\r\n if (!instanceDataStorage.isFrozen || !this._effectiveMaterial || this._effectiveMaterial !== material) {\r\n if (material._storeEffectOnSubMeshes) {\r\n if (!material.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {\r\n return this;\r\n }\r\n }\r\n else if (!material.isReady(this, hardwareInstancedRendering)) {\r\n return this;\r\n }\r\n this._effectiveMaterial = material;\r\n }\r\n // Alpha mode\r\n if (enableAlphaMode) {\r\n engine.setAlphaMode(this._effectiveMaterial.alphaMode);\r\n }\r\n for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n step.action(this, subMesh, batch);\r\n }\r\n var effect;\r\n if (this._effectiveMaterial._storeEffectOnSubMeshes) {\r\n effect = subMesh.effect;\r\n }\r\n else {\r\n effect = this._effectiveMaterial.getEffect();\r\n }\r\n if (!effect) {\r\n return this;\r\n }\r\n var effectiveMesh = effectiveMeshReplacement || this._effectiveMesh;\r\n var sideOrientation;\r\n if (!instanceDataStorage.isFrozen && this._effectiveMaterial.backFaceCulling) {\r\n var mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\r\n sideOrientation = this.overrideMaterialSideOrientation;\r\n if (sideOrientation == null) {\r\n sideOrientation = this._effectiveMaterial.sideOrientation;\r\n }\r\n if (mainDeterminant < 0) {\r\n sideOrientation = (sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation);\r\n }\r\n instanceDataStorage.sideOrientation = sideOrientation;\r\n }\r\n else {\r\n sideOrientation = instanceDataStorage.sideOrientation;\r\n }\r\n var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);\r\n if (this._effectiveMaterial.forceDepthWrite) {\r\n engine.setDepthWrite(true);\r\n }\r\n // Bind\r\n var fillMode = scene.forcePointsCloud ? Material.PointFillMode : (scene.forceWireframe ? Material.WireFrameFillMode : this._effectiveMaterial.fillMode);\r\n if (this._internalMeshDataInfo._onBeforeBindObservable) {\r\n this._internalMeshDataInfo._onBeforeBindObservable.notifyObservers(this);\r\n }\r\n if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB\r\n this._bind(subMesh, effect, fillMode);\r\n }\r\n var world = effectiveMesh.getWorldMatrix();\r\n if (this._effectiveMaterial._storeEffectOnSubMeshes) {\r\n this._effectiveMaterial.bindForSubMesh(world, this, subMesh);\r\n }\r\n else {\r\n this._effectiveMaterial.bind(world, this);\r\n }\r\n if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {\r\n engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);\r\n this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);\r\n engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);\r\n }\r\n // Draw\r\n this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);\r\n // Unbind\r\n this._effectiveMaterial.unbind();\r\n for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {\r\n var step = _c[_b];\r\n step.action(this, subMesh, batch);\r\n }\r\n if (this._internalMeshDataInfo._onAfterRenderObservable) {\r\n this._internalMeshDataInfo._onAfterRenderObservable.notifyObservers(this);\r\n }\r\n return this;\r\n };\r\n Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {\r\n if (isInstance && effectiveMaterial) {\r\n effectiveMaterial.bindOnlyWorldMatrix(world);\r\n }\r\n };\r\n /**\r\n * Renormalize the mesh and patch it up if there are no weights\r\n * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.\r\n * However in the case of zero weights then we set just a single influence to 1.\r\n * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.\r\n */\r\n Mesh.prototype.cleanMatrixWeights = function () {\r\n if (this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {\r\n if (this.isVerticesDataPresent(VertexBuffer.MatricesWeightsExtraKind)) {\r\n this.normalizeSkinWeightsAndExtra();\r\n }\r\n else {\r\n this.normalizeSkinFourWeights();\r\n }\r\n }\r\n };\r\n // faster 4 weight version.\r\n Mesh.prototype.normalizeSkinFourWeights = function () {\r\n var matricesWeights = this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n var numWeights = matricesWeights.length;\r\n for (var a = 0; a < numWeights; a += 4) {\r\n // accumulate weights\r\n var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];\r\n // check for invalid weight and just set it to 1.\r\n if (t === 0) {\r\n matricesWeights[a] = 1;\r\n }\r\n else {\r\n // renormalize so everything adds to 1 use reciprical\r\n var recip = 1 / t;\r\n matricesWeights[a] *= recip;\r\n matricesWeights[a + 1] *= recip;\r\n matricesWeights[a + 2] *= recip;\r\n matricesWeights[a + 3] *= recip;\r\n }\r\n }\r\n this.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeights);\r\n };\r\n // handle special case of extra verts. (in theory gltf can handle 12 influences)\r\n Mesh.prototype.normalizeSkinWeightsAndExtra = function () {\r\n var matricesWeightsExtra = this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind);\r\n var matricesWeights = this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n var numWeights = matricesWeights.length;\r\n for (var a = 0; a < numWeights; a += 4) {\r\n // accumulate weights\r\n var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];\r\n t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];\r\n // check for invalid weight and just set it to 1.\r\n if (t === 0) {\r\n matricesWeights[a] = 1;\r\n }\r\n else {\r\n // renormalize so everything adds to 1 use reciprical\r\n var recip = 1 / t;\r\n matricesWeights[a] *= recip;\r\n matricesWeights[a + 1] *= recip;\r\n matricesWeights[a + 2] *= recip;\r\n matricesWeights[a + 3] *= recip;\r\n // same goes for extras\r\n matricesWeightsExtra[a] *= recip;\r\n matricesWeightsExtra[a + 1] *= recip;\r\n matricesWeightsExtra[a + 2] *= recip;\r\n matricesWeightsExtra[a + 3] *= recip;\r\n }\r\n }\r\n this.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeights);\r\n this.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);\r\n };\r\n /**\r\n * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,\r\n * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let\r\n * the user know there was an issue with importing the mesh\r\n * @returns a validation object with skinned, valid and report string\r\n */\r\n Mesh.prototype.validateSkinning = function () {\r\n var matricesWeightsExtra = this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind);\r\n var matricesWeights = this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n if (matricesWeights === null || this.skeleton == null) {\r\n return { skinned: false, valid: true, report: \"not skinned\" };\r\n }\r\n var numWeights = matricesWeights.length;\r\n var numberNotSorted = 0;\r\n var missingWeights = 0;\r\n var maxUsedWeights = 0;\r\n var numberNotNormalized = 0;\r\n var numInfluences = matricesWeightsExtra === null ? 4 : 8;\r\n var usedWeightCounts = new Array();\r\n for (var a = 0; a <= numInfluences; a++) {\r\n usedWeightCounts[a] = 0;\r\n }\r\n var toleranceEpsilon = 0.001;\r\n for (var a = 0; a < numWeights; a += 4) {\r\n var lastWeight = matricesWeights[a];\r\n var t = lastWeight;\r\n var usedWeights = t === 0 ? 0 : 1;\r\n for (var b = 1; b < numInfluences; b++) {\r\n var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];\r\n if (d > lastWeight) {\r\n numberNotSorted++;\r\n }\r\n if (d !== 0) {\r\n usedWeights++;\r\n }\r\n t += d;\r\n lastWeight = d;\r\n }\r\n // count the buffer weights usage\r\n usedWeightCounts[usedWeights]++;\r\n // max influences\r\n if (usedWeights > maxUsedWeights) {\r\n maxUsedWeights = usedWeights;\r\n }\r\n // check for invalid weight and just set it to 1.\r\n if (t === 0) {\r\n missingWeights++;\r\n }\r\n else {\r\n // renormalize so everything adds to 1 use reciprical\r\n var recip = 1 / t;\r\n var tolerance = 0;\r\n for (b = 0; b < numInfluences; b++) {\r\n if (b < 4) {\r\n tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));\r\n }\r\n else {\r\n tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));\r\n }\r\n }\r\n // arbitary epsilon value for dicdating not normalized\r\n if (tolerance > toleranceEpsilon) {\r\n numberNotNormalized++;\r\n }\r\n }\r\n }\r\n // validate bone indices are in range of the skeleton\r\n var numBones = this.skeleton.bones.length;\r\n var matricesIndices = this.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n var matricesIndicesExtra = this.getVerticesData(VertexBuffer.MatricesIndicesExtraKind);\r\n var numBadBoneIndices = 0;\r\n for (var a = 0; a < numWeights; a++) {\r\n for (var b = 0; b < numInfluences; b++) {\r\n var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];\r\n if (index >= numBones || index < 0) {\r\n numBadBoneIndices++;\r\n }\r\n }\r\n }\r\n // log mesh stats\r\n var output = \"Number of Weights = \" + numWeights / 4 + \"\\nMaximum influences = \" + maxUsedWeights +\r\n \"\\nMissing Weights = \" + missingWeights + \"\\nNot Sorted = \" + numberNotSorted +\r\n \"\\nNot Normalized = \" + numberNotNormalized + \"\\nWeightCounts = [\" + usedWeightCounts + \"]\" +\r\n \"\\nNumber of bones = \" + numBones + \"\\nBad Bone Indices = \" + numBadBoneIndices;\r\n return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };\r\n };\r\n /** @hidden */\r\n Mesh.prototype._checkDelayState = function () {\r\n var scene = this.getScene();\r\n if (this._geometry) {\r\n this._geometry.load(scene);\r\n }\r\n else if (this.delayLoadState === 4) {\r\n this.delayLoadState = 2;\r\n this._queueLoad(scene);\r\n }\r\n return this;\r\n };\r\n Mesh.prototype._queueLoad = function (scene) {\r\n var _this = this;\r\n scene._addPendingData(this);\r\n var getBinaryData = (this.delayLoadingFile.indexOf(\".babylonbinarymeshdata\") !== -1);\r\n Tools.LoadFile(this.delayLoadingFile, function (data) {\r\n if (data instanceof ArrayBuffer) {\r\n _this._delayLoadingFunction(data, _this);\r\n }\r\n else {\r\n _this._delayLoadingFunction(JSON.parse(data), _this);\r\n }\r\n _this.instances.forEach(function (instance) {\r\n instance.refreshBoundingInfo();\r\n instance._syncSubMeshes();\r\n });\r\n _this.delayLoadState = 1;\r\n scene._removePendingData(_this);\r\n }, function () { }, scene.offlineProvider, getBinaryData);\r\n return this;\r\n };\r\n /**\r\n * Returns `true` if the mesh is within the frustum defined by the passed array of planes.\r\n * A mesh is in the frustum if its bounding box intersects the frustum\r\n * @param frustumPlanes defines the frustum to test\r\n * @returns true if the mesh is in the frustum planes\r\n */\r\n Mesh.prototype.isInFrustum = function (frustumPlanes) {\r\n if (this.delayLoadState === 2) {\r\n return false;\r\n }\r\n if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {\r\n return false;\r\n }\r\n this._checkDelayState();\r\n return true;\r\n };\r\n /**\r\n * Sets the mesh material by the material or multiMaterial `id` property\r\n * @param id is a string identifying the material or the multiMaterial\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.setMaterialByID = function (id) {\r\n var materials = this.getScene().materials;\r\n var index;\r\n for (index = materials.length - 1; index > -1; index--) {\r\n if (materials[index].id === id) {\r\n this.material = materials[index];\r\n return this;\r\n }\r\n }\r\n // Multi\r\n var multiMaterials = this.getScene().multiMaterials;\r\n for (index = multiMaterials.length - 1; index > -1; index--) {\r\n if (multiMaterials[index].id === id) {\r\n this.material = multiMaterials[index];\r\n return this;\r\n }\r\n }\r\n return this;\r\n };\r\n /**\r\n * Returns as a new array populated with the mesh material and/or skeleton, if any.\r\n * @returns an array of IAnimatable\r\n */\r\n Mesh.prototype.getAnimatables = function () {\r\n var results = new Array();\r\n if (this.material) {\r\n results.push(this.material);\r\n }\r\n if (this.skeleton) {\r\n results.push(this.skeleton);\r\n }\r\n return results;\r\n };\r\n /**\r\n * Modifies the mesh geometry according to the passed transformation matrix.\r\n * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.\r\n * The mesh normals are modified using the same transformation.\r\n * Note that, under the hood, this method sets a new VertexBuffer each call.\r\n * @param transform defines the transform matrix to use\r\n * @see http://doc.babylonjs.com/resources/baking_transformations\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.bakeTransformIntoVertices = function (transform) {\r\n // Position\r\n if (!this.isVerticesDataPresent(VertexBuffer.PositionKind)) {\r\n return this;\r\n }\r\n var submeshes = this.subMeshes.splice(0);\r\n this._resetPointsArrayCache();\r\n var data = this.getVerticesData(VertexBuffer.PositionKind);\r\n var temp = new Array();\r\n var index;\r\n for (index = 0; index < data.length; index += 3) {\r\n Vector3.TransformCoordinates(Vector3.FromArray(data, index), transform).toArray(temp, index);\r\n }\r\n this.setVerticesData(VertexBuffer.PositionKind, temp, this.getVertexBuffer(VertexBuffer.PositionKind).isUpdatable());\r\n // Normals\r\n if (this.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n data = this.getVerticesData(VertexBuffer.NormalKind);\r\n temp = [];\r\n for (index = 0; index < data.length; index += 3) {\r\n Vector3.TransformNormal(Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);\r\n }\r\n this.setVerticesData(VertexBuffer.NormalKind, temp, this.getVertexBuffer(VertexBuffer.NormalKind).isUpdatable());\r\n }\r\n // flip faces?\r\n if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {\r\n this.flipFaces();\r\n }\r\n // Restore submeshes\r\n this.releaseSubMeshes();\r\n this.subMeshes = submeshes;\r\n return this;\r\n };\r\n /**\r\n * Modifies the mesh geometry according to its own current World Matrix.\r\n * The mesh World Matrix is then reset.\r\n * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.\r\n * Note that, under the hood, this method sets a new VertexBuffer each call.\r\n * @see http://doc.babylonjs.com/resources/baking_transformations\r\n * @param bakeIndependenlyOfChildren indicates whether to preserve all child nodes' World Matrix during baking\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.bakeCurrentTransformIntoVertices = function (bakeIndependenlyOfChildren) {\r\n if (bakeIndependenlyOfChildren === void 0) { bakeIndependenlyOfChildren = true; }\r\n this.bakeTransformIntoVertices(this.computeWorldMatrix(true));\r\n this.resetLocalMatrix(bakeIndependenlyOfChildren);\r\n return this;\r\n };\r\n Object.defineProperty(Mesh.prototype, \"_positions\", {\r\n // Cache\r\n /** @hidden */\r\n get: function () {\r\n if (this._geometry) {\r\n return this._geometry._positions;\r\n }\r\n return null;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n Mesh.prototype._resetPointsArrayCache = function () {\r\n if (this._geometry) {\r\n this._geometry._resetPointsArrayCache();\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._generatePointsArray = function () {\r\n if (this._geometry) {\r\n return this._geometry._generatePointsArray();\r\n }\r\n return false;\r\n };\r\n /**\r\n * Returns a new Mesh object generated from the current mesh properties.\r\n * This method must not get confused with createInstance()\r\n * @param name is a string, the name given to the new mesh\r\n * @param newParent can be any Node object (default `null`)\r\n * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)\r\n * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)\r\n * @returns a new mesh\r\n */\r\n Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {\r\n if (name === void 0) { name = \"\"; }\r\n if (newParent === void 0) { newParent = null; }\r\n if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }\r\n return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);\r\n };\r\n /**\r\n * Releases resources associated with this mesh.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {\r\n if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }\r\n this.morphTargetManager = null;\r\n if (this._geometry) {\r\n this._geometry.releaseForMesh(this, true);\r\n }\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n if (internalDataInfo._onBeforeDrawObservable) {\r\n internalDataInfo._onBeforeDrawObservable.clear();\r\n }\r\n if (internalDataInfo._onBeforeBindObservable) {\r\n internalDataInfo._onBeforeBindObservable.clear();\r\n }\r\n if (internalDataInfo._onBeforeRenderObservable) {\r\n internalDataInfo._onBeforeRenderObservable.clear();\r\n }\r\n if (internalDataInfo._onAfterRenderObservable) {\r\n internalDataInfo._onAfterRenderObservable.clear();\r\n }\r\n // Sources\r\n if (this._scene.useClonedMeshMap) {\r\n if (internalDataInfo.meshMap) {\r\n for (var uniqueId in internalDataInfo.meshMap) {\r\n var mesh = internalDataInfo.meshMap[uniqueId];\r\n if (mesh) {\r\n mesh._internalMeshDataInfo._source = null;\r\n internalDataInfo.meshMap[uniqueId] = undefined;\r\n }\r\n }\r\n }\r\n if (internalDataInfo._source && internalDataInfo._source._internalMeshDataInfo.meshMap) {\r\n internalDataInfo._source._internalMeshDataInfo.meshMap[this.uniqueId] = undefined;\r\n }\r\n }\r\n else {\r\n var meshes = this.getScene().meshes;\r\n for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {\r\n var abstractMesh = meshes_1[_i];\r\n var mesh = abstractMesh;\r\n if (mesh._internalMeshDataInfo && mesh._internalMeshDataInfo._source && mesh._internalMeshDataInfo._source === this) {\r\n mesh._internalMeshDataInfo._source = null;\r\n }\r\n }\r\n }\r\n internalDataInfo._source = null;\r\n // Instances\r\n this._disposeInstanceSpecificData();\r\n _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);\r\n };\r\n /** @hidden */\r\n Mesh.prototype._disposeInstanceSpecificData = function () {\r\n // Do nothing\r\n };\r\n /**\r\n * Modifies the mesh geometry according to a displacement map.\r\n * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.\r\n * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.\r\n * @param url is a string, the URL from the image file is to be downloaded.\r\n * @param minHeight is the lower limit of the displacement.\r\n * @param maxHeight is the upper limit of the displacement.\r\n * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.\r\n * @param uvOffset is an optional vector2 used to offset UV.\r\n * @param uvScale is an optional vector2 used to scale UV.\r\n * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.\r\n * @returns the Mesh.\r\n */\r\n Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {\r\n var _this = this;\r\n if (forceUpdate === void 0) { forceUpdate = false; }\r\n var scene = this.getScene();\r\n var onload = function (img) {\r\n // Getting height map data\r\n var heightMapWidth = img.width;\r\n var heightMapHeight = img.height;\r\n var canvas = CanvasGenerator.CreateCanvas(heightMapWidth, heightMapHeight);\r\n var context = canvas.getContext(\"2d\");\r\n context.drawImage(img, 0, 0);\r\n // Create VertexData from map data\r\n //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949\r\n var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;\r\n _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);\r\n //execute success callback, if set\r\n if (onSuccess) {\r\n onSuccess(_this);\r\n }\r\n };\r\n Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);\r\n return this;\r\n };\r\n /**\r\n * Modifies the mesh geometry according to a displacementMap buffer.\r\n * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.\r\n * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.\r\n * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.\r\n * @param heightMapWidth is the width of the buffer image.\r\n * @param heightMapHeight is the height of the buffer image.\r\n * @param minHeight is the lower limit of the displacement.\r\n * @param maxHeight is the upper limit of the displacement.\r\n * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.\r\n * @param uvOffset is an optional vector2 used to offset UV.\r\n * @param uvScale is an optional vector2 used to scale UV.\r\n * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.\r\n * @returns the Mesh.\r\n */\r\n Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {\r\n if (forceUpdate === void 0) { forceUpdate = false; }\r\n if (!this.isVerticesDataPresent(VertexBuffer.PositionKind)\r\n || !this.isVerticesDataPresent(VertexBuffer.NormalKind)\r\n || !this.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n Logger.Warn(\"Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing\");\r\n return this;\r\n }\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind, true, true);\r\n var normals = this.getVerticesData(VertexBuffer.NormalKind);\r\n var uvs = this.getVerticesData(VertexBuffer.UVKind);\r\n var position = Vector3.Zero();\r\n var normal = Vector3.Zero();\r\n var uv = Vector2.Zero();\r\n uvOffset = uvOffset || Vector2.Zero();\r\n uvScale = uvScale || new Vector2(1, 1);\r\n for (var index = 0; index < positions.length; index += 3) {\r\n Vector3.FromArrayToRef(positions, index, position);\r\n Vector3.FromArrayToRef(normals, index, normal);\r\n Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);\r\n // Compute height\r\n var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;\r\n var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;\r\n var pos = (u + v * heightMapWidth) * 4;\r\n var r = buffer[pos] / 255.0;\r\n var g = buffer[pos + 1] / 255.0;\r\n var b = buffer[pos + 2] / 255.0;\r\n var gradient = r * 0.3 + g * 0.59 + b * 0.11;\r\n normal.normalize();\r\n normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);\r\n position = position.add(normal);\r\n position.toArray(positions, index);\r\n }\r\n VertexData.ComputeNormals(positions, this.getIndices(), normals);\r\n if (forceUpdate) {\r\n this.setVerticesData(VertexBuffer.PositionKind, positions);\r\n this.setVerticesData(VertexBuffer.NormalKind, normals);\r\n }\r\n else {\r\n this.updateVerticesData(VertexBuffer.PositionKind, positions);\r\n this.updateVerticesData(VertexBuffer.NormalKind, normals);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Modify the mesh to get a flat shading rendering.\r\n * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.\r\n * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.\r\n * @returns current mesh\r\n */\r\n Mesh.prototype.convertToFlatShadedMesh = function () {\r\n var kinds = this.getVerticesDataKinds();\r\n var vbs = {};\r\n var data = {};\r\n var newdata = {};\r\n var updatableNormals = false;\r\n var kindIndex;\r\n var kind;\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n var vertexBuffer = this.getVertexBuffer(kind);\r\n if (kind === VertexBuffer.NormalKind) {\r\n updatableNormals = vertexBuffer.isUpdatable();\r\n kinds.splice(kindIndex, 1);\r\n kindIndex--;\r\n continue;\r\n }\r\n vbs[kind] = vertexBuffer;\r\n data[kind] = vbs[kind].getData();\r\n newdata[kind] = [];\r\n }\r\n // Save previous submeshes\r\n var previousSubmeshes = this.subMeshes.slice(0);\r\n var indices = this.getIndices();\r\n var totalIndices = this.getTotalIndices();\r\n // Generating unique vertices per face\r\n var index;\r\n for (index = 0; index < totalIndices; index++) {\r\n var vertexIndex = indices[index];\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n var stride = vbs[kind].getStrideSize();\r\n for (var offset = 0; offset < stride; offset++) {\r\n newdata[kind].push(data[kind][vertexIndex * stride + offset]);\r\n }\r\n }\r\n }\r\n // Updating faces & normal\r\n var normals = [];\r\n var positions = newdata[VertexBuffer.PositionKind];\r\n for (index = 0; index < totalIndices; index += 3) {\r\n indices[index] = index;\r\n indices[index + 1] = index + 1;\r\n indices[index + 2] = index + 2;\r\n var p1 = Vector3.FromArray(positions, index * 3);\r\n var p2 = Vector3.FromArray(positions, (index + 1) * 3);\r\n var p3 = Vector3.FromArray(positions, (index + 2) * 3);\r\n var p1p2 = p1.subtract(p2);\r\n var p3p2 = p3.subtract(p2);\r\n var normal = Vector3.Normalize(Vector3.Cross(p1p2, p3p2));\r\n // Store same normals for every vertex\r\n for (var localIndex = 0; localIndex < 3; localIndex++) {\r\n normals.push(normal.x);\r\n normals.push(normal.y);\r\n normals.push(normal.z);\r\n }\r\n }\r\n this.setIndices(indices);\r\n this.setVerticesData(VertexBuffer.NormalKind, normals, updatableNormals);\r\n // Updating vertex buffers\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());\r\n }\r\n // Updating submeshes\r\n this.releaseSubMeshes();\r\n for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {\r\n var previousOne = previousSubmeshes[submeshIndex];\r\n SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);\r\n }\r\n this.synchronizeInstances();\r\n return this;\r\n };\r\n /**\r\n * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.\r\n * In other words, more vertices, no more indices and a single bigger VBO.\r\n * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.\r\n * @returns current mesh\r\n */\r\n Mesh.prototype.convertToUnIndexedMesh = function () {\r\n var kinds = this.getVerticesDataKinds();\r\n var vbs = {};\r\n var data = {};\r\n var newdata = {};\r\n var kindIndex;\r\n var kind;\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n var vertexBuffer = this.getVertexBuffer(kind);\r\n vbs[kind] = vertexBuffer;\r\n data[kind] = vbs[kind].getData();\r\n newdata[kind] = [];\r\n }\r\n // Save previous submeshes\r\n var previousSubmeshes = this.subMeshes.slice(0);\r\n var indices = this.getIndices();\r\n var totalIndices = this.getTotalIndices();\r\n // Generating unique vertices per face\r\n var index;\r\n for (index = 0; index < totalIndices; index++) {\r\n var vertexIndex = indices[index];\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n var stride = vbs[kind].getStrideSize();\r\n for (var offset = 0; offset < stride; offset++) {\r\n newdata[kind].push(data[kind][vertexIndex * stride + offset]);\r\n }\r\n }\r\n }\r\n // Updating indices\r\n for (index = 0; index < totalIndices; index += 3) {\r\n indices[index] = index;\r\n indices[index + 1] = index + 1;\r\n indices[index + 2] = index + 2;\r\n }\r\n this.setIndices(indices);\r\n // Updating vertex buffers\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());\r\n }\r\n // Updating submeshes\r\n this.releaseSubMeshes();\r\n for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {\r\n var previousOne = previousSubmeshes[submeshIndex];\r\n SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);\r\n }\r\n this._unIndexed = true;\r\n this.synchronizeInstances();\r\n return this;\r\n };\r\n /**\r\n * Inverses facet orientations.\r\n * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.\r\n * @param flipNormals will also inverts the normals\r\n * @returns current mesh\r\n */\r\n Mesh.prototype.flipFaces = function (flipNormals) {\r\n if (flipNormals === void 0) { flipNormals = false; }\r\n var vertex_data = VertexData.ExtractFromMesh(this);\r\n var i;\r\n if (flipNormals && this.isVerticesDataPresent(VertexBuffer.NormalKind) && vertex_data.normals) {\r\n for (i = 0; i < vertex_data.normals.length; i++) {\r\n vertex_data.normals[i] *= -1;\r\n }\r\n }\r\n if (vertex_data.indices) {\r\n var temp;\r\n for (i = 0; i < vertex_data.indices.length; i += 3) {\r\n // reassign indices\r\n temp = vertex_data.indices[i + 1];\r\n vertex_data.indices[i + 1] = vertex_data.indices[i + 2];\r\n vertex_data.indices[i + 2] = temp;\r\n }\r\n }\r\n vertex_data.applyToMesh(this, this.isVertexBufferUpdatable(VertexBuffer.PositionKind));\r\n return this;\r\n };\r\n /**\r\n * Increase the number of facets and hence vertices in a mesh\r\n * Vertex normals are interpolated from existing vertex normals\r\n * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.\r\n * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1\r\n */\r\n Mesh.prototype.increaseVertices = function (numberPerEdge) {\r\n var vertex_data = VertexData.ExtractFromMesh(this);\r\n var uvs = vertex_data.uvs;\r\n var currentIndices = vertex_data.indices;\r\n var positions = vertex_data.positions;\r\n var normals = vertex_data.normals;\r\n if (currentIndices === null || positions === null || normals === null || uvs === null) {\r\n Logger.Warn(\"VertexData contains null entries\");\r\n }\r\n else {\r\n var segments = numberPerEdge + 1; //segments per current facet edge, become sides of new facets\r\n var tempIndices = new Array();\r\n for (var i = 0; i < segments + 1; i++) {\r\n tempIndices[i] = new Array();\r\n }\r\n var a; //vertex index of one end of a side\r\n var b; //vertex index of other end of the side\r\n var deltaPosition = new Vector3(0, 0, 0);\r\n var deltaNormal = new Vector3(0, 0, 0);\r\n var deltaUV = new Vector2(0, 0);\r\n var indices = new Array();\r\n var vertexIndex = new Array();\r\n var side = new Array();\r\n var len;\r\n var positionPtr = positions.length;\r\n var uvPtr = uvs.length;\r\n for (var i = 0; i < currentIndices.length; i += 3) {\r\n vertexIndex[0] = currentIndices[i];\r\n vertexIndex[1] = currentIndices[i + 1];\r\n vertexIndex[2] = currentIndices[i + 2];\r\n for (var j = 0; j < 3; j++) {\r\n a = vertexIndex[j];\r\n b = vertexIndex[(j + 1) % 3];\r\n if (side[a] === undefined && side[b] === undefined) {\r\n side[a] = new Array();\r\n side[b] = new Array();\r\n }\r\n else {\r\n if (side[a] === undefined) {\r\n side[a] = new Array();\r\n }\r\n if (side[b] === undefined) {\r\n side[b] = new Array();\r\n }\r\n }\r\n if (side[a][b] === undefined && side[b][a] === undefined) {\r\n side[a][b] = [];\r\n deltaPosition.x = (positions[3 * b] - positions[3 * a]) / segments;\r\n deltaPosition.y = (positions[3 * b + 1] - positions[3 * a + 1]) / segments;\r\n deltaPosition.z = (positions[3 * b + 2] - positions[3 * a + 2]) / segments;\r\n deltaNormal.x = (normals[3 * b] - normals[3 * a]) / segments;\r\n deltaNormal.y = (normals[3 * b + 1] - normals[3 * a + 1]) / segments;\r\n deltaNormal.z = (normals[3 * b + 2] - normals[3 * a + 2]) / segments;\r\n deltaUV.x = (uvs[2 * b] - uvs[2 * a]) / segments;\r\n deltaUV.y = (uvs[2 * b + 1] - uvs[2 * a + 1]) / segments;\r\n side[a][b].push(a);\r\n for (var k = 1; k < segments; k++) {\r\n side[a][b].push(positions.length / 3);\r\n positions[positionPtr] = positions[3 * a] + k * deltaPosition.x;\r\n normals[positionPtr++] = normals[3 * a] + k * deltaNormal.x;\r\n positions[positionPtr] = positions[3 * a + 1] + k * deltaPosition.y;\r\n normals[positionPtr++] = normals[3 * a + 1] + k * deltaNormal.y;\r\n positions[positionPtr] = positions[3 * a + 2] + k * deltaPosition.z;\r\n normals[positionPtr++] = normals[3 * a + 2] + k * deltaNormal.z;\r\n uvs[uvPtr++] = uvs[2 * a] + k * deltaUV.x;\r\n uvs[uvPtr++] = uvs[2 * a + 1] + k * deltaUV.y;\r\n }\r\n side[a][b].push(b);\r\n side[b][a] = new Array();\r\n len = side[a][b].length;\r\n for (var idx = 0; idx < len; idx++) {\r\n side[b][a][idx] = side[a][b][len - 1 - idx];\r\n }\r\n }\r\n }\r\n //Calculate positions, normals and uvs of new internal vertices\r\n tempIndices[0][0] = currentIndices[i];\r\n tempIndices[1][0] = side[currentIndices[i]][currentIndices[i + 1]][1];\r\n tempIndices[1][1] = side[currentIndices[i]][currentIndices[i + 2]][1];\r\n for (var k = 2; k < segments; k++) {\r\n tempIndices[k][0] = side[currentIndices[i]][currentIndices[i + 1]][k];\r\n tempIndices[k][k] = side[currentIndices[i]][currentIndices[i + 2]][k];\r\n deltaPosition.x = (positions[3 * tempIndices[k][k]] - positions[3 * tempIndices[k][0]]) / k;\r\n deltaPosition.y = (positions[3 * tempIndices[k][k] + 1] - positions[3 * tempIndices[k][0] + 1]) / k;\r\n deltaPosition.z = (positions[3 * tempIndices[k][k] + 2] - positions[3 * tempIndices[k][0] + 2]) / k;\r\n deltaNormal.x = (normals[3 * tempIndices[k][k]] - normals[3 * tempIndices[k][0]]) / k;\r\n deltaNormal.y = (normals[3 * tempIndices[k][k] + 1] - normals[3 * tempIndices[k][0] + 1]) / k;\r\n deltaNormal.z = (normals[3 * tempIndices[k][k] + 2] - normals[3 * tempIndices[k][0] + 2]) / k;\r\n deltaUV.x = (uvs[2 * tempIndices[k][k]] - uvs[2 * tempIndices[k][0]]) / k;\r\n deltaUV.y = (uvs[2 * tempIndices[k][k] + 1] - uvs[2 * tempIndices[k][0] + 1]) / k;\r\n for (var j = 1; j < k; j++) {\r\n tempIndices[k][j] = positions.length / 3;\r\n positions[positionPtr] = positions[3 * tempIndices[k][0]] + j * deltaPosition.x;\r\n normals[positionPtr++] = normals[3 * tempIndices[k][0]] + j * deltaNormal.x;\r\n positions[positionPtr] = positions[3 * tempIndices[k][0] + 1] + j * deltaPosition.y;\r\n normals[positionPtr++] = normals[3 * tempIndices[k][0] + 1] + j * deltaNormal.y;\r\n positions[positionPtr] = positions[3 * tempIndices[k][0] + 2] + j * deltaPosition.z;\r\n normals[positionPtr++] = normals[3 * tempIndices[k][0] + 2] + j * deltaNormal.z;\r\n uvs[uvPtr++] = uvs[2 * tempIndices[k][0]] + j * deltaUV.x;\r\n uvs[uvPtr++] = uvs[2 * tempIndices[k][0] + 1] + j * deltaUV.y;\r\n }\r\n }\r\n tempIndices[segments] = side[currentIndices[i + 1]][currentIndices[i + 2]];\r\n // reform indices\r\n indices.push(tempIndices[0][0], tempIndices[1][0], tempIndices[1][1]);\r\n for (var k = 1; k < segments; k++) {\r\n for (var j = 0; j < k; j++) {\r\n indices.push(tempIndices[k][j], tempIndices[k + 1][j], tempIndices[k + 1][j + 1]);\r\n indices.push(tempIndices[k][j], tempIndices[k + 1][j + 1], tempIndices[k][j + 1]);\r\n }\r\n indices.push(tempIndices[k][j], tempIndices[k + 1][j], tempIndices[k + 1][j + 1]);\r\n }\r\n }\r\n vertex_data.indices = indices;\r\n vertex_data.applyToMesh(this, this.isVertexBufferUpdatable(VertexBuffer.PositionKind));\r\n }\r\n };\r\n /**\r\n * Force adjacent facets to share vertices and remove any facets that have all vertices in a line\r\n * This will undo any application of covertToFlatShadedMesh\r\n * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.\r\n */\r\n Mesh.prototype.forceSharedVertices = function () {\r\n var vertex_data = VertexData.ExtractFromMesh(this);\r\n var currentUVs = vertex_data.uvs;\r\n var currentIndices = vertex_data.indices;\r\n var currentPositions = vertex_data.positions;\r\n var currentColors = vertex_data.colors;\r\n if (currentIndices === void 0 || currentPositions === void 0 || currentIndices === null || currentPositions === null) {\r\n Logger.Warn(\"VertexData contains empty entries\");\r\n }\r\n else {\r\n var positions = new Array();\r\n var indices = new Array();\r\n var uvs = new Array();\r\n var colors = new Array();\r\n var pstring = new Array(); //lists facet vertex positions (a,b,c) as string \"a|b|c\"\r\n var indexPtr = 0; // pointer to next available index value\r\n var uniquePositions = new Array(); // unique vertex positions\r\n var ptr; // pointer to element in uniquePositions\r\n var facet;\r\n for (var i = 0; i < currentIndices.length; i += 3) {\r\n facet = [currentIndices[i], currentIndices[i + 1], currentIndices[i + 2]]; //facet vertex indices\r\n pstring = new Array();\r\n for (var j = 0; j < 3; j++) {\r\n pstring[j] = \"\";\r\n for (var k = 0; k < 3; k++) {\r\n //small values make 0\r\n if (Math.abs(currentPositions[3 * facet[j] + k]) < 0.00000001) {\r\n currentPositions[3 * facet[j] + k] = 0;\r\n }\r\n pstring[j] += currentPositions[3 * facet[j] + k] + \"|\";\r\n }\r\n pstring[j] = pstring[j].slice(0, -1);\r\n }\r\n //check facet vertices to see that none are repeated\r\n // do not process any facet that has a repeated vertex, ie is a line\r\n if (!(pstring[0] == pstring[1] || pstring[0] == pstring[2] || pstring[1] == pstring[2])) {\r\n //for each facet position check if already listed in uniquePositions\r\n // if not listed add to uniquePositions and set index pointer\r\n // if listed use its index in uniquePositions and new index pointer\r\n for (var j = 0; j < 3; j++) {\r\n ptr = uniquePositions.indexOf(pstring[j]);\r\n if (ptr < 0) {\r\n uniquePositions.push(pstring[j]);\r\n ptr = indexPtr++;\r\n //not listed so add individual x, y, z coordinates to positions\r\n for (var k = 0; k < 3; k++) {\r\n positions.push(currentPositions[3 * facet[j] + k]);\r\n }\r\n if (currentColors !== null && currentColors !== void 0) {\r\n for (var k = 0; k < 4; k++) {\r\n colors.push(currentColors[4 * facet[j] + k]);\r\n }\r\n }\r\n if (currentUVs !== null && currentUVs !== void 0) {\r\n for (var k = 0; k < 2; k++) {\r\n uvs.push(currentUVs[2 * facet[j] + k]);\r\n }\r\n }\r\n }\r\n // add new index pointer to indices array\r\n indices.push(ptr);\r\n }\r\n }\r\n }\r\n var normals = new Array();\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n //create new vertex data object and update\r\n vertex_data.positions = positions;\r\n vertex_data.indices = indices;\r\n vertex_data.normals = normals;\r\n if (currentUVs !== null && currentUVs !== void 0) {\r\n vertex_data.uvs = uvs;\r\n }\r\n if (currentColors !== null && currentColors !== void 0) {\r\n vertex_data.colors = colors;\r\n }\r\n vertex_data.applyToMesh(this, this.isVertexBufferUpdatable(VertexBuffer.PositionKind));\r\n }\r\n };\r\n // Instances\r\n /** @hidden */\r\n Mesh._instancedMeshFactory = function (name, mesh) {\r\n throw _DevTools.WarnImport(\"InstancedMesh\");\r\n };\r\n /** @hidden */\r\n Mesh._PhysicsImpostorParser = function (scene, physicObject, jsonObject) {\r\n throw _DevTools.WarnImport(\"PhysicsImpostor\");\r\n };\r\n /**\r\n * Creates a new InstancedMesh object from the mesh model.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedMesh\r\n */\r\n Mesh.prototype.createInstance = function (name) {\r\n return Mesh._instancedMeshFactory(name, this);\r\n };\r\n /**\r\n * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.\r\n * After this call, all the mesh instances have the same submeshes than the current mesh.\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.synchronizeInstances = function () {\r\n for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {\r\n var instance = this.instances[instanceIndex];\r\n instance._syncSubMeshes();\r\n }\r\n return this;\r\n };\r\n /**\r\n * Optimization of the mesh's indices, in case a mesh has duplicated vertices.\r\n * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.\r\n * This should be used together with the simplification to avoid disappearing triangles.\r\n * @param successCallback an optional success callback to be called after the optimization finished.\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.optimizeIndices = function (successCallback) {\r\n var _this = this;\r\n var indices = this.getIndices();\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (!positions || !indices) {\r\n return this;\r\n }\r\n var vectorPositions = new Array();\r\n for (var pos = 0; pos < positions.length; pos = pos + 3) {\r\n vectorPositions.push(Vector3.FromArray(positions, pos));\r\n }\r\n var dupes = new Array();\r\n AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {\r\n var realPos = vectorPositions.length - 1 - iteration;\r\n var testedPosition = vectorPositions[realPos];\r\n for (var j = 0; j < realPos; ++j) {\r\n var againstPosition = vectorPositions[j];\r\n if (testedPosition.equals(againstPosition)) {\r\n dupes[realPos] = j;\r\n break;\r\n }\r\n }\r\n }, function () {\r\n for (var i = 0; i < indices.length; ++i) {\r\n indices[i] = dupes[indices[i]] || indices[i];\r\n }\r\n //indices are now reordered\r\n var originalSubMeshes = _this.subMeshes.slice(0);\r\n _this.setIndices(indices);\r\n _this.subMeshes = originalSubMeshes;\r\n if (successCallback) {\r\n successCallback(_this);\r\n }\r\n });\r\n return this;\r\n };\r\n /**\r\n * Serialize current mesh\r\n * @param serializationObject defines the object which will receive the serialization data\r\n */\r\n Mesh.prototype.serialize = function (serializationObject) {\r\n serializationObject.name = this.name;\r\n serializationObject.id = this.id;\r\n serializationObject.type = this.getClassName();\r\n if (Tags && Tags.HasTags(this)) {\r\n serializationObject.tags = Tags.GetTags(this);\r\n }\r\n serializationObject.position = this.position.asArray();\r\n if (this.rotationQuaternion) {\r\n serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();\r\n }\r\n else if (this.rotation) {\r\n serializationObject.rotation = this.rotation.asArray();\r\n }\r\n serializationObject.scaling = this.scaling.asArray();\r\n if (this._postMultiplyPivotMatrix) {\r\n serializationObject.pivotMatrix = this.getPivotMatrix().asArray();\r\n }\r\n else {\r\n serializationObject.localMatrix = this.getPivotMatrix().asArray();\r\n }\r\n serializationObject.isEnabled = this.isEnabled(false);\r\n serializationObject.isVisible = this.isVisible;\r\n serializationObject.infiniteDistance = this.infiniteDistance;\r\n serializationObject.pickable = this.isPickable;\r\n serializationObject.receiveShadows = this.receiveShadows;\r\n serializationObject.billboardMode = this.billboardMode;\r\n serializationObject.visibility = this.visibility;\r\n serializationObject.checkCollisions = this.checkCollisions;\r\n serializationObject.isBlocker = this.isBlocker;\r\n serializationObject.overrideMaterialSideOrientation = this.overrideMaterialSideOrientation;\r\n // Parent\r\n if (this.parent) {\r\n serializationObject.parentId = this.parent.id;\r\n }\r\n // Geometry\r\n serializationObject.isUnIndexed = this.isUnIndexed;\r\n var geometry = this._geometry;\r\n if (geometry) {\r\n var geometryId = geometry.id;\r\n serializationObject.geometryId = geometryId;\r\n // SubMeshes\r\n serializationObject.subMeshes = [];\r\n for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {\r\n var subMesh = this.subMeshes[subIndex];\r\n serializationObject.subMeshes.push({\r\n materialIndex: subMesh.materialIndex,\r\n verticesStart: subMesh.verticesStart,\r\n verticesCount: subMesh.verticesCount,\r\n indexStart: subMesh.indexStart,\r\n indexCount: subMesh.indexCount\r\n });\r\n }\r\n }\r\n // Material\r\n if (this.material) {\r\n if (!this.material.doNotSerialize) {\r\n serializationObject.materialId = this.material.id;\r\n }\r\n }\r\n else {\r\n this.material = null;\r\n }\r\n // Morph targets\r\n if (this.morphTargetManager) {\r\n serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;\r\n }\r\n // Skeleton\r\n if (this.skeleton) {\r\n serializationObject.skeletonId = this.skeleton.id;\r\n }\r\n // Physics\r\n //TODO implement correct serialization for physics impostors.\r\n if (this.getScene()._getComponent(SceneComponentConstants.NAME_PHYSICSENGINE)) {\r\n var impostor = this.getPhysicsImpostor();\r\n if (impostor) {\r\n serializationObject.physicsMass = impostor.getParam(\"mass\");\r\n serializationObject.physicsFriction = impostor.getParam(\"friction\");\r\n serializationObject.physicsRestitution = impostor.getParam(\"mass\");\r\n serializationObject.physicsImpostor = impostor.type;\r\n }\r\n }\r\n // Metadata\r\n if (this.metadata) {\r\n serializationObject.metadata = this.metadata;\r\n }\r\n // Instances\r\n serializationObject.instances = [];\r\n for (var index = 0; index < this.instances.length; index++) {\r\n var instance = this.instances[index];\r\n if (instance.doNotSerialize) {\r\n continue;\r\n }\r\n var serializationInstance = {\r\n name: instance.name,\r\n id: instance.id,\r\n position: instance.position.asArray(),\r\n scaling: instance.scaling.asArray()\r\n };\r\n if (instance.parent) {\r\n serializationInstance.parentId = instance.parent.id;\r\n }\r\n if (instance.rotationQuaternion) {\r\n serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();\r\n }\r\n else if (instance.rotation) {\r\n serializationInstance.rotation = instance.rotation.asArray();\r\n }\r\n serializationObject.instances.push(serializationInstance);\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(instance, serializationInstance);\r\n serializationInstance.ranges = instance.serializeAnimationRanges();\r\n }\r\n //\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n serializationObject.ranges = this.serializeAnimationRanges();\r\n // Layer mask\r\n serializationObject.layerMask = this.layerMask;\r\n // Alpha\r\n serializationObject.alphaIndex = this.alphaIndex;\r\n serializationObject.hasVertexAlpha = this.hasVertexAlpha;\r\n // Overlay\r\n serializationObject.overlayAlpha = this.overlayAlpha;\r\n serializationObject.overlayColor = this.overlayColor.asArray();\r\n serializationObject.renderOverlay = this.renderOverlay;\r\n // Fog\r\n serializationObject.applyFog = this.applyFog;\r\n // Action Manager\r\n if (this.actionManager) {\r\n serializationObject.actions = this.actionManager.serialize(this.name);\r\n }\r\n };\r\n /** @hidden */\r\n Mesh.prototype._syncGeometryWithMorphTargetManager = function () {\r\n if (!this.geometry) {\r\n return;\r\n }\r\n this._markSubMeshesAsAttributesDirty();\r\n var morphTargetManager = this._internalMeshDataInfo._morphTargetManager;\r\n if (morphTargetManager && morphTargetManager.vertexCount) {\r\n if (morphTargetManager.vertexCount !== this.getTotalVertices()) {\r\n Logger.Error(\"Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.\");\r\n this.morphTargetManager = null;\r\n return;\r\n }\r\n for (var index = 0; index < morphTargetManager.numInfluencers; index++) {\r\n var morphTarget = morphTargetManager.getActiveTarget(index);\r\n var positions = morphTarget.getPositions();\r\n if (!positions) {\r\n Logger.Error(\"Invalid morph target. Target must have positions.\");\r\n return;\r\n }\r\n this.geometry.setVerticesData(VertexBuffer.PositionKind + index, positions, false, 3);\r\n var normals = morphTarget.getNormals();\r\n if (normals) {\r\n this.geometry.setVerticesData(VertexBuffer.NormalKind + index, normals, false, 3);\r\n }\r\n var tangents = morphTarget.getTangents();\r\n if (tangents) {\r\n this.geometry.setVerticesData(VertexBuffer.TangentKind + index, tangents, false, 3);\r\n }\r\n var uvs = morphTarget.getUVs();\r\n if (uvs) {\r\n this.geometry.setVerticesData(VertexBuffer.UVKind + \"_\" + index, uvs, false, 2);\r\n }\r\n }\r\n }\r\n else {\r\n var index = 0;\r\n // Positions\r\n while (this.geometry.isVerticesDataPresent(VertexBuffer.PositionKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.PositionKind + index);\r\n if (this.geometry.isVerticesDataPresent(VertexBuffer.NormalKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.NormalKind + index);\r\n }\r\n if (this.geometry.isVerticesDataPresent(VertexBuffer.TangentKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.TangentKind + index);\r\n }\r\n if (this.geometry.isVerticesDataPresent(VertexBuffer.UVKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.UVKind + \"_\" + index);\r\n }\r\n index++;\r\n }\r\n }\r\n };\r\n /**\r\n * Returns a new Mesh object parsed from the source provided.\r\n * @param parsedMesh is the source\r\n * @param scene defines the hosting scene\r\n * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with\r\n * @returns a new Mesh\r\n */\r\n Mesh.Parse = function (parsedMesh, scene, rootUrl) {\r\n var mesh;\r\n if (parsedMesh.type && parsedMesh.type === \"GroundMesh\") {\r\n mesh = Mesh._GroundMeshParser(parsedMesh, scene);\r\n }\r\n else {\r\n mesh = new Mesh(parsedMesh.name, scene);\r\n }\r\n mesh.id = parsedMesh.id;\r\n if (Tags) {\r\n Tags.AddTagsTo(mesh, parsedMesh.tags);\r\n }\r\n mesh.position = Vector3.FromArray(parsedMesh.position);\r\n if (parsedMesh.metadata !== undefined) {\r\n mesh.metadata = parsedMesh.metadata;\r\n }\r\n if (parsedMesh.rotationQuaternion) {\r\n mesh.rotationQuaternion = Quaternion.FromArray(parsedMesh.rotationQuaternion);\r\n }\r\n else if (parsedMesh.rotation) {\r\n mesh.rotation = Vector3.FromArray(parsedMesh.rotation);\r\n }\r\n mesh.scaling = Vector3.FromArray(parsedMesh.scaling);\r\n if (parsedMesh.localMatrix) {\r\n mesh.setPreTransformMatrix(Matrix.FromArray(parsedMesh.localMatrix));\r\n }\r\n else if (parsedMesh.pivotMatrix) {\r\n mesh.setPivotMatrix(Matrix.FromArray(parsedMesh.pivotMatrix));\r\n }\r\n mesh.setEnabled(parsedMesh.isEnabled);\r\n mesh.isVisible = parsedMesh.isVisible;\r\n mesh.infiniteDistance = parsedMesh.infiniteDistance;\r\n mesh.showBoundingBox = parsedMesh.showBoundingBox;\r\n mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;\r\n if (parsedMesh.applyFog !== undefined) {\r\n mesh.applyFog = parsedMesh.applyFog;\r\n }\r\n if (parsedMesh.pickable !== undefined) {\r\n mesh.isPickable = parsedMesh.pickable;\r\n }\r\n if (parsedMesh.alphaIndex !== undefined) {\r\n mesh.alphaIndex = parsedMesh.alphaIndex;\r\n }\r\n mesh.receiveShadows = parsedMesh.receiveShadows;\r\n mesh.billboardMode = parsedMesh.billboardMode;\r\n if (parsedMesh.visibility !== undefined) {\r\n mesh.visibility = parsedMesh.visibility;\r\n }\r\n mesh.checkCollisions = parsedMesh.checkCollisions;\r\n mesh.overrideMaterialSideOrientation = parsedMesh.overrideMaterialSideOrientation;\r\n if (parsedMesh.isBlocker !== undefined) {\r\n mesh.isBlocker = parsedMesh.isBlocker;\r\n }\r\n mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;\r\n // freezeWorldMatrix\r\n if (parsedMesh.freezeWorldMatrix) {\r\n mesh._waitingData.freezeWorldMatrix = parsedMesh.freezeWorldMatrix;\r\n }\r\n // Parent\r\n if (parsedMesh.parentId) {\r\n mesh._waitingParentId = parsedMesh.parentId;\r\n }\r\n // Actions\r\n if (parsedMesh.actions !== undefined) {\r\n mesh._waitingData.actions = parsedMesh.actions;\r\n }\r\n // Overlay\r\n if (parsedMesh.overlayAlpha !== undefined) {\r\n mesh.overlayAlpha = parsedMesh.overlayAlpha;\r\n }\r\n if (parsedMesh.overlayColor !== undefined) {\r\n mesh.overlayColor = Color3.FromArray(parsedMesh.overlayColor);\r\n }\r\n if (parsedMesh.renderOverlay !== undefined) {\r\n mesh.renderOverlay = parsedMesh.renderOverlay;\r\n }\r\n // Geometry\r\n mesh.isUnIndexed = !!parsedMesh.isUnIndexed;\r\n mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;\r\n if (parsedMesh.delayLoadingFile) {\r\n mesh.delayLoadState = 4;\r\n mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;\r\n mesh._boundingInfo = new BoundingInfo(Vector3.FromArray(parsedMesh.boundingBoxMinimum), Vector3.FromArray(parsedMesh.boundingBoxMaximum));\r\n if (parsedMesh._binaryInfo) {\r\n mesh._binaryInfo = parsedMesh._binaryInfo;\r\n }\r\n mesh._delayInfo = [];\r\n if (parsedMesh.hasUVs) {\r\n mesh._delayInfo.push(VertexBuffer.UVKind);\r\n }\r\n if (parsedMesh.hasUVs2) {\r\n mesh._delayInfo.push(VertexBuffer.UV2Kind);\r\n }\r\n if (parsedMesh.hasUVs3) {\r\n mesh._delayInfo.push(VertexBuffer.UV3Kind);\r\n }\r\n if (parsedMesh.hasUVs4) {\r\n mesh._delayInfo.push(VertexBuffer.UV4Kind);\r\n }\r\n if (parsedMesh.hasUVs5) {\r\n mesh._delayInfo.push(VertexBuffer.UV5Kind);\r\n }\r\n if (parsedMesh.hasUVs6) {\r\n mesh._delayInfo.push(VertexBuffer.UV6Kind);\r\n }\r\n if (parsedMesh.hasColors) {\r\n mesh._delayInfo.push(VertexBuffer.ColorKind);\r\n }\r\n if (parsedMesh.hasMatricesIndices) {\r\n mesh._delayInfo.push(VertexBuffer.MatricesIndicesKind);\r\n }\r\n if (parsedMesh.hasMatricesWeights) {\r\n mesh._delayInfo.push(VertexBuffer.MatricesWeightsKind);\r\n }\r\n mesh._delayLoadingFunction = Geometry._ImportGeometry;\r\n if (SceneLoaderFlags.ForceFullSceneLoadingForIncremental) {\r\n mesh._checkDelayState();\r\n }\r\n }\r\n else {\r\n Geometry._ImportGeometry(parsedMesh, mesh);\r\n }\r\n // Material\r\n if (parsedMesh.materialId) {\r\n mesh.setMaterialByID(parsedMesh.materialId);\r\n }\r\n else {\r\n mesh.material = null;\r\n }\r\n // Morph targets\r\n if (parsedMesh.morphTargetManagerId > -1) {\r\n mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);\r\n }\r\n // Skeleton\r\n if (parsedMesh.skeletonId > -1) {\r\n mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);\r\n if (parsedMesh.numBoneInfluencers) {\r\n mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;\r\n }\r\n }\r\n // Animations\r\n if (parsedMesh.animations) {\r\n for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {\r\n var parsedAnimation = parsedMesh.animations[animationIndex];\r\n var internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n mesh.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n Node.ParseAnimationRanges(mesh, parsedMesh, scene);\r\n }\r\n if (parsedMesh.autoAnimate) {\r\n scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);\r\n }\r\n // Layer Mask\r\n if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {\r\n mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));\r\n }\r\n else {\r\n mesh.layerMask = 0x0FFFFFFF;\r\n }\r\n // Physics\r\n if (parsedMesh.physicsImpostor) {\r\n Mesh._PhysicsImpostorParser(scene, mesh, parsedMesh);\r\n }\r\n // Levels\r\n if (parsedMesh.lodMeshIds) {\r\n mesh._waitingData.lods = {\r\n ids: parsedMesh.lodMeshIds,\r\n distances: (parsedMesh.lodDistances) ? parsedMesh.lodDistances : null,\r\n coverages: (parsedMesh.lodCoverages) ? parsedMesh.lodCoverages : null\r\n };\r\n }\r\n // Instances\r\n if (parsedMesh.instances) {\r\n for (var index = 0; index < parsedMesh.instances.length; index++) {\r\n var parsedInstance = parsedMesh.instances[index];\r\n var instance = mesh.createInstance(parsedInstance.name);\r\n if (parsedInstance.id) {\r\n instance.id = parsedInstance.id;\r\n }\r\n if (Tags) {\r\n if (parsedInstance.tags) {\r\n Tags.AddTagsTo(instance, parsedInstance.tags);\r\n }\r\n else {\r\n Tags.AddTagsTo(instance, parsedMesh.tags);\r\n }\r\n }\r\n instance.position = Vector3.FromArray(parsedInstance.position);\r\n if (parsedInstance.metadata !== undefined) {\r\n instance.metadata = parsedInstance.metadata;\r\n }\r\n if (parsedInstance.parentId) {\r\n instance._waitingParentId = parsedInstance.parentId;\r\n }\r\n if (parsedInstance.rotationQuaternion) {\r\n instance.rotationQuaternion = Quaternion.FromArray(parsedInstance.rotationQuaternion);\r\n }\r\n else if (parsedInstance.rotation) {\r\n instance.rotation = Vector3.FromArray(parsedInstance.rotation);\r\n }\r\n instance.scaling = Vector3.FromArray(parsedInstance.scaling);\r\n if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {\r\n instance.checkCollisions = parsedInstance.checkCollisions;\r\n }\r\n if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {\r\n instance.isPickable = parsedInstance.pickable;\r\n }\r\n if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {\r\n instance.showBoundingBox = parsedInstance.showBoundingBox;\r\n }\r\n if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {\r\n instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;\r\n }\r\n if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {\r\n instance.alphaIndex = parsedInstance.alphaIndex;\r\n }\r\n // Physics\r\n if (parsedInstance.physicsImpostor) {\r\n Mesh._PhysicsImpostorParser(scene, instance, parsedInstance);\r\n }\r\n // Animation\r\n if (parsedInstance.animations) {\r\n for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {\r\n parsedAnimation = parsedInstance.animations[animationIndex];\r\n var internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n instance.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n Node.ParseAnimationRanges(instance, parsedInstance, scene);\r\n if (parsedInstance.autoAnimate) {\r\n scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);\r\n }\r\n }\r\n }\r\n }\r\n return mesh;\r\n };\r\n /**\r\n * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes\r\n * @param name defines the name of the mesh to create\r\n * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.\r\n * @param closeArray creates a seam between the first and the last paths of the path array (default is false)\r\n * @param closePath creates a seam between the first and the last points of each path of the path array\r\n * @param offset is taken in account only if the `pathArray` is containing a single path\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param radius sets the radius size (float) of the polygon (default 0.5)\r\n * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {\r\n if (scene === void 0) { scene = null; }\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param size sets the size (float) of each box side (default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {\r\n if (scene === void 0) { scene = null; }\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)\r\n * @param diameter sets the diameter size (float) of the sphere (default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)\r\n * @param diameter sets the diameter size (float) of the sphere (default 1)\r\n * @param scene defines the hosting scene\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateHemisphere = function (name, segments, diameter, scene) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param height sets the height size (float) of the cylinder/cone (float, default 2)\r\n * @param diameterTop set the top cap diameter (floats, default 1)\r\n * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero\r\n * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance\r\n * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n // Torus (Code from SharpDX.org)\r\n /**\r\n * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param diameter sets the diameter size (float) of the torus (default 1)\r\n * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)\r\n * @param tessellation sets the number of torus sides (postive integer, default 16)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param radius sets the global radius size (float) of the torus knot (default 2)\r\n * @param tube sets the diameter size of the tube of the torus (float, default 0.5)\r\n * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)\r\n * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)\r\n * @param p the number of windings on X axis (positive integers, default 2)\r\n * @param q the number of windings on Y axis (positive integers, default 3)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.\r\n * @param name defines the name of the mesh to create\r\n * @param points is an array successive Vector3\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateLines = function (name, points, scene, updatable, instance) {\r\n if (scene === void 0) { scene = null; }\r\n if (updatable === void 0) { updatable = false; }\r\n if (instance === void 0) { instance = null; }\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param points is an array successive Vector3\r\n * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)\r\n * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)\r\n * @param dashNb is the intended total number of dashes (positive integer, default 200)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {\r\n if (scene === void 0) { scene = null; }\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead\r\n * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.\r\n * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.\r\n * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * Remember you can only change the shape positions, not their number when updating a polygon.\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors\r\n * @param scene defines the hosting scene\r\n * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation, earcutInjection) {\r\n if (earcutInjection === void 0) { earcutInjection = earcut; }\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors\r\n * @param depth defines the height of extrusion\r\n * @param scene defines the hosting scene\r\n * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns a new Mesh\r\n */\r\n Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation, earcutInjection) {\r\n if (earcutInjection === void 0) { earcutInjection = earcut; }\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates an extruded shape mesh.\r\n * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis\r\n * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along\r\n * @param scale is the value to scale the shape\r\n * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve\r\n * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)\r\n * @returns a new Mesh\r\n */\r\n Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {\r\n if (scene === void 0) { scene = null; }\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates an custom extruded shape mesh.\r\n * The custom extrusion is a parametric shape.\r\n * It has no predefined shape. Its final shape will depend on the input parameters.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis\r\n * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along\r\n * @param scaleFunction is a custom Javascript function called on each path point\r\n * @param rotationFunction is a custom Javascript function called on each path point\r\n * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`\r\n * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`\r\n * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)\r\n * @returns a new Mesh\r\n */\r\n Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates lathe mesh.\r\n * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero\r\n * @param radius is the radius value of the lathe\r\n * @param tessellation is the side number of the lathe.\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param size sets the size (float) of both sides of the plane at once (default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a ground mesh.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param width set the width of the ground\r\n * @param height set the height of the ground\r\n * @param subdivisions sets the number of subdivisions per side\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a tiled ground mesh.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param xmin set the ground minimum X coordinate\r\n * @param zmin set the ground minimum Y coordinate\r\n * @param xmax set the ground maximum X coordinate\r\n * @param zmax set the ground maximum Z coordinate\r\n * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile\r\n * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a ground mesh from a height map.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @see http://doc.babylonjs.com/babylon101/height_map\r\n * @param name defines the name of the mesh to create\r\n * @param url sets the URL of the height map image resource\r\n * @param width set the ground width size\r\n * @param height set the ground height size\r\n * @param subdivisions sets the number of subdivision per side\r\n * @param minHeight is the minimum altitude on the ground\r\n * @param maxHeight is the maximum altitude on the ground\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)\r\n * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a tube mesh.\r\n * The tube is a parametric shape.\r\n * It has no predefined shape. Its final shape will depend on the input parameters.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes\r\n * @param name defines the name of the mesh to create\r\n * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube\r\n * @param radius sets the tube radius size\r\n * @param tessellation is the number of sides on the tubular surface\r\n * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path\r\n * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a polyhedron mesh.\r\n * Please consider using the same method from the MeshBuilder class instead.\r\n * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type\r\n * * The parameter `size` (positive float, default 1) sets the polygon size\r\n * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)\r\n * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`\r\n * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron\r\n * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)\r\n * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors\r\n * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored\r\n * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh to create\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreatePolyhedron = function (name, options, scene) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided\r\n * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)\r\n * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)\r\n * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size\r\n * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface\r\n * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns a new Mesh\r\n * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere\r\n */\r\n Mesh.CreateIcoSphere = function (name, options, scene) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a decal mesh.\r\n * Please consider using the same method from the MeshBuilder class instead.\r\n * A decal is a mesh usually applied as a model onto the surface of another mesh\r\n * @param name defines the name of the mesh\r\n * @param sourceMesh defines the mesh receiving the decal\r\n * @param position sets the position of the decal in world coordinates\r\n * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates\r\n * @param size sets the decal scaling\r\n * @param angle sets the angle to rotate the decal\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n // Skeletons\r\n /**\r\n * Prepare internal position array for software CPU skinning\r\n * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh\r\n */\r\n Mesh.prototype.setPositionsForCPUSkinning = function () {\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n if (!internalDataInfo._sourcePositions) {\r\n var source = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (!source) {\r\n return internalDataInfo._sourcePositions;\r\n }\r\n internalDataInfo._sourcePositions = new Float32Array(source);\r\n if (!this.isVertexBufferUpdatable(VertexBuffer.PositionKind)) {\r\n this.setVerticesData(VertexBuffer.PositionKind, source, true);\r\n }\r\n }\r\n return internalDataInfo._sourcePositions;\r\n };\r\n /**\r\n * Prepare internal normal array for software CPU skinning\r\n * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.\r\n */\r\n Mesh.prototype.setNormalsForCPUSkinning = function () {\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n if (!internalDataInfo._sourceNormals) {\r\n var source = this.getVerticesData(VertexBuffer.NormalKind);\r\n if (!source) {\r\n return internalDataInfo._sourceNormals;\r\n }\r\n internalDataInfo._sourceNormals = new Float32Array(source);\r\n if (!this.isVertexBufferUpdatable(VertexBuffer.NormalKind)) {\r\n this.setVerticesData(VertexBuffer.NormalKind, source, true);\r\n }\r\n }\r\n return internalDataInfo._sourceNormals;\r\n };\r\n /**\r\n * Updates the vertex buffer by applying transformation from the bones\r\n * @param skeleton defines the skeleton to apply to current mesh\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.applySkeleton = function (skeleton) {\r\n if (!this.geometry) {\r\n return this;\r\n }\r\n if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {\r\n return this;\r\n }\r\n this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();\r\n if (!this.isVerticesDataPresent(VertexBuffer.PositionKind)) {\r\n return this;\r\n }\r\n if (!this.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n return this;\r\n }\r\n if (!this.isVerticesDataPresent(VertexBuffer.MatricesIndicesKind)) {\r\n return this;\r\n }\r\n if (!this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {\r\n return this;\r\n }\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n if (!internalDataInfo._sourcePositions) {\r\n var submeshes = this.subMeshes.slice();\r\n this.setPositionsForCPUSkinning();\r\n this.subMeshes = submeshes;\r\n }\r\n if (!internalDataInfo._sourceNormals) {\r\n this.setNormalsForCPUSkinning();\r\n }\r\n // positionsData checks for not being Float32Array will only pass at most once\r\n var positionsData = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (!positionsData) {\r\n return this;\r\n }\r\n if (!(positionsData instanceof Float32Array)) {\r\n positionsData = new Float32Array(positionsData);\r\n }\r\n // normalsData checks for not being Float32Array will only pass at most once\r\n var normalsData = this.getVerticesData(VertexBuffer.NormalKind);\r\n if (!normalsData) {\r\n return this;\r\n }\r\n if (!(normalsData instanceof Float32Array)) {\r\n normalsData = new Float32Array(normalsData);\r\n }\r\n var matricesIndicesData = this.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n var matricesWeightsData = this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n if (!matricesWeightsData || !matricesIndicesData) {\r\n return this;\r\n }\r\n var needExtras = this.numBoneInfluencers > 4;\r\n var matricesIndicesExtraData = needExtras ? this.getVerticesData(VertexBuffer.MatricesIndicesExtraKind) : null;\r\n var matricesWeightsExtraData = needExtras ? this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind) : null;\r\n var skeletonMatrices = skeleton.getTransformMatrices(this);\r\n var tempVector3 = Vector3.Zero();\r\n var finalMatrix = new Matrix();\r\n var tempMatrix = new Matrix();\r\n var matWeightIdx = 0;\r\n var inf;\r\n for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {\r\n var weight;\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsData[matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n if (needExtras) {\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsExtraData[matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n }\r\n Vector3.TransformCoordinatesFromFloatsToRef(internalDataInfo._sourcePositions[index], internalDataInfo._sourcePositions[index + 1], internalDataInfo._sourcePositions[index + 2], finalMatrix, tempVector3);\r\n tempVector3.toArray(positionsData, index);\r\n Vector3.TransformNormalFromFloatsToRef(internalDataInfo._sourceNormals[index], internalDataInfo._sourceNormals[index + 1], internalDataInfo._sourceNormals[index + 2], finalMatrix, tempVector3);\r\n tempVector3.toArray(normalsData, index);\r\n finalMatrix.reset();\r\n }\r\n this.updateVerticesData(VertexBuffer.PositionKind, positionsData);\r\n this.updateVerticesData(VertexBuffer.NormalKind, normalsData);\r\n return this;\r\n };\r\n // Tools\r\n /**\r\n * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates\r\n * @param meshes defines the list of meshes to scan\r\n * @returns an object `{min:` Vector3`, max:` Vector3`}`\r\n */\r\n Mesh.MinMax = function (meshes) {\r\n var minVector = null;\r\n var maxVector = null;\r\n meshes.forEach(function (mesh) {\r\n var boundingInfo = mesh.getBoundingInfo();\r\n var boundingBox = boundingInfo.boundingBox;\r\n if (!minVector || !maxVector) {\r\n minVector = boundingBox.minimumWorld;\r\n maxVector = boundingBox.maximumWorld;\r\n }\r\n else {\r\n minVector.minimizeInPlace(boundingBox.minimumWorld);\r\n maxVector.maximizeInPlace(boundingBox.maximumWorld);\r\n }\r\n });\r\n if (!minVector || !maxVector) {\r\n return {\r\n min: Vector3.Zero(),\r\n max: Vector3.Zero()\r\n };\r\n }\r\n return {\r\n min: minVector,\r\n max: maxVector\r\n };\r\n };\r\n /**\r\n * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array\r\n * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object\r\n * @returns a vector3\r\n */\r\n Mesh.Center = function (meshesOrMinMaxVector) {\r\n var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;\r\n return Vector3.Center(minMaxVector.min, minMaxVector.max);\r\n };\r\n /**\r\n * Merge the array of meshes into a single mesh for performance reasons.\r\n * @param meshes defines he vertices source. They should all be of the same material. Entries can empty\r\n * @param disposeSource when true (default), dispose of the vertices from the source meshes\r\n * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true\r\n * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.\r\n * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.\r\n * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.\r\n * @returns a new mesh\r\n */\r\n Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes, multiMultiMaterials) {\r\n if (disposeSource === void 0) { disposeSource = true; }\r\n var index;\r\n if (!allow32BitsIndices) {\r\n var totalVertices = 0;\r\n // Counting vertices\r\n for (index = 0; index < meshes.length; index++) {\r\n if (meshes[index]) {\r\n totalVertices += meshes[index].getTotalVertices();\r\n if (totalVertices >= 65536) {\r\n Logger.Warn(\"Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices\");\r\n return null;\r\n }\r\n }\r\n }\r\n }\r\n if (multiMultiMaterials) {\r\n var newMultiMaterial = null;\r\n var subIndex;\r\n var matIndex;\r\n subdivideWithSubMeshes = false;\r\n }\r\n var materialArray = new Array();\r\n var materialIndexArray = new Array();\r\n // Merge\r\n var vertexData = null;\r\n var otherVertexData;\r\n var indiceArray = new Array();\r\n var source = null;\r\n for (index = 0; index < meshes.length; index++) {\r\n if (meshes[index]) {\r\n var mesh = meshes[index];\r\n if (mesh.isAnInstance) {\r\n Logger.Warn(\"Cannot merge instance meshes.\");\r\n return null;\r\n }\r\n var wm = mesh.computeWorldMatrix(true);\r\n otherVertexData = VertexData.ExtractFromMesh(mesh, true, true);\r\n otherVertexData.transform(wm);\r\n if (vertexData) {\r\n vertexData.merge(otherVertexData, allow32BitsIndices);\r\n }\r\n else {\r\n vertexData = otherVertexData;\r\n source = mesh;\r\n }\r\n if (subdivideWithSubMeshes) {\r\n indiceArray.push(mesh.getTotalIndices());\r\n }\r\n if (multiMultiMaterials) {\r\n if (mesh.material) {\r\n var material = mesh.material;\r\n if (material instanceof MultiMaterial) {\r\n for (matIndex = 0; matIndex < material.subMaterials.length; matIndex++) {\r\n if (materialArray.indexOf(material.subMaterials[matIndex]) < 0) {\r\n materialArray.push(material.subMaterials[matIndex]);\r\n }\r\n }\r\n for (subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {\r\n materialIndexArray.push(materialArray.indexOf(material.subMaterials[mesh.subMeshes[subIndex].materialIndex]));\r\n indiceArray.push(mesh.subMeshes[subIndex].indexCount);\r\n }\r\n }\r\n else {\r\n if (materialArray.indexOf(material) < 0) {\r\n materialArray.push(material);\r\n }\r\n for (subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {\r\n materialIndexArray.push(materialArray.indexOf(material));\r\n indiceArray.push(mesh.subMeshes[subIndex].indexCount);\r\n }\r\n }\r\n }\r\n else {\r\n for (subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {\r\n materialIndexArray.push(0);\r\n indiceArray.push(mesh.subMeshes[subIndex].indexCount);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n source = source;\r\n if (!meshSubclass) {\r\n meshSubclass = new Mesh(source.name + \"_merged\", source.getScene());\r\n }\r\n vertexData.applyToMesh(meshSubclass);\r\n // Setting properties\r\n meshSubclass.checkCollisions = source.checkCollisions;\r\n // Cleaning\r\n if (disposeSource) {\r\n for (index = 0; index < meshes.length; index++) {\r\n if (meshes[index]) {\r\n meshes[index].dispose();\r\n }\r\n }\r\n }\r\n // Subdivide\r\n if (subdivideWithSubMeshes || multiMultiMaterials) {\r\n //-- removal of global submesh\r\n meshSubclass.releaseSubMeshes();\r\n index = 0;\r\n var offset = 0;\r\n //-- apply subdivision according to index table\r\n while (index < indiceArray.length) {\r\n SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);\r\n offset += indiceArray[index];\r\n index++;\r\n }\r\n }\r\n if (multiMultiMaterials) {\r\n newMultiMaterial = new MultiMaterial(source.name + \"_merged\", source.getScene());\r\n newMultiMaterial.subMaterials = materialArray;\r\n for (subIndex = 0; subIndex < meshSubclass.subMeshes.length; subIndex++) {\r\n meshSubclass.subMeshes[subIndex].materialIndex = materialIndexArray[subIndex];\r\n }\r\n meshSubclass.material = newMultiMaterial;\r\n }\r\n else {\r\n meshSubclass.material = source.material;\r\n }\r\n return meshSubclass;\r\n };\r\n /** @hidden */\r\n Mesh.prototype.addInstance = function (instance) {\r\n instance._indexInSourceMeshInstanceArray = this.instances.length;\r\n this.instances.push(instance);\r\n };\r\n /** @hidden */\r\n Mesh.prototype.removeInstance = function (instance) {\r\n // Remove from mesh\r\n var index = instance._indexInSourceMeshInstanceArray;\r\n if (index != -1) {\r\n if (index !== this.instances.length - 1) {\r\n var last = this.instances[this.instances.length - 1];\r\n this.instances[index] = last;\r\n last._indexInSourceMeshInstanceArray = index;\r\n }\r\n instance._indexInSourceMeshInstanceArray = -1;\r\n this.instances.pop();\r\n }\r\n };\r\n // Consts\r\n /**\r\n * Mesh side orientation : usually the external or front surface\r\n */\r\n Mesh.FRONTSIDE = VertexData.FRONTSIDE;\r\n /**\r\n * Mesh side orientation : usually the internal or back surface\r\n */\r\n Mesh.BACKSIDE = VertexData.BACKSIDE;\r\n /**\r\n * Mesh side orientation : both internal and external or front and back surfaces\r\n */\r\n Mesh.DOUBLESIDE = VertexData.DOUBLESIDE;\r\n /**\r\n * Mesh side orientation : by default, `FRONTSIDE`\r\n */\r\n Mesh.DEFAULTSIDE = VertexData.DEFAULTSIDE;\r\n /**\r\n * Mesh cap setting : no cap\r\n */\r\n Mesh.NO_CAP = 0;\r\n /**\r\n * Mesh cap setting : one cap at the beginning of the mesh\r\n */\r\n Mesh.CAP_START = 1;\r\n /**\r\n * Mesh cap setting : one cap at the end of the mesh\r\n */\r\n Mesh.CAP_END = 2;\r\n /**\r\n * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh\r\n */\r\n Mesh.CAP_ALL = 3;\r\n /**\r\n * Mesh pattern setting : no flip or rotate\r\n */\r\n Mesh.NO_FLIP = 0;\r\n /**\r\n * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column\r\n */\r\n Mesh.FLIP_TILE = 1;\r\n /**\r\n * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column\r\n */\r\n Mesh.ROTATE_TILE = 2;\r\n /**\r\n * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows\r\n */\r\n Mesh.FLIP_ROW = 3;\r\n /**\r\n * Mesh pattern setting : rotate (180degs) all tiles on alternate rows\r\n */\r\n Mesh.ROTATE_ROW = 4;\r\n /**\r\n * Mesh pattern setting : flip and rotate alternate tiles on each row or column\r\n */\r\n Mesh.FLIP_N_ROTATE_TILE = 5;\r\n /**\r\n * Mesh pattern setting : rotate pattern and rotate\r\n */\r\n Mesh.FLIP_N_ROTATE_ROW = 6;\r\n /**\r\n * Mesh tile positioning : part tiles same on left/right or top/bottom\r\n */\r\n Mesh.CENTER = 0;\r\n /**\r\n * Mesh tile positioning : part tiles on left\r\n */\r\n Mesh.LEFT = 1;\r\n /**\r\n * Mesh tile positioning : part tiles on right\r\n */\r\n Mesh.RIGHT = 2;\r\n /**\r\n * Mesh tile positioning : part tiles on top\r\n */\r\n Mesh.TOP = 3;\r\n /**\r\n * Mesh tile positioning : part tiles on bottom\r\n */\r\n Mesh.BOTTOM = 4;\r\n // Statics\r\n /** @hidden */\r\n Mesh._GroundMeshParser = function (parsedMesh, scene) {\r\n throw _DevTools.WarnImport(\"GroundMesh\");\r\n };\r\n return Mesh;\r\n}(AbstractMesh));\r\nexport { Mesh };\r\n//# sourceMappingURL=mesh.js.map","import { __decorate } from \"tslib\";\r\nimport { serialize, SerializationHelper, serializeAsTexture, expandToProperty } from \"../../Misc/decorators\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport { GUID } from '../../Misc/guid';\r\nimport { Size } from '../../Maths/math.size';\r\nimport \"../../Misc/fileTools\";\r\n/**\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n */\r\nvar BaseTexture = /** @class */ (function () {\r\n /**\r\n * Instantiates a new BaseTexture.\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n * @param scene Define the scene the texture blongs to\r\n */\r\n function BaseTexture(scene) {\r\n /**\r\n * Gets or sets an object used to store user defined information.\r\n */\r\n this.metadata = null;\r\n /**\r\n * For internal use only. Please do not use.\r\n */\r\n this.reservedDataStore = null;\r\n this._hasAlpha = false;\r\n /**\r\n * Defines if the alpha value should be determined via the rgb values.\r\n * If true the luminance of the pixel might be used to find the corresponding alpha value.\r\n */\r\n this.getAlphaFromRGB = false;\r\n /**\r\n * Intensity or strength of the texture.\r\n * It is commonly used by materials to fine tune the intensity of the texture\r\n */\r\n this.level = 1;\r\n /**\r\n * Define the UV chanel to use starting from 0 and defaulting to 0.\r\n * This is part of the texture as textures usually maps to one uv set.\r\n */\r\n this.coordinatesIndex = 0;\r\n this._coordinatesMode = 0;\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n this.wrapU = 1;\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n this.wrapV = 1;\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n this.wrapR = 1;\r\n /**\r\n * With compliant hardware and browser (supporting anisotropic filtering)\r\n * this defines the level of anisotropic filtering in the texture.\r\n * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.\r\n */\r\n this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;\r\n /**\r\n * Define if the texture contains data in gamma space (most of the png/jpg aside bump).\r\n * HDR texture are usually stored in linear space.\r\n * This only impacts the PBR and Background materials\r\n */\r\n this.gammaSpace = true;\r\n /**\r\n * Is Z inverted in the texture (useful in a cube texture).\r\n */\r\n this.invertZ = false;\r\n /**\r\n * @hidden\r\n */\r\n this.lodLevelInAlpha = false;\r\n /**\r\n * Define if the texture is a render target.\r\n */\r\n this.isRenderTarget = false;\r\n /**\r\n * Define the list of animation attached to the texture.\r\n */\r\n this.animations = new Array();\r\n /**\r\n * An event triggered when the texture is disposed.\r\n */\r\n this.onDisposeObservable = new Observable();\r\n this._onDisposeObserver = null;\r\n /**\r\n * Define the current state of the loading sequence when in delayed load mode.\r\n */\r\n this.delayLoadState = 0;\r\n this._scene = null;\r\n /** @hidden */\r\n this._texture = null;\r\n this._uid = null;\r\n this._cachedSize = Size.Zero();\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n if (this._scene) {\r\n this.uniqueId = this._scene.getUniqueId();\r\n this._scene.addTexture(this);\r\n }\r\n this._uid = null;\r\n }\r\n Object.defineProperty(BaseTexture.prototype, \"hasAlpha\", {\r\n get: function () {\r\n return this._hasAlpha;\r\n },\r\n /**\r\n * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).\r\n */\r\n set: function (value) {\r\n if (this._hasAlpha === value) {\r\n return;\r\n }\r\n this._hasAlpha = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(1 | 16);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"coordinatesMode\", {\r\n get: function () {\r\n return this._coordinatesMode;\r\n },\r\n /**\r\n * How a texture is mapped.\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 0 | EXPLICIT_MODE | |\r\n * | 1 | SPHERICAL_MODE | |\r\n * | 2 | PLANAR_MODE | |\r\n * | 3 | CUBIC_MODE | |\r\n * | 4 | PROJECTION_MODE | |\r\n * | 5 | SKYBOX_MODE | |\r\n * | 6 | INVCUBIC_MODE | |\r\n * | 7 | EQUIRECTANGULAR_MODE | |\r\n * | 8 | FIXED_EQUIRECTANGULAR_MODE | |\r\n * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |\r\n */\r\n set: function (value) {\r\n if (this._coordinatesMode === value) {\r\n return;\r\n }\r\n this._coordinatesMode = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(1);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"isCube\", {\r\n /**\r\n * Define if the texture is a cube texture or if false a 2d texture.\r\n */\r\n get: function () {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n return this._texture.isCube;\r\n },\r\n set: function (value) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n this._texture.isCube = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"is3D\", {\r\n /**\r\n * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.\r\n */\r\n get: function () {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n return this._texture.is3D;\r\n },\r\n set: function (value) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n this._texture.is3D = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"is2DArray\", {\r\n /**\r\n * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.\r\n */\r\n get: function () {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n return this._texture.is2DArray;\r\n },\r\n set: function (value) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n this._texture.is2DArray = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"isRGBD\", {\r\n /**\r\n * Gets or sets whether or not the texture contains RGBD data.\r\n */\r\n get: function () {\r\n return this._texture != null && this._texture._isRGBD;\r\n },\r\n set: function (value) {\r\n if (this._texture) {\r\n this._texture._isRGBD = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"noMipmap\", {\r\n /**\r\n * Are mip maps generated for this texture or not.\r\n */\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"lodGenerationOffset\", {\r\n /**\r\n * With prefiltered texture, defined the offset used during the prefiltering steps.\r\n */\r\n get: function () {\r\n if (this._texture) {\r\n return this._texture._lodGenerationOffset;\r\n }\r\n return 0.0;\r\n },\r\n set: function (value) {\r\n if (this._texture) {\r\n this._texture._lodGenerationOffset = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"lodGenerationScale\", {\r\n /**\r\n * With prefiltered texture, defined the scale used during the prefiltering steps.\r\n */\r\n get: function () {\r\n if (this._texture) {\r\n return this._texture._lodGenerationScale;\r\n }\r\n return 0.0;\r\n },\r\n set: function (value) {\r\n if (this._texture) {\r\n this._texture._lodGenerationScale = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"linearSpecularLOD\", {\r\n /**\r\n * With prefiltered texture, defined if the specular generation is based on a linear ramp.\r\n * By default we are using a log2 of the linear roughness helping to keep a better resolution for\r\n * average roughness values.\r\n */\r\n get: function () {\r\n if (this._texture) {\r\n return this._texture._linearSpecularLOD;\r\n }\r\n return false;\r\n },\r\n set: function (value) {\r\n if (this._texture) {\r\n this._texture._linearSpecularLOD = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"irradianceTexture\", {\r\n /**\r\n * In case a better definition than spherical harmonics is required for the diffuse part of the environment.\r\n * You can set the irradiance texture to rely on a texture instead of the spherical approach.\r\n * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).\r\n */\r\n get: function () {\r\n if (this._texture) {\r\n return this._texture._irradianceTexture;\r\n }\r\n return null;\r\n },\r\n set: function (value) {\r\n if (this._texture) {\r\n this._texture._irradianceTexture = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"uid\", {\r\n /**\r\n * Define the unique id of the texture in the scene.\r\n */\r\n get: function () {\r\n if (!this._uid) {\r\n this._uid = GUID.RandomId();\r\n }\r\n return this._uid;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Return a string representation of the texture.\r\n * @returns the texture as a string\r\n */\r\n BaseTexture.prototype.toString = function () {\r\n return this.name;\r\n };\r\n /**\r\n * Get the class name of the texture.\r\n * @returns \"BaseTexture\"\r\n */\r\n BaseTexture.prototype.getClassName = function () {\r\n return \"BaseTexture\";\r\n };\r\n Object.defineProperty(BaseTexture.prototype, \"onDispose\", {\r\n /**\r\n * Callback triggered when the texture has been disposed.\r\n * Kept for back compatibility, you can use the onDisposeObservable instead.\r\n */\r\n set: function (callback) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"isBlocking\", {\r\n /**\r\n * Define if the texture is preventinga material to render or not.\r\n * If not and the texture is not ready, the engine will use a default black texture instead.\r\n */\r\n get: function () {\r\n return true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Get the scene the texture belongs to.\r\n * @returns the scene or null if undefined\r\n */\r\n BaseTexture.prototype.getScene = function () {\r\n return this._scene;\r\n };\r\n /**\r\n * Get the texture transform matrix used to offset tile the texture for istance.\r\n * @returns the transformation matrix\r\n */\r\n BaseTexture.prototype.getTextureMatrix = function () {\r\n return Matrix.IdentityReadOnly;\r\n };\r\n /**\r\n * Get the texture reflection matrix used to rotate/transform the reflection.\r\n * @returns the reflection matrix\r\n */\r\n BaseTexture.prototype.getReflectionTextureMatrix = function () {\r\n return Matrix.IdentityReadOnly;\r\n };\r\n /**\r\n * Get the underlying lower level texture from Babylon.\r\n * @returns the insternal texture\r\n */\r\n BaseTexture.prototype.getInternalTexture = function () {\r\n return this._texture;\r\n };\r\n /**\r\n * Get if the texture is ready to be consumed (either it is ready or it is not blocking)\r\n * @returns true if ready or not blocking\r\n */\r\n BaseTexture.prototype.isReadyOrNotBlocking = function () {\r\n return !this.isBlocking || this.isReady();\r\n };\r\n /**\r\n * Get if the texture is ready to be used (downloaded, converted, mip mapped...).\r\n * @returns true if fully ready\r\n */\r\n BaseTexture.prototype.isReady = function () {\r\n if (this.delayLoadState === 4) {\r\n this.delayLoad();\r\n return false;\r\n }\r\n if (this._texture) {\r\n return this._texture.isReady;\r\n }\r\n return false;\r\n };\r\n /**\r\n * Get the size of the texture.\r\n * @returns the texture size.\r\n */\r\n BaseTexture.prototype.getSize = function () {\r\n if (this._texture) {\r\n if (this._texture.width) {\r\n this._cachedSize.width = this._texture.width;\r\n this._cachedSize.height = this._texture.height;\r\n return this._cachedSize;\r\n }\r\n if (this._texture._size) {\r\n this._cachedSize.width = this._texture._size;\r\n this._cachedSize.height = this._texture._size;\r\n return this._cachedSize;\r\n }\r\n }\r\n return this._cachedSize;\r\n };\r\n /**\r\n * Get the base size of the texture.\r\n * It can be different from the size if the texture has been resized for POT for instance\r\n * @returns the base size\r\n */\r\n BaseTexture.prototype.getBaseSize = function () {\r\n if (!this.isReady() || !this._texture) {\r\n return Size.Zero();\r\n }\r\n if (this._texture._size) {\r\n return new Size(this._texture._size, this._texture._size);\r\n }\r\n return new Size(this._texture.baseWidth, this._texture.baseHeight);\r\n };\r\n /**\r\n * Update the sampling mode of the texture.\r\n * Default is Trilinear mode.\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |\r\n * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |\r\n * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |\r\n * | 4 | NEAREST_NEAREST_MIPNEAREST | |\r\n * | 5 | NEAREST_LINEAR_MIPNEAREST | |\r\n * | 6 | NEAREST_LINEAR_MIPLINEAR | |\r\n * | 7 | NEAREST_LINEAR | |\r\n * | 8 | NEAREST_NEAREST | |\r\n * | 9 | LINEAR_NEAREST_MIPNEAREST | |\r\n * | 10 | LINEAR_NEAREST_MIPLINEAR | |\r\n * | 11 | LINEAR_LINEAR | |\r\n * | 12 | LINEAR_NEAREST | |\r\n *\r\n * > _mag_: magnification filter (close to the viewer)\r\n * > _min_: minification filter (far from the viewer)\r\n * > _mip_: filter used between mip map levels\r\n *@param samplingMode Define the new sampling mode of the texture\r\n */\r\n BaseTexture.prototype.updateSamplingMode = function (samplingMode) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);\r\n };\r\n /**\r\n * Scales the texture if is `canRescale()`\r\n * @param ratio the resize factor we want to use to rescale\r\n */\r\n BaseTexture.prototype.scale = function (ratio) {\r\n };\r\n Object.defineProperty(BaseTexture.prototype, \"canRescale\", {\r\n /**\r\n * Get if the texture can rescale.\r\n */\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling, invertY) {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n var texturesCache = this._scene.getEngine().getLoadedTexturesCache();\r\n for (var index = 0; index < texturesCache.length; index++) {\r\n var texturesCacheEntry = texturesCache[index];\r\n if (invertY === undefined || invertY === texturesCacheEntry.invertY) {\r\n if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {\r\n if (!sampling || sampling === texturesCacheEntry.samplingMode) {\r\n texturesCacheEntry.incrementReferences();\r\n return texturesCacheEntry;\r\n }\r\n }\r\n }\r\n }\r\n return null;\r\n };\r\n /** @hidden */\r\n BaseTexture.prototype._rebuild = function () {\r\n };\r\n /**\r\n * Triggers the load sequence in delayed load mode.\r\n */\r\n BaseTexture.prototype.delayLoad = function () {\r\n };\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n BaseTexture.prototype.clone = function () {\r\n return null;\r\n };\r\n Object.defineProperty(BaseTexture.prototype, \"textureType\", {\r\n /**\r\n * Get the texture underlying type (INT, FLOAT...)\r\n */\r\n get: function () {\r\n if (!this._texture) {\r\n return 0;\r\n }\r\n return (this._texture.type !== undefined) ? this._texture.type : 0;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"textureFormat\", {\r\n /**\r\n * Get the texture underlying format (RGB, RGBA...)\r\n */\r\n get: function () {\r\n if (!this._texture) {\r\n return 5;\r\n }\r\n return (this._texture.format !== undefined) ? this._texture.format : 5;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Indicates that textures need to be re-calculated for all materials\r\n */\r\n BaseTexture.prototype._markAllSubMeshesAsTexturesDirty = function () {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n scene.markAllMaterialsAsDirty(1);\r\n };\r\n /**\r\n * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.\r\n * This will returns an RGBA array buffer containing either in values (0-255) or\r\n * float values (0-1) depending of the underlying buffer type.\r\n * @param faceIndex defines the face of the texture to read (in case of cube texture)\r\n * @param level defines the LOD level of the texture to read (in case of Mip Maps)\r\n * @param buffer defines a user defined buffer to fill with data (can be null)\r\n * @returns The Array buffer containing the pixels data.\r\n */\r\n BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {\r\n if (faceIndex === void 0) { faceIndex = 0; }\r\n if (level === void 0) { level = 0; }\r\n if (buffer === void 0) { buffer = null; }\r\n if (!this._texture) {\r\n return null;\r\n }\r\n var size = this.getSize();\r\n var width = size.width;\r\n var height = size.height;\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return null;\r\n }\r\n var engine = scene.getEngine();\r\n if (level != 0) {\r\n width = width / Math.pow(2, level);\r\n height = height / Math.pow(2, level);\r\n width = Math.round(width);\r\n height = Math.round(height);\r\n }\r\n if (this._texture.isCube) {\r\n return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);\r\n }\r\n return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);\r\n };\r\n /**\r\n * Release and destroy the underlying lower level texture aka internalTexture.\r\n */\r\n BaseTexture.prototype.releaseInternalTexture = function () {\r\n if (this._texture) {\r\n this._texture.dispose();\r\n this._texture = null;\r\n }\r\n };\r\n Object.defineProperty(BaseTexture.prototype, \"_lodTextureHigh\", {\r\n /** @hidden */\r\n get: function () {\r\n if (this._texture) {\r\n return this._texture._lodTextureHigh;\r\n }\r\n return null;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"_lodTextureMid\", {\r\n /** @hidden */\r\n get: function () {\r\n if (this._texture) {\r\n return this._texture._lodTextureMid;\r\n }\r\n return null;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"_lodTextureLow\", {\r\n /** @hidden */\r\n get: function () {\r\n if (this._texture) {\r\n return this._texture._lodTextureLow;\r\n }\r\n return null;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n BaseTexture.prototype.dispose = function () {\r\n if (this._scene) {\r\n // Animations\r\n if (this._scene.stopAnimation) {\r\n this._scene.stopAnimation(this);\r\n }\r\n // Remove from scene\r\n this._scene._removePendingData(this);\r\n var index = this._scene.textures.indexOf(this);\r\n if (index >= 0) {\r\n this._scene.textures.splice(index, 1);\r\n }\r\n this._scene.onTextureRemovedObservable.notifyObservers(this);\r\n }\r\n if (this._texture === undefined) {\r\n return;\r\n }\r\n // Release\r\n this.releaseInternalTexture();\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n };\r\n /**\r\n * Serialize the texture into a JSON representation that can be parsed later on.\r\n * @returns the JSON representation of the texture\r\n */\r\n BaseTexture.prototype.serialize = function () {\r\n if (!this.name) {\r\n return null;\r\n }\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n return serializationObject;\r\n };\r\n /**\r\n * Helper function to be called back once a list of texture contains only ready textures.\r\n * @param textures Define the list of textures to wait for\r\n * @param callback Define the callback triggered once the entire list will be ready\r\n */\r\n BaseTexture.WhenAllReady = function (textures, callback) {\r\n var numRemaining = textures.length;\r\n if (numRemaining === 0) {\r\n callback();\r\n return;\r\n }\r\n var _loop_1 = function () {\r\n texture = textures[i];\r\n if (texture.isReady()) {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n }\r\n else {\r\n onLoadObservable = texture.onLoadObservable;\r\n if (onLoadObservable) {\r\n var onLoadCallback_1 = function () {\r\n onLoadObservable.removeCallback(onLoadCallback_1);\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n };\r\n onLoadObservable.add(onLoadCallback_1);\r\n }\r\n }\r\n };\r\n var texture, onLoadObservable;\r\n for (var i = 0; i < textures.length; i++) {\r\n _loop_1();\r\n }\r\n };\r\n /**\r\n * Default anisotropic filtering level for the application.\r\n * It is set to 4 as a good tradeoff between perf and quality.\r\n */\r\n BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"uniqueId\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"name\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"metadata\", void 0);\r\n __decorate([\r\n serialize(\"hasAlpha\")\r\n ], BaseTexture.prototype, \"_hasAlpha\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"getAlphaFromRGB\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"level\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"coordinatesIndex\", void 0);\r\n __decorate([\r\n serialize(\"coordinatesMode\")\r\n ], BaseTexture.prototype, \"_coordinatesMode\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"wrapU\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"wrapV\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"wrapR\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"anisotropicFilteringLevel\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"isCube\", null);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"is3D\", null);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"is2DArray\", null);\r\n __decorate([\r\n serialize(),\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], BaseTexture.prototype, \"gammaSpace\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"invertZ\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"lodLevelInAlpha\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"lodGenerationOffset\", null);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"lodGenerationScale\", null);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"linearSpecularLOD\", null);\r\n __decorate([\r\n serializeAsTexture()\r\n ], BaseTexture.prototype, \"irradianceTexture\", null);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"isRenderTarget\", void 0);\r\n return BaseTexture;\r\n}());\r\nexport { BaseTexture };\r\n//# sourceMappingURL=baseTexture.js.map","import { __decorate, __extends } from \"tslib\";\r\nimport { serialize, SerializationHelper } from \"../../Misc/decorators\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { _TypeStore } from '../../Misc/typeStore';\r\nimport { _DevTools } from '../../Misc/devTools';\r\nimport { TimingTools } from '../../Misc/timingTools';\r\nimport { InstantiationTools } from '../../Misc/instantiationTools';\r\nimport { Plane } from '../../Maths/math.plane';\r\nimport { StringTools } from '../../Misc/stringTools';\r\n/**\r\n * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.\r\n * @see http://doc.babylonjs.com/babylon101/materials#texture\r\n */\r\nvar Texture = /** @class */ (function (_super) {\r\n __extends(Texture, _super);\r\n /**\r\n * Instantiates a new texture.\r\n * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.\r\n * @see http://doc.babylonjs.com/babylon101/materials#texture\r\n * @param url defines the url of the picture to load as a texture\r\n * @param scene defines the scene or engine the texture will belong to\r\n * @param noMipmap defines if the texture will require mip maps or not\r\n * @param invertY defines if the texture needs to be inverted on the y axis during loading\r\n * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)\r\n * @param onLoad defines a callback triggered when the texture has been loaded\r\n * @param onError defines a callback triggered when an error occurred during the loading session\r\n * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation\r\n * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load\r\n * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)\r\n * @param mimeType defines an optional mime type information\r\n */\r\n function Texture(url, sceneOrEngine, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format, mimeType) {\r\n if (noMipmap === void 0) { noMipmap = false; }\r\n if (invertY === void 0) { invertY = true; }\r\n if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }\r\n if (onLoad === void 0) { onLoad = null; }\r\n if (onError === void 0) { onError = null; }\r\n if (buffer === void 0) { buffer = null; }\r\n if (deleteBuffer === void 0) { deleteBuffer = false; }\r\n var _this = _super.call(this, (sceneOrEngine && sceneOrEngine.getClassName() === \"Scene\") ? sceneOrEngine : null) || this;\r\n /**\r\n * Define the url of the texture.\r\n */\r\n _this.url = null;\r\n /**\r\n * Define an offset on the texture to offset the u coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials#offsetting\r\n */\r\n _this.uOffset = 0;\r\n /**\r\n * Define an offset on the texture to offset the v coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials#offsetting\r\n */\r\n _this.vOffset = 0;\r\n /**\r\n * Define an offset on the texture to scale the u coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials#tiling\r\n */\r\n _this.uScale = 1.0;\r\n /**\r\n * Define an offset on the texture to scale the v coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials#tiling\r\n */\r\n _this.vScale = 1.0;\r\n /**\r\n * Define an offset on the texture to rotate around the u coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials\r\n */\r\n _this.uAng = 0;\r\n /**\r\n * Define an offset on the texture to rotate around the v coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials\r\n */\r\n _this.vAng = 0;\r\n /**\r\n * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)\r\n * @see http://doc.babylonjs.com/how_to/more_materials\r\n */\r\n _this.wAng = 0;\r\n /**\r\n * Defines the center of rotation (U)\r\n */\r\n _this.uRotationCenter = 0.5;\r\n /**\r\n * Defines the center of rotation (V)\r\n */\r\n _this.vRotationCenter = 0.5;\r\n /**\r\n * Defines the center of rotation (W)\r\n */\r\n _this.wRotationCenter = 0.5;\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility\r\n */\r\n _this.inspectableCustomProperties = null;\r\n _this._noMipmap = false;\r\n /** @hidden */\r\n _this._invertY = false;\r\n _this._rowGenerationMatrix = null;\r\n _this._cachedTextureMatrix = null;\r\n _this._projectionModeMatrix = null;\r\n _this._t0 = null;\r\n _this._t1 = null;\r\n _this._t2 = null;\r\n _this._cachedUOffset = -1;\r\n _this._cachedVOffset = -1;\r\n _this._cachedUScale = 0;\r\n _this._cachedVScale = 0;\r\n _this._cachedUAng = -1;\r\n _this._cachedVAng = -1;\r\n _this._cachedWAng = -1;\r\n _this._cachedProjectionMatrixId = -1;\r\n _this._cachedCoordinatesMode = -1;\r\n /** @hidden */\r\n _this._initialSamplingMode = Texture.BILINEAR_SAMPLINGMODE;\r\n /** @hidden */\r\n _this._buffer = null;\r\n _this._deleteBuffer = false;\r\n _this._format = null;\r\n _this._delayedOnLoad = null;\r\n _this._delayedOnError = null;\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n _this.onLoadObservable = new Observable();\r\n _this._isBlocking = true;\r\n _this.name = url || \"\";\r\n _this.url = url;\r\n _this._noMipmap = noMipmap;\r\n _this._invertY = invertY;\r\n _this._initialSamplingMode = samplingMode;\r\n _this._buffer = buffer;\r\n _this._deleteBuffer = deleteBuffer;\r\n _this._mimeType = mimeType;\r\n if (format) {\r\n _this._format = format;\r\n }\r\n var scene = _this.getScene();\r\n var engine = (sceneOrEngine && sceneOrEngine.getCaps) ? sceneOrEngine : (scene ? scene.getEngine() : null);\r\n if (!engine) {\r\n return _this;\r\n }\r\n engine.onBeforeTextureInitObservable.notifyObservers(_this);\r\n var load = function () {\r\n if (_this._texture) {\r\n if (_this._texture._invertVScale) {\r\n _this.vScale *= -1;\r\n _this.vOffset += 1;\r\n }\r\n // Update texutre to match internal texture's wrapping\r\n if (_this._texture._cachedWrapU !== null) {\r\n _this.wrapU = _this._texture._cachedWrapU;\r\n _this._texture._cachedWrapU = null;\r\n }\r\n if (_this._texture._cachedWrapV !== null) {\r\n _this.wrapV = _this._texture._cachedWrapV;\r\n _this._texture._cachedWrapV = null;\r\n }\r\n if (_this._texture._cachedWrapR !== null) {\r\n _this.wrapR = _this._texture._cachedWrapR;\r\n _this._texture._cachedWrapR = null;\r\n }\r\n }\r\n if (_this.onLoadObservable.hasObservers()) {\r\n _this.onLoadObservable.notifyObservers(_this);\r\n }\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n if (!_this.isBlocking && scene) {\r\n scene.resetCachedMaterial();\r\n }\r\n };\r\n if (!_this.url) {\r\n _this._delayedOnLoad = load;\r\n _this._delayedOnError = onError;\r\n return _this;\r\n }\r\n _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode, invertY);\r\n if (!_this._texture) {\r\n if (!scene || !scene.useDelayedTextureLoading) {\r\n _this._texture = engine.createTexture(_this.url, noMipmap, invertY, scene, samplingMode, load, onError, _this._buffer, undefined, _this._format, null, mimeType);\r\n if (deleteBuffer) {\r\n delete _this._buffer;\r\n }\r\n }\r\n else {\r\n _this.delayLoadState = 4;\r\n _this._delayedOnLoad = load;\r\n _this._delayedOnError = onError;\r\n }\r\n }\r\n else {\r\n if (_this._texture.isReady) {\r\n TimingTools.SetImmediate(function () { return load(); });\r\n }\r\n else {\r\n _this._texture.onLoadedObservable.add(load);\r\n }\r\n }\r\n return _this;\r\n }\r\n Object.defineProperty(Texture.prototype, \"noMipmap\", {\r\n /**\r\n * Are mip maps generated for this texture or not.\r\n */\r\n get: function () {\r\n return this._noMipmap;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Texture.prototype, \"isBlocking\", {\r\n get: function () {\r\n return this._isBlocking;\r\n },\r\n /**\r\n * Is the texture preventing material to render while loading.\r\n * If false, a default texture will be used instead of the loading one during the preparation step.\r\n */\r\n set: function (value) {\r\n this._isBlocking = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Texture.prototype, \"samplingMode\", {\r\n /**\r\n * Get the current sampling mode associated with the texture.\r\n */\r\n get: function () {\r\n if (!this._texture) {\r\n return this._initialSamplingMode;\r\n }\r\n return this._texture.samplingMode;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Texture.prototype, \"invertY\", {\r\n /**\r\n * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading\r\n */\r\n get: function () {\r\n return this._invertY;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Update the url (and optional buffer) of this texture if url was null during construction.\r\n * @param url the url of the texture\r\n * @param buffer the buffer of the texture (defaults to null)\r\n * @param onLoad callback called when the texture is loaded (defaults to null)\r\n */\r\n Texture.prototype.updateURL = function (url, buffer, onLoad) {\r\n if (buffer === void 0) { buffer = null; }\r\n if (this.url) {\r\n this.releaseInternalTexture();\r\n this.getScene().markAllMaterialsAsDirty(1);\r\n }\r\n if (!this.name || StringTools.StartsWith(this.name, \"data:\")) {\r\n this.name = url;\r\n }\r\n this.url = url;\r\n this._buffer = buffer;\r\n this.delayLoadState = 4;\r\n if (onLoad) {\r\n this._delayedOnLoad = onLoad;\r\n }\r\n this.delayLoad();\r\n };\r\n /**\r\n * Finish the loading sequence of a texture flagged as delayed load.\r\n * @hidden\r\n */\r\n Texture.prototype.delayLoad = function () {\r\n if (this.delayLoadState !== 4) {\r\n return;\r\n }\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n this.delayLoadState = 1;\r\n this._texture = this._getFromCache(this.url, this._noMipmap, this.samplingMode, this._invertY);\r\n if (!this._texture) {\r\n this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this.samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format, null, this._mimeType);\r\n if (this._deleteBuffer) {\r\n delete this._buffer;\r\n }\r\n }\r\n else {\r\n if (this._delayedOnLoad) {\r\n if (this._texture.isReady) {\r\n TimingTools.SetImmediate(this._delayedOnLoad);\r\n }\r\n else {\r\n this._texture.onLoadedObservable.add(this._delayedOnLoad);\r\n }\r\n }\r\n }\r\n this._delayedOnLoad = null;\r\n this._delayedOnError = null;\r\n };\r\n Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {\r\n x *= this._cachedUScale;\r\n y *= this._cachedVScale;\r\n x -= this.uRotationCenter * this._cachedUScale;\r\n y -= this.vRotationCenter * this._cachedVScale;\r\n z -= this.wRotationCenter;\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);\r\n t.x += this.uRotationCenter * this._cachedUScale + this._cachedUOffset;\r\n t.y += this.vRotationCenter * this._cachedVScale + this._cachedVOffset;\r\n t.z += this.wRotationCenter;\r\n };\r\n /**\r\n * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.\r\n * @returns the transform matrix of the texture.\r\n */\r\n Texture.prototype.getTextureMatrix = function (uBase) {\r\n var _this = this;\r\n if (uBase === void 0) { uBase = 1; }\r\n if (this.uOffset === this._cachedUOffset &&\r\n this.vOffset === this._cachedVOffset &&\r\n this.uScale * uBase === this._cachedUScale &&\r\n this.vScale === this._cachedVScale &&\r\n this.uAng === this._cachedUAng &&\r\n this.vAng === this._cachedVAng &&\r\n this.wAng === this._cachedWAng) {\r\n return this._cachedTextureMatrix;\r\n }\r\n this._cachedUOffset = this.uOffset;\r\n this._cachedVOffset = this.vOffset;\r\n this._cachedUScale = this.uScale * uBase;\r\n this._cachedVScale = this.vScale;\r\n this._cachedUAng = this.uAng;\r\n this._cachedVAng = this.vAng;\r\n this._cachedWAng = this.wAng;\r\n if (!this._cachedTextureMatrix) {\r\n this._cachedTextureMatrix = Matrix.Zero();\r\n this._rowGenerationMatrix = new Matrix();\r\n this._t0 = Vector3.Zero();\r\n this._t1 = Vector3.Zero();\r\n this._t2 = Vector3.Zero();\r\n }\r\n Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);\r\n this._prepareRowForTextureGeneration(0, 0, 0, this._t0);\r\n this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);\r\n this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);\r\n this._t1.subtractInPlace(this._t0);\r\n this._t2.subtractInPlace(this._t0);\r\n Matrix.FromValuesToRef(this._t1.x, this._t1.y, this._t1.z, 0.0, this._t2.x, this._t2.y, this._t2.z, 0.0, this._t0.x, this._t0.y, this._t0.z, 0.0, 0.0, 0.0, 0.0, 1.0, this._cachedTextureMatrix);\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return this._cachedTextureMatrix;\r\n }\r\n scene.markAllMaterialsAsDirty(1, function (mat) {\r\n return mat.hasTexture(_this);\r\n });\r\n return this._cachedTextureMatrix;\r\n };\r\n /**\r\n * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.\r\n * @returns The reflection texture transform\r\n */\r\n Texture.prototype.getReflectionTextureMatrix = function () {\r\n var _this = this;\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return this._cachedTextureMatrix;\r\n }\r\n if (this.uOffset === this._cachedUOffset &&\r\n this.vOffset === this._cachedVOffset &&\r\n this.uScale === this._cachedUScale &&\r\n this.vScale === this._cachedVScale &&\r\n this.coordinatesMode === this._cachedCoordinatesMode) {\r\n if (this.coordinatesMode === Texture.PROJECTION_MODE) {\r\n if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {\r\n return this._cachedTextureMatrix;\r\n }\r\n }\r\n else {\r\n return this._cachedTextureMatrix;\r\n }\r\n }\r\n if (!this._cachedTextureMatrix) {\r\n this._cachedTextureMatrix = Matrix.Zero();\r\n }\r\n if (!this._projectionModeMatrix) {\r\n this._projectionModeMatrix = Matrix.Zero();\r\n }\r\n this._cachedUOffset = this.uOffset;\r\n this._cachedVOffset = this.vOffset;\r\n this._cachedUScale = this.uScale;\r\n this._cachedVScale = this.vScale;\r\n this._cachedCoordinatesMode = this.coordinatesMode;\r\n switch (this.coordinatesMode) {\r\n case Texture.PLANAR_MODE:\r\n Matrix.IdentityToRef(this._cachedTextureMatrix);\r\n this._cachedTextureMatrix[0] = this.uScale;\r\n this._cachedTextureMatrix[5] = this.vScale;\r\n this._cachedTextureMatrix[12] = this.uOffset;\r\n this._cachedTextureMatrix[13] = this.vOffset;\r\n break;\r\n case Texture.PROJECTION_MODE:\r\n Matrix.FromValuesToRef(0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.5, 0.5, 1.0, 1.0, this._projectionModeMatrix);\r\n var projectionMatrix = scene.getProjectionMatrix();\r\n this._cachedProjectionMatrixId = projectionMatrix.updateFlag;\r\n projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);\r\n break;\r\n default:\r\n Matrix.IdentityToRef(this._cachedTextureMatrix);\r\n break;\r\n }\r\n scene.markAllMaterialsAsDirty(1, function (mat) {\r\n return (mat.getActiveTextures().indexOf(_this) !== -1);\r\n });\r\n return this._cachedTextureMatrix;\r\n };\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n Texture.prototype.clone = function () {\r\n var _this = this;\r\n return SerializationHelper.Clone(function () {\r\n return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this.samplingMode, undefined, undefined, _this._texture ? _this._texture._buffer : undefined);\r\n }, this);\r\n };\r\n /**\r\n * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.\r\n * @returns The JSON representation of the texture\r\n */\r\n Texture.prototype.serialize = function () {\r\n var savedName = this.name;\r\n if (!Texture.SerializeBuffers) {\r\n if (StringTools.StartsWith(this.name, \"data:\")) {\r\n this.name = \"\";\r\n }\r\n }\r\n var serializationObject = _super.prototype.serialize.call(this);\r\n if (!serializationObject) {\r\n return null;\r\n }\r\n if (Texture.SerializeBuffers) {\r\n if (typeof this._buffer === \"string\" && this._buffer.substr(0, 5) === \"data:\") {\r\n serializationObject.base64String = this._buffer;\r\n serializationObject.name = serializationObject.name.replace(\"data:\", \"\");\r\n }\r\n else if (this.url && StringTools.StartsWith(this.url, \"data:\") && this._buffer instanceof Uint8Array) {\r\n serializationObject.base64String = \"data:image/png;base64,\" + StringTools.EncodeArrayBufferToBase64(this._buffer);\r\n }\r\n }\r\n serializationObject.invertY = this._invertY;\r\n serializationObject.samplingMode = this.samplingMode;\r\n this.name = savedName;\r\n return serializationObject;\r\n };\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"Texture\"\r\n */\r\n Texture.prototype.getClassName = function () {\r\n return \"Texture\";\r\n };\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n Texture.prototype.dispose = function () {\r\n _super.prototype.dispose.call(this);\r\n this.onLoadObservable.clear();\r\n this._delayedOnLoad = null;\r\n this._delayedOnError = null;\r\n };\r\n /**\r\n * Parse the JSON representation of a texture in order to recreate the texture in the given scene.\r\n * @param parsedTexture Define the JSON representation of the texture\r\n * @param scene Define the scene the parsed texture should be instantiated in\r\n * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies\r\n * @returns The parsed texture if successful\r\n */\r\n Texture.Parse = function (parsedTexture, scene, rootUrl) {\r\n if (parsedTexture.customType) {\r\n var customTexture = InstantiationTools.Instantiate(parsedTexture.customType);\r\n // Update Sampling Mode\r\n var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);\r\n if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {\r\n if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {\r\n parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);\r\n }\r\n }\r\n return parsedCustomTexture;\r\n }\r\n if (parsedTexture.isCube && !parsedTexture.isRenderTarget) {\r\n return Texture._CubeTextureParser(parsedTexture, scene, rootUrl);\r\n }\r\n if (!parsedTexture.name && !parsedTexture.isRenderTarget) {\r\n return null;\r\n }\r\n var texture = SerializationHelper.Parse(function () {\r\n var generateMipMaps = true;\r\n if (parsedTexture.noMipmap) {\r\n generateMipMaps = false;\r\n }\r\n if (parsedTexture.mirrorPlane) {\r\n var mirrorTexture = Texture._CreateMirror(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);\r\n mirrorTexture._waitingRenderList = parsedTexture.renderList;\r\n mirrorTexture.mirrorPlane = Plane.FromArray(parsedTexture.mirrorPlane);\r\n return mirrorTexture;\r\n }\r\n else if (parsedTexture.isRenderTarget) {\r\n var renderTargetTexture = null;\r\n if (parsedTexture.isCube) {\r\n // Search for an existing reflection probe (which contains a cube render target texture)\r\n if (scene.reflectionProbes) {\r\n for (var index = 0; index < scene.reflectionProbes.length; index++) {\r\n var probe = scene.reflectionProbes[index];\r\n if (probe.name === parsedTexture.name) {\r\n return probe.cubeTexture;\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n renderTargetTexture = Texture._CreateRenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);\r\n renderTargetTexture._waitingRenderList = parsedTexture.renderList;\r\n }\r\n return renderTargetTexture;\r\n }\r\n else {\r\n var texture;\r\n if (parsedTexture.base64String) {\r\n texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps, parsedTexture.invertY);\r\n }\r\n else {\r\n var url = rootUrl + parsedTexture.name;\r\n if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {\r\n url = parsedTexture.url;\r\n }\r\n texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);\r\n }\r\n return texture;\r\n }\r\n }, parsedTexture, scene);\r\n // Clear cache\r\n if (texture && texture._texture) {\r\n texture._texture._cachedWrapU = null;\r\n texture._texture._cachedWrapV = null;\r\n texture._texture._cachedWrapR = null;\r\n }\r\n // Update Sampling Mode\r\n if (parsedTexture.samplingMode) {\r\n var sampling = parsedTexture.samplingMode;\r\n if (texture && texture.samplingMode !== sampling) {\r\n texture.updateSamplingMode(sampling);\r\n }\r\n }\r\n // Animations\r\n if (texture && parsedTexture.animations) {\r\n for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {\r\n var parsedAnimation = parsedTexture.animations[animationIndex];\r\n var internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n texture.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n }\r\n return texture;\r\n };\r\n /**\r\n * Creates a texture from its base 64 representation.\r\n * @param data Define the base64 payload without the data: prefix\r\n * @param name Define the name of the texture in the scene useful fo caching purpose for instance\r\n * @param scene Define the scene the texture should belong to\r\n * @param noMipmap Forces the texture to not create mip map information if true\r\n * @param invertY define if the texture needs to be inverted on the y axis during loading\r\n * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)\r\n * @param onLoad define a callback triggered when the texture has been loaded\r\n * @param onError define a callback triggered when an error occurred during the loading session\r\n * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)\r\n * @returns the created texture\r\n */\r\n Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {\r\n if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }\r\n if (onLoad === void 0) { onLoad = null; }\r\n if (onError === void 0) { onError = null; }\r\n if (format === void 0) { format = 5; }\r\n return new Texture(\"data:\" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);\r\n };\r\n /**\r\n * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)\r\n * @param data Define the base64 payload without the data: prefix\r\n * @param name Define the name of the texture in the scene useful fo caching purpose for instance\r\n * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation\r\n * @param scene Define the scene the texture should belong to\r\n * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load\r\n * @param noMipmap Forces the texture to not create mip map information if true\r\n * @param invertY define if the texture needs to be inverted on the y axis during loading\r\n * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)\r\n * @param onLoad define a callback triggered when the texture has been loaded\r\n * @param onError define a callback triggered when an error occurred during the loading session\r\n * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)\r\n * @returns the created texture\r\n */\r\n Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {\r\n if (deleteBuffer === void 0) { deleteBuffer = false; }\r\n if (noMipmap === void 0) { noMipmap = false; }\r\n if (invertY === void 0) { invertY = true; }\r\n if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }\r\n if (onLoad === void 0) { onLoad = null; }\r\n if (onError === void 0) { onError = null; }\r\n if (format === void 0) { format = 5; }\r\n if (name.substr(0, 5) !== \"data:\") {\r\n name = \"data:\" + name;\r\n }\r\n return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);\r\n };\r\n /**\r\n * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process\r\n */\r\n Texture.SerializeBuffers = true;\r\n /** @hidden */\r\n Texture._CubeTextureParser = function (jsonTexture, scene, rootUrl) {\r\n throw _DevTools.WarnImport(\"CubeTexture\");\r\n };\r\n /** @hidden */\r\n Texture._CreateMirror = function (name, renderTargetSize, scene, generateMipMaps) {\r\n throw _DevTools.WarnImport(\"MirrorTexture\");\r\n };\r\n /** @hidden */\r\n Texture._CreateRenderTargetTexture = function (name, renderTargetSize, scene, generateMipMaps) {\r\n throw _DevTools.WarnImport(\"RenderTargetTexture\");\r\n };\r\n /** nearest is mag = nearest and min = nearest and mip = linear */\r\n Texture.NEAREST_SAMPLINGMODE = 1;\r\n /** nearest is mag = nearest and min = nearest and mip = linear */\r\n Texture.NEAREST_NEAREST_MIPLINEAR = 8; // nearest is mag = nearest and min = nearest and mip = linear\r\n /** Bilinear is mag = linear and min = linear and mip = nearest */\r\n Texture.BILINEAR_SAMPLINGMODE = 2;\r\n /** Bilinear is mag = linear and min = linear and mip = nearest */\r\n Texture.LINEAR_LINEAR_MIPNEAREST = 11; // Bilinear is mag = linear and min = linear and mip = nearest\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n Texture.TRILINEAR_SAMPLINGMODE = 3;\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n Texture.LINEAR_LINEAR_MIPLINEAR = 3; // Trilinear is mag = linear and min = linear and mip = linear\r\n /** mag = nearest and min = nearest and mip = nearest */\r\n Texture.NEAREST_NEAREST_MIPNEAREST = 4;\r\n /** mag = nearest and min = linear and mip = nearest */\r\n Texture.NEAREST_LINEAR_MIPNEAREST = 5;\r\n /** mag = nearest and min = linear and mip = linear */\r\n Texture.NEAREST_LINEAR_MIPLINEAR = 6;\r\n /** mag = nearest and min = linear and mip = none */\r\n Texture.NEAREST_LINEAR = 7;\r\n /** mag = nearest and min = nearest and mip = none */\r\n Texture.NEAREST_NEAREST = 1;\r\n /** mag = linear and min = nearest and mip = nearest */\r\n Texture.LINEAR_NEAREST_MIPNEAREST = 9;\r\n /** mag = linear and min = nearest and mip = linear */\r\n Texture.LINEAR_NEAREST_MIPLINEAR = 10;\r\n /** mag = linear and min = linear and mip = none */\r\n Texture.LINEAR_LINEAR = 2;\r\n /** mag = linear and min = nearest and mip = none */\r\n Texture.LINEAR_NEAREST = 12;\r\n /** Explicit coordinates mode */\r\n Texture.EXPLICIT_MODE = 0;\r\n /** Spherical coordinates mode */\r\n Texture.SPHERICAL_MODE = 1;\r\n /** Planar coordinates mode */\r\n Texture.PLANAR_MODE = 2;\r\n /** Cubic coordinates mode */\r\n Texture.CUBIC_MODE = 3;\r\n /** Projection coordinates mode */\r\n Texture.PROJECTION_MODE = 4;\r\n /** Inverse Cubic coordinates mode */\r\n Texture.SKYBOX_MODE = 5;\r\n /** Inverse Cubic coordinates mode */\r\n Texture.INVCUBIC_MODE = 6;\r\n /** Equirectangular coordinates mode */\r\n Texture.EQUIRECTANGULAR_MODE = 7;\r\n /** Equirectangular Fixed coordinates mode */\r\n Texture.FIXED_EQUIRECTANGULAR_MODE = 8;\r\n /** Equirectangular Fixed Mirrored coordinates mode */\r\n Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;\r\n /** Texture is not repeating outside of 0..1 UVs */\r\n Texture.CLAMP_ADDRESSMODE = 0;\r\n /** Texture is repeating outside of 0..1 UVs */\r\n Texture.WRAP_ADDRESSMODE = 1;\r\n /** Texture is repeating and mirrored */\r\n Texture.MIRROR_ADDRESSMODE = 2;\r\n /**\r\n * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file\r\n */\r\n Texture.UseSerializedUrlIfAny = false;\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"url\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"uOffset\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"vOffset\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"uScale\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"vScale\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"uAng\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"vAng\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"wAng\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"uRotationCenter\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"vRotationCenter\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"wRotationCenter\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"isBlocking\", null);\r\n return Texture;\r\n}(BaseTexture));\r\nexport { Texture };\r\n// References the dependencies.\r\nSerializationHelper._TextureParser = Texture.Parse;\r\n//# sourceMappingURL=texture.js.map","import { Logger } from \"../Misc/logger\";\r\nimport { Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { Light } from \"../Lights/light\";\r\nimport { Color3 } from '../Maths/math.color';\r\n/**\r\n * \"Static Class\" containing the most commonly used helper while dealing with material for\r\n * rendering purpose.\r\n *\r\n * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.\r\n *\r\n * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.\r\n */\r\nvar MaterialHelper = /** @class */ (function () {\r\n function MaterialHelper() {\r\n }\r\n /**\r\n * Bind the current view position to an effect.\r\n * @param effect The effect to be bound\r\n * @param scene The scene the eyes position is used from\r\n */\r\n MaterialHelper.BindEyePosition = function (effect, scene) {\r\n if (scene._forcedViewPosition) {\r\n effect.setVector3(\"vEyePosition\", scene._forcedViewPosition);\r\n return;\r\n }\r\n var globalPosition = scene.activeCamera.globalPosition;\r\n if (!globalPosition) {\r\n // Use WebVRFreecamera's device position as global position is not it's actual position in babylon space\r\n globalPosition = scene.activeCamera.devicePosition;\r\n }\r\n effect.setVector3(\"vEyePosition\", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : globalPosition);\r\n };\r\n /**\r\n * Helps preparing the defines values about the UVs in used in the effect.\r\n * UVs are shared as much as we can accross channels in the shaders.\r\n * @param texture The texture we are preparing the UVs for\r\n * @param defines The defines to update\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {\r\n defines._needUVs = true;\r\n defines[key] = true;\r\n if (texture.getTextureMatrix().isIdentityAs3x2()) {\r\n defines[key + \"DIRECTUV\"] = texture.coordinatesIndex + 1;\r\n if (texture.coordinatesIndex === 0) {\r\n defines[\"MAINUV1\"] = true;\r\n }\r\n else {\r\n defines[\"MAINUV2\"] = true;\r\n }\r\n }\r\n else {\r\n defines[key + \"DIRECTUV\"] = 0;\r\n }\r\n };\r\n /**\r\n * Binds a texture matrix value to its corrsponding uniform\r\n * @param texture The texture to bind the matrix for\r\n * @param uniformBuffer The uniform buffer receivin the data\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {\r\n var matrix = texture.getTextureMatrix();\r\n uniformBuffer.updateMatrix(key + \"Matrix\", matrix);\r\n };\r\n /**\r\n * Gets the current status of the fog (should it be enabled?)\r\n * @param mesh defines the mesh to evaluate for fog support\r\n * @param scene defines the hosting scene\r\n * @returns true if fog must be enabled\r\n */\r\n MaterialHelper.GetFogState = function (mesh, scene) {\r\n return (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE);\r\n };\r\n /**\r\n * Helper used to prepare the list of defines associated with misc. values for shader compilation\r\n * @param mesh defines the current mesh\r\n * @param scene defines the current scene\r\n * @param useLogarithmicDepth defines if logarithmic depth has to be turned on\r\n * @param pointsCloud defines if point cloud rendering has to be turned on\r\n * @param fogEnabled defines if fog has to be turned on\r\n * @param alphaTest defines if alpha testing has to be turned on\r\n * @param defines defines the current list of defines\r\n */\r\n MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {\r\n if (defines._areMiscDirty) {\r\n defines[\"LOGARITHMICDEPTH\"] = useLogarithmicDepth;\r\n defines[\"POINTSIZE\"] = pointsCloud;\r\n defines[\"FOG\"] = fogEnabled && this.GetFogState(mesh, scene);\r\n defines[\"NONUNIFORMSCALING\"] = mesh.nonUniformScaling;\r\n defines[\"ALPHATEST\"] = alphaTest;\r\n }\r\n };\r\n /**\r\n * Helper used to prepare the list of defines associated with frame values for shader compilation\r\n * @param scene defines the current scene\r\n * @param engine defines the current engine\r\n * @param defines specifies the list of active defines\r\n * @param useInstances defines if instances have to be turned on\r\n * @param useClipPlane defines if clip plane have to be turned on\r\n */\r\n MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {\r\n if (useClipPlane === void 0) { useClipPlane = null; }\r\n var changed = false;\r\n var useClipPlane1 = false;\r\n var useClipPlane2 = false;\r\n var useClipPlane3 = false;\r\n var useClipPlane4 = false;\r\n var useClipPlane5 = false;\r\n var useClipPlane6 = false;\r\n useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;\r\n useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;\r\n useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;\r\n useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;\r\n useClipPlane5 = useClipPlane == null ? (scene.clipPlane5 !== undefined && scene.clipPlane5 !== null) : useClipPlane;\r\n useClipPlane6 = useClipPlane == null ? (scene.clipPlane6 !== undefined && scene.clipPlane6 !== null) : useClipPlane;\r\n if (defines[\"CLIPPLANE\"] !== useClipPlane1) {\r\n defines[\"CLIPPLANE\"] = useClipPlane1;\r\n changed = true;\r\n }\r\n if (defines[\"CLIPPLANE2\"] !== useClipPlane2) {\r\n defines[\"CLIPPLANE2\"] = useClipPlane2;\r\n changed = true;\r\n }\r\n if (defines[\"CLIPPLANE3\"] !== useClipPlane3) {\r\n defines[\"CLIPPLANE3\"] = useClipPlane3;\r\n changed = true;\r\n }\r\n if (defines[\"CLIPPLANE4\"] !== useClipPlane4) {\r\n defines[\"CLIPPLANE4\"] = useClipPlane4;\r\n changed = true;\r\n }\r\n if (defines[\"CLIPPLANE5\"] !== useClipPlane5) {\r\n defines[\"CLIPPLANE5\"] = useClipPlane5;\r\n changed = true;\r\n }\r\n if (defines[\"CLIPPLANE6\"] !== useClipPlane6) {\r\n defines[\"CLIPPLANE6\"] = useClipPlane6;\r\n changed = true;\r\n }\r\n if (defines[\"DEPTHPREPASS\"] !== !engine.getColorWrite()) {\r\n defines[\"DEPTHPREPASS\"] = !defines[\"DEPTHPREPASS\"];\r\n changed = true;\r\n }\r\n if (defines[\"INSTANCES\"] !== useInstances) {\r\n defines[\"INSTANCES\"] = useInstances;\r\n changed = true;\r\n }\r\n if (changed) {\r\n defines.markAsUnprocessed();\r\n }\r\n };\r\n /**\r\n * Prepares the defines for bones\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n MaterialHelper.PrepareDefinesForBones = function (mesh, defines) {\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = mesh.numBoneInfluencers;\r\n var materialSupportsBoneTexture = defines[\"BONETEXTURE\"] !== undefined;\r\n if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {\r\n defines[\"BONETEXTURE\"] = true;\r\n }\r\n else {\r\n defines[\"BonesPerMesh\"] = (mesh.skeleton.bones.length + 1);\r\n defines[\"BONETEXTURE\"] = materialSupportsBoneTexture ? false : undefined;\r\n }\r\n }\r\n else {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = 0;\r\n defines[\"BonesPerMesh\"] = 0;\r\n }\r\n };\r\n /**\r\n * Prepares the defines for morph targets\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n MaterialHelper.PrepareDefinesForMorphTargets = function (mesh, defines) {\r\n var manager = mesh.morphTargetManager;\r\n if (manager) {\r\n defines[\"MORPHTARGETS_UV\"] = manager.supportsUVs && defines[\"UV1\"];\r\n defines[\"MORPHTARGETS_TANGENT\"] = manager.supportsTangents && defines[\"TANGENT\"];\r\n defines[\"MORPHTARGETS_NORMAL\"] = manager.supportsNormals && defines[\"NORMAL\"];\r\n defines[\"MORPHTARGETS\"] = (manager.numInfluencers > 0);\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = manager.numInfluencers;\r\n }\r\n else {\r\n defines[\"MORPHTARGETS_UV\"] = false;\r\n defines[\"MORPHTARGETS_TANGENT\"] = false;\r\n defines[\"MORPHTARGETS_NORMAL\"] = false;\r\n defines[\"MORPHTARGETS\"] = false;\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = 0;\r\n }\r\n };\r\n /**\r\n * Prepares the defines used in the shader depending on the attributes data available in the mesh\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)\r\n * @param useBones Precise whether bones should be used or not (override mesh info)\r\n * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)\r\n * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)\r\n * @returns false if defines are considered not dirty and have not been checked\r\n */\r\n MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {\r\n if (useMorphTargets === void 0) { useMorphTargets = false; }\r\n if (useVertexAlpha === void 0) { useVertexAlpha = true; }\r\n if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {\r\n return false;\r\n }\r\n defines._normals = defines._needNormals;\r\n defines._uvs = defines._needUVs;\r\n defines[\"NORMAL\"] = (defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.NormalKind));\r\n if (defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n defines[\"TANGENT\"] = true;\r\n }\r\n if (defines._needUVs) {\r\n defines[\"UV1\"] = mesh.isVerticesDataPresent(VertexBuffer.UVKind);\r\n defines[\"UV2\"] = mesh.isVerticesDataPresent(VertexBuffer.UV2Kind);\r\n }\r\n else {\r\n defines[\"UV1\"] = false;\r\n defines[\"UV2\"] = false;\r\n }\r\n if (useVertexColor) {\r\n var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(VertexBuffer.ColorKind);\r\n defines[\"VERTEXCOLOR\"] = hasVertexColors;\r\n defines[\"VERTEXALPHA\"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;\r\n }\r\n if (useBones) {\r\n this.PrepareDefinesForBones(mesh, defines);\r\n }\r\n if (useMorphTargets) {\r\n this.PrepareDefinesForMorphTargets(mesh, defines);\r\n }\r\n return true;\r\n };\r\n /**\r\n * Prepares the defines related to multiview\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n */\r\n MaterialHelper.PrepareDefinesForMultiview = function (scene, defines) {\r\n if (scene.activeCamera) {\r\n var previousMultiview = defines.MULTIVIEW;\r\n defines.MULTIVIEW = (scene.activeCamera.outputRenderTarget !== null && scene.activeCamera.outputRenderTarget.getViewCount() > 1);\r\n if (defines.MULTIVIEW != previousMultiview) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n };\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param light The light the effect is compiling for\r\n * @param lightIndex The index of the light\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param state Defines the current state regarding what is needed (normals, etc...)\r\n */\r\n MaterialHelper.PrepareDefinesForLight = function (scene, mesh, light, lightIndex, defines, specularSupported, state) {\r\n state.needNormals = true;\r\n if (defines[\"LIGHT\" + lightIndex] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n defines[\"LIGHT\" + lightIndex] = true;\r\n defines[\"SPOTLIGHT\" + lightIndex] = false;\r\n defines[\"HEMILIGHT\" + lightIndex] = false;\r\n defines[\"POINTLIGHT\" + lightIndex] = false;\r\n defines[\"DIRLIGHT\" + lightIndex] = false;\r\n light.prepareLightSpecificDefines(defines, lightIndex);\r\n // FallOff.\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = false;\r\n switch (light.falloffType) {\r\n case Light.FALLOFF_GLTF:\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = true;\r\n break;\r\n case Light.FALLOFF_PHYSICAL:\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = true;\r\n break;\r\n case Light.FALLOFF_STANDARD:\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = true;\r\n break;\r\n }\r\n // Specular\r\n if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {\r\n state.specularEnabled = true;\r\n }\r\n // Shadows\r\n defines[\"SHADOW\" + lightIndex] = false;\r\n defines[\"SHADOWCSM\" + lightIndex] = false;\r\n defines[\"SHADOWCSMDEBUG\" + lightIndex] = false;\r\n defines[\"SHADOWCSMNUM_CASCADES\" + lightIndex] = false;\r\n defines[\"SHADOWCSMUSESHADOWMAXZ\" + lightIndex] = false;\r\n defines[\"SHADOWCSMNOBLEND\" + lightIndex] = false;\r\n defines[\"SHADOWCSM_RIGHTHANDED\" + lightIndex] = false;\r\n defines[\"SHADOWPCF\" + lightIndex] = false;\r\n defines[\"SHADOWPCSS\" + lightIndex] = false;\r\n defines[\"SHADOWPOISSON\" + lightIndex] = false;\r\n defines[\"SHADOWESM\" + lightIndex] = false;\r\n defines[\"SHADOWCUBE\" + lightIndex] = false;\r\n defines[\"SHADOWLOWQUALITY\" + lightIndex] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + lightIndex] = false;\r\n if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {\r\n var shadowGenerator = light.getShadowGenerator();\r\n if (shadowGenerator) {\r\n var shadowMap = shadowGenerator.getShadowMap();\r\n if (shadowMap) {\r\n if (shadowMap.renderList && shadowMap.renderList.length > 0) {\r\n state.shadowEnabled = true;\r\n shadowGenerator.prepareDefines(defines, lightIndex);\r\n }\r\n }\r\n }\r\n }\r\n if (light.lightmapMode != Light.LIGHTMAP_DEFAULT) {\r\n state.lightmapMode = true;\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = true;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = (light.lightmapMode == Light.LIGHTMAP_SHADOWSONLY);\r\n }\r\n else {\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = false;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = false;\r\n }\r\n };\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max\r\n * @param disableLighting Specifies whether the lighting is disabled (override scene and light)\r\n * @returns true if normals will be required for the rest of the effect\r\n */\r\n MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {\r\n if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }\r\n if (disableLighting === void 0) { disableLighting = false; }\r\n if (!defines._areLightsDirty) {\r\n return defines._needNormals;\r\n }\r\n var lightIndex = 0;\r\n var state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false\r\n };\r\n if (scene.lightsEnabled && !disableLighting) {\r\n for (var _i = 0, _a = mesh.lightSources; _i < _a.length; _i++) {\r\n var light = _a[_i];\r\n this.PrepareDefinesForLight(scene, mesh, light, lightIndex, defines, specularSupported, state);\r\n lightIndex++;\r\n if (lightIndex === maxSimultaneousLights) {\r\n break;\r\n }\r\n }\r\n }\r\n defines[\"SPECULARTERM\"] = state.specularEnabled;\r\n defines[\"SHADOWS\"] = state.shadowEnabled;\r\n // Resetting all other lights if any\r\n for (var index = lightIndex; index < maxSimultaneousLights; index++) {\r\n if (defines[\"LIGHT\" + index] !== undefined) {\r\n defines[\"LIGHT\" + index] = false;\r\n defines[\"HEMILIGHT\" + index] = false;\r\n defines[\"POINTLIGHT\" + index] = false;\r\n defines[\"DIRLIGHT\" + index] = false;\r\n defines[\"SPOTLIGHT\" + index] = false;\r\n defines[\"SHADOW\" + index] = false;\r\n defines[\"SHADOWCSM\" + index] = false;\r\n defines[\"SHADOWCSMDEBUG\" + index] = false;\r\n defines[\"SHADOWCSMNUM_CASCADES\" + index] = false;\r\n defines[\"SHADOWCSMUSESHADOWMAXZ\" + index] = false;\r\n defines[\"SHADOWCSMNOBLEND\" + index] = false;\r\n defines[\"SHADOWCSM_RIGHTHANDED\" + index] = false;\r\n defines[\"SHADOWPCF\" + index] = false;\r\n defines[\"SHADOWPCSS\" + index] = false;\r\n defines[\"SHADOWPOISSON\" + index] = false;\r\n defines[\"SHADOWESM\" + index] = false;\r\n defines[\"SHADOWCUBE\" + index] = false;\r\n defines[\"SHADOWLOWQUALITY\" + index] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + index] = false;\r\n }\r\n }\r\n var caps = scene.getEngine().getCaps();\r\n if (defines[\"SHADOWFLOAT\"] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n defines[\"SHADOWFLOAT\"] = state.shadowEnabled &&\r\n ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||\r\n (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));\r\n defines[\"LIGHTMAPEXCLUDED\"] = state.lightmapMode;\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n return state.needNormals;\r\n };\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect (for a specific light)\r\n * @param lightIndex defines the light index\r\n * @param uniformsList The uniform list\r\n * @param samplersList The sampler list\r\n * @param projectedLightTexture defines if projected texture must be used\r\n * @param uniformBuffersList defines an optional list of uniform buffers\r\n */\r\n MaterialHelper.PrepareUniformsAndSamplersForLight = function (lightIndex, uniformsList, samplersList, projectedLightTexture, uniformBuffersList) {\r\n if (uniformBuffersList === void 0) { uniformBuffersList = null; }\r\n uniformsList.push(\"vLightData\" + lightIndex, \"vLightDiffuse\" + lightIndex, \"vLightSpecular\" + lightIndex, \"vLightDirection\" + lightIndex, \"vLightFalloff\" + lightIndex, \"vLightGround\" + lightIndex, \"lightMatrix\" + lightIndex, \"shadowsInfo\" + lightIndex, \"depthValues\" + lightIndex);\r\n if (uniformBuffersList) {\r\n uniformBuffersList.push(\"Light\" + lightIndex);\r\n }\r\n samplersList.push(\"shadowSampler\" + lightIndex);\r\n samplersList.push(\"depthSampler\" + lightIndex);\r\n uniformsList.push(\"viewFrustumZ\" + lightIndex, \"cascadeBlendFactor\" + lightIndex, \"lightSizeUVCorrection\" + lightIndex, \"depthCorrection\" + lightIndex, \"penumbraDarkness\" + lightIndex, \"frustumLengths\" + lightIndex);\r\n if (projectedLightTexture) {\r\n samplersList.push(\"projectionLightSampler\" + lightIndex);\r\n uniformsList.push(\"textureProjectionMatrix\" + lightIndex);\r\n }\r\n };\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect\r\n * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information\r\n * @param samplersList The sampler list\r\n * @param defines The defines helping in the list generation\r\n * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect\r\n */\r\n MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {\r\n if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }\r\n var uniformsList;\r\n var uniformBuffersList = null;\r\n if (uniformsListOrOptions.uniformsNames) {\r\n var options = uniformsListOrOptions;\r\n uniformsList = options.uniformsNames;\r\n uniformBuffersList = options.uniformBuffersNames;\r\n samplersList = options.samplers;\r\n defines = options.defines;\r\n maxSimultaneousLights = options.maxSimultaneousLights || 0;\r\n }\r\n else {\r\n uniformsList = uniformsListOrOptions;\r\n if (!samplersList) {\r\n samplersList = [];\r\n }\r\n }\r\n for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n this.PrepareUniformsAndSamplersForLight(lightIndex, uniformsList, samplersList, defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex], uniformBuffersList);\r\n }\r\n if (defines[\"NUM_MORPH_INFLUENCERS\"]) {\r\n uniformsList.push(\"morphTargetInfluences\");\r\n }\r\n };\r\n /**\r\n * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)\r\n * @param defines The defines to update while falling back\r\n * @param fallbacks The authorized effect fallbacks\r\n * @param maxSimultaneousLights The maximum number of lights allowed\r\n * @param rank the current rank of the Effect\r\n * @returns The newly affected rank\r\n */\r\n MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {\r\n if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }\r\n if (rank === void 0) { rank = 0; }\r\n var lightFallbackRank = 0;\r\n for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n if (lightIndex > 0) {\r\n lightFallbackRank = rank + lightIndex;\r\n fallbacks.addFallback(lightFallbackRank, \"LIGHT\" + lightIndex);\r\n }\r\n if (!defines[\"SHADOWS\"]) {\r\n if (defines[\"SHADOW\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOW\" + lightIndex);\r\n }\r\n if (defines[\"SHADOWPCF\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCF\" + lightIndex);\r\n }\r\n if (defines[\"SHADOWPCSS\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCSS\" + lightIndex);\r\n }\r\n if (defines[\"SHADOWPOISSON\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPOISSON\" + lightIndex);\r\n }\r\n if (defines[\"SHADOWESM\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWESM\" + lightIndex);\r\n }\r\n }\r\n }\r\n return lightFallbackRank++;\r\n };\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param influencers The number of influencers\r\n */\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers = function (attribs, mesh, influencers) {\r\n this._TmpMorphInfluencers.NUM_MORPH_INFLUENCERS = influencers;\r\n this.PrepareAttributesForMorphTargets(attribs, mesh, this._TmpMorphInfluencers);\r\n };\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param defines The current Defines of the effect\r\n */\r\n MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {\r\n var influencers = defines[\"NUM_MORPH_INFLUENCERS\"];\r\n if (influencers > 0 && EngineStore.LastCreatedEngine) {\r\n var maxAttributesCount = EngineStore.LastCreatedEngine.getCaps().maxVertexAttribs;\r\n var manager = mesh.morphTargetManager;\r\n var normal = manager && manager.supportsNormals && defines[\"NORMAL\"];\r\n var tangent = manager && manager.supportsTangents && defines[\"TANGENT\"];\r\n var uv = manager && manager.supportsUVs && defines[\"UV1\"];\r\n for (var index = 0; index < influencers; index++) {\r\n attribs.push(VertexBuffer.PositionKind + index);\r\n if (normal) {\r\n attribs.push(VertexBuffer.NormalKind + index);\r\n }\r\n if (tangent) {\r\n attribs.push(VertexBuffer.TangentKind + index);\r\n }\r\n if (uv) {\r\n attribs.push(VertexBuffer.UVKind + \"_\" + index);\r\n }\r\n if (attribs.length > maxAttributesCount) {\r\n Logger.Error(\"Cannot add more vertex attributes for mesh \" + mesh.name);\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * Prepares the list of attributes required for bones according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the bones attributes for\r\n * @param defines The current Defines of the effect\r\n * @param fallbacks The current efffect fallback strategy\r\n */\r\n MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n }\r\n };\r\n /**\r\n * Check and prepare the list of attributes required for instances according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param defines The current MaterialDefines of the effect\r\n */\r\n MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {\r\n if (defines[\"INSTANCES\"]) {\r\n this.PushAttributesForInstances(attribs);\r\n }\r\n };\r\n /**\r\n * Add the list of attributes required for instances to the attribs array.\r\n * @param attribs The current list of supported attribs\r\n */\r\n MaterialHelper.PushAttributesForInstances = function (attribs) {\r\n attribs.push(\"world0\");\r\n attribs.push(\"world1\");\r\n attribs.push(\"world2\");\r\n attribs.push(\"world3\");\r\n };\r\n /**\r\n * Binds the light information to the effect.\r\n * @param light The light containing the generator\r\n * @param effect The effect we are binding the data to\r\n * @param lightIndex The light index in the effect used to render\r\n */\r\n MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {\r\n light.transferToEffect(effect, lightIndex + \"\");\r\n };\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param light Light to bind\r\n * @param lightIndex Light index\r\n * @param scene The scene where the light belongs to\r\n * @param effect The effect we are binding the data to\r\n * @param useSpecular Defines if specular is supported\r\n * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel\r\n */\r\n MaterialHelper.BindLight = function (light, lightIndex, scene, effect, useSpecular, rebuildInParallel) {\r\n if (rebuildInParallel === void 0) { rebuildInParallel = false; }\r\n light._bindLight(lightIndex, scene, effect, useSpecular, rebuildInParallel);\r\n };\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param defines The generated defines for the effect\r\n * @param maxSimultaneousLights The maximum number of light that can be bound to the effect\r\n * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel\r\n */\r\n MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, rebuildInParallel) {\r\n if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }\r\n if (rebuildInParallel === void 0) { rebuildInParallel = false; }\r\n var len = Math.min(mesh.lightSources.length, maxSimultaneousLights);\r\n for (var i = 0; i < len; i++) {\r\n var light = mesh.lightSources[i];\r\n this.BindLight(light, i, scene, effect, typeof defines === \"boolean\" ? defines : defines[\"SPECULARTERM\"], rebuildInParallel);\r\n }\r\n };\r\n /**\r\n * Binds the fog information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param linearSpace Defines if the fog effect is applied in linear space\r\n */\r\n MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {\r\n if (linearSpace === void 0) { linearSpace = false; }\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n // Convert fog color to linear space if used in a linear space computed shader.\r\n if (linearSpace) {\r\n scene.fogColor.toLinearSpaceToRef(this._tempFogColor);\r\n effect.setColor3(\"vFogColor\", this._tempFogColor);\r\n }\r\n else {\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n }\r\n };\r\n /**\r\n * Binds the bones information from the mesh to the effect.\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n */\r\n MaterialHelper.BindBonesParameters = function (mesh, effect) {\r\n if (!effect || !mesh) {\r\n return;\r\n }\r\n if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {\r\n mesh.computeBonesUsingShaders = false;\r\n }\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n var skeleton = mesh.skeleton;\r\n if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex(\"boneTextureWidth\") > -1) {\r\n var boneTexture = skeleton.getTransformMatrixTexture(mesh);\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n }\r\n else {\r\n var matrices = skeleton.getTransformMatrices(mesh);\r\n if (matrices) {\r\n effect.setMatrices(\"mBones\", matrices);\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * Binds the morph targets information from the mesh to the effect.\r\n * @param abstractMesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n */\r\n MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {\r\n var manager = abstractMesh.morphTargetManager;\r\n if (!abstractMesh || !manager) {\r\n return;\r\n }\r\n effect.setFloatArray(\"morphTargetInfluences\", manager.influences);\r\n };\r\n /**\r\n * Binds the logarithmic depth information from the scene to the effect for the given defines.\r\n * @param defines The generated defines used in the effect\r\n * @param effect The effect we are binding the data to\r\n * @param scene The scene we are willing to render with logarithmic scale for\r\n */\r\n MaterialHelper.BindLogDepth = function (defines, effect, scene) {\r\n if (defines[\"LOGARITHMICDEPTH\"]) {\r\n effect.setFloat(\"logarithmicDepthConstant\", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));\r\n }\r\n };\r\n /**\r\n * Binds the clip plane information from the scene to the effect.\r\n * @param scene The scene the clip plane information are extracted from\r\n * @param effect The effect we are binding the data to\r\n */\r\n MaterialHelper.BindClipPlane = function (effect, scene) {\r\n if (scene.clipPlane) {\r\n var clipPlane = scene.clipPlane;\r\n effect.setFloat4(\"vClipPlane\", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);\r\n }\r\n if (scene.clipPlane2) {\r\n var clipPlane = scene.clipPlane2;\r\n effect.setFloat4(\"vClipPlane2\", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);\r\n }\r\n if (scene.clipPlane3) {\r\n var clipPlane = scene.clipPlane3;\r\n effect.setFloat4(\"vClipPlane3\", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);\r\n }\r\n if (scene.clipPlane4) {\r\n var clipPlane = scene.clipPlane4;\r\n effect.setFloat4(\"vClipPlane4\", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);\r\n }\r\n if (scene.clipPlane5) {\r\n var clipPlane = scene.clipPlane5;\r\n effect.setFloat4(\"vClipPlane5\", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);\r\n }\r\n if (scene.clipPlane6) {\r\n var clipPlane = scene.clipPlane6;\r\n effect.setFloat4(\"vClipPlane6\", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);\r\n }\r\n };\r\n MaterialHelper._TmpMorphInfluencers = { \"NUM_MORPH_INFLUENCERS\": 0 };\r\n MaterialHelper._tempFogColor = Color3.Black();\r\n return MaterialHelper;\r\n}());\r\nexport { MaterialHelper };\r\n//# sourceMappingURL=materialHelper.js.map","import { __decorate, __extends } from \"tslib\";\r\nimport { serialize, SerializationHelper, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Matrix, Vector3, Quaternion } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { Viewport } from '../Maths/math.viewport';\r\nimport { Frustum } from '../Maths/math.frustum';\r\n/**\r\n * This is the base class of all the camera used in the application.\r\n * @see http://doc.babylonjs.com/features/cameras\r\n */\r\nvar Camera = /** @class */ (function (_super) {\r\n __extends(Camera, _super);\r\n /**\r\n * Instantiates a new camera object.\r\n * This should not be used directly but through the inherited cameras: ArcRotate, Free...\r\n * @see http://doc.babylonjs.com/features/cameras\r\n * @param name Defines the name of the camera in the scene\r\n * @param position Defines the position of the camera\r\n * @param scene Defines the scene the camera belongs too\r\n * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene\r\n */\r\n function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {\r\n if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }\r\n var _this = _super.call(this, name, scene) || this;\r\n /** @hidden */\r\n _this._position = Vector3.Zero();\r\n /**\r\n * The vector the camera should consider as up.\r\n * (default is Vector3(0, 1, 0) aka Vector3.Up())\r\n */\r\n _this.upVector = Vector3.Up();\r\n /**\r\n * Define the current limit on the left side for an orthographic camera\r\n * In scene unit\r\n */\r\n _this.orthoLeft = null;\r\n /**\r\n * Define the current limit on the right side for an orthographic camera\r\n * In scene unit\r\n */\r\n _this.orthoRight = null;\r\n /**\r\n * Define the current limit on the bottom side for an orthographic camera\r\n * In scene unit\r\n */\r\n _this.orthoBottom = null;\r\n /**\r\n * Define the current limit on the top side for an orthographic camera\r\n * In scene unit\r\n */\r\n _this.orthoTop = null;\r\n /**\r\n * Field Of View is set in Radians. (default is 0.8)\r\n */\r\n _this.fov = 0.8;\r\n /**\r\n * Define the minimum distance the camera can see from.\r\n * This is important to note that the depth buffer are not infinite and the closer it starts\r\n * the more your scene might encounter depth fighting issue.\r\n */\r\n _this.minZ = 1;\r\n /**\r\n * Define the maximum distance the camera can see to.\r\n * This is important to note that the depth buffer are not infinite and the further it end\r\n * the more your scene might encounter depth fighting issue.\r\n */\r\n _this.maxZ = 10000.0;\r\n /**\r\n * Define the default inertia of the camera.\r\n * This helps giving a smooth feeling to the camera movement.\r\n */\r\n _this.inertia = 0.9;\r\n /**\r\n * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)\r\n */\r\n _this.mode = Camera.PERSPECTIVE_CAMERA;\r\n /**\r\n * Define whether the camera is intermediate.\r\n * This is useful to not present the output directly to the screen in case of rig without post process for instance\r\n */\r\n _this.isIntermediate = false;\r\n /**\r\n * Define the viewport of the camera.\r\n * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.\r\n */\r\n _this.viewport = new Viewport(0, 0, 1.0, 1.0);\r\n /**\r\n * Restricts the camera to viewing objects with the same layerMask.\r\n * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0\r\n */\r\n _this.layerMask = 0x0FFFFFFF;\r\n /**\r\n * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)\r\n */\r\n _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;\r\n /**\r\n * Rig mode of the camera.\r\n * This is useful to create the camera with two \"eyes\" instead of one to create VR or stereoscopic scenes.\r\n * This is normally controlled byt the camera themselves as internal use.\r\n */\r\n _this.cameraRigMode = Camera.RIG_MODE_NONE;\r\n /**\r\n * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene\r\n * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere\r\n * else in the scene. (Eg. security camera)\r\n *\r\n * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)\r\n */\r\n _this.customRenderTargets = new Array();\r\n /**\r\n * When set, the camera will render to this render target instead of the default canvas\r\n *\r\n * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead\r\n */\r\n _this.outputRenderTarget = null;\r\n /**\r\n * Observable triggered when the camera view matrix has changed.\r\n */\r\n _this.onViewMatrixChangedObservable = new Observable();\r\n /**\r\n * Observable triggered when the camera Projection matrix has changed.\r\n */\r\n _this.onProjectionMatrixChangedObservable = new Observable();\r\n /**\r\n * Observable triggered when the inputs have been processed.\r\n */\r\n _this.onAfterCheckInputsObservable = new Observable();\r\n /**\r\n * Observable triggered when reset has been called and applied to the camera.\r\n */\r\n _this.onRestoreStateObservable = new Observable();\r\n /**\r\n * Is this camera a part of a rig system?\r\n */\r\n _this.isRigCamera = false;\r\n /** @hidden */\r\n _this._rigCameras = new Array();\r\n _this._webvrViewMatrix = Matrix.Identity();\r\n /** @hidden */\r\n _this._skipRendering = false;\r\n /** @hidden */\r\n _this._projectionMatrix = new Matrix();\r\n /** @hidden */\r\n _this._postProcesses = new Array();\r\n /** @hidden */\r\n _this._activeMeshes = new SmartArray(256);\r\n _this._globalPosition = Vector3.Zero();\r\n /** @hidden */\r\n _this._computedViewMatrix = Matrix.Identity();\r\n _this._doNotComputeProjectionMatrix = false;\r\n _this._transformMatrix = Matrix.Zero();\r\n _this._refreshFrustumPlanes = true;\r\n /** @hidden */\r\n _this._isCamera = true;\r\n /** @hidden */\r\n _this._isLeftCamera = false;\r\n /** @hidden */\r\n _this._isRightCamera = false;\r\n _this.getScene().addCamera(_this);\r\n if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {\r\n _this.getScene().activeCamera = _this;\r\n }\r\n _this.position = position;\r\n return _this;\r\n }\r\n Object.defineProperty(Camera.prototype, \"position\", {\r\n /**\r\n * Define the current local position of the camera in the scene\r\n */\r\n get: function () {\r\n return this._position;\r\n },\r\n set: function (newPosition) {\r\n this._position = newPosition;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Store current camera state (fov, position, etc..)\r\n * @returns the camera\r\n */\r\n Camera.prototype.storeState = function () {\r\n this._stateStored = true;\r\n this._storedFov = this.fov;\r\n return this;\r\n };\r\n /**\r\n * Restores the camera state values if it has been stored. You must call storeState() first\r\n */\r\n Camera.prototype._restoreStateValues = function () {\r\n if (!this._stateStored) {\r\n return false;\r\n }\r\n this.fov = this._storedFov;\r\n return true;\r\n };\r\n /**\r\n * Restored camera state. You must call storeState() first.\r\n * @returns true if restored and false otherwise\r\n */\r\n Camera.prototype.restoreState = function () {\r\n if (this._restoreStateValues()) {\r\n this.onRestoreStateObservable.notifyObservers(this);\r\n return true;\r\n }\r\n return false;\r\n };\r\n /**\r\n * Gets the class name of the camera.\r\n * @returns the class name\r\n */\r\n Camera.prototype.getClassName = function () {\r\n return \"Camera\";\r\n };\r\n /**\r\n * Gets a string representation of the camera useful for debug purpose.\r\n * @param fullDetails Defines that a more verboe level of logging is required\r\n * @returns the string representation\r\n */\r\n Camera.prototype.toString = function (fullDetails) {\r\n var ret = \"Name: \" + this.name;\r\n ret += \", type: \" + this.getClassName();\r\n if (this.animations) {\r\n for (var i = 0; i < this.animations.length; i++) {\r\n ret += \", animation[0]: \" + this.animations[i].toString(fullDetails);\r\n }\r\n }\r\n if (fullDetails) {\r\n }\r\n return ret;\r\n };\r\n Object.defineProperty(Camera.prototype, \"globalPosition\", {\r\n /**\r\n * Gets the current world space position of the camera.\r\n */\r\n get: function () {\r\n return this._globalPosition;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)\r\n * @returns the active meshe list\r\n */\r\n Camera.prototype.getActiveMeshes = function () {\r\n return this._activeMeshes;\r\n };\r\n /**\r\n * Check whether a mesh is part of the current active mesh list of the camera\r\n * @param mesh Defines the mesh to check\r\n * @returns true if active, false otherwise\r\n */\r\n Camera.prototype.isActiveMesh = function (mesh) {\r\n return (this._activeMeshes.indexOf(mesh) !== -1);\r\n };\r\n /**\r\n * Is this camera ready to be used/rendered\r\n * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)\r\n * @return true if the camera is ready\r\n */\r\n Camera.prototype.isReady = function (completeCheck) {\r\n if (completeCheck === void 0) { completeCheck = false; }\r\n if (completeCheck) {\r\n for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {\r\n var pp = _a[_i];\r\n if (pp && !pp.isReady()) {\r\n return false;\r\n }\r\n }\r\n }\r\n return _super.prototype.isReady.call(this, completeCheck);\r\n };\r\n /** @hidden */\r\n Camera.prototype._initCache = function () {\r\n _super.prototype._initCache.call(this);\r\n this._cache.position = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.upVector = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.mode = undefined;\r\n this._cache.minZ = undefined;\r\n this._cache.maxZ = undefined;\r\n this._cache.fov = undefined;\r\n this._cache.fovMode = undefined;\r\n this._cache.aspectRatio = undefined;\r\n this._cache.orthoLeft = undefined;\r\n this._cache.orthoRight = undefined;\r\n this._cache.orthoBottom = undefined;\r\n this._cache.orthoTop = undefined;\r\n this._cache.renderWidth = undefined;\r\n this._cache.renderHeight = undefined;\r\n };\r\n /** @hidden */\r\n Camera.prototype._updateCache = function (ignoreParentClass) {\r\n if (!ignoreParentClass) {\r\n _super.prototype._updateCache.call(this);\r\n }\r\n this._cache.position.copyFrom(this.position);\r\n this._cache.upVector.copyFrom(this.upVector);\r\n };\r\n /** @hidden */\r\n Camera.prototype._isSynchronized = function () {\r\n return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();\r\n };\r\n /** @hidden */\r\n Camera.prototype._isSynchronizedViewMatrix = function () {\r\n if (!_super.prototype._isSynchronized.call(this)) {\r\n return false;\r\n }\r\n return this._cache.position.equals(this.position)\r\n && this._cache.upVector.equals(this.upVector)\r\n && this.isSynchronizedWithParent();\r\n };\r\n /** @hidden */\r\n Camera.prototype._isSynchronizedProjectionMatrix = function () {\r\n var check = this._cache.mode === this.mode\r\n && this._cache.minZ === this.minZ\r\n && this._cache.maxZ === this.maxZ;\r\n if (!check) {\r\n return false;\r\n }\r\n var engine = this.getEngine();\r\n if (this.mode === Camera.PERSPECTIVE_CAMERA) {\r\n check = this._cache.fov === this.fov\r\n && this._cache.fovMode === this.fovMode\r\n && this._cache.aspectRatio === engine.getAspectRatio(this);\r\n }\r\n else {\r\n check = this._cache.orthoLeft === this.orthoLeft\r\n && this._cache.orthoRight === this.orthoRight\r\n && this._cache.orthoBottom === this.orthoBottom\r\n && this._cache.orthoTop === this.orthoTop\r\n && this._cache.renderWidth === engine.getRenderWidth()\r\n && this._cache.renderHeight === engine.getRenderHeight();\r\n }\r\n return check;\r\n };\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n Camera.prototype.attachControl = function (element, noPreventDefault) {\r\n };\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n Camera.prototype.detachControl = function (element) {\r\n };\r\n /**\r\n * Update the camera state according to the different inputs gathered during the frame.\r\n */\r\n Camera.prototype.update = function () {\r\n this._checkInputs();\r\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n this._updateRigCameras();\r\n }\r\n };\r\n /** @hidden */\r\n Camera.prototype._checkInputs = function () {\r\n this.onAfterCheckInputsObservable.notifyObservers(this);\r\n };\r\n Object.defineProperty(Camera.prototype, \"rigCameras\", {\r\n /** @hidden */\r\n get: function () {\r\n return this._rigCameras;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Camera.prototype, \"rigPostProcess\", {\r\n /**\r\n * Gets the post process used by the rig cameras\r\n */\r\n get: function () {\r\n return this._rigPostProcess;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Internal, gets the first post proces.\r\n * @returns the first post process to be run on this camera.\r\n */\r\n Camera.prototype._getFirstPostProcess = function () {\r\n for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {\r\n if (this._postProcesses[ppIndex] !== null) {\r\n return this._postProcesses[ppIndex];\r\n }\r\n }\r\n return null;\r\n };\r\n Camera.prototype._cascadePostProcessesToRigCams = function () {\r\n // invalidate framebuffer\r\n var firstPostProcess = this._getFirstPostProcess();\r\n if (firstPostProcess) {\r\n firstPostProcess.markTextureDirty();\r\n }\r\n // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera\r\n for (var i = 0, len = this._rigCameras.length; i < len; i++) {\r\n var cam = this._rigCameras[i];\r\n var rigPostProcess = cam._rigPostProcess;\r\n // for VR rig, there does not have to be a post process\r\n if (rigPostProcess) {\r\n var isPass = rigPostProcess.getEffectName() === \"pass\";\r\n if (isPass) {\r\n // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses\r\n cam.isIntermediate = this._postProcesses.length === 0;\r\n }\r\n cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);\r\n rigPostProcess.markTextureDirty();\r\n }\r\n else {\r\n cam._postProcesses = this._postProcesses.slice(0);\r\n }\r\n }\r\n };\r\n /**\r\n * Attach a post process to the camera.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess\r\n * @param postProcess The post process to attach to the camera\r\n * @param insertAt The position of the post process in case several of them are in use in the scene\r\n * @returns the position the post process has been inserted at\r\n */\r\n Camera.prototype.attachPostProcess = function (postProcess, insertAt) {\r\n if (insertAt === void 0) { insertAt = null; }\r\n if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {\r\n Logger.Error(\"You're trying to reuse a post process not defined as reusable.\");\r\n return 0;\r\n }\r\n if (insertAt == null || insertAt < 0) {\r\n this._postProcesses.push(postProcess);\r\n }\r\n else if (this._postProcesses[insertAt] === null) {\r\n this._postProcesses[insertAt] = postProcess;\r\n }\r\n else {\r\n this._postProcesses.splice(insertAt, 0, postProcess);\r\n }\r\n this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated\r\n return this._postProcesses.indexOf(postProcess);\r\n };\r\n /**\r\n * Detach a post process to the camera.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess\r\n * @param postProcess The post process to detach from the camera\r\n */\r\n Camera.prototype.detachPostProcess = function (postProcess) {\r\n var idx = this._postProcesses.indexOf(postProcess);\r\n if (idx !== -1) {\r\n this._postProcesses[idx] = null;\r\n }\r\n this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated\r\n };\r\n /**\r\n * Gets the current world matrix of the camera\r\n */\r\n Camera.prototype.getWorldMatrix = function () {\r\n if (this._isSynchronizedViewMatrix()) {\r\n return this._worldMatrix;\r\n }\r\n // Getting the the view matrix will also compute the world matrix.\r\n this.getViewMatrix();\r\n return this._worldMatrix;\r\n };\r\n /** @hidden */\r\n Camera.prototype._getViewMatrix = function () {\r\n return Matrix.Identity();\r\n };\r\n /**\r\n * Gets the current view matrix of the camera.\r\n * @param force forces the camera to recompute the matrix without looking at the cached state\r\n * @returns the view matrix\r\n */\r\n Camera.prototype.getViewMatrix = function (force) {\r\n if (!force && this._isSynchronizedViewMatrix()) {\r\n return this._computedViewMatrix;\r\n }\r\n this.updateCache();\r\n this._computedViewMatrix = this._getViewMatrix();\r\n this._currentRenderId = this.getScene().getRenderId();\r\n this._childUpdateId++;\r\n this._refreshFrustumPlanes = true;\r\n if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {\r\n this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);\r\n }\r\n // Notify parent camera if rig camera is changed\r\n if (this.parent && this.parent.onViewMatrixChangedObservable) {\r\n this.parent.onViewMatrixChangedObservable.notifyObservers(this.parent);\r\n }\r\n this.onViewMatrixChangedObservable.notifyObservers(this);\r\n this._computedViewMatrix.invertToRef(this._worldMatrix);\r\n return this._computedViewMatrix;\r\n };\r\n /**\r\n * Freeze the projection matrix.\r\n * It will prevent the cache check of the camera projection compute and can speed up perf\r\n * if no parameter of the camera are meant to change\r\n * @param projection Defines manually a projection if necessary\r\n */\r\n Camera.prototype.freezeProjectionMatrix = function (projection) {\r\n this._doNotComputeProjectionMatrix = true;\r\n if (projection !== undefined) {\r\n this._projectionMatrix = projection;\r\n }\r\n };\r\n /**\r\n * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.\r\n */\r\n Camera.prototype.unfreezeProjectionMatrix = function () {\r\n this._doNotComputeProjectionMatrix = false;\r\n };\r\n /**\r\n * Gets the current projection matrix of the camera.\r\n * @param force forces the camera to recompute the matrix without looking at the cached state\r\n * @returns the projection matrix\r\n */\r\n Camera.prototype.getProjectionMatrix = function (force) {\r\n if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {\r\n return this._projectionMatrix;\r\n }\r\n // Cache\r\n this._cache.mode = this.mode;\r\n this._cache.minZ = this.minZ;\r\n this._cache.maxZ = this.maxZ;\r\n // Matrix\r\n this._refreshFrustumPlanes = true;\r\n var engine = this.getEngine();\r\n var scene = this.getScene();\r\n if (this.mode === Camera.PERSPECTIVE_CAMERA) {\r\n this._cache.fov = this.fov;\r\n this._cache.fovMode = this.fovMode;\r\n this._cache.aspectRatio = engine.getAspectRatio(this);\r\n if (this.minZ <= 0) {\r\n this.minZ = 0.1;\r\n }\r\n var reverseDepth = engine.useReverseDepthBuffer;\r\n var getProjectionMatrix = void 0;\r\n if (scene.useRightHandedSystem) {\r\n getProjectionMatrix = reverseDepth ? Matrix.PerspectiveFovReverseRHToRef : Matrix.PerspectiveFovRHToRef;\r\n }\r\n else {\r\n getProjectionMatrix = reverseDepth ? Matrix.PerspectiveFovReverseLHToRef : Matrix.PerspectiveFovLHToRef;\r\n }\r\n getProjectionMatrix(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);\r\n }\r\n else {\r\n var halfWidth = engine.getRenderWidth() / 2.0;\r\n var halfHeight = engine.getRenderHeight() / 2.0;\r\n if (scene.useRightHandedSystem) {\r\n Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);\r\n }\r\n else {\r\n Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);\r\n }\r\n this._cache.orthoLeft = this.orthoLeft;\r\n this._cache.orthoRight = this.orthoRight;\r\n this._cache.orthoBottom = this.orthoBottom;\r\n this._cache.orthoTop = this.orthoTop;\r\n this._cache.renderWidth = engine.getRenderWidth();\r\n this._cache.renderHeight = engine.getRenderHeight();\r\n }\r\n this.onProjectionMatrixChangedObservable.notifyObservers(this);\r\n return this._projectionMatrix;\r\n };\r\n /**\r\n * Gets the transformation matrix (ie. the multiplication of view by projection matrices)\r\n * @returns a Matrix\r\n */\r\n Camera.prototype.getTransformationMatrix = function () {\r\n this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);\r\n return this._transformMatrix;\r\n };\r\n Camera.prototype._updateFrustumPlanes = function () {\r\n if (!this._refreshFrustumPlanes) {\r\n return;\r\n }\r\n this.getTransformationMatrix();\r\n if (!this._frustumPlanes) {\r\n this._frustumPlanes = Frustum.GetPlanes(this._transformMatrix);\r\n }\r\n else {\r\n Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);\r\n }\r\n this._refreshFrustumPlanes = false;\r\n };\r\n /**\r\n * Checks if a cullable object (mesh...) is in the camera frustum\r\n * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check\r\n * @param target The object to check\r\n * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)\r\n * @returns true if the object is in frustum otherwise false\r\n */\r\n Camera.prototype.isInFrustum = function (target, checkRigCameras) {\r\n if (checkRigCameras === void 0) { checkRigCameras = false; }\r\n this._updateFrustumPlanes();\r\n if (checkRigCameras && this.rigCameras.length > 0) {\r\n var result = false;\r\n this.rigCameras.forEach(function (cam) {\r\n cam._updateFrustumPlanes();\r\n result = result || target.isInFrustum(cam._frustumPlanes);\r\n });\r\n return result;\r\n }\r\n else {\r\n return target.isInFrustum(this._frustumPlanes);\r\n }\r\n };\r\n /**\r\n * Checks if a cullable object (mesh...) is in the camera frustum\r\n * Unlike isInFrustum this cheks the full bounding box\r\n * @param target The object to check\r\n * @returns true if the object is in frustum otherwise false\r\n */\r\n Camera.prototype.isCompletelyInFrustum = function (target) {\r\n this._updateFrustumPlanes();\r\n return target.isCompletelyInFrustum(this._frustumPlanes);\r\n };\r\n /**\r\n * Gets a ray in the forward direction from the camera.\r\n * @param length Defines the length of the ray to create\r\n * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray\r\n * @param origin Defines the start point of the ray which defaults to the camera position\r\n * @returns the forward ray\r\n */\r\n Camera.prototype.getForwardRay = function (length, transform, origin) {\r\n if (length === void 0) { length = 100; }\r\n throw _DevTools.WarnImport(\"Ray\");\r\n };\r\n /**\r\n * Releases resources associated with this node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {\r\n if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }\r\n // Observables\r\n this.onViewMatrixChangedObservable.clear();\r\n this.onProjectionMatrixChangedObservable.clear();\r\n this.onAfterCheckInputsObservable.clear();\r\n this.onRestoreStateObservable.clear();\r\n // Inputs\r\n if (this.inputs) {\r\n this.inputs.clear();\r\n }\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n // Remove from scene\r\n this.getScene().removeCamera(this);\r\n while (this._rigCameras.length > 0) {\r\n var camera = this._rigCameras.pop();\r\n if (camera) {\r\n camera.dispose();\r\n }\r\n }\r\n // Postprocesses\r\n if (this._rigPostProcess) {\r\n this._rigPostProcess.dispose(this);\r\n this._rigPostProcess = null;\r\n this._postProcesses = [];\r\n }\r\n else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n this._rigPostProcess = null;\r\n this._postProcesses = [];\r\n }\r\n else {\r\n var i = this._postProcesses.length;\r\n while (--i >= 0) {\r\n var postProcess = this._postProcesses[i];\r\n if (postProcess) {\r\n postProcess.dispose(this);\r\n }\r\n }\r\n }\r\n // Render targets\r\n var i = this.customRenderTargets.length;\r\n while (--i >= 0) {\r\n this.customRenderTargets[i].dispose();\r\n }\r\n this.customRenderTargets = [];\r\n // Active Meshes\r\n this._activeMeshes.dispose();\r\n _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);\r\n };\r\n Object.defineProperty(Camera.prototype, \"isLeftCamera\", {\r\n /**\r\n * Gets the left camera of a rig setup in case of Rigged Camera\r\n */\r\n get: function () {\r\n return this._isLeftCamera;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Camera.prototype, \"isRightCamera\", {\r\n /**\r\n * Gets the right camera of a rig setup in case of Rigged Camera\r\n */\r\n get: function () {\r\n return this._isRightCamera;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Camera.prototype, \"leftCamera\", {\r\n /**\r\n * Gets the left camera of a rig setup in case of Rigged Camera\r\n */\r\n get: function () {\r\n if (this._rigCameras.length < 1) {\r\n return null;\r\n }\r\n return this._rigCameras[0];\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Camera.prototype, \"rightCamera\", {\r\n /**\r\n * Gets the right camera of a rig setup in case of Rigged Camera\r\n */\r\n get: function () {\r\n if (this._rigCameras.length < 2) {\r\n return null;\r\n }\r\n return this._rigCameras[1];\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the left camera target of a rig setup in case of Rigged Camera\r\n * @returns the target position\r\n */\r\n Camera.prototype.getLeftTarget = function () {\r\n if (this._rigCameras.length < 1) {\r\n return null;\r\n }\r\n return this._rigCameras[0].getTarget();\r\n };\r\n /**\r\n * Gets the right camera target of a rig setup in case of Rigged Camera\r\n * @returns the target position\r\n */\r\n Camera.prototype.getRightTarget = function () {\r\n if (this._rigCameras.length < 2) {\r\n return null;\r\n }\r\n return this._rigCameras[1].getTarget();\r\n };\r\n /**\r\n * @hidden\r\n */\r\n Camera.prototype.setCameraRigMode = function (mode, rigParams) {\r\n if (this.cameraRigMode === mode) {\r\n return;\r\n }\r\n while (this._rigCameras.length > 0) {\r\n var camera = this._rigCameras.pop();\r\n if (camera) {\r\n camera.dispose();\r\n }\r\n }\r\n this.cameraRigMode = mode;\r\n this._cameraRigParams = {};\r\n //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,\r\n //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced\r\n this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;\r\n this._cameraRigParams.stereoHalfAngle = Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);\r\n // create the rig cameras, unless none\r\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n var leftCamera = this.createRigCamera(this.name + \"_L\", 0);\r\n if (leftCamera) {\r\n leftCamera._isLeftCamera = true;\r\n }\r\n var rightCamera = this.createRigCamera(this.name + \"_R\", 1);\r\n if (rightCamera) {\r\n rightCamera._isRightCamera = true;\r\n }\r\n if (leftCamera && rightCamera) {\r\n this._rigCameras.push(leftCamera);\r\n this._rigCameras.push(rightCamera);\r\n }\r\n }\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n Camera._setStereoscopicAnaglyphRigMode(this);\r\n break;\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED:\r\n Camera._setStereoscopicRigMode(this);\r\n break;\r\n case Camera.RIG_MODE_VR:\r\n Camera._setVRRigMode(this, rigParams);\r\n break;\r\n case Camera.RIG_MODE_WEBVR:\r\n Camera._setWebVRRigMode(this, rigParams);\r\n break;\r\n }\r\n this._cascadePostProcessesToRigCams();\r\n this.update();\r\n };\r\n /** @hidden */\r\n Camera._setStereoscopicRigMode = function (camera) {\r\n throw \"Import Cameras/RigModes/stereoscopicRigMode before using stereoscopic rig mode\";\r\n };\r\n /** @hidden */\r\n Camera._setStereoscopicAnaglyphRigMode = function (camera) {\r\n throw \"Import Cameras/RigModes/stereoscopicAnaglyphRigMode before using stereoscopic anaglyph rig mode\";\r\n };\r\n /** @hidden */\r\n Camera._setVRRigMode = function (camera, rigParams) {\r\n throw \"Import Cameras/RigModes/vrRigMode before using VR rig mode\";\r\n };\r\n /** @hidden */\r\n Camera._setWebVRRigMode = function (camera, rigParams) {\r\n throw \"Import Cameras/RigModes/WebVRRigMode before using Web VR rig mode\";\r\n };\r\n /** @hidden */\r\n Camera.prototype._getVRProjectionMatrix = function () {\r\n Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);\r\n this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);\r\n return this._projectionMatrix;\r\n };\r\n Camera.prototype._updateCameraRotationMatrix = function () {\r\n //Here for WebVR\r\n };\r\n Camera.prototype._updateWebVRCameraRotationMatrix = function () {\r\n //Here for WebVR\r\n };\r\n /**\r\n * This function MUST be overwritten by the different WebVR cameras available.\r\n * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.\r\n * @hidden\r\n */\r\n Camera.prototype._getWebVRProjectionMatrix = function () {\r\n return Matrix.Identity();\r\n };\r\n /**\r\n * This function MUST be overwritten by the different WebVR cameras available.\r\n * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.\r\n * @hidden\r\n */\r\n Camera.prototype._getWebVRViewMatrix = function () {\r\n return Matrix.Identity();\r\n };\r\n /** @hidden */\r\n Camera.prototype.setCameraRigParameter = function (name, value) {\r\n if (!this._cameraRigParams) {\r\n this._cameraRigParams = {};\r\n }\r\n this._cameraRigParams[name] = value;\r\n //provisionnally:\r\n if (name === \"interaxialDistance\") {\r\n this._cameraRigParams.stereoHalfAngle = Tools.ToRadians(value / 0.0637);\r\n }\r\n };\r\n /**\r\n * needs to be overridden by children so sub has required properties to be copied\r\n * @hidden\r\n */\r\n Camera.prototype.createRigCamera = function (name, cameraIndex) {\r\n return null;\r\n };\r\n /**\r\n * May need to be overridden by children\r\n * @hidden\r\n */\r\n Camera.prototype._updateRigCameras = function () {\r\n for (var i = 0; i < this._rigCameras.length; i++) {\r\n this._rigCameras[i].minZ = this.minZ;\r\n this._rigCameras[i].maxZ = this.maxZ;\r\n this._rigCameras[i].fov = this.fov;\r\n this._rigCameras[i].upVector.copyFrom(this.upVector);\r\n }\r\n // only update viewport when ANAGLYPH\r\n if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {\r\n this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;\r\n }\r\n };\r\n /** @hidden */\r\n Camera.prototype._setupInputs = function () {\r\n };\r\n /**\r\n * Serialiaze the camera setup to a json represention\r\n * @returns the JSON representation\r\n */\r\n Camera.prototype.serialize = function () {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n // Type\r\n serializationObject.type = this.getClassName();\r\n // Parent\r\n if (this.parent) {\r\n serializationObject.parentId = this.parent.id;\r\n }\r\n if (this.inputs) {\r\n this.inputs.serialize(serializationObject);\r\n }\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n serializationObject.ranges = this.serializeAnimationRanges();\r\n return serializationObject;\r\n };\r\n /**\r\n * Clones the current camera.\r\n * @param name The cloned camera name\r\n * @returns the cloned camera\r\n */\r\n Camera.prototype.clone = function (name) {\r\n return SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);\r\n };\r\n /**\r\n * Gets the direction of the camera relative to a given local axis.\r\n * @param localAxis Defines the reference axis to provide a relative direction.\r\n * @return the direction\r\n */\r\n Camera.prototype.getDirection = function (localAxis) {\r\n var result = Vector3.Zero();\r\n this.getDirectionToRef(localAxis, result);\r\n return result;\r\n };\r\n Object.defineProperty(Camera.prototype, \"absoluteRotation\", {\r\n /**\r\n * Returns the current camera absolute rotation\r\n */\r\n get: function () {\r\n var result = Quaternion.Zero();\r\n this.getWorldMatrix().decompose(undefined, result);\r\n return result;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the direction of the camera relative to a given local axis into a passed vector.\r\n * @param localAxis Defines the reference axis to provide a relative direction.\r\n * @param result Defines the vector to store the result in\r\n */\r\n Camera.prototype.getDirectionToRef = function (localAxis, result) {\r\n Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);\r\n };\r\n /**\r\n * Gets a camera constructor for a given camera type\r\n * @param type The type of the camera to construct (should be equal to one of the camera class name)\r\n * @param name The name of the camera the result will be able to instantiate\r\n * @param scene The scene the result will construct the camera in\r\n * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes\r\n * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side\r\n * @returns a factory method to construc the camera\r\n */\r\n Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {\r\n if (interaxial_distance === void 0) { interaxial_distance = 0; }\r\n if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }\r\n var constructorFunc = Node.Construct(type, name, scene, {\r\n interaxial_distance: interaxial_distance,\r\n isStereoscopicSideBySide: isStereoscopicSideBySide\r\n });\r\n if (constructorFunc) {\r\n return constructorFunc;\r\n }\r\n // Default to universal camera\r\n return function () { return Camera._createDefaultParsedCamera(name, scene); };\r\n };\r\n /**\r\n * Compute the world matrix of the camera.\r\n * @returns the camera world matrix\r\n */\r\n Camera.prototype.computeWorldMatrix = function () {\r\n return this.getWorldMatrix();\r\n };\r\n /**\r\n * Parse a JSON and creates the camera from the parsed information\r\n * @param parsedCamera The JSON to parse\r\n * @param scene The scene to instantiate the camera in\r\n * @returns the newly constructed camera\r\n */\r\n Camera.Parse = function (parsedCamera, scene) {\r\n var type = parsedCamera.type;\r\n var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);\r\n var camera = SerializationHelper.Parse(construct, parsedCamera, scene);\r\n // Parent\r\n if (parsedCamera.parentId) {\r\n camera._waitingParentId = parsedCamera.parentId;\r\n }\r\n //If camera has an input manager, let it parse inputs settings\r\n if (camera.inputs) {\r\n camera.inputs.parse(parsedCamera);\r\n camera._setupInputs();\r\n }\r\n if (camera.setPosition) { // need to force position\r\n camera.position.copyFromFloats(0, 0, 0);\r\n camera.setPosition(Vector3.FromArray(parsedCamera.position));\r\n }\r\n // Target\r\n if (parsedCamera.target) {\r\n if (camera.setTarget) {\r\n camera.setTarget(Vector3.FromArray(parsedCamera.target));\r\n }\r\n }\r\n // Apply 3d rig, when found\r\n if (parsedCamera.cameraRigMode) {\r\n var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};\r\n camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);\r\n }\r\n // Animations\r\n if (parsedCamera.animations) {\r\n for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {\r\n var parsedAnimation = parsedCamera.animations[animationIndex];\r\n var internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n camera.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n Node.ParseAnimationRanges(camera, parsedCamera, scene);\r\n }\r\n if (parsedCamera.autoAnimate) {\r\n scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);\r\n }\r\n return camera;\r\n };\r\n /** @hidden */\r\n Camera._createDefaultParsedCamera = function (name, scene) {\r\n throw _DevTools.WarnImport(\"UniversalCamera\");\r\n };\r\n /**\r\n * This is the default projection mode used by the cameras.\r\n * It helps recreating a feeling of perspective and better appreciate depth.\r\n * This is the best way to simulate real life cameras.\r\n */\r\n Camera.PERSPECTIVE_CAMERA = 0;\r\n /**\r\n * This helps creating camera with an orthographic mode.\r\n * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.\r\n */\r\n Camera.ORTHOGRAPHIC_CAMERA = 1;\r\n /**\r\n * This is the default FOV mode for perspective cameras.\r\n * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.\r\n */\r\n Camera.FOVMODE_VERTICAL_FIXED = 0;\r\n /**\r\n * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.\r\n */\r\n Camera.FOVMODE_HORIZONTAL_FIXED = 1;\r\n /**\r\n * This specifies ther is no need for a camera rig.\r\n * Basically only one eye is rendered corresponding to the camera.\r\n */\r\n Camera.RIG_MODE_NONE = 0;\r\n /**\r\n * Simulates a camera Rig with one blue eye and one red eye.\r\n * This can be use with 3d blue and red glasses.\r\n */\r\n Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;\r\n /**\r\n * Defines that both eyes of the camera will be rendered side by side with a parallel target.\r\n */\r\n Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;\r\n /**\r\n * Defines that both eyes of the camera will be rendered side by side with a none parallel target.\r\n */\r\n Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;\r\n /**\r\n * Defines that both eyes of the camera will be rendered over under each other.\r\n */\r\n Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;\r\n /**\r\n * Defines that both eyes of the camera will be rendered on successive lines interlaced for passive 3d monitors.\r\n */\r\n Camera.RIG_MODE_STEREOSCOPIC_INTERLACED = 14;\r\n /**\r\n * Defines that both eyes of the camera should be renderered in a VR mode (carbox).\r\n */\r\n Camera.RIG_MODE_VR = 20;\r\n /**\r\n * Defines that both eyes of the camera should be renderered in a VR mode (webVR).\r\n */\r\n Camera.RIG_MODE_WEBVR = 21;\r\n /**\r\n * Custom rig mode allowing rig cameras to be populated manually with any number of cameras\r\n */\r\n Camera.RIG_MODE_CUSTOM = 22;\r\n /**\r\n * Defines if by default attaching controls should prevent the default javascript event to continue.\r\n */\r\n Camera.ForceAttachControlToAlwaysPreventDefault = false;\r\n __decorate([\r\n serializeAsVector3(\"position\")\r\n ], Camera.prototype, \"_position\", void 0);\r\n __decorate([\r\n serializeAsVector3()\r\n ], Camera.prototype, \"upVector\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"orthoLeft\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"orthoRight\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"orthoBottom\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"orthoTop\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"fov\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"minZ\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"maxZ\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"inertia\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"mode\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"layerMask\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"fovMode\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"cameraRigMode\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"interaxialDistance\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"isStereoscopicSideBySide\", void 0);\r\n return Camera;\r\n}(Node));\r\nexport { Camera };\r\n//# sourceMappingURL=camera.js.map","/**\r\n * Class used to evalaute queries containing `and` and `or` operators\r\n */\r\nvar AndOrNotEvaluator = /** @class */ (function () {\r\n function AndOrNotEvaluator() {\r\n }\r\n /**\r\n * Evaluate a query\r\n * @param query defines the query to evaluate\r\n * @param evaluateCallback defines the callback used to filter result\r\n * @returns true if the query matches\r\n */\r\n AndOrNotEvaluator.Eval = function (query, evaluateCallback) {\r\n if (!query.match(/\\([^\\(\\)]*\\)/g)) {\r\n query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);\r\n }\r\n else {\r\n query = query.replace(/\\([^\\(\\)]*\\)/g, function (r) {\r\n // remove parenthesis\r\n r = r.slice(1, r.length - 1);\r\n return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);\r\n });\r\n }\r\n if (query === \"true\") {\r\n return true;\r\n }\r\n if (query === \"false\") {\r\n return false;\r\n }\r\n return AndOrNotEvaluator.Eval(query, evaluateCallback);\r\n };\r\n AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {\r\n evaluateCallback = evaluateCallback || (function (r) {\r\n return r === \"true\" ? true : false;\r\n });\r\n var result;\r\n var or = parenthesisContent.split(\"||\");\r\n for (var i in or) {\r\n if (or.hasOwnProperty(i)) {\r\n var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());\r\n var and = ori.split(\"&&\");\r\n if (and.length > 1) {\r\n for (var j = 0; j < and.length; ++j) {\r\n var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());\r\n if (andj !== \"true\" && andj !== \"false\") {\r\n if (andj[0] === \"!\") {\r\n result = !evaluateCallback(andj.substring(1));\r\n }\r\n else {\r\n result = evaluateCallback(andj);\r\n }\r\n }\r\n else {\r\n result = andj === \"true\" ? true : false;\r\n }\r\n if (!result) { // no need to continue since 'false && ... && ...' will always return false\r\n ori = \"false\";\r\n break;\r\n }\r\n }\r\n }\r\n if (result || ori === \"true\") { // no need to continue since 'true || ... || ...' will always return true\r\n result = true;\r\n break;\r\n }\r\n // result equals false (or undefined)\r\n if (ori !== \"true\" && ori !== \"false\") {\r\n if (ori[0] === \"!\") {\r\n result = !evaluateCallback(ori.substring(1));\r\n }\r\n else {\r\n result = evaluateCallback(ori);\r\n }\r\n }\r\n else {\r\n result = ori === \"true\" ? true : false;\r\n }\r\n }\r\n }\r\n // the whole parenthesis scope is replaced by 'true' or 'false'\r\n return result ? \"true\" : \"false\";\r\n };\r\n AndOrNotEvaluator._SimplifyNegation = function (booleanString) {\r\n booleanString = booleanString.replace(/^[\\s!]+/, function (r) {\r\n // remove whitespaces\r\n r = r.replace(/[\\s]/g, function () { return \"\"; });\r\n return r.length % 2 ? \"!\" : \"\";\r\n });\r\n booleanString = booleanString.trim();\r\n if (booleanString === \"!true\") {\r\n booleanString = \"false\";\r\n }\r\n else if (booleanString === \"!false\") {\r\n booleanString = \"true\";\r\n }\r\n return booleanString;\r\n };\r\n return AndOrNotEvaluator;\r\n}());\r\nexport { AndOrNotEvaluator };\r\n//# sourceMappingURL=andOrNotEvaluator.js.map","import { AndOrNotEvaluator } from \"./andOrNotEvaluator\";\r\n/**\r\n * Class used to store custom tags\r\n */\r\nvar Tags = /** @class */ (function () {\r\n function Tags() {\r\n }\r\n /**\r\n * Adds support for tags on the given object\r\n * @param obj defines the object to use\r\n */\r\n Tags.EnableFor = function (obj) {\r\n obj._tags = obj._tags || {};\r\n obj.hasTags = function () {\r\n return Tags.HasTags(obj);\r\n };\r\n obj.addTags = function (tagsString) {\r\n return Tags.AddTagsTo(obj, tagsString);\r\n };\r\n obj.removeTags = function (tagsString) {\r\n return Tags.RemoveTagsFrom(obj, tagsString);\r\n };\r\n obj.matchesTagsQuery = function (tagsQuery) {\r\n return Tags.MatchesQuery(obj, tagsQuery);\r\n };\r\n };\r\n /**\r\n * Removes tags support\r\n * @param obj defines the object to use\r\n */\r\n Tags.DisableFor = function (obj) {\r\n delete obj._tags;\r\n delete obj.hasTags;\r\n delete obj.addTags;\r\n delete obj.removeTags;\r\n delete obj.matchesTagsQuery;\r\n };\r\n /**\r\n * Gets a boolean indicating if the given object has tags\r\n * @param obj defines the object to use\r\n * @returns a boolean\r\n */\r\n Tags.HasTags = function (obj) {\r\n if (!obj._tags) {\r\n return false;\r\n }\r\n var tags = obj._tags;\r\n for (var i in tags) {\r\n if (tags.hasOwnProperty(i)) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n };\r\n /**\r\n * Gets the tags available on a given object\r\n * @param obj defines the object to use\r\n * @param asString defines if the tags must be returned as a string instead of an array of strings\r\n * @returns the tags\r\n */\r\n Tags.GetTags = function (obj, asString) {\r\n if (asString === void 0) { asString = true; }\r\n if (!obj._tags) {\r\n return null;\r\n }\r\n if (asString) {\r\n var tagsArray = [];\r\n for (var tag in obj._tags) {\r\n if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {\r\n tagsArray.push(tag);\r\n }\r\n }\r\n return tagsArray.join(\" \");\r\n }\r\n else {\r\n return obj._tags;\r\n }\r\n };\r\n /**\r\n * Adds tags to an object\r\n * @param obj defines the object to use\r\n * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.\r\n * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces\r\n */\r\n Tags.AddTagsTo = function (obj, tagsString) {\r\n if (!tagsString) {\r\n return;\r\n }\r\n if (typeof tagsString !== \"string\") {\r\n return;\r\n }\r\n var tags = tagsString.split(\" \");\r\n tags.forEach(function (tag, index, array) {\r\n Tags._AddTagTo(obj, tag);\r\n });\r\n };\r\n /**\r\n * @hidden\r\n */\r\n Tags._AddTagTo = function (obj, tag) {\r\n tag = tag.trim();\r\n if (tag === \"\" || tag === \"true\" || tag === \"false\") {\r\n return;\r\n }\r\n if (tag.match(/[\\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {\r\n return;\r\n }\r\n Tags.EnableFor(obj);\r\n obj._tags[tag] = true;\r\n };\r\n /**\r\n * Removes specific tags from a specific object\r\n * @param obj defines the object to use\r\n * @param tagsString defines the tags to remove\r\n */\r\n Tags.RemoveTagsFrom = function (obj, tagsString) {\r\n if (!Tags.HasTags(obj)) {\r\n return;\r\n }\r\n var tags = tagsString.split(\" \");\r\n for (var t in tags) {\r\n Tags._RemoveTagFrom(obj, tags[t]);\r\n }\r\n };\r\n /**\r\n * @hidden\r\n */\r\n Tags._RemoveTagFrom = function (obj, tag) {\r\n delete obj._tags[tag];\r\n };\r\n /**\r\n * Defines if tags hosted on an object match a given query\r\n * @param obj defines the object to use\r\n * @param tagsQuery defines the tag query\r\n * @returns a boolean\r\n */\r\n Tags.MatchesQuery = function (obj, tagsQuery) {\r\n if (tagsQuery === undefined) {\r\n return true;\r\n }\r\n if (tagsQuery === \"\") {\r\n return Tags.HasTags(obj);\r\n }\r\n return AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });\r\n };\r\n return Tags;\r\n}());\r\nexport { Tags };\r\n//# sourceMappingURL=tags.js.map","import { __extends } from \"tslib\";\r\n/**\r\n * Groups all the scene component constants in one place to ease maintenance.\r\n * @hidden\r\n */\r\nvar SceneComponentConstants = /** @class */ (function () {\r\n function SceneComponentConstants() {\r\n }\r\n SceneComponentConstants.NAME_EFFECTLAYER = \"EffectLayer\";\r\n SceneComponentConstants.NAME_LAYER = \"Layer\";\r\n SceneComponentConstants.NAME_LENSFLARESYSTEM = \"LensFlareSystem\";\r\n SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = \"BoundingBoxRenderer\";\r\n SceneComponentConstants.NAME_PARTICLESYSTEM = \"ParticleSystem\";\r\n SceneComponentConstants.NAME_GAMEPAD = \"Gamepad\";\r\n SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = \"SimplificationQueue\";\r\n SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = \"GeometryBufferRenderer\";\r\n SceneComponentConstants.NAME_DEPTHRENDERER = \"DepthRenderer\";\r\n SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = \"PostProcessRenderPipelineManager\";\r\n SceneComponentConstants.NAME_SPRITE = \"Sprite\";\r\n SceneComponentConstants.NAME_OUTLINERENDERER = \"Outline\";\r\n SceneComponentConstants.NAME_PROCEDURALTEXTURE = \"ProceduralTexture\";\r\n SceneComponentConstants.NAME_SHADOWGENERATOR = \"ShadowGenerator\";\r\n SceneComponentConstants.NAME_OCTREE = \"Octree\";\r\n SceneComponentConstants.NAME_PHYSICSENGINE = \"PhysicsEngine\";\r\n SceneComponentConstants.NAME_AUDIO = \"Audio\";\r\n SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;\r\n SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;\r\n SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;\r\n SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;\r\n SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;\r\n SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;\r\n SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;\r\n SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER = 0;\r\n SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;\r\n SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;\r\n SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;\r\n SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;\r\n SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;\r\n SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;\r\n SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;\r\n SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER = 0;\r\n SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;\r\n SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;\r\n SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;\r\n SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;\r\n SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;\r\n SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 0;\r\n SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;\r\n SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 2;\r\n SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;\r\n SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;\r\n SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;\r\n SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;\r\n SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;\r\n return SceneComponentConstants;\r\n}());\r\nexport { SceneComponentConstants };\r\n/**\r\n * Representation of a stage in the scene (Basically a list of ordered steps)\r\n * @hidden\r\n */\r\nvar Stage = /** @class */ (function (_super) {\r\n __extends(Stage, _super);\r\n /**\r\n * Hide ctor from the rest of the world.\r\n * @param items The items to add.\r\n */\r\n function Stage(items) {\r\n return _super.apply(this, items) || this;\r\n }\r\n /**\r\n * Creates a new Stage.\r\n * @returns A new instance of a Stage\r\n */\r\n Stage.Create = function () {\r\n return Object.create(Stage.prototype);\r\n };\r\n /**\r\n * Registers a step in an ordered way in the targeted stage.\r\n * @param index Defines the position to register the step in\r\n * @param component Defines the component attached to the step\r\n * @param action Defines the action to launch during the step\r\n */\r\n Stage.prototype.registerStep = function (index, component, action) {\r\n var i = 0;\r\n var maxIndex = Number.MAX_VALUE;\r\n for (; i < this.length; i++) {\r\n var step = this[i];\r\n maxIndex = step.index;\r\n if (index < maxIndex) {\r\n break;\r\n }\r\n }\r\n this.splice(i, 0, { index: index, component: component, action: action.bind(component) });\r\n };\r\n /**\r\n * Clears all the steps from the stage.\r\n */\r\n Stage.prototype.clear = function () {\r\n this.length = 0;\r\n };\r\n return Stage;\r\n}(Array));\r\nexport { Stage };\r\n//# sourceMappingURL=sceneComponent.js.map","/**\r\n * The engine store class is responsible to hold all the instances of Engine and Scene created\r\n * during the life time of the application.\r\n */\r\nvar EngineStore = /** @class */ (function () {\r\n function EngineStore() {\r\n }\r\n Object.defineProperty(EngineStore, \"LastCreatedEngine\", {\r\n /**\r\n * Gets the latest created engine\r\n */\r\n get: function () {\r\n if (this.Instances.length === 0) {\r\n return null;\r\n }\r\n return this.Instances[this.Instances.length - 1];\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(EngineStore, \"LastCreatedScene\", {\r\n /**\r\n * Gets the latest created scene\r\n */\r\n get: function () {\r\n return this._LastCreatedScene;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** Gets the list of created engines */\r\n EngineStore.Instances = new Array();\r\n /** @hidden */\r\n EngineStore._LastCreatedScene = null;\r\n /**\r\n * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded\r\n * @ignorenaming\r\n */\r\n EngineStore.UseFallbackTexture = true;\r\n /**\r\n * Texture content used if a texture cannot loaded\r\n * @ignorenaming\r\n */\r\n EngineStore.FallbackTexture = \"\";\r\n return EngineStore;\r\n}());\r\nexport { EngineStore };\r\n//# sourceMappingURL=engineStore.js.map","/**\r\n * @hidden\r\n **/\r\nvar DepthCullingState = /** @class */ (function () {\r\n /**\r\n * Initializes the state.\r\n */\r\n function DepthCullingState() {\r\n this._isDepthTestDirty = false;\r\n this._isDepthMaskDirty = false;\r\n this._isDepthFuncDirty = false;\r\n this._isCullFaceDirty = false;\r\n this._isCullDirty = false;\r\n this._isZOffsetDirty = false;\r\n this._isFrontFaceDirty = false;\r\n this.reset();\r\n }\r\n Object.defineProperty(DepthCullingState.prototype, \"isDirty\", {\r\n get: function () {\r\n return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DepthCullingState.prototype, \"zOffset\", {\r\n get: function () {\r\n return this._zOffset;\r\n },\r\n set: function (value) {\r\n if (this._zOffset === value) {\r\n return;\r\n }\r\n this._zOffset = value;\r\n this._isZOffsetDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DepthCullingState.prototype, \"cullFace\", {\r\n get: function () {\r\n return this._cullFace;\r\n },\r\n set: function (value) {\r\n if (this._cullFace === value) {\r\n return;\r\n }\r\n this._cullFace = value;\r\n this._isCullFaceDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DepthCullingState.prototype, \"cull\", {\r\n get: function () {\r\n return this._cull;\r\n },\r\n set: function (value) {\r\n if (this._cull === value) {\r\n return;\r\n }\r\n this._cull = value;\r\n this._isCullDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DepthCullingState.prototype, \"depthFunc\", {\r\n get: function () {\r\n return this._depthFunc;\r\n },\r\n set: function (value) {\r\n if (this._depthFunc === value) {\r\n return;\r\n }\r\n this._depthFunc = value;\r\n this._isDepthFuncDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DepthCullingState.prototype, \"depthMask\", {\r\n get: function () {\r\n return this._depthMask;\r\n },\r\n set: function (value) {\r\n if (this._depthMask === value) {\r\n return;\r\n }\r\n this._depthMask = value;\r\n this._isDepthMaskDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DepthCullingState.prototype, \"depthTest\", {\r\n get: function () {\r\n return this._depthTest;\r\n },\r\n set: function (value) {\r\n if (this._depthTest === value) {\r\n return;\r\n }\r\n this._depthTest = value;\r\n this._isDepthTestDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DepthCullingState.prototype, \"frontFace\", {\r\n get: function () {\r\n return this._frontFace;\r\n },\r\n set: function (value) {\r\n if (this._frontFace === value) {\r\n return;\r\n }\r\n this._frontFace = value;\r\n this._isFrontFaceDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n DepthCullingState.prototype.reset = function () {\r\n this._depthMask = true;\r\n this._depthTest = true;\r\n this._depthFunc = null;\r\n this._cullFace = null;\r\n this._cull = null;\r\n this._zOffset = 0;\r\n this._frontFace = null;\r\n this._isDepthTestDirty = true;\r\n this._isDepthMaskDirty = true;\r\n this._isDepthFuncDirty = false;\r\n this._isCullFaceDirty = false;\r\n this._isCullDirty = false;\r\n this._isZOffsetDirty = false;\r\n this._isFrontFaceDirty = false;\r\n };\r\n DepthCullingState.prototype.apply = function (gl) {\r\n if (!this.isDirty) {\r\n return;\r\n }\r\n // Cull\r\n if (this._isCullDirty) {\r\n if (this.cull) {\r\n gl.enable(gl.CULL_FACE);\r\n }\r\n else {\r\n gl.disable(gl.CULL_FACE);\r\n }\r\n this._isCullDirty = false;\r\n }\r\n // Cull face\r\n if (this._isCullFaceDirty) {\r\n gl.cullFace(this.cullFace);\r\n this._isCullFaceDirty = false;\r\n }\r\n // Depth mask\r\n if (this._isDepthMaskDirty) {\r\n gl.depthMask(this.depthMask);\r\n this._isDepthMaskDirty = false;\r\n }\r\n // Depth test\r\n if (this._isDepthTestDirty) {\r\n if (this.depthTest) {\r\n gl.enable(gl.DEPTH_TEST);\r\n }\r\n else {\r\n gl.disable(gl.DEPTH_TEST);\r\n }\r\n this._isDepthTestDirty = false;\r\n }\r\n // Depth func\r\n if (this._isDepthFuncDirty) {\r\n gl.depthFunc(this.depthFunc);\r\n this._isDepthFuncDirty = false;\r\n }\r\n // zOffset\r\n if (this._isZOffsetDirty) {\r\n if (this.zOffset) {\r\n gl.enable(gl.POLYGON_OFFSET_FILL);\r\n gl.polygonOffset(this.zOffset, 0);\r\n }\r\n else {\r\n gl.disable(gl.POLYGON_OFFSET_FILL);\r\n }\r\n this._isZOffsetDirty = false;\r\n }\r\n // Front face\r\n if (this._isFrontFaceDirty) {\r\n gl.frontFace(this.frontFace);\r\n this._isFrontFaceDirty = false;\r\n }\r\n };\r\n return DepthCullingState;\r\n}());\r\nexport { DepthCullingState };\r\n//# sourceMappingURL=depthCullingState.js.map","/**\r\n * @hidden\r\n **/\r\nvar StencilState = /** @class */ (function () {\r\n function StencilState() {\r\n this._isStencilTestDirty = false;\r\n this._isStencilMaskDirty = false;\r\n this._isStencilFuncDirty = false;\r\n this._isStencilOpDirty = false;\r\n this.reset();\r\n }\r\n Object.defineProperty(StencilState.prototype, \"isDirty\", {\r\n get: function () {\r\n return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StencilState.prototype, \"stencilFunc\", {\r\n get: function () {\r\n return this._stencilFunc;\r\n },\r\n set: function (value) {\r\n if (this._stencilFunc === value) {\r\n return;\r\n }\r\n this._stencilFunc = value;\r\n this._isStencilFuncDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StencilState.prototype, \"stencilFuncRef\", {\r\n get: function () {\r\n return this._stencilFuncRef;\r\n },\r\n set: function (value) {\r\n if (this._stencilFuncRef === value) {\r\n return;\r\n }\r\n this._stencilFuncRef = value;\r\n this._isStencilFuncDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StencilState.prototype, \"stencilFuncMask\", {\r\n get: function () {\r\n return this._stencilFuncMask;\r\n },\r\n set: function (value) {\r\n if (this._stencilFuncMask === value) {\r\n return;\r\n }\r\n this._stencilFuncMask = value;\r\n this._isStencilFuncDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StencilState.prototype, \"stencilOpStencilFail\", {\r\n get: function () {\r\n return this._stencilOpStencilFail;\r\n },\r\n set: function (value) {\r\n if (this._stencilOpStencilFail === value) {\r\n return;\r\n }\r\n this._stencilOpStencilFail = value;\r\n this._isStencilOpDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StencilState.prototype, \"stencilOpDepthFail\", {\r\n get: function () {\r\n return this._stencilOpDepthFail;\r\n },\r\n set: function (value) {\r\n if (this._stencilOpDepthFail === value) {\r\n return;\r\n }\r\n this._stencilOpDepthFail = value;\r\n this._isStencilOpDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StencilState.prototype, \"stencilOpStencilDepthPass\", {\r\n get: function () {\r\n return this._stencilOpStencilDepthPass;\r\n },\r\n set: function (value) {\r\n if (this._stencilOpStencilDepthPass === value) {\r\n return;\r\n }\r\n this._stencilOpStencilDepthPass = value;\r\n this._isStencilOpDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StencilState.prototype, \"stencilMask\", {\r\n get: function () {\r\n return this._stencilMask;\r\n },\r\n set: function (value) {\r\n if (this._stencilMask === value) {\r\n return;\r\n }\r\n this._stencilMask = value;\r\n this._isStencilMaskDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StencilState.prototype, \"stencilTest\", {\r\n get: function () {\r\n return this._stencilTest;\r\n },\r\n set: function (value) {\r\n if (this._stencilTest === value) {\r\n return;\r\n }\r\n this._stencilTest = value;\r\n this._isStencilTestDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n StencilState.prototype.reset = function () {\r\n this._stencilTest = false;\r\n this._stencilMask = 0xFF;\r\n this._stencilFunc = StencilState.ALWAYS;\r\n this._stencilFuncRef = 1;\r\n this._stencilFuncMask = 0xFF;\r\n this._stencilOpStencilFail = StencilState.KEEP;\r\n this._stencilOpDepthFail = StencilState.KEEP;\r\n this._stencilOpStencilDepthPass = StencilState.REPLACE;\r\n this._isStencilTestDirty = true;\r\n this._isStencilMaskDirty = true;\r\n this._isStencilFuncDirty = true;\r\n this._isStencilOpDirty = true;\r\n };\r\n StencilState.prototype.apply = function (gl) {\r\n if (!this.isDirty) {\r\n return;\r\n }\r\n // Stencil test\r\n if (this._isStencilTestDirty) {\r\n if (this.stencilTest) {\r\n gl.enable(gl.STENCIL_TEST);\r\n }\r\n else {\r\n gl.disable(gl.STENCIL_TEST);\r\n }\r\n this._isStencilTestDirty = false;\r\n }\r\n // Stencil mask\r\n if (this._isStencilMaskDirty) {\r\n gl.stencilMask(this.stencilMask);\r\n this._isStencilMaskDirty = false;\r\n }\r\n // Stencil func\r\n if (this._isStencilFuncDirty) {\r\n gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);\r\n this._isStencilFuncDirty = false;\r\n }\r\n // Stencil op\r\n if (this._isStencilOpDirty) {\r\n gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);\r\n this._isStencilOpDirty = false;\r\n }\r\n };\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */\r\n StencilState.ALWAYS = 519;\r\n /** Passed to stencilOperation to specify that stencil value must be kept */\r\n StencilState.KEEP = 7680;\r\n /** Passed to stencilOperation to specify that stencil value must be replaced */\r\n StencilState.REPLACE = 7681;\r\n return StencilState;\r\n}());\r\nexport { StencilState };\r\n//# sourceMappingURL=stencilState.js.map","/**\r\n * @hidden\r\n **/\r\nvar AlphaState = /** @class */ (function () {\r\n /**\r\n * Initializes the state.\r\n */\r\n function AlphaState() {\r\n this._isAlphaBlendDirty = false;\r\n this._isBlendFunctionParametersDirty = false;\r\n this._isBlendEquationParametersDirty = false;\r\n this._isBlendConstantsDirty = false;\r\n this._alphaBlend = false;\r\n this._blendFunctionParameters = new Array(4);\r\n this._blendEquationParameters = new Array(2);\r\n this._blendConstants = new Array(4);\r\n this.reset();\r\n }\r\n Object.defineProperty(AlphaState.prototype, \"isDirty\", {\r\n get: function () {\r\n return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AlphaState.prototype, \"alphaBlend\", {\r\n get: function () {\r\n return this._alphaBlend;\r\n },\r\n set: function (value) {\r\n if (this._alphaBlend === value) {\r\n return;\r\n }\r\n this._alphaBlend = value;\r\n this._isAlphaBlendDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {\r\n if (this._blendConstants[0] === r &&\r\n this._blendConstants[1] === g &&\r\n this._blendConstants[2] === b &&\r\n this._blendConstants[3] === a) {\r\n return;\r\n }\r\n this._blendConstants[0] = r;\r\n this._blendConstants[1] = g;\r\n this._blendConstants[2] = b;\r\n this._blendConstants[3] = a;\r\n this._isBlendConstantsDirty = true;\r\n };\r\n AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {\r\n if (this._blendFunctionParameters[0] === value0 &&\r\n this._blendFunctionParameters[1] === value1 &&\r\n this._blendFunctionParameters[2] === value2 &&\r\n this._blendFunctionParameters[3] === value3) {\r\n return;\r\n }\r\n this._blendFunctionParameters[0] = value0;\r\n this._blendFunctionParameters[1] = value1;\r\n this._blendFunctionParameters[2] = value2;\r\n this._blendFunctionParameters[3] = value3;\r\n this._isBlendFunctionParametersDirty = true;\r\n };\r\n AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {\r\n if (this._blendEquationParameters[0] === rgb &&\r\n this._blendEquationParameters[1] === alpha) {\r\n return;\r\n }\r\n this._blendEquationParameters[0] = rgb;\r\n this._blendEquationParameters[1] = alpha;\r\n this._isBlendEquationParametersDirty = true;\r\n };\r\n AlphaState.prototype.reset = function () {\r\n this._alphaBlend = false;\r\n this._blendFunctionParameters[0] = null;\r\n this._blendFunctionParameters[1] = null;\r\n this._blendFunctionParameters[2] = null;\r\n this._blendFunctionParameters[3] = null;\r\n this._blendEquationParameters[0] = null;\r\n this._blendEquationParameters[1] = null;\r\n this._blendConstants[0] = null;\r\n this._blendConstants[1] = null;\r\n this._blendConstants[2] = null;\r\n this._blendConstants[3] = null;\r\n this._isAlphaBlendDirty = true;\r\n this._isBlendFunctionParametersDirty = false;\r\n this._isBlendEquationParametersDirty = false;\r\n this._isBlendConstantsDirty = false;\r\n };\r\n AlphaState.prototype.apply = function (gl) {\r\n if (!this.isDirty) {\r\n return;\r\n }\r\n // Alpha blend\r\n if (this._isAlphaBlendDirty) {\r\n if (this._alphaBlend) {\r\n gl.enable(gl.BLEND);\r\n }\r\n else {\r\n gl.disable(gl.BLEND);\r\n }\r\n this._isAlphaBlendDirty = false;\r\n }\r\n // Alpha function\r\n if (this._isBlendFunctionParametersDirty) {\r\n gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);\r\n this._isBlendFunctionParametersDirty = false;\r\n }\r\n // Alpha equation\r\n if (this._isBlendEquationParametersDirty) {\r\n gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);\r\n this._isBlendEquationParametersDirty = false;\r\n }\r\n // Constants\r\n if (this._isBlendConstantsDirty) {\r\n gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);\r\n this._isBlendConstantsDirty = false;\r\n }\r\n };\r\n return AlphaState;\r\n}());\r\nexport { AlphaState };\r\n//# sourceMappingURL=alphaCullingState.js.map","/** @hidden */\r\nvar WebGL2ShaderProcessor = /** @class */ (function () {\r\n function WebGL2ShaderProcessor() {\r\n }\r\n WebGL2ShaderProcessor.prototype.attributeProcessor = function (attribute) {\r\n return attribute.replace(\"attribute\", \"in\");\r\n };\r\n WebGL2ShaderProcessor.prototype.varyingProcessor = function (varying, isFragment) {\r\n return varying.replace(\"varying\", isFragment ? \"in\" : \"out\");\r\n };\r\n WebGL2ShaderProcessor.prototype.postProcessor = function (code, defines, isFragment) {\r\n var hasDrawBuffersExtension = code.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;\r\n // Remove extensions\r\n var regex = /#extension.+(GL_OVR_multiview2|GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;\r\n code = code.replace(regex, \"\");\r\n // Replace instructions\r\n code = code.replace(/texture2D\\s*\\(/g, \"texture(\");\r\n if (isFragment) {\r\n code = code.replace(/texture2DLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCubeLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCube\\s*\\(/g, \"texture(\");\r\n code = code.replace(/gl_FragDepthEXT/g, \"gl_FragDepth\");\r\n code = code.replace(/gl_FragColor/g, \"glFragColor\");\r\n code = code.replace(/gl_FragData/g, \"glFragData\");\r\n code = code.replace(/void\\s+?main\\s*\\(/g, (hasDrawBuffersExtension ? \"\" : \"out vec4 glFragColor;\\n\") + \"void main(\");\r\n }\r\n else {\r\n var hasMultiviewExtension = defines.indexOf(\"#define MULTIVIEW\") !== -1;\r\n if (hasMultiviewExtension) {\r\n return \"#extension GL_OVR_multiview2 : require\\nlayout (num_views = 2) in;\\n\" + code;\r\n }\r\n }\r\n return code;\r\n };\r\n return WebGL2ShaderProcessor;\r\n}());\r\nexport { WebGL2ShaderProcessor };\r\n//# sourceMappingURL=webGL2ShaderProcessors.js.map","/** @hidden */\r\nvar WebGLPipelineContext = /** @class */ (function () {\r\n function WebGLPipelineContext() {\r\n this.vertexCompilationError = null;\r\n this.fragmentCompilationError = null;\r\n this.programLinkError = null;\r\n this.programValidationError = null;\r\n }\r\n Object.defineProperty(WebGLPipelineContext.prototype, \"isAsync\", {\r\n get: function () {\r\n return this.isParallelCompiled;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(WebGLPipelineContext.prototype, \"isReady\", {\r\n get: function () {\r\n if (this.program) {\r\n if (this.isParallelCompiled) {\r\n return this.engine._isRenderingStateCompiled(this);\r\n }\r\n return true;\r\n }\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n WebGLPipelineContext.prototype._handlesSpectorRebuildCallback = function (onCompiled) {\r\n if (onCompiled && this.program) {\r\n onCompiled(this.program);\r\n }\r\n };\r\n return WebGLPipelineContext;\r\n}());\r\nexport { WebGLPipelineContext };\r\n//# sourceMappingURL=webGLPipelineContext.js.map","import { EngineStore } from './engineStore';\r\nimport { Effect } from '../Materials/effect';\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { Observable } from '../Misc/observable';\r\nimport { DepthCullingState } from '../States/depthCullingState';\r\nimport { StencilState } from '../States/stencilState';\r\nimport { AlphaState } from '../States/alphaCullingState';\r\nimport { InternalTexture, InternalTextureSource } from '../Materials/Textures/internalTexture';\r\nimport { Logger } from '../Misc/logger';\r\nimport { DomManagement } from '../Misc/domManagement';\r\nimport { WebGL2ShaderProcessor } from './WebGL/webGL2ShaderProcessors';\r\nimport { WebGLDataBuffer } from '../Meshes/WebGL/webGLDataBuffer';\r\nimport { WebGLPipelineContext } from './WebGL/webGLPipelineContext';\r\nimport { CanvasGenerator } from '../Misc/canvasGenerator';\r\n/**\r\n * Keeps track of all the buffer info used in engine.\r\n */\r\nvar BufferPointer = /** @class */ (function () {\r\n function BufferPointer() {\r\n }\r\n return BufferPointer;\r\n}());\r\n/**\r\n * The base engine class (root of all engines)\r\n */\r\nvar ThinEngine = /** @class */ (function () {\r\n /**\r\n * Creates a new engine\r\n * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context\r\n * @param antialias defines enable antialiasing (default: false)\r\n * @param options defines further options to be sent to the getContext() function\r\n * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)\r\n */\r\n function ThinEngine(canvasOrContext, antialias, options, adaptToDeviceRatio) {\r\n var _this = this;\r\n if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }\r\n /**\r\n * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required\r\n */\r\n this.forcePOTTextures = false;\r\n /**\r\n * Gets a boolean indicating if the engine is currently rendering in fullscreen mode\r\n */\r\n this.isFullscreen = false;\r\n /**\r\n * Gets or sets a boolean indicating if back faces must be culled (true by default)\r\n */\r\n this.cullBackFaces = true;\r\n /**\r\n * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun\r\n */\r\n this.renderEvenInBackground = true;\r\n /**\r\n * Gets or sets a boolean indicating that cache can be kept between frames\r\n */\r\n this.preventCacheWipeBetweenFrames = false;\r\n /** Gets or sets a boolean indicating if the engine should validate programs after compilation */\r\n this.validateShaderPrograms = false;\r\n /**\r\n * Gets or sets a boolean indicating if depth buffer should be reverse, going from far to near.\r\n * This can provide greater z depth for distant objects.\r\n */\r\n this.useReverseDepthBuffer = false;\r\n // Uniform buffers list\r\n /**\r\n * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported\r\n */\r\n this.disableUniformBuffers = false;\r\n /** @hidden */\r\n this._uniformBuffers = new Array();\r\n /** @hidden */\r\n this._webGLVersion = 1.0;\r\n this._windowIsBackground = false;\r\n this._highPrecisionShadersAllowed = true;\r\n /** @hidden */\r\n this._badOS = false;\r\n /** @hidden */\r\n this._badDesktopOS = false;\r\n this._renderingQueueLaunched = false;\r\n this._activeRenderLoops = new Array();\r\n // Lost context\r\n /**\r\n * Observable signaled when a context lost event is raised\r\n */\r\n this.onContextLostObservable = new Observable();\r\n /**\r\n * Observable signaled when a context restored event is raised\r\n */\r\n this.onContextRestoredObservable = new Observable();\r\n this._contextWasLost = false;\r\n /** @hidden */\r\n this._doNotHandleContextLost = false;\r\n /**\r\n * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported\r\n */\r\n this.disableVertexArrayObjects = false;\r\n // States\r\n /** @hidden */\r\n this._colorWrite = true;\r\n /** @hidden */\r\n this._colorWriteChanged = true;\r\n /** @hidden */\r\n this._depthCullingState = new DepthCullingState();\r\n /** @hidden */\r\n this._stencilState = new StencilState();\r\n /** @hidden */\r\n this._alphaState = new AlphaState();\r\n /** @hidden */\r\n this._alphaMode = 1;\r\n /** @hidden */\r\n this._alphaEquation = 0;\r\n // Cache\r\n /** @hidden */\r\n this._internalTexturesCache = new Array();\r\n /** @hidden */\r\n this._activeChannel = 0;\r\n this._currentTextureChannel = -1;\r\n /** @hidden */\r\n this._boundTexturesCache = {};\r\n this._compiledEffects = {};\r\n this._vertexAttribArraysEnabled = [];\r\n this._uintIndicesCurrentlySet = false;\r\n this._currentBoundBuffer = new Array();\r\n /** @hidden */\r\n this._currentFramebuffer = null;\r\n this._currentBufferPointers = new Array();\r\n this._currentInstanceLocations = new Array();\r\n this._currentInstanceBuffers = new Array();\r\n this._vaoRecordInProgress = false;\r\n this._mustWipeVertexAttributes = false;\r\n this._nextFreeTextureSlots = new Array();\r\n this._maxSimultaneousTextures = 0;\r\n this._activeRequests = new Array();\r\n // Hardware supported Compressed Textures\r\n this._texturesSupported = new Array();\r\n /**\r\n * Defines whether the engine has been created with the premultipliedAlpha option on or not.\r\n */\r\n this.premultipliedAlpha = true;\r\n /**\r\n * Observable event triggered before each texture is initialized\r\n */\r\n this.onBeforeTextureInitObservable = new Observable();\r\n this._viewportCached = { x: 0, y: 0, z: 0, w: 0 };\r\n this._unpackFlipYCached = null;\r\n /**\r\n * In case you are sharing the context with other applications, it might\r\n * be interested to not cache the unpack flip y state to ensure a consistent\r\n * value would be set.\r\n */\r\n this.enableUnpackFlipYCached = true;\r\n this._getDepthStencilBuffer = function (width, height, samples, internalFormat, msInternalFormat, attachment) {\r\n var gl = _this._gl;\r\n var depthStencilBuffer = gl.createRenderbuffer();\r\n gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);\r\n if (samples > 1 && gl.renderbufferStorageMultisample) {\r\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, msInternalFormat, width, height);\r\n }\r\n else {\r\n gl.renderbufferStorage(gl.RENDERBUFFER, internalFormat, width, height);\r\n }\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, depthStencilBuffer);\r\n gl.bindRenderbuffer(gl.RENDERBUFFER, null);\r\n return depthStencilBuffer;\r\n };\r\n this._boundUniforms = {};\r\n var canvas = null;\r\n if (!canvasOrContext) {\r\n return;\r\n }\r\n options = options || {};\r\n if (canvasOrContext.getContext) {\r\n canvas = canvasOrContext;\r\n this._renderingCanvas = canvas;\r\n if (antialias != null) {\r\n options.antialias = antialias;\r\n }\r\n if (options.deterministicLockstep === undefined) {\r\n options.deterministicLockstep = false;\r\n }\r\n if (options.lockstepMaxSteps === undefined) {\r\n options.lockstepMaxSteps = 4;\r\n }\r\n if (options.timeStep === undefined) {\r\n options.timeStep = 1 / 60;\r\n }\r\n if (options.preserveDrawingBuffer === undefined) {\r\n options.preserveDrawingBuffer = false;\r\n }\r\n if (options.audioEngine === undefined) {\r\n options.audioEngine = true;\r\n }\r\n if (options.stencil === undefined) {\r\n options.stencil = true;\r\n }\r\n if (options.premultipliedAlpha === false) {\r\n this.premultipliedAlpha = false;\r\n }\r\n this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;\r\n // Exceptions\r\n if (navigator && navigator.userAgent) {\r\n var ua = navigator.userAgent;\r\n for (var _i = 0, _a = ThinEngine.ExceptionList; _i < _a.length; _i++) {\r\n var exception = _a[_i];\r\n var key = exception.key;\r\n var targets = exception.targets;\r\n var check = new RegExp(key);\r\n if (check.test(ua)) {\r\n if (exception.capture && exception.captureConstraint) {\r\n var capture = exception.capture;\r\n var constraint = exception.captureConstraint;\r\n var regex = new RegExp(capture);\r\n var matches = regex.exec(ua);\r\n if (matches && matches.length > 0) {\r\n var capturedValue = parseInt(matches[matches.length - 1]);\r\n if (capturedValue >= constraint) {\r\n continue;\r\n }\r\n }\r\n }\r\n for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {\r\n var target = targets_1[_b];\r\n switch (target) {\r\n case \"uniformBuffer\":\r\n this.disableUniformBuffers = true;\r\n break;\r\n case \"vao\":\r\n this.disableVertexArrayObjects = true;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n // Context lost\r\n if (!this._doNotHandleContextLost) {\r\n this._onContextLost = function (evt) {\r\n evt.preventDefault();\r\n _this._contextWasLost = true;\r\n Logger.Warn(\"WebGL context lost.\");\r\n _this.onContextLostObservable.notifyObservers(_this);\r\n };\r\n this._onContextRestored = function () {\r\n // Adding a timeout to avoid race condition at browser level\r\n setTimeout(function () {\r\n // Rebuild gl context\r\n _this._initGLContext();\r\n // Rebuild effects\r\n _this._rebuildEffects();\r\n // Rebuild textures\r\n _this._rebuildInternalTextures();\r\n // Rebuild buffers\r\n _this._rebuildBuffers();\r\n // Cache\r\n _this.wipeCaches(true);\r\n Logger.Warn(\"WebGL context successfully restored.\");\r\n _this.onContextRestoredObservable.notifyObservers(_this);\r\n _this._contextWasLost = false;\r\n }, 0);\r\n };\r\n canvas.addEventListener(\"webglcontextlost\", this._onContextLost, false);\r\n canvas.addEventListener(\"webglcontextrestored\", this._onContextRestored, false);\r\n options.powerPreference = \"high-performance\";\r\n }\r\n // GL\r\n if (!options.disableWebGL2Support) {\r\n try {\r\n this._gl = (canvas.getContext(\"webgl2\", options) || canvas.getContext(\"experimental-webgl2\", options));\r\n if (this._gl) {\r\n this._webGLVersion = 2.0;\r\n // Prevent weird browsers to lie (yeah that happens!)\r\n if (!this._gl.deleteQuery) {\r\n this._webGLVersion = 1.0;\r\n }\r\n }\r\n }\r\n catch (e) {\r\n // Do nothing\r\n }\r\n }\r\n if (!this._gl) {\r\n if (!canvas) {\r\n throw new Error(\"The provided canvas is null or undefined.\");\r\n }\r\n try {\r\n this._gl = (canvas.getContext(\"webgl\", options) || canvas.getContext(\"experimental-webgl\", options));\r\n }\r\n catch (e) {\r\n throw new Error(\"WebGL not supported\");\r\n }\r\n }\r\n if (!this._gl) {\r\n throw new Error(\"WebGL not supported\");\r\n }\r\n }\r\n else {\r\n this._gl = canvasOrContext;\r\n this._renderingCanvas = this._gl.canvas;\r\n if (this._gl.renderbufferStorageMultisample) {\r\n this._webGLVersion = 2.0;\r\n }\r\n var attributes = this._gl.getContextAttributes();\r\n if (attributes) {\r\n options.stencil = attributes.stencil;\r\n }\r\n }\r\n // Ensures a consistent color space unpacking of textures cross browser.\r\n this._gl.pixelStorei(this._gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, this._gl.NONE);\r\n if (options.useHighPrecisionFloats !== undefined) {\r\n this._highPrecisionShadersAllowed = options.useHighPrecisionFloats;\r\n }\r\n // Viewport\r\n var devicePixelRatio = DomManagement.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;\r\n var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;\r\n this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;\r\n this.resize();\r\n this._isStencilEnable = options.stencil ? true : false;\r\n this._initGLContext();\r\n // Prepare buffer pointers\r\n for (var i = 0; i < this._caps.maxVertexAttribs; i++) {\r\n this._currentBufferPointers[i] = new BufferPointer();\r\n }\r\n // Shader processor\r\n if (this.webGLVersion > 1) {\r\n this._shaderProcessor = new WebGL2ShaderProcessor();\r\n }\r\n // Detect if we are running on a faulty buggy OS.\r\n this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);\r\n // Detect if we are running on a faulty buggy desktop OS.\r\n this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);\r\n this._creationOptions = options;\r\n console.log(\"Babylon.js v\" + ThinEngine.Version + \" - \" + this.description);\r\n }\r\n Object.defineProperty(ThinEngine, \"NpmPackage\", {\r\n /**\r\n * Returns the current npm package of the sdk\r\n */\r\n // Not mixed with Version for tooling purpose.\r\n get: function () {\r\n return \"babylonjs@4.1.0\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine, \"Version\", {\r\n /**\r\n * Returns the current version of the framework\r\n */\r\n get: function () {\r\n return \"4.1.0\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"description\", {\r\n /**\r\n * Returns a string describing the current engine\r\n */\r\n get: function () {\r\n var description = \"WebGL\" + this.webGLVersion;\r\n if (this._caps.parallelShaderCompile) {\r\n description += \" - Parallel shader compilation\";\r\n }\r\n return description;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine, \"ShadersRepository\", {\r\n /**\r\n * Gets or sets the relative url used to load shaders if using the engine in non-minified mode\r\n */\r\n get: function () {\r\n return Effect.ShadersRepository;\r\n },\r\n set: function (value) {\r\n Effect.ShadersRepository = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"supportsUniformBuffers\", {\r\n /**\r\n * Gets a boolean indicating that the engine supports uniform buffers\r\n * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets\r\n */\r\n get: function () {\r\n return this.webGLVersion > 1 && !this.disableUniformBuffers;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"_shouldUseHighPrecisionShader\", {\r\n /** @hidden */\r\n get: function () {\r\n return !!(this._caps.highPrecisionShaderSupported && this._highPrecisionShadersAllowed);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"needPOTTextures\", {\r\n /**\r\n * Gets a boolean indicating that only power of 2 textures are supported\r\n * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them\r\n */\r\n get: function () {\r\n return this._webGLVersion < 2 || this.forcePOTTextures;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"doNotHandleContextLost\", {\r\n /**\r\n * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost\r\n */\r\n get: function () {\r\n return this._doNotHandleContextLost;\r\n },\r\n set: function (value) {\r\n this._doNotHandleContextLost = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"_supportsHardwareTextureRescaling\", {\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"framebufferDimensionsObject\", {\r\n /**\r\n * sets the object from which width and height will be taken from when getting render width and height\r\n * Will fallback to the gl object\r\n * @param dimensions the framebuffer width and height that will be used.\r\n */\r\n set: function (dimensions) {\r\n this._framebufferDimensionsObject = dimensions;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"texturesSupported\", {\r\n /**\r\n * Gets the list of texture formats supported\r\n */\r\n get: function () {\r\n return this._texturesSupported;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"textureFormatInUse\", {\r\n /**\r\n * Gets the list of texture formats in use\r\n */\r\n get: function () {\r\n return this._textureFormatInUse;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"currentViewport\", {\r\n /**\r\n * Gets the current viewport\r\n */\r\n get: function () {\r\n return this._cachedViewport;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"emptyTexture\", {\r\n /**\r\n * Gets the default empty texture\r\n */\r\n get: function () {\r\n if (!this._emptyTexture) {\r\n this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, 5, false, false, 1);\r\n }\r\n return this._emptyTexture;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"emptyTexture3D\", {\r\n /**\r\n * Gets the default empty 3D texture\r\n */\r\n get: function () {\r\n if (!this._emptyTexture3D) {\r\n this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, 5, false, false, 1);\r\n }\r\n return this._emptyTexture3D;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"emptyTexture2DArray\", {\r\n /**\r\n * Gets the default empty 2D array texture\r\n */\r\n get: function () {\r\n if (!this._emptyTexture2DArray) {\r\n this._emptyTexture2DArray = this.createRawTexture2DArray(new Uint8Array(4), 1, 1, 1, 5, false, false, 1);\r\n }\r\n return this._emptyTexture2DArray;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"emptyCubeTexture\", {\r\n /**\r\n * Gets the default empty cube texture\r\n */\r\n get: function () {\r\n if (!this._emptyCubeTexture) {\r\n var faceData = new Uint8Array(4);\r\n var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];\r\n this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, 5, 0, false, false, 1);\r\n }\r\n return this._emptyCubeTexture;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n ThinEngine.prototype._rebuildInternalTextures = function () {\r\n var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies\r\n for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {\r\n var internalTexture = currentState_1[_i];\r\n internalTexture._rebuild();\r\n }\r\n };\r\n ThinEngine.prototype._rebuildEffects = function () {\r\n for (var key in this._compiledEffects) {\r\n var effect = this._compiledEffects[key];\r\n effect._prepareEffect();\r\n }\r\n Effect.ResetCache();\r\n };\r\n /**\r\n * Gets a boolean indicating if all created effects are ready\r\n * @returns true if all effects are ready\r\n */\r\n ThinEngine.prototype.areAllEffectsReady = function () {\r\n for (var key in this._compiledEffects) {\r\n var effect = this._compiledEffects[key];\r\n if (!effect.isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n ThinEngine.prototype._rebuildBuffers = function () {\r\n // Uniforms\r\n for (var _i = 0, _a = this._uniformBuffers; _i < _a.length; _i++) {\r\n var uniformBuffer = _a[_i];\r\n uniformBuffer._rebuild();\r\n }\r\n };\r\n ThinEngine.prototype._initGLContext = function () {\r\n // Caps\r\n this._caps = {\r\n maxTexturesImageUnits: this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS),\r\n maxCombinedTexturesImageUnits: this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS),\r\n maxVertexTextureImageUnits: this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS),\r\n maxTextureSize: this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE),\r\n maxSamples: this._webGLVersion > 1 ? this._gl.getParameter(this._gl.MAX_SAMPLES) : 1,\r\n maxCubemapTextureSize: this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE),\r\n maxRenderTextureSize: this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE),\r\n maxVertexAttribs: this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS),\r\n maxVaryingVectors: this._gl.getParameter(this._gl.MAX_VARYING_VECTORS),\r\n maxFragmentUniformVectors: this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS),\r\n maxVertexUniformVectors: this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS),\r\n parallelShaderCompile: this._gl.getExtension('KHR_parallel_shader_compile'),\r\n standardDerivatives: this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null),\r\n maxAnisotropy: 1,\r\n astc: this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc'),\r\n s3tc: this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc'),\r\n pvrtc: this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'),\r\n etc1: this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1'),\r\n etc2: this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||\r\n this._gl.getExtension('WEBGL_compressed_texture_es3_0'),\r\n textureAnisotropicFilterExtension: this._gl.getExtension('EXT_texture_filter_anisotropic') || this._gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic') || this._gl.getExtension('MOZ_EXT_texture_filter_anisotropic'),\r\n uintIndices: this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null,\r\n fragmentDepthSupported: this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null,\r\n highPrecisionShaderSupported: false,\r\n timerQuery: this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension(\"EXT_disjoint_timer_query\"),\r\n canUseTimestampForTimerQuery: false,\r\n drawBuffersExtension: false,\r\n maxMSAASamples: 1,\r\n colorBufferFloat: this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float'),\r\n textureFloat: (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false,\r\n textureHalfFloat: (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false,\r\n textureHalfFloatRender: false,\r\n textureFloatLinearFiltering: false,\r\n textureFloatRender: false,\r\n textureHalfFloatLinearFiltering: false,\r\n vertexArrayObject: false,\r\n instancedArrays: false,\r\n textureLOD: (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false,\r\n blendMinMax: false,\r\n multiview: this._gl.getExtension('OVR_multiview2'),\r\n oculusMultiview: this._gl.getExtension('OCULUS_multiview'),\r\n depthTextureExtension: false\r\n };\r\n // Infos\r\n this._glVersion = this._gl.getParameter(this._gl.VERSION);\r\n var rendererInfo = this._gl.getExtension(\"WEBGL_debug_renderer_info\");\r\n if (rendererInfo != null) {\r\n this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);\r\n this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);\r\n }\r\n if (!this._glVendor) {\r\n this._glVendor = \"Unknown vendor\";\r\n }\r\n if (!this._glRenderer) {\r\n this._glRenderer = \"Unknown renderer\";\r\n }\r\n // Constants\r\n this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).\r\n if (this._gl.RGBA16F !== 0x881A) {\r\n this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.\r\n }\r\n if (this._gl.RGBA32F !== 0x8814) {\r\n this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.\r\n }\r\n if (this._gl.DEPTH24_STENCIL8 !== 35056) {\r\n this._gl.DEPTH24_STENCIL8 = 35056;\r\n }\r\n // Extensions\r\n if (this._caps.timerQuery) {\r\n if (this._webGLVersion === 1) {\r\n this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);\r\n }\r\n this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;\r\n }\r\n this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;\r\n this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;\r\n this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;\r\n this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;\r\n // Checks if some of the format renders first to allow the use of webgl inspector.\r\n if (this._webGLVersion > 1) {\r\n this._gl.HALF_FLOAT_OES = 0x140B;\r\n }\r\n this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();\r\n // Draw buffers\r\n if (this._webGLVersion > 1) {\r\n this._caps.drawBuffersExtension = true;\r\n this._caps.maxMSAASamples = this._gl.getParameter(this._gl.MAX_SAMPLES);\r\n }\r\n else {\r\n var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');\r\n if (drawBuffersExtension !== null) {\r\n this._caps.drawBuffersExtension = true;\r\n this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);\r\n this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;\r\n for (var i = 0; i < 16; i++) {\r\n this._gl[\"COLOR_ATTACHMENT\" + i + \"_WEBGL\"] = drawBuffersExtension[\"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n }\r\n }\r\n }\r\n // Depth Texture\r\n if (this._webGLVersion > 1) {\r\n this._caps.depthTextureExtension = true;\r\n }\r\n else {\r\n var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');\r\n if (depthTextureExtension != null) {\r\n this._caps.depthTextureExtension = true;\r\n this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;\r\n }\r\n }\r\n // Vertex array object\r\n if (this.disableVertexArrayObjects) {\r\n this._caps.vertexArrayObject = false;\r\n }\r\n else if (this._webGLVersion > 1) {\r\n this._caps.vertexArrayObject = true;\r\n }\r\n else {\r\n var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');\r\n if (vertexArrayObjectExtension != null) {\r\n this._caps.vertexArrayObject = true;\r\n this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);\r\n this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);\r\n this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);\r\n }\r\n }\r\n // Instances count\r\n if (this._webGLVersion > 1) {\r\n this._caps.instancedArrays = true;\r\n }\r\n else {\r\n var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');\r\n if (instanceExtension != null) {\r\n this._caps.instancedArrays = true;\r\n this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);\r\n this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);\r\n this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);\r\n }\r\n else {\r\n this._caps.instancedArrays = false;\r\n }\r\n }\r\n // Intelligently add supported compressed formats in order to check for.\r\n // Check for ASTC support first as it is most powerful and to be very cross platform.\r\n // Next PVRTC & DXT, which are probably superior to ETC1/2.\r\n // Likely no hardware which supports both PVR & DXT, so order matters little.\r\n // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.\r\n if (this._caps.astc) {\r\n this.texturesSupported.push('-astc.ktx');\r\n }\r\n if (this._caps.s3tc) {\r\n this.texturesSupported.push('-dxt.ktx');\r\n }\r\n if (this._caps.pvrtc) {\r\n this.texturesSupported.push('-pvrtc.ktx');\r\n }\r\n if (this._caps.etc2) {\r\n this.texturesSupported.push('-etc2.ktx');\r\n }\r\n if (this._caps.etc1) {\r\n this.texturesSupported.push('-etc1.ktx');\r\n }\r\n if (this._gl.getShaderPrecisionFormat) {\r\n var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);\r\n var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);\r\n if (vertex_highp && fragment_highp) {\r\n this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;\r\n }\r\n }\r\n if (this._webGLVersion > 1) {\r\n this._caps.blendMinMax = true;\r\n }\r\n else {\r\n var blendMinMaxExtension = this._gl.getExtension('EXT_blend_minmax');\r\n if (blendMinMaxExtension != null) {\r\n this._caps.blendMinMax = true;\r\n this._gl.MAX = blendMinMaxExtension.MAX_EXT;\r\n this._gl.MIN = blendMinMaxExtension.MIN_EXT;\r\n }\r\n }\r\n // Depth buffer\r\n this._depthCullingState.depthTest = true;\r\n this._depthCullingState.depthFunc = this._gl.LEQUAL;\r\n this._depthCullingState.depthMask = true;\r\n // Texture maps\r\n this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;\r\n for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {\r\n this._nextFreeTextureSlots.push(slot);\r\n }\r\n };\r\n Object.defineProperty(ThinEngine.prototype, \"webGLVersion\", {\r\n /**\r\n * Gets version of the current webGL context\r\n */\r\n get: function () {\r\n return this._webGLVersion;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets a string idenfifying the name of the class\r\n * @returns \"Engine\" string\r\n */\r\n ThinEngine.prototype.getClassName = function () {\r\n return \"ThinEngine\";\r\n };\r\n Object.defineProperty(ThinEngine.prototype, \"isStencilEnable\", {\r\n /**\r\n * Returns true if the stencil buffer has been enabled through the creation option of the context.\r\n */\r\n get: function () {\r\n return this._isStencilEnable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n ThinEngine.prototype._prepareWorkingCanvas = function () {\r\n if (this._workingCanvas) {\r\n return;\r\n }\r\n this._workingCanvas = CanvasGenerator.CreateCanvas(1, 1);\r\n var context = this._workingCanvas.getContext(\"2d\");\r\n if (context) {\r\n this._workingContext = context;\r\n }\r\n };\r\n /**\r\n * Reset the texture cache to empty state\r\n */\r\n ThinEngine.prototype.resetTextureCache = function () {\r\n for (var key in this._boundTexturesCache) {\r\n if (!this._boundTexturesCache.hasOwnProperty(key)) {\r\n continue;\r\n }\r\n this._boundTexturesCache[key] = null;\r\n }\r\n this._currentTextureChannel = -1;\r\n };\r\n /**\r\n * Gets an object containing information about the current webGL context\r\n * @returns an object containing the vender, the renderer and the version of the current webGL context\r\n */\r\n ThinEngine.prototype.getGlInfo = function () {\r\n return {\r\n vendor: this._glVendor,\r\n renderer: this._glRenderer,\r\n version: this._glVersion\r\n };\r\n };\r\n /**\r\n * Defines the hardware scaling level.\r\n * By default the hardware scaling level is computed from the window device ratio.\r\n * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.\r\n * @param level defines the level to use\r\n */\r\n ThinEngine.prototype.setHardwareScalingLevel = function (level) {\r\n this._hardwareScalingLevel = level;\r\n this.resize();\r\n };\r\n /**\r\n * Gets the current hardware scaling level.\r\n * By default the hardware scaling level is computed from the window device ratio.\r\n * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.\r\n * @returns a number indicating the current hardware scaling level\r\n */\r\n ThinEngine.prototype.getHardwareScalingLevel = function () {\r\n return this._hardwareScalingLevel;\r\n };\r\n /**\r\n * Gets the list of loaded textures\r\n * @returns an array containing all loaded textures\r\n */\r\n ThinEngine.prototype.getLoadedTexturesCache = function () {\r\n return this._internalTexturesCache;\r\n };\r\n /**\r\n * Gets the object containing all engine capabilities\r\n * @returns the EngineCapabilities object\r\n */\r\n ThinEngine.prototype.getCaps = function () {\r\n return this._caps;\r\n };\r\n /**\r\n * stop executing a render loop function and remove it from the execution array\r\n * @param renderFunction defines the function to be removed. If not provided all functions will be removed.\r\n */\r\n ThinEngine.prototype.stopRenderLoop = function (renderFunction) {\r\n if (!renderFunction) {\r\n this._activeRenderLoops = [];\r\n return;\r\n }\r\n var index = this._activeRenderLoops.indexOf(renderFunction);\r\n if (index >= 0) {\r\n this._activeRenderLoops.splice(index, 1);\r\n }\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._renderLoop = function () {\r\n if (!this._contextWasLost) {\r\n var shouldRender = true;\r\n if (!this.renderEvenInBackground && this._windowIsBackground) {\r\n shouldRender = false;\r\n }\r\n if (shouldRender) {\r\n // Start new frame\r\n this.beginFrame();\r\n for (var index = 0; index < this._activeRenderLoops.length; index++) {\r\n var renderFunction = this._activeRenderLoops[index];\r\n renderFunction();\r\n }\r\n // Present\r\n this.endFrame();\r\n }\r\n }\r\n if (this._activeRenderLoops.length > 0) {\r\n this._frameHandler = this._queueNewFrame(this._boundRenderFunction, this.getHostWindow());\r\n }\r\n else {\r\n this._renderingQueueLaunched = false;\r\n }\r\n };\r\n /**\r\n * Gets the HTML canvas attached with the current webGL context\r\n * @returns a HTML canvas\r\n */\r\n ThinEngine.prototype.getRenderingCanvas = function () {\r\n return this._renderingCanvas;\r\n };\r\n /**\r\n * Gets host window\r\n * @returns the host window object\r\n */\r\n ThinEngine.prototype.getHostWindow = function () {\r\n if (!DomManagement.IsWindowObjectExist()) {\r\n return null;\r\n }\r\n if (this._renderingCanvas && this._renderingCanvas.ownerDocument && this._renderingCanvas.ownerDocument.defaultView) {\r\n return this._renderingCanvas.ownerDocument.defaultView;\r\n }\r\n return window;\r\n };\r\n /**\r\n * Gets the current render width\r\n * @param useScreen defines if screen size must be used (or the current render target if any)\r\n * @returns a number defining the current render width\r\n */\r\n ThinEngine.prototype.getRenderWidth = function (useScreen) {\r\n if (useScreen === void 0) { useScreen = false; }\r\n if (!useScreen && this._currentRenderTarget) {\r\n return this._currentRenderTarget.width;\r\n }\r\n return this._framebufferDimensionsObject ? this._framebufferDimensionsObject.framebufferWidth : this._gl.drawingBufferWidth;\r\n };\r\n /**\r\n * Gets the current render height\r\n * @param useScreen defines if screen size must be used (or the current render target if any)\r\n * @returns a number defining the current render height\r\n */\r\n ThinEngine.prototype.getRenderHeight = function (useScreen) {\r\n if (useScreen === void 0) { useScreen = false; }\r\n if (!useScreen && this._currentRenderTarget) {\r\n return this._currentRenderTarget.height;\r\n }\r\n return this._framebufferDimensionsObject ? this._framebufferDimensionsObject.framebufferHeight : this._gl.drawingBufferHeight;\r\n };\r\n /**\r\n * Can be used to override the current requestAnimationFrame requester.\r\n * @hidden\r\n */\r\n ThinEngine.prototype._queueNewFrame = function (bindedRenderFunction, requester) {\r\n return ThinEngine.QueueNewFrame(bindedRenderFunction, requester);\r\n };\r\n /**\r\n * Register and execute a render loop. The engine can have more than one render function\r\n * @param renderFunction defines the function to continuously execute\r\n */\r\n ThinEngine.prototype.runRenderLoop = function (renderFunction) {\r\n if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {\r\n return;\r\n }\r\n this._activeRenderLoops.push(renderFunction);\r\n if (!this._renderingQueueLaunched) {\r\n this._renderingQueueLaunched = true;\r\n this._boundRenderFunction = this._renderLoop.bind(this);\r\n this._frameHandler = this._queueNewFrame(this._boundRenderFunction, this.getHostWindow());\r\n }\r\n };\r\n /**\r\n * Clear the current render buffer or the current render target (if any is set up)\r\n * @param color defines the color to use\r\n * @param backBuffer defines if the back buffer must be cleared\r\n * @param depth defines if the depth buffer must be cleared\r\n * @param stencil defines if the stencil buffer must be cleared\r\n */\r\n ThinEngine.prototype.clear = function (color, backBuffer, depth, stencil) {\r\n if (stencil === void 0) { stencil = false; }\r\n this.applyStates();\r\n var mode = 0;\r\n if (backBuffer && color) {\r\n this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);\r\n mode |= this._gl.COLOR_BUFFER_BIT;\r\n }\r\n if (depth) {\r\n if (this.useReverseDepthBuffer) {\r\n this._depthCullingState.depthFunc = this._gl.GREATER;\r\n this._gl.clearDepth(0.0);\r\n }\r\n else {\r\n this._gl.clearDepth(1.0);\r\n }\r\n mode |= this._gl.DEPTH_BUFFER_BIT;\r\n }\r\n if (stencil) {\r\n this._gl.clearStencil(0);\r\n mode |= this._gl.STENCIL_BUFFER_BIT;\r\n }\r\n this._gl.clear(mode);\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._viewport = function (x, y, width, height) {\r\n if (x !== this._viewportCached.x ||\r\n y !== this._viewportCached.y ||\r\n width !== this._viewportCached.z ||\r\n height !== this._viewportCached.w) {\r\n this._viewportCached.x = x;\r\n this._viewportCached.y = y;\r\n this._viewportCached.z = width;\r\n this._viewportCached.w = height;\r\n this._gl.viewport(x, y, width, height);\r\n }\r\n };\r\n /**\r\n * Set the WebGL's viewport\r\n * @param viewport defines the viewport element to be used\r\n * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used\r\n * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used\r\n */\r\n ThinEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {\r\n var width = requiredWidth || this.getRenderWidth();\r\n var height = requiredHeight || this.getRenderHeight();\r\n var x = viewport.x || 0;\r\n var y = viewport.y || 0;\r\n this._cachedViewport = viewport;\r\n this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);\r\n };\r\n /**\r\n * Begin a new frame\r\n */\r\n ThinEngine.prototype.beginFrame = function () {\r\n };\r\n /**\r\n * Enf the current frame\r\n */\r\n ThinEngine.prototype.endFrame = function () {\r\n // Force a flush in case we are using a bad OS.\r\n if (this._badOS) {\r\n this.flushFramebuffer();\r\n }\r\n };\r\n /**\r\n * Resize the view according to the canvas' size\r\n */\r\n ThinEngine.prototype.resize = function () {\r\n var width;\r\n var height;\r\n if (DomManagement.IsWindowObjectExist()) {\r\n width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;\r\n height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;\r\n }\r\n else {\r\n width = this._renderingCanvas ? this._renderingCanvas.width : 100;\r\n height = this._renderingCanvas ? this._renderingCanvas.height : 100;\r\n }\r\n this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);\r\n };\r\n /**\r\n * Force a specific size of the canvas\r\n * @param width defines the new canvas' width\r\n * @param height defines the new canvas' height\r\n */\r\n ThinEngine.prototype.setSize = function (width, height) {\r\n if (!this._renderingCanvas) {\r\n return;\r\n }\r\n width = width | 0;\r\n height = height | 0;\r\n if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {\r\n return;\r\n }\r\n this._renderingCanvas.width = width;\r\n this._renderingCanvas.height = height;\r\n };\r\n /**\r\n * Binds the frame buffer to the specified texture.\r\n * @param texture The texture to render to or null for the default canvas\r\n * @param faceIndex The face of the texture to render to in case of cube texture\r\n * @param requiredWidth The width of the target to render to\r\n * @param requiredHeight The height of the target to render to\r\n * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true\r\n * @param lodLevel defines the lod level to bind to the frame buffer\r\n * @param layer defines the 2d array index to bind to frame buffer to\r\n */\r\n ThinEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, lodLevel, layer) {\r\n if (faceIndex === void 0) { faceIndex = 0; }\r\n if (lodLevel === void 0) { lodLevel = 0; }\r\n if (layer === void 0) { layer = 0; }\r\n if (this._currentRenderTarget) {\r\n this.unBindFramebuffer(this._currentRenderTarget);\r\n }\r\n this._currentRenderTarget = texture;\r\n this._bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);\r\n var gl = this._gl;\r\n if (texture.is2DArray) {\r\n gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, texture._webGLTexture, lodLevel, layer);\r\n }\r\n else if (texture.isCube) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);\r\n }\r\n var depthStencilTexture = texture._depthStencilTexture;\r\n if (depthStencilTexture) {\r\n var attachment = (depthStencilTexture._generateStencilBuffer) ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;\r\n if (texture.is2DArray) {\r\n gl.framebufferTextureLayer(gl.FRAMEBUFFER, attachment, depthStencilTexture._webGLTexture, lodLevel, layer);\r\n }\r\n else if (texture.isCube) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);\r\n }\r\n else {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, lodLevel);\r\n }\r\n }\r\n if (this._cachedViewport && !forceFullscreenViewport) {\r\n this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);\r\n }\r\n else {\r\n if (!requiredWidth) {\r\n requiredWidth = texture.width;\r\n if (lodLevel) {\r\n requiredWidth = requiredWidth / Math.pow(2, lodLevel);\r\n }\r\n }\r\n if (!requiredHeight) {\r\n requiredHeight = texture.height;\r\n if (lodLevel) {\r\n requiredHeight = requiredHeight / Math.pow(2, lodLevel);\r\n }\r\n }\r\n this._viewport(0, 0, requiredWidth, requiredHeight);\r\n }\r\n this.wipeCaches();\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._bindUnboundFramebuffer = function (framebuffer) {\r\n if (this._currentFramebuffer !== framebuffer) {\r\n this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);\r\n this._currentFramebuffer = framebuffer;\r\n }\r\n };\r\n /**\r\n * Unbind the current render target texture from the webGL context\r\n * @param texture defines the render target texture to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n ThinEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {\r\n if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }\r\n this._currentRenderTarget = null;\r\n // If MSAA, we need to bitblt back to main texture\r\n var gl = this._gl;\r\n if (texture._MSAAFramebuffer) {\r\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);\r\n gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);\r\n }\r\n if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n }\r\n if (onBeforeUnbind) {\r\n if (texture._MSAAFramebuffer) {\r\n // Bind the correct framebuffer\r\n this._bindUnboundFramebuffer(texture._framebuffer);\r\n }\r\n onBeforeUnbind();\r\n }\r\n this._bindUnboundFramebuffer(null);\r\n };\r\n /**\r\n * Force a webGL flush (ie. a flush of all waiting webGL commands)\r\n */\r\n ThinEngine.prototype.flushFramebuffer = function () {\r\n this._gl.flush();\r\n };\r\n /**\r\n * Unbind the current render target and bind the default framebuffer\r\n */\r\n ThinEngine.prototype.restoreDefaultFramebuffer = function () {\r\n if (this._currentRenderTarget) {\r\n this.unBindFramebuffer(this._currentRenderTarget);\r\n }\r\n else {\r\n this._bindUnboundFramebuffer(null);\r\n }\r\n if (this._cachedViewport) {\r\n this.setViewport(this._cachedViewport);\r\n }\r\n this.wipeCaches();\r\n };\r\n // VBOs\r\n /** @hidden */\r\n ThinEngine.prototype._resetVertexBufferBinding = function () {\r\n this.bindArrayBuffer(null);\r\n this._cachedVertexBuffers = null;\r\n };\r\n /**\r\n * Creates a vertex buffer\r\n * @param data the data for the vertex buffer\r\n * @returns the new WebGL static buffer\r\n */\r\n ThinEngine.prototype.createVertexBuffer = function (data) {\r\n return this._createVertexBuffer(data, this._gl.STATIC_DRAW);\r\n };\r\n ThinEngine.prototype._createVertexBuffer = function (data, usage) {\r\n var vbo = this._gl.createBuffer();\r\n if (!vbo) {\r\n throw new Error(\"Unable to create vertex buffer\");\r\n }\r\n var dataBuffer = new WebGLDataBuffer(vbo);\r\n this.bindArrayBuffer(dataBuffer);\r\n if (data instanceof Array) {\r\n this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);\r\n }\r\n else {\r\n this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);\r\n }\r\n this._resetVertexBufferBinding();\r\n dataBuffer.references = 1;\r\n return dataBuffer;\r\n };\r\n /**\r\n * Creates a dynamic vertex buffer\r\n * @param data the data for the dynamic vertex buffer\r\n * @returns the new WebGL dynamic buffer\r\n */\r\n ThinEngine.prototype.createDynamicVertexBuffer = function (data) {\r\n return this._createVertexBuffer(data, this._gl.DYNAMIC_DRAW);\r\n };\r\n ThinEngine.prototype._resetIndexBufferBinding = function () {\r\n this.bindIndexBuffer(null);\r\n this._cachedIndexBuffer = null;\r\n };\r\n /**\r\n * Creates a new index buffer\r\n * @param indices defines the content of the index buffer\r\n * @param updatable defines if the index buffer must be updatable\r\n * @returns a new webGL buffer\r\n */\r\n ThinEngine.prototype.createIndexBuffer = function (indices, updatable) {\r\n var vbo = this._gl.createBuffer();\r\n var dataBuffer = new WebGLDataBuffer(vbo);\r\n if (!vbo) {\r\n throw new Error(\"Unable to create index buffer\");\r\n }\r\n this.bindIndexBuffer(dataBuffer);\r\n var data = this._normalizeIndexData(indices);\r\n this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, data, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);\r\n this._resetIndexBufferBinding();\r\n dataBuffer.references = 1;\r\n dataBuffer.is32Bits = (data.BYTES_PER_ELEMENT === 4);\r\n return dataBuffer;\r\n };\r\n ThinEngine.prototype._normalizeIndexData = function (indices) {\r\n if (indices instanceof Uint16Array) {\r\n return indices;\r\n }\r\n // Check 32 bit support\r\n if (this._caps.uintIndices) {\r\n if (indices instanceof Uint32Array) {\r\n return indices;\r\n }\r\n else {\r\n // number[] or Int32Array, check if 32 bit is necessary\r\n for (var index = 0; index < indices.length; index++) {\r\n if (indices[index] >= 65535) {\r\n return new Uint32Array(indices);\r\n }\r\n }\r\n return new Uint16Array(indices);\r\n }\r\n }\r\n // No 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)\r\n return new Uint16Array(indices);\r\n };\r\n /**\r\n * Bind a webGL buffer to the webGL context\r\n * @param buffer defines the buffer to bind\r\n */\r\n ThinEngine.prototype.bindArrayBuffer = function (buffer) {\r\n if (!this._vaoRecordInProgress) {\r\n this._unbindVertexArrayObject();\r\n }\r\n this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);\r\n };\r\n /**\r\n * Bind a specific block at a given index in a specific shader program\r\n * @param pipelineContext defines the pipeline context to use\r\n * @param blockName defines the block name\r\n * @param index defines the index where to bind the block\r\n */\r\n ThinEngine.prototype.bindUniformBlock = function (pipelineContext, blockName, index) {\r\n var program = pipelineContext.program;\r\n var uniformLocation = this._gl.getUniformBlockIndex(program, blockName);\r\n this._gl.uniformBlockBinding(program, uniformLocation, index);\r\n };\r\n ThinEngine.prototype.bindIndexBuffer = function (buffer) {\r\n if (!this._vaoRecordInProgress) {\r\n this._unbindVertexArrayObject();\r\n }\r\n this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);\r\n };\r\n ThinEngine.prototype.bindBuffer = function (buffer, target) {\r\n if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {\r\n this._gl.bindBuffer(target, buffer ? buffer.underlyingResource : null);\r\n this._currentBoundBuffer[target] = buffer;\r\n }\r\n };\r\n /**\r\n * update the bound buffer with the given data\r\n * @param data defines the data to update\r\n */\r\n ThinEngine.prototype.updateArrayBuffer = function (data) {\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);\r\n };\r\n ThinEngine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {\r\n var pointer = this._currentBufferPointers[indx];\r\n var changed = false;\r\n if (!pointer.active) {\r\n changed = true;\r\n pointer.active = true;\r\n pointer.index = indx;\r\n pointer.size = size;\r\n pointer.type = type;\r\n pointer.normalized = normalized;\r\n pointer.stride = stride;\r\n pointer.offset = offset;\r\n pointer.buffer = buffer;\r\n }\r\n else {\r\n if (pointer.buffer !== buffer) {\r\n pointer.buffer = buffer;\r\n changed = true;\r\n }\r\n if (pointer.size !== size) {\r\n pointer.size = size;\r\n changed = true;\r\n }\r\n if (pointer.type !== type) {\r\n pointer.type = type;\r\n changed = true;\r\n }\r\n if (pointer.normalized !== normalized) {\r\n pointer.normalized = normalized;\r\n changed = true;\r\n }\r\n if (pointer.stride !== stride) {\r\n pointer.stride = stride;\r\n changed = true;\r\n }\r\n if (pointer.offset !== offset) {\r\n pointer.offset = offset;\r\n changed = true;\r\n }\r\n }\r\n if (changed || this._vaoRecordInProgress) {\r\n this.bindArrayBuffer(buffer);\r\n this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);\r\n }\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._bindIndexBufferWithCache = function (indexBuffer) {\r\n if (indexBuffer == null) {\r\n return;\r\n }\r\n if (this._cachedIndexBuffer !== indexBuffer) {\r\n this._cachedIndexBuffer = indexBuffer;\r\n this.bindIndexBuffer(indexBuffer);\r\n this._uintIndicesCurrentlySet = indexBuffer.is32Bits;\r\n }\r\n };\r\n ThinEngine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {\r\n var attributes = effect.getAttributesNames();\r\n if (!this._vaoRecordInProgress) {\r\n this._unbindVertexArrayObject();\r\n }\r\n this.unbindAllAttributes();\r\n for (var index = 0; index < attributes.length; index++) {\r\n var order = effect.getAttributeLocation(index);\r\n if (order >= 0) {\r\n var vertexBuffer = vertexBuffers[attributes[index]];\r\n if (!vertexBuffer) {\r\n continue;\r\n }\r\n this._gl.enableVertexAttribArray(order);\r\n if (!this._vaoRecordInProgress) {\r\n this._vertexAttribArraysEnabled[order] = true;\r\n }\r\n var buffer = vertexBuffer.getBuffer();\r\n if (buffer) {\r\n this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);\r\n if (vertexBuffer.getIsInstanced()) {\r\n this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());\r\n if (!this._vaoRecordInProgress) {\r\n this._currentInstanceLocations.push(order);\r\n this._currentInstanceBuffers.push(buffer);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * Records a vertex array object\r\n * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects\r\n * @param vertexBuffers defines the list of vertex buffers to store\r\n * @param indexBuffer defines the index buffer to store\r\n * @param effect defines the effect to store\r\n * @returns the new vertex array object\r\n */\r\n ThinEngine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {\r\n var vao = this._gl.createVertexArray();\r\n this._vaoRecordInProgress = true;\r\n this._gl.bindVertexArray(vao);\r\n this._mustWipeVertexAttributes = true;\r\n this._bindVertexBuffersAttributes(vertexBuffers, effect);\r\n this.bindIndexBuffer(indexBuffer);\r\n this._vaoRecordInProgress = false;\r\n this._gl.bindVertexArray(null);\r\n return vao;\r\n };\r\n /**\r\n * Bind a specific vertex array object\r\n * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects\r\n * @param vertexArrayObject defines the vertex array object to bind\r\n * @param indexBuffer defines the index buffer to bind\r\n */\r\n ThinEngine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {\r\n if (this._cachedVertexArrayObject !== vertexArrayObject) {\r\n this._cachedVertexArrayObject = vertexArrayObject;\r\n this._gl.bindVertexArray(vertexArrayObject);\r\n this._cachedVertexBuffers = null;\r\n this._cachedIndexBuffer = null;\r\n this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;\r\n this._mustWipeVertexAttributes = true;\r\n }\r\n };\r\n /**\r\n * Bind webGl buffers directly to the webGL context\r\n * @param vertexBuffer defines the vertex buffer to bind\r\n * @param indexBuffer defines the index buffer to bind\r\n * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer\r\n * @param vertexStrideSize defines the vertex stride of the vertex buffer\r\n * @param effect defines the effect associated with the vertex buffer\r\n */\r\n ThinEngine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {\r\n if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {\r\n this._cachedVertexBuffers = vertexBuffer;\r\n this._cachedEffectForVertexBuffers = effect;\r\n var attributesCount = effect.getAttributesCount();\r\n this._unbindVertexArrayObject();\r\n this.unbindAllAttributes();\r\n var offset = 0;\r\n for (var index = 0; index < attributesCount; index++) {\r\n if (index < vertexDeclaration.length) {\r\n var order = effect.getAttributeLocation(index);\r\n if (order >= 0) {\r\n this._gl.enableVertexAttribArray(order);\r\n this._vertexAttribArraysEnabled[order] = true;\r\n this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);\r\n }\r\n offset += vertexDeclaration[index] * 4;\r\n }\r\n }\r\n }\r\n this._bindIndexBufferWithCache(indexBuffer);\r\n };\r\n ThinEngine.prototype._unbindVertexArrayObject = function () {\r\n if (!this._cachedVertexArrayObject) {\r\n return;\r\n }\r\n this._cachedVertexArrayObject = null;\r\n this._gl.bindVertexArray(null);\r\n };\r\n /**\r\n * Bind a list of vertex buffers to the webGL context\r\n * @param vertexBuffers defines the list of vertex buffers to bind\r\n * @param indexBuffer defines the index buffer to bind\r\n * @param effect defines the effect associated with the vertex buffers\r\n */\r\n ThinEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {\r\n if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {\r\n this._cachedVertexBuffers = vertexBuffers;\r\n this._cachedEffectForVertexBuffers = effect;\r\n this._bindVertexBuffersAttributes(vertexBuffers, effect);\r\n }\r\n this._bindIndexBufferWithCache(indexBuffer);\r\n };\r\n /**\r\n * Unbind all instance attributes\r\n */\r\n ThinEngine.prototype.unbindInstanceAttributes = function () {\r\n var boundBuffer;\r\n for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {\r\n var instancesBuffer = this._currentInstanceBuffers[i];\r\n if (boundBuffer != instancesBuffer && instancesBuffer.references) {\r\n boundBuffer = instancesBuffer;\r\n this.bindArrayBuffer(instancesBuffer);\r\n }\r\n var offsetLocation = this._currentInstanceLocations[i];\r\n this._gl.vertexAttribDivisor(offsetLocation, 0);\r\n }\r\n this._currentInstanceBuffers.length = 0;\r\n this._currentInstanceLocations.length = 0;\r\n };\r\n /**\r\n * Release and free the memory of a vertex array object\r\n * @param vao defines the vertex array object to delete\r\n */\r\n ThinEngine.prototype.releaseVertexArrayObject = function (vao) {\r\n this._gl.deleteVertexArray(vao);\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._releaseBuffer = function (buffer) {\r\n buffer.references--;\r\n if (buffer.references === 0) {\r\n this._deleteBuffer(buffer);\r\n return true;\r\n }\r\n return false;\r\n };\r\n ThinEngine.prototype._deleteBuffer = function (buffer) {\r\n this._gl.deleteBuffer(buffer.underlyingResource);\r\n };\r\n /**\r\n * Update the content of a webGL buffer used with instanciation and bind it to the webGL context\r\n * @param instancesBuffer defines the webGL buffer to update and bind\r\n * @param data defines the data to store in the buffer\r\n * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer\r\n */\r\n ThinEngine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {\r\n this.bindArrayBuffer(instancesBuffer);\r\n if (data) {\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);\r\n }\r\n if (offsetLocations[0].index !== undefined) {\r\n this.bindInstancesBuffer(instancesBuffer, offsetLocations, true);\r\n }\r\n else {\r\n for (var index = 0; index < 4; index++) {\r\n var offsetLocation = offsetLocations[index];\r\n if (!this._vertexAttribArraysEnabled[offsetLocation]) {\r\n this._gl.enableVertexAttribArray(offsetLocation);\r\n this._vertexAttribArraysEnabled[offsetLocation] = true;\r\n }\r\n this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);\r\n this._gl.vertexAttribDivisor(offsetLocation, 1);\r\n this._currentInstanceLocations.push(offsetLocation);\r\n this._currentInstanceBuffers.push(instancesBuffer);\r\n }\r\n }\r\n };\r\n /**\r\n * Bind the content of a webGL buffer used with instantiation\r\n * @param instancesBuffer defines the webGL buffer to bind\r\n * @param attributesInfo defines the offsets or attributes information used to determine where data must be stored in the buffer\r\n * @param computeStride defines Whether to compute the strides from the info or use the default 0\r\n */\r\n ThinEngine.prototype.bindInstancesBuffer = function (instancesBuffer, attributesInfo, computeStride) {\r\n if (computeStride === void 0) { computeStride = true; }\r\n this.bindArrayBuffer(instancesBuffer);\r\n var stride = 0;\r\n if (computeStride) {\r\n for (var i = 0; i < attributesInfo.length; i++) {\r\n var ai = attributesInfo[i];\r\n stride += ai.attributeSize * 4;\r\n }\r\n }\r\n for (var i = 0; i < attributesInfo.length; i++) {\r\n var ai = attributesInfo[i];\r\n if (ai.index === undefined) {\r\n ai.index = this._currentEffect.getAttributeLocationByName(ai.attributeName);\r\n }\r\n if (!this._vertexAttribArraysEnabled[ai.index]) {\r\n this._gl.enableVertexAttribArray(ai.index);\r\n this._vertexAttribArraysEnabled[ai.index] = true;\r\n }\r\n this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attributeType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);\r\n this._gl.vertexAttribDivisor(ai.index, ai.divisor === undefined ? 1 : ai.divisor);\r\n this._currentInstanceLocations.push(ai.index);\r\n this._currentInstanceBuffers.push(instancesBuffer);\r\n }\r\n };\r\n /**\r\n * Disable the instance attribute corresponding to the name in parameter\r\n * @param name defines the name of the attribute to disable\r\n */\r\n ThinEngine.prototype.disableInstanceAttributeByName = function (name) {\r\n if (!this._currentEffect) {\r\n return;\r\n }\r\n var attributeLocation = this._currentEffect.getAttributeLocationByName(name);\r\n this.disableInstanceAttribute(attributeLocation);\r\n };\r\n /**\r\n * Disable the instance attribute corresponding to the location in parameter\r\n * @param attributeLocation defines the attribute location of the attribute to disable\r\n */\r\n ThinEngine.prototype.disableInstanceAttribute = function (attributeLocation) {\r\n var shouldClean = false;\r\n var index;\r\n while ((index = this._currentInstanceLocations.indexOf(attributeLocation)) !== -1) {\r\n this._currentInstanceLocations.splice(index, 1);\r\n this._currentInstanceBuffers.splice(index, 1);\r\n shouldClean = true;\r\n index = this._currentInstanceLocations.indexOf(attributeLocation);\r\n }\r\n if (shouldClean) {\r\n this._gl.vertexAttribDivisor(attributeLocation, 0);\r\n this.disableAttributeByIndex(attributeLocation);\r\n }\r\n };\r\n /**\r\n * Disable the attribute corresponding to the location in parameter\r\n * @param attributeLocation defines the attribute location of the attribute to disable\r\n */\r\n ThinEngine.prototype.disableAttributeByIndex = function (attributeLocation) {\r\n this._gl.disableVertexAttribArray(attributeLocation);\r\n this._vertexAttribArraysEnabled[attributeLocation] = false;\r\n this._currentBufferPointers[attributeLocation].active = false;\r\n };\r\n /**\r\n * Send a draw order\r\n * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)\r\n * @param indexStart defines the starting index\r\n * @param indexCount defines the number of index to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n ThinEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {\r\n this.drawElementsType(useTriangles ? 0 : 1, indexStart, indexCount, instancesCount);\r\n };\r\n /**\r\n * Draw a list of points\r\n * @param verticesStart defines the index of first vertex to draw\r\n * @param verticesCount defines the count of vertices to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n ThinEngine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {\r\n this.drawArraysType(2, verticesStart, verticesCount, instancesCount);\r\n };\r\n /**\r\n * Draw a list of unindexed primitives\r\n * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)\r\n * @param verticesStart defines the index of first vertex to draw\r\n * @param verticesCount defines the count of vertices to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n ThinEngine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {\r\n this.drawArraysType(useTriangles ? 0 : 1, verticesStart, verticesCount, instancesCount);\r\n };\r\n /**\r\n * Draw a list of indexed primitives\r\n * @param fillMode defines the primitive to use\r\n * @param indexStart defines the starting index\r\n * @param indexCount defines the number of index to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n ThinEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {\r\n // Apply states\r\n this.applyStates();\r\n this._reportDrawCall();\r\n // Render\r\n var drawMode = this._drawMode(fillMode);\r\n var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;\r\n var mult = this._uintIndicesCurrentlySet ? 4 : 2;\r\n if (instancesCount) {\r\n this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);\r\n }\r\n else {\r\n this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);\r\n }\r\n };\r\n /**\r\n * Draw a list of unindexed primitives\r\n * @param fillMode defines the primitive to use\r\n * @param verticesStart defines the index of first vertex to draw\r\n * @param verticesCount defines the count of vertices to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n ThinEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {\r\n // Apply states\r\n this.applyStates();\r\n this._reportDrawCall();\r\n var drawMode = this._drawMode(fillMode);\r\n if (instancesCount) {\r\n this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);\r\n }\r\n else {\r\n this._gl.drawArrays(drawMode, verticesStart, verticesCount);\r\n }\r\n };\r\n ThinEngine.prototype._drawMode = function (fillMode) {\r\n switch (fillMode) {\r\n // Triangle views\r\n case 0:\r\n return this._gl.TRIANGLES;\r\n case 2:\r\n return this._gl.POINTS;\r\n case 1:\r\n return this._gl.LINES;\r\n // Draw modes\r\n case 3:\r\n return this._gl.POINTS;\r\n case 4:\r\n return this._gl.LINES;\r\n case 5:\r\n return this._gl.LINE_LOOP;\r\n case 6:\r\n return this._gl.LINE_STRIP;\r\n case 7:\r\n return this._gl.TRIANGLE_STRIP;\r\n case 8:\r\n return this._gl.TRIANGLE_FAN;\r\n default:\r\n return this._gl.TRIANGLES;\r\n }\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._reportDrawCall = function () {\r\n // Will be implemented by children\r\n };\r\n // Shaders\r\n /** @hidden */\r\n ThinEngine.prototype._releaseEffect = function (effect) {\r\n if (this._compiledEffects[effect._key]) {\r\n delete this._compiledEffects[effect._key];\r\n this._deletePipelineContext(effect.getPipelineContext());\r\n }\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._deletePipelineContext = function (pipelineContext) {\r\n var webGLPipelineContext = pipelineContext;\r\n if (webGLPipelineContext && webGLPipelineContext.program) {\r\n webGLPipelineContext.program.__SPECTOR_rebuildProgram = null;\r\n this._gl.deleteProgram(webGLPipelineContext.program);\r\n }\r\n };\r\n /**\r\n * Create a new effect (used to store vertex/fragment shaders)\r\n * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)\r\n * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object\r\n * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use\r\n * @param samplers defines an array of string used to represent textures\r\n * @param defines defines the string containing the defines to use to compile the shaders\r\n * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails\r\n * @param onCompiled defines a function to call when the effect creation is successful\r\n * @param onError defines a function to call when the effect creation has failed\r\n * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)\r\n * @returns the new Effect\r\n */\r\n ThinEngine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {\r\n var vertex = baseName.vertexElement || baseName.vertex || baseName;\r\n var fragment = baseName.fragmentElement || baseName.fragment || baseName;\r\n var name = vertex + \"+\" + fragment + \"@\" + (defines ? defines : attributesNamesOrOptions.defines);\r\n if (this._compiledEffects[name]) {\r\n var compiledEffect = this._compiledEffects[name];\r\n if (onCompiled && compiledEffect.isReady()) {\r\n onCompiled(compiledEffect);\r\n }\r\n return compiledEffect;\r\n }\r\n var effect = new Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);\r\n effect._key = name;\r\n this._compiledEffects[name] = effect;\r\n return effect;\r\n };\r\n ThinEngine._ConcatenateShader = function (source, defines, shaderVersion) {\r\n if (shaderVersion === void 0) { shaderVersion = \"\"; }\r\n return shaderVersion + (defines ? defines + \"\\n\" : \"\") + source;\r\n };\r\n ThinEngine.prototype._compileShader = function (source, type, defines, shaderVersion) {\r\n return this._compileRawShader(ThinEngine._ConcatenateShader(source, defines, shaderVersion), type);\r\n };\r\n ThinEngine.prototype._compileRawShader = function (source, type) {\r\n var gl = this._gl;\r\n var shader = gl.createShader(type === \"vertex\" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);\r\n if (!shader) {\r\n throw new Error(\"Something went wrong while compile the shader.\");\r\n }\r\n gl.shaderSource(shader, source);\r\n gl.compileShader(shader);\r\n return shader;\r\n };\r\n /**\r\n * Directly creates a webGL program\r\n * @param pipelineContext defines the pipeline context to attach to\r\n * @param vertexCode defines the vertex shader code to use\r\n * @param fragmentCode defines the fragment shader code to use\r\n * @param context defines the webGL context to use (if not set, the current one will be used)\r\n * @param transformFeedbackVaryings defines the list of transform feedback varyings to use\r\n * @returns the new webGL program\r\n */\r\n ThinEngine.prototype.createRawShaderProgram = function (pipelineContext, vertexCode, fragmentCode, context, transformFeedbackVaryings) {\r\n if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }\r\n context = context || this._gl;\r\n var vertexShader = this._compileRawShader(vertexCode, \"vertex\");\r\n var fragmentShader = this._compileRawShader(fragmentCode, \"fragment\");\r\n return this._createShaderProgram(pipelineContext, vertexShader, fragmentShader, context, transformFeedbackVaryings);\r\n };\r\n /**\r\n * Creates a webGL program\r\n * @param pipelineContext defines the pipeline context to attach to\r\n * @param vertexCode defines the vertex shader code to use\r\n * @param fragmentCode defines the fragment shader code to use\r\n * @param defines defines the string containing the defines to use to compile the shaders\r\n * @param context defines the webGL context to use (if not set, the current one will be used)\r\n * @param transformFeedbackVaryings defines the list of transform feedback varyings to use\r\n * @returns the new webGL program\r\n */\r\n ThinEngine.prototype.createShaderProgram = function (pipelineContext, vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {\r\n if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }\r\n context = context || this._gl;\r\n var shaderVersion = (this._webGLVersion > 1) ? \"#version 300 es\\n#define WEBGL2 \\n\" : \"\";\r\n var vertexShader = this._compileShader(vertexCode, \"vertex\", defines, shaderVersion);\r\n var fragmentShader = this._compileShader(fragmentCode, \"fragment\", defines, shaderVersion);\r\n return this._createShaderProgram(pipelineContext, vertexShader, fragmentShader, context, transformFeedbackVaryings);\r\n };\r\n /**\r\n * Creates a new pipeline context\r\n * @returns the new pipeline\r\n */\r\n ThinEngine.prototype.createPipelineContext = function () {\r\n var pipelineContext = new WebGLPipelineContext();\r\n pipelineContext.engine = this;\r\n if (this._caps.parallelShaderCompile) {\r\n pipelineContext.isParallelCompiled = true;\r\n }\r\n return pipelineContext;\r\n };\r\n ThinEngine.prototype._createShaderProgram = function (pipelineContext, vertexShader, fragmentShader, context, transformFeedbackVaryings) {\r\n if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }\r\n var shaderProgram = context.createProgram();\r\n pipelineContext.program = shaderProgram;\r\n if (!shaderProgram) {\r\n throw new Error(\"Unable to create program\");\r\n }\r\n context.attachShader(shaderProgram, vertexShader);\r\n context.attachShader(shaderProgram, fragmentShader);\r\n context.linkProgram(shaderProgram);\r\n pipelineContext.context = context;\r\n pipelineContext.vertexShader = vertexShader;\r\n pipelineContext.fragmentShader = fragmentShader;\r\n if (!pipelineContext.isParallelCompiled) {\r\n this._finalizePipelineContext(pipelineContext);\r\n }\r\n return shaderProgram;\r\n };\r\n ThinEngine.prototype._finalizePipelineContext = function (pipelineContext) {\r\n var context = pipelineContext.context;\r\n var vertexShader = pipelineContext.vertexShader;\r\n var fragmentShader = pipelineContext.fragmentShader;\r\n var program = pipelineContext.program;\r\n var linked = context.getProgramParameter(program, context.LINK_STATUS);\r\n if (!linked) { // Get more info\r\n // Vertex\r\n if (!this._gl.getShaderParameter(vertexShader, this._gl.COMPILE_STATUS)) {\r\n var log = this._gl.getShaderInfoLog(vertexShader);\r\n if (log) {\r\n pipelineContext.vertexCompilationError = log;\r\n throw new Error(\"VERTEX SHADER \" + log);\r\n }\r\n }\r\n // Fragment\r\n if (!this._gl.getShaderParameter(fragmentShader, this._gl.COMPILE_STATUS)) {\r\n var log = this._gl.getShaderInfoLog(fragmentShader);\r\n if (log) {\r\n pipelineContext.fragmentCompilationError = log;\r\n throw new Error(\"FRAGMENT SHADER \" + log);\r\n }\r\n }\r\n var error = context.getProgramInfoLog(program);\r\n if (error) {\r\n pipelineContext.programLinkError = error;\r\n throw new Error(error);\r\n }\r\n }\r\n if (this.validateShaderPrograms) {\r\n context.validateProgram(program);\r\n var validated = context.getProgramParameter(program, context.VALIDATE_STATUS);\r\n if (!validated) {\r\n var error = context.getProgramInfoLog(program);\r\n if (error) {\r\n pipelineContext.programValidationError = error;\r\n throw new Error(error);\r\n }\r\n }\r\n }\r\n context.deleteShader(vertexShader);\r\n context.deleteShader(fragmentShader);\r\n pipelineContext.vertexShader = undefined;\r\n pipelineContext.fragmentShader = undefined;\r\n if (pipelineContext.onCompiled) {\r\n pipelineContext.onCompiled();\r\n pipelineContext.onCompiled = undefined;\r\n }\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._preparePipelineContext = function (pipelineContext, vertexSourceCode, fragmentSourceCode, createAsRaw, rebuildRebind, defines, transformFeedbackVaryings) {\r\n var webGLRenderingState = pipelineContext;\r\n if (createAsRaw) {\r\n webGLRenderingState.program = this.createRawShaderProgram(webGLRenderingState, vertexSourceCode, fragmentSourceCode, undefined, transformFeedbackVaryings);\r\n }\r\n else {\r\n webGLRenderingState.program = this.createShaderProgram(webGLRenderingState, vertexSourceCode, fragmentSourceCode, defines, undefined, transformFeedbackVaryings);\r\n }\r\n webGLRenderingState.program.__SPECTOR_rebuildProgram = rebuildRebind;\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._isRenderingStateCompiled = function (pipelineContext) {\r\n var webGLPipelineContext = pipelineContext;\r\n if (this._gl.getProgramParameter(webGLPipelineContext.program, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {\r\n this._finalizePipelineContext(webGLPipelineContext);\r\n return true;\r\n }\r\n return false;\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._executeWhenRenderingStateIsCompiled = function (pipelineContext, action) {\r\n var webGLPipelineContext = pipelineContext;\r\n if (!webGLPipelineContext.isParallelCompiled) {\r\n action();\r\n return;\r\n }\r\n var oldHandler = webGLPipelineContext.onCompiled;\r\n if (oldHandler) {\r\n webGLPipelineContext.onCompiled = function () {\r\n oldHandler();\r\n action();\r\n };\r\n }\r\n else {\r\n webGLPipelineContext.onCompiled = action;\r\n }\r\n };\r\n /**\r\n * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names\r\n * @param pipelineContext defines the pipeline context to use\r\n * @param uniformsNames defines the list of uniform names\r\n * @returns an array of webGL uniform locations\r\n */\r\n ThinEngine.prototype.getUniforms = function (pipelineContext, uniformsNames) {\r\n var results = new Array();\r\n var webGLPipelineContext = pipelineContext;\r\n for (var index = 0; index < uniformsNames.length; index++) {\r\n results.push(this._gl.getUniformLocation(webGLPipelineContext.program, uniformsNames[index]));\r\n }\r\n return results;\r\n };\r\n /**\r\n * Gets the lsit of active attributes for a given webGL program\r\n * @param pipelineContext defines the pipeline context to use\r\n * @param attributesNames defines the list of attribute names to get\r\n * @returns an array of indices indicating the offset of each attribute\r\n */\r\n ThinEngine.prototype.getAttributes = function (pipelineContext, attributesNames) {\r\n var results = [];\r\n var webGLPipelineContext = pipelineContext;\r\n for (var index = 0; index < attributesNames.length; index++) {\r\n try {\r\n results.push(this._gl.getAttribLocation(webGLPipelineContext.program, attributesNames[index]));\r\n }\r\n catch (e) {\r\n results.push(-1);\r\n }\r\n }\r\n return results;\r\n };\r\n /**\r\n * Activates an effect, mkaing it the current one (ie. the one used for rendering)\r\n * @param effect defines the effect to activate\r\n */\r\n ThinEngine.prototype.enableEffect = function (effect) {\r\n if (!effect || effect === this._currentEffect) {\r\n return;\r\n }\r\n // Use program\r\n this.bindSamplers(effect);\r\n this._currentEffect = effect;\r\n if (effect.onBind) {\r\n effect.onBind(effect);\r\n }\r\n if (effect._onBindObservable) {\r\n effect._onBindObservable.notifyObservers(effect);\r\n }\r\n };\r\n /**\r\n * Set the value of an uniform to a number (int)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param value defines the int number to store\r\n */\r\n ThinEngine.prototype.setInt = function (uniform, value) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform1i(uniform, value);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of int32\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of int32 to store\r\n */\r\n ThinEngine.prototype.setIntArray = function (uniform, array) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform1iv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of int32 (stored as vec2)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of int32 to store\r\n */\r\n ThinEngine.prototype.setIntArray2 = function (uniform, array) {\r\n if (!uniform || array.length % 2 !== 0) {\r\n return;\r\n }\r\n this._gl.uniform2iv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of int32 (stored as vec3)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of int32 to store\r\n */\r\n ThinEngine.prototype.setIntArray3 = function (uniform, array) {\r\n if (!uniform || array.length % 3 !== 0) {\r\n return;\r\n }\r\n this._gl.uniform3iv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of int32 (stored as vec4)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of int32 to store\r\n */\r\n ThinEngine.prototype.setIntArray4 = function (uniform, array) {\r\n if (!uniform || array.length % 4 !== 0) {\r\n return;\r\n }\r\n this._gl.uniform4iv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of number\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of number to store\r\n */\r\n ThinEngine.prototype.setArray = function (uniform, array) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform1fv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of number (stored as vec2)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of number to store\r\n */\r\n ThinEngine.prototype.setArray2 = function (uniform, array) {\r\n if (!uniform || array.length % 2 !== 0) {\r\n return;\r\n }\r\n this._gl.uniform2fv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of number (stored as vec3)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of number to store\r\n */\r\n ThinEngine.prototype.setArray3 = function (uniform, array) {\r\n if (!uniform || array.length % 3 !== 0) {\r\n return;\r\n }\r\n this._gl.uniform3fv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of number (stored as vec4)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of number to store\r\n */\r\n ThinEngine.prototype.setArray4 = function (uniform, array) {\r\n if (!uniform || array.length % 4 !== 0) {\r\n return;\r\n }\r\n this._gl.uniform4fv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of float32 (stored as matrices)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param matrices defines the array of float32 to store\r\n */\r\n ThinEngine.prototype.setMatrices = function (uniform, matrices) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniformMatrix4fv(uniform, false, matrices);\r\n };\r\n /**\r\n * Set the value of an uniform to a matrix (3x3)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param matrix defines the Float32Array representing the 3x3 matrix to store\r\n */\r\n ThinEngine.prototype.setMatrix3x3 = function (uniform, matrix) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniformMatrix3fv(uniform, false, matrix);\r\n };\r\n /**\r\n * Set the value of an uniform to a matrix (2x2)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param matrix defines the Float32Array representing the 2x2 matrix to store\r\n */\r\n ThinEngine.prototype.setMatrix2x2 = function (uniform, matrix) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniformMatrix2fv(uniform, false, matrix);\r\n };\r\n /**\r\n * Set the value of an uniform to a number (float)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param value defines the float number to store\r\n */\r\n ThinEngine.prototype.setFloat = function (uniform, value) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform1f(uniform, value);\r\n };\r\n /**\r\n * Set the value of an uniform to a vec2\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param x defines the 1st component of the value\r\n * @param y defines the 2nd component of the value\r\n */\r\n ThinEngine.prototype.setFloat2 = function (uniform, x, y) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform2f(uniform, x, y);\r\n };\r\n /**\r\n * Set the value of an uniform to a vec3\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param x defines the 1st component of the value\r\n * @param y defines the 2nd component of the value\r\n * @param z defines the 3rd component of the value\r\n */\r\n ThinEngine.prototype.setFloat3 = function (uniform, x, y, z) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform3f(uniform, x, y, z);\r\n };\r\n /**\r\n * Set the value of an uniform to a vec4\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param x defines the 1st component of the value\r\n * @param y defines the 2nd component of the value\r\n * @param z defines the 3rd component of the value\r\n * @param w defines the 4th component of the value\r\n */\r\n ThinEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform4f(uniform, x, y, z, w);\r\n };\r\n // States\r\n /**\r\n * Apply all cached states (depth, culling, stencil and alpha)\r\n */\r\n ThinEngine.prototype.applyStates = function () {\r\n this._depthCullingState.apply(this._gl);\r\n this._stencilState.apply(this._gl);\r\n this._alphaState.apply(this._gl);\r\n if (this._colorWriteChanged) {\r\n this._colorWriteChanged = false;\r\n var enable = this._colorWrite;\r\n this._gl.colorMask(enable, enable, enable, enable);\r\n }\r\n };\r\n /**\r\n * Enable or disable color writing\r\n * @param enable defines the state to set\r\n */\r\n ThinEngine.prototype.setColorWrite = function (enable) {\r\n if (enable !== this._colorWrite) {\r\n this._colorWriteChanged = true;\r\n this._colorWrite = enable;\r\n }\r\n };\r\n /**\r\n * Gets a boolean indicating if color writing is enabled\r\n * @returns the current color writing state\r\n */\r\n ThinEngine.prototype.getColorWrite = function () {\r\n return this._colorWrite;\r\n };\r\n Object.defineProperty(ThinEngine.prototype, \"depthCullingState\", {\r\n /**\r\n * Gets the depth culling state manager\r\n */\r\n get: function () {\r\n return this._depthCullingState;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"alphaState\", {\r\n /**\r\n * Gets the alpha state manager\r\n */\r\n get: function () {\r\n return this._alphaState;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"stencilState\", {\r\n /**\r\n * Gets the stencil state manager\r\n */\r\n get: function () {\r\n return this._stencilState;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Textures\r\n /**\r\n * Clears the list of texture accessible through engine.\r\n * This can help preventing texture load conflict due to name collision.\r\n */\r\n ThinEngine.prototype.clearInternalTexturesCache = function () {\r\n this._internalTexturesCache = [];\r\n };\r\n /**\r\n * Force the entire cache to be cleared\r\n * You should not have to use this function unless your engine needs to share the webGL context with another engine\r\n * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)\r\n */\r\n ThinEngine.prototype.wipeCaches = function (bruteForce) {\r\n if (this.preventCacheWipeBetweenFrames && !bruteForce) {\r\n return;\r\n }\r\n this._currentEffect = null;\r\n this._viewportCached.x = 0;\r\n this._viewportCached.y = 0;\r\n this._viewportCached.z = 0;\r\n this._viewportCached.w = 0;\r\n // Done before in case we clean the attributes\r\n this._unbindVertexArrayObject();\r\n if (bruteForce) {\r\n this._currentProgram = null;\r\n this.resetTextureCache();\r\n this._stencilState.reset();\r\n this._depthCullingState.reset();\r\n this._depthCullingState.depthFunc = this._gl.LEQUAL;\r\n this._alphaState.reset();\r\n this._alphaMode = 1;\r\n this._alphaEquation = 0;\r\n this._colorWrite = true;\r\n this._colorWriteChanged = true;\r\n this._unpackFlipYCached = null;\r\n this._gl.pixelStorei(this._gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, this._gl.NONE);\r\n this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);\r\n this._mustWipeVertexAttributes = true;\r\n this.unbindAllAttributes();\r\n }\r\n this._resetVertexBufferBinding();\r\n this._cachedIndexBuffer = null;\r\n this._cachedEffectForVertexBuffers = null;\r\n this.bindIndexBuffer(null);\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {\r\n var gl = this._gl;\r\n var magFilter = gl.NEAREST;\r\n var minFilter = gl.NEAREST;\r\n switch (samplingMode) {\r\n case 11:\r\n magFilter = gl.LINEAR;\r\n if (generateMipMaps) {\r\n minFilter = gl.LINEAR_MIPMAP_NEAREST;\r\n }\r\n else {\r\n minFilter = gl.LINEAR;\r\n }\r\n break;\r\n case 3:\r\n magFilter = gl.LINEAR;\r\n if (generateMipMaps) {\r\n minFilter = gl.LINEAR_MIPMAP_LINEAR;\r\n }\r\n else {\r\n minFilter = gl.LINEAR;\r\n }\r\n break;\r\n case 8:\r\n magFilter = gl.NEAREST;\r\n if (generateMipMaps) {\r\n minFilter = gl.NEAREST_MIPMAP_LINEAR;\r\n }\r\n else {\r\n minFilter = gl.NEAREST;\r\n }\r\n break;\r\n case 4:\r\n magFilter = gl.NEAREST;\r\n if (generateMipMaps) {\r\n minFilter = gl.NEAREST_MIPMAP_NEAREST;\r\n }\r\n else {\r\n minFilter = gl.NEAREST;\r\n }\r\n break;\r\n case 5:\r\n magFilter = gl.NEAREST;\r\n if (generateMipMaps) {\r\n minFilter = gl.LINEAR_MIPMAP_NEAREST;\r\n }\r\n else {\r\n minFilter = gl.LINEAR;\r\n }\r\n break;\r\n case 6:\r\n magFilter = gl.NEAREST;\r\n if (generateMipMaps) {\r\n minFilter = gl.LINEAR_MIPMAP_LINEAR;\r\n }\r\n else {\r\n minFilter = gl.LINEAR;\r\n }\r\n break;\r\n case 7:\r\n magFilter = gl.NEAREST;\r\n minFilter = gl.LINEAR;\r\n break;\r\n case 1:\r\n magFilter = gl.NEAREST;\r\n minFilter = gl.NEAREST;\r\n break;\r\n case 9:\r\n magFilter = gl.LINEAR;\r\n if (generateMipMaps) {\r\n minFilter = gl.NEAREST_MIPMAP_NEAREST;\r\n }\r\n else {\r\n minFilter = gl.NEAREST;\r\n }\r\n break;\r\n case 10:\r\n magFilter = gl.LINEAR;\r\n if (generateMipMaps) {\r\n minFilter = gl.NEAREST_MIPMAP_LINEAR;\r\n }\r\n else {\r\n minFilter = gl.NEAREST;\r\n }\r\n break;\r\n case 2:\r\n magFilter = gl.LINEAR;\r\n minFilter = gl.LINEAR;\r\n break;\r\n case 12:\r\n magFilter = gl.LINEAR;\r\n minFilter = gl.NEAREST;\r\n break;\r\n }\r\n return {\r\n min: minFilter,\r\n mag: magFilter\r\n };\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._createTexture = function () {\r\n var texture = this._gl.createTexture();\r\n if (!texture) {\r\n throw new Error(\"Unable to create texture\");\r\n }\r\n return texture;\r\n };\r\n /**\r\n * Usually called from Texture.ts.\r\n * Passed information to create a WebGLTexture\r\n * @param urlArg defines a value which contains one of the following:\r\n * * A conventional http URL, e.g. 'http://...' or 'file://...'\r\n * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'\r\n * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file\r\n * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)\r\n * @param scene needed for loading to the correct scene\r\n * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)\r\n * @param onLoad optional callback to be called upon successful completion\r\n * @param onError optional callback to be called upon failure\r\n * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob\r\n * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities\r\n * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param mimeType defines an optional mime type\r\n * @returns a InternalTexture for assignment back into BABYLON.Texture\r\n */\r\n ThinEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension, mimeType) {\r\n var _this = this;\r\n if (samplingMode === void 0) { samplingMode = 3; }\r\n if (onLoad === void 0) { onLoad = null; }\r\n if (onError === void 0) { onError = null; }\r\n if (buffer === void 0) { buffer = null; }\r\n if (fallback === void 0) { fallback = null; }\r\n if (format === void 0) { format = null; }\r\n if (forcedExtension === void 0) { forcedExtension = null; }\r\n var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback\r\n var fromData = url.substr(0, 5) === \"data:\";\r\n var fromBlob = url.substr(0, 5) === \"blob:\";\r\n var isBase64 = fromData && url.indexOf(\";base64,\") !== -1;\r\n var texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Url);\r\n // establish the file extension, if possible\r\n var lastDot = url.lastIndexOf('.');\r\n var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : \"\");\r\n var loader = null;\r\n for (var _i = 0, _a = ThinEngine._TextureLoaders; _i < _a.length; _i++) {\r\n var availableLoader = _a[_i];\r\n if (availableLoader.canLoad(extension)) {\r\n loader = availableLoader;\r\n break;\r\n }\r\n }\r\n if (scene) {\r\n scene._addPendingData(texture);\r\n }\r\n texture.url = url;\r\n texture.generateMipMaps = !noMipmap;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n if (!this._doNotHandleContextLost) {\r\n // Keep a link to the buffer only if we plan to handle context lost\r\n texture._buffer = buffer;\r\n }\r\n var onLoadObserver = null;\r\n if (onLoad && !fallback) {\r\n onLoadObserver = texture.onLoadedObservable.add(onLoad);\r\n }\r\n if (!fallback) {\r\n this._internalTexturesCache.push(texture);\r\n }\r\n var onInternalError = function (message, exception) {\r\n if (scene) {\r\n scene._removePendingData(texture);\r\n }\r\n if (onLoadObserver) {\r\n texture.onLoadedObservable.remove(onLoadObserver);\r\n }\r\n if (EngineStore.UseFallbackTexture) {\r\n _this.createTexture(EngineStore.FallbackTexture, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture);\r\n return;\r\n }\r\n if (onError) {\r\n onError(message || \"Unknown error\", exception);\r\n }\r\n };\r\n // processing for non-image formats\r\n if (loader) {\r\n var callback = function (data) {\r\n loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done, loadFailed) {\r\n if (loadFailed) {\r\n onInternalError(\"TextureLoader failed to load data\");\r\n }\r\n else {\r\n _this._prepareWebGLTexture(texture, scene, width, height, texture.invertY, !loadMipmap, isCompressed, function () {\r\n done();\r\n return false;\r\n }, samplingMode);\r\n }\r\n });\r\n };\r\n if (!buffer) {\r\n this._loadFile(url, function (data) { return callback(new Uint8Array(data)); }, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {\r\n onInternalError(\"Unable to load \" + (request ? request.responseURL : url, exception));\r\n });\r\n }\r\n else {\r\n if (buffer instanceof ArrayBuffer) {\r\n callback(new Uint8Array(buffer));\r\n }\r\n else if (ArrayBuffer.isView(buffer)) {\r\n callback(buffer);\r\n }\r\n else {\r\n if (onError) {\r\n onError(\"Unable to load: only ArrayBuffer or ArrayBufferView is supported\", null);\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n var onload = function (img) {\r\n if (fromBlob && !_this._doNotHandleContextLost) {\r\n // We need to store the image if we need to rebuild the texture\r\n // in case of a webgl context lost\r\n texture._buffer = img;\r\n }\r\n _this._prepareWebGLTexture(texture, scene, img.width, img.height, texture.invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {\r\n var gl = _this._gl;\r\n var isPot = (img.width === potWidth && img.height === potHeight);\r\n var internalFormat = format ? _this._getInternalFormat(format) : ((extension === \".jpg\") ? gl.RGB : gl.RGBA);\r\n if (isPot) {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);\r\n return false;\r\n }\r\n var maxTextureSize = _this._caps.maxTextureSize;\r\n if (img.width > maxTextureSize || img.height > maxTextureSize || !_this._supportsHardwareTextureRescaling) {\r\n _this._prepareWorkingCanvas();\r\n if (!_this._workingCanvas || !_this._workingContext) {\r\n return false;\r\n }\r\n _this._workingCanvas.width = potWidth;\r\n _this._workingCanvas.height = potHeight;\r\n _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);\r\n texture.width = potWidth;\r\n texture.height = potHeight;\r\n return false;\r\n }\r\n else {\r\n // Using shaders when possible to rescale because canvas.drawImage is lossy\r\n var source_1 = new InternalTexture(_this, InternalTextureSource.Temp);\r\n _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);\r\n _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {\r\n _this._releaseTexture(source_1);\r\n _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n continuationCallback();\r\n });\r\n }\r\n return true;\r\n }, samplingMode);\r\n };\r\n if (!fromData || isBase64) {\r\n if (buffer && (buffer.decoding || buffer.close)) {\r\n onload(buffer);\r\n }\r\n else {\r\n ThinEngine._FileToolsLoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null, mimeType);\r\n }\r\n }\r\n else if (typeof buffer === \"string\" || buffer instanceof ArrayBuffer || ArrayBuffer.isView(buffer) || buffer instanceof Blob) {\r\n ThinEngine._FileToolsLoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null, mimeType);\r\n }\r\n else if (buffer) {\r\n onload(buffer);\r\n }\r\n }\r\n return texture;\r\n };\r\n /**\r\n * Loads an image as an HTMLImageElement.\r\n * @param input url string, ArrayBuffer, or Blob to load\r\n * @param onLoad callback called when the image successfully loads\r\n * @param onError callback called when the image fails to load\r\n * @param offlineProvider offline provider for caching\r\n * @param mimeType optional mime type\r\n * @returns the HTMLImageElement of the loaded image\r\n * @hidden\r\n */\r\n ThinEngine._FileToolsLoadImage = function (input, onLoad, onError, offlineProvider, mimeType) {\r\n throw _DevTools.WarnImport(\"FileTools\");\r\n };\r\n /**\r\n * @hidden\r\n */\r\n ThinEngine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {\r\n };\r\n /**\r\n * Creates a raw texture\r\n * @param data defines the data to store in the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param format defines the format of the data\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)\r\n * @param compression defines the compression used (null by default)\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @returns the raw texture inside an InternalTexture\r\n */\r\n ThinEngine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {\r\n if (compression === void 0) { compression = null; }\r\n if (type === void 0) { type = 0; }\r\n throw _DevTools.WarnImport(\"Engine.RawTexture\");\r\n };\r\n /**\r\n * Creates a new raw cube texture\r\n * @param data defines the array of data to use to create each face\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compression used (null by default)\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n ThinEngine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {\r\n if (compression === void 0) { compression = null; }\r\n throw _DevTools.WarnImport(\"Engine.RawTexture\");\r\n };\r\n /**\r\n * Creates a new raw 3D texture\r\n * @param data defines the data used to create the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param depth defines the depth of the texture\r\n * @param format defines the format of the texture\r\n * @param generateMipMaps defines if the engine must generate mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compressed used (can be null)\r\n * @param textureType defines the compressed used (can be null)\r\n * @returns a new raw 3D texture (stored in an InternalTexture)\r\n */\r\n ThinEngine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {\r\n if (compression === void 0) { compression = null; }\r\n if (textureType === void 0) { textureType = 0; }\r\n throw _DevTools.WarnImport(\"Engine.RawTexture\");\r\n };\r\n /**\r\n * Creates a new raw 2D array texture\r\n * @param data defines the data used to create the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param depth defines the number of layers of the texture\r\n * @param format defines the format of the texture\r\n * @param generateMipMaps defines if the engine must generate mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compressed used (can be null)\r\n * @param textureType defines the compressed used (can be null)\r\n * @returns a new raw 2D array texture (stored in an InternalTexture)\r\n */\r\n ThinEngine.prototype.createRawTexture2DArray = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {\r\n if (compression === void 0) { compression = null; }\r\n if (textureType === void 0) { textureType = 0; }\r\n throw _DevTools.WarnImport(\"Engine.RawTexture\");\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._unpackFlipY = function (value) {\r\n if (this._unpackFlipYCached !== value) {\r\n this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);\r\n if (this.enableUnpackFlipYCached) {\r\n this._unpackFlipYCached = value;\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._getUnpackAlignement = function () {\r\n return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);\r\n };\r\n ThinEngine.prototype._getTextureTarget = function (texture) {\r\n if (texture.isCube) {\r\n return this._gl.TEXTURE_CUBE_MAP;\r\n }\r\n else if (texture.is3D) {\r\n return this._gl.TEXTURE_3D;\r\n }\r\n else if (texture.is2DArray || texture.isMultiview) {\r\n return this._gl.TEXTURE_2D_ARRAY;\r\n }\r\n return this._gl.TEXTURE_2D;\r\n };\r\n /**\r\n * Update the sampling mode of a given texture\r\n * @param samplingMode defines the required sampling mode\r\n * @param texture defines the texture to update\r\n * @param generateMipMaps defines whether to generate mipmaps for the texture\r\n */\r\n ThinEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture, generateMipMaps) {\r\n if (generateMipMaps === void 0) { generateMipMaps = false; }\r\n var target = this._getTextureTarget(texture);\r\n var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps || generateMipMaps);\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_MIN_FILTER, filters.min);\r\n if (generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n this._gl.generateMipmap(target);\r\n }\r\n this._bindTextureDirectly(target, null);\r\n texture.samplingMode = samplingMode;\r\n };\r\n /**\r\n * Update the sampling mode of a given texture\r\n * @param texture defines the texture to update\r\n * @param wrapU defines the texture wrap mode of the u coordinates\r\n * @param wrapV defines the texture wrap mode of the v coordinates\r\n * @param wrapR defines the texture wrap mode of the r coordinates\r\n */\r\n ThinEngine.prototype.updateTextureWrappingMode = function (texture, wrapU, wrapV, wrapR) {\r\n if (wrapV === void 0) { wrapV = null; }\r\n if (wrapR === void 0) { wrapR = null; }\r\n var target = this._getTextureTarget(texture);\r\n if (wrapU !== null) {\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(wrapU), texture);\r\n texture._cachedWrapU = wrapU;\r\n }\r\n if (wrapV !== null) {\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(wrapV), texture);\r\n texture._cachedWrapV = wrapV;\r\n }\r\n if ((texture.is2DArray || texture.is3D) && (wrapR !== null)) {\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(wrapR), texture);\r\n texture._cachedWrapR = wrapR;\r\n }\r\n this._bindTextureDirectly(target, null);\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {\r\n var width = size.width || size;\r\n var height = size.height || size;\r\n var layers = size.layers || 0;\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.is2DArray = layers > 0;\r\n internalTexture.depth = layers;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = 1;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture._generateDepthBuffer = true;\r\n internalTexture._generateStencilBuffer = generateStencil;\r\n internalTexture.samplingMode = bilinearFiltering ? 2 : 1;\r\n internalTexture.type = 0;\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n var gl = this._gl;\r\n var target = this._getTextureTarget(internalTexture);\r\n var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);\r\n gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);\r\n gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n if (comparisonFunction === 0) {\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, 515);\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);\r\n }\r\n else {\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);\r\n }\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {\r\n if (faceIndex === void 0) { faceIndex = 0; }\r\n if (lod === void 0) { lod = 0; }\r\n var gl = this._gl;\r\n var target = gl.TEXTURE_2D;\r\n if (texture.isCube) {\r\n target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;\r\n }\r\n this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod, babylonInternalFormat, useTextureWidthAndHeight) {\r\n if (faceIndex === void 0) { faceIndex = 0; }\r\n if (lod === void 0) { lod = 0; }\r\n if (useTextureWidthAndHeight === void 0) { useTextureWidthAndHeight = false; }\r\n var gl = this._gl;\r\n var textureType = this._getWebGLTextureType(texture.type);\r\n var format = this._getInternalFormat(texture.format);\r\n var internalFormat = babylonInternalFormat === undefined ? this._getRGBABufferInternalSizedFormat(texture.type, texture.format) : this._getInternalFormat(babylonInternalFormat);\r\n this._unpackFlipY(texture.invertY);\r\n var target = gl.TEXTURE_2D;\r\n if (texture.isCube) {\r\n target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;\r\n }\r\n var lodMaxWidth = Math.round(Math.log(texture.width) * Math.LOG2E);\r\n var lodMaxHeight = Math.round(Math.log(texture.height) * Math.LOG2E);\r\n var width = useTextureWidthAndHeight ? texture.width : Math.pow(2, Math.max(lodMaxWidth - lod, 0));\r\n var height = useTextureWidthAndHeight ? texture.height : Math.pow(2, Math.max(lodMaxHeight - lod, 0));\r\n gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);\r\n };\r\n /**\r\n * Update a portion of an internal texture\r\n * @param texture defines the texture to update\r\n * @param imageData defines the data to store into the texture\r\n * @param xOffset defines the x coordinates of the update rectangle\r\n * @param yOffset defines the y coordinates of the update rectangle\r\n * @param width defines the width of the update rectangle\r\n * @param height defines the height of the update rectangle\r\n * @param faceIndex defines the face index if texture is a cube (0 by default)\r\n * @param lod defines the lod level to update (0 by default)\r\n */\r\n ThinEngine.prototype.updateTextureData = function (texture, imageData, xOffset, yOffset, width, height, faceIndex, lod) {\r\n if (faceIndex === void 0) { faceIndex = 0; }\r\n if (lod === void 0) { lod = 0; }\r\n var gl = this._gl;\r\n var textureType = this._getWebGLTextureType(texture.type);\r\n var format = this._getInternalFormat(texture.format);\r\n this._unpackFlipY(texture.invertY);\r\n var target = gl.TEXTURE_2D;\r\n if (texture.isCube) {\r\n target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;\r\n }\r\n gl.texSubImage2D(target, lod, xOffset, yOffset, width, height, format, textureType, imageData);\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {\r\n if (faceIndex === void 0) { faceIndex = 0; }\r\n if (lod === void 0) { lod = 0; }\r\n var gl = this._gl;\r\n var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;\r\n this._bindTextureDirectly(bindTarget, texture, true);\r\n this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);\r\n this._bindTextureDirectly(bindTarget, null, true);\r\n };\r\n ThinEngine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {\r\n var gl = this._gl;\r\n if (!gl) {\r\n return;\r\n }\r\n var filters = this._getSamplingParameters(samplingMode, !noMipmap);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);\r\n if (!noMipmap && !isCompressed) {\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n }\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n // this.resetTextureCache();\r\n if (scene) {\r\n scene._removePendingData(texture);\r\n }\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n };\r\n ThinEngine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {\r\n var _this = this;\r\n if (samplingMode === void 0) { samplingMode = 3; }\r\n var maxTextureSize = this.getCaps().maxTextureSize;\r\n var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? ThinEngine.GetExponentOfTwo(width, maxTextureSize) : width);\r\n var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? ThinEngine.GetExponentOfTwo(height, maxTextureSize) : height);\r\n var gl = this._gl;\r\n if (!gl) {\r\n return;\r\n }\r\n if (!texture._webGLTexture) {\r\n // this.resetTextureCache();\r\n if (scene) {\r\n scene._removePendingData(texture);\r\n }\r\n return;\r\n }\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = potWidth;\r\n texture.height = potHeight;\r\n texture.isReady = true;\r\n if (processFunction(potWidth, potHeight, function () {\r\n _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);\r\n })) {\r\n // Returning as texture needs extra async steps\r\n return;\r\n }\r\n this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {\r\n if (samples === void 0) { samples = 1; }\r\n var gl = this._gl;\r\n // Create the depth/stencil buffer\r\n if (generateStencilBuffer && generateDepthBuffer) {\r\n return this._getDepthStencilBuffer(width, height, samples, gl.DEPTH_STENCIL, gl.DEPTH24_STENCIL8, gl.DEPTH_STENCIL_ATTACHMENT);\r\n }\r\n if (generateDepthBuffer) {\r\n var depthFormat = gl.DEPTH_COMPONENT16;\r\n if (this._webGLVersion > 1) {\r\n depthFormat = gl.DEPTH_COMPONENT32F;\r\n }\r\n return this._getDepthStencilBuffer(width, height, samples, depthFormat, depthFormat, gl.DEPTH_ATTACHMENT);\r\n }\r\n if (generateStencilBuffer) {\r\n return this._getDepthStencilBuffer(width, height, samples, gl.STENCIL_INDEX8, gl.STENCIL_INDEX8, gl.STENCIL_ATTACHMENT);\r\n }\r\n return null;\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._releaseFramebufferObjects = function (texture) {\r\n var gl = this._gl;\r\n if (texture._framebuffer) {\r\n gl.deleteFramebuffer(texture._framebuffer);\r\n texture._framebuffer = null;\r\n }\r\n if (texture._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(texture._depthStencilBuffer);\r\n texture._depthStencilBuffer = null;\r\n }\r\n if (texture._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(texture._MSAAFramebuffer);\r\n texture._MSAAFramebuffer = null;\r\n }\r\n if (texture._MSAARenderBuffer) {\r\n gl.deleteRenderbuffer(texture._MSAARenderBuffer);\r\n texture._MSAARenderBuffer = null;\r\n }\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._releaseTexture = function (texture) {\r\n this._releaseFramebufferObjects(texture);\r\n this._deleteTexture(texture._webGLTexture);\r\n // Unbind channels\r\n this.unbindAllTextures();\r\n var index = this._internalTexturesCache.indexOf(texture);\r\n if (index !== -1) {\r\n this._internalTexturesCache.splice(index, 1);\r\n }\r\n // Integrated fixed lod samplers.\r\n if (texture._lodTextureHigh) {\r\n texture._lodTextureHigh.dispose();\r\n }\r\n if (texture._lodTextureMid) {\r\n texture._lodTextureMid.dispose();\r\n }\r\n if (texture._lodTextureLow) {\r\n texture._lodTextureLow.dispose();\r\n }\r\n // Integrated irradiance map.\r\n if (texture._irradianceTexture) {\r\n texture._irradianceTexture.dispose();\r\n }\r\n };\r\n ThinEngine.prototype._deleteTexture = function (texture) {\r\n this._gl.deleteTexture(texture);\r\n };\r\n ThinEngine.prototype._setProgram = function (program) {\r\n if (this._currentProgram !== program) {\r\n this._gl.useProgram(program);\r\n this._currentProgram = program;\r\n }\r\n };\r\n /**\r\n * Binds an effect to the webGL context\r\n * @param effect defines the effect to bind\r\n */\r\n ThinEngine.prototype.bindSamplers = function (effect) {\r\n var webGLPipelineContext = effect.getPipelineContext();\r\n this._setProgram(webGLPipelineContext.program);\r\n var samplers = effect.getSamplers();\r\n for (var index = 0; index < samplers.length; index++) {\r\n var uniform = effect.getUniform(samplers[index]);\r\n if (uniform) {\r\n this._boundUniforms[index] = uniform;\r\n }\r\n }\r\n this._currentEffect = null;\r\n };\r\n ThinEngine.prototype._activateCurrentTexture = function () {\r\n if (this._currentTextureChannel !== this._activeChannel) {\r\n this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);\r\n this._currentTextureChannel = this._activeChannel;\r\n }\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {\r\n if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }\r\n if (force === void 0) { force = false; }\r\n var wasPreviouslyBound = false;\r\n var isTextureForRendering = texture && texture._associatedChannel > -1;\r\n if (forTextureDataUpdate && isTextureForRendering) {\r\n this._activeChannel = texture._associatedChannel;\r\n }\r\n var currentTextureBound = this._boundTexturesCache[this._activeChannel];\r\n if (currentTextureBound !== texture || force) {\r\n this._activateCurrentTexture();\r\n if (texture && texture.isMultiview) {\r\n this._gl.bindTexture(target, texture ? texture._colorTextureArray : null);\r\n }\r\n else {\r\n this._gl.bindTexture(target, texture ? texture._webGLTexture : null);\r\n }\r\n this._boundTexturesCache[this._activeChannel] = texture;\r\n if (texture) {\r\n texture._associatedChannel = this._activeChannel;\r\n }\r\n }\r\n else if (forTextureDataUpdate) {\r\n wasPreviouslyBound = true;\r\n this._activateCurrentTexture();\r\n }\r\n if (isTextureForRendering && !forTextureDataUpdate) {\r\n this._bindSamplerUniformToChannel(texture._associatedChannel, this._activeChannel);\r\n }\r\n return wasPreviouslyBound;\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._bindTexture = function (channel, texture) {\r\n if (channel === undefined) {\r\n return;\r\n }\r\n if (texture) {\r\n texture._associatedChannel = channel;\r\n }\r\n this._activeChannel = channel;\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);\r\n };\r\n /**\r\n * Unbind all textures from the webGL context\r\n */\r\n ThinEngine.prototype.unbindAllTextures = function () {\r\n for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {\r\n this._activeChannel = channel;\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);\r\n if (this.webGLVersion > 1) {\r\n this._bindTextureDirectly(this._gl.TEXTURE_3D, null);\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D_ARRAY, null);\r\n }\r\n }\r\n };\r\n /**\r\n * Sets a texture to the according uniform.\r\n * @param channel The texture channel\r\n * @param uniform The uniform to set\r\n * @param texture The texture to apply\r\n */\r\n ThinEngine.prototype.setTexture = function (channel, uniform, texture) {\r\n if (channel === undefined) {\r\n return;\r\n }\r\n if (uniform) {\r\n this._boundUniforms[channel] = uniform;\r\n }\r\n this._setTexture(channel, texture);\r\n };\r\n ThinEngine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {\r\n var uniform = this._boundUniforms[sourceSlot];\r\n if (!uniform || uniform._currentState === destination) {\r\n return;\r\n }\r\n this._gl.uniform1i(uniform, destination);\r\n uniform._currentState = destination;\r\n };\r\n ThinEngine.prototype._getTextureWrapMode = function (mode) {\r\n switch (mode) {\r\n case 1:\r\n return this._gl.REPEAT;\r\n case 0:\r\n return this._gl.CLAMP_TO_EDGE;\r\n case 2:\r\n return this._gl.MIRRORED_REPEAT;\r\n }\r\n return this._gl.REPEAT;\r\n };\r\n ThinEngine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {\r\n if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }\r\n if (depthStencilTexture === void 0) { depthStencilTexture = false; }\r\n // Not ready?\r\n if (!texture) {\r\n if (this._boundTexturesCache[channel] != null) {\r\n this._activeChannel = channel;\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);\r\n if (this.webGLVersion > 1) {\r\n this._bindTextureDirectly(this._gl.TEXTURE_3D, null);\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D_ARRAY, null);\r\n }\r\n }\r\n return false;\r\n }\r\n // Video\r\n if (texture.video) {\r\n this._activeChannel = channel;\r\n texture.update();\r\n }\r\n else if (texture.delayLoadState === 4) { // Delay loading\r\n texture.delayLoad();\r\n return false;\r\n }\r\n var internalTexture;\r\n if (depthStencilTexture) {\r\n internalTexture = texture.depthStencilTexture;\r\n }\r\n else if (texture.isReady()) {\r\n internalTexture = texture.getInternalTexture();\r\n }\r\n else if (texture.isCube) {\r\n internalTexture = this.emptyCubeTexture;\r\n }\r\n else if (texture.is3D) {\r\n internalTexture = this.emptyTexture3D;\r\n }\r\n else if (texture.is2DArray) {\r\n internalTexture = this.emptyTexture2DArray;\r\n }\r\n else {\r\n internalTexture = this.emptyTexture;\r\n }\r\n if (!isPartOfTextureArray && internalTexture) {\r\n internalTexture._associatedChannel = channel;\r\n }\r\n var needToBind = true;\r\n if (this._boundTexturesCache[channel] === internalTexture) {\r\n if (!isPartOfTextureArray) {\r\n this._bindSamplerUniformToChannel(internalTexture._associatedChannel, channel);\r\n }\r\n needToBind = false;\r\n }\r\n this._activeChannel = channel;\r\n var target = this._getTextureTarget(internalTexture);\r\n if (needToBind) {\r\n this._bindTextureDirectly(target, internalTexture, isPartOfTextureArray);\r\n }\r\n if (internalTexture && !internalTexture.isMultiview) {\r\n // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.\r\n if (internalTexture.isCube && internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {\r\n internalTexture._cachedCoordinatesMode = texture.coordinatesMode;\r\n var textureWrapMode = (texture.coordinatesMode !== 3 && texture.coordinatesMode !== 5) ? 1 : 0;\r\n texture.wrapU = textureWrapMode;\r\n texture.wrapV = textureWrapMode;\r\n }\r\n if (internalTexture._cachedWrapU !== texture.wrapU) {\r\n internalTexture._cachedWrapU = texture.wrapU;\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);\r\n }\r\n if (internalTexture._cachedWrapV !== texture.wrapV) {\r\n internalTexture._cachedWrapV = texture.wrapV;\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);\r\n }\r\n if (internalTexture.is3D && internalTexture._cachedWrapR !== texture.wrapR) {\r\n internalTexture._cachedWrapR = texture.wrapR;\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);\r\n }\r\n this._setAnisotropicLevel(target, internalTexture, texture.anisotropicFilteringLevel);\r\n }\r\n return true;\r\n };\r\n /**\r\n * Sets an array of texture to the webGL context\r\n * @param channel defines the channel where the texture array must be set\r\n * @param uniform defines the associated uniform location\r\n * @param textures defines the array of textures to bind\r\n */\r\n ThinEngine.prototype.setTextureArray = function (channel, uniform, textures) {\r\n if (channel === undefined || !uniform) {\r\n return;\r\n }\r\n if (!this._textureUnits || this._textureUnits.length !== textures.length) {\r\n this._textureUnits = new Int32Array(textures.length);\r\n }\r\n for (var i = 0; i < textures.length; i++) {\r\n var texture = textures[i].getInternalTexture();\r\n if (texture) {\r\n this._textureUnits[i] = channel + i;\r\n texture._associatedChannel = channel + i;\r\n }\r\n else {\r\n this._textureUnits[i] = -1;\r\n }\r\n }\r\n this._gl.uniform1iv(uniform, this._textureUnits);\r\n for (var index = 0; index < textures.length; index++) {\r\n this._setTexture(this._textureUnits[index], textures[index], true);\r\n }\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._setAnisotropicLevel = function (target, internalTexture, anisotropicFilteringLevel) {\r\n var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;\r\n if (internalTexture.samplingMode !== 11\r\n && internalTexture.samplingMode !== 3\r\n && internalTexture.samplingMode !== 2) {\r\n anisotropicFilteringLevel = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear\r\n }\r\n if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== anisotropicFilteringLevel) {\r\n this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(anisotropicFilteringLevel, this._caps.maxAnisotropy), internalTexture);\r\n internalTexture._cachedAnisotropicFilteringLevel = anisotropicFilteringLevel;\r\n }\r\n };\r\n ThinEngine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {\r\n this._bindTextureDirectly(target, texture, true, true);\r\n this._gl.texParameterf(target, parameter, value);\r\n };\r\n ThinEngine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {\r\n if (texture) {\r\n this._bindTextureDirectly(target, texture, true, true);\r\n }\r\n this._gl.texParameteri(target, parameter, value);\r\n };\r\n /**\r\n * Unbind all vertex attributes from the webGL context\r\n */\r\n ThinEngine.prototype.unbindAllAttributes = function () {\r\n if (this._mustWipeVertexAttributes) {\r\n this._mustWipeVertexAttributes = false;\r\n for (var i = 0; i < this._caps.maxVertexAttribs; i++) {\r\n this.disableAttributeByIndex(i);\r\n }\r\n return;\r\n }\r\n for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {\r\n if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {\r\n continue;\r\n }\r\n this.disableAttributeByIndex(i);\r\n }\r\n };\r\n /**\r\n * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled\r\n */\r\n ThinEngine.prototype.releaseEffects = function () {\r\n for (var name in this._compiledEffects) {\r\n var webGLPipelineContext = this._compiledEffects[name].getPipelineContext();\r\n this._deletePipelineContext(webGLPipelineContext);\r\n }\r\n this._compiledEffects = {};\r\n };\r\n /**\r\n * Dispose and release all associated resources\r\n */\r\n ThinEngine.prototype.dispose = function () {\r\n this.stopRenderLoop();\r\n // Clear observables\r\n if (this.onBeforeTextureInitObservable) {\r\n this.onBeforeTextureInitObservable.clear();\r\n }\r\n // Empty texture\r\n if (this._emptyTexture) {\r\n this._releaseTexture(this._emptyTexture);\r\n this._emptyTexture = null;\r\n }\r\n if (this._emptyCubeTexture) {\r\n this._releaseTexture(this._emptyCubeTexture);\r\n this._emptyCubeTexture = null;\r\n }\r\n // Release effects\r\n this.releaseEffects();\r\n // Unbind\r\n this.unbindAllAttributes();\r\n this._boundUniforms = [];\r\n // Events\r\n if (DomManagement.IsWindowObjectExist()) {\r\n if (this._renderingCanvas) {\r\n if (!this._doNotHandleContextLost) {\r\n this._renderingCanvas.removeEventListener(\"webglcontextlost\", this._onContextLost);\r\n this._renderingCanvas.removeEventListener(\"webglcontextrestored\", this._onContextRestored);\r\n }\r\n }\r\n }\r\n this._workingCanvas = null;\r\n this._workingContext = null;\r\n this._currentBufferPointers = [];\r\n this._renderingCanvas = null;\r\n this._currentProgram = null;\r\n this._boundRenderFunction = null;\r\n Effect.ResetCache();\r\n // Abort active requests\r\n for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {\r\n var request = _a[_i];\r\n request.abort();\r\n }\r\n };\r\n /**\r\n * Attach a new callback raised when context lost event is fired\r\n * @param callback defines the callback to call\r\n */\r\n ThinEngine.prototype.attachContextLostEvent = function (callback) {\r\n if (this._renderingCanvas) {\r\n this._renderingCanvas.addEventListener(\"webglcontextlost\", callback, false);\r\n }\r\n };\r\n /**\r\n * Attach a new callback raised when context restored event is fired\r\n * @param callback defines the callback to call\r\n */\r\n ThinEngine.prototype.attachContextRestoredEvent = function (callback) {\r\n if (this._renderingCanvas) {\r\n this._renderingCanvas.addEventListener(\"webglcontextrestored\", callback, false);\r\n }\r\n };\r\n /**\r\n * Get the current error code of the webGL context\r\n * @returns the error code\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError\r\n */\r\n ThinEngine.prototype.getError = function () {\r\n return this._gl.getError();\r\n };\r\n ThinEngine.prototype._canRenderToFloatFramebuffer = function () {\r\n if (this._webGLVersion > 1) {\r\n return this._caps.colorBufferFloat;\r\n }\r\n return this._canRenderToFramebuffer(1);\r\n };\r\n ThinEngine.prototype._canRenderToHalfFloatFramebuffer = function () {\r\n if (this._webGLVersion > 1) {\r\n return this._caps.colorBufferFloat;\r\n }\r\n return this._canRenderToFramebuffer(2);\r\n };\r\n // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture\r\n ThinEngine.prototype._canRenderToFramebuffer = function (type) {\r\n var gl = this._gl;\r\n //clear existing errors\r\n while (gl.getError() !== gl.NO_ERROR) { }\r\n var successful = true;\r\n var texture = gl.createTexture();\r\n gl.bindTexture(gl.TEXTURE_2D, texture);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\r\n var fb = gl.createFramebuffer();\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, fb);\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);\r\n var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);\r\n successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);\r\n successful = successful && (gl.getError() === gl.NO_ERROR);\r\n //try render by clearing frame buffer's color buffer\r\n if (successful) {\r\n gl.clear(gl.COLOR_BUFFER_BIT);\r\n successful = successful && (gl.getError() === gl.NO_ERROR);\r\n }\r\n //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)\r\n if (successful) {\r\n //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\r\n var readFormat = gl.RGBA;\r\n var readType = gl.UNSIGNED_BYTE;\r\n var buffer = new Uint8Array(4);\r\n gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);\r\n successful = successful && (gl.getError() === gl.NO_ERROR);\r\n }\r\n //clean up\r\n gl.deleteTexture(texture);\r\n gl.deleteFramebuffer(fb);\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\r\n //clear accumulated errors\r\n while (!successful && (gl.getError() !== gl.NO_ERROR)) { }\r\n return successful;\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._getWebGLTextureType = function (type) {\r\n if (this._webGLVersion === 1) {\r\n switch (type) {\r\n case 1:\r\n return this._gl.FLOAT;\r\n case 2:\r\n return this._gl.HALF_FLOAT_OES;\r\n case 0:\r\n return this._gl.UNSIGNED_BYTE;\r\n case 8:\r\n return this._gl.UNSIGNED_SHORT_4_4_4_4;\r\n case 9:\r\n return this._gl.UNSIGNED_SHORT_5_5_5_1;\r\n case 10:\r\n return this._gl.UNSIGNED_SHORT_5_6_5;\r\n }\r\n return this._gl.UNSIGNED_BYTE;\r\n }\r\n switch (type) {\r\n case 3:\r\n return this._gl.BYTE;\r\n case 0:\r\n return this._gl.UNSIGNED_BYTE;\r\n case 4:\r\n return this._gl.SHORT;\r\n case 5:\r\n return this._gl.UNSIGNED_SHORT;\r\n case 6:\r\n return this._gl.INT;\r\n case 7: // Refers to UNSIGNED_INT\r\n return this._gl.UNSIGNED_INT;\r\n case 1:\r\n return this._gl.FLOAT;\r\n case 2:\r\n return this._gl.HALF_FLOAT;\r\n case 8:\r\n return this._gl.UNSIGNED_SHORT_4_4_4_4;\r\n case 9:\r\n return this._gl.UNSIGNED_SHORT_5_5_5_1;\r\n case 10:\r\n return this._gl.UNSIGNED_SHORT_5_6_5;\r\n case 11:\r\n return this._gl.UNSIGNED_INT_2_10_10_10_REV;\r\n case 12:\r\n return this._gl.UNSIGNED_INT_24_8;\r\n case 13:\r\n return this._gl.UNSIGNED_INT_10F_11F_11F_REV;\r\n case 14:\r\n return this._gl.UNSIGNED_INT_5_9_9_9_REV;\r\n case 15:\r\n return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n }\r\n return this._gl.UNSIGNED_BYTE;\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._getInternalFormat = function (format) {\r\n var internalFormat = this._gl.RGBA;\r\n switch (format) {\r\n case 0:\r\n internalFormat = this._gl.ALPHA;\r\n break;\r\n case 1:\r\n internalFormat = this._gl.LUMINANCE;\r\n break;\r\n case 2:\r\n internalFormat = this._gl.LUMINANCE_ALPHA;\r\n break;\r\n case 6:\r\n internalFormat = this._gl.RED;\r\n break;\r\n case 7:\r\n internalFormat = this._gl.RG;\r\n break;\r\n case 4:\r\n internalFormat = this._gl.RGB;\r\n break;\r\n case 5:\r\n internalFormat = this._gl.RGBA;\r\n break;\r\n }\r\n if (this._webGLVersion > 1) {\r\n switch (format) {\r\n case 8:\r\n internalFormat = this._gl.RED_INTEGER;\r\n break;\r\n case 9:\r\n internalFormat = this._gl.RG_INTEGER;\r\n break;\r\n case 10:\r\n internalFormat = this._gl.RGB_INTEGER;\r\n break;\r\n case 11:\r\n internalFormat = this._gl.RGBA_INTEGER;\r\n break;\r\n }\r\n }\r\n return internalFormat;\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {\r\n if (this._webGLVersion === 1) {\r\n if (format !== undefined) {\r\n switch (format) {\r\n case 0:\r\n return this._gl.ALPHA;\r\n case 1:\r\n return this._gl.LUMINANCE;\r\n case 2:\r\n return this._gl.LUMINANCE_ALPHA;\r\n case 4:\r\n return this._gl.RGB;\r\n }\r\n }\r\n return this._gl.RGBA;\r\n }\r\n switch (type) {\r\n case 3:\r\n switch (format) {\r\n case 6:\r\n return this._gl.R8_SNORM;\r\n case 7:\r\n return this._gl.RG8_SNORM;\r\n case 4:\r\n return this._gl.RGB8_SNORM;\r\n case 8:\r\n return this._gl.R8I;\r\n case 9:\r\n return this._gl.RG8I;\r\n case 10:\r\n return this._gl.RGB8I;\r\n case 11:\r\n return this._gl.RGBA8I;\r\n default:\r\n return this._gl.RGBA8_SNORM;\r\n }\r\n case 0:\r\n switch (format) {\r\n case 6:\r\n return this._gl.R8;\r\n case 7:\r\n return this._gl.RG8;\r\n case 4:\r\n return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.\r\n case 5:\r\n return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.\r\n case 8:\r\n return this._gl.R8UI;\r\n case 9:\r\n return this._gl.RG8UI;\r\n case 10:\r\n return this._gl.RGB8UI;\r\n case 11:\r\n return this._gl.RGBA8UI;\r\n case 0:\r\n return this._gl.ALPHA;\r\n case 1:\r\n return this._gl.LUMINANCE;\r\n case 2:\r\n return this._gl.LUMINANCE_ALPHA;\r\n default:\r\n return this._gl.RGBA8;\r\n }\r\n case 4:\r\n switch (format) {\r\n case 8:\r\n return this._gl.R16I;\r\n case 9:\r\n return this._gl.RG16I;\r\n case 10:\r\n return this._gl.RGB16I;\r\n case 11:\r\n return this._gl.RGBA16I;\r\n default:\r\n return this._gl.RGBA16I;\r\n }\r\n case 5:\r\n switch (format) {\r\n case 8:\r\n return this._gl.R16UI;\r\n case 9:\r\n return this._gl.RG16UI;\r\n case 10:\r\n return this._gl.RGB16UI;\r\n case 11:\r\n return this._gl.RGBA16UI;\r\n default:\r\n return this._gl.RGBA16UI;\r\n }\r\n case 6:\r\n switch (format) {\r\n case 8:\r\n return this._gl.R32I;\r\n case 9:\r\n return this._gl.RG32I;\r\n case 10:\r\n return this._gl.RGB32I;\r\n case 11:\r\n return this._gl.RGBA32I;\r\n default:\r\n return this._gl.RGBA32I;\r\n }\r\n case 7: // Refers to UNSIGNED_INT\r\n switch (format) {\r\n case 8:\r\n return this._gl.R32UI;\r\n case 9:\r\n return this._gl.RG32UI;\r\n case 10:\r\n return this._gl.RGB32UI;\r\n case 11:\r\n return this._gl.RGBA32UI;\r\n default:\r\n return this._gl.RGBA32UI;\r\n }\r\n case 1:\r\n switch (format) {\r\n case 6:\r\n return this._gl.R32F; // By default. Other possibility is R16F.\r\n case 7:\r\n return this._gl.RG32F; // By default. Other possibility is RG16F.\r\n case 4:\r\n return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.\r\n case 5:\r\n return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.\r\n default:\r\n return this._gl.RGBA32F;\r\n }\r\n case 2:\r\n switch (format) {\r\n case 6:\r\n return this._gl.R16F;\r\n case 7:\r\n return this._gl.RG16F;\r\n case 4:\r\n return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.\r\n case 5:\r\n return this._gl.RGBA16F;\r\n default:\r\n return this._gl.RGBA16F;\r\n }\r\n case 10:\r\n return this._gl.RGB565;\r\n case 13:\r\n return this._gl.R11F_G11F_B10F;\r\n case 14:\r\n return this._gl.RGB9_E5;\r\n case 8:\r\n return this._gl.RGBA4;\r\n case 9:\r\n return this._gl.RGB5_A1;\r\n case 11:\r\n switch (format) {\r\n case 5:\r\n return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.\r\n case 11:\r\n return this._gl.RGB10_A2UI;\r\n default:\r\n return this._gl.RGB10_A2;\r\n }\r\n }\r\n return this._gl.RGBA8;\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._getRGBAMultiSampleBufferFormat = function (type) {\r\n if (type === 1) {\r\n return this._gl.RGBA32F;\r\n }\r\n else if (type === 2) {\r\n return this._gl.RGBA16F;\r\n }\r\n return this._gl.RGBA8;\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {\r\n var _this = this;\r\n var request = ThinEngine._FileToolsLoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);\r\n this._activeRequests.push(request);\r\n request.onCompleteObservable.add(function (request) {\r\n _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);\r\n });\r\n return request;\r\n };\r\n /**\r\n * Loads a file from a url\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n * @hidden\r\n */\r\n ThinEngine._FileToolsLoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {\r\n throw _DevTools.WarnImport(\"FileTools\");\r\n };\r\n /**\r\n * Reads pixels from the current frame buffer. Please note that this function can be slow\r\n * @param x defines the x coordinate of the rectangle where pixels must be read\r\n * @param y defines the y coordinate of the rectangle where pixels must be read\r\n * @param width defines the width of the rectangle where pixels must be read\r\n * @param height defines the height of the rectangle where pixels must be read\r\n * @param hasAlpha defines whether the output should have alpha or not (defaults to true)\r\n * @returns a Uint8Array containing RGBA colors\r\n */\r\n ThinEngine.prototype.readPixels = function (x, y, width, height, hasAlpha) {\r\n if (hasAlpha === void 0) { hasAlpha = true; }\r\n var numChannels = hasAlpha ? 4 : 3;\r\n var format = hasAlpha ? this._gl.RGBA : this._gl.RGB;\r\n var data = new Uint8Array(height * width * numChannels);\r\n this._gl.readPixels(x, y, width, height, format, this._gl.UNSIGNED_BYTE, data);\r\n return data;\r\n };\r\n /**\r\n * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)\r\n * @returns true if the engine can be created\r\n * @ignorenaming\r\n */\r\n ThinEngine.isSupported = function () {\r\n if (this._isSupported === null) {\r\n try {\r\n var tempcanvas = CanvasGenerator.CreateCanvas(1, 1);\r\n var gl = tempcanvas.getContext(\"webgl\") || tempcanvas.getContext(\"experimental-webgl\");\r\n this._isSupported = gl != null && !!window.WebGLRenderingContext;\r\n }\r\n catch (e) {\r\n this._isSupported = false;\r\n }\r\n }\r\n return this._isSupported;\r\n };\r\n /**\r\n * Find the next highest power of two.\r\n * @param x Number to start search from.\r\n * @return Next highest power of two.\r\n */\r\n ThinEngine.CeilingPOT = function (x) {\r\n x--;\r\n x |= x >> 1;\r\n x |= x >> 2;\r\n x |= x >> 4;\r\n x |= x >> 8;\r\n x |= x >> 16;\r\n x++;\r\n return x;\r\n };\r\n /**\r\n * Find the next lowest power of two.\r\n * @param x Number to start search from.\r\n * @return Next lowest power of two.\r\n */\r\n ThinEngine.FloorPOT = function (x) {\r\n x = x | (x >> 1);\r\n x = x | (x >> 2);\r\n x = x | (x >> 4);\r\n x = x | (x >> 8);\r\n x = x | (x >> 16);\r\n return x - (x >> 1);\r\n };\r\n /**\r\n * Find the nearest power of two.\r\n * @param x Number to start search from.\r\n * @return Next nearest power of two.\r\n */\r\n ThinEngine.NearestPOT = function (x) {\r\n var c = ThinEngine.CeilingPOT(x);\r\n var f = ThinEngine.FloorPOT(x);\r\n return (c - x) > (x - f) ? f : c;\r\n };\r\n /**\r\n * Get the closest exponent of two\r\n * @param value defines the value to approximate\r\n * @param max defines the maximum value to return\r\n * @param mode defines how to define the closest value\r\n * @returns closest exponent of two of the given value\r\n */\r\n ThinEngine.GetExponentOfTwo = function (value, max, mode) {\r\n if (mode === void 0) { mode = 2; }\r\n var pot;\r\n switch (mode) {\r\n case 1:\r\n pot = ThinEngine.FloorPOT(value);\r\n break;\r\n case 2:\r\n pot = ThinEngine.NearestPOT(value);\r\n break;\r\n case 3:\r\n default:\r\n pot = ThinEngine.CeilingPOT(value);\r\n break;\r\n }\r\n return Math.min(pot, max);\r\n };\r\n /**\r\n * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)\r\n * @param func - the function to be called\r\n * @param requester - the object that will request the next frame. Falls back to window.\r\n * @returns frame number\r\n */\r\n ThinEngine.QueueNewFrame = function (func, requester) {\r\n if (!DomManagement.IsWindowObjectExist()) {\r\n if (typeof requestAnimationFrame !== \"undefined\") {\r\n return requestAnimationFrame(func);\r\n }\r\n return setTimeout(func, 16);\r\n }\r\n if (!requester) {\r\n requester = window;\r\n }\r\n if (requester.requestAnimationFrame) {\r\n return requester.requestAnimationFrame(func);\r\n }\r\n else if (requester.msRequestAnimationFrame) {\r\n return requester.msRequestAnimationFrame(func);\r\n }\r\n else if (requester.webkitRequestAnimationFrame) {\r\n return requester.webkitRequestAnimationFrame(func);\r\n }\r\n else if (requester.mozRequestAnimationFrame) {\r\n return requester.mozRequestAnimationFrame(func);\r\n }\r\n else if (requester.oRequestAnimationFrame) {\r\n return requester.oRequestAnimationFrame(func);\r\n }\r\n else {\r\n return window.setTimeout(func, 16);\r\n }\r\n };\r\n /**\r\n * Gets host document\r\n * @returns the host document object\r\n */\r\n ThinEngine.prototype.getHostDocument = function () {\r\n if (this._renderingCanvas && this._renderingCanvas.ownerDocument) {\r\n return this._renderingCanvas.ownerDocument;\r\n }\r\n return document;\r\n };\r\n /** Use this array to turn off some WebGL2 features on known buggy browsers version */\r\n ThinEngine.ExceptionList = [\r\n { key: \"Chrome\\/63\\.0\", capture: \"63\\\\.0\\\\.3239\\\\.(\\\\d+)\", captureConstraint: 108, targets: [\"uniformBuffer\"] },\r\n { key: \"Firefox\\/58\", capture: null, captureConstraint: null, targets: [\"uniformBuffer\"] },\r\n { key: \"Firefox\\/59\", capture: null, captureConstraint: null, targets: [\"uniformBuffer\"] },\r\n { key: \"Chrome\\/72.+?Mobile\", capture: null, captureConstraint: null, targets: [\"vao\"] },\r\n { key: \"Chrome\\/73.+?Mobile\", capture: null, captureConstraint: null, targets: [\"vao\"] },\r\n { key: \"Chrome\\/74.+?Mobile\", capture: null, captureConstraint: null, targets: [\"vao\"] },\r\n { key: \"Mac OS.+Chrome\\/71\", capture: null, captureConstraint: null, targets: [\"vao\"] },\r\n { key: \"Mac OS.+Chrome\\/72\", capture: null, captureConstraint: null, targets: [\"vao\"] }\r\n ];\r\n /** @hidden */\r\n ThinEngine._TextureLoaders = [];\r\n // Updatable statics so stick with vars here\r\n /**\r\n * Gets or sets the epsilon value used by collision engine\r\n */\r\n ThinEngine.CollisionsEpsilon = 0.001;\r\n // Statics\r\n ThinEngine._isSupported = null;\r\n return ThinEngine;\r\n}());\r\nexport { ThinEngine };\r\n//# sourceMappingURL=thinEngine.js.map","/**\r\n * Sets of helpers dealing with the DOM and some of the recurrent functions needed in\r\n * Babylon.js\r\n */\r\nvar DomManagement = /** @class */ (function () {\r\n function DomManagement() {\r\n }\r\n /**\r\n * Checks if the window object exists\r\n * @returns true if the window object exists\r\n */\r\n DomManagement.IsWindowObjectExist = function () {\r\n return (typeof window) !== \"undefined\";\r\n };\r\n /**\r\n * Checks if the navigator object exists\r\n * @returns true if the navigator object exists\r\n */\r\n DomManagement.IsNavigatorAvailable = function () {\r\n return (typeof navigator) !== \"undefined\";\r\n };\r\n /**\r\n * Extracts text content from a DOM element hierarchy\r\n * @param element defines the root element\r\n * @returns a string\r\n */\r\n DomManagement.GetDOMTextContent = function (element) {\r\n var result = \"\";\r\n var child = element.firstChild;\r\n while (child) {\r\n if (child.nodeType === 3) {\r\n result += child.textContent;\r\n }\r\n child = (child.nextSibling);\r\n }\r\n return result;\r\n };\r\n return DomManagement;\r\n}());\r\nexport { DomManagement };\r\n//# sourceMappingURL=domManagement.js.map","import { PrecisionDate } from \"./precisionDate\";\r\n/**\r\n * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window\r\n */\r\nvar PerformanceMonitor = /** @class */ (function () {\r\n /**\r\n * constructor\r\n * @param frameSampleSize The number of samples required to saturate the sliding window\r\n */\r\n function PerformanceMonitor(frameSampleSize) {\r\n if (frameSampleSize === void 0) { frameSampleSize = 30; }\r\n this._enabled = true;\r\n this._rollingFrameTime = new RollingAverage(frameSampleSize);\r\n }\r\n /**\r\n * Samples current frame\r\n * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames\r\n */\r\n PerformanceMonitor.prototype.sampleFrame = function (timeMs) {\r\n if (timeMs === void 0) { timeMs = PrecisionDate.Now; }\r\n if (!this._enabled) {\r\n return;\r\n }\r\n if (this._lastFrameTimeMs != null) {\r\n var dt = timeMs - this._lastFrameTimeMs;\r\n this._rollingFrameTime.add(dt);\r\n }\r\n this._lastFrameTimeMs = timeMs;\r\n };\r\n Object.defineProperty(PerformanceMonitor.prototype, \"averageFrameTime\", {\r\n /**\r\n * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)\r\n */\r\n get: function () {\r\n return this._rollingFrameTime.average;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PerformanceMonitor.prototype, \"averageFrameTimeVariance\", {\r\n /**\r\n * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)\r\n */\r\n get: function () {\r\n return this._rollingFrameTime.variance;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PerformanceMonitor.prototype, \"instantaneousFrameTime\", {\r\n /**\r\n * Returns the frame time of the most recent frame\r\n */\r\n get: function () {\r\n return this._rollingFrameTime.history(0);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PerformanceMonitor.prototype, \"averageFPS\", {\r\n /**\r\n * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)\r\n */\r\n get: function () {\r\n return 1000.0 / this._rollingFrameTime.average;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PerformanceMonitor.prototype, \"instantaneousFPS\", {\r\n /**\r\n * Returns the average framerate in frames per second using the most recent frame time\r\n */\r\n get: function () {\r\n var history = this._rollingFrameTime.history(0);\r\n if (history === 0) {\r\n return 0;\r\n }\r\n return 1000.0 / history;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PerformanceMonitor.prototype, \"isSaturated\", {\r\n /**\r\n * Returns true if enough samples have been taken to completely fill the sliding window\r\n */\r\n get: function () {\r\n return this._rollingFrameTime.isSaturated();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Enables contributions to the sliding window sample set\r\n */\r\n PerformanceMonitor.prototype.enable = function () {\r\n this._enabled = true;\r\n };\r\n /**\r\n * Disables contributions to the sliding window sample set\r\n * Samples will not be interpolated over the disabled period\r\n */\r\n PerformanceMonitor.prototype.disable = function () {\r\n this._enabled = false;\r\n //clear last sample to avoid interpolating over the disabled period when next enabled\r\n this._lastFrameTimeMs = null;\r\n };\r\n Object.defineProperty(PerformanceMonitor.prototype, \"isEnabled\", {\r\n /**\r\n * Returns true if sampling is enabled\r\n */\r\n get: function () {\r\n return this._enabled;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Resets performance monitor\r\n */\r\n PerformanceMonitor.prototype.reset = function () {\r\n //clear last sample to avoid interpolating over the disabled period when next enabled\r\n this._lastFrameTimeMs = null;\r\n //wipe record\r\n this._rollingFrameTime.reset();\r\n };\r\n return PerformanceMonitor;\r\n}());\r\nexport { PerformanceMonitor };\r\n/**\r\n * RollingAverage\r\n *\r\n * Utility to efficiently compute the rolling average and variance over a sliding window of samples\r\n */\r\nvar RollingAverage = /** @class */ (function () {\r\n /**\r\n * constructor\r\n * @param length The number of samples required to saturate the sliding window\r\n */\r\n function RollingAverage(length) {\r\n this._samples = new Array(length);\r\n this.reset();\r\n }\r\n /**\r\n * Adds a sample to the sample set\r\n * @param v The sample value\r\n */\r\n RollingAverage.prototype.add = function (v) {\r\n //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance\r\n var delta;\r\n //we need to check if we've already wrapped round\r\n if (this.isSaturated()) {\r\n //remove bottom of stack from mean\r\n var bottomValue = this._samples[this._pos];\r\n delta = bottomValue - this.average;\r\n this.average -= delta / (this._sampleCount - 1);\r\n this._m2 -= delta * (bottomValue - this.average);\r\n }\r\n else {\r\n this._sampleCount++;\r\n }\r\n //add new value to mean\r\n delta = v - this.average;\r\n this.average += delta / (this._sampleCount);\r\n this._m2 += delta * (v - this.average);\r\n //set the new variance\r\n this.variance = this._m2 / (this._sampleCount - 1);\r\n this._samples[this._pos] = v;\r\n this._pos++;\r\n this._pos %= this._samples.length; //positive wrap around\r\n };\r\n /**\r\n * Returns previously added values or null if outside of history or outside the sliding window domain\r\n * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that\r\n * @return Value previously recorded with add() or null if outside of range\r\n */\r\n RollingAverage.prototype.history = function (i) {\r\n if ((i >= this._sampleCount) || (i >= this._samples.length)) {\r\n return 0;\r\n }\r\n var i0 = this._wrapPosition(this._pos - 1.0);\r\n return this._samples[this._wrapPosition(i0 - i)];\r\n };\r\n /**\r\n * Returns true if enough samples have been taken to completely fill the sliding window\r\n * @return true if sample-set saturated\r\n */\r\n RollingAverage.prototype.isSaturated = function () {\r\n return this._sampleCount >= this._samples.length;\r\n };\r\n /**\r\n * Resets the rolling average (equivalent to 0 samples taken so far)\r\n */\r\n RollingAverage.prototype.reset = function () {\r\n this.average = 0;\r\n this.variance = 0;\r\n this._sampleCount = 0;\r\n this._pos = 0;\r\n this._m2 = 0;\r\n };\r\n /**\r\n * Wraps a value around the sample range boundaries\r\n * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.\r\n * @return Wrapped position in sample range\r\n */\r\n RollingAverage.prototype._wrapPosition = function (i) {\r\n var max = this._samples.length;\r\n return ((i % max) + max) % max;\r\n };\r\n return RollingAverage;\r\n}());\r\nexport { RollingAverage };\r\n//# sourceMappingURL=performanceMonitor.js.map","import { ThinEngine } from \"../../Engines/thinEngine\";\r\nThinEngine.prototype.setAlphaConstants = function (r, g, b, a) {\r\n this._alphaState.setAlphaBlendConstants(r, g, b, a);\r\n};\r\nThinEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {\r\n if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }\r\n if (this._alphaMode === mode) {\r\n return;\r\n }\r\n switch (mode) {\r\n case 0:\r\n this._alphaState.alphaBlend = false;\r\n break;\r\n case 7:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 8:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 2:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 6:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 1:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 3:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 4:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 5:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 9:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 10:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 11:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 12:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ZERO);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 13:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE_MINUS_DST_COLOR, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE_MINUS_DST_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 14:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 15:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ONE, this._gl.ZERO);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 16:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE_MINUS_DST_COLOR, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ZERO, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n }\r\n if (!noDepthWriteChange) {\r\n this.depthCullingState.depthMask = (mode === 0);\r\n }\r\n this._alphaMode = mode;\r\n};\r\nThinEngine.prototype.getAlphaMode = function () {\r\n return this._alphaMode;\r\n};\r\nThinEngine.prototype.setAlphaEquation = function (equation) {\r\n if (this._alphaEquation === equation) {\r\n return;\r\n }\r\n switch (equation) {\r\n case 0:\r\n this._alphaState.setAlphaEquationParameters(this._gl.FUNC_ADD, this._gl.FUNC_ADD);\r\n break;\r\n case 1:\r\n this._alphaState.setAlphaEquationParameters(this._gl.FUNC_SUBTRACT, this._gl.FUNC_SUBTRACT);\r\n break;\r\n case 2:\r\n this._alphaState.setAlphaEquationParameters(this._gl.FUNC_REVERSE_SUBTRACT, this._gl.FUNC_REVERSE_SUBTRACT);\r\n break;\r\n case 3:\r\n this._alphaState.setAlphaEquationParameters(this._gl.MAX, this._gl.MAX);\r\n break;\r\n case 4:\r\n this._alphaState.setAlphaEquationParameters(this._gl.MIN, this._gl.MIN);\r\n break;\r\n case 5:\r\n this._alphaState.setAlphaEquationParameters(this._gl.MIN, this._gl.FUNC_ADD);\r\n break;\r\n }\r\n this._alphaEquation = equation;\r\n};\r\nThinEngine.prototype.getAlphaEquation = function () {\r\n return this._alphaEquation;\r\n};\r\n//# sourceMappingURL=engine.alpha.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { DomManagement } from \"../Misc/domManagement\";\r\nimport { EngineStore } from \"./engineStore\";\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { ThinEngine } from './thinEngine';\r\nimport { PerformanceMonitor } from '../Misc/performanceMonitor';\r\nimport { PerfCounter } from '../Misc/perfCounter';\r\nimport { WebGLDataBuffer } from '../Meshes/WebGL/webGLDataBuffer';\r\nimport { Logger } from '../Misc/logger';\r\nimport \"./Extensions/engine.alpha\";\r\n/**\r\n * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio\r\n */\r\nvar Engine = /** @class */ (function (_super) {\r\n __extends(Engine, _super);\r\n /**\r\n * Creates a new engine\r\n * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context\r\n * @param antialias defines enable antialiasing (default: false)\r\n * @param options defines further options to be sent to the getContext() function\r\n * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)\r\n */\r\n function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {\r\n if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }\r\n var _this = _super.call(this, canvasOrContext, antialias, options, adaptToDeviceRatio) || this;\r\n // Members\r\n /**\r\n * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest\r\n **/\r\n _this.enableOfflineSupport = false;\r\n /**\r\n * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)\r\n **/\r\n _this.disableManifestCheck = false;\r\n /**\r\n * Gets the list of created scenes\r\n */\r\n _this.scenes = new Array();\r\n /**\r\n * Event raised when a new scene is created\r\n */\r\n _this.onNewSceneAddedObservable = new Observable();\r\n /**\r\n * Gets the list of created postprocesses\r\n */\r\n _this.postProcesses = new Array();\r\n /**\r\n * Gets a boolean indicating if the pointer is currently locked\r\n */\r\n _this.isPointerLock = false;\r\n // Observables\r\n /**\r\n * Observable event triggered each time the rendering canvas is resized\r\n */\r\n _this.onResizeObservable = new Observable();\r\n /**\r\n * Observable event triggered each time the canvas loses focus\r\n */\r\n _this.onCanvasBlurObservable = new Observable();\r\n /**\r\n * Observable event triggered each time the canvas gains focus\r\n */\r\n _this.onCanvasFocusObservable = new Observable();\r\n /**\r\n * Observable event triggered each time the canvas receives pointerout event\r\n */\r\n _this.onCanvasPointerOutObservable = new Observable();\r\n /**\r\n * Observable raised when the engine begins a new frame\r\n */\r\n _this.onBeginFrameObservable = new Observable();\r\n /**\r\n * If set, will be used to request the next animation frame for the render loop\r\n */\r\n _this.customAnimationFrameRequester = null;\r\n /**\r\n * Observable raised when the engine ends the current frame\r\n */\r\n _this.onEndFrameObservable = new Observable();\r\n /**\r\n * Observable raised when the engine is about to compile a shader\r\n */\r\n _this.onBeforeShaderCompilationObservable = new Observable();\r\n /**\r\n * Observable raised when the engine has jsut compiled a shader\r\n */\r\n _this.onAfterShaderCompilationObservable = new Observable();\r\n // Deterministic lockstepMaxSteps\r\n _this._deterministicLockstep = false;\r\n _this._lockstepMaxSteps = 4;\r\n _this._timeStep = 1 / 60;\r\n // FPS\r\n _this._fps = 60;\r\n _this._deltaTime = 0;\r\n /** @hidden */\r\n _this._drawCalls = new PerfCounter();\r\n /** Gets or sets the tab index to set to the rendering canvas. 1 is the minimum value to set to be able to capture keyboard events */\r\n _this.canvasTabIndex = 1;\r\n /**\r\n * Turn this value on if you want to pause FPS computation when in background\r\n */\r\n _this.disablePerformanceMonitorInBackground = false;\r\n _this._performanceMonitor = new PerformanceMonitor();\r\n if (!canvasOrContext) {\r\n return _this;\r\n }\r\n options = _this._creationOptions;\r\n Engine.Instances.push(_this);\r\n if (canvasOrContext.getContext) {\r\n var canvas_1 = canvasOrContext;\r\n _this._onCanvasFocus = function () {\r\n _this.onCanvasFocusObservable.notifyObservers(_this);\r\n };\r\n _this._onCanvasBlur = function () {\r\n _this.onCanvasBlurObservable.notifyObservers(_this);\r\n };\r\n canvas_1.addEventListener(\"focus\", _this._onCanvasFocus);\r\n canvas_1.addEventListener(\"blur\", _this._onCanvasBlur);\r\n _this._onBlur = function () {\r\n if (_this.disablePerformanceMonitorInBackground) {\r\n _this._performanceMonitor.disable();\r\n }\r\n _this._windowIsBackground = true;\r\n };\r\n _this._onFocus = function () {\r\n if (_this.disablePerformanceMonitorInBackground) {\r\n _this._performanceMonitor.enable();\r\n }\r\n _this._windowIsBackground = false;\r\n };\r\n _this._onCanvasPointerOut = function (ev) {\r\n _this.onCanvasPointerOutObservable.notifyObservers(ev);\r\n };\r\n canvas_1.addEventListener(\"pointerout\", _this._onCanvasPointerOut);\r\n if (DomManagement.IsWindowObjectExist()) {\r\n var hostWindow = _this.getHostWindow();\r\n hostWindow.addEventListener(\"blur\", _this._onBlur);\r\n hostWindow.addEventListener(\"focus\", _this._onFocus);\r\n var anyDoc_1 = document;\r\n // Fullscreen\r\n _this._onFullscreenChange = function () {\r\n if (anyDoc_1.fullscreen !== undefined) {\r\n _this.isFullscreen = anyDoc_1.fullscreen;\r\n }\r\n else if (anyDoc_1.mozFullScreen !== undefined) {\r\n _this.isFullscreen = anyDoc_1.mozFullScreen;\r\n }\r\n else if (anyDoc_1.webkitIsFullScreen !== undefined) {\r\n _this.isFullscreen = anyDoc_1.webkitIsFullScreen;\r\n }\r\n else if (anyDoc_1.msIsFullScreen !== undefined) {\r\n _this.isFullscreen = anyDoc_1.msIsFullScreen;\r\n }\r\n // Pointer lock\r\n if (_this.isFullscreen && _this._pointerLockRequested && canvas_1) {\r\n Engine._RequestPointerlock(canvas_1);\r\n }\r\n };\r\n document.addEventListener(\"fullscreenchange\", _this._onFullscreenChange, false);\r\n document.addEventListener(\"mozfullscreenchange\", _this._onFullscreenChange, false);\r\n document.addEventListener(\"webkitfullscreenchange\", _this._onFullscreenChange, false);\r\n document.addEventListener(\"msfullscreenchange\", _this._onFullscreenChange, false);\r\n // Pointer lock\r\n _this._onPointerLockChange = function () {\r\n _this.isPointerLock = (anyDoc_1.mozPointerLockElement === canvas_1 ||\r\n anyDoc_1.webkitPointerLockElement === canvas_1 ||\r\n anyDoc_1.msPointerLockElement === canvas_1 ||\r\n anyDoc_1.pointerLockElement === canvas_1);\r\n };\r\n document.addEventListener(\"pointerlockchange\", _this._onPointerLockChange, false);\r\n document.addEventListener(\"mspointerlockchange\", _this._onPointerLockChange, false);\r\n document.addEventListener(\"mozpointerlockchange\", _this._onPointerLockChange, false);\r\n document.addEventListener(\"webkitpointerlockchange\", _this._onPointerLockChange, false);\r\n // Create Audio Engine if needed.\r\n if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {\r\n Engine.audioEngine = Engine.AudioEngineFactory(_this.getRenderingCanvas());\r\n }\r\n }\r\n _this._connectVREvents();\r\n _this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;\r\n if (!options.doNotHandleTouchAction) {\r\n _this._disableTouchAction();\r\n }\r\n _this._deterministicLockstep = !!options.deterministicLockstep;\r\n _this._lockstepMaxSteps = options.lockstepMaxSteps || 0;\r\n _this._timeStep = options.timeStep || 1 / 60;\r\n }\r\n // Load WebVR Devices\r\n _this._prepareVRComponent();\r\n if (options.autoEnableWebVR) {\r\n _this.initWebVR();\r\n }\r\n return _this;\r\n }\r\n Object.defineProperty(Engine, \"NpmPackage\", {\r\n /**\r\n * Returns the current npm package of the sdk\r\n */\r\n // Not mixed with Version for tooling purpose.\r\n get: function () {\r\n return ThinEngine.NpmPackage;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine, \"Version\", {\r\n /**\r\n * Returns the current version of the framework\r\n */\r\n get: function () {\r\n return ThinEngine.Version;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine, \"Instances\", {\r\n /** Gets the list of created engines */\r\n get: function () {\r\n return EngineStore.Instances;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine, \"LastCreatedEngine\", {\r\n /**\r\n * Gets the latest created engine\r\n */\r\n get: function () {\r\n return EngineStore.LastCreatedEngine;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine, \"LastCreatedScene\", {\r\n /**\r\n * Gets the latest created scene\r\n */\r\n get: function () {\r\n return EngineStore.LastCreatedScene;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation\r\n * @param flag defines which part of the materials must be marked as dirty\r\n * @param predicate defines a predicate used to filter which materials should be affected\r\n */\r\n Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {\r\n for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {\r\n var engine = Engine.Instances[engineIndex];\r\n for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {\r\n engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);\r\n }\r\n }\r\n };\r\n /**\r\n * Method called to create the default loading screen.\r\n * This can be overriden in your own app.\r\n * @param canvas The rendering canvas element\r\n * @returns The loading screen\r\n */\r\n Engine.DefaultLoadingScreenFactory = function (canvas) {\r\n throw _DevTools.WarnImport(\"LoadingScreen\");\r\n };\r\n Object.defineProperty(Engine.prototype, \"_supportsHardwareTextureRescaling\", {\r\n get: function () {\r\n return !!Engine._RescalePostProcessFactory;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine.prototype, \"performanceMonitor\", {\r\n /**\r\n * Gets the performance monitor attached to this engine\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation\r\n */\r\n get: function () {\r\n return this._performanceMonitor;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Events\r\n /**\r\n * Gets the HTML element used to attach event listeners\r\n * @returns a HTML element\r\n */\r\n Engine.prototype.getInputElement = function () {\r\n return this._renderingCanvas;\r\n };\r\n /**\r\n * Gets current aspect ratio\r\n * @param viewportOwner defines the camera to use to get the aspect ratio\r\n * @param useScreen defines if screen size must be used (or the current render target if any)\r\n * @returns a number defining the aspect ratio\r\n */\r\n Engine.prototype.getAspectRatio = function (viewportOwner, useScreen) {\r\n if (useScreen === void 0) { useScreen = false; }\r\n var viewport = viewportOwner.viewport;\r\n return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);\r\n };\r\n /**\r\n * Gets current screen aspect ratio\r\n * @returns a number defining the aspect ratio\r\n */\r\n Engine.prototype.getScreenAspectRatio = function () {\r\n return (this.getRenderWidth(true)) / (this.getRenderHeight(true));\r\n };\r\n /**\r\n * Gets the client rect of the HTML canvas attached with the current webGL context\r\n * @returns a client rectanglee\r\n */\r\n Engine.prototype.getRenderingCanvasClientRect = function () {\r\n if (!this._renderingCanvas) {\r\n return null;\r\n }\r\n return this._renderingCanvas.getBoundingClientRect();\r\n };\r\n /**\r\n * Gets the client rect of the HTML element used for events\r\n * @returns a client rectanglee\r\n */\r\n Engine.prototype.getInputElementClientRect = function () {\r\n if (!this._renderingCanvas) {\r\n return null;\r\n }\r\n return this.getInputElement().getBoundingClientRect();\r\n };\r\n /**\r\n * Gets a boolean indicating that the engine is running in deterministic lock step mode\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n * @returns true if engine is in deterministic lock step mode\r\n */\r\n Engine.prototype.isDeterministicLockStep = function () {\r\n return this._deterministicLockstep;\r\n };\r\n /**\r\n * Gets the max steps when engine is running in deterministic lock step\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n * @returns the max steps\r\n */\r\n Engine.prototype.getLockstepMaxSteps = function () {\r\n return this._lockstepMaxSteps;\r\n };\r\n /**\r\n * Returns the time in ms between steps when using deterministic lock step.\r\n * @returns time step in (ms)\r\n */\r\n Engine.prototype.getTimeStep = function () {\r\n return this._timeStep * 1000;\r\n };\r\n /**\r\n * Force the mipmap generation for the given render target texture\r\n * @param texture defines the render target texture to use\r\n * @param unbind defines whether or not to unbind the texture after generation. Defaults to true.\r\n */\r\n Engine.prototype.generateMipMapsForCubemap = function (texture, unbind) {\r\n if (unbind === void 0) { unbind = true; }\r\n if (texture.generateMipMaps) {\r\n var gl = this._gl;\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_CUBE_MAP);\r\n if (unbind) {\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n }\r\n }\r\n };\r\n /** States */\r\n /**\r\n * Set various states to the webGL context\r\n * @param culling defines backface culling state\r\n * @param zOffset defines the value to apply to zOffset (0 by default)\r\n * @param force defines if states must be applied even if cache is up to date\r\n * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)\r\n */\r\n Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {\r\n if (zOffset === void 0) { zOffset = 0; }\r\n if (reverseSide === void 0) { reverseSide = false; }\r\n // Culling\r\n if (this._depthCullingState.cull !== culling || force) {\r\n this._depthCullingState.cull = culling;\r\n }\r\n // Cull face\r\n var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;\r\n if (this._depthCullingState.cullFace !== cullFace || force) {\r\n this._depthCullingState.cullFace = cullFace;\r\n }\r\n // Z offset\r\n this.setZOffset(zOffset);\r\n // Front face\r\n var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;\r\n if (this._depthCullingState.frontFace !== frontFace || force) {\r\n this._depthCullingState.frontFace = frontFace;\r\n }\r\n };\r\n /**\r\n * Set the z offset to apply to current rendering\r\n * @param value defines the offset to apply\r\n */\r\n Engine.prototype.setZOffset = function (value) {\r\n this._depthCullingState.zOffset = value;\r\n };\r\n /**\r\n * Gets the current value of the zOffset\r\n * @returns the current zOffset state\r\n */\r\n Engine.prototype.getZOffset = function () {\r\n return this._depthCullingState.zOffset;\r\n };\r\n /**\r\n * Enable or disable depth buffering\r\n * @param enable defines the state to set\r\n */\r\n Engine.prototype.setDepthBuffer = function (enable) {\r\n this._depthCullingState.depthTest = enable;\r\n };\r\n /**\r\n * Gets a boolean indicating if depth writing is enabled\r\n * @returns the current depth writing state\r\n */\r\n Engine.prototype.getDepthWrite = function () {\r\n return this._depthCullingState.depthMask;\r\n };\r\n /**\r\n * Enable or disable depth writing\r\n * @param enable defines the state to set\r\n */\r\n Engine.prototype.setDepthWrite = function (enable) {\r\n this._depthCullingState.depthMask = enable;\r\n };\r\n /**\r\n * Gets a boolean indicating if stencil buffer is enabled\r\n * @returns the current stencil buffer state\r\n */\r\n Engine.prototype.getStencilBuffer = function () {\r\n return this._stencilState.stencilTest;\r\n };\r\n /**\r\n * Enable or disable the stencil buffer\r\n * @param enable defines if the stencil buffer must be enabled or disabled\r\n */\r\n Engine.prototype.setStencilBuffer = function (enable) {\r\n this._stencilState.stencilTest = enable;\r\n };\r\n /**\r\n * Gets the current stencil mask\r\n * @returns a number defining the new stencil mask to use\r\n */\r\n Engine.prototype.getStencilMask = function () {\r\n return this._stencilState.stencilMask;\r\n };\r\n /**\r\n * Sets the current stencil mask\r\n * @param mask defines the new stencil mask to use\r\n */\r\n Engine.prototype.setStencilMask = function (mask) {\r\n this._stencilState.stencilMask = mask;\r\n };\r\n /**\r\n * Gets the current stencil function\r\n * @returns a number defining the stencil function to use\r\n */\r\n Engine.prototype.getStencilFunction = function () {\r\n return this._stencilState.stencilFunc;\r\n };\r\n /**\r\n * Gets the current stencil reference value\r\n * @returns a number defining the stencil reference value to use\r\n */\r\n Engine.prototype.getStencilFunctionReference = function () {\r\n return this._stencilState.stencilFuncRef;\r\n };\r\n /**\r\n * Gets the current stencil mask\r\n * @returns a number defining the stencil mask to use\r\n */\r\n Engine.prototype.getStencilFunctionMask = function () {\r\n return this._stencilState.stencilFuncMask;\r\n };\r\n /**\r\n * Sets the current stencil function\r\n * @param stencilFunc defines the new stencil function to use\r\n */\r\n Engine.prototype.setStencilFunction = function (stencilFunc) {\r\n this._stencilState.stencilFunc = stencilFunc;\r\n };\r\n /**\r\n * Sets the current stencil reference\r\n * @param reference defines the new stencil reference to use\r\n */\r\n Engine.prototype.setStencilFunctionReference = function (reference) {\r\n this._stencilState.stencilFuncRef = reference;\r\n };\r\n /**\r\n * Sets the current stencil mask\r\n * @param mask defines the new stencil mask to use\r\n */\r\n Engine.prototype.setStencilFunctionMask = function (mask) {\r\n this._stencilState.stencilFuncMask = mask;\r\n };\r\n /**\r\n * Gets the current stencil operation when stencil fails\r\n * @returns a number defining stencil operation to use when stencil fails\r\n */\r\n Engine.prototype.getStencilOperationFail = function () {\r\n return this._stencilState.stencilOpStencilFail;\r\n };\r\n /**\r\n * Gets the current stencil operation when depth fails\r\n * @returns a number defining stencil operation to use when depth fails\r\n */\r\n Engine.prototype.getStencilOperationDepthFail = function () {\r\n return this._stencilState.stencilOpDepthFail;\r\n };\r\n /**\r\n * Gets the current stencil operation when stencil passes\r\n * @returns a number defining stencil operation to use when stencil passes\r\n */\r\n Engine.prototype.getStencilOperationPass = function () {\r\n return this._stencilState.stencilOpStencilDepthPass;\r\n };\r\n /**\r\n * Sets the stencil operation to use when stencil fails\r\n * @param operation defines the stencil operation to use when stencil fails\r\n */\r\n Engine.prototype.setStencilOperationFail = function (operation) {\r\n this._stencilState.stencilOpStencilFail = operation;\r\n };\r\n /**\r\n * Sets the stencil operation to use when depth fails\r\n * @param operation defines the stencil operation to use when depth fails\r\n */\r\n Engine.prototype.setStencilOperationDepthFail = function (operation) {\r\n this._stencilState.stencilOpDepthFail = operation;\r\n };\r\n /**\r\n * Sets the stencil operation to use when stencil passes\r\n * @param operation defines the stencil operation to use when stencil passes\r\n */\r\n Engine.prototype.setStencilOperationPass = function (operation) {\r\n this._stencilState.stencilOpStencilDepthPass = operation;\r\n };\r\n /**\r\n * Sets a boolean indicating if the dithering state is enabled or disabled\r\n * @param value defines the dithering state\r\n */\r\n Engine.prototype.setDitheringState = function (value) {\r\n if (value) {\r\n this._gl.enable(this._gl.DITHER);\r\n }\r\n else {\r\n this._gl.disable(this._gl.DITHER);\r\n }\r\n };\r\n /**\r\n * Sets a boolean indicating if the rasterizer state is enabled or disabled\r\n * @param value defines the rasterizer state\r\n */\r\n Engine.prototype.setRasterizerState = function (value) {\r\n if (value) {\r\n this._gl.disable(this._gl.RASTERIZER_DISCARD);\r\n }\r\n else {\r\n this._gl.enable(this._gl.RASTERIZER_DISCARD);\r\n }\r\n };\r\n /**\r\n * Gets the current depth function\r\n * @returns a number defining the depth function\r\n */\r\n Engine.prototype.getDepthFunction = function () {\r\n return this._depthCullingState.depthFunc;\r\n };\r\n /**\r\n * Sets the current depth function\r\n * @param depthFunc defines the function to use\r\n */\r\n Engine.prototype.setDepthFunction = function (depthFunc) {\r\n this._depthCullingState.depthFunc = depthFunc;\r\n };\r\n /**\r\n * Sets the current depth function to GREATER\r\n */\r\n Engine.prototype.setDepthFunctionToGreater = function () {\r\n this._depthCullingState.depthFunc = this._gl.GREATER;\r\n };\r\n /**\r\n * Sets the current depth function to GEQUAL\r\n */\r\n Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {\r\n this._depthCullingState.depthFunc = this._gl.GEQUAL;\r\n };\r\n /**\r\n * Sets the current depth function to LESS\r\n */\r\n Engine.prototype.setDepthFunctionToLess = function () {\r\n this._depthCullingState.depthFunc = this._gl.LESS;\r\n };\r\n /**\r\n * Sets the current depth function to LEQUAL\r\n */\r\n Engine.prototype.setDepthFunctionToLessOrEqual = function () {\r\n this._depthCullingState.depthFunc = this._gl.LEQUAL;\r\n };\r\n /**\r\n * Caches the the state of the stencil buffer\r\n */\r\n Engine.prototype.cacheStencilState = function () {\r\n this._cachedStencilBuffer = this.getStencilBuffer();\r\n this._cachedStencilFunction = this.getStencilFunction();\r\n this._cachedStencilMask = this.getStencilMask();\r\n this._cachedStencilOperationPass = this.getStencilOperationPass();\r\n this._cachedStencilOperationFail = this.getStencilOperationFail();\r\n this._cachedStencilOperationDepthFail = this.getStencilOperationDepthFail();\r\n this._cachedStencilReference = this.getStencilFunctionReference();\r\n };\r\n /**\r\n * Restores the state of the stencil buffer\r\n */\r\n Engine.prototype.restoreStencilState = function () {\r\n this.setStencilFunction(this._cachedStencilFunction);\r\n this.setStencilMask(this._cachedStencilMask);\r\n this.setStencilBuffer(this._cachedStencilBuffer);\r\n this.setStencilOperationPass(this._cachedStencilOperationPass);\r\n this.setStencilOperationFail(this._cachedStencilOperationFail);\r\n this.setStencilOperationDepthFail(this._cachedStencilOperationDepthFail);\r\n this.setStencilFunctionReference(this._cachedStencilReference);\r\n };\r\n /**\r\n * Directly set the WebGL Viewport\r\n * @param x defines the x coordinate of the viewport (in screen space)\r\n * @param y defines the y coordinate of the viewport (in screen space)\r\n * @param width defines the width of the viewport (in screen space)\r\n * @param height defines the height of the viewport (in screen space)\r\n * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state\r\n */\r\n Engine.prototype.setDirectViewport = function (x, y, width, height) {\r\n var currentViewport = this._cachedViewport;\r\n this._cachedViewport = null;\r\n this._viewport(x, y, width, height);\r\n return currentViewport;\r\n };\r\n /**\r\n * Executes a scissor clear (ie. a clear on a specific portion of the screen)\r\n * @param x defines the x-coordinate of the top left corner of the clear rectangle\r\n * @param y defines the y-coordinate of the corner of the clear rectangle\r\n * @param width defines the width of the clear rectangle\r\n * @param height defines the height of the clear rectangle\r\n * @param clearColor defines the clear color\r\n */\r\n Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {\r\n this.enableScissor(x, y, width, height);\r\n this.clear(clearColor, true, true, true);\r\n this.disableScissor();\r\n };\r\n /**\r\n * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)\r\n * @param x defines the x-coordinate of the top left corner of the clear rectangle\r\n * @param y defines the y-coordinate of the corner of the clear rectangle\r\n * @param width defines the width of the clear rectangle\r\n * @param height defines the height of the clear rectangle\r\n */\r\n Engine.prototype.enableScissor = function (x, y, width, height) {\r\n var gl = this._gl;\r\n // Change state\r\n gl.enable(gl.SCISSOR_TEST);\r\n gl.scissor(x, y, width, height);\r\n };\r\n /**\r\n * Disable previously set scissor test rectangle\r\n */\r\n Engine.prototype.disableScissor = function () {\r\n var gl = this._gl;\r\n gl.disable(gl.SCISSOR_TEST);\r\n };\r\n Engine.prototype._reportDrawCall = function () {\r\n this._drawCalls.addCount(1, false);\r\n };\r\n /**\r\n * Initializes a webVR display and starts listening to display change events\r\n * The onVRDisplayChangedObservable will be notified upon these changes\r\n * @returns The onVRDisplayChangedObservable\r\n */\r\n Engine.prototype.initWebVR = function () {\r\n throw _DevTools.WarnImport(\"WebVRCamera\");\r\n };\r\n /** @hidden */\r\n Engine.prototype._prepareVRComponent = function () {\r\n // Do nothing as the engine side effect will overload it\r\n };\r\n /** @hidden */\r\n Engine.prototype._connectVREvents = function (canvas, document) {\r\n // Do nothing as the engine side effect will overload it\r\n };\r\n /** @hidden */\r\n Engine.prototype._submitVRFrame = function () {\r\n // Do nothing as the engine side effect will overload it\r\n };\r\n /**\r\n * Call this function to leave webVR mode\r\n * Will do nothing if webVR is not supported or if there is no webVR device\r\n * @see http://doc.babylonjs.com/how_to/webvr_camera\r\n */\r\n Engine.prototype.disableVR = function () {\r\n // Do nothing as the engine side effect will overload it\r\n };\r\n /**\r\n * Gets a boolean indicating that the system is in VR mode and is presenting\r\n * @returns true if VR mode is engaged\r\n */\r\n Engine.prototype.isVRPresenting = function () {\r\n return false;\r\n };\r\n /** @hidden */\r\n Engine.prototype._requestVRFrame = function () {\r\n // Do nothing as the engine side effect will overload it\r\n };\r\n /** @hidden */\r\n Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {\r\n var _this = this;\r\n return new Promise(function (resolve, reject) {\r\n _this._loadFile(url, function (data) {\r\n resolve(data);\r\n }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {\r\n reject(exception);\r\n });\r\n });\r\n };\r\n /**\r\n * Gets the source code of the vertex shader associated with a specific webGL program\r\n * @param program defines the program to use\r\n * @returns a string containing the source code of the vertex shader associated with the program\r\n */\r\n Engine.prototype.getVertexShaderSource = function (program) {\r\n var shaders = this._gl.getAttachedShaders(program);\r\n if (!shaders) {\r\n return null;\r\n }\r\n return this._gl.getShaderSource(shaders[0]);\r\n };\r\n /**\r\n * Gets the source code of the fragment shader associated with a specific webGL program\r\n * @param program defines the program to use\r\n * @returns a string containing the source code of the fragment shader associated with the program\r\n */\r\n Engine.prototype.getFragmentShaderSource = function (program) {\r\n var shaders = this._gl.getAttachedShaders(program);\r\n if (!shaders) {\r\n return null;\r\n }\r\n return this._gl.getShaderSource(shaders[1]);\r\n };\r\n /**\r\n * Sets a depth stencil texture from a render target to the according uniform.\r\n * @param channel The texture channel\r\n * @param uniform The uniform to set\r\n * @param texture The render target texture containing the depth stencil texture to apply\r\n */\r\n Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {\r\n if (channel === undefined) {\r\n return;\r\n }\r\n if (uniform) {\r\n this._boundUniforms[channel] = uniform;\r\n }\r\n if (!texture || !texture.depthStencilTexture) {\r\n this._setTexture(channel, null);\r\n }\r\n else {\r\n this._setTexture(channel, texture, false, true);\r\n }\r\n };\r\n /**\r\n * Sets a texture to the webGL context from a postprocess\r\n * @param channel defines the channel to use\r\n * @param postProcess defines the source postprocess\r\n */\r\n Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {\r\n this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);\r\n };\r\n /**\r\n * Binds the output of the passed in post process to the texture channel specified\r\n * @param channel The channel the texture should be bound to\r\n * @param postProcess The post process which's output should be bound\r\n */\r\n Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {\r\n this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);\r\n };\r\n /** @hidden */\r\n Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {\r\n // Create new RGBA data container.\r\n var rgbaData;\r\n if (textureType === 1) {\r\n rgbaData = new Float32Array(width * height * 4);\r\n }\r\n else {\r\n rgbaData = new Uint32Array(width * height * 4);\r\n }\r\n // Convert each pixel.\r\n for (var x = 0; x < width; x++) {\r\n for (var y = 0; y < height; y++) {\r\n var index = (y * width + x) * 3;\r\n var newIndex = (y * width + x) * 4;\r\n // Map Old Value to new value.\r\n rgbaData[newIndex + 0] = rgbData[index + 0];\r\n rgbaData[newIndex + 1] = rgbData[index + 1];\r\n rgbaData[newIndex + 2] = rgbData[index + 2];\r\n // Add fully opaque alpha channel.\r\n rgbaData[newIndex + 3] = 1;\r\n }\r\n }\r\n return rgbaData;\r\n };\r\n Engine.prototype._rebuildBuffers = function () {\r\n // Index / Vertex\r\n for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {\r\n var scene = _a[_i];\r\n scene.resetCachedMaterial();\r\n scene._rebuildGeometries();\r\n scene._rebuildTextures();\r\n }\r\n _super.prototype._rebuildBuffers.call(this);\r\n };\r\n /** @hidden */\r\n Engine.prototype._renderFrame = function () {\r\n for (var index = 0; index < this._activeRenderLoops.length; index++) {\r\n var renderFunction = this._activeRenderLoops[index];\r\n renderFunction();\r\n }\r\n };\r\n Engine.prototype._renderLoop = function () {\r\n if (!this._contextWasLost) {\r\n var shouldRender = true;\r\n if (!this.renderEvenInBackground && this._windowIsBackground) {\r\n shouldRender = false;\r\n }\r\n if (shouldRender) {\r\n // Start new frame\r\n this.beginFrame();\r\n // Child canvases\r\n if (!this._renderViews()) {\r\n // Main frame\r\n this._renderFrame();\r\n }\r\n // Present\r\n this.endFrame();\r\n }\r\n }\r\n if (this._activeRenderLoops.length > 0) {\r\n // Register new frame\r\n if (this.customAnimationFrameRequester) {\r\n this.customAnimationFrameRequester.requestID = this._queueNewFrame(this.customAnimationFrameRequester.renderFunction || this._boundRenderFunction, this.customAnimationFrameRequester);\r\n this._frameHandler = this.customAnimationFrameRequester.requestID;\r\n }\r\n else if (this.isVRPresenting()) {\r\n this._requestVRFrame();\r\n }\r\n else {\r\n this._frameHandler = this._queueNewFrame(this._boundRenderFunction, this.getHostWindow());\r\n }\r\n }\r\n else {\r\n this._renderingQueueLaunched = false;\r\n }\r\n };\r\n /** @hidden */\r\n Engine.prototype._renderViews = function () {\r\n return false;\r\n };\r\n /**\r\n * Toggle full screen mode\r\n * @param requestPointerLock defines if a pointer lock should be requested from the user\r\n */\r\n Engine.prototype.switchFullscreen = function (requestPointerLock) {\r\n if (this.isFullscreen) {\r\n this.exitFullscreen();\r\n }\r\n else {\r\n this.enterFullscreen(requestPointerLock);\r\n }\r\n };\r\n /**\r\n * Enters full screen mode\r\n * @param requestPointerLock defines if a pointer lock should be requested from the user\r\n */\r\n Engine.prototype.enterFullscreen = function (requestPointerLock) {\r\n if (!this.isFullscreen) {\r\n this._pointerLockRequested = requestPointerLock;\r\n if (this._renderingCanvas) {\r\n Engine._RequestFullscreen(this._renderingCanvas);\r\n }\r\n }\r\n };\r\n /**\r\n * Exits full screen mode\r\n */\r\n Engine.prototype.exitFullscreen = function () {\r\n if (this.isFullscreen) {\r\n Engine._ExitFullscreen();\r\n }\r\n };\r\n /**\r\n * Enters Pointerlock mode\r\n */\r\n Engine.prototype.enterPointerlock = function () {\r\n if (this._renderingCanvas) {\r\n Engine._RequestPointerlock(this._renderingCanvas);\r\n }\r\n };\r\n /**\r\n * Exits Pointerlock mode\r\n */\r\n Engine.prototype.exitPointerlock = function () {\r\n Engine._ExitPointerlock();\r\n };\r\n /**\r\n * Begin a new frame\r\n */\r\n Engine.prototype.beginFrame = function () {\r\n this._measureFps();\r\n this.onBeginFrameObservable.notifyObservers(this);\r\n _super.prototype.beginFrame.call(this);\r\n };\r\n /**\r\n * Enf the current frame\r\n */\r\n Engine.prototype.endFrame = function () {\r\n _super.prototype.endFrame.call(this);\r\n this._submitVRFrame();\r\n this.onEndFrameObservable.notifyObservers(this);\r\n };\r\n Engine.prototype.resize = function () {\r\n // We're not resizing the size of the canvas while in VR mode & presenting\r\n if (this.isVRPresenting()) {\r\n return;\r\n }\r\n _super.prototype.resize.call(this);\r\n };\r\n /**\r\n * Force a specific size of the canvas\r\n * @param width defines the new canvas' width\r\n * @param height defines the new canvas' height\r\n */\r\n Engine.prototype.setSize = function (width, height) {\r\n if (!this._renderingCanvas) {\r\n return;\r\n }\r\n _super.prototype.setSize.call(this, width, height);\r\n if (this.scenes) {\r\n for (var index = 0; index < this.scenes.length; index++) {\r\n var scene = this.scenes[index];\r\n for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {\r\n var cam = scene.cameras[camIndex];\r\n cam._currentRenderId = 0;\r\n }\r\n }\r\n if (this.onResizeObservable.hasObservers) {\r\n this.onResizeObservable.notifyObservers(this);\r\n }\r\n }\r\n };\r\n /**\r\n * Updates a dynamic vertex buffer.\r\n * @param vertexBuffer the vertex buffer to update\r\n * @param data the data used to update the vertex buffer\r\n * @param byteOffset the byte offset of the data\r\n * @param byteLength the byte length of the data\r\n */\r\n Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {\r\n this.bindArrayBuffer(vertexBuffer);\r\n if (byteOffset === undefined) {\r\n byteOffset = 0;\r\n }\r\n var dataLength = data.length || data.byteLength;\r\n if (byteLength === undefined || byteLength >= dataLength && byteOffset === 0) {\r\n if (data instanceof Array) {\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));\r\n }\r\n else {\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);\r\n }\r\n }\r\n else {\r\n if (data instanceof Array) {\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));\r\n }\r\n else {\r\n if (data instanceof ArrayBuffer) {\r\n data = new Uint8Array(data, byteOffset, byteLength);\r\n }\r\n else {\r\n data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);\r\n }\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);\r\n }\r\n }\r\n this._resetVertexBufferBinding();\r\n };\r\n Engine.prototype._deletePipelineContext = function (pipelineContext) {\r\n var webGLPipelineContext = pipelineContext;\r\n if (webGLPipelineContext && webGLPipelineContext.program) {\r\n if (webGLPipelineContext.transformFeedback) {\r\n this.deleteTransformFeedback(webGLPipelineContext.transformFeedback);\r\n webGLPipelineContext.transformFeedback = null;\r\n }\r\n }\r\n _super.prototype._deletePipelineContext.call(this, pipelineContext);\r\n };\r\n Engine.prototype.createShaderProgram = function (pipelineContext, vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {\r\n if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }\r\n context = context || this._gl;\r\n this.onBeforeShaderCompilationObservable.notifyObservers(this);\r\n var program = _super.prototype.createShaderProgram.call(this, pipelineContext, vertexCode, fragmentCode, defines, context, transformFeedbackVaryings);\r\n this.onAfterShaderCompilationObservable.notifyObservers(this);\r\n return program;\r\n };\r\n Engine.prototype._createShaderProgram = function (pipelineContext, vertexShader, fragmentShader, context, transformFeedbackVaryings) {\r\n if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }\r\n var shaderProgram = context.createProgram();\r\n pipelineContext.program = shaderProgram;\r\n if (!shaderProgram) {\r\n throw new Error(\"Unable to create program\");\r\n }\r\n context.attachShader(shaderProgram, vertexShader);\r\n context.attachShader(shaderProgram, fragmentShader);\r\n if (this.webGLVersion > 1 && transformFeedbackVaryings) {\r\n var transformFeedback = this.createTransformFeedback();\r\n this.bindTransformFeedback(transformFeedback);\r\n this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);\r\n pipelineContext.transformFeedback = transformFeedback;\r\n }\r\n context.linkProgram(shaderProgram);\r\n if (this.webGLVersion > 1 && transformFeedbackVaryings) {\r\n this.bindTransformFeedback(null);\r\n }\r\n pipelineContext.context = context;\r\n pipelineContext.vertexShader = vertexShader;\r\n pipelineContext.fragmentShader = fragmentShader;\r\n if (!pipelineContext.isParallelCompiled) {\r\n this._finalizePipelineContext(pipelineContext);\r\n }\r\n return shaderProgram;\r\n };\r\n Engine.prototype._releaseTexture = function (texture) {\r\n _super.prototype._releaseTexture.call(this, texture);\r\n // Set output texture of post process to null if the texture has been released/disposed\r\n this.scenes.forEach(function (scene) {\r\n scene.postProcesses.forEach(function (postProcess) {\r\n if (postProcess._outputTexture == texture) {\r\n postProcess._outputTexture = null;\r\n }\r\n });\r\n scene.cameras.forEach(function (camera) {\r\n camera._postProcesses.forEach(function (postProcess) {\r\n if (postProcess) {\r\n if (postProcess._outputTexture == texture) {\r\n postProcess._outputTexture = null;\r\n }\r\n }\r\n });\r\n });\r\n });\r\n };\r\n /**\r\n * @hidden\r\n * Rescales a texture\r\n * @param source input texutre\r\n * @param destination destination texture\r\n * @param scene scene to use to render the resize\r\n * @param internalFormat format to use when resizing\r\n * @param onComplete callback to be called when resize has completed\r\n */\r\n Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {\r\n var _this = this;\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, this._gl.LINEAR);\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, this._gl.LINEAR);\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.CLAMP_TO_EDGE);\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.CLAMP_TO_EDGE);\r\n var rtt = this.createRenderTargetTexture({\r\n width: destination.width,\r\n height: destination.height,\r\n }, {\r\n generateMipMaps: false,\r\n type: 0,\r\n samplingMode: 2,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false\r\n });\r\n if (!this._rescalePostProcess && Engine._RescalePostProcessFactory) {\r\n this._rescalePostProcess = Engine._RescalePostProcessFactory(this);\r\n }\r\n this._rescalePostProcess.getEffect().executeWhenCompiled(function () {\r\n _this._rescalePostProcess.onApply = function (effect) {\r\n effect._bindTexture(\"textureSampler\", source);\r\n };\r\n var hostingScene = scene;\r\n if (!hostingScene) {\r\n hostingScene = _this.scenes[_this.scenes.length - 1];\r\n }\r\n hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);\r\n _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);\r\n _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);\r\n _this.unBindFramebuffer(rtt);\r\n _this._releaseTexture(rtt);\r\n if (onComplete) {\r\n onComplete();\r\n }\r\n });\r\n };\r\n // FPS\r\n /**\r\n * Gets the current framerate\r\n * @returns a number representing the framerate\r\n */\r\n Engine.prototype.getFps = function () {\r\n return this._fps;\r\n };\r\n /**\r\n * Gets the time spent between current and previous frame\r\n * @returns a number representing the delta time in ms\r\n */\r\n Engine.prototype.getDeltaTime = function () {\r\n return this._deltaTime;\r\n };\r\n Engine.prototype._measureFps = function () {\r\n this._performanceMonitor.sampleFrame();\r\n this._fps = this._performanceMonitor.averageFPS;\r\n this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;\r\n };\r\n /** @hidden */\r\n Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {\r\n if (faceIndex === void 0) { faceIndex = 0; }\r\n if (lod === void 0) { lod = 0; }\r\n var gl = this._gl;\r\n var textureType = this._getWebGLTextureType(texture.type);\r\n var format = this._getInternalFormat(texture.format);\r\n var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);\r\n var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;\r\n this._bindTextureDirectly(bindTarget, texture, true);\r\n this._unpackFlipY(texture.invertY);\r\n var target = gl.TEXTURE_2D;\r\n if (texture.isCube) {\r\n target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;\r\n }\r\n gl.texImage2D(target, lod, internalFormat, format, textureType, image);\r\n this._bindTextureDirectly(bindTarget, null, true);\r\n };\r\n /**\r\n * Update a dynamic index buffer\r\n * @param indexBuffer defines the target index buffer\r\n * @param indices defines the data to update\r\n * @param offset defines the offset in the target index buffer where update should start\r\n */\r\n Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n // Force cache update\r\n this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;\r\n this.bindIndexBuffer(indexBuffer);\r\n var arrayBuffer;\r\n if (indices instanceof Uint16Array || indices instanceof Uint32Array) {\r\n arrayBuffer = indices;\r\n }\r\n else {\r\n arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);\r\n }\r\n this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);\r\n this._resetIndexBufferBinding();\r\n };\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets\r\n * @param texture defines the texture to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {\r\n if (this.webGLVersion < 2 || !texture) {\r\n return 1;\r\n }\r\n if (texture.samples === samples) {\r\n return samples;\r\n }\r\n var gl = this._gl;\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n // Dispose previous render buffers\r\n if (texture._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(texture._depthStencilBuffer);\r\n texture._depthStencilBuffer = null;\r\n }\r\n if (texture._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(texture._MSAAFramebuffer);\r\n texture._MSAAFramebuffer = null;\r\n }\r\n if (texture._MSAARenderBuffer) {\r\n gl.deleteRenderbuffer(texture._MSAARenderBuffer);\r\n texture._MSAARenderBuffer = null;\r\n }\r\n if (samples > 1 && gl.renderbufferStorageMultisample) {\r\n var framebuffer = gl.createFramebuffer();\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n texture._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(texture._MSAAFramebuffer);\r\n var colorRenderbuffer = gl.createRenderbuffer();\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);\r\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);\r\n texture._MSAARenderBuffer = colorRenderbuffer;\r\n }\r\n else {\r\n this._bindUnboundFramebuffer(texture._framebuffer);\r\n }\r\n texture.samples = samples;\r\n texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);\r\n this._bindUnboundFramebuffer(null);\r\n return samples;\r\n };\r\n /**\r\n * Updates a depth texture Comparison Mode and Function.\r\n * If the comparison Function is equal to 0, the mode will be set to none.\r\n * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.\r\n * @param texture The texture to set the comparison function for\r\n * @param comparisonFunction The comparison function to set, 0 if no comparison required\r\n */\r\n Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {\r\n if (this.webGLVersion === 1) {\r\n Logger.Error(\"WebGL 1 does not support texture comparison.\");\r\n return;\r\n }\r\n var gl = this._gl;\r\n if (texture.isCube) {\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);\r\n if (comparisonFunction === 0) {\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, 515);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);\r\n }\r\n else {\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);\r\n }\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);\r\n }\r\n else {\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);\r\n if (comparisonFunction === 0) {\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, 515);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);\r\n }\r\n else {\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);\r\n }\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n }\r\n texture._comparisonFunction = comparisonFunction;\r\n };\r\n /**\r\n * Creates a webGL buffer to use with instanciation\r\n * @param capacity defines the size of the buffer\r\n * @returns the webGL buffer\r\n */\r\n Engine.prototype.createInstancesBuffer = function (capacity) {\r\n var buffer = this._gl.createBuffer();\r\n if (!buffer) {\r\n throw new Error(\"Unable to create instance buffer\");\r\n }\r\n var result = new WebGLDataBuffer(buffer);\r\n result.capacity = capacity;\r\n this.bindArrayBuffer(result);\r\n this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);\r\n return result;\r\n };\r\n /**\r\n * Delete a webGL buffer used with instanciation\r\n * @param buffer defines the webGL buffer to delete\r\n */\r\n Engine.prototype.deleteInstancesBuffer = function (buffer) {\r\n this._gl.deleteBuffer(buffer);\r\n };\r\n Engine.prototype._clientWaitAsync = function (sync, flags, interval_ms) {\r\n if (flags === void 0) { flags = 0; }\r\n if (interval_ms === void 0) { interval_ms = 10; }\r\n var gl = this._gl;\r\n return new Promise(function (resolve, reject) {\r\n var check = function () {\r\n var res = gl.clientWaitSync(sync, flags, 0);\r\n if (res == gl.WAIT_FAILED) {\r\n reject();\r\n return;\r\n }\r\n if (res == gl.TIMEOUT_EXPIRED) {\r\n setTimeout(check, interval_ms);\r\n return;\r\n }\r\n resolve();\r\n };\r\n check();\r\n });\r\n };\r\n /** @hidden */\r\n Engine.prototype._readPixelsAsync = function (x, y, w, h, format, type, outputBuffer) {\r\n if (this._webGLVersion < 2) {\r\n throw new Error(\"_readPixelsAsync only work on WebGL2+\");\r\n }\r\n var gl = this._gl;\r\n var buf = gl.createBuffer();\r\n gl.bindBuffer(gl.PIXEL_PACK_BUFFER, buf);\r\n gl.bufferData(gl.PIXEL_PACK_BUFFER, outputBuffer.byteLength, gl.STREAM_READ);\r\n gl.readPixels(x, y, w, h, format, type, 0);\r\n gl.bindBuffer(gl.PIXEL_PACK_BUFFER, null);\r\n var sync = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0);\r\n if (!sync) {\r\n return null;\r\n }\r\n gl.flush();\r\n return this._clientWaitAsync(sync, 0, 10).then(function () {\r\n gl.deleteSync(sync);\r\n gl.bindBuffer(gl.PIXEL_PACK_BUFFER, buf);\r\n gl.getBufferSubData(gl.PIXEL_PACK_BUFFER, 0, outputBuffer);\r\n gl.bindBuffer(gl.PIXEL_PACK_BUFFER, null);\r\n gl.deleteBuffer(buf);\r\n return outputBuffer;\r\n });\r\n };\r\n /** @hidden */\r\n Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {\r\n if (faceIndex === void 0) { faceIndex = -1; }\r\n if (level === void 0) { level = 0; }\r\n if (buffer === void 0) { buffer = null; }\r\n var gl = this._gl;\r\n if (!this._dummyFramebuffer) {\r\n var dummy = gl.createFramebuffer();\r\n if (!dummy) {\r\n throw new Error(\"Unable to create dummy framebuffer\");\r\n }\r\n this._dummyFramebuffer = dummy;\r\n }\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);\r\n if (faceIndex > -1) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);\r\n }\r\n else {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);\r\n }\r\n var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;\r\n switch (readType) {\r\n case gl.UNSIGNED_BYTE:\r\n if (!buffer) {\r\n buffer = new Uint8Array(4 * width * height);\r\n }\r\n readType = gl.UNSIGNED_BYTE;\r\n break;\r\n default:\r\n if (!buffer) {\r\n buffer = new Float32Array(4 * width * height);\r\n }\r\n readType = gl.FLOAT;\r\n break;\r\n }\r\n gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);\r\n return buffer;\r\n };\r\n Engine.prototype.dispose = function () {\r\n this.hideLoadingUI();\r\n this.onNewSceneAddedObservable.clear();\r\n // Release postProcesses\r\n while (this.postProcesses.length) {\r\n this.postProcesses[0].dispose();\r\n }\r\n // Rescale PP\r\n if (this._rescalePostProcess) {\r\n this._rescalePostProcess.dispose();\r\n }\r\n // Release scenes\r\n while (this.scenes.length) {\r\n this.scenes[0].dispose();\r\n }\r\n // Release audio engine\r\n if (Engine.Instances.length === 1 && Engine.audioEngine) {\r\n Engine.audioEngine.dispose();\r\n }\r\n if (this._dummyFramebuffer) {\r\n this._gl.deleteFramebuffer(this._dummyFramebuffer);\r\n }\r\n //WebVR\r\n this.disableVR();\r\n // Events\r\n if (DomManagement.IsWindowObjectExist()) {\r\n window.removeEventListener(\"blur\", this._onBlur);\r\n window.removeEventListener(\"focus\", this._onFocus);\r\n if (this._renderingCanvas) {\r\n this._renderingCanvas.removeEventListener(\"focus\", this._onCanvasFocus);\r\n this._renderingCanvas.removeEventListener(\"blur\", this._onCanvasBlur);\r\n this._renderingCanvas.removeEventListener(\"pointerout\", this._onCanvasPointerOut);\r\n }\r\n document.removeEventListener(\"fullscreenchange\", this._onFullscreenChange);\r\n document.removeEventListener(\"mozfullscreenchange\", this._onFullscreenChange);\r\n document.removeEventListener(\"webkitfullscreenchange\", this._onFullscreenChange);\r\n document.removeEventListener(\"msfullscreenchange\", this._onFullscreenChange);\r\n document.removeEventListener(\"pointerlockchange\", this._onPointerLockChange);\r\n document.removeEventListener(\"mspointerlockchange\", this._onPointerLockChange);\r\n document.removeEventListener(\"mozpointerlockchange\", this._onPointerLockChange);\r\n document.removeEventListener(\"webkitpointerlockchange\", this._onPointerLockChange);\r\n }\r\n _super.prototype.dispose.call(this);\r\n // Remove from Instances\r\n var index = Engine.Instances.indexOf(this);\r\n if (index >= 0) {\r\n Engine.Instances.splice(index, 1);\r\n }\r\n // Observables\r\n this.onResizeObservable.clear();\r\n this.onCanvasBlurObservable.clear();\r\n this.onCanvasFocusObservable.clear();\r\n this.onCanvasPointerOutObservable.clear();\r\n this.onBeginFrameObservable.clear();\r\n this.onEndFrameObservable.clear();\r\n };\r\n Engine.prototype._disableTouchAction = function () {\r\n if (!this._renderingCanvas || !this._renderingCanvas.setAttribute) {\r\n return;\r\n }\r\n this._renderingCanvas.setAttribute(\"touch-action\", \"none\");\r\n this._renderingCanvas.style.touchAction = \"none\";\r\n this._renderingCanvas.style.msTouchAction = \"none\";\r\n };\r\n // Loading screen\r\n /**\r\n * Display the loading screen\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n Engine.prototype.displayLoadingUI = function () {\r\n if (!DomManagement.IsWindowObjectExist()) {\r\n return;\r\n }\r\n var loadingScreen = this.loadingScreen;\r\n if (loadingScreen) {\r\n loadingScreen.displayLoadingUI();\r\n }\r\n };\r\n /**\r\n * Hide the loading screen\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n Engine.prototype.hideLoadingUI = function () {\r\n if (!DomManagement.IsWindowObjectExist()) {\r\n return;\r\n }\r\n var loadingScreen = this._loadingScreen;\r\n if (loadingScreen) {\r\n loadingScreen.hideLoadingUI();\r\n }\r\n };\r\n Object.defineProperty(Engine.prototype, \"loadingScreen\", {\r\n /**\r\n * Gets the current loading screen object\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n get: function () {\r\n if (!this._loadingScreen && this._renderingCanvas) {\r\n this._loadingScreen = Engine.DefaultLoadingScreenFactory(this._renderingCanvas);\r\n }\r\n return this._loadingScreen;\r\n },\r\n /**\r\n * Sets the current loading screen object\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n set: function (loadingScreen) {\r\n this._loadingScreen = loadingScreen;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine.prototype, \"loadingUIText\", {\r\n /**\r\n * Sets the current loading screen text\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n set: function (text) {\r\n this.loadingScreen.loadingUIText = text;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine.prototype, \"loadingUIBackgroundColor\", {\r\n /**\r\n * Sets the current loading screen background color\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n set: function (color) {\r\n this.loadingScreen.loadingUIBackgroundColor = color;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** Pointerlock and fullscreen */\r\n /**\r\n * Ask the browser to promote the current element to pointerlock mode\r\n * @param element defines the DOM element to promote\r\n */\r\n Engine._RequestPointerlock = function (element) {\r\n element.requestPointerLock = element.requestPointerLock || element.msRequestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;\r\n if (element.requestPointerLock) {\r\n element.requestPointerLock();\r\n }\r\n };\r\n /**\r\n * Asks the browser to exit pointerlock mode\r\n */\r\n Engine._ExitPointerlock = function () {\r\n var anyDoc = document;\r\n document.exitPointerLock = document.exitPointerLock || anyDoc.msExitPointerLock || anyDoc.mozExitPointerLock || anyDoc.webkitExitPointerLock;\r\n if (document.exitPointerLock) {\r\n document.exitPointerLock();\r\n }\r\n };\r\n /**\r\n * Ask the browser to promote the current element to fullscreen rendering mode\r\n * @param element defines the DOM element to promote\r\n */\r\n Engine._RequestFullscreen = function (element) {\r\n var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;\r\n if (!requestFunction) {\r\n return;\r\n }\r\n requestFunction.call(element);\r\n };\r\n /**\r\n * Asks the browser to exit fullscreen mode\r\n */\r\n Engine._ExitFullscreen = function () {\r\n var anyDoc = document;\r\n if (document.exitFullscreen) {\r\n document.exitFullscreen();\r\n }\r\n else if (anyDoc.mozCancelFullScreen) {\r\n anyDoc.mozCancelFullScreen();\r\n }\r\n else if (anyDoc.webkitCancelFullScreen) {\r\n anyDoc.webkitCancelFullScreen();\r\n }\r\n else if (anyDoc.msCancelFullScreen) {\r\n anyDoc.msCancelFullScreen();\r\n }\r\n };\r\n // Const statics\r\n /** Defines that alpha blending is disabled */\r\n Engine.ALPHA_DISABLE = 0;\r\n /** Defines that alpha blending to SRC ALPHA * SRC + DEST */\r\n Engine.ALPHA_ADD = 1;\r\n /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */\r\n Engine.ALPHA_COMBINE = 2;\r\n /** Defines that alpha blending to DEST - SRC * DEST */\r\n Engine.ALPHA_SUBTRACT = 3;\r\n /** Defines that alpha blending to SRC * DEST */\r\n Engine.ALPHA_MULTIPLY = 4;\r\n /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */\r\n Engine.ALPHA_MAXIMIZED = 5;\r\n /** Defines that alpha blending to SRC + DEST */\r\n Engine.ALPHA_ONEONE = 6;\r\n /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */\r\n Engine.ALPHA_PREMULTIPLIED = 7;\r\n /**\r\n * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST\r\n * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA\r\n */\r\n Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;\r\n /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */\r\n Engine.ALPHA_INTERPOLATE = 9;\r\n /**\r\n * Defines that alpha blending to SRC + (1 - SRC) * DEST\r\n * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA\r\n */\r\n Engine.ALPHA_SCREENMODE = 10;\r\n /** Defines that the ressource is not delayed*/\r\n Engine.DELAYLOADSTATE_NONE = 0;\r\n /** Defines that the ressource was successfully delay loaded */\r\n Engine.DELAYLOADSTATE_LOADED = 1;\r\n /** Defines that the ressource is currently delay loading */\r\n Engine.DELAYLOADSTATE_LOADING = 2;\r\n /** Defines that the ressource is delayed and has not started loading */\r\n Engine.DELAYLOADSTATE_NOTLOADED = 4;\r\n // Depht or Stencil test Constants.\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */\r\n Engine.NEVER = 512;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */\r\n Engine.ALWAYS = 519;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */\r\n Engine.LESS = 513;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */\r\n Engine.EQUAL = 514;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */\r\n Engine.LEQUAL = 515;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */\r\n Engine.GREATER = 516;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */\r\n Engine.GEQUAL = 518;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */\r\n Engine.NOTEQUAL = 517;\r\n // Stencil Actions Constants.\r\n /** Passed to stencilOperation to specify that stencil value must be kept */\r\n Engine.KEEP = 7680;\r\n /** Passed to stencilOperation to specify that stencil value must be replaced */\r\n Engine.REPLACE = 7681;\r\n /** Passed to stencilOperation to specify that stencil value must be incremented */\r\n Engine.INCR = 7682;\r\n /** Passed to stencilOperation to specify that stencil value must be decremented */\r\n Engine.DECR = 7683;\r\n /** Passed to stencilOperation to specify that stencil value must be inverted */\r\n Engine.INVERT = 5386;\r\n /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */\r\n Engine.INCR_WRAP = 34055;\r\n /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */\r\n Engine.DECR_WRAP = 34056;\r\n /** Texture is not repeating outside of 0..1 UVs */\r\n Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;\r\n /** Texture is repeating outside of 0..1 UVs */\r\n Engine.TEXTURE_WRAP_ADDRESSMODE = 1;\r\n /** Texture is repeating and mirrored */\r\n Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;\r\n /** ALPHA */\r\n Engine.TEXTUREFORMAT_ALPHA = 0;\r\n /** LUMINANCE */\r\n Engine.TEXTUREFORMAT_LUMINANCE = 1;\r\n /** LUMINANCE_ALPHA */\r\n Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;\r\n /** RGB */\r\n Engine.TEXTUREFORMAT_RGB = 4;\r\n /** RGBA */\r\n Engine.TEXTUREFORMAT_RGBA = 5;\r\n /** RED */\r\n Engine.TEXTUREFORMAT_RED = 6;\r\n /** RED (2nd reference) */\r\n Engine.TEXTUREFORMAT_R = 6;\r\n /** RG */\r\n Engine.TEXTUREFORMAT_RG = 7;\r\n /** RED_INTEGER */\r\n Engine.TEXTUREFORMAT_RED_INTEGER = 8;\r\n /** RED_INTEGER (2nd reference) */\r\n Engine.TEXTUREFORMAT_R_INTEGER = 8;\r\n /** RG_INTEGER */\r\n Engine.TEXTUREFORMAT_RG_INTEGER = 9;\r\n /** RGB_INTEGER */\r\n Engine.TEXTUREFORMAT_RGB_INTEGER = 10;\r\n /** RGBA_INTEGER */\r\n Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;\r\n /** UNSIGNED_BYTE */\r\n Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;\r\n /** UNSIGNED_BYTE (2nd reference) */\r\n Engine.TEXTURETYPE_UNSIGNED_INT = 0;\r\n /** FLOAT */\r\n Engine.TEXTURETYPE_FLOAT = 1;\r\n /** HALF_FLOAT */\r\n Engine.TEXTURETYPE_HALF_FLOAT = 2;\r\n /** BYTE */\r\n Engine.TEXTURETYPE_BYTE = 3;\r\n /** SHORT */\r\n Engine.TEXTURETYPE_SHORT = 4;\r\n /** UNSIGNED_SHORT */\r\n Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;\r\n /** INT */\r\n Engine.TEXTURETYPE_INT = 6;\r\n /** UNSIGNED_INT */\r\n Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;\r\n /** UNSIGNED_SHORT_4_4_4_4 */\r\n Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;\r\n /** UNSIGNED_SHORT_5_5_5_1 */\r\n Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;\r\n /** UNSIGNED_SHORT_5_6_5 */\r\n Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;\r\n /** UNSIGNED_INT_2_10_10_10_REV */\r\n Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;\r\n /** UNSIGNED_INT_24_8 */\r\n Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;\r\n /** UNSIGNED_INT_10F_11F_11F_REV */\r\n Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;\r\n /** UNSIGNED_INT_5_9_9_9_REV */\r\n Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;\r\n /** FLOAT_32_UNSIGNED_INT_24_8_REV */\r\n Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;\r\n /** nearest is mag = nearest and min = nearest and mip = linear */\r\n Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;\r\n /** Bilinear is mag = linear and min = linear and mip = nearest */\r\n Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;\r\n /** nearest is mag = nearest and min = nearest and mip = linear */\r\n Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 8;\r\n /** Bilinear is mag = linear and min = linear and mip = nearest */\r\n Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 11;\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;\r\n /** mag = nearest and min = nearest and mip = nearest */\r\n Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;\r\n /** mag = nearest and min = linear and mip = nearest */\r\n Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;\r\n /** mag = nearest and min = linear and mip = linear */\r\n Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;\r\n /** mag = nearest and min = linear and mip = none */\r\n Engine.TEXTURE_NEAREST_LINEAR = 7;\r\n /** mag = nearest and min = nearest and mip = none */\r\n Engine.TEXTURE_NEAREST_NEAREST = 1;\r\n /** mag = linear and min = nearest and mip = nearest */\r\n Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;\r\n /** mag = linear and min = nearest and mip = linear */\r\n Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;\r\n /** mag = linear and min = linear and mip = none */\r\n Engine.TEXTURE_LINEAR_LINEAR = 2;\r\n /** mag = linear and min = nearest and mip = none */\r\n Engine.TEXTURE_LINEAR_NEAREST = 12;\r\n /** Explicit coordinates mode */\r\n Engine.TEXTURE_EXPLICIT_MODE = 0;\r\n /** Spherical coordinates mode */\r\n Engine.TEXTURE_SPHERICAL_MODE = 1;\r\n /** Planar coordinates mode */\r\n Engine.TEXTURE_PLANAR_MODE = 2;\r\n /** Cubic coordinates mode */\r\n Engine.TEXTURE_CUBIC_MODE = 3;\r\n /** Projection coordinates mode */\r\n Engine.TEXTURE_PROJECTION_MODE = 4;\r\n /** Skybox coordinates mode */\r\n Engine.TEXTURE_SKYBOX_MODE = 5;\r\n /** Inverse Cubic coordinates mode */\r\n Engine.TEXTURE_INVCUBIC_MODE = 6;\r\n /** Equirectangular coordinates mode */\r\n Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;\r\n /** Equirectangular Fixed coordinates mode */\r\n Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;\r\n /** Equirectangular Fixed Mirrored coordinates mode */\r\n Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;\r\n // Texture rescaling mode\r\n /** Defines that texture rescaling will use a floor to find the closer power of 2 size */\r\n Engine.SCALEMODE_FLOOR = 1;\r\n /** Defines that texture rescaling will look for the nearest power of 2 size */\r\n Engine.SCALEMODE_NEAREST = 2;\r\n /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */\r\n Engine.SCALEMODE_CEILING = 3;\r\n /**\r\n * Method called to create the default rescale post process on each engine.\r\n */\r\n Engine._RescalePostProcessFactory = null;\r\n return Engine;\r\n}(ThinEngine));\r\nexport { Engine };\r\n//# sourceMappingURL=engine.js.map","import { __assign, __decorate } from \"tslib\";\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { BaseSubMesh } from \"../Meshes/subMesh\";\r\nimport { UniformBuffer } from \"./uniformBuffer\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Plane } from '../Maths/math.plane';\r\n/**\r\n * Base class for the main features of a material in Babylon.js\r\n */\r\nvar Material = /** @class */ (function () {\r\n /**\r\n * Creates a material instance\r\n * @param name defines the name of the material\r\n * @param scene defines the scene to reference\r\n * @param doNotAdd specifies if the material should be added to the scene\r\n */\r\n function Material(name, scene, doNotAdd) {\r\n /**\r\n * Gets or sets user defined metadata\r\n */\r\n this.metadata = null;\r\n /**\r\n * For internal use only. Please do not use.\r\n */\r\n this.reservedDataStore = null;\r\n /**\r\n * Specifies if the ready state should be checked on each call\r\n */\r\n this.checkReadyOnEveryCall = false;\r\n /**\r\n * Specifies if the ready state should be checked once\r\n */\r\n this.checkReadyOnlyOnce = false;\r\n /**\r\n * The state of the material\r\n */\r\n this.state = \"\";\r\n /**\r\n * The alpha value of the material\r\n */\r\n this._alpha = 1.0;\r\n /**\r\n * Specifies if back face culling is enabled\r\n */\r\n this._backFaceCulling = true;\r\n /**\r\n * Callback triggered when the material is compiled\r\n */\r\n this.onCompiled = null;\r\n /**\r\n * Callback triggered when an error occurs\r\n */\r\n this.onError = null;\r\n /**\r\n * Callback triggered to get the render target textures\r\n */\r\n this.getRenderTargetTextures = null;\r\n /**\r\n * Specifies if the material should be serialized\r\n */\r\n this.doNotSerialize = false;\r\n /**\r\n * @hidden\r\n */\r\n this._storeEffectOnSubMeshes = false;\r\n /**\r\n * Stores the animations for the material\r\n */\r\n this.animations = null;\r\n /**\r\n * An event triggered when the material is disposed\r\n */\r\n this.onDisposeObservable = new Observable();\r\n /**\r\n * An observer which watches for dispose events\r\n */\r\n this._onDisposeObserver = null;\r\n this._onUnBindObservable = null;\r\n /**\r\n * An observer which watches for bind events\r\n */\r\n this._onBindObserver = null;\r\n /**\r\n * Stores the value of the alpha mode\r\n */\r\n this._alphaMode = 2;\r\n /**\r\n * Stores the state of the need depth pre-pass value\r\n */\r\n this._needDepthPrePass = false;\r\n /**\r\n * Specifies if depth writing should be disabled\r\n */\r\n this.disableDepthWrite = false;\r\n /**\r\n * Specifies if depth writing should be forced\r\n */\r\n this.forceDepthWrite = false;\r\n /**\r\n * Specifies the depth function that should be used. 0 means the default engine function\r\n */\r\n this.depthFunction = 0;\r\n /**\r\n * Specifies if there should be a separate pass for culling\r\n */\r\n this.separateCullingPass = false;\r\n /**\r\n * Stores the state specifing if fog should be enabled\r\n */\r\n this._fogEnabled = true;\r\n /**\r\n * Stores the size of points\r\n */\r\n this.pointSize = 1.0;\r\n /**\r\n * Stores the z offset value\r\n */\r\n this.zOffset = 0;\r\n /**\r\n * @hidden\r\n * Stores the effects for the material\r\n */\r\n this._effect = null;\r\n /**\r\n * Specifies if uniform buffers should be used\r\n */\r\n this._useUBO = false;\r\n /**\r\n * Stores the fill mode state\r\n */\r\n this._fillMode = Material.TriangleFillMode;\r\n /**\r\n * Specifies if the depth write state should be cached\r\n */\r\n this._cachedDepthWriteState = false;\r\n /**\r\n * Specifies if the depth function state should be cached\r\n */\r\n this._cachedDepthFunctionState = 0;\r\n /** @hidden */\r\n this._indexInSceneMaterialArray = -1;\r\n /** @hidden */\r\n this.meshMap = null;\r\n this.name = name;\r\n this.id = name || Tools.RandomId();\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this.uniqueId = this._scene.getUniqueId();\r\n if (this._scene.useRightHandedSystem) {\r\n this.sideOrientation = Material.ClockWiseSideOrientation;\r\n }\r\n else {\r\n this.sideOrientation = Material.CounterClockWiseSideOrientation;\r\n }\r\n this._uniformBuffer = new UniformBuffer(this._scene.getEngine());\r\n this._useUBO = this.getScene().getEngine().supportsUniformBuffers;\r\n if (!doNotAdd) {\r\n this._scene.addMaterial(this);\r\n }\r\n if (this._scene.useMaterialMeshMap) {\r\n this.meshMap = {};\r\n }\r\n }\r\n Object.defineProperty(Material.prototype, \"alpha\", {\r\n /**\r\n * Gets the alpha value of the material\r\n */\r\n get: function () {\r\n return this._alpha;\r\n },\r\n /**\r\n * Sets the alpha value of the material\r\n */\r\n set: function (value) {\r\n if (this._alpha === value) {\r\n return;\r\n }\r\n this._alpha = value;\r\n this.markAsDirty(Material.MiscDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"backFaceCulling\", {\r\n /**\r\n * Gets the back-face culling state\r\n */\r\n get: function () {\r\n return this._backFaceCulling;\r\n },\r\n /**\r\n * Sets the back-face culling state\r\n */\r\n set: function (value) {\r\n if (this._backFaceCulling === value) {\r\n return;\r\n }\r\n this._backFaceCulling = value;\r\n this.markAsDirty(Material.TextureDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"hasRenderTargetTextures\", {\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"onDispose\", {\r\n /**\r\n * Called during a dispose event\r\n */\r\n set: function (callback) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"onBindObservable\", {\r\n /**\r\n * An event triggered when the material is bound\r\n */\r\n get: function () {\r\n if (!this._onBindObservable) {\r\n this._onBindObservable = new Observable();\r\n }\r\n return this._onBindObservable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"onBind\", {\r\n /**\r\n * Called during a bind event\r\n */\r\n set: function (callback) {\r\n if (this._onBindObserver) {\r\n this.onBindObservable.remove(this._onBindObserver);\r\n }\r\n this._onBindObserver = this.onBindObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"onUnBindObservable\", {\r\n /**\r\n * An event triggered when the material is unbound\r\n */\r\n get: function () {\r\n if (!this._onUnBindObservable) {\r\n this._onUnBindObservable = new Observable();\r\n }\r\n return this._onUnBindObservable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"alphaMode\", {\r\n /**\r\n * Gets the value of the alpha mode\r\n */\r\n get: function () {\r\n return this._alphaMode;\r\n },\r\n /**\r\n * Sets the value of the alpha mode.\r\n *\r\n * | Value | Type | Description |\r\n * | --- | --- | --- |\r\n * | 0 | ALPHA_DISABLE | |\r\n * | 1 | ALPHA_ADD | |\r\n * | 2 | ALPHA_COMBINE | |\r\n * | 3 | ALPHA_SUBTRACT | |\r\n * | 4 | ALPHA_MULTIPLY | |\r\n * | 5 | ALPHA_MAXIMIZED | |\r\n * | 6 | ALPHA_ONEONE | |\r\n * | 7 | ALPHA_PREMULTIPLIED | |\r\n * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |\r\n * | 9 | ALPHA_INTERPOLATE | |\r\n * | 10 | ALPHA_SCREENMODE | |\r\n *\r\n */\r\n set: function (value) {\r\n if (this._alphaMode === value) {\r\n return;\r\n }\r\n this._alphaMode = value;\r\n this.markAsDirty(Material.TextureDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"needDepthPrePass\", {\r\n /**\r\n * Gets the depth pre-pass value\r\n */\r\n get: function () {\r\n return this._needDepthPrePass;\r\n },\r\n /**\r\n * Sets the need depth pre-pass value\r\n */\r\n set: function (value) {\r\n if (this._needDepthPrePass === value) {\r\n return;\r\n }\r\n this._needDepthPrePass = value;\r\n if (this._needDepthPrePass) {\r\n this.checkReadyOnEveryCall = true;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"fogEnabled\", {\r\n /**\r\n * Gets the value of the fog enabled state\r\n */\r\n get: function () {\r\n return this._fogEnabled;\r\n },\r\n /**\r\n * Sets the state for enabling fog\r\n */\r\n set: function (value) {\r\n if (this._fogEnabled === value) {\r\n return;\r\n }\r\n this._fogEnabled = value;\r\n this.markAsDirty(Material.MiscDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"wireframe\", {\r\n /**\r\n * Gets a value specifying if wireframe mode is enabled\r\n */\r\n get: function () {\r\n switch (this._fillMode) {\r\n case Material.WireFrameFillMode:\r\n case Material.LineListDrawMode:\r\n case Material.LineLoopDrawMode:\r\n case Material.LineStripDrawMode:\r\n return true;\r\n }\r\n return this._scene.forceWireframe;\r\n },\r\n /**\r\n * Sets the state of wireframe mode\r\n */\r\n set: function (value) {\r\n this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"pointsCloud\", {\r\n /**\r\n * Gets the value specifying if point clouds are enabled\r\n */\r\n get: function () {\r\n switch (this._fillMode) {\r\n case Material.PointFillMode:\r\n case Material.PointListDrawMode:\r\n return true;\r\n }\r\n return this._scene.forcePointsCloud;\r\n },\r\n /**\r\n * Sets the state of point cloud mode\r\n */\r\n set: function (value) {\r\n this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"fillMode\", {\r\n /**\r\n * Gets the material fill mode\r\n */\r\n get: function () {\r\n return this._fillMode;\r\n },\r\n /**\r\n * Sets the material fill mode\r\n */\r\n set: function (value) {\r\n if (this._fillMode === value) {\r\n return;\r\n }\r\n this._fillMode = value;\r\n this.markAsDirty(Material.MiscDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns a string representation of the current material\r\n * @param fullDetails defines a boolean indicating which levels of logging is desired\r\n * @returns a string with material information\r\n */\r\n Material.prototype.toString = function (fullDetails) {\r\n var ret = \"Name: \" + this.name;\r\n if (fullDetails) {\r\n }\r\n return ret;\r\n };\r\n /**\r\n * Gets the class name of the material\r\n * @returns a string with the class name of the material\r\n */\r\n Material.prototype.getClassName = function () {\r\n return \"Material\";\r\n };\r\n Object.defineProperty(Material.prototype, \"isFrozen\", {\r\n /**\r\n * Specifies if updates for the material been locked\r\n */\r\n get: function () {\r\n return this.checkReadyOnlyOnce;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Locks updates for the material\r\n */\r\n Material.prototype.freeze = function () {\r\n this.markDirty();\r\n this.checkReadyOnlyOnce = true;\r\n };\r\n /**\r\n * Unlocks updates for the material\r\n */\r\n Material.prototype.unfreeze = function () {\r\n this.markDirty();\r\n this.checkReadyOnlyOnce = false;\r\n };\r\n /**\r\n * Specifies if the material is ready to be used\r\n * @param mesh defines the mesh to check\r\n * @param useInstances specifies if instances should be used\r\n * @returns a boolean indicating if the material is ready to be used\r\n */\r\n Material.prototype.isReady = function (mesh, useInstances) {\r\n return true;\r\n };\r\n /**\r\n * Specifies that the submesh is ready to be used\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @param useInstances specifies that instances should be used\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {\r\n return false;\r\n };\r\n /**\r\n * Returns the material effect\r\n * @returns the effect associated with the material\r\n */\r\n Material.prototype.getEffect = function () {\r\n return this._effect;\r\n };\r\n /**\r\n * Returns the current scene\r\n * @returns a Scene\r\n */\r\n Material.prototype.getScene = function () {\r\n return this._scene;\r\n };\r\n /**\r\n * Specifies if the material will require alpha blending\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n Material.prototype.needAlphaBlending = function () {\r\n return (this.alpha < 1.0);\r\n };\r\n /**\r\n * Specifies if the mesh will require alpha blending\r\n * @param mesh defines the mesh to check\r\n * @returns a boolean specifying if alpha blending is needed for the mesh\r\n */\r\n Material.prototype.needAlphaBlendingForMesh = function (mesh) {\r\n return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;\r\n };\r\n /**\r\n * Specifies if this material should be rendered in alpha test mode\r\n * @returns a boolean specifying if an alpha test is needed.\r\n */\r\n Material.prototype.needAlphaTesting = function () {\r\n return false;\r\n };\r\n /**\r\n * Gets the texture used for the alpha test\r\n * @returns the texture to use for alpha testing\r\n */\r\n Material.prototype.getAlphaTestTexture = function () {\r\n return null;\r\n };\r\n /**\r\n * Marks the material to indicate that it needs to be re-calculated\r\n */\r\n Material.prototype.markDirty = function () {\r\n var meshes = this.getScene().meshes;\r\n for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {\r\n var mesh = meshes_1[_i];\r\n if (!mesh.subMeshes) {\r\n continue;\r\n }\r\n for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {\r\n var subMesh = _b[_a];\r\n if (subMesh.getMaterial() !== this) {\r\n continue;\r\n }\r\n if (!subMesh.effect) {\r\n continue;\r\n }\r\n subMesh.effect._wasPreviouslyReady = false;\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n Material.prototype._preBind = function (effect, overrideOrientation) {\r\n if (overrideOrientation === void 0) { overrideOrientation = null; }\r\n var engine = this._scene.getEngine();\r\n var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;\r\n var reverse = orientation === Material.ClockWiseSideOrientation;\r\n engine.enableEffect(effect ? effect : this._effect);\r\n engine.setState(this.backFaceCulling, this.zOffset, false, reverse);\r\n return reverse;\r\n };\r\n /**\r\n * Binds the material to the mesh\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh to bind the material to\r\n */\r\n Material.prototype.bind = function (world, mesh) {\r\n };\r\n /**\r\n * Binds the submesh to the material\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {\r\n };\r\n /**\r\n * Binds the world matrix to the material\r\n * @param world defines the world transformation matrix\r\n */\r\n Material.prototype.bindOnlyWorldMatrix = function (world) {\r\n };\r\n /**\r\n * Binds the scene's uniform buffer to the effect.\r\n * @param effect defines the effect to bind to the scene uniform buffer\r\n * @param sceneUbo defines the uniform buffer storing scene data\r\n */\r\n Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {\r\n sceneUbo.bindToEffect(effect, \"Scene\");\r\n };\r\n /**\r\n * Binds the view matrix to the effect\r\n * @param effect defines the effect to bind the view matrix to\r\n */\r\n Material.prototype.bindView = function (effect) {\r\n if (!this._useUBO) {\r\n effect.setMatrix(\"view\", this.getScene().getViewMatrix());\r\n }\r\n else {\r\n this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());\r\n }\r\n };\r\n /**\r\n * Binds the view projection matrix to the effect\r\n * @param effect defines the effect to bind the view projection matrix to\r\n */\r\n Material.prototype.bindViewProjection = function (effect) {\r\n if (!this._useUBO) {\r\n effect.setMatrix(\"viewProjection\", this.getScene().getTransformMatrix());\r\n }\r\n else {\r\n this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());\r\n }\r\n };\r\n /**\r\n * Specifies if material alpha testing should be turned on for the mesh\r\n * @param mesh defines the mesh to check\r\n */\r\n Material.prototype._shouldTurnAlphaTestOn = function (mesh) {\r\n return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());\r\n };\r\n /**\r\n * Processes to execute after binding the material to a mesh\r\n * @param mesh defines the rendered mesh\r\n */\r\n Material.prototype._afterBind = function (mesh) {\r\n this._scene._cachedMaterial = this;\r\n if (mesh) {\r\n this._scene._cachedVisibility = mesh.visibility;\r\n }\r\n else {\r\n this._scene._cachedVisibility = 1;\r\n }\r\n if (this._onBindObservable && mesh) {\r\n this._onBindObservable.notifyObservers(mesh);\r\n }\r\n if (this.disableDepthWrite) {\r\n var engine = this._scene.getEngine();\r\n this._cachedDepthWriteState = engine.getDepthWrite();\r\n engine.setDepthWrite(false);\r\n }\r\n if (this.depthFunction !== 0) {\r\n var engine = this._scene.getEngine();\r\n this._cachedDepthFunctionState = engine.getDepthFunction() || 0;\r\n engine.setDepthFunction(this.depthFunction);\r\n }\r\n };\r\n /**\r\n * Unbinds the material from the mesh\r\n */\r\n Material.prototype.unbind = function () {\r\n if (this._onUnBindObservable) {\r\n this._onUnBindObservable.notifyObservers(this);\r\n }\r\n if (this.depthFunction !== 0) {\r\n var engine = this._scene.getEngine();\r\n engine.setDepthFunction(this._cachedDepthFunctionState);\r\n }\r\n if (this.disableDepthWrite) {\r\n var engine = this._scene.getEngine();\r\n engine.setDepthWrite(this._cachedDepthWriteState);\r\n }\r\n };\r\n /**\r\n * Gets the active textures from the material\r\n * @returns an array of textures\r\n */\r\n Material.prototype.getActiveTextures = function () {\r\n return [];\r\n };\r\n /**\r\n * Specifies if the material uses a texture\r\n * @param texture defines the texture to check against the material\r\n * @returns a boolean specifying if the material uses the texture\r\n */\r\n Material.prototype.hasTexture = function (texture) {\r\n return false;\r\n };\r\n /**\r\n * Makes a duplicate of the material, and gives it a new name\r\n * @param name defines the new name for the duplicated material\r\n * @returns the cloned material\r\n */\r\n Material.prototype.clone = function (name) {\r\n return null;\r\n };\r\n /**\r\n * Gets the meshes bound to the material\r\n * @returns an array of meshes bound to the material\r\n */\r\n Material.prototype.getBindedMeshes = function () {\r\n var _this = this;\r\n if (this.meshMap) {\r\n var result = new Array();\r\n for (var meshId in this.meshMap) {\r\n var mesh = this.meshMap[meshId];\r\n if (mesh) {\r\n result.push(mesh);\r\n }\r\n }\r\n return result;\r\n }\r\n else {\r\n var meshes = this._scene.meshes;\r\n return meshes.filter(function (mesh) { return mesh.material === _this; });\r\n }\r\n };\r\n /**\r\n * Force shader compilation\r\n * @param mesh defines the mesh associated with this material\r\n * @param onCompiled defines a function to execute once the material is compiled\r\n * @param options defines the options to configure the compilation\r\n * @param onError defines a function to execute if the material fails compiling\r\n */\r\n Material.prototype.forceCompilation = function (mesh, onCompiled, options, onError) {\r\n var _this = this;\r\n var localOptions = __assign({ clipPlane: false, useInstances: false }, options);\r\n var subMesh = new BaseSubMesh();\r\n var scene = this.getScene();\r\n var checkReady = function () {\r\n if (!_this._scene || !_this._scene.getEngine()) {\r\n return;\r\n }\r\n if (subMesh._materialDefines) {\r\n subMesh._materialDefines._renderId = -1;\r\n }\r\n var clipPlaneState = scene.clipPlane;\r\n if (localOptions.clipPlane) {\r\n scene.clipPlane = new Plane(0, 0, 0, 1);\r\n }\r\n if (_this._storeEffectOnSubMeshes) {\r\n if (_this.isReadyForSubMesh(mesh, subMesh, localOptions.useInstances)) {\r\n if (onCompiled) {\r\n onCompiled(_this);\r\n }\r\n }\r\n else {\r\n if (subMesh.effect && subMesh.effect.getCompilationError() && subMesh.effect.allFallbacksProcessed()) {\r\n if (onError) {\r\n onError(subMesh.effect.getCompilationError());\r\n }\r\n }\r\n else {\r\n setTimeout(checkReady, 16);\r\n }\r\n }\r\n }\r\n else {\r\n if (_this.isReady()) {\r\n if (onCompiled) {\r\n onCompiled(_this);\r\n }\r\n }\r\n else {\r\n setTimeout(checkReady, 16);\r\n }\r\n }\r\n if (localOptions.clipPlane) {\r\n scene.clipPlane = clipPlaneState;\r\n }\r\n };\r\n checkReady();\r\n };\r\n /**\r\n * Force shader compilation\r\n * @param mesh defines the mesh that will use this material\r\n * @param options defines additional options for compiling the shaders\r\n * @returns a promise that resolves when the compilation completes\r\n */\r\n Material.prototype.forceCompilationAsync = function (mesh, options) {\r\n var _this = this;\r\n return new Promise(function (resolve, reject) {\r\n _this.forceCompilation(mesh, function () {\r\n resolve();\r\n }, options, function (reason) {\r\n reject(reason);\r\n });\r\n });\r\n };\r\n /**\r\n * Marks a define in the material to indicate that it needs to be re-computed\r\n * @param flag defines a flag used to determine which parts of the material have to be marked as dirty\r\n */\r\n Material.prototype.markAsDirty = function (flag) {\r\n if (this.getScene().blockMaterialDirtyMechanism) {\r\n return;\r\n }\r\n Material._DirtyCallbackArray.length = 0;\r\n if (flag & Material.TextureDirtyFlag) {\r\n Material._DirtyCallbackArray.push(Material._TextureDirtyCallBack);\r\n }\r\n if (flag & Material.LightDirtyFlag) {\r\n Material._DirtyCallbackArray.push(Material._LightsDirtyCallBack);\r\n }\r\n if (flag & Material.FresnelDirtyFlag) {\r\n Material._DirtyCallbackArray.push(Material._FresnelDirtyCallBack);\r\n }\r\n if (flag & Material.AttributesDirtyFlag) {\r\n Material._DirtyCallbackArray.push(Material._AttributeDirtyCallBack);\r\n }\r\n if (flag & Material.MiscDirtyFlag) {\r\n Material._DirtyCallbackArray.push(Material._MiscDirtyCallBack);\r\n }\r\n if (Material._DirtyCallbackArray.length) {\r\n this._markAllSubMeshesAsDirty(Material._RunDirtyCallBacks);\r\n }\r\n this.getScene().resetCachedMaterial();\r\n };\r\n /**\r\n * Marks all submeshes of a material to indicate that their material defines need to be re-calculated\r\n * @param func defines a function which checks material defines against the submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsDirty = function (func) {\r\n if (this.getScene().blockMaterialDirtyMechanism) {\r\n return;\r\n }\r\n var meshes = this.getScene().meshes;\r\n for (var _i = 0, meshes_2 = meshes; _i < meshes_2.length; _i++) {\r\n var mesh = meshes_2[_i];\r\n if (!mesh.subMeshes) {\r\n continue;\r\n }\r\n for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {\r\n var subMesh = _b[_a];\r\n if (subMesh.getMaterial() !== this) {\r\n continue;\r\n }\r\n if (!subMesh._materialDefines) {\r\n continue;\r\n }\r\n func(subMesh._materialDefines);\r\n }\r\n }\r\n };\r\n /**\r\n * Indicates that we need to re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsAllDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._AllDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that image processing needs to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._ImageProcessingDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that textures need to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsTexturesDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._TextureDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that fresnel needs to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsFresnelDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._FresnelDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that fresnel and misc need to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._FresnelAndMiscDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that lights need to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsLightsDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._LightsDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that attributes need to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsAttributesDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._AttributeDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that misc needs to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsMiscDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._MiscDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that textures and misc need to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._TextureAndMiscDirtyCallBack);\r\n };\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n * @param forceDisposeTextures specifies if textures should be forcefully disposed\r\n * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh\r\n */\r\n Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {\r\n var scene = this.getScene();\r\n // Animations\r\n scene.stopAnimation(this);\r\n scene.freeProcessedMaterials();\r\n // Remove from scene\r\n scene.removeMaterial(this);\r\n if (notBoundToMesh !== true) {\r\n // Remove from meshes\r\n if (this.meshMap) {\r\n for (var meshId in this.meshMap) {\r\n var mesh = this.meshMap[meshId];\r\n if (mesh) {\r\n mesh.material = null; // will set the entry in the map to undefined\r\n this.releaseVertexArrayObject(mesh, forceDisposeEffect);\r\n }\r\n }\r\n }\r\n else {\r\n var meshes = scene.meshes;\r\n for (var _i = 0, meshes_3 = meshes; _i < meshes_3.length; _i++) {\r\n var mesh = meshes_3[_i];\r\n if (mesh.material === this && !mesh.sourceMesh) {\r\n mesh.material = null;\r\n this.releaseVertexArrayObject(mesh, forceDisposeEffect);\r\n }\r\n }\r\n }\r\n }\r\n this._uniformBuffer.dispose();\r\n // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect\r\n if (forceDisposeEffect && this._effect) {\r\n if (!this._storeEffectOnSubMeshes) {\r\n this._effect.dispose();\r\n }\r\n this._effect = null;\r\n }\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n if (this._onBindObservable) {\r\n this._onBindObservable.clear();\r\n }\r\n if (this._onUnBindObservable) {\r\n this._onUnBindObservable.clear();\r\n }\r\n };\r\n /** @hidden */\r\n Material.prototype.releaseVertexArrayObject = function (mesh, forceDisposeEffect) {\r\n if (mesh.geometry) {\r\n var geometry = (mesh.geometry);\r\n if (this._storeEffectOnSubMeshes) {\r\n for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {\r\n var subMesh = _a[_i];\r\n geometry._releaseVertexArrayObject(subMesh._materialEffect);\r\n if (forceDisposeEffect && subMesh._materialEffect) {\r\n subMesh._materialEffect.dispose();\r\n }\r\n }\r\n }\r\n else {\r\n geometry._releaseVertexArrayObject(this._effect);\r\n }\r\n }\r\n };\r\n /**\r\n * Serializes this material\r\n * @returns the serialized material object\r\n */\r\n Material.prototype.serialize = function () {\r\n return SerializationHelper.Serialize(this);\r\n };\r\n /**\r\n * Creates a material from parsed material data\r\n * @param parsedMaterial defines parsed material data\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures\r\n * @returns a new material\r\n */\r\n Material.Parse = function (parsedMaterial, scene, rootUrl) {\r\n if (!parsedMaterial.customType) {\r\n parsedMaterial.customType = \"BABYLON.StandardMaterial\";\r\n }\r\n else if (parsedMaterial.customType === \"BABYLON.PBRMaterial\" && parsedMaterial.overloadedAlbedo) {\r\n parsedMaterial.customType = \"BABYLON.LegacyPBRMaterial\";\r\n if (!BABYLON.LegacyPBRMaterial) {\r\n Logger.Error(\"Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.\");\r\n return null;\r\n }\r\n }\r\n var materialType = Tools.Instantiate(parsedMaterial.customType);\r\n return materialType.Parse(parsedMaterial, scene, rootUrl);\r\n };\r\n /**\r\n * Returns the triangle fill mode\r\n */\r\n Material.TriangleFillMode = 0;\r\n /**\r\n * Returns the wireframe mode\r\n */\r\n Material.WireFrameFillMode = 1;\r\n /**\r\n * Returns the point fill mode\r\n */\r\n Material.PointFillMode = 2;\r\n /**\r\n * Returns the point list draw mode\r\n */\r\n Material.PointListDrawMode = 3;\r\n /**\r\n * Returns the line list draw mode\r\n */\r\n Material.LineListDrawMode = 4;\r\n /**\r\n * Returns the line loop draw mode\r\n */\r\n Material.LineLoopDrawMode = 5;\r\n /**\r\n * Returns the line strip draw mode\r\n */\r\n Material.LineStripDrawMode = 6;\r\n /**\r\n * Returns the triangle strip draw mode\r\n */\r\n Material.TriangleStripDrawMode = 7;\r\n /**\r\n * Returns the triangle fan draw mode\r\n */\r\n Material.TriangleFanDrawMode = 8;\r\n /**\r\n * Stores the clock-wise side orientation\r\n */\r\n Material.ClockWiseSideOrientation = 0;\r\n /**\r\n * Stores the counter clock-wise side orientation\r\n */\r\n Material.CounterClockWiseSideOrientation = 1;\r\n /**\r\n * The dirty texture flag value\r\n */\r\n Material.TextureDirtyFlag = 1;\r\n /**\r\n * The dirty light flag value\r\n */\r\n Material.LightDirtyFlag = 2;\r\n /**\r\n * The dirty fresnel flag value\r\n */\r\n Material.FresnelDirtyFlag = 4;\r\n /**\r\n * The dirty attribute flag value\r\n */\r\n Material.AttributesDirtyFlag = 8;\r\n /**\r\n * The dirty misc flag value\r\n */\r\n Material.MiscDirtyFlag = 16;\r\n /**\r\n * The all dirty flag value\r\n */\r\n Material.AllDirtyFlag = 31;\r\n Material._AllDirtyCallBack = function (defines) { return defines.markAllAsDirty(); };\r\n Material._ImageProcessingDirtyCallBack = function (defines) { return defines.markAsImageProcessingDirty(); };\r\n Material._TextureDirtyCallBack = function (defines) { return defines.markAsTexturesDirty(); };\r\n Material._FresnelDirtyCallBack = function (defines) { return defines.markAsFresnelDirty(); };\r\n Material._MiscDirtyCallBack = function (defines) { return defines.markAsMiscDirty(); };\r\n Material._LightsDirtyCallBack = function (defines) { return defines.markAsLightDirty(); };\r\n Material._AttributeDirtyCallBack = function (defines) { return defines.markAsAttributesDirty(); };\r\n Material._FresnelAndMiscDirtyCallBack = function (defines) {\r\n Material._FresnelDirtyCallBack(defines);\r\n Material._MiscDirtyCallBack(defines);\r\n };\r\n Material._TextureAndMiscDirtyCallBack = function (defines) {\r\n Material._TextureDirtyCallBack(defines);\r\n Material._MiscDirtyCallBack(defines);\r\n };\r\n Material._DirtyCallbackArray = [];\r\n Material._RunDirtyCallBacks = function (defines) {\r\n for (var _i = 0, _a = Material._DirtyCallbackArray; _i < _a.length; _i++) {\r\n var cb = _a[_i];\r\n cb(defines);\r\n }\r\n };\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"id\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"uniqueId\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"name\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"checkReadyOnEveryCall\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"checkReadyOnlyOnce\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"state\", void 0);\r\n __decorate([\r\n serialize(\"alpha\")\r\n ], Material.prototype, \"_alpha\", void 0);\r\n __decorate([\r\n serialize(\"backFaceCulling\")\r\n ], Material.prototype, \"_backFaceCulling\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"sideOrientation\", void 0);\r\n __decorate([\r\n serialize(\"alphaMode\")\r\n ], Material.prototype, \"_alphaMode\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"_needDepthPrePass\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"disableDepthWrite\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"forceDepthWrite\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"depthFunction\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"separateCullingPass\", void 0);\r\n __decorate([\r\n serialize(\"fogEnabled\")\r\n ], Material.prototype, \"_fogEnabled\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"pointSize\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"zOffset\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"wireframe\", null);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"pointsCloud\", null);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"fillMode\", null);\r\n return Material;\r\n}());\r\nexport { Material };\r\n//# sourceMappingURL=material.js.map","import { __extends } from \"tslib\";\r\n/**\r\n * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.\r\n */\r\nvar SmartArray = /** @class */ (function () {\r\n /**\r\n * Instantiates a Smart Array.\r\n * @param capacity defines the default capacity of the array.\r\n */\r\n function SmartArray(capacity) {\r\n /**\r\n * The active length of the array.\r\n */\r\n this.length = 0;\r\n this.data = new Array(capacity);\r\n this._id = SmartArray._GlobalId++;\r\n }\r\n /**\r\n * Pushes a value at the end of the active data.\r\n * @param value defines the object to push in the array.\r\n */\r\n SmartArray.prototype.push = function (value) {\r\n this.data[this.length++] = value;\r\n if (this.length > this.data.length) {\r\n this.data.length *= 2;\r\n }\r\n };\r\n /**\r\n * Iterates over the active data and apply the lambda to them.\r\n * @param func defines the action to apply on each value.\r\n */\r\n SmartArray.prototype.forEach = function (func) {\r\n for (var index = 0; index < this.length; index++) {\r\n func(this.data[index]);\r\n }\r\n };\r\n /**\r\n * Sorts the full sets of data.\r\n * @param compareFn defines the comparison function to apply.\r\n */\r\n SmartArray.prototype.sort = function (compareFn) {\r\n this.data.sort(compareFn);\r\n };\r\n /**\r\n * Resets the active data to an empty array.\r\n */\r\n SmartArray.prototype.reset = function () {\r\n this.length = 0;\r\n };\r\n /**\r\n * Releases all the data from the array as well as the array.\r\n */\r\n SmartArray.prototype.dispose = function () {\r\n this.reset();\r\n if (this.data) {\r\n this.data.length = 0;\r\n this.data = [];\r\n }\r\n };\r\n /**\r\n * Concats the active data with a given array.\r\n * @param array defines the data to concatenate with.\r\n */\r\n SmartArray.prototype.concat = function (array) {\r\n if (array.length === 0) {\r\n return;\r\n }\r\n if (this.length + array.length > this.data.length) {\r\n this.data.length = (this.length + array.length) * 2;\r\n }\r\n for (var index = 0; index < array.length; index++) {\r\n this.data[this.length++] = (array.data || array)[index];\r\n }\r\n };\r\n /**\r\n * Returns the position of a value in the active data.\r\n * @param value defines the value to find the index for\r\n * @returns the index if found in the active data otherwise -1\r\n */\r\n SmartArray.prototype.indexOf = function (value) {\r\n var position = this.data.indexOf(value);\r\n if (position >= this.length) {\r\n return -1;\r\n }\r\n return position;\r\n };\r\n /**\r\n * Returns whether an element is part of the active data.\r\n * @param value defines the value to look for\r\n * @returns true if found in the active data otherwise false\r\n */\r\n SmartArray.prototype.contains = function (value) {\r\n return this.indexOf(value) !== -1;\r\n };\r\n // Statics\r\n SmartArray._GlobalId = 0;\r\n return SmartArray;\r\n}());\r\nexport { SmartArray };\r\n/**\r\n * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.\r\n * The data in this array can only be present once\r\n */\r\nvar SmartArrayNoDuplicate = /** @class */ (function (_super) {\r\n __extends(SmartArrayNoDuplicate, _super);\r\n function SmartArrayNoDuplicate() {\r\n var _this = _super !== null && _super.apply(this, arguments) || this;\r\n _this._duplicateId = 0;\r\n return _this;\r\n }\r\n /**\r\n * Pushes a value at the end of the active data.\r\n * THIS DOES NOT PREVENT DUPPLICATE DATA\r\n * @param value defines the object to push in the array.\r\n */\r\n SmartArrayNoDuplicate.prototype.push = function (value) {\r\n _super.prototype.push.call(this, value);\r\n if (!value.__smartArrayFlags) {\r\n value.__smartArrayFlags = {};\r\n }\r\n value.__smartArrayFlags[this._id] = this._duplicateId;\r\n };\r\n /**\r\n * Pushes a value at the end of the active data.\r\n * If the data is already present, it won t be added again\r\n * @param value defines the object to push in the array.\r\n * @returns true if added false if it was already present\r\n */\r\n SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {\r\n if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {\r\n return false;\r\n }\r\n this.push(value);\r\n return true;\r\n };\r\n /**\r\n * Resets the active data to an empty array.\r\n */\r\n SmartArrayNoDuplicate.prototype.reset = function () {\r\n _super.prototype.reset.call(this);\r\n this._duplicateId++;\r\n };\r\n /**\r\n * Concats the active data with a given array.\r\n * This ensures no dupplicate will be present in the result.\r\n * @param array defines the data to concatenate with.\r\n */\r\n SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {\r\n if (array.length === 0) {\r\n return;\r\n }\r\n if (this.length + array.length > this.data.length) {\r\n this.data.length = (this.length + array.length) * 2;\r\n }\r\n for (var index = 0; index < array.length; index++) {\r\n var item = (array.data || array)[index];\r\n this.pushNoDuplicate(item);\r\n }\r\n };\r\n return SmartArrayNoDuplicate;\r\n}(SmartArray));\r\nexport { SmartArrayNoDuplicate };\r\n//# sourceMappingURL=smartArray.js.map","import { Vector2 } from \"@babylonjs/core/Maths/math.vector\";\r\nvar tmpRect = [\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n];\r\nvar tmpRect2 = [\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n];\r\nvar tmpV1 = new Vector2(0, 0);\r\nvar tmpV2 = new Vector2(0, 0);\r\n/**\r\n * Class used to store 2D control sizes\r\n */\r\nvar Measure = /** @class */ (function () {\r\n /**\r\n * Creates a new measure\r\n * @param left defines left coordinate\r\n * @param top defines top coordinate\r\n * @param width defines width dimension\r\n * @param height defines height dimension\r\n */\r\n function Measure(\r\n /** defines left coordinate */\r\n left, \r\n /** defines top coordinate */\r\n top, \r\n /** defines width dimension */\r\n width, \r\n /** defines height dimension */\r\n height) {\r\n this.left = left;\r\n this.top = top;\r\n this.width = width;\r\n this.height = height;\r\n }\r\n /**\r\n * Copy from another measure\r\n * @param other defines the other measure to copy from\r\n */\r\n Measure.prototype.copyFrom = function (other) {\r\n this.left = other.left;\r\n this.top = other.top;\r\n this.width = other.width;\r\n this.height = other.height;\r\n };\r\n /**\r\n * Copy from a group of 4 floats\r\n * @param left defines left coordinate\r\n * @param top defines top coordinate\r\n * @param width defines width dimension\r\n * @param height defines height dimension\r\n */\r\n Measure.prototype.copyFromFloats = function (left, top, width, height) {\r\n this.left = left;\r\n this.top = top;\r\n this.width = width;\r\n this.height = height;\r\n };\r\n /**\r\n * Computes the axis aligned bounding box measure for two given measures\r\n * @param a Input measure\r\n * @param b Input measure\r\n * @param result the resulting bounding measure\r\n */\r\n Measure.CombineToRef = function (a, b, result) {\r\n var left = Math.min(a.left, b.left);\r\n var top = Math.min(a.top, b.top);\r\n var right = Math.max(a.left + a.width, b.left + b.width);\r\n var bottom = Math.max(a.top + a.height, b.top + b.height);\r\n result.left = left;\r\n result.top = top;\r\n result.width = right - left;\r\n result.height = bottom - top;\r\n };\r\n /**\r\n * Computes the axis aligned bounding box of the measure after it is modified by a given transform\r\n * @param transform the matrix to transform the measure before computing the AABB\r\n * @param result the resulting AABB\r\n */\r\n Measure.prototype.transformToRef = function (transform, result) {\r\n tmpRect[0].copyFromFloats(this.left, this.top);\r\n tmpRect[1].copyFromFloats(this.left + this.width, this.top);\r\n tmpRect[2].copyFromFloats(this.left + this.width, this.top + this.height);\r\n tmpRect[3].copyFromFloats(this.left, this.top + this.height);\r\n tmpV1.copyFromFloats(Number.MAX_VALUE, Number.MAX_VALUE);\r\n tmpV2.copyFromFloats(0, 0);\r\n for (var i = 0; i < 4; i++) {\r\n transform.transformCoordinates(tmpRect[i].x, tmpRect[i].y, tmpRect2[i]);\r\n tmpV1.x = Math.floor(Math.min(tmpV1.x, tmpRect2[i].x));\r\n tmpV1.y = Math.floor(Math.min(tmpV1.y, tmpRect2[i].y));\r\n tmpV2.x = Math.ceil(Math.max(tmpV2.x, tmpRect2[i].x));\r\n tmpV2.y = Math.ceil(Math.max(tmpV2.y, tmpRect2[i].y));\r\n }\r\n result.left = tmpV1.x;\r\n result.top = tmpV1.y;\r\n result.width = tmpV2.x - tmpV1.x;\r\n result.height = tmpV2.y - tmpV1.y;\r\n };\r\n /**\r\n * Check equality between this measure and another one\r\n * @param other defines the other measures\r\n * @returns true if both measures are equals\r\n */\r\n Measure.prototype.isEqualsTo = function (other) {\r\n if (this.left !== other.left) {\r\n return false;\r\n }\r\n if (this.top !== other.top) {\r\n return false;\r\n }\r\n if (this.width !== other.width) {\r\n return false;\r\n }\r\n if (this.height !== other.height) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n /**\r\n * Creates an empty measure\r\n * @returns a new measure\r\n */\r\n Measure.Empty = function () {\r\n return new Measure(0, 0, 0, 0);\r\n };\r\n return Measure;\r\n}());\r\nexport { Measure };\r\n//# sourceMappingURL=measure.js.map","/**\r\n * Class containing a set of static utilities functions for arrays.\r\n */\r\nvar ArrayTools = /** @class */ (function () {\r\n function ArrayTools() {\r\n }\r\n /**\r\n * Returns an array of the given size filled with element built from the given constructor and the paramters\r\n * @param size the number of element to construct and put in the array\r\n * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.\r\n * @returns a new array filled with new objects\r\n */\r\n ArrayTools.BuildArray = function (size, itemBuilder) {\r\n var a = [];\r\n for (var i = 0; i < size; ++i) {\r\n a.push(itemBuilder());\r\n }\r\n return a;\r\n };\r\n return ArrayTools;\r\n}());\r\nexport { ArrayTools };\r\n//# sourceMappingURL=arrayTools.js.map","import { __extends } from \"tslib\";\r\nimport { Logger } from \"@babylonjs/core/Misc/logger\";\r\nimport { Control } from \"./control\";\r\nimport { Measure } from \"../measure\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Root class for 2D containers\r\n * @see http://doc.babylonjs.com/how_to/gui#containers\r\n */\r\nvar Container = /** @class */ (function (_super) {\r\n __extends(Container, _super);\r\n /**\r\n * Creates a new Container\r\n * @param name defines the name of the container\r\n */\r\n function Container(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n /** @hidden */\r\n _this._children = new Array();\r\n /** @hidden */\r\n _this._measureForChildren = Measure.Empty();\r\n /** @hidden */\r\n _this._background = \"\";\r\n /** @hidden */\r\n _this._adaptWidthToChildren = false;\r\n /** @hidden */\r\n _this._adaptHeightToChildren = false;\r\n /**\r\n * Gets or sets a boolean indicating that layout cycle errors should be displayed on the console\r\n */\r\n _this.logLayoutCycleErrors = false;\r\n /**\r\n * Gets or sets the number of layout cycles (a change involved by a control while evaluating the layout) allowed\r\n */\r\n _this.maxLayoutCycle = 3;\r\n return _this;\r\n }\r\n Object.defineProperty(Container.prototype, \"adaptHeightToChildren\", {\r\n /** Gets or sets a boolean indicating if the container should try to adapt to its children height */\r\n get: function () {\r\n return this._adaptHeightToChildren;\r\n },\r\n set: function (value) {\r\n if (this._adaptHeightToChildren === value) {\r\n return;\r\n }\r\n this._adaptHeightToChildren = value;\r\n if (value) {\r\n this.height = \"100%\";\r\n }\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Container.prototype, \"adaptWidthToChildren\", {\r\n /** Gets or sets a boolean indicating if the container should try to adapt to its children width */\r\n get: function () {\r\n return this._adaptWidthToChildren;\r\n },\r\n set: function (value) {\r\n if (this._adaptWidthToChildren === value) {\r\n return;\r\n }\r\n this._adaptWidthToChildren = value;\r\n if (value) {\r\n this.width = \"100%\";\r\n }\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Container.prototype, \"background\", {\r\n /** Gets or sets background color */\r\n get: function () {\r\n return this._background;\r\n },\r\n set: function (value) {\r\n if (this._background === value) {\r\n return;\r\n }\r\n this._background = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Container.prototype, \"children\", {\r\n /** Gets the list of children */\r\n get: function () {\r\n return this._children;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Container.prototype._getTypeName = function () {\r\n return \"Container\";\r\n };\r\n Container.prototype._flagDescendantsAsMatrixDirty = function () {\r\n for (var _i = 0, _a = this.children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n child._markMatrixAsDirty();\r\n }\r\n };\r\n /**\r\n * Gets a child using its name\r\n * @param name defines the child name to look for\r\n * @returns the child control if found\r\n */\r\n Container.prototype.getChildByName = function (name) {\r\n for (var _i = 0, _a = this.children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n if (child.name === name) {\r\n return child;\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a child using its type and its name\r\n * @param name defines the child name to look for\r\n * @param type defines the child type to look for\r\n * @returns the child control if found\r\n */\r\n Container.prototype.getChildByType = function (name, type) {\r\n for (var _i = 0, _a = this.children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n if (child.typeName === type) {\r\n return child;\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Search for a specific control in children\r\n * @param control defines the control to look for\r\n * @returns true if the control is in child list\r\n */\r\n Container.prototype.containsControl = function (control) {\r\n return this.children.indexOf(control) !== -1;\r\n };\r\n /**\r\n * Adds a new control to the current container\r\n * @param control defines the control to add\r\n * @returns the current container\r\n */\r\n Container.prototype.addControl = function (control) {\r\n if (!control) {\r\n return this;\r\n }\r\n var index = this._children.indexOf(control);\r\n if (index !== -1) {\r\n return this;\r\n }\r\n control._link(this._host);\r\n control._markAllAsDirty();\r\n this._reOrderControl(control);\r\n this._markAsDirty();\r\n return this;\r\n };\r\n /**\r\n * Removes all controls from the current container\r\n * @returns the current container\r\n */\r\n Container.prototype.clearControls = function () {\r\n var children = this.children.slice();\r\n for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {\r\n var child = children_1[_i];\r\n this.removeControl(child);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Removes a control from the current container\r\n * @param control defines the control to remove\r\n * @returns the current container\r\n */\r\n Container.prototype.removeControl = function (control) {\r\n var index = this._children.indexOf(control);\r\n if (index !== -1) {\r\n this._children.splice(index, 1);\r\n control.parent = null;\r\n }\r\n control.linkWithMesh(null);\r\n if (this._host) {\r\n this._host._cleanControlAfterRemoval(control);\r\n }\r\n this._markAsDirty();\r\n return this;\r\n };\r\n /** @hidden */\r\n Container.prototype._reOrderControl = function (control) {\r\n this.removeControl(control);\r\n var wasAdded = false;\r\n for (var index = 0; index < this._children.length; index++) {\r\n if (this._children[index].zIndex > control.zIndex) {\r\n this._children.splice(index, 0, control);\r\n wasAdded = true;\r\n break;\r\n }\r\n }\r\n if (!wasAdded) {\r\n this._children.push(control);\r\n }\r\n control.parent = this;\r\n this._markAsDirty();\r\n };\r\n /** @hidden */\r\n Container.prototype._offsetLeft = function (offset) {\r\n _super.prototype._offsetLeft.call(this, offset);\r\n for (var _i = 0, _a = this._children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n child._offsetLeft(offset);\r\n }\r\n };\r\n /** @hidden */\r\n Container.prototype._offsetTop = function (offset) {\r\n _super.prototype._offsetTop.call(this, offset);\r\n for (var _i = 0, _a = this._children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n child._offsetTop(offset);\r\n }\r\n };\r\n /** @hidden */\r\n Container.prototype._markAllAsDirty = function () {\r\n _super.prototype._markAllAsDirty.call(this);\r\n for (var index = 0; index < this._children.length; index++) {\r\n this._children[index]._markAllAsDirty();\r\n }\r\n };\r\n /** @hidden */\r\n Container.prototype._localDraw = function (context) {\r\n if (this._background) {\r\n context.save();\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n context.fillStyle = this._background;\r\n context.fillRect(this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n context.restore();\r\n }\r\n };\r\n /** @hidden */\r\n Container.prototype._link = function (host) {\r\n _super.prototype._link.call(this, host);\r\n for (var _i = 0, _a = this._children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n child._link(host);\r\n }\r\n };\r\n /** @hidden */\r\n Container.prototype._beforeLayout = function () {\r\n // Do nothing\r\n };\r\n /** @hidden */\r\n Container.prototype._processMeasures = function (parentMeasure, context) {\r\n if (this._isDirty || !this._cachedParentMeasure.isEqualsTo(parentMeasure)) {\r\n _super.prototype._processMeasures.call(this, parentMeasure, context);\r\n this._evaluateClippingState(parentMeasure);\r\n }\r\n };\r\n /** @hidden */\r\n Container.prototype._layout = function (parentMeasure, context) {\r\n if (!this.isDirty && (!this.isVisible || this.notRenderable)) {\r\n return false;\r\n }\r\n this.host._numLayoutCalls++;\r\n if (this._isDirty) {\r\n this._currentMeasure.transformToRef(this._transformMatrix, this._prevCurrentMeasureTransformedIntoGlobalSpace);\r\n }\r\n var rebuildCount = 0;\r\n context.save();\r\n this._applyStates(context);\r\n this._beforeLayout();\r\n do {\r\n var computedWidth = -1;\r\n var computedHeight = -1;\r\n this._rebuildLayout = false;\r\n this._processMeasures(parentMeasure, context);\r\n if (!this._isClipped) {\r\n for (var _i = 0, _a = this._children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n child._tempParentMeasure.copyFrom(this._measureForChildren);\r\n if (child._layout(this._measureForChildren, context)) {\r\n if (this.adaptWidthToChildren && child._width.isPixel) {\r\n computedWidth = Math.max(computedWidth, child._currentMeasure.width);\r\n }\r\n if (this.adaptHeightToChildren && child._height.isPixel) {\r\n computedHeight = Math.max(computedHeight, child._currentMeasure.height);\r\n }\r\n }\r\n }\r\n if (this.adaptWidthToChildren && computedWidth >= 0) {\r\n if (this.width !== computedWidth + \"px\") {\r\n this.width = computedWidth + \"px\";\r\n this._rebuildLayout = true;\r\n }\r\n }\r\n if (this.adaptHeightToChildren && computedHeight >= 0) {\r\n if (this.height !== computedHeight + \"px\") {\r\n this.height = computedHeight + \"px\";\r\n this._rebuildLayout = true;\r\n }\r\n }\r\n this._postMeasure();\r\n }\r\n rebuildCount++;\r\n } while (this._rebuildLayout && rebuildCount < this.maxLayoutCycle);\r\n if (rebuildCount >= 3 && this.logLayoutCycleErrors) {\r\n Logger.Error(\"Layout cycle detected in GUI (Container name=\" + this.name + \", uniqueId=\" + this.uniqueId + \")\");\r\n }\r\n context.restore();\r\n if (this._isDirty) {\r\n this.invalidateRect();\r\n this._isDirty = false;\r\n }\r\n return true;\r\n };\r\n Container.prototype._postMeasure = function () {\r\n // Do nothing by default\r\n };\r\n /** @hidden */\r\n Container.prototype._draw = function (context, invalidatedRectangle) {\r\n this._localDraw(context);\r\n if (this.clipChildren) {\r\n this._clipForChildren(context);\r\n }\r\n for (var _i = 0, _a = this._children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n // Only redraw parts of the screen that are invalidated\r\n if (invalidatedRectangle) {\r\n if (!child._intersectsRect(invalidatedRectangle)) {\r\n continue;\r\n }\r\n }\r\n child._render(context, invalidatedRectangle);\r\n }\r\n };\r\n Container.prototype.getDescendantsToRef = function (results, directDescendantsOnly, predicate) {\r\n if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }\r\n if (!this.children) {\r\n return;\r\n }\r\n for (var index = 0; index < this.children.length; index++) {\r\n var item = this.children[index];\r\n if (!predicate || predicate(item)) {\r\n results.push(item);\r\n }\r\n if (!directDescendantsOnly) {\r\n item.getDescendantsToRef(results, false, predicate);\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n Container.prototype._processPicking = function (x, y, type, pointerId, buttonIndex, deltaX, deltaY) {\r\n if (!this._isEnabled || !this.isVisible || this.notRenderable) {\r\n return false;\r\n }\r\n if (!_super.prototype.contains.call(this, x, y)) {\r\n return false;\r\n }\r\n // Checking backwards to pick closest first\r\n for (var index = this._children.length - 1; index >= 0; index--) {\r\n var child = this._children[index];\r\n if (child._processPicking(x, y, type, pointerId, buttonIndex, deltaX, deltaY)) {\r\n if (child.hoverCursor) {\r\n this._host._changeCursor(child.hoverCursor);\r\n }\r\n return true;\r\n }\r\n }\r\n if (!this.isHitTestVisible) {\r\n return false;\r\n }\r\n return this._processObservables(type, x, y, pointerId, buttonIndex, deltaX, deltaY);\r\n };\r\n /** @hidden */\r\n Container.prototype._additionalProcessing = function (parentMeasure, context) {\r\n _super.prototype._additionalProcessing.call(this, parentMeasure, context);\r\n this._measureForChildren.copyFrom(this._currentMeasure);\r\n };\r\n /** Releases associated resources */\r\n Container.prototype.dispose = function () {\r\n _super.prototype.dispose.call(this);\r\n for (var index = this.children.length - 1; index >= 0; index--) {\r\n this.children[index].dispose();\r\n }\r\n };\r\n return Container;\r\n}(Control));\r\nexport { Container };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.Container\"] = Container;\r\n//# sourceMappingURL=container.js.map","import { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Epsilon } from '../Maths/math.constants';\r\n/**\r\n * Class used to store bounding box information\r\n */\r\nvar BoundingBox = /** @class */ (function () {\r\n /**\r\n * Creates a new bounding box\r\n * @param min defines the minimum vector (in local space)\r\n * @param max defines the maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n function BoundingBox(min, max, worldMatrix) {\r\n /**\r\n * Gets the 8 vectors representing the bounding box in local space\r\n */\r\n this.vectors = ArrayTools.BuildArray(8, Vector3.Zero);\r\n /**\r\n * Gets the center of the bounding box in local space\r\n */\r\n this.center = Vector3.Zero();\r\n /**\r\n * Gets the center of the bounding box in world space\r\n */\r\n this.centerWorld = Vector3.Zero();\r\n /**\r\n * Gets the extend size in local space\r\n */\r\n this.extendSize = Vector3.Zero();\r\n /**\r\n * Gets the extend size in world space\r\n */\r\n this.extendSizeWorld = Vector3.Zero();\r\n /**\r\n * Gets the OBB (object bounding box) directions\r\n */\r\n this.directions = ArrayTools.BuildArray(3, Vector3.Zero);\r\n /**\r\n * Gets the 8 vectors representing the bounding box in world space\r\n */\r\n this.vectorsWorld = ArrayTools.BuildArray(8, Vector3.Zero);\r\n /**\r\n * Gets the minimum vector in world space\r\n */\r\n this.minimumWorld = Vector3.Zero();\r\n /**\r\n * Gets the maximum vector in world space\r\n */\r\n this.maximumWorld = Vector3.Zero();\r\n /**\r\n * Gets the minimum vector in local space\r\n */\r\n this.minimum = Vector3.Zero();\r\n /**\r\n * Gets the maximum vector in local space\r\n */\r\n this.maximum = Vector3.Zero();\r\n this.reConstruct(min, max, worldMatrix);\r\n }\r\n // Methods\r\n /**\r\n * Recreates the entire bounding box from scratch as if we call the constructor in place\r\n * @param min defines the new minimum vector (in local space)\r\n * @param max defines the new maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {\r\n var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;\r\n var vectors = this.vectors;\r\n this.minimum.copyFromFloats(minX, minY, minZ);\r\n this.maximum.copyFromFloats(maxX, maxY, maxZ);\r\n vectors[0].copyFromFloats(minX, minY, minZ);\r\n vectors[1].copyFromFloats(maxX, maxY, maxZ);\r\n vectors[2].copyFromFloats(maxX, minY, minZ);\r\n vectors[3].copyFromFloats(minX, maxY, minZ);\r\n vectors[4].copyFromFloats(minX, minY, maxZ);\r\n vectors[5].copyFromFloats(maxX, maxY, minZ);\r\n vectors[6].copyFromFloats(minX, maxY, maxZ);\r\n vectors[7].copyFromFloats(maxX, minY, maxZ);\r\n // OBB\r\n max.addToRef(min, this.center).scaleInPlace(0.5);\r\n max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);\r\n this._worldMatrix = worldMatrix || Matrix.IdentityReadOnly;\r\n this._update(this._worldMatrix);\r\n };\r\n /**\r\n * Scale the current bounding box by applying a scale factor\r\n * @param factor defines the scale factor to apply\r\n * @returns the current bounding box\r\n */\r\n BoundingBox.prototype.scale = function (factor) {\r\n var tmpVectors = BoundingBox.TmpVector3;\r\n var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);\r\n var len = diff.length();\r\n diff.normalizeFromLength(len);\r\n var distance = len * factor;\r\n var newRadius = diff.scaleInPlace(distance * 0.5);\r\n var min = this.center.subtractToRef(newRadius, tmpVectors[1]);\r\n var max = this.center.addToRef(newRadius, tmpVectors[2]);\r\n this.reConstruct(min, max, this._worldMatrix);\r\n return this;\r\n };\r\n /**\r\n * Gets the world matrix of the bounding box\r\n * @returns a matrix\r\n */\r\n BoundingBox.prototype.getWorldMatrix = function () {\r\n return this._worldMatrix;\r\n };\r\n /** @hidden */\r\n BoundingBox.prototype._update = function (world) {\r\n var minWorld = this.minimumWorld;\r\n var maxWorld = this.maximumWorld;\r\n var directions = this.directions;\r\n var vectorsWorld = this.vectorsWorld;\r\n var vectors = this.vectors;\r\n if (!world.isIdentity()) {\r\n minWorld.setAll(Number.MAX_VALUE);\r\n maxWorld.setAll(-Number.MAX_VALUE);\r\n for (var index = 0; index < 8; ++index) {\r\n var v = vectorsWorld[index];\r\n Vector3.TransformCoordinatesToRef(vectors[index], world, v);\r\n minWorld.minimizeInPlace(v);\r\n maxWorld.maximizeInPlace(v);\r\n }\r\n // Extend\r\n maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);\r\n maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);\r\n }\r\n else {\r\n minWorld.copyFrom(this.minimum);\r\n maxWorld.copyFrom(this.maximum);\r\n for (var index = 0; index < 8; ++index) {\r\n vectorsWorld[index].copyFrom(vectors[index]);\r\n }\r\n // Extend\r\n this.extendSizeWorld.copyFrom(this.extendSize);\r\n this.centerWorld.copyFrom(this.center);\r\n }\r\n Vector3.FromArrayToRef(world.m, 0, directions[0]);\r\n Vector3.FromArrayToRef(world.m, 4, directions[1]);\r\n Vector3.FromArrayToRef(world.m, 8, directions[2]);\r\n this._worldMatrix = world;\r\n };\r\n /**\r\n * Tests if the bounding box is intersecting the frustum planes\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if there is an intersection\r\n */\r\n BoundingBox.prototype.isInFrustum = function (frustumPlanes) {\r\n return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);\r\n };\r\n /**\r\n * Tests if the bounding box is entirely inside the frustum planes\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if there is an inclusion\r\n */\r\n BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {\r\n return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);\r\n };\r\n /**\r\n * Tests if a point is inside the bounding box\r\n * @param point defines the point to test\r\n * @returns true if the point is inside the bounding box\r\n */\r\n BoundingBox.prototype.intersectsPoint = function (point) {\r\n var min = this.minimumWorld;\r\n var max = this.maximumWorld;\r\n var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;\r\n var pointX = point.x, pointY = point.y, pointZ = point.z;\r\n var delta = -Epsilon;\r\n if (maxX - pointX < delta || delta > pointX - minX) {\r\n return false;\r\n }\r\n if (maxY - pointY < delta || delta > pointY - minY) {\r\n return false;\r\n }\r\n if (maxZ - pointZ < delta || delta > pointZ - minZ) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n /**\r\n * Tests if the bounding box intersects with a bounding sphere\r\n * @param sphere defines the sphere to test\r\n * @returns true if there is an intersection\r\n */\r\n BoundingBox.prototype.intersectsSphere = function (sphere) {\r\n return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);\r\n };\r\n /**\r\n * Tests if the bounding box intersects with a box defined by a min and max vectors\r\n * @param min defines the min vector to use\r\n * @param max defines the max vector to use\r\n * @returns true if there is an intersection\r\n */\r\n BoundingBox.prototype.intersectsMinMax = function (min, max) {\r\n var myMin = this.minimumWorld;\r\n var myMax = this.maximumWorld;\r\n var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;\r\n var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;\r\n if (myMaxX < minX || myMinX > maxX) {\r\n return false;\r\n }\r\n if (myMaxY < minY || myMinY > maxY) {\r\n return false;\r\n }\r\n if (myMaxZ < minZ || myMinZ > maxZ) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n // Statics\r\n /**\r\n * Tests if two bounding boxes are intersections\r\n * @param box0 defines the first box to test\r\n * @param box1 defines the second box to test\r\n * @returns true if there is an intersection\r\n */\r\n BoundingBox.Intersects = function (box0, box1) {\r\n return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);\r\n };\r\n /**\r\n * Tests if a bounding box defines by a min/max vectors intersects a sphere\r\n * @param minPoint defines the minimum vector of the bounding box\r\n * @param maxPoint defines the maximum vector of the bounding box\r\n * @param sphereCenter defines the sphere center\r\n * @param sphereRadius defines the sphere radius\r\n * @returns true if there is an intersection\r\n */\r\n BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {\r\n var vector = BoundingBox.TmpVector3[0];\r\n Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);\r\n var num = Vector3.DistanceSquared(sphereCenter, vector);\r\n return (num <= (sphereRadius * sphereRadius));\r\n };\r\n /**\r\n * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes\r\n * @param boundingVectors defines an array of 8 vectors representing a bounding box\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @return true if there is an inclusion\r\n */\r\n BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {\r\n for (var p = 0; p < 6; ++p) {\r\n var frustumPlane = frustumPlanes[p];\r\n for (var i = 0; i < 8; ++i) {\r\n if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {\r\n return false;\r\n }\r\n }\r\n }\r\n return true;\r\n };\r\n /**\r\n * Tests if a bounding box defined with 8 vectors intersects frustum planes\r\n * @param boundingVectors defines an array of 8 vectors representing a bounding box\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @return true if there is an intersection\r\n */\r\n BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {\r\n for (var p = 0; p < 6; ++p) {\r\n var canReturnFalse = true;\r\n var frustumPlane = frustumPlanes[p];\r\n for (var i = 0; i < 8; ++i) {\r\n if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {\r\n canReturnFalse = false;\r\n break;\r\n }\r\n }\r\n if (canReturnFalse) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n BoundingBox.TmpVector3 = ArrayTools.BuildArray(3, Vector3.Zero);\r\n return BoundingBox;\r\n}());\r\nexport { BoundingBox };\r\n//# sourceMappingURL=boundingBox.js.map","import { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { BoundingBox } from \"./boundingBox\";\r\nimport { BoundingSphere } from \"./boundingSphere\";\r\nvar _result0 = { min: 0, max: 0 };\r\nvar _result1 = { min: 0, max: 0 };\r\nvar computeBoxExtents = function (axis, box, result) {\r\n var p = Vector3.Dot(box.centerWorld, axis);\r\n var r0 = Math.abs(Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;\r\n var r1 = Math.abs(Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;\r\n var r2 = Math.abs(Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;\r\n var r = r0 + r1 + r2;\r\n result.min = p - r;\r\n result.max = p + r;\r\n};\r\nvar axisOverlap = function (axis, box0, box1) {\r\n computeBoxExtents(axis, box0, _result0);\r\n computeBoxExtents(axis, box1, _result1);\r\n return !(_result0.min > _result1.max || _result1.min > _result0.max);\r\n};\r\n/**\r\n * Info for a bounding data of a mesh\r\n */\r\nvar BoundingInfo = /** @class */ (function () {\r\n /**\r\n * Constructs bounding info\r\n * @param minimum min vector of the bounding box/sphere\r\n * @param maximum max vector of the bounding box/sphere\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n function BoundingInfo(minimum, maximum, worldMatrix) {\r\n this._isLocked = false;\r\n this.boundingBox = new BoundingBox(minimum, maximum, worldMatrix);\r\n this.boundingSphere = new BoundingSphere(minimum, maximum, worldMatrix);\r\n }\r\n /**\r\n * Recreates the entire bounding info from scratch as if we call the constructor in place\r\n * @param min defines the new minimum vector (in local space)\r\n * @param max defines the new maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {\r\n this.boundingBox.reConstruct(min, max, worldMatrix);\r\n this.boundingSphere.reConstruct(min, max, worldMatrix);\r\n };\r\n Object.defineProperty(BoundingInfo.prototype, \"minimum\", {\r\n /**\r\n * min vector of the bounding box/sphere\r\n */\r\n get: function () {\r\n return this.boundingBox.minimum;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BoundingInfo.prototype, \"maximum\", {\r\n /**\r\n * max vector of the bounding box/sphere\r\n */\r\n get: function () {\r\n return this.boundingBox.maximum;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BoundingInfo.prototype, \"isLocked\", {\r\n /**\r\n * If the info is locked and won't be updated to avoid perf overhead\r\n */\r\n get: function () {\r\n return this._isLocked;\r\n },\r\n set: function (value) {\r\n this._isLocked = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Methods\r\n /**\r\n * Updates the bounding sphere and box\r\n * @param world world matrix to be used to update\r\n */\r\n BoundingInfo.prototype.update = function (world) {\r\n if (this._isLocked) {\r\n return;\r\n }\r\n this.boundingBox._update(world);\r\n this.boundingSphere._update(world);\r\n };\r\n /**\r\n * Recreate the bounding info to be centered around a specific point given a specific extend.\r\n * @param center New center of the bounding info\r\n * @param extend New extend of the bounding info\r\n * @returns the current bounding info\r\n */\r\n BoundingInfo.prototype.centerOn = function (center, extend) {\r\n var minimum = BoundingInfo.TmpVector3[0].copyFrom(center).subtractInPlace(extend);\r\n var maximum = BoundingInfo.TmpVector3[1].copyFrom(center).addInPlace(extend);\r\n this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());\r\n this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());\r\n return this;\r\n };\r\n /**\r\n * Scale the current bounding info by applying a scale factor\r\n * @param factor defines the scale factor to apply\r\n * @returns the current bounding info\r\n */\r\n BoundingInfo.prototype.scale = function (factor) {\r\n this.boundingBox.scale(factor);\r\n this.boundingSphere.scale(factor);\r\n return this;\r\n };\r\n /**\r\n * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.\r\n * @param frustumPlanes defines the frustum to test\r\n * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)\r\n * @returns true if the bounding info is in the frustum planes\r\n */\r\n BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {\r\n if (strategy === void 0) { strategy = 0; }\r\n var inclusionTest = (strategy === 2 || strategy === 3);\r\n if (inclusionTest) {\r\n if (this.boundingSphere.isCenterInFrustum(frustumPlanes)) {\r\n return true;\r\n }\r\n }\r\n if (!this.boundingSphere.isInFrustum(frustumPlanes)) {\r\n return false;\r\n }\r\n var bSphereOnlyTest = (strategy === 1 || strategy === 3);\r\n if (bSphereOnlyTest) {\r\n return true;\r\n }\r\n return this.boundingBox.isInFrustum(frustumPlanes);\r\n };\r\n Object.defineProperty(BoundingInfo.prototype, \"diagonalLength\", {\r\n /**\r\n * Gets the world distance between the min and max points of the bounding box\r\n */\r\n get: function () {\r\n var boundingBox = this.boundingBox;\r\n var diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo.TmpVector3[0]);\r\n return diag.length();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Checks if a cullable object (mesh...) is in the camera frustum\r\n * Unlike isInFrustum this cheks the full bounding box\r\n * @param frustumPlanes Camera near/planes\r\n * @returns true if the object is in frustum otherwise false\r\n */\r\n BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {\r\n return this.boundingBox.isCompletelyInFrustum(frustumPlanes);\r\n };\r\n /** @hidden */\r\n BoundingInfo.prototype._checkCollision = function (collider) {\r\n return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);\r\n };\r\n /**\r\n * Checks if a point is inside the bounding box and bounding sphere or the mesh\r\n * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh\r\n * @param point the point to check intersection with\r\n * @returns if the point intersects\r\n */\r\n BoundingInfo.prototype.intersectsPoint = function (point) {\r\n if (!this.boundingSphere.centerWorld) {\r\n return false;\r\n }\r\n if (!this.boundingSphere.intersectsPoint(point)) {\r\n return false;\r\n }\r\n if (!this.boundingBox.intersectsPoint(point)) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n /**\r\n * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh\r\n * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh\r\n * @param boundingInfo the bounding info to check intersection with\r\n * @param precise if the intersection should be done using OBB\r\n * @returns if the bounding info intersects\r\n */\r\n BoundingInfo.prototype.intersects = function (boundingInfo, precise) {\r\n if (!BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {\r\n return false;\r\n }\r\n if (!BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {\r\n return false;\r\n }\r\n if (!precise) {\r\n return true;\r\n }\r\n var box0 = this.boundingBox;\r\n var box1 = boundingInfo.boundingBox;\r\n if (!axisOverlap(box0.directions[0], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box0.directions[1], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box0.directions[2], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box1.directions[0], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box1.directions[1], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box1.directions[2], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n BoundingInfo.TmpVector3 = ArrayTools.BuildArray(2, Vector3.Zero);\r\n return BoundingInfo;\r\n}());\r\nexport { BoundingInfo };\r\n//# sourceMappingURL=boundingInfo.js.map","/**\r\n * This class implement a typical dictionary using a string as key and the generic type T as value.\r\n * The underlying implementation relies on an associative array to ensure the best performances.\r\n * The value can be anything including 'null' but except 'undefined'\r\n */\r\nvar StringDictionary = /** @class */ (function () {\r\n function StringDictionary() {\r\n this._count = 0;\r\n this._data = {};\r\n }\r\n /**\r\n * This will clear this dictionary and copy the content from the 'source' one.\r\n * If the T value is a custom object, it won't be copied/cloned, the same object will be used\r\n * @param source the dictionary to take the content from and copy to this dictionary\r\n */\r\n StringDictionary.prototype.copyFrom = function (source) {\r\n var _this = this;\r\n this.clear();\r\n source.forEach(function (t, v) { return _this.add(t, v); });\r\n };\r\n /**\r\n * Get a value based from its key\r\n * @param key the given key to get the matching value from\r\n * @return the value if found, otherwise undefined is returned\r\n */\r\n StringDictionary.prototype.get = function (key) {\r\n var val = this._data[key];\r\n if (val !== undefined) {\r\n return val;\r\n }\r\n return undefined;\r\n };\r\n /**\r\n * Get a value from its key or add it if it doesn't exist.\r\n * This method will ensure you that a given key/data will be present in the dictionary.\r\n * @param key the given key to get the matching value from\r\n * @param factory the factory that will create the value if the key is not present in the dictionary.\r\n * The factory will only be invoked if there's no data for the given key.\r\n * @return the value corresponding to the key.\r\n */\r\n StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {\r\n var val = this.get(key);\r\n if (val !== undefined) {\r\n return val;\r\n }\r\n val = factory(key);\r\n if (val) {\r\n this.add(key, val);\r\n }\r\n return val;\r\n };\r\n /**\r\n * Get a value from its key if present in the dictionary otherwise add it\r\n * @param key the key to get the value from\r\n * @param val if there's no such key/value pair in the dictionary add it with this value\r\n * @return the value corresponding to the key\r\n */\r\n StringDictionary.prototype.getOrAdd = function (key, val) {\r\n var curVal = this.get(key);\r\n if (curVal !== undefined) {\r\n return curVal;\r\n }\r\n this.add(key, val);\r\n return val;\r\n };\r\n /**\r\n * Check if there's a given key in the dictionary\r\n * @param key the key to check for\r\n * @return true if the key is present, false otherwise\r\n */\r\n StringDictionary.prototype.contains = function (key) {\r\n return this._data[key] !== undefined;\r\n };\r\n /**\r\n * Add a new key and its corresponding value\r\n * @param key the key to add\r\n * @param value the value corresponding to the key\r\n * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary\r\n */\r\n StringDictionary.prototype.add = function (key, value) {\r\n if (this._data[key] !== undefined) {\r\n return false;\r\n }\r\n this._data[key] = value;\r\n ++this._count;\r\n return true;\r\n };\r\n /**\r\n * Update a specific value associated to a key\r\n * @param key defines the key to use\r\n * @param value defines the value to store\r\n * @returns true if the value was updated (or false if the key was not found)\r\n */\r\n StringDictionary.prototype.set = function (key, value) {\r\n if (this._data[key] === undefined) {\r\n return false;\r\n }\r\n this._data[key] = value;\r\n return true;\r\n };\r\n /**\r\n * Get the element of the given key and remove it from the dictionary\r\n * @param key defines the key to search\r\n * @returns the value associated with the key or null if not found\r\n */\r\n StringDictionary.prototype.getAndRemove = function (key) {\r\n var val = this.get(key);\r\n if (val !== undefined) {\r\n delete this._data[key];\r\n --this._count;\r\n return val;\r\n }\r\n return null;\r\n };\r\n /**\r\n * Remove a key/value from the dictionary.\r\n * @param key the key to remove\r\n * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary\r\n */\r\n StringDictionary.prototype.remove = function (key) {\r\n if (this.contains(key)) {\r\n delete this._data[key];\r\n --this._count;\r\n return true;\r\n }\r\n return false;\r\n };\r\n /**\r\n * Clear the whole content of the dictionary\r\n */\r\n StringDictionary.prototype.clear = function () {\r\n this._data = {};\r\n this._count = 0;\r\n };\r\n Object.defineProperty(StringDictionary.prototype, \"count\", {\r\n /**\r\n * Gets the current count\r\n */\r\n get: function () {\r\n return this._count;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Execute a callback on each key/val of the dictionary.\r\n * Note that you can remove any element in this dictionary in the callback implementation\r\n * @param callback the callback to execute on a given key/value pair\r\n */\r\n StringDictionary.prototype.forEach = function (callback) {\r\n for (var cur in this._data) {\r\n var val = this._data[cur];\r\n callback(cur, val);\r\n }\r\n };\r\n /**\r\n * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.\r\n * If the callback returns null or undefined the method will iterate to the next key/value pair\r\n * Note that you can remove any element in this dictionary in the callback implementation\r\n * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned\r\n * @returns the first item\r\n */\r\n StringDictionary.prototype.first = function (callback) {\r\n for (var cur in this._data) {\r\n var val = this._data[cur];\r\n var res = callback(cur, val);\r\n if (res) {\r\n return res;\r\n }\r\n }\r\n return null;\r\n };\r\n return StringDictionary;\r\n}());\r\nexport { StringDictionary };\r\n//# sourceMappingURL=stringDictionary.js.map","/**\r\n * Base class of the scene acting as a container for the different elements composing a scene.\r\n * This class is dynamically extended by the different components of the scene increasing\r\n * flexibility and reducing coupling\r\n */\r\nvar AbstractScene = /** @class */ (function () {\r\n function AbstractScene() {\r\n /**\r\n * Gets the list of root nodes (ie. nodes with no parent)\r\n */\r\n this.rootNodes = new Array();\r\n /** All of the cameras added to this scene\r\n * @see http://doc.babylonjs.com/babylon101/cameras\r\n */\r\n this.cameras = new Array();\r\n /**\r\n * All of the lights added to this scene\r\n * @see http://doc.babylonjs.com/babylon101/lights\r\n */\r\n this.lights = new Array();\r\n /**\r\n * All of the (abstract) meshes added to this scene\r\n */\r\n this.meshes = new Array();\r\n /**\r\n * The list of skeletons added to the scene\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons\r\n */\r\n this.skeletons = new Array();\r\n /**\r\n * All of the particle systems added to this scene\r\n * @see http://doc.babylonjs.com/babylon101/particles\r\n */\r\n this.particleSystems = new Array();\r\n /**\r\n * Gets a list of Animations associated with the scene\r\n */\r\n this.animations = [];\r\n /**\r\n * All of the animation groups added to this scene\r\n * @see http://doc.babylonjs.com/how_to/group\r\n */\r\n this.animationGroups = new Array();\r\n /**\r\n * All of the multi-materials added to this scene\r\n * @see http://doc.babylonjs.com/how_to/multi_materials\r\n */\r\n this.multiMaterials = new Array();\r\n /**\r\n * All of the materials added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.\r\n * Note also that the order of the Material within the array is not significant and might change.\r\n * @see http://doc.babylonjs.com/babylon101/materials\r\n */\r\n this.materials = new Array();\r\n /**\r\n * The list of morph target managers added to the scene\r\n * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh\r\n */\r\n this.morphTargetManagers = new Array();\r\n /**\r\n * The list of geometries used in the scene.\r\n */\r\n this.geometries = new Array();\r\n /**\r\n * All of the tranform nodes added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.\r\n * Note also that the order of the TransformNode wihin the array is not significant and might change.\r\n * @see http://doc.babylonjs.com/how_to/transformnode\r\n */\r\n this.transformNodes = new Array();\r\n /**\r\n * ActionManagers available on the scene.\r\n */\r\n this.actionManagers = new Array();\r\n /**\r\n * Textures to keep.\r\n */\r\n this.textures = new Array();\r\n /**\r\n * Environment texture for the scene\r\n */\r\n this.environmentTexture = null;\r\n }\r\n /**\r\n * Adds a parser in the list of available ones\r\n * @param name Defines the name of the parser\r\n * @param parser Defines the parser to add\r\n */\r\n AbstractScene.AddParser = function (name, parser) {\r\n this._BabylonFileParsers[name] = parser;\r\n };\r\n /**\r\n * Gets a general parser from the list of avaialble ones\r\n * @param name Defines the name of the parser\r\n * @returns the requested parser or null\r\n */\r\n AbstractScene.GetParser = function (name) {\r\n if (this._BabylonFileParsers[name]) {\r\n return this._BabylonFileParsers[name];\r\n }\r\n return null;\r\n };\r\n /**\r\n * Adds n individual parser in the list of available ones\r\n * @param name Defines the name of the parser\r\n * @param parser Defines the parser to add\r\n */\r\n AbstractScene.AddIndividualParser = function (name, parser) {\r\n this._IndividualBabylonFileParsers[name] = parser;\r\n };\r\n /**\r\n * Gets an individual parser from the list of avaialble ones\r\n * @param name Defines the name of the parser\r\n * @returns the requested parser or null\r\n */\r\n AbstractScene.GetIndividualParser = function (name) {\r\n if (this._IndividualBabylonFileParsers[name]) {\r\n return this._IndividualBabylonFileParsers[name];\r\n }\r\n return null;\r\n };\r\n /**\r\n * Parser json data and populate both a scene and its associated container object\r\n * @param jsonData Defines the data to parse\r\n * @param scene Defines the scene to parse the data for\r\n * @param container Defines the container attached to the parsing sequence\r\n * @param rootUrl Defines the root url of the data\r\n */\r\n AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {\r\n for (var parserName in this._BabylonFileParsers) {\r\n if (this._BabylonFileParsers.hasOwnProperty(parserName)) {\r\n this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);\r\n }\r\n }\r\n };\r\n /**\r\n * @returns all meshes, lights, cameras, transformNodes and bones\r\n */\r\n AbstractScene.prototype.getNodes = function () {\r\n var nodes = new Array();\r\n nodes = nodes.concat(this.meshes);\r\n nodes = nodes.concat(this.lights);\r\n nodes = nodes.concat(this.cameras);\r\n nodes = nodes.concat(this.transformNodes); // dummies\r\n this.skeletons.forEach(function (skeleton) { return nodes = nodes.concat(skeleton.bones); });\r\n return nodes;\r\n };\r\n /**\r\n * Stores the list of available parsers in the application.\r\n */\r\n AbstractScene._BabylonFileParsers = {};\r\n /**\r\n * Stores the list of available individual parsers in the application.\r\n */\r\n AbstractScene._IndividualBabylonFileParsers = {};\r\n return AbstractScene;\r\n}());\r\nexport { AbstractScene };\r\n//# sourceMappingURL=abstractScene.js.map","/**\r\n * ActionEvent is the event being sent when an action is triggered.\r\n */\r\nvar ActionEvent = /** @class */ (function () {\r\n /**\r\n * Creates a new ActionEvent\r\n * @param source The mesh or sprite that triggered the action\r\n * @param pointerX The X mouse cursor position at the time of the event\r\n * @param pointerY The Y mouse cursor position at the time of the event\r\n * @param meshUnderPointer The mesh that is currently pointed at (can be null)\r\n * @param sourceEvent the original (browser) event that triggered the ActionEvent\r\n * @param additionalData additional data for the event\r\n */\r\n function ActionEvent(\r\n /** The mesh or sprite that triggered the action */\r\n source, \r\n /** The X mouse cursor position at the time of the event */\r\n pointerX, \r\n /** The Y mouse cursor position at the time of the event */\r\n pointerY, \r\n /** The mesh that is currently pointed at (can be null) */\r\n meshUnderPointer, \r\n /** the original (browser) event that triggered the ActionEvent */\r\n sourceEvent, \r\n /** additional data for the event */\r\n additionalData) {\r\n this.source = source;\r\n this.pointerX = pointerX;\r\n this.pointerY = pointerY;\r\n this.meshUnderPointer = meshUnderPointer;\r\n this.sourceEvent = sourceEvent;\r\n this.additionalData = additionalData;\r\n }\r\n /**\r\n * Helper function to auto-create an ActionEvent from a source mesh.\r\n * @param source The source mesh that triggered the event\r\n * @param evt The original (browser) event\r\n * @param additionalData additional data for the event\r\n * @returns the new ActionEvent\r\n */\r\n ActionEvent.CreateNew = function (source, evt, additionalData) {\r\n var scene = source.getScene();\r\n return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer || source, evt, additionalData);\r\n };\r\n /**\r\n * Helper function to auto-create an ActionEvent from a source sprite\r\n * @param source The source sprite that triggered the event\r\n * @param scene Scene associated with the sprite\r\n * @param evt The original (browser) event\r\n * @param additionalData additional data for the event\r\n * @returns the new ActionEvent\r\n */\r\n ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {\r\n return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);\r\n };\r\n /**\r\n * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew\r\n * @param scene the scene where the event occurred\r\n * @param evt The original (browser) event\r\n * @returns the new ActionEvent\r\n */\r\n ActionEvent.CreateNewFromScene = function (scene, evt) {\r\n return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);\r\n };\r\n /**\r\n * Helper function to auto-create an ActionEvent from a primitive\r\n * @param prim defines the target primitive\r\n * @param pointerPos defines the pointer position\r\n * @param evt The original (browser) event\r\n * @param additionalData additional data for the event\r\n * @returns the new ActionEvent\r\n */\r\n ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {\r\n return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);\r\n };\r\n return ActionEvent;\r\n}());\r\nexport { ActionEvent };\r\n//# sourceMappingURL=actionEvent.js.map","/**\r\n * Abstract class used to decouple action Manager from scene and meshes.\r\n * Do not instantiate.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\nvar AbstractActionManager = /** @class */ (function () {\r\n function AbstractActionManager() {\r\n /** Gets the cursor to use when hovering items */\r\n this.hoverCursor = '';\r\n /** Gets the list of actions */\r\n this.actions = new Array();\r\n /**\r\n * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children\r\n */\r\n this.isRecursive = false;\r\n }\r\n Object.defineProperty(AbstractActionManager, \"HasTriggers\", {\r\n /**\r\n * Does exist one action manager with at least one trigger\r\n **/\r\n get: function () {\r\n for (var t in AbstractActionManager.Triggers) {\r\n if (AbstractActionManager.Triggers.hasOwnProperty(t)) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractActionManager, \"HasPickTriggers\", {\r\n /**\r\n * Does exist one action manager with at least one pick trigger\r\n **/\r\n get: function () {\r\n for (var t in AbstractActionManager.Triggers) {\r\n if (AbstractActionManager.Triggers.hasOwnProperty(t)) {\r\n var t_int = parseInt(t);\r\n if (t_int >= 1 && t_int <= 7) {\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Does exist one action manager that handles actions of a given trigger\r\n * @param trigger defines the trigger to be tested\r\n * @return a boolean indicating whether the trigger is handeled by at least one action manager\r\n **/\r\n AbstractActionManager.HasSpecificTrigger = function (trigger) {\r\n for (var t in AbstractActionManager.Triggers) {\r\n if (AbstractActionManager.Triggers.hasOwnProperty(t)) {\r\n var t_int = parseInt(t);\r\n if (t_int === trigger) {\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n };\r\n /** Gets the list of active triggers */\r\n AbstractActionManager.Triggers = {};\r\n return AbstractActionManager;\r\n}());\r\nexport { AbstractActionManager };\r\n//# sourceMappingURL=abstractActionManager.js.map","import { PointerInfoPre, PointerInfo, PointerEventTypes } from '../Events/pointerEvents';\r\nimport { AbstractActionManager } from '../Actions/abstractActionManager';\r\nimport { Vector2, Matrix } from '../Maths/math.vector';\r\nimport { ActionEvent } from '../Actions/actionEvent';\r\nimport { Tools } from '../Misc/tools';\r\nimport { KeyboardEventTypes, KeyboardInfoPre, KeyboardInfo } from '../Events/keyboardEvents';\r\n/** @hidden */\r\nvar _ClickInfo = /** @class */ (function () {\r\n function _ClickInfo() {\r\n this._singleClick = false;\r\n this._doubleClick = false;\r\n this._hasSwiped = false;\r\n this._ignore = false;\r\n }\r\n Object.defineProperty(_ClickInfo.prototype, \"singleClick\", {\r\n get: function () {\r\n return this._singleClick;\r\n },\r\n set: function (b) {\r\n this._singleClick = b;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(_ClickInfo.prototype, \"doubleClick\", {\r\n get: function () {\r\n return this._doubleClick;\r\n },\r\n set: function (b) {\r\n this._doubleClick = b;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(_ClickInfo.prototype, \"hasSwiped\", {\r\n get: function () {\r\n return this._hasSwiped;\r\n },\r\n set: function (b) {\r\n this._hasSwiped = b;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(_ClickInfo.prototype, \"ignore\", {\r\n get: function () {\r\n return this._ignore;\r\n },\r\n set: function (b) {\r\n this._ignore = b;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n return _ClickInfo;\r\n}());\r\n/**\r\n * Class used to manage all inputs for the scene.\r\n */\r\nvar InputManager = /** @class */ (function () {\r\n /**\r\n * Creates a new InputManager\r\n * @param scene defines the hosting scene\r\n */\r\n function InputManager(scene) {\r\n // Pointers\r\n this._wheelEventName = \"\";\r\n this._meshPickProceed = false;\r\n this._currentPickResult = null;\r\n this._previousPickResult = null;\r\n this._totalPointersPressed = 0;\r\n this._doubleClickOccured = false;\r\n this._pointerX = 0;\r\n this._pointerY = 0;\r\n this._startingPointerPosition = new Vector2(0, 0);\r\n this._previousStartingPointerPosition = new Vector2(0, 0);\r\n this._startingPointerTime = 0;\r\n this._previousStartingPointerTime = 0;\r\n this._pointerCaptures = {};\r\n this._scene = scene;\r\n }\r\n Object.defineProperty(InputManager.prototype, \"meshUnderPointer\", {\r\n /**\r\n * Gets the mesh that is currently under the pointer\r\n */\r\n get: function () {\r\n return this._pointerOverMesh;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputManager.prototype, \"unTranslatedPointer\", {\r\n /**\r\n * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)\r\n */\r\n get: function () {\r\n return new Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputManager.prototype, \"pointerX\", {\r\n /**\r\n * Gets or sets the current on-screen X position of the pointer\r\n */\r\n get: function () {\r\n return this._pointerX;\r\n },\r\n set: function (value) {\r\n this._pointerX = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputManager.prototype, \"pointerY\", {\r\n /**\r\n * Gets or sets the current on-screen Y position of the pointer\r\n */\r\n get: function () {\r\n return this._pointerY;\r\n },\r\n set: function (value) {\r\n this._pointerY = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n InputManager.prototype._updatePointerPosition = function (evt) {\r\n var canvasRect = this._scene.getEngine().getInputElementClientRect();\r\n if (!canvasRect) {\r\n return;\r\n }\r\n this._pointerX = evt.clientX - canvasRect.left;\r\n this._pointerY = evt.clientY - canvasRect.top;\r\n this._unTranslatedPointerX = this._pointerX;\r\n this._unTranslatedPointerY = this._pointerY;\r\n };\r\n InputManager.prototype._processPointerMove = function (pickResult, evt) {\r\n var scene = this._scene;\r\n var engine = scene.getEngine();\r\n var canvas = engine.getInputElement();\r\n if (!canvas) {\r\n return;\r\n }\r\n canvas.tabIndex = engine.canvasTabIndex;\r\n // Restore pointer\r\n if (!scene.doNotHandleCursors) {\r\n canvas.style.cursor = scene.defaultCursor;\r\n }\r\n var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;\r\n if (isMeshPicked) {\r\n scene.setPointerOverMesh(pickResult.pickedMesh);\r\n if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {\r\n if (!scene.doNotHandleCursors) {\r\n if (this._pointerOverMesh.actionManager.hoverCursor) {\r\n canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;\r\n }\r\n else {\r\n canvas.style.cursor = scene.hoverCursor;\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n scene.setPointerOverMesh(null);\r\n }\r\n for (var _i = 0, _a = scene._pointerMoveStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);\r\n }\r\n if (pickResult) {\r\n var type = evt.type === this._wheelEventName ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE;\r\n if (scene.onPointerMove) {\r\n scene.onPointerMove(evt, pickResult, type);\r\n }\r\n if (scene.onPointerObservable.hasObservers()) {\r\n var pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n };\r\n // Pointers handling\r\n InputManager.prototype._setRayOnPointerInfo = function (pointerInfo) {\r\n var scene = this._scene;\r\n if (pointerInfo.pickInfo && !pointerInfo.pickInfo._pickingUnavailable) {\r\n if (!pointerInfo.pickInfo.ray) {\r\n pointerInfo.pickInfo.ray = scene.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, Matrix.Identity(), scene.activeCamera);\r\n }\r\n }\r\n };\r\n InputManager.prototype._checkPrePointerObservable = function (pickResult, evt, type) {\r\n var scene = this._scene;\r\n var pi = new PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);\r\n if (pickResult) {\r\n pi.ray = pickResult.ray;\r\n }\r\n scene.onPrePointerObservable.notifyObservers(pi, type);\r\n if (pi.skipOnPointerObservable) {\r\n return true;\r\n }\r\n else {\r\n return false;\r\n }\r\n };\r\n /**\r\n * Use this method to simulate a pointer move on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n */\r\n InputManager.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {\r\n var evt = new PointerEvent(\"pointermove\", pointerEventInit);\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERMOVE)) {\r\n return;\r\n }\r\n this._processPointerMove(pickResult, evt);\r\n };\r\n /**\r\n * Use this method to simulate a pointer down on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n */\r\n InputManager.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {\r\n var evt = new PointerEvent(\"pointerdown\", pointerEventInit);\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERDOWN)) {\r\n return;\r\n }\r\n this._processPointerDown(pickResult, evt);\r\n };\r\n InputManager.prototype._processPointerDown = function (pickResult, evt) {\r\n var _this = this;\r\n var scene = this._scene;\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh) {\r\n this._pickedDownMesh = pickResult.pickedMesh;\r\n var actionManager = pickResult.pickedMesh._getActionManagerForTrigger();\r\n if (actionManager) {\r\n if (actionManager.hasPickTriggers) {\r\n actionManager.processTrigger(5, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n switch (evt.button) {\r\n case 0:\r\n actionManager.processTrigger(2, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n case 1:\r\n actionManager.processTrigger(4, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n case 2:\r\n actionManager.processTrigger(3, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n }\r\n }\r\n if (actionManager.hasSpecificTrigger(8)) {\r\n window.setTimeout(function () {\r\n var pickResult = scene.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, function (mesh) { return (mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasSpecificTrigger(8) && mesh == _this._pickedDownMesh); }, false, scene.cameraToUseForPointers);\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {\r\n if (_this._totalPointersPressed !== 0 &&\r\n ((Date.now() - _this._startingPointerTime) > InputManager.LongPressDelay) &&\r\n !_this._isPointerSwiping()) {\r\n _this._startingPointerTime = 0;\r\n actionManager.processTrigger(8, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n }\r\n }\r\n }, InputManager.LongPressDelay);\r\n }\r\n }\r\n }\r\n else {\r\n for (var _i = 0, _a = scene._pointerDownStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);\r\n }\r\n }\r\n if (pickResult) {\r\n var type = PointerEventTypes.POINTERDOWN;\r\n if (scene.onPointerDown) {\r\n scene.onPointerDown(evt, pickResult, type);\r\n }\r\n if (scene.onPointerObservable.hasObservers()) {\r\n var pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n InputManager.prototype._isPointerSwiping = function () {\r\n return Math.abs(this._startingPointerPosition.x - this._pointerX) > InputManager.DragMovementThreshold ||\r\n Math.abs(this._startingPointerPosition.y - this._pointerY) > InputManager.DragMovementThreshold;\r\n };\r\n /**\r\n * Use this method to simulate a pointer up on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)\r\n */\r\n InputManager.prototype.simulatePointerUp = function (pickResult, pointerEventInit, doubleTap) {\r\n var evt = new PointerEvent(\"pointerup\", pointerEventInit);\r\n var clickInfo = new _ClickInfo();\r\n if (doubleTap) {\r\n clickInfo.doubleClick = true;\r\n }\r\n else {\r\n clickInfo.singleClick = true;\r\n }\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERUP)) {\r\n return;\r\n }\r\n this._processPointerUp(pickResult, evt, clickInfo);\r\n };\r\n InputManager.prototype._processPointerUp = function (pickResult, evt, clickInfo) {\r\n var scene = this._scene;\r\n if (pickResult && pickResult && pickResult.pickedMesh) {\r\n this._pickedUpMesh = pickResult.pickedMesh;\r\n if (this._pickedDownMesh === this._pickedUpMesh) {\r\n if (scene.onPointerPick) {\r\n scene.onPointerPick(evt, pickResult);\r\n }\r\n if (clickInfo.singleClick && !clickInfo.ignore && scene.onPointerObservable.hasObservers()) {\r\n var type_1 = PointerEventTypes.POINTERPICK;\r\n var pi = new PointerInfo(type_1, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type_1);\r\n }\r\n }\r\n var actionManager = pickResult.pickedMesh._getActionManagerForTrigger();\r\n if (actionManager && !clickInfo.ignore) {\r\n actionManager.processTrigger(7, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n if (!clickInfo.hasSwiped && clickInfo.singleClick) {\r\n actionManager.processTrigger(1, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n }\r\n var doubleClickActionManager = pickResult.pickedMesh._getActionManagerForTrigger(6);\r\n if (clickInfo.doubleClick && doubleClickActionManager) {\r\n doubleClickActionManager.processTrigger(6, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n }\r\n }\r\n }\r\n else {\r\n if (!clickInfo.ignore) {\r\n for (var _i = 0, _a = scene._pointerUpStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);\r\n }\r\n }\r\n }\r\n if (this._pickedDownMesh && this._pickedDownMesh !== this._pickedUpMesh) {\r\n var pickedDownActionManager = this._pickedDownMesh._getActionManagerForTrigger(16);\r\n if (pickedDownActionManager) {\r\n pickedDownActionManager.processTrigger(16, ActionEvent.CreateNew(this._pickedDownMesh, evt));\r\n }\r\n }\r\n var type = 0;\r\n if (scene.onPointerObservable.hasObservers()) {\r\n if (!clickInfo.ignore && !clickInfo.hasSwiped) {\r\n if (clickInfo.singleClick && scene.onPointerObservable.hasSpecificMask(PointerEventTypes.POINTERTAP)) {\r\n type = PointerEventTypes.POINTERTAP;\r\n }\r\n else if (clickInfo.doubleClick && scene.onPointerObservable.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP)) {\r\n type = PointerEventTypes.POINTERDOUBLETAP;\r\n }\r\n if (type) {\r\n var pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n if (!clickInfo.ignore) {\r\n type = PointerEventTypes.POINTERUP;\r\n var pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n if (scene.onPointerUp && !clickInfo.ignore) {\r\n scene.onPointerUp(evt, pickResult, type);\r\n }\r\n };\r\n /**\r\n * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)\r\n * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)\r\n * @returns true if the pointer was captured\r\n */\r\n InputManager.prototype.isPointerCaptured = function (pointerId) {\r\n if (pointerId === void 0) { pointerId = 0; }\r\n return this._pointerCaptures[pointerId];\r\n };\r\n /**\r\n * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp\r\n * @param attachUp defines if you want to attach events to pointerup\r\n * @param attachDown defines if you want to attach events to pointerdown\r\n * @param attachMove defines if you want to attach events to pointermove\r\n * @param elementToAttachTo defines the target DOM element to attach to (will use the canvas by default)\r\n */\r\n InputManager.prototype.attachControl = function (attachUp, attachDown, attachMove, elementToAttachTo) {\r\n var _this = this;\r\n if (attachUp === void 0) { attachUp = true; }\r\n if (attachDown === void 0) { attachDown = true; }\r\n if (attachMove === void 0) { attachMove = true; }\r\n if (elementToAttachTo === void 0) { elementToAttachTo = null; }\r\n var scene = this._scene;\r\n if (!elementToAttachTo) {\r\n elementToAttachTo = scene.getEngine().getInputElement();\r\n }\r\n if (!elementToAttachTo) {\r\n return;\r\n }\r\n var engine = scene.getEngine();\r\n this._initActionManager = function (act, clickInfo) {\r\n if (!_this._meshPickProceed) {\r\n var pickResult = scene.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, scene.pointerDownPredicate, false, scene.cameraToUseForPointers);\r\n _this._currentPickResult = pickResult;\r\n if (pickResult) {\r\n act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh._getActionManagerForTrigger() : null;\r\n }\r\n _this._meshPickProceed = true;\r\n }\r\n return act;\r\n };\r\n this._delayedSimpleClick = function (btn, clickInfo, cb) {\r\n // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different\r\n if ((Date.now() - _this._previousStartingPointerTime > InputManager.DoubleClickDelay && !_this._doubleClickOccured) ||\r\n btn !== _this._previousButtonPressed) {\r\n _this._doubleClickOccured = false;\r\n clickInfo.singleClick = true;\r\n clickInfo.ignore = false;\r\n cb(clickInfo, _this._currentPickResult);\r\n }\r\n };\r\n this._initClickEvent = function (obs1, obs2, evt, cb) {\r\n var clickInfo = new _ClickInfo();\r\n _this._currentPickResult = null;\r\n var act = null;\r\n var checkPicking = obs1.hasSpecificMask(PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(PointerEventTypes.POINTERPICK)\r\n || obs1.hasSpecificMask(PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(PointerEventTypes.POINTERTAP)\r\n || obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkPicking && AbstractActionManager) {\r\n act = _this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkPicking = act.hasPickTriggers;\r\n }\r\n }\r\n var needToIgnoreNext = false;\r\n if (checkPicking) {\r\n var btn = evt.button;\r\n clickInfo.hasSwiped = _this._isPointerSwiping();\r\n if (!clickInfo.hasSwiped) {\r\n var checkSingleClickImmediately = !InputManager.ExclusiveDoubleClickMode;\r\n if (!checkSingleClickImmediately) {\r\n checkSingleClickImmediately = !obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) &&\r\n !obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (checkSingleClickImmediately && !AbstractActionManager.HasSpecificTrigger(6)) {\r\n act = _this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkSingleClickImmediately = !act.hasSpecificTrigger(6);\r\n }\r\n }\r\n }\r\n if (checkSingleClickImmediately) {\r\n // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required\r\n if (Date.now() - _this._previousStartingPointerTime > InputManager.DoubleClickDelay ||\r\n btn !== _this._previousButtonPressed) {\r\n clickInfo.singleClick = true;\r\n cb(clickInfo, _this._currentPickResult);\r\n needToIgnoreNext = true;\r\n }\r\n }\r\n // at least one double click is required to be check and exclusive double click is enabled\r\n else {\r\n // wait that no double click has been raised during the double click delay\r\n _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;\r\n _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), InputManager.DoubleClickDelay);\r\n }\r\n var checkDoubleClick = obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkDoubleClick && AbstractActionManager.HasSpecificTrigger(6)) {\r\n act = _this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkDoubleClick = act.hasSpecificTrigger(6);\r\n }\r\n }\r\n if (checkDoubleClick) {\r\n // two successive keys pressed are equal, double click delay is not over and double click has not just occurred\r\n if (btn === _this._previousButtonPressed &&\r\n Date.now() - _this._previousStartingPointerTime < InputManager.DoubleClickDelay &&\r\n !_this._doubleClickOccured) {\r\n // pointer has not moved for 2 clicks, it's a double click\r\n if (!clickInfo.hasSwiped &&\r\n !_this._isPointerSwiping()) {\r\n _this._previousStartingPointerTime = 0;\r\n _this._doubleClickOccured = true;\r\n clickInfo.doubleClick = true;\r\n clickInfo.ignore = false;\r\n if (InputManager.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {\r\n clearTimeout(_this._previousDelayedSimpleClickTimeout);\r\n }\r\n _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;\r\n cb(clickInfo, _this._currentPickResult);\r\n }\r\n // if the two successive clicks are too far, it's just two simple clicks\r\n else {\r\n _this._doubleClickOccured = false;\r\n _this._previousStartingPointerTime = _this._startingPointerTime;\r\n _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;\r\n _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;\r\n _this._previousButtonPressed = btn;\r\n if (InputManager.ExclusiveDoubleClickMode) {\r\n if (_this._previousDelayedSimpleClickTimeout) {\r\n clearTimeout(_this._previousDelayedSimpleClickTimeout);\r\n }\r\n _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;\r\n cb(clickInfo, _this._previousPickResult);\r\n }\r\n else {\r\n cb(clickInfo, _this._currentPickResult);\r\n }\r\n }\r\n needToIgnoreNext = true;\r\n }\r\n // just the first click of the double has been raised\r\n else {\r\n _this._doubleClickOccured = false;\r\n _this._previousStartingPointerTime = _this._startingPointerTime;\r\n _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;\r\n _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;\r\n _this._previousButtonPressed = btn;\r\n }\r\n }\r\n }\r\n }\r\n if (!needToIgnoreNext) {\r\n cb(clickInfo, _this._currentPickResult);\r\n }\r\n };\r\n this._onPointerMove = function (evt) {\r\n _this._updatePointerPosition(evt);\r\n // PreObservable support\r\n if (_this._checkPrePointerObservable(null, evt, evt.type === _this._wheelEventName ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE)) {\r\n return;\r\n }\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n if (!scene.pointerMovePredicate) {\r\n scene.pointerMovePredicate = function (mesh) { return (mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || scene.constantlyUpdateMeshUnderPointer || (mesh._getActionManagerForTrigger() != null)) && (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0)); };\r\n }\r\n // Meshes\r\n var pickResult = scene.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, scene.pointerMovePredicate, false, scene.cameraToUseForPointers);\r\n _this._processPointerMove(pickResult, evt);\r\n };\r\n this._onPointerDown = function (evt) {\r\n _this._totalPointersPressed++;\r\n _this._pickedDownMesh = null;\r\n _this._meshPickProceed = false;\r\n _this._updatePointerPosition(evt);\r\n if (scene.preventDefaultOnPointerDown && elementToAttachTo) {\r\n evt.preventDefault();\r\n elementToAttachTo.focus();\r\n }\r\n _this._startingPointerPosition.x = _this._pointerX;\r\n _this._startingPointerPosition.y = _this._pointerY;\r\n _this._startingPointerTime = Date.now();\r\n // PreObservable support\r\n if (_this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERDOWN)) {\r\n return;\r\n }\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n _this._pointerCaptures[evt.pointerId] = true;\r\n if (!scene.pointerDownPredicate) {\r\n scene.pointerDownPredicate = function (mesh) {\r\n return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0);\r\n };\r\n }\r\n // Meshes\r\n _this._pickedDownMesh = null;\r\n var pickResult = scene.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, scene.pointerDownPredicate, false, scene.cameraToUseForPointers);\r\n _this._processPointerDown(pickResult, evt);\r\n };\r\n this._onPointerUp = function (evt) {\r\n if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF\r\n return; // So we need to test it the pointer down was pressed before.\r\n }\r\n _this._totalPointersPressed--;\r\n _this._pickedUpMesh = null;\r\n _this._meshPickProceed = false;\r\n _this._updatePointerPosition(evt);\r\n if (scene.preventDefaultOnPointerUp && elementToAttachTo) {\r\n evt.preventDefault();\r\n elementToAttachTo.focus();\r\n }\r\n _this._initClickEvent(scene.onPrePointerObservable, scene.onPointerObservable, evt, function (clickInfo, pickResult) {\r\n // PreObservable support\r\n if (scene.onPrePointerObservable.hasObservers()) {\r\n if (!clickInfo.ignore) {\r\n if (!clickInfo.hasSwiped) {\r\n if (clickInfo.singleClick && scene.onPrePointerObservable.hasSpecificMask(PointerEventTypes.POINTERTAP)) {\r\n if (_this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERTAP)) {\r\n return;\r\n }\r\n }\r\n if (clickInfo.doubleClick && scene.onPrePointerObservable.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP)) {\r\n if (_this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERDOUBLETAP)) {\r\n return;\r\n }\r\n }\r\n }\r\n if (_this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERUP)) {\r\n return;\r\n }\r\n }\r\n }\r\n if (!_this._pointerCaptures[evt.pointerId]) {\r\n return;\r\n }\r\n _this._pointerCaptures[evt.pointerId] = false;\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n if (!scene.pointerUpPredicate) {\r\n scene.pointerUpPredicate = function (mesh) {\r\n return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0);\r\n };\r\n }\r\n // Meshes\r\n if (!_this._meshPickProceed && (AbstractActionManager && AbstractActionManager.HasTriggers || scene.onPointerObservable.hasObservers())) {\r\n _this._initActionManager(null, clickInfo);\r\n }\r\n if (!pickResult) {\r\n pickResult = _this._currentPickResult;\r\n }\r\n _this._processPointerUp(pickResult, evt, clickInfo);\r\n _this._previousPickResult = _this._currentPickResult;\r\n });\r\n };\r\n this._onKeyDown = function (evt) {\r\n var type = KeyboardEventTypes.KEYDOWN;\r\n if (scene.onPreKeyboardObservable.hasObservers()) {\r\n var pi = new KeyboardInfoPre(type, evt);\r\n scene.onPreKeyboardObservable.notifyObservers(pi, type);\r\n if (pi.skipOnPointerObservable) {\r\n return;\r\n }\r\n }\r\n if (scene.onKeyboardObservable.hasObservers()) {\r\n var pi = new KeyboardInfo(type, evt);\r\n scene.onKeyboardObservable.notifyObservers(pi, type);\r\n }\r\n if (scene.actionManager) {\r\n scene.actionManager.processTrigger(14, ActionEvent.CreateNewFromScene(scene, evt));\r\n }\r\n };\r\n this._onKeyUp = function (evt) {\r\n var type = KeyboardEventTypes.KEYUP;\r\n if (scene.onPreKeyboardObservable.hasObservers()) {\r\n var pi = new KeyboardInfoPre(type, evt);\r\n scene.onPreKeyboardObservable.notifyObservers(pi, type);\r\n if (pi.skipOnPointerObservable) {\r\n return;\r\n }\r\n }\r\n if (scene.onKeyboardObservable.hasObservers()) {\r\n var pi = new KeyboardInfo(type, evt);\r\n scene.onKeyboardObservable.notifyObservers(pi, type);\r\n }\r\n if (scene.actionManager) {\r\n scene.actionManager.processTrigger(15, ActionEvent.CreateNewFromScene(scene, evt));\r\n }\r\n };\r\n // Keyboard events\r\n this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add((function () {\r\n var fn = function () {\r\n if (!elementToAttachTo) {\r\n return;\r\n }\r\n elementToAttachTo.addEventListener(\"keydown\", _this._onKeyDown, false);\r\n elementToAttachTo.addEventListener(\"keyup\", _this._onKeyUp, false);\r\n };\r\n if (document.activeElement === elementToAttachTo) {\r\n fn();\r\n }\r\n return fn;\r\n })());\r\n this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {\r\n if (!elementToAttachTo) {\r\n return;\r\n }\r\n elementToAttachTo.removeEventListener(\"keydown\", _this._onKeyDown);\r\n elementToAttachTo.removeEventListener(\"keyup\", _this._onKeyUp);\r\n });\r\n // Pointer events\r\n var eventPrefix = Tools.GetPointerPrefix();\r\n if (attachMove) {\r\n elementToAttachTo.addEventListener(eventPrefix + \"move\", this._onPointerMove, false);\r\n // Wheel\r\n this._wheelEventName = \"onwheel\" in document.createElement(\"div\") ? \"wheel\" : // Modern browsers support \"wheel\"\r\n document.onmousewheel !== undefined ? \"mousewheel\" : // Webkit and IE support at least \"mousewheel\"\r\n \"DOMMouseScroll\"; // let's assume that remaining browsers are older Firefox\r\n elementToAttachTo.addEventListener(this._wheelEventName, this._onPointerMove, false);\r\n }\r\n if (attachDown) {\r\n elementToAttachTo.addEventListener(eventPrefix + \"down\", this._onPointerDown, false);\r\n }\r\n if (attachUp) {\r\n var hostWindow = scene.getEngine().getHostWindow();\r\n if (hostWindow) {\r\n hostWindow.addEventListener(eventPrefix + \"up\", this._onPointerUp, false);\r\n }\r\n }\r\n };\r\n /**\r\n * Detaches all event handlers\r\n */\r\n InputManager.prototype.detachControl = function () {\r\n var eventPrefix = Tools.GetPointerPrefix();\r\n var canvas = this._scene.getEngine().getInputElement();\r\n var engine = this._scene.getEngine();\r\n if (!canvas) {\r\n return;\r\n }\r\n // Pointer\r\n canvas.removeEventListener(eventPrefix + \"move\", this._onPointerMove);\r\n canvas.removeEventListener(this._wheelEventName, this._onPointerMove);\r\n canvas.removeEventListener(eventPrefix + \"down\", this._onPointerDown);\r\n window.removeEventListener(eventPrefix + \"up\", this._onPointerUp);\r\n // Blur / Focus\r\n if (this._onCanvasBlurObserver) {\r\n engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n if (this._onCanvasFocusObserver) {\r\n engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);\r\n }\r\n // Keyboard\r\n canvas.removeEventListener(\"keydown\", this._onKeyDown);\r\n canvas.removeEventListener(\"keyup\", this._onKeyUp);\r\n // Cursor\r\n if (!this._scene.doNotHandleCursors) {\r\n canvas.style.cursor = this._scene.defaultCursor;\r\n }\r\n };\r\n /**\r\n * Force the value of meshUnderPointer\r\n * @param mesh defines the mesh to use\r\n */\r\n InputManager.prototype.setPointerOverMesh = function (mesh) {\r\n if (this._pointerOverMesh === mesh) {\r\n return;\r\n }\r\n var actionManager;\r\n if (this._pointerOverMesh) {\r\n actionManager = this._pointerOverMesh._getActionManagerForTrigger(10);\r\n if (actionManager) {\r\n actionManager.processTrigger(10, ActionEvent.CreateNew(this._pointerOverMesh));\r\n }\r\n }\r\n this._pointerOverMesh = mesh;\r\n if (this._pointerOverMesh) {\r\n actionManager = this._pointerOverMesh._getActionManagerForTrigger(9);\r\n if (actionManager) {\r\n actionManager.processTrigger(9, ActionEvent.CreateNew(this._pointerOverMesh));\r\n }\r\n }\r\n };\r\n /**\r\n * Gets the mesh under the pointer\r\n * @returns a Mesh or null if no mesh is under the pointer\r\n */\r\n InputManager.prototype.getPointerOverMesh = function () {\r\n return this._pointerOverMesh;\r\n };\r\n /** The distance in pixel that you have to move to prevent some events */\r\n InputManager.DragMovementThreshold = 10; // in pixels\r\n /** Time in milliseconds to wait to raise long press events if button is still pressed */\r\n InputManager.LongPressDelay = 500; // in milliseconds\r\n /** Time in milliseconds with two consecutive clicks will be considered as a double click */\r\n InputManager.DoubleClickDelay = 300; // in milliseconds\r\n /** If you need to check double click without raising a single click at first click, enable this flag */\r\n InputManager.ExclusiveDoubleClickMode = false;\r\n return InputManager;\r\n}());\r\nexport { InputManager };\r\n//# sourceMappingURL=scene.inputManager.js.map","/**\r\n * Helper class used to generate session unique ID\r\n */\r\nvar UniqueIdGenerator = /** @class */ (function () {\r\n function UniqueIdGenerator() {\r\n }\r\n Object.defineProperty(UniqueIdGenerator, \"UniqueId\", {\r\n /**\r\n * Gets an unique (relatively to the current scene) Id\r\n */\r\n get: function () {\r\n var result = this._UniqueIdCounter;\r\n this._UniqueIdCounter++;\r\n return result;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Statics\r\n UniqueIdGenerator._UniqueIdCounter = 0;\r\n return UniqueIdGenerator;\r\n}());\r\nexport { UniqueIdGenerator };\r\n//# sourceMappingURL=uniqueIdGenerator.js.map","import { __assign, __extends } from \"tslib\";\r\nimport { Tools } from \"./Misc/tools\";\r\nimport { PrecisionDate } from \"./Misc/precisionDate\";\r\nimport { Observable } from \"./Misc/observable\";\r\nimport { SmartArrayNoDuplicate, SmartArray } from \"./Misc/smartArray\";\r\nimport { StringDictionary } from \"./Misc/stringDictionary\";\r\nimport { Tags } from \"./Misc/tags\";\r\nimport { Vector3, Matrix } from \"./Maths/math.vector\";\r\nimport { TransformNode } from \"./Meshes/transformNode\";\r\nimport { AbstractMesh } from \"./Meshes/abstractMesh\";\r\nimport { Camera } from \"./Cameras/camera\";\r\nimport { AbstractScene } from \"./abstractScene\";\r\nimport { ImageProcessingConfiguration } from \"./Materials/imageProcessingConfiguration\";\r\nimport { UniformBuffer } from \"./Materials/uniformBuffer\";\r\nimport { Light } from \"./Lights/light\";\r\nimport { PickingInfo } from \"./Collisions/pickingInfo\";\r\nimport { ActionEvent } from \"./Actions/actionEvent\";\r\nimport { PostProcessManager } from \"./PostProcesses/postProcessManager\";\r\nimport { RenderingManager } from \"./Rendering/renderingManager\";\r\nimport { Stage } from \"./sceneComponent\";\r\nimport { DomManagement } from \"./Misc/domManagement\";\r\nimport { Logger } from \"./Misc/logger\";\r\nimport { EngineStore } from \"./Engines/engineStore\";\r\nimport { _DevTools } from './Misc/devTools';\r\nimport { InputManager } from './Inputs/scene.inputManager';\r\nimport { PerfCounter } from './Misc/perfCounter';\r\nimport { Color4, Color3 } from './Maths/math.color';\r\nimport { Frustum } from './Maths/math.frustum';\r\nimport { UniqueIdGenerator } from './Misc/uniqueIdGenerator';\r\nimport { FileTools } from './Misc/fileTools';\r\n/**\r\n * Represents a scene to be rendered by the engine.\r\n * @see http://doc.babylonjs.com/features/scene\r\n */\r\nvar Scene = /** @class */ (function (_super) {\r\n __extends(Scene, _super);\r\n /**\r\n * Creates a new Scene\r\n * @param engine defines the engine to use to render this scene\r\n * @param options defines the scene options\r\n */\r\n function Scene(engine, options) {\r\n var _this = _super.call(this) || this;\r\n // Members\r\n /** @hidden */\r\n _this._inputManager = new InputManager(_this);\r\n /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */\r\n _this.cameraToUseForPointers = null;\r\n /** @hidden */\r\n _this._isScene = true;\r\n /** @hidden */\r\n _this._blockEntityCollection = false;\r\n /**\r\n * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame\r\n */\r\n _this.autoClear = true;\r\n /**\r\n * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame\r\n */\r\n _this.autoClearDepthAndStencil = true;\r\n /**\r\n * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))\r\n */\r\n _this.clearColor = new Color4(0.2, 0.2, 0.3, 1.0);\r\n /**\r\n * Defines the color used to simulate the ambient color (Default is (0, 0, 0))\r\n */\r\n _this.ambientColor = new Color3(0, 0, 0);\r\n /** @hidden */\r\n _this._environmentIntensity = 1;\r\n _this._forceWireframe = false;\r\n _this._skipFrustumClipping = false;\r\n _this._forcePointsCloud = false;\r\n /**\r\n * Gets or sets a boolean indicating if animations are enabled\r\n */\r\n _this.animationsEnabled = true;\r\n _this._animationPropertiesOverride = null;\r\n /**\r\n * Gets or sets a boolean indicating if a constant deltatime has to be used\r\n * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate\r\n */\r\n _this.useConstantAnimationDeltaTime = false;\r\n /**\r\n * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated\r\n * Please note that it requires to run a ray cast through the scene on every frame\r\n */\r\n _this.constantlyUpdateMeshUnderPointer = false;\r\n /**\r\n * Defines the HTML cursor to use when hovering over interactive elements\r\n */\r\n _this.hoverCursor = \"pointer\";\r\n /**\r\n * Defines the HTML default cursor to use (empty by default)\r\n */\r\n _this.defaultCursor = \"\";\r\n /**\r\n * Defines whether cursors are handled by the scene.\r\n */\r\n _this.doNotHandleCursors = false;\r\n /**\r\n * This is used to call preventDefault() on pointer down\r\n * in order to block unwanted artifacts like system double clicks\r\n */\r\n _this.preventDefaultOnPointerDown = true;\r\n /**\r\n * This is used to call preventDefault() on pointer up\r\n * in order to block unwanted artifacts like system double clicks\r\n */\r\n _this.preventDefaultOnPointerUp = true;\r\n // Metadata\r\n /**\r\n * Gets or sets user defined metadata\r\n */\r\n _this.metadata = null;\r\n /**\r\n * For internal use only. Please do not use.\r\n */\r\n _this.reservedDataStore = null;\r\n /**\r\n * Use this array to add regular expressions used to disable offline support for specific urls\r\n */\r\n _this.disableOfflineSupportExceptionRules = new Array();\r\n /**\r\n * An event triggered when the scene is disposed.\r\n */\r\n _this.onDisposeObservable = new Observable();\r\n _this._onDisposeObserver = null;\r\n /**\r\n * An event triggered before rendering the scene (right after animations and physics)\r\n */\r\n _this.onBeforeRenderObservable = new Observable();\r\n _this._onBeforeRenderObserver = null;\r\n /**\r\n * An event triggered after rendering the scene\r\n */\r\n _this.onAfterRenderObservable = new Observable();\r\n /**\r\n * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)\r\n */\r\n _this.onAfterRenderCameraObservable = new Observable();\r\n _this._onAfterRenderObserver = null;\r\n /**\r\n * An event triggered before animating the scene\r\n */\r\n _this.onBeforeAnimationsObservable = new Observable();\r\n /**\r\n * An event triggered after animations processing\r\n */\r\n _this.onAfterAnimationsObservable = new Observable();\r\n /**\r\n * An event triggered before draw calls are ready to be sent\r\n */\r\n _this.onBeforeDrawPhaseObservable = new Observable();\r\n /**\r\n * An event triggered after draw calls have been sent\r\n */\r\n _this.onAfterDrawPhaseObservable = new Observable();\r\n /**\r\n * An event triggered when the scene is ready\r\n */\r\n _this.onReadyObservable = new Observable();\r\n /**\r\n * An event triggered before rendering a camera\r\n */\r\n _this.onBeforeCameraRenderObservable = new Observable();\r\n _this._onBeforeCameraRenderObserver = null;\r\n /**\r\n * An event triggered after rendering a camera\r\n */\r\n _this.onAfterCameraRenderObservable = new Observable();\r\n _this._onAfterCameraRenderObserver = null;\r\n /**\r\n * An event triggered when active meshes evaluation is about to start\r\n */\r\n _this.onBeforeActiveMeshesEvaluationObservable = new Observable();\r\n /**\r\n * An event triggered when active meshes evaluation is done\r\n */\r\n _this.onAfterActiveMeshesEvaluationObservable = new Observable();\r\n /**\r\n * An event triggered when particles rendering is about to start\r\n * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)\r\n */\r\n _this.onBeforeParticlesRenderingObservable = new Observable();\r\n /**\r\n * An event triggered when particles rendering is done\r\n * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)\r\n */\r\n _this.onAfterParticlesRenderingObservable = new Observable();\r\n /**\r\n * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed\r\n */\r\n _this.onDataLoadedObservable = new Observable();\r\n /**\r\n * An event triggered when a camera is created\r\n */\r\n _this.onNewCameraAddedObservable = new Observable();\r\n /**\r\n * An event triggered when a camera is removed\r\n */\r\n _this.onCameraRemovedObservable = new Observable();\r\n /**\r\n * An event triggered when a light is created\r\n */\r\n _this.onNewLightAddedObservable = new Observable();\r\n /**\r\n * An event triggered when a light is removed\r\n */\r\n _this.onLightRemovedObservable = new Observable();\r\n /**\r\n * An event triggered when a geometry is created\r\n */\r\n _this.onNewGeometryAddedObservable = new Observable();\r\n /**\r\n * An event triggered when a geometry is removed\r\n */\r\n _this.onGeometryRemovedObservable = new Observable();\r\n /**\r\n * An event triggered when a transform node is created\r\n */\r\n _this.onNewTransformNodeAddedObservable = new Observable();\r\n /**\r\n * An event triggered when a transform node is removed\r\n */\r\n _this.onTransformNodeRemovedObservable = new Observable();\r\n /**\r\n * An event triggered when a mesh is created\r\n */\r\n _this.onNewMeshAddedObservable = new Observable();\r\n /**\r\n * An event triggered when a mesh is removed\r\n */\r\n _this.onMeshRemovedObservable = new Observable();\r\n /**\r\n * An event triggered when a skeleton is created\r\n */\r\n _this.onNewSkeletonAddedObservable = new Observable();\r\n /**\r\n * An event triggered when a skeleton is removed\r\n */\r\n _this.onSkeletonRemovedObservable = new Observable();\r\n /**\r\n * An event triggered when a material is created\r\n */\r\n _this.onNewMaterialAddedObservable = new Observable();\r\n /**\r\n * An event triggered when a material is removed\r\n */\r\n _this.onMaterialRemovedObservable = new Observable();\r\n /**\r\n * An event triggered when a texture is created\r\n */\r\n _this.onNewTextureAddedObservable = new Observable();\r\n /**\r\n * An event triggered when a texture is removed\r\n */\r\n _this.onTextureRemovedObservable = new Observable();\r\n /**\r\n * An event triggered when render targets are about to be rendered\r\n * Can happen multiple times per frame.\r\n */\r\n _this.onBeforeRenderTargetsRenderObservable = new Observable();\r\n /**\r\n * An event triggered when render targets were rendered.\r\n * Can happen multiple times per frame.\r\n */\r\n _this.onAfterRenderTargetsRenderObservable = new Observable();\r\n /**\r\n * An event triggered before calculating deterministic simulation step\r\n */\r\n _this.onBeforeStepObservable = new Observable();\r\n /**\r\n * An event triggered after calculating deterministic simulation step\r\n */\r\n _this.onAfterStepObservable = new Observable();\r\n /**\r\n * An event triggered when the activeCamera property is updated\r\n */\r\n _this.onActiveCameraChanged = new Observable();\r\n /**\r\n * This Observable will be triggered before rendering each renderingGroup of each rendered camera.\r\n * The RenderinGroupInfo class contains all the information about the context in which the observable is called\r\n * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)\r\n */\r\n _this.onBeforeRenderingGroupObservable = new Observable();\r\n /**\r\n * This Observable will be triggered after rendering each renderingGroup of each rendered camera.\r\n * The RenderinGroupInfo class contains all the information about the context in which the observable is called\r\n * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)\r\n */\r\n _this.onAfterRenderingGroupObservable = new Observable();\r\n /**\r\n * This Observable will when a mesh has been imported into the scene.\r\n */\r\n _this.onMeshImportedObservable = new Observable();\r\n /**\r\n * This Observable will when an animation file has been imported into the scene.\r\n */\r\n _this.onAnimationFileImportedObservable = new Observable();\r\n // Animations\r\n /** @hidden */\r\n _this._registeredForLateAnimationBindings = new SmartArrayNoDuplicate(256);\r\n /**\r\n * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).\r\n * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true\r\n */\r\n _this.onPrePointerObservable = new Observable();\r\n /**\r\n * Observable event triggered each time an input event is received from the rendering canvas\r\n */\r\n _this.onPointerObservable = new Observable();\r\n // Keyboard\r\n /**\r\n * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()\r\n * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true\r\n */\r\n _this.onPreKeyboardObservable = new Observable();\r\n /**\r\n * Observable event triggered each time an keyboard event is received from the hosting window\r\n */\r\n _this.onKeyboardObservable = new Observable();\r\n // Coordinates system\r\n _this._useRightHandedSystem = false;\r\n // Deterministic lockstep\r\n _this._timeAccumulator = 0;\r\n _this._currentStepId = 0;\r\n _this._currentInternalStep = 0;\r\n // Fog\r\n _this._fogEnabled = true;\r\n _this._fogMode = Scene.FOGMODE_NONE;\r\n /**\r\n * Gets or sets the fog color to use\r\n * @see http://doc.babylonjs.com/babylon101/environment#fog\r\n * (Default is Color3(0.2, 0.2, 0.3))\r\n */\r\n _this.fogColor = new Color3(0.2, 0.2, 0.3);\r\n /**\r\n * Gets or sets the fog density to use\r\n * @see http://doc.babylonjs.com/babylon101/environment#fog\r\n * (Default is 0.1)\r\n */\r\n _this.fogDensity = 0.1;\r\n /**\r\n * Gets or sets the fog start distance to use\r\n * @see http://doc.babylonjs.com/babylon101/environment#fog\r\n * (Default is 0)\r\n */\r\n _this.fogStart = 0;\r\n /**\r\n * Gets or sets the fog end distance to use\r\n * @see http://doc.babylonjs.com/babylon101/environment#fog\r\n * (Default is 1000)\r\n */\r\n _this.fogEnd = 1000.0;\r\n // Lights\r\n _this._shadowsEnabled = true;\r\n _this._lightsEnabled = true;\r\n /** All of the active cameras added to this scene. */\r\n _this.activeCameras = new Array();\r\n // Textures\r\n _this._texturesEnabled = true;\r\n // Particles\r\n /**\r\n * Gets or sets a boolean indicating if particles are enabled on this scene\r\n */\r\n _this.particlesEnabled = true;\r\n // Sprites\r\n /**\r\n * Gets or sets a boolean indicating if sprites are enabled on this scene\r\n */\r\n _this.spritesEnabled = true;\r\n // Skeletons\r\n _this._skeletonsEnabled = true;\r\n // Lens flares\r\n /**\r\n * Gets or sets a boolean indicating if lens flares are enabled on this scene\r\n */\r\n _this.lensFlaresEnabled = true;\r\n // Collisions\r\n /**\r\n * Gets or sets a boolean indicating if collisions are enabled on this scene\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n */\r\n _this.collisionsEnabled = true;\r\n /**\r\n * Defines the gravity applied to this scene (used only for collisions)\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n */\r\n _this.gravity = new Vector3(0, -9.807, 0);\r\n // Postprocesses\r\n /**\r\n * Gets or sets a boolean indicating if postprocesses are enabled on this scene\r\n */\r\n _this.postProcessesEnabled = true;\r\n /**\r\n * The list of postprocesses added to the scene\r\n */\r\n _this.postProcesses = new Array();\r\n // Customs render targets\r\n /**\r\n * Gets or sets a boolean indicating if render targets are enabled on this scene\r\n */\r\n _this.renderTargetsEnabled = true;\r\n /**\r\n * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes\r\n * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com\r\n */\r\n _this.dumpNextRenderTargets = false;\r\n /**\r\n * The list of user defined render targets added to the scene\r\n */\r\n _this.customRenderTargets = new Array();\r\n /**\r\n * Gets the list of meshes imported to the scene through SceneLoader\r\n */\r\n _this.importedMeshesFiles = new Array();\r\n // Probes\r\n /**\r\n * Gets or sets a boolean indicating if probes are enabled on this scene\r\n */\r\n _this.probesEnabled = true;\r\n _this._meshesForIntersections = new SmartArrayNoDuplicate(256);\r\n // Procedural textures\r\n /**\r\n * Gets or sets a boolean indicating if procedural textures are enabled on this scene\r\n */\r\n _this.proceduralTexturesEnabled = true;\r\n // Performance counters\r\n _this._totalVertices = new PerfCounter();\r\n /** @hidden */\r\n _this._activeIndices = new PerfCounter();\r\n /** @hidden */\r\n _this._activeParticles = new PerfCounter();\r\n /** @hidden */\r\n _this._activeBones = new PerfCounter();\r\n /** @hidden */\r\n _this._animationTime = 0;\r\n /**\r\n * Gets or sets a general scale for animation speed\r\n * @see https://www.babylonjs-playground.com/#IBU2W7#3\r\n */\r\n _this.animationTimeScale = 1;\r\n _this._renderId = 0;\r\n _this._frameId = 0;\r\n _this._executeWhenReadyTimeoutId = -1;\r\n _this._intermediateRendering = false;\r\n _this._viewUpdateFlag = -1;\r\n _this._projectionUpdateFlag = -1;\r\n /** @hidden */\r\n _this._toBeDisposed = new Array(256);\r\n _this._activeRequests = new Array();\r\n /** @hidden */\r\n _this._pendingData = new Array();\r\n _this._isDisposed = false;\r\n /**\r\n * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered\r\n * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)\r\n */\r\n _this.dispatchAllSubMeshesOfActiveMeshes = false;\r\n _this._activeMeshes = new SmartArray(256);\r\n _this._processedMaterials = new SmartArray(256);\r\n _this._renderTargets = new SmartArrayNoDuplicate(256);\r\n /** @hidden */\r\n _this._activeParticleSystems = new SmartArray(256);\r\n _this._activeSkeletons = new SmartArrayNoDuplicate(32);\r\n _this._softwareSkinnedMeshes = new SmartArrayNoDuplicate(32);\r\n /** @hidden */\r\n _this._activeAnimatables = new Array();\r\n _this._transformMatrix = Matrix.Zero();\r\n /**\r\n * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)\r\n * This is useful if there are more lights that the maximum simulteanous authorized\r\n */\r\n _this.requireLightSorting = false;\r\n /**\r\n * @hidden\r\n * Backing store of defined scene components.\r\n */\r\n _this._components = [];\r\n /**\r\n * @hidden\r\n * Backing store of defined scene components.\r\n */\r\n _this._serializableComponents = [];\r\n /**\r\n * List of components to register on the next registration step.\r\n */\r\n _this._transientComponents = [];\r\n /**\r\n * @hidden\r\n * Defines the actions happening before camera updates.\r\n */\r\n _this._beforeCameraUpdateStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening before clear the canvas.\r\n */\r\n _this._beforeClearStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions when collecting render targets for the frame.\r\n */\r\n _this._gatherRenderTargetsStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening for one camera in the frame.\r\n */\r\n _this._gatherActiveCameraRenderTargetsStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening during the per mesh ready checks.\r\n */\r\n _this._isReadyForMeshStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening before evaluate active mesh checks.\r\n */\r\n _this._beforeEvaluateActiveMeshStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening during the evaluate sub mesh checks.\r\n */\r\n _this._evaluateSubMeshStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening during the active mesh stage.\r\n */\r\n _this._activeMeshStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening during the per camera render target step.\r\n */\r\n _this._cameraDrawRenderTargetStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just before the active camera is drawing.\r\n */\r\n _this._beforeCameraDrawStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just before a render target is drawing.\r\n */\r\n _this._beforeRenderTargetDrawStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just before a rendering group is drawing.\r\n */\r\n _this._beforeRenderingGroupDrawStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just before a mesh is drawing.\r\n */\r\n _this._beforeRenderingMeshStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just after a mesh has been drawn.\r\n */\r\n _this._afterRenderingMeshStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just after a rendering group has been drawn.\r\n */\r\n _this._afterRenderingGroupDrawStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just after the active camera has been drawn.\r\n */\r\n _this._afterCameraDrawStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just after a render target has been drawn.\r\n */\r\n _this._afterRenderTargetDrawStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just after rendering all cameras and computing intersections.\r\n */\r\n _this._afterRenderStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening when a pointer move event happens.\r\n */\r\n _this._pointerMoveStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening when a pointer down event happens.\r\n */\r\n _this._pointerDownStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening when a pointer up event happens.\r\n */\r\n _this._pointerUpStage = Stage.Create();\r\n /**\r\n * an optional map from Geometry Id to Geometry index in the 'geometries' array\r\n */\r\n _this.geometriesByUniqueId = null;\r\n _this._defaultMeshCandidates = {\r\n data: [],\r\n length: 0\r\n };\r\n _this._defaultSubMeshCandidates = {\r\n data: [],\r\n length: 0\r\n };\r\n _this._preventFreeActiveMeshesAndRenderingGroups = false;\r\n _this._activeMeshesFrozen = false;\r\n _this._skipEvaluateActiveMeshesCompletely = false;\r\n /** @hidden */\r\n _this._allowPostProcessClearColor = true;\r\n /**\r\n * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode\r\n */\r\n _this.getDeterministicFrameTime = function () {\r\n return _this._engine.getTimeStep();\r\n };\r\n _this._blockMaterialDirtyMechanism = false;\r\n var fullOptions = __assign({ useGeometryUniqueIdsMap: true, useMaterialMeshMap: true, useClonedMeshMap: true, virtual: false }, options);\r\n _this._engine = engine || EngineStore.LastCreatedEngine;\r\n if (!fullOptions.virtual) {\r\n EngineStore._LastCreatedScene = _this;\r\n _this._engine.scenes.push(_this);\r\n }\r\n _this._uid = null;\r\n _this._renderingManager = new RenderingManager(_this);\r\n if (PostProcessManager) {\r\n _this.postProcessManager = new PostProcessManager(_this);\r\n }\r\n if (DomManagement.IsWindowObjectExist()) {\r\n _this.attachControl();\r\n }\r\n // Uniform Buffer\r\n _this._createUbo();\r\n // Default Image processing definition\r\n if (ImageProcessingConfiguration) {\r\n _this._imageProcessingConfiguration = new ImageProcessingConfiguration();\r\n }\r\n _this.setDefaultCandidateProviders();\r\n if (fullOptions.useGeometryUniqueIdsMap) {\r\n _this.geometriesByUniqueId = {};\r\n }\r\n _this.useMaterialMeshMap = fullOptions.useMaterialMeshMap;\r\n _this.useClonedMeshMap = fullOptions.useClonedMeshMap;\r\n if (!options || !options.virtual) {\r\n _this._engine.onNewSceneAddedObservable.notifyObservers(_this);\r\n }\r\n return _this;\r\n }\r\n /**\r\n * Factory used to create the default material.\r\n * @param name The name of the material to create\r\n * @param scene The scene to create the material for\r\n * @returns The default material\r\n */\r\n Scene.DefaultMaterialFactory = function (scene) {\r\n throw _DevTools.WarnImport(\"StandardMaterial\");\r\n };\r\n /**\r\n * Factory used to create the a collision coordinator.\r\n * @returns The collision coordinator\r\n */\r\n Scene.CollisionCoordinatorFactory = function () {\r\n throw _DevTools.WarnImport(\"DefaultCollisionCoordinator\");\r\n };\r\n Object.defineProperty(Scene.prototype, \"environmentTexture\", {\r\n /**\r\n * Texture used in all pbr material as the reflection texture.\r\n * As in the majority of the scene they are the same (exception for multi room and so on),\r\n * this is easier to reference from here than from all the materials.\r\n */\r\n get: function () {\r\n return this._environmentTexture;\r\n },\r\n /**\r\n * Texture used in all pbr material as the reflection texture.\r\n * As in the majority of the scene they are the same (exception for multi room and so on),\r\n * this is easier to set here than in all the materials.\r\n */\r\n set: function (value) {\r\n if (this._environmentTexture === value) {\r\n return;\r\n }\r\n this._environmentTexture = value;\r\n this.markAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"environmentIntensity\", {\r\n /**\r\n * Intensity of the environment in all pbr material.\r\n * This dims or reinforces the IBL lighting overall (reflection and diffuse).\r\n * As in the majority of the scene they are the same (exception for multi room and so on),\r\n * this is easier to reference from here than from all the materials.\r\n */\r\n get: function () {\r\n return this._environmentIntensity;\r\n },\r\n /**\r\n * Intensity of the environment in all pbr material.\r\n * This dims or reinforces the IBL lighting overall (reflection and diffuse).\r\n * As in the majority of the scene they are the same (exception for multi room and so on),\r\n * this is easier to set here than in all the materials.\r\n */\r\n set: function (value) {\r\n if (this._environmentIntensity === value) {\r\n return;\r\n }\r\n this._environmentIntensity = value;\r\n this.markAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"imageProcessingConfiguration\", {\r\n /**\r\n * Default image processing configuration used either in the rendering\r\n * Forward main pass or through the imageProcessingPostProcess if present.\r\n * As in the majority of the scene they are the same (exception for multi camera),\r\n * this is easier to reference from here than from all the materials and post process.\r\n *\r\n * No setter as we it is a shared configuration, you can set the values instead.\r\n */\r\n get: function () {\r\n return this._imageProcessingConfiguration;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"forceWireframe\", {\r\n get: function () {\r\n return this._forceWireframe;\r\n },\r\n /**\r\n * Gets or sets a boolean indicating if all rendering must be done in wireframe\r\n */\r\n set: function (value) {\r\n if (this._forceWireframe === value) {\r\n return;\r\n }\r\n this._forceWireframe = value;\r\n this.markAllMaterialsAsDirty(16);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"skipFrustumClipping\", {\r\n get: function () {\r\n return this._skipFrustumClipping;\r\n },\r\n /**\r\n * Gets or sets a boolean indicating if we should skip the frustum clipping part of the active meshes selection\r\n */\r\n set: function (value) {\r\n if (this._skipFrustumClipping === value) {\r\n return;\r\n }\r\n this._skipFrustumClipping = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"forcePointsCloud\", {\r\n get: function () {\r\n return this._forcePointsCloud;\r\n },\r\n /**\r\n * Gets or sets a boolean indicating if all rendering must be done in point cloud\r\n */\r\n set: function (value) {\r\n if (this._forcePointsCloud === value) {\r\n return;\r\n }\r\n this._forcePointsCloud = value;\r\n this.markAllMaterialsAsDirty(16);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"animationPropertiesOverride\", {\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n get: function () {\r\n return this._animationPropertiesOverride;\r\n },\r\n set: function (value) {\r\n this._animationPropertiesOverride = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"onDispose\", {\r\n /** Sets a function to be executed when this scene is disposed. */\r\n set: function (callback) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"beforeRender\", {\r\n /** Sets a function to be executed before rendering this scene */\r\n set: function (callback) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n if (callback) {\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"afterRender\", {\r\n /** Sets a function to be executed after rendering this scene */\r\n set: function (callback) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n if (callback) {\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"beforeCameraRender\", {\r\n /** Sets a function to be executed before rendering a camera*/\r\n set: function (callback) {\r\n if (this._onBeforeCameraRenderObserver) {\r\n this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n }\r\n this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"afterCameraRender\", {\r\n /** Sets a function to be executed after rendering a camera*/\r\n set: function (callback) {\r\n if (this._onAfterCameraRenderObserver) {\r\n this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);\r\n }\r\n this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"unTranslatedPointer\", {\r\n /**\r\n * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)\r\n */\r\n get: function () {\r\n return this._inputManager.unTranslatedPointer;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene, \"DragMovementThreshold\", {\r\n /**\r\n * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels\r\n */\r\n get: function () {\r\n return InputManager.DragMovementThreshold;\r\n },\r\n set: function (value) {\r\n InputManager.DragMovementThreshold = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene, \"LongPressDelay\", {\r\n /**\r\n * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms\r\n */\r\n get: function () {\r\n return InputManager.LongPressDelay;\r\n },\r\n set: function (value) {\r\n InputManager.LongPressDelay = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene, \"DoubleClickDelay\", {\r\n /**\r\n * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms\r\n */\r\n get: function () {\r\n return InputManager.DoubleClickDelay;\r\n },\r\n set: function (value) {\r\n InputManager.DoubleClickDelay = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene, \"ExclusiveDoubleClickMode\", {\r\n /** If you need to check double click without raising a single click at first click, enable this flag */\r\n get: function () {\r\n return InputManager.ExclusiveDoubleClickMode;\r\n },\r\n set: function (value) {\r\n InputManager.ExclusiveDoubleClickMode = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"useRightHandedSystem\", {\r\n get: function () {\r\n return this._useRightHandedSystem;\r\n },\r\n /**\r\n * Gets or sets a boolean indicating if the scene must use right-handed coordinates system\r\n */\r\n set: function (value) {\r\n if (this._useRightHandedSystem === value) {\r\n return;\r\n }\r\n this._useRightHandedSystem = value;\r\n this.markAllMaterialsAsDirty(16);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Sets the step Id used by deterministic lock step\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n * @param newStepId defines the step Id\r\n */\r\n Scene.prototype.setStepId = function (newStepId) {\r\n this._currentStepId = newStepId;\r\n };\r\n /**\r\n * Gets the step Id used by deterministic lock step\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n * @returns the step Id\r\n */\r\n Scene.prototype.getStepId = function () {\r\n return this._currentStepId;\r\n };\r\n /**\r\n * Gets the internal step used by deterministic lock step\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n * @returns the internal step\r\n */\r\n Scene.prototype.getInternalStep = function () {\r\n return this._currentInternalStep;\r\n };\r\n Object.defineProperty(Scene.prototype, \"fogEnabled\", {\r\n get: function () {\r\n return this._fogEnabled;\r\n },\r\n /**\r\n * Gets or sets a boolean indicating if fog is enabled on this scene\r\n * @see http://doc.babylonjs.com/babylon101/environment#fog\r\n * (Default is true)\r\n */\r\n set: function (value) {\r\n if (this._fogEnabled === value) {\r\n return;\r\n }\r\n this._fogEnabled = value;\r\n this.markAllMaterialsAsDirty(16);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"fogMode\", {\r\n get: function () {\r\n return this._fogMode;\r\n },\r\n /**\r\n * Gets or sets the fog mode to use\r\n * @see http://doc.babylonjs.com/babylon101/environment#fog\r\n * | mode | value |\r\n * | --- | --- |\r\n * | FOGMODE_NONE | 0 |\r\n * | FOGMODE_EXP | 1 |\r\n * | FOGMODE_EXP2 | 2 |\r\n * | FOGMODE_LINEAR | 3 |\r\n */\r\n set: function (value) {\r\n if (this._fogMode === value) {\r\n return;\r\n }\r\n this._fogMode = value;\r\n this.markAllMaterialsAsDirty(16);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"shadowsEnabled\", {\r\n get: function () {\r\n return this._shadowsEnabled;\r\n },\r\n /**\r\n * Gets or sets a boolean indicating if shadows are enabled on this scene\r\n */\r\n set: function (value) {\r\n if (this._shadowsEnabled === value) {\r\n return;\r\n }\r\n this._shadowsEnabled = value;\r\n this.markAllMaterialsAsDirty(2);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"lightsEnabled\", {\r\n get: function () {\r\n return this._lightsEnabled;\r\n },\r\n /**\r\n * Gets or sets a boolean indicating if lights are enabled on this scene\r\n */\r\n set: function (value) {\r\n if (this._lightsEnabled === value) {\r\n return;\r\n }\r\n this._lightsEnabled = value;\r\n this.markAllMaterialsAsDirty(2);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"activeCamera\", {\r\n /** Gets or sets the current active camera */\r\n get: function () {\r\n return this._activeCamera;\r\n },\r\n set: function (value) {\r\n if (value === this._activeCamera) {\r\n return;\r\n }\r\n this._activeCamera = value;\r\n this.onActiveCameraChanged.notifyObservers(this);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"defaultMaterial\", {\r\n /** The default material used on meshes when no material is affected */\r\n get: function () {\r\n if (!this._defaultMaterial) {\r\n this._defaultMaterial = Scene.DefaultMaterialFactory(this);\r\n }\r\n return this._defaultMaterial;\r\n },\r\n /** The default material used on meshes when no material is affected */\r\n set: function (value) {\r\n this._defaultMaterial = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"texturesEnabled\", {\r\n get: function () {\r\n return this._texturesEnabled;\r\n },\r\n /**\r\n * Gets or sets a boolean indicating if textures are enabled on this scene\r\n */\r\n set: function (value) {\r\n if (this._texturesEnabled === value) {\r\n return;\r\n }\r\n this._texturesEnabled = value;\r\n this.markAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"skeletonsEnabled\", {\r\n get: function () {\r\n return this._skeletonsEnabled;\r\n },\r\n /**\r\n * Gets or sets a boolean indicating if skeletons are enabled on this scene\r\n */\r\n set: function (value) {\r\n if (this._skeletonsEnabled === value) {\r\n return;\r\n }\r\n this._skeletonsEnabled = value;\r\n this.markAllMaterialsAsDirty(8);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"collisionCoordinator\", {\r\n /** @hidden */\r\n get: function () {\r\n if (!this._collisionCoordinator) {\r\n this._collisionCoordinator = Scene.CollisionCoordinatorFactory();\r\n this._collisionCoordinator.init(this);\r\n }\r\n return this._collisionCoordinator;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"frustumPlanes\", {\r\n /**\r\n * Gets the list of frustum planes (built from the active camera)\r\n */\r\n get: function () {\r\n return this._frustumPlanes;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Registers the transient components if needed.\r\n */\r\n Scene.prototype._registerTransientComponents = function () {\r\n // Register components that have been associated lately to the scene.\r\n if (this._transientComponents.length > 0) {\r\n for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {\r\n var component = _a[_i];\r\n component.register();\r\n }\r\n this._transientComponents = [];\r\n }\r\n };\r\n /**\r\n * @hidden\r\n * Add a component to the scene.\r\n * Note that the ccomponent could be registered on th next frame if this is called after\r\n * the register component stage.\r\n * @param component Defines the component to add to the scene\r\n */\r\n Scene.prototype._addComponent = function (component) {\r\n this._components.push(component);\r\n this._transientComponents.push(component);\r\n var serializableComponent = component;\r\n if (serializableComponent.addFromContainer && serializableComponent.serialize) {\r\n this._serializableComponents.push(serializableComponent);\r\n }\r\n };\r\n /**\r\n * @hidden\r\n * Gets a component from the scene.\r\n * @param name defines the name of the component to retrieve\r\n * @returns the component or null if not present\r\n */\r\n Scene.prototype._getComponent = function (name) {\r\n for (var _i = 0, _a = this._components; _i < _a.length; _i++) {\r\n var component = _a[_i];\r\n if (component.name === name) {\r\n return component;\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a string idenfifying the name of the class\r\n * @returns \"Scene\" string\r\n */\r\n Scene.prototype.getClassName = function () {\r\n return \"Scene\";\r\n };\r\n /**\r\n * @hidden\r\n */\r\n Scene.prototype._getDefaultMeshCandidates = function () {\r\n this._defaultMeshCandidates.data = this.meshes;\r\n this._defaultMeshCandidates.length = this.meshes.length;\r\n return this._defaultMeshCandidates;\r\n };\r\n /**\r\n * @hidden\r\n */\r\n Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {\r\n this._defaultSubMeshCandidates.data = mesh.subMeshes;\r\n this._defaultSubMeshCandidates.length = mesh.subMeshes.length;\r\n return this._defaultSubMeshCandidates;\r\n };\r\n /**\r\n * Sets the default candidate providers for the scene.\r\n * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates\r\n * and getCollidingSubMeshCandidates to their default function\r\n */\r\n Scene.prototype.setDefaultCandidateProviders = function () {\r\n this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);\r\n this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);\r\n this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);\r\n this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);\r\n };\r\n Object.defineProperty(Scene.prototype, \"meshUnderPointer\", {\r\n /**\r\n * Gets the mesh that is currently under the pointer\r\n */\r\n get: function () {\r\n return this._inputManager.meshUnderPointer;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"pointerX\", {\r\n /**\r\n * Gets or sets the current on-screen X position of the pointer\r\n */\r\n get: function () {\r\n return this._inputManager.pointerX;\r\n },\r\n set: function (value) {\r\n this._inputManager.pointerX = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"pointerY\", {\r\n /**\r\n * Gets or sets the current on-screen Y position of the pointer\r\n */\r\n get: function () {\r\n return this._inputManager.pointerY;\r\n },\r\n set: function (value) {\r\n this._inputManager.pointerY = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the cached material (ie. the latest rendered one)\r\n * @returns the cached material\r\n */\r\n Scene.prototype.getCachedMaterial = function () {\r\n return this._cachedMaterial;\r\n };\r\n /**\r\n * Gets the cached effect (ie. the latest rendered one)\r\n * @returns the cached effect\r\n */\r\n Scene.prototype.getCachedEffect = function () {\r\n return this._cachedEffect;\r\n };\r\n /**\r\n * Gets the cached visibility state (ie. the latest rendered one)\r\n * @returns the cached visibility state\r\n */\r\n Scene.prototype.getCachedVisibility = function () {\r\n return this._cachedVisibility;\r\n };\r\n /**\r\n * Gets a boolean indicating if the current material / effect / visibility must be bind again\r\n * @param material defines the current material\r\n * @param effect defines the current effect\r\n * @param visibility defines the current visibility state\r\n * @returns true if one parameter is not cached\r\n */\r\n Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {\r\n if (visibility === void 0) { visibility = 1; }\r\n return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;\r\n };\r\n /**\r\n * Gets the engine associated with the scene\r\n * @returns an Engine\r\n */\r\n Scene.prototype.getEngine = function () {\r\n return this._engine;\r\n };\r\n /**\r\n * Gets the total number of vertices rendered per frame\r\n * @returns the total number of vertices rendered per frame\r\n */\r\n Scene.prototype.getTotalVertices = function () {\r\n return this._totalVertices.current;\r\n };\r\n Object.defineProperty(Scene.prototype, \"totalVerticesPerfCounter\", {\r\n /**\r\n * Gets the performance counter for total vertices\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation\r\n */\r\n get: function () {\r\n return this._totalVertices;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)\r\n * @returns the total number of active indices rendered per frame\r\n */\r\n Scene.prototype.getActiveIndices = function () {\r\n return this._activeIndices.current;\r\n };\r\n Object.defineProperty(Scene.prototype, \"totalActiveIndicesPerfCounter\", {\r\n /**\r\n * Gets the performance counter for active indices\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation\r\n */\r\n get: function () {\r\n return this._activeIndices;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the total number of active particles rendered per frame\r\n * @returns the total number of active particles rendered per frame\r\n */\r\n Scene.prototype.getActiveParticles = function () {\r\n return this._activeParticles.current;\r\n };\r\n Object.defineProperty(Scene.prototype, \"activeParticlesPerfCounter\", {\r\n /**\r\n * Gets the performance counter for active particles\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation\r\n */\r\n get: function () {\r\n return this._activeParticles;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the total number of active bones rendered per frame\r\n * @returns the total number of active bones rendered per frame\r\n */\r\n Scene.prototype.getActiveBones = function () {\r\n return this._activeBones.current;\r\n };\r\n Object.defineProperty(Scene.prototype, \"activeBonesPerfCounter\", {\r\n /**\r\n * Gets the performance counter for active bones\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation\r\n */\r\n get: function () {\r\n return this._activeBones;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the array of active meshes\r\n * @returns an array of AbstractMesh\r\n */\r\n Scene.prototype.getActiveMeshes = function () {\r\n return this._activeMeshes;\r\n };\r\n /**\r\n * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)\r\n * @returns a number\r\n */\r\n Scene.prototype.getAnimationRatio = function () {\r\n return this._animationRatio !== undefined ? this._animationRatio : 1;\r\n };\r\n /**\r\n * Gets an unique Id for the current render phase\r\n * @returns a number\r\n */\r\n Scene.prototype.getRenderId = function () {\r\n return this._renderId;\r\n };\r\n /**\r\n * Gets an unique Id for the current frame\r\n * @returns a number\r\n */\r\n Scene.prototype.getFrameId = function () {\r\n return this._frameId;\r\n };\r\n /** Call this function if you want to manually increment the render Id*/\r\n Scene.prototype.incrementRenderId = function () {\r\n this._renderId++;\r\n };\r\n Scene.prototype._createUbo = function () {\r\n this._sceneUbo = new UniformBuffer(this._engine, undefined, true);\r\n this._sceneUbo.addUniform(\"viewProjection\", 16);\r\n this._sceneUbo.addUniform(\"view\", 16);\r\n };\r\n /**\r\n * Use this method to simulate a pointer move on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n * @returns the current scene\r\n */\r\n Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {\r\n this._inputManager.simulatePointerMove(pickResult, pointerEventInit);\r\n return this;\r\n };\r\n /**\r\n * Use this method to simulate a pointer down on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n * @returns the current scene\r\n */\r\n Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {\r\n this._inputManager.simulatePointerDown(pickResult, pointerEventInit);\r\n return this;\r\n };\r\n /**\r\n * Use this method to simulate a pointer up on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)\r\n * @returns the current scene\r\n */\r\n Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit, doubleTap) {\r\n this._inputManager.simulatePointerUp(pickResult, pointerEventInit, doubleTap);\r\n return this;\r\n };\r\n /**\r\n * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)\r\n * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)\r\n * @returns true if the pointer was captured\r\n */\r\n Scene.prototype.isPointerCaptured = function (pointerId) {\r\n if (pointerId === void 0) { pointerId = 0; }\r\n return this._inputManager.isPointerCaptured(pointerId);\r\n };\r\n /**\r\n * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp\r\n * @param attachUp defines if you want to attach events to pointerup\r\n * @param attachDown defines if you want to attach events to pointerdown\r\n * @param attachMove defines if you want to attach events to pointermove\r\n */\r\n Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {\r\n if (attachUp === void 0) { attachUp = true; }\r\n if (attachDown === void 0) { attachDown = true; }\r\n if (attachMove === void 0) { attachMove = true; }\r\n this._inputManager.attachControl(attachUp, attachDown, attachMove);\r\n };\r\n /** Detaches all event handlers*/\r\n Scene.prototype.detachControl = function () {\r\n this._inputManager.detachControl();\r\n };\r\n /**\r\n * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)\r\n * Delay loaded resources are not taking in account\r\n * @return true if all required resources are ready\r\n */\r\n Scene.prototype.isReady = function () {\r\n if (this._isDisposed) {\r\n return false;\r\n }\r\n var index;\r\n var engine = this.getEngine();\r\n // Effects\r\n if (!engine.areAllEffectsReady()) {\r\n return false;\r\n }\r\n // Pending data\r\n if (this._pendingData.length > 0) {\r\n return false;\r\n }\r\n // Meshes\r\n for (index = 0; index < this.meshes.length; index++) {\r\n var mesh = this.meshes[index];\r\n if (!mesh.isEnabled()) {\r\n continue;\r\n }\r\n if (!mesh.subMeshes || mesh.subMeshes.length === 0) {\r\n continue;\r\n }\r\n if (!mesh.isReady(true)) {\r\n return false;\r\n }\r\n var hardwareInstancedRendering = mesh.getClassName() === \"InstancedMesh\" || mesh.getClassName() === \"InstancedLinesMesh\" || engine.getCaps().instancedArrays && mesh.instances.length > 0;\r\n // Is Ready For Mesh\r\n for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n if (!step.action(mesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n // Geometries\r\n for (index = 0; index < this.geometries.length; index++) {\r\n var geometry = this.geometries[index];\r\n if (geometry.delayLoadState === 2) {\r\n return false;\r\n }\r\n }\r\n // Post-processes\r\n if (this.activeCameras && this.activeCameras.length > 0) {\r\n for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {\r\n var camera = _c[_b];\r\n if (!camera.isReady(true)) {\r\n return false;\r\n }\r\n }\r\n }\r\n else if (this.activeCamera) {\r\n if (!this.activeCamera.isReady(true)) {\r\n return false;\r\n }\r\n }\r\n // Particles\r\n for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {\r\n var particleSystem = _e[_d];\r\n if (!particleSystem.isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n /** Resets all cached information relative to material (including effect and visibility) */\r\n Scene.prototype.resetCachedMaterial = function () {\r\n this._cachedMaterial = null;\r\n this._cachedEffect = null;\r\n this._cachedVisibility = null;\r\n };\r\n /**\r\n * Registers a function to be called before every frame render\r\n * @param func defines the function to register\r\n */\r\n Scene.prototype.registerBeforeRender = function (func) {\r\n this.onBeforeRenderObservable.add(func);\r\n };\r\n /**\r\n * Unregisters a function called before every frame render\r\n * @param func defines the function to unregister\r\n */\r\n Scene.prototype.unregisterBeforeRender = function (func) {\r\n this.onBeforeRenderObservable.removeCallback(func);\r\n };\r\n /**\r\n * Registers a function to be called after every frame render\r\n * @param func defines the function to register\r\n */\r\n Scene.prototype.registerAfterRender = function (func) {\r\n this.onAfterRenderObservable.add(func);\r\n };\r\n /**\r\n * Unregisters a function called after every frame render\r\n * @param func defines the function to unregister\r\n */\r\n Scene.prototype.unregisterAfterRender = function (func) {\r\n this.onAfterRenderObservable.removeCallback(func);\r\n };\r\n Scene.prototype._executeOnceBeforeRender = function (func) {\r\n var _this = this;\r\n var execFunc = function () {\r\n func();\r\n setTimeout(function () {\r\n _this.unregisterBeforeRender(execFunc);\r\n });\r\n };\r\n this.registerBeforeRender(execFunc);\r\n };\r\n /**\r\n * The provided function will run before render once and will be disposed afterwards.\r\n * A timeout delay can be provided so that the function will be executed in N ms.\r\n * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.\r\n * @param func The function to be executed.\r\n * @param timeout optional delay in ms\r\n */\r\n Scene.prototype.executeOnceBeforeRender = function (func, timeout) {\r\n var _this = this;\r\n if (timeout !== undefined) {\r\n setTimeout(function () {\r\n _this._executeOnceBeforeRender(func);\r\n }, timeout);\r\n }\r\n else {\r\n this._executeOnceBeforeRender(func);\r\n }\r\n };\r\n /** @hidden */\r\n Scene.prototype._addPendingData = function (data) {\r\n this._pendingData.push(data);\r\n };\r\n /** @hidden */\r\n Scene.prototype._removePendingData = function (data) {\r\n var wasLoading = this.isLoading;\r\n var index = this._pendingData.indexOf(data);\r\n if (index !== -1) {\r\n this._pendingData.splice(index, 1);\r\n }\r\n if (wasLoading && !this.isLoading) {\r\n this.onDataLoadedObservable.notifyObservers(this);\r\n }\r\n };\r\n /**\r\n * Returns the number of items waiting to be loaded\r\n * @returns the number of items waiting to be loaded\r\n */\r\n Scene.prototype.getWaitingItemsCount = function () {\r\n return this._pendingData.length;\r\n };\r\n Object.defineProperty(Scene.prototype, \"isLoading\", {\r\n /**\r\n * Returns a boolean indicating if the scene is still loading data\r\n */\r\n get: function () {\r\n return this._pendingData.length > 0;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Registers a function to be executed when the scene is ready\r\n * @param {Function} func - the function to be executed\r\n */\r\n Scene.prototype.executeWhenReady = function (func) {\r\n var _this = this;\r\n this.onReadyObservable.add(func);\r\n if (this._executeWhenReadyTimeoutId !== -1) {\r\n return;\r\n }\r\n this._executeWhenReadyTimeoutId = setTimeout(function () {\r\n _this._checkIsReady();\r\n }, 150);\r\n };\r\n /**\r\n * Returns a promise that resolves when the scene is ready\r\n * @returns A promise that resolves when the scene is ready\r\n */\r\n Scene.prototype.whenReadyAsync = function () {\r\n var _this = this;\r\n return new Promise(function (resolve) {\r\n _this.executeWhenReady(function () {\r\n resolve();\r\n });\r\n });\r\n };\r\n /** @hidden */\r\n Scene.prototype._checkIsReady = function () {\r\n var _this = this;\r\n this._registerTransientComponents();\r\n if (this.isReady()) {\r\n this.onReadyObservable.notifyObservers(this);\r\n this.onReadyObservable.clear();\r\n this._executeWhenReadyTimeoutId = -1;\r\n return;\r\n }\r\n if (this._isDisposed) {\r\n this.onReadyObservable.clear();\r\n this._executeWhenReadyTimeoutId = -1;\r\n return;\r\n }\r\n this._executeWhenReadyTimeoutId = setTimeout(function () {\r\n _this._checkIsReady();\r\n }, 150);\r\n };\r\n Object.defineProperty(Scene.prototype, \"animatables\", {\r\n /**\r\n * Gets all animatable attached to the scene\r\n */\r\n get: function () {\r\n return this._activeAnimatables;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Resets the last animation time frame.\r\n * Useful to override when animations start running when loading a scene for the first time.\r\n */\r\n Scene.prototype.resetLastAnimationTimeFrame = function () {\r\n this._animationTimeLast = PrecisionDate.Now;\r\n };\r\n // Matrix\r\n /**\r\n * Gets the current view matrix\r\n * @returns a Matrix\r\n */\r\n Scene.prototype.getViewMatrix = function () {\r\n return this._viewMatrix;\r\n };\r\n /**\r\n * Gets the current projection matrix\r\n * @returns a Matrix\r\n */\r\n Scene.prototype.getProjectionMatrix = function () {\r\n return this._projectionMatrix;\r\n };\r\n /**\r\n * Gets the current transform matrix\r\n * @returns a Matrix made of View * Projection\r\n */\r\n Scene.prototype.getTransformMatrix = function () {\r\n return this._transformMatrix;\r\n };\r\n /**\r\n * Sets the current transform matrix\r\n * @param viewL defines the View matrix to use\r\n * @param projectionL defines the Projection matrix to use\r\n * @param viewR defines the right View matrix to use (if provided)\r\n * @param projectionR defines the right Projection matrix to use (if provided)\r\n */\r\n Scene.prototype.setTransformMatrix = function (viewL, projectionL, viewR, projectionR) {\r\n if (this._viewUpdateFlag === viewL.updateFlag && this._projectionUpdateFlag === projectionL.updateFlag) {\r\n return;\r\n }\r\n this._viewUpdateFlag = viewL.updateFlag;\r\n this._projectionUpdateFlag = projectionL.updateFlag;\r\n this._viewMatrix = viewL;\r\n this._projectionMatrix = projectionL;\r\n this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);\r\n // Update frustum\r\n if (!this._frustumPlanes) {\r\n this._frustumPlanes = Frustum.GetPlanes(this._transformMatrix);\r\n }\r\n else {\r\n Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);\r\n }\r\n if (this._multiviewSceneUbo && this._multiviewSceneUbo.useUbo) {\r\n this._updateMultiviewUbo(viewR, projectionR);\r\n }\r\n else if (this._sceneUbo.useUbo) {\r\n this._sceneUbo.updateMatrix(\"viewProjection\", this._transformMatrix);\r\n this._sceneUbo.updateMatrix(\"view\", this._viewMatrix);\r\n this._sceneUbo.update();\r\n }\r\n };\r\n /**\r\n * Gets the uniform buffer used to store scene data\r\n * @returns a UniformBuffer\r\n */\r\n Scene.prototype.getSceneUniformBuffer = function () {\r\n return this._multiviewSceneUbo ? this._multiviewSceneUbo : this._sceneUbo;\r\n };\r\n /**\r\n * Gets an unique (relatively to the current scene) Id\r\n * @returns an unique number for the scene\r\n */\r\n Scene.prototype.getUniqueId = function () {\r\n return UniqueIdGenerator.UniqueId;\r\n };\r\n /**\r\n * Add a mesh to the list of scene's meshes\r\n * @param newMesh defines the mesh to add\r\n * @param recursive if all child meshes should also be added to the scene\r\n */\r\n Scene.prototype.addMesh = function (newMesh, recursive) {\r\n var _this = this;\r\n if (recursive === void 0) { recursive = false; }\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.meshes.push(newMesh);\r\n newMesh._resyncLightSources();\r\n if (!newMesh.parent) {\r\n newMesh._addToSceneRootNodes();\r\n }\r\n this.onNewMeshAddedObservable.notifyObservers(newMesh);\r\n if (recursive) {\r\n newMesh.getChildMeshes().forEach(function (m) {\r\n _this.addMesh(m);\r\n });\r\n }\r\n };\r\n /**\r\n * Remove a mesh for the list of scene's meshes\r\n * @param toRemove defines the mesh to remove\r\n * @param recursive if all child meshes should also be removed from the scene\r\n * @returns the index where the mesh was in the mesh list\r\n */\r\n Scene.prototype.removeMesh = function (toRemove, recursive) {\r\n var _this = this;\r\n if (recursive === void 0) { recursive = false; }\r\n var index = this.meshes.indexOf(toRemove);\r\n if (index !== -1) {\r\n // Remove from the scene if mesh found\r\n this.meshes[index] = this.meshes[this.meshes.length - 1];\r\n this.meshes.pop();\r\n if (!toRemove.parent) {\r\n toRemove._removeFromSceneRootNodes();\r\n }\r\n }\r\n this.onMeshRemovedObservable.notifyObservers(toRemove);\r\n if (recursive) {\r\n toRemove.getChildMeshes().forEach(function (m) {\r\n _this.removeMesh(m);\r\n });\r\n }\r\n return index;\r\n };\r\n /**\r\n * Add a transform node to the list of scene's transform nodes\r\n * @param newTransformNode defines the transform node to add\r\n */\r\n Scene.prototype.addTransformNode = function (newTransformNode) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;\r\n this.transformNodes.push(newTransformNode);\r\n if (!newTransformNode.parent) {\r\n newTransformNode._addToSceneRootNodes();\r\n }\r\n this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);\r\n };\r\n /**\r\n * Remove a transform node for the list of scene's transform nodes\r\n * @param toRemove defines the transform node to remove\r\n * @returns the index where the transform node was in the transform node list\r\n */\r\n Scene.prototype.removeTransformNode = function (toRemove) {\r\n var index = toRemove._indexInSceneTransformNodesArray;\r\n if (index !== -1) {\r\n if (index !== this.transformNodes.length - 1) {\r\n var lastNode = this.transformNodes[this.transformNodes.length - 1];\r\n this.transformNodes[index] = lastNode;\r\n lastNode._indexInSceneTransformNodesArray = index;\r\n }\r\n toRemove._indexInSceneTransformNodesArray = -1;\r\n this.transformNodes.pop();\r\n if (!toRemove.parent) {\r\n toRemove._removeFromSceneRootNodes();\r\n }\r\n }\r\n this.onTransformNodeRemovedObservable.notifyObservers(toRemove);\r\n return index;\r\n };\r\n /**\r\n * Remove a skeleton for the list of scene's skeletons\r\n * @param toRemove defines the skeleton to remove\r\n * @returns the index where the skeleton was in the skeleton list\r\n */\r\n Scene.prototype.removeSkeleton = function (toRemove) {\r\n var index = this.skeletons.indexOf(toRemove);\r\n if (index !== -1) {\r\n // Remove from the scene if found\r\n this.skeletons.splice(index, 1);\r\n this.onSkeletonRemovedObservable.notifyObservers(toRemove);\r\n }\r\n return index;\r\n };\r\n /**\r\n * Remove a morph target for the list of scene's morph targets\r\n * @param toRemove defines the morph target to remove\r\n * @returns the index where the morph target was in the morph target list\r\n */\r\n Scene.prototype.removeMorphTargetManager = function (toRemove) {\r\n var index = this.morphTargetManagers.indexOf(toRemove);\r\n if (index !== -1) {\r\n // Remove from the scene if found\r\n this.morphTargetManagers.splice(index, 1);\r\n }\r\n return index;\r\n };\r\n /**\r\n * Remove a light for the list of scene's lights\r\n * @param toRemove defines the light to remove\r\n * @returns the index where the light was in the light list\r\n */\r\n Scene.prototype.removeLight = function (toRemove) {\r\n var index = this.lights.indexOf(toRemove);\r\n if (index !== -1) {\r\n // Remove from meshes\r\n for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {\r\n var mesh = _a[_i];\r\n mesh._removeLightSource(toRemove, false);\r\n }\r\n // Remove from the scene if mesh found\r\n this.lights.splice(index, 1);\r\n this.sortLightsByPriority();\r\n if (!toRemove.parent) {\r\n toRemove._removeFromSceneRootNodes();\r\n }\r\n }\r\n this.onLightRemovedObservable.notifyObservers(toRemove);\r\n return index;\r\n };\r\n /**\r\n * Remove a camera for the list of scene's cameras\r\n * @param toRemove defines the camera to remove\r\n * @returns the index where the camera was in the camera list\r\n */\r\n Scene.prototype.removeCamera = function (toRemove) {\r\n var index = this.cameras.indexOf(toRemove);\r\n if (index !== -1) {\r\n // Remove from the scene if mesh found\r\n this.cameras.splice(index, 1);\r\n if (!toRemove.parent) {\r\n toRemove._removeFromSceneRootNodes();\r\n }\r\n }\r\n // Remove from activeCameras\r\n var index2 = this.activeCameras.indexOf(toRemove);\r\n if (index2 !== -1) {\r\n // Remove from the scene if mesh found\r\n this.activeCameras.splice(index2, 1);\r\n }\r\n // Reset the activeCamera\r\n if (this.activeCamera === toRemove) {\r\n if (this.cameras.length > 0) {\r\n this.activeCamera = this.cameras[0];\r\n }\r\n else {\r\n this.activeCamera = null;\r\n }\r\n }\r\n this.onCameraRemovedObservable.notifyObservers(toRemove);\r\n return index;\r\n };\r\n /**\r\n * Remove a particle system for the list of scene's particle systems\r\n * @param toRemove defines the particle system to remove\r\n * @returns the index where the particle system was in the particle system list\r\n */\r\n Scene.prototype.removeParticleSystem = function (toRemove) {\r\n var index = this.particleSystems.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.particleSystems.splice(index, 1);\r\n }\r\n return index;\r\n };\r\n /**\r\n * Remove a animation for the list of scene's animations\r\n * @param toRemove defines the animation to remove\r\n * @returns the index where the animation was in the animation list\r\n */\r\n Scene.prototype.removeAnimation = function (toRemove) {\r\n var index = this.animations.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.animations.splice(index, 1);\r\n }\r\n return index;\r\n };\r\n /**\r\n * Will stop the animation of the given target\r\n * @param target - the target\r\n * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)\r\n * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)\r\n */\r\n Scene.prototype.stopAnimation = function (target, animationName, targetMask) {\r\n // Do nothing as code will be provided by animation component\r\n };\r\n /**\r\n * Removes the given animation group from this scene.\r\n * @param toRemove The animation group to remove\r\n * @returns The index of the removed animation group\r\n */\r\n Scene.prototype.removeAnimationGroup = function (toRemove) {\r\n var index = this.animationGroups.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.animationGroups.splice(index, 1);\r\n }\r\n return index;\r\n };\r\n /**\r\n * Removes the given multi-material from this scene.\r\n * @param toRemove The multi-material to remove\r\n * @returns The index of the removed multi-material\r\n */\r\n Scene.prototype.removeMultiMaterial = function (toRemove) {\r\n var index = this.multiMaterials.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.multiMaterials.splice(index, 1);\r\n }\r\n return index;\r\n };\r\n /**\r\n * Removes the given material from this scene.\r\n * @param toRemove The material to remove\r\n * @returns The index of the removed material\r\n */\r\n Scene.prototype.removeMaterial = function (toRemove) {\r\n var index = toRemove._indexInSceneMaterialArray;\r\n if (index !== -1 && index < this.materials.length) {\r\n if (index !== this.materials.length - 1) {\r\n var lastMaterial = this.materials[this.materials.length - 1];\r\n this.materials[index] = lastMaterial;\r\n lastMaterial._indexInSceneMaterialArray = index;\r\n }\r\n toRemove._indexInSceneMaterialArray = -1;\r\n this.materials.pop();\r\n }\r\n this.onMaterialRemovedObservable.notifyObservers(toRemove);\r\n return index;\r\n };\r\n /**\r\n * Removes the given action manager from this scene.\r\n * @param toRemove The action manager to remove\r\n * @returns The index of the removed action manager\r\n */\r\n Scene.prototype.removeActionManager = function (toRemove) {\r\n var index = this.actionManagers.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.actionManagers.splice(index, 1);\r\n }\r\n return index;\r\n };\r\n /**\r\n * Removes the given texture from this scene.\r\n * @param toRemove The texture to remove\r\n * @returns The index of the removed texture\r\n */\r\n Scene.prototype.removeTexture = function (toRemove) {\r\n var index = this.textures.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.textures.splice(index, 1);\r\n }\r\n this.onTextureRemovedObservable.notifyObservers(toRemove);\r\n return index;\r\n };\r\n /**\r\n * Adds the given light to this scene\r\n * @param newLight The light to add\r\n */\r\n Scene.prototype.addLight = function (newLight) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.lights.push(newLight);\r\n this.sortLightsByPriority();\r\n if (!newLight.parent) {\r\n newLight._addToSceneRootNodes();\r\n }\r\n // Add light to all meshes (To support if the light is removed and then re-added)\r\n for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {\r\n var mesh = _a[_i];\r\n if (mesh.lightSources.indexOf(newLight) === -1) {\r\n mesh.lightSources.push(newLight);\r\n mesh._resyncLightSources();\r\n }\r\n }\r\n this.onNewLightAddedObservable.notifyObservers(newLight);\r\n };\r\n /**\r\n * Sorts the list list based on light priorities\r\n */\r\n Scene.prototype.sortLightsByPriority = function () {\r\n if (this.requireLightSorting) {\r\n this.lights.sort(Light.CompareLightsPriority);\r\n }\r\n };\r\n /**\r\n * Adds the given camera to this scene\r\n * @param newCamera The camera to add\r\n */\r\n Scene.prototype.addCamera = function (newCamera) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.cameras.push(newCamera);\r\n this.onNewCameraAddedObservable.notifyObservers(newCamera);\r\n if (!newCamera.parent) {\r\n newCamera._addToSceneRootNodes();\r\n }\r\n };\r\n /**\r\n * Adds the given skeleton to this scene\r\n * @param newSkeleton The skeleton to add\r\n */\r\n Scene.prototype.addSkeleton = function (newSkeleton) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.skeletons.push(newSkeleton);\r\n this.onNewSkeletonAddedObservable.notifyObservers(newSkeleton);\r\n };\r\n /**\r\n * Adds the given particle system to this scene\r\n * @param newParticleSystem The particle system to add\r\n */\r\n Scene.prototype.addParticleSystem = function (newParticleSystem) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.particleSystems.push(newParticleSystem);\r\n };\r\n /**\r\n * Adds the given animation to this scene\r\n * @param newAnimation The animation to add\r\n */\r\n Scene.prototype.addAnimation = function (newAnimation) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.animations.push(newAnimation);\r\n };\r\n /**\r\n * Adds the given animation group to this scene.\r\n * @param newAnimationGroup The animation group to add\r\n */\r\n Scene.prototype.addAnimationGroup = function (newAnimationGroup) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.animationGroups.push(newAnimationGroup);\r\n };\r\n /**\r\n * Adds the given multi-material to this scene\r\n * @param newMultiMaterial The multi-material to add\r\n */\r\n Scene.prototype.addMultiMaterial = function (newMultiMaterial) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.multiMaterials.push(newMultiMaterial);\r\n };\r\n /**\r\n * Adds the given material to this scene\r\n * @param newMaterial The material to add\r\n */\r\n Scene.prototype.addMaterial = function (newMaterial) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n newMaterial._indexInSceneMaterialArray = this.materials.length;\r\n this.materials.push(newMaterial);\r\n this.onNewMaterialAddedObservable.notifyObservers(newMaterial);\r\n };\r\n /**\r\n * Adds the given morph target to this scene\r\n * @param newMorphTargetManager The morph target to add\r\n */\r\n Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.morphTargetManagers.push(newMorphTargetManager);\r\n };\r\n /**\r\n * Adds the given geometry to this scene\r\n * @param newGeometry The geometry to add\r\n */\r\n Scene.prototype.addGeometry = function (newGeometry) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n if (this.geometriesByUniqueId) {\r\n this.geometriesByUniqueId[newGeometry.uniqueId] = this.geometries.length;\r\n }\r\n this.geometries.push(newGeometry);\r\n };\r\n /**\r\n * Adds the given action manager to this scene\r\n * @param newActionManager The action manager to add\r\n */\r\n Scene.prototype.addActionManager = function (newActionManager) {\r\n this.actionManagers.push(newActionManager);\r\n };\r\n /**\r\n * Adds the given texture to this scene.\r\n * @param newTexture The texture to add\r\n */\r\n Scene.prototype.addTexture = function (newTexture) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.textures.push(newTexture);\r\n this.onNewTextureAddedObservable.notifyObservers(newTexture);\r\n };\r\n /**\r\n * Switch active camera\r\n * @param newCamera defines the new active camera\r\n * @param attachControl defines if attachControl must be called for the new active camera (default: true)\r\n */\r\n Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {\r\n if (attachControl === void 0) { attachControl = true; }\r\n var canvas = this._engine.getInputElement();\r\n if (!canvas) {\r\n return;\r\n }\r\n if (this.activeCamera) {\r\n this.activeCamera.detachControl(canvas);\r\n }\r\n this.activeCamera = newCamera;\r\n if (attachControl) {\r\n newCamera.attachControl(canvas);\r\n }\r\n };\r\n /**\r\n * sets the active camera of the scene using its ID\r\n * @param id defines the camera's ID\r\n * @return the new active camera or null if none found.\r\n */\r\n Scene.prototype.setActiveCameraByID = function (id) {\r\n var camera = this.getCameraByID(id);\r\n if (camera) {\r\n this.activeCamera = camera;\r\n return camera;\r\n }\r\n return null;\r\n };\r\n /**\r\n * sets the active camera of the scene using its name\r\n * @param name defines the camera's name\r\n * @returns the new active camera or null if none found.\r\n */\r\n Scene.prototype.setActiveCameraByName = function (name) {\r\n var camera = this.getCameraByName(name);\r\n if (camera) {\r\n this.activeCamera = camera;\r\n return camera;\r\n }\r\n return null;\r\n };\r\n /**\r\n * get an animation group using its name\r\n * @param name defines the material's name\r\n * @return the animation group or null if none found.\r\n */\r\n Scene.prototype.getAnimationGroupByName = function (name) {\r\n for (var index = 0; index < this.animationGroups.length; index++) {\r\n if (this.animationGroups[index].name === name) {\r\n return this.animationGroups[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Get a material using its unique id\r\n * @param uniqueId defines the material's unique id\r\n * @return the material or null if none found.\r\n */\r\n Scene.prototype.getMaterialByUniqueID = function (uniqueId) {\r\n for (var index = 0; index < this.materials.length; index++) {\r\n if (this.materials[index].uniqueId === uniqueId) {\r\n return this.materials[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * get a material using its id\r\n * @param id defines the material's ID\r\n * @return the material or null if none found.\r\n */\r\n Scene.prototype.getMaterialByID = function (id) {\r\n for (var index = 0; index < this.materials.length; index++) {\r\n if (this.materials[index].id === id) {\r\n return this.materials[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a the last added material using a given id\r\n * @param id defines the material's ID\r\n * @return the last material with the given id or null if none found.\r\n */\r\n Scene.prototype.getLastMaterialByID = function (id) {\r\n for (var index = this.materials.length - 1; index >= 0; index--) {\r\n if (this.materials[index].id === id) {\r\n return this.materials[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a material using its name\r\n * @param name defines the material's name\r\n * @return the material or null if none found.\r\n */\r\n Scene.prototype.getMaterialByName = function (name) {\r\n for (var index = 0; index < this.materials.length; index++) {\r\n if (this.materials[index].name === name) {\r\n return this.materials[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Get a texture using its unique id\r\n * @param uniqueId defines the texture's unique id\r\n * @return the texture or null if none found.\r\n */\r\n Scene.prototype.getTextureByUniqueID = function (uniqueId) {\r\n for (var index = 0; index < this.textures.length; index++) {\r\n if (this.textures[index].uniqueId === uniqueId) {\r\n return this.textures[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a camera using its id\r\n * @param id defines the id to look for\r\n * @returns the camera or null if not found\r\n */\r\n Scene.prototype.getCameraByID = function (id) {\r\n for (var index = 0; index < this.cameras.length; index++) {\r\n if (this.cameras[index].id === id) {\r\n return this.cameras[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a camera using its unique id\r\n * @param uniqueId defines the unique id to look for\r\n * @returns the camera or null if not found\r\n */\r\n Scene.prototype.getCameraByUniqueID = function (uniqueId) {\r\n for (var index = 0; index < this.cameras.length; index++) {\r\n if (this.cameras[index].uniqueId === uniqueId) {\r\n return this.cameras[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a camera using its name\r\n * @param name defines the camera's name\r\n * @return the camera or null if none found.\r\n */\r\n Scene.prototype.getCameraByName = function (name) {\r\n for (var index = 0; index < this.cameras.length; index++) {\r\n if (this.cameras[index].name === name) {\r\n return this.cameras[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a bone using its id\r\n * @param id defines the bone's id\r\n * @return the bone or null if not found\r\n */\r\n Scene.prototype.getBoneByID = function (id) {\r\n for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {\r\n var skeleton = this.skeletons[skeletonIndex];\r\n for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {\r\n if (skeleton.bones[boneIndex].id === id) {\r\n return skeleton.bones[boneIndex];\r\n }\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a bone using its id\r\n * @param name defines the bone's name\r\n * @return the bone or null if not found\r\n */\r\n Scene.prototype.getBoneByName = function (name) {\r\n for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {\r\n var skeleton = this.skeletons[skeletonIndex];\r\n for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {\r\n if (skeleton.bones[boneIndex].name === name) {\r\n return skeleton.bones[boneIndex];\r\n }\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a light node using its name\r\n * @param name defines the the light's name\r\n * @return the light or null if none found.\r\n */\r\n Scene.prototype.getLightByName = function (name) {\r\n for (var index = 0; index < this.lights.length; index++) {\r\n if (this.lights[index].name === name) {\r\n return this.lights[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a light node using its id\r\n * @param id defines the light's id\r\n * @return the light or null if none found.\r\n */\r\n Scene.prototype.getLightByID = function (id) {\r\n for (var index = 0; index < this.lights.length; index++) {\r\n if (this.lights[index].id === id) {\r\n return this.lights[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a light node using its scene-generated unique ID\r\n * @param uniqueId defines the light's unique id\r\n * @return the light or null if none found.\r\n */\r\n Scene.prototype.getLightByUniqueID = function (uniqueId) {\r\n for (var index = 0; index < this.lights.length; index++) {\r\n if (this.lights[index].uniqueId === uniqueId) {\r\n return this.lights[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a particle system by id\r\n * @param id defines the particle system id\r\n * @return the corresponding system or null if none found\r\n */\r\n Scene.prototype.getParticleSystemByID = function (id) {\r\n for (var index = 0; index < this.particleSystems.length; index++) {\r\n if (this.particleSystems[index].id === id) {\r\n return this.particleSystems[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a geometry using its ID\r\n * @param id defines the geometry's id\r\n * @return the geometry or null if none found.\r\n */\r\n Scene.prototype.getGeometryByID = function (id) {\r\n for (var index = 0; index < this.geometries.length; index++) {\r\n if (this.geometries[index].id === id) {\r\n return this.geometries[index];\r\n }\r\n }\r\n return null;\r\n };\r\n Scene.prototype._getGeometryByUniqueID = function (uniqueId) {\r\n if (this.geometriesByUniqueId) {\r\n var index_1 = this.geometriesByUniqueId[uniqueId];\r\n if (index_1 !== undefined) {\r\n return this.geometries[index_1];\r\n }\r\n }\r\n else {\r\n for (var index = 0; index < this.geometries.length; index++) {\r\n if (this.geometries[index].uniqueId === uniqueId) {\r\n return this.geometries[index];\r\n }\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Add a new geometry to this scene\r\n * @param geometry defines the geometry to be added to the scene.\r\n * @param force defines if the geometry must be pushed even if a geometry with this id already exists\r\n * @return a boolean defining if the geometry was added or not\r\n */\r\n Scene.prototype.pushGeometry = function (geometry, force) {\r\n if (!force && this._getGeometryByUniqueID(geometry.uniqueId)) {\r\n return false;\r\n }\r\n this.addGeometry(geometry);\r\n this.onNewGeometryAddedObservable.notifyObservers(geometry);\r\n return true;\r\n };\r\n /**\r\n * Removes an existing geometry\r\n * @param geometry defines the geometry to be removed from the scene\r\n * @return a boolean defining if the geometry was removed or not\r\n */\r\n Scene.prototype.removeGeometry = function (geometry) {\r\n var index;\r\n if (this.geometriesByUniqueId) {\r\n index = this.geometriesByUniqueId[geometry.uniqueId];\r\n if (index === undefined) {\r\n return false;\r\n }\r\n }\r\n else {\r\n index = this.geometries.indexOf(geometry);\r\n if (index < 0) {\r\n return false;\r\n }\r\n }\r\n if (index !== this.geometries.length - 1) {\r\n var lastGeometry = this.geometries[this.geometries.length - 1];\r\n this.geometries[index] = lastGeometry;\r\n if (this.geometriesByUniqueId) {\r\n this.geometriesByUniqueId[lastGeometry.uniqueId] = index;\r\n this.geometriesByUniqueId[geometry.uniqueId] = undefined;\r\n }\r\n }\r\n this.geometries.pop();\r\n this.onGeometryRemovedObservable.notifyObservers(geometry);\r\n return true;\r\n };\r\n /**\r\n * Gets the list of geometries attached to the scene\r\n * @returns an array of Geometry\r\n */\r\n Scene.prototype.getGeometries = function () {\r\n return this.geometries;\r\n };\r\n /**\r\n * Gets the first added mesh found of a given ID\r\n * @param id defines the id to search for\r\n * @return the mesh found or null if not found at all\r\n */\r\n Scene.prototype.getMeshByID = function (id) {\r\n for (var index = 0; index < this.meshes.length; index++) {\r\n if (this.meshes[index].id === id) {\r\n return this.meshes[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a list of meshes using their id\r\n * @param id defines the id to search for\r\n * @returns a list of meshes\r\n */\r\n Scene.prototype.getMeshesByID = function (id) {\r\n return this.meshes.filter(function (m) {\r\n return m.id === id;\r\n });\r\n };\r\n /**\r\n * Gets the first added transform node found of a given ID\r\n * @param id defines the id to search for\r\n * @return the found transform node or null if not found at all.\r\n */\r\n Scene.prototype.getTransformNodeByID = function (id) {\r\n for (var index = 0; index < this.transformNodes.length; index++) {\r\n if (this.transformNodes[index].id === id) {\r\n return this.transformNodes[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a transform node with its auto-generated unique id\r\n * @param uniqueId efines the unique id to search for\r\n * @return the found transform node or null if not found at all.\r\n */\r\n Scene.prototype.getTransformNodeByUniqueID = function (uniqueId) {\r\n for (var index = 0; index < this.transformNodes.length; index++) {\r\n if (this.transformNodes[index].uniqueId === uniqueId) {\r\n return this.transformNodes[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a list of transform nodes using their id\r\n * @param id defines the id to search for\r\n * @returns a list of transform nodes\r\n */\r\n Scene.prototype.getTransformNodesByID = function (id) {\r\n return this.transformNodes.filter(function (m) {\r\n return m.id === id;\r\n });\r\n };\r\n /**\r\n * Gets a mesh with its auto-generated unique id\r\n * @param uniqueId defines the unique id to search for\r\n * @return the found mesh or null if not found at all.\r\n */\r\n Scene.prototype.getMeshByUniqueID = function (uniqueId) {\r\n for (var index = 0; index < this.meshes.length; index++) {\r\n if (this.meshes[index].uniqueId === uniqueId) {\r\n return this.meshes[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a the last added mesh using a given id\r\n * @param id defines the id to search for\r\n * @return the found mesh or null if not found at all.\r\n */\r\n Scene.prototype.getLastMeshByID = function (id) {\r\n for (var index = this.meshes.length - 1; index >= 0; index--) {\r\n if (this.meshes[index].id === id) {\r\n return this.meshes[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a the last added node (Mesh, Camera, Light) using a given id\r\n * @param id defines the id to search for\r\n * @return the found node or null if not found at all\r\n */\r\n Scene.prototype.getLastEntryByID = function (id) {\r\n var index;\r\n for (index = this.meshes.length - 1; index >= 0; index--) {\r\n if (this.meshes[index].id === id) {\r\n return this.meshes[index];\r\n }\r\n }\r\n for (index = this.transformNodes.length - 1; index >= 0; index--) {\r\n if (this.transformNodes[index].id === id) {\r\n return this.transformNodes[index];\r\n }\r\n }\r\n for (index = this.cameras.length - 1; index >= 0; index--) {\r\n if (this.cameras[index].id === id) {\r\n return this.cameras[index];\r\n }\r\n }\r\n for (index = this.lights.length - 1; index >= 0; index--) {\r\n if (this.lights[index].id === id) {\r\n return this.lights[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a node (Mesh, Camera, Light) using a given id\r\n * @param id defines the id to search for\r\n * @return the found node or null if not found at all\r\n */\r\n Scene.prototype.getNodeByID = function (id) {\r\n var mesh = this.getMeshByID(id);\r\n if (mesh) {\r\n return mesh;\r\n }\r\n var transformNode = this.getTransformNodeByID(id);\r\n if (transformNode) {\r\n return transformNode;\r\n }\r\n var light = this.getLightByID(id);\r\n if (light) {\r\n return light;\r\n }\r\n var camera = this.getCameraByID(id);\r\n if (camera) {\r\n return camera;\r\n }\r\n var bone = this.getBoneByID(id);\r\n if (bone) {\r\n return bone;\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a node (Mesh, Camera, Light) using a given name\r\n * @param name defines the name to search for\r\n * @return the found node or null if not found at all.\r\n */\r\n Scene.prototype.getNodeByName = function (name) {\r\n var mesh = this.getMeshByName(name);\r\n if (mesh) {\r\n return mesh;\r\n }\r\n var transformNode = this.getTransformNodeByName(name);\r\n if (transformNode) {\r\n return transformNode;\r\n }\r\n var light = this.getLightByName(name);\r\n if (light) {\r\n return light;\r\n }\r\n var camera = this.getCameraByName(name);\r\n if (camera) {\r\n return camera;\r\n }\r\n var bone = this.getBoneByName(name);\r\n if (bone) {\r\n return bone;\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a mesh using a given name\r\n * @param name defines the name to search for\r\n * @return the found mesh or null if not found at all.\r\n */\r\n Scene.prototype.getMeshByName = function (name) {\r\n for (var index = 0; index < this.meshes.length; index++) {\r\n if (this.meshes[index].name === name) {\r\n return this.meshes[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a transform node using a given name\r\n * @param name defines the name to search for\r\n * @return the found transform node or null if not found at all.\r\n */\r\n Scene.prototype.getTransformNodeByName = function (name) {\r\n for (var index = 0; index < this.transformNodes.length; index++) {\r\n if (this.transformNodes[index].name === name) {\r\n return this.transformNodes[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a skeleton using a given id (if many are found, this function will pick the last one)\r\n * @param id defines the id to search for\r\n * @return the found skeleton or null if not found at all.\r\n */\r\n Scene.prototype.getLastSkeletonByID = function (id) {\r\n for (var index = this.skeletons.length - 1; index >= 0; index--) {\r\n if (this.skeletons[index].id === id) {\r\n return this.skeletons[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a skeleton using a given auto generated unique id\r\n * @param uniqueId defines the unique id to search for\r\n * @return the found skeleton or null if not found at all.\r\n */\r\n Scene.prototype.getSkeletonByUniqueId = function (uniqueId) {\r\n for (var index = 0; index < this.skeletons.length; index++) {\r\n if (this.skeletons[index].uniqueId === uniqueId) {\r\n return this.skeletons[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a skeleton using a given id (if many are found, this function will pick the first one)\r\n * @param id defines the id to search for\r\n * @return the found skeleton or null if not found at all.\r\n */\r\n Scene.prototype.getSkeletonById = function (id) {\r\n for (var index = 0; index < this.skeletons.length; index++) {\r\n if (this.skeletons[index].id === id) {\r\n return this.skeletons[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a skeleton using a given name\r\n * @param name defines the name to search for\r\n * @return the found skeleton or null if not found at all.\r\n */\r\n Scene.prototype.getSkeletonByName = function (name) {\r\n for (var index = 0; index < this.skeletons.length; index++) {\r\n if (this.skeletons[index].name === name) {\r\n return this.skeletons[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a morph target manager using a given id (if many are found, this function will pick the last one)\r\n * @param id defines the id to search for\r\n * @return the found morph target manager or null if not found at all.\r\n */\r\n Scene.prototype.getMorphTargetManagerById = function (id) {\r\n for (var index = 0; index < this.morphTargetManagers.length; index++) {\r\n if (this.morphTargetManagers[index].uniqueId === id) {\r\n return this.morphTargetManagers[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a morph target using a given id (if many are found, this function will pick the first one)\r\n * @param id defines the id to search for\r\n * @return the found morph target or null if not found at all.\r\n */\r\n Scene.prototype.getMorphTargetById = function (id) {\r\n for (var managerIndex = 0; managerIndex < this.morphTargetManagers.length; ++managerIndex) {\r\n var morphTargetManager = this.morphTargetManagers[managerIndex];\r\n for (var index = 0; index < morphTargetManager.numTargets; ++index) {\r\n var target = morphTargetManager.getTarget(index);\r\n if (target.id === id) {\r\n return target;\r\n }\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a boolean indicating if the given mesh is active\r\n * @param mesh defines the mesh to look for\r\n * @returns true if the mesh is in the active list\r\n */\r\n Scene.prototype.isActiveMesh = function (mesh) {\r\n return (this._activeMeshes.indexOf(mesh) !== -1);\r\n };\r\n Object.defineProperty(Scene.prototype, \"uid\", {\r\n /**\r\n * Return a unique id as a string which can serve as an identifier for the scene\r\n */\r\n get: function () {\r\n if (!this._uid) {\r\n this._uid = Tools.RandomId();\r\n }\r\n return this._uid;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Add an externaly attached data from its key.\r\n * This method call will fail and return false, if such key already exists.\r\n * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.\r\n * @param key the unique key that identifies the data\r\n * @param data the data object to associate to the key for this Engine instance\r\n * @return true if no such key were already present and the data was added successfully, false otherwise\r\n */\r\n Scene.prototype.addExternalData = function (key, data) {\r\n if (!this._externalData) {\r\n this._externalData = new StringDictionary();\r\n }\r\n return this._externalData.add(key, data);\r\n };\r\n /**\r\n * Get an externaly attached data from its key\r\n * @param key the unique key that identifies the data\r\n * @return the associated data, if present (can be null), or undefined if not present\r\n */\r\n Scene.prototype.getExternalData = function (key) {\r\n if (!this._externalData) {\r\n return null;\r\n }\r\n return this._externalData.get(key);\r\n };\r\n /**\r\n * Get an externaly attached data from its key, create it using a factory if it's not already present\r\n * @param key the unique key that identifies the data\r\n * @param factory the factory that will be called to create the instance if and only if it doesn't exists\r\n * @return the associated data, can be null if the factory returned null.\r\n */\r\n Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {\r\n if (!this._externalData) {\r\n this._externalData = new StringDictionary();\r\n }\r\n return this._externalData.getOrAddWithFactory(key, factory);\r\n };\r\n /**\r\n * Remove an externaly attached data from the Engine instance\r\n * @param key the unique key that identifies the data\r\n * @return true if the data was successfully removed, false if it doesn't exist\r\n */\r\n Scene.prototype.removeExternalData = function (key) {\r\n return this._externalData.remove(key);\r\n };\r\n Scene.prototype._evaluateSubMesh = function (subMesh, mesh, initialMesh) {\r\n if (initialMesh.hasInstances || initialMesh.isAnInstance || this.dispatchAllSubMeshesOfActiveMeshes || this._skipFrustumClipping || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {\r\n for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n step.action(mesh, subMesh);\r\n }\r\n var material = subMesh.getMaterial();\r\n if (material !== null && material !== undefined) {\r\n // Render targets\r\n if (material.hasRenderTargetTextures && material.getRenderTargetTextures != null) {\r\n if (this._processedMaterials.indexOf(material) === -1) {\r\n this._processedMaterials.push(material);\r\n this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());\r\n }\r\n }\r\n // Dispatch\r\n this._renderingManager.dispatch(subMesh, mesh, material);\r\n }\r\n }\r\n };\r\n /**\r\n * Clear the processed materials smart array preventing retention point in material dispose.\r\n */\r\n Scene.prototype.freeProcessedMaterials = function () {\r\n this._processedMaterials.dispose();\r\n };\r\n Object.defineProperty(Scene.prototype, \"blockfreeActiveMeshesAndRenderingGroups\", {\r\n /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups\r\n * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance\r\n * when disposing several meshes in a row or a hierarchy of meshes.\r\n * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.\r\n */\r\n get: function () {\r\n return this._preventFreeActiveMeshesAndRenderingGroups;\r\n },\r\n set: function (value) {\r\n if (this._preventFreeActiveMeshesAndRenderingGroups === value) {\r\n return;\r\n }\r\n if (value) {\r\n this.freeActiveMeshes();\r\n this.freeRenderingGroups();\r\n }\r\n this._preventFreeActiveMeshesAndRenderingGroups = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Clear the active meshes smart array preventing retention point in mesh dispose.\r\n */\r\n Scene.prototype.freeActiveMeshes = function () {\r\n if (this.blockfreeActiveMeshesAndRenderingGroups) {\r\n return;\r\n }\r\n this._activeMeshes.dispose();\r\n if (this.activeCamera && this.activeCamera._activeMeshes) {\r\n this.activeCamera._activeMeshes.dispose();\r\n }\r\n if (this.activeCameras) {\r\n for (var i = 0; i < this.activeCameras.length; i++) {\r\n var activeCamera = this.activeCameras[i];\r\n if (activeCamera && activeCamera._activeMeshes) {\r\n activeCamera._activeMeshes.dispose();\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * Clear the info related to rendering groups preventing retention points during dispose.\r\n */\r\n Scene.prototype.freeRenderingGroups = function () {\r\n if (this.blockfreeActiveMeshesAndRenderingGroups) {\r\n return;\r\n }\r\n if (this._renderingManager) {\r\n this._renderingManager.freeRenderingGroups();\r\n }\r\n if (this.textures) {\r\n for (var i = 0; i < this.textures.length; i++) {\r\n var texture = this.textures[i];\r\n if (texture && texture.renderList) {\r\n texture.freeRenderingGroups();\r\n }\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n Scene.prototype._isInIntermediateRendering = function () {\r\n return this._intermediateRendering;\r\n };\r\n /**\r\n * Use this function to stop evaluating active meshes. The current list will be keep alive between frames\r\n * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped\r\n * @returns the current scene\r\n */\r\n Scene.prototype.freezeActiveMeshes = function (skipEvaluateActiveMeshes) {\r\n var _this = this;\r\n if (skipEvaluateActiveMeshes === void 0) { skipEvaluateActiveMeshes = false; }\r\n this.executeWhenReady(function () {\r\n if (!_this.activeCamera) {\r\n return;\r\n }\r\n if (!_this._frustumPlanes) {\r\n _this.setTransformMatrix(_this.activeCamera.getViewMatrix(), _this.activeCamera.getProjectionMatrix());\r\n }\r\n _this._evaluateActiveMeshes();\r\n _this._activeMeshesFrozen = true;\r\n _this._skipEvaluateActiveMeshesCompletely = skipEvaluateActiveMeshes;\r\n for (var index = 0; index < _this._activeMeshes.length; index++) {\r\n _this._activeMeshes.data[index]._freeze();\r\n }\r\n });\r\n return this;\r\n };\r\n /**\r\n * Use this function to restart evaluating active meshes on every frame\r\n * @returns the current scene\r\n */\r\n Scene.prototype.unfreezeActiveMeshes = function () {\r\n for (var index = 0; index < this.meshes.length; index++) {\r\n var mesh = this.meshes[index];\r\n if (mesh._internalAbstractMeshDataInfo) {\r\n mesh._internalAbstractMeshDataInfo._isActive = false;\r\n }\r\n }\r\n for (var index = 0; index < this._activeMeshes.length; index++) {\r\n this._activeMeshes.data[index]._unFreeze();\r\n }\r\n this._activeMeshesFrozen = false;\r\n return this;\r\n };\r\n Scene.prototype._evaluateActiveMeshes = function () {\r\n if (this._activeMeshesFrozen && this._activeMeshes.length) {\r\n if (!this._skipEvaluateActiveMeshesCompletely) {\r\n var len_1 = this._activeMeshes.length;\r\n for (var i = 0; i < len_1; i++) {\r\n var mesh = this._activeMeshes.data[i];\r\n mesh.computeWorldMatrix();\r\n }\r\n }\r\n return;\r\n }\r\n if (!this.activeCamera) {\r\n return;\r\n }\r\n this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);\r\n this.activeCamera._activeMeshes.reset();\r\n this._activeMeshes.reset();\r\n this._renderingManager.reset();\r\n this._processedMaterials.reset();\r\n this._activeParticleSystems.reset();\r\n this._activeSkeletons.reset();\r\n this._softwareSkinnedMeshes.reset();\r\n for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n step.action();\r\n }\r\n // Determine mesh candidates\r\n var meshes = this.getActiveMeshCandidates();\r\n // Check each mesh\r\n var len = meshes.length;\r\n for (var i = 0; i < len; i++) {\r\n var mesh = meshes.data[i];\r\n if (mesh.isBlocked) {\r\n continue;\r\n }\r\n this._totalVertices.addCount(mesh.getTotalVertices(), false);\r\n if (!mesh.isReady() || !mesh.isEnabled() || mesh.scaling.lengthSquared() === 0) {\r\n continue;\r\n }\r\n mesh.computeWorldMatrix();\r\n // Intersections\r\n if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(12, 13)) {\r\n this._meshesForIntersections.pushNoDuplicate(mesh);\r\n }\r\n // Switch to current LOD\r\n var meshToRender = this.customLODSelector ? this.customLODSelector(mesh, this.activeCamera) : mesh.getLOD(this.activeCamera);\r\n if (meshToRender === undefined || meshToRender === null) {\r\n continue;\r\n }\r\n // Compute world matrix if LOD is billboard\r\n if (meshToRender !== mesh && meshToRender.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {\r\n meshToRender.computeWorldMatrix();\r\n }\r\n mesh._preActivate();\r\n if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (this._skipFrustumClipping || mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {\r\n this._activeMeshes.push(mesh);\r\n this.activeCamera._activeMeshes.push(mesh);\r\n if (meshToRender !== mesh) {\r\n meshToRender._activate(this._renderId, false);\r\n }\r\n if (mesh._activate(this._renderId, false)) {\r\n if (!mesh.isAnInstance) {\r\n meshToRender._internalAbstractMeshDataInfo._onlyForInstances = false;\r\n }\r\n else {\r\n if (mesh._internalAbstractMeshDataInfo._actAsRegularMesh) {\r\n meshToRender = mesh;\r\n }\r\n }\r\n meshToRender._internalAbstractMeshDataInfo._isActive = true;\r\n this._activeMesh(mesh, meshToRender);\r\n }\r\n mesh._postActivate();\r\n }\r\n }\r\n this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);\r\n // Particle systems\r\n if (this.particlesEnabled) {\r\n this.onBeforeParticlesRenderingObservable.notifyObservers(this);\r\n for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {\r\n var particleSystem = this.particleSystems[particleIndex];\r\n if (!particleSystem.isStarted() || !particleSystem.emitter) {\r\n continue;\r\n }\r\n var emitter = particleSystem.emitter;\r\n if (!emitter.position || emitter.isEnabled()) {\r\n this._activeParticleSystems.push(particleSystem);\r\n particleSystem.animate();\r\n this._renderingManager.dispatchParticles(particleSystem);\r\n }\r\n }\r\n this.onAfterParticlesRenderingObservable.notifyObservers(this);\r\n }\r\n };\r\n Scene.prototype._activeMesh = function (sourceMesh, mesh) {\r\n if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {\r\n if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {\r\n mesh.skeleton.prepare();\r\n }\r\n if (!mesh.computeBonesUsingShaders) {\r\n this._softwareSkinnedMeshes.pushNoDuplicate(mesh);\r\n }\r\n }\r\n for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n step.action(sourceMesh, mesh);\r\n }\r\n if (mesh !== undefined && mesh !== null\r\n && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {\r\n var subMeshes = this.getActiveSubMeshCandidates(mesh);\r\n var len = subMeshes.length;\r\n for (var i = 0; i < len; i++) {\r\n var subMesh = subMeshes.data[i];\r\n this._evaluateSubMesh(subMesh, mesh, sourceMesh);\r\n }\r\n }\r\n };\r\n /**\r\n * Update the transform matrix to update from the current active camera\r\n * @param force defines a boolean used to force the update even if cache is up to date\r\n */\r\n Scene.prototype.updateTransformMatrix = function (force) {\r\n if (!this.activeCamera) {\r\n return;\r\n }\r\n this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));\r\n };\r\n Scene.prototype._bindFrameBuffer = function () {\r\n if (this.activeCamera && this.activeCamera._multiviewTexture) {\r\n this.activeCamera._multiviewTexture._bindFrameBuffer();\r\n }\r\n else if (this.activeCamera && this.activeCamera.outputRenderTarget) {\r\n var useMultiview = this.getEngine().getCaps().multiview && this.activeCamera.outputRenderTarget && this.activeCamera.outputRenderTarget.getViewCount() > 1;\r\n if (useMultiview) {\r\n this.activeCamera.outputRenderTarget._bindFrameBuffer();\r\n }\r\n else {\r\n var internalTexture = this.activeCamera.outputRenderTarget.getInternalTexture();\r\n if (internalTexture) {\r\n this.getEngine().bindFramebuffer(internalTexture);\r\n }\r\n else {\r\n Logger.Error(\"Camera contains invalid customDefaultRenderTarget\");\r\n }\r\n }\r\n }\r\n else {\r\n this.getEngine().restoreDefaultFramebuffer(); // Restore back buffer if needed\r\n }\r\n };\r\n /** @hidden */\r\n Scene.prototype._renderForCamera = function (camera, rigParent) {\r\n if (camera && camera._skipRendering) {\r\n return;\r\n }\r\n var engine = this._engine;\r\n // Use _activeCamera instead of activeCamera to avoid onActiveCameraChanged\r\n this._activeCamera = camera;\r\n if (!this.activeCamera) {\r\n throw new Error(\"Active camera not set\");\r\n }\r\n // Viewport\r\n engine.setViewport(this.activeCamera.viewport);\r\n // Camera\r\n this.resetCachedMaterial();\r\n this._renderId++;\r\n var useMultiview = this.getEngine().getCaps().multiview && camera.outputRenderTarget && camera.outputRenderTarget.getViewCount() > 1;\r\n if (useMultiview) {\r\n this.setTransformMatrix(camera._rigCameras[0].getViewMatrix(), camera._rigCameras[0].getProjectionMatrix(), camera._rigCameras[1].getViewMatrix(), camera._rigCameras[1].getProjectionMatrix());\r\n }\r\n else {\r\n this.updateTransformMatrix();\r\n }\r\n this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);\r\n // Meshes\r\n this._evaluateActiveMeshes();\r\n // Software skinning\r\n for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {\r\n var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];\r\n mesh.applySkeleton(mesh.skeleton);\r\n }\r\n // Render targets\r\n this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);\r\n if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {\r\n this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);\r\n }\r\n if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {\r\n this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);\r\n }\r\n // Collects render targets from external components.\r\n for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n step.action(this._renderTargets);\r\n }\r\n if (this.renderTargetsEnabled) {\r\n this._intermediateRendering = true;\r\n var needRebind = false;\r\n if (this._renderTargets.length > 0) {\r\n Tools.StartPerformanceCounter(\"Render targets\", this._renderTargets.length > 0);\r\n for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {\r\n var renderTarget = this._renderTargets.data[renderIndex];\r\n if (renderTarget._shouldRender()) {\r\n this._renderId++;\r\n var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;\r\n renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);\r\n needRebind = true;\r\n }\r\n }\r\n Tools.EndPerformanceCounter(\"Render targets\", this._renderTargets.length > 0);\r\n this._renderId++;\r\n }\r\n for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {\r\n var step = _c[_b];\r\n needRebind = step.action(this.activeCamera) || needRebind;\r\n }\r\n this._intermediateRendering = false;\r\n // Need to bind if sub-camera has an outputRenderTarget eg. for webXR\r\n if (this.activeCamera && this.activeCamera.outputRenderTarget) {\r\n needRebind = true;\r\n }\r\n // Restore framebuffer after rendering to targets\r\n if (needRebind) {\r\n this._bindFrameBuffer();\r\n }\r\n }\r\n this.onAfterRenderTargetsRenderObservable.notifyObservers(this);\r\n // Prepare Frame\r\n if (this.postProcessManager && !camera._multiviewTexture) {\r\n this.postProcessManager._prepareFrame();\r\n }\r\n // Before Camera Draw\r\n for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {\r\n var step = _e[_d];\r\n step.action(this.activeCamera);\r\n }\r\n // Render\r\n this.onBeforeDrawPhaseObservable.notifyObservers(this);\r\n this._renderingManager.render(null, null, true, true);\r\n this.onAfterDrawPhaseObservable.notifyObservers(this);\r\n // After Camera Draw\r\n for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {\r\n var step = _g[_f];\r\n step.action(this.activeCamera);\r\n }\r\n // Finalize frame\r\n if (this.postProcessManager && !camera._multiviewTexture) {\r\n this.postProcessManager._finalizeFrame(camera.isIntermediate);\r\n }\r\n // Reset some special arrays\r\n this._renderTargets.reset();\r\n this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);\r\n };\r\n Scene.prototype._processSubCameras = function (camera) {\r\n if (camera.cameraRigMode === Camera.RIG_MODE_NONE || (camera.outputRenderTarget && camera.outputRenderTarget.getViewCount() > 1 && this.getEngine().getCaps().multiview)) {\r\n this._renderForCamera(camera);\r\n this.onAfterRenderCameraObservable.notifyObservers(camera);\r\n return;\r\n }\r\n if (camera._useMultiviewToSingleView) {\r\n this._renderMultiviewToSingleView(camera);\r\n }\r\n else {\r\n // rig cameras\r\n for (var index = 0; index < camera._rigCameras.length; index++) {\r\n this._renderForCamera(camera._rigCameras[index], camera);\r\n }\r\n }\r\n // Use _activeCamera instead of activeCamera to avoid onActiveCameraChanged\r\n this._activeCamera = camera;\r\n this.setTransformMatrix(this._activeCamera.getViewMatrix(), this._activeCamera.getProjectionMatrix());\r\n this.onAfterRenderCameraObservable.notifyObservers(camera);\r\n };\r\n Scene.prototype._checkIntersections = function () {\r\n for (var index = 0; index < this._meshesForIntersections.length; index++) {\r\n var sourceMesh = this._meshesForIntersections.data[index];\r\n if (!sourceMesh.actionManager) {\r\n continue;\r\n }\r\n for (var actionIndex = 0; sourceMesh.actionManager && actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {\r\n var action = sourceMesh.actionManager.actions[actionIndex];\r\n if (action.trigger === 12 || action.trigger === 13) {\r\n var parameters = action.getTriggerParameter();\r\n var otherMesh = parameters instanceof AbstractMesh ? parameters : parameters.mesh;\r\n var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);\r\n var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);\r\n if (areIntersecting && currentIntersectionInProgress === -1) {\r\n if (action.trigger === 12) {\r\n action._executeCurrent(ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));\r\n sourceMesh._intersectionsInProgress.push(otherMesh);\r\n }\r\n else if (action.trigger === 13) {\r\n sourceMesh._intersectionsInProgress.push(otherMesh);\r\n }\r\n }\r\n else if (!areIntersecting && currentIntersectionInProgress > -1) {\r\n //They intersected, and now they don't.\r\n //is this trigger an exit trigger? execute an event.\r\n if (action.trigger === 13) {\r\n action._executeCurrent(ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));\r\n }\r\n //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.\r\n if (!sourceMesh.actionManager.hasSpecificTrigger(13, function (parameter) {\r\n var parameterMesh = parameter instanceof AbstractMesh ? parameter : parameter.mesh;\r\n return otherMesh === parameterMesh;\r\n }) || action.trigger === 13) {\r\n sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n Scene.prototype._advancePhysicsEngineStep = function (step) {\r\n // Do nothing. Code will be replaced if physics engine component is referenced\r\n };\r\n /** @hidden */\r\n Scene.prototype._animate = function () {\r\n // Nothing to do as long as Animatable have not been imported.\r\n };\r\n /** Execute all animations (for a frame) */\r\n Scene.prototype.animate = function () {\r\n if (this._engine.isDeterministicLockStep()) {\r\n var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;\r\n var defaultFrameTime = this._engine.getTimeStep();\r\n var defaultFPS = (1000.0 / defaultFrameTime) / 1000.0;\r\n var stepsTaken = 0;\r\n var maxSubSteps = this._engine.getLockstepMaxSteps();\r\n var internalSteps = Math.floor(deltaTime / defaultFrameTime);\r\n internalSteps = Math.min(internalSteps, maxSubSteps);\r\n while (deltaTime > 0 && stepsTaken < internalSteps) {\r\n this.onBeforeStepObservable.notifyObservers(this);\r\n // Animations\r\n this._animationRatio = defaultFrameTime * defaultFPS;\r\n this._animate();\r\n this.onAfterAnimationsObservable.notifyObservers(this);\r\n // Physics\r\n this._advancePhysicsEngineStep(defaultFrameTime);\r\n this.onAfterStepObservable.notifyObservers(this);\r\n this._currentStepId++;\r\n stepsTaken++;\r\n deltaTime -= defaultFrameTime;\r\n }\r\n this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;\r\n }\r\n else {\r\n // Animations\r\n var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));\r\n this._animationRatio = deltaTime * (60.0 / 1000.0);\r\n this._animate();\r\n this.onAfterAnimationsObservable.notifyObservers(this);\r\n // Physics\r\n this._advancePhysicsEngineStep(deltaTime);\r\n }\r\n };\r\n /**\r\n * Render the scene\r\n * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)\r\n * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)\r\n */\r\n Scene.prototype.render = function (updateCameras, ignoreAnimations) {\r\n if (updateCameras === void 0) { updateCameras = true; }\r\n if (ignoreAnimations === void 0) { ignoreAnimations = false; }\r\n if (this.isDisposed) {\r\n return;\r\n }\r\n this._frameId++;\r\n // Register components that have been associated lately to the scene.\r\n this._registerTransientComponents();\r\n this._activeParticles.fetchNewFrame();\r\n this._totalVertices.fetchNewFrame();\r\n this._activeIndices.fetchNewFrame();\r\n this._activeBones.fetchNewFrame();\r\n this._meshesForIntersections.reset();\r\n this.resetCachedMaterial();\r\n this.onBeforeAnimationsObservable.notifyObservers(this);\r\n // Actions\r\n if (this.actionManager) {\r\n this.actionManager.processTrigger(11);\r\n }\r\n // Animations\r\n if (!ignoreAnimations) {\r\n this.animate();\r\n }\r\n // Before camera update steps\r\n for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n step.action();\r\n }\r\n // Update Cameras\r\n if (updateCameras) {\r\n if (this.activeCameras.length > 0) {\r\n for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {\r\n var camera = this.activeCameras[cameraIndex];\r\n camera.update();\r\n if (camera.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n // rig cameras\r\n for (var index = 0; index < camera._rigCameras.length; index++) {\r\n camera._rigCameras[index].update();\r\n }\r\n }\r\n }\r\n }\r\n else if (this.activeCamera) {\r\n this.activeCamera.update();\r\n if (this.activeCamera.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n // rig cameras\r\n for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {\r\n this.activeCamera._rigCameras[index].update();\r\n }\r\n }\r\n }\r\n }\r\n // Before render\r\n this.onBeforeRenderObservable.notifyObservers(this);\r\n // Customs render targets\r\n this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);\r\n var engine = this.getEngine();\r\n var currentActiveCamera = this.activeCamera;\r\n if (this.renderTargetsEnabled) {\r\n Tools.StartPerformanceCounter(\"Custom render targets\", this.customRenderTargets.length > 0);\r\n this._intermediateRendering = true;\r\n for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {\r\n var renderTarget = this.customRenderTargets[customIndex];\r\n if (renderTarget._shouldRender()) {\r\n this._renderId++;\r\n this.activeCamera = renderTarget.activeCamera || this.activeCamera;\r\n if (!this.activeCamera) {\r\n throw new Error(\"Active camera not set\");\r\n }\r\n // Viewport\r\n engine.setViewport(this.activeCamera.viewport);\r\n // Camera\r\n this.updateTransformMatrix();\r\n renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);\r\n }\r\n }\r\n Tools.EndPerformanceCounter(\"Custom render targets\", this.customRenderTargets.length > 0);\r\n this._intermediateRendering = false;\r\n this._renderId++;\r\n }\r\n // Restore back buffer\r\n this.activeCamera = currentActiveCamera;\r\n this._bindFrameBuffer();\r\n this.onAfterRenderTargetsRenderObservable.notifyObservers(this);\r\n for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {\r\n var step = _c[_b];\r\n step.action();\r\n }\r\n // Clear\r\n if (this.autoClearDepthAndStencil || this.autoClear) {\r\n this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);\r\n }\r\n // Collects render targets from external components.\r\n for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {\r\n var step = _e[_d];\r\n step.action(this._renderTargets);\r\n }\r\n // Multi-cameras?\r\n if (this.activeCameras.length > 0) {\r\n for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {\r\n if (cameraIndex > 0) {\r\n this._engine.clear(null, false, true, true);\r\n }\r\n this._processSubCameras(this.activeCameras[cameraIndex]);\r\n }\r\n }\r\n else {\r\n if (!this.activeCamera) {\r\n throw new Error(\"No camera defined\");\r\n }\r\n this._processSubCameras(this.activeCamera);\r\n }\r\n // Intersection checks\r\n this._checkIntersections();\r\n // Executes the after render stage actions.\r\n for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {\r\n var step = _g[_f];\r\n step.action();\r\n }\r\n // After render\r\n if (this.afterRender) {\r\n this.afterRender();\r\n }\r\n this.onAfterRenderObservable.notifyObservers(this);\r\n // Cleaning\r\n if (this._toBeDisposed.length) {\r\n for (var index = 0; index < this._toBeDisposed.length; index++) {\r\n var data = this._toBeDisposed[index];\r\n if (data) {\r\n data.dispose();\r\n }\r\n }\r\n this._toBeDisposed = [];\r\n }\r\n if (this.dumpNextRenderTargets) {\r\n this.dumpNextRenderTargets = false;\r\n }\r\n this._activeBones.addCount(0, true);\r\n this._activeIndices.addCount(0, true);\r\n this._activeParticles.addCount(0, true);\r\n };\r\n /**\r\n * Freeze all materials\r\n * A frozen material will not be updatable but should be faster to render\r\n */\r\n Scene.prototype.freezeMaterials = function () {\r\n for (var i = 0; i < this.materials.length; i++) {\r\n this.materials[i].freeze();\r\n }\r\n };\r\n /**\r\n * Unfreeze all materials\r\n * A frozen material will not be updatable but should be faster to render\r\n */\r\n Scene.prototype.unfreezeMaterials = function () {\r\n for (var i = 0; i < this.materials.length; i++) {\r\n this.materials[i].unfreeze();\r\n }\r\n };\r\n /**\r\n * Releases all held ressources\r\n */\r\n Scene.prototype.dispose = function () {\r\n this.beforeRender = null;\r\n this.afterRender = null;\r\n if (EngineStore._LastCreatedScene === this) {\r\n EngineStore._LastCreatedScene = null;\r\n }\r\n this.skeletons = [];\r\n this.morphTargetManagers = [];\r\n this._transientComponents = [];\r\n this._isReadyForMeshStage.clear();\r\n this._beforeEvaluateActiveMeshStage.clear();\r\n this._evaluateSubMeshStage.clear();\r\n this._activeMeshStage.clear();\r\n this._cameraDrawRenderTargetStage.clear();\r\n this._beforeCameraDrawStage.clear();\r\n this._beforeRenderTargetDrawStage.clear();\r\n this._beforeRenderingGroupDrawStage.clear();\r\n this._beforeRenderingMeshStage.clear();\r\n this._afterRenderingMeshStage.clear();\r\n this._afterRenderingGroupDrawStage.clear();\r\n this._afterCameraDrawStage.clear();\r\n this._afterRenderTargetDrawStage.clear();\r\n this._afterRenderStage.clear();\r\n this._beforeCameraUpdateStage.clear();\r\n this._beforeClearStage.clear();\r\n this._gatherRenderTargetsStage.clear();\r\n this._gatherActiveCameraRenderTargetsStage.clear();\r\n this._pointerMoveStage.clear();\r\n this._pointerDownStage.clear();\r\n this._pointerUpStage.clear();\r\n for (var _i = 0, _a = this._components; _i < _a.length; _i++) {\r\n var component = _a[_i];\r\n component.dispose();\r\n }\r\n this.importedMeshesFiles = new Array();\r\n if (this.stopAllAnimations) {\r\n this.stopAllAnimations();\r\n }\r\n this.resetCachedMaterial();\r\n // Smart arrays\r\n if (this.activeCamera) {\r\n this.activeCamera._activeMeshes.dispose();\r\n this.activeCamera = null;\r\n }\r\n this._activeMeshes.dispose();\r\n this._renderingManager.dispose();\r\n this._processedMaterials.dispose();\r\n this._activeParticleSystems.dispose();\r\n this._activeSkeletons.dispose();\r\n this._softwareSkinnedMeshes.dispose();\r\n this._renderTargets.dispose();\r\n this._registeredForLateAnimationBindings.dispose();\r\n this._meshesForIntersections.dispose();\r\n this._toBeDisposed = [];\r\n // Abort active requests\r\n for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {\r\n var request = _c[_b];\r\n request.abort();\r\n }\r\n // Events\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderTargetsRenderObservable.clear();\r\n this.onAfterRenderTargetsRenderObservable.clear();\r\n this.onAfterStepObservable.clear();\r\n this.onBeforeStepObservable.clear();\r\n this.onBeforeActiveMeshesEvaluationObservable.clear();\r\n this.onAfterActiveMeshesEvaluationObservable.clear();\r\n this.onBeforeParticlesRenderingObservable.clear();\r\n this.onAfterParticlesRenderingObservable.clear();\r\n this.onBeforeDrawPhaseObservable.clear();\r\n this.onAfterDrawPhaseObservable.clear();\r\n this.onBeforeAnimationsObservable.clear();\r\n this.onAfterAnimationsObservable.clear();\r\n this.onDataLoadedObservable.clear();\r\n this.onBeforeRenderingGroupObservable.clear();\r\n this.onAfterRenderingGroupObservable.clear();\r\n this.onMeshImportedObservable.clear();\r\n this.onBeforeCameraRenderObservable.clear();\r\n this.onAfterCameraRenderObservable.clear();\r\n this.onReadyObservable.clear();\r\n this.onNewCameraAddedObservable.clear();\r\n this.onCameraRemovedObservable.clear();\r\n this.onNewLightAddedObservable.clear();\r\n this.onLightRemovedObservable.clear();\r\n this.onNewGeometryAddedObservable.clear();\r\n this.onGeometryRemovedObservable.clear();\r\n this.onNewTransformNodeAddedObservable.clear();\r\n this.onTransformNodeRemovedObservable.clear();\r\n this.onNewMeshAddedObservable.clear();\r\n this.onMeshRemovedObservable.clear();\r\n this.onNewSkeletonAddedObservable.clear();\r\n this.onSkeletonRemovedObservable.clear();\r\n this.onNewMaterialAddedObservable.clear();\r\n this.onMaterialRemovedObservable.clear();\r\n this.onNewTextureAddedObservable.clear();\r\n this.onTextureRemovedObservable.clear();\r\n this.onPrePointerObservable.clear();\r\n this.onPointerObservable.clear();\r\n this.onPreKeyboardObservable.clear();\r\n this.onKeyboardObservable.clear();\r\n this.onActiveCameraChanged.clear();\r\n this.detachControl();\r\n // Detach cameras\r\n var canvas = this._engine.getInputElement();\r\n if (canvas) {\r\n var index;\r\n for (index = 0; index < this.cameras.length; index++) {\r\n this.cameras[index].detachControl(canvas);\r\n }\r\n }\r\n // Release animation groups\r\n while (this.animationGroups.length) {\r\n this.animationGroups[0].dispose();\r\n }\r\n // Release lights\r\n while (this.lights.length) {\r\n this.lights[0].dispose();\r\n }\r\n // Release meshes\r\n while (this.meshes.length) {\r\n this.meshes[0].dispose(true);\r\n }\r\n while (this.transformNodes.length) {\r\n this.transformNodes[0].dispose(true);\r\n }\r\n // Release cameras\r\n while (this.cameras.length) {\r\n this.cameras[0].dispose();\r\n }\r\n // Release materials\r\n if (this._defaultMaterial) {\r\n this._defaultMaterial.dispose();\r\n }\r\n while (this.multiMaterials.length) {\r\n this.multiMaterials[0].dispose();\r\n }\r\n while (this.materials.length) {\r\n this.materials[0].dispose();\r\n }\r\n // Release particles\r\n while (this.particleSystems.length) {\r\n this.particleSystems[0].dispose();\r\n }\r\n // Release postProcesses\r\n while (this.postProcesses.length) {\r\n this.postProcesses[0].dispose();\r\n }\r\n // Release textures\r\n while (this.textures.length) {\r\n this.textures[0].dispose();\r\n }\r\n // Release UBO\r\n this._sceneUbo.dispose();\r\n if (this._multiviewSceneUbo) {\r\n this._multiviewSceneUbo.dispose();\r\n }\r\n // Post-processes\r\n this.postProcessManager.dispose();\r\n // Remove from engine\r\n index = this._engine.scenes.indexOf(this);\r\n if (index > -1) {\r\n this._engine.scenes.splice(index, 1);\r\n }\r\n this._engine.wipeCaches(true);\r\n this._isDisposed = true;\r\n };\r\n Object.defineProperty(Scene.prototype, \"isDisposed\", {\r\n /**\r\n * Gets if the scene is already disposed\r\n */\r\n get: function () {\r\n return this._isDisposed;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Call this function to reduce memory footprint of the scene.\r\n * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)\r\n */\r\n Scene.prototype.clearCachedVertexData = function () {\r\n for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {\r\n var mesh = this.meshes[meshIndex];\r\n var geometry = mesh.geometry;\r\n if (geometry) {\r\n geometry._indices = [];\r\n for (var vbName in geometry._vertexBuffers) {\r\n if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {\r\n continue;\r\n }\r\n geometry._vertexBuffers[vbName]._buffer._data = null;\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * This function will remove the local cached buffer data from texture.\r\n * It will save memory but will prevent the texture from being rebuilt\r\n */\r\n Scene.prototype.cleanCachedTextureBuffer = function () {\r\n for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {\r\n var baseTexture = _a[_i];\r\n var buffer = baseTexture._buffer;\r\n if (buffer) {\r\n baseTexture._buffer = null;\r\n }\r\n }\r\n };\r\n /**\r\n * Get the world extend vectors with an optional filter\r\n *\r\n * @param filterPredicate the predicate - which meshes should be included when calculating the world size\r\n * @returns {{ min: Vector3; max: Vector3 }} min and max vectors\r\n */\r\n Scene.prototype.getWorldExtends = function (filterPredicate) {\r\n var min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n var max = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n filterPredicate = filterPredicate || (function () { return true; });\r\n this.meshes.filter(filterPredicate).forEach(function (mesh) {\r\n mesh.computeWorldMatrix(true);\r\n if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {\r\n return;\r\n }\r\n var boundingInfo = mesh.getBoundingInfo();\r\n var minBox = boundingInfo.boundingBox.minimumWorld;\r\n var maxBox = boundingInfo.boundingBox.maximumWorld;\r\n Vector3.CheckExtends(minBox, min, max);\r\n Vector3.CheckExtends(maxBox, min, max);\r\n });\r\n return {\r\n min: min,\r\n max: max\r\n };\r\n };\r\n // Picking\r\n /**\r\n * Creates a ray that can be used to pick in the scene\r\n * @param x defines the x coordinate of the origin (on-screen)\r\n * @param y defines the y coordinate of the origin (on-screen)\r\n * @param world defines the world matrix to use if you want to pick in object space (instead of world space)\r\n * @param camera defines the camera to use for the picking\r\n * @param cameraViewSpace defines if picking will be done in view space (false by default)\r\n * @returns a Ray\r\n */\r\n Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {\r\n if (cameraViewSpace === void 0) { cameraViewSpace = false; }\r\n throw _DevTools.WarnImport(\"Ray\");\r\n };\r\n /**\r\n * Creates a ray that can be used to pick in the scene\r\n * @param x defines the x coordinate of the origin (on-screen)\r\n * @param y defines the y coordinate of the origin (on-screen)\r\n * @param world defines the world matrix to use if you want to pick in object space (instead of world space)\r\n * @param result defines the ray where to store the picking ray\r\n * @param camera defines the camera to use for the picking\r\n * @param cameraViewSpace defines if picking will be done in view space (false by default)\r\n * @returns the current scene\r\n */\r\n Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {\r\n if (cameraViewSpace === void 0) { cameraViewSpace = false; }\r\n throw _DevTools.WarnImport(\"Ray\");\r\n };\r\n /**\r\n * Creates a ray that can be used to pick in the scene\r\n * @param x defines the x coordinate of the origin (on-screen)\r\n * @param y defines the y coordinate of the origin (on-screen)\r\n * @param camera defines the camera to use for the picking\r\n * @returns a Ray\r\n */\r\n Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {\r\n throw _DevTools.WarnImport(\"Ray\");\r\n };\r\n /**\r\n * Creates a ray that can be used to pick in the scene\r\n * @param x defines the x coordinate of the origin (on-screen)\r\n * @param y defines the y coordinate of the origin (on-screen)\r\n * @param result defines the ray where to store the picking ray\r\n * @param camera defines the camera to use for the picking\r\n * @returns the current scene\r\n */\r\n Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {\r\n throw _DevTools.WarnImport(\"Ray\");\r\n };\r\n /** Launch a ray to try to pick a mesh in the scene\r\n * @param x position on screen\r\n * @param y position on screen\r\n * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true\r\n * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.\r\n * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns a PickingInfo\r\n */\r\n Scene.prototype.pick = function (x, y, predicate, fastCheck, camera, trianglePredicate) {\r\n // Dummy info if picking as not been imported\r\n var pi = new PickingInfo();\r\n pi._pickingUnavailable = true;\r\n return pi;\r\n };\r\n /** Use the given ray to pick a mesh in the scene\r\n * @param ray The ray to use to pick meshes\r\n * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true\r\n * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns a PickingInfo\r\n */\r\n Scene.prototype.pickWithRay = function (ray, predicate, fastCheck, trianglePredicate) {\r\n throw _DevTools.WarnImport(\"Ray\");\r\n };\r\n /**\r\n * Launch a ray to try to pick a mesh in the scene\r\n * @param x X position on screen\r\n * @param y Y position on screen\r\n * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true\r\n * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns an array of PickingInfo\r\n */\r\n Scene.prototype.multiPick = function (x, y, predicate, camera, trianglePredicate) {\r\n throw _DevTools.WarnImport(\"Ray\");\r\n };\r\n /**\r\n * Launch a ray to try to pick a mesh in the scene\r\n * @param ray Ray to use\r\n * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns an array of PickingInfo\r\n */\r\n Scene.prototype.multiPickWithRay = function (ray, predicate, trianglePredicate) {\r\n throw _DevTools.WarnImport(\"Ray\");\r\n };\r\n /**\r\n * Force the value of meshUnderPointer\r\n * @param mesh defines the mesh to use\r\n */\r\n Scene.prototype.setPointerOverMesh = function (mesh) {\r\n this._inputManager.setPointerOverMesh(mesh);\r\n };\r\n /**\r\n * Gets the mesh under the pointer\r\n * @returns a Mesh or null if no mesh is under the pointer\r\n */\r\n Scene.prototype.getPointerOverMesh = function () {\r\n return this._inputManager.getPointerOverMesh();\r\n };\r\n // Misc.\r\n /** @hidden */\r\n Scene.prototype._rebuildGeometries = function () {\r\n for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {\r\n var geometry = _a[_i];\r\n geometry._rebuild();\r\n }\r\n for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {\r\n var mesh = _c[_b];\r\n mesh._rebuild();\r\n }\r\n if (this.postProcessManager) {\r\n this.postProcessManager._rebuild();\r\n }\r\n for (var _d = 0, _e = this._components; _d < _e.length; _d++) {\r\n var component = _e[_d];\r\n component.rebuild();\r\n }\r\n for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {\r\n var system = _g[_f];\r\n system.rebuild();\r\n }\r\n };\r\n /** @hidden */\r\n Scene.prototype._rebuildTextures = function () {\r\n for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {\r\n var texture = _a[_i];\r\n texture._rebuild();\r\n }\r\n this.markAllMaterialsAsDirty(1);\r\n };\r\n // Tags\r\n Scene.prototype._getByTags = function (list, tagsQuery, forEach) {\r\n if (tagsQuery === undefined) {\r\n // returns the complete list (could be done with Tags.MatchesQuery but no need to have a for-loop here)\r\n return list;\r\n }\r\n var listByTags = [];\r\n forEach = forEach || (function (item) { return; });\r\n for (var i in list) {\r\n var item = list[i];\r\n if (Tags && Tags.MatchesQuery(item, tagsQuery)) {\r\n listByTags.push(item);\r\n forEach(item);\r\n }\r\n }\r\n return listByTags;\r\n };\r\n /**\r\n * Get a list of meshes by tags\r\n * @param tagsQuery defines the tags query to use\r\n * @param forEach defines a predicate used to filter results\r\n * @returns an array of Mesh\r\n */\r\n Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {\r\n return this._getByTags(this.meshes, tagsQuery, forEach);\r\n };\r\n /**\r\n * Get a list of cameras by tags\r\n * @param tagsQuery defines the tags query to use\r\n * @param forEach defines a predicate used to filter results\r\n * @returns an array of Camera\r\n */\r\n Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {\r\n return this._getByTags(this.cameras, tagsQuery, forEach);\r\n };\r\n /**\r\n * Get a list of lights by tags\r\n * @param tagsQuery defines the tags query to use\r\n * @param forEach defines a predicate used to filter results\r\n * @returns an array of Light\r\n */\r\n Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {\r\n return this._getByTags(this.lights, tagsQuery, forEach);\r\n };\r\n /**\r\n * Get a list of materials by tags\r\n * @param tagsQuery defines the tags query to use\r\n * @param forEach defines a predicate used to filter results\r\n * @returns an array of Material\r\n */\r\n Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {\r\n return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));\r\n };\r\n /**\r\n * Overrides the default sort function applied in the renderging group to prepare the meshes.\r\n * This allowed control for front to back rendering or reversly depending of the special needs.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\r\n * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\r\n * @param transparentSortCompareFn The transparent queue comparison function use to sort.\r\n */\r\n Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {\r\n if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }\r\n if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }\r\n if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }\r\n this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);\r\n };\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n * @param depth Automatically clears depth between groups if true and autoClear is true.\r\n * @param stencil Automatically clears stencil between groups if true and autoClear is true.\r\n */\r\n Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {\r\n if (depth === void 0) { depth = true; }\r\n if (stencil === void 0) { stencil = true; }\r\n this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);\r\n };\r\n /**\r\n * Gets the current auto clear configuration for one rendering group of the rendering\r\n * manager.\r\n * @param index the rendering group index to get the information for\r\n * @returns The auto clear setup for the requested rendering group\r\n */\r\n Scene.prototype.getAutoClearDepthStencilSetup = function (index) {\r\n return this._renderingManager.getAutoClearDepthStencilSetup(index);\r\n };\r\n Object.defineProperty(Scene.prototype, \"blockMaterialDirtyMechanism\", {\r\n /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */\r\n get: function () {\r\n return this._blockMaterialDirtyMechanism;\r\n },\r\n set: function (value) {\r\n if (this._blockMaterialDirtyMechanism === value) {\r\n return;\r\n }\r\n this._blockMaterialDirtyMechanism = value;\r\n if (!value) { // Do a complete update\r\n this.markAllMaterialsAsDirty(31);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Will flag all materials as dirty to trigger new shader compilation\r\n * @param flag defines the flag used to specify which material part must be marked as dirty\r\n * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty\r\n */\r\n Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {\r\n if (this._blockMaterialDirtyMechanism) {\r\n return;\r\n }\r\n for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {\r\n var material = _a[_i];\r\n if (predicate && !predicate(material)) {\r\n continue;\r\n }\r\n material.markAsDirty(flag);\r\n }\r\n };\r\n /** @hidden */\r\n Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {\r\n var _this = this;\r\n var request = FileTools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);\r\n this._activeRequests.push(request);\r\n request.onCompleteObservable.add(function (request) {\r\n _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);\r\n });\r\n return request;\r\n };\r\n /** @hidden */\r\n Scene.prototype._loadFileAsync = function (url, onProgress, useOfflineSupport, useArrayBuffer) {\r\n var _this = this;\r\n return new Promise(function (resolve, reject) {\r\n _this._loadFile(url, function (data) {\r\n resolve(data);\r\n }, onProgress, useOfflineSupport, useArrayBuffer, function (request, exception) {\r\n reject(exception);\r\n });\r\n });\r\n };\r\n /** @hidden */\r\n Scene.prototype._requestFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError, onOpened) {\r\n var _this = this;\r\n var request = FileTools.RequestFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError, onOpened);\r\n this._activeRequests.push(request);\r\n request.onCompleteObservable.add(function (request) {\r\n _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);\r\n });\r\n return request;\r\n };\r\n /** @hidden */\r\n Scene.prototype._requestFileAsync = function (url, onProgress, useOfflineSupport, useArrayBuffer, onOpened) {\r\n var _this = this;\r\n return new Promise(function (resolve, reject) {\r\n _this._requestFile(url, function (data) {\r\n resolve(data);\r\n }, onProgress, useOfflineSupport, useArrayBuffer, function (error) {\r\n reject(error);\r\n }, onOpened);\r\n });\r\n };\r\n /** @hidden */\r\n Scene.prototype._readFile = function (file, onSuccess, onProgress, useArrayBuffer, onError) {\r\n var _this = this;\r\n var request = FileTools.ReadFile(file, onSuccess, onProgress, useArrayBuffer, onError);\r\n this._activeRequests.push(request);\r\n request.onCompleteObservable.add(function (request) {\r\n _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);\r\n });\r\n return request;\r\n };\r\n /** @hidden */\r\n Scene.prototype._readFileAsync = function (file, onProgress, useArrayBuffer) {\r\n var _this = this;\r\n return new Promise(function (resolve, reject) {\r\n _this._readFile(file, function (data) {\r\n resolve(data);\r\n }, onProgress, useArrayBuffer, function (error) {\r\n reject(error);\r\n });\r\n });\r\n };\r\n /** The fog is deactivated */\r\n Scene.FOGMODE_NONE = 0;\r\n /** The fog density is following an exponential function */\r\n Scene.FOGMODE_EXP = 1;\r\n /** The fog density is following an exponential function faster than FOGMODE_EXP */\r\n Scene.FOGMODE_EXP2 = 2;\r\n /** The fog density is following a linear function. */\r\n Scene.FOGMODE_LINEAR = 3;\r\n /**\r\n * Gets or sets the minimum deltatime when deterministic lock step is enabled\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n */\r\n Scene.MinDeltaTime = 1.0;\r\n /**\r\n * Gets or sets the maximum deltatime when deterministic lock step is enabled\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n */\r\n Scene.MaxDeltaTime = 1000.0;\r\n return Scene;\r\n}(AbstractScene));\r\nexport { Scene };\r\n//# sourceMappingURL=scene.js.map","import { __decorate } from \"tslib\";\r\nimport { Matrix, Vector3 } from \"./Maths/math.vector\";\r\nimport { serialize } from \"./Misc/decorators\";\r\nimport { Observable } from \"./Misc/observable\";\r\nimport { EngineStore } from \"./Engines/engineStore\";\r\nimport { _DevTools } from './Misc/devTools';\r\n/**\r\n * Node is the basic class for all scene objects (Mesh, Light, Camera.)\r\n */\r\nvar Node = /** @class */ (function () {\r\n /**\r\n * Creates a new Node\r\n * @param name the name and id to be given to this node\r\n * @param scene the scene this node will be added to\r\n */\r\n function Node(name, scene) {\r\n if (scene === void 0) { scene = null; }\r\n /**\r\n * Gets or sets a string used to store user defined state for the node\r\n */\r\n this.state = \"\";\r\n /**\r\n * Gets or sets an object used to store user defined information for the node\r\n */\r\n this.metadata = null;\r\n /**\r\n * For internal use only. Please do not use.\r\n */\r\n this.reservedDataStore = null;\r\n this._doNotSerialize = false;\r\n /** @hidden */\r\n this._isDisposed = false;\r\n /**\r\n * Gets a list of Animations associated with the node\r\n */\r\n this.animations = new Array();\r\n this._ranges = {};\r\n /**\r\n * Callback raised when the node is ready to be used\r\n */\r\n this.onReady = null;\r\n this._isEnabled = true;\r\n this._isParentEnabled = true;\r\n this._isReady = true;\r\n /** @hidden */\r\n this._currentRenderId = -1;\r\n this._parentUpdateId = -1;\r\n /** @hidden */\r\n this._childUpdateId = -1;\r\n /** @hidden */\r\n this._waitingParentId = null;\r\n /** @hidden */\r\n this._cache = {};\r\n this._parentNode = null;\r\n this._children = null;\r\n /** @hidden */\r\n this._worldMatrix = Matrix.Identity();\r\n /** @hidden */\r\n this._worldMatrixDeterminant = 0;\r\n /** @hidden */\r\n this._worldMatrixDeterminantIsDirty = true;\r\n /** @hidden */\r\n this._sceneRootNodesIndex = -1;\r\n this._animationPropertiesOverride = null;\r\n /** @hidden */\r\n this._isNode = true;\r\n /**\r\n * An event triggered when the mesh is disposed\r\n */\r\n this.onDisposeObservable = new Observable();\r\n this._onDisposeObserver = null;\r\n // Behaviors\r\n this._behaviors = new Array();\r\n this.name = name;\r\n this.id = name;\r\n this._scene = (scene || EngineStore.LastCreatedScene);\r\n this.uniqueId = this._scene.getUniqueId();\r\n this._initCache();\r\n }\r\n /**\r\n * Add a new node constructor\r\n * @param type defines the type name of the node to construct\r\n * @param constructorFunc defines the constructor function\r\n */\r\n Node.AddNodeConstructor = function (type, constructorFunc) {\r\n this._NodeConstructors[type] = constructorFunc;\r\n };\r\n /**\r\n * Returns a node constructor based on type name\r\n * @param type defines the type name\r\n * @param name defines the new node name\r\n * @param scene defines the hosting scene\r\n * @param options defines optional options to transmit to constructors\r\n * @returns the new constructor or null\r\n */\r\n Node.Construct = function (type, name, scene, options) {\r\n var constructorFunc = this._NodeConstructors[type];\r\n if (!constructorFunc) {\r\n return null;\r\n }\r\n return constructorFunc(name, scene, options);\r\n };\r\n Object.defineProperty(Node.prototype, \"doNotSerialize\", {\r\n /**\r\n * Gets or sets a boolean used to define if the node must be serialized\r\n */\r\n get: function () {\r\n if (this._doNotSerialize) {\r\n return true;\r\n }\r\n if (this._parentNode) {\r\n return this._parentNode.doNotSerialize;\r\n }\r\n return false;\r\n },\r\n set: function (value) {\r\n this._doNotSerialize = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets a boolean indicating if the node has been disposed\r\n * @returns true if the node was disposed\r\n */\r\n Node.prototype.isDisposed = function () {\r\n return this._isDisposed;\r\n };\r\n Object.defineProperty(Node.prototype, \"parent\", {\r\n get: function () {\r\n return this._parentNode;\r\n },\r\n /**\r\n * Gets or sets the parent of the node (without keeping the current position in the scene)\r\n * @see https://doc.babylonjs.com/how_to/parenting\r\n */\r\n set: function (parent) {\r\n if (this._parentNode === parent) {\r\n return;\r\n }\r\n var previousParentNode = this._parentNode;\r\n // Remove self from list of children of parent\r\n if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {\r\n var index = this._parentNode._children.indexOf(this);\r\n if (index !== -1) {\r\n this._parentNode._children.splice(index, 1);\r\n }\r\n if (!parent && !this._isDisposed) {\r\n this._addToSceneRootNodes();\r\n }\r\n }\r\n // Store new parent\r\n this._parentNode = parent;\r\n // Add as child to new parent\r\n if (this._parentNode) {\r\n if (this._parentNode._children === undefined || this._parentNode._children === null) {\r\n this._parentNode._children = new Array();\r\n }\r\n this._parentNode._children.push(this);\r\n if (!previousParentNode) {\r\n this._removeFromSceneRootNodes();\r\n }\r\n }\r\n // Enabled state\r\n this._syncParentEnabledState();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n Node.prototype._addToSceneRootNodes = function () {\r\n if (this._sceneRootNodesIndex === -1) {\r\n this._sceneRootNodesIndex = this._scene.rootNodes.length;\r\n this._scene.rootNodes.push(this);\r\n }\r\n };\r\n /** @hidden */\r\n Node.prototype._removeFromSceneRootNodes = function () {\r\n if (this._sceneRootNodesIndex !== -1) {\r\n var rootNodes = this._scene.rootNodes;\r\n var lastIdx = rootNodes.length - 1;\r\n rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];\r\n rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;\r\n this._scene.rootNodes.pop();\r\n this._sceneRootNodesIndex = -1;\r\n }\r\n };\r\n Object.defineProperty(Node.prototype, \"animationPropertiesOverride\", {\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n get: function () {\r\n if (!this._animationPropertiesOverride) {\r\n return this._scene.animationPropertiesOverride;\r\n }\r\n return this._animationPropertiesOverride;\r\n },\r\n set: function (value) {\r\n this._animationPropertiesOverride = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets a string idenfifying the name of the class\r\n * @returns \"Node\" string\r\n */\r\n Node.prototype.getClassName = function () {\r\n return \"Node\";\r\n };\r\n Object.defineProperty(Node.prototype, \"onDispose\", {\r\n /**\r\n * Sets a callback that will be raised when the node will be disposed\r\n */\r\n set: function (callback) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the scene of the node\r\n * @returns a scene\r\n */\r\n Node.prototype.getScene = function () {\r\n return this._scene;\r\n };\r\n /**\r\n * Gets the engine of the node\r\n * @returns a Engine\r\n */\r\n Node.prototype.getEngine = function () {\r\n return this._scene.getEngine();\r\n };\r\n /**\r\n * Attach a behavior to the node\r\n * @see http://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @param attachImmediately defines that the behavior must be attached even if the scene is still loading\r\n * @returns the current Node\r\n */\r\n Node.prototype.addBehavior = function (behavior, attachImmediately) {\r\n var _this = this;\r\n if (attachImmediately === void 0) { attachImmediately = false; }\r\n var index = this._behaviors.indexOf(behavior);\r\n if (index !== -1) {\r\n return this;\r\n }\r\n behavior.init();\r\n if (this._scene.isLoading && !attachImmediately) {\r\n // We defer the attach when the scene will be loaded\r\n this._scene.onDataLoadedObservable.addOnce(function () {\r\n behavior.attach(_this);\r\n });\r\n }\r\n else {\r\n behavior.attach(this);\r\n }\r\n this._behaviors.push(behavior);\r\n return this;\r\n };\r\n /**\r\n * Remove an attached behavior\r\n * @see http://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current Node\r\n */\r\n Node.prototype.removeBehavior = function (behavior) {\r\n var index = this._behaviors.indexOf(behavior);\r\n if (index === -1) {\r\n return this;\r\n }\r\n this._behaviors[index].detach();\r\n this._behaviors.splice(index, 1);\r\n return this;\r\n };\r\n Object.defineProperty(Node.prototype, \"behaviors\", {\r\n /**\r\n * Gets the list of attached behaviors\r\n * @see http://doc.babylonjs.com/features/behaviour\r\n */\r\n get: function () {\r\n return this._behaviors;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets an attached behavior by name\r\n * @param name defines the name of the behavior to look for\r\n * @see http://doc.babylonjs.com/features/behaviour\r\n * @returns null if behavior was not found else the requested behavior\r\n */\r\n Node.prototype.getBehaviorByName = function (name) {\r\n for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {\r\n var behavior = _a[_i];\r\n if (behavior.name === name) {\r\n return behavior;\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Returns the latest update of the World matrix\r\n * @returns a Matrix\r\n */\r\n Node.prototype.getWorldMatrix = function () {\r\n if (this._currentRenderId !== this._scene.getRenderId()) {\r\n this.computeWorldMatrix();\r\n }\r\n return this._worldMatrix;\r\n };\r\n /** @hidden */\r\n Node.prototype._getWorldMatrixDeterminant = function () {\r\n if (this._worldMatrixDeterminantIsDirty) {\r\n this._worldMatrixDeterminantIsDirty = false;\r\n this._worldMatrixDeterminant = this._worldMatrix.determinant();\r\n }\r\n return this._worldMatrixDeterminant;\r\n };\r\n Object.defineProperty(Node.prototype, \"worldMatrixFromCache\", {\r\n /**\r\n * Returns directly the latest state of the mesh World matrix.\r\n * A Matrix is returned.\r\n */\r\n get: function () {\r\n return this._worldMatrix;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // override it in derived class if you add new variables to the cache\r\n // and call the parent class method\r\n /** @hidden */\r\n Node.prototype._initCache = function () {\r\n this._cache = {};\r\n this._cache.parent = undefined;\r\n };\r\n /** @hidden */\r\n Node.prototype.updateCache = function (force) {\r\n if (!force && this.isSynchronized()) {\r\n return;\r\n }\r\n this._cache.parent = this.parent;\r\n this._updateCache();\r\n };\r\n /** @hidden */\r\n Node.prototype._getActionManagerForTrigger = function (trigger, initialCall) {\r\n if (initialCall === void 0) { initialCall = true; }\r\n if (!this.parent) {\r\n return null;\r\n }\r\n return this.parent._getActionManagerForTrigger(trigger, false);\r\n };\r\n // override it in derived class if you add new variables to the cache\r\n // and call the parent class method if !ignoreParentClass\r\n /** @hidden */\r\n Node.prototype._updateCache = function (ignoreParentClass) {\r\n };\r\n // override it in derived class if you add new variables to the cache\r\n /** @hidden */\r\n Node.prototype._isSynchronized = function () {\r\n return true;\r\n };\r\n /** @hidden */\r\n Node.prototype._markSyncedWithParent = function () {\r\n if (this._parentNode) {\r\n this._parentUpdateId = this._parentNode._childUpdateId;\r\n }\r\n };\r\n /** @hidden */\r\n Node.prototype.isSynchronizedWithParent = function () {\r\n if (!this._parentNode) {\r\n return true;\r\n }\r\n if (this._parentUpdateId !== this._parentNode._childUpdateId) {\r\n return false;\r\n }\r\n return this._parentNode.isSynchronized();\r\n };\r\n /** @hidden */\r\n Node.prototype.isSynchronized = function () {\r\n if (this._cache.parent != this._parentNode) {\r\n this._cache.parent = this._parentNode;\r\n return false;\r\n }\r\n if (this._parentNode && !this.isSynchronizedWithParent()) {\r\n return false;\r\n }\r\n return this._isSynchronized();\r\n };\r\n /**\r\n * Is this node ready to be used/rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @return true if the node is ready\r\n */\r\n Node.prototype.isReady = function (completeCheck) {\r\n if (completeCheck === void 0) { completeCheck = false; }\r\n return this._isReady;\r\n };\r\n /**\r\n * Is this node enabled?\r\n * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true\r\n * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors\r\n * @return whether this node (and its parent) is enabled\r\n */\r\n Node.prototype.isEnabled = function (checkAncestors) {\r\n if (checkAncestors === void 0) { checkAncestors = true; }\r\n if (checkAncestors === false) {\r\n return this._isEnabled;\r\n }\r\n if (!this._isEnabled) {\r\n return false;\r\n }\r\n return this._isParentEnabled;\r\n };\r\n /** @hidden */\r\n Node.prototype._syncParentEnabledState = function () {\r\n this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;\r\n if (this._children) {\r\n this._children.forEach(function (c) {\r\n c._syncParentEnabledState(); // Force children to update accordingly\r\n });\r\n }\r\n };\r\n /**\r\n * Set the enabled state of this node\r\n * @param value defines the new enabled state\r\n */\r\n Node.prototype.setEnabled = function (value) {\r\n this._isEnabled = value;\r\n this._syncParentEnabledState();\r\n };\r\n /**\r\n * Is this node a descendant of the given node?\r\n * The function will iterate up the hierarchy until the ancestor was found or no more parents defined\r\n * @param ancestor defines the parent node to inspect\r\n * @returns a boolean indicating if this node is a descendant of the given node\r\n */\r\n Node.prototype.isDescendantOf = function (ancestor) {\r\n if (this.parent) {\r\n if (this.parent === ancestor) {\r\n return true;\r\n }\r\n return this.parent.isDescendantOf(ancestor);\r\n }\r\n return false;\r\n };\r\n /** @hidden */\r\n Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {\r\n if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }\r\n if (!this._children) {\r\n return;\r\n }\r\n for (var index = 0; index < this._children.length; index++) {\r\n var item = this._children[index];\r\n if (!predicate || predicate(item)) {\r\n results.push(item);\r\n }\r\n if (!directDescendantsOnly) {\r\n item._getDescendants(results, false, predicate);\r\n }\r\n }\r\n };\r\n /**\r\n * Will return all nodes that have this node as ascendant\r\n * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered\r\n * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\r\n * @return all children nodes of all types\r\n */\r\n Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {\r\n var results = new Array();\r\n this._getDescendants(results, directDescendantsOnly, predicate);\r\n return results;\r\n };\r\n /**\r\n * Get all child-meshes of this node\r\n * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)\r\n * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\r\n * @returns an array of AbstractMesh\r\n */\r\n Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {\r\n var results = [];\r\n this._getDescendants(results, directDescendantsOnly, function (node) {\r\n return ((!predicate || predicate(node)) && (node.cullingStrategy !== undefined));\r\n });\r\n return results;\r\n };\r\n /**\r\n * Get all direct children of this node\r\n * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\r\n * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)\r\n * @returns an array of Node\r\n */\r\n Node.prototype.getChildren = function (predicate, directDescendantsOnly) {\r\n if (directDescendantsOnly === void 0) { directDescendantsOnly = true; }\r\n return this.getDescendants(directDescendantsOnly, predicate);\r\n };\r\n /** @hidden */\r\n Node.prototype._setReady = function (state) {\r\n if (state === this._isReady) {\r\n return;\r\n }\r\n if (!state) {\r\n this._isReady = false;\r\n return;\r\n }\r\n if (this.onReady) {\r\n this.onReady(this);\r\n }\r\n this._isReady = true;\r\n };\r\n /**\r\n * Get an animation by name\r\n * @param name defines the name of the animation to look for\r\n * @returns null if not found else the requested animation\r\n */\r\n Node.prototype.getAnimationByName = function (name) {\r\n for (var i = 0; i < this.animations.length; i++) {\r\n var animation = this.animations[i];\r\n if (animation.name === name) {\r\n return animation;\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Creates an animation range for this node\r\n * @param name defines the name of the range\r\n * @param from defines the starting key\r\n * @param to defines the end key\r\n */\r\n Node.prototype.createAnimationRange = function (name, from, to) {\r\n // check name not already in use\r\n if (!this._ranges[name]) {\r\n this._ranges[name] = Node._AnimationRangeFactory(name, from, to);\r\n for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {\r\n if (this.animations[i]) {\r\n this.animations[i].createRange(name, from, to);\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * Delete a specific animation range\r\n * @param name defines the name of the range to delete\r\n * @param deleteFrames defines if animation frames from the range must be deleted as well\r\n */\r\n Node.prototype.deleteAnimationRange = function (name, deleteFrames) {\r\n if (deleteFrames === void 0) { deleteFrames = true; }\r\n for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {\r\n if (this.animations[i]) {\r\n this.animations[i].deleteRange(name, deleteFrames);\r\n }\r\n }\r\n this._ranges[name] = null; // said much faster than 'delete this._range[name]'\r\n };\r\n /**\r\n * Get an animation range by name\r\n * @param name defines the name of the animation range to look for\r\n * @returns null if not found else the requested animation range\r\n */\r\n Node.prototype.getAnimationRange = function (name) {\r\n return this._ranges[name];\r\n };\r\n /**\r\n * Gets the list of all animation ranges defined on this node\r\n * @returns an array\r\n */\r\n Node.prototype.getAnimationRanges = function () {\r\n var animationRanges = [];\r\n var name;\r\n for (name in this._ranges) {\r\n animationRanges.push(this._ranges[name]);\r\n }\r\n return animationRanges;\r\n };\r\n /**\r\n * Will start the animation sequence\r\n * @param name defines the range frames for animation sequence\r\n * @param loop defines if the animation should loop (false by default)\r\n * @param speedRatio defines the speed factor in which to run the animation (1 by default)\r\n * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)\r\n * @returns the object created for this animation. If range does not exist, it will return null\r\n */\r\n Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {\r\n var range = this.getAnimationRange(name);\r\n if (!range) {\r\n return null;\r\n }\r\n return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);\r\n };\r\n /**\r\n * Serialize animation ranges into a JSON compatible object\r\n * @returns serialization object\r\n */\r\n Node.prototype.serializeAnimationRanges = function () {\r\n var serializationRanges = [];\r\n for (var name in this._ranges) {\r\n var localRange = this._ranges[name];\r\n if (!localRange) {\r\n continue;\r\n }\r\n var range = {};\r\n range.name = name;\r\n range.from = localRange.from;\r\n range.to = localRange.to;\r\n serializationRanges.push(range);\r\n }\r\n return serializationRanges;\r\n };\r\n /**\r\n * Computes the world matrix of the node\r\n * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch\r\n * @returns the world matrix\r\n */\r\n Node.prototype.computeWorldMatrix = function (force) {\r\n if (!this._worldMatrix) {\r\n this._worldMatrix = Matrix.Identity();\r\n }\r\n return this._worldMatrix;\r\n };\r\n /**\r\n * Releases resources associated with this node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {\r\n if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }\r\n this._isDisposed = true;\r\n if (!doNotRecurse) {\r\n var nodes = this.getDescendants(true);\r\n for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {\r\n var node = nodes_1[_i];\r\n node.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n }\r\n if (!this.parent) {\r\n this._removeFromSceneRootNodes();\r\n }\r\n else {\r\n this.parent = null;\r\n }\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n // Behaviors\r\n for (var _a = 0, _b = this._behaviors; _a < _b.length; _a++) {\r\n var behavior = _b[_a];\r\n behavior.detach();\r\n }\r\n this._behaviors = [];\r\n };\r\n /**\r\n * Parse animation range data from a serialization object and store them into a given node\r\n * @param node defines where to store the animation ranges\r\n * @param parsedNode defines the serialization object to read data from\r\n * @param scene defines the hosting scene\r\n */\r\n Node.ParseAnimationRanges = function (node, parsedNode, scene) {\r\n if (parsedNode.ranges) {\r\n for (var index = 0; index < parsedNode.ranges.length; index++) {\r\n var data = parsedNode.ranges[index];\r\n node.createAnimationRange(data.name, data.from, data.to);\r\n }\r\n }\r\n };\r\n /**\r\n * Return the minimum and maximum world vectors of the entire hierarchy under current node\r\n * @param includeDescendants Include bounding info from descendants as well (true by default)\r\n * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors\r\n * @returns the new bounding vectors\r\n */\r\n Node.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {\r\n if (includeDescendants === void 0) { includeDescendants = true; }\r\n if (predicate === void 0) { predicate = null; }\r\n // Ensures that all world matrix will be recomputed.\r\n this.getScene().incrementRenderId();\r\n this.computeWorldMatrix(true);\r\n var min;\r\n var max;\r\n var thisAbstractMesh = this;\r\n if (thisAbstractMesh.getBoundingInfo && thisAbstractMesh.subMeshes) {\r\n // If this is an abstract mesh get its bounding info\r\n var boundingInfo = thisAbstractMesh.getBoundingInfo();\r\n min = boundingInfo.boundingBox.minimumWorld.clone();\r\n max = boundingInfo.boundingBox.maximumWorld.clone();\r\n }\r\n else {\r\n min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n max = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n }\r\n if (includeDescendants) {\r\n var descendants = this.getDescendants(false);\r\n for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {\r\n var descendant = descendants_1[_i];\r\n var childMesh = descendant;\r\n childMesh.computeWorldMatrix(true);\r\n // Filters meshes based on custom predicate function.\r\n if (predicate && !predicate(childMesh)) {\r\n continue;\r\n }\r\n //make sure we have the needed params to get mix and max\r\n if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {\r\n continue;\r\n }\r\n var childBoundingInfo = childMesh.getBoundingInfo();\r\n var boundingBox = childBoundingInfo.boundingBox;\r\n var minBox = boundingBox.minimumWorld;\r\n var maxBox = boundingBox.maximumWorld;\r\n Vector3.CheckExtends(minBox, min, max);\r\n Vector3.CheckExtends(maxBox, min, max);\r\n }\r\n }\r\n return {\r\n min: min,\r\n max: max\r\n };\r\n };\r\n /** @hidden */\r\n Node._AnimationRangeFactory = function (name, from, to) {\r\n throw _DevTools.WarnImport(\"AnimationRange\");\r\n };\r\n Node._NodeConstructors = {};\r\n __decorate([\r\n serialize()\r\n ], Node.prototype, \"name\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Node.prototype, \"id\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Node.prototype, \"uniqueId\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Node.prototype, \"state\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Node.prototype, \"metadata\", void 0);\r\n return Node;\r\n}());\r\nexport { Node };\r\n//# sourceMappingURL=node.js.map","import { Vector3 } from './math.vector';\r\n/** Defines supported spaces */\r\nexport var Space;\r\n(function (Space) {\r\n /** Local (object) space */\r\n Space[Space[\"LOCAL\"] = 0] = \"LOCAL\";\r\n /** World space */\r\n Space[Space[\"WORLD\"] = 1] = \"WORLD\";\r\n /** Bone space */\r\n Space[Space[\"BONE\"] = 2] = \"BONE\";\r\n})(Space || (Space = {}));\r\n/** Defines the 3 main axes */\r\nvar Axis = /** @class */ (function () {\r\n function Axis() {\r\n }\r\n /** X axis */\r\n Axis.X = new Vector3(1.0, 0.0, 0.0);\r\n /** Y axis */\r\n Axis.Y = new Vector3(0.0, 1.0, 0.0);\r\n /** Z axis */\r\n Axis.Z = new Vector3(0.0, 0.0, 1.0);\r\n return Axis;\r\n}());\r\nexport { Axis };\r\n//# sourceMappingURL=math.axis.js.map","/**\r\n * Class used to help managing file picking and drag'n'drop\r\n * File Storage\r\n */\r\nvar FilesInputStore = /** @class */ (function () {\r\n function FilesInputStore() {\r\n }\r\n /**\r\n * List of files ready to be loaded\r\n */\r\n FilesInputStore.FilesToLoad = {};\r\n return FilesInputStore;\r\n}());\r\nexport { FilesInputStore };\r\n//# sourceMappingURL=filesInputStore.js.map","/**\r\n * Class used to define a retry strategy when error happens while loading assets\r\n */\r\nvar RetryStrategy = /** @class */ (function () {\r\n function RetryStrategy() {\r\n }\r\n /**\r\n * Function used to defines an exponential back off strategy\r\n * @param maxRetries defines the maximum number of retries (3 by default)\r\n * @param baseInterval defines the interval between retries\r\n * @returns the strategy function to use\r\n */\r\n RetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {\r\n if (maxRetries === void 0) { maxRetries = 3; }\r\n if (baseInterval === void 0) { baseInterval = 500; }\r\n return function (url, request, retryIndex) {\r\n if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf(\"file:\") !== -1) {\r\n return -1;\r\n }\r\n return Math.pow(2, retryIndex) * baseInterval;\r\n };\r\n };\r\n return RetryStrategy;\r\n}());\r\nexport { RetryStrategy };\r\n//# sourceMappingURL=retryStrategy.js.map","import { __extends } from \"tslib\";\r\n/**\r\n * @ignore\r\n * Application error to support additional information when loading a file\r\n */\r\nvar BaseError = /** @class */ (function (_super) {\r\n __extends(BaseError, _super);\r\n function BaseError() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript\r\n // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work\r\n // Polyfill for Object.setPrototypeOf if necessary.\r\n BaseError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });\r\n return BaseError;\r\n}(Error));\r\nexport { BaseError };\r\n//# sourceMappingURL=baseError.js.map","import { __extends } from \"tslib\";\r\nimport { WebRequest } from './webRequest';\r\nimport { DomManagement } from './domManagement';\r\nimport { Observable } from './observable';\r\nimport { FilesInputStore } from './filesInputStore';\r\nimport { RetryStrategy } from './retryStrategy';\r\nimport { BaseError } from './baseError';\r\nimport { StringTools } from './stringTools';\r\nimport { ThinEngine } from '../Engines/thinEngine';\r\nimport { ShaderProcessor } from '../Engines/Processors/shaderProcessor';\r\n/** @ignore */\r\nvar LoadFileError = /** @class */ (function (_super) {\r\n __extends(LoadFileError, _super);\r\n /**\r\n * Creates a new LoadFileError\r\n * @param message defines the message of the error\r\n * @param request defines the optional web request\r\n * @param file defines the optional file\r\n */\r\n function LoadFileError(message, object) {\r\n var _this = _super.call(this, message) || this;\r\n _this.name = \"LoadFileError\";\r\n BaseError._setPrototypeOf(_this, LoadFileError.prototype);\r\n if (object instanceof WebRequest) {\r\n _this.request = object;\r\n }\r\n else {\r\n _this.file = object;\r\n }\r\n return _this;\r\n }\r\n return LoadFileError;\r\n}(BaseError));\r\nexport { LoadFileError };\r\n/** @ignore */\r\nvar RequestFileError = /** @class */ (function (_super) {\r\n __extends(RequestFileError, _super);\r\n /**\r\n * Creates a new LoadFileError\r\n * @param message defines the message of the error\r\n * @param request defines the optional web request\r\n */\r\n function RequestFileError(message, request) {\r\n var _this = _super.call(this, message) || this;\r\n _this.request = request;\r\n _this.name = \"RequestFileError\";\r\n BaseError._setPrototypeOf(_this, RequestFileError.prototype);\r\n return _this;\r\n }\r\n return RequestFileError;\r\n}(BaseError));\r\nexport { RequestFileError };\r\n/** @ignore */\r\nvar ReadFileError = /** @class */ (function (_super) {\r\n __extends(ReadFileError, _super);\r\n /**\r\n * Creates a new ReadFileError\r\n * @param message defines the message of the error\r\n * @param file defines the optional file\r\n */\r\n function ReadFileError(message, file) {\r\n var _this = _super.call(this, message) || this;\r\n _this.file = file;\r\n _this.name = \"ReadFileError\";\r\n BaseError._setPrototypeOf(_this, ReadFileError.prototype);\r\n return _this;\r\n }\r\n return ReadFileError;\r\n}(BaseError));\r\nexport { ReadFileError };\r\n/**\r\n * @hidden\r\n */\r\nvar FileTools = /** @class */ (function () {\r\n function FileTools() {\r\n }\r\n /**\r\n * Removes unwanted characters from an url\r\n * @param url defines the url to clean\r\n * @returns the cleaned url\r\n */\r\n FileTools._CleanUrl = function (url) {\r\n url = url.replace(/#/mg, \"%23\");\r\n return url;\r\n };\r\n /**\r\n * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.\r\n * @param url define the url we are trying\r\n * @param element define the dom element where to configure the cors policy\r\n */\r\n FileTools.SetCorsBehavior = function (url, element) {\r\n if (url && url.indexOf(\"data:\") === 0) {\r\n return;\r\n }\r\n if (FileTools.CorsBehavior) {\r\n if (typeof (FileTools.CorsBehavior) === 'string' || this.CorsBehavior instanceof String) {\r\n element.crossOrigin = FileTools.CorsBehavior;\r\n }\r\n else {\r\n var result = FileTools.CorsBehavior(url);\r\n if (result) {\r\n element.crossOrigin = result;\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * Loads an image as an HTMLImageElement.\r\n * @param input url string, ArrayBuffer, or Blob to load\r\n * @param onLoad callback called when the image successfully loads\r\n * @param onError callback called when the image fails to load\r\n * @param offlineProvider offline provider for caching\r\n * @param mimeType optional mime type\r\n * @returns the HTMLImageElement of the loaded image\r\n */\r\n FileTools.LoadImage = function (input, onLoad, onError, offlineProvider, mimeType) {\r\n if (mimeType === void 0) { mimeType = \"\"; }\r\n var url;\r\n var usingObjectURL = false;\r\n if (input instanceof ArrayBuffer || ArrayBuffer.isView(input)) {\r\n if (typeof Blob !== 'undefined') {\r\n url = URL.createObjectURL(new Blob([input], { type: mimeType }));\r\n usingObjectURL = true;\r\n }\r\n else {\r\n url = \"data:\" + mimeType + \";base64,\" + StringTools.EncodeArrayBufferToBase64(input);\r\n }\r\n }\r\n else if (input instanceof Blob) {\r\n url = URL.createObjectURL(input);\r\n usingObjectURL = true;\r\n }\r\n else {\r\n url = FileTools._CleanUrl(input);\r\n url = FileTools.PreprocessUrl(input);\r\n }\r\n if (typeof Image === \"undefined\") {\r\n FileTools.LoadFile(url, function (data) {\r\n createImageBitmap(new Blob([data], { type: mimeType })).then(function (imgBmp) {\r\n onLoad(imgBmp);\r\n if (usingObjectURL) {\r\n URL.revokeObjectURL(url);\r\n }\r\n }).catch(function (reason) {\r\n if (onError) {\r\n onError(\"Error while trying to load image: \" + input, reason);\r\n }\r\n });\r\n }, undefined, offlineProvider || undefined, true, function (request, exception) {\r\n if (onError) {\r\n onError(\"Error while trying to load image: \" + input, exception);\r\n }\r\n });\r\n return null;\r\n }\r\n var img = new Image();\r\n FileTools.SetCorsBehavior(url, img);\r\n var loadHandler = function () {\r\n img.removeEventListener(\"load\", loadHandler);\r\n img.removeEventListener(\"error\", errorHandler);\r\n onLoad(img);\r\n // Must revoke the URL after calling onLoad to avoid security exceptions in\r\n // certain scenarios (e.g. when hosted in vscode).\r\n if (usingObjectURL && img.src) {\r\n URL.revokeObjectURL(img.src);\r\n }\r\n };\r\n var errorHandler = function (err) {\r\n img.removeEventListener(\"load\", loadHandler);\r\n img.removeEventListener(\"error\", errorHandler);\r\n if (onError) {\r\n onError(\"Error while trying to load image: \" + input, err);\r\n }\r\n if (usingObjectURL && img.src) {\r\n URL.revokeObjectURL(img.src);\r\n }\r\n };\r\n img.addEventListener(\"load\", loadHandler);\r\n img.addEventListener(\"error\", errorHandler);\r\n var noOfflineSupport = function () {\r\n img.src = url;\r\n };\r\n var loadFromOfflineSupport = function () {\r\n if (offlineProvider) {\r\n offlineProvider.loadImage(url, img);\r\n }\r\n };\r\n if (url.substr(0, 5) !== \"data:\" && offlineProvider && offlineProvider.enableTexturesOffline) {\r\n offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);\r\n }\r\n else {\r\n if (url.indexOf(\"file:\") !== -1) {\r\n var textureName = decodeURIComponent(url.substring(5).toLowerCase());\r\n if (FilesInputStore.FilesToLoad[textureName]) {\r\n try {\r\n var blobURL;\r\n try {\r\n blobURL = URL.createObjectURL(FilesInputStore.FilesToLoad[textureName]);\r\n }\r\n catch (ex) {\r\n // Chrome doesn't support oneTimeOnly parameter\r\n blobURL = URL.createObjectURL(FilesInputStore.FilesToLoad[textureName]);\r\n }\r\n img.src = blobURL;\r\n usingObjectURL = true;\r\n }\r\n catch (e) {\r\n img.src = \"\";\r\n }\r\n return img;\r\n }\r\n }\r\n noOfflineSupport();\r\n }\r\n return img;\r\n };\r\n /**\r\n * Reads a file from a File object\r\n * @param file defines the file to load\r\n * @param onSuccess defines the callback to call when data is loaded\r\n * @param onProgress defines the callback to call during loading process\r\n * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer\r\n * @param onError defines the callback to call when an error occurs\r\n * @returns a file request object\r\n */\r\n FileTools.ReadFile = function (file, onSuccess, onProgress, useArrayBuffer, onError) {\r\n var reader = new FileReader();\r\n var request = {\r\n onCompleteObservable: new Observable(),\r\n abort: function () { return reader.abort(); },\r\n };\r\n reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };\r\n if (onError) {\r\n reader.onerror = function (e) {\r\n onError(new ReadFileError(\"Unable to read \" + file.name, file));\r\n };\r\n }\r\n reader.onload = function (e) {\r\n //target doesn't have result from ts 1.3\r\n onSuccess(e.target['result']);\r\n };\r\n if (onProgress) {\r\n reader.onprogress = onProgress;\r\n }\r\n if (!useArrayBuffer) {\r\n // Asynchronous read\r\n reader.readAsText(file);\r\n }\r\n else {\r\n reader.readAsArrayBuffer(file);\r\n }\r\n return request;\r\n };\r\n /**\r\n * Loads a file from a url\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n */\r\n FileTools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {\r\n // If file and file input are set\r\n if (url.indexOf(\"file:\") !== -1) {\r\n var fileName = decodeURIComponent(url.substring(5).toLowerCase());\r\n if (fileName.indexOf('./') === 0) {\r\n fileName = fileName.substring(2);\r\n }\r\n var file = FilesInputStore.FilesToLoad[fileName];\r\n if (file) {\r\n return FileTools.ReadFile(file, onSuccess, onProgress, useArrayBuffer, onError ? function (error) { return onError(undefined, new LoadFileError(error.message, error.file)); } : undefined);\r\n }\r\n }\r\n return FileTools.RequestFile(url, function (data, request) {\r\n onSuccess(data, request ? request.responseURL : undefined);\r\n }, onProgress, offlineProvider, useArrayBuffer, onError ? function (error) {\r\n onError(error.request, new LoadFileError(error.message, error.request));\r\n } : undefined);\r\n };\r\n /**\r\n * Loads a file\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @param onOpened callback called when the web request is opened\r\n * @returns a file request object\r\n */\r\n FileTools.RequestFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError, onOpened) {\r\n url = FileTools._CleanUrl(url);\r\n url = FileTools.PreprocessUrl(url);\r\n var loadUrl = FileTools.BaseUrl + url;\r\n var aborted = false;\r\n var fileRequest = {\r\n onCompleteObservable: new Observable(),\r\n abort: function () { return aborted = true; },\r\n };\r\n var requestFile = function () {\r\n var request = new WebRequest();\r\n var retryHandle = null;\r\n fileRequest.abort = function () {\r\n aborted = true;\r\n if (request.readyState !== (XMLHttpRequest.DONE || 4)) {\r\n request.abort();\r\n }\r\n if (retryHandle !== null) {\r\n clearTimeout(retryHandle);\r\n retryHandle = null;\r\n }\r\n };\r\n var retryLoop = function (retryIndex) {\r\n request.open('GET', loadUrl);\r\n if (onOpened) {\r\n onOpened(request);\r\n }\r\n if (useArrayBuffer) {\r\n request.responseType = \"arraybuffer\";\r\n }\r\n if (onProgress) {\r\n request.addEventListener(\"progress\", onProgress);\r\n }\r\n var onLoadEnd = function () {\r\n request.removeEventListener(\"loadend\", onLoadEnd);\r\n fileRequest.onCompleteObservable.notifyObservers(fileRequest);\r\n fileRequest.onCompleteObservable.clear();\r\n };\r\n request.addEventListener(\"loadend\", onLoadEnd);\r\n var onReadyStateChange = function () {\r\n if (aborted) {\r\n return;\r\n }\r\n // In case of undefined state in some browsers.\r\n if (request.readyState === (XMLHttpRequest.DONE || 4)) {\r\n // Some browsers have issues where onreadystatechange can be called multiple times with the same value.\r\n request.removeEventListener(\"readystatechange\", onReadyStateChange);\r\n if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!DomManagement.IsWindowObjectExist() || FileTools.IsFileURL()))) {\r\n onSuccess(useArrayBuffer ? request.response : request.responseText, request);\r\n return;\r\n }\r\n var retryStrategy = FileTools.DefaultRetryStrategy;\r\n if (retryStrategy) {\r\n var waitTime = retryStrategy(loadUrl, request, retryIndex);\r\n if (waitTime !== -1) {\r\n // Prevent the request from completing for retry.\r\n request.removeEventListener(\"loadend\", onLoadEnd);\r\n request = new WebRequest();\r\n retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);\r\n return;\r\n }\r\n }\r\n var error = new RequestFileError(\"Error status: \" + request.status + \" \" + request.statusText + \" - Unable to load \" + loadUrl, request);\r\n if (onError) {\r\n onError(error);\r\n }\r\n }\r\n };\r\n request.addEventListener(\"readystatechange\", onReadyStateChange);\r\n request.send();\r\n };\r\n retryLoop(0);\r\n };\r\n // Caching all files\r\n if (offlineProvider && offlineProvider.enableSceneOffline) {\r\n var noOfflineSupport_1 = function (request) {\r\n if (request && request.status > 400) {\r\n if (onError) {\r\n onError(request);\r\n }\r\n }\r\n else {\r\n requestFile();\r\n }\r\n };\r\n var loadFromOfflineSupport = function () {\r\n // TODO: database needs to support aborting and should return a IFileRequest\r\n if (offlineProvider) {\r\n offlineProvider.loadFile(FileTools.BaseUrl + url, function (data) {\r\n if (!aborted) {\r\n onSuccess(data);\r\n }\r\n fileRequest.onCompleteObservable.notifyObservers(fileRequest);\r\n }, onProgress ? function (event) {\r\n if (!aborted) {\r\n onProgress(event);\r\n }\r\n } : undefined, noOfflineSupport_1, useArrayBuffer);\r\n }\r\n };\r\n offlineProvider.open(loadFromOfflineSupport, noOfflineSupport_1);\r\n }\r\n else {\r\n requestFile();\r\n }\r\n return fileRequest;\r\n };\r\n /**\r\n * Checks if the loaded document was accessed via `file:`-Protocol.\r\n * @returns boolean\r\n */\r\n FileTools.IsFileURL = function () {\r\n return location.protocol === \"file:\";\r\n };\r\n /**\r\n * Gets or sets the retry strategy to apply when an error happens while loading an asset\r\n */\r\n FileTools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();\r\n /**\r\n * Gets or sets the base URL to use to load assets\r\n */\r\n FileTools.BaseUrl = \"\";\r\n /**\r\n * Default behaviour for cors in the application.\r\n * It can be a string if the expected behavior is identical in the entire app.\r\n * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)\r\n */\r\n FileTools.CorsBehavior = \"anonymous\";\r\n /**\r\n * Gets or sets a function used to pre-process url before using them to load assets\r\n */\r\n FileTools.PreprocessUrl = function (url) {\r\n return url;\r\n };\r\n return FileTools;\r\n}());\r\nexport { FileTools };\r\nThinEngine._FileToolsLoadImage = FileTools.LoadImage.bind(FileTools);\r\nThinEngine._FileToolsLoadFile = FileTools.LoadFile.bind(FileTools);\r\nShaderProcessor._FileToolsLoadFile = FileTools.LoadFile.bind(FileTools);\r\n//# sourceMappingURL=fileTools.js.map","import { DomManagement } from './domManagement';\r\n/**\r\n * Class containing a set of static utilities functions for precision date\r\n */\r\nvar PrecisionDate = /** @class */ (function () {\r\n function PrecisionDate() {\r\n }\r\n Object.defineProperty(PrecisionDate, \"Now\", {\r\n /**\r\n * Gets either window.performance.now() if supported or Date.now() else\r\n */\r\n get: function () {\r\n if (DomManagement.IsWindowObjectExist() && window.performance && window.performance.now) {\r\n return window.performance.now();\r\n }\r\n return Date.now();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n return PrecisionDate;\r\n}());\r\nexport { PrecisionDate };\r\n//# sourceMappingURL=precisionDate.js.map","import { Observable } from \"../../Misc/observable\";\r\nimport { RenderTargetCreationOptions } from \"../../Materials/Textures/renderTargetCreationOptions\";\r\nimport { _DevTools } from '../../Misc/devTools';\r\n/**\r\n * Defines the source of the internal texture\r\n */\r\nexport var InternalTextureSource;\r\n(function (InternalTextureSource) {\r\n /**\r\n * The source of the texture data is unknown\r\n */\r\n InternalTextureSource[InternalTextureSource[\"Unknown\"] = 0] = \"Unknown\";\r\n /**\r\n * Texture data comes from an URL\r\n */\r\n InternalTextureSource[InternalTextureSource[\"Url\"] = 1] = \"Url\";\r\n /**\r\n * Texture data is only used for temporary storage\r\n */\r\n InternalTextureSource[InternalTextureSource[\"Temp\"] = 2] = \"Temp\";\r\n /**\r\n * Texture data comes from raw data (ArrayBuffer)\r\n */\r\n InternalTextureSource[InternalTextureSource[\"Raw\"] = 3] = \"Raw\";\r\n /**\r\n * Texture content is dynamic (video or dynamic texture)\r\n */\r\n InternalTextureSource[InternalTextureSource[\"Dynamic\"] = 4] = \"Dynamic\";\r\n /**\r\n * Texture content is generated by rendering to it\r\n */\r\n InternalTextureSource[InternalTextureSource[\"RenderTarget\"] = 5] = \"RenderTarget\";\r\n /**\r\n * Texture content is part of a multi render target process\r\n */\r\n InternalTextureSource[InternalTextureSource[\"MultiRenderTarget\"] = 6] = \"MultiRenderTarget\";\r\n /**\r\n * Texture data comes from a cube data file\r\n */\r\n InternalTextureSource[InternalTextureSource[\"Cube\"] = 7] = \"Cube\";\r\n /**\r\n * Texture data comes from a raw cube data\r\n */\r\n InternalTextureSource[InternalTextureSource[\"CubeRaw\"] = 8] = \"CubeRaw\";\r\n /**\r\n * Texture data come from a prefiltered cube data file\r\n */\r\n InternalTextureSource[InternalTextureSource[\"CubePrefiltered\"] = 9] = \"CubePrefiltered\";\r\n /**\r\n * Texture content is raw 3D data\r\n */\r\n InternalTextureSource[InternalTextureSource[\"Raw3D\"] = 10] = \"Raw3D\";\r\n /**\r\n * Texture content is raw 2D array data\r\n */\r\n InternalTextureSource[InternalTextureSource[\"Raw2DArray\"] = 11] = \"Raw2DArray\";\r\n /**\r\n * Texture content is a depth texture\r\n */\r\n InternalTextureSource[InternalTextureSource[\"Depth\"] = 12] = \"Depth\";\r\n /**\r\n * Texture data comes from a raw cube data encoded with RGBD\r\n */\r\n InternalTextureSource[InternalTextureSource[\"CubeRawRGBD\"] = 13] = \"CubeRawRGBD\";\r\n})(InternalTextureSource || (InternalTextureSource = {}));\r\n/**\r\n * Class used to store data associated with WebGL texture data for the engine\r\n * This class should not be used directly\r\n */\r\nvar InternalTexture = /** @class */ (function () {\r\n /**\r\n * Creates a new InternalTexture\r\n * @param engine defines the engine to use\r\n * @param source defines the type of data that will be used\r\n * @param delayAllocation if the texture allocation should be delayed (default: false)\r\n */\r\n function InternalTexture(engine, source, delayAllocation) {\r\n if (delayAllocation === void 0) { delayAllocation = false; }\r\n /**\r\n * Defines if the texture is ready\r\n */\r\n this.isReady = false;\r\n /**\r\n * Defines if the texture is a cube texture\r\n */\r\n this.isCube = false;\r\n /**\r\n * Defines if the texture contains 3D data\r\n */\r\n this.is3D = false;\r\n /**\r\n * Defines if the texture contains 2D array data\r\n */\r\n this.is2DArray = false;\r\n /**\r\n * Defines if the texture contains multiview data\r\n */\r\n this.isMultiview = false;\r\n /**\r\n * Gets the URL used to load this texture\r\n */\r\n this.url = \"\";\r\n /**\r\n * Gets the sampling mode of the texture\r\n */\r\n this.samplingMode = -1;\r\n /**\r\n * Gets a boolean indicating if the texture needs mipmaps generation\r\n */\r\n this.generateMipMaps = false;\r\n /**\r\n * Gets the number of samples used by the texture (WebGL2+ only)\r\n */\r\n this.samples = 0;\r\n /**\r\n * Gets the type of the texture (int, float...)\r\n */\r\n this.type = -1;\r\n /**\r\n * Gets the format of the texture (RGB, RGBA...)\r\n */\r\n this.format = -1;\r\n /**\r\n * Observable called when the texture is loaded\r\n */\r\n this.onLoadedObservable = new Observable();\r\n /**\r\n * Gets the width of the texture\r\n */\r\n this.width = 0;\r\n /**\r\n * Gets the height of the texture\r\n */\r\n this.height = 0;\r\n /**\r\n * Gets the depth of the texture\r\n */\r\n this.depth = 0;\r\n /**\r\n * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n this.baseWidth = 0;\r\n /**\r\n * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n this.baseHeight = 0;\r\n /**\r\n * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n this.baseDepth = 0;\r\n /**\r\n * Gets a boolean indicating if the texture is inverted on Y axis\r\n */\r\n this.invertY = false;\r\n // Private\r\n /** @hidden */\r\n this._invertVScale = false;\r\n /** @hidden */\r\n this._associatedChannel = -1;\r\n /** @hidden */\r\n this._source = InternalTextureSource.Unknown;\r\n /** @hidden */\r\n this._buffer = null;\r\n /** @hidden */\r\n this._bufferView = null;\r\n /** @hidden */\r\n this._bufferViewArray = null;\r\n /** @hidden */\r\n this._bufferViewArrayArray = null;\r\n /** @hidden */\r\n this._size = 0;\r\n /** @hidden */\r\n this._extension = \"\";\r\n /** @hidden */\r\n this._files = null;\r\n /** @hidden */\r\n this._workingCanvas = null;\r\n /** @hidden */\r\n this._workingContext = null;\r\n /** @hidden */\r\n this._framebuffer = null;\r\n /** @hidden */\r\n this._depthStencilBuffer = null;\r\n /** @hidden */\r\n this._MSAAFramebuffer = null;\r\n /** @hidden */\r\n this._MSAARenderBuffer = null;\r\n /** @hidden */\r\n this._attachments = null;\r\n /** @hidden */\r\n this._cachedCoordinatesMode = null;\r\n /** @hidden */\r\n this._cachedWrapU = null;\r\n /** @hidden */\r\n this._cachedWrapV = null;\r\n /** @hidden */\r\n this._cachedWrapR = null;\r\n /** @hidden */\r\n this._cachedAnisotropicFilteringLevel = null;\r\n /** @hidden */\r\n this._isDisabled = false;\r\n /** @hidden */\r\n this._compression = null;\r\n /** @hidden */\r\n this._generateStencilBuffer = false;\r\n /** @hidden */\r\n this._generateDepthBuffer = false;\r\n /** @hidden */\r\n this._comparisonFunction = 0;\r\n /** @hidden */\r\n this._sphericalPolynomial = null;\r\n /** @hidden */\r\n this._lodGenerationScale = 0;\r\n /** @hidden */\r\n this._lodGenerationOffset = 0;\r\n // Multiview\r\n /** @hidden */\r\n this._colorTextureArray = null;\r\n /** @hidden */\r\n this._depthStencilTextureArray = null;\r\n // The following three fields helps sharing generated fixed LODs for texture filtering\r\n // In environment not supporting the textureLOD extension like EDGE. They are for internal use only.\r\n // They are at the level of the gl texture to benefit from the cache.\r\n /** @hidden */\r\n this._lodTextureHigh = null;\r\n /** @hidden */\r\n this._lodTextureMid = null;\r\n /** @hidden */\r\n this._lodTextureLow = null;\r\n /** @hidden */\r\n this._isRGBD = false;\r\n /** @hidden */\r\n this._linearSpecularLOD = false;\r\n /** @hidden */\r\n this._irradianceTexture = null;\r\n /** @hidden */\r\n this._webGLTexture = null;\r\n /** @hidden */\r\n this._references = 1;\r\n this._engine = engine;\r\n this._source = source;\r\n if (!delayAllocation) {\r\n this._webGLTexture = engine._createTexture();\r\n }\r\n }\r\n /**\r\n * Gets the Engine the texture belongs to.\r\n * @returns The babylon engine\r\n */\r\n InternalTexture.prototype.getEngine = function () {\r\n return this._engine;\r\n };\r\n Object.defineProperty(InternalTexture.prototype, \"source\", {\r\n /**\r\n * Gets the data source type of the texture\r\n */\r\n get: function () {\r\n return this._source;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Increments the number of references (ie. the number of Texture that point to it)\r\n */\r\n InternalTexture.prototype.incrementReferences = function () {\r\n this._references++;\r\n };\r\n /**\r\n * Change the size of the texture (not the size of the content)\r\n * @param width defines the new width\r\n * @param height defines the new height\r\n * @param depth defines the new depth (1 by default)\r\n */\r\n InternalTexture.prototype.updateSize = function (width, height, depth) {\r\n if (depth === void 0) { depth = 1; }\r\n this.width = width;\r\n this.height = height;\r\n this.depth = depth;\r\n this.baseWidth = width;\r\n this.baseHeight = height;\r\n this.baseDepth = depth;\r\n this._size = width * height * depth;\r\n };\r\n /** @hidden */\r\n InternalTexture.prototype._rebuild = function () {\r\n var _this = this;\r\n var proxy;\r\n this.isReady = false;\r\n this._cachedCoordinatesMode = null;\r\n this._cachedWrapU = null;\r\n this._cachedWrapV = null;\r\n this._cachedAnisotropicFilteringLevel = null;\r\n switch (this.source) {\r\n case InternalTextureSource.Temp:\r\n return;\r\n case InternalTextureSource.Url:\r\n proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {\r\n proxy._swapAndDie(_this);\r\n _this.isReady = true;\r\n }, null, this._buffer, undefined, this.format);\r\n return;\r\n case InternalTextureSource.Raw:\r\n proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);\r\n proxy._swapAndDie(this);\r\n this.isReady = true;\r\n return;\r\n case InternalTextureSource.Raw3D:\r\n proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);\r\n proxy._swapAndDie(this);\r\n this.isReady = true;\r\n return;\r\n case InternalTextureSource.Raw2DArray:\r\n proxy = this._engine.createRawTexture2DArray(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);\r\n proxy._swapAndDie(this);\r\n this.isReady = true;\r\n return;\r\n case InternalTextureSource.Dynamic:\r\n proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);\r\n proxy._swapAndDie(this);\r\n this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas(), this.invertY, undefined, undefined, true);\r\n // The engine will make sure to update content so no need to flag it as isReady = true\r\n return;\r\n case InternalTextureSource.RenderTarget:\r\n var options = new RenderTargetCreationOptions();\r\n options.generateDepthBuffer = this._generateDepthBuffer;\r\n options.generateMipMaps = this.generateMipMaps;\r\n options.generateStencilBuffer = this._generateStencilBuffer;\r\n options.samplingMode = this.samplingMode;\r\n options.type = this.type;\r\n if (this.isCube) {\r\n proxy = this._engine.createRenderTargetCubeTexture(this.width, options);\r\n }\r\n else {\r\n var size_1 = {\r\n width: this.width,\r\n height: this.height,\r\n layers: this.is2DArray ? this.depth : undefined\r\n };\r\n proxy = this._engine.createRenderTargetTexture(size_1, options);\r\n }\r\n proxy._swapAndDie(this);\r\n this.isReady = true;\r\n return;\r\n case InternalTextureSource.Depth:\r\n var depthTextureOptions = {\r\n bilinearFiltering: this.samplingMode !== 2,\r\n comparisonFunction: this._comparisonFunction,\r\n generateStencil: this._generateStencilBuffer,\r\n isCube: this.isCube\r\n };\r\n var size = {\r\n width: this.width,\r\n height: this.height,\r\n layers: this.is2DArray ? this.depth : undefined\r\n };\r\n proxy = this._engine.createDepthStencilTexture(size, depthTextureOptions);\r\n proxy._swapAndDie(this);\r\n this.isReady = true;\r\n return;\r\n case InternalTextureSource.Cube:\r\n proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {\r\n proxy._swapAndDie(_this);\r\n _this.isReady = true;\r\n }, null, this.format, this._extension);\r\n return;\r\n case InternalTextureSource.CubeRaw:\r\n proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);\r\n proxy._swapAndDie(this);\r\n this.isReady = true;\r\n return;\r\n case InternalTextureSource.CubeRawRGBD:\r\n proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);\r\n InternalTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {\r\n proxy._swapAndDie(_this);\r\n _this.isReady = true;\r\n });\r\n return;\r\n case InternalTextureSource.CubePrefiltered:\r\n proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {\r\n if (proxy) {\r\n proxy._swapAndDie(_this);\r\n }\r\n _this.isReady = true;\r\n }, null, this.format, this._extension);\r\n proxy._sphericalPolynomial = this._sphericalPolynomial;\r\n return;\r\n }\r\n };\r\n /** @hidden */\r\n InternalTexture.prototype._swapAndDie = function (target) {\r\n target._webGLTexture = this._webGLTexture;\r\n target._isRGBD = this._isRGBD;\r\n if (this._framebuffer) {\r\n target._framebuffer = this._framebuffer;\r\n }\r\n if (this._depthStencilBuffer) {\r\n target._depthStencilBuffer = this._depthStencilBuffer;\r\n }\r\n target._depthStencilTexture = this._depthStencilTexture;\r\n if (this._lodTextureHigh) {\r\n if (target._lodTextureHigh) {\r\n target._lodTextureHigh.dispose();\r\n }\r\n target._lodTextureHigh = this._lodTextureHigh;\r\n }\r\n if (this._lodTextureMid) {\r\n if (target._lodTextureMid) {\r\n target._lodTextureMid.dispose();\r\n }\r\n target._lodTextureMid = this._lodTextureMid;\r\n }\r\n if (this._lodTextureLow) {\r\n if (target._lodTextureLow) {\r\n target._lodTextureLow.dispose();\r\n }\r\n target._lodTextureLow = this._lodTextureLow;\r\n }\r\n if (this._irradianceTexture) {\r\n if (target._irradianceTexture) {\r\n target._irradianceTexture.dispose();\r\n }\r\n target._irradianceTexture = this._irradianceTexture;\r\n }\r\n var cache = this._engine.getLoadedTexturesCache();\r\n var index = cache.indexOf(this);\r\n if (index !== -1) {\r\n cache.splice(index, 1);\r\n }\r\n var index = cache.indexOf(target);\r\n if (index === -1) {\r\n cache.push(target);\r\n }\r\n };\r\n /**\r\n * Dispose the current allocated resources\r\n */\r\n InternalTexture.prototype.dispose = function () {\r\n if (!this._webGLTexture) {\r\n return;\r\n }\r\n this._references--;\r\n if (this._references === 0) {\r\n this._engine._releaseTexture(this);\r\n this._webGLTexture = null;\r\n }\r\n };\r\n /** @hidden */\r\n InternalTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {\r\n throw _DevTools.WarnImport(\"environmentTextureTools\");\r\n };\r\n return InternalTexture;\r\n}());\r\nexport { InternalTexture };\r\n//# sourceMappingURL=internalTexture.js.map","import { __decorate, __extends } from \"tslib\";\r\nimport { serialize, serializeAsVector3, serializeAsQuaternion, SerializationHelper } from \"../Misc/decorators\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Quaternion, Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport { Space } from '../Maths/math.axis';\r\n/**\r\n * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.\r\n * @see https://doc.babylonjs.com/how_to/transformnode\r\n */\r\nvar TransformNode = /** @class */ (function (_super) {\r\n __extends(TransformNode, _super);\r\n function TransformNode(name, scene, isPure) {\r\n if (scene === void 0) { scene = null; }\r\n if (isPure === void 0) { isPure = true; }\r\n var _this = _super.call(this, name, scene) || this;\r\n _this._forward = new Vector3(0, 0, 1);\r\n _this._forwardInverted = new Vector3(0, 0, -1);\r\n _this._up = new Vector3(0, 1, 0);\r\n _this._right = new Vector3(1, 0, 0);\r\n _this._rightInverted = new Vector3(-1, 0, 0);\r\n // Properties\r\n _this._position = Vector3.Zero();\r\n _this._rotation = Vector3.Zero();\r\n _this._rotationQuaternion = null;\r\n _this._scaling = Vector3.One();\r\n _this._isDirty = false;\r\n _this._transformToBoneReferal = null;\r\n _this._isAbsoluteSynced = false;\r\n _this._billboardMode = TransformNode.BILLBOARDMODE_NONE;\r\n _this._preserveParentRotationForBillboard = false;\r\n /**\r\n * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube\r\n */\r\n _this.scalingDeterminant = 1;\r\n _this._infiniteDistance = false;\r\n /**\r\n * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.\r\n * By default the system will update normals to compensate\r\n */\r\n _this.ignoreNonUniformScaling = false;\r\n /**\r\n * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both\r\n */\r\n _this.reIntegrateRotationIntoRotationQuaternion = false;\r\n // Cache\r\n /** @hidden */\r\n _this._poseMatrix = null;\r\n /** @hidden */\r\n _this._localMatrix = Matrix.Zero();\r\n _this._usePivotMatrix = false;\r\n _this._absolutePosition = Vector3.Zero();\r\n _this._absoluteScaling = Vector3.Zero();\r\n _this._absoluteRotationQuaternion = Quaternion.Identity();\r\n _this._pivotMatrix = Matrix.Identity();\r\n _this._postMultiplyPivotMatrix = false;\r\n _this._isWorldMatrixFrozen = false;\r\n /** @hidden */\r\n _this._indexInSceneTransformNodesArray = -1;\r\n /**\r\n * An event triggered after the world matrix is updated\r\n */\r\n _this.onAfterWorldMatrixUpdateObservable = new Observable();\r\n _this._nonUniformScaling = false;\r\n if (isPure) {\r\n _this.getScene().addTransformNode(_this);\r\n }\r\n return _this;\r\n }\r\n Object.defineProperty(TransformNode.prototype, \"billboardMode\", {\r\n /**\r\n * Gets or sets the billboard mode. Default is 0.\r\n *\r\n * | Value | Type | Description |\r\n * | --- | --- | --- |\r\n * | 0 | BILLBOARDMODE_NONE | |\r\n * | 1 | BILLBOARDMODE_X | |\r\n * | 2 | BILLBOARDMODE_Y | |\r\n * | 4 | BILLBOARDMODE_Z | |\r\n * | 7 | BILLBOARDMODE_ALL | |\r\n *\r\n */\r\n get: function () {\r\n return this._billboardMode;\r\n },\r\n set: function (value) {\r\n if (this._billboardMode === value) {\r\n return;\r\n }\r\n this._billboardMode = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"preserveParentRotationForBillboard\", {\r\n /**\r\n * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.\r\n * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed\r\n */\r\n get: function () {\r\n return this._preserveParentRotationForBillboard;\r\n },\r\n set: function (value) {\r\n if (value === this._preserveParentRotationForBillboard) {\r\n return;\r\n }\r\n this._preserveParentRotationForBillboard = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"infiniteDistance\", {\r\n /**\r\n * Gets or sets the distance of the object to max, often used by skybox\r\n */\r\n get: function () {\r\n return this._infiniteDistance;\r\n },\r\n set: function (value) {\r\n if (this._infiniteDistance === value) {\r\n return;\r\n }\r\n this._infiniteDistance = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"TransformNode\" string\r\n */\r\n TransformNode.prototype.getClassName = function () {\r\n return \"TransformNode\";\r\n };\r\n Object.defineProperty(TransformNode.prototype, \"position\", {\r\n /**\r\n * Gets or set the node position (default is (0.0, 0.0, 0.0))\r\n */\r\n get: function () {\r\n return this._position;\r\n },\r\n set: function (newPosition) {\r\n this._position = newPosition;\r\n this._isDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"rotation\", {\r\n /**\r\n * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).\r\n * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion\r\n */\r\n get: function () {\r\n return this._rotation;\r\n },\r\n set: function (newRotation) {\r\n this._rotation = newRotation;\r\n this._rotationQuaternion = null;\r\n this._isDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"scaling\", {\r\n /**\r\n * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).\r\n */\r\n get: function () {\r\n return this._scaling;\r\n },\r\n set: function (newScaling) {\r\n this._scaling = newScaling;\r\n this._isDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"rotationQuaternion\", {\r\n /**\r\n * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).\r\n * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)\r\n */\r\n get: function () {\r\n return this._rotationQuaternion;\r\n },\r\n set: function (quaternion) {\r\n this._rotationQuaternion = quaternion;\r\n //reset the rotation vector.\r\n if (quaternion) {\r\n this._rotation.setAll(0.0);\r\n }\r\n this._isDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"forward\", {\r\n /**\r\n * The forward direction of that transform in world space.\r\n */\r\n get: function () {\r\n return Vector3.Normalize(Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"up\", {\r\n /**\r\n * The up direction of that transform in world space.\r\n */\r\n get: function () {\r\n return Vector3.Normalize(Vector3.TransformNormal(this._up, this.getWorldMatrix()));\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"right\", {\r\n /**\r\n * The right direction of that transform in world space.\r\n */\r\n get: function () {\r\n return Vector3.Normalize(Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Copies the parameter passed Matrix into the mesh Pose matrix.\r\n * @param matrix the matrix to copy the pose from\r\n * @returns this TransformNode.\r\n */\r\n TransformNode.prototype.updatePoseMatrix = function (matrix) {\r\n if (!this._poseMatrix) {\r\n this._poseMatrix = matrix.clone();\r\n return this;\r\n }\r\n this._poseMatrix.copyFrom(matrix);\r\n return this;\r\n };\r\n /**\r\n * Returns the mesh Pose matrix.\r\n * @returns the pose matrix\r\n */\r\n TransformNode.prototype.getPoseMatrix = function () {\r\n if (!this._poseMatrix) {\r\n this._poseMatrix = Matrix.Identity();\r\n }\r\n return this._poseMatrix;\r\n };\r\n /** @hidden */\r\n TransformNode.prototype._isSynchronized = function () {\r\n var cache = this._cache;\r\n if (this.billboardMode !== cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {\r\n return false;\r\n }\r\n if (cache.pivotMatrixUpdated) {\r\n return false;\r\n }\r\n if (this.infiniteDistance) {\r\n return false;\r\n }\r\n if (!cache.position.equals(this._position)) {\r\n return false;\r\n }\r\n if (this._rotationQuaternion) {\r\n if (!cache.rotationQuaternion.equals(this._rotationQuaternion)) {\r\n return false;\r\n }\r\n }\r\n else if (!cache.rotation.equals(this._rotation)) {\r\n return false;\r\n }\r\n if (!cache.scaling.equals(this._scaling)) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n /** @hidden */\r\n TransformNode.prototype._initCache = function () {\r\n _super.prototype._initCache.call(this);\r\n var cache = this._cache;\r\n cache.localMatrixUpdated = false;\r\n cache.position = Vector3.Zero();\r\n cache.scaling = Vector3.Zero();\r\n cache.rotation = Vector3.Zero();\r\n cache.rotationQuaternion = new Quaternion(0, 0, 0, 0);\r\n cache.billboardMode = -1;\r\n cache.infiniteDistance = false;\r\n };\r\n /**\r\n * Flag the transform node as dirty (Forcing it to update everything)\r\n * @param property if set to \"rotation\" the objects rotationQuaternion will be set to null\r\n * @returns this transform node\r\n */\r\n TransformNode.prototype.markAsDirty = function (property) {\r\n this._currentRenderId = Number.MAX_VALUE;\r\n this._isDirty = true;\r\n return this;\r\n };\r\n Object.defineProperty(TransformNode.prototype, \"absolutePosition\", {\r\n /**\r\n * Returns the current mesh absolute position.\r\n * Returns a Vector3.\r\n */\r\n get: function () {\r\n return this._absolutePosition;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"absoluteScaling\", {\r\n /**\r\n * Returns the current mesh absolute scaling.\r\n * Returns a Vector3.\r\n */\r\n get: function () {\r\n this._syncAbsoluteScalingAndRotation();\r\n return this._absoluteScaling;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"absoluteRotationQuaternion\", {\r\n /**\r\n * Returns the current mesh absolute rotation.\r\n * Returns a Quaternion.\r\n */\r\n get: function () {\r\n this._syncAbsoluteScalingAndRotation();\r\n return this._absoluteRotationQuaternion;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Sets a new matrix to apply before all other transformation\r\n * @param matrix defines the transform matrix\r\n * @returns the current TransformNode\r\n */\r\n TransformNode.prototype.setPreTransformMatrix = function (matrix) {\r\n return this.setPivotMatrix(matrix, false);\r\n };\r\n /**\r\n * Sets a new pivot matrix to the current node\r\n * @param matrix defines the new pivot matrix to use\r\n * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect\r\n * @returns the current TransformNode\r\n */\r\n TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {\r\n if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }\r\n this._pivotMatrix.copyFrom(matrix);\r\n this._usePivotMatrix = !this._pivotMatrix.isIdentity();\r\n this._cache.pivotMatrixUpdated = true;\r\n this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;\r\n if (this._postMultiplyPivotMatrix) {\r\n if (!this._pivotMatrixInverse) {\r\n this._pivotMatrixInverse = Matrix.Invert(this._pivotMatrix);\r\n }\r\n else {\r\n this._pivotMatrix.invertToRef(this._pivotMatrixInverse);\r\n }\r\n }\r\n return this;\r\n };\r\n /**\r\n * Returns the mesh pivot matrix.\r\n * Default : Identity.\r\n * @returns the matrix\r\n */\r\n TransformNode.prototype.getPivotMatrix = function () {\r\n return this._pivotMatrix;\r\n };\r\n /**\r\n * Instantiate (when possible) or clone that node with its hierarchy\r\n * @param newParent defines the new parent to use for the instance (or clone)\r\n * @param options defines options to configure how copy is done\r\n * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created\r\n * @returns an instance (or a clone) of the current node with its hiearchy\r\n */\r\n TransformNode.prototype.instantiateHierarchy = function (newParent, options, onNewNodeCreated) {\r\n if (newParent === void 0) { newParent = null; }\r\n var clone = this.clone(\"Clone of \" + (this.name || this.id), newParent || this.parent, true);\r\n if (clone) {\r\n if (onNewNodeCreated) {\r\n onNewNodeCreated(this, clone);\r\n }\r\n }\r\n for (var _i = 0, _a = this.getChildTransformNodes(true); _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n child.instantiateHierarchy(clone, options, onNewNodeCreated);\r\n }\r\n return clone;\r\n };\r\n /**\r\n * Prevents the World matrix to be computed any longer\r\n * @param newWorldMatrix defines an optional matrix to use as world matrix\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.freezeWorldMatrix = function (newWorldMatrix) {\r\n if (newWorldMatrix === void 0) { newWorldMatrix = null; }\r\n if (newWorldMatrix) {\r\n this._worldMatrix = newWorldMatrix;\r\n }\r\n else {\r\n this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily\r\n this.computeWorldMatrix(true);\r\n }\r\n this._isDirty = false;\r\n this._isWorldMatrixFrozen = true;\r\n return this;\r\n };\r\n /**\r\n * Allows back the World matrix computation.\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.unfreezeWorldMatrix = function () {\r\n this._isWorldMatrixFrozen = false;\r\n this.computeWorldMatrix(true);\r\n return this;\r\n };\r\n Object.defineProperty(TransformNode.prototype, \"isWorldMatrixFrozen\", {\r\n /**\r\n * True if the World matrix has been frozen.\r\n */\r\n get: function () {\r\n return this._isWorldMatrixFrozen;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Retuns the mesh absolute position in the World.\r\n * @returns a Vector3.\r\n */\r\n TransformNode.prototype.getAbsolutePosition = function () {\r\n this.computeWorldMatrix();\r\n return this._absolutePosition;\r\n };\r\n /**\r\n * Sets the mesh absolute position in the World from a Vector3 or an Array(3).\r\n * @param absolutePosition the absolute position to set\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {\r\n if (!absolutePosition) {\r\n return this;\r\n }\r\n var absolutePositionX;\r\n var absolutePositionY;\r\n var absolutePositionZ;\r\n if (absolutePosition.x === undefined) {\r\n if (arguments.length < 3) {\r\n return this;\r\n }\r\n absolutePositionX = arguments[0];\r\n absolutePositionY = arguments[1];\r\n absolutePositionZ = arguments[2];\r\n }\r\n else {\r\n absolutePositionX = absolutePosition.x;\r\n absolutePositionY = absolutePosition.y;\r\n absolutePositionZ = absolutePosition.z;\r\n }\r\n if (this.parent) {\r\n var invertParentWorldMatrix = TmpVectors.Matrix[0];\r\n this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);\r\n Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);\r\n }\r\n else {\r\n this.position.x = absolutePositionX;\r\n this.position.y = absolutePositionY;\r\n this.position.z = absolutePositionZ;\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets the mesh position in its local space.\r\n * @param vector3 the position to set in localspace\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.setPositionWithLocalVector = function (vector3) {\r\n this.computeWorldMatrix();\r\n this.position = Vector3.TransformNormal(vector3, this._localMatrix);\r\n return this;\r\n };\r\n /**\r\n * Returns the mesh position in the local space from the current World matrix values.\r\n * @returns a new Vector3.\r\n */\r\n TransformNode.prototype.getPositionExpressedInLocalSpace = function () {\r\n this.computeWorldMatrix();\r\n var invLocalWorldMatrix = TmpVectors.Matrix[0];\r\n this._localMatrix.invertToRef(invLocalWorldMatrix);\r\n return Vector3.TransformNormal(this.position, invLocalWorldMatrix);\r\n };\r\n /**\r\n * Translates the mesh along the passed Vector3 in its local space.\r\n * @param vector3 the distance to translate in localspace\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.locallyTranslate = function (vector3) {\r\n this.computeWorldMatrix(true);\r\n this.position = Vector3.TransformCoordinates(vector3, this._localMatrix);\r\n return this;\r\n };\r\n /**\r\n * Orients a mesh towards a target point. Mesh must be drawn facing user.\r\n * @param targetPoint the position (must be in same space as current mesh) to look at\r\n * @param yawCor optional yaw (y-axis) correction in radians\r\n * @param pitchCor optional pitch (x-axis) correction in radians\r\n * @param rollCor optional roll (z-axis) correction in radians\r\n * @param space the choosen space of the target\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {\r\n if (yawCor === void 0) { yawCor = 0; }\r\n if (pitchCor === void 0) { pitchCor = 0; }\r\n if (rollCor === void 0) { rollCor = 0; }\r\n if (space === void 0) { space = Space.LOCAL; }\r\n var dv = TransformNode._lookAtVectorCache;\r\n var pos = space === Space.LOCAL ? this.position : this.getAbsolutePosition();\r\n targetPoint.subtractToRef(pos, dv);\r\n this.setDirection(dv, yawCor, pitchCor, rollCor);\r\n // Correct for parent's rotation offset\r\n if (space === Space.WORLD && this.parent) {\r\n if (this.rotationQuaternion) {\r\n // Get local rotation matrix of the looking object\r\n var rotationMatrix = TmpVectors.Matrix[0];\r\n this.rotationQuaternion.toRotationMatrix(rotationMatrix);\r\n // Offset rotation by parent's inverted rotation matrix to correct in world space\r\n var parentRotationMatrix = TmpVectors.Matrix[1];\r\n this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);\r\n parentRotationMatrix.invert();\r\n rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);\r\n this.rotationQuaternion.fromRotationMatrix(rotationMatrix);\r\n }\r\n else {\r\n // Get local rotation matrix of the looking object\r\n var quaternionRotation = TmpVectors.Quaternion[0];\r\n Quaternion.FromEulerVectorToRef(this.rotation, quaternionRotation);\r\n var rotationMatrix = TmpVectors.Matrix[0];\r\n quaternionRotation.toRotationMatrix(rotationMatrix);\r\n // Offset rotation by parent's inverted rotation matrix to correct in world space\r\n var parentRotationMatrix = TmpVectors.Matrix[1];\r\n this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);\r\n parentRotationMatrix.invert();\r\n rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);\r\n quaternionRotation.fromRotationMatrix(rotationMatrix);\r\n quaternionRotation.toEulerAnglesToRef(this.rotation);\r\n }\r\n }\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.\r\n * This Vector3 is expressed in the World space.\r\n * @param localAxis axis to rotate\r\n * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.\r\n */\r\n TransformNode.prototype.getDirection = function (localAxis) {\r\n var result = Vector3.Zero();\r\n this.getDirectionToRef(localAxis, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the Vector3 \"result\" as the rotated Vector3 \"localAxis\" in the same rotation than the mesh.\r\n * localAxis is expressed in the mesh local space.\r\n * result is computed in the Wordl space from the mesh World matrix.\r\n * @param localAxis axis to rotate\r\n * @param result the resulting transformnode\r\n * @returns this TransformNode.\r\n */\r\n TransformNode.prototype.getDirectionToRef = function (localAxis, result) {\r\n Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);\r\n return this;\r\n };\r\n /**\r\n * Sets this transform node rotation to the given local axis.\r\n * @param localAxis the axis in local space\r\n * @param yawCor optional yaw (y-axis) correction in radians\r\n * @param pitchCor optional pitch (x-axis) correction in radians\r\n * @param rollCor optional roll (z-axis) correction in radians\r\n * @returns this TransformNode\r\n */\r\n TransformNode.prototype.setDirection = function (localAxis, yawCor, pitchCor, rollCor) {\r\n if (yawCor === void 0) { yawCor = 0; }\r\n if (pitchCor === void 0) { pitchCor = 0; }\r\n if (rollCor === void 0) { rollCor = 0; }\r\n var yaw = -Math.atan2(localAxis.z, localAxis.x) + Math.PI / 2;\r\n var len = Math.sqrt(localAxis.x * localAxis.x + localAxis.z * localAxis.z);\r\n var pitch = -Math.atan2(localAxis.y, len);\r\n if (this.rotationQuaternion) {\r\n Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);\r\n }\r\n else {\r\n this.rotation.x = pitch + pitchCor;\r\n this.rotation.y = yaw + yawCor;\r\n this.rotation.z = rollCor;\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a new pivot point to the current node\r\n * @param point defines the new pivot point to use\r\n * @param space defines if the point is in world or local space (local by default)\r\n * @returns the current TransformNode\r\n */\r\n TransformNode.prototype.setPivotPoint = function (point, space) {\r\n if (space === void 0) { space = Space.LOCAL; }\r\n if (this.getScene().getRenderId() == 0) {\r\n this.computeWorldMatrix(true);\r\n }\r\n var wm = this.getWorldMatrix();\r\n if (space == Space.WORLD) {\r\n var tmat = TmpVectors.Matrix[0];\r\n wm.invertToRef(tmat);\r\n point = Vector3.TransformCoordinates(point, tmat);\r\n }\r\n return this.setPivotMatrix(Matrix.Translation(-point.x, -point.y, -point.z), true);\r\n };\r\n /**\r\n * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.\r\n * @returns the pivot point\r\n */\r\n TransformNode.prototype.getPivotPoint = function () {\r\n var point = Vector3.Zero();\r\n this.getPivotPointToRef(point);\r\n return point;\r\n };\r\n /**\r\n * Sets the passed Vector3 \"result\" with the coordinates of the mesh pivot point in the local space.\r\n * @param result the vector3 to store the result\r\n * @returns this TransformNode.\r\n */\r\n TransformNode.prototype.getPivotPointToRef = function (result) {\r\n result.x = -this._pivotMatrix.m[12];\r\n result.y = -this._pivotMatrix.m[13];\r\n result.z = -this._pivotMatrix.m[14];\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector3 set with the mesh pivot point World coordinates.\r\n * @returns a new Vector3 set with the mesh pivot point World coordinates.\r\n */\r\n TransformNode.prototype.getAbsolutePivotPoint = function () {\r\n var point = Vector3.Zero();\r\n this.getAbsolutePivotPointToRef(point);\r\n return point;\r\n };\r\n /**\r\n * Sets the Vector3 \"result\" coordinates with the mesh pivot point World coordinates.\r\n * @param result vector3 to store the result\r\n * @returns this TransformNode.\r\n */\r\n TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {\r\n result.x = this._pivotMatrix.m[12];\r\n result.y = this._pivotMatrix.m[13];\r\n result.z = this._pivotMatrix.m[14];\r\n this.getPivotPointToRef(result);\r\n Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);\r\n return this;\r\n };\r\n /**\r\n * Defines the passed node as the parent of the current node.\r\n * The node will remain exactly where it is and its position / rotation will be updated accordingly\r\n * @see https://doc.babylonjs.com/how_to/parenting\r\n * @param node the node ot set as the parent\r\n * @returns this TransformNode.\r\n */\r\n TransformNode.prototype.setParent = function (node) {\r\n if (!node && !this.parent) {\r\n return this;\r\n }\r\n var quatRotation = TmpVectors.Quaternion[0];\r\n var position = TmpVectors.Vector3[0];\r\n var scale = TmpVectors.Vector3[1];\r\n if (!node) {\r\n this.computeWorldMatrix(true);\r\n this.getWorldMatrix().decompose(scale, quatRotation, position);\r\n }\r\n else {\r\n var diffMatrix = TmpVectors.Matrix[0];\r\n var invParentMatrix = TmpVectors.Matrix[1];\r\n this.computeWorldMatrix(true);\r\n node.computeWorldMatrix(true);\r\n node.getWorldMatrix().invertToRef(invParentMatrix);\r\n this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);\r\n diffMatrix.decompose(scale, quatRotation, position);\r\n }\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.copyFrom(quatRotation);\r\n }\r\n else {\r\n quatRotation.toEulerAnglesToRef(this.rotation);\r\n }\r\n this.scaling.copyFrom(scale);\r\n this.position.copyFrom(position);\r\n this.parent = node;\r\n return this;\r\n };\r\n Object.defineProperty(TransformNode.prototype, \"nonUniformScaling\", {\r\n /**\r\n * True if the scaling property of this object is non uniform eg. (1,2,1)\r\n */\r\n get: function () {\r\n return this._nonUniformScaling;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n TransformNode.prototype._updateNonUniformScalingState = function (value) {\r\n if (this._nonUniformScaling === value) {\r\n return false;\r\n }\r\n this._nonUniformScaling = value;\r\n return true;\r\n };\r\n /**\r\n * Attach the current TransformNode to another TransformNode associated with a bone\r\n * @param bone Bone affecting the TransformNode\r\n * @param affectedTransformNode TransformNode associated with the bone\r\n * @returns this object\r\n */\r\n TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {\r\n this._transformToBoneReferal = affectedTransformNode;\r\n this.parent = bone;\r\n if (bone.getWorldMatrix().determinant() < 0) {\r\n this.scalingDeterminant *= -1;\r\n }\r\n return this;\r\n };\r\n /**\r\n * Detach the transform node if its associated with a bone\r\n * @returns this object\r\n */\r\n TransformNode.prototype.detachFromBone = function () {\r\n if (!this.parent) {\r\n return this;\r\n }\r\n if (this.parent.getWorldMatrix().determinant() < 0) {\r\n this.scalingDeterminant *= -1;\r\n }\r\n this._transformToBoneReferal = null;\r\n this.parent = null;\r\n return this;\r\n };\r\n /**\r\n * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.\r\n * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.\r\n * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.\r\n * The passed axis is also normalized.\r\n * @param axis the axis to rotate around\r\n * @param amount the amount to rotate in radians\r\n * @param space Space to rotate in (Default: local)\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.rotate = function (axis, amount, space) {\r\n axis.normalize();\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = this.rotation.toQuaternion();\r\n this.rotation.setAll(0);\r\n }\r\n var rotationQuaternion;\r\n if (!space || space === Space.LOCAL) {\r\n rotationQuaternion = Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);\r\n this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);\r\n }\r\n else {\r\n if (this.parent) {\r\n var invertParentWorldMatrix = TmpVectors.Matrix[0];\r\n this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);\r\n axis = Vector3.TransformNormal(axis, invertParentWorldMatrix);\r\n }\r\n rotationQuaternion = Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);\r\n rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.\r\n * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.\r\n * The passed axis is also normalized. .\r\n * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm\r\n * @param point the point to rotate around\r\n * @param axis the axis to rotate around\r\n * @param amount the amount to rotate in radians\r\n * @returns the TransformNode\r\n */\r\n TransformNode.prototype.rotateAround = function (point, axis, amount) {\r\n axis.normalize();\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);\r\n this.rotation.setAll(0);\r\n }\r\n var tmpVector = TmpVectors.Vector3[0];\r\n var finalScale = TmpVectors.Vector3[1];\r\n var finalTranslation = TmpVectors.Vector3[2];\r\n var finalRotation = TmpVectors.Quaternion[0];\r\n var translationMatrix = TmpVectors.Matrix[0]; // T\r\n var translationMatrixInv = TmpVectors.Matrix[1]; // T'\r\n var rotationMatrix = TmpVectors.Matrix[2]; // R\r\n var finalMatrix = TmpVectors.Matrix[3]; // T' x R x T\r\n point.subtractToRef(this.position, tmpVector);\r\n Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T\r\n Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'\r\n Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R\r\n translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R\r\n finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T\r\n finalMatrix.decompose(finalScale, finalRotation, finalTranslation);\r\n this.position.addInPlace(finalTranslation);\r\n finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);\r\n return this;\r\n };\r\n /**\r\n * Translates the mesh along the axis vector for the passed distance in the given space.\r\n * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.\r\n * @param axis the axis to translate in\r\n * @param distance the distance to translate\r\n * @param space Space to rotate in (Default: local)\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.translate = function (axis, distance, space) {\r\n var displacementVector = axis.scale(distance);\r\n if (!space || space === Space.LOCAL) {\r\n var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);\r\n this.setPositionWithLocalVector(tempV3);\r\n }\r\n else {\r\n this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));\r\n }\r\n return this;\r\n };\r\n /**\r\n * Adds a rotation step to the mesh current rotation.\r\n * x, y, z are Euler angles expressed in radians.\r\n * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.\r\n * This means this rotation is made in the mesh local space only.\r\n * It's useful to set a custom rotation order different from the BJS standard one YXZ.\r\n * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.\r\n * ```javascript\r\n * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);\r\n * ```\r\n * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.\r\n * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.\r\n * @param x Rotation to add\r\n * @param y Rotation to add\r\n * @param z Rotation to add\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.addRotation = function (x, y, z) {\r\n var rotationQuaternion;\r\n if (this.rotationQuaternion) {\r\n rotationQuaternion = this.rotationQuaternion;\r\n }\r\n else {\r\n rotationQuaternion = TmpVectors.Quaternion[1];\r\n Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);\r\n }\r\n var accumulation = TmpVectors.Quaternion[0];\r\n Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);\r\n rotationQuaternion.multiplyInPlace(accumulation);\r\n if (!this.rotationQuaternion) {\r\n rotationQuaternion.toEulerAnglesToRef(this.rotation);\r\n }\r\n return this;\r\n };\r\n /**\r\n * @hidden\r\n */\r\n TransformNode.prototype._getEffectiveParent = function () {\r\n return this.parent;\r\n };\r\n /**\r\n * Computes the world matrix of the node\r\n * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch\r\n * @returns the world matrix\r\n */\r\n TransformNode.prototype.computeWorldMatrix = function (force) {\r\n if (this._isWorldMatrixFrozen && !this._isDirty) {\r\n return this._worldMatrix;\r\n }\r\n var currentRenderId = this.getScene().getRenderId();\r\n if (!this._isDirty && !force && this.isSynchronized()) {\r\n this._currentRenderId = currentRenderId;\r\n return this._worldMatrix;\r\n }\r\n var camera = this.getScene().activeCamera;\r\n var useBillboardPosition = (this._billboardMode & TransformNode.BILLBOARDMODE_USE_POSITION) !== 0;\r\n var useBillboardPath = this._billboardMode !== TransformNode.BILLBOARDMODE_NONE && !this.preserveParentRotationForBillboard;\r\n // Billboarding based on camera position\r\n if (useBillboardPath && camera && useBillboardPosition) {\r\n this.lookAt(camera.position);\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) !== TransformNode.BILLBOARDMODE_X) {\r\n this.rotation.x = 0;\r\n }\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) !== TransformNode.BILLBOARDMODE_Y) {\r\n this.rotation.y = 0;\r\n }\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) !== TransformNode.BILLBOARDMODE_Z) {\r\n this.rotation.z = 0;\r\n }\r\n }\r\n this._updateCache();\r\n var cache = this._cache;\r\n cache.pivotMatrixUpdated = false;\r\n cache.billboardMode = this.billboardMode;\r\n cache.infiniteDistance = this.infiniteDistance;\r\n this._currentRenderId = currentRenderId;\r\n this._childUpdateId++;\r\n this._isDirty = false;\r\n var parent = this._getEffectiveParent();\r\n // Scaling\r\n var scaling = cache.scaling;\r\n var translation = cache.position;\r\n // Translation\r\n if (this._infiniteDistance) {\r\n if (!this.parent && camera) {\r\n var cameraWorldMatrix = camera.getWorldMatrix();\r\n var cameraGlobalPosition = new Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);\r\n translation.copyFromFloats(this._position.x + cameraGlobalPosition.x, this._position.y + cameraGlobalPosition.y, this._position.z + cameraGlobalPosition.z);\r\n }\r\n else {\r\n translation.copyFrom(this._position);\r\n }\r\n }\r\n else {\r\n translation.copyFrom(this._position);\r\n }\r\n // Scaling\r\n scaling.copyFromFloats(this._scaling.x * this.scalingDeterminant, this._scaling.y * this.scalingDeterminant, this._scaling.z * this.scalingDeterminant);\r\n // Rotation\r\n var rotation = cache.rotationQuaternion;\r\n if (this._rotationQuaternion) {\r\n if (this.reIntegrateRotationIntoRotationQuaternion) {\r\n var len = this.rotation.lengthSquared();\r\n if (len) {\r\n this._rotationQuaternion.multiplyInPlace(Quaternion.RotationYawPitchRoll(this._rotation.y, this._rotation.x, this._rotation.z));\r\n this._rotation.copyFromFloats(0, 0, 0);\r\n }\r\n }\r\n rotation.copyFrom(this._rotationQuaternion);\r\n }\r\n else {\r\n Quaternion.RotationYawPitchRollToRef(this._rotation.y, this._rotation.x, this._rotation.z, rotation);\r\n cache.rotation.copyFrom(this._rotation);\r\n }\r\n // Compose\r\n if (this._usePivotMatrix) {\r\n var scaleMatrix = TmpVectors.Matrix[1];\r\n Matrix.ScalingToRef(scaling.x, scaling.y, scaling.z, scaleMatrix);\r\n // Rotation\r\n var rotationMatrix = TmpVectors.Matrix[0];\r\n rotation.toRotationMatrix(rotationMatrix);\r\n // Composing transformations\r\n this._pivotMatrix.multiplyToRef(scaleMatrix, TmpVectors.Matrix[4]);\r\n TmpVectors.Matrix[4].multiplyToRef(rotationMatrix, this._localMatrix);\r\n // Post multiply inverse of pivotMatrix\r\n if (this._postMultiplyPivotMatrix) {\r\n this._localMatrix.multiplyToRef(this._pivotMatrixInverse, this._localMatrix);\r\n }\r\n this._localMatrix.addTranslationFromFloats(translation.x, translation.y, translation.z);\r\n }\r\n else {\r\n Matrix.ComposeToRef(scaling, rotation, translation, this._localMatrix);\r\n }\r\n // Parent\r\n if (parent && parent.getWorldMatrix) {\r\n if (force) {\r\n parent.computeWorldMatrix();\r\n }\r\n if (useBillboardPath) {\r\n if (this._transformToBoneReferal) {\r\n parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), TmpVectors.Matrix[7]);\r\n }\r\n else {\r\n TmpVectors.Matrix[7].copyFrom(parent.getWorldMatrix());\r\n }\r\n // Extract scaling and translation from parent\r\n var translation_1 = TmpVectors.Vector3[5];\r\n var scale = TmpVectors.Vector3[6];\r\n TmpVectors.Matrix[7].decompose(scale, undefined, translation_1);\r\n Matrix.ScalingToRef(scale.x, scale.y, scale.z, TmpVectors.Matrix[7]);\r\n TmpVectors.Matrix[7].setTranslation(translation_1);\r\n this._localMatrix.multiplyToRef(TmpVectors.Matrix[7], this._worldMatrix);\r\n }\r\n else {\r\n if (this._transformToBoneReferal) {\r\n this._localMatrix.multiplyToRef(parent.getWorldMatrix(), TmpVectors.Matrix[6]);\r\n TmpVectors.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);\r\n }\r\n else {\r\n this._localMatrix.multiplyToRef(parent.getWorldMatrix(), this._worldMatrix);\r\n }\r\n }\r\n this._markSyncedWithParent();\r\n }\r\n else {\r\n this._worldMatrix.copyFrom(this._localMatrix);\r\n }\r\n // Billboarding based on camera orientation (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)\r\n if (useBillboardPath && camera && this.billboardMode && !useBillboardPosition) {\r\n var storedTranslation = TmpVectors.Vector3[0];\r\n this._worldMatrix.getTranslationToRef(storedTranslation); // Save translation\r\n // Cancel camera rotation\r\n TmpVectors.Matrix[1].copyFrom(camera.getViewMatrix());\r\n TmpVectors.Matrix[1].setTranslationFromFloats(0, 0, 0);\r\n TmpVectors.Matrix[1].invertToRef(TmpVectors.Matrix[0]);\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {\r\n TmpVectors.Matrix[0].decompose(undefined, TmpVectors.Quaternion[0], undefined);\r\n var eulerAngles = TmpVectors.Vector3[1];\r\n TmpVectors.Quaternion[0].toEulerAnglesToRef(eulerAngles);\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) !== TransformNode.BILLBOARDMODE_X) {\r\n eulerAngles.x = 0;\r\n }\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) !== TransformNode.BILLBOARDMODE_Y) {\r\n eulerAngles.y = 0;\r\n }\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) !== TransformNode.BILLBOARDMODE_Z) {\r\n eulerAngles.z = 0;\r\n }\r\n Matrix.RotationYawPitchRollToRef(eulerAngles.y, eulerAngles.x, eulerAngles.z, TmpVectors.Matrix[0]);\r\n }\r\n this._worldMatrix.setTranslationFromFloats(0, 0, 0);\r\n this._worldMatrix.multiplyToRef(TmpVectors.Matrix[0], this._worldMatrix);\r\n // Restore translation\r\n this._worldMatrix.setTranslation(TmpVectors.Vector3[0]);\r\n }\r\n // Normal matrix\r\n if (!this.ignoreNonUniformScaling) {\r\n if (this._scaling.isNonUniform) {\r\n this._updateNonUniformScalingState(true);\r\n }\r\n else if (parent && parent._nonUniformScaling) {\r\n this._updateNonUniformScalingState(parent._nonUniformScaling);\r\n }\r\n else {\r\n this._updateNonUniformScalingState(false);\r\n }\r\n }\r\n else {\r\n this._updateNonUniformScalingState(false);\r\n }\r\n this._afterComputeWorldMatrix();\r\n // Absolute position\r\n this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);\r\n this._isAbsoluteSynced = false;\r\n // Callbacks\r\n this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);\r\n if (!this._poseMatrix) {\r\n this._poseMatrix = Matrix.Invert(this._worldMatrix);\r\n }\r\n // Cache the determinant\r\n this._worldMatrixDeterminantIsDirty = true;\r\n return this._worldMatrix;\r\n };\r\n /**\r\n * Resets this nodeTransform's local matrix to Matrix.Identity().\r\n * @param independentOfChildren indicates if all child nodeTransform's world-space transform should be preserved.\r\n */\r\n TransformNode.prototype.resetLocalMatrix = function (independentOfChildren) {\r\n if (independentOfChildren === void 0) { independentOfChildren = true; }\r\n this.computeWorldMatrix();\r\n if (independentOfChildren) {\r\n var children = this.getChildren();\r\n for (var i = 0; i < children.length; ++i) {\r\n var child = children[i];\r\n if (child) {\r\n child.computeWorldMatrix();\r\n var bakedMatrix = TmpVectors.Matrix[0];\r\n child._localMatrix.multiplyToRef(this._localMatrix, bakedMatrix);\r\n var tmpRotationQuaternion = TmpVectors.Quaternion[0];\r\n bakedMatrix.decompose(child.scaling, tmpRotationQuaternion, child.position);\r\n if (child.rotationQuaternion) {\r\n child.rotationQuaternion = tmpRotationQuaternion;\r\n }\r\n else {\r\n tmpRotationQuaternion.toEulerAnglesToRef(child.rotation);\r\n }\r\n }\r\n }\r\n }\r\n this.scaling.copyFromFloats(1, 1, 1);\r\n this.position.copyFromFloats(0, 0, 0);\r\n this.rotation.copyFromFloats(0, 0, 0);\r\n //only if quaternion is already set\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion = Quaternion.Identity();\r\n }\r\n this._worldMatrix = Matrix.Identity();\r\n };\r\n TransformNode.prototype._afterComputeWorldMatrix = function () {\r\n };\r\n /**\r\n * If you'd like to be called back after the mesh position, rotation or scaling has been updated.\r\n * @param func callback function to add\r\n *\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {\r\n this.onAfterWorldMatrixUpdateObservable.add(func);\r\n return this;\r\n };\r\n /**\r\n * Removes a registered callback function.\r\n * @param func callback function to remove\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {\r\n this.onAfterWorldMatrixUpdateObservable.removeCallback(func);\r\n return this;\r\n };\r\n /**\r\n * Gets the position of the current mesh in camera space\r\n * @param camera defines the camera to use\r\n * @returns a position\r\n */\r\n TransformNode.prototype.getPositionInCameraSpace = function (camera) {\r\n if (camera === void 0) { camera = null; }\r\n if (!camera) {\r\n camera = this.getScene().activeCamera;\r\n }\r\n return Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());\r\n };\r\n /**\r\n * Returns the distance from the mesh to the active camera\r\n * @param camera defines the camera to use\r\n * @returns the distance\r\n */\r\n TransformNode.prototype.getDistanceToCamera = function (camera) {\r\n if (camera === void 0) { camera = null; }\r\n if (!camera) {\r\n camera = this.getScene().activeCamera;\r\n }\r\n return this.absolutePosition.subtract(camera.globalPosition).length();\r\n };\r\n /**\r\n * Clone the current transform node\r\n * @param name Name of the new clone\r\n * @param newParent New parent for the clone\r\n * @param doNotCloneChildren Do not clone children hierarchy\r\n * @returns the new transform node\r\n */\r\n TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {\r\n var _this = this;\r\n var result = SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);\r\n result.name = name;\r\n result.id = name;\r\n if (newParent) {\r\n result.parent = newParent;\r\n }\r\n if (!doNotCloneChildren) {\r\n // Children\r\n var directDescendants = this.getDescendants(true);\r\n for (var index = 0; index < directDescendants.length; index++) {\r\n var child = directDescendants[index];\r\n if (child.clone) {\r\n child.clone(name + \".\" + child.name, result);\r\n }\r\n }\r\n }\r\n return result;\r\n };\r\n /**\r\n * Serializes the objects information.\r\n * @param currentSerializationObject defines the object to serialize in\r\n * @returns the serialized object\r\n */\r\n TransformNode.prototype.serialize = function (currentSerializationObject) {\r\n var serializationObject = SerializationHelper.Serialize(this, currentSerializationObject);\r\n serializationObject.type = this.getClassName();\r\n // Parent\r\n if (this.parent) {\r\n serializationObject.parentId = this.parent.id;\r\n }\r\n serializationObject.localMatrix = this.getPivotMatrix().asArray();\r\n serializationObject.isEnabled = this.isEnabled();\r\n // Parent\r\n if (this.parent) {\r\n serializationObject.parentId = this.parent.id;\r\n }\r\n return serializationObject;\r\n };\r\n // Statics\r\n /**\r\n * Returns a new TransformNode object parsed from the source provided.\r\n * @param parsedTransformNode is the source.\r\n * @param scene the scne the object belongs to\r\n * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with\r\n * @returns a new TransformNode object parsed from the source provided.\r\n */\r\n TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {\r\n var transformNode = SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);\r\n if (parsedTransformNode.localMatrix) {\r\n transformNode.setPreTransformMatrix(Matrix.FromArray(parsedTransformNode.localMatrix));\r\n }\r\n else if (parsedTransformNode.pivotMatrix) {\r\n transformNode.setPivotMatrix(Matrix.FromArray(parsedTransformNode.pivotMatrix));\r\n }\r\n transformNode.setEnabled(parsedTransformNode.isEnabled);\r\n // Parent\r\n if (parsedTransformNode.parentId) {\r\n transformNode._waitingParentId = parsedTransformNode.parentId;\r\n }\r\n return transformNode;\r\n };\r\n /**\r\n * Get all child-transformNodes of this node\r\n * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered\r\n * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\r\n * @returns an array of TransformNode\r\n */\r\n TransformNode.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {\r\n var results = [];\r\n this._getDescendants(results, directDescendantsOnly, function (node) {\r\n return ((!predicate || predicate(node)) && (node instanceof TransformNode));\r\n });\r\n return results;\r\n };\r\n /**\r\n * Releases resources associated with this transform node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {\r\n if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n // Remove from scene\r\n this.getScene().removeTransformNode(this);\r\n this.onAfterWorldMatrixUpdateObservable.clear();\r\n if (doNotRecurse) {\r\n var transformNodes = this.getChildTransformNodes(true);\r\n for (var _i = 0, transformNodes_1 = transformNodes; _i < transformNodes_1.length; _i++) {\r\n var transformNode = transformNodes_1[_i];\r\n transformNode.parent = null;\r\n transformNode.computeWorldMatrix(true);\r\n }\r\n }\r\n _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);\r\n };\r\n /**\r\n * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)\r\n * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false\r\n * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false\r\n * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling\r\n * @returns the current mesh\r\n */\r\n TransformNode.prototype.normalizeToUnitCube = function (includeDescendants, ignoreRotation, predicate) {\r\n if (includeDescendants === void 0) { includeDescendants = true; }\r\n if (ignoreRotation === void 0) { ignoreRotation = false; }\r\n var storedRotation = null;\r\n var storedRotationQuaternion = null;\r\n if (ignoreRotation) {\r\n if (this.rotationQuaternion) {\r\n storedRotationQuaternion = this.rotationQuaternion.clone();\r\n this.rotationQuaternion.copyFromFloats(0, 0, 0, 1);\r\n }\r\n else if (this.rotation) {\r\n storedRotation = this.rotation.clone();\r\n this.rotation.copyFromFloats(0, 0, 0);\r\n }\r\n }\r\n var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants, predicate);\r\n var sizeVec = boundingVectors.max.subtract(boundingVectors.min);\r\n var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);\r\n if (maxDimension === 0) {\r\n return this;\r\n }\r\n var scale = 1 / maxDimension;\r\n this.scaling.scaleInPlace(scale);\r\n if (ignoreRotation) {\r\n if (this.rotationQuaternion && storedRotationQuaternion) {\r\n this.rotationQuaternion.copyFrom(storedRotationQuaternion);\r\n }\r\n else if (this.rotation && storedRotation) {\r\n this.rotation.copyFrom(storedRotation);\r\n }\r\n }\r\n return this;\r\n };\r\n TransformNode.prototype._syncAbsoluteScalingAndRotation = function () {\r\n if (!this._isAbsoluteSynced) {\r\n this._worldMatrix.decompose(this._absoluteScaling, this._absoluteRotationQuaternion);\r\n this._isAbsoluteSynced = true;\r\n }\r\n };\r\n // Statics\r\n /**\r\n * Object will not rotate to face the camera\r\n */\r\n TransformNode.BILLBOARDMODE_NONE = 0;\r\n /**\r\n * Object will rotate to face the camera but only on the x axis\r\n */\r\n TransformNode.BILLBOARDMODE_X = 1;\r\n /**\r\n * Object will rotate to face the camera but only on the y axis\r\n */\r\n TransformNode.BILLBOARDMODE_Y = 2;\r\n /**\r\n * Object will rotate to face the camera but only on the z axis\r\n */\r\n TransformNode.BILLBOARDMODE_Z = 4;\r\n /**\r\n * Object will rotate to face the camera\r\n */\r\n TransformNode.BILLBOARDMODE_ALL = 7;\r\n /**\r\n * Object will rotate to face the camera's position instead of orientation\r\n */\r\n TransformNode.BILLBOARDMODE_USE_POSITION = 128;\r\n TransformNode._lookAtVectorCache = new Vector3(0, 0, 0);\r\n TransformNode._rotationAxisCache = new Quaternion();\r\n __decorate([\r\n serializeAsVector3(\"position\")\r\n ], TransformNode.prototype, \"_position\", void 0);\r\n __decorate([\r\n serializeAsVector3(\"rotation\")\r\n ], TransformNode.prototype, \"_rotation\", void 0);\r\n __decorate([\r\n serializeAsQuaternion(\"rotationQuaternion\")\r\n ], TransformNode.prototype, \"_rotationQuaternion\", void 0);\r\n __decorate([\r\n serializeAsVector3(\"scaling\")\r\n ], TransformNode.prototype, \"_scaling\", void 0);\r\n __decorate([\r\n serialize(\"billboardMode\")\r\n ], TransformNode.prototype, \"_billboardMode\", void 0);\r\n __decorate([\r\n serialize()\r\n ], TransformNode.prototype, \"scalingDeterminant\", void 0);\r\n __decorate([\r\n serialize(\"infiniteDistance\")\r\n ], TransformNode.prototype, \"_infiniteDistance\", void 0);\r\n __decorate([\r\n serialize()\r\n ], TransformNode.prototype, \"ignoreNonUniformScaling\", void 0);\r\n __decorate([\r\n serialize()\r\n ], TransformNode.prototype, \"reIntegrateRotationIntoRotationQuaternion\", void 0);\r\n return TransformNode;\r\n}(Node));\r\nexport { TransformNode };\r\n//# sourceMappingURL=transformNode.js.map","/**\r\n * Helper to manipulate strings\r\n */\r\nvar StringTools = /** @class */ (function () {\r\n function StringTools() {\r\n }\r\n /**\r\n * Checks for a matching suffix at the end of a string (for ES5 and lower)\r\n * @param str Source string\r\n * @param suffix Suffix to search for in the source string\r\n * @returns Boolean indicating whether the suffix was found (true) or not (false)\r\n */\r\n StringTools.EndsWith = function (str, suffix) {\r\n return str.indexOf(suffix, str.length - suffix.length) !== -1;\r\n };\r\n /**\r\n * Checks for a matching suffix at the beginning of a string (for ES5 and lower)\r\n * @param str Source string\r\n * @param suffix Suffix to search for in the source string\r\n * @returns Boolean indicating whether the suffix was found (true) or not (false)\r\n */\r\n StringTools.StartsWith = function (str, suffix) {\r\n return str.indexOf(suffix) === 0;\r\n };\r\n /**\r\n * Decodes a buffer into a string\r\n * @param buffer The buffer to decode\r\n * @returns The decoded string\r\n */\r\n StringTools.Decode = function (buffer) {\r\n if (typeof TextDecoder !== \"undefined\") {\r\n return new TextDecoder().decode(buffer);\r\n }\r\n var result = \"\";\r\n for (var i = 0; i < buffer.byteLength; i++) {\r\n result += String.fromCharCode(buffer[i]);\r\n }\r\n return result;\r\n };\r\n /**\r\n * Encode a buffer to a base64 string\r\n * @param buffer defines the buffer to encode\r\n * @returns the encoded string\r\n */\r\n StringTools.EncodeArrayBufferToBase64 = function (buffer) {\r\n var keyStr = \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=\";\r\n var output = \"\";\r\n var chr1, chr2, chr3, enc1, enc2, enc3, enc4;\r\n var i = 0;\r\n var bytes = ArrayBuffer.isView(buffer) ? new Uint8Array(buffer.buffer, buffer.byteOffset, buffer.byteLength) : new Uint8Array(buffer);\r\n while (i < bytes.length) {\r\n chr1 = bytes[i++];\r\n chr2 = i < bytes.length ? bytes[i++] : Number.NaN;\r\n chr3 = i < bytes.length ? bytes[i++] : Number.NaN;\r\n enc1 = chr1 >> 2;\r\n enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);\r\n enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);\r\n enc4 = chr3 & 63;\r\n if (isNaN(chr2)) {\r\n enc3 = enc4 = 64;\r\n }\r\n else if (isNaN(chr3)) {\r\n enc4 = 64;\r\n }\r\n output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +\r\n keyStr.charAt(enc3) + keyStr.charAt(enc4);\r\n }\r\n return output;\r\n };\r\n return StringTools;\r\n}());\r\nexport { StringTools };\r\n//# sourceMappingURL=stringTools.js.map","import { __extends } from \"tslib\";\r\nimport { VertexBuffer } from \"./buffer\";\r\nimport { IntersectionInfo } from \"../Collisions/intersectionInfo\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { extractMinAndMaxIndexed } from '../Maths/math.functions';\r\n/**\r\n * Base class for submeshes\r\n */\r\nvar BaseSubMesh = /** @class */ (function () {\r\n function BaseSubMesh() {\r\n /** @hidden */\r\n this._materialDefines = null;\r\n /** @hidden */\r\n this._materialEffect = null;\r\n }\r\n Object.defineProperty(BaseSubMesh.prototype, \"materialDefines\", {\r\n /**\r\n * Gets material defines used by the effect associated to the sub mesh\r\n */\r\n get: function () {\r\n return this._materialDefines;\r\n },\r\n /**\r\n * Sets material defines used by the effect associated to the sub mesh\r\n */\r\n set: function (defines) {\r\n this._materialDefines = defines;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseSubMesh.prototype, \"effect\", {\r\n /**\r\n * Gets associated effect\r\n */\r\n get: function () {\r\n return this._materialEffect;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Sets associated effect (effect used to render this submesh)\r\n * @param effect defines the effect to associate with\r\n * @param defines defines the set of defines used to compile this effect\r\n */\r\n BaseSubMesh.prototype.setEffect = function (effect, defines) {\r\n if (defines === void 0) { defines = null; }\r\n if (this._materialEffect === effect) {\r\n if (!effect) {\r\n this._materialDefines = null;\r\n }\r\n return;\r\n }\r\n this._materialDefines = defines;\r\n this._materialEffect = effect;\r\n };\r\n return BaseSubMesh;\r\n}());\r\nexport { BaseSubMesh };\r\n/**\r\n * Defines a subdivision inside a mesh\r\n */\r\nvar SubMesh = /** @class */ (function (_super) {\r\n __extends(SubMesh, _super);\r\n /**\r\n * Creates a new submesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n */\r\n function SubMesh(\r\n /** the material index to use */\r\n materialIndex, \r\n /** vertex index start */\r\n verticesStart, \r\n /** vertices count */\r\n verticesCount, \r\n /** index start */\r\n indexStart, \r\n /** indices count */\r\n indexCount, mesh, renderingMesh, createBoundingBox) {\r\n if (createBoundingBox === void 0) { createBoundingBox = true; }\r\n var _this = _super.call(this) || this;\r\n _this.materialIndex = materialIndex;\r\n _this.verticesStart = verticesStart;\r\n _this.verticesCount = verticesCount;\r\n _this.indexStart = indexStart;\r\n _this.indexCount = indexCount;\r\n /** @hidden */\r\n _this._linesIndexCount = 0;\r\n _this._linesIndexBuffer = null;\r\n /** @hidden */\r\n _this._lastColliderWorldVertices = null;\r\n /** @hidden */\r\n _this._lastColliderTransformMatrix = null;\r\n /** @hidden */\r\n _this._renderId = 0;\r\n /** @hidden */\r\n _this._alphaIndex = 0;\r\n /** @hidden */\r\n _this._distanceToCamera = 0;\r\n _this._currentMaterial = null;\r\n _this._mesh = mesh;\r\n _this._renderingMesh = renderingMesh || mesh;\r\n mesh.subMeshes.push(_this);\r\n _this._trianglePlanes = [];\r\n _this._id = mesh.subMeshes.length - 1;\r\n if (createBoundingBox) {\r\n _this.refreshBoundingInfo();\r\n mesh.computeWorldMatrix(true);\r\n }\r\n return _this;\r\n }\r\n /**\r\n * Add a new submesh to a mesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns the new submesh\r\n */\r\n SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {\r\n if (createBoundingBox === void 0) { createBoundingBox = true; }\r\n return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);\r\n };\r\n Object.defineProperty(SubMesh.prototype, \"IsGlobal\", {\r\n /**\r\n * Returns true if this submesh covers the entire parent mesh\r\n * @ignorenaming\r\n */\r\n get: function () {\r\n return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns the submesh BoudingInfo object\r\n * @returns current bounding info (or mesh's one if the submesh is global)\r\n */\r\n SubMesh.prototype.getBoundingInfo = function () {\r\n if (this.IsGlobal) {\r\n return this._mesh.getBoundingInfo();\r\n }\r\n return this._boundingInfo;\r\n };\r\n /**\r\n * Sets the submesh BoundingInfo\r\n * @param boundingInfo defines the new bounding info to use\r\n * @returns the SubMesh\r\n */\r\n SubMesh.prototype.setBoundingInfo = function (boundingInfo) {\r\n this._boundingInfo = boundingInfo;\r\n return this;\r\n };\r\n /**\r\n * Returns the mesh of the current submesh\r\n * @return the parent mesh\r\n */\r\n SubMesh.prototype.getMesh = function () {\r\n return this._mesh;\r\n };\r\n /**\r\n * Returns the rendering mesh of the submesh\r\n * @returns the rendering mesh (could be different from parent mesh)\r\n */\r\n SubMesh.prototype.getRenderingMesh = function () {\r\n return this._renderingMesh;\r\n };\r\n /**\r\n * Returns the submesh material\r\n * @returns null or the current material\r\n */\r\n SubMesh.prototype.getMaterial = function () {\r\n var rootMaterial = this._renderingMesh.material;\r\n if (rootMaterial === null || rootMaterial === undefined) {\r\n return this._mesh.getScene().defaultMaterial;\r\n }\r\n else if (rootMaterial.getSubMaterial) {\r\n var multiMaterial = rootMaterial;\r\n var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);\r\n if (this._currentMaterial !== effectiveMaterial) {\r\n this._currentMaterial = effectiveMaterial;\r\n this._materialDefines = null;\r\n }\r\n return effectiveMaterial;\r\n }\r\n return rootMaterial;\r\n };\r\n // Methods\r\n /**\r\n * Sets a new updated BoundingInfo object to the submesh\r\n * @param data defines an optional position array to use to determine the bounding info\r\n * @returns the SubMesh\r\n */\r\n SubMesh.prototype.refreshBoundingInfo = function (data) {\r\n if (data === void 0) { data = null; }\r\n this._lastColliderWorldVertices = null;\r\n if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {\r\n return this;\r\n }\r\n if (!data) {\r\n data = this._renderingMesh.getVerticesData(VertexBuffer.PositionKind);\r\n }\r\n if (!data) {\r\n this._boundingInfo = this._mesh.getBoundingInfo();\r\n return this;\r\n }\r\n var indices = this._renderingMesh.getIndices();\r\n var extend;\r\n //is this the only submesh?\r\n if (this.indexStart === 0 && this.indexCount === indices.length) {\r\n var boundingInfo = this._renderingMesh.getBoundingInfo();\r\n //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.\r\n extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };\r\n }\r\n else {\r\n extend = extractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);\r\n }\r\n if (this._boundingInfo) {\r\n this._boundingInfo.reConstruct(extend.minimum, extend.maximum);\r\n }\r\n else {\r\n this._boundingInfo = new BoundingInfo(extend.minimum, extend.maximum);\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n SubMesh.prototype._checkCollision = function (collider) {\r\n var boundingInfo = this.getBoundingInfo();\r\n return boundingInfo._checkCollision(collider);\r\n };\r\n /**\r\n * Updates the submesh BoundingInfo\r\n * @param world defines the world matrix to use to update the bounding info\r\n * @returns the submesh\r\n */\r\n SubMesh.prototype.updateBoundingInfo = function (world) {\r\n var boundingInfo = this.getBoundingInfo();\r\n if (!boundingInfo) {\r\n this.refreshBoundingInfo();\r\n boundingInfo = this.getBoundingInfo();\r\n }\r\n if (boundingInfo) {\r\n boundingInfo.update(world);\r\n }\r\n return this;\r\n };\r\n /**\r\n * True is the submesh bounding box intersects the frustum defined by the passed array of planes.\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is intersecting with the frustum\r\n */\r\n SubMesh.prototype.isInFrustum = function (frustumPlanes) {\r\n var boundingInfo = this.getBoundingInfo();\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);\r\n };\r\n /**\r\n * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is inside the frustum\r\n */\r\n SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {\r\n var boundingInfo = this.getBoundingInfo();\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isCompletelyInFrustum(frustumPlanes);\r\n };\r\n /**\r\n * Renders the submesh\r\n * @param enableAlphaMode defines if alpha needs to be used\r\n * @returns the submesh\r\n */\r\n SubMesh.prototype.render = function (enableAlphaMode) {\r\n this._renderingMesh.render(this, enableAlphaMode, this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : undefined);\r\n return this;\r\n };\r\n /**\r\n * @hidden\r\n */\r\n SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {\r\n if (!this._linesIndexBuffer) {\r\n var linesIndices = [];\r\n for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {\r\n linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);\r\n }\r\n this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);\r\n this._linesIndexCount = linesIndices.length;\r\n }\r\n return this._linesIndexBuffer;\r\n };\r\n /**\r\n * Checks if the submesh intersects with a ray\r\n * @param ray defines the ray to test\r\n * @returns true is the passed ray intersects the submesh bounding box\r\n */\r\n SubMesh.prototype.canIntersects = function (ray) {\r\n var boundingInfo = this.getBoundingInfo();\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return ray.intersectsBox(boundingInfo.boundingBox);\r\n };\r\n /**\r\n * Intersects current submesh with a ray\r\n * @param ray defines the ray to test\r\n * @param positions defines mesh's positions array\r\n * @param indices defines mesh's indices array\r\n * @param fastCheck defines if only bounding info should be used\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns intersection info or null if no intersection\r\n */\r\n SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck, trianglePredicate) {\r\n var material = this.getMaterial();\r\n if (!material) {\r\n return null;\r\n }\r\n var step = 3;\r\n var checkStopper = false;\r\n switch (material.fillMode) {\r\n case 3:\r\n case 4:\r\n case 5:\r\n case 6:\r\n case 8:\r\n return null;\r\n case 7:\r\n step = 1;\r\n checkStopper = true;\r\n break;\r\n default:\r\n break;\r\n }\r\n // LineMesh first as it's also a Mesh...\r\n if (this._mesh.getClassName() === \"InstancedLinesMesh\" || this._mesh.getClassName() === \"LinesMesh\") {\r\n // Check if mesh is unindexed\r\n if (!indices.length) {\r\n return this._intersectUnIndexedLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);\r\n }\r\n return this._intersectLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);\r\n }\r\n else {\r\n // Check if mesh is unindexed\r\n if (!indices.length && this._mesh._unIndexed) {\r\n return this._intersectUnIndexedTriangles(ray, positions, indices, fastCheck, trianglePredicate);\r\n }\r\n return this._intersectTriangles(ray, positions, indices, step, checkStopper, fastCheck, trianglePredicate);\r\n }\r\n };\r\n /** @hidden */\r\n SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {\r\n var intersectInfo = null;\r\n // Line test\r\n for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {\r\n var p0 = positions[indices[index]];\r\n var p1 = positions[indices[index + 1]];\r\n var length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n };\r\n /** @hidden */\r\n SubMesh.prototype._intersectUnIndexedLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {\r\n var intersectInfo = null;\r\n // Line test\r\n for (var index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 2) {\r\n var p0 = positions[index];\r\n var p1 = positions[index + 1];\r\n var length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n };\r\n /** @hidden */\r\n SubMesh.prototype._intersectTriangles = function (ray, positions, indices, step, checkStopper, fastCheck, trianglePredicate) {\r\n var intersectInfo = null;\r\n // Triangles test\r\n var faceID = -1;\r\n for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += step) {\r\n faceID++;\r\n var indexA = indices[index];\r\n var indexB = indices[index + 1];\r\n var indexC = indices[index + 2];\r\n if (checkStopper && indexC === 0xFFFFFFFF) {\r\n index += 2;\r\n continue;\r\n }\r\n var p0 = positions[indexA];\r\n var p1 = positions[indexB];\r\n var p2 = positions[indexC];\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray)) {\r\n continue;\r\n }\r\n var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = faceID;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n };\r\n /** @hidden */\r\n SubMesh.prototype._intersectUnIndexedTriangles = function (ray, positions, indices, fastCheck, trianglePredicate) {\r\n var intersectInfo = null;\r\n // Triangles test\r\n for (var index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 3) {\r\n var p0 = positions[index];\r\n var p1 = positions[index + 1];\r\n var p2 = positions[index + 2];\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray)) {\r\n continue;\r\n }\r\n var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = index / 3;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n };\r\n /** @hidden */\r\n SubMesh.prototype._rebuild = function () {\r\n if (this._linesIndexBuffer) {\r\n this._linesIndexBuffer = null;\r\n }\r\n };\r\n // Clone\r\n /**\r\n * Creates a new submesh from the passed mesh\r\n * @param newMesh defines the new hosting mesh\r\n * @param newRenderingMesh defines an optional rendering mesh\r\n * @returns the new submesh\r\n */\r\n SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {\r\n var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);\r\n if (!this.IsGlobal) {\r\n var boundingInfo = this.getBoundingInfo();\r\n if (!boundingInfo) {\r\n return result;\r\n }\r\n result._boundingInfo = new BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);\r\n }\r\n return result;\r\n };\r\n // Dispose\r\n /**\r\n * Release associated resources\r\n */\r\n SubMesh.prototype.dispose = function () {\r\n if (this._linesIndexBuffer) {\r\n this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);\r\n this._linesIndexBuffer = null;\r\n }\r\n // Remove from mesh\r\n var index = this._mesh.subMeshes.indexOf(this);\r\n this._mesh.subMeshes.splice(index, 1);\r\n };\r\n /**\r\n * Gets the class name\r\n * @returns the string \"SubMesh\".\r\n */\r\n SubMesh.prototype.getClassName = function () {\r\n return \"SubMesh\";\r\n };\r\n // Statics\r\n /**\r\n * Creates a new submesh from indices data\r\n * @param materialIndex the index of the main mesh material\r\n * @param startIndex the index where to start the copy in the mesh indices array\r\n * @param indexCount the number of indices to copy then from the startIndex\r\n * @param mesh the main mesh to create the submesh from\r\n * @param renderingMesh the optional rendering mesh\r\n * @returns a new submesh\r\n */\r\n SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {\r\n var minVertexIndex = Number.MAX_VALUE;\r\n var maxVertexIndex = -Number.MAX_VALUE;\r\n var whatWillRender = (renderingMesh || mesh);\r\n var indices = whatWillRender.getIndices();\r\n for (var index = startIndex; index < startIndex + indexCount; index++) {\r\n var vertexIndex = indices[index];\r\n if (vertexIndex < minVertexIndex) {\r\n minVertexIndex = vertexIndex;\r\n }\r\n if (vertexIndex > maxVertexIndex) {\r\n maxVertexIndex = vertexIndex;\r\n }\r\n }\r\n return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);\r\n };\r\n return SubMesh;\r\n}(BaseSubMesh));\r\nexport { SubMesh };\r\n//# sourceMappingURL=subMesh.js.map","import { Vector3 } from '../Maths/math.vector';\r\n/**\r\n * @hidden\r\n */\r\nvar _MeshCollisionData = /** @class */ (function () {\r\n function _MeshCollisionData() {\r\n this._checkCollisions = false;\r\n this._collisionMask = -1;\r\n this._collisionGroup = -1;\r\n this._collider = null;\r\n this._oldPositionForCollisions = new Vector3(0, 0, 0);\r\n this._diffPositionForCollisions = new Vector3(0, 0, 0);\r\n }\r\n return _MeshCollisionData;\r\n}());\r\nexport { _MeshCollisionData };\r\n//# sourceMappingURL=meshCollisionData.js.map","import { __extends } from \"tslib\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Quaternion, Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { _MeshCollisionData } from '../Collisions/meshCollisionData';\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { extractMinAndMax } from '../Maths/math.functions';\r\nimport { Color3, Color4 } from '../Maths/math.color';\r\nimport { Epsilon } from '../Maths/math.constants';\r\nimport { Axis } from '../Maths/math.axis';\r\n/** @hidden */\r\nvar _FacetDataStorage = /** @class */ (function () {\r\n function _FacetDataStorage() {\r\n this.facetNb = 0; // facet number\r\n this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space\r\n this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box\r\n this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?\r\n this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation\r\n this.bbSize = Vector3.Zero(); // bbox size approximated for facet data\r\n this.subDiv = {\r\n max: 1,\r\n X: 1,\r\n Y: 1,\r\n Z: 1\r\n };\r\n this.facetDepthSort = false; // is the facet depth sort to be computed\r\n this.facetDepthSortEnabled = false; // is the facet depth sort initialized\r\n }\r\n return _FacetDataStorage;\r\n}());\r\n/**\r\n * @hidden\r\n **/\r\nvar _InternalAbstractMeshDataInfo = /** @class */ (function () {\r\n function _InternalAbstractMeshDataInfo() {\r\n this._hasVertexAlpha = false;\r\n this._useVertexColors = true;\r\n this._numBoneInfluencers = 4;\r\n this._applyFog = true;\r\n this._receiveShadows = false;\r\n this._facetData = new _FacetDataStorage();\r\n this._visibility = 1.0;\r\n this._skeleton = null;\r\n this._layerMask = 0x0FFFFFFF;\r\n this._computeBonesUsingShaders = true;\r\n this._isActive = false;\r\n this._onlyForInstances = false;\r\n this._isActiveIntermediate = false;\r\n this._onlyForInstancesIntermediate = false;\r\n this._actAsRegularMesh = false;\r\n }\r\n return _InternalAbstractMeshDataInfo;\r\n}());\r\n/**\r\n * Class used to store all common mesh properties\r\n */\r\nvar AbstractMesh = /** @class */ (function (_super) {\r\n __extends(AbstractMesh, _super);\r\n // Constructor\r\n /**\r\n * Creates a new AbstractMesh\r\n * @param name defines the name of the mesh\r\n * @param scene defines the hosting scene\r\n */\r\n function AbstractMesh(name, scene) {\r\n if (scene === void 0) { scene = null; }\r\n var _this = _super.call(this, name, scene, false) || this;\r\n // Internal data\r\n /** @hidden */\r\n _this._internalAbstractMeshDataInfo = new _InternalAbstractMeshDataInfo();\r\n /**\r\n * The culling strategy to use to check whether the mesh must be rendered or not.\r\n * This value can be changed at any time and will be used on the next render mesh selection.\r\n * The possible values are :\r\n * - AbstractMesh.CULLINGSTRATEGY_STANDARD\r\n * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY\r\n * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION\r\n * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY\r\n * Please read each static variable documentation to get details about the culling process.\r\n * */\r\n _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY;\r\n // Events\r\n /**\r\n * An event triggered when this mesh collides with another one\r\n */\r\n _this.onCollideObservable = new Observable();\r\n /**\r\n * An event triggered when the collision's position changes\r\n */\r\n _this.onCollisionPositionChangeObservable = new Observable();\r\n /**\r\n * An event triggered when material is changed\r\n */\r\n _this.onMaterialChangedObservable = new Observable();\r\n // Properties\r\n /**\r\n * Gets or sets the orientation for POV movement & rotation\r\n */\r\n _this.definedFacingForward = true;\r\n /** @hidden */\r\n _this._occlusionQuery = null;\r\n /** @hidden */\r\n _this._renderingGroup = null;\r\n /** Gets or sets the alpha index used to sort transparent meshes\r\n * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index\r\n */\r\n _this.alphaIndex = Number.MAX_VALUE;\r\n /**\r\n * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true\r\n */\r\n _this.isVisible = true;\r\n /**\r\n * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true\r\n */\r\n _this.isPickable = true;\r\n /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */\r\n _this.showSubMeshesBoundingBox = false;\r\n /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares\r\n */\r\n _this.isBlocker = false;\r\n /**\r\n * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)\r\n */\r\n _this.enablePointerMoveEvents = false;\r\n /**\r\n * Specifies the rendering group id for this mesh (0 by default)\r\n * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups\r\n */\r\n _this.renderingGroupId = 0;\r\n _this._material = null;\r\n /** Defines color to use when rendering outline */\r\n _this.outlineColor = Color3.Red();\r\n /** Define width to use when rendering outline */\r\n _this.outlineWidth = 0.02;\r\n /** Defines color to use when rendering overlay */\r\n _this.overlayColor = Color3.Red();\r\n /** Defines alpha to use when rendering overlay */\r\n _this.overlayAlpha = 0.5;\r\n /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */\r\n _this.useOctreeForRenderingSelection = true;\r\n /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */\r\n _this.useOctreeForPicking = true;\r\n /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */\r\n _this.useOctreeForCollisions = true;\r\n /**\r\n * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)\r\n */\r\n _this.alwaysSelectAsActiveMesh = false;\r\n /**\r\n * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)\r\n */\r\n _this.doNotSyncBoundingInfo = false;\r\n /**\r\n * Gets or sets the current action manager\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\n _this.actionManager = null;\r\n // Collisions\r\n _this._meshCollisionData = new _MeshCollisionData();\r\n /**\r\n * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n */\r\n _this.ellipsoid = new Vector3(0.5, 1, 0.5);\r\n /**\r\n * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n */\r\n _this.ellipsoidOffset = new Vector3(0, 0, 0);\r\n // Edges\r\n /**\r\n * Defines edge width used when edgesRenderer is enabled\r\n * @see https://www.babylonjs-playground.com/#10OJSG#13\r\n */\r\n _this.edgesWidth = 1;\r\n /**\r\n * Defines edge color used when edgesRenderer is enabled\r\n * @see https://www.babylonjs-playground.com/#10OJSG#13\r\n */\r\n _this.edgesColor = new Color4(1, 0, 0, 1);\r\n /** @hidden */\r\n _this._edgesRenderer = null;\r\n /** @hidden */\r\n _this._masterMesh = null;\r\n /** @hidden */\r\n _this._boundingInfo = null;\r\n /** @hidden */\r\n _this._renderId = 0;\r\n /** @hidden */\r\n _this._intersectionsInProgress = new Array();\r\n /** @hidden */\r\n _this._unIndexed = false;\r\n /** @hidden */\r\n _this._lightSources = new Array();\r\n // Loading properties\r\n /** @hidden */\r\n _this._waitingData = {\r\n lods: null,\r\n actions: null,\r\n freezeWorldMatrix: null\r\n };\r\n /** @hidden */\r\n _this._bonesTransformMatrices = null;\r\n /** @hidden */\r\n _this._transformMatrixTexture = null;\r\n /**\r\n * An event triggered when the mesh is rebuilt.\r\n */\r\n _this.onRebuildObservable = new Observable();\r\n _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {\r\n if (collidedMesh === void 0) { collidedMesh = null; }\r\n newPosition.subtractToRef(_this._meshCollisionData._oldPositionForCollisions, _this._meshCollisionData._diffPositionForCollisions);\r\n if (_this._meshCollisionData._diffPositionForCollisions.length() > Engine.CollisionsEpsilon) {\r\n _this.position.addInPlace(_this._meshCollisionData._diffPositionForCollisions);\r\n }\r\n if (collidedMesh) {\r\n _this.onCollideObservable.notifyObservers(collidedMesh);\r\n }\r\n _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);\r\n };\r\n _this.getScene().addMesh(_this);\r\n _this._resyncLightSources();\r\n return _this;\r\n }\r\n Object.defineProperty(AbstractMesh, \"BILLBOARDMODE_NONE\", {\r\n /**\r\n * No billboard\r\n */\r\n get: function () {\r\n return TransformNode.BILLBOARDMODE_NONE;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh, \"BILLBOARDMODE_X\", {\r\n /** Billboard on X axis */\r\n get: function () {\r\n return TransformNode.BILLBOARDMODE_X;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh, \"BILLBOARDMODE_Y\", {\r\n /** Billboard on Y axis */\r\n get: function () {\r\n return TransformNode.BILLBOARDMODE_Y;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh, \"BILLBOARDMODE_Z\", {\r\n /** Billboard on Z axis */\r\n get: function () {\r\n return TransformNode.BILLBOARDMODE_Z;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh, \"BILLBOARDMODE_ALL\", {\r\n /** Billboard on all axes */\r\n get: function () {\r\n return TransformNode.BILLBOARDMODE_ALL;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh, \"BILLBOARDMODE_USE_POSITION\", {\r\n /** Billboard on using position instead of orientation */\r\n get: function () {\r\n return TransformNode.BILLBOARDMODE_USE_POSITION;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"facetNb\", {\r\n /**\r\n * Gets the number of facets in the mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._facetData.facetNb;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"partitioningSubdivisions\", {\r\n /**\r\n * Gets or set the number (integer) of subdivisions per axis in the partioning space\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._facetData.partitioningSubdivisions;\r\n },\r\n set: function (nb) {\r\n this._internalAbstractMeshDataInfo._facetData.partitioningSubdivisions = nb;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"partitioningBBoxRatio\", {\r\n /**\r\n * The ratio (float) to apply to the bouding box size to set to the partioning space.\r\n * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._facetData.partitioningBBoxRatio;\r\n },\r\n set: function (ratio) {\r\n this._internalAbstractMeshDataInfo._facetData.partitioningBBoxRatio = ratio;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"mustDepthSortFacets\", {\r\n /**\r\n * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.\r\n * Works only for updatable meshes.\r\n * Doesn't work with multi-materials\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._facetData.facetDepthSort;\r\n },\r\n set: function (sort) {\r\n this._internalAbstractMeshDataInfo._facetData.facetDepthSort = sort;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"facetDepthSortFrom\", {\r\n /**\r\n * The location (Vector3) where the facet depth sort must be computed from.\r\n * By default, the active camera position.\r\n * Used only when facet depth sort is enabled\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._facetData.facetDepthSortFrom;\r\n },\r\n set: function (location) {\r\n this._internalAbstractMeshDataInfo._facetData.facetDepthSortFrom = location;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"isFacetDataEnabled\", {\r\n /**\r\n * gets a boolean indicating if facetData is enabled\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._facetData.facetDataEnabled;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n AbstractMesh.prototype._updateNonUniformScalingState = function (value) {\r\n if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {\r\n return false;\r\n }\r\n this._markSubMeshesAsMiscDirty();\r\n return true;\r\n };\r\n Object.defineProperty(AbstractMesh.prototype, \"onCollide\", {\r\n /** Set a function to call when this mesh collides with another one */\r\n set: function (callback) {\r\n if (this._meshCollisionData._onCollideObserver) {\r\n this.onCollideObservable.remove(this._meshCollisionData._onCollideObserver);\r\n }\r\n this._meshCollisionData._onCollideObserver = this.onCollideObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"onCollisionPositionChange\", {\r\n /** Set a function to call when the collision's position changes */\r\n set: function (callback) {\r\n if (this._meshCollisionData._onCollisionPositionChangeObserver) {\r\n this.onCollisionPositionChangeObservable.remove(this._meshCollisionData._onCollisionPositionChangeObserver);\r\n }\r\n this._meshCollisionData._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"visibility\", {\r\n /**\r\n * Gets or sets mesh visibility between 0 and 1 (default is 1)\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._visibility;\r\n },\r\n /**\r\n * Gets or sets mesh visibility between 0 and 1 (default is 1)\r\n */\r\n set: function (value) {\r\n if (this._internalAbstractMeshDataInfo._visibility === value) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._visibility = value;\r\n this._markSubMeshesAsMiscDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"material\", {\r\n /** Gets or sets current material */\r\n get: function () {\r\n return this._material;\r\n },\r\n set: function (value) {\r\n if (this._material === value) {\r\n return;\r\n }\r\n // remove from material mesh map id needed\r\n if (this._material && this._material.meshMap) {\r\n this._material.meshMap[this.uniqueId] = undefined;\r\n }\r\n this._material = value;\r\n if (value && value.meshMap) {\r\n value.meshMap[this.uniqueId] = this;\r\n }\r\n if (this.onMaterialChangedObservable.hasObservers()) {\r\n this.onMaterialChangedObservable.notifyObservers(this);\r\n }\r\n if (!this.subMeshes) {\r\n return;\r\n }\r\n this._unBindEffect();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"receiveShadows\", {\r\n /**\r\n * Gets or sets a boolean indicating that this mesh can receive realtime shadows\r\n * @see http://doc.babylonjs.com/babylon101/shadows\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._receiveShadows;\r\n },\r\n set: function (value) {\r\n if (this._internalAbstractMeshDataInfo._receiveShadows === value) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._receiveShadows = value;\r\n this._markSubMeshesAsLightDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"hasVertexAlpha\", {\r\n /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._hasVertexAlpha;\r\n },\r\n set: function (value) {\r\n if (this._internalAbstractMeshDataInfo._hasVertexAlpha === value) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._hasVertexAlpha = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n this._markSubMeshesAsMiscDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"useVertexColors\", {\r\n /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._useVertexColors;\r\n },\r\n set: function (value) {\r\n if (this._internalAbstractMeshDataInfo._useVertexColors === value) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._useVertexColors = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"computeBonesUsingShaders\", {\r\n /**\r\n * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._computeBonesUsingShaders;\r\n },\r\n set: function (value) {\r\n if (this._internalAbstractMeshDataInfo._computeBonesUsingShaders === value) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._computeBonesUsingShaders = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"numBoneInfluencers\", {\r\n /** Gets or sets the number of allowed bone influences per vertex (4 by default) */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._numBoneInfluencers;\r\n },\r\n set: function (value) {\r\n if (this._internalAbstractMeshDataInfo._numBoneInfluencers === value) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._numBoneInfluencers = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"applyFog\", {\r\n /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._applyFog;\r\n },\r\n set: function (value) {\r\n if (this._internalAbstractMeshDataInfo._applyFog === value) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._applyFog = value;\r\n this._markSubMeshesAsMiscDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"layerMask\", {\r\n /**\r\n * Gets or sets the current layer mask (default is 0x0FFFFFFF)\r\n * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._layerMask;\r\n },\r\n set: function (value) {\r\n if (value === this._internalAbstractMeshDataInfo._layerMask) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._layerMask = value;\r\n this._resyncLightSources();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"collisionMask\", {\r\n /**\r\n * Gets or sets a collision mask used to mask collisions (default is -1).\r\n * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0\r\n */\r\n get: function () {\r\n return this._meshCollisionData._collisionMask;\r\n },\r\n set: function (mask) {\r\n this._meshCollisionData._collisionMask = !isNaN(mask) ? mask : -1;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"collisionGroup\", {\r\n /**\r\n * Gets or sets the current collision group mask (-1 by default).\r\n * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0\r\n */\r\n get: function () {\r\n return this._meshCollisionData._collisionGroup;\r\n },\r\n set: function (mask) {\r\n this._meshCollisionData._collisionGroup = !isNaN(mask) ? mask : -1;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"lightSources\", {\r\n /** Gets the list of lights affecting that mesh */\r\n get: function () {\r\n return this._lightSources;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"_positions\", {\r\n /** @hidden */\r\n get: function () {\r\n return null;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"skeleton\", {\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._skeleton;\r\n },\r\n /**\r\n * Gets or sets a skeleton to apply skining transformations\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons\r\n */\r\n set: function (value) {\r\n var skeleton = this._internalAbstractMeshDataInfo._skeleton;\r\n if (skeleton && skeleton.needInitialSkinMatrix) {\r\n skeleton._unregisterMeshWithPoseMatrix(this);\r\n }\r\n if (value && value.needInitialSkinMatrix) {\r\n value._registerMeshWithPoseMatrix(this);\r\n }\r\n this._internalAbstractMeshDataInfo._skeleton = value;\r\n if (!this._internalAbstractMeshDataInfo._skeleton) {\r\n this._bonesTransformMatrices = null;\r\n }\r\n this._markSubMeshesAsAttributesDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns the string \"AbstractMesh\"\r\n * @returns \"AbstractMesh\"\r\n */\r\n AbstractMesh.prototype.getClassName = function () {\r\n return \"AbstractMesh\";\r\n };\r\n /**\r\n * Gets a string representation of the current mesh\r\n * @param fullDetails defines a boolean indicating if full details must be included\r\n * @returns a string representation of the current mesh\r\n */\r\n AbstractMesh.prototype.toString = function (fullDetails) {\r\n var ret = \"Name: \" + this.name + \", isInstance: \" + (this.getClassName() !== \"InstancedMesh\" ? \"YES\" : \"NO\");\r\n ret += \", # of submeshes: \" + (this.subMeshes ? this.subMeshes.length : 0);\r\n var skeleton = this._internalAbstractMeshDataInfo._skeleton;\r\n if (skeleton) {\r\n ret += \", skeleton: \" + skeleton.name;\r\n }\r\n if (fullDetails) {\r\n ret += \", billboard mode: \" + ([\"NONE\", \"X\", \"Y\", null, \"Z\", null, null, \"ALL\"])[this.billboardMode];\r\n ret += \", freeze wrld mat: \" + (this._isWorldMatrixFrozen || this._waitingData.freezeWorldMatrix ? \"YES\" : \"NO\");\r\n }\r\n return ret;\r\n };\r\n /**\r\n * @hidden\r\n */\r\n AbstractMesh.prototype._getEffectiveParent = function () {\r\n if (this._masterMesh && this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {\r\n return this._masterMesh;\r\n }\r\n return _super.prototype._getEffectiveParent.call(this);\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._getActionManagerForTrigger = function (trigger, initialCall) {\r\n if (initialCall === void 0) { initialCall = true; }\r\n if (this.actionManager && (initialCall || this.actionManager.isRecursive)) {\r\n if (trigger) {\r\n if (this.actionManager.hasSpecificTrigger(trigger)) {\r\n return this.actionManager;\r\n }\r\n }\r\n else {\r\n return this.actionManager;\r\n }\r\n }\r\n if (!this.parent) {\r\n return null;\r\n }\r\n return this.parent._getActionManagerForTrigger(trigger, false);\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._rebuild = function () {\r\n this.onRebuildObservable.notifyObservers(this);\r\n if (this._occlusionQuery) {\r\n this._occlusionQuery = null;\r\n }\r\n if (!this.subMeshes) {\r\n return;\r\n }\r\n for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {\r\n var subMesh = _a[_i];\r\n subMesh._rebuild();\r\n }\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._resyncLightSources = function () {\r\n this._lightSources.length = 0;\r\n for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {\r\n var light = _a[_i];\r\n if (!light.isEnabled()) {\r\n continue;\r\n }\r\n if (light.canAffectMesh(this)) {\r\n this._lightSources.push(light);\r\n }\r\n }\r\n this._markSubMeshesAsLightDirty();\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._resyncLightSource = function (light) {\r\n var isIn = light.isEnabled() && light.canAffectMesh(this);\r\n var index = this._lightSources.indexOf(light);\r\n if (index === -1) {\r\n if (!isIn) {\r\n return;\r\n }\r\n this._lightSources.push(light);\r\n }\r\n else {\r\n if (isIn) {\r\n return;\r\n }\r\n this._lightSources.splice(index, 1);\r\n }\r\n this._markSubMeshesAsLightDirty();\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._unBindEffect = function () {\r\n for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {\r\n var subMesh = _a[_i];\r\n subMesh.setEffect(null);\r\n }\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._removeLightSource = function (light, dispose) {\r\n var index = this._lightSources.indexOf(light);\r\n if (index === -1) {\r\n return;\r\n }\r\n this._lightSources.splice(index, 1);\r\n this._markSubMeshesAsLightDirty(dispose);\r\n };\r\n AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {\r\n if (!this.subMeshes) {\r\n return;\r\n }\r\n for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {\r\n var subMesh = _a[_i];\r\n if (subMesh._materialDefines) {\r\n func(subMesh._materialDefines);\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._markSubMeshesAsLightDirty = function (dispose) {\r\n if (dispose === void 0) { dispose = false; }\r\n this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(dispose); });\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {\r\n this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {\r\n if (!this.subMeshes) {\r\n return;\r\n }\r\n for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {\r\n var subMesh = _a[_i];\r\n var material = subMesh.getMaterial();\r\n if (material) {\r\n material.markAsDirty(16);\r\n }\r\n }\r\n };\r\n Object.defineProperty(AbstractMesh.prototype, \"scaling\", {\r\n /**\r\n * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)\r\n */\r\n get: function () {\r\n return this._scaling;\r\n },\r\n set: function (newScaling) {\r\n this._scaling = newScaling;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"isBlocked\", {\r\n // Methods\r\n /**\r\n * Returns true if the mesh is blocked. Implemented by child classes\r\n */\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns the mesh itself by default. Implemented by child classes\r\n * @param camera defines the camera to use to pick the right LOD level\r\n * @returns the currentAbstractMesh\r\n */\r\n AbstractMesh.prototype.getLOD = function (camera) {\r\n return this;\r\n };\r\n /**\r\n * Returns 0 by default. Implemented by child classes\r\n * @returns an integer\r\n */\r\n AbstractMesh.prototype.getTotalVertices = function () {\r\n return 0;\r\n };\r\n /**\r\n * Returns a positive integer : the total number of indices in this mesh geometry.\r\n * @returns the numner of indices or zero if the mesh has no geometry.\r\n */\r\n AbstractMesh.prototype.getTotalIndices = function () {\r\n return 0;\r\n };\r\n /**\r\n * Returns null by default. Implemented by child classes\r\n * @returns null\r\n */\r\n AbstractMesh.prototype.getIndices = function () {\r\n return null;\r\n };\r\n /**\r\n * Returns the array of the requested vertex data kind. Implemented by child classes\r\n * @param kind defines the vertex data kind to use\r\n * @returns null\r\n */\r\n AbstractMesh.prototype.getVerticesData = function (kind) {\r\n return null;\r\n };\r\n /**\r\n * Sets the vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.\r\n * Note that a new underlying VertexBuffer object is created each call.\r\n * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n * @param kind defines vertex data kind:\r\n * * VertexBuffer.PositionKind\r\n * * VertexBuffer.UVKind\r\n * * VertexBuffer.UV2Kind\r\n * * VertexBuffer.UV3Kind\r\n * * VertexBuffer.UV4Kind\r\n * * VertexBuffer.UV5Kind\r\n * * VertexBuffer.UV6Kind\r\n * * VertexBuffer.ColorKind\r\n * * VertexBuffer.MatricesIndicesKind\r\n * * VertexBuffer.MatricesIndicesExtraKind\r\n * * VertexBuffer.MatricesWeightsKind\r\n * * VertexBuffer.MatricesWeightsExtraKind\r\n * @param data defines the data source\r\n * @param updatable defines if the data must be flagged as updatable (or static)\r\n * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {\r\n return this;\r\n };\r\n /**\r\n * Updates the existing vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, it is simply returned as it is.\r\n * @param kind defines vertex data kind:\r\n * * VertexBuffer.PositionKind\r\n * * VertexBuffer.UVKind\r\n * * VertexBuffer.UV2Kind\r\n * * VertexBuffer.UV3Kind\r\n * * VertexBuffer.UV4Kind\r\n * * VertexBuffer.UV5Kind\r\n * * VertexBuffer.UV6Kind\r\n * * VertexBuffer.ColorKind\r\n * * VertexBuffer.MatricesIndicesKind\r\n * * VertexBuffer.MatricesIndicesExtraKind\r\n * * VertexBuffer.MatricesWeightsKind\r\n * * VertexBuffer.MatricesWeightsExtraKind\r\n * @param data defines the data source\r\n * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed\r\n * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {\r\n return this;\r\n };\r\n /**\r\n * Sets the mesh indices,\r\n * If the mesh has no geometry, a new Geometry object is created and set to the mesh.\r\n * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)\r\n * @param totalVertices Defines the total number of vertices\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.setIndices = function (indices, totalVertices) {\r\n return this;\r\n };\r\n /**\r\n * Gets a boolean indicating if specific vertex data is present\r\n * @param kind defines the vertex data kind to use\r\n * @returns true is data kind is present\r\n */\r\n AbstractMesh.prototype.isVerticesDataPresent = function (kind) {\r\n return false;\r\n };\r\n /**\r\n * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.\r\n * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).\r\n * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.\r\n * @returns a BoundingInfo\r\n */\r\n AbstractMesh.prototype.getBoundingInfo = function () {\r\n if (this._masterMesh) {\r\n return this._masterMesh.getBoundingInfo();\r\n }\r\n if (!this._boundingInfo) {\r\n // this._boundingInfo is being created here\r\n this._updateBoundingInfo();\r\n }\r\n // cannot be null.\r\n return this._boundingInfo;\r\n };\r\n /**\r\n * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)\r\n * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false\r\n * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false\r\n * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants, ignoreRotation, predicate) {\r\n if (includeDescendants === void 0) { includeDescendants = true; }\r\n if (ignoreRotation === void 0) { ignoreRotation = false; }\r\n return _super.prototype.normalizeToUnitCube.call(this, includeDescendants, ignoreRotation, predicate);\r\n };\r\n /**\r\n * Overwrite the current bounding info\r\n * @param boundingInfo defines the new bounding info\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {\r\n this._boundingInfo = boundingInfo;\r\n return this;\r\n };\r\n Object.defineProperty(AbstractMesh.prototype, \"useBones\", {\r\n /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */\r\n get: function () {\r\n return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind));\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n AbstractMesh.prototype._preActivate = function () {\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._activate = function (renderId, intermediateRendering) {\r\n this._renderId = renderId;\r\n return true;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._postActivate = function () {\r\n // Do nothing\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._freeze = function () {\r\n // Do nothing\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._unFreeze = function () {\r\n // Do nothing\r\n };\r\n /**\r\n * Gets the current world matrix\r\n * @returns a Matrix\r\n */\r\n AbstractMesh.prototype.getWorldMatrix = function () {\r\n if (this._masterMesh && this.billboardMode === TransformNode.BILLBOARDMODE_NONE) {\r\n return this._masterMesh.getWorldMatrix();\r\n }\r\n return _super.prototype.getWorldMatrix.call(this);\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._getWorldMatrixDeterminant = function () {\r\n if (this._masterMesh) {\r\n return this._masterMesh._getWorldMatrixDeterminant();\r\n }\r\n return _super.prototype._getWorldMatrixDeterminant.call(this);\r\n };\r\n Object.defineProperty(AbstractMesh.prototype, \"isAnInstance\", {\r\n /**\r\n * Gets a boolean indicating if this mesh is an instance or a regular mesh\r\n */\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"hasInstances\", {\r\n /**\r\n * Gets a boolean indicating if this mesh has instances\r\n */\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // ================================== Point of View Movement =================================\r\n /**\r\n * Perform relative position change from the point of view of behind the front of the mesh.\r\n * This is performed taking into account the meshes current rotation, so you do not have to care.\r\n * Supports definition of mesh facing forward or backward\r\n * @param amountRight defines the distance on the right axis\r\n * @param amountUp defines the distance on the up axis\r\n * @param amountForward defines the distance on the forward axis\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {\r\n this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));\r\n return this;\r\n };\r\n /**\r\n * Calculate relative position change from the point of view of behind the front of the mesh.\r\n * This is performed taking into account the meshes current rotation, so you do not have to care.\r\n * Supports definition of mesh facing forward or backward\r\n * @param amountRight defines the distance on the right axis\r\n * @param amountUp defines the distance on the up axis\r\n * @param amountForward defines the distance on the forward axis\r\n * @returns the new displacement vector\r\n */\r\n AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {\r\n var rotMatrix = new Matrix();\r\n var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);\r\n rotQuaternion.toRotationMatrix(rotMatrix);\r\n var translationDelta = Vector3.Zero();\r\n var defForwardMult = this.definedFacingForward ? -1 : 1;\r\n Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);\r\n return translationDelta;\r\n };\r\n // ================================== Point of View Rotation =================================\r\n /**\r\n * Perform relative rotation change from the point of view of behind the front of the mesh.\r\n * Supports definition of mesh facing forward or backward\r\n * @param flipBack defines the flip\r\n * @param twirlClockwise defines the twirl\r\n * @param tiltRight defines the tilt\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {\r\n this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));\r\n return this;\r\n };\r\n /**\r\n * Calculate relative rotation change from the point of view of behind the front of the mesh.\r\n * Supports definition of mesh facing forward or backward.\r\n * @param flipBack defines the flip\r\n * @param twirlClockwise defines the twirl\r\n * @param tiltRight defines the tilt\r\n * @returns the new rotation vector\r\n */\r\n AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {\r\n var defForwardMult = this.definedFacingForward ? 1 : -1;\r\n return new Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);\r\n };\r\n /**\r\n * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.\r\n * This means the mesh underlying bounding box and sphere are recomputed.\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.refreshBoundingInfo = function (applySkeleton) {\r\n if (applySkeleton === void 0) { applySkeleton = false; }\r\n if (this._boundingInfo && this._boundingInfo.isLocked) {\r\n return this;\r\n }\r\n this._refreshBoundingInfo(this._getPositionData(applySkeleton), null);\r\n return this;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._refreshBoundingInfo = function (data, bias) {\r\n if (data) {\r\n var extend = extractMinAndMax(data, 0, this.getTotalVertices(), bias);\r\n if (this._boundingInfo) {\r\n this._boundingInfo.reConstruct(extend.minimum, extend.maximum);\r\n }\r\n else {\r\n this._boundingInfo = new BoundingInfo(extend.minimum, extend.maximum);\r\n }\r\n }\r\n if (this.subMeshes) {\r\n for (var index = 0; index < this.subMeshes.length; index++) {\r\n this.subMeshes[index].refreshBoundingInfo(data);\r\n }\r\n }\r\n this._updateBoundingInfo();\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._getPositionData = function (applySkeleton) {\r\n var data = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (data && applySkeleton && this.skeleton) {\r\n data = Tools.Slice(data);\r\n this._generatePointsArray();\r\n var matricesIndicesData = this.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n var matricesWeightsData = this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n if (matricesWeightsData && matricesIndicesData) {\r\n var needExtras = this.numBoneInfluencers > 4;\r\n var matricesIndicesExtraData = needExtras ? this.getVerticesData(VertexBuffer.MatricesIndicesExtraKind) : null;\r\n var matricesWeightsExtraData = needExtras ? this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind) : null;\r\n this.skeleton.prepare();\r\n var skeletonMatrices = this.skeleton.getTransformMatrices(this);\r\n var tempVector = TmpVectors.Vector3[0];\r\n var finalMatrix = TmpVectors.Matrix[0];\r\n var tempMatrix = TmpVectors.Matrix[1];\r\n var matWeightIdx = 0;\r\n for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {\r\n finalMatrix.reset();\r\n var inf;\r\n var weight;\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsData[matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n if (needExtras) {\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsExtraData[matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n }\r\n Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);\r\n tempVector.toArray(data, index);\r\n if (this._positions) {\r\n this._positions[index / 3].copyFrom(tempVector);\r\n }\r\n }\r\n }\r\n }\r\n return data;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._updateBoundingInfo = function () {\r\n var effectiveMesh = this._effectiveMesh;\r\n if (this._boundingInfo) {\r\n this._boundingInfo.update(effectiveMesh.worldMatrixFromCache);\r\n }\r\n else {\r\n this._boundingInfo = new BoundingInfo(this.absolutePosition, this.absolutePosition, effectiveMesh.worldMatrixFromCache);\r\n }\r\n this._updateSubMeshesBoundingInfo(effectiveMesh.worldMatrixFromCache);\r\n return this;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {\r\n if (!this.subMeshes) {\r\n return this;\r\n }\r\n var count = this.subMeshes.length;\r\n for (var subIndex = 0; subIndex < count; subIndex++) {\r\n var subMesh = this.subMeshes[subIndex];\r\n if (count > 1 || !subMesh.IsGlobal) {\r\n subMesh.updateBoundingInfo(matrix);\r\n }\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._afterComputeWorldMatrix = function () {\r\n if (this.doNotSyncBoundingInfo) {\r\n return;\r\n }\r\n // Bounding info\r\n this._updateBoundingInfo();\r\n };\r\n Object.defineProperty(AbstractMesh.prototype, \"_effectiveMesh\", {\r\n /** @hidden */\r\n get: function () {\r\n return (this.skeleton && this.skeleton.overrideMesh) || this;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns `true` if the mesh is within the frustum defined by the passed array of planes.\r\n * A mesh is in the frustum if its bounding box intersects the frustum\r\n * @param frustumPlanes defines the frustum to test\r\n * @returns true if the mesh is in the frustum planes\r\n */\r\n AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {\r\n return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);\r\n };\r\n /**\r\n * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.\r\n * A mesh is completely in the frustum if its bounding box it completely inside the frustum.\r\n * @param frustumPlanes defines the frustum to test\r\n * @returns true if the mesh is completely in the frustum planes\r\n */\r\n AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {\r\n return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);\r\n };\r\n /**\r\n * True if the mesh intersects another mesh or a SolidParticle object\r\n * @param mesh defines a target mesh or SolidParticle to test\r\n * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)\r\n * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes\r\n * @returns true if there is an intersection\r\n */\r\n AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {\r\n if (precise === void 0) { precise = false; }\r\n if (!this._boundingInfo || !mesh._boundingInfo) {\r\n return false;\r\n }\r\n if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {\r\n return true;\r\n }\r\n if (includeDescendants) {\r\n for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n if (child.intersectsMesh(mesh, precise, true)) {\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n };\r\n /**\r\n * Returns true if the passed point (Vector3) is inside the mesh bounding box\r\n * @param point defines the point to test\r\n * @returns true if there is an intersection\r\n */\r\n AbstractMesh.prototype.intersectsPoint = function (point) {\r\n if (!this._boundingInfo) {\r\n return false;\r\n }\r\n return this._boundingInfo.intersectsPoint(point);\r\n };\r\n Object.defineProperty(AbstractMesh.prototype, \"checkCollisions\", {\r\n // Collisions\r\n /**\r\n * Gets or sets a boolean indicating that this mesh can be used in the collision engine\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n */\r\n get: function () {\r\n return this._meshCollisionData._checkCollisions;\r\n },\r\n set: function (collisionEnabled) {\r\n this._meshCollisionData._checkCollisions = collisionEnabled;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"collider\", {\r\n /**\r\n * Gets Collider object used to compute collisions (not physics)\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n */\r\n get: function () {\r\n return this._meshCollisionData._collider;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Move the mesh using collision engine\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n * @param displacement defines the requested displacement vector\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.moveWithCollisions = function (displacement) {\r\n var globalPosition = this.getAbsolutePosition();\r\n globalPosition.addToRef(this.ellipsoidOffset, this._meshCollisionData._oldPositionForCollisions);\r\n var coordinator = this.getScene().collisionCoordinator;\r\n if (!this._meshCollisionData._collider) {\r\n this._meshCollisionData._collider = coordinator.createCollider();\r\n }\r\n this._meshCollisionData._collider._radius = this.ellipsoid;\r\n coordinator.getNewPosition(this._meshCollisionData._oldPositionForCollisions, displacement, this._meshCollisionData._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);\r\n return this;\r\n };\r\n // Collisions\r\n /** @hidden */\r\n AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {\r\n this._generatePointsArray();\r\n if (!this._positions) {\r\n return this;\r\n }\r\n // Transformation\r\n if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {\r\n subMesh._lastColliderTransformMatrix = transformMatrix.clone();\r\n subMesh._lastColliderWorldVertices = [];\r\n subMesh._trianglePlanes = [];\r\n var start = subMesh.verticesStart;\r\n var end = (subMesh.verticesStart + subMesh.verticesCount);\r\n for (var i = start; i < end; i++) {\r\n subMesh._lastColliderWorldVertices.push(Vector3.TransformCoordinates(this._positions[i], transformMatrix));\r\n }\r\n }\r\n // Collide\r\n collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial(), this);\r\n return this;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {\r\n var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);\r\n var len = subMeshes.length;\r\n for (var index = 0; index < len; index++) {\r\n var subMesh = subMeshes.data[index];\r\n // Bounding test\r\n if (len > 1 && !subMesh._checkCollision(collider)) {\r\n continue;\r\n }\r\n this._collideForSubMesh(subMesh, transformMatrix, collider);\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._checkCollision = function (collider) {\r\n // Bounding box test\r\n if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {\r\n return this;\r\n }\r\n // Transformation matrix\r\n var collisionsScalingMatrix = TmpVectors.Matrix[0];\r\n var collisionsTransformMatrix = TmpVectors.Matrix[1];\r\n Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);\r\n this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);\r\n this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);\r\n return this;\r\n };\r\n // Picking\r\n /** @hidden */\r\n AbstractMesh.prototype._generatePointsArray = function () {\r\n return false;\r\n };\r\n /**\r\n * Checks if the passed Ray intersects with the mesh\r\n * @param ray defines the ray to use\r\n * @param fastCheck defines if fast mode (but less precise) must be used (false by default)\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns the picking info\r\n * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh\r\n */\r\n AbstractMesh.prototype.intersects = function (ray, fastCheck, trianglePredicate) {\r\n var pickingInfo = new PickingInfo();\r\n var intersectionThreshold = this.getClassName() === \"InstancedLinesMesh\" || this.getClassName() === \"LinesMesh\" ? this.intersectionThreshold : 0;\r\n var boundingInfo = this._boundingInfo;\r\n if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionThreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionThreshold)) {\r\n return pickingInfo;\r\n }\r\n if (!this._generatePointsArray()) {\r\n return pickingInfo;\r\n }\r\n var intersectInfo = null;\r\n var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);\r\n var len = subMeshes.length;\r\n for (var index = 0; index < len; index++) {\r\n var subMesh = subMeshes.data[index];\r\n // Bounding test\r\n if (len > 1 && !subMesh.canIntersects(ray)) {\r\n continue;\r\n }\r\n var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck, trianglePredicate);\r\n if (currentIntersectInfo) {\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.subMeshId = index;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n if (intersectInfo) {\r\n // Get picked point\r\n var world = this.getWorldMatrix();\r\n var worldOrigin = TmpVectors.Vector3[0];\r\n var direction = TmpVectors.Vector3[1];\r\n Vector3.TransformCoordinatesToRef(ray.origin, world, worldOrigin);\r\n ray.direction.scaleToRef(intersectInfo.distance, direction);\r\n var worldDirection = Vector3.TransformNormal(direction, world);\r\n var pickedPoint = worldDirection.addInPlace(worldOrigin);\r\n // Return result\r\n pickingInfo.hit = true;\r\n pickingInfo.distance = Vector3.Distance(worldOrigin, pickedPoint);\r\n pickingInfo.pickedPoint = pickedPoint;\r\n pickingInfo.pickedMesh = this;\r\n pickingInfo.bu = intersectInfo.bu || 0;\r\n pickingInfo.bv = intersectInfo.bv || 0;\r\n pickingInfo.faceId = intersectInfo.faceId;\r\n pickingInfo.subMeshId = intersectInfo.subMeshId;\r\n return pickingInfo;\r\n }\r\n return pickingInfo;\r\n };\r\n /**\r\n * Clones the current mesh\r\n * @param name defines the mesh name\r\n * @param newParent defines the new mesh parent\r\n * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)\r\n * @returns the new mesh\r\n */\r\n AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {\r\n return null;\r\n };\r\n /**\r\n * Disposes all the submeshes of the current meshnp\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.releaseSubMeshes = function () {\r\n if (this.subMeshes) {\r\n while (this.subMeshes.length) {\r\n this.subMeshes[0].dispose();\r\n }\r\n }\r\n else {\r\n this.subMeshes = new Array();\r\n }\r\n return this;\r\n };\r\n /**\r\n * Releases resources associated with this abstract mesh.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {\r\n var _this = this;\r\n if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }\r\n var index;\r\n // mesh map release.\r\n if (this._scene.useMaterialMeshMap) {\r\n // remove from material mesh map id needed\r\n if (this._material && this._material.meshMap) {\r\n this._material.meshMap[this.uniqueId] = undefined;\r\n }\r\n }\r\n // Smart Array Retainers.\r\n this.getScene().freeActiveMeshes();\r\n this.getScene().freeRenderingGroups();\r\n // Action manager\r\n if (this.actionManager !== undefined && this.actionManager !== null) {\r\n this.actionManager.dispose();\r\n this.actionManager = null;\r\n }\r\n // Skeleton\r\n this._internalAbstractMeshDataInfo._skeleton = null;\r\n if (this._transformMatrixTexture) {\r\n this._transformMatrixTexture.dispose();\r\n this._transformMatrixTexture = null;\r\n }\r\n // Intersections in progress\r\n for (index = 0; index < this._intersectionsInProgress.length; index++) {\r\n var other = this._intersectionsInProgress[index];\r\n var pos = other._intersectionsInProgress.indexOf(this);\r\n other._intersectionsInProgress.splice(pos, 1);\r\n }\r\n this._intersectionsInProgress = [];\r\n // Lights\r\n var lights = this.getScene().lights;\r\n lights.forEach(function (light) {\r\n var meshIndex = light.includedOnlyMeshes.indexOf(_this);\r\n if (meshIndex !== -1) {\r\n light.includedOnlyMeshes.splice(meshIndex, 1);\r\n }\r\n meshIndex = light.excludedMeshes.indexOf(_this);\r\n if (meshIndex !== -1) {\r\n light.excludedMeshes.splice(meshIndex, 1);\r\n }\r\n // Shadow generators\r\n var generator = light.getShadowGenerator();\r\n if (generator) {\r\n var shadowMap = generator.getShadowMap();\r\n if (shadowMap && shadowMap.renderList) {\r\n meshIndex = shadowMap.renderList.indexOf(_this);\r\n if (meshIndex !== -1) {\r\n shadowMap.renderList.splice(meshIndex, 1);\r\n }\r\n }\r\n }\r\n });\r\n // SubMeshes\r\n if (this.getClassName() !== \"InstancedMesh\" || this.getClassName() !== \"InstancedLinesMesh\") {\r\n this.releaseSubMeshes();\r\n }\r\n // Query\r\n var engine = this.getScene().getEngine();\r\n if (this._occlusionQuery) {\r\n this.isOcclusionQueryInProgress = false;\r\n engine.deleteQuery(this._occlusionQuery);\r\n this._occlusionQuery = null;\r\n }\r\n // Engine\r\n engine.wipeCaches();\r\n // Remove from scene\r\n this.getScene().removeMesh(this);\r\n if (disposeMaterialAndTextures) {\r\n if (this.material) {\r\n if (this.material.getClassName() === \"MultiMaterial\") {\r\n this.material.dispose(false, true, true);\r\n }\r\n else {\r\n this.material.dispose(false, true);\r\n }\r\n }\r\n }\r\n if (!doNotRecurse) {\r\n // Particles\r\n for (index = 0; index < this.getScene().particleSystems.length; index++) {\r\n if (this.getScene().particleSystems[index].emitter === this) {\r\n this.getScene().particleSystems[index].dispose();\r\n index--;\r\n }\r\n }\r\n }\r\n // facet data\r\n if (this._internalAbstractMeshDataInfo._facetData.facetDataEnabled) {\r\n this.disableFacetData();\r\n }\r\n this.onAfterWorldMatrixUpdateObservable.clear();\r\n this.onCollideObservable.clear();\r\n this.onCollisionPositionChangeObservable.clear();\r\n this.onRebuildObservable.clear();\r\n _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);\r\n };\r\n /**\r\n * Adds the passed mesh as a child to the current mesh\r\n * @param mesh defines the child mesh\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.addChild = function (mesh) {\r\n mesh.setParent(this);\r\n return this;\r\n };\r\n /**\r\n * Removes the passed mesh from the current mesh children list\r\n * @param mesh defines the child mesh\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.removeChild = function (mesh) {\r\n mesh.setParent(null);\r\n return this;\r\n };\r\n // Facet data\r\n /** @hidden */\r\n AbstractMesh.prototype._initFacetData = function () {\r\n var data = this._internalAbstractMeshDataInfo._facetData;\r\n if (!data.facetNormals) {\r\n data.facetNormals = new Array();\r\n }\r\n if (!data.facetPositions) {\r\n data.facetPositions = new Array();\r\n }\r\n if (!data.facetPartitioning) {\r\n data.facetPartitioning = new Array();\r\n }\r\n data.facetNb = (this.getIndices().length / 3) | 0;\r\n data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10\r\n data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box\r\n for (var f = 0; f < data.facetNb; f++) {\r\n data.facetNormals[f] = Vector3.Zero();\r\n data.facetPositions[f] = Vector3.Zero();\r\n }\r\n data.facetDataEnabled = true;\r\n return this;\r\n };\r\n /**\r\n * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.\r\n * This method can be called within the render loop.\r\n * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation\r\n * @returns the current mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.updateFacetData = function () {\r\n var data = this._internalAbstractMeshDataInfo._facetData;\r\n if (!data.facetDataEnabled) {\r\n this._initFacetData();\r\n }\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n var indices = this.getIndices();\r\n var normals = this.getVerticesData(VertexBuffer.NormalKind);\r\n var bInfo = this.getBoundingInfo();\r\n if (data.facetDepthSort && !data.facetDepthSortEnabled) {\r\n // init arrays, matrix and sort function on first call\r\n data.facetDepthSortEnabled = true;\r\n if (indices instanceof Uint16Array) {\r\n data.depthSortedIndices = new Uint16Array(indices);\r\n }\r\n else if (indices instanceof Uint32Array) {\r\n data.depthSortedIndices = new Uint32Array(indices);\r\n }\r\n else {\r\n var needs32bits = false;\r\n for (var i = 0; i < indices.length; i++) {\r\n if (indices[i] > 65535) {\r\n needs32bits = true;\r\n break;\r\n }\r\n }\r\n if (needs32bits) {\r\n data.depthSortedIndices = new Uint32Array(indices);\r\n }\r\n else {\r\n data.depthSortedIndices = new Uint16Array(indices);\r\n }\r\n }\r\n data.facetDepthSortFunction = function (f1, f2) {\r\n return (f2.sqDistance - f1.sqDistance);\r\n };\r\n if (!data.facetDepthSortFrom) {\r\n var camera = this.getScene().activeCamera;\r\n data.facetDepthSortFrom = (camera) ? camera.position : Vector3.Zero();\r\n }\r\n data.depthSortedFacets = [];\r\n for (var f = 0; f < data.facetNb; f++) {\r\n var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };\r\n data.depthSortedFacets.push(depthSortedFacet);\r\n }\r\n data.invertedMatrix = Matrix.Identity();\r\n data.facetDepthSortOrigin = Vector3.Zero();\r\n }\r\n data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : Epsilon;\r\n data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : Epsilon;\r\n data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : Epsilon;\r\n var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;\r\n bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;\r\n data.subDiv.max = data.partitioningSubdivisions;\r\n data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis\r\n data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis\r\n data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);\r\n data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision\r\n data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;\r\n data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;\r\n // set the parameters for ComputeNormals()\r\n data.facetParameters.facetNormals = this.getFacetLocalNormals();\r\n data.facetParameters.facetPositions = this.getFacetLocalPositions();\r\n data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();\r\n data.facetParameters.bInfo = bInfo;\r\n data.facetParameters.bbSize = data.bbSize;\r\n data.facetParameters.subDiv = data.subDiv;\r\n data.facetParameters.ratio = this.partitioningBBoxRatio;\r\n data.facetParameters.depthSort = data.facetDepthSort;\r\n if (data.facetDepthSort && data.facetDepthSortEnabled) {\r\n this.computeWorldMatrix(true);\r\n this._worldMatrix.invertToRef(data.invertedMatrix);\r\n Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);\r\n data.facetParameters.distanceTo = data.facetDepthSortOrigin;\r\n }\r\n data.facetParameters.depthSortedFacets = data.depthSortedFacets;\r\n VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);\r\n if (data.facetDepthSort && data.facetDepthSortEnabled) {\r\n data.depthSortedFacets.sort(data.facetDepthSortFunction);\r\n var l = (data.depthSortedIndices.length / 3) | 0;\r\n for (var f = 0; f < l; f++) {\r\n var sind = data.depthSortedFacets[f].ind;\r\n data.depthSortedIndices[f * 3] = indices[sind];\r\n data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];\r\n data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];\r\n }\r\n this.updateIndices(data.depthSortedIndices, undefined, true);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Returns the facetLocalNormals array.\r\n * The normals are expressed in the mesh local spac\r\n * @returns an array of Vector3\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetLocalNormals = function () {\r\n var facetData = this._internalAbstractMeshDataInfo._facetData;\r\n if (!facetData.facetNormals) {\r\n this.updateFacetData();\r\n }\r\n return facetData.facetNormals;\r\n };\r\n /**\r\n * Returns the facetLocalPositions array.\r\n * The facet positions are expressed in the mesh local space\r\n * @returns an array of Vector3\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetLocalPositions = function () {\r\n var facetData = this._internalAbstractMeshDataInfo._facetData;\r\n if (!facetData.facetPositions) {\r\n this.updateFacetData();\r\n }\r\n return facetData.facetPositions;\r\n };\r\n /**\r\n * Returns the facetLocalPartioning array\r\n * @returns an array of array of numbers\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetLocalPartitioning = function () {\r\n var facetData = this._internalAbstractMeshDataInfo._facetData;\r\n if (!facetData.facetPartitioning) {\r\n this.updateFacetData();\r\n }\r\n return facetData.facetPartitioning;\r\n };\r\n /**\r\n * Returns the i-th facet position in the world system.\r\n * This method allocates a new Vector3 per call\r\n * @param i defines the facet index\r\n * @returns a new Vector3\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetPosition = function (i) {\r\n var pos = Vector3.Zero();\r\n this.getFacetPositionToRef(i, pos);\r\n return pos;\r\n };\r\n /**\r\n * Sets the reference Vector3 with the i-th facet position in the world system\r\n * @param i defines the facet index\r\n * @param ref defines the target vector\r\n * @returns the current mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {\r\n var localPos = (this.getFacetLocalPositions())[i];\r\n var world = this.getWorldMatrix();\r\n Vector3.TransformCoordinatesToRef(localPos, world, ref);\r\n return this;\r\n };\r\n /**\r\n * Returns the i-th facet normal in the world system.\r\n * This method allocates a new Vector3 per call\r\n * @param i defines the facet index\r\n * @returns a new Vector3\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetNormal = function (i) {\r\n var norm = Vector3.Zero();\r\n this.getFacetNormalToRef(i, norm);\r\n return norm;\r\n };\r\n /**\r\n * Sets the reference Vector3 with the i-th facet normal in the world system\r\n * @param i defines the facet index\r\n * @param ref defines the target vector\r\n * @returns the current mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {\r\n var localNorm = (this.getFacetLocalNormals())[i];\r\n Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);\r\n return this;\r\n };\r\n /**\r\n * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)\r\n * @param x defines x coordinate\r\n * @param y defines y coordinate\r\n * @param z defines z coordinate\r\n * @returns the array of facet indexes\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {\r\n var bInfo = this.getBoundingInfo();\r\n var data = this._internalAbstractMeshDataInfo._facetData;\r\n var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);\r\n var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);\r\n var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);\r\n if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {\r\n return null;\r\n }\r\n return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];\r\n };\r\n /**\r\n * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found\r\n * @param projected sets as the (x,y,z) world projection on the facet\r\n * @param checkFace if true (default false), only the facet \"facing\" to (x,y,z) or only the ones \"turning their backs\", according to the parameter \"facing\" are returned\r\n * @param facing if facing and checkFace are true, only the facet \"facing\" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet \"turning their backs\" to (x, y, z) are returned : negative dot (x, y, z) * facet position\r\n * @param x defines x coordinate\r\n * @param y defines y coordinate\r\n * @param z defines z coordinate\r\n * @returns the face index if found (or null instead)\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {\r\n if (checkFace === void 0) { checkFace = false; }\r\n if (facing === void 0) { facing = true; }\r\n var world = this.getWorldMatrix();\r\n var invMat = TmpVectors.Matrix[5];\r\n world.invertToRef(invMat);\r\n var invVect = TmpVectors.Vector3[8];\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space\r\n var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);\r\n if (projected) {\r\n // tranform the local computed projected vector to world coordinates\r\n Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);\r\n }\r\n return closest;\r\n };\r\n /**\r\n * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found\r\n * @param projected sets as the (x,y,z) local projection on the facet\r\n * @param checkFace if true (default false), only the facet \"facing\" to (x,y,z) or only the ones \"turning their backs\", according to the parameter \"facing\" are returned\r\n * @param facing if facing and checkFace are true, only the facet \"facing\" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet \"turning their backs\" to (x, y, z) are returned : negative dot (x, y, z) * facet position\r\n * @param x defines x coordinate\r\n * @param y defines y coordinate\r\n * @param z defines z coordinate\r\n * @returns the face index if found (or null instead)\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {\r\n if (checkFace === void 0) { checkFace = false; }\r\n if (facing === void 0) { facing = true; }\r\n var closest = null;\r\n var tmpx = 0.0;\r\n var tmpy = 0.0;\r\n var tmpz = 0.0;\r\n var d = 0.0; // tmp dot facet normal * facet position\r\n var t0 = 0.0;\r\n var projx = 0.0;\r\n var projy = 0.0;\r\n var projz = 0.0;\r\n // Get all the facets in the same partitioning block than (x, y, z)\r\n var facetPositions = this.getFacetLocalPositions();\r\n var facetNormals = this.getFacetLocalNormals();\r\n var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);\r\n if (!facetsInBlock) {\r\n return null;\r\n }\r\n // Get the closest facet to (x, y, z)\r\n var shortest = Number.MAX_VALUE; // init distance vars\r\n var tmpDistance = shortest;\r\n var fib; // current facet in the block\r\n var norm; // current facet normal\r\n var p0; // current facet barycenter position\r\n // loop on all the facets in the current partitioning block\r\n for (var idx = 0; idx < facetsInBlock.length; idx++) {\r\n fib = facetsInBlock[idx];\r\n norm = facetNormals[fib];\r\n p0 = facetPositions[fib];\r\n d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;\r\n if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {\r\n // compute (x,y,z) projection on the facet = (projx, projy, projz)\r\n d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;\r\n t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);\r\n projx = x + norm.x * t0;\r\n projy = y + norm.y * t0;\r\n projz = z + norm.z * t0;\r\n tmpx = projx - x;\r\n tmpy = projy - y;\r\n tmpz = projz - z;\r\n tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet\r\n if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)\r\n shortest = tmpDistance;\r\n closest = fib;\r\n if (projected) {\r\n projected.x = projx;\r\n projected.y = projy;\r\n projected.z = projz;\r\n }\r\n }\r\n }\r\n }\r\n return closest;\r\n };\r\n /**\r\n * Returns the object \"parameter\" set with all the expected parameters for facetData computation by ComputeNormals()\r\n * @returns the parameters\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetDataParameters = function () {\r\n return this._internalAbstractMeshDataInfo._facetData.facetParameters;\r\n };\r\n /**\r\n * Disables the feature FacetData and frees the related memory\r\n * @returns the current mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.disableFacetData = function () {\r\n var facetData = this._internalAbstractMeshDataInfo._facetData;\r\n if (facetData.facetDataEnabled) {\r\n facetData.facetDataEnabled = false;\r\n facetData.facetPositions = new Array();\r\n facetData.facetNormals = new Array();\r\n facetData.facetPartitioning = new Array();\r\n facetData.facetParameters = null;\r\n facetData.depthSortedIndices = new Uint32Array(0);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Updates the AbstractMesh indices array\r\n * @param indices defines the data source\r\n * @param offset defines the offset in the index buffer where to store the new data (can be null)\r\n * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.updateIndices = function (indices, offset, gpuMemoryOnly) {\r\n if (gpuMemoryOnly === void 0) { gpuMemoryOnly = false; }\r\n return this;\r\n };\r\n /**\r\n * Creates new normals data for the mesh\r\n * @param updatable defines if the normal vertex buffer must be flagged as updatable\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.createNormals = function (updatable) {\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n var indices = this.getIndices();\r\n var normals;\r\n if (this.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n normals = this.getVerticesData(VertexBuffer.NormalKind);\r\n }\r\n else {\r\n normals = [];\r\n }\r\n VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });\r\n this.setVerticesData(VertexBuffer.NormalKind, normals, updatable);\r\n return this;\r\n };\r\n /**\r\n * Align the mesh with a normal\r\n * @param normal defines the normal to use\r\n * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {\r\n if (!upDirection) {\r\n upDirection = Axis.Y;\r\n }\r\n var axisX = TmpVectors.Vector3[0];\r\n var axisZ = TmpVectors.Vector3[1];\r\n Vector3.CrossToRef(upDirection, normal, axisZ);\r\n Vector3.CrossToRef(normal, axisZ, axisX);\r\n if (this.rotationQuaternion) {\r\n Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);\r\n }\r\n else {\r\n Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._checkOcclusionQuery = function () {\r\n return false;\r\n };\r\n /**\r\n * Disables the mesh edge rendering mode\r\n * @returns the currentAbstractMesh\r\n */\r\n AbstractMesh.prototype.disableEdgesRendering = function () {\r\n throw _DevTools.WarnImport(\"EdgesRenderer\");\r\n };\r\n /**\r\n * Enables the edge rendering mode on the mesh.\r\n * This mode makes the mesh edges visible\r\n * @param epsilon defines the maximal distance between two angles to detect a face\r\n * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces\r\n * @returns the currentAbstractMesh\r\n * @see https://www.babylonjs-playground.com/#19O9TU#0\r\n */\r\n AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {\r\n throw _DevTools.WarnImport(\"EdgesRenderer\");\r\n };\r\n /** No occlusion */\r\n AbstractMesh.OCCLUSION_TYPE_NONE = 0;\r\n /** Occlusion set to optimisitic */\r\n AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;\r\n /** Occlusion set to strict */\r\n AbstractMesh.OCCLUSION_TYPE_STRICT = 2;\r\n /** Use an accurante occlusion algorithm */\r\n AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;\r\n /** Use a conservative occlusion algorithm */\r\n AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;\r\n /** Default culling strategy : this is an exclusion test and it's the more accurate.\r\n * Test order :\r\n * Is the bounding sphere outside the frustum ?\r\n * If not, are the bounding box vertices outside the frustum ?\r\n * It not, then the cullable object is in the frustum.\r\n */\r\n AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;\r\n /** Culling strategy : Bounding Sphere Only.\r\n * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.\r\n * It's also less accurate than the standard because some not visible objects can still be selected.\r\n * Test : is the bounding sphere outside the frustum ?\r\n * If not, then the cullable object is in the frustum.\r\n */\r\n AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;\r\n /** Culling strategy : Optimistic Inclusion.\r\n * This in an inclusion test first, then the standard exclusion test.\r\n * This can be faster when a cullable object is expected to be almost always in the camera frustum.\r\n * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.\r\n * Anyway, it's as accurate as the standard strategy.\r\n * Test :\r\n * Is the cullable object bounding sphere center in the frustum ?\r\n * If not, apply the default culling strategy.\r\n */\r\n AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION = 2;\r\n /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.\r\n * This in an inclusion test first, then the bounding sphere only exclusion test.\r\n * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.\r\n * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.\r\n * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.\r\n * Test :\r\n * Is the cullable object bounding sphere center in the frustum ?\r\n * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.\r\n */\r\n AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY = 3;\r\n return AbstractMesh;\r\n}(TransformNode));\r\nexport { AbstractMesh };\r\n//# sourceMappingURL=abstractMesh.js.map","import { __decorate, __extends } from \"tslib\";\r\nimport { serialize, SerializationHelper, serializeAsColor3, expandToProperty } from \"../Misc/decorators\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3, TmpColors } from \"../Maths/math.color\";\r\nimport { Node } from \"../node\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\n/**\r\n * Base class of all the lights in Babylon. It groups all the generic information about lights.\r\n * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.\r\n * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.\r\n */\r\nvar Light = /** @class */ (function (_super) {\r\n __extends(Light, _super);\r\n /**\r\n * Creates a Light object in the scene.\r\n * Documentation : https://doc.babylonjs.com/babylon101/lights\r\n * @param name The firendly name of the light\r\n * @param scene The scene the light belongs too\r\n */\r\n function Light(name, scene) {\r\n var _this = _super.call(this, name, scene) || this;\r\n /**\r\n * Diffuse gives the basic color to an object.\r\n */\r\n _this.diffuse = new Color3(1.0, 1.0, 1.0);\r\n /**\r\n * Specular produces a highlight color on an object.\r\n * Note: This is note affecting PBR materials.\r\n */\r\n _this.specular = new Color3(1.0, 1.0, 1.0);\r\n /**\r\n * Defines the falloff type for this light. This lets overrriding how punctual light are\r\n * falling off base on range or angle.\r\n * This can be set to any values in Light.FALLOFF_x.\r\n *\r\n * Note: This is only useful for PBR Materials at the moment. This could be extended if required to\r\n * other types of materials.\r\n */\r\n _this.falloffType = Light.FALLOFF_DEFAULT;\r\n /**\r\n * Strength of the light.\r\n * Note: By default it is define in the framework own unit.\r\n * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.\r\n */\r\n _this.intensity = 1.0;\r\n _this._range = Number.MAX_VALUE;\r\n _this._inverseSquaredRange = 0;\r\n /**\r\n * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type\r\n * of light.\r\n */\r\n _this._photometricScale = 1.0;\r\n _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;\r\n _this._radius = 0.00001;\r\n /**\r\n * Defines the rendering priority of the lights. It can help in case of fallback or number of lights\r\n * exceeding the number allowed of the materials.\r\n */\r\n _this.renderPriority = 0;\r\n _this._shadowEnabled = true;\r\n _this._excludeWithLayerMask = 0;\r\n _this._includeOnlyWithLayerMask = 0;\r\n _this._lightmapMode = 0;\r\n /**\r\n * @hidden Internal use only.\r\n */\r\n _this._excludedMeshesIds = new Array();\r\n /**\r\n * @hidden Internal use only.\r\n */\r\n _this._includedOnlyMeshesIds = new Array();\r\n /** @hidden */\r\n _this._isLight = true;\r\n _this.getScene().addLight(_this);\r\n _this._uniformBuffer = new UniformBuffer(_this.getScene().getEngine());\r\n _this._buildUniformLayout();\r\n _this.includedOnlyMeshes = new Array();\r\n _this.excludedMeshes = new Array();\r\n _this._resyncMeshes();\r\n return _this;\r\n }\r\n Object.defineProperty(Light.prototype, \"range\", {\r\n /**\r\n * Defines how far from the source the light is impacting in scene units.\r\n * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.\r\n */\r\n get: function () {\r\n return this._range;\r\n },\r\n /**\r\n * Defines how far from the source the light is impacting in scene units.\r\n * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.\r\n */\r\n set: function (value) {\r\n this._range = value;\r\n this._inverseSquaredRange = 1.0 / (this.range * this.range);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"intensityMode\", {\r\n /**\r\n * Gets the photometric scale used to interpret the intensity.\r\n * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.\r\n */\r\n get: function () {\r\n return this._intensityMode;\r\n },\r\n /**\r\n * Sets the photometric scale used to interpret the intensity.\r\n * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.\r\n */\r\n set: function (value) {\r\n this._intensityMode = value;\r\n this._computePhotometricScale();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"radius\", {\r\n /**\r\n * Gets the light radius used by PBR Materials to simulate soft area lights.\r\n */\r\n get: function () {\r\n return this._radius;\r\n },\r\n /**\r\n * sets the light radius used by PBR Materials to simulate soft area lights.\r\n */\r\n set: function (value) {\r\n this._radius = value;\r\n this._computePhotometricScale();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"shadowEnabled\", {\r\n /**\r\n * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching\r\n * the current shadow generator.\r\n */\r\n get: function () {\r\n return this._shadowEnabled;\r\n },\r\n /**\r\n * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching\r\n * the current shadow generator.\r\n */\r\n set: function (value) {\r\n if (this._shadowEnabled === value) {\r\n return;\r\n }\r\n this._shadowEnabled = value;\r\n this._markMeshesAsLightDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"includedOnlyMeshes\", {\r\n /**\r\n * Gets the only meshes impacted by this light.\r\n */\r\n get: function () {\r\n return this._includedOnlyMeshes;\r\n },\r\n /**\r\n * Sets the only meshes impacted by this light.\r\n */\r\n set: function (value) {\r\n this._includedOnlyMeshes = value;\r\n this._hookArrayForIncludedOnly(value);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"excludedMeshes\", {\r\n /**\r\n * Gets the meshes not impacted by this light.\r\n */\r\n get: function () {\r\n return this._excludedMeshes;\r\n },\r\n /**\r\n * Sets the meshes not impacted by this light.\r\n */\r\n set: function (value) {\r\n this._excludedMeshes = value;\r\n this._hookArrayForExcluded(value);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"excludeWithLayerMask\", {\r\n /**\r\n * Gets the layer id use to find what meshes are not impacted by the light.\r\n * Inactive if 0\r\n */\r\n get: function () {\r\n return this._excludeWithLayerMask;\r\n },\r\n /**\r\n * Sets the layer id use to find what meshes are not impacted by the light.\r\n * Inactive if 0\r\n */\r\n set: function (value) {\r\n this._excludeWithLayerMask = value;\r\n this._resyncMeshes();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"includeOnlyWithLayerMask\", {\r\n /**\r\n * Gets the layer id use to find what meshes are impacted by the light.\r\n * Inactive if 0\r\n */\r\n get: function () {\r\n return this._includeOnlyWithLayerMask;\r\n },\r\n /**\r\n * Sets the layer id use to find what meshes are impacted by the light.\r\n * Inactive if 0\r\n */\r\n set: function (value) {\r\n this._includeOnlyWithLayerMask = value;\r\n this._resyncMeshes();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"lightmapMode\", {\r\n /**\r\n * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)\r\n */\r\n get: function () {\r\n return this._lightmapMode;\r\n },\r\n /**\r\n * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)\r\n */\r\n set: function (value) {\r\n if (this._lightmapMode === value) {\r\n return;\r\n }\r\n this._lightmapMode = value;\r\n this._markMeshesAsLightDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light textures.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The light\r\n */\r\n Light.prototype.transferTexturesToEffect = function (effect, lightIndex) {\r\n // Do nothing by default.\r\n return this;\r\n };\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param lightIndex Light index\r\n * @param scene The scene where the light belongs to\r\n * @param effect The effect we are binding the data to\r\n * @param useSpecular Defines if specular is supported\r\n * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel\r\n */\r\n Light.prototype._bindLight = function (lightIndex, scene, effect, useSpecular, rebuildInParallel) {\r\n if (rebuildInParallel === void 0) { rebuildInParallel = false; }\r\n var iAsString = lightIndex.toString();\r\n var needUpdate = false;\r\n if (rebuildInParallel && this._uniformBuffer._alreadyBound) {\r\n return;\r\n }\r\n this._uniformBuffer.bindToEffect(effect, \"Light\" + iAsString);\r\n if (this._renderId !== scene.getRenderId() || !this._uniformBuffer.useUbo) {\r\n this._renderId = scene.getRenderId();\r\n var scaledIntensity = this.getScaledIntensity();\r\n this.transferToEffect(effect, iAsString);\r\n this.diffuse.scaleToRef(scaledIntensity, TmpColors.Color3[0]);\r\n this._uniformBuffer.updateColor4(\"vLightDiffuse\", TmpColors.Color3[0], this.range, iAsString);\r\n if (useSpecular) {\r\n this.specular.scaleToRef(scaledIntensity, TmpColors.Color3[1]);\r\n this._uniformBuffer.updateColor4(\"vLightSpecular\", TmpColors.Color3[1], this.radius, iAsString);\r\n }\r\n needUpdate = true;\r\n }\r\n // Textures might still need to be rebound.\r\n this.transferTexturesToEffect(effect, iAsString);\r\n // Shadows\r\n if (scene.shadowsEnabled && this.shadowEnabled) {\r\n var shadowGenerator = this.getShadowGenerator();\r\n if (shadowGenerator) {\r\n shadowGenerator.bindShadowLight(iAsString, effect);\r\n needUpdate = true;\r\n }\r\n }\r\n if (needUpdate) {\r\n this._uniformBuffer.update();\r\n }\r\n };\r\n /**\r\n * Returns the string \"Light\".\r\n * @returns the class name\r\n */\r\n Light.prototype.getClassName = function () {\r\n return \"Light\";\r\n };\r\n /**\r\n * Converts the light information to a readable string for debug purpose.\r\n * @param fullDetails Supports for multiple levels of logging within scene loading\r\n * @returns the human readable light info\r\n */\r\n Light.prototype.toString = function (fullDetails) {\r\n var ret = \"Name: \" + this.name;\r\n ret += \", type: \" + ([\"Point\", \"Directional\", \"Spot\", \"Hemispheric\"])[this.getTypeID()];\r\n if (this.animations) {\r\n for (var i = 0; i < this.animations.length; i++) {\r\n ret += \", animation[0]: \" + this.animations[i].toString(fullDetails);\r\n }\r\n }\r\n if (fullDetails) {\r\n }\r\n return ret;\r\n };\r\n /** @hidden */\r\n Light.prototype._syncParentEnabledState = function () {\r\n _super.prototype._syncParentEnabledState.call(this);\r\n if (!this.isDisposed()) {\r\n this._resyncMeshes();\r\n }\r\n };\r\n /**\r\n * Set the enabled state of this node.\r\n * @param value - the new enabled state\r\n */\r\n Light.prototype.setEnabled = function (value) {\r\n _super.prototype.setEnabled.call(this, value);\r\n this._resyncMeshes();\r\n };\r\n /**\r\n * Returns the Light associated shadow generator if any.\r\n * @return the associated shadow generator.\r\n */\r\n Light.prototype.getShadowGenerator = function () {\r\n return this._shadowGenerator;\r\n };\r\n /**\r\n * Returns a Vector3, the absolute light position in the World.\r\n * @returns the world space position of the light\r\n */\r\n Light.prototype.getAbsolutePosition = function () {\r\n return Vector3.Zero();\r\n };\r\n /**\r\n * Specifies if the light will affect the passed mesh.\r\n * @param mesh The mesh to test against the light\r\n * @return true the mesh is affected otherwise, false.\r\n */\r\n Light.prototype.canAffectMesh = function (mesh) {\r\n if (!mesh) {\r\n return true;\r\n }\r\n if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {\r\n return false;\r\n }\r\n if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {\r\n return false;\r\n }\r\n if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {\r\n return false;\r\n }\r\n if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n /**\r\n * Sort function to order lights for rendering.\r\n * @param a First Light object to compare to second.\r\n * @param b Second Light object to compare first.\r\n * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.\r\n */\r\n Light.CompareLightsPriority = function (a, b) {\r\n //shadow-casting lights have priority over non-shadow-casting lights\r\n //the renderPrioirty is a secondary sort criterion\r\n if (a.shadowEnabled !== b.shadowEnabled) {\r\n return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);\r\n }\r\n return b.renderPriority - a.renderPriority;\r\n };\r\n /**\r\n * Releases resources associated with this node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {\r\n if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.dispose();\r\n this._shadowGenerator = null;\r\n }\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n // Remove from meshes\r\n for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {\r\n var mesh = _a[_i];\r\n mesh._removeLightSource(this, true);\r\n }\r\n this._uniformBuffer.dispose();\r\n // Remove from scene\r\n this.getScene().removeLight(this);\r\n _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);\r\n };\r\n /**\r\n * Returns the light type ID (integer).\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n Light.prototype.getTypeID = function () {\r\n return 0;\r\n };\r\n /**\r\n * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.\r\n * @returns the scaled intensity in intensity mode unit\r\n */\r\n Light.prototype.getScaledIntensity = function () {\r\n return this._photometricScale * this.intensity;\r\n };\r\n /**\r\n * Returns a new Light object, named \"name\", from the current one.\r\n * @param name The name of the cloned light\r\n * @returns the new created light\r\n */\r\n Light.prototype.clone = function (name) {\r\n var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());\r\n if (!constructor) {\r\n return null;\r\n }\r\n return SerializationHelper.Clone(constructor, this);\r\n };\r\n /**\r\n * Serializes the current light into a Serialization object.\r\n * @returns the serialized object.\r\n */\r\n Light.prototype.serialize = function () {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n // Type\r\n serializationObject.type = this.getTypeID();\r\n // Parent\r\n if (this.parent) {\r\n serializationObject.parentId = this.parent.id;\r\n }\r\n // Inclusion / exclusions\r\n if (this.excludedMeshes.length > 0) {\r\n serializationObject.excludedMeshesIds = [];\r\n this.excludedMeshes.forEach(function (mesh) {\r\n serializationObject.excludedMeshesIds.push(mesh.id);\r\n });\r\n }\r\n if (this.includedOnlyMeshes.length > 0) {\r\n serializationObject.includedOnlyMeshesIds = [];\r\n this.includedOnlyMeshes.forEach(function (mesh) {\r\n serializationObject.includedOnlyMeshesIds.push(mesh.id);\r\n });\r\n }\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n serializationObject.ranges = this.serializeAnimationRanges();\r\n return serializationObject;\r\n };\r\n /**\r\n * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.\r\n * This new light is named \"name\" and added to the passed scene.\r\n * @param type Type according to the types available in Light.LIGHTTYPEID_x\r\n * @param name The friendly name of the light\r\n * @param scene The scene the new light will belong to\r\n * @returns the constructor function\r\n */\r\n Light.GetConstructorFromName = function (type, name, scene) {\r\n var constructorFunc = Node.Construct(\"Light_Type_\" + type, name, scene);\r\n if (constructorFunc) {\r\n return constructorFunc;\r\n }\r\n // Default to no light for none present once.\r\n return null;\r\n };\r\n /**\r\n * Parses the passed \"parsedLight\" and returns a new instanced Light from this parsing.\r\n * @param parsedLight The JSON representation of the light\r\n * @param scene The scene to create the parsed light in\r\n * @returns the created light after parsing\r\n */\r\n Light.Parse = function (parsedLight, scene) {\r\n var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);\r\n if (!constructor) {\r\n return null;\r\n }\r\n var light = SerializationHelper.Parse(constructor, parsedLight, scene);\r\n // Inclusion / exclusions\r\n if (parsedLight.excludedMeshesIds) {\r\n light._excludedMeshesIds = parsedLight.excludedMeshesIds;\r\n }\r\n if (parsedLight.includedOnlyMeshesIds) {\r\n light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;\r\n }\r\n // Parent\r\n if (parsedLight.parentId) {\r\n light._waitingParentId = parsedLight.parentId;\r\n }\r\n // Falloff\r\n if (parsedLight.falloffType !== undefined) {\r\n light.falloffType = parsedLight.falloffType;\r\n }\r\n // Lightmaps\r\n if (parsedLight.lightmapMode !== undefined) {\r\n light.lightmapMode = parsedLight.lightmapMode;\r\n }\r\n // Animations\r\n if (parsedLight.animations) {\r\n for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {\r\n var parsedAnimation = parsedLight.animations[animationIndex];\r\n var internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n light.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n Node.ParseAnimationRanges(light, parsedLight, scene);\r\n }\r\n if (parsedLight.autoAnimate) {\r\n scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);\r\n }\r\n return light;\r\n };\r\n Light.prototype._hookArrayForExcluded = function (array) {\r\n var _this = this;\r\n var oldPush = array.push;\r\n array.push = function () {\r\n var items = [];\r\n for (var _i = 0; _i < arguments.length; _i++) {\r\n items[_i] = arguments[_i];\r\n }\r\n var result = oldPush.apply(array, items);\r\n for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {\r\n var item = items_1[_a];\r\n item._resyncLightSource(_this);\r\n }\r\n return result;\r\n };\r\n var oldSplice = array.splice;\r\n array.splice = function (index, deleteCount) {\r\n var deleted = oldSplice.apply(array, [index, deleteCount]);\r\n for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {\r\n var item = deleted_1[_i];\r\n item._resyncLightSource(_this);\r\n }\r\n return deleted;\r\n };\r\n for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {\r\n var item = array_1[_i];\r\n item._resyncLightSource(this);\r\n }\r\n };\r\n Light.prototype._hookArrayForIncludedOnly = function (array) {\r\n var _this = this;\r\n var oldPush = array.push;\r\n array.push = function () {\r\n var items = [];\r\n for (var _i = 0; _i < arguments.length; _i++) {\r\n items[_i] = arguments[_i];\r\n }\r\n var result = oldPush.apply(array, items);\r\n _this._resyncMeshes();\r\n return result;\r\n };\r\n var oldSplice = array.splice;\r\n array.splice = function (index, deleteCount) {\r\n var deleted = oldSplice.apply(array, [index, deleteCount]);\r\n _this._resyncMeshes();\r\n return deleted;\r\n };\r\n this._resyncMeshes();\r\n };\r\n Light.prototype._resyncMeshes = function () {\r\n for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {\r\n var mesh = _a[_i];\r\n mesh._resyncLightSource(this);\r\n }\r\n };\r\n /**\r\n * Forces the meshes to update their light related information in their rendering used effects\r\n * @hidden Internal Use Only\r\n */\r\n Light.prototype._markMeshesAsLightDirty = function () {\r\n for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {\r\n var mesh = _a[_i];\r\n if (mesh.lightSources.indexOf(this) !== -1) {\r\n mesh._markSubMeshesAsLightDirty();\r\n }\r\n }\r\n };\r\n /**\r\n * Recomputes the cached photometric scale if needed.\r\n */\r\n Light.prototype._computePhotometricScale = function () {\r\n this._photometricScale = this._getPhotometricScale();\r\n this.getScene().resetCachedMaterial();\r\n };\r\n /**\r\n * Returns the Photometric Scale according to the light type and intensity mode.\r\n */\r\n Light.prototype._getPhotometricScale = function () {\r\n var photometricScale = 0.0;\r\n var lightTypeID = this.getTypeID();\r\n //get photometric mode\r\n var photometricMode = this.intensityMode;\r\n if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {\r\n if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {\r\n photometricMode = Light.INTENSITYMODE_ILLUMINANCE;\r\n }\r\n else {\r\n photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;\r\n }\r\n }\r\n //compute photometric scale\r\n switch (lightTypeID) {\r\n case Light.LIGHTTYPEID_POINTLIGHT:\r\n case Light.LIGHTTYPEID_SPOTLIGHT:\r\n switch (photometricMode) {\r\n case Light.INTENSITYMODE_LUMINOUSPOWER:\r\n photometricScale = 1.0 / (4.0 * Math.PI);\r\n break;\r\n case Light.INTENSITYMODE_LUMINOUSINTENSITY:\r\n photometricScale = 1.0;\r\n break;\r\n case Light.INTENSITYMODE_LUMINANCE:\r\n photometricScale = this.radius * this.radius;\r\n break;\r\n }\r\n break;\r\n case Light.LIGHTTYPEID_DIRECTIONALLIGHT:\r\n switch (photometricMode) {\r\n case Light.INTENSITYMODE_ILLUMINANCE:\r\n photometricScale = 1.0;\r\n break;\r\n case Light.INTENSITYMODE_LUMINANCE:\r\n // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.\r\n // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).\r\n var apexAngleRadians = this.radius;\r\n // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).\r\n apexAngleRadians = Math.max(apexAngleRadians, 0.001);\r\n var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));\r\n photometricScale = solidAngle;\r\n break;\r\n }\r\n break;\r\n case Light.LIGHTTYPEID_HEMISPHERICLIGHT:\r\n // No fall off in hemisperic light.\r\n photometricScale = 1.0;\r\n break;\r\n }\r\n return photometricScale;\r\n };\r\n /**\r\n * Reorder the light in the scene according to their defined priority.\r\n * @hidden Internal Use Only\r\n */\r\n Light.prototype._reorderLightsInScene = function () {\r\n var scene = this.getScene();\r\n if (this._renderPriority != 0) {\r\n scene.requireLightSorting = true;\r\n }\r\n this.getScene().sortLightsByPriority();\r\n };\r\n /**\r\n * Falloff Default: light is falling off following the material specification:\r\n * standard material is using standard falloff whereas pbr material can request special falloff per materials.\r\n */\r\n Light.FALLOFF_DEFAULT = 0;\r\n /**\r\n * Falloff Physical: light is falling off following the inverse squared distance law.\r\n */\r\n Light.FALLOFF_PHYSICAL = 1;\r\n /**\r\n * Falloff gltf: light is falling off as described in the gltf moving to PBR document\r\n * to enhance interoperability with other engines.\r\n */\r\n Light.FALLOFF_GLTF = 2;\r\n /**\r\n * Falloff Standard: light is falling off like in the standard material\r\n * to enhance interoperability with other materials.\r\n */\r\n Light.FALLOFF_STANDARD = 3;\r\n //lightmapMode Consts\r\n /**\r\n * If every light affecting the material is in this lightmapMode,\r\n * material.lightmapTexture adds or multiplies\r\n * (depends on material.useLightmapAsShadowmap)\r\n * after every other light calculations.\r\n */\r\n Light.LIGHTMAP_DEFAULT = 0;\r\n /**\r\n * material.lightmapTexture as only diffuse lighting from this light\r\n * adds only specular lighting from this light\r\n * adds dynamic shadows\r\n */\r\n Light.LIGHTMAP_SPECULAR = 1;\r\n /**\r\n * material.lightmapTexture as only lighting\r\n * no light calculation from this light\r\n * only adds dynamic shadows from this light\r\n */\r\n Light.LIGHTMAP_SHADOWSONLY = 2;\r\n // Intensity Mode Consts\r\n /**\r\n * Each light type uses the default quantity according to its type:\r\n * point/spot lights use luminous intensity\r\n * directional lights use illuminance\r\n */\r\n Light.INTENSITYMODE_AUTOMATIC = 0;\r\n /**\r\n * lumen (lm)\r\n */\r\n Light.INTENSITYMODE_LUMINOUSPOWER = 1;\r\n /**\r\n * candela (lm/sr)\r\n */\r\n Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;\r\n /**\r\n * lux (lm/m^2)\r\n */\r\n Light.INTENSITYMODE_ILLUMINANCE = 3;\r\n /**\r\n * nit (cd/m^2)\r\n */\r\n Light.INTENSITYMODE_LUMINANCE = 4;\r\n // Light types ids const.\r\n /**\r\n * Light type const id of the point light.\r\n */\r\n Light.LIGHTTYPEID_POINTLIGHT = 0;\r\n /**\r\n * Light type const id of the directional light.\r\n */\r\n Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;\r\n /**\r\n * Light type const id of the spot light.\r\n */\r\n Light.LIGHTTYPEID_SPOTLIGHT = 2;\r\n /**\r\n * Light type const id of the hemispheric light.\r\n */\r\n Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;\r\n __decorate([\r\n serializeAsColor3()\r\n ], Light.prototype, \"diffuse\", void 0);\r\n __decorate([\r\n serializeAsColor3()\r\n ], Light.prototype, \"specular\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Light.prototype, \"falloffType\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Light.prototype, \"intensity\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Light.prototype, \"range\", null);\r\n __decorate([\r\n serialize()\r\n ], Light.prototype, \"intensityMode\", null);\r\n __decorate([\r\n serialize()\r\n ], Light.prototype, \"radius\", null);\r\n __decorate([\r\n serialize()\r\n ], Light.prototype, \"_renderPriority\", void 0);\r\n __decorate([\r\n expandToProperty(\"_reorderLightsInScene\")\r\n ], Light.prototype, \"renderPriority\", void 0);\r\n __decorate([\r\n serialize(\"shadowEnabled\")\r\n ], Light.prototype, \"_shadowEnabled\", void 0);\r\n __decorate([\r\n serialize(\"excludeWithLayerMask\")\r\n ], Light.prototype, \"_excludeWithLayerMask\", void 0);\r\n __decorate([\r\n serialize(\"includeOnlyWithLayerMask\")\r\n ], Light.prototype, \"_includeOnlyWithLayerMask\", void 0);\r\n __decorate([\r\n serialize(\"lightmapMode\")\r\n ], Light.prototype, \"_lightmapMode\", void 0);\r\n return Light;\r\n}(Node));\r\nexport { Light };\r\n//# sourceMappingURL=light.js.map","import { __extends } from \"tslib\";\r\n/**\r\n * Gather the list of keyboard event types as constants.\r\n */\r\nvar KeyboardEventTypes = /** @class */ (function () {\r\n function KeyboardEventTypes() {\r\n }\r\n /**\r\n * The keydown event is fired when a key becomes active (pressed).\r\n */\r\n KeyboardEventTypes.KEYDOWN = 0x01;\r\n /**\r\n * The keyup event is fired when a key has been released.\r\n */\r\n KeyboardEventTypes.KEYUP = 0x02;\r\n return KeyboardEventTypes;\r\n}());\r\nexport { KeyboardEventTypes };\r\n/**\r\n * This class is used to store keyboard related info for the onKeyboardObservable event.\r\n */\r\nvar KeyboardInfo = /** @class */ (function () {\r\n /**\r\n * Instantiates a new keyboard info.\r\n * This class is used to store keyboard related info for the onKeyboardObservable event.\r\n * @param type Defines the type of event (KeyboardEventTypes)\r\n * @param event Defines the related dom event\r\n */\r\n function KeyboardInfo(\r\n /**\r\n * Defines the type of event (KeyboardEventTypes)\r\n */\r\n type, \r\n /**\r\n * Defines the related dom event\r\n */\r\n event) {\r\n this.type = type;\r\n this.event = event;\r\n }\r\n return KeyboardInfo;\r\n}());\r\nexport { KeyboardInfo };\r\n/**\r\n * This class is used to store keyboard related info for the onPreKeyboardObservable event.\r\n * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable\r\n */\r\nvar KeyboardInfoPre = /** @class */ (function (_super) {\r\n __extends(KeyboardInfoPre, _super);\r\n /**\r\n * Instantiates a new keyboard pre info.\r\n * This class is used to store keyboard related info for the onPreKeyboardObservable event.\r\n * @param type Defines the type of event (KeyboardEventTypes)\r\n * @param event Defines the related dom event\r\n */\r\n function KeyboardInfoPre(\r\n /**\r\n * Defines the type of event (KeyboardEventTypes)\r\n */\r\n type, \r\n /**\r\n * Defines the related dom event\r\n */\r\n event) {\r\n var _this = _super.call(this, type, event) || this;\r\n _this.type = type;\r\n _this.event = event;\r\n _this.skipOnPointerObservable = false;\r\n return _this;\r\n }\r\n return KeyboardInfoPre;\r\n}(KeyboardInfo));\r\nexport { KeyboardInfoPre };\r\n//# sourceMappingURL=keyboardEvents.js.map","/**\r\n * Gather the list of clipboard event types as constants.\r\n */\r\nvar ClipboardEventTypes = /** @class */ (function () {\r\n function ClipboardEventTypes() {\r\n }\r\n /**\r\n * The clipboard event is fired when a copy command is active (pressed).\r\n */\r\n ClipboardEventTypes.COPY = 0x01; //\r\n /**\r\n * The clipboard event is fired when a cut command is active (pressed).\r\n */\r\n ClipboardEventTypes.CUT = 0x02;\r\n /**\r\n * The clipboard event is fired when a paste command is active (pressed).\r\n */\r\n ClipboardEventTypes.PASTE = 0x03;\r\n return ClipboardEventTypes;\r\n}());\r\nexport { ClipboardEventTypes };\r\n/**\r\n * This class is used to store clipboard related info for the onClipboardObservable event.\r\n */\r\nvar ClipboardInfo = /** @class */ (function () {\r\n /**\r\n *Creates an instance of ClipboardInfo.\r\n * @param type Defines the type of event (BABYLON.ClipboardEventTypes)\r\n * @param event Defines the related dom event\r\n */\r\n function ClipboardInfo(\r\n /**\r\n * Defines the type of event (BABYLON.ClipboardEventTypes)\r\n */\r\n type, \r\n /**\r\n * Defines the related dom event\r\n */\r\n event) {\r\n this.type = type;\r\n this.event = event;\r\n }\r\n /**\r\n * Get the clipboard event's type from the keycode.\r\n * @param keyCode Defines the keyCode for the current keyboard event.\r\n * @return {number}\r\n */\r\n ClipboardInfo.GetTypeFromCharacter = function (keyCode) {\r\n var charCode = keyCode;\r\n //TODO: add codes for extended ASCII\r\n switch (charCode) {\r\n case 67: return ClipboardEventTypes.COPY;\r\n case 86: return ClipboardEventTypes.PASTE;\r\n case 88: return ClipboardEventTypes.CUT;\r\n default: return -1;\r\n }\r\n };\r\n return ClipboardInfo;\r\n}());\r\nexport { ClipboardInfo };\r\n//# sourceMappingURL=clipboardEvents.js.map","/**\r\n * Size containing widht and height\r\n */\r\nvar Size = /** @class */ (function () {\r\n /**\r\n * Creates a Size object from the given width and height (floats).\r\n * @param width width of the new size\r\n * @param height height of the new size\r\n */\r\n function Size(width, height) {\r\n this.width = width;\r\n this.height = height;\r\n }\r\n /**\r\n * Returns a string with the Size width and height\r\n * @returns a string with the Size width and height\r\n */\r\n Size.prototype.toString = function () {\r\n return \"{W: \" + this.width + \", H: \" + this.height + \"}\";\r\n };\r\n /**\r\n * \"Size\"\r\n * @returns the string \"Size\"\r\n */\r\n Size.prototype.getClassName = function () {\r\n return \"Size\";\r\n };\r\n /**\r\n * Returns the Size hash code.\r\n * @returns a hash code for a unique width and height\r\n */\r\n Size.prototype.getHashCode = function () {\r\n var hash = this.width | 0;\r\n hash = (hash * 397) ^ (this.height | 0);\r\n return hash;\r\n };\r\n /**\r\n * Updates the current size from the given one.\r\n * @param src the given size\r\n */\r\n Size.prototype.copyFrom = function (src) {\r\n this.width = src.width;\r\n this.height = src.height;\r\n };\r\n /**\r\n * Updates in place the current Size from the given floats.\r\n * @param width width of the new size\r\n * @param height height of the new size\r\n * @returns the updated Size.\r\n */\r\n Size.prototype.copyFromFloats = function (width, height) {\r\n this.width = width;\r\n this.height = height;\r\n return this;\r\n };\r\n /**\r\n * Updates in place the current Size from the given floats.\r\n * @param width width to set\r\n * @param height height to set\r\n * @returns the updated Size.\r\n */\r\n Size.prototype.set = function (width, height) {\r\n return this.copyFromFloats(width, height);\r\n };\r\n /**\r\n * Multiplies the width and height by numbers\r\n * @param w factor to multiple the width by\r\n * @param h factor to multiple the height by\r\n * @returns a new Size set with the multiplication result of the current Size and the given floats.\r\n */\r\n Size.prototype.multiplyByFloats = function (w, h) {\r\n return new Size(this.width * w, this.height * h);\r\n };\r\n /**\r\n * Clones the size\r\n * @returns a new Size copied from the given one.\r\n */\r\n Size.prototype.clone = function () {\r\n return new Size(this.width, this.height);\r\n };\r\n /**\r\n * True if the current Size and the given one width and height are strictly equal.\r\n * @param other the other size to compare against\r\n * @returns True if the current Size and the given one width and height are strictly equal.\r\n */\r\n Size.prototype.equals = function (other) {\r\n if (!other) {\r\n return false;\r\n }\r\n return (this.width === other.width) && (this.height === other.height);\r\n };\r\n Object.defineProperty(Size.prototype, \"surface\", {\r\n /**\r\n * The surface of the Size : width * height (float).\r\n */\r\n get: function () {\r\n return this.width * this.height;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Create a new size of zero\r\n * @returns a new Size set to (0.0, 0.0)\r\n */\r\n Size.Zero = function () {\r\n return new Size(0.0, 0.0);\r\n };\r\n /**\r\n * Sums the width and height of two sizes\r\n * @param otherSize size to add to this size\r\n * @returns a new Size set as the addition result of the current Size and the given one.\r\n */\r\n Size.prototype.add = function (otherSize) {\r\n var r = new Size(this.width + otherSize.width, this.height + otherSize.height);\r\n return r;\r\n };\r\n /**\r\n * Subtracts the width and height of two\r\n * @param otherSize size to subtract to this size\r\n * @returns a new Size set as the subtraction result of the given one from the current Size.\r\n */\r\n Size.prototype.subtract = function (otherSize) {\r\n var r = new Size(this.width - otherSize.width, this.height - otherSize.height);\r\n return r;\r\n };\r\n /**\r\n * Creates a new Size set at the linear interpolation \"amount\" between \"start\" and \"end\"\r\n * @param start starting size to lerp between\r\n * @param end end size to lerp between\r\n * @param amount amount to lerp between the start and end values\r\n * @returns a new Size set at the linear interpolation \"amount\" between \"start\" and \"end\"\r\n */\r\n Size.Lerp = function (start, end, amount) {\r\n var w = start.width + ((end.width - start.width) * amount);\r\n var h = start.height + ((end.height - start.height) * amount);\r\n return new Size(w, h);\r\n };\r\n return Size;\r\n}());\r\nexport { Size };\r\n//# sourceMappingURL=math.size.js.map","import { Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\n/**\r\n * Information about the result of picking within a scene\r\n * @see https://doc.babylonjs.com/babylon101/picking_collisions\r\n */\r\nvar PickingInfo = /** @class */ (function () {\r\n function PickingInfo() {\r\n /** @hidden */\r\n this._pickingUnavailable = false;\r\n /**\r\n * If the pick collided with an object\r\n */\r\n this.hit = false;\r\n /**\r\n * Distance away where the pick collided\r\n */\r\n this.distance = 0;\r\n /**\r\n * The location of pick collision\r\n */\r\n this.pickedPoint = null;\r\n /**\r\n * The mesh corresponding the the pick collision\r\n */\r\n this.pickedMesh = null;\r\n /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/\r\n this.bu = 0;\r\n /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/\r\n this.bv = 0;\r\n /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */\r\n this.faceId = -1;\r\n /** Id of the the submesh that was picked */\r\n this.subMeshId = 0;\r\n /** If a sprite was picked, this will be the sprite the pick collided with */\r\n this.pickedSprite = null;\r\n /**\r\n * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.\r\n */\r\n this.originMesh = null;\r\n /**\r\n * The ray that was used to perform the picking.\r\n */\r\n this.ray = null;\r\n }\r\n /**\r\n * Gets the normal correspodning to the face the pick collided with\r\n * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)\r\n * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map\r\n * @returns The normal correspodning to the face the pick collided with\r\n */\r\n PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {\r\n if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }\r\n if (useVerticesNormals === void 0) { useVerticesNormals = true; }\r\n if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n return null;\r\n }\r\n var indices = this.pickedMesh.getIndices();\r\n if (!indices) {\r\n return null;\r\n }\r\n var result;\r\n if (useVerticesNormals) {\r\n var normals = this.pickedMesh.getVerticesData(VertexBuffer.NormalKind);\r\n var normal0 = Vector3.FromArray(normals, indices[this.faceId * 3] * 3);\r\n var normal1 = Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);\r\n var normal2 = Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);\r\n normal0 = normal0.scale(this.bu);\r\n normal1 = normal1.scale(this.bv);\r\n normal2 = normal2.scale(1.0 - this.bu - this.bv);\r\n result = new Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);\r\n }\r\n else {\r\n var positions = this.pickedMesh.getVerticesData(VertexBuffer.PositionKind);\r\n var vertex1 = Vector3.FromArray(positions, indices[this.faceId * 3] * 3);\r\n var vertex2 = Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);\r\n var vertex3 = Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);\r\n var p1p2 = vertex1.subtract(vertex2);\r\n var p3p2 = vertex3.subtract(vertex2);\r\n result = Vector3.Cross(p1p2, p3p2);\r\n }\r\n if (useWorldCoordinates) {\r\n var wm = this.pickedMesh.getWorldMatrix();\r\n if (this.pickedMesh.nonUniformScaling) {\r\n TmpVectors.Matrix[0].copyFrom(wm);\r\n wm = TmpVectors.Matrix[0];\r\n wm.setTranslationFromFloats(0, 0, 0);\r\n wm.invert();\r\n wm.transposeToRef(TmpVectors.Matrix[1]);\r\n wm = TmpVectors.Matrix[1];\r\n }\r\n result = Vector3.TransformNormal(result, wm);\r\n }\r\n result.normalize();\r\n return result;\r\n };\r\n /**\r\n * Gets the texture coordinates of where the pick occured\r\n * @returns the vector containing the coordnates of the texture\r\n */\r\n PickingInfo.prototype.getTextureCoordinates = function () {\r\n if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n return null;\r\n }\r\n var indices = this.pickedMesh.getIndices();\r\n if (!indices) {\r\n return null;\r\n }\r\n var uvs = this.pickedMesh.getVerticesData(VertexBuffer.UVKind);\r\n if (!uvs) {\r\n return null;\r\n }\r\n var uv0 = Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);\r\n var uv1 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);\r\n var uv2 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);\r\n uv0 = uv0.scale(this.bu);\r\n uv1 = uv1.scale(this.bv);\r\n uv2 = uv2.scale(1.0 - this.bu - this.bv);\r\n return new Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);\r\n };\r\n return PickingInfo;\r\n}());\r\nexport { PickingInfo };\r\n//# sourceMappingURL=pickingInfo.js.map","import { __extends } from \"tslib\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport { Material } from \"../Materials/material\";\r\n/**\r\n * Base class of materials working in push mode in babylon JS\r\n * @hidden\r\n */\r\nvar PushMaterial = /** @class */ (function (_super) {\r\n __extends(PushMaterial, _super);\r\n function PushMaterial(name, scene) {\r\n var _this = _super.call(this, name, scene) || this;\r\n _this._normalMatrix = new Matrix();\r\n /**\r\n * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.\r\n * This means that the material can keep using a previous shader while a new one is being compiled.\r\n * This is mostly used when shader parallel compilation is supported (true by default)\r\n */\r\n _this.allowShaderHotSwapping = true;\r\n _this._storeEffectOnSubMeshes = true;\r\n return _this;\r\n }\r\n PushMaterial.prototype.getEffect = function () {\r\n return this._activeEffect;\r\n };\r\n PushMaterial.prototype.isReady = function (mesh, useInstances) {\r\n if (!mesh) {\r\n return false;\r\n }\r\n if (!mesh.subMeshes || mesh.subMeshes.length === 0) {\r\n return true;\r\n }\r\n return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);\r\n };\r\n /**\r\n * Binds the given world matrix to the active effect\r\n *\r\n * @param world the matrix to bind\r\n */\r\n PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {\r\n this._activeEffect.setMatrix(\"world\", world);\r\n };\r\n /**\r\n * Binds the given normal matrix to the active effect\r\n *\r\n * @param normalMatrix the matrix to bind\r\n */\r\n PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {\r\n this._activeEffect.setMatrix(\"normalMatrix\", normalMatrix);\r\n };\r\n PushMaterial.prototype.bind = function (world, mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);\r\n };\r\n PushMaterial.prototype._afterBind = function (mesh, effect) {\r\n if (effect === void 0) { effect = null; }\r\n _super.prototype._afterBind.call(this, mesh);\r\n this.getScene()._cachedEffect = effect;\r\n };\r\n PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {\r\n if (visibility === void 0) { visibility = 1; }\r\n return scene.isCachedMaterialInvalid(this, effect, visibility);\r\n };\r\n return PushMaterial;\r\n}(Material));\r\nexport { PushMaterial };\r\n//# sourceMappingURL=pushMaterial.js.map","import { Engine } from \"../Engines/engine\";\r\n/**\r\n * This groups all the flags used to control the materials channel.\r\n */\r\nvar MaterialFlags = /** @class */ (function () {\r\n function MaterialFlags() {\r\n }\r\n Object.defineProperty(MaterialFlags, \"DiffuseTextureEnabled\", {\r\n /**\r\n * Are diffuse textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._DiffuseTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._DiffuseTextureEnabled === value) {\r\n return;\r\n }\r\n this._DiffuseTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"AmbientTextureEnabled\", {\r\n /**\r\n * Are ambient textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._AmbientTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._AmbientTextureEnabled === value) {\r\n return;\r\n }\r\n this._AmbientTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"OpacityTextureEnabled\", {\r\n /**\r\n * Are opacity textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._OpacityTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._OpacityTextureEnabled === value) {\r\n return;\r\n }\r\n this._OpacityTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"ReflectionTextureEnabled\", {\r\n /**\r\n * Are reflection textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._ReflectionTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._ReflectionTextureEnabled === value) {\r\n return;\r\n }\r\n this._ReflectionTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"EmissiveTextureEnabled\", {\r\n /**\r\n * Are emissive textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._EmissiveTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._EmissiveTextureEnabled === value) {\r\n return;\r\n }\r\n this._EmissiveTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"SpecularTextureEnabled\", {\r\n /**\r\n * Are specular textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._SpecularTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._SpecularTextureEnabled === value) {\r\n return;\r\n }\r\n this._SpecularTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"BumpTextureEnabled\", {\r\n /**\r\n * Are bump textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._BumpTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._BumpTextureEnabled === value) {\r\n return;\r\n }\r\n this._BumpTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"LightmapTextureEnabled\", {\r\n /**\r\n * Are lightmap textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._LightmapTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._LightmapTextureEnabled === value) {\r\n return;\r\n }\r\n this._LightmapTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"RefractionTextureEnabled\", {\r\n /**\r\n * Are refraction textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._RefractionTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._RefractionTextureEnabled === value) {\r\n return;\r\n }\r\n this._RefractionTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"ColorGradingTextureEnabled\", {\r\n /**\r\n * Are color grading textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._ColorGradingTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._ColorGradingTextureEnabled === value) {\r\n return;\r\n }\r\n this._ColorGradingTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"FresnelEnabled\", {\r\n /**\r\n * Are fresnels enabled in the application.\r\n */\r\n get: function () {\r\n return this._FresnelEnabled;\r\n },\r\n set: function (value) {\r\n if (this._FresnelEnabled === value) {\r\n return;\r\n }\r\n this._FresnelEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(4);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"ClearCoatTextureEnabled\", {\r\n /**\r\n * Are clear coat textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._ClearCoatTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._ClearCoatTextureEnabled === value) {\r\n return;\r\n }\r\n this._ClearCoatTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"ClearCoatBumpTextureEnabled\", {\r\n /**\r\n * Are clear coat bump textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._ClearCoatBumpTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._ClearCoatBumpTextureEnabled === value) {\r\n return;\r\n }\r\n this._ClearCoatBumpTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"ClearCoatTintTextureEnabled\", {\r\n /**\r\n * Are clear coat tint textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._ClearCoatTintTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._ClearCoatTintTextureEnabled === value) {\r\n return;\r\n }\r\n this._ClearCoatTintTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"SheenTextureEnabled\", {\r\n /**\r\n * Are sheen textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._SheenTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._SheenTextureEnabled === value) {\r\n return;\r\n }\r\n this._SheenTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"AnisotropicTextureEnabled\", {\r\n /**\r\n * Are anisotropic textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._AnisotropicTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._AnisotropicTextureEnabled === value) {\r\n return;\r\n }\r\n this._AnisotropicTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"ThicknessTextureEnabled\", {\r\n /**\r\n * Are thickness textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._ThicknessTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._ThicknessTextureEnabled === value) {\r\n return;\r\n }\r\n this._ThicknessTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Flags used to enable or disable a type of texture for all Standard Materials\r\n MaterialFlags._DiffuseTextureEnabled = true;\r\n MaterialFlags._AmbientTextureEnabled = true;\r\n MaterialFlags._OpacityTextureEnabled = true;\r\n MaterialFlags._ReflectionTextureEnabled = true;\r\n MaterialFlags._EmissiveTextureEnabled = true;\r\n MaterialFlags._SpecularTextureEnabled = true;\r\n MaterialFlags._BumpTextureEnabled = true;\r\n MaterialFlags._LightmapTextureEnabled = true;\r\n MaterialFlags._RefractionTextureEnabled = true;\r\n MaterialFlags._ColorGradingTextureEnabled = true;\r\n MaterialFlags._FresnelEnabled = true;\r\n MaterialFlags._ClearCoatTextureEnabled = true;\r\n MaterialFlags._ClearCoatBumpTextureEnabled = true;\r\n MaterialFlags._ClearCoatTintTextureEnabled = true;\r\n MaterialFlags._SheenTextureEnabled = true;\r\n MaterialFlags._AnisotropicTextureEnabled = true;\r\n MaterialFlags._ThicknessTextureEnabled = true;\r\n return MaterialFlags;\r\n}());\r\nexport { MaterialFlags };\r\n//# sourceMappingURL=materialFlags.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'defaultFragmentDeclaration';\r\nvar shader = \"uniform vec4 vDiffuseColor;\\n#ifdef SPECULARTERM\\nuniform vec4 vSpecularColor;\\n#endif\\nuniform vec3 vEmissiveColor;\\nuniform float visibility;\\n\\n#ifdef DIFFUSE\\nuniform vec2 vDiffuseInfos;\\n#endif\\n#ifdef AMBIENT\\nuniform vec2 vAmbientInfos;\\n#endif\\n#ifdef OPACITY\\nuniform vec2 vOpacityInfos;\\n#endif\\n#ifdef EMISSIVE\\nuniform vec2 vEmissiveInfos;\\n#endif\\n#ifdef LIGHTMAP\\nuniform vec2 vLightmapInfos;\\n#endif\\n#ifdef BUMP\\nuniform vec3 vBumpInfos;\\nuniform vec2 vTangentSpaceParams;\\n#endif\\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\\nuniform mat4 view;\\n#endif\\n#ifdef REFRACTION\\nuniform vec4 vRefractionInfos;\\n#ifndef REFRACTIONMAP_3D\\nuniform mat4 refractionMatrix;\\n#endif\\n#ifdef REFRACTIONFRESNEL\\nuniform vec4 refractionLeftColor;\\nuniform vec4 refractionRightColor;\\n#endif\\n#endif\\n#if defined(SPECULAR) && defined(SPECULARTERM)\\nuniform vec2 vSpecularInfos;\\n#endif\\n#ifdef DIFFUSEFRESNEL\\nuniform vec4 diffuseLeftColor;\\nuniform vec4 diffuseRightColor;\\n#endif\\n#ifdef OPACITYFRESNEL\\nuniform vec4 opacityParts;\\n#endif\\n#ifdef EMISSIVEFRESNEL\\nuniform vec4 emissiveLeftColor;\\nuniform vec4 emissiveRightColor;\\n#endif\\n\\n#ifdef REFLECTION\\nuniform vec2 vReflectionInfos;\\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION) || defined(REFLECTIONMAP_EQUIRECTANGULAR) || defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_SKYBOX)\\nuniform mat4 reflectionMatrix;\\n#endif\\n#ifndef REFLECTIONMAP_SKYBOX\\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\\nuniform vec3 vReflectionPosition;\\nuniform vec3 vReflectionSize;\\n#endif\\n#endif\\n#ifdef REFLECTIONFRESNEL\\nuniform vec4 reflectionLeftColor;\\nuniform vec4 reflectionRightColor;\\n#endif\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var defaultFragmentDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=defaultFragmentDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'defaultUboDeclaration';\r\nvar shader = \"layout(std140,column_major) uniform;\\nuniform Material\\n{\\nvec4 diffuseLeftColor;\\nvec4 diffuseRightColor;\\nvec4 opacityParts;\\nvec4 reflectionLeftColor;\\nvec4 reflectionRightColor;\\nvec4 refractionLeftColor;\\nvec4 refractionRightColor;\\nvec4 emissiveLeftColor;\\nvec4 emissiveRightColor;\\nvec2 vDiffuseInfos;\\nvec2 vAmbientInfos;\\nvec2 vOpacityInfos;\\nvec2 vReflectionInfos;\\nvec3 vReflectionPosition;\\nvec3 vReflectionSize;\\nvec2 vEmissiveInfos;\\nvec2 vLightmapInfos;\\nvec2 vSpecularInfos;\\nvec3 vBumpInfos;\\nmat4 diffuseMatrix;\\nmat4 ambientMatrix;\\nmat4 opacityMatrix;\\nmat4 reflectionMatrix;\\nmat4 emissiveMatrix;\\nmat4 lightmapMatrix;\\nmat4 specularMatrix;\\nmat4 bumpMatrix;\\nvec2 vTangentSpaceParams;\\nfloat pointSize;\\nmat4 refractionMatrix;\\nvec4 vRefractionInfos;\\nvec4 vSpecularColor;\\nvec3 vEmissiveColor;\\nfloat visibility;\\nvec4 vDiffuseColor;\\n};\\nuniform Scene {\\nmat4 viewProjection;\\n#ifdef MULTIVIEW\\nmat4 viewProjectionR;\\n#endif\\nmat4 view;\\n};\\n\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var defaultUboDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=defaultUboDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'lightFragmentDeclaration';\r\nvar shader = \"#ifdef LIGHT{X}\\nuniform vec4 vLightData{X};\\nuniform vec4 vLightDiffuse{X};\\n#ifdef SPECULARTERM\\nuniform vec4 vLightSpecular{X};\\n#else\\nvec4 vLightSpecular{X}=vec4(0.);\\n#endif\\n#ifdef SHADOW{X}\\n#ifdef SHADOWCSM{X}\\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];\\nuniform float viewFrustumZ{X}[SHADOWCSMNUM_CASCADES{X}];\\nuniform float frustumLengths{X}[SHADOWCSMNUM_CASCADES{X}];\\nuniform float cascadeBlendFactor{X};\\nvarying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];\\nvarying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];\\nvarying vec4 vPositionFromCamera{X};\\n#if defined(SHADOWPCSS{X})\\nuniform highp sampler2DArrayShadow shadowSampler{X};\\nuniform highp sampler2DArray depthSampler{X};\\nuniform vec2 lightSizeUVCorrection{X}[SHADOWCSMNUM_CASCADES{X}];\\nuniform float depthCorrection{X}[SHADOWCSMNUM_CASCADES{X}];\\nuniform float penumbraDarkness{X};\\n#elif defined(SHADOWPCF{X})\\nuniform highp sampler2DArrayShadow shadowSampler{X};\\n#else\\nuniform highp sampler2DArray shadowSampler{X};\\n#endif\\n#ifdef SHADOWCSMDEBUG{X}\\nconst vec3 vCascadeColorsMultiplier{X}[8]=vec3[8]\\n(\\nvec3 ( 1.5,0.0,0.0 ),\\nvec3 ( 0.0,1.5,0.0 ),\\nvec3 ( 0.0,0.0,5.5 ),\\nvec3 ( 1.5,0.0,5.5 ),\\nvec3 ( 1.5,1.5,0.0 ),\\nvec3 ( 1.0,1.0,1.0 ),\\nvec3 ( 0.0,1.0,5.5 ),\\nvec3 ( 0.5,3.5,0.75 )\\n);\\nvec3 shadowDebug{X};\\n#endif\\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\\nint index{X}=-1;\\n#else\\nint index{X}=SHADOWCSMNUM_CASCADES{X}-1;\\n#endif\\nfloat diff{X}=0.;\\n#elif defined(SHADOWCUBE{X})\\nuniform samplerCube shadowSampler{X};\\n#else\\nvarying vec4 vPositionFromLight{X};\\nvarying float vDepthMetric{X};\\n#if defined(SHADOWPCSS{X})\\nuniform highp sampler2DShadow shadowSampler{X};\\nuniform highp sampler2D depthSampler{X};\\n#elif defined(SHADOWPCF{X})\\nuniform highp sampler2DShadow shadowSampler{X};\\n#else\\nuniform sampler2D shadowSampler{X};\\n#endif\\nuniform mat4 lightMatrix{X};\\n#endif\\nuniform vec4 shadowsInfo{X};\\nuniform vec2 depthValues{X};\\n#endif\\n#ifdef SPOTLIGHT{X}\\nuniform vec4 vLightDirection{X};\\nuniform vec4 vLightFalloff{X};\\n#elif defined(POINTLIGHT{X})\\nuniform vec4 vLightFalloff{X};\\n#elif defined(HEMILIGHT{X})\\nuniform vec3 vLightGround{X};\\n#endif\\n#ifdef PROJECTEDLIGHTTEXTURE{X}\\nuniform mat4 textureProjectionMatrix{X};\\nuniform sampler2D projectionLightSampler{X};\\n#endif\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var lightFragmentDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=lightFragmentDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'lightUboDeclaration';\r\nvar shader = \"#ifdef LIGHT{X}\\nuniform Light{X}\\n{\\nvec4 vLightData;\\nvec4 vLightDiffuse;\\nvec4 vLightSpecular;\\n#ifdef SPOTLIGHT{X}\\nvec4 vLightDirection;\\nvec4 vLightFalloff;\\n#elif defined(POINTLIGHT{X})\\nvec4 vLightFalloff;\\n#elif defined(HEMILIGHT{X})\\nvec3 vLightGround;\\n#endif\\nvec4 shadowsInfo;\\nvec2 depthValues;\\n} light{X};\\n#ifdef PROJECTEDLIGHTTEXTURE{X}\\nuniform mat4 textureProjectionMatrix{X};\\nuniform sampler2D projectionLightSampler{X};\\n#endif\\n#ifdef SHADOW{X}\\n#ifdef SHADOWCSM{X}\\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];\\nuniform float viewFrustumZ{X}[SHADOWCSMNUM_CASCADES{X}];\\nuniform float frustumLengths{X}[SHADOWCSMNUM_CASCADES{X}];\\nuniform float cascadeBlendFactor{X};\\nvarying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];\\nvarying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];\\nvarying vec4 vPositionFromCamera{X};\\n#if defined(SHADOWPCSS{X})\\nuniform highp sampler2DArrayShadow shadowSampler{X};\\nuniform highp sampler2DArray depthSampler{X};\\nuniform vec2 lightSizeUVCorrection{X}[SHADOWCSMNUM_CASCADES{X}];\\nuniform float depthCorrection{X}[SHADOWCSMNUM_CASCADES{X}];\\nuniform float penumbraDarkness{X};\\n#elif defined(SHADOWPCF{X})\\nuniform highp sampler2DArrayShadow shadowSampler{X};\\n#else\\nuniform highp sampler2DArray shadowSampler{X};\\n#endif\\n#ifdef SHADOWCSMDEBUG{X}\\nconst vec3 vCascadeColorsMultiplier{X}[8]=vec3[8]\\n(\\nvec3 ( 1.5,0.0,0.0 ),\\nvec3 ( 0.0,1.5,0.0 ),\\nvec3 ( 0.0,0.0,5.5 ),\\nvec3 ( 1.5,0.0,5.5 ),\\nvec3 ( 1.5,1.5,0.0 ),\\nvec3 ( 1.0,1.0,1.0 ),\\nvec3 ( 0.0,1.0,5.5 ),\\nvec3 ( 0.5,3.5,0.75 )\\n);\\nvec3 shadowDebug{X};\\n#endif\\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\\nint index{X}=-1;\\n#else\\nint index{X}=SHADOWCSMNUM_CASCADES{X}-1;\\n#endif\\nfloat diff{X}=0.;\\n#elif defined(SHADOWCUBE{X})\\nuniform samplerCube shadowSampler{X};\\n#else\\nvarying vec4 vPositionFromLight{X};\\nvarying float vDepthMetric{X};\\n#if defined(SHADOWPCSS{X})\\nuniform highp sampler2DShadow shadowSampler{X};\\nuniform highp sampler2D depthSampler{X};\\n#elif defined(SHADOWPCF{X})\\nuniform highp sampler2DShadow shadowSampler{X};\\n#else\\nuniform sampler2D shadowSampler{X};\\n#endif\\nuniform mat4 lightMatrix{X};\\n#endif\\n#endif\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var lightUboDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=lightUboDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'lightsFragmentFunctions';\r\nvar shader = \"\\nstruct lightingInfo\\n{\\nvec3 diffuse;\\n#ifdef SPECULARTERM\\nvec3 specular;\\n#endif\\n#ifdef NDOTL\\nfloat ndl;\\n#endif\\n};\\nlightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\\nlightingInfo result;\\nvec3 lightVectorW;\\nfloat attenuation=1.0;\\nif (lightData.w == 0.)\\n{\\nvec3 direction=lightData.xyz-vPositionW;\\nattenuation=max(0.,1.0-length(direction)/range);\\nlightVectorW=normalize(direction);\\n}\\nelse\\n{\\nlightVectorW=normalize(-lightData.xyz);\\n}\\n\\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\\n#ifdef NDOTL\\nresult.ndl=ndl;\\n#endif\\nresult.diffuse=ndl*diffuseColor*attenuation;\\n#ifdef SPECULARTERM\\n\\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\\nfloat specComp=max(0.,dot(vNormal,angleW));\\nspecComp=pow(specComp,max(1.,glossiness));\\nresult.specular=specComp*specularColor*attenuation;\\n#endif\\nreturn result;\\n}\\nlightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\\nlightingInfo result;\\nvec3 direction=lightData.xyz-vPositionW;\\nvec3 lightVectorW=normalize(direction);\\nfloat attenuation=max(0.,1.0-length(direction)/range);\\n\\nfloat cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));\\nif (cosAngle>=lightDirection.w)\\n{\\ncosAngle=max(0.,pow(cosAngle,lightData.w));\\nattenuation*=cosAngle;\\n\\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\\n#ifdef NDOTL\\nresult.ndl=ndl;\\n#endif\\nresult.diffuse=ndl*diffuseColor*attenuation;\\n#ifdef SPECULARTERM\\n\\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\\nfloat specComp=max(0.,dot(vNormal,angleW));\\nspecComp=pow(specComp,max(1.,glossiness));\\nresult.specular=specComp*specularColor*attenuation;\\n#endif\\nreturn result;\\n}\\nresult.diffuse=vec3(0.);\\n#ifdef SPECULARTERM\\nresult.specular=vec3(0.);\\n#endif\\n#ifdef NDOTL\\nresult.ndl=0.;\\n#endif\\nreturn result;\\n}\\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {\\nlightingInfo result;\\n\\nfloat ndl=dot(vNormal,lightData.xyz)*0.5+0.5;\\n#ifdef NDOTL\\nresult.ndl=ndl;\\n#endif\\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\\n#ifdef SPECULARTERM\\n\\nvec3 angleW=normalize(viewDirectionW+lightData.xyz);\\nfloat specComp=max(0.,dot(vNormal,angleW));\\nspecComp=pow(specComp,max(1.,glossiness));\\nresult.specular=specComp*specularColor;\\n#endif\\nreturn result;\\n}\\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\\nvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\\nstrq/=strq.w;\\nvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\\nreturn textureColor;\\n}\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var lightsFragmentFunctions = { name: name, shader: shader };\r\n//# sourceMappingURL=lightsFragmentFunctions.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'shadowsFragmentFunctions';\r\nvar shader = \"#ifdef SHADOWS\\n#ifndef SHADOWFLOAT\\n\\nfloat unpack(vec4 color)\\n{\\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\\nreturn dot(color,bit_shift);\\n}\\n#endif\\nfloat computeFallOff(float value,vec2 clipSpace,float frustumEdgeFalloff)\\n{\\nfloat mask=smoothstep(1.0-frustumEdgeFalloff,1.00000012,clamp(dot(clipSpace,clipSpace),0.,1.));\\nreturn mix(value,1.0,mask);\\n}\\nfloat computeShadowCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,vec2 depthValues)\\n{\\nvec3 directionToLight=vPositionW-lightPosition;\\nfloat depth=length(directionToLight);\\ndepth=(depth+depthValues.x)/(depthValues.y);\\ndepth=clamp(depth,0.,1.0);\\ndirectionToLight=normalize(directionToLight);\\ndirectionToLight.y=-directionToLight.y;\\n#ifndef SHADOWFLOAT\\nfloat shadow=unpack(textureCube(shadowSampler,directionToLight));\\n#else\\nfloat shadow=textureCube(shadowSampler,directionToLight).x;\\n#endif\\nif (depth>shadow)\\n{\\nreturn darkness;\\n}\\nreturn 1.0;\\n}\\nfloat computeShadowWithPoissonSamplingCube(vec3 lightPosition,samplerCube shadowSampler,float mapSize,float darkness,vec2 depthValues)\\n{\\nvec3 directionToLight=vPositionW-lightPosition;\\nfloat depth=length(directionToLight);\\ndepth=(depth+depthValues.x)/(depthValues.y);\\ndepth=clamp(depth,0.,1.0);\\ndirectionToLight=normalize(directionToLight);\\ndirectionToLight.y=-directionToLight.y;\\nfloat visibility=1.;\\nvec3 poissonDisk[4];\\npoissonDisk[0]=vec3(-1.0,1.0,-1.0);\\npoissonDisk[1]=vec3(1.0,-1.0,-1.0);\\npoissonDisk[2]=vec3(-1.0,-1.0,-1.0);\\npoissonDisk[3]=vec3(1.0,-1.0,1.0);\\n\\n#ifndef SHADOWFLOAT\\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize))shadow)\\n{\\nreturn computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff);\\n}\\nreturn 1.;\\n}\\n#endif\\nfloat computeShadow(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float frustumEdgeFalloff)\\n{\\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\\n{\\nreturn 1.0;\\n}\\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\\n#ifndef SHADOWFLOAT\\nfloat shadow=unpack(texture2D(shadowSampler,uv));\\n#else\\nfloat shadow=texture2D(shadowSampler,uv).x;\\n#endif\\nif (shadowPixelDepth>shadow)\\n{\\nreturn computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff);\\n}\\nreturn 1.;\\n}\\nfloat computeShadowWithPoissonSampling(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float mapSize,float darkness,float frustumEdgeFalloff)\\n{\\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\\n{\\nreturn 1.0;\\n}\\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\\nfloat visibility=1.;\\nvec2 poissonDisk[4];\\npoissonDisk[0]=vec2(-0.94201624,-0.39906216);\\npoissonDisk[1]=vec2(0.94558609,-0.76890725);\\npoissonDisk[2]=vec2(-0.094184101,-0.92938870);\\npoissonDisk[3]=vec2(0.34495938,0.29387760);\\n\\n#ifndef SHADOWFLOAT\\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[0]*mapSize))1.0 || uv.y<0. || uv.y>1.0)\\n{\\nreturn 1.0;\\n}\\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\\n#ifndef SHADOWFLOAT\\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\\n#else\\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\\n#endif\\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);\\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\\n}\\nfloat computeShadowWithCloseESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\\n{\\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\\n{\\nreturn 1.0;\\n}\\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\\n#ifndef SHADOWFLOAT\\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\\n#else\\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\\n#endif\\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\\n}\\n#ifdef WEBGL2\\n#define GREATEST_LESS_THAN_ONE 0.99999994\\n\\nfloat computeShadowWithCSMPCF1(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,float darkness,float frustumEdgeFalloff)\\n{\\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\\nuvDepth.z=clamp(uvDepth.z,0.,GREATEST_LESS_THAN_ONE);\\nvec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);\\nfloat shadow=texture(shadowSampler,uvDepthLayer);\\nshadow=mix(darkness,1.,shadow);\\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\\n}\\n\\n\\n\\nfloat computeShadowWithCSMPCF3(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\\n{\\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\\nuvDepth.z=clamp(uvDepth.z,0.,GREATEST_LESS_THAN_ONE);\\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x;\\nuv+=0.5;\\nvec2 st=fract(uv);\\nvec2 base_uv=floor(uv)-0.5;\\nbase_uv*=shadowMapSizeAndInverse.y;\\n\\n\\n\\n\\nvec2 uvw0=3.-2.*st;\\nvec2 uvw1=1.+2.*st;\\nvec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;\\nvec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;\\nfloat shadow=0.;\\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));\\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));\\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));\\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));\\nshadow=shadow/16.;\\nshadow=mix(darkness,1.,shadow);\\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\\n}\\n\\n\\n\\nfloat computeShadowWithCSMPCF5(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\\n{\\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\\nuvDepth.z=clamp(uvDepth.z,0.,GREATEST_LESS_THAN_ONE);\\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x;\\nuv+=0.5;\\nvec2 st=fract(uv);\\nvec2 base_uv=floor(uv)-0.5;\\nbase_uv*=shadowMapSizeAndInverse.y;\\n\\n\\nvec2 uvw0=4.-3.*st;\\nvec2 uvw1=vec2(7.);\\nvec2 uvw2=1.+3.*st;\\nvec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;\\nvec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;\\nfloat shadow=0.;\\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));\\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));\\nshadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[0]),layer,uvDepth.z));\\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));\\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));\\nshadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[1]),layer,uvDepth.z));\\nshadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[2]),layer,uvDepth.z));\\nshadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[2]),layer,uvDepth.z));\\nshadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[2]),layer,uvDepth.z));\\nshadow=shadow/144.;\\nshadow=mix(darkness,1.,shadow);\\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\\n}\\n\\nfloat computeShadowWithPCF1(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,float darkness,float frustumEdgeFalloff)\\n{\\nif (depthMetric>1.0 || depthMetric<0.0) {\\nreturn 1.0;\\n}\\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\\nfloat shadow=texture2D(shadowSampler,uvDepth);\\nshadow=mix(darkness,1.,shadow);\\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\\n}\\n\\n\\n\\nfloat computeShadowWithPCF3(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\\n{\\nif (depthMetric>1.0 || depthMetric<0.0) {\\nreturn 1.0;\\n}\\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x;\\nuv+=0.5;\\nvec2 st=fract(uv);\\nvec2 base_uv=floor(uv)-0.5;\\nbase_uv*=shadowMapSizeAndInverse.y;\\n\\n\\n\\n\\nvec2 uvw0=3.-2.*st;\\nvec2 uvw1=1.+2.*st;\\nvec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;\\nvec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;\\nfloat shadow=0.;\\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\\nshadow=shadow/16.;\\nshadow=mix(darkness,1.,shadow);\\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\\n}\\n\\n\\n\\nfloat computeShadowWithPCF5(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\\n{\\nif (depthMetric>1.0 || depthMetric<0.0) {\\nreturn 1.0;\\n}\\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x;\\nuv+=0.5;\\nvec2 st=fract(uv);\\nvec2 base_uv=floor(uv)-0.5;\\nbase_uv*=shadowMapSizeAndInverse.y;\\n\\n\\nvec2 uvw0=4.-3.*st;\\nvec2 uvw1=vec2(7.);\\nvec2 uvw2=1.+3.*st;\\nvec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;\\nvec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;\\nfloat shadow=0.;\\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\\nshadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[0]),uvDepth.z));\\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\\nshadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[1]),uvDepth.z));\\nshadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[2]),uvDepth.z));\\nshadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[2]),uvDepth.z));\\nshadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[2]),uvDepth.z));\\nshadow=shadow/144.;\\nshadow=mix(darkness,1.,shadow);\\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\\n}\\nconst vec3 PoissonSamplers32[64]=vec3[64](\\nvec3(0.06407013,0.05409927,0.),\\nvec3(0.7366577,0.5789394,0.),\\nvec3(-0.6270542,-0.5320278,0.),\\nvec3(-0.4096107,0.8411095,0.),\\nvec3(0.6849564,-0.4990818,0.),\\nvec3(-0.874181,-0.04579735,0.),\\nvec3(0.9989998,0.0009880066,0.),\\nvec3(-0.004920578,-0.9151649,0.),\\nvec3(0.1805763,0.9747483,0.),\\nvec3(-0.2138451,0.2635818,0.),\\nvec3(0.109845,0.3884785,0.),\\nvec3(0.06876755,-0.3581074,0.),\\nvec3(0.374073,-0.7661266,0.),\\nvec3(0.3079132,-0.1216763,0.),\\nvec3(-0.3794335,-0.8271583,0.),\\nvec3(-0.203878,-0.07715034,0.),\\nvec3(0.5912697,0.1469799,0.),\\nvec3(-0.88069,0.3031784,0.),\\nvec3(0.5040108,0.8283722,0.),\\nvec3(-0.5844124,0.5494877,0.),\\nvec3(0.6017799,-0.1726654,0.),\\nvec3(-0.5554981,0.1559997,0.),\\nvec3(-0.3016369,-0.3900928,0.),\\nvec3(-0.5550632,-0.1723762,0.),\\nvec3(0.925029,0.2995041,0.),\\nvec3(-0.2473137,0.5538505,0.),\\nvec3(0.9183037,-0.2862392,0.),\\nvec3(0.2469421,0.6718712,0.),\\nvec3(0.3916397,-0.4328209,0.),\\nvec3(-0.03576927,-0.6220032,0.),\\nvec3(-0.04661255,0.7995201,0.),\\nvec3(0.4402924,0.3640312,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.)\\n);\\nconst vec3 PoissonSamplers64[64]=vec3[64](\\nvec3(-0.613392,0.617481,0.),\\nvec3(0.170019,-0.040254,0.),\\nvec3(-0.299417,0.791925,0.),\\nvec3(0.645680,0.493210,0.),\\nvec3(-0.651784,0.717887,0.),\\nvec3(0.421003,0.027070,0.),\\nvec3(-0.817194,-0.271096,0.),\\nvec3(-0.705374,-0.668203,0.),\\nvec3(0.977050,-0.108615,0.),\\nvec3(0.063326,0.142369,0.),\\nvec3(0.203528,0.214331,0.),\\nvec3(-0.667531,0.326090,0.),\\nvec3(-0.098422,-0.295755,0.),\\nvec3(-0.885922,0.215369,0.),\\nvec3(0.566637,0.605213,0.),\\nvec3(0.039766,-0.396100,0.),\\nvec3(0.751946,0.453352,0.),\\nvec3(0.078707,-0.715323,0.),\\nvec3(-0.075838,-0.529344,0.),\\nvec3(0.724479,-0.580798,0.),\\nvec3(0.222999,-0.215125,0.),\\nvec3(-0.467574,-0.405438,0.),\\nvec3(-0.248268,-0.814753,0.),\\nvec3(0.354411,-0.887570,0.),\\nvec3(0.175817,0.382366,0.),\\nvec3(0.487472,-0.063082,0.),\\nvec3(-0.084078,0.898312,0.),\\nvec3(0.488876,-0.783441,0.),\\nvec3(0.470016,0.217933,0.),\\nvec3(-0.696890,-0.549791,0.),\\nvec3(-0.149693,0.605762,0.),\\nvec3(0.034211,0.979980,0.),\\nvec3(0.503098,-0.308878,0.),\\nvec3(-0.016205,-0.872921,0.),\\nvec3(0.385784,-0.393902,0.),\\nvec3(-0.146886,-0.859249,0.),\\nvec3(0.643361,0.164098,0.),\\nvec3(0.634388,-0.049471,0.),\\nvec3(-0.688894,0.007843,0.),\\nvec3(0.464034,-0.188818,0.),\\nvec3(-0.440840,0.137486,0.),\\nvec3(0.364483,0.511704,0.),\\nvec3(0.034028,0.325968,0.),\\nvec3(0.099094,-0.308023,0.),\\nvec3(0.693960,-0.366253,0.),\\nvec3(0.678884,-0.204688,0.),\\nvec3(0.001801,0.780328,0.),\\nvec3(0.145177,-0.898984,0.),\\nvec3(0.062655,-0.611866,0.),\\nvec3(0.315226,-0.604297,0.),\\nvec3(-0.780145,0.486251,0.),\\nvec3(-0.371868,0.882138,0.),\\nvec3(0.200476,0.494430,0.),\\nvec3(-0.494552,-0.711051,0.),\\nvec3(0.612476,0.705252,0.),\\nvec3(-0.578845,-0.768792,0.),\\nvec3(-0.772454,-0.090976,0.),\\nvec3(0.504440,0.372295,0.),\\nvec3(0.155736,0.065157,0.),\\nvec3(0.391522,0.849605,0.),\\nvec3(-0.620106,-0.328104,0.),\\nvec3(0.789239,-0.419965,0.),\\nvec3(-0.545396,0.538133,0.),\\nvec3(-0.178564,-0.596057,0.)\\n);\\n\\n\\n\\n\\n\\nfloat computeShadowWithCSMPCSS(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\\n{\\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\\nuvDepth.z=clamp(uvDepth.z,0.,GREATEST_LESS_THAN_ONE);\\nvec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);\\nfloat blockerDepth=0.0;\\nfloat sumBlockerDepth=0.0;\\nfloat numBlocker=0.0;\\nfor (int i=0; i1.0 || depthMetric<0.0) {\\nreturn 1.0;\\n}\\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\\nfloat blockerDepth=0.0;\\nfloat sumBlockerDepth=0.0;\\nfloat numBlocker=0.0;\\nfor (int i=0; icurrRayHeight)\\n{\\nfloat delta1=currSampledHeight-currRayHeight;\\nfloat delta2=(currRayHeight+stepSize)-lastSampledHeight;\\nfloat ratio=delta1/(delta1+delta2);\\nvCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;\\n\\nbreak;\\n}\\nelse\\n{\\ncurrRayHeight-=stepSize;\\nvLastOffset=vCurrOffset;\\nvCurrOffset+=stepSize*vMaxOffset;\\nlastSampledHeight=currSampledHeight;\\n}\\n}\\nreturn vCurrOffset;\\n}\\nvec2 parallaxOffset(vec3 viewDir,float heightScale)\\n{\\n\\nfloat height=texture2D(bumpSampler,vBumpUV).w;\\nvec2 texCoordOffset=heightScale*viewDir.xy*height;\\nreturn -texCoordOffset;\\n}\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var bumpFragmentFunctions = { name: name, shader: shader };\r\n//# sourceMappingURL=bumpFragmentFunctions.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'logDepthDeclaration';\r\nvar shader = \"#ifdef LOGARITHMICDEPTH\\nuniform float logarithmicDepthConstant;\\nvarying float vFragmentDepth;\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var logDepthDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=logDepthDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'fogFragmentDeclaration';\r\nvar shader = \"#ifdef FOG\\n#define FOGMODE_NONE 0.\\n#define FOGMODE_EXP 1.\\n#define FOGMODE_EXP2 2.\\n#define FOGMODE_LINEAR 3.\\n#define E 2.71828\\nuniform vec4 vFogInfos;\\nuniform vec3 vFogColor;\\nvarying vec3 vFogDistance;\\nfloat CalcFogFactor()\\n{\\nfloat fogCoeff=1.0;\\nfloat fogStart=vFogInfos.y;\\nfloat fogEnd=vFogInfos.z;\\nfloat fogDensity=vFogInfos.w;\\nfloat fogDistance=length(vFogDistance);\\nif (FOGMODE_LINEAR == vFogInfos.x)\\n{\\nfogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);\\n}\\nelse if (FOGMODE_EXP == vFogInfos.x)\\n{\\nfogCoeff=1.0/pow(E,fogDistance*fogDensity);\\n}\\nelse if (FOGMODE_EXP2 == vFogInfos.x)\\n{\\nfogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);\\n}\\nreturn clamp(fogCoeff,0.0,1.0);\\n}\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var fogFragmentDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=fogFragmentDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'bumpFragment';\r\nvar shader = \"vec2 uvOffset=vec2(0.0,0.0);\\n#if defined(BUMP) || defined(PARALLAX)\\n#ifdef NORMALXYSCALE\\nfloat normalScale=1.0;\\n#else\\nfloat normalScale=vBumpInfos.y;\\n#endif\\n#if defined(TANGENT) && defined(NORMAL)\\nmat3 TBN=vTBN;\\n#else\\nmat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,vBumpUV);\\n#endif\\n#elif defined(ANISOTROPIC)\\n#if defined(TANGENT) && defined(NORMAL)\\nmat3 TBN=vTBN;\\n#else\\nmat3 TBN=cotangent_frame(normalW,vPositionW,vMainUV1,vec2(1.,1.));\\n#endif\\n#endif\\n#ifdef PARALLAX\\nmat3 invTBN=transposeMat3(TBN);\\n#ifdef PARALLAXOCCLUSION\\nuvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,vBumpUV,vBumpInfos.z);\\n#else\\nuvOffset=parallaxOffset(invTBN*viewDirectionW,vBumpInfos.z);\\n#endif\\n#endif\\n#ifdef BUMP\\n#ifdef OBJECTSPACE_NORMALMAP\\nnormalW=normalize(texture2D(bumpSampler,vBumpUV).xyz*2.0-1.0);\\nnormalW=normalize(mat3(normalMatrix)*normalW);\\n#else\\nnormalW=perturbNormal(TBN,vBumpUV+uvOffset);\\n#endif\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var bumpFragment = { name: name, shader: shader };\r\n//# sourceMappingURL=bumpFragment.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'depthPrePass';\r\nvar shader = \"#ifdef DEPTHPREPASS\\ngl_FragColor=vec4(0.,0.,0.,1.0);\\nreturn;\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var depthPrePass = { name: name, shader: shader };\r\n//# sourceMappingURL=depthPrePass.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'lightFragment';\r\nvar shader = \"#ifdef LIGHT{X}\\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\\n\\n#else\\n#ifdef PBR\\n\\n#ifdef SPOTLIGHT{X}\\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\\n#elif defined(POINTLIGHT{X})\\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\\n#elif defined(HEMILIGHT{X})\\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\\n#elif defined(DIRLIGHT{X})\\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\\n#endif\\npreInfo.NdotV=NdotV;\\n\\n#ifdef SPOTLIGHT{X}\\n#ifdef LIGHT_FALLOFF_GLTF{X}\\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\\npreInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\\npreInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\\npreInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\\n#else\\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\\npreInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\\n#endif\\n#elif defined(POINTLIGHT{X})\\n#ifdef LIGHT_FALLOFF_GLTF{X}\\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\\n#else\\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\\n#endif\\n#else\\npreInfo.attenuation=1.0;\\n#endif\\n\\n\\n#ifdef HEMILIGHT{X}\\npreInfo.roughness=roughness;\\n#else\\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\\n#endif\\n\\n#ifdef HEMILIGHT{X}\\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb,light{X}.vLightGround);\\n#elif defined(SS_TRANSLUCENCY)\\ninfo.diffuse=computeDiffuseAndTransmittedLighting(preInfo,light{X}.vLightDiffuse.rgb,transmittance);\\n#else\\ninfo.diffuse=computeDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb);\\n#endif\\n\\n#ifdef SPECULARTERM\\n#ifdef ANISOTROPIC\\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicTangent,anisotropicBitangent,anisotropy,specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\\n#else\\ninfo.specular=computeSpecularLighting(preInfo,normalW,specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\\n#endif\\n#endif\\n\\n#ifdef SHEEN\\n#ifdef SHEEN_LINKWITHALBEDO\\n\\npreInfo.roughness=sheenIntensity;\\n#endif\\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenColor,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\\n#endif\\n\\n#ifdef CLEARCOAT\\n\\n#ifdef HEMILIGHT{X}\\npreInfo.roughness=clearCoatRoughness;\\n#else\\npreInfo.roughness=adjustRoughnessFromLightProperties(clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\\n#endif\\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearCoatNormalW,clearCoatAARoughnessFactors.x,clearCoatIntensity,light{X}.vLightDiffuse.rgb);\\n#ifdef CLEARCOAT_TINT\\n\\nabsorption=computeClearCoatLightingAbsorption(clearCoatNdotVRefract,preInfo.L,clearCoatNormalW,clearCoatColor,clearCoatThickness,clearCoatIntensity);\\ninfo.diffuse*=absorption;\\n#ifdef SPECULARTERM\\ninfo.specular*=absorption;\\n#endif\\n#endif\\n\\ninfo.diffuse*=info.clearCoat.w;\\n#ifdef SPECULARTERM\\ninfo.specular*=info.clearCoat.w;\\n#endif\\n#ifdef SHEEN\\ninfo.sheen*=info.clearCoat.w;\\n#endif\\n#endif\\n#else\\n#ifdef SPOTLIGHT{X}\\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\\n#elif defined(HEMILIGHT{X})\\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\\n#endif\\n#endif\\n#ifdef PROJECTEDLIGHTTEXTURE{X}\\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightSampler{X},textureProjectionMatrix{X});\\n#endif\\n#endif\\n#ifdef SHADOW{X}\\n#ifdef SHADOWCSM{X}\\nfor (int i=0; i=0.) {\\nindex{X}=i;\\nbreak;\\n}\\n}\\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\\nif (index{X}>=0)\\n#endif\\n{\\n#if defined(SHADOWPCF{X})\\n#if defined(SHADOWLOWQUALITY{X})\\nshadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#elif defined(SHADOWMEDIUMQUALITY{X})\\nshadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#else\\nshadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#endif\\n#elif defined(SHADOWPCSS{X})\\n#if defined(SHADOWLOWQUALITY{X})\\nshadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\\n#elif defined(SHADOWMEDIUMQUALITY{X})\\nshadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\\n#else\\nshadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\\n#endif\\n#else\\nshadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#endif\\n#ifdef SHADOWCSMDEBUG{X}\\nshadowDebug{X}=vec3(shadow)*vCascadeColorsMultiplier{X}[index{X}];\\n#endif\\n#ifndef SHADOWCSMNOBLEND{X}\\nfloat frustumLength=frustumLengths{X}[index{X}];\\nfloat diffRatio=clamp(diff{X}/frustumLength,0.,1.)*cascadeBlendFactor{X};\\nif (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\\n{\\nindex{X}+=1;\\nfloat nextShadow=0.;\\n#if defined(SHADOWPCF{X})\\n#if defined(SHADOWLOWQUALITY{X})\\nnextShadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#elif defined(SHADOWMEDIUMQUALITY{X})\\nnextShadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#else\\nnextShadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#endif\\n#elif defined(SHADOWPCSS{X})\\n#if defined(SHADOWLOWQUALITY{X})\\nnextShadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\\n#elif defined(SHADOWMEDIUMQUALITY{X})\\nnextShadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\\n#else\\nnextShadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\\n#endif\\n#else\\nnextShadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#endif\\nshadow=mix(nextShadow,shadow,diffRatio);\\n#ifdef SHADOWCSMDEBUG{X}\\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\\n#endif\\n}\\n#endif\\n}\\n#elif defined(SHADOWCLOSEESM{X})\\n#if defined(SHADOWCUBE{X})\\nshadow=computeShadowWithCloseESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\\n#else\\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\\n#endif\\n#elif defined(SHADOWESM{X})\\n#if defined(SHADOWCUBE{X})\\nshadow=computeShadowWithESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\\n#else\\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\\n#endif\\n#elif defined(SHADOWPOISSON{X})\\n#if defined(SHADOWCUBE{X})\\nshadow=computeShadowWithPoissonSamplingCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\\n#else\\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#endif\\n#elif defined(SHADOWPCF{X})\\n#if defined(SHADOWLOWQUALITY{X})\\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#elif defined(SHADOWMEDIUMQUALITY{X})\\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#else\\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#endif\\n#elif defined(SHADOWPCSS{X})\\n#if defined(SHADOWLOWQUALITY{X})\\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#elif defined(SHADOWMEDIUMQUALITY{X})\\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#else\\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#endif\\n#else\\n#if defined(SHADOWCUBE{X})\\nshadow=computeShadowCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.depthValues);\\n#else\\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#endif\\n#endif\\n#ifdef SHADOWONLY\\n#ifndef SHADOWINUSE\\n#define SHADOWINUSE\\n#endif\\nglobalShadow+=shadow;\\nshadowLightCount+=1.0;\\n#endif\\n#else\\nshadow=1.;\\n#endif\\n#ifndef SHADOWONLY\\n#ifdef CUSTOMUSERLIGHTING\\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\\n#ifdef SPECULARTERM\\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\\n#endif\\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\\ndiffuseBase+=lightmapColor.rgb*shadow;\\n#ifdef SPECULARTERM\\n#ifndef LIGHTMAPNOSPECULAR{X}\\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\\n#endif\\n#endif\\n#ifdef CLEARCOAT\\n#ifndef LIGHTMAPNOSPECULAR{X}\\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\\n#endif\\n#endif\\n#ifdef SHEEN\\n#ifndef LIGHTMAPNOSPECULAR{X}\\nsheenBase+=info.sheen.rgb*shadow;\\n#endif\\n#endif\\n#else\\n#ifdef SHADOWCSMDEBUG{X}\\ndiffuseBase+=info.diffuse*shadowDebug{X};\\n#else\\ndiffuseBase+=info.diffuse*shadow;\\n#endif\\n#ifdef SPECULARTERM\\nspecularBase+=info.specular*shadow;\\n#endif\\n#ifdef CLEARCOAT\\nclearCoatBase+=info.clearCoat.rgb*shadow;\\n#endif\\n#ifdef SHEEN\\nsheenBase+=info.sheen.rgb*shadow;\\n#endif\\n#endif\\n#endif\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var lightFragment = { name: name, shader: shader };\r\n//# sourceMappingURL=lightFragment.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'logDepthFragment';\r\nvar shader = \"#ifdef LOGARITHMICDEPTH\\ngl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var logDepthFragment = { name: name, shader: shader };\r\n//# sourceMappingURL=logDepthFragment.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'fogFragment';\r\nvar shader = \"#ifdef FOG\\nfloat fog=CalcFogFactor();\\ncolor.rgb=fog*color.rgb+(1.0-fog)*vFogColor;\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var fogFragment = { name: name, shader: shader };\r\n//# sourceMappingURL=fogFragment.js.map","import { Effect } from \"../Materials/effect\";\r\nimport \"./ShadersInclude/defaultFragmentDeclaration\";\r\nimport \"./ShadersInclude/defaultUboDeclaration\";\r\nimport \"./ShadersInclude/helperFunctions\";\r\nimport \"./ShadersInclude/lightFragmentDeclaration\";\r\nimport \"./ShadersInclude/lightUboDeclaration\";\r\nimport \"./ShadersInclude/lightsFragmentFunctions\";\r\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\r\nimport \"./ShadersInclude/fresnelFunction\";\r\nimport \"./ShadersInclude/reflectionFunction\";\r\nimport \"./ShadersInclude/imageProcessingDeclaration\";\r\nimport \"./ShadersInclude/imageProcessingFunctions\";\r\nimport \"./ShadersInclude/bumpFragmentFunctions\";\r\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\r\nimport \"./ShadersInclude/logDepthDeclaration\";\r\nimport \"./ShadersInclude/fogFragmentDeclaration\";\r\nimport \"./ShadersInclude/clipPlaneFragment\";\r\nimport \"./ShadersInclude/bumpFragment\";\r\nimport \"./ShadersInclude/depthPrePass\";\r\nimport \"./ShadersInclude/lightFragment\";\r\nimport \"./ShadersInclude/logDepthFragment\";\r\nimport \"./ShadersInclude/fogFragment\";\r\nvar name = 'defaultPixelShader';\r\nvar shader = \"#include<__decl__defaultFragment>\\n#if defined(BUMP) || !defined(NORMAL)\\n#extension GL_OES_standard_derivatives : enable\\n#endif\\n#define CUSTOM_FRAGMENT_BEGIN\\n#ifdef LOGARITHMICDEPTH\\n#extension GL_EXT_frag_depth : enable\\n#endif\\n\\n#define RECIPROCAL_PI2 0.15915494\\nuniform vec3 vEyePosition;\\nuniform vec3 vAmbientColor;\\n\\nvarying vec3 vPositionW;\\n#ifdef NORMAL\\nvarying vec3 vNormalW;\\n#endif\\n#ifdef VERTEXCOLOR\\nvarying vec4 vColor;\\n#endif\\n#ifdef MAINUV1\\nvarying vec2 vMainUV1;\\n#endif\\n#ifdef MAINUV2\\nvarying vec2 vMainUV2;\\n#endif\\n\\n#include\\n\\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\\n#include\\n#include\\n\\n#ifdef DIFFUSE\\n#if DIFFUSEDIRECTUV == 1\\n#define vDiffuseUV vMainUV1\\n#elif DIFFUSEDIRECTUV == 2\\n#define vDiffuseUV vMainUV2\\n#else\\nvarying vec2 vDiffuseUV;\\n#endif\\nuniform sampler2D diffuseSampler;\\n#endif\\n#ifdef AMBIENT\\n#if AMBIENTDIRECTUV == 1\\n#define vAmbientUV vMainUV1\\n#elif AMBIENTDIRECTUV == 2\\n#define vAmbientUV vMainUV2\\n#else\\nvarying vec2 vAmbientUV;\\n#endif\\nuniform sampler2D ambientSampler;\\n#endif\\n#ifdef OPACITY\\n#if OPACITYDIRECTUV == 1\\n#define vOpacityUV vMainUV1\\n#elif OPACITYDIRECTUV == 2\\n#define vOpacityUV vMainUV2\\n#else\\nvarying vec2 vOpacityUV;\\n#endif\\nuniform sampler2D opacitySampler;\\n#endif\\n#ifdef EMISSIVE\\n#if EMISSIVEDIRECTUV == 1\\n#define vEmissiveUV vMainUV1\\n#elif EMISSIVEDIRECTUV == 2\\n#define vEmissiveUV vMainUV2\\n#else\\nvarying vec2 vEmissiveUV;\\n#endif\\nuniform sampler2D emissiveSampler;\\n#endif\\n#ifdef LIGHTMAP\\n#if LIGHTMAPDIRECTUV == 1\\n#define vLightmapUV vMainUV1\\n#elif LIGHTMAPDIRECTUV == 2\\n#define vLightmapUV vMainUV2\\n#else\\nvarying vec2 vLightmapUV;\\n#endif\\nuniform sampler2D lightmapSampler;\\n#endif\\n#ifdef REFRACTION\\n#ifdef REFRACTIONMAP_3D\\nuniform samplerCube refractionCubeSampler;\\n#else\\nuniform sampler2D refraction2DSampler;\\n#endif\\n#endif\\n#if defined(SPECULAR) && defined(SPECULARTERM)\\n#if SPECULARDIRECTUV == 1\\n#define vSpecularUV vMainUV1\\n#elif SPECULARDIRECTUV == 2\\n#define vSpecularUV vMainUV2\\n#else\\nvarying vec2 vSpecularUV;\\n#endif\\nuniform sampler2D specularSampler;\\n#endif\\n#ifdef ALPHATEST\\nuniform float alphaCutOff;\\n#endif\\n\\n#include\\n\\n#ifdef REFLECTION\\n#ifdef REFLECTIONMAP_3D\\nuniform samplerCube reflectionCubeSampler;\\n#else\\nuniform sampler2D reflection2DSampler;\\n#endif\\n#ifdef REFLECTIONMAP_SKYBOX\\nvarying vec3 vPositionUVW;\\n#else\\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\\nvarying vec3 vDirectionW;\\n#endif\\n#endif\\n#include\\n#endif\\n#include\\n#include\\n#include\\n#include\\n#include\\n#include\\n#define CUSTOM_FRAGMENT_DEFINITIONS\\nvoid main(void) {\\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\\n#include\\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\\n\\nvec4 baseColor=vec4(1.,1.,1.,1.);\\nvec3 diffuseColor=vDiffuseColor.rgb;\\n\\nfloat alpha=vDiffuseColor.a;\\n\\n#ifdef NORMAL\\nvec3 normalW=normalize(vNormalW);\\n#else\\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\\n#endif\\n#include\\n#ifdef TWOSIDEDLIGHTING\\nnormalW=gl_FrontFacing ? normalW : -normalW;\\n#endif\\n#ifdef DIFFUSE\\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\\n#ifdef ALPHATEST\\nif (baseColor.a\\n#ifdef VERTEXCOLOR\\nbaseColor.rgb*=vColor.rgb;\\n#endif\\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\\n\\nvec3 baseAmbientColor=vec3(1.,1.,1.);\\n#ifdef AMBIENT\\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\\n#endif\\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\\n\\n#ifdef SPECULARTERM\\nfloat glossiness=vSpecularColor.a;\\nvec3 specularColor=vSpecularColor.rgb;\\n#ifdef SPECULAR\\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);\\nspecularColor=specularMapColor.rgb;\\n#ifdef GLOSSINESS\\nglossiness=glossiness*specularMapColor.a;\\n#endif\\n#endif\\n#else\\nfloat glossiness=0.;\\n#endif\\n\\nvec3 diffuseBase=vec3(0.,0.,0.);\\nlightingInfo info;\\n#ifdef SPECULARTERM\\nvec3 specularBase=vec3(0.,0.,0.);\\n#endif\\nfloat shadow=1.;\\n#ifdef LIGHTMAP\\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb*vLightmapInfos.y;\\n#endif\\n#include[0..maxSimultaneousLights]\\n\\nvec3 refractionColor=vec3(0.,0.,0.);\\n#ifdef REFRACTION\\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\\n#ifdef REFRACTIONMAP_3D\\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\\nif (dot(refractionVector,viewDirectionW)<1.0) {\\nrefractionColor=textureCube(refractionCubeSampler,refractionVector).rgb;\\n}\\n#else\\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\\nrefractionCoords.y=1.0-refractionCoords.y;\\nrefractionColor=texture2D(refraction2DSampler,refractionCoords).rgb;\\n#endif\\n#ifdef IS_REFRACTION_LINEAR\\nrefractionColor=toGammaSpace(refractionColor);\\n#endif\\nrefractionColor*=vRefractionInfos.x;\\n#endif\\n\\nvec3 reflectionColor=vec3(0.,0.,0.);\\n#ifdef REFLECTION\\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\\n#ifdef REFLECTIONMAP_3D\\n#ifdef ROUGHNESS\\nfloat bias=vReflectionInfos.y;\\n#ifdef SPECULARTERM\\n#ifdef SPECULAR\\n#ifdef GLOSSINESS\\nbias*=(1.0-specularMapColor.a);\\n#endif\\n#endif\\n#endif\\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias).rgb;\\n#else\\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW).rgb;\\n#endif\\n#else\\nvec2 coords=vReflectionUVW.xy;\\n#ifdef REFLECTIONMAP_PROJECTION\\ncoords/=vReflectionUVW.z;\\n#endif\\ncoords.y=1.0-coords.y;\\nreflectionColor=texture2D(reflection2DSampler,coords).rgb;\\n#endif\\n#ifdef IS_REFLECTION_LINEAR\\nreflectionColor=toGammaSpace(reflectionColor);\\n#endif\\nreflectionColor*=vReflectionInfos.x;\\n#ifdef REFLECTIONFRESNEL\\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\\n#ifdef REFLECTIONFRESNELFROMSPECULAR\\n#ifdef SPECULARTERM\\nreflectionColor*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\\n#else\\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\\n#endif\\n#else\\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\\n#endif\\n#endif\\n#endif\\n#ifdef REFRACTIONFRESNEL\\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);\\nrefractionColor*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\\n#endif\\n#ifdef OPACITY\\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\\n#ifdef OPACITYRGB\\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);\\nalpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\\n#else\\nalpha*=opacityMap.a*vOpacityInfos.y;\\n#endif\\n#endif\\n#ifdef VERTEXALPHA\\nalpha*=vColor.a;\\n#endif\\n#ifdef OPACITYFRESNEL\\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);\\nalpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\\n#endif\\n\\nvec3 emissiveColor=vEmissiveColor;\\n#ifdef EMISSIVE\\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\\n#endif\\n#ifdef EMISSIVEFRESNEL\\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);\\nemissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\\n#endif\\n\\n#ifdef DIFFUSEFRESNEL\\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);\\ndiffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\\n#endif\\n\\n#ifdef EMISSIVEASILLUMINATION\\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\\n#else\\n#ifdef LINKEMISSIVEWITHDIFFUSE\\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\\n#else\\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\\n#endif\\n#endif\\n#ifdef SPECULARTERM\\nvec3 finalSpecular=specularBase*specularColor;\\n#ifdef SPECULAROVERALPHA\\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\\n#endif\\n#else\\nvec3 finalSpecular=vec3(0.0);\\n#endif\\n#ifdef REFLECTIONOVERALPHA\\nalpha=clamp(alpha+dot(reflectionColor,vec3(0.3,0.59,0.11)),0.,1.);\\n#endif\\n\\n#ifdef EMISSIVEASILLUMINATION\\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+emissiveColor+refractionColor,0.0,1.0),alpha);\\n#else\\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+refractionColor,alpha);\\n#endif\\n\\n#ifdef LIGHTMAP\\n#ifndef LIGHTMAPEXCLUDED\\n#ifdef USELIGHTMAPASSHADOWMAP\\ncolor.rgb*=lightmapColor;\\n#else\\ncolor.rgb+=lightmapColor;\\n#endif\\n#endif\\n#endif\\n#define CUSTOM_FRAGMENT_BEFORE_FOG\\ncolor.rgb=max(color.rgb,0.);\\n#include\\n#include\\n\\n\\n#ifdef IMAGEPROCESSINGPOSTPROCESS\\ncolor.rgb=toLinearSpace(color.rgb);\\n#else\\n#ifdef IMAGEPROCESSING\\ncolor.rgb=toLinearSpace(color.rgb);\\ncolor=applyImageProcessing(color);\\n#endif\\n#endif\\ncolor.a*=visibility;\\n#ifdef PREMULTIPLYALPHA\\n\\ncolor.rgb*=color.a;\\n#endif\\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\\ngl_FragColor=color;\\n}\\n\";\r\nEffect.ShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var defaultPixelShader = { name: name, shader: shader };\r\n//# sourceMappingURL=default.fragment.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'defaultVertexDeclaration';\r\nvar shader = \"\\nuniform mat4 viewProjection;\\nuniform mat4 view;\\n#ifdef DIFFUSE\\nuniform mat4 diffuseMatrix;\\nuniform vec2 vDiffuseInfos;\\n#endif\\n#ifdef AMBIENT\\nuniform mat4 ambientMatrix;\\nuniform vec2 vAmbientInfos;\\n#endif\\n#ifdef OPACITY\\nuniform mat4 opacityMatrix;\\nuniform vec2 vOpacityInfos;\\n#endif\\n#ifdef EMISSIVE\\nuniform vec2 vEmissiveInfos;\\nuniform mat4 emissiveMatrix;\\n#endif\\n#ifdef LIGHTMAP\\nuniform vec2 vLightmapInfos;\\nuniform mat4 lightmapMatrix;\\n#endif\\n#if defined(SPECULAR) && defined(SPECULARTERM)\\nuniform vec2 vSpecularInfos;\\nuniform mat4 specularMatrix;\\n#endif\\n#ifdef BUMP\\nuniform vec3 vBumpInfos;\\nuniform mat4 bumpMatrix;\\n#endif\\n#ifdef REFLECTION\\nuniform mat4 reflectionMatrix;\\n#endif\\n#ifdef POINTSIZE\\nuniform float pointSize;\\n#endif\\n\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var defaultVertexDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=defaultVertexDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'bumpVertexDeclaration';\r\nvar shader = \"#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP)\\n#if defined(TANGENT) && defined(NORMAL)\\nvarying mat3 vTBN;\\n#endif\\n#endif\\n\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var bumpVertexDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=bumpVertexDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'fogVertexDeclaration';\r\nvar shader = \"#ifdef FOG\\nvarying vec3 vFogDistance;\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var fogVertexDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=fogVertexDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'morphTargetsVertexGlobalDeclaration';\r\nvar shader = \"#ifdef MORPHTARGETS\\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var morphTargetsVertexGlobalDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=morphTargetsVertexGlobalDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'morphTargetsVertexDeclaration';\r\nvar shader = \"#ifdef MORPHTARGETS\\nattribute vec3 position{X};\\n#ifdef MORPHTARGETS_NORMAL\\nattribute vec3 normal{X};\\n#endif\\n#ifdef MORPHTARGETS_TANGENT\\nattribute vec3 tangent{X};\\n#endif\\n#ifdef MORPHTARGETS_UV\\nattribute vec2 uv_{X};\\n#endif\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var morphTargetsVertexDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=morphTargetsVertexDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'morphTargetsVertex';\r\nvar shader = \"#ifdef MORPHTARGETS\\npositionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];\\n#ifdef MORPHTARGETS_NORMAL\\nnormalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];\\n#endif\\n#ifdef MORPHTARGETS_TANGENT\\ntangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];\\n#endif\\n#ifdef MORPHTARGETS_UV\\nuvUpdated+=(uv_{X}-uv)*morphTargetInfluences[{X}];\\n#endif\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var morphTargetsVertex = { name: name, shader: shader };\r\n//# sourceMappingURL=morphTargetsVertex.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'bumpVertex';\r\nvar shader = \"#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP)\\n#if defined(TANGENT) && defined(NORMAL)\\nvec3 tbnNormal=normalize(normalUpdated);\\nvec3 tbnTangent=normalize(tangentUpdated.xyz);\\nvec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;\\nvTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);\\n#endif\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var bumpVertex = { name: name, shader: shader };\r\n//# sourceMappingURL=bumpVertex.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'fogVertex';\r\nvar shader = \"#ifdef FOG\\nvFogDistance=(view*worldPos).xyz;\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var fogVertex = { name: name, shader: shader };\r\n//# sourceMappingURL=fogVertex.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'shadowsVertex';\r\nvar shader = \"#ifdef SHADOWS\\n#if defined(SHADOWCSM{X})\\nvPositionFromCamera{X}=view*worldPos;\\nfor (int i=0; i\\n\\n#define CUSTOM_VERTEX_BEGIN\\nattribute vec3 position;\\n#ifdef NORMAL\\nattribute vec3 normal;\\n#endif\\n#ifdef TANGENT\\nattribute vec4 tangent;\\n#endif\\n#ifdef UV1\\nattribute vec2 uv;\\n#endif\\n#ifdef UV2\\nattribute vec2 uv2;\\n#endif\\n#ifdef VERTEXCOLOR\\nattribute vec4 color;\\n#endif\\n#include\\n#include\\n\\n#include\\n#ifdef MAINUV1\\nvarying vec2 vMainUV1;\\n#endif\\n#ifdef MAINUV2\\nvarying vec2 vMainUV2;\\n#endif\\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\\nvarying vec2 vDiffuseUV;\\n#endif\\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\\nvarying vec2 vAmbientUV;\\n#endif\\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\\nvarying vec2 vOpacityUV;\\n#endif\\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\\nvarying vec2 vEmissiveUV;\\n#endif\\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\\nvarying vec2 vLightmapUV;\\n#endif\\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\\nvarying vec2 vSpecularUV;\\n#endif\\n#if defined(BUMP) && BUMPDIRECTUV == 0\\nvarying vec2 vBumpUV;\\n#endif\\n\\nvarying vec3 vPositionW;\\n#ifdef NORMAL\\nvarying vec3 vNormalW;\\n#endif\\n#ifdef VERTEXCOLOR\\nvarying vec4 vColor;\\n#endif\\n#include\\n#include\\n#include\\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\\n#include\\n#include[0..maxSimultaneousMorphTargets]\\n#ifdef REFLECTIONMAP_SKYBOX\\nvarying vec3 vPositionUVW;\\n#endif\\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\\nvarying vec3 vDirectionW;\\n#endif\\n#include\\n#define CUSTOM_VERTEX_DEFINITIONS\\nvoid main(void) {\\n#define CUSTOM_VERTEX_MAIN_BEGIN\\nvec3 positionUpdated=position;\\n#ifdef NORMAL\\nvec3 normalUpdated=normal;\\n#endif\\n#ifdef TANGENT\\nvec4 tangentUpdated=tangent;\\n#endif\\n#ifdef UV1\\nvec2 uvUpdated=uv;\\n#endif\\n#include[0..maxSimultaneousMorphTargets]\\n#ifdef REFLECTIONMAP_SKYBOX\\nvPositionUVW=positionUpdated;\\n#endif\\n#define CUSTOM_VERTEX_UPDATE_POSITION\\n#define CUSTOM_VERTEX_UPDATE_NORMAL\\n#include\\n#include\\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\\n#ifdef MULTIVIEW\\nif (gl_ViewID_OVR == 0u) {\\ngl_Position=viewProjection*worldPos;\\n} else {\\ngl_Position=viewProjectionR*worldPos;\\n}\\n#else\\ngl_Position=viewProjection*worldPos;\\n#endif\\nvPositionW=vec3(worldPos);\\n#ifdef NORMAL\\nmat3 normalWorld=mat3(finalWorld);\\n#ifdef NONUNIFORMSCALING\\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\\n#endif\\nvNormalW=normalize(normalWorld*normalUpdated);\\n#endif\\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\\n#endif\\n\\n#ifndef UV1\\nvec2 uvUpdated=vec2(0.,0.);\\n#endif\\n#ifndef UV2\\nvec2 uv2=vec2(0.,0.);\\n#endif\\n#ifdef MAINUV1\\nvMainUV1=uvUpdated;\\n#endif\\n#ifdef MAINUV2\\nvMainUV2=uv2;\\n#endif\\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\\nif (vDiffuseInfos.x == 0.)\\n{\\nvDiffuseUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\\n}\\nelse\\n{\\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\\n}\\n#endif\\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\\nif (vAmbientInfos.x == 0.)\\n{\\nvAmbientUV=vec2(ambientMatrix*vec4(uvUpdated,1.0,0.0));\\n}\\nelse\\n{\\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\\n}\\n#endif\\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\\nif (vOpacityInfos.x == 0.)\\n{\\nvOpacityUV=vec2(opacityMatrix*vec4(uvUpdated,1.0,0.0));\\n}\\nelse\\n{\\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\\n}\\n#endif\\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\\nif (vEmissiveInfos.x == 0.)\\n{\\nvEmissiveUV=vec2(emissiveMatrix*vec4(uvUpdated,1.0,0.0));\\n}\\nelse\\n{\\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\\n}\\n#endif\\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\\nif (vLightmapInfos.x == 0.)\\n{\\nvLightmapUV=vec2(lightmapMatrix*vec4(uvUpdated,1.0,0.0));\\n}\\nelse\\n{\\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\\n}\\n#endif\\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\\nif (vSpecularInfos.x == 0.)\\n{\\nvSpecularUV=vec2(specularMatrix*vec4(uvUpdated,1.0,0.0));\\n}\\nelse\\n{\\nvSpecularUV=vec2(specularMatrix*vec4(uv2,1.0,0.0));\\n}\\n#endif\\n#if defined(BUMP) && BUMPDIRECTUV == 0\\nif (vBumpInfos.x == 0.)\\n{\\nvBumpUV=vec2(bumpMatrix*vec4(uvUpdated,1.0,0.0));\\n}\\nelse\\n{\\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\\n}\\n#endif\\n#include\\n#include\\n#include\\n#include[0..maxSimultaneousLights]\\n#ifdef VERTEXCOLOR\\n\\nvColor=color;\\n#endif\\n#include\\n#include\\n#define CUSTOM_VERTEX_MAIN_END\\n}\\n\";\r\nEffect.ShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var defaultVertexShader = { name: name, shader: shader };\r\n//# sourceMappingURL=default.vertex.js.map","import { __decorate, __extends } from \"tslib\";\r\nimport { serialize, SerializationHelper, serializeAsColor3, expandToProperty, serializeAsFresnelParameters, serializeAsTexture } from \"../Misc/decorators\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Scene } from \"../scene\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { ImageProcessingConfiguration } from \"./imageProcessingConfiguration\";\r\nimport { MaterialDefines } from \"../Materials/materialDefines\";\r\nimport { PushMaterial } from \"./pushMaterial\";\r\nimport { MaterialHelper } from \"./materialHelper\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { _TypeStore } from \"../Misc/typeStore\";\r\nimport { MaterialFlags } from \"./materialFlags\";\r\nimport \"../Shaders/default.fragment\";\r\nimport \"../Shaders/default.vertex\";\r\nimport { EffectFallbacks } from './effectFallbacks';\r\n/** @hidden */\r\nvar StandardMaterialDefines = /** @class */ (function (_super) {\r\n __extends(StandardMaterialDefines, _super);\r\n function StandardMaterialDefines() {\r\n var _this = _super.call(this) || this;\r\n _this.MAINUV1 = false;\r\n _this.MAINUV2 = false;\r\n _this.DIFFUSE = false;\r\n _this.DIFFUSEDIRECTUV = 0;\r\n _this.AMBIENT = false;\r\n _this.AMBIENTDIRECTUV = 0;\r\n _this.OPACITY = false;\r\n _this.OPACITYDIRECTUV = 0;\r\n _this.OPACITYRGB = false;\r\n _this.REFLECTION = false;\r\n _this.EMISSIVE = false;\r\n _this.EMISSIVEDIRECTUV = 0;\r\n _this.SPECULAR = false;\r\n _this.SPECULARDIRECTUV = 0;\r\n _this.BUMP = false;\r\n _this.BUMPDIRECTUV = 0;\r\n _this.PARALLAX = false;\r\n _this.PARALLAXOCCLUSION = false;\r\n _this.SPECULAROVERALPHA = false;\r\n _this.CLIPPLANE = false;\r\n _this.CLIPPLANE2 = false;\r\n _this.CLIPPLANE3 = false;\r\n _this.CLIPPLANE4 = false;\r\n _this.CLIPPLANE5 = false;\r\n _this.CLIPPLANE6 = false;\r\n _this.ALPHATEST = false;\r\n _this.DEPTHPREPASS = false;\r\n _this.ALPHAFROMDIFFUSE = false;\r\n _this.POINTSIZE = false;\r\n _this.FOG = false;\r\n _this.SPECULARTERM = false;\r\n _this.DIFFUSEFRESNEL = false;\r\n _this.OPACITYFRESNEL = false;\r\n _this.REFLECTIONFRESNEL = false;\r\n _this.REFRACTIONFRESNEL = false;\r\n _this.EMISSIVEFRESNEL = false;\r\n _this.FRESNEL = false;\r\n _this.NORMAL = false;\r\n _this.UV1 = false;\r\n _this.UV2 = false;\r\n _this.VERTEXCOLOR = false;\r\n _this.VERTEXALPHA = false;\r\n _this.NUM_BONE_INFLUENCERS = 0;\r\n _this.BonesPerMesh = 0;\r\n _this.BONETEXTURE = false;\r\n _this.INSTANCES = false;\r\n _this.GLOSSINESS = false;\r\n _this.ROUGHNESS = false;\r\n _this.EMISSIVEASILLUMINATION = false;\r\n _this.LINKEMISSIVEWITHDIFFUSE = false;\r\n _this.REFLECTIONFRESNELFROMSPECULAR = false;\r\n _this.LIGHTMAP = false;\r\n _this.LIGHTMAPDIRECTUV = 0;\r\n _this.OBJECTSPACE_NORMALMAP = false;\r\n _this.USELIGHTMAPASSHADOWMAP = false;\r\n _this.REFLECTIONMAP_3D = false;\r\n _this.REFLECTIONMAP_SPHERICAL = false;\r\n _this.REFLECTIONMAP_PLANAR = false;\r\n _this.REFLECTIONMAP_CUBIC = false;\r\n _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;\r\n _this.REFLECTIONMAP_PROJECTION = false;\r\n _this.REFLECTIONMAP_SKYBOX = false;\r\n _this.REFLECTIONMAP_EXPLICIT = false;\r\n _this.REFLECTIONMAP_EQUIRECTANGULAR = false;\r\n _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;\r\n _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;\r\n _this.INVERTCUBICMAP = false;\r\n _this.LOGARITHMICDEPTH = false;\r\n _this.REFRACTION = false;\r\n _this.REFRACTIONMAP_3D = false;\r\n _this.REFLECTIONOVERALPHA = false;\r\n _this.TWOSIDEDLIGHTING = false;\r\n _this.SHADOWFLOAT = false;\r\n _this.MORPHTARGETS = false;\r\n _this.MORPHTARGETS_NORMAL = false;\r\n _this.MORPHTARGETS_TANGENT = false;\r\n _this.MORPHTARGETS_UV = false;\r\n _this.NUM_MORPH_INFLUENCERS = 0;\r\n _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH\r\n _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7\r\n _this.IMAGEPROCESSING = false;\r\n _this.VIGNETTE = false;\r\n _this.VIGNETTEBLENDMODEMULTIPLY = false;\r\n _this.VIGNETTEBLENDMODEOPAQUE = false;\r\n _this.TONEMAPPING = false;\r\n _this.TONEMAPPING_ACES = false;\r\n _this.CONTRAST = false;\r\n _this.COLORCURVES = false;\r\n _this.COLORGRADING = false;\r\n _this.COLORGRADING3D = false;\r\n _this.SAMPLER3DGREENDEPTH = false;\r\n _this.SAMPLER3DBGRMAP = false;\r\n _this.IMAGEPROCESSINGPOSTPROCESS = false;\r\n _this.MULTIVIEW = false;\r\n /**\r\n * If the reflection texture on this material is in linear color space\r\n * @hidden\r\n */\r\n _this.IS_REFLECTION_LINEAR = false;\r\n /**\r\n * If the refraction texture on this material is in linear color space\r\n * @hidden\r\n */\r\n _this.IS_REFRACTION_LINEAR = false;\r\n _this.EXPOSURE = false;\r\n _this.rebuild();\r\n return _this;\r\n }\r\n StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {\r\n var modes = [\r\n \"REFLECTIONMAP_CUBIC\", \"REFLECTIONMAP_EXPLICIT\", \"REFLECTIONMAP_PLANAR\",\r\n \"REFLECTIONMAP_PROJECTION\", \"REFLECTIONMAP_PROJECTION\", \"REFLECTIONMAP_SKYBOX\",\r\n \"REFLECTIONMAP_SPHERICAL\", \"REFLECTIONMAP_EQUIRECTANGULAR\", \"REFLECTIONMAP_EQUIRECTANGULAR_FIXED\",\r\n \"REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\"\r\n ];\r\n for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {\r\n var mode = modes_1[_i];\r\n this[mode] = (mode === modeToEnable);\r\n }\r\n };\r\n return StandardMaterialDefines;\r\n}(MaterialDefines));\r\nexport { StandardMaterialDefines };\r\n/**\r\n * This is the default material used in Babylon. It is the best trade off between quality\r\n * and performances.\r\n * @see http://doc.babylonjs.com/babylon101/materials\r\n */\r\nvar StandardMaterial = /** @class */ (function (_super) {\r\n __extends(StandardMaterial, _super);\r\n /**\r\n * Instantiates a new standard material.\r\n * This is the default material used in Babylon. It is the best trade off between quality\r\n * and performances.\r\n * @see http://doc.babylonjs.com/babylon101/materials\r\n * @param name Define the name of the material in the scene\r\n * @param scene Define the scene the material belong to\r\n */\r\n function StandardMaterial(name, scene) {\r\n var _this = _super.call(this, name, scene) || this;\r\n _this._diffuseTexture = null;\r\n _this._ambientTexture = null;\r\n _this._opacityTexture = null;\r\n _this._reflectionTexture = null;\r\n _this._emissiveTexture = null;\r\n _this._specularTexture = null;\r\n _this._bumpTexture = null;\r\n _this._lightmapTexture = null;\r\n _this._refractionTexture = null;\r\n /**\r\n * The color of the material lit by the environmental background lighting.\r\n * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example\r\n */\r\n _this.ambientColor = new Color3(0, 0, 0);\r\n /**\r\n * The basic color of the material as viewed under a light.\r\n */\r\n _this.diffuseColor = new Color3(1, 1, 1);\r\n /**\r\n * Define how the color and intensity of the highlight given by the light in the material.\r\n */\r\n _this.specularColor = new Color3(1, 1, 1);\r\n /**\r\n * Define the color of the material as if self lit.\r\n * This will be mixed in the final result even in the absence of light.\r\n */\r\n _this.emissiveColor = new Color3(0, 0, 0);\r\n /**\r\n * Defines how sharp are the highlights in the material.\r\n * The bigger the value the sharper giving a more glossy feeling to the result.\r\n * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.\r\n */\r\n _this.specularPower = 64;\r\n _this._useAlphaFromDiffuseTexture = false;\r\n _this._useEmissiveAsIllumination = false;\r\n _this._linkEmissiveWithDiffuse = false;\r\n _this._useSpecularOverAlpha = false;\r\n _this._useReflectionOverAlpha = false;\r\n _this._disableLighting = false;\r\n _this._useObjectSpaceNormalMap = false;\r\n _this._useParallax = false;\r\n _this._useParallaxOcclusion = false;\r\n /**\r\n * Apply a scaling factor that determine which \"depth\" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.\r\n */\r\n _this.parallaxScaleBias = 0.05;\r\n _this._roughness = 0;\r\n /**\r\n * In case of refraction, define the value of the index of refraction.\r\n * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions\r\n */\r\n _this.indexOfRefraction = 0.98;\r\n /**\r\n * Invert the refraction texture alongside the y axis.\r\n * It can be useful with procedural textures or probe for instance.\r\n * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions\r\n */\r\n _this.invertRefractionY = true;\r\n /**\r\n * Defines the alpha limits in alpha test mode.\r\n */\r\n _this.alphaCutOff = 0.4;\r\n _this._useLightmapAsShadowmap = false;\r\n _this._useReflectionFresnelFromSpecular = false;\r\n _this._useGlossinessFromSpecularMapAlpha = false;\r\n _this._maxSimultaneousLights = 4;\r\n _this._invertNormalMapX = false;\r\n _this._invertNormalMapY = false;\r\n _this._twoSidedLighting = false;\r\n _this._renderTargets = new SmartArray(16);\r\n _this._worldViewProjectionMatrix = Matrix.Zero();\r\n _this._globalAmbientColor = new Color3(0, 0, 0);\r\n _this._rebuildInParallel = false;\r\n // Setup the default processing configuration to the scene.\r\n _this._attachImageProcessingConfiguration(null);\r\n _this.getRenderTargetTextures = function () {\r\n _this._renderTargets.reset();\r\n if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {\r\n _this._renderTargets.push(_this._reflectionTexture);\r\n }\r\n if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {\r\n _this._renderTargets.push(_this._refractionTexture);\r\n }\r\n return _this._renderTargets;\r\n };\r\n return _this;\r\n }\r\n Object.defineProperty(StandardMaterial.prototype, \"imageProcessingConfiguration\", {\r\n /**\r\n * Gets the image processing configuration used either in this material.\r\n */\r\n get: function () {\r\n return this._imageProcessingConfiguration;\r\n },\r\n /**\r\n * Sets the Default image processing configuration used either in the this material.\r\n *\r\n * If sets to null, the scene one is in use.\r\n */\r\n set: function (value) {\r\n this._attachImageProcessingConfiguration(value);\r\n // Ensure the effect will be rebuilt.\r\n this._markAllSubMeshesAsTexturesDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Attaches a new image processing configuration to the Standard Material.\r\n * @param configuration\r\n */\r\n StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {\r\n var _this = this;\r\n if (configuration === this._imageProcessingConfiguration) {\r\n return;\r\n }\r\n // Detaches observer\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n // Pick the scene configuration if needed\r\n if (!configuration) {\r\n this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;\r\n }\r\n else {\r\n this._imageProcessingConfiguration = configuration;\r\n }\r\n // Attaches observer\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function () {\r\n _this._markAllSubMeshesAsImageProcessingDirty();\r\n });\r\n }\r\n };\r\n Object.defineProperty(StandardMaterial.prototype, \"cameraColorCurvesEnabled\", {\r\n /**\r\n * Gets wether the color curves effect is enabled.\r\n */\r\n get: function () {\r\n return this.imageProcessingConfiguration.colorCurvesEnabled;\r\n },\r\n /**\r\n * Sets wether the color curves effect is enabled.\r\n */\r\n set: function (value) {\r\n this.imageProcessingConfiguration.colorCurvesEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial.prototype, \"cameraColorGradingEnabled\", {\r\n /**\r\n * Gets wether the color grading effect is enabled.\r\n */\r\n get: function () {\r\n return this.imageProcessingConfiguration.colorGradingEnabled;\r\n },\r\n /**\r\n * Gets wether the color grading effect is enabled.\r\n */\r\n set: function (value) {\r\n this.imageProcessingConfiguration.colorGradingEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial.prototype, \"cameraToneMappingEnabled\", {\r\n /**\r\n * Gets wether tonemapping is enabled or not.\r\n */\r\n get: function () {\r\n return this._imageProcessingConfiguration.toneMappingEnabled;\r\n },\r\n /**\r\n * Sets wether tonemapping is enabled or not\r\n */\r\n set: function (value) {\r\n this._imageProcessingConfiguration.toneMappingEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial.prototype, \"cameraExposure\", {\r\n /**\r\n * The camera exposure used on this material.\r\n * This property is here and not in the camera to allow controlling exposure without full screen post process.\r\n * This corresponds to a photographic exposure.\r\n */\r\n get: function () {\r\n return this._imageProcessingConfiguration.exposure;\r\n },\r\n /**\r\n * The camera exposure used on this material.\r\n * This property is here and not in the camera to allow controlling exposure without full screen post process.\r\n * This corresponds to a photographic exposure.\r\n */\r\n set: function (value) {\r\n this._imageProcessingConfiguration.exposure = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial.prototype, \"cameraContrast\", {\r\n /**\r\n * Gets The camera contrast used on this material.\r\n */\r\n get: function () {\r\n return this._imageProcessingConfiguration.contrast;\r\n },\r\n /**\r\n * Sets The camera contrast used on this material.\r\n */\r\n set: function (value) {\r\n this._imageProcessingConfiguration.contrast = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial.prototype, \"cameraColorGradingTexture\", {\r\n /**\r\n * Gets the Color Grading 2D Lookup Texture.\r\n */\r\n get: function () {\r\n return this._imageProcessingConfiguration.colorGradingTexture;\r\n },\r\n /**\r\n * Sets the Color Grading 2D Lookup Texture.\r\n */\r\n set: function (value) {\r\n this._imageProcessingConfiguration.colorGradingTexture = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial.prototype, \"cameraColorCurves\", {\r\n /**\r\n * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\n get: function () {\r\n return this._imageProcessingConfiguration.colorCurves;\r\n },\r\n /**\r\n * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\n set: function (value) {\r\n this._imageProcessingConfiguration.colorCurves = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial.prototype, \"hasRenderTargetTextures\", {\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n get: function () {\r\n if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {\r\n return true;\r\n }\r\n if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n return true;\r\n }\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the current class name of the material e.g. \"StandardMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n StandardMaterial.prototype.getClassName = function () {\r\n return \"StandardMaterial\";\r\n };\r\n Object.defineProperty(StandardMaterial.prototype, \"useLogarithmicDepth\", {\r\n /**\r\n * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)\r\n * You can try switching to logarithmic depth.\r\n * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer\r\n */\r\n get: function () {\r\n return this._useLogarithmicDepth;\r\n },\r\n set: function (value) {\r\n this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;\r\n this._markAllSubMeshesAsMiscDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Specifies if the material will require alpha blending\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n StandardMaterial.prototype.needAlphaBlending = function () {\r\n return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;\r\n };\r\n /**\r\n * Specifies if this material should be rendered in alpha test mode\r\n * @returns a boolean specifying if an alpha test is needed.\r\n */\r\n StandardMaterial.prototype.needAlphaTesting = function () {\r\n return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;\r\n };\r\n StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {\r\n return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;\r\n };\r\n /**\r\n * Get the texture used for alpha test purpose.\r\n * @returns the diffuse texture in case of the standard material.\r\n */\r\n StandardMaterial.prototype.getAlphaTestTexture = function () {\r\n return this._diffuseTexture;\r\n };\r\n /**\r\n * Get if the submesh is ready to be used and all its information available.\r\n * Child classes can use it to update shaders\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @param useInstances specifies that instances should be used\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {\r\n if (useInstances === void 0) { useInstances = false; }\r\n if (subMesh.effect && this.isFrozen) {\r\n if (subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n if (!subMesh._materialDefines) {\r\n subMesh._materialDefines = new StandardMaterialDefines();\r\n }\r\n var scene = this.getScene();\r\n var defines = subMesh._materialDefines;\r\n if (!this.checkReadyOnEveryCall && subMesh.effect) {\r\n if (defines._renderId === scene.getRenderId()) {\r\n return true;\r\n }\r\n }\r\n var engine = scene.getEngine();\r\n // Lights\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);\r\n // Multiview\r\n MaterialHelper.PrepareDefinesForMultiview(scene, defines);\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n defines.MAINUV1 = false;\r\n defines.MAINUV2 = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, \"DIFFUSE\");\r\n }\r\n }\r\n else {\r\n defines.DIFFUSE = false;\r\n }\r\n if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {\r\n if (!this._ambientTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, \"AMBIENT\");\r\n }\r\n }\r\n else {\r\n defines.AMBIENT = false;\r\n }\r\n if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {\r\n if (!this._opacityTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, \"OPACITY\");\r\n defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;\r\n }\r\n }\r\n else {\r\n defines.OPACITY = false;\r\n }\r\n if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {\r\n if (!this._reflectionTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n defines._needNormals = true;\r\n defines.REFLECTION = true;\r\n defines.ROUGHNESS = (this._roughness > 0);\r\n defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;\r\n defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === Texture.INVCUBIC_MODE);\r\n defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;\r\n switch (this._reflectionTexture.coordinatesMode) {\r\n case Texture.EXPLICIT_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_EXPLICIT\");\r\n break;\r\n case Texture.PLANAR_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_PLANAR\");\r\n break;\r\n case Texture.PROJECTION_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_PROJECTION\");\r\n break;\r\n case Texture.SKYBOX_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_SKYBOX\");\r\n break;\r\n case Texture.SPHERICAL_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_SPHERICAL\");\r\n break;\r\n case Texture.EQUIRECTANGULAR_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_EQUIRECTANGULAR\");\r\n break;\r\n case Texture.FIXED_EQUIRECTANGULAR_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_EQUIRECTANGULAR_FIXED\");\r\n break;\r\n case Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\");\r\n break;\r\n case Texture.CUBIC_MODE:\r\n case Texture.INVCUBIC_MODE:\r\n default:\r\n defines.setReflectionMode(\"REFLECTIONMAP_CUBIC\");\r\n break;\r\n }\r\n defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;\r\n }\r\n }\r\n else {\r\n defines.REFLECTION = false;\r\n }\r\n if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {\r\n if (!this._emissiveTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, \"EMISSIVE\");\r\n }\r\n }\r\n else {\r\n defines.EMISSIVE = false;\r\n }\r\n if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {\r\n if (!this._lightmapTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, \"LIGHTMAP\");\r\n defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;\r\n }\r\n }\r\n else {\r\n defines.LIGHTMAP = false;\r\n }\r\n if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {\r\n if (!this._specularTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, \"SPECULAR\");\r\n defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;\r\n }\r\n }\r\n else {\r\n defines.SPECULAR = false;\r\n }\r\n if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {\r\n // Bump texure can not be not blocking.\r\n if (!this._bumpTexture.isReady()) {\r\n return false;\r\n }\r\n else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, \"BUMP\");\r\n defines.PARALLAX = this._useParallax;\r\n defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;\r\n }\r\n defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;\r\n }\r\n else {\r\n defines.BUMP = false;\r\n }\r\n if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {\r\n if (!this._refractionTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n defines._needUVs = true;\r\n defines.REFRACTION = true;\r\n defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;\r\n }\r\n }\r\n else {\r\n defines.REFRACTION = false;\r\n }\r\n defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;\r\n }\r\n else {\r\n defines.DIFFUSE = false;\r\n defines.AMBIENT = false;\r\n defines.OPACITY = false;\r\n defines.REFLECTION = false;\r\n defines.EMISSIVE = false;\r\n defines.LIGHTMAP = false;\r\n defines.BUMP = false;\r\n defines.REFRACTION = false;\r\n }\r\n defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();\r\n defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;\r\n defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;\r\n defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;\r\n defines.PREMULTIPLYALPHA = (this.alphaMode === 7 || this.alphaMode === 8);\r\n }\r\n if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {\r\n if (!this._imageProcessingConfiguration.isReady()) {\r\n return false;\r\n }\r\n this._imageProcessingConfiguration.prepareDefines(defines);\r\n defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);\r\n defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);\r\n }\r\n if (defines._areFresnelDirty) {\r\n if (StandardMaterial.FresnelEnabled) {\r\n // Fresnel\r\n if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||\r\n this._emissiveFresnelParameters || this._refractionFresnelParameters ||\r\n this._reflectionFresnelParameters) {\r\n defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);\r\n defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);\r\n defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);\r\n defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;\r\n defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);\r\n defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);\r\n defines._needNormals = true;\r\n defines.FRESNEL = true;\r\n }\r\n }\r\n else {\r\n defines.FRESNEL = false;\r\n }\r\n }\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n var lightDisposed = defines._areLightsDisposed;\r\n defines.markAsProcessed();\r\n // Fallbacks\r\n var fallbacks = new EffectFallbacks();\r\n if (defines.REFLECTION) {\r\n fallbacks.addFallback(0, \"REFLECTION\");\r\n }\r\n if (defines.SPECULAR) {\r\n fallbacks.addFallback(0, \"SPECULAR\");\r\n }\r\n if (defines.BUMP) {\r\n fallbacks.addFallback(0, \"BUMP\");\r\n }\r\n if (defines.PARALLAX) {\r\n fallbacks.addFallback(1, \"PARALLAX\");\r\n }\r\n if (defines.PARALLAXOCCLUSION) {\r\n fallbacks.addFallback(0, \"PARALLAXOCCLUSION\");\r\n }\r\n if (defines.SPECULAROVERALPHA) {\r\n fallbacks.addFallback(0, \"SPECULAROVERALPHA\");\r\n }\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n if (defines.POINTSIZE) {\r\n fallbacks.addFallback(0, \"POINTSIZE\");\r\n }\r\n if (defines.LOGARITHMICDEPTH) {\r\n fallbacks.addFallback(0, \"LOGARITHMICDEPTH\");\r\n }\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);\r\n if (defines.SPECULARTERM) {\r\n fallbacks.addFallback(0, \"SPECULARTERM\");\r\n }\r\n if (defines.DIFFUSEFRESNEL) {\r\n fallbacks.addFallback(1, \"DIFFUSEFRESNEL\");\r\n }\r\n if (defines.OPACITYFRESNEL) {\r\n fallbacks.addFallback(2, \"OPACITYFRESNEL\");\r\n }\r\n if (defines.REFLECTIONFRESNEL) {\r\n fallbacks.addFallback(3, \"REFLECTIONFRESNEL\");\r\n }\r\n if (defines.EMISSIVEFRESNEL) {\r\n fallbacks.addFallback(4, \"EMISSIVEFRESNEL\");\r\n }\r\n if (defines.FRESNEL) {\r\n fallbacks.addFallback(4, \"FRESNEL\");\r\n }\r\n if (defines.MULTIVIEW) {\r\n fallbacks.addFallback(0, \"MULTIVIEW\");\r\n }\r\n //Attributes\r\n var attribs = [VertexBuffer.PositionKind];\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);\r\n var shaderName = \"default\";\r\n var uniforms = [\"world\", \"view\", \"viewProjection\", \"vEyePosition\", \"vLightsType\", \"vAmbientColor\", \"vDiffuseColor\", \"vSpecularColor\", \"vEmissiveColor\", \"visibility\",\r\n \"vFogInfos\", \"vFogColor\", \"pointSize\",\r\n \"vDiffuseInfos\", \"vAmbientInfos\", \"vOpacityInfos\", \"vReflectionInfos\", \"vEmissiveInfos\", \"vSpecularInfos\", \"vBumpInfos\", \"vLightmapInfos\", \"vRefractionInfos\",\r\n \"mBones\",\r\n \"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"vClipPlane5\", \"vClipPlane6\", \"diffuseMatrix\", \"ambientMatrix\", \"opacityMatrix\", \"reflectionMatrix\", \"emissiveMatrix\", \"specularMatrix\", \"bumpMatrix\", \"normalMatrix\", \"lightmapMatrix\", \"refractionMatrix\",\r\n \"diffuseLeftColor\", \"diffuseRightColor\", \"opacityParts\", \"reflectionLeftColor\", \"reflectionRightColor\", \"emissiveLeftColor\", \"emissiveRightColor\", \"refractionLeftColor\", \"refractionRightColor\",\r\n \"vReflectionPosition\", \"vReflectionSize\",\r\n \"logarithmicDepthConstant\", \"vTangentSpaceParams\", \"alphaCutOff\", \"boneTextureWidth\"\r\n ];\r\n var samplers = [\"diffuseSampler\", \"ambientSampler\", \"opacitySampler\", \"reflectionCubeSampler\",\r\n \"reflection2DSampler\", \"emissiveSampler\", \"specularSampler\", \"bumpSampler\", \"lightmapSampler\",\r\n \"refractionCubeSampler\", \"refraction2DSampler\", \"boneSampler\"];\r\n var uniformBuffers = [\"Material\", \"Scene\"];\r\n if (ImageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, defines);\r\n }\r\n MaterialHelper.PrepareUniformsAndSamplersList({\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this._maxSimultaneousLights\r\n });\r\n if (this.customShaderNameResolve) {\r\n shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);\r\n }\r\n var join = defines.toString();\r\n var previousEffect = subMesh.effect;\r\n var effect = scene.getEngine().createEffect(shaderName, {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }\r\n }, engine);\r\n if (effect) {\r\n // Use previous effect while new one is compiling\r\n if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {\r\n effect = previousEffect;\r\n this._rebuildInParallel = true;\r\n defines.markAsUnprocessed();\r\n if (lightDisposed) {\r\n // re register in case it takes more than one frame.\r\n defines._areLightsDisposed = true;\r\n return false;\r\n }\r\n }\r\n else {\r\n this._rebuildInParallel = false;\r\n scene.resetCachedMaterial();\r\n subMesh.setEffect(effect, defines);\r\n this.buildUniformLayout();\r\n }\r\n }\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n return true;\r\n };\r\n /**\r\n * Builds the material UBO layouts.\r\n * Used internally during the effect preparation.\r\n */\r\n StandardMaterial.prototype.buildUniformLayout = function () {\r\n // Order is important !\r\n var ubo = this._uniformBuffer;\r\n ubo.addUniform(\"diffuseLeftColor\", 4);\r\n ubo.addUniform(\"diffuseRightColor\", 4);\r\n ubo.addUniform(\"opacityParts\", 4);\r\n ubo.addUniform(\"reflectionLeftColor\", 4);\r\n ubo.addUniform(\"reflectionRightColor\", 4);\r\n ubo.addUniform(\"refractionLeftColor\", 4);\r\n ubo.addUniform(\"refractionRightColor\", 4);\r\n ubo.addUniform(\"emissiveLeftColor\", 4);\r\n ubo.addUniform(\"emissiveRightColor\", 4);\r\n ubo.addUniform(\"vDiffuseInfos\", 2);\r\n ubo.addUniform(\"vAmbientInfos\", 2);\r\n ubo.addUniform(\"vOpacityInfos\", 2);\r\n ubo.addUniform(\"vReflectionInfos\", 2);\r\n ubo.addUniform(\"vReflectionPosition\", 3);\r\n ubo.addUniform(\"vReflectionSize\", 3);\r\n ubo.addUniform(\"vEmissiveInfos\", 2);\r\n ubo.addUniform(\"vLightmapInfos\", 2);\r\n ubo.addUniform(\"vSpecularInfos\", 2);\r\n ubo.addUniform(\"vBumpInfos\", 3);\r\n ubo.addUniform(\"diffuseMatrix\", 16);\r\n ubo.addUniform(\"ambientMatrix\", 16);\r\n ubo.addUniform(\"opacityMatrix\", 16);\r\n ubo.addUniform(\"reflectionMatrix\", 16);\r\n ubo.addUniform(\"emissiveMatrix\", 16);\r\n ubo.addUniform(\"lightmapMatrix\", 16);\r\n ubo.addUniform(\"specularMatrix\", 16);\r\n ubo.addUniform(\"bumpMatrix\", 16);\r\n ubo.addUniform(\"vTangentSpaceParams\", 2);\r\n ubo.addUniform(\"pointSize\", 1);\r\n ubo.addUniform(\"refractionMatrix\", 16);\r\n ubo.addUniform(\"vRefractionInfos\", 4);\r\n ubo.addUniform(\"vSpecularColor\", 4);\r\n ubo.addUniform(\"vEmissiveColor\", 3);\r\n ubo.addUniform(\"visibility\", 1);\r\n ubo.addUniform(\"vDiffuseColor\", 4);\r\n ubo.create();\r\n };\r\n /**\r\n * Unbinds the material from the mesh\r\n */\r\n StandardMaterial.prototype.unbind = function () {\r\n if (this._activeEffect) {\r\n var needFlag = false;\r\n if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {\r\n this._activeEffect.setTexture(\"reflection2DSampler\", null);\r\n needFlag = true;\r\n }\r\n if (this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n this._activeEffect.setTexture(\"refraction2DSampler\", null);\r\n needFlag = true;\r\n }\r\n if (needFlag) {\r\n this._markAllSubMeshesAsTexturesDirty();\r\n }\r\n }\r\n _super.prototype.unbind.call(this);\r\n };\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {\r\n var scene = this.getScene();\r\n var defines = subMesh._materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n var effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n // Matrices\r\n if (!defines.INSTANCES) {\r\n this.bindOnlyWorldMatrix(world);\r\n }\r\n // Normal Matrix\r\n if (defines.OBJECTSPACE_NORMALMAP) {\r\n world.toNormalMatrix(this._normalMatrix);\r\n this.bindOnlyNormalMatrix(this._normalMatrix);\r\n }\r\n var mustRebind = this._mustRebind(scene, effect, mesh.visibility);\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, effect);\r\n var ubo = this._uniformBuffer;\r\n if (mustRebind) {\r\n ubo.bindToEffect(effect, \"Material\");\r\n this.bindViewProjection(effect);\r\n if (!ubo.useUbo || !this.isFrozen || !ubo.isSync) {\r\n if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {\r\n // Fresnel\r\n if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {\r\n ubo.updateColor4(\"diffuseLeftColor\", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);\r\n ubo.updateColor4(\"diffuseRightColor\", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);\r\n }\r\n if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {\r\n ubo.updateColor4(\"opacityParts\", new Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);\r\n }\r\n if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {\r\n ubo.updateColor4(\"reflectionLeftColor\", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);\r\n ubo.updateColor4(\"reflectionRightColor\", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);\r\n }\r\n if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {\r\n ubo.updateColor4(\"refractionLeftColor\", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);\r\n ubo.updateColor4(\"refractionRightColor\", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);\r\n }\r\n if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {\r\n ubo.updateColor4(\"emissiveLeftColor\", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);\r\n ubo.updateColor4(\"emissiveRightColor\", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);\r\n }\r\n }\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {\r\n ubo.updateFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._diffuseTexture, ubo, \"diffuse\");\r\n if (this._diffuseTexture.hasAlpha) {\r\n effect.setFloat(\"alphaCutOff\", this.alphaCutOff);\r\n }\r\n }\r\n if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {\r\n ubo.updateFloat2(\"vAmbientInfos\", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._ambientTexture, ubo, \"ambient\");\r\n }\r\n if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {\r\n ubo.updateFloat2(\"vOpacityInfos\", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._opacityTexture, ubo, \"opacity\");\r\n }\r\n if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {\r\n ubo.updateFloat2(\"vReflectionInfos\", this._reflectionTexture.level, this.roughness);\r\n ubo.updateMatrix(\"reflectionMatrix\", this._reflectionTexture.getReflectionTextureMatrix());\r\n if (this._reflectionTexture.boundingBoxSize) {\r\n var cubeTexture = this._reflectionTexture;\r\n ubo.updateVector3(\"vReflectionPosition\", cubeTexture.boundingBoxPosition);\r\n ubo.updateVector3(\"vReflectionSize\", cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {\r\n ubo.updateFloat2(\"vEmissiveInfos\", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._emissiveTexture, ubo, \"emissive\");\r\n }\r\n if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {\r\n ubo.updateFloat2(\"vLightmapInfos\", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._lightmapTexture, ubo, \"lightmap\");\r\n }\r\n if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {\r\n ubo.updateFloat2(\"vSpecularInfos\", this._specularTexture.coordinatesIndex, this._specularTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._specularTexture, ubo, \"specular\");\r\n }\r\n if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {\r\n ubo.updateFloat3(\"vBumpInfos\", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);\r\n MaterialHelper.BindTextureMatrix(this._bumpTexture, ubo, \"bump\");\r\n if (scene._mirroredCameraPosition) {\r\n ubo.updateFloat2(\"vTangentSpaceParams\", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);\r\n }\r\n else {\r\n ubo.updateFloat2(\"vTangentSpaceParams\", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);\r\n }\r\n }\r\n if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {\r\n var depth = 1.0;\r\n if (!this._refractionTexture.isCube) {\r\n ubo.updateMatrix(\"refractionMatrix\", this._refractionTexture.getReflectionTextureMatrix());\r\n if (this._refractionTexture.depth) {\r\n depth = this._refractionTexture.depth;\r\n }\r\n }\r\n ubo.updateFloat4(\"vRefractionInfos\", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);\r\n }\r\n }\r\n // Point size\r\n if (this.pointsCloud) {\r\n ubo.updateFloat(\"pointSize\", this.pointSize);\r\n }\r\n if (defines.SPECULARTERM) {\r\n ubo.updateColor4(\"vSpecularColor\", this.specularColor, this.specularPower);\r\n }\r\n ubo.updateColor3(\"vEmissiveColor\", StandardMaterial.EmissiveTextureEnabled ? this.emissiveColor : Color3.BlackReadOnly);\r\n // Visibility\r\n ubo.updateFloat(\"visibility\", mesh.visibility);\r\n // Diffuse\r\n ubo.updateColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha);\r\n }\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {\r\n effect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n }\r\n if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {\r\n effect.setTexture(\"ambientSampler\", this._ambientTexture);\r\n }\r\n if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {\r\n effect.setTexture(\"opacitySampler\", this._opacityTexture);\r\n }\r\n if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {\r\n if (this._reflectionTexture.isCube) {\r\n effect.setTexture(\"reflectionCubeSampler\", this._reflectionTexture);\r\n }\r\n else {\r\n effect.setTexture(\"reflection2DSampler\", this._reflectionTexture);\r\n }\r\n }\r\n if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {\r\n effect.setTexture(\"emissiveSampler\", this._emissiveTexture);\r\n }\r\n if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {\r\n effect.setTexture(\"lightmapSampler\", this._lightmapTexture);\r\n }\r\n if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {\r\n effect.setTexture(\"specularSampler\", this._specularTexture);\r\n }\r\n if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {\r\n effect.setTexture(\"bumpSampler\", this._bumpTexture);\r\n }\r\n if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {\r\n var depth = 1.0;\r\n if (this._refractionTexture.isCube) {\r\n effect.setTexture(\"refractionCubeSampler\", this._refractionTexture);\r\n }\r\n else {\r\n effect.setTexture(\"refraction2DSampler\", this._refractionTexture);\r\n }\r\n }\r\n }\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(effect, scene);\r\n // Colors\r\n scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);\r\n MaterialHelper.BindEyePosition(effect, scene);\r\n effect.setColor3(\"vAmbientColor\", this._globalAmbientColor);\r\n }\r\n if (mustRebind || !this.isFrozen) {\r\n // Lights\r\n if (scene.lightsEnabled && !this._disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights, this._rebuildInParallel);\r\n }\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {\r\n this.bindView(effect);\r\n }\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, effect);\r\n // Morph targets\r\n if (defines.NUM_MORPH_INFLUENCERS) {\r\n MaterialHelper.BindMorphTargetParameters(mesh, effect);\r\n }\r\n // Log. depth\r\n if (this.useLogarithmicDepth) {\r\n MaterialHelper.BindLogDepth(defines, effect, scene);\r\n }\r\n // image processing\r\n if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {\r\n this._imageProcessingConfiguration.bind(this._activeEffect);\r\n }\r\n }\r\n ubo.update();\r\n this._afterBind(mesh, this._activeEffect);\r\n };\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n StandardMaterial.prototype.getAnimatables = function () {\r\n var results = [];\r\n if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {\r\n results.push(this._diffuseTexture);\r\n }\r\n if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {\r\n results.push(this._ambientTexture);\r\n }\r\n if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {\r\n results.push(this._opacityTexture);\r\n }\r\n if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {\r\n results.push(this._reflectionTexture);\r\n }\r\n if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {\r\n results.push(this._emissiveTexture);\r\n }\r\n if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {\r\n results.push(this._specularTexture);\r\n }\r\n if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {\r\n results.push(this._bumpTexture);\r\n }\r\n if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {\r\n results.push(this._lightmapTexture);\r\n }\r\n if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {\r\n results.push(this._refractionTexture);\r\n }\r\n return results;\r\n };\r\n /**\r\n * Gets the active textures from the material\r\n * @returns an array of textures\r\n */\r\n StandardMaterial.prototype.getActiveTextures = function () {\r\n var activeTextures = _super.prototype.getActiveTextures.call(this);\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n if (this._ambientTexture) {\r\n activeTextures.push(this._ambientTexture);\r\n }\r\n if (this._opacityTexture) {\r\n activeTextures.push(this._opacityTexture);\r\n }\r\n if (this._reflectionTexture) {\r\n activeTextures.push(this._reflectionTexture);\r\n }\r\n if (this._emissiveTexture) {\r\n activeTextures.push(this._emissiveTexture);\r\n }\r\n if (this._specularTexture) {\r\n activeTextures.push(this._specularTexture);\r\n }\r\n if (this._bumpTexture) {\r\n activeTextures.push(this._bumpTexture);\r\n }\r\n if (this._lightmapTexture) {\r\n activeTextures.push(this._lightmapTexture);\r\n }\r\n if (this._refractionTexture) {\r\n activeTextures.push(this._refractionTexture);\r\n }\r\n return activeTextures;\r\n };\r\n /**\r\n * Specifies if the material uses a texture\r\n * @param texture defines the texture to check against the material\r\n * @returns a boolean specifying if the material uses the texture\r\n */\r\n StandardMaterial.prototype.hasTexture = function (texture) {\r\n if (_super.prototype.hasTexture.call(this, texture)) {\r\n return true;\r\n }\r\n if (this._diffuseTexture === texture) {\r\n return true;\r\n }\r\n if (this._ambientTexture === texture) {\r\n return true;\r\n }\r\n if (this._opacityTexture === texture) {\r\n return true;\r\n }\r\n if (this._reflectionTexture === texture) {\r\n return true;\r\n }\r\n if (this._emissiveTexture === texture) {\r\n return true;\r\n }\r\n if (this._specularTexture === texture) {\r\n return true;\r\n }\r\n if (this._bumpTexture === texture) {\r\n return true;\r\n }\r\n if (this._lightmapTexture === texture) {\r\n return true;\r\n }\r\n if (this._refractionTexture === texture) {\r\n return true;\r\n }\r\n return false;\r\n };\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n * @param forceDisposeTextures specifies if textures should be forcefully disposed\r\n */\r\n StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {\r\n if (forceDisposeTextures) {\r\n if (this._diffuseTexture) {\r\n this._diffuseTexture.dispose();\r\n }\r\n if (this._ambientTexture) {\r\n this._ambientTexture.dispose();\r\n }\r\n if (this._opacityTexture) {\r\n this._opacityTexture.dispose();\r\n }\r\n if (this._reflectionTexture) {\r\n this._reflectionTexture.dispose();\r\n }\r\n if (this._emissiveTexture) {\r\n this._emissiveTexture.dispose();\r\n }\r\n if (this._specularTexture) {\r\n this._specularTexture.dispose();\r\n }\r\n if (this._bumpTexture) {\r\n this._bumpTexture.dispose();\r\n }\r\n if (this._lightmapTexture) {\r\n this._lightmapTexture.dispose();\r\n }\r\n if (this._refractionTexture) {\r\n this._refractionTexture.dispose();\r\n }\r\n }\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);\r\n };\r\n /**\r\n * Makes a duplicate of the material, and gives it a new name\r\n * @param name defines the new name for the duplicated material\r\n * @returns the cloned material\r\n */\r\n StandardMaterial.prototype.clone = function (name) {\r\n var _this = this;\r\n var result = SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);\r\n result.name = name;\r\n result.id = name;\r\n return result;\r\n };\r\n /**\r\n * Serializes this material in a JSON representation\r\n * @returns the serialized material object\r\n */\r\n StandardMaterial.prototype.serialize = function () {\r\n return SerializationHelper.Serialize(this);\r\n };\r\n /**\r\n * Creates a standard material from parsed material data\r\n * @param source defines the JSON representation of the material\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new standard material\r\n */\r\n StandardMaterial.Parse = function (source, scene, rootUrl) {\r\n return SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);\r\n };\r\n Object.defineProperty(StandardMaterial, \"DiffuseTextureEnabled\", {\r\n // Flags used to enable or disable a type of texture for all Standard Materials\r\n /**\r\n * Are diffuse textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.DiffuseTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.DiffuseTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"AmbientTextureEnabled\", {\r\n /**\r\n * Are ambient textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.AmbientTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.AmbientTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"OpacityTextureEnabled\", {\r\n /**\r\n * Are opacity textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.OpacityTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.OpacityTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"ReflectionTextureEnabled\", {\r\n /**\r\n * Are reflection textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.ReflectionTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.ReflectionTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"EmissiveTextureEnabled\", {\r\n /**\r\n * Are emissive textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.EmissiveTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.EmissiveTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"SpecularTextureEnabled\", {\r\n /**\r\n * Are specular textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.SpecularTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.SpecularTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"BumpTextureEnabled\", {\r\n /**\r\n * Are bump textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.BumpTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.BumpTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"LightmapTextureEnabled\", {\r\n /**\r\n * Are lightmap textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.LightmapTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.LightmapTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"RefractionTextureEnabled\", {\r\n /**\r\n * Are refraction textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.RefractionTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.RefractionTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"ColorGradingTextureEnabled\", {\r\n /**\r\n * Are color grading textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.ColorGradingTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.ColorGradingTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"FresnelEnabled\", {\r\n /**\r\n * Are fresnels enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.FresnelEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.FresnelEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n __decorate([\r\n serializeAsTexture(\"diffuseTexture\")\r\n ], StandardMaterial.prototype, \"_diffuseTexture\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n ], StandardMaterial.prototype, \"diffuseTexture\", void 0);\r\n __decorate([\r\n serializeAsTexture(\"ambientTexture\")\r\n ], StandardMaterial.prototype, \"_ambientTexture\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"ambientTexture\", void 0);\r\n __decorate([\r\n serializeAsTexture(\"opacityTexture\")\r\n ], StandardMaterial.prototype, \"_opacityTexture\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n ], StandardMaterial.prototype, \"opacityTexture\", void 0);\r\n __decorate([\r\n serializeAsTexture(\"reflectionTexture\")\r\n ], StandardMaterial.prototype, \"_reflectionTexture\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"reflectionTexture\", void 0);\r\n __decorate([\r\n serializeAsTexture(\"emissiveTexture\")\r\n ], StandardMaterial.prototype, \"_emissiveTexture\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"emissiveTexture\", void 0);\r\n __decorate([\r\n serializeAsTexture(\"specularTexture\")\r\n ], StandardMaterial.prototype, \"_specularTexture\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"specularTexture\", void 0);\r\n __decorate([\r\n serializeAsTexture(\"bumpTexture\")\r\n ], StandardMaterial.prototype, \"_bumpTexture\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"bumpTexture\", void 0);\r\n __decorate([\r\n serializeAsTexture(\"lightmapTexture\")\r\n ], StandardMaterial.prototype, \"_lightmapTexture\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"lightmapTexture\", void 0);\r\n __decorate([\r\n serializeAsTexture(\"refractionTexture\")\r\n ], StandardMaterial.prototype, \"_refractionTexture\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"refractionTexture\", void 0);\r\n __decorate([\r\n serializeAsColor3(\"ambient\")\r\n ], StandardMaterial.prototype, \"ambientColor\", void 0);\r\n __decorate([\r\n serializeAsColor3(\"diffuse\")\r\n ], StandardMaterial.prototype, \"diffuseColor\", void 0);\r\n __decorate([\r\n serializeAsColor3(\"specular\")\r\n ], StandardMaterial.prototype, \"specularColor\", void 0);\r\n __decorate([\r\n serializeAsColor3(\"emissive\")\r\n ], StandardMaterial.prototype, \"emissiveColor\", void 0);\r\n __decorate([\r\n serialize()\r\n ], StandardMaterial.prototype, \"specularPower\", void 0);\r\n __decorate([\r\n serialize(\"useAlphaFromDiffuseTexture\")\r\n ], StandardMaterial.prototype, \"_useAlphaFromDiffuseTexture\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useAlphaFromDiffuseTexture\", void 0);\r\n __decorate([\r\n serialize(\"useEmissiveAsIllumination\")\r\n ], StandardMaterial.prototype, \"_useEmissiveAsIllumination\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useEmissiveAsIllumination\", void 0);\r\n __decorate([\r\n serialize(\"linkEmissiveWithDiffuse\")\r\n ], StandardMaterial.prototype, \"_linkEmissiveWithDiffuse\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"linkEmissiveWithDiffuse\", void 0);\r\n __decorate([\r\n serialize(\"useSpecularOverAlpha\")\r\n ], StandardMaterial.prototype, \"_useSpecularOverAlpha\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useSpecularOverAlpha\", void 0);\r\n __decorate([\r\n serialize(\"useReflectionOverAlpha\")\r\n ], StandardMaterial.prototype, \"_useReflectionOverAlpha\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useReflectionOverAlpha\", void 0);\r\n __decorate([\r\n serialize(\"disableLighting\")\r\n ], StandardMaterial.prototype, \"_disableLighting\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n ], StandardMaterial.prototype, \"disableLighting\", void 0);\r\n __decorate([\r\n serialize(\"useObjectSpaceNormalMap\")\r\n ], StandardMaterial.prototype, \"_useObjectSpaceNormalMap\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useObjectSpaceNormalMap\", void 0);\r\n __decorate([\r\n serialize(\"useParallax\")\r\n ], StandardMaterial.prototype, \"_useParallax\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useParallax\", void 0);\r\n __decorate([\r\n serialize(\"useParallaxOcclusion\")\r\n ], StandardMaterial.prototype, \"_useParallaxOcclusion\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useParallaxOcclusion\", void 0);\r\n __decorate([\r\n serialize()\r\n ], StandardMaterial.prototype, \"parallaxScaleBias\", void 0);\r\n __decorate([\r\n serialize(\"roughness\")\r\n ], StandardMaterial.prototype, \"_roughness\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"roughness\", void 0);\r\n __decorate([\r\n serialize()\r\n ], StandardMaterial.prototype, \"indexOfRefraction\", void 0);\r\n __decorate([\r\n serialize()\r\n ], StandardMaterial.prototype, \"invertRefractionY\", void 0);\r\n __decorate([\r\n serialize()\r\n ], StandardMaterial.prototype, \"alphaCutOff\", void 0);\r\n __decorate([\r\n serialize(\"useLightmapAsShadowmap\")\r\n ], StandardMaterial.prototype, \"_useLightmapAsShadowmap\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useLightmapAsShadowmap\", void 0);\r\n __decorate([\r\n serializeAsFresnelParameters(\"diffuseFresnelParameters\")\r\n ], StandardMaterial.prototype, \"_diffuseFresnelParameters\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsFresnelDirty\")\r\n ], StandardMaterial.prototype, \"diffuseFresnelParameters\", void 0);\r\n __decorate([\r\n serializeAsFresnelParameters(\"opacityFresnelParameters\")\r\n ], StandardMaterial.prototype, \"_opacityFresnelParameters\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsFresnelAndMiscDirty\")\r\n ], StandardMaterial.prototype, \"opacityFresnelParameters\", void 0);\r\n __decorate([\r\n serializeAsFresnelParameters(\"reflectionFresnelParameters\")\r\n ], StandardMaterial.prototype, \"_reflectionFresnelParameters\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsFresnelDirty\")\r\n ], StandardMaterial.prototype, \"reflectionFresnelParameters\", void 0);\r\n __decorate([\r\n serializeAsFresnelParameters(\"refractionFresnelParameters\")\r\n ], StandardMaterial.prototype, \"_refractionFresnelParameters\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsFresnelDirty\")\r\n ], StandardMaterial.prototype, \"refractionFresnelParameters\", void 0);\r\n __decorate([\r\n serializeAsFresnelParameters(\"emissiveFresnelParameters\")\r\n ], StandardMaterial.prototype, \"_emissiveFresnelParameters\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsFresnelDirty\")\r\n ], StandardMaterial.prototype, \"emissiveFresnelParameters\", void 0);\r\n __decorate([\r\n serialize(\"useReflectionFresnelFromSpecular\")\r\n ], StandardMaterial.prototype, \"_useReflectionFresnelFromSpecular\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsFresnelDirty\")\r\n ], StandardMaterial.prototype, \"useReflectionFresnelFromSpecular\", void 0);\r\n __decorate([\r\n serialize(\"useGlossinessFromSpecularMapAlpha\")\r\n ], StandardMaterial.prototype, \"_useGlossinessFromSpecularMapAlpha\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useGlossinessFromSpecularMapAlpha\", void 0);\r\n __decorate([\r\n serialize(\"maxSimultaneousLights\")\r\n ], StandardMaterial.prototype, \"_maxSimultaneousLights\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n ], StandardMaterial.prototype, \"maxSimultaneousLights\", void 0);\r\n __decorate([\r\n serialize(\"invertNormalMapX\")\r\n ], StandardMaterial.prototype, \"_invertNormalMapX\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"invertNormalMapX\", void 0);\r\n __decorate([\r\n serialize(\"invertNormalMapY\")\r\n ], StandardMaterial.prototype, \"_invertNormalMapY\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"invertNormalMapY\", void 0);\r\n __decorate([\r\n serialize(\"twoSidedLighting\")\r\n ], StandardMaterial.prototype, \"_twoSidedLighting\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"twoSidedLighting\", void 0);\r\n __decorate([\r\n serialize()\r\n ], StandardMaterial.prototype, \"useLogarithmicDepth\", null);\r\n return StandardMaterial;\r\n}(PushMaterial));\r\nexport { StandardMaterial };\r\n_TypeStore.RegisteredTypes[\"BABYLON.StandardMaterial\"] = StandardMaterial;\r\nScene.DefaultMaterialFactory = function (scene) {\r\n return new StandardMaterial(\"default material\", scene);\r\n};\r\n//# sourceMappingURL=standardMaterial.js.map","import { Vector3, Matrix } from './math.vector';\r\n/**\r\n * Represens a plane by the equation ax + by + cz + d = 0\r\n */\r\nvar Plane = /** @class */ (function () {\r\n /**\r\n * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0\r\n * @param a a component of the plane\r\n * @param b b component of the plane\r\n * @param c c component of the plane\r\n * @param d d component of the plane\r\n */\r\n function Plane(a, b, c, d) {\r\n this.normal = new Vector3(a, b, c);\r\n this.d = d;\r\n }\r\n /**\r\n * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].\r\n */\r\n Plane.prototype.asArray = function () {\r\n return [this.normal.x, this.normal.y, this.normal.z, this.d];\r\n };\r\n // Methods\r\n /**\r\n * @returns a new plane copied from the current Plane.\r\n */\r\n Plane.prototype.clone = function () {\r\n return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);\r\n };\r\n /**\r\n * @returns the string \"Plane\".\r\n */\r\n Plane.prototype.getClassName = function () {\r\n return \"Plane\";\r\n };\r\n /**\r\n * @returns the Plane hash code.\r\n */\r\n Plane.prototype.getHashCode = function () {\r\n var hash = this.normal.getHashCode();\r\n hash = (hash * 397) ^ (this.d | 0);\r\n return hash;\r\n };\r\n /**\r\n * Normalize the current Plane in place.\r\n * @returns the updated Plane.\r\n */\r\n Plane.prototype.normalize = function () {\r\n var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));\r\n var magnitude = 0.0;\r\n if (norm !== 0) {\r\n magnitude = 1.0 / norm;\r\n }\r\n this.normal.x *= magnitude;\r\n this.normal.y *= magnitude;\r\n this.normal.z *= magnitude;\r\n this.d *= magnitude;\r\n return this;\r\n };\r\n /**\r\n * Applies a transformation the plane and returns the result\r\n * @param transformation the transformation matrix to be applied to the plane\r\n * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.\r\n */\r\n Plane.prototype.transform = function (transformation) {\r\n var transposedMatrix = Plane._TmpMatrix;\r\n Matrix.TransposeToRef(transformation, transposedMatrix);\r\n var m = transposedMatrix.m;\r\n var x = this.normal.x;\r\n var y = this.normal.y;\r\n var z = this.normal.z;\r\n var d = this.d;\r\n var normalX = x * m[0] + y * m[1] + z * m[2] + d * m[3];\r\n var normalY = x * m[4] + y * m[5] + z * m[6] + d * m[7];\r\n var normalZ = x * m[8] + y * m[9] + z * m[10] + d * m[11];\r\n var finalD = x * m[12] + y * m[13] + z * m[14] + d * m[15];\r\n return new Plane(normalX, normalY, normalZ, finalD);\r\n };\r\n /**\r\n * Calcualtte the dot product between the point and the plane normal\r\n * @param point point to calculate the dot product with\r\n * @returns the dot product (float) of the point coordinates and the plane normal.\r\n */\r\n Plane.prototype.dotCoordinate = function (point) {\r\n return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);\r\n };\r\n /**\r\n * Updates the current Plane from the plane defined by the three given points.\r\n * @param point1 one of the points used to contruct the plane\r\n * @param point2 one of the points used to contruct the plane\r\n * @param point3 one of the points used to contruct the plane\r\n * @returns the updated Plane.\r\n */\r\n Plane.prototype.copyFromPoints = function (point1, point2, point3) {\r\n var x1 = point2.x - point1.x;\r\n var y1 = point2.y - point1.y;\r\n var z1 = point2.z - point1.z;\r\n var x2 = point3.x - point1.x;\r\n var y2 = point3.y - point1.y;\r\n var z2 = point3.z - point1.z;\r\n var yz = (y1 * z2) - (z1 * y2);\r\n var xz = (z1 * x2) - (x1 * z2);\r\n var xy = (x1 * y2) - (y1 * x2);\r\n var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));\r\n var invPyth;\r\n if (pyth !== 0) {\r\n invPyth = 1.0 / pyth;\r\n }\r\n else {\r\n invPyth = 0.0;\r\n }\r\n this.normal.x = yz * invPyth;\r\n this.normal.y = xz * invPyth;\r\n this.normal.z = xy * invPyth;\r\n this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));\r\n return this;\r\n };\r\n /**\r\n * Checks if the plane is facing a given direction\r\n * @param direction the direction to check if the plane is facing\r\n * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)\r\n * @returns True is the vector \"direction\" is the same side than the plane normal.\r\n */\r\n Plane.prototype.isFrontFacingTo = function (direction, epsilon) {\r\n var dot = Vector3.Dot(this.normal, direction);\r\n return (dot <= epsilon);\r\n };\r\n /**\r\n * Calculates the distance to a point\r\n * @param point point to calculate distance to\r\n * @returns the signed distance (float) from the given point to the Plane.\r\n */\r\n Plane.prototype.signedDistanceTo = function (point) {\r\n return Vector3.Dot(point, this.normal) + this.d;\r\n };\r\n // Statics\r\n /**\r\n * Creates a plane from an array\r\n * @param array the array to create a plane from\r\n * @returns a new Plane from the given array.\r\n */\r\n Plane.FromArray = function (array) {\r\n return new Plane(array[0], array[1], array[2], array[3]);\r\n };\r\n /**\r\n * Creates a plane from three points\r\n * @param point1 point used to create the plane\r\n * @param point2 point used to create the plane\r\n * @param point3 point used to create the plane\r\n * @returns a new Plane defined by the three given points.\r\n */\r\n Plane.FromPoints = function (point1, point2, point3) {\r\n var result = new Plane(0.0, 0.0, 0.0, 0.0);\r\n result.copyFromPoints(point1, point2, point3);\r\n return result;\r\n };\r\n /**\r\n * Creates a plane from an origin point and a normal\r\n * @param origin origin of the plane to be constructed\r\n * @param normal normal of the plane to be constructed\r\n * @returns a new Plane the normal vector to this plane at the given origin point.\r\n * Note : the vector \"normal\" is updated because normalized.\r\n */\r\n Plane.FromPositionAndNormal = function (origin, normal) {\r\n var result = new Plane(0.0, 0.0, 0.0, 0.0);\r\n normal.normalize();\r\n result.normal = normal;\r\n result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);\r\n return result;\r\n };\r\n /**\r\n * Calculates the distance from a plane and a point\r\n * @param origin origin of the plane to be constructed\r\n * @param normal normal of the plane to be constructed\r\n * @param point point to calculate distance to\r\n * @returns the signed distance between the plane defined by the normal vector at the \"origin\"\" point and the given other point.\r\n */\r\n Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {\r\n var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);\r\n return Vector3.Dot(point, normal) + d;\r\n };\r\n Plane._TmpMatrix = Matrix.Identity();\r\n return Plane;\r\n}());\r\nexport { Plane };\r\n//# sourceMappingURL=math.plane.js.map","import { Plane } from './math.plane';\r\n/**\r\n * Represents a camera frustum\r\n */\r\nvar Frustum = /** @class */ (function () {\r\n function Frustum() {\r\n }\r\n /**\r\n * Gets the planes representing the frustum\r\n * @param transform matrix to be applied to the returned planes\r\n * @returns a new array of 6 Frustum planes computed by the given transformation matrix.\r\n */\r\n Frustum.GetPlanes = function (transform) {\r\n var frustumPlanes = [];\r\n for (var index = 0; index < 6; index++) {\r\n frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));\r\n }\r\n Frustum.GetPlanesToRef(transform, frustumPlanes);\r\n return frustumPlanes;\r\n };\r\n /**\r\n * Gets the near frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {\r\n var m = transform.m;\r\n frustumPlane.normal.x = m[3] + m[2];\r\n frustumPlane.normal.y = m[7] + m[6];\r\n frustumPlane.normal.z = m[11] + m[10];\r\n frustumPlane.d = m[15] + m[14];\r\n frustumPlane.normalize();\r\n };\r\n /**\r\n * Gets the far frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {\r\n var m = transform.m;\r\n frustumPlane.normal.x = m[3] - m[2];\r\n frustumPlane.normal.y = m[7] - m[6];\r\n frustumPlane.normal.z = m[11] - m[10];\r\n frustumPlane.d = m[15] - m[14];\r\n frustumPlane.normalize();\r\n };\r\n /**\r\n * Gets the left frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {\r\n var m = transform.m;\r\n frustumPlane.normal.x = m[3] + m[0];\r\n frustumPlane.normal.y = m[7] + m[4];\r\n frustumPlane.normal.z = m[11] + m[8];\r\n frustumPlane.d = m[15] + m[12];\r\n frustumPlane.normalize();\r\n };\r\n /**\r\n * Gets the right frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {\r\n var m = transform.m;\r\n frustumPlane.normal.x = m[3] - m[0];\r\n frustumPlane.normal.y = m[7] - m[4];\r\n frustumPlane.normal.z = m[11] - m[8];\r\n frustumPlane.d = m[15] - m[12];\r\n frustumPlane.normalize();\r\n };\r\n /**\r\n * Gets the top frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {\r\n var m = transform.m;\r\n frustumPlane.normal.x = m[3] - m[1];\r\n frustumPlane.normal.y = m[7] - m[5];\r\n frustumPlane.normal.z = m[11] - m[9];\r\n frustumPlane.d = m[15] - m[13];\r\n frustumPlane.normalize();\r\n };\r\n /**\r\n * Gets the bottom frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {\r\n var m = transform.m;\r\n frustumPlane.normal.x = m[3] + m[1];\r\n frustumPlane.normal.y = m[7] + m[5];\r\n frustumPlane.normal.z = m[11] + m[9];\r\n frustumPlane.d = m[15] + m[13];\r\n frustumPlane.normalize();\r\n };\r\n /**\r\n * Sets the given array \"frustumPlanes\" with the 6 Frustum planes computed by the given transformation matrix.\r\n * @param transform transformation matrix to be applied to the resulting frustum planes\r\n * @param frustumPlanes the resuling frustum planes\r\n */\r\n Frustum.GetPlanesToRef = function (transform, frustumPlanes) {\r\n // Near\r\n Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);\r\n // Far\r\n Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);\r\n // Left\r\n Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);\r\n // Right\r\n Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);\r\n // Top\r\n Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);\r\n // Bottom\r\n Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);\r\n };\r\n return Frustum;\r\n}());\r\nexport { Frustum };\r\n//# sourceMappingURL=math.frustum.js.map","import { __extends } from \"tslib\";\r\nimport { DataBuffer } from '../dataBuffer';\r\n/** @hidden */\r\nvar WebGLDataBuffer = /** @class */ (function (_super) {\r\n __extends(WebGLDataBuffer, _super);\r\n function WebGLDataBuffer(resource) {\r\n var _this = _super.call(this) || this;\r\n _this._buffer = resource;\r\n return _this;\r\n }\r\n Object.defineProperty(WebGLDataBuffer.prototype, \"underlyingResource\", {\r\n get: function () {\r\n return this._buffer;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n return WebGLDataBuffer;\r\n}(DataBuffer));\r\nexport { WebGLDataBuffer };\r\n//# sourceMappingURL=webGLDataBuffer.js.map","/**\r\n * Class used to store gfx data (like WebGLBuffer)\r\n */\r\nvar DataBuffer = /** @class */ (function () {\r\n function DataBuffer() {\r\n /**\r\n * Gets or sets the number of objects referencing this buffer\r\n */\r\n this.references = 0;\r\n /** Gets or sets the size of the underlying buffer */\r\n this.capacity = 0;\r\n /**\r\n * Gets or sets a boolean indicating if the buffer contains 32bits indices\r\n */\r\n this.is32Bits = false;\r\n }\r\n Object.defineProperty(DataBuffer.prototype, \"underlyingResource\", {\r\n /**\r\n * Gets the underlying buffer\r\n */\r\n get: function () {\r\n return null;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n return DataBuffer;\r\n}());\r\nexport { DataBuffer };\r\n//# sourceMappingURL=dataBuffer.js.map","/**\r\n * Class used to represent a viewport on screen\r\n */\r\nvar Viewport = /** @class */ (function () {\r\n /**\r\n * Creates a Viewport object located at (x, y) and sized (width, height)\r\n * @param x defines viewport left coordinate\r\n * @param y defines viewport top coordinate\r\n * @param width defines the viewport width\r\n * @param height defines the viewport height\r\n */\r\n function Viewport(\r\n /** viewport left coordinate */\r\n x, \r\n /** viewport top coordinate */\r\n y, \r\n /**viewport width */\r\n width, \r\n /** viewport height */\r\n height) {\r\n this.x = x;\r\n this.y = y;\r\n this.width = width;\r\n this.height = height;\r\n }\r\n /**\r\n * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)\r\n * @param renderWidth defines the rendering width\r\n * @param renderHeight defines the rendering height\r\n * @returns a new Viewport\r\n */\r\n Viewport.prototype.toGlobal = function (renderWidth, renderHeight) {\r\n return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);\r\n };\r\n /**\r\n * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)\r\n * @param renderWidth defines the rendering width\r\n * @param renderHeight defines the rendering height\r\n * @param ref defines the target viewport\r\n * @returns the current viewport\r\n */\r\n Viewport.prototype.toGlobalToRef = function (renderWidth, renderHeight, ref) {\r\n ref.x = this.x * renderWidth;\r\n ref.y = this.y * renderHeight;\r\n ref.width = this.width * renderWidth;\r\n ref.height = this.height * renderHeight;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Viewport copied from the current one\r\n * @returns a new Viewport\r\n */\r\n Viewport.prototype.clone = function () {\r\n return new Viewport(this.x, this.y, this.width, this.height);\r\n };\r\n return Viewport;\r\n}());\r\nexport { Viewport };\r\n//# sourceMappingURL=math.viewport.js.map","/**\r\n * Helper class used to generate a canvas to manipulate images\r\n */\r\nvar CanvasGenerator = /** @class */ (function () {\r\n function CanvasGenerator() {\r\n }\r\n /**\r\n * Create a new canvas (or offscreen canvas depending on the context)\r\n * @param width defines the expected width\r\n * @param height defines the expected height\r\n * @return a new canvas or offscreen canvas\r\n */\r\n CanvasGenerator.CreateCanvas = function (width, height) {\r\n if (typeof document === \"undefined\") {\r\n return new OffscreenCanvas(width, height);\r\n }\r\n var canvas = document.createElement(\"canvas\");\r\n canvas.width = width;\r\n canvas.height = height;\r\n return canvas;\r\n };\r\n return CanvasGenerator;\r\n}());\r\nexport { CanvasGenerator };\r\n//# sourceMappingURL=canvasGenerator.js.map","import { PrecisionDate } from './precisionDate';\r\n/**\r\n * This class is used to track a performance counter which is number based.\r\n * The user has access to many properties which give statistics of different nature.\r\n *\r\n * The implementer can track two kinds of Performance Counter: time and count.\r\n * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.\r\n * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.\r\n */\r\nvar PerfCounter = /** @class */ (function () {\r\n /**\r\n * Creates a new counter\r\n */\r\n function PerfCounter() {\r\n this._startMonitoringTime = 0;\r\n this._min = 0;\r\n this._max = 0;\r\n this._average = 0;\r\n this._lastSecAverage = 0;\r\n this._current = 0;\r\n this._totalValueCount = 0;\r\n this._totalAccumulated = 0;\r\n this._lastSecAccumulated = 0;\r\n this._lastSecTime = 0;\r\n this._lastSecValueCount = 0;\r\n }\r\n Object.defineProperty(PerfCounter.prototype, \"min\", {\r\n /**\r\n * Returns the smallest value ever\r\n */\r\n get: function () {\r\n return this._min;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PerfCounter.prototype, \"max\", {\r\n /**\r\n * Returns the biggest value ever\r\n */\r\n get: function () {\r\n return this._max;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PerfCounter.prototype, \"average\", {\r\n /**\r\n * Returns the average value since the performance counter is running\r\n */\r\n get: function () {\r\n return this._average;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PerfCounter.prototype, \"lastSecAverage\", {\r\n /**\r\n * Returns the average value of the last second the counter was monitored\r\n */\r\n get: function () {\r\n return this._lastSecAverage;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PerfCounter.prototype, \"current\", {\r\n /**\r\n * Returns the current value\r\n */\r\n get: function () {\r\n return this._current;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PerfCounter.prototype, \"total\", {\r\n /**\r\n * Gets the accumulated total\r\n */\r\n get: function () {\r\n return this._totalAccumulated;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PerfCounter.prototype, \"count\", {\r\n /**\r\n * Gets the total value count\r\n */\r\n get: function () {\r\n return this._totalValueCount;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Call this method to start monitoring a new frame.\r\n * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.\r\n */\r\n PerfCounter.prototype.fetchNewFrame = function () {\r\n this._totalValueCount++;\r\n this._current = 0;\r\n this._lastSecValueCount++;\r\n };\r\n /**\r\n * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)\r\n * @param newCount the count value to add to the monitored count\r\n * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.\r\n */\r\n PerfCounter.prototype.addCount = function (newCount, fetchResult) {\r\n if (!PerfCounter.Enabled) {\r\n return;\r\n }\r\n this._current += newCount;\r\n if (fetchResult) {\r\n this._fetchResult();\r\n }\r\n };\r\n /**\r\n * Start monitoring this performance counter\r\n */\r\n PerfCounter.prototype.beginMonitoring = function () {\r\n if (!PerfCounter.Enabled) {\r\n return;\r\n }\r\n this._startMonitoringTime = PrecisionDate.Now;\r\n };\r\n /**\r\n * Compute the time lapsed since the previous beginMonitoring() call.\r\n * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter\r\n */\r\n PerfCounter.prototype.endMonitoring = function (newFrame) {\r\n if (newFrame === void 0) { newFrame = true; }\r\n if (!PerfCounter.Enabled) {\r\n return;\r\n }\r\n if (newFrame) {\r\n this.fetchNewFrame();\r\n }\r\n var currentTime = PrecisionDate.Now;\r\n this._current = currentTime - this._startMonitoringTime;\r\n if (newFrame) {\r\n this._fetchResult();\r\n }\r\n };\r\n PerfCounter.prototype._fetchResult = function () {\r\n this._totalAccumulated += this._current;\r\n this._lastSecAccumulated += this._current;\r\n // Min/Max update\r\n this._min = Math.min(this._min, this._current);\r\n this._max = Math.max(this._max, this._current);\r\n this._average = this._totalAccumulated / this._totalValueCount;\r\n // Reset last sec?\r\n var now = PrecisionDate.Now;\r\n if ((now - this._lastSecTime) > 1000) {\r\n this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;\r\n this._lastSecTime = now;\r\n this._lastSecAccumulated = 0;\r\n this._lastSecValueCount = 0;\r\n }\r\n };\r\n /**\r\n * Gets or sets a global boolean to turn on and off all the counters\r\n */\r\n PerfCounter.Enabled = true;\r\n return PerfCounter;\r\n}());\r\nexport { PerfCounter };\r\n//# sourceMappingURL=perfCounter.js.map","import { __decorate } from \"tslib\";\r\nimport { SerializationHelper, serialize } from \"../Misc/decorators\";\r\nimport { Color4 } from '../Maths/math.color';\r\n/**\r\n * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\nvar ColorCurves = /** @class */ (function () {\r\n function ColorCurves() {\r\n this._dirty = true;\r\n this._tempColor = new Color4(0, 0, 0, 0);\r\n this._globalCurve = new Color4(0, 0, 0, 0);\r\n this._highlightsCurve = new Color4(0, 0, 0, 0);\r\n this._midtonesCurve = new Color4(0, 0, 0, 0);\r\n this._shadowsCurve = new Color4(0, 0, 0, 0);\r\n this._positiveCurve = new Color4(0, 0, 0, 0);\r\n this._negativeCurve = new Color4(0, 0, 0, 0);\r\n this._globalHue = 30;\r\n this._globalDensity = 0;\r\n this._globalSaturation = 0;\r\n this._globalExposure = 0;\r\n this._highlightsHue = 30;\r\n this._highlightsDensity = 0;\r\n this._highlightsSaturation = 0;\r\n this._highlightsExposure = 0;\r\n this._midtonesHue = 30;\r\n this._midtonesDensity = 0;\r\n this._midtonesSaturation = 0;\r\n this._midtonesExposure = 0;\r\n this._shadowsHue = 30;\r\n this._shadowsDensity = 0;\r\n this._shadowsSaturation = 0;\r\n this._shadowsExposure = 0;\r\n }\r\n Object.defineProperty(ColorCurves.prototype, \"globalHue\", {\r\n /**\r\n * Gets the global Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n get: function () {\r\n return this._globalHue;\r\n },\r\n /**\r\n * Sets the global Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n set: function (value) {\r\n this._globalHue = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"globalDensity\", {\r\n /**\r\n * Gets the global Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n get: function () {\r\n return this._globalDensity;\r\n },\r\n /**\r\n * Sets the global Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n set: function (value) {\r\n this._globalDensity = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"globalSaturation\", {\r\n /**\r\n * Gets the global Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n get: function () {\r\n return this._globalSaturation;\r\n },\r\n /**\r\n * Sets the global Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n set: function (value) {\r\n this._globalSaturation = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"globalExposure\", {\r\n /**\r\n * Gets the global Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n get: function () {\r\n return this._globalExposure;\r\n },\r\n /**\r\n * Sets the global Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n set: function (value) {\r\n this._globalExposure = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"highlightsHue\", {\r\n /**\r\n * Gets the highlights Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n get: function () {\r\n return this._highlightsHue;\r\n },\r\n /**\r\n * Sets the highlights Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n set: function (value) {\r\n this._highlightsHue = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"highlightsDensity\", {\r\n /**\r\n * Gets the highlights Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n get: function () {\r\n return this._highlightsDensity;\r\n },\r\n /**\r\n * Sets the highlights Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n set: function (value) {\r\n this._highlightsDensity = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"highlightsSaturation\", {\r\n /**\r\n * Gets the highlights Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n get: function () {\r\n return this._highlightsSaturation;\r\n },\r\n /**\r\n * Sets the highlights Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n set: function (value) {\r\n this._highlightsSaturation = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"highlightsExposure\", {\r\n /**\r\n * Gets the highlights Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n get: function () {\r\n return this._highlightsExposure;\r\n },\r\n /**\r\n * Sets the highlights Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n set: function (value) {\r\n this._highlightsExposure = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"midtonesHue\", {\r\n /**\r\n * Gets the midtones Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n get: function () {\r\n return this._midtonesHue;\r\n },\r\n /**\r\n * Sets the midtones Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n set: function (value) {\r\n this._midtonesHue = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"midtonesDensity\", {\r\n /**\r\n * Gets the midtones Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n get: function () {\r\n return this._midtonesDensity;\r\n },\r\n /**\r\n * Sets the midtones Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n set: function (value) {\r\n this._midtonesDensity = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"midtonesSaturation\", {\r\n /**\r\n * Gets the midtones Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n get: function () {\r\n return this._midtonesSaturation;\r\n },\r\n /**\r\n * Sets the midtones Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n set: function (value) {\r\n this._midtonesSaturation = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"midtonesExposure\", {\r\n /**\r\n * Gets the midtones Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n get: function () {\r\n return this._midtonesExposure;\r\n },\r\n /**\r\n * Sets the midtones Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n set: function (value) {\r\n this._midtonesExposure = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"shadowsHue\", {\r\n /**\r\n * Gets the shadows Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n get: function () {\r\n return this._shadowsHue;\r\n },\r\n /**\r\n * Sets the shadows Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n set: function (value) {\r\n this._shadowsHue = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"shadowsDensity\", {\r\n /**\r\n * Gets the shadows Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n get: function () {\r\n return this._shadowsDensity;\r\n },\r\n /**\r\n * Sets the shadows Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n set: function (value) {\r\n this._shadowsDensity = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"shadowsSaturation\", {\r\n /**\r\n * Gets the shadows Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n get: function () {\r\n return this._shadowsSaturation;\r\n },\r\n /**\r\n * Sets the shadows Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n set: function (value) {\r\n this._shadowsSaturation = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"shadowsExposure\", {\r\n /**\r\n * Gets the shadows Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n get: function () {\r\n return this._shadowsExposure;\r\n },\r\n /**\r\n * Sets the shadows Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n set: function (value) {\r\n this._shadowsExposure = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns the class name\r\n * @returns The class name\r\n */\r\n ColorCurves.prototype.getClassName = function () {\r\n return \"ColorCurves\";\r\n };\r\n /**\r\n * Binds the color curves to the shader.\r\n * @param colorCurves The color curve to bind\r\n * @param effect The effect to bind to\r\n * @param positiveUniform The positive uniform shader parameter\r\n * @param neutralUniform The neutral uniform shader parameter\r\n * @param negativeUniform The negative uniform shader parameter\r\n */\r\n ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {\r\n if (positiveUniform === void 0) { positiveUniform = \"vCameraColorCurvePositive\"; }\r\n if (neutralUniform === void 0) { neutralUniform = \"vCameraColorCurveNeutral\"; }\r\n if (negativeUniform === void 0) { negativeUniform = \"vCameraColorCurveNegative\"; }\r\n if (colorCurves._dirty) {\r\n colorCurves._dirty = false;\r\n // Fill in global info.\r\n colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);\r\n // Compute highlights info.\r\n colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);\r\n colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);\r\n // Compute midtones info.\r\n colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);\r\n colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);\r\n // Compute shadows info.\r\n colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);\r\n colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);\r\n // Compute deltas (neutral is midtones).\r\n colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);\r\n colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);\r\n }\r\n if (effect) {\r\n effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);\r\n effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);\r\n effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);\r\n }\r\n };\r\n /**\r\n * Prepare the list of uniforms associated with the ColorCurves effects.\r\n * @param uniformsList The list of uniforms used in the effect\r\n */\r\n ColorCurves.PrepareUniforms = function (uniformsList) {\r\n uniformsList.push(\"vCameraColorCurveNeutral\", \"vCameraColorCurvePositive\", \"vCameraColorCurveNegative\");\r\n };\r\n /**\r\n * Returns color grading data based on a hue, density, saturation and exposure value.\r\n * @param filterHue The hue of the color filter.\r\n * @param filterDensity The density of the color filter.\r\n * @param saturation The saturation.\r\n * @param exposure The exposure.\r\n * @param result The result data container.\r\n */\r\n ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {\r\n if (hue == null) {\r\n return;\r\n }\r\n hue = ColorCurves.clamp(hue, 0, 360);\r\n density = ColorCurves.clamp(density, -100, 100);\r\n saturation = ColorCurves.clamp(saturation, -100, 100);\r\n exposure = ColorCurves.clamp(exposure, -100, 100);\r\n // Remap the slider/config filter density with non-linear mapping and also scale by half\r\n // so that the maximum filter density is only 50% control. This provides fine control\r\n // for small values and reasonable range.\r\n density = ColorCurves.applyColorGradingSliderNonlinear(density);\r\n density *= 0.5;\r\n exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);\r\n if (density < 0) {\r\n density *= -1;\r\n hue = (hue + 180) % 360;\r\n }\r\n ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);\r\n result.scaleToRef(2, result);\r\n result.a = 1 + 0.01 * saturation;\r\n };\r\n /**\r\n * Takes an input slider value and returns an adjusted value that provides extra control near the centre.\r\n * @param value The input slider value in range [-100,100].\r\n * @returns Adjusted value.\r\n */\r\n ColorCurves.applyColorGradingSliderNonlinear = function (value) {\r\n value /= 100;\r\n var x = Math.abs(value);\r\n x = Math.pow(x, 2);\r\n if (value < 0) {\r\n x *= -1;\r\n }\r\n x *= 100;\r\n return x;\r\n };\r\n /**\r\n * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).\r\n * @param hue The hue (H) input.\r\n * @param saturation The saturation (S) input.\r\n * @param brightness The brightness (B) input.\r\n * @result An RGBA color represented as Vector4.\r\n */\r\n ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {\r\n var h = ColorCurves.clamp(hue, 0, 360);\r\n var s = ColorCurves.clamp(saturation / 100, 0, 1);\r\n var v = ColorCurves.clamp(brightness / 100, 0, 1);\r\n if (s === 0) {\r\n result.r = v;\r\n result.g = v;\r\n result.b = v;\r\n }\r\n else {\r\n // sector 0 to 5\r\n h /= 60;\r\n var i = Math.floor(h);\r\n // fractional part of h\r\n var f = h - i;\r\n var p = v * (1 - s);\r\n var q = v * (1 - s * f);\r\n var t = v * (1 - s * (1 - f));\r\n switch (i) {\r\n case 0:\r\n result.r = v;\r\n result.g = t;\r\n result.b = p;\r\n break;\r\n case 1:\r\n result.r = q;\r\n result.g = v;\r\n result.b = p;\r\n break;\r\n case 2:\r\n result.r = p;\r\n result.g = v;\r\n result.b = t;\r\n break;\r\n case 3:\r\n result.r = p;\r\n result.g = q;\r\n result.b = v;\r\n break;\r\n case 4:\r\n result.r = t;\r\n result.g = p;\r\n result.b = v;\r\n break;\r\n default: // case 5:\r\n result.r = v;\r\n result.g = p;\r\n result.b = q;\r\n break;\r\n }\r\n }\r\n result.a = 1;\r\n };\r\n /**\r\n * Returns a value clamped between min and max\r\n * @param value The value to clamp\r\n * @param min The minimum of value\r\n * @param max The maximum of value\r\n * @returns The clamped value.\r\n */\r\n ColorCurves.clamp = function (value, min, max) {\r\n return Math.min(Math.max(value, min), max);\r\n };\r\n /**\r\n * Clones the current color curve instance.\r\n * @return The cloned curves\r\n */\r\n ColorCurves.prototype.clone = function () {\r\n return SerializationHelper.Clone(function () { return new ColorCurves(); }, this);\r\n };\r\n /**\r\n * Serializes the current color curve instance to a json representation.\r\n * @return a JSON representation\r\n */\r\n ColorCurves.prototype.serialize = function () {\r\n return SerializationHelper.Serialize(this);\r\n };\r\n /**\r\n * Parses the color curve from a json representation.\r\n * @param source the JSON source to parse\r\n * @return The parsed curves\r\n */\r\n ColorCurves.Parse = function (source) {\r\n return SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);\r\n };\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_globalHue\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_globalDensity\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_globalSaturation\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_globalExposure\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_highlightsHue\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_highlightsDensity\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_highlightsSaturation\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_highlightsExposure\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_midtonesHue\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_midtonesDensity\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_midtonesSaturation\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_midtonesExposure\", void 0);\r\n return ColorCurves;\r\n}());\r\nexport { ColorCurves };\r\n// References the dependencies.\r\nSerializationHelper._ColorCurvesParser = ColorCurves.Parse;\r\n//# sourceMappingURL=colorCurves.js.map","import { __decorate, __extends } from \"tslib\";\r\nimport { serialize, SerializationHelper, serializeAsTexture, serializeAsColorCurves, serializeAsColor4 } from \"../Misc/decorators\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { MaterialDefines } from \"../Materials/materialDefines\";\r\nimport { ColorCurves } from \"../Materials/colorCurves\";\r\n/**\r\n * @hidden\r\n */\r\nvar ImageProcessingConfigurationDefines = /** @class */ (function (_super) {\r\n __extends(ImageProcessingConfigurationDefines, _super);\r\n function ImageProcessingConfigurationDefines() {\r\n var _this = _super.call(this) || this;\r\n _this.IMAGEPROCESSING = false;\r\n _this.VIGNETTE = false;\r\n _this.VIGNETTEBLENDMODEMULTIPLY = false;\r\n _this.VIGNETTEBLENDMODEOPAQUE = false;\r\n _this.TONEMAPPING = false;\r\n _this.TONEMAPPING_ACES = false;\r\n _this.CONTRAST = false;\r\n _this.COLORCURVES = false;\r\n _this.COLORGRADING = false;\r\n _this.COLORGRADING3D = false;\r\n _this.SAMPLER3DGREENDEPTH = false;\r\n _this.SAMPLER3DBGRMAP = false;\r\n _this.IMAGEPROCESSINGPOSTPROCESS = false;\r\n _this.EXPOSURE = false;\r\n _this.rebuild();\r\n return _this;\r\n }\r\n return ImageProcessingConfigurationDefines;\r\n}(MaterialDefines));\r\nexport { ImageProcessingConfigurationDefines };\r\n/**\r\n * This groups together the common properties used for image processing either in direct forward pass\r\n * or through post processing effect depending on the use of the image processing pipeline in your scene\r\n * or not.\r\n */\r\nvar ImageProcessingConfiguration = /** @class */ (function () {\r\n function ImageProcessingConfiguration() {\r\n /**\r\n * Color curves setup used in the effect if colorCurvesEnabled is set to true\r\n */\r\n this.colorCurves = new ColorCurves();\r\n this._colorCurvesEnabled = false;\r\n this._colorGradingEnabled = false;\r\n this._colorGradingWithGreenDepth = true;\r\n this._colorGradingBGR = true;\r\n /** @hidden */\r\n this._exposure = 1.0;\r\n this._toneMappingEnabled = false;\r\n this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;\r\n this._contrast = 1.0;\r\n /**\r\n * Vignette stretch size.\r\n */\r\n this.vignetteStretch = 0;\r\n /**\r\n * Vignette centre X Offset.\r\n */\r\n this.vignetteCentreX = 0;\r\n /**\r\n * Vignette centre Y Offset.\r\n */\r\n this.vignetteCentreY = 0;\r\n /**\r\n * Vignette weight or intensity of the vignette effect.\r\n */\r\n this.vignetteWeight = 1.5;\r\n /**\r\n * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n this.vignetteColor = new Color4(0, 0, 0, 0);\r\n /**\r\n * Camera field of view used by the Vignette effect.\r\n */\r\n this.vignetteCameraFov = 0.5;\r\n this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;\r\n this._vignetteEnabled = false;\r\n this._applyByPostProcess = false;\r\n this._isEnabled = true;\r\n /**\r\n * An event triggered when the configuration changes and requires Shader to Update some parameters.\r\n */\r\n this.onUpdateParameters = new Observable();\r\n }\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"colorCurvesEnabled\", {\r\n /**\r\n * Gets wether the color curves effect is enabled.\r\n */\r\n get: function () {\r\n return this._colorCurvesEnabled;\r\n },\r\n /**\r\n * Sets wether the color curves effect is enabled.\r\n */\r\n set: function (value) {\r\n if (this._colorCurvesEnabled === value) {\r\n return;\r\n }\r\n this._colorCurvesEnabled = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"colorGradingTexture\", {\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n get: function () {\r\n return this._colorGradingTexture;\r\n },\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n set: function (value) {\r\n if (this._colorGradingTexture === value) {\r\n return;\r\n }\r\n this._colorGradingTexture = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"colorGradingEnabled\", {\r\n /**\r\n * Gets wether the color grading effect is enabled.\r\n */\r\n get: function () {\r\n return this._colorGradingEnabled;\r\n },\r\n /**\r\n * Sets wether the color grading effect is enabled.\r\n */\r\n set: function (value) {\r\n if (this._colorGradingEnabled === value) {\r\n return;\r\n }\r\n this._colorGradingEnabled = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"colorGradingWithGreenDepth\", {\r\n /**\r\n * Gets wether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n get: function () {\r\n return this._colorGradingWithGreenDepth;\r\n },\r\n /**\r\n * Sets wether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n set: function (value) {\r\n if (this._colorGradingWithGreenDepth === value) {\r\n return;\r\n }\r\n this._colorGradingWithGreenDepth = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"colorGradingBGR\", {\r\n /**\r\n * Gets wether the color grading texture contains BGR values.\r\n */\r\n get: function () {\r\n return this._colorGradingBGR;\r\n },\r\n /**\r\n * Sets wether the color grading texture contains BGR values.\r\n */\r\n set: function (value) {\r\n if (this._colorGradingBGR === value) {\r\n return;\r\n }\r\n this._colorGradingBGR = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"exposure\", {\r\n /**\r\n * Gets the Exposure used in the effect.\r\n */\r\n get: function () {\r\n return this._exposure;\r\n },\r\n /**\r\n * Sets the Exposure used in the effect.\r\n */\r\n set: function (value) {\r\n if (this._exposure === value) {\r\n return;\r\n }\r\n this._exposure = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"toneMappingEnabled\", {\r\n /**\r\n * Gets wether the tone mapping effect is enabled.\r\n */\r\n get: function () {\r\n return this._toneMappingEnabled;\r\n },\r\n /**\r\n * Sets wether the tone mapping effect is enabled.\r\n */\r\n set: function (value) {\r\n if (this._toneMappingEnabled === value) {\r\n return;\r\n }\r\n this._toneMappingEnabled = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"toneMappingType\", {\r\n /**\r\n * Gets the type of tone mapping effect.\r\n */\r\n get: function () {\r\n return this._toneMappingType;\r\n },\r\n /**\r\n * Sets the type of tone mapping effect used in BabylonJS.\r\n */\r\n set: function (value) {\r\n if (this._toneMappingType === value) {\r\n return;\r\n }\r\n this._toneMappingType = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"contrast\", {\r\n /**\r\n * Gets the contrast used in the effect.\r\n */\r\n get: function () {\r\n return this._contrast;\r\n },\r\n /**\r\n * Sets the contrast used in the effect.\r\n */\r\n set: function (value) {\r\n if (this._contrast === value) {\r\n return;\r\n }\r\n this._contrast = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"vignetteBlendMode\", {\r\n /**\r\n * Gets the vignette blend mode allowing different kind of effect.\r\n */\r\n get: function () {\r\n return this._vignetteBlendMode;\r\n },\r\n /**\r\n * Sets the vignette blend mode allowing different kind of effect.\r\n */\r\n set: function (value) {\r\n if (this._vignetteBlendMode === value) {\r\n return;\r\n }\r\n this._vignetteBlendMode = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"vignetteEnabled\", {\r\n /**\r\n * Gets wether the vignette effect is enabled.\r\n */\r\n get: function () {\r\n return this._vignetteEnabled;\r\n },\r\n /**\r\n * Sets wether the vignette effect is enabled.\r\n */\r\n set: function (value) {\r\n if (this._vignetteEnabled === value) {\r\n return;\r\n }\r\n this._vignetteEnabled = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"applyByPostProcess\", {\r\n /**\r\n * Gets wether the image processing is applied through a post process or not.\r\n */\r\n get: function () {\r\n return this._applyByPostProcess;\r\n },\r\n /**\r\n * Sets wether the image processing is applied through a post process or not.\r\n */\r\n set: function (value) {\r\n if (this._applyByPostProcess === value) {\r\n return;\r\n }\r\n this._applyByPostProcess = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"isEnabled\", {\r\n /**\r\n * Gets wether the image processing is enabled or not.\r\n */\r\n get: function () {\r\n return this._isEnabled;\r\n },\r\n /**\r\n * Sets wether the image processing is enabled or not.\r\n */\r\n set: function (value) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n this._isEnabled = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Method called each time the image processing information changes requires to recompile the effect.\r\n */\r\n ImageProcessingConfiguration.prototype._updateParameters = function () {\r\n this.onUpdateParameters.notifyObservers(this);\r\n };\r\n /**\r\n * Gets the current class name.\r\n * @return \"ImageProcessingConfiguration\"\r\n */\r\n ImageProcessingConfiguration.prototype.getClassName = function () {\r\n return \"ImageProcessingConfiguration\";\r\n };\r\n /**\r\n * Prepare the list of uniforms associated with the Image Processing effects.\r\n * @param uniforms The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {\r\n if (defines.EXPOSURE) {\r\n uniforms.push(\"exposureLinear\");\r\n }\r\n if (defines.CONTRAST) {\r\n uniforms.push(\"contrast\");\r\n }\r\n if (defines.COLORGRADING) {\r\n uniforms.push(\"colorTransformSettings\");\r\n }\r\n if (defines.VIGNETTE) {\r\n uniforms.push(\"vInverseScreenSize\");\r\n uniforms.push(\"vignetteSettings1\");\r\n uniforms.push(\"vignetteSettings2\");\r\n }\r\n if (defines.COLORCURVES) {\r\n ColorCurves.PrepareUniforms(uniforms);\r\n }\r\n };\r\n /**\r\n * Prepare the list of samplers associated with the Image Processing effects.\r\n * @param samplersList The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {\r\n if (defines.COLORGRADING) {\r\n samplersList.push(\"txColorTransform\");\r\n }\r\n };\r\n /**\r\n * Prepare the list of defines associated to the shader.\r\n * @param defines the list of defines to complete\r\n * @param forPostProcess Define if we are currently in post process mode or not\r\n */\r\n ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {\r\n if (forPostProcess === void 0) { forPostProcess = false; }\r\n if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {\r\n defines.VIGNETTE = false;\r\n defines.TONEMAPPING = false;\r\n defines.TONEMAPPING_ACES = false;\r\n defines.CONTRAST = false;\r\n defines.EXPOSURE = false;\r\n defines.COLORCURVES = false;\r\n defines.COLORGRADING = false;\r\n defines.COLORGRADING3D = false;\r\n defines.IMAGEPROCESSING = false;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;\r\n return;\r\n }\r\n defines.VIGNETTE = this.vignetteEnabled;\r\n defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);\r\n defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;\r\n defines.TONEMAPPING = this.toneMappingEnabled;\r\n switch (this._toneMappingType) {\r\n case ImageProcessingConfiguration.TONEMAPPING_ACES:\r\n defines.TONEMAPPING_ACES = true;\r\n break;\r\n default:\r\n defines.TONEMAPPING_ACES = false;\r\n break;\r\n }\r\n defines.CONTRAST = (this.contrast !== 1.0);\r\n defines.EXPOSURE = (this.exposure !== 1.0);\r\n defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);\r\n defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);\r\n if (defines.COLORGRADING) {\r\n defines.COLORGRADING3D = this.colorGradingTexture.is3D;\r\n }\r\n else {\r\n defines.COLORGRADING3D = false;\r\n }\r\n defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;\r\n defines.SAMPLER3DBGRMAP = this.colorGradingBGR;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;\r\n defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;\r\n };\r\n /**\r\n * Returns true if all the image processing information are ready.\r\n * @returns True if ready, otherwise, false\r\n */\r\n ImageProcessingConfiguration.prototype.isReady = function () {\r\n // Color Grading texure can not be none blocking.\r\n return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();\r\n };\r\n /**\r\n * Binds the image processing to the shader.\r\n * @param effect The effect to bind to\r\n * @param overrideAspectRatio Override the aspect ratio of the effect\r\n */\r\n ImageProcessingConfiguration.prototype.bind = function (effect, overrideAspectRatio) {\r\n // Color Curves\r\n if (this._colorCurvesEnabled && this.colorCurves) {\r\n ColorCurves.Bind(this.colorCurves, effect);\r\n }\r\n // Vignette\r\n if (this._vignetteEnabled) {\r\n var inverseWidth = 1 / effect.getEngine().getRenderWidth();\r\n var inverseHeight = 1 / effect.getEngine().getRenderHeight();\r\n effect.setFloat2(\"vInverseScreenSize\", inverseWidth, inverseHeight);\r\n var aspectRatio = overrideAspectRatio != null ? overrideAspectRatio : (inverseHeight / inverseWidth);\r\n var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);\r\n var vignetteScaleX = vignetteScaleY * aspectRatio;\r\n var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);\r\n vignetteScaleX = Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);\r\n vignetteScaleY = Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);\r\n effect.setFloat4(\"vignetteSettings1\", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);\r\n var vignettePower = -2.0 * this.vignetteWeight;\r\n effect.setFloat4(\"vignetteSettings2\", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);\r\n }\r\n // Exposure\r\n effect.setFloat(\"exposureLinear\", this.exposure);\r\n // Contrast\r\n effect.setFloat(\"contrast\", this.contrast);\r\n // Color transform settings\r\n if (this.colorGradingTexture) {\r\n effect.setTexture(\"txColorTransform\", this.colorGradingTexture);\r\n var textureSize = this.colorGradingTexture.getSize().height;\r\n effect.setFloat4(\"colorTransformSettings\", (textureSize - 1) / textureSize, // textureScale\r\n 0.5 / textureSize, // textureOffset\r\n textureSize, // textureSize\r\n this.colorGradingTexture.level // weight\r\n );\r\n }\r\n };\r\n /**\r\n * Clones the current image processing instance.\r\n * @return The cloned image processing\r\n */\r\n ImageProcessingConfiguration.prototype.clone = function () {\r\n return SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);\r\n };\r\n /**\r\n * Serializes the current image processing instance to a json representation.\r\n * @return a JSON representation\r\n */\r\n ImageProcessingConfiguration.prototype.serialize = function () {\r\n return SerializationHelper.Serialize(this);\r\n };\r\n /**\r\n * Parses the image processing from a json representation.\r\n * @param source the JSON source to parse\r\n * @return The parsed image processing\r\n */\r\n ImageProcessingConfiguration.Parse = function (source) {\r\n return SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);\r\n };\r\n Object.defineProperty(ImageProcessingConfiguration, \"VIGNETTEMODE_MULTIPLY\", {\r\n /**\r\n * Used to apply the vignette as a mix with the pixel color.\r\n */\r\n get: function () {\r\n return this._VIGNETTEMODE_MULTIPLY;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration, \"VIGNETTEMODE_OPAQUE\", {\r\n /**\r\n * Used to apply the vignette as a replacement of the pixel color.\r\n */\r\n get: function () {\r\n return this._VIGNETTEMODE_OPAQUE;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Default tone mapping applied in BabylonJS.\r\n */\r\n ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;\r\n /**\r\n * ACES Tone mapping (used by default in unreal and unity). This can help getting closer\r\n * to other engines rendering to increase portability.\r\n */\r\n ImageProcessingConfiguration.TONEMAPPING_ACES = 1;\r\n // Static constants associated to the image processing.\r\n ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;\r\n ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;\r\n __decorate([\r\n serializeAsColorCurves()\r\n ], ImageProcessingConfiguration.prototype, \"colorCurves\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_colorCurvesEnabled\", void 0);\r\n __decorate([\r\n serializeAsTexture(\"colorGradingTexture\")\r\n ], ImageProcessingConfiguration.prototype, \"_colorGradingTexture\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_colorGradingEnabled\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_colorGradingWithGreenDepth\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_colorGradingBGR\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_exposure\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_toneMappingEnabled\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_toneMappingType\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_contrast\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"vignetteStretch\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"vignetteCentreX\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"vignetteCentreY\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"vignetteWeight\", void 0);\r\n __decorate([\r\n serializeAsColor4()\r\n ], ImageProcessingConfiguration.prototype, \"vignetteColor\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"vignetteCameraFov\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_vignetteBlendMode\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_vignetteEnabled\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_applyByPostProcess\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_isEnabled\", void 0);\r\n return ImageProcessingConfiguration;\r\n}());\r\nexport { ImageProcessingConfiguration };\r\n// References the dependencies.\r\nSerializationHelper._ImageProcessingConfigurationParser = ImageProcessingConfiguration.Parse;\r\n//# sourceMappingURL=imageProcessingConfiguration.js.map","import { Vector3, Vector2 } from './math.vector';\r\n/**\r\n * Contains position and normal vectors for a vertex\r\n */\r\nvar PositionNormalVertex = /** @class */ (function () {\r\n /**\r\n * Creates a PositionNormalVertex\r\n * @param position the position of the vertex (defaut: 0,0,0)\r\n * @param normal the normal of the vertex (defaut: 0,1,0)\r\n */\r\n function PositionNormalVertex(\r\n /** the position of the vertex (defaut: 0,0,0) */\r\n position, \r\n /** the normal of the vertex (defaut: 0,1,0) */\r\n normal) {\r\n if (position === void 0) { position = Vector3.Zero(); }\r\n if (normal === void 0) { normal = Vector3.Up(); }\r\n this.position = position;\r\n this.normal = normal;\r\n }\r\n /**\r\n * Clones the PositionNormalVertex\r\n * @returns the cloned PositionNormalVertex\r\n */\r\n PositionNormalVertex.prototype.clone = function () {\r\n return new PositionNormalVertex(this.position.clone(), this.normal.clone());\r\n };\r\n return PositionNormalVertex;\r\n}());\r\nexport { PositionNormalVertex };\r\n/**\r\n * Contains position, normal and uv vectors for a vertex\r\n */\r\nvar PositionNormalTextureVertex = /** @class */ (function () {\r\n /**\r\n * Creates a PositionNormalTextureVertex\r\n * @param position the position of the vertex (defaut: 0,0,0)\r\n * @param normal the normal of the vertex (defaut: 0,1,0)\r\n * @param uv the uv of the vertex (default: 0,0)\r\n */\r\n function PositionNormalTextureVertex(\r\n /** the position of the vertex (defaut: 0,0,0) */\r\n position, \r\n /** the normal of the vertex (defaut: 0,1,0) */\r\n normal, \r\n /** the uv of the vertex (default: 0,0) */\r\n uv) {\r\n if (position === void 0) { position = Vector3.Zero(); }\r\n if (normal === void 0) { normal = Vector3.Up(); }\r\n if (uv === void 0) { uv = Vector2.Zero(); }\r\n this.position = position;\r\n this.normal = normal;\r\n this.uv = uv;\r\n }\r\n /**\r\n * Clones the PositionNormalTextureVertex\r\n * @returns the cloned PositionNormalTextureVertex\r\n */\r\n PositionNormalTextureVertex.prototype.clone = function () {\r\n return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());\r\n };\r\n return PositionNormalTextureVertex;\r\n}());\r\nexport { PositionNormalTextureVertex };\r\n//# sourceMappingURL=math.vertexFormat.js.map","import { StringTools } from './stringTools';\r\nvar cloneValue = function (source, destinationObject) {\r\n if (!source) {\r\n return null;\r\n }\r\n if (source.getClassName && source.getClassName() === \"Mesh\") {\r\n return null;\r\n }\r\n if (source.getClassName && source.getClassName() === \"SubMesh\") {\r\n return source.clone(destinationObject);\r\n }\r\n else if (source.clone) {\r\n return source.clone();\r\n }\r\n return null;\r\n};\r\n/**\r\n * Class containing a set of static utilities functions for deep copy.\r\n */\r\nvar DeepCopier = /** @class */ (function () {\r\n function DeepCopier() {\r\n }\r\n /**\r\n * Tries to copy an object by duplicating every property\r\n * @param source defines the source object\r\n * @param destination defines the target object\r\n * @param doNotCopyList defines a list of properties to avoid\r\n * @param mustCopyList defines a list of properties to copy (even if they start with _)\r\n */\r\n DeepCopier.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {\r\n for (var prop in source) {\r\n if (prop[0] === \"_\" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {\r\n continue;\r\n }\r\n if (StringTools.EndsWith(prop, \"Observable\")) {\r\n continue;\r\n }\r\n if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {\r\n continue;\r\n }\r\n var sourceValue = source[prop];\r\n var typeOfSourceValue = typeof sourceValue;\r\n if (typeOfSourceValue === \"function\") {\r\n continue;\r\n }\r\n try {\r\n if (typeOfSourceValue === \"object\") {\r\n if (sourceValue instanceof Array) {\r\n destination[prop] = [];\r\n if (sourceValue.length > 0) {\r\n if (typeof sourceValue[0] == \"object\") {\r\n for (var index = 0; index < sourceValue.length; index++) {\r\n var clonedValue = cloneValue(sourceValue[index], destination);\r\n if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done\r\n destination[prop].push(clonedValue);\r\n }\r\n }\r\n }\r\n else {\r\n destination[prop] = sourceValue.slice(0);\r\n }\r\n }\r\n }\r\n else {\r\n destination[prop] = cloneValue(sourceValue, destination);\r\n }\r\n }\r\n else {\r\n destination[prop] = sourceValue;\r\n }\r\n }\r\n catch (e) {\r\n // Just ignore error (it could be because of a read-only property)\r\n }\r\n }\r\n };\r\n return DeepCopier;\r\n}());\r\nexport { DeepCopier };\r\n//# sourceMappingURL=deepCopier.js.map","import { Vector3 } from './math.vector';\r\n/**\r\n * Extracts minimum and maximum values from a list of indexed positions\r\n * @param positions defines the positions to use\r\n * @param indices defines the indices to the positions\r\n * @param indexStart defines the start index\r\n * @param indexCount defines the end index\r\n * @param bias defines bias value to add to the result\r\n * @return minimum and maximum values\r\n */\r\nexport function extractMinAndMaxIndexed(positions, indices, indexStart, indexCount, bias) {\r\n if (bias === void 0) { bias = null; }\r\n var minimum = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n var maximum = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n for (var index = indexStart; index < indexStart + indexCount; index++) {\r\n var offset = indices[index] * 3;\r\n var x = positions[offset];\r\n var y = positions[offset + 1];\r\n var z = positions[offset + 2];\r\n minimum.minimizeInPlaceFromFloats(x, y, z);\r\n maximum.maximizeInPlaceFromFloats(x, y, z);\r\n }\r\n if (bias) {\r\n minimum.x -= minimum.x * bias.x + bias.y;\r\n minimum.y -= minimum.y * bias.x + bias.y;\r\n minimum.z -= minimum.z * bias.x + bias.y;\r\n maximum.x += maximum.x * bias.x + bias.y;\r\n maximum.y += maximum.y * bias.x + bias.y;\r\n maximum.z += maximum.z * bias.x + bias.y;\r\n }\r\n return {\r\n minimum: minimum,\r\n maximum: maximum\r\n };\r\n}\r\n/**\r\n * Extracts minimum and maximum values from a list of positions\r\n * @param positions defines the positions to use\r\n * @param start defines the start index in the positions array\r\n * @param count defines the number of positions to handle\r\n * @param bias defines bias value to add to the result\r\n * @param stride defines the stride size to use (distance between two positions in the positions array)\r\n * @return minimum and maximum values\r\n */\r\nexport function extractMinAndMax(positions, start, count, bias, stride) {\r\n if (bias === void 0) { bias = null; }\r\n var minimum = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n var maximum = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n if (!stride) {\r\n stride = 3;\r\n }\r\n for (var index = start, offset = start * stride; index < start + count; index++, offset += stride) {\r\n var x = positions[offset];\r\n var y = positions[offset + 1];\r\n var z = positions[offset + 2];\r\n minimum.minimizeInPlaceFromFloats(x, y, z);\r\n maximum.maximizeInPlaceFromFloats(x, y, z);\r\n }\r\n if (bias) {\r\n minimum.x -= minimum.x * bias.x + bias.y;\r\n minimum.y -= minimum.y * bias.x + bias.y;\r\n minimum.z -= minimum.z * bias.x + bias.y;\r\n maximum.x += maximum.x * bias.x + bias.y;\r\n maximum.y += maximum.y * bias.x + bias.y;\r\n maximum.z += maximum.z * bias.x + bias.y;\r\n }\r\n return {\r\n minimum: minimum,\r\n maximum: maximum\r\n };\r\n}\r\n//# sourceMappingURL=math.functions.js.map","import { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { WebGLDataBuffer } from '../../Meshes/WebGL/webGLDataBuffer';\r\nThinEngine.prototype.createUniformBuffer = function (elements) {\r\n var ubo = this._gl.createBuffer();\r\n if (!ubo) {\r\n throw new Error(\"Unable to create uniform buffer\");\r\n }\r\n var result = new WebGLDataBuffer(ubo);\r\n this.bindUniformBuffer(result);\r\n if (elements instanceof Float32Array) {\r\n this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);\r\n }\r\n else {\r\n this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);\r\n }\r\n this.bindUniformBuffer(null);\r\n result.references = 1;\r\n return result;\r\n};\r\nThinEngine.prototype.createDynamicUniformBuffer = function (elements) {\r\n var ubo = this._gl.createBuffer();\r\n if (!ubo) {\r\n throw new Error(\"Unable to create dynamic uniform buffer\");\r\n }\r\n var result = new WebGLDataBuffer(ubo);\r\n this.bindUniformBuffer(result);\r\n if (elements instanceof Float32Array) {\r\n this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);\r\n }\r\n else {\r\n this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);\r\n }\r\n this.bindUniformBuffer(null);\r\n result.references = 1;\r\n return result;\r\n};\r\nThinEngine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {\r\n this.bindUniformBuffer(uniformBuffer);\r\n if (offset === undefined) {\r\n offset = 0;\r\n }\r\n if (count === undefined) {\r\n if (elements instanceof Float32Array) {\r\n this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);\r\n }\r\n else {\r\n this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));\r\n }\r\n }\r\n else {\r\n if (elements instanceof Float32Array) {\r\n this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));\r\n }\r\n else {\r\n this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));\r\n }\r\n }\r\n this.bindUniformBuffer(null);\r\n};\r\nThinEngine.prototype.bindUniformBuffer = function (buffer) {\r\n this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer ? buffer.underlyingResource : null);\r\n};\r\nThinEngine.prototype.bindUniformBufferBase = function (buffer, location) {\r\n this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer ? buffer.underlyingResource : null);\r\n};\r\nThinEngine.prototype.bindUniformBlock = function (pipelineContext, blockName, index) {\r\n var program = pipelineContext.program;\r\n var uniformLocation = this._gl.getUniformBlockIndex(program, blockName);\r\n this._gl.uniformBlockBinding(program, uniformLocation, index);\r\n};\r\n//# sourceMappingURL=engine.uniformBuffer.js.map","import { Logger } from \"../Misc/logger\";\r\nimport \"../Engines/Extensions/engine.uniformBuffer\";\r\n/**\r\n * Uniform buffer objects.\r\n *\r\n * Handles blocks of uniform on the GPU.\r\n *\r\n * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.\r\n *\r\n * For more information, please refer to :\r\n * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object\r\n */\r\nvar UniformBuffer = /** @class */ (function () {\r\n /**\r\n * Instantiates a new Uniform buffer objects.\r\n *\r\n * Handles blocks of uniform on the GPU.\r\n *\r\n * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.\r\n *\r\n * For more information, please refer to :\r\n * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object\r\n * @param engine Define the engine the buffer is associated with\r\n * @param data Define the data contained in the buffer\r\n * @param dynamic Define if the buffer is updatable\r\n */\r\n function UniformBuffer(engine, data, dynamic) {\r\n /** @hidden */\r\n this._alreadyBound = false;\r\n // Matrix cache\r\n this._valueCache = {};\r\n this._engine = engine;\r\n this._noUBO = !engine.supportsUniformBuffers;\r\n this._dynamic = dynamic;\r\n this._data = data || [];\r\n this._uniformLocations = {};\r\n this._uniformSizes = {};\r\n this._uniformLocationPointer = 0;\r\n this._needSync = false;\r\n if (this._noUBO) {\r\n this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;\r\n this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;\r\n this.updateFloat = this._updateFloatForEffect;\r\n this.updateFloat2 = this._updateFloat2ForEffect;\r\n this.updateFloat3 = this._updateFloat3ForEffect;\r\n this.updateFloat4 = this._updateFloat4ForEffect;\r\n this.updateMatrix = this._updateMatrixForEffect;\r\n this.updateVector3 = this._updateVector3ForEffect;\r\n this.updateVector4 = this._updateVector4ForEffect;\r\n this.updateColor3 = this._updateColor3ForEffect;\r\n this.updateColor4 = this._updateColor4ForEffect;\r\n }\r\n else {\r\n this._engine._uniformBuffers.push(this);\r\n this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;\r\n this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;\r\n this.updateFloat = this._updateFloatForUniform;\r\n this.updateFloat2 = this._updateFloat2ForUniform;\r\n this.updateFloat3 = this._updateFloat3ForUniform;\r\n this.updateFloat4 = this._updateFloat4ForUniform;\r\n this.updateMatrix = this._updateMatrixForUniform;\r\n this.updateVector3 = this._updateVector3ForUniform;\r\n this.updateVector4 = this._updateVector4ForUniform;\r\n this.updateColor3 = this._updateColor3ForUniform;\r\n this.updateColor4 = this._updateColor4ForUniform;\r\n }\r\n }\r\n Object.defineProperty(UniformBuffer.prototype, \"useUbo\", {\r\n /**\r\n * Indicates if the buffer is using the WebGL2 UBO implementation,\r\n * or just falling back on setUniformXXX calls.\r\n */\r\n get: function () {\r\n return !this._noUBO;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(UniformBuffer.prototype, \"isSync\", {\r\n /**\r\n * Indicates if the WebGL underlying uniform buffer is in sync\r\n * with the javascript cache data.\r\n */\r\n get: function () {\r\n return !this._needSync;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Indicates if the WebGL underlying uniform buffer is dynamic.\r\n * Also, a dynamic UniformBuffer will disable cache verification and always\r\n * update the underlying WebGL uniform buffer to the GPU.\r\n * @returns if Dynamic, otherwise false\r\n */\r\n UniformBuffer.prototype.isDynamic = function () {\r\n return this._dynamic !== undefined;\r\n };\r\n /**\r\n * The data cache on JS side.\r\n * @returns the underlying data as a float array\r\n */\r\n UniformBuffer.prototype.getData = function () {\r\n return this._bufferData;\r\n };\r\n /**\r\n * The underlying WebGL Uniform buffer.\r\n * @returns the webgl buffer\r\n */\r\n UniformBuffer.prototype.getBuffer = function () {\r\n return this._buffer;\r\n };\r\n /**\r\n * std140 layout specifies how to align data within an UBO structure.\r\n * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159\r\n * for specs.\r\n */\r\n UniformBuffer.prototype._fillAlignment = function (size) {\r\n // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components\r\n // and 4x4 matrices\r\n // TODO : change if other types are used\r\n var alignment;\r\n if (size <= 2) {\r\n alignment = size;\r\n }\r\n else {\r\n alignment = 4;\r\n }\r\n if ((this._uniformLocationPointer % alignment) !== 0) {\r\n var oldPointer = this._uniformLocationPointer;\r\n this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);\r\n var diff = this._uniformLocationPointer - oldPointer;\r\n for (var i = 0; i < diff; i++) {\r\n this._data.push(0);\r\n }\r\n }\r\n };\r\n /**\r\n * Adds an uniform in the buffer.\r\n * Warning : the subsequents calls of this function must be in the same order as declared in the shader\r\n * for the layout to be correct !\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param size Data size, or data directly.\r\n */\r\n UniformBuffer.prototype.addUniform = function (name, size) {\r\n if (this._noUBO) {\r\n return;\r\n }\r\n if (this._uniformLocations[name] !== undefined) {\r\n // Already existing uniform\r\n return;\r\n }\r\n // This function must be called in the order of the shader layout !\r\n // size can be the size of the uniform, or data directly\r\n var data;\r\n if (size instanceof Array) {\r\n data = size;\r\n size = data.length;\r\n }\r\n else {\r\n size = size;\r\n data = [];\r\n // Fill with zeros\r\n for (var i = 0; i < size; i++) {\r\n data.push(0);\r\n }\r\n }\r\n this._fillAlignment(size);\r\n this._uniformSizes[name] = size;\r\n this._uniformLocations[name] = this._uniformLocationPointer;\r\n this._uniformLocationPointer += size;\r\n for (var i = 0; i < size; i++) {\r\n this._data.push(data[i]);\r\n }\r\n this._needSync = true;\r\n };\r\n /**\r\n * Adds a Matrix 4x4 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param mat A 4x4 matrix.\r\n */\r\n UniformBuffer.prototype.addMatrix = function (name, mat) {\r\n this.addUniform(name, Array.prototype.slice.call(mat.toArray()));\r\n };\r\n /**\r\n * Adds a vec2 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param x Define the x component value of the vec2\r\n * @param y Define the y component value of the vec2\r\n */\r\n UniformBuffer.prototype.addFloat2 = function (name, x, y) {\r\n var temp = [x, y];\r\n this.addUniform(name, temp);\r\n };\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param x Define the x component value of the vec3\r\n * @param y Define the y component value of the vec3\r\n * @param z Define the z component value of the vec3\r\n */\r\n UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {\r\n var temp = [x, y, z];\r\n this.addUniform(name, temp);\r\n };\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param color Define the vec3 from a Color\r\n */\r\n UniformBuffer.prototype.addColor3 = function (name, color) {\r\n var temp = new Array();\r\n color.toArray(temp);\r\n this.addUniform(name, temp);\r\n };\r\n /**\r\n * Adds a vec4 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param color Define the rgb components from a Color\r\n * @param alpha Define the a component of the vec4\r\n */\r\n UniformBuffer.prototype.addColor4 = function (name, color, alpha) {\r\n var temp = new Array();\r\n color.toArray(temp);\r\n temp.push(alpha);\r\n this.addUniform(name, temp);\r\n };\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param vector Define the vec3 components from a Vector\r\n */\r\n UniformBuffer.prototype.addVector3 = function (name, vector) {\r\n var temp = new Array();\r\n vector.toArray(temp);\r\n this.addUniform(name, temp);\r\n };\r\n /**\r\n * Adds a Matrix 3x3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n */\r\n UniformBuffer.prototype.addMatrix3x3 = function (name) {\r\n this.addUniform(name, 12);\r\n };\r\n /**\r\n * Adds a Matrix 2x2 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n */\r\n UniformBuffer.prototype.addMatrix2x2 = function (name) {\r\n this.addUniform(name, 8);\r\n };\r\n /**\r\n * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.\r\n */\r\n UniformBuffer.prototype.create = function () {\r\n if (this._noUBO) {\r\n return;\r\n }\r\n if (this._buffer) {\r\n return; // nothing to do\r\n }\r\n // See spec, alignment must be filled as a vec4\r\n this._fillAlignment(4);\r\n this._bufferData = new Float32Array(this._data);\r\n this._rebuild();\r\n this._needSync = true;\r\n };\r\n /** @hidden */\r\n UniformBuffer.prototype._rebuild = function () {\r\n if (this._noUBO || !this._bufferData) {\r\n return;\r\n }\r\n if (this._dynamic) {\r\n this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);\r\n }\r\n else {\r\n this._buffer = this._engine.createUniformBuffer(this._bufferData);\r\n }\r\n };\r\n /**\r\n * Updates the WebGL Uniform Buffer on the GPU.\r\n * If the `dynamic` flag is set to true, no cache comparison is done.\r\n * Otherwise, the buffer will be updated only if the cache differs.\r\n */\r\n UniformBuffer.prototype.update = function () {\r\n if (!this._buffer) {\r\n this.create();\r\n return;\r\n }\r\n if (!this._dynamic && !this._needSync) {\r\n return;\r\n }\r\n this._engine.updateUniformBuffer(this._buffer, this._bufferData);\r\n this._needSync = false;\r\n };\r\n /**\r\n * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.\r\n * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.\r\n * @param data Define the flattened data\r\n * @param size Define the size of the data.\r\n */\r\n UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {\r\n var location = this._uniformLocations[uniformName];\r\n if (location === undefined) {\r\n if (this._buffer) {\r\n // Cannot add an uniform if the buffer is already created\r\n Logger.Error(\"Cannot add an uniform after UBO has been created.\");\r\n return;\r\n }\r\n this.addUniform(uniformName, size);\r\n location = this._uniformLocations[uniformName];\r\n }\r\n if (!this._buffer) {\r\n this.create();\r\n }\r\n if (!this._dynamic) {\r\n // Cache for static uniform buffers\r\n var changed = false;\r\n for (var i = 0; i < size; i++) {\r\n if (size === 16 || this._bufferData[location + i] !== data[i]) {\r\n changed = true;\r\n this._bufferData[location + i] = data[i];\r\n }\r\n }\r\n this._needSync = this._needSync || changed;\r\n }\r\n else {\r\n // No cache for dynamic\r\n for (var i = 0; i < size; i++) {\r\n this._bufferData[location + i] = data[i];\r\n }\r\n }\r\n };\r\n UniformBuffer.prototype._cacheMatrix = function (name, matrix) {\r\n var cache = this._valueCache[name];\r\n var flag = matrix.updateFlag;\r\n if (cache !== undefined && cache === flag) {\r\n return false;\r\n }\r\n this._valueCache[name] = flag;\r\n return true;\r\n };\r\n // Update methods\r\n UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {\r\n // To match std140, matrix must be realigned\r\n for (var i = 0; i < 3; i++) {\r\n UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];\r\n UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];\r\n UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];\r\n UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;\r\n }\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 12);\r\n };\r\n UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {\r\n this._currentEffect.setMatrix3x3(name, matrix);\r\n };\r\n UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {\r\n this._currentEffect.setMatrix2x2(name, matrix);\r\n };\r\n UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {\r\n // To match std140, matrix must be realigned\r\n for (var i = 0; i < 2; i++) {\r\n UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];\r\n UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];\r\n UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;\r\n UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;\r\n }\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 8);\r\n };\r\n UniformBuffer.prototype._updateFloatForEffect = function (name, x) {\r\n this._currentEffect.setFloat(name, x);\r\n };\r\n UniformBuffer.prototype._updateFloatForUniform = function (name, x) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 1);\r\n };\r\n UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {\r\n if (suffix === void 0) { suffix = \"\"; }\r\n this._currentEffect.setFloat2(name + suffix, x, y);\r\n };\r\n UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n UniformBuffer._tempBuffer[1] = y;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 2);\r\n };\r\n UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {\r\n if (suffix === void 0) { suffix = \"\"; }\r\n this._currentEffect.setFloat3(name + suffix, x, y, z);\r\n };\r\n UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n UniformBuffer._tempBuffer[1] = y;\r\n UniformBuffer._tempBuffer[2] = z;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 3);\r\n };\r\n UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {\r\n if (suffix === void 0) { suffix = \"\"; }\r\n this._currentEffect.setFloat4(name + suffix, x, y, z, w);\r\n };\r\n UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n UniformBuffer._tempBuffer[1] = y;\r\n UniformBuffer._tempBuffer[2] = z;\r\n UniformBuffer._tempBuffer[3] = w;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 4);\r\n };\r\n UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {\r\n this._currentEffect.setMatrix(name, mat);\r\n };\r\n UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {\r\n if (this._cacheMatrix(name, mat)) {\r\n this.updateUniform(name, mat.toArray(), 16);\r\n }\r\n };\r\n UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {\r\n this._currentEffect.setVector3(name, vector);\r\n };\r\n UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {\r\n vector.toArray(UniformBuffer._tempBuffer);\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 3);\r\n };\r\n UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {\r\n this._currentEffect.setVector4(name, vector);\r\n };\r\n UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {\r\n vector.toArray(UniformBuffer._tempBuffer);\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 4);\r\n };\r\n UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {\r\n if (suffix === void 0) { suffix = \"\"; }\r\n this._currentEffect.setColor3(name + suffix, color);\r\n };\r\n UniformBuffer.prototype._updateColor3ForUniform = function (name, color) {\r\n color.toArray(UniformBuffer._tempBuffer);\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 3);\r\n };\r\n UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {\r\n if (suffix === void 0) { suffix = \"\"; }\r\n this._currentEffect.setColor4(name + suffix, color, alpha);\r\n };\r\n UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha) {\r\n color.toArray(UniformBuffer._tempBuffer);\r\n UniformBuffer._tempBuffer[3] = alpha;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 4);\r\n };\r\n /**\r\n * Sets a sampler uniform on the effect.\r\n * @param name Define the name of the sampler.\r\n * @param texture Define the texture to set in the sampler\r\n */\r\n UniformBuffer.prototype.setTexture = function (name, texture) {\r\n this._currentEffect.setTexture(name, texture);\r\n };\r\n /**\r\n * Directly updates the value of the uniform in the cache AND on the GPU.\r\n * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.\r\n * @param data Define the flattened data\r\n */\r\n UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {\r\n this.updateUniform(uniformName, data, data.length);\r\n this.update();\r\n };\r\n /**\r\n * Binds this uniform buffer to an effect.\r\n * @param effect Define the effect to bind the buffer to\r\n * @param name Name of the uniform block in the shader.\r\n */\r\n UniformBuffer.prototype.bindToEffect = function (effect, name) {\r\n this._currentEffect = effect;\r\n if (this._noUBO || !this._buffer) {\r\n return;\r\n }\r\n this._alreadyBound = true;\r\n effect.bindUniformBuffer(this._buffer, name);\r\n };\r\n /**\r\n * Disposes the uniform buffer.\r\n */\r\n UniformBuffer.prototype.dispose = function () {\r\n if (this._noUBO) {\r\n return;\r\n }\r\n var uniformBuffers = this._engine._uniformBuffers;\r\n var index = uniformBuffers.indexOf(this);\r\n if (index !== -1) {\r\n uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];\r\n uniformBuffers.pop();\r\n }\r\n if (!this._buffer) {\r\n return;\r\n }\r\n if (this._engine._releaseBuffer(this._buffer)) {\r\n this._buffer = null;\r\n }\r\n };\r\n // Pool for avoiding memory leaks\r\n UniformBuffer._MAX_UNIFORM_SIZE = 256;\r\n UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);\r\n return UniformBuffer;\r\n}());\r\nexport { UniformBuffer };\r\n//# sourceMappingURL=uniformBuffer.js.map","/**\r\n * Extended version of XMLHttpRequest with support for customizations (headers, ...)\r\n */\r\nvar WebRequest = /** @class */ (function () {\r\n function WebRequest() {\r\n this._xhr = new XMLHttpRequest();\r\n }\r\n WebRequest.prototype._injectCustomRequestHeaders = function () {\r\n for (var key in WebRequest.CustomRequestHeaders) {\r\n var val = WebRequest.CustomRequestHeaders[key];\r\n if (val) {\r\n this._xhr.setRequestHeader(key, val);\r\n }\r\n }\r\n };\r\n Object.defineProperty(WebRequest.prototype, \"onprogress\", {\r\n /**\r\n * Gets or sets a function to be called when loading progress changes\r\n */\r\n get: function () {\r\n return this._xhr.onprogress;\r\n },\r\n set: function (value) {\r\n this._xhr.onprogress = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(WebRequest.prototype, \"readyState\", {\r\n /**\r\n * Returns client's state\r\n */\r\n get: function () {\r\n return this._xhr.readyState;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(WebRequest.prototype, \"status\", {\r\n /**\r\n * Returns client's status\r\n */\r\n get: function () {\r\n return this._xhr.status;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(WebRequest.prototype, \"statusText\", {\r\n /**\r\n * Returns client's status as a text\r\n */\r\n get: function () {\r\n return this._xhr.statusText;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(WebRequest.prototype, \"response\", {\r\n /**\r\n * Returns client's response\r\n */\r\n get: function () {\r\n return this._xhr.response;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(WebRequest.prototype, \"responseURL\", {\r\n /**\r\n * Returns client's response url\r\n */\r\n get: function () {\r\n return this._xhr.responseURL;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(WebRequest.prototype, \"responseText\", {\r\n /**\r\n * Returns client's response as text\r\n */\r\n get: function () {\r\n return this._xhr.responseText;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(WebRequest.prototype, \"responseType\", {\r\n /**\r\n * Gets or sets the expected response type\r\n */\r\n get: function () {\r\n return this._xhr.responseType;\r\n },\r\n set: function (value) {\r\n this._xhr.responseType = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n WebRequest.prototype.addEventListener = function (type, listener, options) {\r\n this._xhr.addEventListener(type, listener, options);\r\n };\r\n WebRequest.prototype.removeEventListener = function (type, listener, options) {\r\n this._xhr.removeEventListener(type, listener, options);\r\n };\r\n /**\r\n * Cancels any network activity\r\n */\r\n WebRequest.prototype.abort = function () {\r\n this._xhr.abort();\r\n };\r\n /**\r\n * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD\r\n * @param body defines an optional request body\r\n */\r\n WebRequest.prototype.send = function (body) {\r\n if (WebRequest.CustomRequestHeaders) {\r\n this._injectCustomRequestHeaders();\r\n }\r\n this._xhr.send(body);\r\n };\r\n /**\r\n * Sets the request method, request URL\r\n * @param method defines the method to use (GET, POST, etc..)\r\n * @param url defines the url to connect with\r\n */\r\n WebRequest.prototype.open = function (method, url) {\r\n for (var _i = 0, _a = WebRequest.CustomRequestModifiers; _i < _a.length; _i++) {\r\n var update = _a[_i];\r\n update(this._xhr, url);\r\n }\r\n // Clean url\r\n url = url.replace(\"file:http:\", \"http:\");\r\n url = url.replace(\"file:https:\", \"https:\");\r\n return this._xhr.open(method, url, true);\r\n };\r\n /**\r\n * Sets the value of a request header.\r\n * @param name The name of the header whose value is to be set\r\n * @param value The value to set as the body of the header\r\n */\r\n WebRequest.prototype.setRequestHeader = function (name, value) {\r\n this._xhr.setRequestHeader(name, value);\r\n };\r\n /**\r\n * Get the string containing the text of a particular header's value.\r\n * @param name The name of the header\r\n * @returns The string containing the text of the given header name\r\n */\r\n WebRequest.prototype.getResponseHeader = function (name) {\r\n return this._xhr.getResponseHeader(name);\r\n };\r\n /**\r\n * Custom HTTP Request Headers to be sent with XMLHttpRequests\r\n * i.e. when loading files, where the server/service expects an Authorization header\r\n */\r\n WebRequest.CustomRequestHeaders = {};\r\n /**\r\n * Add callback functions in this array to update all the requests before they get sent to the network\r\n */\r\n WebRequest.CustomRequestModifiers = new Array();\r\n return WebRequest;\r\n}());\r\nexport { WebRequest };\r\n//# sourceMappingURL=webRequest.js.map","import { Logger } from './logger';\r\nimport { _TypeStore } from './typeStore';\r\n/**\r\n * Class used to enable instatition of objects by class name\r\n */\r\nvar InstantiationTools = /** @class */ (function () {\r\n function InstantiationTools() {\r\n }\r\n /**\r\n * Tries to instantiate a new object from a given class name\r\n * @param className defines the class name to instantiate\r\n * @returns the new object or null if the system was not able to do the instantiation\r\n */\r\n InstantiationTools.Instantiate = function (className) {\r\n if (this.RegisteredExternalClasses && this.RegisteredExternalClasses[className]) {\r\n return this.RegisteredExternalClasses[className];\r\n }\r\n var internalClass = _TypeStore.GetClass(className);\r\n if (internalClass) {\r\n return internalClass;\r\n }\r\n Logger.Warn(className + \" not found, you may have missed an import.\");\r\n var arr = className.split(\".\");\r\n var fn = (window || this);\r\n for (var i = 0, len = arr.length; i < len; i++) {\r\n fn = fn[arr[i]];\r\n }\r\n if (typeof fn !== \"function\") {\r\n return null;\r\n }\r\n return fn;\r\n };\r\n /**\r\n * Use this object to register external classes like custom textures or material\r\n * to allow the laoders to instantiate them\r\n */\r\n InstantiationTools.RegisteredExternalClasses = {};\r\n return InstantiationTools;\r\n}());\r\nexport { InstantiationTools };\r\n//# sourceMappingURL=instantiationTools.js.map","import { __extends } from \"tslib\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Tags } from \"../Misc/tags\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\n/**\r\n * A multi-material is used to apply different materials to different parts of the same object without the need of\r\n * separate meshes. This can be use to improve performances.\r\n * @see http://doc.babylonjs.com/how_to/multi_materials\r\n */\r\nvar MultiMaterial = /** @class */ (function (_super) {\r\n __extends(MultiMaterial, _super);\r\n /**\r\n * Instantiates a new Multi Material\r\n * A multi-material is used to apply different materials to different parts of the same object without the need of\r\n * separate meshes. This can be use to improve performances.\r\n * @see http://doc.babylonjs.com/how_to/multi_materials\r\n * @param name Define the name in the scene\r\n * @param scene Define the scene the material belongs to\r\n */\r\n function MultiMaterial(name, scene) {\r\n var _this = _super.call(this, name, scene, true) || this;\r\n scene.multiMaterials.push(_this);\r\n _this.subMaterials = new Array();\r\n _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material\r\n return _this;\r\n }\r\n Object.defineProperty(MultiMaterial.prototype, \"subMaterials\", {\r\n /**\r\n * Gets or Sets the list of Materials used within the multi material.\r\n * They need to be ordered according to the submeshes order in the associated mesh\r\n */\r\n get: function () {\r\n return this._subMaterials;\r\n },\r\n set: function (value) {\r\n this._subMaterials = value;\r\n this._hookArray(value);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Function used to align with Node.getChildren()\r\n * @returns the list of Materials used within the multi material\r\n */\r\n MultiMaterial.prototype.getChildren = function () {\r\n return this.subMaterials;\r\n };\r\n MultiMaterial.prototype._hookArray = function (array) {\r\n var _this = this;\r\n var oldPush = array.push;\r\n array.push = function () {\r\n var items = [];\r\n for (var _i = 0; _i < arguments.length; _i++) {\r\n items[_i] = arguments[_i];\r\n }\r\n var result = oldPush.apply(array, items);\r\n _this._markAllSubMeshesAsTexturesDirty();\r\n return result;\r\n };\r\n var oldSplice = array.splice;\r\n array.splice = function (index, deleteCount) {\r\n var deleted = oldSplice.apply(array, [index, deleteCount]);\r\n _this._markAllSubMeshesAsTexturesDirty();\r\n return deleted;\r\n };\r\n };\r\n /**\r\n * Get one of the submaterial by its index in the submaterials array\r\n * @param index The index to look the sub material at\r\n * @returns The Material if the index has been defined\r\n */\r\n MultiMaterial.prototype.getSubMaterial = function (index) {\r\n if (index < 0 || index >= this.subMaterials.length) {\r\n return this.getScene().defaultMaterial;\r\n }\r\n return this.subMaterials[index];\r\n };\r\n /**\r\n * Get the list of active textures for the whole sub materials list.\r\n * @returns All the textures that will be used during the rendering\r\n */\r\n MultiMaterial.prototype.getActiveTextures = function () {\r\n var _a;\r\n return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {\r\n if (subMaterial) {\r\n return subMaterial.getActiveTextures();\r\n }\r\n else {\r\n return [];\r\n }\r\n }));\r\n };\r\n /**\r\n * Gets the current class name of the material e.g. \"MultiMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n MultiMaterial.prototype.getClassName = function () {\r\n return \"MultiMaterial\";\r\n };\r\n /**\r\n * Checks if the material is ready to render the requested sub mesh\r\n * @param mesh Define the mesh the submesh belongs to\r\n * @param subMesh Define the sub mesh to look readyness for\r\n * @param useInstances Define whether or not the material is used with instances\r\n * @returns true if ready, otherwise false\r\n */\r\n MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {\r\n for (var index = 0; index < this.subMaterials.length; index++) {\r\n var subMaterial = this.subMaterials[index];\r\n if (subMaterial) {\r\n if (subMaterial._storeEffectOnSubMeshes) {\r\n if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {\r\n return false;\r\n }\r\n continue;\r\n }\r\n if (!subMaterial.isReady(mesh)) {\r\n return false;\r\n }\r\n }\r\n }\r\n return true;\r\n };\r\n /**\r\n * Clones the current material and its related sub materials\r\n * @param name Define the name of the newly cloned material\r\n * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance\r\n * @returns the cloned material\r\n */\r\n MultiMaterial.prototype.clone = function (name, cloneChildren) {\r\n var newMultiMaterial = new MultiMaterial(name, this.getScene());\r\n for (var index = 0; index < this.subMaterials.length; index++) {\r\n var subMaterial = null;\r\n var current = this.subMaterials[index];\r\n if (cloneChildren && current) {\r\n subMaterial = current.clone(name + \"-\" + current.name);\r\n }\r\n else {\r\n subMaterial = this.subMaterials[index];\r\n }\r\n newMultiMaterial.subMaterials.push(subMaterial);\r\n }\r\n return newMultiMaterial;\r\n };\r\n /**\r\n * Serializes the materials into a JSON representation.\r\n * @returns the JSON representation\r\n */\r\n MultiMaterial.prototype.serialize = function () {\r\n var serializationObject = {};\r\n serializationObject.name = this.name;\r\n serializationObject.id = this.id;\r\n if (Tags) {\r\n serializationObject.tags = Tags.GetTags(this);\r\n }\r\n serializationObject.materials = [];\r\n for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {\r\n var subMat = this.subMaterials[matIndex];\r\n if (subMat) {\r\n serializationObject.materials.push(subMat.id);\r\n }\r\n else {\r\n serializationObject.materials.push(null);\r\n }\r\n }\r\n return serializationObject;\r\n };\r\n /**\r\n * Dispose the material and release its associated resources\r\n * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)\r\n * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)\r\n * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)\r\n */\r\n MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, forceDisposeChildren) {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n if (forceDisposeChildren) {\r\n for (var index = 0; index < this.subMaterials.length; index++) {\r\n var subMaterial = this.subMaterials[index];\r\n if (subMaterial) {\r\n subMaterial.dispose(forceDisposeEffect, forceDisposeTextures);\r\n }\r\n }\r\n }\r\n var index = scene.multiMaterials.indexOf(this);\r\n if (index >= 0) {\r\n scene.multiMaterials.splice(index, 1);\r\n }\r\n _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);\r\n };\r\n /**\r\n * Creates a MultiMaterial from parsed MultiMaterial data.\r\n * @param parsedMultiMaterial defines parsed MultiMaterial data.\r\n * @param scene defines the hosting scene\r\n * @returns a new MultiMaterial\r\n */\r\n MultiMaterial.ParseMultiMaterial = function (parsedMultiMaterial, scene) {\r\n var multiMaterial = new MultiMaterial(parsedMultiMaterial.name, scene);\r\n multiMaterial.id = parsedMultiMaterial.id;\r\n if (Tags) {\r\n Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);\r\n }\r\n for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {\r\n var subMatId = parsedMultiMaterial.materials[matIndex];\r\n if (subMatId) {\r\n // If the same multimaterial is loaded twice, the 2nd multimaterial needs to reference the latest material by that id which\r\n // is why this lookup should use getLastMaterialByID instead of getMaterialByID\r\n multiMaterial.subMaterials.push(scene.getLastMaterialByID(subMatId));\r\n }\r\n else {\r\n multiMaterial.subMaterials.push(null);\r\n }\r\n }\r\n return multiMaterial;\r\n };\r\n return MultiMaterial;\r\n}(Material));\r\nexport { MultiMaterial };\r\n_TypeStore.RegisteredTypes[\"BABYLON.MultiMaterial\"] = MultiMaterial;\r\n//# sourceMappingURL=multiMaterial.js.map","import { Scene } from \"@babylonjs/core/scene\";\r\nimport { Engine } from \"@babylonjs/core/Engines/engine\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { ArcRotateCamera } from \"@babylonjs/core/Cameras/arcRotateCamera\";\r\nimport { HemisphericLight } from \"@babylonjs/core/Lights/hemisphericLight\";\r\nimport { Vector3, Color4, Color3 } from \"@babylonjs/core/Maths/math\";\r\nimport { BoxBuilder } from \"@babylonjs/core/Meshes/Builders/boxBuilder\";\r\nimport { AdvancedDynamicTexture } from \"@babylonjs/gui/2D/advancedDynamicTexture\";\r\nimport { Rectangle, TextBlock, Grid, Control } from \"@babylonjs/gui/2D/controls\";\r\nimport { ScreenshotTools } from \"@babylonjs/core/Misc/screenshotTools\";\r\nimport chroma from \"chroma-js\";\r\nimport download from \"downloadjs\";\r\n\r\nimport { LabelManager } from \"./Label\";\r\n\r\n/**\r\n * Interface for object containing information about axis setup.\r\n */\r\nexport interface AxisData {\r\n showAxes: boolean[];\r\n static: boolean;\r\n axisLabels: string[];\r\n range: number[][];\r\n color: string[];\r\n scale: number[];\r\n tickBreaks: number[];\r\n showTickLines: boolean[][];\r\n tickLineColor: string[][];\r\n showPlanes: boolean[];\r\n planeColor: string[];\r\n plotType: string;\r\n colnames: string[];\r\n rownames: string[];\r\n}\r\n\r\nimport { Axes } from \"./Axes\";\r\n\r\nexport const buttonSVGs = {\r\n logo: '',\r\n toJson: '',\r\n labels: '',\r\n publish: '',\r\n replay: '',\r\n record: ''\r\n}\r\n\r\nexport const styleText = [\r\n \".bbp.button-bar { position: absolute; z-index: 2; overflow: hidden; padding: 0 10px 4px 0; }\",\r\n \".bbp.button-bar > .button { float: right; width: 75px; height: 30px; cursor: pointer; border-radius: 2px; background-color: #f0f0f0; margin: 0 4px 0 0; }\",\r\n \".bbp.button-bar > .button:hover { background-color: #ddd; }\",\r\n \".bbp.button-bar > .button > svg { width: 75px; height: 30px; }\",\r\n \".bbp.label-control { position: absolute; z-index: 3; font-family: sans-serif; width: 200px; background-color: #f0f0f0; padding: 5px; border-radius: 2px; }\",\r\n \".bbp.label-control > label { font-size: 11pt; }\",\r\n \".bbp.label-control > .edit-container { overflow: auto; }\",\r\n \".bbp.label-control > .edit-container > .label-form { margin-top: 5px; padding-top: 20px; border-top: solid thin #ccc; }\",\r\n \".bbp.label-control .label-form > input { width: 100%; box-sizing: border-box; }\",\r\n \".bbp.label-control .label-form > button { border: none; font-weight: bold; background-color: white; padding: 5px 10px; margin: 5px 0 2px 0; width: 100%; cursor: pointer; }\",\r\n \".bbp.label-control .label-form > button:hover { background-color: #ddd; }\",\r\n \".bbp.overlay { position: absolute; z-index: 3; overflow: hidden; top: 0; left: 0; right: 0; bottom: 0; width: 100%; height: 100%; background-color: #fff5; display: flex; justify-content: center; align-items: center;}\",\r\n \".bbp.overlay > h5.loading-message { color: #000; font-family: Verdana, sans-serif}\",\r\n].join(\" \");\r\n\r\nexport function matrixMax(matrix: number[][]): number {\r\n let maxRow = matrix.map(function (row) { return Math.max.apply(Math, row); });\r\n let max = Math.max.apply(null, maxRow);\r\n return max\r\n}\r\n\r\nexport interface LegendData {\r\n showLegend: boolean;\r\n discrete: boolean;\r\n breaks: string[];\r\n colorScale: string;\r\n inverted: boolean;\r\n customColorScale?: string[];\r\n fontSize?: number;\r\n fontColor?: string;\r\n legendTitle?: string;\r\n legendTitleFontSize?: number;\r\n}\r\n\r\nexport abstract class Plot {\r\n protected _coords: number[][];\r\n protected _coordColors: string[];\r\n protected _groups: string[];\r\n protected _groupNames: string[];\r\n protected _size: number = 1;\r\n protected _scene: Scene;\r\n\r\n mesh: Mesh;\r\n meshes: Mesh[];\r\n selection: number[]; // contains indices of cells in selection cube\r\n legendData: LegendData;\r\n\r\n constructor(scene: Scene, coordinates: number[][], colorVar: string[], size: number, legendData: LegendData) {\r\n this._scene = scene;\r\n this._coords = coordinates;\r\n this._coordColors = colorVar;\r\n this._size = size;\r\n this.legendData = legendData;\r\n }\r\n\r\n updateSize(): void { }\r\n update(): boolean { return false }\r\n resetAnimation(): void { }\r\n}\r\n\r\n\r\ndeclare global {\r\n interface Array {\r\n min(): number;\r\n max(): number;\r\n }\r\n}\r\n\r\nArray.prototype.min = function (): number {\r\n if (this.length > 65536) {\r\n let r = this[0];\r\n this.forEach(function (v: number, _i: any, _a: any) { if (v < r) r = v; });\r\n return r;\r\n } else {\r\n return Math.min.apply(null, this);\r\n }\r\n}\r\n\r\nArray.prototype.max = function (): number {\r\n if (this.length > 65536) {\r\n let r = this[0];\r\n this.forEach(function (v: number, _i: any, _a: any) { if (v > r) r = v; });\r\n return r;\r\n } else {\r\n return Math.max.apply(null, this);\r\n }\r\n}\r\n\r\nexport function getUniqueVals(source: string[]): string[] {\r\n let length = source.length;\r\n let result: string[] = [];\r\n let seen = new Set();\r\n\r\n outer:\r\n for (let index = 0; index < length; index++) {\r\n let value = source[index];\r\n if (seen.has(value)) continue outer;\r\n seen.add(value);\r\n result.push(value);\r\n }\r\n\r\n return result;\r\n}\r\n\r\nimport { ImgStack } from \"./ImgStack\";\r\nimport { PointCloud } from \"./PointCloud\";\r\nimport { Surface } from \"./Surface\";\r\nimport { HeatMap } from \"./HeatMap\";\r\n\r\nexport const PLOTTYPES = {\r\n 'pointCloud': ['coordinates', 'colorBy', 'colorVar'],\r\n 'surface': ['coordinates', 'colorBy', 'colorVar'],\r\n 'heatMap': ['coordinates', 'colorBy', 'colorVar'],\r\n 'imgStack': ['values', 'indices', 'attributes']\r\n}\r\n\r\n/**\r\n * Takes a reasonable guess if a plot can be created from the provided object\r\n * @param plotData Object containing data to be checked for valid plot information\r\n */\r\nexport function isValidPlot(plotData: {}): boolean {\r\n if (plotData[\"plotType\"]) {\r\n let pltType = plotData[\"plotType\"]\r\n if (PLOTTYPES.hasOwnProperty(pltType)) {\r\n for (let i = 0; i < PLOTTYPES[pltType].length; i++) {\r\n const prop = PLOTTYPES[pltType][i];\r\n if (plotData[prop] === undefined) {\r\n console.log('missing ' + prop);\r\n return false;\r\n }\r\n }\r\n return true;\r\n } else {\r\n console.log('unrecognized plot type')\r\n return false;\r\n }\r\n } else {\r\n for (let i = 0; i < PLOTTYPES['imgStack'].length; i++) {\r\n const prop = PLOTTYPES['imgStack'][i];\r\n if (plotData[prop] === undefined) {\r\n console.log('missing ' + prop);\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n}\r\n\r\nexport class Plots {\r\n private _engine: Engine;\r\n private _hl1: HemisphericLight;\r\n private _hl2: HemisphericLight;\r\n protected _legend: AdvancedDynamicTexture;\r\n protected _showLegend: boolean = true;\r\n private _hasAnim: boolean = false;\r\n private _axes: Axes;\r\n private _downloadObj: {} = {};\r\n private _buttonBar: HTMLDivElement;\r\n private _labelManager: LabelManager;\r\n private _backgroundColor: string;\r\n private _recording: boolean = false;\r\n private _turned: number = 0;\r\n private _capturer: CCapture;\r\n private _wasTurning: boolean = false;\r\n\r\n canvas: HTMLCanvasElement;\r\n scene: Scene;\r\n camera: ArcRotateCamera;\r\n plots: Plot[] = [];\r\n turntable: boolean = false;\r\n rotationRate: number = 0.01;\r\n fixedSize = false;\r\n ymax: number = 0;\r\n R: boolean = false;\r\n\r\n /**\r\n * Initialize the 3d visualization\r\n * @param canvasElement ID of the canvas element in the dom\r\n * @param backgroundColor Background color of the plot\r\n */\r\n constructor(canvasElement: string, backgroundColor: string = \"#ffffffff\") {\r\n // setup enginge and scene\r\n this._backgroundColor = backgroundColor;\r\n this.canvas = document.getElementById(canvasElement) as HTMLCanvasElement;\r\n this._engine = new Engine(this.canvas, true, { preserveDrawingBuffer: true, stencil: true });\r\n this.scene = new Scene(this._engine);\r\n\r\n // camera\r\n this.camera = new ArcRotateCamera(\"Camera\", 0, 0, 10, Vector3.Zero(), this.scene);\r\n this.camera.attachControl(this.canvas, true);\r\n this.scene.activeCamera = this.camera;\r\n this.camera.inputs.attached.keyboard.detachControl(this.canvas);\r\n this.camera.wheelPrecision = 50;\r\n\r\n // background color\r\n this.scene.clearColor = Color4.FromHexString(backgroundColor);\r\n\r\n // two lights to illuminate the cells uniformly (top and bottom)\r\n this._hl1 = new HemisphericLight(\"HemiLight\", new Vector3(0, 1, 0), this.scene);\r\n this._hl1.diffuse = new Color3(1, 1, 1);\r\n this._hl1.specular = new Color3(0, 0, 0);\r\n // bottom light slightly weaker for better depth perception and orientation\r\n this._hl2 = new HemisphericLight(\"HemiLight\", new Vector3(0, -1, 0), this.scene);\r\n this._hl2.diffuse = new Color3(0.8, 0.8, 0.8);\r\n this._hl2.specular = new Color3(0, 0, 0);\r\n\r\n this._labelManager = new LabelManager(this.canvas, this.scene, this.ymax, this.camera);\r\n\r\n this.scene.registerBeforeRender(this._prepRender.bind(this));\r\n\r\n this.scene.registerAfterRender(this._afterRender.bind(this));\r\n\r\n // create container for buttons\r\n // create css style\r\n let styleElem = document.createElement(\"style\");\r\n styleElem.appendChild(document.createTextNode(styleText));\r\n document.getElementsByTagName('head')[0].appendChild(styleElem);\r\n // create ui elements\r\n let buttonBar = document.createElement(\"div\");\r\n buttonBar.className = \"bbp button-bar\"\r\n buttonBar.style.top = this.canvas.clientTop + 5 + \"px\";\r\n buttonBar.style.left = this.canvas.clientLeft + 5 + \"px\";\r\n this.canvas.parentNode.appendChild(buttonBar);\r\n this._buttonBar = buttonBar;\r\n }\r\n\r\n fromJSON(plotData: {}): void {\r\n if (plotData[\"turntable\"] !== undefined) {\r\n this.turntable = plotData[\"turntable\"];\r\n }\r\n if (plotData[\"rotationRate\"] !== undefined) {\r\n this.rotationRate = plotData[\"rotationRate\"];\r\n }\r\n if (plotData[\"backgroundColor\"]) {\r\n this._backgroundColor = plotData[\"backgroundColor\"];\r\n this.scene.clearColor = Color4.FromHexString(this._backgroundColor);\r\n }\r\n if (plotData[\"coordinates\"] && plotData[\"plotType\"] && plotData[\"colorBy\"]) {\r\n this.addPlot(\r\n plotData[\"coordinates\"],\r\n plotData[\"plotType\"],\r\n plotData[\"colorBy\"],\r\n plotData[\"colorVar\"],\r\n {\r\n size: plotData[\"size\"],\r\n colorScale: plotData[\"colorScale\"],\r\n customColorScale: plotData[\"customColorScale\"],\r\n colorScaleInverted: plotData[\"colorScaleInverted\"],\r\n sortedCategories: plotData[\"sortedCategories\"],\r\n showLegend: plotData[\"showLegend\"],\r\n fontSize: plotData[\"fontSize\"],\r\n fontColor: plotData[\"fontColor\"],\r\n legendTitle: plotData[\"legendTitle\"],\r\n legendTitleFontSize: plotData[\"legendTitleFontSize\"],\r\n showAxes: plotData[\"showAxes\"],\r\n axisLabels: plotData[\"axisLabels\"],\r\n axisColors: plotData[\"axisColors\"],\r\n tickBreaks: plotData[\"tickBreaks\"],\r\n showTickLines: plotData[\"showTickLines\"],\r\n tickLineColors: plotData[\"tickLineColors\"],\r\n folded: plotData[\"folded\"],\r\n foldedEmbedding: plotData[\"foldedEmbedding\"],\r\n foldAnimDelay: plotData[\"foldAnimDelay\"],\r\n foldAnimDuration: plotData[\"foldAnimDuration\"],\r\n colnames: plotData[\"colnames\"],\r\n rownames: plotData[\"rownames\"]\r\n }\r\n )\r\n } else if (plotData[\"values\"] && plotData[\"indices\"] && plotData[\"attributes\"]) {\r\n this.addImgStack(\r\n plotData[\"values\"],\r\n plotData[\"indices\"],\r\n plotData[\"attributes\"],\r\n {\r\n size: plotData[\"size\"],\r\n colorScale: plotData[\"colorScale\"],\r\n showLegend: plotData[\"showLegend\"],\r\n fontSize: plotData[\"fontSize\"],\r\n fontColor: plotData[\"fontColor\"],\r\n legendTitle: plotData[\"legendTitle\"],\r\n legendTitleFontSize: plotData[\"legendTitleFontSize\"],\r\n showAxes: plotData[\"showAxes\"],\r\n axisLabels: plotData[\"axisLabels\"],\r\n axisColors: plotData[\"axisColors\"],\r\n tickBreaks: plotData[\"tickBreaks\"],\r\n showTickLines: plotData[\"showTickLines\"],\r\n tickLineColors: plotData[\"tickLineColors\"],\r\n intensityMode: plotData[\"intensityMode\"]\r\n }\r\n )\r\n }\r\n if (plotData[\"labels\"]) {\r\n this._labelManager.fixed = true;\r\n let labelData = plotData[\"labels\"];\r\n for (let i = 0; i < labelData.length; i++) {\r\n const label = labelData[i];\r\n if (label[\"text\"] && label[\"position\"]) {\r\n this._labelManager.addLabel(label[\"text\"], label[\"position\"]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n createButtons(whichBtns = [\"json\", \"label\", \"publish\", \"record\"]): void {\r\n if (whichBtns.indexOf(\"json\") !== -1) {\r\n let jsonBtn = document.createElement(\"div\");\r\n jsonBtn.className = \"button\";\r\n jsonBtn.onclick = this._downloadJson.bind(this);\r\n jsonBtn.innerHTML = buttonSVGs.toJson;\r\n this._buttonBar.appendChild(jsonBtn);\r\n }\r\n if (whichBtns.indexOf(\"label\") !== -1) {\r\n let labelBtn = document.createElement(\"div\");\r\n labelBtn.className = \"button\";\r\n labelBtn.onclick = this._labelManager.toggleLabelControl.bind(this._labelManager);\r\n labelBtn.innerHTML = buttonSVGs.labels;\r\n this._buttonBar.appendChild(labelBtn);\r\n }\r\n if (whichBtns.indexOf(\"record\") !== -1) {\r\n let recordBtn = document.createElement(\"div\");\r\n recordBtn.className = \"button\";\r\n recordBtn.onclick = this._startRecording.bind(this);\r\n recordBtn.innerHTML = buttonSVGs.record;\r\n this._buttonBar.appendChild(recordBtn);\r\n }\r\n }\r\n\r\n private _downloadJson() {\r\n let dlElement = document.createElement(\"a\");\r\n this._downloadObj[\"labels\"] = this._labelManager.exportLabels();\r\n let dlContent = encodeURIComponent(JSON.stringify(this._downloadObj));\r\n dlElement.setAttribute(\"href\", \"data:text/plain;charset=utf-8,\" + dlContent);\r\n dlElement.setAttribute(\"download\", \"babyplots_export.json\");\r\n dlElement.style.display = \"none\";\r\n document.body.appendChild(dlElement);\r\n dlElement.click();\r\n document.body.removeChild(dlElement);\r\n }\r\n\r\n private _resetAnimation() {\r\n this._hasAnim = true;\r\n this.plots[0].resetAnimation();\r\n let boundingBox = this.plots[0].mesh.getBoundingInfo().boundingBox;\r\n let rangeX = [\r\n boundingBox.minimumWorld.x,\r\n boundingBox.maximumWorld.x\r\n ]\r\n let rangeY = [\r\n boundingBox.minimumWorld.y,\r\n boundingBox.maximumWorld.y\r\n ]\r\n let rangeZ = [\r\n boundingBox.minimumWorld.z,\r\n boundingBox.maximumWorld.z\r\n ]\r\n this._axes.axisData.range = [rangeX, rangeY, rangeZ]\r\n this._axes.update(this.camera, true);\r\n }\r\n\r\n private _startRecording() {\r\n this._recording = true;\r\n }\r\n\r\n /**\r\n * Register before render\r\n */\r\n private _prepRender(): void {\r\n // rotate camera around plot if turntable is true\r\n if (this.turntable) {\r\n this.camera.alpha += this.rotationRate;\r\n }\r\n // update plots with animations\r\n if (this._hasAnim) {\r\n this._hasAnim = this.plots[0].update();\r\n if (!this._hasAnim) {\r\n let boundingBox = this.plots[0].mesh.getBoundingInfo().boundingBox;\r\n let rangeX = [\r\n boundingBox.minimumWorld.x,\r\n boundingBox.maximumWorld.x\r\n ]\r\n let rangeY = [\r\n boundingBox.minimumWorld.y,\r\n boundingBox.maximumWorld.y\r\n ]\r\n let rangeZ = [\r\n boundingBox.minimumWorld.z,\r\n boundingBox.maximumWorld.z\r\n ]\r\n this._axes.axisData.range = [rangeX, rangeY, rangeZ]\r\n this._axes.update(this.camera, true);\r\n }\r\n }\r\n // update axis drawing\r\n if (this._axes) {\r\n this._axes.update(this.camera);\r\n }\r\n\r\n // update labels\r\n this._labelManager.update();\r\n\r\n // for (let pltIdx = 0; pltIdx < this.plots.length; pltIdx++) {\r\n // const plot = this.plots[pltIdx];\r\n // plot.update(); \r\n // }\r\n // if (this._mouseOverCheck) {\r\n // const pickResult = this._scene.pick(this._scene.pointerX, this._scene.pointerY);\r\n // const faceId = pickResult.faceId;\r\n // if (faceId == -1) {\r\n // return;\r\n // }\r\n // const idx = this._SPS.pickedParticles[faceId].idx;\r\n // this._mouseOverCallback(idx);\r\n // }\r\n }\r\n\r\n /**\r\n * Currently not used\r\n */\r\n private _afterRender(): void {\r\n if (this._recording) {\r\n // start recording:\r\n if (this._turned === 0) {\r\n let worker = \"./\";\r\n if (this.R) {\r\n worker = \"lib/babyplots-1/\";\r\n }\r\n this._capturer = new CCapture({\r\n format: \"gif\",\r\n framerate: 30,\r\n verbose: false,\r\n display: false,\r\n quality: 50,\r\n workersPath: worker\r\n });\r\n // create capturer, enable turning\r\n this._capturer.start();\r\n this.rotationRate = 0.02;\r\n // to return turntable option to its initial state after recording\r\n if (this.turntable) {\r\n this._wasTurning = true;\r\n } else {\r\n this.turntable = true;\r\n }\r\n let loadingOverlay = document.createElement(\"div\");\r\n loadingOverlay.className = \"bbp overlay\";\r\n loadingOverlay.id = \"GIFloadingOverlay\"\r\n let loadingText = document.createElement(\"h5\");\r\n loadingText.className = \".loading-message\";\r\n loadingText.innerText = \"Recording GIF...\";\r\n loadingText.id = \"GIFloadingText\"\r\n loadingOverlay.appendChild(loadingText);\r\n this.canvas.parentNode.appendChild(loadingOverlay);\r\n }\r\n // recording in progress:\r\n if (this._turned < 2 * Math.PI) {\r\n // while recording, count rotation and capture screenshots\r\n this._turned += this.rotationRate;\r\n this._capturer.capture(this.canvas);\r\n } else {\r\n // after capturing 360°, stop capturing and save gif\r\n this._recording = false;\r\n this._capturer.stop();\r\n let loadingText = document.getElementById(\"GIFloadingText\");\r\n loadingText.innerText = \"Saving GIF...\";\r\n this._capturer.save(function (blob) {\r\n download(blob, \"babyplots.gif\", 'image/gif');\r\n document.getElementById(\"GIFloadingText\").remove();\r\n document.getElementById(\"GIFloadingOverlay\").remove();\r\n });\r\n this._turned = 0;\r\n this.rotationRate = 0.01;\r\n this._hl2.diffuse = new Color3(0.8, 0.8, 0.8);\r\n if (!this._wasTurning) {\r\n this.turntable = false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Zoom camera to fit the complete SPS into the field of view\r\n */\r\n private _cameraFitPlot(xRange: number[], yRange: number[], zRange: number[]): void {\r\n let xSize = xRange[1] - xRange[0];\r\n let ySize = yRange[1] - yRange[0];\r\n let zSize = zRange[1] - zRange[0];\r\n let box = BoxBuilder.CreateBox('bdbx', {\r\n width: xSize, height: ySize, depth: zSize\r\n }, this.scene);\r\n let xCenter = xRange[1] - xSize / 2;\r\n let yCenter = yRange[1] - ySize / 2;\r\n let zCenter = zRange[1] - zSize / 2;\r\n box.position = new Vector3(xCenter, yCenter, zCenter);\r\n this.camera.position = new Vector3(xCenter, ySize, zCenter);\r\n this.camera.target = new Vector3(xCenter, yCenter, zCenter);\r\n let radius = box.getBoundingInfo().boundingSphere.radiusWorld;\r\n let aspectRatio = this._engine.getAspectRatio(this.camera);\r\n let halfMinFov = this.camera.fov / 2;\r\n if (aspectRatio < 1) {\r\n halfMinFov = Math.atan(aspectRatio * Math.tan(this.camera.fov / 2));\r\n }\r\n let viewRadius = Math.abs(radius / Math.sin(halfMinFov));\r\n this.camera.radius = viewRadius;\r\n box.dispose();\r\n this.camera.alpha = 0;\r\n this.camera.beta = 1; // 0 is top view, Pi is bottom\r\n this.ymax = yRange[1];\r\n }\r\n\r\n addImgStack(\r\n values: number[],\r\n indices: number[],\r\n attributes: { dim: number[] },\r\n options: {}\r\n ) {\r\n // default options\r\n let opts = {\r\n size: 1,\r\n colorScale: null,\r\n showLegend: true,\r\n fontSize: 11,\r\n fontColor: \"black\",\r\n legendTitle: null,\r\n legendTitleFontSize: 16,\r\n showAxes: [false, false, false],\r\n axisLabels: [\"X\", \"Y\", \"Z\"],\r\n axisColors: [\"#666666\", \"#666666\", \"#666666\"],\r\n tickBreaks: [2, 2, 2],\r\n showTickLines: [[false, false], [false, false], [false, false]],\r\n tickLineColors: [[\"#aaaaaa\", \"#aaaaaa\"], [\"#aaaaaa\", \"#aaaaaa\"], [\"#aaaaaa\", \"#aaaaaa\"]],\r\n intensityMode: \"alpha\"\r\n }\r\n // apply user options\r\n Object.assign(opts, options);\r\n // prepare object for download as json button\r\n this._downloadObj = {\r\n values: values,\r\n indices: indices,\r\n attributes: attributes,\r\n size: opts.size,\r\n colorScale: opts.colorScale,\r\n showLegend: opts.showLegend,\r\n fontSize: opts.fontSize,\r\n fontColor: opts.fontColor,\r\n legendTitle: opts.legendTitle,\r\n legendTitleFontSize: opts.legendTitleFontSize,\r\n showAxes: opts.showAxes,\r\n axisLabels: opts.axisLabels,\r\n axisColors: opts.axisColors,\r\n tickBreaks: opts.tickBreaks,\r\n showTickLines: opts.showTickLines,\r\n tickLineColors: opts.tickLineColors,\r\n turntable: this.turntable,\r\n rotationRate: this.rotationRate,\r\n labels: [],\r\n backgroundColor: this._backgroundColor,\r\n intensityMode: opts.intensityMode\r\n }\r\n let legendData: LegendData = {\r\n showLegend: false,\r\n discrete: false,\r\n breaks: [],\r\n colorScale: \"\",\r\n inverted: false\r\n }\r\n legendData.fontSize = opts.fontSize;\r\n legendData.fontColor = opts.fontColor;\r\n legendData.legendTitle = opts.legendTitle;\r\n legendData.legendTitleFontSize = opts.legendTitleFontSize;\r\n\r\n let plot = new ImgStack(this.scene, values, indices, attributes, legendData, opts.size, this._backgroundColor, opts.intensityMode);\r\n this.plots.push(plot);\r\n this._updateLegend();\r\n this._cameraFitPlot([0, attributes.dim[2]], [0, attributes.dim[0]], [0, attributes.dim[1]]);\r\n this.camera.wheelPrecision = 1;\r\n return this;\r\n }\r\n\r\n addPlot(\r\n coordinates: number[][],\r\n plotType: string,\r\n colorBy: string,\r\n colorVar: string[] | number[],\r\n options = {}\r\n ): Plots {\r\n // default options\r\n let opts = {\r\n size: 1,\r\n colorScale: \"Oranges\",\r\n customColorScale: [],\r\n colorScaleInverted: false,\r\n sortedCategories: [],\r\n showLegend: true,\r\n fontSize: 11,\r\n fontColor: \"black\",\r\n legendTitle: null,\r\n legendTitleFontSize: 16,\r\n showAxes: [false, false, false],\r\n axisLabels: [\"X\", \"Y\", \"Z\"],\r\n axisColors: [\"#666666\", \"#666666\", \"#666666\"],\r\n tickBreaks: [2, 2, 2],\r\n showTickLines: [[false, false], [false, false], [false, false]],\r\n tickLineColors: [[\"#aaaaaa\", \"#aaaaaa\"], [\"#aaaaaa\", \"#aaaaaa\"], [\"#aaaaaa\", \"#aaaaaa\"]],\r\n folded: false,\r\n foldedEmbedding: null,\r\n foldAnimDelay: null,\r\n foldAnimDuration: null,\r\n colnames: null,\r\n rownames: null\r\n }\r\n // apply user options\r\n Object.assign(opts, options);\r\n console.log(opts);\r\n // create plot data object for download as json button\r\n this._downloadObj = {\r\n coordinates: coordinates,\r\n plotType: plotType,\r\n colorBy: colorBy,\r\n colorVar: colorVar,\r\n size: opts.size,\r\n colorScale: opts.colorScale,\r\n customColorScale: opts.customColorScale,\r\n colorScaleInverted: opts.colorScaleInverted,\r\n sortedCategories: opts.sortedCategories,\r\n showLegend: opts.showLegend,\r\n fontSize: opts.fontSize,\r\n fontColor: opts.fontColor,\r\n legendTitle: opts.legendTitle,\r\n legendTitleFontSize: opts.legendTitleFontSize,\r\n showAxes: opts.showAxes,\r\n axisLabels: opts.axisLabels,\r\n axisColors: opts.axisColors,\r\n tickBreaks: opts.tickBreaks,\r\n showTickLines: opts.showTickLines,\r\n tickLineColors: opts.tickLineColors,\r\n folded: opts.folded,\r\n foldedEmbedding: opts.foldedEmbedding,\r\n foldAnimDelay: opts.foldAnimDelay,\r\n foldAnimDuration: opts.foldAnimDuration,\r\n turntable: this.turntable,\r\n rotationRate: this.rotationRate,\r\n colnames: opts.colnames,\r\n rownames: opts.rownames,\r\n labels: [],\r\n backgroundColor: this._backgroundColor\r\n }\r\n\r\n let coordColors: string[] = [];\r\n var legendData: LegendData;\r\n let rangeX: number[];\r\n let rangeY: number[];\r\n let rangeZ: number[];\r\n this._hasAnim = opts.folded;\r\n if (opts.folded) {\r\n let replayBtn = document.createElement(\"div\");\r\n replayBtn.className = \"button\"\r\n replayBtn.innerHTML = buttonSVGs.replay;\r\n replayBtn.onclick = this._resetAnimation.bind(this);\r\n this._buttonBar.appendChild(replayBtn);\r\n }\r\n\r\n switch (colorBy) {\r\n case \"categories\":\r\n // color plot by discrete categories\r\n let groups = colorVar as string[];\r\n let uniqueGroups = getUniqueVals(groups);\r\n // sortedCategories can contain an array of category names to order the groups for coloring.\r\n // sortedCategories must be of same length as unique groups in colorVar.\r\n // if no custom ordering is performed through sortedCategories, groups will be sorted alphabetically.\r\n uniqueGroups.sort();\r\n if (opts.sortedCategories) {\r\n if (uniqueGroups.length === opts.sortedCategories.length) {\r\n // sortedCategories must contain the same category names as those present in colorVar.\r\n if (JSON.stringify(uniqueGroups) === JSON.stringify(opts.sortedCategories.slice(0).sort())) {\r\n uniqueGroups = opts.sortedCategories;\r\n }\r\n }\r\n }\r\n let nColors = uniqueGroups.length;\r\n // Paired is default color scale for discrete variable coloring\r\n let colors = chroma.scale(chroma.brewer.Paired).mode('lch').colors(nColors);\r\n // check if color scale should be custom\r\n if (opts.colorScale === \"custom\") {\r\n if (opts.customColorScale !== undefined && opts.customColorScale.length !== 0) {\r\n if (opts.colorScaleInverted) {\r\n colors = chroma.scale(opts.customColorScale).domain([1, 0]).mode('lch').colors(nColors);\r\n } else {\r\n colors = chroma.scale(opts.customColorScale).mode('lch').colors(nColors);\r\n }\r\n } else {\r\n // set colorScale variable to default for legend if custom color scale is invalid\r\n opts.colorScale = \"Paired\";\r\n }\r\n } else {\r\n // check if user selected color scale is a valid chromajs color brewer name\r\n if (opts.colorScale && chroma.brewer.hasOwnProperty(opts.colorScale)) {\r\n if (opts.colorScaleInverted) {\r\n colors = chroma.scale(chroma.brewer[opts.colorScale]).domain([1, 0]).mode('lch').colors(nColors);\r\n } else {\r\n colors = chroma.scale(chroma.brewer[opts.colorScale]).mode('lch').colors(nColors);\r\n }\r\n } else {\r\n // set colorScale variable to default for legend if user selected is not valid\r\n opts.colorScale = \"Paired\";\r\n }\r\n }\r\n for (let i = 0; i < nColors; i++) {\r\n colors[i] += \"ff\";\r\n }\r\n // apply colors to plot points\r\n for (let i = 0; i < colorVar.length; i++) {\r\n let colorIndex = uniqueGroups.indexOf(groups[i]);\r\n coordColors.push(colors[colorIndex]);\r\n }\r\n // prepare object for legend drawing\r\n legendData = {\r\n showLegend: opts.showLegend,\r\n discrete: true,\r\n breaks: uniqueGroups,\r\n colorScale: opts.colorScale,\r\n customColorScale: opts.customColorScale,\r\n inverted: false\r\n }\r\n break;\r\n case \"values\":\r\n // color by a continuous variable\r\n let min = colorVar.min();\r\n let max = colorVar.max();\r\n // Oranges is default color scale for continuous variable coloring\r\n let colorfunc = chroma.scale(chroma.brewer.Oranges).mode('lch');\r\n // check if color scale should be custom\r\n if (opts.colorScale === \"custom\") {\r\n // check if custom color scale is valid\r\n if (opts.customColorScale !== undefined && opts.customColorScale.length !== 0) {\r\n if (opts.colorScaleInverted) {\r\n colorfunc = chroma.scale(opts.customColorScale).domain([1, 0]).mode('lch');\r\n } else {\r\n colorfunc = chroma.scale(opts.customColorScale).mode('lch');\r\n }\r\n } else {\r\n // set colorScale variable to default for legend if custom color scale is invalid\r\n opts.colorScale = \"Oranges\";\r\n }\r\n } else {\r\n // check if user selected color scale is a valid chromajs color brewer name\r\n if (opts.colorScale && chroma.brewer.hasOwnProperty(opts.colorScale)) {\r\n if (opts.colorScaleInverted) {\r\n colorfunc = chroma.scale(chroma.brewer[opts.colorScale]).domain([1, 0]).mode('lch');\r\n } else {\r\n colorfunc = chroma.scale(chroma.brewer[opts.colorScale]).mode('lch');\r\n }\r\n } else {\r\n // set colorScale variable to default for legend if user selected is not valid\r\n opts.colorScale = \"Oranges\";\r\n }\r\n }\r\n // normalize the values to 0-1 range\r\n let norm = (colorVar as number[]).slice().map(v => (v - min) / (max - min));\r\n // apply colors to plot points\r\n coordColors = norm.map(v => colorfunc(v).alpha(1).hex(\"rgba\"));\r\n // prepare object for legend drawing\r\n legendData = {\r\n showLegend: opts.showLegend,\r\n discrete: false,\r\n breaks: [min.toString(), max.toString()],\r\n colorScale: opts.colorScale,\r\n customColorScale: opts.customColorScale,\r\n inverted: opts.colorScaleInverted\r\n }\r\n break;\r\n case \"direct\":\r\n // color by color hex strings in colorVar\r\n for (let i = 0; i < colorVar.length; i++) {\r\n let cl = colorVar[i];\r\n cl = chroma(cl).hex();\r\n if (cl.length == 7) {\r\n cl += \"ff\";\r\n }\r\n coordColors.push(cl);\r\n }\r\n // prepare object for legend drawing\r\n legendData = {\r\n showLegend: false,\r\n discrete: false,\r\n breaks: [],\r\n colorScale: \"\",\r\n customColorScale: opts.customColorScale,\r\n inverted: false\r\n }\r\n break;\r\n }\r\n // add remaining properties to legend object\r\n legendData.fontSize = opts.fontSize;\r\n legendData.fontColor = opts.fontColor;\r\n legendData.legendTitle = opts.legendTitle;\r\n legendData.legendTitleFontSize = opts.legendTitleFontSize;\r\n\r\n let plot: Plot;\r\n let scale: number[];\r\n switch (plotType) {\r\n case \"pointCloud\":\r\n plot = new PointCloud(this.scene, coordinates, coordColors, opts.size, legendData, opts.folded, opts.foldedEmbedding, opts.foldAnimDelay, opts.foldAnimDuration);\r\n let boundingBox = plot.mesh.getBoundingInfo().boundingBox;\r\n rangeX = [\r\n boundingBox.minimumWorld.x,\r\n boundingBox.maximumWorld.x\r\n ]\r\n rangeY = [\r\n boundingBox.minimumWorld.y,\r\n boundingBox.maximumWorld.y\r\n ]\r\n rangeZ = [\r\n boundingBox.minimumWorld.z,\r\n boundingBox.maximumWorld.z\r\n ]\r\n scale = [1, 1, 1]\r\n break;\r\n case \"surface\":\r\n plot = new Surface(this.scene, coordinates, coordColors, opts.size, legendData);\r\n rangeX = [0, coordinates.length];\r\n rangeZ = [0, coordinates[0].length]\r\n rangeY = [0, opts.size];\r\n scale = [\r\n 1,\r\n matrixMax(coordinates) / opts.size,\r\n 1\r\n ]\r\n break\r\n case \"heatMap\":\r\n plot = new HeatMap(this.scene, coordinates, coordColors, opts.size, legendData);\r\n rangeX = [0, coordinates.length];\r\n rangeZ = [0, coordinates[0].length]\r\n rangeY = [0, opts.size];\r\n scale = [\r\n 1,\r\n matrixMax(coordinates) / opts.size,\r\n 1\r\n ]\r\n break\r\n }\r\n\r\n this.plots.push(plot);\r\n this._updateLegend();\r\n let axisData: AxisData = {\r\n showAxes: opts.showAxes,\r\n static: true,\r\n axisLabels: opts.axisLabels,\r\n range: [rangeX, rangeY, rangeZ],\r\n color: opts.axisColors,\r\n scale: scale,\r\n tickBreaks: opts.tickBreaks,\r\n showTickLines: opts.showTickLines,\r\n tickLineColor: opts.tickLineColors,\r\n showPlanes: [false, false, false],\r\n planeColor: [\"#cccccc88\", \"#cccccc88\", \"#cccccc88\"],\r\n plotType: plotType,\r\n colnames: opts.colnames,\r\n rownames: opts.rownames\r\n }\r\n this._axes = new Axes(axisData, this.scene, plotType == \"heatMap\");\r\n this._cameraFitPlot(rangeX, rangeY, rangeZ);\r\n return this\r\n }\r\n\r\n /**\r\n * Creates a color legend for the plot\r\n */\r\n private _updateLegend(): void {\r\n if (this._legend) { this._legend.dispose(); }\r\n let legendData = this.plots[0].legendData;\r\n let n: number;\r\n let breakN = 20;\r\n if (legendData.showLegend) {\r\n\r\n // create fullscreen GUI texture\r\n let advancedTexture = AdvancedDynamicTexture.CreateFullscreenUI(\"UI\");\r\n // create grid for placing legend in correct position\r\n let grid = new Grid();\r\n advancedTexture.addControl(grid);\r\n\r\n // main position of legend (right middle)\r\n\r\n let legendWidth = 0.2;\r\n\r\n if (legendData.discrete) {\r\n // number of clusters\r\n n = legendData.breaks.length;\r\n\r\n if (n > breakN * 2) {\r\n legendWidth = 0.4;\r\n } else if (n > breakN) {\r\n legendWidth = 0.3;\r\n }\r\n }\r\n\r\n grid.addColumnDefinition(1 - legendWidth);\r\n grid.addColumnDefinition(legendWidth);\r\n if (legendData.legendTitle && legendData.legendTitle !== \"\") {\r\n grid.addRowDefinition(0.1);\r\n grid.addRowDefinition(0.85);\r\n grid.addRowDefinition(0.05)\r\n } else {\r\n grid.addRowDefinition(0.05);\r\n grid.addRowDefinition(0.9);\r\n grid.addRowDefinition(0.05);\r\n }\r\n\r\n if (legendData.legendTitle) {\r\n let legendTitle = new TextBlock();\r\n legendTitle.text = legendData.legendTitle;\r\n legendTitle.color = legendData.fontColor;\r\n legendTitle.fontWeight = \"bold\";\r\n if (legendData.legendTitleFontSize) {\r\n legendTitle.fontSize = legendData.legendTitleFontSize + \"px\";\r\n } else {\r\n legendTitle.fontSize = \"20px\";\r\n }\r\n legendTitle.verticalAlignment = Control.VERTICAL_ALIGNMENT_BOTTOM;\r\n legendTitle.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n grid.addControl(legendTitle, 0, 1);\r\n }\r\n\r\n // for continuous measures display color bar and max and min values.\r\n if (!legendData.discrete) {\r\n\r\n let innerGrid = new Grid();\r\n innerGrid.addColumnDefinition(0.2);\r\n innerGrid.addColumnDefinition(0.8);\r\n innerGrid.addRowDefinition(1);\r\n grid.addControl(innerGrid, 1, 1);\r\n\r\n let nBreaks = 265;\r\n let labelSpace = 0.05;\r\n if (this.canvas.height < 70) {\r\n nBreaks = 10;\r\n labelSpace = 0.45;\r\n } else if (this.canvas.height < 130) {\r\n nBreaks = 50;\r\n labelSpace = 0.3;\r\n } else if (this.canvas.height < 350) {\r\n nBreaks = 100;\r\n labelSpace = 0.15\r\n }\r\n // color bar\r\n let colors: string[];\r\n if (legendData.colorScale === \"custom\") {\r\n colors = chroma.scale(legendData.customColorScale).mode('lch').colors(nBreaks);\r\n } else {\r\n colors = chroma.scale(chroma.brewer[legendData.colorScale]).mode('lch').colors(nBreaks);\r\n }\r\n let scaleGrid = new Grid();\r\n for (let i = 0; i < nBreaks; i++) {\r\n scaleGrid.addRowDefinition(1 / nBreaks);\r\n let legendColor = new Rectangle();\r\n if (legendData.inverted) {\r\n legendColor.background = colors[i];\r\n } else {\r\n legendColor.background = colors[colors.length - i - 1];\r\n }\r\n legendColor.thickness = 0;\r\n legendColor.width = 0.5;\r\n legendColor.height = 1;\r\n scaleGrid.addControl(legendColor, i, 0);\r\n }\r\n innerGrid.addControl(scaleGrid, 0, 0);\r\n\r\n // label text\r\n let labelGrid = new Grid();\r\n labelGrid.addColumnDefinition(1);\r\n labelGrid.addRowDefinition(labelSpace);\r\n labelGrid.addRowDefinition(1 - labelSpace * 2);\r\n labelGrid.addRowDefinition(labelSpace);\r\n innerGrid.addControl(labelGrid, 0, 1);\r\n\r\n let minText = new TextBlock();\r\n minText.text = parseFloat(legendData.breaks[0]).toFixed(4).toString();\r\n minText.color = legendData.fontColor;\r\n minText.fontSize = legendData.fontSize + \"px\";\r\n minText.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n labelGrid.addControl(minText, 2, 0);\r\n\r\n let maxText = new TextBlock();\r\n maxText.text = parseFloat(legendData.breaks[1]).toFixed(4).toString();\r\n maxText.color = legendData.fontColor;\r\n maxText.fontSize = legendData.fontSize + \"px\";\r\n maxText.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n labelGrid.addControl(maxText, 0, 0);\r\n } else {\r\n // inner Grid contains legend rows and columns for color and text\r\n var innerGrid = new Grid();\r\n // two legend columns when more than 15 colors\r\n if (n > breakN * 2) {\r\n innerGrid.addColumnDefinition(0.1);\r\n innerGrid.addColumnDefinition(0.4);\r\n innerGrid.addColumnDefinition(0.1);\r\n innerGrid.addColumnDefinition(0.4);\r\n innerGrid.addColumnDefinition(0.1);\r\n innerGrid.addColumnDefinition(0.4);\r\n } else if (n > breakN) {\r\n innerGrid.addColumnDefinition(0.1);\r\n innerGrid.addColumnDefinition(0.4);\r\n innerGrid.addColumnDefinition(0.1);\r\n innerGrid.addColumnDefinition(0.4);\r\n } else {\r\n innerGrid.addColumnDefinition(0.2);\r\n innerGrid.addColumnDefinition(0.8);\r\n }\r\n for (let i = 0; i < n && i < breakN; i++) {\r\n if (n > breakN) {\r\n innerGrid.addRowDefinition(1 / breakN);\r\n } else {\r\n innerGrid.addRowDefinition(1 / n);\r\n }\r\n }\r\n grid.addControl(innerGrid, 1, 1);\r\n\r\n let colors: string[];\r\n if (legendData.colorScale === \"custom\") {\r\n colors = chroma.scale(legendData.customColorScale).mode('lch').colors(n);\r\n } else {\r\n colors = chroma.scale(chroma.brewer[legendData.colorScale]).mode('lch').colors(n);\r\n }\r\n\r\n // add color box and legend text\r\n for (let i = 0; i < n; i++) {\r\n // color\r\n var legendColor = new Rectangle();\r\n legendColor.background = colors[i];\r\n legendColor.thickness = 0;\r\n legendColor.width = legendData.fontSize + \"px\";\r\n legendColor.height = legendData.fontSize + \"px\";\r\n // use second column for many entries\r\n if (i > breakN * 2 - 1) {\r\n innerGrid.addControl(legendColor, i - breakN * 2, 4);\r\n } else if (i > breakN - 1) {\r\n innerGrid.addControl(legendColor, i - breakN, 2);\r\n } else {\r\n innerGrid.addControl(legendColor, i, 0);\r\n }\r\n // text\r\n var legendText = new TextBlock();\r\n legendText.text = legendData.breaks[i].toString();\r\n legendText.color = legendData.fontColor;\r\n legendText.fontSize = legendData.fontSize + \"px\";\r\n legendText.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n // use second column for many entries\r\n if (i > breakN * 2 - 1) {\r\n innerGrid.addControl(legendText, i - breakN * 2, 5);\r\n }\r\n if (i > breakN - 1) {\r\n innerGrid.addControl(legendText, i - breakN, 3);\r\n } else {\r\n innerGrid.addControl(legendText, i, 1);\r\n }\r\n }\r\n }\r\n this._legend = advancedTexture;\r\n }\r\n }\r\n\r\n /**\r\n * Start rendering the scene\r\n */\r\n doRender(): Plots {\r\n this._engine.runRenderLoop(() => {\r\n this.scene.render();\r\n });\r\n return this;\r\n }\r\n\r\n resize(width?: number, height?: number): Plots {\r\n if (width !== undefined && height !== undefined) {\r\n if (this.R) {\r\n let pad = parseInt(document.body.style.padding.substring(0, document.body.style.padding.length - 2));\r\n this.canvas.width = width - 2 * pad;\r\n this.canvas.height = height - 2 * pad;\r\n } else {\r\n this.canvas.width = width;\r\n this.canvas.height = height;\r\n }\r\n }\r\n this._updateLegend();\r\n this._engine.resize();\r\n return this\r\n }\r\n\r\n thumbnail(size: number, saveCallback: (data: string) => void): void {\r\n ScreenshotTools.CreateScreenshot(this._engine, this.camera, size, saveCallback);\r\n }\r\n\r\n dispose(): void {\r\n this.scene.dispose();\r\n this._engine.dispose();\r\n }\r\n\r\n}\r\n","import { DomManagement } from './domManagement';\r\n/**\r\n * Class used to provide helper for timing\r\n */\r\nvar TimingTools = /** @class */ (function () {\r\n function TimingTools() {\r\n }\r\n /**\r\n * Polyfill for setImmediate\r\n * @param action defines the action to execute after the current execution block\r\n */\r\n TimingTools.SetImmediate = function (action) {\r\n if (DomManagement.IsWindowObjectExist() && window.setImmediate) {\r\n window.setImmediate(action);\r\n }\r\n else {\r\n setTimeout(action, 1);\r\n }\r\n };\r\n return TimingTools;\r\n}());\r\nexport { TimingTools };\r\n//# sourceMappingURL=timingTools.js.map","import { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\n/**\r\n * Class used to store bounding sphere information\r\n */\r\nvar BoundingSphere = /** @class */ (function () {\r\n /**\r\n * Creates a new bounding sphere\r\n * @param min defines the minimum vector (in local space)\r\n * @param max defines the maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n function BoundingSphere(min, max, worldMatrix) {\r\n /**\r\n * Gets the center of the bounding sphere in local space\r\n */\r\n this.center = Vector3.Zero();\r\n /**\r\n * Gets the center of the bounding sphere in world space\r\n */\r\n this.centerWorld = Vector3.Zero();\r\n /**\r\n * Gets the minimum vector in local space\r\n */\r\n this.minimum = Vector3.Zero();\r\n /**\r\n * Gets the maximum vector in local space\r\n */\r\n this.maximum = Vector3.Zero();\r\n this.reConstruct(min, max, worldMatrix);\r\n }\r\n /**\r\n * Recreates the entire bounding sphere from scratch as if we call the constructor in place\r\n * @param min defines the new minimum vector (in local space)\r\n * @param max defines the new maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {\r\n this.minimum.copyFrom(min);\r\n this.maximum.copyFrom(max);\r\n var distance = Vector3.Distance(min, max);\r\n max.addToRef(min, this.center).scaleInPlace(0.5);\r\n this.radius = distance * 0.5;\r\n this._update(worldMatrix || Matrix.IdentityReadOnly);\r\n };\r\n /**\r\n * Scale the current bounding sphere by applying a scale factor\r\n * @param factor defines the scale factor to apply\r\n * @returns the current bounding box\r\n */\r\n BoundingSphere.prototype.scale = function (factor) {\r\n var newRadius = this.radius * factor;\r\n var tmpVectors = BoundingSphere.TmpVector3;\r\n var tempRadiusVector = tmpVectors[0].setAll(newRadius);\r\n var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);\r\n var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);\r\n this.reConstruct(min, max, this._worldMatrix);\r\n return this;\r\n };\r\n /**\r\n * Gets the world matrix of the bounding box\r\n * @returns a matrix\r\n */\r\n BoundingSphere.prototype.getWorldMatrix = function () {\r\n return this._worldMatrix;\r\n };\r\n // Methods\r\n /** @hidden */\r\n BoundingSphere.prototype._update = function (worldMatrix) {\r\n if (!worldMatrix.isIdentity()) {\r\n Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);\r\n var tempVector = BoundingSphere.TmpVector3[0];\r\n Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);\r\n this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;\r\n }\r\n else {\r\n this.centerWorld.copyFrom(this.center);\r\n this.radiusWorld = this.radius;\r\n }\r\n };\r\n /**\r\n * Tests if the bounding sphere is intersecting the frustum planes\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if there is an intersection\r\n */\r\n BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {\r\n var center = this.centerWorld;\r\n var radius = this.radiusWorld;\r\n for (var i = 0; i < 6; i++) {\r\n if (frustumPlanes[i].dotCoordinate(center) <= -radius) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n /**\r\n * Tests if the bounding sphere center is in between the frustum planes.\r\n * Used for optimistic fast inclusion.\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if the sphere center is in between the frustum planes\r\n */\r\n BoundingSphere.prototype.isCenterInFrustum = function (frustumPlanes) {\r\n var center = this.centerWorld;\r\n for (var i = 0; i < 6; i++) {\r\n if (frustumPlanes[i].dotCoordinate(center) < 0) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n /**\r\n * Tests if a point is inside the bounding sphere\r\n * @param point defines the point to test\r\n * @returns true if the point is inside the bounding sphere\r\n */\r\n BoundingSphere.prototype.intersectsPoint = function (point) {\r\n var squareDistance = Vector3.DistanceSquared(this.centerWorld, point);\r\n if (this.radiusWorld * this.radiusWorld < squareDistance) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n // Statics\r\n /**\r\n * Checks if two sphere intersct\r\n * @param sphere0 sphere 0\r\n * @param sphere1 sphere 1\r\n * @returns true if the speres intersect\r\n */\r\n BoundingSphere.Intersects = function (sphere0, sphere1) {\r\n var squareDistance = Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);\r\n var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;\r\n if (radiusSum * radiusSum < squareDistance) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n BoundingSphere.TmpVector3 = ArrayTools.BuildArray(3, Vector3.Zero);\r\n return BoundingSphere;\r\n}());\r\nexport { BoundingSphere };\r\n//# sourceMappingURL=boundingSphere.js.map","import { Material } from \"../Materials/material\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\n/**\r\n * PostProcessManager is used to manage one or more post processes or post process pipelines\r\n * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses\r\n */\r\nvar PostProcessManager = /** @class */ (function () {\r\n /**\r\n * Creates a new instance PostProcess\r\n * @param scene The scene that the post process is associated with.\r\n */\r\n function PostProcessManager(scene) {\r\n this._vertexBuffers = {};\r\n this._scene = scene;\r\n }\r\n PostProcessManager.prototype._prepareBuffers = function () {\r\n if (this._vertexBuffers[VertexBuffer.PositionKind]) {\r\n return;\r\n }\r\n // VBO\r\n var vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(this._scene.getEngine(), vertices, VertexBuffer.PositionKind, false, false, 2);\r\n this._buildIndexBuffer();\r\n };\r\n PostProcessManager.prototype._buildIndexBuffer = function () {\r\n // Indices\r\n var indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);\r\n };\r\n /**\r\n * Rebuilds the vertex buffers of the manager.\r\n * @hidden\r\n */\r\n PostProcessManager.prototype._rebuild = function () {\r\n var vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (!vb) {\r\n return;\r\n }\r\n vb._rebuild();\r\n this._buildIndexBuffer();\r\n };\r\n // Methods\r\n /**\r\n * Prepares a frame to be run through a post process.\r\n * @param sourceTexture The input texture to the post procesess. (default: null)\r\n * @param postProcesses An array of post processes to be run. (default: null)\r\n * @returns True if the post processes were able to be run.\r\n * @hidden\r\n */\r\n PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {\r\n if (sourceTexture === void 0) { sourceTexture = null; }\r\n if (postProcesses === void 0) { postProcesses = null; }\r\n var camera = this._scene.activeCamera;\r\n if (!camera) {\r\n return false;\r\n }\r\n postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });\r\n if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {\r\n return false;\r\n }\r\n postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);\r\n return true;\r\n };\r\n /**\r\n * Manually render a set of post processes to a texture.\r\n * @param postProcesses An array of post processes to be run.\r\n * @param targetTexture The target texture to render to.\r\n * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight\r\n * @param faceIndex defines the face to render to if a cubemap is defined as the target\r\n * @param lodLevel defines which lod of the texture to render to\r\n */\r\n PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {\r\n if (targetTexture === void 0) { targetTexture = null; }\r\n if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }\r\n if (faceIndex === void 0) { faceIndex = 0; }\r\n if (lodLevel === void 0) { lodLevel = 0; }\r\n var engine = this._scene.getEngine();\r\n for (var index = 0; index < postProcesses.length; index++) {\r\n if (index < postProcesses.length - 1) {\r\n postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);\r\n }\r\n else {\r\n if (targetTexture) {\r\n engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, lodLevel);\r\n }\r\n else {\r\n engine.restoreDefaultFramebuffer();\r\n }\r\n }\r\n var pp = postProcesses[index];\r\n var effect = pp.apply();\r\n if (effect) {\r\n pp.onBeforeRenderObservable.notifyObservers(effect);\r\n // VBOs\r\n this._prepareBuffers();\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n pp.onAfterRenderObservable.notifyObservers(effect);\r\n }\r\n }\r\n // Restore depth buffer\r\n engine.setDepthBuffer(true);\r\n engine.setDepthWrite(true);\r\n };\r\n /**\r\n * Finalize the result of the output of the postprocesses.\r\n * @param doNotPresent If true the result will not be displayed to the screen.\r\n * @param targetTexture The target texture to render to.\r\n * @param faceIndex The index of the face to bind the target texture to.\r\n * @param postProcesses The array of post processes to render.\r\n * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)\r\n * @hidden\r\n */\r\n PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {\r\n if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }\r\n var camera = this._scene.activeCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });\r\n if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {\r\n return;\r\n }\r\n var engine = this._scene.getEngine();\r\n for (var index = 0, len = postProcesses.length; index < len; index++) {\r\n var pp = postProcesses[index];\r\n if (index < len - 1) {\r\n pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);\r\n }\r\n else {\r\n if (targetTexture) {\r\n engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);\r\n pp._outputTexture = targetTexture;\r\n }\r\n else {\r\n engine.restoreDefaultFramebuffer();\r\n pp._outputTexture = null;\r\n }\r\n }\r\n if (doNotPresent) {\r\n break;\r\n }\r\n var effect = pp.apply();\r\n if (effect) {\r\n pp.onBeforeRenderObservable.notifyObservers(effect);\r\n // VBOs\r\n this._prepareBuffers();\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n pp.onAfterRenderObservable.notifyObservers(effect);\r\n }\r\n }\r\n // Restore states\r\n engine.setDepthBuffer(true);\r\n engine.setDepthWrite(true);\r\n engine.setAlphaMode(0);\r\n };\r\n /**\r\n * Disposes of the post process manager.\r\n */\r\n PostProcessManager.prototype.dispose = function () {\r\n var buffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n };\r\n return PostProcessManager;\r\n}());\r\nexport { PostProcessManager };\r\n//# sourceMappingURL=postProcessManager.js.map","/**\r\n * @hidden\r\n */\r\nvar IntersectionInfo = /** @class */ (function () {\r\n function IntersectionInfo(bu, bv, distance) {\r\n this.bu = bu;\r\n this.bv = bv;\r\n this.distance = distance;\r\n this.faceId = 0;\r\n this.subMeshId = 0;\r\n }\r\n return IntersectionInfo;\r\n}());\r\nexport { IntersectionInfo };\r\n//# sourceMappingURL=intersectionInfo.js.map","import { StringTools } from '../../Misc/stringTools';\r\n/** @hidden */\r\nvar ShaderCodeNode = /** @class */ (function () {\r\n function ShaderCodeNode() {\r\n this.children = [];\r\n }\r\n ShaderCodeNode.prototype.isValid = function (preprocessors) {\r\n return true;\r\n };\r\n ShaderCodeNode.prototype.process = function (preprocessors, options) {\r\n var result = \"\";\r\n if (this.line) {\r\n var value = this.line;\r\n var processor = options.processor;\r\n if (processor) {\r\n // This must be done before other replacements to avoid mistakenly changing something that was already changed.\r\n if (processor.lineProcessor) {\r\n value = processor.lineProcessor(value, options.isFragment);\r\n }\r\n if (processor.attributeProcessor && StringTools.StartsWith(this.line, \"attribute\")) {\r\n value = processor.attributeProcessor(this.line);\r\n }\r\n else if (processor.varyingProcessor && StringTools.StartsWith(this.line, \"varying\")) {\r\n value = processor.varyingProcessor(this.line, options.isFragment);\r\n }\r\n else if ((processor.uniformProcessor || processor.uniformBufferProcessor) && StringTools.StartsWith(this.line, \"uniform\")) {\r\n var regex = /uniform (.+) (.+)/;\r\n if (regex.test(this.line)) { // uniform\r\n if (processor.uniformProcessor) {\r\n value = processor.uniformProcessor(this.line, options.isFragment);\r\n }\r\n }\r\n else { // Uniform buffer\r\n if (processor.uniformBufferProcessor) {\r\n value = processor.uniformBufferProcessor(this.line, options.isFragment);\r\n options.lookForClosingBracketForUniformBuffer = true;\r\n }\r\n }\r\n }\r\n if (processor.endOfUniformBufferProcessor) {\r\n if (options.lookForClosingBracketForUniformBuffer && this.line.indexOf(\"}\") !== -1) {\r\n options.lookForClosingBracketForUniformBuffer = false;\r\n value = processor.endOfUniformBufferProcessor(this.line, options.isFragment);\r\n }\r\n }\r\n }\r\n result += value + \"\\r\\n\";\r\n }\r\n this.children.forEach(function (child) {\r\n result += child.process(preprocessors, options);\r\n });\r\n if (this.additionalDefineKey) {\r\n preprocessors[this.additionalDefineKey] = this.additionalDefineValue || \"true\";\r\n }\r\n return result;\r\n };\r\n return ShaderCodeNode;\r\n}());\r\nexport { ShaderCodeNode };\r\n//# sourceMappingURL=shaderCodeNode.js.map","/** @hidden */\r\nvar ShaderCodeCursor = /** @class */ (function () {\r\n function ShaderCodeCursor() {\r\n }\r\n Object.defineProperty(ShaderCodeCursor.prototype, \"currentLine\", {\r\n get: function () {\r\n return this._lines[this.lineIndex];\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ShaderCodeCursor.prototype, \"canRead\", {\r\n get: function () {\r\n return this.lineIndex < this._lines.length - 1;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ShaderCodeCursor.prototype, \"lines\", {\r\n set: function (value) {\r\n this._lines = [];\r\n for (var _i = 0, value_1 = value; _i < value_1.length; _i++) {\r\n var line = value_1[_i];\r\n // Prevent removing line break in macros.\r\n if (line[0] === \"#\") {\r\n this._lines.push(line);\r\n continue;\r\n }\r\n var split = line.split(\";\");\r\n for (var index = 0; index < split.length; index++) {\r\n var subLine = split[index];\r\n subLine = subLine.trim();\r\n if (!subLine) {\r\n continue;\r\n }\r\n this._lines.push(subLine + (index !== split.length - 1 ? \";\" : \"\"));\r\n }\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n return ShaderCodeCursor;\r\n}());\r\nexport { ShaderCodeCursor };\r\n//# sourceMappingURL=shaderCodeCursor.js.map","import { __extends } from \"tslib\";\r\nimport { ShaderCodeNode } from './shaderCodeNode';\r\n/** @hidden */\r\nvar ShaderCodeConditionNode = /** @class */ (function (_super) {\r\n __extends(ShaderCodeConditionNode, _super);\r\n function ShaderCodeConditionNode() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n ShaderCodeConditionNode.prototype.process = function (preprocessors, options) {\r\n for (var index = 0; index < this.children.length; index++) {\r\n var node = this.children[index];\r\n if (node.isValid(preprocessors)) {\r\n return node.process(preprocessors, options);\r\n }\r\n }\r\n return \"\";\r\n };\r\n return ShaderCodeConditionNode;\r\n}(ShaderCodeNode));\r\nexport { ShaderCodeConditionNode };\r\n//# sourceMappingURL=shaderCodeConditionNode.js.map","import { __extends } from \"tslib\";\r\nimport { ShaderCodeNode } from './shaderCodeNode';\r\n/** @hidden */\r\nvar ShaderCodeTestNode = /** @class */ (function (_super) {\r\n __extends(ShaderCodeTestNode, _super);\r\n function ShaderCodeTestNode() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n ShaderCodeTestNode.prototype.isValid = function (preprocessors) {\r\n return this.testExpression.isTrue(preprocessors);\r\n };\r\n return ShaderCodeTestNode;\r\n}(ShaderCodeNode));\r\nexport { ShaderCodeTestNode };\r\n//# sourceMappingURL=shaderCodeTestNode.js.map","/** @hidden */\r\nvar ShaderDefineExpression = /** @class */ (function () {\r\n function ShaderDefineExpression() {\r\n }\r\n ShaderDefineExpression.prototype.isTrue = function (preprocessors) {\r\n return true;\r\n };\r\n return ShaderDefineExpression;\r\n}());\r\nexport { ShaderDefineExpression };\r\n//# sourceMappingURL=shaderDefineExpression.js.map","import { __extends } from \"tslib\";\r\nimport { ShaderDefineExpression } from \"../shaderDefineExpression\";\r\n/** @hidden */\r\nvar ShaderDefineIsDefinedOperator = /** @class */ (function (_super) {\r\n __extends(ShaderDefineIsDefinedOperator, _super);\r\n function ShaderDefineIsDefinedOperator(define, not) {\r\n if (not === void 0) { not = false; }\r\n var _this = _super.call(this) || this;\r\n _this.define = define;\r\n _this.not = not;\r\n return _this;\r\n }\r\n ShaderDefineIsDefinedOperator.prototype.isTrue = function (preprocessors) {\r\n var condition = preprocessors[this.define] !== undefined;\r\n if (this.not) {\r\n condition = !condition;\r\n }\r\n return condition;\r\n };\r\n return ShaderDefineIsDefinedOperator;\r\n}(ShaderDefineExpression));\r\nexport { ShaderDefineIsDefinedOperator };\r\n//# sourceMappingURL=shaderDefineIsDefinedOperator.js.map","import { __extends } from \"tslib\";\r\nimport { ShaderDefineExpression } from '../shaderDefineExpression';\r\n/** @hidden */\r\nvar ShaderDefineOrOperator = /** @class */ (function (_super) {\r\n __extends(ShaderDefineOrOperator, _super);\r\n function ShaderDefineOrOperator() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n ShaderDefineOrOperator.prototype.isTrue = function (preprocessors) {\r\n return this.leftOperand.isTrue(preprocessors) || this.rightOperand.isTrue(preprocessors);\r\n };\r\n return ShaderDefineOrOperator;\r\n}(ShaderDefineExpression));\r\nexport { ShaderDefineOrOperator };\r\n//# sourceMappingURL=shaderDefineOrOperator.js.map","import { __extends } from \"tslib\";\r\nimport { ShaderDefineExpression } from '../shaderDefineExpression';\r\n/** @hidden */\r\nvar ShaderDefineAndOperator = /** @class */ (function (_super) {\r\n __extends(ShaderDefineAndOperator, _super);\r\n function ShaderDefineAndOperator() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n ShaderDefineAndOperator.prototype.isTrue = function (preprocessors) {\r\n return this.leftOperand.isTrue(preprocessors) && this.rightOperand.isTrue(preprocessors);\r\n };\r\n return ShaderDefineAndOperator;\r\n}(ShaderDefineExpression));\r\nexport { ShaderDefineAndOperator };\r\n//# sourceMappingURL=shaderDefineAndOperator.js.map","import { __extends } from \"tslib\";\r\nimport { ShaderDefineExpression } from '../shaderDefineExpression';\r\n/** @hidden */\r\nvar ShaderDefineArithmeticOperator = /** @class */ (function (_super) {\r\n __extends(ShaderDefineArithmeticOperator, _super);\r\n function ShaderDefineArithmeticOperator(define, operand, testValue) {\r\n var _this = _super.call(this) || this;\r\n _this.define = define;\r\n _this.operand = operand;\r\n _this.testValue = testValue;\r\n return _this;\r\n }\r\n ShaderDefineArithmeticOperator.prototype.isTrue = function (preprocessors) {\r\n var value = preprocessors[this.define];\r\n if (value === undefined) {\r\n value = this.define;\r\n }\r\n var condition = false;\r\n var left = parseInt(value);\r\n var right = parseInt(this.testValue);\r\n switch (this.operand) {\r\n case \">\":\r\n condition = left > right;\r\n break;\r\n case \"<\":\r\n condition = left < right;\r\n break;\r\n case \"<=\":\r\n condition = left <= right;\r\n break;\r\n case \">=\":\r\n condition = left >= right;\r\n break;\r\n case \"==\":\r\n condition = left === right;\r\n break;\r\n }\r\n return condition;\r\n };\r\n return ShaderDefineArithmeticOperator;\r\n}(ShaderDefineExpression));\r\nexport { ShaderDefineArithmeticOperator };\r\n//# sourceMappingURL=shaderDefineArithmeticOperator.js.map","import { ShaderCodeNode } from './shaderCodeNode';\r\nimport { ShaderCodeCursor } from './shaderCodeCursor';\r\nimport { ShaderCodeConditionNode } from './shaderCodeConditionNode';\r\nimport { ShaderCodeTestNode } from './shaderCodeTestNode';\r\nimport { ShaderDefineIsDefinedOperator } from './Expressions/Operators/shaderDefineIsDefinedOperator';\r\nimport { ShaderDefineOrOperator } from './Expressions/Operators/shaderDefineOrOperator';\r\nimport { ShaderDefineAndOperator } from './Expressions/Operators/shaderDefineAndOperator';\r\nimport { ShaderDefineArithmeticOperator } from './Expressions/Operators/shaderDefineArithmeticOperator';\r\nimport { _DevTools } from '../../Misc/devTools';\r\n/** @hidden */\r\nvar ShaderProcessor = /** @class */ (function () {\r\n function ShaderProcessor() {\r\n }\r\n ShaderProcessor.Process = function (sourceCode, options, callback) {\r\n var _this = this;\r\n this._ProcessIncludes(sourceCode, options, function (codeWithIncludes) {\r\n var migratedCode = _this._ProcessShaderConversion(codeWithIncludes, options);\r\n callback(migratedCode);\r\n });\r\n };\r\n ShaderProcessor._ProcessPrecision = function (source, options) {\r\n var shouldUseHighPrecisionShader = options.shouldUseHighPrecisionShader;\r\n if (source.indexOf(\"precision highp float\") === -1) {\r\n if (!shouldUseHighPrecisionShader) {\r\n source = \"precision mediump float;\\n\" + source;\r\n }\r\n else {\r\n source = \"precision highp float;\\n\" + source;\r\n }\r\n }\r\n else {\r\n if (!shouldUseHighPrecisionShader) { // Moving highp to mediump\r\n source = source.replace(\"precision highp float\", \"precision mediump float\");\r\n }\r\n }\r\n return source;\r\n };\r\n ShaderProcessor._ExtractOperation = function (expression) {\r\n var regex = /defined\\((.+)\\)/;\r\n var match = regex.exec(expression);\r\n if (match && match.length) {\r\n return new ShaderDefineIsDefinedOperator(match[1].trim(), expression[0] === \"!\");\r\n }\r\n var operators = [\"==\", \">=\", \"<=\", \"<\", \">\"];\r\n var operator = \"\";\r\n var indexOperator = 0;\r\n for (var _i = 0, operators_1 = operators; _i < operators_1.length; _i++) {\r\n operator = operators_1[_i];\r\n indexOperator = expression.indexOf(operator);\r\n if (indexOperator > -1) {\r\n break;\r\n }\r\n }\r\n if (indexOperator === -1) {\r\n return new ShaderDefineIsDefinedOperator(expression);\r\n }\r\n var define = expression.substring(0, indexOperator).trim();\r\n var value = expression.substring(indexOperator + operator.length).trim();\r\n return new ShaderDefineArithmeticOperator(define, operator, value);\r\n };\r\n ShaderProcessor._BuildSubExpression = function (expression) {\r\n var indexOr = expression.indexOf(\"||\");\r\n if (indexOr === -1) {\r\n var indexAnd = expression.indexOf(\"&&\");\r\n if (indexAnd > -1) {\r\n var andOperator = new ShaderDefineAndOperator();\r\n var leftPart = expression.substring(0, indexAnd).trim();\r\n var rightPart = expression.substring(indexAnd + 2).trim();\r\n andOperator.leftOperand = this._BuildSubExpression(leftPart);\r\n andOperator.rightOperand = this._BuildSubExpression(rightPart);\r\n return andOperator;\r\n }\r\n else {\r\n return this._ExtractOperation(expression);\r\n }\r\n }\r\n else {\r\n var orOperator = new ShaderDefineOrOperator();\r\n var leftPart = expression.substring(0, indexOr).trim();\r\n var rightPart = expression.substring(indexOr + 2).trim();\r\n orOperator.leftOperand = this._BuildSubExpression(leftPart);\r\n orOperator.rightOperand = this._BuildSubExpression(rightPart);\r\n return orOperator;\r\n }\r\n };\r\n ShaderProcessor._BuildExpression = function (line, start) {\r\n var node = new ShaderCodeTestNode();\r\n var command = line.substring(0, start);\r\n var expression = line.substring(start).trim();\r\n if (command === \"#ifdef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression);\r\n }\r\n else if (command === \"#ifndef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression, true);\r\n }\r\n else {\r\n node.testExpression = this._BuildSubExpression(expression);\r\n }\r\n return node;\r\n };\r\n ShaderProcessor._MoveCursorWithinIf = function (cursor, rootNode, ifNode) {\r\n var line = cursor.currentLine;\r\n while (this._MoveCursor(cursor, ifNode)) {\r\n line = cursor.currentLine;\r\n var first5 = line.substring(0, 5).toLowerCase();\r\n if (first5 === \"#else\") {\r\n var elseNode = new ShaderCodeNode();\r\n rootNode.children.push(elseNode);\r\n this._MoveCursor(cursor, elseNode);\r\n return;\r\n }\r\n else if (first5 === \"#elif\") {\r\n var elifNode = this._BuildExpression(line, 5);\r\n rootNode.children.push(elifNode);\r\n ifNode = elifNode;\r\n }\r\n }\r\n };\r\n ShaderProcessor._MoveCursor = function (cursor, rootNode) {\r\n while (cursor.canRead) {\r\n cursor.lineIndex++;\r\n var line = cursor.currentLine;\r\n var keywords = /(#ifdef)|(#else)|(#elif)|(#endif)|(#ifndef)|(#if)/;\r\n var matches = keywords.exec(line);\r\n if (matches && matches.length) {\r\n var keyword = matches[0];\r\n switch (keyword) {\r\n case \"#ifdef\": {\r\n var newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n var ifNode = this._BuildExpression(line, 6);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#else\":\r\n case \"#elif\":\r\n return true;\r\n case \"#endif\":\r\n return false;\r\n case \"#ifndef\": {\r\n var newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n var ifNode = this._BuildExpression(line, 7);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#if\": {\r\n var newRootNode = new ShaderCodeConditionNode();\r\n var ifNode = this._BuildExpression(line, 3);\r\n rootNode.children.push(newRootNode);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n }\r\n }\r\n else {\r\n var newNode = new ShaderCodeNode();\r\n newNode.line = line;\r\n rootNode.children.push(newNode);\r\n // Detect additional defines\r\n if (line[0] === \"#\" && line[1] === \"d\") {\r\n var split = line.replace(\";\", \"\").split(\" \");\r\n newNode.additionalDefineKey = split[1];\r\n if (split.length === 3) {\r\n newNode.additionalDefineValue = split[2];\r\n }\r\n }\r\n }\r\n }\r\n return false;\r\n };\r\n ShaderProcessor._EvaluatePreProcessors = function (sourceCode, preprocessors, options) {\r\n var rootNode = new ShaderCodeNode();\r\n var cursor = new ShaderCodeCursor();\r\n cursor.lineIndex = -1;\r\n cursor.lines = sourceCode.split(\"\\n\");\r\n // Decompose (We keep it in 2 steps so it is easier to maintain and perf hit is insignificant)\r\n this._MoveCursor(cursor, rootNode);\r\n // Recompose\r\n return rootNode.process(preprocessors, options);\r\n };\r\n ShaderProcessor._PreparePreProcessors = function (options) {\r\n var defines = options.defines;\r\n var preprocessors = {};\r\n for (var _i = 0, defines_1 = defines; _i < defines_1.length; _i++) {\r\n var define = defines_1[_i];\r\n var keyValue = define.replace(\"#define\", \"\").replace(\";\", \"\").trim();\r\n var split = keyValue.split(\" \");\r\n preprocessors[split[0]] = split.length > 1 ? split[1] : \"\";\r\n }\r\n preprocessors[\"GL_ES\"] = \"true\";\r\n preprocessors[\"__VERSION__\"] = options.version;\r\n preprocessors[options.platformName] = \"true\";\r\n return preprocessors;\r\n };\r\n ShaderProcessor._ProcessShaderConversion = function (sourceCode, options) {\r\n var preparedSourceCode = this._ProcessPrecision(sourceCode, options);\r\n if (!options.processor) {\r\n return preparedSourceCode;\r\n }\r\n // Already converted\r\n if (preparedSourceCode.indexOf(\"#version 3\") !== -1) {\r\n return preparedSourceCode.replace(\"#version 300 es\", \"\");\r\n }\r\n var defines = options.defines;\r\n var preprocessors = this._PreparePreProcessors(options);\r\n // General pre processing\r\n if (options.processor.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, options.isFragment);\r\n }\r\n preparedSourceCode = this._EvaluatePreProcessors(preparedSourceCode, preprocessors, options);\r\n // Post processing\r\n if (options.processor.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(preparedSourceCode, defines, options.isFragment);\r\n }\r\n return preparedSourceCode;\r\n };\r\n ShaderProcessor._ProcessIncludes = function (sourceCode, options, callback) {\r\n var _this = this;\r\n var regex = /#include<(.+)>(\\((.*)\\))*(\\[(.*)\\])*/g;\r\n var match = regex.exec(sourceCode);\r\n var returnValue = new String(sourceCode);\r\n while (match != null) {\r\n var includeFile = match[1];\r\n // Uniform declaration\r\n if (includeFile.indexOf(\"__decl__\") !== -1) {\r\n includeFile = includeFile.replace(/__decl__/, \"\");\r\n if (options.supportsUniformBuffers) {\r\n includeFile = includeFile.replace(/Vertex/, \"Ubo\");\r\n includeFile = includeFile.replace(/Fragment/, \"Ubo\");\r\n }\r\n includeFile = includeFile + \"Declaration\";\r\n }\r\n if (options.includesShadersStore[includeFile]) {\r\n // Substitution\r\n var includeContent = options.includesShadersStore[includeFile];\r\n if (match[2]) {\r\n var splits = match[3].split(\",\");\r\n for (var index = 0; index < splits.length; index += 2) {\r\n var source = new RegExp(splits[index], \"g\");\r\n var dest = splits[index + 1];\r\n includeContent = includeContent.replace(source, dest);\r\n }\r\n }\r\n if (match[4]) {\r\n var indexString = match[5];\r\n if (indexString.indexOf(\"..\") !== -1) {\r\n var indexSplits = indexString.split(\"..\");\r\n var minIndex = parseInt(indexSplits[0]);\r\n var maxIndex = parseInt(indexSplits[1]);\r\n var sourceIncludeContent = includeContent.slice(0);\r\n includeContent = \"\";\r\n if (isNaN(maxIndex)) {\r\n maxIndex = options.indexParameters[indexSplits[1]];\r\n }\r\n for (var i = minIndex; i < maxIndex; i++) {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n sourceIncludeContent = sourceIncludeContent.replace(/light\\{X\\}.(\\w*)/g, function (str, p1) {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent += sourceIncludeContent.replace(/\\{X\\}/g, i.toString()) + \"\\n\";\r\n }\r\n }\r\n else {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n includeContent = includeContent.replace(/light\\{X\\}.(\\w*)/g, function (str, p1) {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent = includeContent.replace(/\\{X\\}/g, indexString);\r\n }\r\n }\r\n // Replace\r\n returnValue = returnValue.replace(match[0], includeContent);\r\n }\r\n else {\r\n var includeShaderUrl = options.shadersRepository + \"ShadersInclude/\" + includeFile + \".fx\";\r\n ShaderProcessor._FileToolsLoadFile(includeShaderUrl, function (fileContent) {\r\n options.includesShadersStore[includeFile] = fileContent;\r\n _this._ProcessIncludes(returnValue, options, callback);\r\n });\r\n return;\r\n }\r\n match = regex.exec(sourceCode);\r\n }\r\n callback(returnValue);\r\n };\r\n /**\r\n * Loads a file from a url\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n * @hidden\r\n */\r\n ShaderProcessor._FileToolsLoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {\r\n throw _DevTools.WarnImport(\"FileTools\");\r\n };\r\n return ShaderProcessor;\r\n}());\r\nexport { ShaderProcessor };\r\n//# sourceMappingURL=shaderProcessor.js.map","import { Scalar } from './math.scalar';\r\nimport { Vector2, Vector3, Quaternion, Matrix } from './math.vector';\r\nimport { Epsilon } from './math.constants';\r\n/**\r\n * Defines potential orientation for back face culling\r\n */\r\nexport var Orientation;\r\n(function (Orientation) {\r\n /**\r\n * Clockwise\r\n */\r\n Orientation[Orientation[\"CW\"] = 0] = \"CW\";\r\n /** Counter clockwise */\r\n Orientation[Orientation[\"CCW\"] = 1] = \"CCW\";\r\n})(Orientation || (Orientation = {}));\r\n/** Class used to represent a Bezier curve */\r\nvar BezierCurve = /** @class */ (function () {\r\n function BezierCurve() {\r\n }\r\n /**\r\n * Returns the cubic Bezier interpolated value (float) at \"t\" (float) from the given x1, y1, x2, y2 floats\r\n * @param t defines the time\r\n * @param x1 defines the left coordinate on X axis\r\n * @param y1 defines the left coordinate on Y axis\r\n * @param x2 defines the right coordinate on X axis\r\n * @param y2 defines the right coordinate on Y axis\r\n * @returns the interpolated value\r\n */\r\n BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {\r\n // Extract X (which is equal to time here)\r\n var f0 = 1 - 3 * x2 + 3 * x1;\r\n var f1 = 3 * x2 - 6 * x1;\r\n var f2 = 3 * x1;\r\n var refinedT = t;\r\n for (var i = 0; i < 5; i++) {\r\n var refinedT2 = refinedT * refinedT;\r\n var refinedT3 = refinedT2 * refinedT;\r\n var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;\r\n var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);\r\n refinedT -= (x - t) * slope;\r\n refinedT = Math.min(1, Math.max(0, refinedT));\r\n }\r\n // Resolve cubic bezier for the given x\r\n return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +\r\n 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +\r\n Math.pow(refinedT, 3);\r\n };\r\n return BezierCurve;\r\n}());\r\nexport { BezierCurve };\r\n/**\r\n * Defines angle representation\r\n */\r\nvar Angle = /** @class */ (function () {\r\n /**\r\n * Creates an Angle object of \"radians\" radians (float).\r\n * @param radians the angle in radians\r\n */\r\n function Angle(radians) {\r\n this._radians = radians;\r\n if (this._radians < 0.0) {\r\n this._radians += (2.0 * Math.PI);\r\n }\r\n }\r\n /**\r\n * Get value in degrees\r\n * @returns the Angle value in degrees (float)\r\n */\r\n Angle.prototype.degrees = function () {\r\n return this._radians * 180.0 / Math.PI;\r\n };\r\n /**\r\n * Get value in radians\r\n * @returns the Angle value in radians (float)\r\n */\r\n Angle.prototype.radians = function () {\r\n return this._radians;\r\n };\r\n /**\r\n * Gets a new Angle object valued with the angle value in radians between the two given vectors\r\n * @param a defines first vector\r\n * @param b defines second vector\r\n * @returns a new Angle\r\n */\r\n Angle.BetweenTwoPoints = function (a, b) {\r\n var delta = b.subtract(a);\r\n var theta = Math.atan2(delta.y, delta.x);\r\n return new Angle(theta);\r\n };\r\n /**\r\n * Gets a new Angle object from the given float in radians\r\n * @param radians defines the angle value in radians\r\n * @returns a new Angle\r\n */\r\n Angle.FromRadians = function (radians) {\r\n return new Angle(radians);\r\n };\r\n /**\r\n * Gets a new Angle object from the given float in degrees\r\n * @param degrees defines the angle value in degrees\r\n * @returns a new Angle\r\n */\r\n Angle.FromDegrees = function (degrees) {\r\n return new Angle(degrees * Math.PI / 180.0);\r\n };\r\n return Angle;\r\n}());\r\nexport { Angle };\r\n/**\r\n * This represents an arc in a 2d space.\r\n */\r\nvar Arc2 = /** @class */ (function () {\r\n /**\r\n * Creates an Arc object from the three given points : start, middle and end.\r\n * @param startPoint Defines the start point of the arc\r\n * @param midPoint Defines the midlle point of the arc\r\n * @param endPoint Defines the end point of the arc\r\n */\r\n function Arc2(\r\n /** Defines the start point of the arc */\r\n startPoint, \r\n /** Defines the mid point of the arc */\r\n midPoint, \r\n /** Defines the end point of the arc */\r\n endPoint) {\r\n this.startPoint = startPoint;\r\n this.midPoint = midPoint;\r\n this.endPoint = endPoint;\r\n var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);\r\n var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;\r\n var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;\r\n var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);\r\n this.centerPoint = new Vector2((startToMid * (midPoint.y - endPoint.y) - midToEnd * (startPoint.y - midPoint.y)) / det, ((startPoint.x - midPoint.x) * midToEnd - (midPoint.x - endPoint.x) * startToMid) / det);\r\n this.radius = this.centerPoint.subtract(this.startPoint).length();\r\n this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);\r\n var a1 = this.startAngle.degrees();\r\n var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();\r\n var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();\r\n // angles correction\r\n if (a2 - a1 > +180.0) {\r\n a2 -= 360.0;\r\n }\r\n if (a2 - a1 < -180.0) {\r\n a2 += 360.0;\r\n }\r\n if (a3 - a2 > +180.0) {\r\n a3 -= 360.0;\r\n }\r\n if (a3 - a2 < -180.0) {\r\n a3 += 360.0;\r\n }\r\n this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;\r\n this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);\r\n }\r\n return Arc2;\r\n}());\r\nexport { Arc2 };\r\n/**\r\n * Represents a 2D path made up of multiple 2D points\r\n */\r\nvar Path2 = /** @class */ (function () {\r\n /**\r\n * Creates a Path2 object from the starting 2D coordinates x and y.\r\n * @param x the starting points x value\r\n * @param y the starting points y value\r\n */\r\n function Path2(x, y) {\r\n this._points = new Array();\r\n this._length = 0.0;\r\n /**\r\n * If the path start and end point are the same\r\n */\r\n this.closed = false;\r\n this._points.push(new Vector2(x, y));\r\n }\r\n /**\r\n * Adds a new segment until the given coordinates (x, y) to the current Path2.\r\n * @param x the added points x value\r\n * @param y the added points y value\r\n * @returns the updated Path2.\r\n */\r\n Path2.prototype.addLineTo = function (x, y) {\r\n if (this.closed) {\r\n return this;\r\n }\r\n var newPoint = new Vector2(x, y);\r\n var previousPoint = this._points[this._points.length - 1];\r\n this._points.push(newPoint);\r\n this._length += newPoint.subtract(previousPoint).length();\r\n return this;\r\n };\r\n /**\r\n * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.\r\n * @param midX middle point x value\r\n * @param midY middle point y value\r\n * @param endX end point x value\r\n * @param endY end point y value\r\n * @param numberOfSegments (default: 36)\r\n * @returns the updated Path2.\r\n */\r\n Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {\r\n if (numberOfSegments === void 0) { numberOfSegments = 36; }\r\n if (this.closed) {\r\n return this;\r\n }\r\n var startPoint = this._points[this._points.length - 1];\r\n var midPoint = new Vector2(midX, midY);\r\n var endPoint = new Vector2(endX, endY);\r\n var arc = new Arc2(startPoint, midPoint, endPoint);\r\n var increment = arc.angle.radians() / numberOfSegments;\r\n if (arc.orientation === Orientation.CW) {\r\n increment *= -1;\r\n }\r\n var currentAngle = arc.startAngle.radians() + increment;\r\n for (var i = 0; i < numberOfSegments; i++) {\r\n var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;\r\n var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;\r\n this.addLineTo(x, y);\r\n currentAngle += increment;\r\n }\r\n return this;\r\n };\r\n /**\r\n * Closes the Path2.\r\n * @returns the Path2.\r\n */\r\n Path2.prototype.close = function () {\r\n this.closed = true;\r\n return this;\r\n };\r\n /**\r\n * Gets the sum of the distance between each sequential point in the path\r\n * @returns the Path2 total length (float).\r\n */\r\n Path2.prototype.length = function () {\r\n var result = this._length;\r\n if (this.closed) {\r\n var lastPoint = this._points[this._points.length - 1];\r\n var firstPoint = this._points[0];\r\n result += (firstPoint.subtract(lastPoint).length());\r\n }\r\n return result;\r\n };\r\n /**\r\n * Gets the points which construct the path\r\n * @returns the Path2 internal array of points.\r\n */\r\n Path2.prototype.getPoints = function () {\r\n return this._points;\r\n };\r\n /**\r\n * Retreives the point at the distance aways from the starting point\r\n * @param normalizedLengthPosition the length along the path to retreive the point from\r\n * @returns a new Vector2 located at a percentage of the Path2 total length on this path.\r\n */\r\n Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {\r\n if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {\r\n return Vector2.Zero();\r\n }\r\n var lengthPosition = normalizedLengthPosition * this.length();\r\n var previousOffset = 0;\r\n for (var i = 0; i < this._points.length; i++) {\r\n var j = (i + 1) % this._points.length;\r\n var a = this._points[i];\r\n var b = this._points[j];\r\n var bToA = b.subtract(a);\r\n var nextOffset = (bToA.length() + previousOffset);\r\n if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {\r\n var dir = bToA.normalize();\r\n var localOffset = lengthPosition - previousOffset;\r\n return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));\r\n }\r\n previousOffset = nextOffset;\r\n }\r\n return Vector2.Zero();\r\n };\r\n /**\r\n * Creates a new path starting from an x and y position\r\n * @param x starting x value\r\n * @param y starting y value\r\n * @returns a new Path2 starting at the coordinates (x, y).\r\n */\r\n Path2.StartingAt = function (x, y) {\r\n return new Path2(x, y);\r\n };\r\n return Path2;\r\n}());\r\nexport { Path2 };\r\n/**\r\n * Represents a 3D path made up of multiple 3D points\r\n */\r\nvar Path3D = /** @class */ (function () {\r\n /**\r\n * new Path3D(path, normal, raw)\r\n * Creates a Path3D. A Path3D is a logical math object, so not a mesh.\r\n * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d\r\n * @param path an array of Vector3, the curve axis of the Path3D\r\n * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.\r\n * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.\r\n * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path.\r\n */\r\n function Path3D(\r\n /**\r\n * an array of Vector3, the curve axis of the Path3D\r\n */\r\n path, firstNormal, raw, alignTangentsWithPath) {\r\n if (firstNormal === void 0) { firstNormal = null; }\r\n if (alignTangentsWithPath === void 0) { alignTangentsWithPath = false; }\r\n this.path = path;\r\n this._curve = new Array();\r\n this._distances = new Array();\r\n this._tangents = new Array();\r\n this._normals = new Array();\r\n this._binormals = new Array();\r\n // holds interpolated point data\r\n this._pointAtData = {\r\n id: 0,\r\n point: Vector3.Zero(),\r\n previousPointArrayIndex: 0,\r\n position: 0,\r\n subPosition: 0,\r\n interpolateReady: false,\r\n interpolationMatrix: Matrix.Identity(),\r\n };\r\n for (var p = 0; p < path.length; p++) {\r\n this._curve[p] = path[p].clone(); // hard copy\r\n }\r\n this._raw = raw || false;\r\n this._alignTangentsWithPath = alignTangentsWithPath;\r\n this._compute(firstNormal, alignTangentsWithPath);\r\n }\r\n /**\r\n * Returns the Path3D array of successive Vector3 designing its curve.\r\n * @returns the Path3D array of successive Vector3 designing its curve.\r\n */\r\n Path3D.prototype.getCurve = function () {\r\n return this._curve;\r\n };\r\n /**\r\n * Returns the Path3D array of successive Vector3 designing its curve.\r\n * @returns the Path3D array of successive Vector3 designing its curve.\r\n */\r\n Path3D.prototype.getPoints = function () {\r\n return this._curve;\r\n };\r\n /**\r\n * @returns the computed length (float) of the path.\r\n */\r\n Path3D.prototype.length = function () {\r\n return this._distances[this._distances.length - 1];\r\n };\r\n /**\r\n * Returns an array populated with tangent vectors on each Path3D curve point.\r\n * @returns an array populated with tangent vectors on each Path3D curve point.\r\n */\r\n Path3D.prototype.getTangents = function () {\r\n return this._tangents;\r\n };\r\n /**\r\n * Returns an array populated with normal vectors on each Path3D curve point.\r\n * @returns an array populated with normal vectors on each Path3D curve point.\r\n */\r\n Path3D.prototype.getNormals = function () {\r\n return this._normals;\r\n };\r\n /**\r\n * Returns an array populated with binormal vectors on each Path3D curve point.\r\n * @returns an array populated with binormal vectors on each Path3D curve point.\r\n */\r\n Path3D.prototype.getBinormals = function () {\r\n return this._binormals;\r\n };\r\n /**\r\n * Returns an array populated with distances (float) of the i-th point from the first curve point.\r\n * @returns an array populated with distances (float) of the i-th point from the first curve point.\r\n */\r\n Path3D.prototype.getDistances = function () {\r\n return this._distances;\r\n };\r\n /**\r\n * Returns an interpolated point along this path\r\n * @param position the position of the point along this path, from 0.0 to 1.0\r\n * @returns a new Vector3 as the point\r\n */\r\n Path3D.prototype.getPointAt = function (position) {\r\n return this._updatePointAtData(position).point;\r\n };\r\n /**\r\n * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.\r\n * @param position the position of the point along this path, from 0.0 to 1.0\r\n * @param interpolated (optional, default false) : boolean, if true returns an interpolated tangent instead of the tangent of the previous path point.\r\n * @returns a tangent vector corresponding to the interpolated Path3D curve point, if not interpolated, the tangent is taken from the precomputed tangents array.\r\n */\r\n Path3D.prototype.getTangentAt = function (position, interpolated) {\r\n if (interpolated === void 0) { interpolated = false; }\r\n this._updatePointAtData(position, interpolated);\r\n return interpolated ? Vector3.TransformCoordinates(Vector3.Forward(), this._pointAtData.interpolationMatrix) : this._tangents[this._pointAtData.previousPointArrayIndex];\r\n };\r\n /**\r\n * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.\r\n * @param position the position of the point along this path, from 0.0 to 1.0\r\n * @param interpolated (optional, default false) : boolean, if true returns an interpolated normal instead of the normal of the previous path point.\r\n * @returns a normal vector corresponding to the interpolated Path3D curve point, if not interpolated, the normal is taken from the precomputed normals array.\r\n */\r\n Path3D.prototype.getNormalAt = function (position, interpolated) {\r\n if (interpolated === void 0) { interpolated = false; }\r\n this._updatePointAtData(position, interpolated);\r\n return interpolated ? Vector3.TransformCoordinates(Vector3.Right(), this._pointAtData.interpolationMatrix) : this._normals[this._pointAtData.previousPointArrayIndex];\r\n };\r\n /**\r\n * Returns the binormal vector of an interpolated Path3D curve point at the specified position along this path.\r\n * @param position the position of the point along this path, from 0.0 to 1.0\r\n * @param interpolated (optional, default false) : boolean, if true returns an interpolated binormal instead of the binormal of the previous path point.\r\n * @returns a binormal vector corresponding to the interpolated Path3D curve point, if not interpolated, the binormal is taken from the precomputed binormals array.\r\n */\r\n Path3D.prototype.getBinormalAt = function (position, interpolated) {\r\n if (interpolated === void 0) { interpolated = false; }\r\n this._updatePointAtData(position, interpolated);\r\n return interpolated ? Vector3.TransformCoordinates(Vector3.UpReadOnly, this._pointAtData.interpolationMatrix) : this._binormals[this._pointAtData.previousPointArrayIndex];\r\n };\r\n /**\r\n * Returns the distance (float) of an interpolated Path3D curve point at the specified position along this path.\r\n * @param position the position of the point along this path, from 0.0 to 1.0\r\n * @returns the distance of the interpolated Path3D curve point at the specified position along this path.\r\n */\r\n Path3D.prototype.getDistanceAt = function (position) {\r\n return this.length() * position;\r\n };\r\n /**\r\n * Returns the array index of the previous point of an interpolated point along this path\r\n * @param position the position of the point to interpolate along this path, from 0.0 to 1.0\r\n * @returns the array index\r\n */\r\n Path3D.prototype.getPreviousPointIndexAt = function (position) {\r\n this._updatePointAtData(position);\r\n return this._pointAtData.previousPointArrayIndex;\r\n };\r\n /**\r\n * Returns the position of an interpolated point relative to the two path points it lies between, from 0.0 (point A) to 1.0 (point B)\r\n * @param position the position of the point to interpolate along this path, from 0.0 to 1.0\r\n * @returns the sub position\r\n */\r\n Path3D.prototype.getSubPositionAt = function (position) {\r\n this._updatePointAtData(position);\r\n return this._pointAtData.subPosition;\r\n };\r\n /**\r\n * Returns the position of the closest virtual point on this path to an arbitrary Vector3, from 0.0 to 1.0\r\n * @param target the vector of which to get the closest position to\r\n * @returns the position of the closest virtual point on this path to the target vector\r\n */\r\n Path3D.prototype.getClosestPositionTo = function (target) {\r\n var smallestDistance = Number.MAX_VALUE;\r\n var closestPosition = 0.0;\r\n for (var i = 0; i < this._curve.length - 1; i++) {\r\n var point = this._curve[i + 0];\r\n var tangent = this._curve[i + 1].subtract(point).normalize();\r\n var subLength = this._distances[i + 1] - this._distances[i + 0];\r\n var subPosition = Math.min(Math.max(Vector3.Dot(tangent, target.subtract(point).normalize()), 0.0) * Vector3.Distance(point, target) / subLength, 1.0);\r\n var distance = Vector3.Distance(point.add(tangent.scale(subPosition * subLength)), target);\r\n if (distance < smallestDistance) {\r\n smallestDistance = distance;\r\n closestPosition = (this._distances[i + 0] + subLength * subPosition) / this.length();\r\n }\r\n }\r\n return closestPosition;\r\n };\r\n /**\r\n * Returns a sub path (slice) of this path\r\n * @param start the position of the fist path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values\r\n * @param end the position of the last path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values\r\n * @returns a sub path (slice) of this path\r\n */\r\n Path3D.prototype.slice = function (start, end) {\r\n if (start === void 0) { start = 0.0; }\r\n if (end === void 0) { end = 1.0; }\r\n if (start < 0.0) {\r\n start = 1 - (start * -1.0) % 1.0;\r\n }\r\n if (end < 0.0) {\r\n end = 1 - (end * -1.0) % 1.0;\r\n }\r\n if (start > end) {\r\n var _start = start;\r\n start = end;\r\n end = _start;\r\n }\r\n var curvePoints = this.getCurve();\r\n var startPoint = this.getPointAt(start);\r\n var startIndex = this.getPreviousPointIndexAt(start);\r\n var endPoint = this.getPointAt(end);\r\n var endIndex = this.getPreviousPointIndexAt(end) + 1;\r\n var slicePoints = [];\r\n if (start !== 0.0) {\r\n startIndex++;\r\n slicePoints.push(startPoint);\r\n }\r\n slicePoints.push.apply(slicePoints, curvePoints.slice(startIndex, endIndex));\r\n if (end !== 1.0 || start === 1.0) {\r\n slicePoints.push(endPoint);\r\n }\r\n return new Path3D(slicePoints, this.getNormalAt(start), this._raw, this._alignTangentsWithPath);\r\n };\r\n /**\r\n * Forces the Path3D tangent, normal, binormal and distance recomputation.\r\n * @param path path which all values are copied into the curves points\r\n * @param firstNormal which should be projected onto the curve\r\n * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path\r\n * @returns the same object updated.\r\n */\r\n Path3D.prototype.update = function (path, firstNormal, alignTangentsWithPath) {\r\n if (firstNormal === void 0) { firstNormal = null; }\r\n if (alignTangentsWithPath === void 0) { alignTangentsWithPath = false; }\r\n for (var p = 0; p < path.length; p++) {\r\n this._curve[p].x = path[p].x;\r\n this._curve[p].y = path[p].y;\r\n this._curve[p].z = path[p].z;\r\n }\r\n this._compute(firstNormal, alignTangentsWithPath);\r\n return this;\r\n };\r\n // private function compute() : computes tangents, normals and binormals\r\n Path3D.prototype._compute = function (firstNormal, alignTangentsWithPath) {\r\n if (alignTangentsWithPath === void 0) { alignTangentsWithPath = false; }\r\n var l = this._curve.length;\r\n // first and last tangents\r\n this._tangents[0] = this._getFirstNonNullVector(0);\r\n if (!this._raw) {\r\n this._tangents[0].normalize();\r\n }\r\n this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);\r\n if (!this._raw) {\r\n this._tangents[l - 1].normalize();\r\n }\r\n // normals and binormals at first point : arbitrary vector with _normalVector()\r\n var tg0 = this._tangents[0];\r\n var pp0 = this._normalVector(tg0, firstNormal);\r\n this._normals[0] = pp0;\r\n if (!this._raw) {\r\n this._normals[0].normalize();\r\n }\r\n this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);\r\n if (!this._raw) {\r\n this._binormals[0].normalize();\r\n }\r\n this._distances[0] = 0.0;\r\n // normals and binormals : next points\r\n var prev; // previous vector (segment)\r\n var cur; // current vector (segment)\r\n var curTang; // current tangent\r\n // previous normal\r\n var prevNor; // previous normal\r\n var prevBinor; // previous binormal\r\n for (var i = 1; i < l; i++) {\r\n // tangents\r\n prev = this._getLastNonNullVector(i);\r\n if (i < l - 1) {\r\n cur = this._getFirstNonNullVector(i);\r\n this._tangents[i] = alignTangentsWithPath ? cur : prev.add(cur);\r\n this._tangents[i].normalize();\r\n }\r\n this._distances[i] = this._distances[i - 1] + prev.length();\r\n // normals and binormals\r\n // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html\r\n curTang = this._tangents[i];\r\n prevBinor = this._binormals[i - 1];\r\n this._normals[i] = Vector3.Cross(prevBinor, curTang);\r\n if (!this._raw) {\r\n if (this._normals[i].length() === 0) {\r\n prevNor = this._normals[i - 1];\r\n this._normals[i] = prevNor.clone();\r\n }\r\n else {\r\n this._normals[i].normalize();\r\n }\r\n }\r\n this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);\r\n if (!this._raw) {\r\n this._binormals[i].normalize();\r\n }\r\n }\r\n this._pointAtData.id = NaN;\r\n };\r\n // private function getFirstNonNullVector(index)\r\n // returns the first non null vector from index : curve[index + N].subtract(curve[index])\r\n Path3D.prototype._getFirstNonNullVector = function (index) {\r\n var i = 1;\r\n var nNVector = this._curve[index + i].subtract(this._curve[index]);\r\n while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {\r\n i++;\r\n nNVector = this._curve[index + i].subtract(this._curve[index]);\r\n }\r\n return nNVector;\r\n };\r\n // private function getLastNonNullVector(index)\r\n // returns the last non null vector from index : curve[index].subtract(curve[index - N])\r\n Path3D.prototype._getLastNonNullVector = function (index) {\r\n var i = 1;\r\n var nLVector = this._curve[index].subtract(this._curve[index - i]);\r\n while (nLVector.length() === 0 && index > i + 1) {\r\n i++;\r\n nLVector = this._curve[index].subtract(this._curve[index - i]);\r\n }\r\n return nLVector;\r\n };\r\n // private function normalVector(v0, vt, va) :\r\n // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane\r\n // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0\r\n Path3D.prototype._normalVector = function (vt, va) {\r\n var normal0;\r\n var tgl = vt.length();\r\n if (tgl === 0.0) {\r\n tgl = 1.0;\r\n }\r\n if (va === undefined || va === null) {\r\n var point;\r\n if (!Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, Epsilon)) { // search for a point in the plane\r\n point = new Vector3(0.0, -1.0, 0.0);\r\n }\r\n else if (!Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, Epsilon)) {\r\n point = new Vector3(1.0, 0.0, 0.0);\r\n }\r\n else if (!Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, Epsilon)) {\r\n point = new Vector3(0.0, 0.0, 1.0);\r\n }\r\n else {\r\n point = Vector3.Zero();\r\n }\r\n normal0 = Vector3.Cross(vt, point);\r\n }\r\n else {\r\n normal0 = Vector3.Cross(vt, va);\r\n Vector3.CrossToRef(normal0, vt, normal0);\r\n }\r\n normal0.normalize();\r\n return normal0;\r\n };\r\n /**\r\n * Updates the point at data for an interpolated point along this curve\r\n * @param position the position of the point along this curve, from 0.0 to 1.0\r\n * @interpolateTNB wether to compute the interpolated tangent, normal and binormal\r\n * @returns the (updated) point at data\r\n */\r\n Path3D.prototype._updatePointAtData = function (position, interpolateTNB) {\r\n if (interpolateTNB === void 0) { interpolateTNB = false; }\r\n // set an id for caching the result\r\n if (this._pointAtData.id === position) {\r\n if (!this._pointAtData.interpolateReady) {\r\n this._updateInterpolationMatrix();\r\n }\r\n return this._pointAtData;\r\n }\r\n else {\r\n this._pointAtData.id = position;\r\n }\r\n var curvePoints = this.getPoints();\r\n // clamp position between 0.0 and 1.0\r\n if (position <= 0.0) {\r\n return this._setPointAtData(0.0, 0.0, curvePoints[0], 0, interpolateTNB);\r\n }\r\n else if (position >= 1.0) {\r\n return this._setPointAtData(1.0, 1.0, curvePoints[curvePoints.length - 1], curvePoints.length - 1, interpolateTNB);\r\n }\r\n var previousPoint = curvePoints[0];\r\n var currentPoint;\r\n var currentLength = 0.0;\r\n var targetLength = position * this.length();\r\n for (var i = 1; i < curvePoints.length; i++) {\r\n currentPoint = curvePoints[i];\r\n var distance = Vector3.Distance(previousPoint, currentPoint);\r\n currentLength += distance;\r\n if (currentLength === targetLength) {\r\n return this._setPointAtData(position, 1.0, currentPoint, i, interpolateTNB);\r\n }\r\n else if (currentLength > targetLength) {\r\n var toLength = currentLength - targetLength;\r\n var diff = toLength / distance;\r\n var dir = previousPoint.subtract(currentPoint);\r\n var point = currentPoint.add(dir.scaleInPlace(diff));\r\n return this._setPointAtData(position, 1 - diff, point, i - 1, interpolateTNB);\r\n }\r\n previousPoint = currentPoint;\r\n }\r\n return this._pointAtData;\r\n };\r\n /**\r\n * Updates the point at data from the specified parameters\r\n * @param position where along the path the interpolated point is, from 0.0 to 1.0\r\n * @param point the interpolated point\r\n * @param parentIndex the index of an existing curve point that is on, or else positionally the first behind, the interpolated point\r\n */\r\n Path3D.prototype._setPointAtData = function (position, subPosition, point, parentIndex, interpolateTNB) {\r\n this._pointAtData.point = point;\r\n this._pointAtData.position = position;\r\n this._pointAtData.subPosition = subPosition;\r\n this._pointAtData.previousPointArrayIndex = parentIndex;\r\n this._pointAtData.interpolateReady = interpolateTNB;\r\n if (interpolateTNB) {\r\n this._updateInterpolationMatrix();\r\n }\r\n return this._pointAtData;\r\n };\r\n /**\r\n * Updates the point at interpolation matrix for the tangents, normals and binormals\r\n */\r\n Path3D.prototype._updateInterpolationMatrix = function () {\r\n this._pointAtData.interpolationMatrix = Matrix.Identity();\r\n var parentIndex = this._pointAtData.previousPointArrayIndex;\r\n if (parentIndex !== this._tangents.length - 1) {\r\n var index = parentIndex + 1;\r\n var tangentFrom = this._tangents[parentIndex].clone();\r\n var normalFrom = this._normals[parentIndex].clone();\r\n var binormalFrom = this._binormals[parentIndex].clone();\r\n var tangentTo = this._tangents[index].clone();\r\n var normalTo = this._normals[index].clone();\r\n var binormalTo = this._binormals[index].clone();\r\n var quatFrom = Quaternion.RotationQuaternionFromAxis(normalFrom, binormalFrom, tangentFrom);\r\n var quatTo = Quaternion.RotationQuaternionFromAxis(normalTo, binormalTo, tangentTo);\r\n var quatAt = Quaternion.Slerp(quatFrom, quatTo, this._pointAtData.subPosition);\r\n quatAt.toRotationMatrix(this._pointAtData.interpolationMatrix);\r\n }\r\n };\r\n return Path3D;\r\n}());\r\nexport { Path3D };\r\n/**\r\n * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.\r\n * A Curve3 is designed from a series of successive Vector3.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_curve3\r\n */\r\nvar Curve3 = /** @class */ (function () {\r\n /**\r\n * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.\r\n * A Curve3 is designed from a series of successive Vector3.\r\n * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object\r\n * @param points points which make up the curve\r\n */\r\n function Curve3(points) {\r\n this._length = 0.0;\r\n this._points = points;\r\n this._length = this._computeLength(points);\r\n }\r\n /**\r\n * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve\r\n * @param v0 (Vector3) the origin point of the Quadratic Bezier\r\n * @param v1 (Vector3) the control point\r\n * @param v2 (Vector3) the end point of the Quadratic Bezier\r\n * @param nbPoints (integer) the wanted number of points in the curve\r\n * @returns the created Curve3\r\n */\r\n Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {\r\n nbPoints = nbPoints > 2 ? nbPoints : 3;\r\n var bez = new Array();\r\n var equation = function (t, val0, val1, val2) {\r\n var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;\r\n return res;\r\n };\r\n for (var i = 0; i <= nbPoints; i++) {\r\n bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x), equation(i / nbPoints, v0.y, v1.y, v2.y), equation(i / nbPoints, v0.z, v1.z, v2.z)));\r\n }\r\n return new Curve3(bez);\r\n };\r\n /**\r\n * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve\r\n * @param v0 (Vector3) the origin point of the Cubic Bezier\r\n * @param v1 (Vector3) the first control point\r\n * @param v2 (Vector3) the second control point\r\n * @param v3 (Vector3) the end point of the Cubic Bezier\r\n * @param nbPoints (integer) the wanted number of points in the curve\r\n * @returns the created Curve3\r\n */\r\n Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {\r\n nbPoints = nbPoints > 3 ? nbPoints : 4;\r\n var bez = new Array();\r\n var equation = function (t, val0, val1, val2, val3) {\r\n var res = (1.0 - t) * (1.0 - t) * (1.0 - t) * val0 + 3.0 * t * (1.0 - t) * (1.0 - t) * val1 + 3.0 * t * t * (1.0 - t) * val2 + t * t * t * val3;\r\n return res;\r\n };\r\n for (var i = 0; i <= nbPoints; i++) {\r\n bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x, v3.x), equation(i / nbPoints, v0.y, v1.y, v2.y, v3.y), equation(i / nbPoints, v0.z, v1.z, v2.z, v3.z)));\r\n }\r\n return new Curve3(bez);\r\n };\r\n /**\r\n * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline\r\n * @param p1 (Vector3) the origin point of the Hermite Spline\r\n * @param t1 (Vector3) the tangent vector at the origin point\r\n * @param p2 (Vector3) the end point of the Hermite Spline\r\n * @param t2 (Vector3) the tangent vector at the end point\r\n * @param nbPoints (integer) the wanted number of points in the curve\r\n * @returns the created Curve3\r\n */\r\n Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {\r\n var hermite = new Array();\r\n var step = 1.0 / nbPoints;\r\n for (var i = 0; i <= nbPoints; i++) {\r\n hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));\r\n }\r\n return new Curve3(hermite);\r\n };\r\n /**\r\n * Returns a Curve3 object along a CatmullRom Spline curve :\r\n * @param points (array of Vector3) the points the spline must pass through. At least, four points required\r\n * @param nbPoints (integer) the wanted number of points between each curve control points\r\n * @param closed (boolean) optional with default false, when true forms a closed loop from the points\r\n * @returns the created Curve3\r\n */\r\n Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {\r\n var catmullRom = new Array();\r\n var step = 1.0 / nbPoints;\r\n var amount = 0.0;\r\n if (closed) {\r\n var pointsCount = points.length;\r\n for (var i = 0; i < pointsCount; i++) {\r\n amount = 0;\r\n for (var c = 0; c < nbPoints; c++) {\r\n catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));\r\n amount += step;\r\n }\r\n }\r\n catmullRom.push(catmullRom[0]);\r\n }\r\n else {\r\n var totalPoints = new Array();\r\n totalPoints.push(points[0].clone());\r\n Array.prototype.push.apply(totalPoints, points);\r\n totalPoints.push(points[points.length - 1].clone());\r\n for (var i = 0; i < totalPoints.length - 3; i++) {\r\n amount = 0;\r\n for (var c = 0; c < nbPoints; c++) {\r\n catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));\r\n amount += step;\r\n }\r\n }\r\n i--;\r\n catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));\r\n }\r\n return new Curve3(catmullRom);\r\n };\r\n /**\r\n * @returns the Curve3 stored array of successive Vector3\r\n */\r\n Curve3.prototype.getPoints = function () {\r\n return this._points;\r\n };\r\n /**\r\n * @returns the computed length (float) of the curve.\r\n */\r\n Curve3.prototype.length = function () {\r\n return this._length;\r\n };\r\n /**\r\n * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);\r\n * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.\r\n * curveA and curveB keep unchanged.\r\n * @param curve the curve to continue from this curve\r\n * @returns the newly constructed curve\r\n */\r\n Curve3.prototype.continue = function (curve) {\r\n var lastPoint = this._points[this._points.length - 1];\r\n var continuedPoints = this._points.slice();\r\n var curvePoints = curve.getPoints();\r\n for (var i = 1; i < curvePoints.length; i++) {\r\n continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));\r\n }\r\n var continuedCurve = new Curve3(continuedPoints);\r\n return continuedCurve;\r\n };\r\n Curve3.prototype._computeLength = function (path) {\r\n var l = 0;\r\n for (var i = 1; i < path.length; i++) {\r\n l += (path[i].subtract(path[i - 1])).length();\r\n }\r\n return l;\r\n };\r\n return Curve3;\r\n}());\r\nexport { Curve3 };\r\n//# sourceMappingURL=math.path.js.map","/**\r\n * Define options used to create a render target texture\r\n */\r\nvar RenderTargetCreationOptions = /** @class */ (function () {\r\n function RenderTargetCreationOptions() {\r\n }\r\n return RenderTargetCreationOptions;\r\n}());\r\nexport { RenderTargetCreationOptions };\r\n//# sourceMappingURL=renderTargetCreationOptions.js.map","/**\r\n * Class used to manipulate GUIDs\r\n */\r\nvar GUID = /** @class */ (function () {\r\n function GUID() {\r\n }\r\n /**\r\n * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523\r\n * Be aware Math.random() could cause collisions, but:\r\n * \"All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide\"\r\n * @returns a pseudo random id\r\n */\r\n GUID.RandomId = function () {\r\n return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {\r\n var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);\r\n return v.toString(16);\r\n });\r\n };\r\n return GUID;\r\n}());\r\nexport { GUID };\r\n//# sourceMappingURL=guid.js.map","/**\r\n * Manages the defines for the Material\r\n */\r\nvar MaterialDefines = /** @class */ (function () {\r\n function MaterialDefines() {\r\n this._isDirty = true;\r\n /** @hidden */\r\n this._areLightsDirty = true;\r\n /** @hidden */\r\n this._areLightsDisposed = false;\r\n /** @hidden */\r\n this._areAttributesDirty = true;\r\n /** @hidden */\r\n this._areTexturesDirty = true;\r\n /** @hidden */\r\n this._areFresnelDirty = true;\r\n /** @hidden */\r\n this._areMiscDirty = true;\r\n /** @hidden */\r\n this._areImageProcessingDirty = true;\r\n /** @hidden */\r\n this._normals = false;\r\n /** @hidden */\r\n this._uvs = false;\r\n /** @hidden */\r\n this._needNormals = false;\r\n /** @hidden */\r\n this._needUVs = false;\r\n }\r\n Object.defineProperty(MaterialDefines.prototype, \"isDirty\", {\r\n /**\r\n * Specifies if the material needs to be re-calculated\r\n */\r\n get: function () {\r\n return this._isDirty;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Marks the material to indicate that it has been re-calculated\r\n */\r\n MaterialDefines.prototype.markAsProcessed = function () {\r\n this._isDirty = false;\r\n this._areAttributesDirty = false;\r\n this._areTexturesDirty = false;\r\n this._areFresnelDirty = false;\r\n this._areLightsDirty = false;\r\n this._areLightsDisposed = false;\r\n this._areMiscDirty = false;\r\n this._areImageProcessingDirty = false;\r\n };\r\n /**\r\n * Marks the material to indicate that it needs to be re-calculated\r\n */\r\n MaterialDefines.prototype.markAsUnprocessed = function () {\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Marks the material to indicate all of its defines need to be re-calculated\r\n */\r\n MaterialDefines.prototype.markAllAsDirty = function () {\r\n this._areTexturesDirty = true;\r\n this._areAttributesDirty = true;\r\n this._areLightsDirty = true;\r\n this._areFresnelDirty = true;\r\n this._areMiscDirty = true;\r\n this._areImageProcessingDirty = true;\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Marks the material to indicate that image processing needs to be re-calculated\r\n */\r\n MaterialDefines.prototype.markAsImageProcessingDirty = function () {\r\n this._areImageProcessingDirty = true;\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Marks the material to indicate the lights need to be re-calculated\r\n * @param disposed Defines whether the light is dirty due to dispose or not\r\n */\r\n MaterialDefines.prototype.markAsLightDirty = function (disposed) {\r\n if (disposed === void 0) { disposed = false; }\r\n this._areLightsDirty = true;\r\n this._areLightsDisposed = this._areLightsDisposed || disposed;\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Marks the attribute state as changed\r\n */\r\n MaterialDefines.prototype.markAsAttributesDirty = function () {\r\n this._areAttributesDirty = true;\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Marks the texture state as changed\r\n */\r\n MaterialDefines.prototype.markAsTexturesDirty = function () {\r\n this._areTexturesDirty = true;\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Marks the fresnel state as changed\r\n */\r\n MaterialDefines.prototype.markAsFresnelDirty = function () {\r\n this._areFresnelDirty = true;\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Marks the misc state as changed\r\n */\r\n MaterialDefines.prototype.markAsMiscDirty = function () {\r\n this._areMiscDirty = true;\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Rebuilds the material defines\r\n */\r\n MaterialDefines.prototype.rebuild = function () {\r\n if (this._keys) {\r\n delete this._keys;\r\n }\r\n this._keys = [];\r\n for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {\r\n var key = _a[_i];\r\n if (key[0] === \"_\") {\r\n continue;\r\n }\r\n this._keys.push(key);\r\n }\r\n };\r\n /**\r\n * Specifies if two material defines are equal\r\n * @param other - A material define instance to compare to\r\n * @returns - Boolean indicating if the material defines are equal (true) or not (false)\r\n */\r\n MaterialDefines.prototype.isEqual = function (other) {\r\n if (this._keys.length !== other._keys.length) {\r\n return false;\r\n }\r\n for (var index = 0; index < this._keys.length; index++) {\r\n var prop = this._keys[index];\r\n if (this[prop] !== other[prop]) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n /**\r\n * Clones this instance's defines to another instance\r\n * @param other - material defines to clone values to\r\n */\r\n MaterialDefines.prototype.cloneTo = function (other) {\r\n if (this._keys.length !== other._keys.length) {\r\n other._keys = this._keys.slice(0);\r\n }\r\n for (var index = 0; index < this._keys.length; index++) {\r\n var prop = this._keys[index];\r\n other[prop] = this[prop];\r\n }\r\n };\r\n /**\r\n * Resets the material define values\r\n */\r\n MaterialDefines.prototype.reset = function () {\r\n for (var index = 0; index < this._keys.length; index++) {\r\n var prop = this._keys[index];\r\n var type = typeof this[prop];\r\n switch (type) {\r\n case \"number\":\r\n this[prop] = 0;\r\n break;\r\n case \"string\":\r\n this[prop] = \"\";\r\n break;\r\n default:\r\n this[prop] = false;\r\n break;\r\n }\r\n }\r\n };\r\n /**\r\n * Converts the material define values to a string\r\n * @returns - String of material define information\r\n */\r\n MaterialDefines.prototype.toString = function () {\r\n var result = \"\";\r\n for (var index = 0; index < this._keys.length; index++) {\r\n var prop = this._keys[index];\r\n var value = this[prop];\r\n var type = typeof value;\r\n switch (type) {\r\n case \"number\":\r\n case \"string\":\r\n result += \"#define \" + prop + \" \" + value + \"\\n\";\r\n break;\r\n default:\r\n if (value) {\r\n result += \"#define \" + prop + \"\\n\";\r\n }\r\n break;\r\n }\r\n }\r\n return result;\r\n };\r\n return MaterialDefines;\r\n}());\r\nexport { MaterialDefines };\r\n//# sourceMappingURL=materialDefines.js.map","/**\r\n * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.\r\n * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)\r\n */\r\nvar EffectFallbacks = /** @class */ (function () {\r\n function EffectFallbacks() {\r\n this._defines = {};\r\n this._currentRank = 32;\r\n this._maxRank = -1;\r\n this._mesh = null;\r\n }\r\n /**\r\n * Removes the fallback from the bound mesh.\r\n */\r\n EffectFallbacks.prototype.unBindMesh = function () {\r\n this._mesh = null;\r\n };\r\n /**\r\n * Adds a fallback on the specified property.\r\n * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)\r\n * @param define The name of the define in the shader\r\n */\r\n EffectFallbacks.prototype.addFallback = function (rank, define) {\r\n if (!this._defines[rank]) {\r\n if (rank < this._currentRank) {\r\n this._currentRank = rank;\r\n }\r\n if (rank > this._maxRank) {\r\n this._maxRank = rank;\r\n }\r\n this._defines[rank] = new Array();\r\n }\r\n this._defines[rank].push(define);\r\n };\r\n /**\r\n * Sets the mesh to use CPU skinning when needing to fallback.\r\n * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)\r\n * @param mesh The mesh to use the fallbacks.\r\n */\r\n EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {\r\n this._mesh = mesh;\r\n if (rank < this._currentRank) {\r\n this._currentRank = rank;\r\n }\r\n if (rank > this._maxRank) {\r\n this._maxRank = rank;\r\n }\r\n };\r\n Object.defineProperty(EffectFallbacks.prototype, \"hasMoreFallbacks\", {\r\n /**\r\n * Checks to see if more fallbacks are still availible.\r\n */\r\n get: function () {\r\n return this._currentRank <= this._maxRank;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Removes the defines that should be removed when falling back.\r\n * @param currentDefines defines the current define statements for the shader.\r\n * @param effect defines the current effect we try to compile\r\n * @returns The resulting defines with defines of the current rank removed.\r\n */\r\n EffectFallbacks.prototype.reduce = function (currentDefines, effect) {\r\n // First we try to switch to CPU skinning\r\n if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0) {\r\n this._mesh.computeBonesUsingShaders = false;\r\n currentDefines = currentDefines.replace(\"#define NUM_BONE_INFLUENCERS \" + this._mesh.numBoneInfluencers, \"#define NUM_BONE_INFLUENCERS 0\");\r\n effect._bonesComputationForcedToCPU = true;\r\n var scene = this._mesh.getScene();\r\n for (var index = 0; index < scene.meshes.length; index++) {\r\n var otherMesh = scene.meshes[index];\r\n if (!otherMesh.material) {\r\n if (!this._mesh.material && otherMesh.computeBonesUsingShaders && otherMesh.numBoneInfluencers > 0) {\r\n otherMesh.computeBonesUsingShaders = false;\r\n }\r\n continue;\r\n }\r\n if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {\r\n continue;\r\n }\r\n if (otherMesh.material.getEffect() === effect) {\r\n otherMesh.computeBonesUsingShaders = false;\r\n }\r\n else if (otherMesh.subMeshes) {\r\n for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {\r\n var subMesh = _a[_i];\r\n var subMeshEffect = subMesh.effect;\r\n if (subMeshEffect === effect) {\r\n otherMesh.computeBonesUsingShaders = false;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n var currentFallbacks = this._defines[this._currentRank];\r\n if (currentFallbacks) {\r\n for (var index = 0; index < currentFallbacks.length; index++) {\r\n currentDefines = currentDefines.replace(\"#define \" + currentFallbacks[index], \"\");\r\n }\r\n }\r\n this._currentRank++;\r\n }\r\n return currentDefines;\r\n };\r\n return EffectFallbacks;\r\n}());\r\nexport { EffectFallbacks };\r\n//# sourceMappingURL=effectFallbacks.js.map","import { SmartArray } from \"../Misc/smartArray\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\n/**\r\n * This represents the object necessary to create a rendering group.\r\n * This is exclusively used and created by the rendering manager.\r\n * To modify the behavior, you use the available helpers in your scene or meshes.\r\n * @hidden\r\n */\r\nvar RenderingGroup = /** @class */ (function () {\r\n /**\r\n * Creates a new rendering group.\r\n * @param index The rendering group index\r\n * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied\r\n * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied\r\n * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied\r\n */\r\n function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {\r\n if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }\r\n if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }\r\n if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }\r\n this.index = index;\r\n this._opaqueSubMeshes = new SmartArray(256);\r\n this._transparentSubMeshes = new SmartArray(256);\r\n this._alphaTestSubMeshes = new SmartArray(256);\r\n this._depthOnlySubMeshes = new SmartArray(256);\r\n this._particleSystems = new SmartArray(256);\r\n this._spriteManagers = new SmartArray(256);\r\n /** @hidden */\r\n this._edgesRenderers = new SmartArray(16);\r\n this._scene = scene;\r\n this.opaqueSortCompareFn = opaqueSortCompareFn;\r\n this.alphaTestSortCompareFn = alphaTestSortCompareFn;\r\n this.transparentSortCompareFn = transparentSortCompareFn;\r\n }\r\n Object.defineProperty(RenderingGroup.prototype, \"opaqueSortCompareFn\", {\r\n /**\r\n * Set the opaque sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n set: function (value) {\r\n this._opaqueSortCompareFn = value;\r\n if (value) {\r\n this._renderOpaque = this.renderOpaqueSorted;\r\n }\r\n else {\r\n this._renderOpaque = RenderingGroup.renderUnsorted;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(RenderingGroup.prototype, \"alphaTestSortCompareFn\", {\r\n /**\r\n * Set the alpha test sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n set: function (value) {\r\n this._alphaTestSortCompareFn = value;\r\n if (value) {\r\n this._renderAlphaTest = this.renderAlphaTestSorted;\r\n }\r\n else {\r\n this._renderAlphaTest = RenderingGroup.renderUnsorted;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(RenderingGroup.prototype, \"transparentSortCompareFn\", {\r\n /**\r\n * Set the transparent sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n set: function (value) {\r\n if (value) {\r\n this._transparentSortCompareFn = value;\r\n }\r\n else {\r\n this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;\r\n }\r\n this._renderTransparent = this.renderTransparentSorted;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Render all the sub meshes contained in the group.\r\n * @param customRenderFunction Used to override the default render behaviour of the group.\r\n * @returns true if rendered some submeshes.\r\n */\r\n RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {\r\n if (customRenderFunction) {\r\n customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);\r\n return;\r\n }\r\n var engine = this._scene.getEngine();\r\n // Depth only\r\n if (this._depthOnlySubMeshes.length !== 0) {\r\n engine.setColorWrite(false);\r\n this._renderAlphaTest(this._depthOnlySubMeshes);\r\n engine.setColorWrite(true);\r\n }\r\n // Opaque\r\n if (this._opaqueSubMeshes.length !== 0) {\r\n this._renderOpaque(this._opaqueSubMeshes);\r\n }\r\n // Alpha test\r\n if (this._alphaTestSubMeshes.length !== 0) {\r\n this._renderAlphaTest(this._alphaTestSubMeshes);\r\n }\r\n var stencilState = engine.getStencilBuffer();\r\n engine.setStencilBuffer(false);\r\n // Sprites\r\n if (renderSprites) {\r\n this._renderSprites();\r\n }\r\n // Particles\r\n if (renderParticles) {\r\n this._renderParticles(activeMeshes);\r\n }\r\n if (this.onBeforeTransparentRendering) {\r\n this.onBeforeTransparentRendering();\r\n }\r\n // Transparent\r\n if (this._transparentSubMeshes.length !== 0) {\r\n this._renderTransparent(this._transparentSubMeshes);\r\n engine.setAlphaMode(0);\r\n }\r\n // Set back stencil to false in case it changes before the edge renderer.\r\n engine.setStencilBuffer(false);\r\n // Edges\r\n if (this._edgesRenderers.length) {\r\n for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {\r\n this._edgesRenderers.data[edgesRendererIndex].render();\r\n }\r\n engine.setAlphaMode(0);\r\n }\r\n // Restore Stencil state.\r\n engine.setStencilBuffer(stencilState);\r\n };\r\n /**\r\n * Renders the opaque submeshes in the order from the opaqueSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {\r\n return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);\r\n };\r\n /**\r\n * Renders the opaque submeshes in the order from the alphatestSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {\r\n return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);\r\n };\r\n /**\r\n * Renders the opaque submeshes in the order from the transparentSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {\r\n return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);\r\n };\r\n /**\r\n * Renders the submeshes in a specified order.\r\n * @param subMeshes The submeshes to sort before render\r\n * @param sortCompareFn The comparison function use to sort\r\n * @param cameraPosition The camera position use to preprocess the submeshes to help sorting\r\n * @param transparent Specifies to activate blending if true\r\n */\r\n RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {\r\n var subIndex = 0;\r\n var subMesh;\r\n var cameraPosition = camera ? camera.globalPosition : RenderingGroup._zeroVector;\r\n for (; subIndex < subMeshes.length; subIndex++) {\r\n subMesh = subMeshes.data[subIndex];\r\n subMesh._alphaIndex = subMesh.getMesh().alphaIndex;\r\n subMesh._distanceToCamera = Vector3.Distance(subMesh.getBoundingInfo().boundingSphere.centerWorld, cameraPosition);\r\n }\r\n var sortedArray = subMeshes.data.slice(0, subMeshes.length);\r\n if (sortCompareFn) {\r\n sortedArray.sort(sortCompareFn);\r\n }\r\n for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {\r\n subMesh = sortedArray[subIndex];\r\n if (transparent) {\r\n var material = subMesh.getMaterial();\r\n if (material && material.needDepthPrePass) {\r\n var engine = material.getScene().getEngine();\r\n engine.setColorWrite(false);\r\n engine.setAlphaMode(0);\r\n subMesh.render(false);\r\n engine.setColorWrite(true);\r\n }\r\n }\r\n subMesh.render(transparent);\r\n }\r\n };\r\n /**\r\n * Renders the submeshes in the order they were dispatched (no sort applied).\r\n * @param subMeshes The submeshes to render\r\n */\r\n RenderingGroup.renderUnsorted = function (subMeshes) {\r\n for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {\r\n var submesh = subMeshes.data[subIndex];\r\n submesh.render(false);\r\n }\r\n };\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered back to front if in the same alpha index.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n RenderingGroup.defaultTransparentSortCompare = function (a, b) {\r\n // Alpha index first\r\n if (a._alphaIndex > b._alphaIndex) {\r\n return 1;\r\n }\r\n if (a._alphaIndex < b._alphaIndex) {\r\n return -1;\r\n }\r\n // Then distance to camera\r\n return RenderingGroup.backToFrontSortCompare(a, b);\r\n };\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered back to front.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n RenderingGroup.backToFrontSortCompare = function (a, b) {\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return 1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return -1;\r\n }\r\n return 0;\r\n };\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered front to back (prevent overdraw).\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n RenderingGroup.frontToBackSortCompare = function (a, b) {\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return -1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return 1;\r\n }\r\n return 0;\r\n };\r\n /**\r\n * Resets the different lists of submeshes to prepare a new frame.\r\n */\r\n RenderingGroup.prototype.prepare = function () {\r\n this._opaqueSubMeshes.reset();\r\n this._transparentSubMeshes.reset();\r\n this._alphaTestSubMeshes.reset();\r\n this._depthOnlySubMeshes.reset();\r\n this._particleSystems.reset();\r\n this._spriteManagers.reset();\r\n this._edgesRenderers.reset();\r\n };\r\n RenderingGroup.prototype.dispose = function () {\r\n this._opaqueSubMeshes.dispose();\r\n this._transparentSubMeshes.dispose();\r\n this._alphaTestSubMeshes.dispose();\r\n this._depthOnlySubMeshes.dispose();\r\n this._particleSystems.dispose();\r\n this._spriteManagers.dispose();\r\n this._edgesRenderers.dispose();\r\n };\r\n /**\r\n * Inserts the submesh in its correct queue depending on its material.\r\n * @param subMesh The submesh to dispatch\r\n * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.\r\n * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.\r\n */\r\n RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {\r\n // Get mesh and materials if not provided\r\n if (mesh === undefined) {\r\n mesh = subMesh.getMesh();\r\n }\r\n if (material === undefined) {\r\n material = subMesh.getMaterial();\r\n }\r\n if (material === null || material === undefined) {\r\n return;\r\n }\r\n if (material.needAlphaBlendingForMesh(mesh)) { // Transparent\r\n this._transparentSubMeshes.push(subMesh);\r\n }\r\n else if (material.needAlphaTesting()) { // Alpha test\r\n if (material.needDepthPrePass) {\r\n this._depthOnlySubMeshes.push(subMesh);\r\n }\r\n this._alphaTestSubMeshes.push(subMesh);\r\n }\r\n else {\r\n if (material.needDepthPrePass) {\r\n this._depthOnlySubMeshes.push(subMesh);\r\n }\r\n this._opaqueSubMeshes.push(subMesh); // Opaque\r\n }\r\n mesh._renderingGroup = this;\r\n if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {\r\n this._edgesRenderers.push(mesh._edgesRenderer);\r\n }\r\n };\r\n RenderingGroup.prototype.dispatchSprites = function (spriteManager) {\r\n this._spriteManagers.push(spriteManager);\r\n };\r\n RenderingGroup.prototype.dispatchParticles = function (particleSystem) {\r\n this._particleSystems.push(particleSystem);\r\n };\r\n RenderingGroup.prototype._renderParticles = function (activeMeshes) {\r\n if (this._particleSystems.length === 0) {\r\n return;\r\n }\r\n // Particles\r\n var activeCamera = this._scene.activeCamera;\r\n this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);\r\n for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {\r\n var particleSystem = this._particleSystems.data[particleIndex];\r\n if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {\r\n continue;\r\n }\r\n var emitter = particleSystem.emitter;\r\n if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {\r\n this._scene._activeParticles.addCount(particleSystem.render(), false);\r\n }\r\n }\r\n this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);\r\n };\r\n RenderingGroup.prototype._renderSprites = function () {\r\n if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {\r\n return;\r\n }\r\n // Sprites\r\n var activeCamera = this._scene.activeCamera;\r\n this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);\r\n for (var id = 0; id < this._spriteManagers.length; id++) {\r\n var spriteManager = this._spriteManagers.data[id];\r\n if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {\r\n spriteManager.render();\r\n }\r\n }\r\n this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);\r\n };\r\n RenderingGroup._zeroVector = Vector3.Zero();\r\n return RenderingGroup;\r\n}());\r\nexport { RenderingGroup };\r\n//# sourceMappingURL=renderingGroup.js.map","import { RenderingGroup } from \"./renderingGroup\";\r\n/**\r\n * This class is used by the onRenderingGroupObservable\r\n */\r\nvar RenderingGroupInfo = /** @class */ (function () {\r\n function RenderingGroupInfo() {\r\n }\r\n return RenderingGroupInfo;\r\n}());\r\nexport { RenderingGroupInfo };\r\n/**\r\n * This is the manager responsible of all the rendering for meshes sprites and particles.\r\n * It is enable to manage the different groups as well as the different necessary sort functions.\r\n * This should not be used directly aside of the few static configurations\r\n */\r\nvar RenderingManager = /** @class */ (function () {\r\n /**\r\n * Instantiates a new rendering group for a particular scene\r\n * @param scene Defines the scene the groups belongs to\r\n */\r\n function RenderingManager(scene) {\r\n /**\r\n * @hidden\r\n */\r\n this._useSceneAutoClearSetup = false;\r\n this._renderingGroups = new Array();\r\n this._autoClearDepthStencil = {};\r\n this._customOpaqueSortCompareFn = {};\r\n this._customAlphaTestSortCompareFn = {};\r\n this._customTransparentSortCompareFn = {};\r\n this._renderingGroupInfo = new RenderingGroupInfo();\r\n this._scene = scene;\r\n for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {\r\n this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };\r\n }\r\n }\r\n RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {\r\n if (depth === void 0) { depth = true; }\r\n if (stencil === void 0) { stencil = true; }\r\n if (this._depthStencilBufferAlreadyCleaned) {\r\n return;\r\n }\r\n this._scene.getEngine().clear(null, false, depth, stencil);\r\n this._depthStencilBufferAlreadyCleaned = true;\r\n };\r\n /**\r\n * Renders the entire managed groups. This is used by the scene or the different rennder targets.\r\n * @hidden\r\n */\r\n RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {\r\n // Update the observable context (not null as it only goes away on dispose)\r\n var info = this._renderingGroupInfo;\r\n info.scene = this._scene;\r\n info.camera = this._scene.activeCamera;\r\n // Dispatch sprites\r\n if (this._scene.spriteManagers && renderSprites) {\r\n for (var index = 0; index < this._scene.spriteManagers.length; index++) {\r\n var manager = this._scene.spriteManagers[index];\r\n this.dispatchSprites(manager);\r\n }\r\n }\r\n // Render\r\n for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;\r\n var renderingGroup = this._renderingGroups[index];\r\n if (!renderingGroup) {\r\n continue;\r\n }\r\n var renderingGroupMask = Math.pow(2, index);\r\n info.renderingGroupId = index;\r\n // Before Observable\r\n this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);\r\n // Clear depth/stencil if needed\r\n if (RenderingManager.AUTOCLEAR) {\r\n var autoClear = this._useSceneAutoClearSetup ?\r\n this._scene.getAutoClearDepthStencilSetup(index) :\r\n this._autoClearDepthStencil[index];\r\n if (autoClear && autoClear.autoClear) {\r\n this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);\r\n }\r\n }\r\n // Render\r\n for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n step.action(index);\r\n }\r\n renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);\r\n for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {\r\n var step = _c[_b];\r\n step.action(index);\r\n }\r\n // After Observable\r\n this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);\r\n }\r\n };\r\n /**\r\n * Resets the different information of the group to prepare a new frame\r\n * @hidden\r\n */\r\n RenderingManager.prototype.reset = function () {\r\n for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n var renderingGroup = this._renderingGroups[index];\r\n if (renderingGroup) {\r\n renderingGroup.prepare();\r\n }\r\n }\r\n };\r\n /**\r\n * Dispose and release the group and its associated resources.\r\n * @hidden\r\n */\r\n RenderingManager.prototype.dispose = function () {\r\n this.freeRenderingGroups();\r\n this._renderingGroups.length = 0;\r\n this._renderingGroupInfo = null;\r\n };\r\n /**\r\n * Clear the info related to rendering groups preventing retention points during dispose.\r\n */\r\n RenderingManager.prototype.freeRenderingGroups = function () {\r\n for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n var renderingGroup = this._renderingGroups[index];\r\n if (renderingGroup) {\r\n renderingGroup.dispose();\r\n }\r\n }\r\n };\r\n RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {\r\n if (this._renderingGroups[renderingGroupId] === undefined) {\r\n this._renderingGroups[renderingGroupId] = new RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);\r\n }\r\n };\r\n /**\r\n * Add a sprite manager to the rendering manager in order to render it this frame.\r\n * @param spriteManager Define the sprite manager to render\r\n */\r\n RenderingManager.prototype.dispatchSprites = function (spriteManager) {\r\n var renderingGroupId = spriteManager.renderingGroupId || 0;\r\n this._prepareRenderingGroup(renderingGroupId);\r\n this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);\r\n };\r\n /**\r\n * Add a particle system to the rendering manager in order to render it this frame.\r\n * @param particleSystem Define the particle system to render\r\n */\r\n RenderingManager.prototype.dispatchParticles = function (particleSystem) {\r\n var renderingGroupId = particleSystem.renderingGroupId || 0;\r\n this._prepareRenderingGroup(renderingGroupId);\r\n this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);\r\n };\r\n /**\r\n * Add a submesh to the manager in order to render it this frame\r\n * @param subMesh The submesh to dispatch\r\n * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.\r\n * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.\r\n */\r\n RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {\r\n if (mesh === undefined) {\r\n mesh = subMesh.getMesh();\r\n }\r\n var renderingGroupId = mesh.renderingGroupId || 0;\r\n this._prepareRenderingGroup(renderingGroupId);\r\n this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);\r\n };\r\n /**\r\n * Overrides the default sort function applied in the renderging group to prepare the meshes.\r\n * This allowed control for front to back rendering or reversly depending of the special needs.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\r\n * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\r\n * @param transparentSortCompareFn The transparent queue comparison function use to sort.\r\n */\r\n RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {\r\n if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }\r\n if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }\r\n if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }\r\n this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;\r\n this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;\r\n this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;\r\n if (this._renderingGroups[renderingGroupId]) {\r\n var group = this._renderingGroups[renderingGroupId];\r\n group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];\r\n group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];\r\n group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];\r\n }\r\n };\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n * @param depth Automatically clears depth between groups if true and autoClear is true.\r\n * @param stencil Automatically clears stencil between groups if true and autoClear is true.\r\n */\r\n RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {\r\n if (depth === void 0) { depth = true; }\r\n if (stencil === void 0) { stencil = true; }\r\n this._autoClearDepthStencil[renderingGroupId] = {\r\n autoClear: autoClearDepthStencil,\r\n depth: depth,\r\n stencil: stencil\r\n };\r\n };\r\n /**\r\n * Gets the current auto clear configuration for one rendering group of the rendering\r\n * manager.\r\n * @param index the rendering group index to get the information for\r\n * @returns The auto clear setup for the requested rendering group\r\n */\r\n RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {\r\n return this._autoClearDepthStencil[index];\r\n };\r\n /**\r\n * The max id used for rendering groups (not included)\r\n */\r\n RenderingManager.MAX_RENDERINGGROUPS = 4;\r\n /**\r\n * The min id used for rendering groups (included)\r\n */\r\n RenderingManager.MIN_RENDERINGGROUPS = 0;\r\n /**\r\n * Used to globally prevent autoclearing scenes.\r\n */\r\n RenderingManager.AUTOCLEAR = true;\r\n return RenderingManager;\r\n}());\r\nexport { RenderingManager };\r\n//# sourceMappingURL=renderingManager.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'helperFunctions';\r\nvar shader = \"const float PI=3.1415926535897932384626433832795;\\nconst float LinearEncodePowerApprox=2.2;\\nconst float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;\\nconst vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);\\nconst float Epsilon=0.0000001;\\n#define saturate(x) clamp(x,0.0,1.0)\\n#define absEps(x) abs(x)+Epsilon\\n#define maxEps(x) max(x,Epsilon)\\n#define saturateEps(x) clamp(x,Epsilon,1.0)\\nmat3 transposeMat3(mat3 inMatrix) {\\nvec3 i0=inMatrix[0];\\nvec3 i1=inMatrix[1];\\nvec3 i2=inMatrix[2];\\nmat3 outMatrix=mat3(\\nvec3(i0.x,i1.x,i2.x),\\nvec3(i0.y,i1.y,i2.y),\\nvec3(i0.z,i1.z,i2.z)\\n);\\nreturn outMatrix;\\n}\\n\\nmat3 inverseMat3(mat3 inMatrix) {\\nfloat a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];\\nfloat a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];\\nfloat a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];\\nfloat b01=a22*a11-a12*a21;\\nfloat b11=-a22*a10+a12*a20;\\nfloat b21=a21*a10-a11*a20;\\nfloat det=a00*b01+a01*b11+a02*b21;\\nreturn mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\\nb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\\nb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;\\n}\\nvec3 toLinearSpace(vec3 color)\\n{\\nreturn pow(color,vec3(LinearEncodePowerApprox));\\n}\\nvec3 toGammaSpace(vec3 color)\\n{\\nreturn pow(color,vec3(GammaEncodePowerApprox));\\n}\\nfloat toGammaSpace(float color)\\n{\\nreturn pow(color,GammaEncodePowerApprox);\\n}\\nfloat square(float value)\\n{\\nreturn value*value;\\n}\\nfloat pow5(float value) {\\nfloat sq=value*value;\\nreturn sq*sq*value;\\n}\\nfloat getLuminance(vec3 color)\\n{\\nreturn clamp(dot(color,LuminanceEncodeApprox),0.,1.);\\n}\\n\\nfloat getRand(vec2 seed) {\\nreturn fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);\\n}\\nfloat dither(vec2 seed,float varianceAmount) {\\nfloat rand=getRand(seed);\\nfloat dither=mix(-varianceAmount/255.0,varianceAmount/255.0,rand);\\nreturn dither;\\n}\\n\\nconst float rgbdMaxRange=255.0;\\nvec4 toRGBD(vec3 color) {\\nfloat maxRGB=maxEps(max(color.r,max(color.g,color.b)));\\nfloat D=max(rgbdMaxRange/maxRGB,1.);\\nD=clamp(floor(D)/255.0,0.,1.);\\n\\nvec3 rgb=color.rgb*D;\\n\\nrgb=toGammaSpace(rgb);\\nreturn vec4(rgb,D);\\n}\\nvec3 fromRGBD(vec4 rgbd) {\\n\\nrgbd.rgb=toLinearSpace(rgbd.rgb);\\n\\nreturn rgbd.rgb/rgbd.a;\\n}\\n\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var helperFunctions = { name: name, shader: shader };\r\n//# sourceMappingURL=helperFunctions.js.map","/**\n * chroma.js - JavaScript library for color conversions\n *\n * Copyright (c) 2011-2019, Gregor Aisch\n * All rights reserved.\n *\n * Redistribution and use in source and binary forms, with or without\n * modification, are permitted provided that the following conditions are met:\n *\n * 1. Redistributions of source code must retain the above copyright notice, this\n * list of conditions and the following disclaimer.\n *\n * 2. Redistributions in binary form must reproduce the above copyright notice,\n * this list of conditions and the following disclaimer in the documentation\n * and/or other materials provided with the distribution.\n *\n * 3. The name Gregor Aisch may not be used to endorse or promote products\n * derived from this software without specific prior written permission.\n *\n * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\"\n * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE\n * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n * DISCLAIMED. IN NO EVENT SHALL GREGOR AISCH OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,\n * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,\n * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY\n * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,\n * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n *\n * -------------------------------------------------------\n *\n * chroma.js includes colors from colorbrewer2.org, which are released under\n * the following license:\n *\n * Copyright (c) 2002 Cynthia Brewer, Mark Harrower,\n * and The Pennsylvania State University.\n *\n * Licensed under the Apache License, Version 2.0 (the \"License\");\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing,\n * software distributed under the License is distributed on an\n * \"AS IS\" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,\n * either express or implied. See the License for the specific\n * language governing permissions and limitations under the License.\n *\n * ------------------------------------------------------\n *\n * Named colors are taken from X11 Color Names.\n * http://www.w3.org/TR/css3-color/#svg-color\n *\n * @preserve\n */\n\n(function (global, factory) {\n typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :\n typeof define === 'function' && define.amd ? define(factory) :\n (global.chroma = factory());\n}(this, (function () { 'use strict';\n\n var limit = function (x, min, max) {\n if ( min === void 0 ) min=0;\n if ( max === void 0 ) max=1;\n\n return x < min ? min : x > max ? max : x;\n };\n\n var clip_rgb = function (rgb) {\n rgb._clipped = false;\n rgb._unclipped = rgb.slice(0);\n for (var i=0; i<=3; i++) {\n if (i < 3) {\n if (rgb[i] < 0 || rgb[i] > 255) { rgb._clipped = true; }\n rgb[i] = limit(rgb[i], 0, 255);\n } else if (i === 3) {\n rgb[i] = limit(rgb[i], 0, 1);\n }\n }\n return rgb;\n };\n\n // ported from jQuery's $.type\n var classToType = {};\n for (var i = 0, list = ['Boolean', 'Number', 'String', 'Function', 'Array', 'Date', 'RegExp', 'Undefined', 'Null']; i < list.length; i += 1) {\n var name = list[i];\n\n classToType[(\"[object \" + name + \"]\")] = name.toLowerCase();\n }\n var type = function(obj) {\n return classToType[Object.prototype.toString.call(obj)] || \"object\";\n };\n\n var unpack = function (args, keyOrder) {\n if ( keyOrder === void 0 ) keyOrder=null;\n\n \t// if called with more than 3 arguments, we return the arguments\n if (args.length >= 3) { return Array.prototype.slice.call(args); }\n // with less than 3 args we check if first arg is object\n // and use the keyOrder string to extract and sort properties\n \tif (type(args[0]) == 'object' && keyOrder) {\n \t\treturn keyOrder.split('')\n \t\t\t.filter(function (k) { return args[0][k] !== undefined; })\n \t\t\t.map(function (k) { return args[0][k]; });\n \t}\n \t// otherwise we just return the first argument\n \t// (which we suppose is an array of args)\n return args[0];\n };\n\n var last = function (args) {\n if (args.length < 2) { return null; }\n var l = args.length-1;\n if (type(args[l]) == 'string') { return args[l].toLowerCase(); }\n return null;\n };\n\n var PI = Math.PI;\n\n var utils = {\n \tclip_rgb: clip_rgb,\n \tlimit: limit,\n \ttype: type,\n \tunpack: unpack,\n \tlast: last,\n \tPI: PI,\n \tTWOPI: PI*2,\n \tPITHIRD: PI/3,\n \tDEG2RAD: PI / 180,\n \tRAD2DEG: 180 / PI\n };\n\n var input = {\n \tformat: {},\n \tautodetect: []\n };\n\n var last$1 = utils.last;\n var clip_rgb$1 = utils.clip_rgb;\n var type$1 = utils.type;\n\n\n var Color = function Color() {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var me = this;\n if (type$1(args[0]) === 'object' &&\n args[0].constructor &&\n args[0].constructor === this.constructor) {\n // the argument is already a Color instance\n return args[0];\n }\n\n // last argument could be the mode\n var mode = last$1(args);\n var autodetect = false;\n\n if (!mode) {\n autodetect = true;\n if (!input.sorted) {\n input.autodetect = input.autodetect.sort(function (a,b) { return b.p - a.p; });\n input.sorted = true;\n }\n // auto-detect format\n for (var i = 0, list = input.autodetect; i < list.length; i += 1) {\n var chk = list[i];\n\n mode = chk.test.apply(chk, args);\n if (mode) { break; }\n }\n }\n\n if (input.format[mode]) {\n var rgb = input.format[mode].apply(null, autodetect ? args : args.slice(0,-1));\n me._rgb = clip_rgb$1(rgb);\n } else {\n throw new Error('unknown format: '+args);\n }\n\n // add alpha channel\n if (me._rgb.length === 3) { me._rgb.push(1); }\n };\n\n Color.prototype.toString = function toString () {\n if (type$1(this.hex) == 'function') { return this.hex(); }\n return (\"[\" + (this._rgb.join(',')) + \"]\");\n };\n\n var Color_1 = Color;\n\n var chroma = function () {\n \tvar args = [], len = arguments.length;\n \twhile ( len-- ) args[ len ] = arguments[ len ];\n\n \treturn new (Function.prototype.bind.apply( chroma.Color, [ null ].concat( args) ));\n };\n\n chroma.Color = Color_1;\n chroma.version = '2.1.0';\n\n var chroma_1 = chroma;\n\n var unpack$1 = utils.unpack;\n var max = Math.max;\n\n var rgb2cmyk = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var ref = unpack$1(args, 'rgb');\n var r = ref[0];\n var g = ref[1];\n var b = ref[2];\n r = r / 255;\n g = g / 255;\n b = b / 255;\n var k = 1 - max(r,max(g,b));\n var f = k < 1 ? 1 / (1-k) : 0;\n var c = (1-r-k) * f;\n var m = (1-g-k) * f;\n var y = (1-b-k) * f;\n return [c,m,y,k];\n };\n\n var rgb2cmyk_1 = rgb2cmyk;\n\n var unpack$2 = utils.unpack;\n\n var cmyk2rgb = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$2(args, 'cmyk');\n var c = args[0];\n var m = args[1];\n var y = args[2];\n var k = args[3];\n var alpha = args.length > 4 ? args[4] : 1;\n if (k === 1) { return [0,0,0,alpha]; }\n return [\n c >= 1 ? 0 : 255 * (1-c) * (1-k), // r\n m >= 1 ? 0 : 255 * (1-m) * (1-k), // g\n y >= 1 ? 0 : 255 * (1-y) * (1-k), // b\n alpha\n ];\n };\n\n var cmyk2rgb_1 = cmyk2rgb;\n\n var unpack$3 = utils.unpack;\n var type$2 = utils.type;\n\n\n\n Color_1.prototype.cmyk = function() {\n return rgb2cmyk_1(this._rgb);\n };\n\n chroma_1.cmyk = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['cmyk']) ));\n };\n\n input.format.cmyk = cmyk2rgb_1;\n\n input.autodetect.push({\n p: 2,\n test: function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$3(args, 'cmyk');\n if (type$2(args) === 'array' && args.length === 4) {\n return 'cmyk';\n }\n }\n });\n\n var unpack$4 = utils.unpack;\n var last$2 = utils.last;\n var rnd = function (a) { return Math.round(a*100)/100; };\n\n /*\n * supported arguments:\n * - hsl2css(h,s,l)\n * - hsl2css(h,s,l,a)\n * - hsl2css([h,s,l], mode)\n * - hsl2css([h,s,l,a], mode)\n * - hsl2css({h,s,l,a}, mode)\n */\n var hsl2css = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var hsla = unpack$4(args, 'hsla');\n var mode = last$2(args) || 'lsa';\n hsla[0] = rnd(hsla[0] || 0);\n hsla[1] = rnd(hsla[1]*100) + '%';\n hsla[2] = rnd(hsla[2]*100) + '%';\n if (mode === 'hsla' || (hsla.length > 3 && hsla[3]<1)) {\n hsla[3] = hsla.length > 3 ? hsla[3] : 1;\n mode = 'hsla';\n } else {\n hsla.length = 3;\n }\n return (mode + \"(\" + (hsla.join(',')) + \")\");\n };\n\n var hsl2css_1 = hsl2css;\n\n var unpack$5 = utils.unpack;\n\n /*\n * supported arguments:\n * - rgb2hsl(r,g,b)\n * - rgb2hsl(r,g,b,a)\n * - rgb2hsl([r,g,b])\n * - rgb2hsl([r,g,b,a])\n * - rgb2hsl({r,g,b,a})\n */\n var rgb2hsl = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$5(args, 'rgba');\n var r = args[0];\n var g = args[1];\n var b = args[2];\n\n r /= 255;\n g /= 255;\n b /= 255;\n\n var min = Math.min(r, g, b);\n var max = Math.max(r, g, b);\n\n var l = (max + min) / 2;\n var s, h;\n\n if (max === min){\n s = 0;\n h = Number.NaN;\n } else {\n s = l < 0.5 ? (max - min) / (max + min) : (max - min) / (2 - max - min);\n }\n\n if (r == max) { h = (g - b) / (max - min); }\n else if (g == max) { h = 2 + (b - r) / (max - min); }\n else if (b == max) { h = 4 + (r - g) / (max - min); }\n\n h *= 60;\n if (h < 0) { h += 360; }\n if (args.length>3 && args[3]!==undefined) { return [h,s,l,args[3]]; }\n return [h,s,l];\n };\n\n var rgb2hsl_1 = rgb2hsl;\n\n var unpack$6 = utils.unpack;\n var last$3 = utils.last;\n\n\n var round = Math.round;\n\n /*\n * supported arguments:\n * - rgb2css(r,g,b)\n * - rgb2css(r,g,b,a)\n * - rgb2css([r,g,b], mode)\n * - rgb2css([r,g,b,a], mode)\n * - rgb2css({r,g,b,a}, mode)\n */\n var rgb2css = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var rgba = unpack$6(args, 'rgba');\n var mode = last$3(args) || 'rgb';\n if (mode.substr(0,3) == 'hsl') {\n return hsl2css_1(rgb2hsl_1(rgba), mode);\n }\n rgba[0] = round(rgba[0]);\n rgba[1] = round(rgba[1]);\n rgba[2] = round(rgba[2]);\n if (mode === 'rgba' || (rgba.length > 3 && rgba[3]<1)) {\n rgba[3] = rgba.length > 3 ? rgba[3] : 1;\n mode = 'rgba';\n }\n return (mode + \"(\" + (rgba.slice(0,mode==='rgb'?3:4).join(',')) + \")\");\n };\n\n var rgb2css_1 = rgb2css;\n\n var unpack$7 = utils.unpack;\n var round$1 = Math.round;\n\n var hsl2rgb = function () {\n var assign;\n\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n args = unpack$7(args, 'hsl');\n var h = args[0];\n var s = args[1];\n var l = args[2];\n var r,g,b;\n if (s === 0) {\n r = g = b = l*255;\n } else {\n var t3 = [0,0,0];\n var c = [0,0,0];\n var t2 = l < 0.5 ? l * (1+s) : l+s-l*s;\n var t1 = 2 * l - t2;\n var h_ = h / 360;\n t3[0] = h_ + 1/3;\n t3[1] = h_;\n t3[2] = h_ - 1/3;\n for (var i=0; i<3; i++) {\n if (t3[i] < 0) { t3[i] += 1; }\n if (t3[i] > 1) { t3[i] -= 1; }\n if (6 * t3[i] < 1)\n { c[i] = t1 + (t2 - t1) * 6 * t3[i]; }\n else if (2 * t3[i] < 1)\n { c[i] = t2; }\n else if (3 * t3[i] < 2)\n { c[i] = t1 + (t2 - t1) * ((2 / 3) - t3[i]) * 6; }\n else\n { c[i] = t1; }\n }\n (assign = [round$1(c[0]*255),round$1(c[1]*255),round$1(c[2]*255)], r = assign[0], g = assign[1], b = assign[2]);\n }\n if (args.length > 3) {\n // keep alpha channel\n return [r,g,b,args[3]];\n }\n return [r,g,b,1];\n };\n\n var hsl2rgb_1 = hsl2rgb;\n\n var RE_RGB = /^rgb\\(\\s*(-?\\d+),\\s*(-?\\d+)\\s*,\\s*(-?\\d+)\\s*\\)$/;\n var RE_RGBA = /^rgba\\(\\s*(-?\\d+),\\s*(-?\\d+)\\s*,\\s*(-?\\d+)\\s*,\\s*([01]|[01]?\\.\\d+)\\)$/;\n var RE_RGB_PCT = /^rgb\\(\\s*(-?\\d+(?:\\.\\d+)?)%,\\s*(-?\\d+(?:\\.\\d+)?)%\\s*,\\s*(-?\\d+(?:\\.\\d+)?)%\\s*\\)$/;\n var RE_RGBA_PCT = /^rgba\\(\\s*(-?\\d+(?:\\.\\d+)?)%,\\s*(-?\\d+(?:\\.\\d+)?)%\\s*,\\s*(-?\\d+(?:\\.\\d+)?)%\\s*,\\s*([01]|[01]?\\.\\d+)\\)$/;\n var RE_HSL = /^hsl\\(\\s*(-?\\d+(?:\\.\\d+)?),\\s*(-?\\d+(?:\\.\\d+)?)%\\s*,\\s*(-?\\d+(?:\\.\\d+)?)%\\s*\\)$/;\n var RE_HSLA = /^hsla\\(\\s*(-?\\d+(?:\\.\\d+)?),\\s*(-?\\d+(?:\\.\\d+)?)%\\s*,\\s*(-?\\d+(?:\\.\\d+)?)%\\s*,\\s*([01]|[01]?\\.\\d+)\\)$/;\n\n var round$2 = Math.round;\n\n var css2rgb = function (css) {\n css = css.toLowerCase().trim();\n var m;\n\n if (input.format.named) {\n try {\n return input.format.named(css);\n } catch (e) {\n // eslint-disable-next-line\n }\n }\n\n // rgb(250,20,0)\n if ((m = css.match(RE_RGB))) {\n var rgb = m.slice(1,4);\n for (var i=0; i<3; i++) {\n rgb[i] = +rgb[i];\n }\n rgb[3] = 1; // default alpha\n return rgb;\n }\n\n // rgba(250,20,0,0.4)\n if ((m = css.match(RE_RGBA))) {\n var rgb$1 = m.slice(1,5);\n for (var i$1=0; i$1<4; i$1++) {\n rgb$1[i$1] = +rgb$1[i$1];\n }\n return rgb$1;\n }\n\n // rgb(100%,0%,0%)\n if ((m = css.match(RE_RGB_PCT))) {\n var rgb$2 = m.slice(1,4);\n for (var i$2=0; i$2<3; i$2++) {\n rgb$2[i$2] = round$2(rgb$2[i$2] * 2.55);\n }\n rgb$2[3] = 1; // default alpha\n return rgb$2;\n }\n\n // rgba(100%,0%,0%,0.4)\n if ((m = css.match(RE_RGBA_PCT))) {\n var rgb$3 = m.slice(1,5);\n for (var i$3=0; i$3<3; i$3++) {\n rgb$3[i$3] = round$2(rgb$3[i$3] * 2.55);\n }\n rgb$3[3] = +rgb$3[3];\n return rgb$3;\n }\n\n // hsl(0,100%,50%)\n if ((m = css.match(RE_HSL))) {\n var hsl = m.slice(1,4);\n hsl[1] *= 0.01;\n hsl[2] *= 0.01;\n var rgb$4 = hsl2rgb_1(hsl);\n rgb$4[3] = 1;\n return rgb$4;\n }\n\n // hsla(0,100%,50%,0.5)\n if ((m = css.match(RE_HSLA))) {\n var hsl$1 = m.slice(1,4);\n hsl$1[1] *= 0.01;\n hsl$1[2] *= 0.01;\n var rgb$5 = hsl2rgb_1(hsl$1);\n rgb$5[3] = +m[4]; // default alpha = 1\n return rgb$5;\n }\n };\n\n css2rgb.test = function (s) {\n return RE_RGB.test(s) ||\n RE_RGBA.test(s) ||\n RE_RGB_PCT.test(s) ||\n RE_RGBA_PCT.test(s) ||\n RE_HSL.test(s) ||\n RE_HSLA.test(s);\n };\n\n var css2rgb_1 = css2rgb;\n\n var type$3 = utils.type;\n\n\n\n\n Color_1.prototype.css = function(mode) {\n return rgb2css_1(this._rgb, mode);\n };\n\n chroma_1.css = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['css']) ));\n };\n\n input.format.css = css2rgb_1;\n\n input.autodetect.push({\n p: 5,\n test: function (h) {\n var rest = [], len = arguments.length - 1;\n while ( len-- > 0 ) rest[ len ] = arguments[ len + 1 ];\n\n if (!rest.length && type$3(h) === 'string' && css2rgb_1.test(h)) {\n return 'css';\n }\n }\n });\n\n var unpack$8 = utils.unpack;\n\n input.format.gl = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var rgb = unpack$8(args, 'rgba');\n rgb[0] *= 255;\n rgb[1] *= 255;\n rgb[2] *= 255;\n return rgb;\n };\n\n chroma_1.gl = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['gl']) ));\n };\n\n Color_1.prototype.gl = function() {\n var rgb = this._rgb;\n return [rgb[0]/255, rgb[1]/255, rgb[2]/255, rgb[3]];\n };\n\n var unpack$9 = utils.unpack;\n\n var rgb2hcg = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var ref = unpack$9(args, 'rgb');\n var r = ref[0];\n var g = ref[1];\n var b = ref[2];\n var min = Math.min(r, g, b);\n var max = Math.max(r, g, b);\n var delta = max - min;\n var c = delta * 100 / 255;\n var _g = min / (255 - delta) * 100;\n var h;\n if (delta === 0) {\n h = Number.NaN;\n } else {\n if (r === max) { h = (g - b) / delta; }\n if (g === max) { h = 2+(b - r) / delta; }\n if (b === max) { h = 4+(r - g) / delta; }\n h *= 60;\n if (h < 0) { h += 360; }\n }\n return [h, c, _g];\n };\n\n var rgb2hcg_1 = rgb2hcg;\n\n var unpack$a = utils.unpack;\n var floor = Math.floor;\n\n /*\n * this is basically just HSV with some minor tweaks\n *\n * hue.. [0..360]\n * chroma .. [0..1]\n * grayness .. [0..1]\n */\n\n var hcg2rgb = function () {\n var assign, assign$1, assign$2, assign$3, assign$4, assign$5;\n\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n args = unpack$a(args, 'hcg');\n var h = args[0];\n var c = args[1];\n var _g = args[2];\n var r,g,b;\n _g = _g * 255;\n var _c = c * 255;\n if (c === 0) {\n r = g = b = _g;\n } else {\n if (h === 360) { h = 0; }\n if (h > 360) { h -= 360; }\n if (h < 0) { h += 360; }\n h /= 60;\n var i = floor(h);\n var f = h - i;\n var p = _g * (1 - c);\n var q = p + _c * (1 - f);\n var t = p + _c * f;\n var v = p + _c;\n switch (i) {\n case 0: (assign = [v, t, p], r = assign[0], g = assign[1], b = assign[2]); break\n case 1: (assign$1 = [q, v, p], r = assign$1[0], g = assign$1[1], b = assign$1[2]); break\n case 2: (assign$2 = [p, v, t], r = assign$2[0], g = assign$2[1], b = assign$2[2]); break\n case 3: (assign$3 = [p, q, v], r = assign$3[0], g = assign$3[1], b = assign$3[2]); break\n case 4: (assign$4 = [t, p, v], r = assign$4[0], g = assign$4[1], b = assign$4[2]); break\n case 5: (assign$5 = [v, p, q], r = assign$5[0], g = assign$5[1], b = assign$5[2]); break\n }\n }\n return [r, g, b, args.length > 3 ? args[3] : 1];\n };\n\n var hcg2rgb_1 = hcg2rgb;\n\n var unpack$b = utils.unpack;\n var type$4 = utils.type;\n\n\n\n\n\n\n Color_1.prototype.hcg = function() {\n return rgb2hcg_1(this._rgb);\n };\n\n chroma_1.hcg = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['hcg']) ));\n };\n\n input.format.hcg = hcg2rgb_1;\n\n input.autodetect.push({\n p: 1,\n test: function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$b(args, 'hcg');\n if (type$4(args) === 'array' && args.length === 3) {\n return 'hcg';\n }\n }\n });\n\n var unpack$c = utils.unpack;\n var last$4 = utils.last;\n var round$3 = Math.round;\n\n var rgb2hex = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var ref = unpack$c(args, 'rgba');\n var r = ref[0];\n var g = ref[1];\n var b = ref[2];\n var a = ref[3];\n var mode = last$4(args) || 'auto';\n if (a === undefined) { a = 1; }\n if (mode === 'auto') {\n mode = a < 1 ? 'rgba' : 'rgb';\n }\n r = round$3(r);\n g = round$3(g);\n b = round$3(b);\n var u = r << 16 | g << 8 | b;\n var str = \"000000\" + u.toString(16); //#.toUpperCase();\n str = str.substr(str.length - 6);\n var hxa = '0' + round$3(a * 255).toString(16);\n hxa = hxa.substr(hxa.length - 2);\n switch (mode.toLowerCase()) {\n case 'rgba': return (\"#\" + str + hxa);\n case 'argb': return (\"#\" + hxa + str);\n default: return (\"#\" + str);\n }\n };\n\n var rgb2hex_1 = rgb2hex;\n\n var RE_HEX = /^#?([A-Fa-f0-9]{6}|[A-Fa-f0-9]{3})$/;\n var RE_HEXA = /^#?([A-Fa-f0-9]{8}|[A-Fa-f0-9]{4})$/;\n\n var hex2rgb = function (hex) {\n if (hex.match(RE_HEX)) {\n // remove optional leading #\n if (hex.length === 4 || hex.length === 7) {\n hex = hex.substr(1);\n }\n // expand short-notation to full six-digit\n if (hex.length === 3) {\n hex = hex.split('');\n hex = hex[0]+hex[0]+hex[1]+hex[1]+hex[2]+hex[2];\n }\n var u = parseInt(hex, 16);\n var r = u >> 16;\n var g = u >> 8 & 0xFF;\n var b = u & 0xFF;\n return [r,g,b,1];\n }\n\n // match rgba hex format, eg #FF000077\n if (hex.match(RE_HEXA)) {\n if (hex.length === 5 || hex.length === 9) {\n // remove optional leading #\n hex = hex.substr(1);\n }\n // expand short-notation to full eight-digit\n if (hex.length === 4) {\n hex = hex.split('');\n hex = hex[0]+hex[0]+hex[1]+hex[1]+hex[2]+hex[2]+hex[3]+hex[3];\n }\n var u$1 = parseInt(hex, 16);\n var r$1 = u$1 >> 24 & 0xFF;\n var g$1 = u$1 >> 16 & 0xFF;\n var b$1 = u$1 >> 8 & 0xFF;\n var a = Math.round((u$1 & 0xFF) / 0xFF * 100) / 100;\n return [r$1,g$1,b$1,a];\n }\n\n // we used to check for css colors here\n // if _input.css? and rgb = _input.css hex\n // return rgb\n\n throw new Error((\"unknown hex color: \" + hex));\n };\n\n var hex2rgb_1 = hex2rgb;\n\n var type$5 = utils.type;\n\n\n\n\n Color_1.prototype.hex = function(mode) {\n return rgb2hex_1(this._rgb, mode);\n };\n\n chroma_1.hex = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['hex']) ));\n };\n\n input.format.hex = hex2rgb_1;\n input.autodetect.push({\n p: 4,\n test: function (h) {\n var rest = [], len = arguments.length - 1;\n while ( len-- > 0 ) rest[ len ] = arguments[ len + 1 ];\n\n if (!rest.length && type$5(h) === 'string' && [3,4,5,6,7,8,9].indexOf(h.length) >= 0) {\n return 'hex';\n }\n }\n });\n\n var unpack$d = utils.unpack;\n var TWOPI = utils.TWOPI;\n var min = Math.min;\n var sqrt = Math.sqrt;\n var acos = Math.acos;\n\n var rgb2hsi = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n /*\n borrowed from here:\n http://hummer.stanford.edu/museinfo/doc/examples/humdrum/keyscape2/rgb2hsi.cpp\n */\n var ref = unpack$d(args, 'rgb');\n var r = ref[0];\n var g = ref[1];\n var b = ref[2];\n r /= 255;\n g /= 255;\n b /= 255;\n var h;\n var min_ = min(r,g,b);\n var i = (r+g+b) / 3;\n var s = i > 0 ? 1 - min_/i : 0;\n if (s === 0) {\n h = NaN;\n } else {\n h = ((r-g)+(r-b)) / 2;\n h /= sqrt((r-g)*(r-g) + (r-b)*(g-b));\n h = acos(h);\n if (b > g) {\n h = TWOPI - h;\n }\n h /= TWOPI;\n }\n return [h*360,s,i];\n };\n\n var rgb2hsi_1 = rgb2hsi;\n\n var unpack$e = utils.unpack;\n var limit$1 = utils.limit;\n var TWOPI$1 = utils.TWOPI;\n var PITHIRD = utils.PITHIRD;\n var cos = Math.cos;\n\n /*\n * hue [0..360]\n * saturation [0..1]\n * intensity [0..1]\n */\n var hsi2rgb = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n /*\n borrowed from here:\n http://hummer.stanford.edu/museinfo/doc/examples/humdrum/keyscape2/hsi2rgb.cpp\n */\n args = unpack$e(args, 'hsi');\n var h = args[0];\n var s = args[1];\n var i = args[2];\n var r,g,b;\n\n if (isNaN(h)) { h = 0; }\n if (isNaN(s)) { s = 0; }\n // normalize hue\n if (h > 360) { h -= 360; }\n if (h < 0) { h += 360; }\n h /= 360;\n if (h < 1/3) {\n b = (1-s)/3;\n r = (1+s*cos(TWOPI$1*h)/cos(PITHIRD-TWOPI$1*h))/3;\n g = 1 - (b+r);\n } else if (h < 2/3) {\n h -= 1/3;\n r = (1-s)/3;\n g = (1+s*cos(TWOPI$1*h)/cos(PITHIRD-TWOPI$1*h))/3;\n b = 1 - (r+g);\n } else {\n h -= 2/3;\n g = (1-s)/3;\n b = (1+s*cos(TWOPI$1*h)/cos(PITHIRD-TWOPI$1*h))/3;\n r = 1 - (g+b);\n }\n r = limit$1(i*r*3);\n g = limit$1(i*g*3);\n b = limit$1(i*b*3);\n return [r*255, g*255, b*255, args.length > 3 ? args[3] : 1];\n };\n\n var hsi2rgb_1 = hsi2rgb;\n\n var unpack$f = utils.unpack;\n var type$6 = utils.type;\n\n\n\n\n\n\n Color_1.prototype.hsi = function() {\n return rgb2hsi_1(this._rgb);\n };\n\n chroma_1.hsi = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['hsi']) ));\n };\n\n input.format.hsi = hsi2rgb_1;\n\n input.autodetect.push({\n p: 2,\n test: function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$f(args, 'hsi');\n if (type$6(args) === 'array' && args.length === 3) {\n return 'hsi';\n }\n }\n });\n\n var unpack$g = utils.unpack;\n var type$7 = utils.type;\n\n\n\n\n\n\n Color_1.prototype.hsl = function() {\n return rgb2hsl_1(this._rgb);\n };\n\n chroma_1.hsl = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['hsl']) ));\n };\n\n input.format.hsl = hsl2rgb_1;\n\n input.autodetect.push({\n p: 2,\n test: function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$g(args, 'hsl');\n if (type$7(args) === 'array' && args.length === 3) {\n return 'hsl';\n }\n }\n });\n\n var unpack$h = utils.unpack;\n var min$1 = Math.min;\n var max$1 = Math.max;\n\n /*\n * supported arguments:\n * - rgb2hsv(r,g,b)\n * - rgb2hsv([r,g,b])\n * - rgb2hsv({r,g,b})\n */\n var rgb2hsl$1 = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$h(args, 'rgb');\n var r = args[0];\n var g = args[1];\n var b = args[2];\n var min_ = min$1(r, g, b);\n var max_ = max$1(r, g, b);\n var delta = max_ - min_;\n var h,s,v;\n v = max_ / 255.0;\n if (max_ === 0) {\n h = Number.NaN;\n s = 0;\n } else {\n s = delta / max_;\n if (r === max_) { h = (g - b) / delta; }\n if (g === max_) { h = 2+(b - r) / delta; }\n if (b === max_) { h = 4+(r - g) / delta; }\n h *= 60;\n if (h < 0) { h += 360; }\n }\n return [h, s, v]\n };\n\n var rgb2hsv = rgb2hsl$1;\n\n var unpack$i = utils.unpack;\n var floor$1 = Math.floor;\n\n var hsv2rgb = function () {\n var assign, assign$1, assign$2, assign$3, assign$4, assign$5;\n\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n args = unpack$i(args, 'hsv');\n var h = args[0];\n var s = args[1];\n var v = args[2];\n var r,g,b;\n v *= 255;\n if (s === 0) {\n r = g = b = v;\n } else {\n if (h === 360) { h = 0; }\n if (h > 360) { h -= 360; }\n if (h < 0) { h += 360; }\n h /= 60;\n\n var i = floor$1(h);\n var f = h - i;\n var p = v * (1 - s);\n var q = v * (1 - s * f);\n var t = v * (1 - s * (1 - f));\n\n switch (i) {\n case 0: (assign = [v, t, p], r = assign[0], g = assign[1], b = assign[2]); break\n case 1: (assign$1 = [q, v, p], r = assign$1[0], g = assign$1[1], b = assign$1[2]); break\n case 2: (assign$2 = [p, v, t], r = assign$2[0], g = assign$2[1], b = assign$2[2]); break\n case 3: (assign$3 = [p, q, v], r = assign$3[0], g = assign$3[1], b = assign$3[2]); break\n case 4: (assign$4 = [t, p, v], r = assign$4[0], g = assign$4[1], b = assign$4[2]); break\n case 5: (assign$5 = [v, p, q], r = assign$5[0], g = assign$5[1], b = assign$5[2]); break\n }\n }\n return [r,g,b,args.length > 3?args[3]:1];\n };\n\n var hsv2rgb_1 = hsv2rgb;\n\n var unpack$j = utils.unpack;\n var type$8 = utils.type;\n\n\n\n\n\n\n Color_1.prototype.hsv = function() {\n return rgb2hsv(this._rgb);\n };\n\n chroma_1.hsv = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['hsv']) ));\n };\n\n input.format.hsv = hsv2rgb_1;\n\n input.autodetect.push({\n p: 2,\n test: function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$j(args, 'hsv');\n if (type$8(args) === 'array' && args.length === 3) {\n return 'hsv';\n }\n }\n });\n\n var labConstants = {\n // Corresponds roughly to RGB brighter/darker\n Kn: 18,\n\n // D65 standard referent\n Xn: 0.950470,\n Yn: 1,\n Zn: 1.088830,\n\n t0: 0.137931034, // 4 / 29\n t1: 0.206896552, // 6 / 29\n t2: 0.12841855, // 3 * t1 * t1\n t3: 0.008856452, // t1 * t1 * t1\n };\n\n var unpack$k = utils.unpack;\n var pow = Math.pow;\n\n var rgb2lab = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var ref = unpack$k(args, 'rgb');\n var r = ref[0];\n var g = ref[1];\n var b = ref[2];\n var ref$1 = rgb2xyz(r,g,b);\n var x = ref$1[0];\n var y = ref$1[1];\n var z = ref$1[2];\n var l = 116 * y - 16;\n return [l < 0 ? 0 : l, 500 * (x - y), 200 * (y - z)];\n };\n\n var rgb_xyz = function (r) {\n if ((r /= 255) <= 0.04045) { return r / 12.92; }\n return pow((r + 0.055) / 1.055, 2.4);\n };\n\n var xyz_lab = function (t) {\n if (t > labConstants.t3) { return pow(t, 1 / 3); }\n return t / labConstants.t2 + labConstants.t0;\n };\n\n var rgb2xyz = function (r,g,b) {\n r = rgb_xyz(r);\n g = rgb_xyz(g);\n b = rgb_xyz(b);\n var x = xyz_lab((0.4124564 * r + 0.3575761 * g + 0.1804375 * b) / labConstants.Xn);\n var y = xyz_lab((0.2126729 * r + 0.7151522 * g + 0.0721750 * b) / labConstants.Yn);\n var z = xyz_lab((0.0193339 * r + 0.1191920 * g + 0.9503041 * b) / labConstants.Zn);\n return [x,y,z];\n };\n\n var rgb2lab_1 = rgb2lab;\n\n var unpack$l = utils.unpack;\n var pow$1 = Math.pow;\n\n /*\n * L* [0..100]\n * a [-100..100]\n * b [-100..100]\n */\n var lab2rgb = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$l(args, 'lab');\n var l = args[0];\n var a = args[1];\n var b = args[2];\n var x,y,z, r,g,b_;\n\n y = (l + 16) / 116;\n x = isNaN(a) ? y : y + a / 500;\n z = isNaN(b) ? y : y - b / 200;\n\n y = labConstants.Yn * lab_xyz(y);\n x = labConstants.Xn * lab_xyz(x);\n z = labConstants.Zn * lab_xyz(z);\n\n r = xyz_rgb(3.2404542 * x - 1.5371385 * y - 0.4985314 * z); // D65 -> sRGB\n g = xyz_rgb(-0.9692660 * x + 1.8760108 * y + 0.0415560 * z);\n b_ = xyz_rgb(0.0556434 * x - 0.2040259 * y + 1.0572252 * z);\n\n return [r,g,b_,args.length > 3 ? args[3] : 1];\n };\n\n var xyz_rgb = function (r) {\n return 255 * (r <= 0.00304 ? 12.92 * r : 1.055 * pow$1(r, 1 / 2.4) - 0.055)\n };\n\n var lab_xyz = function (t) {\n return t > labConstants.t1 ? t * t * t : labConstants.t2 * (t - labConstants.t0)\n };\n\n var lab2rgb_1 = lab2rgb;\n\n var unpack$m = utils.unpack;\n var type$9 = utils.type;\n\n\n\n\n\n\n Color_1.prototype.lab = function() {\n return rgb2lab_1(this._rgb);\n };\n\n chroma_1.lab = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['lab']) ));\n };\n\n input.format.lab = lab2rgb_1;\n\n input.autodetect.push({\n p: 2,\n test: function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$m(args, 'lab');\n if (type$9(args) === 'array' && args.length === 3) {\n return 'lab';\n }\n }\n });\n\n var unpack$n = utils.unpack;\n var RAD2DEG = utils.RAD2DEG;\n var sqrt$1 = Math.sqrt;\n var atan2 = Math.atan2;\n var round$4 = Math.round;\n\n var lab2lch = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var ref = unpack$n(args, 'lab');\n var l = ref[0];\n var a = ref[1];\n var b = ref[2];\n var c = sqrt$1(a * a + b * b);\n var h = (atan2(b, a) * RAD2DEG + 360) % 360;\n if (round$4(c*10000) === 0) { h = Number.NaN; }\n return [l, c, h];\n };\n\n var lab2lch_1 = lab2lch;\n\n var unpack$o = utils.unpack;\n\n\n\n var rgb2lch = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var ref = unpack$o(args, 'rgb');\n var r = ref[0];\n var g = ref[1];\n var b = ref[2];\n var ref$1 = rgb2lab_1(r,g,b);\n var l = ref$1[0];\n var a = ref$1[1];\n var b_ = ref$1[2];\n return lab2lch_1(l,a,b_);\n };\n\n var rgb2lch_1 = rgb2lch;\n\n var unpack$p = utils.unpack;\n var DEG2RAD = utils.DEG2RAD;\n var sin = Math.sin;\n var cos$1 = Math.cos;\n\n var lch2lab = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n /*\n Convert from a qualitative parameter h and a quantitative parameter l to a 24-bit pixel.\n These formulas were invented by David Dalrymple to obtain maximum contrast without going\n out of gamut if the parameters are in the range 0-1.\n\n A saturation multiplier was added by Gregor Aisch\n */\n var ref = unpack$p(args, 'lch');\n var l = ref[0];\n var c = ref[1];\n var h = ref[2];\n if (isNaN(h)) { h = 0; }\n h = h * DEG2RAD;\n return [l, cos$1(h) * c, sin(h) * c]\n };\n\n var lch2lab_1 = lch2lab;\n\n var unpack$q = utils.unpack;\n\n\n\n var lch2rgb = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$q(args, 'lch');\n var l = args[0];\n var c = args[1];\n var h = args[2];\n var ref = lch2lab_1 (l,c,h);\n var L = ref[0];\n var a = ref[1];\n var b_ = ref[2];\n var ref$1 = lab2rgb_1 (L,a,b_);\n var r = ref$1[0];\n var g = ref$1[1];\n var b = ref$1[2];\n return [r, g, b, args.length > 3 ? args[3] : 1];\n };\n\n var lch2rgb_1 = lch2rgb;\n\n var unpack$r = utils.unpack;\n\n\n var hcl2rgb = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var hcl = unpack$r(args, 'hcl').reverse();\n return lch2rgb_1.apply(void 0, hcl);\n };\n\n var hcl2rgb_1 = hcl2rgb;\n\n var unpack$s = utils.unpack;\n var type$a = utils.type;\n\n\n\n\n\n\n Color_1.prototype.lch = function() { return rgb2lch_1(this._rgb); };\n Color_1.prototype.hcl = function() { return rgb2lch_1(this._rgb).reverse(); };\n\n chroma_1.lch = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['lch']) ));\n };\n chroma_1.hcl = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['hcl']) ));\n };\n\n input.format.lch = lch2rgb_1;\n input.format.hcl = hcl2rgb_1;\n\n ['lch','hcl'].forEach(function (m) { return input.autodetect.push({\n p: 2,\n test: function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$s(args, m);\n if (type$a(args) === 'array' && args.length === 3) {\n return m;\n }\n }\n }); });\n\n /**\n \tX11 color names\n\n \thttp://www.w3.org/TR/css3-color/#svg-color\n */\n\n var w3cx11 = {\n aliceblue: '#f0f8ff',\n antiquewhite: '#faebd7',\n aqua: '#00ffff',\n aquamarine: '#7fffd4',\n azure: '#f0ffff',\n beige: '#f5f5dc',\n bisque: '#ffe4c4',\n black: '#000000',\n blanchedalmond: '#ffebcd',\n blue: '#0000ff',\n blueviolet: '#8a2be2',\n brown: '#a52a2a',\n burlywood: '#deb887',\n cadetblue: '#5f9ea0',\n chartreuse: '#7fff00',\n chocolate: '#d2691e',\n coral: '#ff7f50',\n cornflower: '#6495ed',\n cornflowerblue: '#6495ed',\n cornsilk: '#fff8dc',\n crimson: '#dc143c',\n cyan: '#00ffff',\n darkblue: '#00008b',\n darkcyan: '#008b8b',\n darkgoldenrod: '#b8860b',\n darkgray: '#a9a9a9',\n darkgreen: '#006400',\n darkgrey: '#a9a9a9',\n darkkhaki: '#bdb76b',\n darkmagenta: '#8b008b',\n darkolivegreen: '#556b2f',\n darkorange: '#ff8c00',\n darkorchid: '#9932cc',\n darkred: '#8b0000',\n darksalmon: '#e9967a',\n darkseagreen: '#8fbc8f',\n darkslateblue: '#483d8b',\n darkslategray: '#2f4f4f',\n darkslategrey: '#2f4f4f',\n darkturquoise: '#00ced1',\n darkviolet: '#9400d3',\n deeppink: '#ff1493',\n deepskyblue: '#00bfff',\n dimgray: '#696969',\n dimgrey: '#696969',\n dodgerblue: '#1e90ff',\n firebrick: '#b22222',\n floralwhite: '#fffaf0',\n forestgreen: '#228b22',\n fuchsia: '#ff00ff',\n gainsboro: '#dcdcdc',\n ghostwhite: '#f8f8ff',\n gold: '#ffd700',\n goldenrod: '#daa520',\n gray: '#808080',\n green: '#008000',\n greenyellow: '#adff2f',\n grey: '#808080',\n honeydew: '#f0fff0',\n hotpink: '#ff69b4',\n indianred: '#cd5c5c',\n indigo: '#4b0082',\n ivory: '#fffff0',\n khaki: '#f0e68c',\n laserlemon: '#ffff54',\n lavender: '#e6e6fa',\n lavenderblush: '#fff0f5',\n lawngreen: '#7cfc00',\n lemonchiffon: '#fffacd',\n lightblue: '#add8e6',\n lightcoral: '#f08080',\n lightcyan: '#e0ffff',\n lightgoldenrod: '#fafad2',\n lightgoldenrodyellow: '#fafad2',\n lightgray: '#d3d3d3',\n lightgreen: '#90ee90',\n lightgrey: '#d3d3d3',\n lightpink: '#ffb6c1',\n lightsalmon: '#ffa07a',\n lightseagreen: '#20b2aa',\n lightskyblue: '#87cefa',\n lightslategray: '#778899',\n lightslategrey: '#778899',\n lightsteelblue: '#b0c4de',\n lightyellow: '#ffffe0',\n lime: '#00ff00',\n limegreen: '#32cd32',\n linen: '#faf0e6',\n magenta: '#ff00ff',\n maroon: '#800000',\n maroon2: '#7f0000',\n maroon3: '#b03060',\n mediumaquamarine: '#66cdaa',\n mediumblue: '#0000cd',\n mediumorchid: '#ba55d3',\n mediumpurple: '#9370db',\n mediumseagreen: '#3cb371',\n mediumslateblue: '#7b68ee',\n mediumspringgreen: '#00fa9a',\n mediumturquoise: '#48d1cc',\n mediumvioletred: '#c71585',\n midnightblue: '#191970',\n mintcream: '#f5fffa',\n mistyrose: '#ffe4e1',\n moccasin: '#ffe4b5',\n navajowhite: '#ffdead',\n navy: '#000080',\n oldlace: '#fdf5e6',\n olive: '#808000',\n olivedrab: '#6b8e23',\n orange: '#ffa500',\n orangered: '#ff4500',\n orchid: '#da70d6',\n palegoldenrod: '#eee8aa',\n palegreen: '#98fb98',\n paleturquoise: '#afeeee',\n palevioletred: '#db7093',\n papayawhip: '#ffefd5',\n peachpuff: '#ffdab9',\n peru: '#cd853f',\n pink: '#ffc0cb',\n plum: '#dda0dd',\n powderblue: '#b0e0e6',\n purple: '#800080',\n purple2: '#7f007f',\n purple3: '#a020f0',\n rebeccapurple: '#663399',\n red: '#ff0000',\n rosybrown: '#bc8f8f',\n royalblue: '#4169e1',\n saddlebrown: '#8b4513',\n salmon: '#fa8072',\n sandybrown: '#f4a460',\n seagreen: '#2e8b57',\n seashell: '#fff5ee',\n sienna: '#a0522d',\n silver: '#c0c0c0',\n skyblue: '#87ceeb',\n slateblue: '#6a5acd',\n slategray: '#708090',\n slategrey: '#708090',\n snow: '#fffafa',\n springgreen: '#00ff7f',\n steelblue: '#4682b4',\n tan: '#d2b48c',\n teal: '#008080',\n thistle: '#d8bfd8',\n tomato: '#ff6347',\n turquoise: '#40e0d0',\n violet: '#ee82ee',\n wheat: '#f5deb3',\n white: '#ffffff',\n whitesmoke: '#f5f5f5',\n yellow: '#ffff00',\n yellowgreen: '#9acd32'\n };\n\n var w3cx11_1 = w3cx11;\n\n var type$b = utils.type;\n\n\n\n\n\n Color_1.prototype.name = function() {\n var hex = rgb2hex_1(this._rgb, 'rgb');\n for (var i = 0, list = Object.keys(w3cx11_1); i < list.length; i += 1) {\n var n = list[i];\n\n if (w3cx11_1[n] === hex) { return n.toLowerCase(); }\n }\n return hex;\n };\n\n input.format.named = function (name) {\n name = name.toLowerCase();\n if (w3cx11_1[name]) { return hex2rgb_1(w3cx11_1[name]); }\n throw new Error('unknown color name: '+name);\n };\n\n input.autodetect.push({\n p: 5,\n test: function (h) {\n var rest = [], len = arguments.length - 1;\n while ( len-- > 0 ) rest[ len ] = arguments[ len + 1 ];\n\n if (!rest.length && type$b(h) === 'string' && w3cx11_1[h.toLowerCase()]) {\n return 'named';\n }\n }\n });\n\n var unpack$t = utils.unpack;\n\n var rgb2num = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var ref = unpack$t(args, 'rgb');\n var r = ref[0];\n var g = ref[1];\n var b = ref[2];\n return (r << 16) + (g << 8) + b;\n };\n\n var rgb2num_1 = rgb2num;\n\n var type$c = utils.type;\n\n var num2rgb = function (num) {\n if (type$c(num) == \"number\" && num >= 0 && num <= 0xFFFFFF) {\n var r = num >> 16;\n var g = (num >> 8) & 0xFF;\n var b = num & 0xFF;\n return [r,g,b,1];\n }\n throw new Error(\"unknown num color: \"+num);\n };\n\n var num2rgb_1 = num2rgb;\n\n var type$d = utils.type;\n\n\n\n Color_1.prototype.num = function() {\n return rgb2num_1(this._rgb);\n };\n\n chroma_1.num = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['num']) ));\n };\n\n input.format.num = num2rgb_1;\n\n input.autodetect.push({\n p: 5,\n test: function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n if (args.length === 1 && type$d(args[0]) === 'number' && args[0] >= 0 && args[0] <= 0xFFFFFF) {\n return 'num';\n }\n }\n });\n\n var unpack$u = utils.unpack;\n var type$e = utils.type;\n var round$5 = Math.round;\n\n Color_1.prototype.rgb = function(rnd) {\n if ( rnd === void 0 ) rnd=true;\n\n if (rnd === false) { return this._rgb.slice(0,3); }\n return this._rgb.slice(0,3).map(round$5);\n };\n\n Color_1.prototype.rgba = function(rnd) {\n if ( rnd === void 0 ) rnd=true;\n\n return this._rgb.slice(0,4).map(function (v,i) {\n return i<3 ? (rnd === false ? v : round$5(v)) : v;\n });\n };\n\n chroma_1.rgb = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['rgb']) ));\n };\n\n input.format.rgb = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var rgba = unpack$u(args, 'rgba');\n if (rgba[3] === undefined) { rgba[3] = 1; }\n return rgba;\n };\n\n input.autodetect.push({\n p: 3,\n test: function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$u(args, 'rgba');\n if (type$e(args) === 'array' && (args.length === 3 ||\n args.length === 4 && type$e(args[3]) == 'number' && args[3] >= 0 && args[3] <= 1)) {\n return 'rgb';\n }\n }\n });\n\n /*\n * Based on implementation by Neil Bartlett\n * https://github.com/neilbartlett/color-temperature\n */\n\n var log = Math.log;\n\n var temperature2rgb = function (kelvin) {\n var temp = kelvin / 100;\n var r,g,b;\n if (temp < 66) {\n r = 255;\n g = -155.25485562709179 - 0.44596950469579133 * (g = temp-2) + 104.49216199393888 * log(g);\n b = temp < 20 ? 0 : -254.76935184120902 + 0.8274096064007395 * (b = temp-10) + 115.67994401066147 * log(b);\n } else {\n r = 351.97690566805693 + 0.114206453784165 * (r = temp-55) - 40.25366309332127 * log(r);\n g = 325.4494125711974 + 0.07943456536662342 * (g = temp-50) - 28.0852963507957 * log(g);\n b = 255;\n }\n return [r,g,b,1];\n };\n\n var temperature2rgb_1 = temperature2rgb;\n\n /*\n * Based on implementation by Neil Bartlett\n * https://github.com/neilbartlett/color-temperature\n **/\n\n\n var unpack$v = utils.unpack;\n var round$6 = Math.round;\n\n var rgb2temperature = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var rgb = unpack$v(args, 'rgb');\n var r = rgb[0], b = rgb[2];\n var minTemp = 1000;\n var maxTemp = 40000;\n var eps = 0.4;\n var temp;\n while (maxTemp - minTemp > eps) {\n temp = (maxTemp + minTemp) * 0.5;\n var rgb$1 = temperature2rgb_1(temp);\n if ((rgb$1[2] / rgb$1[0]) >= (b / r)) {\n maxTemp = temp;\n } else {\n minTemp = temp;\n }\n }\n return round$6(temp);\n };\n\n var rgb2temperature_1 = rgb2temperature;\n\n Color_1.prototype.temp =\n Color_1.prototype.kelvin =\n Color_1.prototype.temperature = function() {\n return rgb2temperature_1(this._rgb);\n };\n\n chroma_1.temp =\n chroma_1.kelvin =\n chroma_1.temperature = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['temp']) ));\n };\n\n input.format.temp =\n input.format.kelvin =\n input.format.temperature = temperature2rgb_1;\n\n var type$f = utils.type;\n\n Color_1.prototype.alpha = function(a, mutate) {\n if ( mutate === void 0 ) mutate=false;\n\n if (a !== undefined && type$f(a) === 'number') {\n if (mutate) {\n this._rgb[3] = a;\n return this;\n }\n return new Color_1([this._rgb[0], this._rgb[1], this._rgb[2], a], 'rgb');\n }\n return this._rgb[3];\n };\n\n Color_1.prototype.clipped = function() {\n return this._rgb._clipped || false;\n };\n\n Color_1.prototype.darken = function(amount) {\n \tif ( amount === void 0 ) amount=1;\n\n \tvar me = this;\n \tvar lab = me.lab();\n \tlab[0] -= labConstants.Kn * amount;\n \treturn new Color_1(lab, 'lab').alpha(me.alpha(), true);\n };\n\n Color_1.prototype.brighten = function(amount) {\n \tif ( amount === void 0 ) amount=1;\n\n \treturn this.darken(-amount);\n };\n\n Color_1.prototype.darker = Color_1.prototype.darken;\n Color_1.prototype.brighter = Color_1.prototype.brighten;\n\n Color_1.prototype.get = function(mc) {\n var ref = mc.split('.');\n var mode = ref[0];\n var channel = ref[1];\n var src = this[mode]();\n if (channel) {\n var i = mode.indexOf(channel);\n if (i > -1) { return src[i]; }\n throw new Error((\"unknown channel \" + channel + \" in mode \" + mode));\n } else {\n return src;\n }\n };\n\n var type$g = utils.type;\n var pow$2 = Math.pow;\n\n var EPS = 1e-7;\n var MAX_ITER = 20;\n\n Color_1.prototype.luminance = function(lum) {\n if (lum !== undefined && type$g(lum) === 'number') {\n if (lum === 0) {\n // return pure black\n return new Color_1([0,0,0,this._rgb[3]], 'rgb');\n }\n if (lum === 1) {\n // return pure white\n return new Color_1([255,255,255,this._rgb[3]], 'rgb');\n }\n // compute new color using...\n var cur_lum = this.luminance();\n var mode = 'rgb';\n var max_iter = MAX_ITER;\n\n var test = function (low, high) {\n var mid = low.interpolate(high, 0.5, mode);\n var lm = mid.luminance();\n if (Math.abs(lum - lm) < EPS || !max_iter--) {\n // close enough\n return mid;\n }\n return lm > lum ? test(low, mid) : test(mid, high);\n };\n\n var rgb = (cur_lum > lum ? test(new Color_1([0,0,0]), this) : test(this, new Color_1([255,255,255]))).rgb();\n return new Color_1(rgb.concat( [this._rgb[3]]));\n }\n return rgb2luminance.apply(void 0, (this._rgb).slice(0,3));\n };\n\n\n var rgb2luminance = function (r,g,b) {\n // relative luminance\n // see http://www.w3.org/TR/2008/REC-WCAG20-20081211/#relativeluminancedef\n r = luminance_x(r);\n g = luminance_x(g);\n b = luminance_x(b);\n return 0.2126 * r + 0.7152 * g + 0.0722 * b;\n };\n\n var luminance_x = function (x) {\n x /= 255;\n return x <= 0.03928 ? x/12.92 : pow$2((x+0.055)/1.055, 2.4);\n };\n\n var interpolator = {};\n\n var type$h = utils.type;\n\n\n var mix = function (col1, col2, f) {\n if ( f === void 0 ) f=0.5;\n var rest = [], len = arguments.length - 3;\n while ( len-- > 0 ) rest[ len ] = arguments[ len + 3 ];\n\n var mode = rest[0] || 'lrgb';\n if (!interpolator[mode] && !rest.length) {\n // fall back to the first supported mode\n mode = Object.keys(interpolator)[0];\n }\n if (!interpolator[mode]) {\n throw new Error((\"interpolation mode \" + mode + \" is not defined\"));\n }\n if (type$h(col1) !== 'object') { col1 = new Color_1(col1); }\n if (type$h(col2) !== 'object') { col2 = new Color_1(col2); }\n return interpolator[mode](col1, col2, f)\n .alpha(col1.alpha() + f * (col2.alpha() - col1.alpha()));\n };\n\n Color_1.prototype.mix =\n Color_1.prototype.interpolate = function(col2, f) {\n \tif ( f === void 0 ) f=0.5;\n \tvar rest = [], len = arguments.length - 2;\n \twhile ( len-- > 0 ) rest[ len ] = arguments[ len + 2 ];\n\n \treturn mix.apply(void 0, [ this, col2, f ].concat( rest ));\n };\n\n Color_1.prototype.premultiply = function(mutate) {\n \tif ( mutate === void 0 ) mutate=false;\n\n \tvar rgb = this._rgb;\n \tvar a = rgb[3];\n \tif (mutate) {\n \t\tthis._rgb = [rgb[0]*a, rgb[1]*a, rgb[2]*a, a];\n \t\treturn this;\n \t} else {\n \t\treturn new Color_1([rgb[0]*a, rgb[1]*a, rgb[2]*a, a], 'rgb');\n \t}\n };\n\n Color_1.prototype.saturate = function(amount) {\n \tif ( amount === void 0 ) amount=1;\n\n \tvar me = this;\n \tvar lch = me.lch();\n \tlch[1] += labConstants.Kn * amount;\n \tif (lch[1] < 0) { lch[1] = 0; }\n \treturn new Color_1(lch, 'lch').alpha(me.alpha(), true);\n };\n\n Color_1.prototype.desaturate = function(amount) {\n \tif ( amount === void 0 ) amount=1;\n\n \treturn this.saturate(-amount);\n };\n\n var type$i = utils.type;\n\n Color_1.prototype.set = function(mc, value, mutate) {\n if ( mutate === void 0 ) mutate=false;\n\n var ref = mc.split('.');\n var mode = ref[0];\n var channel = ref[1];\n var src = this[mode]();\n if (channel) {\n var i = mode.indexOf(channel);\n if (i > -1) {\n if (type$i(value) == 'string') {\n switch(value.charAt(0)) {\n case '+': src[i] += +value; break;\n case '-': src[i] += +value; break;\n case '*': src[i] *= +(value.substr(1)); break;\n case '/': src[i] /= +(value.substr(1)); break;\n default: src[i] = +value;\n }\n } else if (type$i(value) === 'number') {\n src[i] = value;\n } else {\n throw new Error(\"unsupported value for Color.set\");\n }\n var out = new Color_1(src, mode);\n if (mutate) {\n this._rgb = out._rgb;\n return this;\n }\n return out;\n }\n throw new Error((\"unknown channel \" + channel + \" in mode \" + mode));\n } else {\n return src;\n }\n };\n\n var rgb$1 = function (col1, col2, f) {\n var xyz0 = col1._rgb;\n var xyz1 = col2._rgb;\n return new Color_1(\n xyz0[0] + f * (xyz1[0]-xyz0[0]),\n xyz0[1] + f * (xyz1[1]-xyz0[1]),\n xyz0[2] + f * (xyz1[2]-xyz0[2]),\n 'rgb'\n )\n };\n\n // register interpolator\n interpolator.rgb = rgb$1;\n\n var sqrt$2 = Math.sqrt;\n var pow$3 = Math.pow;\n\n var lrgb = function (col1, col2, f) {\n var ref = col1._rgb;\n var x1 = ref[0];\n var y1 = ref[1];\n var z1 = ref[2];\n var ref$1 = col2._rgb;\n var x2 = ref$1[0];\n var y2 = ref$1[1];\n var z2 = ref$1[2];\n return new Color_1(\n sqrt$2(pow$3(x1,2) * (1-f) + pow$3(x2,2) * f),\n sqrt$2(pow$3(y1,2) * (1-f) + pow$3(y2,2) * f),\n sqrt$2(pow$3(z1,2) * (1-f) + pow$3(z2,2) * f),\n 'rgb'\n )\n };\n\n // register interpolator\n interpolator.lrgb = lrgb;\n\n var lab$1 = function (col1, col2, f) {\n var xyz0 = col1.lab();\n var xyz1 = col2.lab();\n return new Color_1(\n xyz0[0] + f * (xyz1[0]-xyz0[0]),\n xyz0[1] + f * (xyz1[1]-xyz0[1]),\n xyz0[2] + f * (xyz1[2]-xyz0[2]),\n 'lab'\n )\n };\n\n // register interpolator\n interpolator.lab = lab$1;\n\n var _hsx = function (col1, col2, f, m) {\n var assign, assign$1;\n\n var xyz0, xyz1;\n if (m === 'hsl') {\n xyz0 = col1.hsl();\n xyz1 = col2.hsl();\n } else if (m === 'hsv') {\n xyz0 = col1.hsv();\n xyz1 = col2.hsv();\n } else if (m === 'hcg') {\n xyz0 = col1.hcg();\n xyz1 = col2.hcg();\n } else if (m === 'hsi') {\n xyz0 = col1.hsi();\n xyz1 = col2.hsi();\n } else if (m === 'lch' || m === 'hcl') {\n m = 'hcl';\n xyz0 = col1.hcl();\n xyz1 = col2.hcl();\n }\n\n var hue0, hue1, sat0, sat1, lbv0, lbv1;\n if (m.substr(0, 1) === 'h') {\n (assign = xyz0, hue0 = assign[0], sat0 = assign[1], lbv0 = assign[2]);\n (assign$1 = xyz1, hue1 = assign$1[0], sat1 = assign$1[1], lbv1 = assign$1[2]);\n }\n\n var sat, hue, lbv, dh;\n\n if (!isNaN(hue0) && !isNaN(hue1)) {\n // both colors have hue\n if (hue1 > hue0 && hue1 - hue0 > 180) {\n dh = hue1-(hue0+360);\n } else if (hue1 < hue0 && hue0 - hue1 > 180) {\n dh = hue1+360-hue0;\n } else{\n dh = hue1 - hue0;\n }\n hue = hue0 + f * dh;\n } else if (!isNaN(hue0)) {\n hue = hue0;\n if ((lbv1 == 1 || lbv1 == 0) && m != 'hsv') { sat = sat0; }\n } else if (!isNaN(hue1)) {\n hue = hue1;\n if ((lbv0 == 1 || lbv0 == 0) && m != 'hsv') { sat = sat1; }\n } else {\n hue = Number.NaN;\n }\n\n if (sat === undefined) { sat = sat0 + f * (sat1 - sat0); }\n lbv = lbv0 + f * (lbv1-lbv0);\n return new Color_1([hue, sat, lbv], m);\n };\n\n var lch$1 = function (col1, col2, f) {\n \treturn _hsx(col1, col2, f, 'lch');\n };\n\n // register interpolator\n interpolator.lch = lch$1;\n interpolator.hcl = lch$1;\n\n var num$1 = function (col1, col2, f) {\n var c1 = col1.num();\n var c2 = col2.num();\n return new Color_1(c1 + f * (c2-c1), 'num')\n };\n\n // register interpolator\n interpolator.num = num$1;\n\n var hcg$1 = function (col1, col2, f) {\n \treturn _hsx(col1, col2, f, 'hcg');\n };\n\n // register interpolator\n interpolator.hcg = hcg$1;\n\n var hsi$1 = function (col1, col2, f) {\n \treturn _hsx(col1, col2, f, 'hsi');\n };\n\n // register interpolator\n interpolator.hsi = hsi$1;\n\n var hsl$1 = function (col1, col2, f) {\n \treturn _hsx(col1, col2, f, 'hsl');\n };\n\n // register interpolator\n interpolator.hsl = hsl$1;\n\n var hsv$1 = function (col1, col2, f) {\n \treturn _hsx(col1, col2, f, 'hsv');\n };\n\n // register interpolator\n interpolator.hsv = hsv$1;\n\n var clip_rgb$2 = utils.clip_rgb;\n var pow$4 = Math.pow;\n var sqrt$3 = Math.sqrt;\n var PI$1 = Math.PI;\n var cos$2 = Math.cos;\n var sin$1 = Math.sin;\n var atan2$1 = Math.atan2;\n\n var average = function (colors, mode, weights) {\n if ( mode === void 0 ) mode='lrgb';\n if ( weights === void 0 ) weights=null;\n\n var l = colors.length;\n if (!weights) { weights = Array.from(new Array(l)).map(function () { return 1; }); }\n // normalize weights\n var k = l / weights.reduce(function(a, b) { return a + b; });\n weights.forEach(function (w,i) { weights[i] *= k; });\n // convert colors to Color objects\n colors = colors.map(function (c) { return new Color_1(c); });\n if (mode === 'lrgb') {\n return _average_lrgb(colors, weights)\n }\n var first = colors.shift();\n var xyz = first.get(mode);\n var cnt = [];\n var dx = 0;\n var dy = 0;\n // initial color\n for (var i=0; i= 360) { A$1 -= 360; }\n xyz[i$1] = A$1;\n } else {\n xyz[i$1] = xyz[i$1]/cnt[i$1];\n }\n }\n alpha /= l;\n return (new Color_1(xyz, mode)).alpha(alpha > 0.99999 ? 1 : alpha, true);\n };\n\n\n var _average_lrgb = function (colors, weights) {\n var l = colors.length;\n var xyz = [0,0,0,0];\n for (var i=0; i < colors.length; i++) {\n var col = colors[i];\n var f = weights[i] / l;\n var rgb = col._rgb;\n xyz[0] += pow$4(rgb[0],2) * f;\n xyz[1] += pow$4(rgb[1],2) * f;\n xyz[2] += pow$4(rgb[2],2) * f;\n xyz[3] += rgb[3] * f;\n }\n xyz[0] = sqrt$3(xyz[0]);\n xyz[1] = sqrt$3(xyz[1]);\n xyz[2] = sqrt$3(xyz[2]);\n if (xyz[3] > 0.9999999) { xyz[3] = 1; }\n return new Color_1(clip_rgb$2(xyz));\n };\n\n // minimal multi-purpose interface\n\n // @requires utils color analyze\n\n\n var type$j = utils.type;\n\n var pow$5 = Math.pow;\n\n var scale = function(colors) {\n\n // constructor\n var _mode = 'rgb';\n var _nacol = chroma_1('#ccc');\n var _spread = 0;\n // const _fixed = false;\n var _domain = [0, 1];\n var _pos = [];\n var _padding = [0,0];\n var _classes = false;\n var _colors = [];\n var _out = false;\n var _min = 0;\n var _max = 1;\n var _correctLightness = false;\n var _colorCache = {};\n var _useCache = true;\n var _gamma = 1;\n\n // private methods\n\n var setColors = function(colors) {\n colors = colors || ['#fff', '#000'];\n if (colors && type$j(colors) === 'string' && chroma_1.brewer &&\n chroma_1.brewer[colors.toLowerCase()]) {\n colors = chroma_1.brewer[colors.toLowerCase()];\n }\n if (type$j(colors) === 'array') {\n // handle single color\n if (colors.length === 1) {\n colors = [colors[0], colors[0]];\n }\n // make a copy of the colors\n colors = colors.slice(0);\n // convert to chroma classes\n for (var c=0; c= _classes[i]) {\n i++;\n }\n return i-1;\n }\n return 0;\n };\n\n var tMapLightness = function (t) { return t; };\n var tMapDomain = function (t) { return t; };\n\n // const classifyValue = function(value) {\n // let val = value;\n // if (_classes.length > 2) {\n // const n = _classes.length-1;\n // const i = getClass(value);\n // const minc = _classes[0] + ((_classes[1]-_classes[0]) * (0 + (_spread * 0.5))); // center of 1st class\n // const maxc = _classes[n-1] + ((_classes[n]-_classes[n-1]) * (1 - (_spread * 0.5))); // center of last class\n // val = _min + ((((_classes[i] + ((_classes[i+1] - _classes[i]) * 0.5)) - minc) / (maxc-minc)) * (_max - _min));\n // }\n // return val;\n // };\n\n var getColor = function(val, bypassMap) {\n var col, t;\n if (bypassMap == null) { bypassMap = false; }\n if (isNaN(val) || (val === null)) { return _nacol; }\n if (!bypassMap) {\n if (_classes && (_classes.length > 2)) {\n // find the class\n var c = getClass(val);\n t = c / (_classes.length-2);\n } else if (_max !== _min) {\n // just interpolate between min/max\n t = (val - _min) / (_max - _min);\n } else {\n t = 1;\n }\n } else {\n t = val;\n }\n\n // domain map\n t = tMapDomain(t);\n\n if (!bypassMap) {\n t = tMapLightness(t); // lightness correction\n }\n\n if (_gamma !== 1) { t = pow$5(t, _gamma); }\n\n t = _padding[0] + (t * (1 - _padding[0] - _padding[1]));\n\n t = Math.min(1, Math.max(0, t));\n\n var k = Math.floor(t * 10000);\n\n if (_useCache && _colorCache[k]) {\n col = _colorCache[k];\n } else {\n if (type$j(_colors) === 'array') {\n //for i in [0.._pos.length-1]\n for (var i=0; i<_pos.length; i++) {\n var p = _pos[i];\n if (t <= p) {\n col = _colors[i];\n break;\n }\n if ((t >= p) && (i === (_pos.length-1))) {\n col = _colors[i];\n break;\n }\n if (t > p && t < _pos[i+1]) {\n t = (t-p)/(_pos[i+1]-p);\n col = chroma_1.interpolate(_colors[i], _colors[i+1], t, _mode);\n break;\n }\n }\n } else if (type$j(_colors) === 'function') {\n col = _colors(t);\n }\n if (_useCache) { _colorCache[k] = col; }\n }\n return col;\n };\n\n var resetCache = function () { return _colorCache = {}; };\n\n setColors(colors);\n\n // public interface\n\n var f = function(v) {\n var c = chroma_1(getColor(v));\n if (_out && c[_out]) { return c[_out](); } else { return c; }\n };\n\n f.classes = function(classes) {\n if (classes != null) {\n if (type$j(classes) === 'array') {\n _classes = classes;\n _domain = [classes[0], classes[classes.length-1]];\n } else {\n var d = chroma_1.analyze(_domain);\n if (classes === 0) {\n _classes = [d.min, d.max];\n } else {\n _classes = chroma_1.limits(d, 'e', classes);\n }\n }\n return f;\n }\n return _classes;\n };\n\n\n f.domain = function(domain) {\n if (!arguments.length) {\n return _domain;\n }\n _min = domain[0];\n _max = domain[domain.length-1];\n _pos = [];\n var k = _colors.length;\n if ((domain.length === k) && (_min !== _max)) {\n // update positions\n for (var i = 0, list = Array.from(domain); i < list.length; i += 1) {\n var d = list[i];\n\n _pos.push((d-_min) / (_max-_min));\n }\n } else {\n for (var c=0; c 2) {\n // set domain map\n var tOut = domain.map(function (d,i) { return i/(domain.length-1); });\n var tBreaks = domain.map(function (d) { return (d - _min) / (_max - _min); });\n if (!tBreaks.every(function (val, i) { return tOut[i] === val; })) {\n tMapDomain = function (t) {\n if (t <= 0 || t >= 1) { return t; }\n var i = 0;\n while (t >= tBreaks[i+1]) { i++; }\n var f = (t - tBreaks[i]) / (tBreaks[i+1] - tBreaks[i]);\n var out = tOut[i] + f * (tOut[i+1] - tOut[i]);\n return out;\n };\n }\n\n }\n }\n _domain = [_min, _max];\n return f;\n };\n\n f.mode = function(_m) {\n if (!arguments.length) {\n return _mode;\n }\n _mode = _m;\n resetCache();\n return f;\n };\n\n f.range = function(colors, _pos) {\n setColors(colors, _pos);\n return f;\n };\n\n f.out = function(_o) {\n _out = _o;\n return f;\n };\n\n f.spread = function(val) {\n if (!arguments.length) {\n return _spread;\n }\n _spread = val;\n return f;\n };\n\n f.correctLightness = function(v) {\n if (v == null) { v = true; }\n _correctLightness = v;\n resetCache();\n if (_correctLightness) {\n tMapLightness = function(t) {\n var L0 = getColor(0, true).lab()[0];\n var L1 = getColor(1, true).lab()[0];\n var pol = L0 > L1;\n var L_actual = getColor(t, true).lab()[0];\n var L_ideal = L0 + ((L1 - L0) * t);\n var L_diff = L_actual - L_ideal;\n var t0 = 0;\n var t1 = 1;\n var max_iter = 20;\n while ((Math.abs(L_diff) > 1e-2) && (max_iter-- > 0)) {\n (function() {\n if (pol) { L_diff *= -1; }\n if (L_diff < 0) {\n t0 = t;\n t += (t1 - t) * 0.5;\n } else {\n t1 = t;\n t += (t0 - t) * 0.5;\n }\n L_actual = getColor(t, true).lab()[0];\n return L_diff = L_actual - L_ideal;\n })();\n }\n return t;\n };\n } else {\n tMapLightness = function (t) { return t; };\n }\n return f;\n };\n\n f.padding = function(p) {\n if (p != null) {\n if (type$j(p) === 'number') {\n p = [p,p];\n }\n _padding = p;\n return f;\n } else {\n return _padding;\n }\n };\n\n f.colors = function(numColors, out) {\n // If no arguments are given, return the original colors that were provided\n if (arguments.length < 2) { out = 'hex'; }\n var result = [];\n\n if (arguments.length === 0) {\n result = _colors.slice(0);\n\n } else if (numColors === 1) {\n result = [f(0.5)];\n\n } else if (numColors > 1) {\n var dm = _domain[0];\n var dd = _domain[1] - dm;\n result = __range__(0, numColors, false).map(function (i) { return f( dm + ((i/(numColors-1)) * dd) ); });\n\n } else { // returns all colors based on the defined classes\n colors = [];\n var samples = [];\n if (_classes && (_classes.length > 2)) {\n for (var i = 1, end = _classes.length, asc = 1 <= end; asc ? i < end : i > end; asc ? i++ : i--) {\n samples.push((_classes[i-1]+_classes[i])*0.5);\n }\n } else {\n samples = _domain;\n }\n result = samples.map(function (v) { return f(v); });\n }\n\n if (chroma_1[out]) {\n result = result.map(function (c) { return c[out](); });\n }\n return result;\n };\n\n f.cache = function(c) {\n if (c != null) {\n _useCache = c;\n return f;\n } else {\n return _useCache;\n }\n };\n\n f.gamma = function(g) {\n if (g != null) {\n _gamma = g;\n return f;\n } else {\n return _gamma;\n }\n };\n\n f.nodata = function(d) {\n if (d != null) {\n _nacol = chroma_1(d);\n return f;\n } else {\n return _nacol;\n }\n };\n\n return f;\n };\n\n function __range__(left, right, inclusive) {\n var range = [];\n var ascending = left < right;\n var end = !inclusive ? right : ascending ? right + 1 : right - 1;\n for (var i = left; ascending ? i < end : i > end; ascending ? i++ : i--) {\n range.push(i);\n }\n return range;\n }\n\n //\n // interpolates between a set of colors uzing a bezier spline\n //\n\n // @requires utils lab\n\n\n\n\n var bezier = function(colors) {\n var assign, assign$1, assign$2;\n\n var I, lab0, lab1, lab2;\n colors = colors.map(function (c) { return new Color_1(c); });\n if (colors.length === 2) {\n // linear interpolation\n (assign = colors.map(function (c) { return c.lab(); }), lab0 = assign[0], lab1 = assign[1]);\n I = function(t) {\n var lab = ([0, 1, 2].map(function (i) { return lab0[i] + (t * (lab1[i] - lab0[i])); }));\n return new Color_1(lab, 'lab');\n };\n } else if (colors.length === 3) {\n // quadratic bezier interpolation\n (assign$1 = colors.map(function (c) { return c.lab(); }), lab0 = assign$1[0], lab1 = assign$1[1], lab2 = assign$1[2]);\n I = function(t) {\n var lab = ([0, 1, 2].map(function (i) { return ((1-t)*(1-t) * lab0[i]) + (2 * (1-t) * t * lab1[i]) + (t * t * lab2[i]); }));\n return new Color_1(lab, 'lab');\n };\n } else if (colors.length === 4) {\n // cubic bezier interpolation\n var lab3;\n (assign$2 = colors.map(function (c) { return c.lab(); }), lab0 = assign$2[0], lab1 = assign$2[1], lab2 = assign$2[2], lab3 = assign$2[3]);\n I = function(t) {\n var lab = ([0, 1, 2].map(function (i) { return ((1-t)*(1-t)*(1-t) * lab0[i]) + (3 * (1-t) * (1-t) * t * lab1[i]) + (3 * (1-t) * t * t * lab2[i]) + (t*t*t * lab3[i]); }));\n return new Color_1(lab, 'lab');\n };\n } else if (colors.length === 5) {\n var I0 = bezier(colors.slice(0, 3));\n var I1 = bezier(colors.slice(2, 5));\n I = function(t) {\n if (t < 0.5) {\n return I0(t*2);\n } else {\n return I1((t-0.5)*2);\n }\n };\n }\n return I;\n };\n\n var bezier_1 = function (colors) {\n var f = bezier(colors);\n f.scale = function () { return scale(f); };\n return f;\n };\n\n /*\n * interpolates between a set of colors uzing a bezier spline\n * blend mode formulas taken from http://www.venture-ware.com/kevin/coding/lets-learn-math-photoshop-blend-modes/\n */\n\n\n\n\n var blend = function (bottom, top, mode) {\n if (!blend[mode]) {\n throw new Error('unknown blend mode ' + mode);\n }\n return blend[mode](bottom, top);\n };\n\n var blend_f = function (f) { return function (bottom,top) {\n var c0 = chroma_1(top).rgb();\n var c1 = chroma_1(bottom).rgb();\n return chroma_1.rgb(f(c0, c1));\n }; };\n\n var each = function (f) { return function (c0, c1) {\n var out = [];\n out[0] = f(c0[0], c1[0]);\n out[1] = f(c0[1], c1[1]);\n out[2] = f(c0[2], c1[2]);\n return out;\n }; };\n\n var normal = function (a) { return a; };\n var multiply = function (a,b) { return a * b / 255; };\n var darken$1 = function (a,b) { return a > b ? b : a; };\n var lighten = function (a,b) { return a > b ? a : b; };\n var screen = function (a,b) { return 255 * (1 - (1-a/255) * (1-b/255)); };\n var overlay = function (a,b) { return b < 128 ? 2 * a * b / 255 : 255 * (1 - 2 * (1 - a / 255 ) * ( 1 - b / 255 )); };\n var burn = function (a,b) { return 255 * (1 - (1 - b / 255) / (a/255)); };\n var dodge = function (a,b) {\n if (a === 255) { return 255; }\n a = 255 * (b / 255) / (1 - a / 255);\n return a > 255 ? 255 : a\n };\n\n // # add = (a,b) ->\n // # if (a + b > 255) then 255 else a + b\n\n blend.normal = blend_f(each(normal));\n blend.multiply = blend_f(each(multiply));\n blend.screen = blend_f(each(screen));\n blend.overlay = blend_f(each(overlay));\n blend.darken = blend_f(each(darken$1));\n blend.lighten = blend_f(each(lighten));\n blend.dodge = blend_f(each(dodge));\n blend.burn = blend_f(each(burn));\n // blend.add = blend_f(each(add));\n\n var blend_1 = blend;\n\n // cubehelix interpolation\n // based on D.A. Green \"A colour scheme for the display of astronomical intensity images\"\n // http://astron-soc.in/bulletin/11June/289392011.pdf\n\n var type$k = utils.type;\n var clip_rgb$3 = utils.clip_rgb;\n var TWOPI$2 = utils.TWOPI;\n var pow$6 = Math.pow;\n var sin$2 = Math.sin;\n var cos$3 = Math.cos;\n\n\n var cubehelix = function(start, rotations, hue, gamma, lightness) {\n if ( start === void 0 ) start=300;\n if ( rotations === void 0 ) rotations=-1.5;\n if ( hue === void 0 ) hue=1;\n if ( gamma === void 0 ) gamma=1;\n if ( lightness === void 0 ) lightness=[0,1];\n\n var dh = 0, dl;\n if (type$k(lightness) === 'array') {\n dl = lightness[1] - lightness[0];\n } else {\n dl = 0;\n lightness = [lightness, lightness];\n }\n\n var f = function(fract) {\n var a = TWOPI$2 * (((start+120)/360) + (rotations * fract));\n var l = pow$6(lightness[0] + (dl * fract), gamma);\n var h = dh !== 0 ? hue[0] + (fract * dh) : hue;\n var amp = (h * l * (1-l)) / 2;\n var cos_a = cos$3(a);\n var sin_a = sin$2(a);\n var r = l + (amp * ((-0.14861 * cos_a) + (1.78277* sin_a)));\n var g = l + (amp * ((-0.29227 * cos_a) - (0.90649* sin_a)));\n var b = l + (amp * (+1.97294 * cos_a));\n return chroma_1(clip_rgb$3([r*255,g*255,b*255,1]));\n };\n\n f.start = function(s) {\n if ((s == null)) { return start; }\n start = s;\n return f;\n };\n\n f.rotations = function(r) {\n if ((r == null)) { return rotations; }\n rotations = r;\n return f;\n };\n\n f.gamma = function(g) {\n if ((g == null)) { return gamma; }\n gamma = g;\n return f;\n };\n\n f.hue = function(h) {\n if ((h == null)) { return hue; }\n hue = h;\n if (type$k(hue) === 'array') {\n dh = hue[1] - hue[0];\n if (dh === 0) { hue = hue[1]; }\n } else {\n dh = 0;\n }\n return f;\n };\n\n f.lightness = function(h) {\n if ((h == null)) { return lightness; }\n if (type$k(h) === 'array') {\n lightness = h;\n dl = h[1] - h[0];\n } else {\n lightness = [h,h];\n dl = 0;\n }\n return f;\n };\n\n f.scale = function () { return chroma_1.scale(f); };\n\n f.hue(hue);\n\n return f;\n };\n\n var digits = '0123456789abcdef';\n\n var floor$2 = Math.floor;\n var random = Math.random;\n\n var random_1 = function () {\n var code = '#';\n for (var i=0; i<6; i++) {\n code += digits.charAt(floor$2(random() * 16));\n }\n return new Color_1(code, 'hex');\n };\n\n var log$1 = Math.log;\n var pow$7 = Math.pow;\n var floor$3 = Math.floor;\n var abs = Math.abs;\n\n\n var analyze = function (data, key) {\n if ( key === void 0 ) key=null;\n\n var r = {\n min: Number.MAX_VALUE,\n max: Number.MAX_VALUE*-1,\n sum: 0,\n values: [],\n count: 0\n };\n if (type(data) === 'object') {\n data = Object.values(data);\n }\n data.forEach(function (val) {\n if (key && type(val) === 'object') { val = val[key]; }\n if (val !== undefined && val !== null && !isNaN(val)) {\n r.values.push(val);\n r.sum += val;\n if (val < r.min) { r.min = val; }\n if (val > r.max) { r.max = val; }\n r.count += 1;\n }\n });\n\n r.domain = [r.min, r.max];\n\n r.limits = function (mode, num) { return limits(r, mode, num); };\n\n return r;\n };\n\n\n var limits = function (data, mode, num) {\n if ( mode === void 0 ) mode='equal';\n if ( num === void 0 ) num=7;\n\n if (type(data) == 'array') {\n data = analyze(data);\n }\n var min = data.min;\n var max = data.max;\n var values = data.values.sort(function (a,b) { return a-b; });\n\n if (num === 1) { return [min,max]; }\n\n var limits = [];\n\n if (mode.substr(0,1) === 'c') { // continuous\n limits.push(min);\n limits.push(max);\n }\n\n if (mode.substr(0,1) === 'e') { // equal interval\n limits.push(min);\n for (var i=1; i 0');\n }\n var min_log = Math.LOG10E * log$1(min);\n var max_log = Math.LOG10E * log$1(max);\n limits.push(min);\n for (var i$1=1; i$1 pb\n var pr = p - pb;\n limits.push((values[pb]*(1-pr)) + (values[pb+1]*pr));\n }\n }\n limits.push(max);\n\n }\n\n else if (mode.substr(0,1) === 'k') { // k-means clustering\n /*\n implementation based on\n http://code.google.com/p/figue/source/browse/trunk/figue.js#336\n simplified for 1-d input values\n */\n var cluster;\n var n = values.length;\n var assignments = new Array(n);\n var clusterSizes = new Array(num);\n var repeat = true;\n var nb_iters = 0;\n var centroids = null;\n\n // get seed values\n centroids = [];\n centroids.push(min);\n for (var i$3=1; i$3 200) {\n repeat = false;\n }\n }\n\n // finished k-means clustering\n // the next part is borrowed from gabrielflor.it\n var kClusters = {};\n for (var j$5=0; j$5 l2 ? (l1 + 0.05) / (l2 + 0.05) : (l2 + 0.05) / (l1 + 0.05);\n };\n\n var sqrt$4 = Math.sqrt;\n var atan2$2 = Math.atan2;\n var abs$1 = Math.abs;\n var cos$4 = Math.cos;\n var PI$2 = Math.PI;\n\n var deltaE = function(a, b, L, C) {\n if ( L === void 0 ) L=1;\n if ( C === void 0 ) C=1;\n\n // Delta E (CMC)\n // see http://www.brucelindbloom.com/index.html?Eqn_DeltaE_CMC.html\n a = new Color_1(a);\n b = new Color_1(b);\n var ref = Array.from(a.lab());\n var L1 = ref[0];\n var a1 = ref[1];\n var b1 = ref[2];\n var ref$1 = Array.from(b.lab());\n var L2 = ref$1[0];\n var a2 = ref$1[1];\n var b2 = ref$1[2];\n var c1 = sqrt$4((a1 * a1) + (b1 * b1));\n var c2 = sqrt$4((a2 * a2) + (b2 * b2));\n var sl = L1 < 16.0 ? 0.511 : (0.040975 * L1) / (1.0 + (0.01765 * L1));\n var sc = ((0.0638 * c1) / (1.0 + (0.0131 * c1))) + 0.638;\n var h1 = c1 < 0.000001 ? 0.0 : (atan2$2(b1, a1) * 180.0) / PI$2;\n while (h1 < 0) { h1 += 360; }\n while (h1 >= 360) { h1 -= 360; }\n var t = (h1 >= 164.0) && (h1 <= 345.0) ? (0.56 + abs$1(0.2 * cos$4((PI$2 * (h1 + 168.0)) / 180.0))) : (0.36 + abs$1(0.4 * cos$4((PI$2 * (h1 + 35.0)) / 180.0)));\n var c4 = c1 * c1 * c1 * c1;\n var f = sqrt$4(c4 / (c4 + 1900.0));\n var sh = sc * (((f * t) + 1.0) - f);\n var delL = L1 - L2;\n var delC = c1 - c2;\n var delA = a1 - a2;\n var delB = b1 - b2;\n var dH2 = ((delA * delA) + (delB * delB)) - (delC * delC);\n var v1 = delL / (L * sl);\n var v2 = delC / (C * sc);\n var v3 = sh;\n return sqrt$4((v1 * v1) + (v2 * v2) + (dH2 / (v3 * v3)));\n };\n\n // simple Euclidean distance\n var distance = function(a, b, mode) {\n if ( mode === void 0 ) mode='lab';\n\n // Delta E (CIE 1976)\n // see http://www.brucelindbloom.com/index.html?Equations.html\n a = new Color_1(a);\n b = new Color_1(b);\n var l1 = a.get(mode);\n var l2 = b.get(mode);\n var sum_sq = 0;\n for (var i in l1) {\n var d = (l1[i] || 0) - (l2[i] || 0);\n sum_sq += d*d;\n }\n return Math.sqrt(sum_sq);\n };\n\n var valid = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n try {\n new (Function.prototype.bind.apply( Color_1, [ null ].concat( args) ));\n return true;\n } catch (e) {\n return false;\n }\n };\n\n // some pre-defined color scales:\n\n\n\n\n var scales = {\n \tcool: function cool() { return scale([chroma_1.hsl(180,1,.9), chroma_1.hsl(250,.7,.4)]) },\n \thot: function hot() { return scale(['#000','#f00','#ff0','#fff'], [0,.25,.75,1]).mode('rgb') }\n };\n\n /**\n ColorBrewer colors for chroma.js\n\n Copyright (c) 2002 Cynthia Brewer, Mark Harrower, and The\n Pennsylvania State University.\n\n Licensed under the Apache License, Version 2.0 (the \"License\");\n you may not use this file except in compliance with the License.\n You may obtain a copy of the License at\n http://www.apache.org/licenses/LICENSE-2.0\n\n Unless required by applicable law or agreed to in writing, software distributed\n under the License is distributed on an \"AS IS\" BASIS, WITHOUT WARRANTIES OR\n CONDITIONS OF ANY KIND, either express or implied. See the License for the\n specific language governing permissions and limitations under the License.\n */\n\n var colorbrewer = {\n // sequential\n OrRd: ['#fff7ec', '#fee8c8', '#fdd49e', '#fdbb84', '#fc8d59', '#ef6548', '#d7301f', '#b30000', '#7f0000'],\n PuBu: ['#fff7fb', '#ece7f2', '#d0d1e6', '#a6bddb', '#74a9cf', '#3690c0', '#0570b0', '#045a8d', '#023858'],\n BuPu: ['#f7fcfd', '#e0ecf4', '#bfd3e6', '#9ebcda', '#8c96c6', '#8c6bb1', '#88419d', '#810f7c', '#4d004b'],\n Oranges: ['#fff5eb', '#fee6ce', '#fdd0a2', '#fdae6b', '#fd8d3c', '#f16913', '#d94801', '#a63603', '#7f2704'],\n BuGn: ['#f7fcfd', '#e5f5f9', '#ccece6', '#99d8c9', '#66c2a4', '#41ae76', '#238b45', '#006d2c', '#00441b'],\n YlOrBr: ['#ffffe5', '#fff7bc', '#fee391', '#fec44f', '#fe9929', '#ec7014', '#cc4c02', '#993404', '#662506'],\n YlGn: ['#ffffe5', '#f7fcb9', '#d9f0a3', '#addd8e', '#78c679', '#41ab5d', '#238443', '#006837', '#004529'],\n Reds: ['#fff5f0', '#fee0d2', '#fcbba1', '#fc9272', '#fb6a4a', '#ef3b2c', '#cb181d', '#a50f15', '#67000d'],\n RdPu: ['#fff7f3', '#fde0dd', '#fcc5c0', '#fa9fb5', '#f768a1', '#dd3497', '#ae017e', '#7a0177', '#49006a'],\n Greens: ['#f7fcf5', '#e5f5e0', '#c7e9c0', '#a1d99b', '#74c476', '#41ab5d', '#238b45', '#006d2c', '#00441b'],\n YlGnBu: ['#ffffd9', '#edf8b1', '#c7e9b4', '#7fcdbb', '#41b6c4', '#1d91c0', '#225ea8', '#253494', '#081d58'],\n Purples: ['#fcfbfd', '#efedf5', '#dadaeb', '#bcbddc', '#9e9ac8', '#807dba', '#6a51a3', '#54278f', '#3f007d'],\n GnBu: ['#f7fcf0', '#e0f3db', '#ccebc5', '#a8ddb5', '#7bccc4', '#4eb3d3', '#2b8cbe', '#0868ac', '#084081'],\n Greys: ['#ffffff', '#f0f0f0', '#d9d9d9', '#bdbdbd', '#969696', '#737373', '#525252', '#252525', '#000000'],\n YlOrRd: ['#ffffcc', '#ffeda0', '#fed976', '#feb24c', '#fd8d3c', '#fc4e2a', '#e31a1c', '#bd0026', '#800026'],\n PuRd: ['#f7f4f9', '#e7e1ef', '#d4b9da', '#c994c7', '#df65b0', '#e7298a', '#ce1256', '#980043', '#67001f'],\n Blues: ['#f7fbff', '#deebf7', '#c6dbef', '#9ecae1', '#6baed6', '#4292c6', '#2171b5', '#08519c', '#08306b'],\n PuBuGn: ['#fff7fb', '#ece2f0', '#d0d1e6', '#a6bddb', '#67a9cf', '#3690c0', '#02818a', '#016c59', '#014636'],\n Viridis: ['#440154', '#482777', '#3f4a8a', '#31678e', '#26838f', '#1f9d8a', '#6cce5a', '#b6de2b', '#fee825'],\n\n // diverging\n\n Spectral: ['#9e0142', '#d53e4f', '#f46d43', '#fdae61', '#fee08b', '#ffffbf', '#e6f598', '#abdda4', '#66c2a5', '#3288bd', '#5e4fa2'],\n RdYlGn: ['#a50026', '#d73027', '#f46d43', '#fdae61', '#fee08b', '#ffffbf', '#d9ef8b', '#a6d96a', '#66bd63', '#1a9850', '#006837'],\n RdBu: ['#67001f', '#b2182b', '#d6604d', '#f4a582', '#fddbc7', '#f7f7f7', '#d1e5f0', '#92c5de', '#4393c3', '#2166ac', '#053061'],\n PiYG: ['#8e0152', '#c51b7d', '#de77ae', '#f1b6da', '#fde0ef', '#f7f7f7', '#e6f5d0', '#b8e186', '#7fbc41', '#4d9221', '#276419'],\n PRGn: ['#40004b', '#762a83', '#9970ab', '#c2a5cf', '#e7d4e8', '#f7f7f7', '#d9f0d3', '#a6dba0', '#5aae61', '#1b7837', '#00441b'],\n RdYlBu: ['#a50026', '#d73027', '#f46d43', '#fdae61', '#fee090', '#ffffbf', '#e0f3f8', '#abd9e9', '#74add1', '#4575b4', '#313695'],\n BrBG: ['#543005', '#8c510a', '#bf812d', '#dfc27d', '#f6e8c3', '#f5f5f5', '#c7eae5', '#80cdc1', '#35978f', '#01665e', '#003c30'],\n RdGy: ['#67001f', '#b2182b', '#d6604d', '#f4a582', '#fddbc7', '#ffffff', '#e0e0e0', '#bababa', '#878787', '#4d4d4d', '#1a1a1a'],\n PuOr: ['#7f3b08', '#b35806', '#e08214', '#fdb863', '#fee0b6', '#f7f7f7', '#d8daeb', '#b2abd2', '#8073ac', '#542788', '#2d004b'],\n\n // qualitative\n\n Set2: ['#66c2a5', '#fc8d62', '#8da0cb', '#e78ac3', '#a6d854', '#ffd92f', '#e5c494', '#b3b3b3'],\n Accent: ['#7fc97f', '#beaed4', '#fdc086', '#ffff99', '#386cb0', '#f0027f', '#bf5b17', '#666666'],\n Set1: ['#e41a1c', '#377eb8', '#4daf4a', '#984ea3', '#ff7f00', '#ffff33', '#a65628', '#f781bf', '#999999'],\n Set3: ['#8dd3c7', '#ffffb3', '#bebada', '#fb8072', '#80b1d3', '#fdb462', '#b3de69', '#fccde5', '#d9d9d9', '#bc80bd', '#ccebc5', '#ffed6f'],\n Dark2: ['#1b9e77', '#d95f02', '#7570b3', '#e7298a', '#66a61e', '#e6ab02', '#a6761d', '#666666'],\n Paired: ['#a6cee3', '#1f78b4', '#b2df8a', '#33a02c', '#fb9a99', '#e31a1c', '#fdbf6f', '#ff7f00', '#cab2d6', '#6a3d9a', '#ffff99', '#b15928'],\n Pastel2: ['#b3e2cd', '#fdcdac', '#cbd5e8', '#f4cae4', '#e6f5c9', '#fff2ae', '#f1e2cc', '#cccccc'],\n Pastel1: ['#fbb4ae', '#b3cde3', '#ccebc5', '#decbe4', '#fed9a6', '#ffffcc', '#e5d8bd', '#fddaec', '#f2f2f2'],\n };\n\n // add lowercase aliases for case-insensitive matches\n for (var i$1 = 0, list$1 = Object.keys(colorbrewer); i$1 < list$1.length; i$1 += 1) {\n var key = list$1[i$1];\n\n colorbrewer[key.toLowerCase()] = colorbrewer[key];\n }\n\n var colorbrewer_1 = colorbrewer;\n\n // feel free to comment out anything to rollup\n // a smaller chroma.js built\n\n // io --> convert colors\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n // operators --> modify existing Colors\n\n\n\n\n\n\n\n\n\n\n // interpolators\n\n\n\n\n\n\n\n\n\n\n // generators -- > create new colors\n chroma_1.average = average;\n chroma_1.bezier = bezier_1;\n chroma_1.blend = blend_1;\n chroma_1.cubehelix = cubehelix;\n chroma_1.mix = chroma_1.interpolate = mix;\n chroma_1.random = random_1;\n chroma_1.scale = scale;\n\n // other utility methods\n chroma_1.analyze = analyze_1.analyze;\n chroma_1.contrast = contrast;\n chroma_1.deltaE = deltaE;\n chroma_1.distance = distance;\n chroma_1.limits = analyze_1.limits;\n chroma_1.valid = valid;\n\n // scale\n chroma_1.scales = scales;\n\n // colors\n chroma_1.colors = w3cx11_1;\n chroma_1.brewer = colorbrewer_1;\n\n var chroma_js = chroma_1;\n\n return chroma_js;\n\n})));\n","import { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nVertexData.CreatePlane = function (options) {\r\n var indices = [];\r\n var positions = [];\r\n var normals = [];\r\n var uvs = [];\r\n var width = options.width || options.size || 1;\r\n var height = options.height || options.size || 1;\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n // Vertices\r\n var halfWidth = width / 2.0;\r\n var halfHeight = height / 2.0;\r\n positions.push(-halfWidth, -halfHeight, 0);\r\n normals.push(0, 0, -1.0);\r\n uvs.push(0.0, 0.0);\r\n positions.push(halfWidth, -halfHeight, 0);\r\n normals.push(0, 0, -1.0);\r\n uvs.push(1.0, 0.0);\r\n positions.push(halfWidth, halfHeight, 0);\r\n normals.push(0, 0, -1.0);\r\n uvs.push(1.0, 1.0);\r\n positions.push(-halfWidth, halfHeight, 0);\r\n normals.push(0, 0, -1.0);\r\n uvs.push(0.0, 1.0);\r\n // Indices\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n // Result\r\n var vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n return vertexData;\r\n};\r\nMesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {\r\n var options = {\r\n size: size,\r\n width: size,\r\n height: size,\r\n sideOrientation: sideOrientation,\r\n updatable: updatable\r\n };\r\n return PlaneBuilder.CreatePlane(name, options, scene);\r\n};\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nvar PlaneBuilder = /** @class */ (function () {\r\n function PlaneBuilder() {\r\n }\r\n /**\r\n * Creates a plane mesh\r\n * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)\r\n * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)\r\n * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the plane mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#plane\r\n */\r\n PlaneBuilder.CreatePlane = function (name, options, scene) {\r\n if (scene === void 0) { scene = null; }\r\n var plane = new Mesh(name, scene);\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n plane._originalBuilderSideOrientation = options.sideOrientation;\r\n var vertexData = VertexData.CreatePlane(options);\r\n vertexData.applyToMesh(plane, options.updatable);\r\n if (options.sourcePlane) {\r\n plane.translate(options.sourcePlane.normal, -options.sourcePlane.d);\r\n plane.setDirection(options.sourcePlane.normal.scale(-1));\r\n }\r\n return plane;\r\n };\r\n return PlaneBuilder;\r\n}());\r\nexport { PlaneBuilder };\r\n//# sourceMappingURL=planeBuilder.js.map","import { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { InternalTexture, InternalTextureSource } from '../../Materials/Textures/internalTexture';\r\nThinEngine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {\r\n var texture = new InternalTexture(this, InternalTextureSource.Dynamic);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n if (generateMipMaps) {\r\n width = this.needPOTTextures ? ThinEngine.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;\r\n height = this.needPOTTextures ? ThinEngine.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;\r\n }\r\n // this.resetTextureCache();\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = false;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n this.updateTextureSamplingMode(samplingMode, texture);\r\n this._internalTexturesCache.push(texture);\r\n return texture;\r\n};\r\nThinEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format, forceBindTexture) {\r\n if (premulAlpha === void 0) { premulAlpha = false; }\r\n if (forceBindTexture === void 0) { forceBindTexture = false; }\r\n if (!texture) {\r\n return;\r\n }\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true, forceBindTexture);\r\n this._unpackFlipY(invertY);\r\n if (premulAlpha) {\r\n this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);\r\n }\r\n var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;\r\n this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);\r\n if (texture.generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_2D);\r\n }\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n if (premulAlpha) {\r\n this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);\r\n }\r\n texture.isReady = true;\r\n};\r\n//# sourceMappingURL=engine.dynamicTexture.js.map","import { __extends } from \"tslib\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport \"../../Engines/Extensions/engine.dynamicTexture\";\r\nimport { CanvasGenerator } from '../../Misc/canvasGenerator';\r\n/**\r\n * A class extending Texture allowing drawing on a texture\r\n * @see http://doc.babylonjs.com/how_to/dynamictexture\r\n */\r\nvar DynamicTexture = /** @class */ (function (_super) {\r\n __extends(DynamicTexture, _super);\r\n /**\r\n * Creates a DynamicTexture\r\n * @param name defines the name of the texture\r\n * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height\r\n * @param scene defines the scene where you want the texture\r\n * @param generateMipMaps defines the use of MinMaps or not (default is false)\r\n * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)\r\n * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)\r\n */\r\n function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {\r\n if (scene === void 0) { scene = null; }\r\n if (samplingMode === void 0) { samplingMode = 3; }\r\n if (format === void 0) { format = 5; }\r\n var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;\r\n _this.name = name;\r\n _this._engine = _this.getScene().getEngine();\r\n _this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n _this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n _this._generateMipMaps = generateMipMaps;\r\n if (options.getContext) {\r\n _this._canvas = options;\r\n _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n }\r\n else {\r\n _this._canvas = CanvasGenerator.CreateCanvas(1, 1);\r\n if (options.width || options.width === 0) {\r\n _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n }\r\n else {\r\n _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);\r\n }\r\n }\r\n var textureSize = _this.getSize();\r\n _this._canvas.width = textureSize.width;\r\n _this._canvas.height = textureSize.height;\r\n _this._context = _this._canvas.getContext(\"2d\");\r\n return _this;\r\n }\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"DynamicTexture\"\r\n */\r\n DynamicTexture.prototype.getClassName = function () {\r\n return \"DynamicTexture\";\r\n };\r\n Object.defineProperty(DynamicTexture.prototype, \"canRescale\", {\r\n /**\r\n * Gets the current state of canRescale\r\n */\r\n get: function () {\r\n return true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n DynamicTexture.prototype._recreate = function (textureSize) {\r\n this._canvas.width = textureSize.width;\r\n this._canvas.height = textureSize.height;\r\n this.releaseInternalTexture();\r\n this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this.samplingMode);\r\n };\r\n /**\r\n * Scales the texture\r\n * @param ratio the scale factor to apply to both width and height\r\n */\r\n DynamicTexture.prototype.scale = function (ratio) {\r\n var textureSize = this.getSize();\r\n textureSize.width *= ratio;\r\n textureSize.height *= ratio;\r\n this._recreate(textureSize);\r\n };\r\n /**\r\n * Resizes the texture\r\n * @param width the new width\r\n * @param height the new height\r\n */\r\n DynamicTexture.prototype.scaleTo = function (width, height) {\r\n var textureSize = this.getSize();\r\n textureSize.width = width;\r\n textureSize.height = height;\r\n this._recreate(textureSize);\r\n };\r\n /**\r\n * Gets the context of the canvas used by the texture\r\n * @returns the canvas context of the dynamic texture\r\n */\r\n DynamicTexture.prototype.getContext = function () {\r\n return this._context;\r\n };\r\n /**\r\n * Clears the texture\r\n */\r\n DynamicTexture.prototype.clear = function () {\r\n var size = this.getSize();\r\n this._context.fillRect(0, 0, size.width, size.height);\r\n };\r\n /**\r\n * Updates the texture\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param premulAlpha defines if alpha is stored as premultiplied (default is false)\r\n */\r\n DynamicTexture.prototype.update = function (invertY, premulAlpha) {\r\n if (premulAlpha === void 0) { premulAlpha = false; }\r\n this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);\r\n };\r\n /**\r\n * Draws text onto the texture\r\n * @param text defines the text to be drawn\r\n * @param x defines the placement of the text from the left\r\n * @param y defines the placement of the text from the top when invertY is true and from the bottom when false\r\n * @param font defines the font to be used with font-style, font-size, font-name\r\n * @param color defines the color used for the text\r\n * @param clearColor defines the color for the canvas, use null to not overwrite canvas\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param update defines whether texture is immediately update (default is true)\r\n */\r\n DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {\r\n if (update === void 0) { update = true; }\r\n var size = this.getSize();\r\n if (clearColor) {\r\n this._context.fillStyle = clearColor;\r\n this._context.fillRect(0, 0, size.width, size.height);\r\n }\r\n this._context.font = font;\r\n if (x === null || x === undefined) {\r\n var textSize = this._context.measureText(text);\r\n x = (size.width - textSize.width) / 2;\r\n }\r\n if (y === null || y === undefined) {\r\n var fontSize = parseInt((font.replace(/\\D/g, '')));\r\n y = (size.height / 2) + (fontSize / 3.65);\r\n }\r\n this._context.fillStyle = color;\r\n this._context.fillText(text, x, y);\r\n if (update) {\r\n this.update(invertY);\r\n }\r\n };\r\n /**\r\n * Clones the texture\r\n * @returns the clone of the texture.\r\n */\r\n DynamicTexture.prototype.clone = function () {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return this;\r\n }\r\n var textureSize = this.getSize();\r\n var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n // Dynamic Texture\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n return newTexture;\r\n };\r\n /**\r\n * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized\r\n * @returns a serialized dynamic texture object\r\n */\r\n DynamicTexture.prototype.serialize = function () {\r\n var scene = this.getScene();\r\n if (scene && !scene.isReady()) {\r\n Logger.Warn(\"The scene must be ready before serializing the dynamic texture\");\r\n }\r\n var serializationObject = _super.prototype.serialize.call(this);\r\n if (this._canvas.toDataURL) {\r\n serializationObject.base64String = this._canvas.toDataURL();\r\n }\r\n serializationObject.invertY = this._invertY;\r\n serializationObject.samplingMode = this.samplingMode;\r\n return serializationObject;\r\n };\r\n /** @hidden */\r\n DynamicTexture.prototype._rebuild = function () {\r\n this.update();\r\n };\r\n return DynamicTexture;\r\n}(Texture));\r\nexport { DynamicTexture };\r\n//# sourceMappingURL=dynamicTexture.js.map","import { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from '../../Maths/math.color';\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nVertexData.CreateBox = function (options) {\r\n var nbFaces = 6;\r\n var indices = [0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23];\r\n var normals = [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0];\r\n var uvs = [];\r\n var positions = [];\r\n var width = options.width || options.size || 1;\r\n var height = options.height || options.size || 1;\r\n var depth = options.depth || options.size || 1;\r\n var wrap = options.wrap || false;\r\n var topBaseAt = (options.topBaseAt === void 0) ? 1 : options.topBaseAt;\r\n var bottomBaseAt = (options.bottomBaseAt === void 0) ? 0 : options.bottomBaseAt;\r\n topBaseAt = (topBaseAt + 4) % 4; // places values as 0 to 3\r\n bottomBaseAt = (bottomBaseAt + 4) % 4; // places values as 0 to 3\r\n var topOrder = [2, 0, 3, 1];\r\n var bottomOrder = [2, 0, 1, 3];\r\n var topIndex = topOrder[topBaseAt];\r\n var bottomIndex = bottomOrder[bottomBaseAt];\r\n var basePositions = [1, -1, 1, -1, -1, 1, -1, 1, 1, 1, 1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1, 1, 1, -1, 1, -1, -1, 1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1, 1, 1, -1, 1, -1, 1, 1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, -1, -1, -1, -1, -1, 1];\r\n if (wrap) {\r\n indices = [2, 3, 0, 2, 0, 1, 4, 5, 6, 4, 6, 7, 9, 10, 11, 9, 11, 8, 12, 14, 15, 12, 13, 14];\r\n basePositions = [-1, 1, 1, 1, 1, 1, 1, -1, 1, -1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1, 1, 1, 1, 1, 1, -1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1, 1, 1, -1, -1, 1, -1, -1, -1];\r\n var topFaceBase = [[1, 1, 1], [-1, 1, 1], [-1, 1, -1], [1, 1, -1]];\r\n var bottomFaceBase = [[-1, -1, 1], [1, -1, 1], [1, -1, -1], [-1, -1, -1]];\r\n var topFaceOrder = [17, 18, 19, 16];\r\n var bottomFaceOrder = [22, 23, 20, 21];\r\n while (topIndex > 0) {\r\n topFaceBase.unshift(topFaceBase.pop());\r\n topFaceOrder.unshift(topFaceOrder.pop());\r\n topIndex--;\r\n }\r\n while (bottomIndex > 0) {\r\n bottomFaceBase.unshift(bottomFaceBase.pop());\r\n bottomFaceOrder.unshift(bottomFaceOrder.pop());\r\n bottomIndex--;\r\n }\r\n topFaceBase = topFaceBase.flat();\r\n bottomFaceBase = bottomFaceBase.flat();\r\n basePositions = basePositions.concat(topFaceBase).concat(bottomFaceBase);\r\n indices.push(topFaceOrder[0], topFaceOrder[2], topFaceOrder[3], topFaceOrder[0], topFaceOrder[1], topFaceOrder[2]);\r\n indices.push(bottomFaceOrder[0], bottomFaceOrder[2], bottomFaceOrder[3], bottomFaceOrder[0], bottomFaceOrder[1], bottomFaceOrder[2]);\r\n }\r\n var scaleArray = [width / 2, height / 2, depth / 2];\r\n positions = basePositions.reduce(function (accumulator, currentValue, currentIndex) { return accumulator.concat(currentValue * scaleArray[currentIndex % 3]); }, []);\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n var faceUV = options.faceUV || new Array(6);\r\n var faceColors = options.faceColors;\r\n var colors = [];\r\n // default face colors and UV if undefined\r\n for (var f = 0; f < 6; f++) {\r\n if (faceUV[f] === undefined) {\r\n faceUV[f] = new Vector4(0, 0, 1, 1);\r\n }\r\n if (faceColors && faceColors[f] === undefined) {\r\n faceColors[f] = new Color4(1, 1, 1, 1);\r\n }\r\n }\r\n // Create each face in turn.\r\n for (var index = 0; index < nbFaces; index++) {\r\n uvs.push(faceUV[index].z, faceUV[index].w);\r\n uvs.push(faceUV[index].x, faceUV[index].w);\r\n uvs.push(faceUV[index].x, faceUV[index].y);\r\n uvs.push(faceUV[index].z, faceUV[index].y);\r\n if (faceColors) {\r\n for (var c = 0; c < 4; c++) {\r\n colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);\r\n }\r\n }\r\n }\r\n // sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n // Result\r\n var vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n if (faceColors) {\r\n var totalColors = (sideOrientation === VertexData.DOUBLESIDE) ? colors.concat(colors) : colors;\r\n vertexData.colors = totalColors;\r\n }\r\n return vertexData;\r\n};\r\nMesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {\r\n if (scene === void 0) { scene = null; }\r\n var options = {\r\n size: size,\r\n sideOrientation: sideOrientation,\r\n updatable: updatable\r\n };\r\n return BoxBuilder.CreateBox(name, options, scene);\r\n};\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nvar BoxBuilder = /** @class */ (function () {\r\n function BoxBuilder() {\r\n }\r\n /**\r\n * Creates a box mesh\r\n * * The parameter `size` sets the size (float) of each box side (default 1)\r\n * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)\r\n * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)\r\n * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#box\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the box mesh\r\n */\r\n BoxBuilder.CreateBox = function (name, options, scene) {\r\n if (scene === void 0) { scene = null; }\r\n var box = new Mesh(name, scene);\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n box._originalBuilderSideOrientation = options.sideOrientation;\r\n var vertexData = VertexData.CreateBox(options);\r\n vertexData.applyToMesh(box, options.updatable);\r\n return box;\r\n };\r\n return BoxBuilder;\r\n}());\r\nexport { BoxBuilder };\r\n//# sourceMappingURL=boxBuilder.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'clipPlaneFragmentDeclaration';\r\nvar shader = \"#ifdef CLIPPLANE\\nvarying float fClipDistance;\\n#endif\\n#ifdef CLIPPLANE2\\nvarying float fClipDistance2;\\n#endif\\n#ifdef CLIPPLANE3\\nvarying float fClipDistance3;\\n#endif\\n#ifdef CLIPPLANE4\\nvarying float fClipDistance4;\\n#endif\\n#ifdef CLIPPLANE5\\nvarying float fClipDistance5;\\n#endif\\n#ifdef CLIPPLANE6\\nvarying float fClipDistance6;\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var clipPlaneFragmentDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=clipPlaneFragmentDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'clipPlaneFragment';\r\nvar shader = \"#ifdef CLIPPLANE\\nif (fClipDistance>0.0)\\n{\\ndiscard;\\n}\\n#endif\\n#ifdef CLIPPLANE2\\nif (fClipDistance2>0.0)\\n{\\ndiscard;\\n}\\n#endif\\n#ifdef CLIPPLANE3\\nif (fClipDistance3>0.0)\\n{\\ndiscard;\\n}\\n#endif\\n#ifdef CLIPPLANE4\\nif (fClipDistance4>0.0)\\n{\\ndiscard;\\n}\\n#endif\\n#ifdef CLIPPLANE5\\nif (fClipDistance5>0.0)\\n{\\ndiscard;\\n}\\n#endif\\n#ifdef CLIPPLANE6\\nif (fClipDistance6>0.0)\\n{\\ndiscard;\\n}\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var clipPlaneFragment = { name: name, shader: shader };\r\n//# sourceMappingURL=clipPlaneFragment.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'bonesDeclaration';\r\nvar shader = \"#if NUM_BONE_INFLUENCERS>0\\n#ifdef BONETEXTURE\\nuniform sampler2D boneSampler;\\nuniform float boneTextureWidth;\\n#else\\nuniform mat4 mBones[BonesPerMesh];\\n#endif\\nattribute vec4 matricesIndices;\\nattribute vec4 matricesWeights;\\n#if NUM_BONE_INFLUENCERS>4\\nattribute vec4 matricesIndicesExtra;\\nattribute vec4 matricesWeightsExtra;\\n#endif\\n#ifdef BONETEXTURE\\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\\n{\\nfloat offset=index*4.0;\\nfloat dx=1.0/boneTextureWidth;\\nvec4 m0=texture2D(smp,vec2(dx*(offset+0.5),0.));\\nvec4 m1=texture2D(smp,vec2(dx*(offset+1.5),0.));\\nvec4 m2=texture2D(smp,vec2(dx*(offset+2.5),0.));\\nvec4 m3=texture2D(smp,vec2(dx*(offset+3.5),0.));\\nreturn mat4(m0,m1,m2,m3);\\n}\\n#endif\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var bonesDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=bonesDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'instancesDeclaration';\r\nvar shader = \"#ifdef INSTANCES\\nattribute vec4 world0;\\nattribute vec4 world1;\\nattribute vec4 world2;\\nattribute vec4 world3;\\n#else\\nuniform mat4 world;\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var instancesDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=instancesDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'clipPlaneVertexDeclaration';\r\nvar shader = \"#ifdef CLIPPLANE\\nuniform vec4 vClipPlane;\\nvarying float fClipDistance;\\n#endif\\n#ifdef CLIPPLANE2\\nuniform vec4 vClipPlane2;\\nvarying float fClipDistance2;\\n#endif\\n#ifdef CLIPPLANE3\\nuniform vec4 vClipPlane3;\\nvarying float fClipDistance3;\\n#endif\\n#ifdef CLIPPLANE4\\nuniform vec4 vClipPlane4;\\nvarying float fClipDistance4;\\n#endif\\n#ifdef CLIPPLANE5\\nuniform vec4 vClipPlane5;\\nvarying float fClipDistance5;\\n#endif\\n#ifdef CLIPPLANE6\\nuniform vec4 vClipPlane6;\\nvarying float fClipDistance6;\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var clipPlaneVertexDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=clipPlaneVertexDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'instancesVertex';\r\nvar shader = \"#ifdef INSTANCES\\nmat4 finalWorld=mat4(world0,world1,world2,world3);\\n#else\\nmat4 finalWorld=world;\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var instancesVertex = { name: name, shader: shader };\r\n//# sourceMappingURL=instancesVertex.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'bonesVertex';\r\nvar shader = \"#if NUM_BONE_INFLUENCERS>0\\nmat4 influence;\\n#ifdef BONETEXTURE\\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\\n#if NUM_BONE_INFLUENCERS>1\\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\\n#endif\\n#if NUM_BONE_INFLUENCERS>2\\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\\n#endif\\n#if NUM_BONE_INFLUENCERS>3\\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\\n#endif\\n#if NUM_BONE_INFLUENCERS>4\\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\\n#endif\\n#if NUM_BONE_INFLUENCERS>5\\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\\n#endif\\n#if NUM_BONE_INFLUENCERS>6\\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\\n#endif\\n#if NUM_BONE_INFLUENCERS>7\\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\\n#endif\\n#else\\ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\\n#if NUM_BONE_INFLUENCERS>1\\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\\n#endif\\n#if NUM_BONE_INFLUENCERS>2\\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\\n#endif\\n#if NUM_BONE_INFLUENCERS>3\\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\\n#endif\\n#if NUM_BONE_INFLUENCERS>4\\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\\n#endif\\n#if NUM_BONE_INFLUENCERS>5\\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\\n#endif\\n#if NUM_BONE_INFLUENCERS>6\\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\\n#endif\\n#if NUM_BONE_INFLUENCERS>7\\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\\n#endif\\n#endif\\nfinalWorld=finalWorld*influence;\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var bonesVertex = { name: name, shader: shader };\r\n//# sourceMappingURL=bonesVertex.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'clipPlaneVertex';\r\nvar shader = \"#ifdef CLIPPLANE\\nfClipDistance=dot(worldPos,vClipPlane);\\n#endif\\n#ifdef CLIPPLANE2\\nfClipDistance2=dot(worldPos,vClipPlane2);\\n#endif\\n#ifdef CLIPPLANE3\\nfClipDistance3=dot(worldPos,vClipPlane3);\\n#endif\\n#ifdef CLIPPLANE4\\nfClipDistance4=dot(worldPos,vClipPlane4);\\n#endif\\n#ifdef CLIPPLANE5\\nfClipDistance5=dot(worldPos,vClipPlane5);\\n#endif\\n#ifdef CLIPPLANE6\\nfClipDistance6=dot(worldPos,vClipPlane6);\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var clipPlaneVertex = { name: name, shader: shader };\r\n//# sourceMappingURL=clipPlaneVertex.js.map","import { __extends } from \"tslib\";\r\nimport { Container } from \"./container\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/** Class used to create rectangle container */\r\nvar Rectangle = /** @class */ (function (_super) {\r\n __extends(Rectangle, _super);\r\n /**\r\n * Creates a new Rectangle\r\n * @param name defines the control name\r\n */\r\n function Rectangle(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._thickness = 1;\r\n _this._cornerRadius = 0;\r\n return _this;\r\n }\r\n Object.defineProperty(Rectangle.prototype, \"thickness\", {\r\n /** Gets or sets border thickness */\r\n get: function () {\r\n return this._thickness;\r\n },\r\n set: function (value) {\r\n if (this._thickness === value) {\r\n return;\r\n }\r\n this._thickness = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Rectangle.prototype, \"cornerRadius\", {\r\n /** Gets or sets the corner radius angle */\r\n get: function () {\r\n return this._cornerRadius;\r\n },\r\n set: function (value) {\r\n if (value < 0) {\r\n value = 0;\r\n }\r\n if (this._cornerRadius === value) {\r\n return;\r\n }\r\n this._cornerRadius = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Rectangle.prototype._getTypeName = function () {\r\n return \"Rectangle\";\r\n };\r\n Rectangle.prototype._localDraw = function (context) {\r\n context.save();\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n if (this._background) {\r\n context.fillStyle = this._background;\r\n if (this._cornerRadius) {\r\n this._drawRoundedRect(context, this._thickness / 2);\r\n context.fill();\r\n }\r\n else {\r\n context.fillRect(this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n }\r\n }\r\n if (this._thickness) {\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowBlur = 0;\r\n context.shadowOffsetX = 0;\r\n context.shadowOffsetY = 0;\r\n }\r\n if (this.color) {\r\n context.strokeStyle = this.color;\r\n }\r\n context.lineWidth = this._thickness;\r\n if (this._cornerRadius) {\r\n this._drawRoundedRect(context, this._thickness / 2);\r\n context.stroke();\r\n }\r\n else {\r\n context.strokeRect(this._currentMeasure.left + this._thickness / 2, this._currentMeasure.top + this._thickness / 2, this._currentMeasure.width - this._thickness, this._currentMeasure.height - this._thickness);\r\n }\r\n }\r\n context.restore();\r\n };\r\n Rectangle.prototype._additionalProcessing = function (parentMeasure, context) {\r\n _super.prototype._additionalProcessing.call(this, parentMeasure, context);\r\n this._measureForChildren.width -= 2 * this._thickness;\r\n this._measureForChildren.height -= 2 * this._thickness;\r\n this._measureForChildren.left += this._thickness;\r\n this._measureForChildren.top += this._thickness;\r\n };\r\n Rectangle.prototype._drawRoundedRect = function (context, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n var x = this._currentMeasure.left + offset;\r\n var y = this._currentMeasure.top + offset;\r\n var width = this._currentMeasure.width - offset * 2;\r\n var height = this._currentMeasure.height - offset * 2;\r\n var radius = Math.min(height / 2 - 2, Math.min(width / 2 - 2, this._cornerRadius));\r\n context.beginPath();\r\n context.moveTo(x + radius, y);\r\n context.lineTo(x + width - radius, y);\r\n context.quadraticCurveTo(x + width, y, x + width, y + radius);\r\n context.lineTo(x + width, y + height - radius);\r\n context.quadraticCurveTo(x + width, y + height, x + width - radius, y + height);\r\n context.lineTo(x + radius, y + height);\r\n context.quadraticCurveTo(x, y + height, x, y + height - radius);\r\n context.lineTo(x, y + radius);\r\n context.quadraticCurveTo(x, y, x + radius, y);\r\n context.closePath();\r\n };\r\n Rectangle.prototype._clipForChildren = function (context) {\r\n if (this._cornerRadius) {\r\n this._drawRoundedRect(context, this._thickness);\r\n context.clip();\r\n }\r\n };\r\n return Rectangle;\r\n}(Container));\r\nexport { Rectangle };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.Rectangle\"] = Rectangle;\r\n//# sourceMappingURL=rectangle.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { ValueAndUnit } from \"../valueAndUnit\";\r\nimport { Control } from \"./control\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Enum that determines the text-wrapping mode to use.\r\n */\r\nexport var TextWrapping;\r\n(function (TextWrapping) {\r\n /**\r\n * Clip the text when it's larger than Control.width; this is the default mode.\r\n */\r\n TextWrapping[TextWrapping[\"Clip\"] = 0] = \"Clip\";\r\n /**\r\n * Wrap the text word-wise, i.e. try to add line-breaks at word boundary to fit within Control.width.\r\n */\r\n TextWrapping[TextWrapping[\"WordWrap\"] = 1] = \"WordWrap\";\r\n /**\r\n * Ellipsize the text, i.e. shrink with trailing … when text is larger than Control.width.\r\n */\r\n TextWrapping[TextWrapping[\"Ellipsis\"] = 2] = \"Ellipsis\";\r\n})(TextWrapping || (TextWrapping = {}));\r\n/**\r\n * Class used to create text block control\r\n */\r\nvar TextBlock = /** @class */ (function (_super) {\r\n __extends(TextBlock, _super);\r\n /**\r\n * Creates a new TextBlock object\r\n * @param name defines the name of the control\r\n * @param text defines the text to display (emptry string by default)\r\n */\r\n function TextBlock(\r\n /**\r\n * Defines the name of the control\r\n */\r\n name, text) {\r\n if (text === void 0) { text = \"\"; }\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._text = \"\";\r\n _this._textWrapping = TextWrapping.Clip;\r\n _this._textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;\r\n _this._textVerticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;\r\n _this._resizeToFit = false;\r\n _this._lineSpacing = new ValueAndUnit(0);\r\n _this._outlineWidth = 0;\r\n _this._outlineColor = \"white\";\r\n /**\r\n * An event triggered after the text is changed\r\n */\r\n _this.onTextChangedObservable = new Observable();\r\n /**\r\n * An event triggered after the text was broken up into lines\r\n */\r\n _this.onLinesReadyObservable = new Observable();\r\n _this.text = text;\r\n return _this;\r\n }\r\n Object.defineProperty(TextBlock.prototype, \"lines\", {\r\n /**\r\n * Return the line list (you may need to use the onLinesReadyObservable to make sure the list is ready)\r\n */\r\n get: function () {\r\n return this._lines;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TextBlock.prototype, \"resizeToFit\", {\r\n /**\r\n * Gets or sets an boolean indicating that the TextBlock will be resized to fit container\r\n */\r\n get: function () {\r\n return this._resizeToFit;\r\n },\r\n /**\r\n * Gets or sets an boolean indicating that the TextBlock will be resized to fit container\r\n */\r\n set: function (value) {\r\n if (this._resizeToFit === value) {\r\n return;\r\n }\r\n this._resizeToFit = value;\r\n if (this._resizeToFit) {\r\n this._width.ignoreAdaptiveScaling = true;\r\n this._height.ignoreAdaptiveScaling = true;\r\n }\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TextBlock.prototype, \"textWrapping\", {\r\n /**\r\n * Gets or sets a boolean indicating if text must be wrapped\r\n */\r\n get: function () {\r\n return this._textWrapping;\r\n },\r\n /**\r\n * Gets or sets a boolean indicating if text must be wrapped\r\n */\r\n set: function (value) {\r\n if (this._textWrapping === value) {\r\n return;\r\n }\r\n this._textWrapping = +value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TextBlock.prototype, \"text\", {\r\n /**\r\n * Gets or sets text to display\r\n */\r\n get: function () {\r\n return this._text;\r\n },\r\n /**\r\n * Gets or sets text to display\r\n */\r\n set: function (value) {\r\n if (this._text === value) {\r\n return;\r\n }\r\n this._text = value;\r\n this._markAsDirty();\r\n this.onTextChangedObservable.notifyObservers(this);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TextBlock.prototype, \"textHorizontalAlignment\", {\r\n /**\r\n * Gets or sets text horizontal alignment (BABYLON.GUI.Control.HORIZONTAL_ALIGNMENT_CENTER by default)\r\n */\r\n get: function () {\r\n return this._textHorizontalAlignment;\r\n },\r\n /**\r\n * Gets or sets text horizontal alignment (BABYLON.GUI.Control.HORIZONTAL_ALIGNMENT_CENTER by default)\r\n */\r\n set: function (value) {\r\n if (this._textHorizontalAlignment === value) {\r\n return;\r\n }\r\n this._textHorizontalAlignment = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TextBlock.prototype, \"textVerticalAlignment\", {\r\n /**\r\n * Gets or sets text vertical alignment (BABYLON.GUI.Control.VERTICAL_ALIGNMENT_CENTER by default)\r\n */\r\n get: function () {\r\n return this._textVerticalAlignment;\r\n },\r\n /**\r\n * Gets or sets text vertical alignment (BABYLON.GUI.Control.VERTICAL_ALIGNMENT_CENTER by default)\r\n */\r\n set: function (value) {\r\n if (this._textVerticalAlignment === value) {\r\n return;\r\n }\r\n this._textVerticalAlignment = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TextBlock.prototype, \"lineSpacing\", {\r\n /**\r\n * Gets or sets line spacing value\r\n */\r\n get: function () {\r\n return this._lineSpacing.toString(this._host);\r\n },\r\n /**\r\n * Gets or sets line spacing value\r\n */\r\n set: function (value) {\r\n if (this._lineSpacing.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TextBlock.prototype, \"outlineWidth\", {\r\n /**\r\n * Gets or sets outlineWidth of the text to display\r\n */\r\n get: function () {\r\n return this._outlineWidth;\r\n },\r\n /**\r\n * Gets or sets outlineWidth of the text to display\r\n */\r\n set: function (value) {\r\n if (this._outlineWidth === value) {\r\n return;\r\n }\r\n this._outlineWidth = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TextBlock.prototype, \"outlineColor\", {\r\n /**\r\n * Gets or sets outlineColor of the text to display\r\n */\r\n get: function () {\r\n return this._outlineColor;\r\n },\r\n /**\r\n * Gets or sets outlineColor of the text to display\r\n */\r\n set: function (value) {\r\n if (this._outlineColor === value) {\r\n return;\r\n }\r\n this._outlineColor = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n TextBlock.prototype._getTypeName = function () {\r\n return \"TextBlock\";\r\n };\r\n TextBlock.prototype._processMeasures = function (parentMeasure, context) {\r\n if (!this._fontOffset) {\r\n this._fontOffset = Control._GetFontOffset(context.font);\r\n }\r\n _super.prototype._processMeasures.call(this, parentMeasure, context);\r\n // Prepare lines\r\n this._lines = this._breakLines(this._currentMeasure.width, context);\r\n this.onLinesReadyObservable.notifyObservers(this);\r\n var maxLineWidth = 0;\r\n for (var i = 0; i < this._lines.length; i++) {\r\n var line = this._lines[i];\r\n if (line.width > maxLineWidth) {\r\n maxLineWidth = line.width;\r\n }\r\n }\r\n if (this._resizeToFit) {\r\n if (this._textWrapping === TextWrapping.Clip) {\r\n var newWidth = this.paddingLeftInPixels + this.paddingRightInPixels + maxLineWidth;\r\n if (newWidth !== this._width.internalValue) {\r\n this._width.updateInPlace(newWidth, ValueAndUnit.UNITMODE_PIXEL);\r\n this._rebuildLayout = true;\r\n }\r\n }\r\n var newHeight = this.paddingTopInPixels + this.paddingBottomInPixels + this._fontOffset.height * this._lines.length;\r\n if (this._lines.length > 0 && this._lineSpacing.internalValue !== 0) {\r\n var lineSpacing = 0;\r\n if (this._lineSpacing.isPixel) {\r\n lineSpacing = this._lineSpacing.getValue(this._host);\r\n }\r\n else {\r\n lineSpacing = (this._lineSpacing.getValue(this._host) * this._height.getValueInPixel(this._host, this._cachedParentMeasure.height));\r\n }\r\n newHeight += (this._lines.length - 1) * lineSpacing;\r\n }\r\n if (newHeight !== this._height.internalValue) {\r\n this._height.updateInPlace(newHeight, ValueAndUnit.UNITMODE_PIXEL);\r\n this._rebuildLayout = true;\r\n }\r\n }\r\n };\r\n TextBlock.prototype._drawText = function (text, textWidth, y, context) {\r\n var width = this._currentMeasure.width;\r\n var x = 0;\r\n switch (this._textHorizontalAlignment) {\r\n case Control.HORIZONTAL_ALIGNMENT_LEFT:\r\n x = 0;\r\n break;\r\n case Control.HORIZONTAL_ALIGNMENT_RIGHT:\r\n x = width - textWidth;\r\n break;\r\n case Control.HORIZONTAL_ALIGNMENT_CENTER:\r\n x = (width - textWidth) / 2;\r\n break;\r\n }\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n if (this.outlineWidth) {\r\n context.strokeText(text, this._currentMeasure.left + x, y);\r\n }\r\n context.fillText(text, this._currentMeasure.left + x, y);\r\n };\r\n /** @hidden */\r\n TextBlock.prototype._draw = function (context, invalidatedRectangle) {\r\n context.save();\r\n this._applyStates(context);\r\n // Render lines\r\n this._renderLines(context);\r\n context.restore();\r\n };\r\n TextBlock.prototype._applyStates = function (context) {\r\n _super.prototype._applyStates.call(this, context);\r\n if (this.outlineWidth) {\r\n context.lineWidth = this.outlineWidth;\r\n context.strokeStyle = this.outlineColor;\r\n }\r\n };\r\n TextBlock.prototype._breakLines = function (refWidth, context) {\r\n var lines = [];\r\n var _lines = this.text.split(\"\\n\");\r\n if (this._textWrapping === TextWrapping.Ellipsis) {\r\n for (var _i = 0, _lines_1 = _lines; _i < _lines_1.length; _i++) {\r\n var _line = _lines_1[_i];\r\n lines.push(this._parseLineEllipsis(_line, refWidth, context));\r\n }\r\n }\r\n else if (this._textWrapping === TextWrapping.WordWrap) {\r\n for (var _a = 0, _lines_2 = _lines; _a < _lines_2.length; _a++) {\r\n var _line = _lines_2[_a];\r\n lines.push.apply(lines, this._parseLineWordWrap(_line, refWidth, context));\r\n }\r\n }\r\n else {\r\n for (var _b = 0, _lines_3 = _lines; _b < _lines_3.length; _b++) {\r\n var _line = _lines_3[_b];\r\n lines.push(this._parseLine(_line, context));\r\n }\r\n }\r\n return lines;\r\n };\r\n TextBlock.prototype._parseLine = function (line, context) {\r\n if (line === void 0) { line = ''; }\r\n return { text: line, width: context.measureText(line).width };\r\n };\r\n TextBlock.prototype._parseLineEllipsis = function (line, width, context) {\r\n if (line === void 0) { line = ''; }\r\n var lineWidth = context.measureText(line).width;\r\n if (lineWidth > width) {\r\n line += '…';\r\n }\r\n while (line.length > 2 && lineWidth > width) {\r\n line = line.slice(0, -2) + '…';\r\n lineWidth = context.measureText(line).width;\r\n }\r\n return { text: line, width: lineWidth };\r\n };\r\n TextBlock.prototype._parseLineWordWrap = function (line, width, context) {\r\n if (line === void 0) { line = ''; }\r\n var lines = [];\r\n var words = line.split(' ');\r\n var lineWidth = 0;\r\n for (var n = 0; n < words.length; n++) {\r\n var testLine = n > 0 ? line + \" \" + words[n] : words[0];\r\n var metrics = context.measureText(testLine);\r\n var testWidth = metrics.width;\r\n if (testWidth > width && n > 0) {\r\n lines.push({ text: line, width: lineWidth });\r\n line = words[n];\r\n lineWidth = context.measureText(line).width;\r\n }\r\n else {\r\n lineWidth = testWidth;\r\n line = testLine;\r\n }\r\n }\r\n lines.push({ text: line, width: lineWidth });\r\n return lines;\r\n };\r\n TextBlock.prototype._renderLines = function (context) {\r\n var height = this._currentMeasure.height;\r\n var rootY = 0;\r\n switch (this._textVerticalAlignment) {\r\n case Control.VERTICAL_ALIGNMENT_TOP:\r\n rootY = this._fontOffset.ascent;\r\n break;\r\n case Control.VERTICAL_ALIGNMENT_BOTTOM:\r\n rootY = height - this._fontOffset.height * (this._lines.length - 1) - this._fontOffset.descent;\r\n break;\r\n case Control.VERTICAL_ALIGNMENT_CENTER:\r\n rootY = this._fontOffset.ascent + (height - this._fontOffset.height * this._lines.length) / 2;\r\n break;\r\n }\r\n rootY += this._currentMeasure.top;\r\n for (var i = 0; i < this._lines.length; i++) {\r\n var line = this._lines[i];\r\n if (i !== 0 && this._lineSpacing.internalValue !== 0) {\r\n if (this._lineSpacing.isPixel) {\r\n rootY += this._lineSpacing.getValue(this._host);\r\n }\r\n else {\r\n rootY = rootY + (this._lineSpacing.getValue(this._host) * this._height.getValueInPixel(this._host, this._cachedParentMeasure.height));\r\n }\r\n }\r\n this._drawText(line.text, line.width, rootY, context);\r\n rootY += this._fontOffset.height;\r\n }\r\n };\r\n /**\r\n * Given a width constraint applied on the text block, find the expected height\r\n * @returns expected height\r\n */\r\n TextBlock.prototype.computeExpectedHeight = function () {\r\n if (this.text && this.widthInPixels) {\r\n var context_1 = document.createElement('canvas').getContext('2d');\r\n if (context_1) {\r\n this._applyStates(context_1);\r\n if (!this._fontOffset) {\r\n this._fontOffset = Control._GetFontOffset(context_1.font);\r\n }\r\n var lines = this._lines ? this._lines : this._breakLines(this.widthInPixels - this.paddingLeftInPixels - this.paddingRightInPixels, context_1);\r\n var newHeight = this.paddingTopInPixels + this.paddingBottomInPixels + this._fontOffset.height * lines.length;\r\n if (lines.length > 0 && this._lineSpacing.internalValue !== 0) {\r\n var lineSpacing = 0;\r\n if (this._lineSpacing.isPixel) {\r\n lineSpacing = this._lineSpacing.getValue(this._host);\r\n }\r\n else {\r\n lineSpacing = (this._lineSpacing.getValue(this._host) * this._height.getValueInPixel(this._host, this._cachedParentMeasure.height));\r\n }\r\n newHeight += (lines.length - 1) * lineSpacing;\r\n }\r\n return newHeight;\r\n }\r\n }\r\n return 0;\r\n };\r\n TextBlock.prototype.dispose = function () {\r\n _super.prototype.dispose.call(this);\r\n this.onTextChangedObservable.clear();\r\n };\r\n return TextBlock;\r\n}(Control));\r\nexport { TextBlock };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.TextBlock\"] = TextBlock;\r\n//# sourceMappingURL=textBlock.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { Tools } from \"@babylonjs/core/Misc/tools\";\r\nimport { Control } from \"./control\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to create 2D images\r\n */\r\nvar Image = /** @class */ (function (_super) {\r\n __extends(Image, _super);\r\n /**\r\n * Creates a new Image\r\n * @param name defines the control name\r\n * @param url defines the image url\r\n */\r\n function Image(name, url) {\r\n if (url === void 0) { url = null; }\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._workingCanvas = null;\r\n _this._loaded = false;\r\n _this._stretch = Image.STRETCH_FILL;\r\n _this._autoScale = false;\r\n _this._sourceLeft = 0;\r\n _this._sourceTop = 0;\r\n _this._sourceWidth = 0;\r\n _this._sourceHeight = 0;\r\n _this._svgAttributesComputationCompleted = false;\r\n _this._isSVG = false;\r\n _this._cellWidth = 0;\r\n _this._cellHeight = 0;\r\n _this._cellId = -1;\r\n _this._populateNinePatchSlicesFromImage = false;\r\n /**\r\n * Observable notified when the content is loaded\r\n */\r\n _this.onImageLoadedObservable = new Observable();\r\n /**\r\n * Observable notified when _sourceLeft, _sourceTop, _sourceWidth and _sourceHeight are computed\r\n */\r\n _this.onSVGAttributesComputedObservable = new Observable();\r\n _this.source = url;\r\n return _this;\r\n }\r\n Object.defineProperty(Image.prototype, \"isLoaded\", {\r\n /**\r\n * Gets a boolean indicating that the content is loaded\r\n */\r\n get: function () {\r\n return this._loaded;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"populateNinePatchSlicesFromImage\", {\r\n /**\r\n * Gets or sets a boolean indicating if nine patch slices (left, top, right, bottom) should be read from image data\r\n */\r\n get: function () {\r\n return this._populateNinePatchSlicesFromImage;\r\n },\r\n set: function (value) {\r\n if (this._populateNinePatchSlicesFromImage === value) {\r\n return;\r\n }\r\n this._populateNinePatchSlicesFromImage = value;\r\n if (this._populateNinePatchSlicesFromImage && this._loaded) {\r\n this._extractNinePatchSliceDataFromImage();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"detectPointerOnOpaqueOnly\", {\r\n /**\r\n * Gets or sets a boolean indicating if pointers should only be validated on pixels with alpha > 0.\r\n * Beware using this as this will comsume more memory as the image has to be stored twice\r\n */\r\n get: function () {\r\n return this._detectPointerOnOpaqueOnly;\r\n },\r\n set: function (value) {\r\n if (this._detectPointerOnOpaqueOnly === value) {\r\n return;\r\n }\r\n this._detectPointerOnOpaqueOnly = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"sliceLeft\", {\r\n /**\r\n * Gets or sets the left value for slicing (9-patch)\r\n */\r\n get: function () {\r\n return this._sliceLeft;\r\n },\r\n set: function (value) {\r\n if (this._sliceLeft === value) {\r\n return;\r\n }\r\n this._sliceLeft = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"sliceRight\", {\r\n /**\r\n * Gets or sets the right value for slicing (9-patch)\r\n */\r\n get: function () {\r\n return this._sliceRight;\r\n },\r\n set: function (value) {\r\n if (this._sliceRight === value) {\r\n return;\r\n }\r\n this._sliceRight = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"sliceTop\", {\r\n /**\r\n * Gets or sets the top value for slicing (9-patch)\r\n */\r\n get: function () {\r\n return this._sliceTop;\r\n },\r\n set: function (value) {\r\n if (this._sliceTop === value) {\r\n return;\r\n }\r\n this._sliceTop = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"sliceBottom\", {\r\n /**\r\n * Gets or sets the bottom value for slicing (9-patch)\r\n */\r\n get: function () {\r\n return this._sliceBottom;\r\n },\r\n set: function (value) {\r\n if (this._sliceBottom === value) {\r\n return;\r\n }\r\n this._sliceBottom = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"sourceLeft\", {\r\n /**\r\n * Gets or sets the left coordinate in the source image\r\n */\r\n get: function () {\r\n return this._sourceLeft;\r\n },\r\n set: function (value) {\r\n if (this._sourceLeft === value) {\r\n return;\r\n }\r\n this._sourceLeft = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"sourceTop\", {\r\n /**\r\n * Gets or sets the top coordinate in the source image\r\n */\r\n get: function () {\r\n return this._sourceTop;\r\n },\r\n set: function (value) {\r\n if (this._sourceTop === value) {\r\n return;\r\n }\r\n this._sourceTop = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"sourceWidth\", {\r\n /**\r\n * Gets or sets the width to capture in the source image\r\n */\r\n get: function () {\r\n return this._sourceWidth;\r\n },\r\n set: function (value) {\r\n if (this._sourceWidth === value) {\r\n return;\r\n }\r\n this._sourceWidth = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"sourceHeight\", {\r\n /**\r\n * Gets or sets the height to capture in the source image\r\n */\r\n get: function () {\r\n return this._sourceHeight;\r\n },\r\n set: function (value) {\r\n if (this._sourceHeight === value) {\r\n return;\r\n }\r\n this._sourceHeight = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"isSVG\", {\r\n /** Indicates if the format of the image is SVG */\r\n get: function () {\r\n return this._isSVG;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"svgAttributesComputationCompleted\", {\r\n /** Gets the status of the SVG attributes computation (sourceLeft, sourceTop, sourceWidth, sourceHeight) */\r\n get: function () {\r\n return this._svgAttributesComputationCompleted;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"autoScale\", {\r\n /**\r\n * Gets or sets a boolean indicating if the image can force its container to adapt its size\r\n * @see http://doc.babylonjs.com/how_to/gui#image\r\n */\r\n get: function () {\r\n return this._autoScale;\r\n },\r\n set: function (value) {\r\n if (this._autoScale === value) {\r\n return;\r\n }\r\n this._autoScale = value;\r\n if (value && this._loaded) {\r\n this.synchronizeSizeWithContent();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"stretch\", {\r\n /** Gets or sets the streching mode used by the image */\r\n get: function () {\r\n return this._stretch;\r\n },\r\n set: function (value) {\r\n if (this._stretch === value) {\r\n return;\r\n }\r\n this._stretch = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n Image.prototype._rotate90 = function (n, preserveProperties) {\r\n if (preserveProperties === void 0) { preserveProperties = false; }\r\n var canvas = document.createElement('canvas');\r\n var context = canvas.getContext('2d');\r\n var width = this._domImage.width;\r\n var height = this._domImage.height;\r\n canvas.width = height;\r\n canvas.height = width;\r\n context.translate(canvas.width / 2, canvas.height / 2);\r\n context.rotate(n * Math.PI / 2);\r\n context.drawImage(this._domImage, 0, 0, width, height, -width / 2, -height / 2, width, height);\r\n var dataUrl = canvas.toDataURL(\"image/jpg\");\r\n var rotatedImage = new Image(this.name + \"rotated\", dataUrl);\r\n if (preserveProperties) {\r\n rotatedImage._stretch = this._stretch;\r\n rotatedImage._autoScale = this._autoScale;\r\n rotatedImage._cellId = this._cellId;\r\n rotatedImage._cellWidth = n % 1 ? this._cellHeight : this._cellWidth;\r\n rotatedImage._cellHeight = n % 1 ? this._cellWidth : this._cellHeight;\r\n }\r\n this._handleRotationForSVGImage(this, rotatedImage, n);\r\n return rotatedImage;\r\n };\r\n Image.prototype._handleRotationForSVGImage = function (srcImage, dstImage, n) {\r\n var _this = this;\r\n if (!srcImage._isSVG) {\r\n return;\r\n }\r\n if (srcImage._svgAttributesComputationCompleted) {\r\n this._rotate90SourceProperties(srcImage, dstImage, n);\r\n this._markAsDirty();\r\n }\r\n else {\r\n srcImage.onSVGAttributesComputedObservable.addOnce(function () {\r\n _this._rotate90SourceProperties(srcImage, dstImage, n);\r\n _this._markAsDirty();\r\n });\r\n }\r\n };\r\n Image.prototype._rotate90SourceProperties = function (srcImage, dstImage, n) {\r\n var _a, _b;\r\n var srcLeft = srcImage.sourceLeft, srcTop = srcImage.sourceTop, srcWidth = srcImage.domImage.width, srcHeight = srcImage.domImage.height;\r\n var dstLeft = srcLeft, dstTop = srcTop, dstWidth = srcImage.sourceWidth, dstHeight = srcImage.sourceHeight;\r\n if (n != 0) {\r\n var mult = n < 0 ? -1 : 1;\r\n n = n % 4;\r\n for (var i = 0; i < Math.abs(n); ++i) {\r\n dstLeft = -(srcTop - srcHeight / 2) * mult + srcHeight / 2;\r\n dstTop = (srcLeft - srcWidth / 2) * mult + srcWidth / 2;\r\n _a = [dstHeight, dstWidth], dstWidth = _a[0], dstHeight = _a[1];\r\n if (n < 0) {\r\n dstTop -= dstHeight;\r\n }\r\n else {\r\n dstLeft -= dstWidth;\r\n }\r\n srcLeft = dstLeft;\r\n srcTop = dstTop;\r\n _b = [srcHeight, srcWidth], srcWidth = _b[0], srcHeight = _b[1];\r\n }\r\n }\r\n dstImage.sourceLeft = dstLeft;\r\n dstImage.sourceTop = dstTop;\r\n dstImage.sourceWidth = dstWidth;\r\n dstImage.sourceHeight = dstHeight;\r\n };\r\n Object.defineProperty(Image.prototype, \"domImage\", {\r\n get: function () {\r\n return this._domImage;\r\n },\r\n /**\r\n * Gets or sets the internal DOM image used to render the control\r\n */\r\n set: function (value) {\r\n var _this = this;\r\n this._domImage = value;\r\n this._loaded = false;\r\n if (this._domImage.width) {\r\n this._onImageLoaded();\r\n }\r\n else {\r\n this._domImage.onload = function () {\r\n _this._onImageLoaded();\r\n };\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Image.prototype._onImageLoaded = function () {\r\n this._imageWidth = this._domImage.width;\r\n this._imageHeight = this._domImage.height;\r\n this._loaded = true;\r\n if (this._populateNinePatchSlicesFromImage) {\r\n this._extractNinePatchSliceDataFromImage();\r\n }\r\n if (this._autoScale) {\r\n this.synchronizeSizeWithContent();\r\n }\r\n this.onImageLoadedObservable.notifyObservers(this);\r\n this._markAsDirty();\r\n };\r\n Image.prototype._extractNinePatchSliceDataFromImage = function () {\r\n if (!this._workingCanvas) {\r\n this._workingCanvas = document.createElement('canvas');\r\n }\r\n var canvas = this._workingCanvas;\r\n var context = canvas.getContext('2d');\r\n var width = this._domImage.width;\r\n var height = this._domImage.height;\r\n canvas.width = width;\r\n canvas.height = height;\r\n context.drawImage(this._domImage, 0, 0, width, height);\r\n var imageData = context.getImageData(0, 0, width, height);\r\n // Left and right\r\n this._sliceLeft = -1;\r\n this._sliceRight = -1;\r\n for (var x = 0; x < width; x++) {\r\n var alpha = imageData.data[x * 4 + 3];\r\n if (alpha > 127 && this._sliceLeft === -1) {\r\n this._sliceLeft = x;\r\n continue;\r\n }\r\n if (alpha < 127 && this._sliceLeft > -1) {\r\n this._sliceRight = x;\r\n break;\r\n }\r\n }\r\n // top and bottom\r\n this._sliceTop = -1;\r\n this._sliceBottom = -1;\r\n for (var y = 0; y < height; y++) {\r\n var alpha = imageData.data[y * width * 4 + 3];\r\n if (alpha > 127 && this._sliceTop === -1) {\r\n this._sliceTop = y;\r\n continue;\r\n }\r\n if (alpha < 127 && this._sliceTop > -1) {\r\n this._sliceBottom = y;\r\n break;\r\n }\r\n }\r\n };\r\n Object.defineProperty(Image.prototype, \"source\", {\r\n /**\r\n * Gets or sets image source url\r\n */\r\n set: function (value) {\r\n var _this = this;\r\n if (this._source === value) {\r\n return;\r\n }\r\n this._loaded = false;\r\n this._source = value;\r\n if (value) {\r\n value = this._svgCheck(value);\r\n }\r\n this._domImage = document.createElement(\"img\");\r\n this._domImage.onload = function () {\r\n _this._onImageLoaded();\r\n };\r\n if (value) {\r\n Tools.SetCorsBehavior(value, this._domImage);\r\n this._domImage.src = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Checks for svg document with icon id present\r\n */\r\n Image.prototype._svgCheck = function (value) {\r\n var _this = this;\r\n if (window.SVGSVGElement && (value.search(/.svg#/gi) !== -1) && (value.indexOf(\"#\") === value.lastIndexOf(\"#\"))) {\r\n this._isSVG = true;\r\n var svgsrc = value.split('#')[0];\r\n var elemid = value.split('#')[1];\r\n // check if object alr exist in document\r\n var svgExist = document.body.querySelector('object[data=\"' + svgsrc + '\"]');\r\n if (svgExist) {\r\n var svgDoc = svgExist.contentDocument;\r\n // get viewbox width and height, get svg document width and height in px\r\n if (svgDoc && svgDoc.documentElement) {\r\n var vb = svgDoc.documentElement.getAttribute(\"viewBox\");\r\n var docwidth = Number(svgDoc.documentElement.getAttribute(\"width\"));\r\n var docheight = Number(svgDoc.documentElement.getAttribute(\"height\"));\r\n var elem = svgDoc.getElementById(elemid);\r\n if (elem && vb && docwidth && docheight) {\r\n this._getSVGAttribs(svgExist, elemid);\r\n return value;\r\n }\r\n }\r\n // wait for object to load\r\n svgExist.addEventListener(\"load\", function () {\r\n _this._getSVGAttribs(svgExist, elemid);\r\n });\r\n }\r\n else {\r\n // create document object\r\n var svgImage = document.createElement(\"object\");\r\n svgImage.data = svgsrc;\r\n svgImage.type = \"image/svg+xml\";\r\n svgImage.width = \"0%\";\r\n svgImage.height = \"0%\";\r\n document.body.appendChild(svgImage);\r\n // when the object has loaded, get the element attribs\r\n svgImage.onload = function () {\r\n var svgobj = document.body.querySelector('object[data=\"' + svgsrc + '\"]');\r\n if (svgobj) {\r\n _this._getSVGAttribs(svgobj, elemid);\r\n }\r\n };\r\n }\r\n return svgsrc;\r\n }\r\n else {\r\n return value;\r\n }\r\n };\r\n /**\r\n * Sets sourceLeft, sourceTop, sourceWidth, sourceHeight automatically\r\n * given external svg file and icon id\r\n */\r\n Image.prototype._getSVGAttribs = function (svgsrc, elemid) {\r\n var svgDoc = svgsrc.contentDocument;\r\n // get viewbox width and height, get svg document width and height in px\r\n if (svgDoc && svgDoc.documentElement) {\r\n var vb = svgDoc.documentElement.getAttribute(\"viewBox\");\r\n var docwidth = Number(svgDoc.documentElement.getAttribute(\"width\"));\r\n var docheight = Number(svgDoc.documentElement.getAttribute(\"height\"));\r\n // get element bbox and matrix transform\r\n var elem = svgDoc.getElementById(elemid);\r\n if (vb && docwidth && docheight && elem) {\r\n var vb_width = Number(vb.split(\" \")[2]);\r\n var vb_height = Number(vb.split(\" \")[3]);\r\n var elem_bbox = elem.getBBox();\r\n var elem_matrix_a = 1;\r\n var elem_matrix_d = 1;\r\n var elem_matrix_e = 0;\r\n var elem_matrix_f = 0;\r\n if (elem.transform && elem.transform.baseVal.consolidate()) {\r\n elem_matrix_a = elem.transform.baseVal.consolidate().matrix.a;\r\n elem_matrix_d = elem.transform.baseVal.consolidate().matrix.d;\r\n elem_matrix_e = elem.transform.baseVal.consolidate().matrix.e;\r\n elem_matrix_f = elem.transform.baseVal.consolidate().matrix.f;\r\n }\r\n // compute source coordinates and dimensions\r\n this.sourceLeft = ((elem_matrix_a * elem_bbox.x + elem_matrix_e) * docwidth) / vb_width;\r\n this.sourceTop = ((elem_matrix_d * elem_bbox.y + elem_matrix_f) * docheight) / vb_height;\r\n this.sourceWidth = (elem_bbox.width * elem_matrix_a) * (docwidth / vb_width);\r\n this.sourceHeight = (elem_bbox.height * elem_matrix_d) * (docheight / vb_height);\r\n this._svgAttributesComputationCompleted = true;\r\n this.onSVGAttributesComputedObservable.notifyObservers(this);\r\n }\r\n }\r\n };\r\n Object.defineProperty(Image.prototype, \"cellWidth\", {\r\n /**\r\n * Gets or sets the cell width to use when animation sheet is enabled\r\n * @see http://doc.babylonjs.com/how_to/gui#image\r\n */\r\n get: function () {\r\n return this._cellWidth;\r\n },\r\n set: function (value) {\r\n if (this._cellWidth === value) {\r\n return;\r\n }\r\n this._cellWidth = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"cellHeight\", {\r\n /**\r\n * Gets or sets the cell height to use when animation sheet is enabled\r\n * @see http://doc.babylonjs.com/how_to/gui#image\r\n */\r\n get: function () {\r\n return this._cellHeight;\r\n },\r\n set: function (value) {\r\n if (this._cellHeight === value) {\r\n return;\r\n }\r\n this._cellHeight = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"cellId\", {\r\n /**\r\n * Gets or sets the cell id to use (this will turn on the animation sheet mode)\r\n * @see http://doc.babylonjs.com/how_to/gui#image\r\n */\r\n get: function () {\r\n return this._cellId;\r\n },\r\n set: function (value) {\r\n if (this._cellId === value) {\r\n return;\r\n }\r\n this._cellId = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Tests if a given coordinates belong to the current control\r\n * @param x defines x coordinate to test\r\n * @param y defines y coordinate to test\r\n * @returns true if the coordinates are inside the control\r\n */\r\n Image.prototype.contains = function (x, y) {\r\n if (!_super.prototype.contains.call(this, x, y)) {\r\n return false;\r\n }\r\n if (!this._detectPointerOnOpaqueOnly || !this._workingCanvas) {\r\n return true;\r\n }\r\n var canvas = this._workingCanvas;\r\n var context = canvas.getContext(\"2d\");\r\n var width = this._currentMeasure.width | 0;\r\n var height = this._currentMeasure.height | 0;\r\n var imageData = context.getImageData(0, 0, width, height).data;\r\n x = (x - this._currentMeasure.left) | 0;\r\n y = (y - this._currentMeasure.top) | 0;\r\n var pickedPixel = imageData[(x + y * this._currentMeasure.width) * 4 + 3];\r\n return pickedPixel > 0;\r\n };\r\n Image.prototype._getTypeName = function () {\r\n return \"Image\";\r\n };\r\n /** Force the control to synchronize with its content */\r\n Image.prototype.synchronizeSizeWithContent = function () {\r\n if (!this._loaded) {\r\n return;\r\n }\r\n this.width = this._domImage.width + \"px\";\r\n this.height = this._domImage.height + \"px\";\r\n };\r\n Image.prototype._processMeasures = function (parentMeasure, context) {\r\n if (this._loaded) {\r\n switch (this._stretch) {\r\n case Image.STRETCH_NONE:\r\n break;\r\n case Image.STRETCH_FILL:\r\n break;\r\n case Image.STRETCH_UNIFORM:\r\n break;\r\n case Image.STRETCH_NINE_PATCH:\r\n break;\r\n case Image.STRETCH_EXTEND:\r\n if (this._autoScale) {\r\n this.synchronizeSizeWithContent();\r\n }\r\n if (this.parent && this.parent.parent) { // Will update root size if root is not the top root\r\n this.parent.adaptWidthToChildren = true;\r\n this.parent.adaptHeightToChildren = true;\r\n }\r\n break;\r\n }\r\n }\r\n _super.prototype._processMeasures.call(this, parentMeasure, context);\r\n };\r\n Image.prototype._prepareWorkingCanvasForOpaqueDetection = function () {\r\n if (!this._detectPointerOnOpaqueOnly) {\r\n return;\r\n }\r\n if (!this._workingCanvas) {\r\n this._workingCanvas = document.createElement('canvas');\r\n }\r\n var canvas = this._workingCanvas;\r\n var width = this._currentMeasure.width;\r\n var height = this._currentMeasure.height;\r\n var context = canvas.getContext(\"2d\");\r\n canvas.width = width;\r\n canvas.height = height;\r\n context.clearRect(0, 0, width, height);\r\n };\r\n Image.prototype._drawImage = function (context, sx, sy, sw, sh, tx, ty, tw, th) {\r\n context.drawImage(this._domImage, sx, sy, sw, sh, tx, ty, tw, th);\r\n if (!this._detectPointerOnOpaqueOnly) {\r\n return;\r\n }\r\n var canvas = this._workingCanvas;\r\n context = canvas.getContext(\"2d\");\r\n context.drawImage(this._domImage, sx, sy, sw, sh, tx - this._currentMeasure.left, ty - this._currentMeasure.top, tw, th);\r\n };\r\n Image.prototype._draw = function (context) {\r\n context.save();\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n var x, y, width, height;\r\n if (this.cellId == -1) {\r\n x = this._sourceLeft;\r\n y = this._sourceTop;\r\n width = this._sourceWidth ? this._sourceWidth : this._imageWidth;\r\n height = this._sourceHeight ? this._sourceHeight : this._imageHeight;\r\n }\r\n else {\r\n var rowCount = this._domImage.naturalWidth / this.cellWidth;\r\n var column = (this.cellId / rowCount) >> 0;\r\n var row = this.cellId % rowCount;\r\n x = this.cellWidth * row;\r\n y = this.cellHeight * column;\r\n width = this.cellWidth;\r\n height = this.cellHeight;\r\n }\r\n this._prepareWorkingCanvasForOpaqueDetection();\r\n this._applyStates(context);\r\n if (this._loaded) {\r\n switch (this._stretch) {\r\n case Image.STRETCH_NONE:\r\n this._drawImage(context, x, y, width, height, this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n break;\r\n case Image.STRETCH_FILL:\r\n this._drawImage(context, x, y, width, height, this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n break;\r\n case Image.STRETCH_UNIFORM:\r\n var hRatio = this._currentMeasure.width / width;\r\n var vRatio = this._currentMeasure.height / height;\r\n var ratio = Math.min(hRatio, vRatio);\r\n var centerX = (this._currentMeasure.width - width * ratio) / 2;\r\n var centerY = (this._currentMeasure.height - height * ratio) / 2;\r\n this._drawImage(context, x, y, width, height, this._currentMeasure.left + centerX, this._currentMeasure.top + centerY, width * ratio, height * ratio);\r\n break;\r\n case Image.STRETCH_EXTEND:\r\n this._drawImage(context, x, y, width, height, this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n break;\r\n case Image.STRETCH_NINE_PATCH:\r\n this._renderNinePatch(context);\r\n break;\r\n }\r\n }\r\n context.restore();\r\n };\r\n Image.prototype._renderCornerPatch = function (context, x, y, width, height, targetX, targetY) {\r\n this._drawImage(context, x, y, width, height, this._currentMeasure.left + targetX, this._currentMeasure.top + targetY, width, height);\r\n };\r\n Image.prototype._renderNinePatch = function (context) {\r\n var height = this._imageHeight;\r\n var leftWidth = this._sliceLeft;\r\n var topHeight = this._sliceTop;\r\n var bottomHeight = this._imageHeight - this._sliceBottom;\r\n var rightWidth = this._imageWidth - this._sliceRight;\r\n var left = 0;\r\n var top = 0;\r\n if (this._populateNinePatchSlicesFromImage) {\r\n left = 1;\r\n top = 1;\r\n height -= 2;\r\n leftWidth -= 1;\r\n topHeight -= 1;\r\n bottomHeight -= 1;\r\n rightWidth -= 1;\r\n }\r\n var centerWidth = this._sliceRight - this._sliceLeft;\r\n var targetCenterWidth = this._currentMeasure.width - rightWidth - this.sliceLeft;\r\n var targetTopHeight = this._currentMeasure.height - height + this._sliceBottom;\r\n // Corners\r\n this._renderCornerPatch(context, left, top, leftWidth, topHeight, 0, 0);\r\n this._renderCornerPatch(context, left, this._sliceBottom, leftWidth, height - this._sliceBottom, 0, targetTopHeight);\r\n this._renderCornerPatch(context, this._sliceRight, top, rightWidth, topHeight, this._currentMeasure.width - rightWidth, 0);\r\n this._renderCornerPatch(context, this._sliceRight, this._sliceBottom, rightWidth, height - this._sliceBottom, this._currentMeasure.width - rightWidth, targetTopHeight);\r\n // Center\r\n this._drawImage(context, this._sliceLeft, this._sliceTop, centerWidth, this._sliceBottom - this._sliceTop, this._currentMeasure.left + leftWidth, this._currentMeasure.top + topHeight, targetCenterWidth, targetTopHeight - topHeight);\r\n // Borders\r\n this._drawImage(context, left, this._sliceTop, leftWidth, this._sliceBottom - this._sliceTop, this._currentMeasure.left, this._currentMeasure.top + topHeight, leftWidth, targetTopHeight - topHeight);\r\n this._drawImage(context, this._sliceRight, this._sliceTop, leftWidth, this._sliceBottom - this._sliceTop, this._currentMeasure.left + this._currentMeasure.width - rightWidth, this._currentMeasure.top + topHeight, leftWidth, targetTopHeight - topHeight);\r\n this._drawImage(context, this._sliceLeft, top, centerWidth, topHeight, this._currentMeasure.left + leftWidth, this._currentMeasure.top, targetCenterWidth, topHeight);\r\n this._drawImage(context, this._sliceLeft, this._sliceBottom, centerWidth, bottomHeight, this._currentMeasure.left + leftWidth, this._currentMeasure.top + targetTopHeight, targetCenterWidth, bottomHeight);\r\n };\r\n Image.prototype.dispose = function () {\r\n _super.prototype.dispose.call(this);\r\n this.onImageLoadedObservable.clear();\r\n this.onSVGAttributesComputedObservable.clear();\r\n };\r\n // Static\r\n /** STRETCH_NONE */\r\n Image.STRETCH_NONE = 0;\r\n /** STRETCH_FILL */\r\n Image.STRETCH_FILL = 1;\r\n /** STRETCH_UNIFORM */\r\n Image.STRETCH_UNIFORM = 2;\r\n /** STRETCH_EXTEND */\r\n Image.STRETCH_EXTEND = 3;\r\n /** NINE_PATCH */\r\n Image.STRETCH_NINE_PATCH = 4;\r\n return Image;\r\n}(Control));\r\nexport { Image };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.Image\"] = Image;\r\n//# sourceMappingURL=image.js.map","import { __extends } from \"tslib\";\r\nimport { Rectangle } from \"./rectangle\";\r\nimport { Control } from \"./control\";\r\nimport { TextBlock } from \"./textBlock\";\r\nimport { Image } from \"./image\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to create 2D buttons\r\n */\r\nvar Button = /** @class */ (function (_super) {\r\n __extends(Button, _super);\r\n /**\r\n * Creates a new Button\r\n * @param name defines the name of the button\r\n */\r\n function Button(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n /**\r\n * Gets or sets a boolean indicating that the button will let internal controls handle picking instead of doing it directly using its bounding info\r\n */\r\n _this.delegatePickingToChildren = false;\r\n _this.thickness = 1;\r\n _this.isPointerBlocker = true;\r\n var alphaStore = null;\r\n _this.pointerEnterAnimation = function () {\r\n alphaStore = _this.alpha;\r\n _this.alpha -= 0.1;\r\n };\r\n _this.pointerOutAnimation = function () {\r\n if (alphaStore !== null) {\r\n _this.alpha = alphaStore;\r\n }\r\n };\r\n _this.pointerDownAnimation = function () {\r\n _this.scaleX -= 0.05;\r\n _this.scaleY -= 0.05;\r\n };\r\n _this.pointerUpAnimation = function () {\r\n _this.scaleX += 0.05;\r\n _this.scaleY += 0.05;\r\n };\r\n return _this;\r\n }\r\n Object.defineProperty(Button.prototype, \"image\", {\r\n /**\r\n * Returns the image part of the button (if any)\r\n */\r\n get: function () {\r\n return this._image;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Button.prototype, \"textBlock\", {\r\n /**\r\n * Returns the image part of the button (if any)\r\n */\r\n get: function () {\r\n return this._textBlock;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Button.prototype._getTypeName = function () {\r\n return \"Button\";\r\n };\r\n // While being a container, the button behaves like a control.\r\n /** @hidden */\r\n Button.prototype._processPicking = function (x, y, type, pointerId, buttonIndex, deltaX, deltaY) {\r\n if (!this._isEnabled || !this.isHitTestVisible || !this.isVisible || this.notRenderable) {\r\n return false;\r\n }\r\n if (!_super.prototype.contains.call(this, x, y)) {\r\n return false;\r\n }\r\n if (this.delegatePickingToChildren) {\r\n var contains = false;\r\n for (var index = this._children.length - 1; index >= 0; index--) {\r\n var child = this._children[index];\r\n if (child.isEnabled && child.isHitTestVisible && child.isVisible && !child.notRenderable && child.contains(x, y)) {\r\n contains = true;\r\n break;\r\n }\r\n }\r\n if (!contains) {\r\n return false;\r\n }\r\n }\r\n this._processObservables(type, x, y, pointerId, buttonIndex, deltaX, deltaY);\r\n return true;\r\n };\r\n /** @hidden */\r\n Button.prototype._onPointerEnter = function (target) {\r\n if (!_super.prototype._onPointerEnter.call(this, target)) {\r\n return false;\r\n }\r\n if (this.pointerEnterAnimation) {\r\n this.pointerEnterAnimation();\r\n }\r\n return true;\r\n };\r\n /** @hidden */\r\n Button.prototype._onPointerOut = function (target, force) {\r\n if (force === void 0) { force = false; }\r\n if (this.pointerOutAnimation) {\r\n this.pointerOutAnimation();\r\n }\r\n _super.prototype._onPointerOut.call(this, target, force);\r\n };\r\n /** @hidden */\r\n Button.prototype._onPointerDown = function (target, coordinates, pointerId, buttonIndex) {\r\n if (!_super.prototype._onPointerDown.call(this, target, coordinates, pointerId, buttonIndex)) {\r\n return false;\r\n }\r\n if (this.pointerDownAnimation) {\r\n this.pointerDownAnimation();\r\n }\r\n return true;\r\n };\r\n /** @hidden */\r\n Button.prototype._onPointerUp = function (target, coordinates, pointerId, buttonIndex, notifyClick) {\r\n if (this.pointerUpAnimation) {\r\n this.pointerUpAnimation();\r\n }\r\n _super.prototype._onPointerUp.call(this, target, coordinates, pointerId, buttonIndex, notifyClick);\r\n };\r\n // Statics\r\n /**\r\n * Creates a new button made with an image and a text\r\n * @param name defines the name of the button\r\n * @param text defines the text of the button\r\n * @param imageUrl defines the url of the image\r\n * @returns a new Button\r\n */\r\n Button.CreateImageButton = function (name, text, imageUrl) {\r\n var result = new Button(name);\r\n // Adding text\r\n var textBlock = new TextBlock(name + \"_button\", text);\r\n textBlock.textWrapping = true;\r\n textBlock.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;\r\n textBlock.paddingLeft = \"20%\";\r\n result.addControl(textBlock);\r\n // Adding image\r\n var iconImage = new Image(name + \"_icon\", imageUrl);\r\n iconImage.width = \"20%\";\r\n iconImage.stretch = Image.STRETCH_UNIFORM;\r\n iconImage.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n result.addControl(iconImage);\r\n // Store\r\n result._image = iconImage;\r\n result._textBlock = textBlock;\r\n return result;\r\n };\r\n /**\r\n * Creates a new button made with an image\r\n * @param name defines the name of the button\r\n * @param imageUrl defines the url of the image\r\n * @returns a new Button\r\n */\r\n Button.CreateImageOnlyButton = function (name, imageUrl) {\r\n var result = new Button(name);\r\n // Adding image\r\n var iconImage = new Image(name + \"_icon\", imageUrl);\r\n iconImage.stretch = Image.STRETCH_FILL;\r\n iconImage.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n result.addControl(iconImage);\r\n // Store\r\n result._image = iconImage;\r\n return result;\r\n };\r\n /**\r\n * Creates a new button made with a text\r\n * @param name defines the name of the button\r\n * @param text defines the text of the button\r\n * @returns a new Button\r\n */\r\n Button.CreateSimpleButton = function (name, text) {\r\n var result = new Button(name);\r\n // Adding text\r\n var textBlock = new TextBlock(name + \"_button\", text);\r\n textBlock.textWrapping = true;\r\n textBlock.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;\r\n result.addControl(textBlock);\r\n // Store\r\n result._textBlock = textBlock;\r\n return result;\r\n };\r\n /**\r\n * Creates a new button made with an image and a centered text\r\n * @param name defines the name of the button\r\n * @param text defines the text of the button\r\n * @param imageUrl defines the url of the image\r\n * @returns a new Button\r\n */\r\n Button.CreateImageWithCenterTextButton = function (name, text, imageUrl) {\r\n var result = new Button(name);\r\n // Adding image\r\n var iconImage = new Image(name + \"_icon\", imageUrl);\r\n iconImage.stretch = Image.STRETCH_FILL;\r\n result.addControl(iconImage);\r\n // Adding text\r\n var textBlock = new TextBlock(name + \"_button\", text);\r\n textBlock.textWrapping = true;\r\n textBlock.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;\r\n result.addControl(textBlock);\r\n // Store\r\n result._image = iconImage;\r\n result._textBlock = textBlock;\r\n return result;\r\n };\r\n return Button;\r\n}(Rectangle));\r\nexport { Button };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.Button\"] = Button;\r\n//# sourceMappingURL=button.js.map","import { __extends } from \"tslib\";\r\nimport { Tools } from \"@babylonjs/core/Misc/tools\";\r\nimport { Container } from \"./container\";\r\nimport { Control } from \"./control\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to create a 2D stack panel container\r\n */\r\nvar StackPanel = /** @class */ (function (_super) {\r\n __extends(StackPanel, _super);\r\n /**\r\n * Creates a new StackPanel\r\n * @param name defines control name\r\n */\r\n function StackPanel(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._isVertical = true;\r\n _this._manualWidth = false;\r\n _this._manualHeight = false;\r\n _this._doNotTrackManualChanges = false;\r\n /**\r\n * Gets or sets a boolean indicating that layou warnings should be ignored\r\n */\r\n _this.ignoreLayoutWarnings = false;\r\n return _this;\r\n }\r\n Object.defineProperty(StackPanel.prototype, \"isVertical\", {\r\n /** Gets or sets a boolean indicating if the stack panel is vertical or horizontal*/\r\n get: function () {\r\n return this._isVertical;\r\n },\r\n set: function (value) {\r\n if (this._isVertical === value) {\r\n return;\r\n }\r\n this._isVertical = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StackPanel.prototype, \"width\", {\r\n get: function () {\r\n return this._width.toString(this._host);\r\n },\r\n /**\r\n * Gets or sets panel width.\r\n * This value should not be set when in horizontal mode as it will be computed automatically\r\n */\r\n set: function (value) {\r\n if (!this._doNotTrackManualChanges) {\r\n this._manualWidth = true;\r\n }\r\n if (this._width.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._width.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StackPanel.prototype, \"height\", {\r\n get: function () {\r\n return this._height.toString(this._host);\r\n },\r\n /**\r\n * Gets or sets panel height.\r\n * This value should not be set when in vertical mode as it will be computed automatically\r\n */\r\n set: function (value) {\r\n if (!this._doNotTrackManualChanges) {\r\n this._manualHeight = true;\r\n }\r\n if (this._height.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._height.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n StackPanel.prototype._getTypeName = function () {\r\n return \"StackPanel\";\r\n };\r\n /** @hidden */\r\n StackPanel.prototype._preMeasure = function (parentMeasure, context) {\r\n for (var _i = 0, _a = this._children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n if (this._isVertical) {\r\n child.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n }\r\n else {\r\n child.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n }\r\n }\r\n _super.prototype._preMeasure.call(this, parentMeasure, context);\r\n };\r\n StackPanel.prototype._additionalProcessing = function (parentMeasure, context) {\r\n _super.prototype._additionalProcessing.call(this, parentMeasure, context);\r\n this._measureForChildren.copyFrom(parentMeasure);\r\n this._measureForChildren.left = this._currentMeasure.left;\r\n this._measureForChildren.top = this._currentMeasure.top;\r\n if (!this.isVertical || this._manualWidth) {\r\n this._measureForChildren.width = this._currentMeasure.width;\r\n }\r\n if (this.isVertical || this._manualHeight) {\r\n this._measureForChildren.height = this._currentMeasure.height;\r\n }\r\n };\r\n StackPanel.prototype._postMeasure = function () {\r\n var stackWidth = 0;\r\n var stackHeight = 0;\r\n for (var _i = 0, _a = this._children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n if (!child.isVisible || child.notRenderable) {\r\n continue;\r\n }\r\n if (this._isVertical) {\r\n if (child.top !== stackHeight + \"px\") {\r\n child.top = stackHeight + \"px\";\r\n this._rebuildLayout = true;\r\n child._top.ignoreAdaptiveScaling = true;\r\n }\r\n if (child._height.isPercentage && !child._automaticSize) {\r\n if (!this.ignoreLayoutWarnings) {\r\n Tools.Warn(\"Control (Name:\" + child.name + \", UniqueId:\" + child.uniqueId + \") is using height in percentage mode inside a vertical StackPanel\");\r\n }\r\n }\r\n else {\r\n stackHeight += child._currentMeasure.height + child.paddingTopInPixels + child.paddingBottomInPixels;\r\n }\r\n }\r\n else {\r\n if (child.left !== stackWidth + \"px\") {\r\n child.left = stackWidth + \"px\";\r\n this._rebuildLayout = true;\r\n child._left.ignoreAdaptiveScaling = true;\r\n }\r\n if (child._width.isPercentage && !child._automaticSize) {\r\n if (!this.ignoreLayoutWarnings) {\r\n Tools.Warn(\"Control (Name:\" + child.name + \", UniqueId:\" + child.uniqueId + \") is using width in percentage mode inside a horizontal StackPanel\");\r\n }\r\n }\r\n else {\r\n stackWidth += child._currentMeasure.width + child.paddingLeftInPixels + child.paddingRightInPixels;\r\n }\r\n }\r\n }\r\n this._doNotTrackManualChanges = true;\r\n // Let stack panel width or height default to stackHeight and stackWidth if dimensions are not specified.\r\n // User can now define their own height and width for stack panel.\r\n var panelWidthChanged = false;\r\n var panelHeightChanged = false;\r\n if (!this._manualHeight && this._isVertical) { // do not specify height if strictly defined by user\r\n var previousHeight = this.height;\r\n this.height = stackHeight + \"px\";\r\n panelHeightChanged = previousHeight !== this.height || !this._height.ignoreAdaptiveScaling;\r\n }\r\n if (!this._manualWidth && !this._isVertical) { // do not specify width if strictly defined by user\r\n var previousWidth = this.width;\r\n this.width = stackWidth + \"px\";\r\n panelWidthChanged = previousWidth !== this.width || !this._width.ignoreAdaptiveScaling;\r\n }\r\n if (panelHeightChanged) {\r\n this._height.ignoreAdaptiveScaling = true;\r\n }\r\n if (panelWidthChanged) {\r\n this._width.ignoreAdaptiveScaling = true;\r\n }\r\n this._doNotTrackManualChanges = false;\r\n if (panelWidthChanged || panelHeightChanged) {\r\n this._rebuildLayout = true;\r\n }\r\n _super.prototype._postMeasure.call(this);\r\n };\r\n return StackPanel;\r\n}(Container));\r\nexport { StackPanel };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.StackPanel\"] = StackPanel;\r\n//# sourceMappingURL=stackPanel.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { Control } from \"./control\";\r\nimport { StackPanel } from \"./stackPanel\";\r\nimport { TextBlock } from \"./textBlock\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to represent a 2D checkbox\r\n */\r\nvar Checkbox = /** @class */ (function (_super) {\r\n __extends(Checkbox, _super);\r\n /**\r\n * Creates a new CheckBox\r\n * @param name defines the control name\r\n */\r\n function Checkbox(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._isChecked = false;\r\n _this._background = \"black\";\r\n _this._checkSizeRatio = 0.8;\r\n _this._thickness = 1;\r\n /**\r\n * Observable raised when isChecked property changes\r\n */\r\n _this.onIsCheckedChangedObservable = new Observable();\r\n _this.isPointerBlocker = true;\r\n return _this;\r\n }\r\n Object.defineProperty(Checkbox.prototype, \"thickness\", {\r\n /** Gets or sets border thickness */\r\n get: function () {\r\n return this._thickness;\r\n },\r\n set: function (value) {\r\n if (this._thickness === value) {\r\n return;\r\n }\r\n this._thickness = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Checkbox.prototype, \"checkSizeRatio\", {\r\n /** Gets or sets a value indicating the ratio between overall size and check size */\r\n get: function () {\r\n return this._checkSizeRatio;\r\n },\r\n set: function (value) {\r\n value = Math.max(Math.min(1, value), 0);\r\n if (this._checkSizeRatio === value) {\r\n return;\r\n }\r\n this._checkSizeRatio = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Checkbox.prototype, \"background\", {\r\n /** Gets or sets background color */\r\n get: function () {\r\n return this._background;\r\n },\r\n set: function (value) {\r\n if (this._background === value) {\r\n return;\r\n }\r\n this._background = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Checkbox.prototype, \"isChecked\", {\r\n /** Gets or sets a boolean indicating if the checkbox is checked or not */\r\n get: function () {\r\n return this._isChecked;\r\n },\r\n set: function (value) {\r\n if (this._isChecked === value) {\r\n return;\r\n }\r\n this._isChecked = value;\r\n this._markAsDirty();\r\n this.onIsCheckedChangedObservable.notifyObservers(value);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Checkbox.prototype._getTypeName = function () {\r\n return \"Checkbox\";\r\n };\r\n /** @hidden */\r\n Checkbox.prototype._draw = function (context, invalidatedRectangle) {\r\n context.save();\r\n this._applyStates(context);\r\n var actualWidth = this._currentMeasure.width - this._thickness;\r\n var actualHeight = this._currentMeasure.height - this._thickness;\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n context.fillStyle = this._isEnabled ? this._background : this._disabledColor;\r\n context.fillRect(this._currentMeasure.left + this._thickness / 2, this._currentMeasure.top + this._thickness / 2, actualWidth, actualHeight);\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowBlur = 0;\r\n context.shadowOffsetX = 0;\r\n context.shadowOffsetY = 0;\r\n }\r\n if (this._isChecked) {\r\n context.fillStyle = this._isEnabled ? this.color : this._disabledColorItem;\r\n var offsetWidth = actualWidth * this._checkSizeRatio;\r\n var offseHeight = actualHeight * this._checkSizeRatio;\r\n context.fillRect(this._currentMeasure.left + this._thickness / 2 + (actualWidth - offsetWidth) / 2, this._currentMeasure.top + this._thickness / 2 + (actualHeight - offseHeight) / 2, offsetWidth, offseHeight);\r\n }\r\n context.strokeStyle = this.color;\r\n context.lineWidth = this._thickness;\r\n context.strokeRect(this._currentMeasure.left + this._thickness / 2, this._currentMeasure.top + this._thickness / 2, actualWidth, actualHeight);\r\n context.restore();\r\n };\r\n // Events\r\n /** @hidden */\r\n Checkbox.prototype._onPointerDown = function (target, coordinates, pointerId, buttonIndex) {\r\n if (!_super.prototype._onPointerDown.call(this, target, coordinates, pointerId, buttonIndex)) {\r\n return false;\r\n }\r\n this.isChecked = !this.isChecked;\r\n return true;\r\n };\r\n /**\r\n * Utility function to easily create a checkbox with a header\r\n * @param title defines the label to use for the header\r\n * @param onValueChanged defines the callback to call when value changes\r\n * @returns a StackPanel containing the checkbox and a textBlock\r\n */\r\n Checkbox.AddCheckBoxWithHeader = function (title, onValueChanged) {\r\n var panel = new StackPanel();\r\n panel.isVertical = false;\r\n panel.height = \"30px\";\r\n var checkbox = new Checkbox();\r\n checkbox.width = \"20px\";\r\n checkbox.height = \"20px\";\r\n checkbox.isChecked = true;\r\n checkbox.color = \"green\";\r\n checkbox.onIsCheckedChangedObservable.add(onValueChanged);\r\n panel.addControl(checkbox);\r\n var header = new TextBlock();\r\n header.text = title;\r\n header.width = \"180px\";\r\n header.paddingLeft = \"5px\";\r\n header.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n header.color = \"white\";\r\n panel.addControl(header);\r\n return panel;\r\n };\r\n return Checkbox;\r\n}(Control));\r\nexport { Checkbox };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.Checkbox\"] = Checkbox;\r\n//# sourceMappingURL=checkbox.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { ClipboardEventTypes } from \"@babylonjs/core/Events/clipboardEvents\";\r\nimport { PointerEventTypes } from '@babylonjs/core/Events/pointerEvents';\r\nimport { Control } from \"./control\";\r\nimport { ValueAndUnit } from \"../valueAndUnit\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to create input text control\r\n */\r\nvar InputText = /** @class */ (function (_super) {\r\n __extends(InputText, _super);\r\n /**\r\n * Creates a new InputText\r\n * @param name defines the control name\r\n * @param text defines the text of the control\r\n */\r\n function InputText(name, text) {\r\n if (text === void 0) { text = \"\"; }\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._text = \"\";\r\n _this._placeholderText = \"\";\r\n _this._background = \"#222222\";\r\n _this._focusedBackground = \"#000000\";\r\n _this._focusedColor = \"white\";\r\n _this._placeholderColor = \"gray\";\r\n _this._thickness = 1;\r\n _this._margin = new ValueAndUnit(10, ValueAndUnit.UNITMODE_PIXEL);\r\n _this._autoStretchWidth = true;\r\n _this._maxWidth = new ValueAndUnit(1, ValueAndUnit.UNITMODE_PERCENTAGE, false);\r\n _this._isFocused = false;\r\n _this._blinkIsEven = false;\r\n _this._cursorOffset = 0;\r\n _this._deadKey = false;\r\n _this._addKey = true;\r\n _this._currentKey = \"\";\r\n _this._isTextHighlightOn = false;\r\n _this._textHighlightColor = \"#d5e0ff\";\r\n _this._highligherOpacity = 0.4;\r\n _this._highlightedText = \"\";\r\n _this._startHighlightIndex = 0;\r\n _this._endHighlightIndex = 0;\r\n _this._cursorIndex = -1;\r\n _this._onFocusSelectAll = false;\r\n _this._isPointerDown = false;\r\n /** Gets or sets a string representing the message displayed on mobile when the control gets the focus */\r\n _this.promptMessage = \"Please enter text:\";\r\n /** Force disable prompt on mobile device */\r\n _this.disableMobilePrompt = false;\r\n /** Observable raised when the text changes */\r\n _this.onTextChangedObservable = new Observable();\r\n /** Observable raised just before an entered character is to be added */\r\n _this.onBeforeKeyAddObservable = new Observable();\r\n /** Observable raised when the control gets the focus */\r\n _this.onFocusObservable = new Observable();\r\n /** Observable raised when the control loses the focus */\r\n _this.onBlurObservable = new Observable();\r\n /**Observable raised when the text is highlighted */\r\n _this.onTextHighlightObservable = new Observable();\r\n /**Observable raised when copy event is triggered */\r\n _this.onTextCopyObservable = new Observable();\r\n /** Observable raised when cut event is triggered */\r\n _this.onTextCutObservable = new Observable();\r\n /** Observable raised when paste event is triggered */\r\n _this.onTextPasteObservable = new Observable();\r\n /** Observable raised when a key event was processed */\r\n _this.onKeyboardEventProcessedObservable = new Observable();\r\n _this.text = text;\r\n _this.isPointerBlocker = true;\r\n return _this;\r\n }\r\n Object.defineProperty(InputText.prototype, \"maxWidth\", {\r\n /** Gets or sets the maximum width allowed by the control */\r\n get: function () {\r\n return this._maxWidth.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._maxWidth.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._maxWidth.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"maxWidthInPixels\", {\r\n /** Gets the maximum width allowed by the control in pixels */\r\n get: function () {\r\n return this._maxWidth.getValueInPixel(this._host, this._cachedParentMeasure.width);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"highligherOpacity\", {\r\n /** Gets or sets the text highlighter transparency; default: 0.4 */\r\n get: function () {\r\n return this._highligherOpacity;\r\n },\r\n set: function (value) {\r\n if (this._highligherOpacity === value) {\r\n return;\r\n }\r\n this._highligherOpacity = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"onFocusSelectAll\", {\r\n /** Gets or sets a boolean indicating whether to select complete text by default on input focus */\r\n get: function () {\r\n return this._onFocusSelectAll;\r\n },\r\n set: function (value) {\r\n if (this._onFocusSelectAll === value) {\r\n return;\r\n }\r\n this._onFocusSelectAll = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"textHighlightColor\", {\r\n /** Gets or sets the text hightlight color */\r\n get: function () {\r\n return this._textHighlightColor;\r\n },\r\n set: function (value) {\r\n if (this._textHighlightColor === value) {\r\n return;\r\n }\r\n this._textHighlightColor = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"margin\", {\r\n /** Gets or sets control margin */\r\n get: function () {\r\n return this._margin.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._margin.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._margin.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"marginInPixels\", {\r\n /** Gets control margin in pixels */\r\n get: function () {\r\n return this._margin.getValueInPixel(this._host, this._cachedParentMeasure.width);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"autoStretchWidth\", {\r\n /** Gets or sets a boolean indicating if the control can auto stretch its width to adapt to the text */\r\n get: function () {\r\n return this._autoStretchWidth;\r\n },\r\n set: function (value) {\r\n if (this._autoStretchWidth === value) {\r\n return;\r\n }\r\n this._autoStretchWidth = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"thickness\", {\r\n /** Gets or sets border thickness */\r\n get: function () {\r\n return this._thickness;\r\n },\r\n set: function (value) {\r\n if (this._thickness === value) {\r\n return;\r\n }\r\n this._thickness = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"focusedBackground\", {\r\n /** Gets or sets the background color when focused */\r\n get: function () {\r\n return this._focusedBackground;\r\n },\r\n set: function (value) {\r\n if (this._focusedBackground === value) {\r\n return;\r\n }\r\n this._focusedBackground = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"focusedColor\", {\r\n /** Gets or sets the background color when focused */\r\n get: function () {\r\n return this._focusedColor;\r\n },\r\n set: function (value) {\r\n if (this._focusedColor === value) {\r\n return;\r\n }\r\n this._focusedColor = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"background\", {\r\n /** Gets or sets the background color */\r\n get: function () {\r\n return this._background;\r\n },\r\n set: function (value) {\r\n if (this._background === value) {\r\n return;\r\n }\r\n this._background = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"placeholderColor\", {\r\n /** Gets or sets the placeholder color */\r\n get: function () {\r\n return this._placeholderColor;\r\n },\r\n set: function (value) {\r\n if (this._placeholderColor === value) {\r\n return;\r\n }\r\n this._placeholderColor = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"placeholderText\", {\r\n /** Gets or sets the text displayed when the control is empty */\r\n get: function () {\r\n return this._placeholderText;\r\n },\r\n set: function (value) {\r\n if (this._placeholderText === value) {\r\n return;\r\n }\r\n this._placeholderText = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"deadKey\", {\r\n /** Gets or sets the dead key flag */\r\n get: function () {\r\n return this._deadKey;\r\n },\r\n set: function (flag) {\r\n this._deadKey = flag;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"highlightedText\", {\r\n /** Gets or sets the highlight text */\r\n get: function () {\r\n return this._highlightedText;\r\n },\r\n set: function (text) {\r\n if (this._highlightedText === text) {\r\n return;\r\n }\r\n this._highlightedText = text;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"addKey\", {\r\n /** Gets or sets if the current key should be added */\r\n get: function () {\r\n return this._addKey;\r\n },\r\n set: function (flag) {\r\n this._addKey = flag;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"currentKey\", {\r\n /** Gets or sets the value of the current key being entered */\r\n get: function () {\r\n return this._currentKey;\r\n },\r\n set: function (key) {\r\n this._currentKey = key;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"text\", {\r\n /** Gets or sets the text displayed in the control */\r\n get: function () {\r\n return this._text;\r\n },\r\n set: function (value) {\r\n var valueAsString = value.toString(); // Forcing convertion\r\n if (this._text === valueAsString) {\r\n return;\r\n }\r\n this._text = valueAsString;\r\n this._markAsDirty();\r\n this.onTextChangedObservable.notifyObservers(this);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"width\", {\r\n /** Gets or sets control width */\r\n get: function () {\r\n return this._width.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._width.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._width.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n this.autoStretchWidth = false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n InputText.prototype.onBlur = function () {\r\n this._isFocused = false;\r\n this._scrollLeft = null;\r\n this._cursorOffset = 0;\r\n clearTimeout(this._blinkTimeout);\r\n this._markAsDirty();\r\n this.onBlurObservable.notifyObservers(this);\r\n this._host.unRegisterClipboardEvents();\r\n if (this._onClipboardObserver) {\r\n this._host.onClipboardObservable.remove(this._onClipboardObserver);\r\n }\r\n var scene = this._host.getScene();\r\n if (this._onPointerDblTapObserver && scene) {\r\n scene.onPointerObservable.remove(this._onPointerDblTapObserver);\r\n }\r\n };\r\n /** @hidden */\r\n InputText.prototype.onFocus = function () {\r\n var _this = this;\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n this._scrollLeft = null;\r\n this._isFocused = true;\r\n this._blinkIsEven = false;\r\n this._cursorOffset = 0;\r\n this._markAsDirty();\r\n this.onFocusObservable.notifyObservers(this);\r\n if (navigator.userAgent.indexOf(\"Mobile\") !== -1 && !this.disableMobilePrompt) {\r\n var value = prompt(this.promptMessage);\r\n if (value !== null) {\r\n this.text = value;\r\n }\r\n this._host.focusedControl = null;\r\n return;\r\n }\r\n this._host.registerClipboardEvents();\r\n this._onClipboardObserver = this._host.onClipboardObservable.add(function (clipboardInfo) {\r\n // process clipboard event, can be configured.\r\n switch (clipboardInfo.type) {\r\n case ClipboardEventTypes.COPY:\r\n _this._onCopyText(clipboardInfo.event);\r\n _this.onTextCopyObservable.notifyObservers(_this);\r\n break;\r\n case ClipboardEventTypes.CUT:\r\n _this._onCutText(clipboardInfo.event);\r\n _this.onTextCutObservable.notifyObservers(_this);\r\n break;\r\n case ClipboardEventTypes.PASTE:\r\n _this._onPasteText(clipboardInfo.event);\r\n _this.onTextPasteObservable.notifyObservers(_this);\r\n break;\r\n default: return;\r\n }\r\n });\r\n var scene = this._host.getScene();\r\n if (scene) {\r\n //register the pointer double tap event\r\n this._onPointerDblTapObserver = scene.onPointerObservable.add(function (pointerInfo) {\r\n if (!_this._isFocused) {\r\n return;\r\n }\r\n if (pointerInfo.type === PointerEventTypes.POINTERDOUBLETAP) {\r\n _this._processDblClick(pointerInfo);\r\n }\r\n });\r\n }\r\n if (this._onFocusSelectAll) {\r\n this._selectAllText();\r\n }\r\n };\r\n InputText.prototype._getTypeName = function () {\r\n return \"InputText\";\r\n };\r\n /**\r\n * Function called to get the list of controls that should not steal the focus from this control\r\n * @returns an array of controls\r\n */\r\n InputText.prototype.keepsFocusWith = function () {\r\n if (!this._connectedVirtualKeyboard) {\r\n return null;\r\n }\r\n return [this._connectedVirtualKeyboard];\r\n };\r\n /** @hidden */\r\n InputText.prototype.processKey = function (keyCode, key, evt) {\r\n //return if clipboard event keys (i.e -ctr/cmd + c,v,x)\r\n if (evt && (evt.ctrlKey || evt.metaKey) && (keyCode === 67 || keyCode === 86 || keyCode === 88)) {\r\n return;\r\n }\r\n //select all\r\n if (evt && (evt.ctrlKey || evt.metaKey) && keyCode === 65) {\r\n this._selectAllText();\r\n evt.preventDefault();\r\n return;\r\n }\r\n // Specific cases\r\n switch (keyCode) {\r\n case 32: //SPACE\r\n key = \" \"; //ie11 key for space is \"Spacebar\"\r\n break;\r\n case 191: //SLASH\r\n if (evt) {\r\n evt.preventDefault();\r\n }\r\n break;\r\n case 8: // BACKSPACE\r\n if (this._text && this._text.length > 0) {\r\n //delete the highlighted text\r\n if (this._isTextHighlightOn) {\r\n this.text = this._text.slice(0, this._startHighlightIndex) + this._text.slice(this._endHighlightIndex);\r\n this._isTextHighlightOn = false;\r\n this._cursorOffset = this.text.length - this._startHighlightIndex;\r\n this._blinkIsEven = false;\r\n if (evt) {\r\n evt.preventDefault();\r\n }\r\n return;\r\n }\r\n //delete single character\r\n if (this._cursorOffset === 0) {\r\n this.text = this._text.substr(0, this._text.length - 1);\r\n }\r\n else {\r\n var deletePosition = this._text.length - this._cursorOffset;\r\n if (deletePosition > 0) {\r\n this.text = this._text.slice(0, deletePosition - 1) + this._text.slice(deletePosition);\r\n }\r\n }\r\n }\r\n if (evt) {\r\n evt.preventDefault();\r\n }\r\n return;\r\n case 46: // DELETE\r\n if (this._isTextHighlightOn) {\r\n this.text = this._text.slice(0, this._startHighlightIndex) + this._text.slice(this._endHighlightIndex);\r\n var decrementor = (this._endHighlightIndex - this._startHighlightIndex);\r\n while (decrementor > 0 && this._cursorOffset > 0) {\r\n this._cursorOffset--;\r\n }\r\n this._isTextHighlightOn = false;\r\n this._cursorOffset = this.text.length - this._startHighlightIndex;\r\n if (evt) {\r\n evt.preventDefault();\r\n }\r\n return;\r\n }\r\n if (this._text && this._text.length > 0 && this._cursorOffset > 0) {\r\n var deletePosition = this._text.length - this._cursorOffset;\r\n this.text = this._text.slice(0, deletePosition) + this._text.slice(deletePosition + 1);\r\n this._cursorOffset--;\r\n }\r\n if (evt) {\r\n evt.preventDefault();\r\n }\r\n return;\r\n case 13: // RETURN\r\n this._host.focusedControl = null;\r\n this._isTextHighlightOn = false;\r\n return;\r\n case 35: // END\r\n this._cursorOffset = 0;\r\n this._blinkIsEven = false;\r\n this._isTextHighlightOn = false;\r\n this._markAsDirty();\r\n return;\r\n case 36: // HOME\r\n this._cursorOffset = this._text.length;\r\n this._blinkIsEven = false;\r\n this._isTextHighlightOn = false;\r\n this._markAsDirty();\r\n return;\r\n case 37: // LEFT\r\n this._cursorOffset++;\r\n if (this._cursorOffset > this._text.length) {\r\n this._cursorOffset = this._text.length;\r\n }\r\n if (evt && evt.shiftKey) {\r\n // update the cursor\r\n this._blinkIsEven = false;\r\n // shift + ctrl/cmd + <-\r\n if (evt.ctrlKey || evt.metaKey) {\r\n if (!this._isTextHighlightOn) {\r\n if (this._text.length === this._cursorOffset) {\r\n return;\r\n }\r\n else {\r\n this._endHighlightIndex = this._text.length - this._cursorOffset + 1;\r\n }\r\n }\r\n this._startHighlightIndex = 0;\r\n this._cursorIndex = this._text.length - this._endHighlightIndex;\r\n this._cursorOffset = this._text.length;\r\n this._isTextHighlightOn = true;\r\n this._markAsDirty();\r\n return;\r\n }\r\n //store the starting point\r\n if (!this._isTextHighlightOn) {\r\n this._isTextHighlightOn = true;\r\n this._cursorIndex = (this._cursorOffset >= this._text.length) ? this._text.length : this._cursorOffset - 1;\r\n }\r\n //if text is already highlighted\r\n else if (this._cursorIndex === -1) {\r\n this._cursorIndex = this._text.length - this._endHighlightIndex;\r\n this._cursorOffset = (this._startHighlightIndex === 0) ? this._text.length : this._text.length - this._startHighlightIndex + 1;\r\n }\r\n //set the highlight indexes\r\n if (this._cursorIndex < this._cursorOffset) {\r\n this._endHighlightIndex = this._text.length - this._cursorIndex;\r\n this._startHighlightIndex = this._text.length - this._cursorOffset;\r\n }\r\n else if (this._cursorIndex > this._cursorOffset) {\r\n this._endHighlightIndex = this._text.length - this._cursorOffset;\r\n this._startHighlightIndex = this._text.length - this._cursorIndex;\r\n }\r\n else {\r\n this._isTextHighlightOn = false;\r\n }\r\n this._markAsDirty();\r\n return;\r\n }\r\n if (this._isTextHighlightOn) {\r\n this._cursorOffset = this._text.length - this._startHighlightIndex;\r\n this._isTextHighlightOn = false;\r\n }\r\n if (evt && (evt.ctrlKey || evt.metaKey)) {\r\n this._cursorOffset = this.text.length;\r\n evt.preventDefault();\r\n }\r\n this._blinkIsEven = false;\r\n this._isTextHighlightOn = false;\r\n this._cursorIndex = -1;\r\n this._markAsDirty();\r\n return;\r\n case 39: // RIGHT\r\n this._cursorOffset--;\r\n if (this._cursorOffset < 0) {\r\n this._cursorOffset = 0;\r\n }\r\n if (evt && evt.shiftKey) {\r\n //update the cursor\r\n this._blinkIsEven = false;\r\n //shift + ctrl/cmd + ->\r\n if (evt.ctrlKey || evt.metaKey) {\r\n if (!this._isTextHighlightOn) {\r\n if (this._cursorOffset === 0) {\r\n return;\r\n }\r\n else {\r\n this._startHighlightIndex = this._text.length - this._cursorOffset - 1;\r\n }\r\n }\r\n this._endHighlightIndex = this._text.length;\r\n this._isTextHighlightOn = true;\r\n this._cursorIndex = this._text.length - this._startHighlightIndex;\r\n this._cursorOffset = 0;\r\n this._markAsDirty();\r\n return;\r\n }\r\n if (!this._isTextHighlightOn) {\r\n this._isTextHighlightOn = true;\r\n this._cursorIndex = (this._cursorOffset <= 0) ? 0 : this._cursorOffset + 1;\r\n }\r\n //if text is already highlighted\r\n else if (this._cursorIndex === -1) {\r\n this._cursorIndex = this._text.length - this._startHighlightIndex;\r\n this._cursorOffset = (this._text.length === this._endHighlightIndex) ? 0 : this._text.length - this._endHighlightIndex - 1;\r\n }\r\n //set the highlight indexes\r\n if (this._cursorIndex < this._cursorOffset) {\r\n this._endHighlightIndex = this._text.length - this._cursorIndex;\r\n this._startHighlightIndex = this._text.length - this._cursorOffset;\r\n }\r\n else if (this._cursorIndex > this._cursorOffset) {\r\n this._endHighlightIndex = this._text.length - this._cursorOffset;\r\n this._startHighlightIndex = this._text.length - this._cursorIndex;\r\n }\r\n else {\r\n this._isTextHighlightOn = false;\r\n }\r\n this._markAsDirty();\r\n return;\r\n }\r\n if (this._isTextHighlightOn) {\r\n this._cursorOffset = this._text.length - this._endHighlightIndex;\r\n this._isTextHighlightOn = false;\r\n }\r\n //ctr + ->\r\n if (evt && (evt.ctrlKey || evt.metaKey)) {\r\n this._cursorOffset = 0;\r\n evt.preventDefault();\r\n }\r\n this._blinkIsEven = false;\r\n this._isTextHighlightOn = false;\r\n this._cursorIndex = -1;\r\n this._markAsDirty();\r\n return;\r\n case 222: // Dead\r\n if (evt) {\r\n evt.preventDefault();\r\n }\r\n this._cursorIndex = -1;\r\n this.deadKey = true;\r\n break;\r\n }\r\n // Printable characters\r\n if (key &&\r\n ((keyCode === -1) || // Direct access\r\n (keyCode === 32) || // Space\r\n (keyCode > 47 && keyCode < 64) || // Numbers\r\n (keyCode > 64 && keyCode < 91) || // Letters\r\n (keyCode > 159 && keyCode < 193) || // Special characters\r\n (keyCode > 218 && keyCode < 223) || // Special characters\r\n (keyCode > 95 && keyCode < 112))) { // Numpad\r\n this._currentKey = key;\r\n this.onBeforeKeyAddObservable.notifyObservers(this);\r\n key = this._currentKey;\r\n if (this._addKey) {\r\n if (this._isTextHighlightOn) {\r\n this.text = this._text.slice(0, this._startHighlightIndex) + key + this._text.slice(this._endHighlightIndex);\r\n this._cursorOffset = this.text.length - (this._startHighlightIndex + 1);\r\n this._isTextHighlightOn = false;\r\n this._blinkIsEven = false;\r\n this._markAsDirty();\r\n }\r\n else if (this._cursorOffset === 0) {\r\n this.text += key;\r\n }\r\n else {\r\n var insertPosition = this._text.length - this._cursorOffset;\r\n this.text = this._text.slice(0, insertPosition) + key + this._text.slice(insertPosition);\r\n }\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n InputText.prototype._updateValueFromCursorIndex = function (offset) {\r\n //update the cursor\r\n this._blinkIsEven = false;\r\n if (this._cursorIndex === -1) {\r\n this._cursorIndex = offset;\r\n }\r\n else {\r\n if (this._cursorIndex < this._cursorOffset) {\r\n this._endHighlightIndex = this._text.length - this._cursorIndex;\r\n this._startHighlightIndex = this._text.length - this._cursorOffset;\r\n }\r\n else if (this._cursorIndex > this._cursorOffset) {\r\n this._endHighlightIndex = this._text.length - this._cursorOffset;\r\n this._startHighlightIndex = this._text.length - this._cursorIndex;\r\n }\r\n else {\r\n this._isTextHighlightOn = false;\r\n this._markAsDirty();\r\n return;\r\n }\r\n }\r\n this._isTextHighlightOn = true;\r\n this._markAsDirty();\r\n };\r\n /** @hidden */\r\n InputText.prototype._processDblClick = function (evt) {\r\n //pre-find the start and end index of the word under cursor, speeds up the rendering\r\n this._startHighlightIndex = this._text.length - this._cursorOffset;\r\n this._endHighlightIndex = this._startHighlightIndex;\r\n var rWord = /\\w+/g, moveLeft, moveRight;\r\n do {\r\n moveRight = this._endHighlightIndex < this._text.length && (this._text[this._endHighlightIndex].search(rWord) !== -1) ? ++this._endHighlightIndex : 0;\r\n moveLeft = this._startHighlightIndex > 0 && (this._text[this._startHighlightIndex - 1].search(rWord) !== -1) ? --this._startHighlightIndex : 0;\r\n } while (moveLeft || moveRight);\r\n this._cursorOffset = this.text.length - this._startHighlightIndex;\r\n this.onTextHighlightObservable.notifyObservers(this);\r\n this._isTextHighlightOn = true;\r\n this._clickedCoordinate = null;\r\n this._blinkIsEven = true;\r\n this._cursorIndex = -1;\r\n this._markAsDirty();\r\n };\r\n /** @hidden */\r\n InputText.prototype._selectAllText = function () {\r\n this._blinkIsEven = true;\r\n this._isTextHighlightOn = true;\r\n this._startHighlightIndex = 0;\r\n this._endHighlightIndex = this._text.length;\r\n this._cursorOffset = this._text.length;\r\n this._cursorIndex = -1;\r\n this._markAsDirty();\r\n };\r\n /**\r\n * Handles the keyboard event\r\n * @param evt Defines the KeyboardEvent\r\n */\r\n InputText.prototype.processKeyboard = function (evt) {\r\n // process pressed key\r\n this.processKey(evt.keyCode, evt.key, evt);\r\n this.onKeyboardEventProcessedObservable.notifyObservers(evt);\r\n };\r\n /** @hidden */\r\n InputText.prototype._onCopyText = function (ev) {\r\n this._isTextHighlightOn = false;\r\n //when write permission to clipbaord data is denied\r\n try {\r\n ev.clipboardData && ev.clipboardData.setData(\"text/plain\", this._highlightedText);\r\n }\r\n catch (_a) { } //pass\r\n this._host.clipboardData = this._highlightedText;\r\n };\r\n /** @hidden */\r\n InputText.prototype._onCutText = function (ev) {\r\n if (!this._highlightedText) {\r\n return;\r\n }\r\n this.text = this._text.slice(0, this._startHighlightIndex) + this._text.slice(this._endHighlightIndex);\r\n this._isTextHighlightOn = false;\r\n this._cursorOffset = this.text.length - this._startHighlightIndex;\r\n //when write permission to clipbaord data is denied\r\n try {\r\n ev.clipboardData && ev.clipboardData.setData(\"text/plain\", this._highlightedText);\r\n }\r\n catch (_a) { } //pass\r\n this._host.clipboardData = this._highlightedText;\r\n this._highlightedText = \"\";\r\n };\r\n /** @hidden */\r\n InputText.prototype._onPasteText = function (ev) {\r\n var data = \"\";\r\n if (ev.clipboardData && ev.clipboardData.types.indexOf(\"text/plain\") !== -1) {\r\n data = ev.clipboardData.getData(\"text/plain\");\r\n }\r\n else {\r\n //get the cached data; returns blank string by default\r\n data = this._host.clipboardData;\r\n }\r\n var insertPosition = this._text.length - this._cursorOffset;\r\n this.text = this._text.slice(0, insertPosition) + data + this._text.slice(insertPosition);\r\n };\r\n InputText.prototype._draw = function (context, invalidatedRectangle) {\r\n var _this = this;\r\n context.save();\r\n this._applyStates(context);\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n // Background\r\n if (this._isFocused) {\r\n if (this._focusedBackground) {\r\n context.fillStyle = this._isEnabled ? this._focusedBackground : this._disabledColor;\r\n context.fillRect(this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n }\r\n }\r\n else if (this._background) {\r\n context.fillStyle = this._isEnabled ? this._background : this._disabledColor;\r\n context.fillRect(this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n }\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowBlur = 0;\r\n context.shadowOffsetX = 0;\r\n context.shadowOffsetY = 0;\r\n }\r\n if (!this._fontOffset) {\r\n this._fontOffset = Control._GetFontOffset(context.font);\r\n }\r\n // Text\r\n var clipTextLeft = this._currentMeasure.left + this._margin.getValueInPixel(this._host, this._tempParentMeasure.width);\r\n if (this.color) {\r\n context.fillStyle = this.color;\r\n }\r\n var text = this._beforeRenderText(this._text);\r\n if (!this._isFocused && !this._text && this._placeholderText) {\r\n text = this._placeholderText;\r\n if (this._placeholderColor) {\r\n context.fillStyle = this._placeholderColor;\r\n }\r\n }\r\n this._textWidth = context.measureText(text).width;\r\n var marginWidth = this._margin.getValueInPixel(this._host, this._tempParentMeasure.width) * 2;\r\n if (this._autoStretchWidth) {\r\n this.width = Math.min(this._maxWidth.getValueInPixel(this._host, this._tempParentMeasure.width), this._textWidth + marginWidth) + \"px\";\r\n }\r\n var rootY = this._fontOffset.ascent + (this._currentMeasure.height - this._fontOffset.height) / 2;\r\n var availableWidth = this._width.getValueInPixel(this._host, this._tempParentMeasure.width) - marginWidth;\r\n context.save();\r\n context.beginPath();\r\n context.rect(clipTextLeft, this._currentMeasure.top + (this._currentMeasure.height - this._fontOffset.height) / 2, availableWidth + 2, this._currentMeasure.height);\r\n context.clip();\r\n if (this._isFocused && this._textWidth > availableWidth) {\r\n var textLeft = clipTextLeft - this._textWidth + availableWidth;\r\n if (!this._scrollLeft) {\r\n this._scrollLeft = textLeft;\r\n }\r\n }\r\n else {\r\n this._scrollLeft = clipTextLeft;\r\n }\r\n context.fillText(text, this._scrollLeft, this._currentMeasure.top + rootY);\r\n // Cursor\r\n if (this._isFocused) {\r\n // Need to move cursor\r\n if (this._clickedCoordinate) {\r\n var rightPosition = this._scrollLeft + this._textWidth;\r\n var absoluteCursorPosition = rightPosition - this._clickedCoordinate;\r\n var currentSize = 0;\r\n this._cursorOffset = 0;\r\n var previousDist = 0;\r\n do {\r\n if (this._cursorOffset) {\r\n previousDist = Math.abs(absoluteCursorPosition - currentSize);\r\n }\r\n this._cursorOffset++;\r\n currentSize = context.measureText(text.substr(text.length - this._cursorOffset, this._cursorOffset)).width;\r\n } while (currentSize < absoluteCursorPosition && (text.length >= this._cursorOffset));\r\n // Find closest move\r\n if (Math.abs(absoluteCursorPosition - currentSize) > previousDist) {\r\n this._cursorOffset--;\r\n }\r\n this._blinkIsEven = false;\r\n this._clickedCoordinate = null;\r\n }\r\n // Render cursor\r\n if (!this._blinkIsEven) {\r\n var cursorOffsetText = this.text.substr(this._text.length - this._cursorOffset);\r\n var cursorOffsetWidth = context.measureText(cursorOffsetText).width;\r\n var cursorLeft = this._scrollLeft + this._textWidth - cursorOffsetWidth;\r\n if (cursorLeft < clipTextLeft) {\r\n this._scrollLeft += (clipTextLeft - cursorLeft);\r\n cursorLeft = clipTextLeft;\r\n this._markAsDirty();\r\n }\r\n else if (cursorLeft > clipTextLeft + availableWidth) {\r\n this._scrollLeft += (clipTextLeft + availableWidth - cursorLeft);\r\n cursorLeft = clipTextLeft + availableWidth;\r\n this._markAsDirty();\r\n }\r\n if (!this._isTextHighlightOn) {\r\n context.fillRect(cursorLeft, this._currentMeasure.top + (this._currentMeasure.height - this._fontOffset.height) / 2, 2, this._fontOffset.height);\r\n }\r\n }\r\n clearTimeout(this._blinkTimeout);\r\n this._blinkTimeout = setTimeout(function () {\r\n _this._blinkIsEven = !_this._blinkIsEven;\r\n _this._markAsDirty();\r\n }, 500);\r\n //show the highlighted text\r\n if (this._isTextHighlightOn) {\r\n clearTimeout(this._blinkTimeout);\r\n var highlightCursorOffsetWidth = context.measureText(this.text.substring(this._startHighlightIndex)).width;\r\n var highlightCursorLeft = this._scrollLeft + this._textWidth - highlightCursorOffsetWidth;\r\n this._highlightedText = this.text.substring(this._startHighlightIndex, this._endHighlightIndex);\r\n var width = context.measureText(this.text.substring(this._startHighlightIndex, this._endHighlightIndex)).width;\r\n if (highlightCursorLeft < clipTextLeft) {\r\n width = width - (clipTextLeft - highlightCursorLeft);\r\n if (!width) {\r\n // when using left arrow on text.length > availableWidth;\r\n // assigns the width of the first letter after clipTextLeft\r\n width = context.measureText(this.text.charAt(this.text.length - this._cursorOffset)).width;\r\n }\r\n highlightCursorLeft = clipTextLeft;\r\n }\r\n //for transparancy\r\n context.globalAlpha = this._highligherOpacity;\r\n context.fillStyle = this._textHighlightColor;\r\n context.fillRect(highlightCursorLeft, this._currentMeasure.top + (this._currentMeasure.height - this._fontOffset.height) / 2, width, this._fontOffset.height);\r\n context.globalAlpha = 1.0;\r\n }\r\n }\r\n context.restore();\r\n // Border\r\n if (this._thickness) {\r\n if (this._isFocused) {\r\n if (this.focusedColor) {\r\n context.strokeStyle = this.focusedColor;\r\n }\r\n }\r\n else {\r\n if (this.color) {\r\n context.strokeStyle = this.color;\r\n }\r\n }\r\n context.lineWidth = this._thickness;\r\n context.strokeRect(this._currentMeasure.left + this._thickness / 2, this._currentMeasure.top + this._thickness / 2, this._currentMeasure.width - this._thickness, this._currentMeasure.height - this._thickness);\r\n }\r\n context.restore();\r\n };\r\n InputText.prototype._onPointerDown = function (target, coordinates, pointerId, buttonIndex) {\r\n if (!_super.prototype._onPointerDown.call(this, target, coordinates, pointerId, buttonIndex)) {\r\n return false;\r\n }\r\n this._clickedCoordinate = coordinates.x;\r\n this._isTextHighlightOn = false;\r\n this._highlightedText = \"\";\r\n this._cursorIndex = -1;\r\n this._isPointerDown = true;\r\n this._host._capturingControl[pointerId] = this;\r\n if (this._host.focusedControl === this) {\r\n // Move cursor\r\n clearTimeout(this._blinkTimeout);\r\n this._markAsDirty();\r\n return true;\r\n }\r\n if (!this._isEnabled) {\r\n return false;\r\n }\r\n this._host.focusedControl = this;\r\n return true;\r\n };\r\n InputText.prototype._onPointerMove = function (target, coordinates, pointerId) {\r\n if (this._host.focusedControl === this && this._isPointerDown) {\r\n this._clickedCoordinate = coordinates.x;\r\n this._markAsDirty();\r\n this._updateValueFromCursorIndex(this._cursorOffset);\r\n }\r\n _super.prototype._onPointerMove.call(this, target, coordinates, pointerId);\r\n };\r\n InputText.prototype._onPointerUp = function (target, coordinates, pointerId, buttonIndex, notifyClick) {\r\n this._isPointerDown = false;\r\n delete this._host._capturingControl[pointerId];\r\n _super.prototype._onPointerUp.call(this, target, coordinates, pointerId, buttonIndex, notifyClick);\r\n };\r\n InputText.prototype._beforeRenderText = function (text) {\r\n return text;\r\n };\r\n InputText.prototype.dispose = function () {\r\n _super.prototype.dispose.call(this);\r\n this.onBlurObservable.clear();\r\n this.onFocusObservable.clear();\r\n this.onTextChangedObservable.clear();\r\n this.onTextCopyObservable.clear();\r\n this.onTextCutObservable.clear();\r\n this.onTextPasteObservable.clear();\r\n this.onTextHighlightObservable.clear();\r\n this.onKeyboardEventProcessedObservable.clear();\r\n };\r\n return InputText;\r\n}(Control));\r\nexport { InputText };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.InputText\"] = InputText;\r\n//# sourceMappingURL=inputText.js.map","import { __extends } from \"tslib\";\r\nimport { Container } from \"./container\";\r\nimport { ValueAndUnit } from \"../valueAndUnit\";\r\nimport { Control } from \"./control\";\r\nimport { Tools } from '@babylonjs/core/Misc/tools';\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to create a 2D grid container\r\n */\r\nvar Grid = /** @class */ (function (_super) {\r\n __extends(Grid, _super);\r\n /**\r\n * Creates a new Grid\r\n * @param name defines control name\r\n */\r\n function Grid(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._rowDefinitions = new Array();\r\n _this._columnDefinitions = new Array();\r\n _this._cells = {};\r\n _this._childControls = new Array();\r\n return _this;\r\n }\r\n Object.defineProperty(Grid.prototype, \"columnCount\", {\r\n /**\r\n * Gets the number of columns\r\n */\r\n get: function () {\r\n return this._columnDefinitions.length;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Grid.prototype, \"rowCount\", {\r\n /**\r\n * Gets the number of rows\r\n */\r\n get: function () {\r\n return this._rowDefinitions.length;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Grid.prototype, \"children\", {\r\n /** Gets the list of children */\r\n get: function () {\r\n return this._childControls;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Grid.prototype, \"cells\", {\r\n /** Gets the list of cells (e.g. the containers) */\r\n get: function () {\r\n return this._cells;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the definition of a specific row\r\n * @param index defines the index of the row\r\n * @returns the row definition\r\n */\r\n Grid.prototype.getRowDefinition = function (index) {\r\n if (index < 0 || index >= this._rowDefinitions.length) {\r\n return null;\r\n }\r\n return this._rowDefinitions[index];\r\n };\r\n /**\r\n * Gets the definition of a specific column\r\n * @param index defines the index of the column\r\n * @returns the column definition\r\n */\r\n Grid.prototype.getColumnDefinition = function (index) {\r\n if (index < 0 || index >= this._columnDefinitions.length) {\r\n return null;\r\n }\r\n return this._columnDefinitions[index];\r\n };\r\n /**\r\n * Adds a new row to the grid\r\n * @param height defines the height of the row (either in pixel or a value between 0 and 1)\r\n * @param isPixel defines if the height is expressed in pixel (or in percentage)\r\n * @returns the current grid\r\n */\r\n Grid.prototype.addRowDefinition = function (height, isPixel) {\r\n if (isPixel === void 0) { isPixel = false; }\r\n this._rowDefinitions.push(new ValueAndUnit(height, isPixel ? ValueAndUnit.UNITMODE_PIXEL : ValueAndUnit.UNITMODE_PERCENTAGE));\r\n this._markAsDirty();\r\n return this;\r\n };\r\n /**\r\n * Adds a new column to the grid\r\n * @param width defines the width of the column (either in pixel or a value between 0 and 1)\r\n * @param isPixel defines if the width is expressed in pixel (or in percentage)\r\n * @returns the current grid\r\n */\r\n Grid.prototype.addColumnDefinition = function (width, isPixel) {\r\n if (isPixel === void 0) { isPixel = false; }\r\n this._columnDefinitions.push(new ValueAndUnit(width, isPixel ? ValueAndUnit.UNITMODE_PIXEL : ValueAndUnit.UNITMODE_PERCENTAGE));\r\n this._markAsDirty();\r\n return this;\r\n };\r\n /**\r\n * Update a row definition\r\n * @param index defines the index of the row to update\r\n * @param height defines the height of the row (either in pixel or a value between 0 and 1)\r\n * @param isPixel defines if the weight is expressed in pixel (or in percentage)\r\n * @returns the current grid\r\n */\r\n Grid.prototype.setRowDefinition = function (index, height, isPixel) {\r\n if (isPixel === void 0) { isPixel = false; }\r\n if (index < 0 || index >= this._rowDefinitions.length) {\r\n return this;\r\n }\r\n var current = this._rowDefinitions[index];\r\n if (current && current.isPixel === isPixel && current.internalValue === height) {\r\n return this;\r\n }\r\n this._rowDefinitions[index] = new ValueAndUnit(height, isPixel ? ValueAndUnit.UNITMODE_PIXEL : ValueAndUnit.UNITMODE_PERCENTAGE);\r\n this._markAsDirty();\r\n return this;\r\n };\r\n /**\r\n * Update a column definition\r\n * @param index defines the index of the column to update\r\n * @param width defines the width of the column (either in pixel or a value between 0 and 1)\r\n * @param isPixel defines if the width is expressed in pixel (or in percentage)\r\n * @returns the current grid\r\n */\r\n Grid.prototype.setColumnDefinition = function (index, width, isPixel) {\r\n if (isPixel === void 0) { isPixel = false; }\r\n if (index < 0 || index >= this._columnDefinitions.length) {\r\n return this;\r\n }\r\n var current = this._columnDefinitions[index];\r\n if (current && current.isPixel === isPixel && current.internalValue === width) {\r\n return this;\r\n }\r\n this._columnDefinitions[index] = new ValueAndUnit(width, isPixel ? ValueAndUnit.UNITMODE_PIXEL : ValueAndUnit.UNITMODE_PERCENTAGE);\r\n this._markAsDirty();\r\n return this;\r\n };\r\n /**\r\n * Gets the list of children stored in a specific cell\r\n * @param row defines the row to check\r\n * @param column defines the column to check\r\n * @returns the list of controls\r\n */\r\n Grid.prototype.getChildrenAt = function (row, column) {\r\n var cell = this._cells[row + \":\" + column];\r\n if (!cell) {\r\n return null;\r\n }\r\n return cell.children;\r\n };\r\n /**\r\n * Gets a string representing the child cell info (row x column)\r\n * @param child defines the control to get info from\r\n * @returns a string containing the child cell info (row x column)\r\n */\r\n Grid.prototype.getChildCellInfo = function (child) {\r\n return child._tag;\r\n };\r\n Grid.prototype._removeCell = function (cell, key) {\r\n if (!cell) {\r\n return;\r\n }\r\n _super.prototype.removeControl.call(this, cell);\r\n for (var _i = 0, _a = cell.children; _i < _a.length; _i++) {\r\n var control = _a[_i];\r\n var childIndex = this._childControls.indexOf(control);\r\n if (childIndex !== -1) {\r\n this._childControls.splice(childIndex, 1);\r\n }\r\n }\r\n delete this._cells[key];\r\n };\r\n Grid.prototype._offsetCell = function (previousKey, key) {\r\n if (!this._cells[key]) {\r\n return;\r\n }\r\n this._cells[previousKey] = this._cells[key];\r\n for (var _i = 0, _a = this._cells[previousKey].children; _i < _a.length; _i++) {\r\n var control = _a[_i];\r\n control._tag = previousKey;\r\n }\r\n delete this._cells[key];\r\n };\r\n /**\r\n * Remove a column definition at specified index\r\n * @param index defines the index of the column to remove\r\n * @returns the current grid\r\n */\r\n Grid.prototype.removeColumnDefinition = function (index) {\r\n if (index < 0 || index >= this._columnDefinitions.length) {\r\n return this;\r\n }\r\n for (var x = 0; x < this._rowDefinitions.length; x++) {\r\n var key = x + \":\" + index;\r\n var cell = this._cells[key];\r\n this._removeCell(cell, key);\r\n }\r\n for (var x = 0; x < this._rowDefinitions.length; x++) {\r\n for (var y = index + 1; y < this._columnDefinitions.length; y++) {\r\n var previousKey = x + \":\" + (y - 1);\r\n var key = x + \":\" + y;\r\n this._offsetCell(previousKey, key);\r\n }\r\n }\r\n this._columnDefinitions.splice(index, 1);\r\n this._markAsDirty();\r\n return this;\r\n };\r\n /**\r\n * Remove a row definition at specified index\r\n * @param index defines the index of the row to remove\r\n * @returns the current grid\r\n */\r\n Grid.prototype.removeRowDefinition = function (index) {\r\n if (index < 0 || index >= this._rowDefinitions.length) {\r\n return this;\r\n }\r\n for (var y = 0; y < this._columnDefinitions.length; y++) {\r\n var key = index + \":\" + y;\r\n var cell = this._cells[key];\r\n this._removeCell(cell, key);\r\n }\r\n for (var y = 0; y < this._columnDefinitions.length; y++) {\r\n for (var x = index + 1; x < this._rowDefinitions.length; x++) {\r\n var previousKey = x - 1 + \":\" + y;\r\n var key = x + \":\" + y;\r\n this._offsetCell(previousKey, key);\r\n }\r\n }\r\n this._rowDefinitions.splice(index, 1);\r\n this._markAsDirty();\r\n return this;\r\n };\r\n /**\r\n * Adds a new control to the current grid\r\n * @param control defines the control to add\r\n * @param row defines the row where to add the control (0 by default)\r\n * @param column defines the column where to add the control (0 by default)\r\n * @returns the current grid\r\n */\r\n Grid.prototype.addControl = function (control, row, column) {\r\n if (row === void 0) { row = 0; }\r\n if (column === void 0) { column = 0; }\r\n if (this._rowDefinitions.length === 0) {\r\n // Add default row definition\r\n this.addRowDefinition(1, false);\r\n }\r\n if (this._columnDefinitions.length === 0) {\r\n // Add default column definition\r\n this.addColumnDefinition(1, false);\r\n }\r\n if (this._childControls.indexOf(control) !== -1) {\r\n Tools.Warn(\"Control (Name:\" + control.name + \", UniqueId:\" + control.uniqueId + \") is already associated with this grid. You must remove it before reattaching it\");\r\n return this;\r\n }\r\n var x = Math.min(row, this._rowDefinitions.length - 1);\r\n var y = Math.min(column, this._columnDefinitions.length - 1);\r\n var key = x + \":\" + y;\r\n var goodContainer = this._cells[key];\r\n if (!goodContainer) {\r\n goodContainer = new Container(key);\r\n this._cells[key] = goodContainer;\r\n goodContainer.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n goodContainer.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n _super.prototype.addControl.call(this, goodContainer);\r\n }\r\n goodContainer.addControl(control);\r\n this._childControls.push(control);\r\n control._tag = key;\r\n control.parent = this;\r\n this._markAsDirty();\r\n return this;\r\n };\r\n /**\r\n * Removes a control from the current container\r\n * @param control defines the control to remove\r\n * @returns the current container\r\n */\r\n Grid.prototype.removeControl = function (control) {\r\n var index = this._childControls.indexOf(control);\r\n if (index !== -1) {\r\n this._childControls.splice(index, 1);\r\n }\r\n var cell = this._cells[control._tag];\r\n if (cell) {\r\n cell.removeControl(control);\r\n control._tag = null;\r\n }\r\n this._markAsDirty();\r\n return this;\r\n };\r\n Grid.prototype._getTypeName = function () {\r\n return \"Grid\";\r\n };\r\n Grid.prototype._getGridDefinitions = function (definitionCallback) {\r\n var widths = [];\r\n var heights = [];\r\n var lefts = [];\r\n var tops = [];\r\n var availableWidth = this._currentMeasure.width;\r\n var globalWidthPercentage = 0;\r\n var availableHeight = this._currentMeasure.height;\r\n var globalHeightPercentage = 0;\r\n // Heights\r\n var index = 0;\r\n for (var _i = 0, _a = this._rowDefinitions; _i < _a.length; _i++) {\r\n var value = _a[_i];\r\n if (value.isPixel) {\r\n var height = value.getValue(this._host);\r\n availableHeight -= height;\r\n heights[index] = height;\r\n }\r\n else {\r\n globalHeightPercentage += value.internalValue;\r\n }\r\n index++;\r\n }\r\n var top = 0;\r\n index = 0;\r\n for (var _b = 0, _c = this._rowDefinitions; _b < _c.length; _b++) {\r\n var value = _c[_b];\r\n tops.push(top);\r\n if (!value.isPixel) {\r\n var height = (value.internalValue / globalHeightPercentage) * availableHeight;\r\n top += height;\r\n heights[index] = height;\r\n }\r\n else {\r\n top += value.getValue(this._host);\r\n }\r\n index++;\r\n }\r\n // Widths\r\n index = 0;\r\n for (var _d = 0, _e = this._columnDefinitions; _d < _e.length; _d++) {\r\n var value = _e[_d];\r\n if (value.isPixel) {\r\n var width = value.getValue(this._host);\r\n availableWidth -= width;\r\n widths[index] = width;\r\n }\r\n else {\r\n globalWidthPercentage += value.internalValue;\r\n }\r\n index++;\r\n }\r\n var left = 0;\r\n index = 0;\r\n for (var _f = 0, _g = this._columnDefinitions; _f < _g.length; _f++) {\r\n var value = _g[_f];\r\n lefts.push(left);\r\n if (!value.isPixel) {\r\n var width = (value.internalValue / globalWidthPercentage) * availableWidth;\r\n left += width;\r\n widths[index] = width;\r\n }\r\n else {\r\n left += value.getValue(this._host);\r\n }\r\n index++;\r\n }\r\n definitionCallback(lefts, tops, widths, heights);\r\n };\r\n Grid.prototype._additionalProcessing = function (parentMeasure, context) {\r\n var _this = this;\r\n this._getGridDefinitions(function (lefts, tops, widths, heights) {\r\n // Setting child sizes\r\n for (var key in _this._cells) {\r\n if (!_this._cells.hasOwnProperty(key)) {\r\n continue;\r\n }\r\n var split = key.split(\":\");\r\n var x = parseInt(split[0]);\r\n var y = parseInt(split[1]);\r\n var cell = _this._cells[key];\r\n cell.left = lefts[y] + \"px\";\r\n cell.top = tops[x] + \"px\";\r\n cell.width = widths[y] + \"px\";\r\n cell.height = heights[x] + \"px\";\r\n cell._left.ignoreAdaptiveScaling = true;\r\n cell._top.ignoreAdaptiveScaling = true;\r\n cell._width.ignoreAdaptiveScaling = true;\r\n cell._height.ignoreAdaptiveScaling = true;\r\n }\r\n });\r\n _super.prototype._additionalProcessing.call(this, parentMeasure, context);\r\n };\r\n Grid.prototype._flagDescendantsAsMatrixDirty = function () {\r\n for (var key in this._cells) {\r\n if (!this._cells.hasOwnProperty(key)) {\r\n continue;\r\n }\r\n var child = this._cells[key];\r\n child._markMatrixAsDirty();\r\n }\r\n };\r\n Grid.prototype._renderHighlightSpecific = function (context) {\r\n var _this = this;\r\n _super.prototype._renderHighlightSpecific.call(this, context);\r\n this._getGridDefinitions(function (lefts, tops, widths, heights) {\r\n // Columns\r\n for (var index = 0; index < lefts.length; index++) {\r\n var left = _this._currentMeasure.left + lefts[index] + widths[index];\r\n context.beginPath();\r\n context.moveTo(left, _this._currentMeasure.top);\r\n context.lineTo(left, _this._currentMeasure.top + _this._currentMeasure.height);\r\n context.stroke();\r\n }\r\n // Rows\r\n for (var index = 0; index < tops.length; index++) {\r\n var top_1 = _this._currentMeasure.top + tops[index] + heights[index];\r\n context.beginPath();\r\n context.moveTo(_this._currentMeasure.left, top_1);\r\n context.lineTo(_this._currentMeasure.left + _this._currentMeasure.width, top_1);\r\n context.stroke();\r\n }\r\n });\r\n context.restore();\r\n };\r\n /** Releases associated resources */\r\n Grid.prototype.dispose = function () {\r\n _super.prototype.dispose.call(this);\r\n for (var _i = 0, _a = this._childControls; _i < _a.length; _i++) {\r\n var control = _a[_i];\r\n control.dispose();\r\n }\r\n this._childControls = [];\r\n };\r\n return Grid;\r\n}(Container));\r\nexport { Grid };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.Grid\"] = Grid;\r\n//# sourceMappingURL=grid.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { Control } from \"./control\";\r\nimport { InputText } from \"./inputText\";\r\nimport { Rectangle } from \"./rectangle\";\r\nimport { Button } from \"./button\";\r\nimport { Grid } from \"./grid\";\r\nimport { TextBlock } from \"../controls/textBlock\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\nimport { Color3 } from '@babylonjs/core/Maths/math.color';\r\n/** Class used to create color pickers */\r\nvar ColorPicker = /** @class */ (function (_super) {\r\n __extends(ColorPicker, _super);\r\n /**\r\n * Creates a new ColorPicker\r\n * @param name defines the control name\r\n */\r\n function ColorPicker(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._value = Color3.Red();\r\n _this._tmpColor = new Color3();\r\n _this._pointerStartedOnSquare = false;\r\n _this._pointerStartedOnWheel = false;\r\n _this._squareLeft = 0;\r\n _this._squareTop = 0;\r\n _this._squareSize = 0;\r\n _this._h = 360;\r\n _this._s = 1;\r\n _this._v = 1;\r\n _this._lastPointerDownID = -1;\r\n /**\r\n * Observable raised when the value changes\r\n */\r\n _this.onValueChangedObservable = new Observable();\r\n // Events\r\n _this._pointerIsDown = false;\r\n _this.value = new Color3(.88, .1, .1);\r\n _this.size = \"200px\";\r\n _this.isPointerBlocker = true;\r\n return _this;\r\n }\r\n Object.defineProperty(ColorPicker.prototype, \"value\", {\r\n /** Gets or sets the color of the color picker */\r\n get: function () {\r\n return this._value;\r\n },\r\n set: function (value) {\r\n if (this._value.equals(value)) {\r\n return;\r\n }\r\n this._value.copyFrom(value);\r\n this._value.toHSVToRef(this._tmpColor);\r\n this._h = this._tmpColor.r;\r\n this._s = Math.max(this._tmpColor.g, 0.00001);\r\n this._v = Math.max(this._tmpColor.b, 0.00001);\r\n this._markAsDirty();\r\n if (this._value.r <= ColorPicker._Epsilon) {\r\n this._value.r = 0;\r\n }\r\n if (this._value.g <= ColorPicker._Epsilon) {\r\n this._value.g = 0;\r\n }\r\n if (this._value.b <= ColorPicker._Epsilon) {\r\n this._value.b = 0;\r\n }\r\n if (this._value.r >= 1.0 - ColorPicker._Epsilon) {\r\n this._value.r = 1.0;\r\n }\r\n if (this._value.g >= 1.0 - ColorPicker._Epsilon) {\r\n this._value.g = 1.0;\r\n }\r\n if (this._value.b >= 1.0 - ColorPicker._Epsilon) {\r\n this._value.b = 1.0;\r\n }\r\n this.onValueChangedObservable.notifyObservers(this._value);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorPicker.prototype, \"width\", {\r\n /**\r\n * Gets or sets control width\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._width.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._width.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._width.fromString(value)) {\r\n this._height.fromString(value);\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorPicker.prototype, \"height\", {\r\n /**\r\n * Gets or sets control height\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._height.toString(this._host);\r\n },\r\n /** Gets or sets control height */\r\n set: function (value) {\r\n if (this._height.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._height.fromString(value)) {\r\n this._width.fromString(value);\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorPicker.prototype, \"size\", {\r\n /** Gets or sets control size */\r\n get: function () {\r\n return this.width;\r\n },\r\n set: function (value) {\r\n this.width = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n ColorPicker.prototype._getTypeName = function () {\r\n return \"ColorPicker\";\r\n };\r\n /** @hidden */\r\n ColorPicker.prototype._preMeasure = function (parentMeasure, context) {\r\n if (parentMeasure.width < parentMeasure.height) {\r\n this._currentMeasure.height = parentMeasure.width;\r\n }\r\n else {\r\n this._currentMeasure.width = parentMeasure.height;\r\n }\r\n };\r\n ColorPicker.prototype._updateSquareProps = function () {\r\n var radius = Math.min(this._currentMeasure.width, this._currentMeasure.height) * .5;\r\n var wheelThickness = radius * .2;\r\n var innerDiameter = (radius - wheelThickness) * 2;\r\n var squareSize = innerDiameter / (Math.sqrt(2));\r\n var offset = radius - squareSize * .5;\r\n this._squareLeft = this._currentMeasure.left + offset;\r\n this._squareTop = this._currentMeasure.top + offset;\r\n this._squareSize = squareSize;\r\n };\r\n ColorPicker.prototype._drawGradientSquare = function (hueValue, left, top, width, height, context) {\r\n var lgh = context.createLinearGradient(left, top, width + left, top);\r\n lgh.addColorStop(0, '#fff');\r\n lgh.addColorStop(1, 'hsl(' + hueValue + ', 100%, 50%)');\r\n context.fillStyle = lgh;\r\n context.fillRect(left, top, width, height);\r\n var lgv = context.createLinearGradient(left, top, left, height + top);\r\n lgv.addColorStop(0, 'rgba(0,0,0,0)');\r\n lgv.addColorStop(1, '#000');\r\n context.fillStyle = lgv;\r\n context.fillRect(left, top, width, height);\r\n };\r\n ColorPicker.prototype._drawCircle = function (centerX, centerY, radius, context) {\r\n context.beginPath();\r\n context.arc(centerX, centerY, radius + 1, 0, 2 * Math.PI, false);\r\n context.lineWidth = 3;\r\n context.strokeStyle = '#333333';\r\n context.stroke();\r\n context.beginPath();\r\n context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);\r\n context.lineWidth = 3;\r\n context.strokeStyle = '#ffffff';\r\n context.stroke();\r\n };\r\n ColorPicker.prototype._createColorWheelCanvas = function (radius, thickness) {\r\n var canvas = document.createElement(\"canvas\");\r\n canvas.width = radius * 2;\r\n canvas.height = radius * 2;\r\n var context = canvas.getContext(\"2d\");\r\n var image = context.getImageData(0, 0, radius * 2, radius * 2);\r\n var data = image.data;\r\n var color = this._tmpColor;\r\n var maxDistSq = radius * radius;\r\n var innerRadius = radius - thickness;\r\n var minDistSq = innerRadius * innerRadius;\r\n for (var x = -radius; x < radius; x++) {\r\n for (var y = -radius; y < radius; y++) {\r\n var distSq = x * x + y * y;\r\n if (distSq > maxDistSq || distSq < minDistSq) {\r\n continue;\r\n }\r\n var dist = Math.sqrt(distSq);\r\n var ang = Math.atan2(y, x);\r\n Color3.HSVtoRGBToRef(ang * 180 / Math.PI + 180, dist / radius, 1, color);\r\n var index = ((x + radius) + ((y + radius) * 2 * radius)) * 4;\r\n data[index] = color.r * 255;\r\n data[index + 1] = color.g * 255;\r\n data[index + 2] = color.b * 255;\r\n var alphaRatio = (dist - innerRadius) / (radius - innerRadius);\r\n //apply less alpha to bigger color pickers\r\n var alphaAmount = .2;\r\n var maxAlpha = .2;\r\n var minAlpha = .04;\r\n var lowerRadius = 50;\r\n var upperRadius = 150;\r\n if (radius < lowerRadius) {\r\n alphaAmount = maxAlpha;\r\n }\r\n else if (radius > upperRadius) {\r\n alphaAmount = minAlpha;\r\n }\r\n else {\r\n alphaAmount = (minAlpha - maxAlpha) * (radius - lowerRadius) / (upperRadius - lowerRadius) + maxAlpha;\r\n }\r\n var alphaRatio = (dist - innerRadius) / (radius - innerRadius);\r\n if (alphaRatio < alphaAmount) {\r\n data[index + 3] = 255 * (alphaRatio / alphaAmount);\r\n }\r\n else if (alphaRatio > 1 - alphaAmount) {\r\n data[index + 3] = 255 * (1.0 - ((alphaRatio - (1 - alphaAmount)) / alphaAmount));\r\n }\r\n else {\r\n data[index + 3] = 255;\r\n }\r\n }\r\n }\r\n context.putImageData(image, 0, 0);\r\n return canvas;\r\n };\r\n /** @hidden */\r\n ColorPicker.prototype._draw = function (context) {\r\n context.save();\r\n this._applyStates(context);\r\n var radius = Math.min(this._currentMeasure.width, this._currentMeasure.height) * .5;\r\n var wheelThickness = radius * .2;\r\n var left = this._currentMeasure.left;\r\n var top = this._currentMeasure.top;\r\n if (!this._colorWheelCanvas || this._colorWheelCanvas.width != radius * 2) {\r\n this._colorWheelCanvas = this._createColorWheelCanvas(radius, wheelThickness);\r\n }\r\n this._updateSquareProps();\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n context.fillRect(this._squareLeft, this._squareTop, this._squareSize, this._squareSize);\r\n }\r\n context.drawImage(this._colorWheelCanvas, left, top);\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowBlur = 0;\r\n context.shadowOffsetX = 0;\r\n context.shadowOffsetY = 0;\r\n }\r\n this._drawGradientSquare(this._h, this._squareLeft, this._squareTop, this._squareSize, this._squareSize, context);\r\n var cx = this._squareLeft + this._squareSize * this._s;\r\n var cy = this._squareTop + this._squareSize * (1 - this._v);\r\n this._drawCircle(cx, cy, radius * .04, context);\r\n var dist = radius - wheelThickness * .5;\r\n cx = left + radius + Math.cos((this._h - 180) * Math.PI / 180) * dist;\r\n cy = top + radius + Math.sin((this._h - 180) * Math.PI / 180) * dist;\r\n this._drawCircle(cx, cy, wheelThickness * .35, context);\r\n context.restore();\r\n };\r\n ColorPicker.prototype._updateValueFromPointer = function (x, y) {\r\n if (this._pointerStartedOnWheel) {\r\n var radius = Math.min(this._currentMeasure.width, this._currentMeasure.height) * .5;\r\n var centerX = radius + this._currentMeasure.left;\r\n var centerY = radius + this._currentMeasure.top;\r\n this._h = Math.atan2(y - centerY, x - centerX) * 180 / Math.PI + 180;\r\n }\r\n else if (this._pointerStartedOnSquare) {\r\n this._updateSquareProps();\r\n this._s = (x - this._squareLeft) / this._squareSize;\r\n this._v = 1 - (y - this._squareTop) / this._squareSize;\r\n this._s = Math.min(this._s, 1);\r\n this._s = Math.max(this._s, ColorPicker._Epsilon);\r\n this._v = Math.min(this._v, 1);\r\n this._v = Math.max(this._v, ColorPicker._Epsilon);\r\n }\r\n Color3.HSVtoRGBToRef(this._h, this._s, this._v, this._tmpColor);\r\n this.value = this._tmpColor;\r\n };\r\n ColorPicker.prototype._isPointOnSquare = function (x, y) {\r\n this._updateSquareProps();\r\n var left = this._squareLeft;\r\n var top = this._squareTop;\r\n var size = this._squareSize;\r\n if (x >= left && x <= left + size &&\r\n y >= top && y <= top + size) {\r\n return true;\r\n }\r\n return false;\r\n };\r\n ColorPicker.prototype._isPointOnWheel = function (x, y) {\r\n var radius = Math.min(this._currentMeasure.width, this._currentMeasure.height) * .5;\r\n var centerX = radius + this._currentMeasure.left;\r\n var centerY = radius + this._currentMeasure.top;\r\n var wheelThickness = radius * .2;\r\n var innerRadius = radius - wheelThickness;\r\n var radiusSq = radius * radius;\r\n var innerRadiusSq = innerRadius * innerRadius;\r\n var dx = x - centerX;\r\n var dy = y - centerY;\r\n var distSq = dx * dx + dy * dy;\r\n if (distSq <= radiusSq && distSq >= innerRadiusSq) {\r\n return true;\r\n }\r\n return false;\r\n };\r\n ColorPicker.prototype._onPointerDown = function (target, coordinates, pointerId, buttonIndex) {\r\n if (!_super.prototype._onPointerDown.call(this, target, coordinates, pointerId, buttonIndex)) {\r\n return false;\r\n }\r\n this._pointerIsDown = true;\r\n this._pointerStartedOnSquare = false;\r\n this._pointerStartedOnWheel = false;\r\n // Invert transform\r\n this._invertTransformMatrix.transformCoordinates(coordinates.x, coordinates.y, this._transformedPosition);\r\n var x = this._transformedPosition.x;\r\n var y = this._transformedPosition.y;\r\n if (this._isPointOnSquare(x, y)) {\r\n this._pointerStartedOnSquare = true;\r\n }\r\n else if (this._isPointOnWheel(x, y)) {\r\n this._pointerStartedOnWheel = true;\r\n }\r\n this._updateValueFromPointer(x, y);\r\n this._host._capturingControl[pointerId] = this;\r\n this._lastPointerDownID = pointerId;\r\n return true;\r\n };\r\n ColorPicker.prototype._onPointerMove = function (target, coordinates, pointerId) {\r\n // Only listen to pointer move events coming from the last pointer to click on the element (To support dual vr controller interaction)\r\n if (pointerId != this._lastPointerDownID) {\r\n return;\r\n }\r\n // Invert transform\r\n this._invertTransformMatrix.transformCoordinates(coordinates.x, coordinates.y, this._transformedPosition);\r\n var x = this._transformedPosition.x;\r\n var y = this._transformedPosition.y;\r\n if (this._pointerIsDown) {\r\n this._updateValueFromPointer(x, y);\r\n }\r\n _super.prototype._onPointerMove.call(this, target, coordinates, pointerId);\r\n };\r\n ColorPicker.prototype._onPointerUp = function (target, coordinates, pointerId, buttonIndex, notifyClick) {\r\n this._pointerIsDown = false;\r\n delete this._host._capturingControl[pointerId];\r\n _super.prototype._onPointerUp.call(this, target, coordinates, pointerId, buttonIndex, notifyClick);\r\n };\r\n /**\r\n * This function expands the color picker by creating a color picker dialog with manual\r\n * color value input and the ability to save colors into an array to be used later in\r\n * subsequent launches of the dialogue.\r\n * @param advancedTexture defines the AdvancedDynamicTexture the dialog is assigned to\r\n * @param options defines size for dialog and options for saved colors. Also accepts last color picked as hex string and saved colors array as hex strings.\r\n * @returns picked color as a hex string and the saved colors array as hex strings.\r\n */\r\n ColorPicker.ShowPickerDialogAsync = function (advancedTexture, options) {\r\n return new Promise(function (resolve, reject) {\r\n // Default options\r\n options.pickerWidth = options.pickerWidth || \"640px\";\r\n options.pickerHeight = options.pickerHeight || \"400px\";\r\n options.headerHeight = options.headerHeight || \"35px\";\r\n options.lastColor = options.lastColor || \"#000000\";\r\n options.swatchLimit = options.swatchLimit || 20;\r\n options.numSwatchesPerLine = options.numSwatchesPerLine || 10;\r\n // Window size settings\r\n var drawerMaxRows = options.swatchLimit / options.numSwatchesPerLine;\r\n var rawSwatchSize = parseFloat(options.pickerWidth) / options.numSwatchesPerLine;\r\n var gutterSize = Math.floor(rawSwatchSize * 0.25);\r\n var colGutters = gutterSize * (options.numSwatchesPerLine + 1);\r\n var swatchSize = Math.floor((parseFloat(options.pickerWidth) - colGutters) / options.numSwatchesPerLine);\r\n var drawerMaxSize = (swatchSize * drawerMaxRows) + (gutterSize * (drawerMaxRows + 1));\r\n var containerSize = (parseInt(options.pickerHeight) + drawerMaxSize + Math.floor(swatchSize * 0.25)).toString() + \"px\";\r\n // Button Colors\r\n var buttonColor = \"#c0c0c0\";\r\n var buttonBackgroundColor = \"#535353\";\r\n var buttonBackgroundHoverColor = \"#414141\";\r\n var buttonBackgroundClickColor = \"515151\";\r\n var buttonDisabledColor = \"#555555\";\r\n var buttonDisabledBackgroundColor = \"#454545\";\r\n var currentSwatchesOutlineColor = \"#404040\";\r\n var luminanceLimitColor = Color3.FromHexString(\"#dddddd\");\r\n var luminanceLimit = luminanceLimitColor.r + luminanceLimitColor.g + luminanceLimitColor.b;\r\n var iconColorDark = \"#aaaaaa\";\r\n var iconColorLight = \"#ffffff\";\r\n var closeIconColor;\r\n // Button settings\r\n var buttonFontSize;\r\n var butEdit;\r\n var buttonWidth;\r\n var buttonHeight;\r\n // Input Text Colors\r\n var inputFieldLabels = [\"R\", \"G\", \"B\"];\r\n var inputTextBackgroundColor = \"#454545\";\r\n var inputTextColor = \"#f0f0f0\";\r\n // This is the current color as set by either the picker or by entering a value\r\n var currentColor;\r\n // This int is used for naming swatches and serves as the index for calling them from the list\r\n var swatchNumber;\r\n // Menu Panel options. We need to know if the swatchDrawer exists so we can create it if needed.\r\n var swatchDrawer;\r\n var editSwatchMode = false;\r\n // Color InputText fields that will be updated upon value change\r\n var picker;\r\n var rValInt;\r\n var gValInt;\r\n var bValInt;\r\n var rValDec;\r\n var gValDec;\r\n var bValDec;\r\n var hexVal;\r\n var newSwatch;\r\n var lastVal;\r\n var activeField;\r\n /**\r\n * Will update all values for InputText and ColorPicker controls based on the BABYLON.Color3 passed to this function.\r\n * Each InputText control and the ColorPicker control will be tested to see if they are the activeField and if they\r\n * are will receive no update. This is to prevent the input from the user being overwritten.\r\n */\r\n function updateValues(value, inputField) {\r\n activeField = inputField;\r\n var pickedColor = value.toHexString();\r\n newSwatch.background = pickedColor;\r\n if (rValInt.name != activeField) {\r\n rValInt.text = Math.floor(value.r * 255).toString();\r\n }\r\n if (gValInt.name != activeField) {\r\n gValInt.text = Math.floor(value.g * 255).toString();\r\n }\r\n if (bValInt.name != activeField) {\r\n bValInt.text = Math.floor(value.b * 255).toString();\r\n }\r\n if (rValDec.name != activeField) {\r\n rValDec.text = value.r.toString();\r\n }\r\n if (gValDec.name != activeField) {\r\n gValDec.text = value.g.toString();\r\n }\r\n if (bValDec.name != activeField) {\r\n bValDec.text = value.b.toString();\r\n }\r\n if (hexVal.name != activeField) {\r\n var minusPound = pickedColor.split(\"#\");\r\n hexVal.text = minusPound[1];\r\n }\r\n if (picker.name != activeField) {\r\n picker.value = value;\r\n }\r\n }\r\n // When the user enters an integer for R, G, or B we check to make sure it is a valid number and replace if not.\r\n function updateInt(field, channel) {\r\n var newValue = field.text;\r\n var checkVal = /[^0-9]/g.test(newValue);\r\n if (checkVal) {\r\n field.text = lastVal;\r\n return;\r\n }\r\n else {\r\n if (newValue != \"\") {\r\n if (Math.floor(parseInt(newValue)) < 0) {\r\n newValue = \"0\";\r\n }\r\n else if (Math.floor(parseInt(newValue)) > 255) {\r\n newValue = \"255\";\r\n }\r\n else if (isNaN(parseInt(newValue))) {\r\n newValue = \"0\";\r\n }\r\n }\r\n if (activeField == field.name) {\r\n lastVal = newValue;\r\n }\r\n }\r\n if (newValue != \"\") {\r\n newValue = parseInt(newValue).toString();\r\n field.text = newValue;\r\n var newSwatchRGB = Color3.FromHexString(newSwatch.background);\r\n if (activeField == field.name) {\r\n if (channel == \"r\") {\r\n updateValues(new Color3((parseInt(newValue)) / 255, newSwatchRGB.g, newSwatchRGB.b), field.name);\r\n }\r\n else if (channel == \"g\") {\r\n updateValues(new Color3(newSwatchRGB.r, (parseInt(newValue)) / 255, newSwatchRGB.b), field.name);\r\n }\r\n else {\r\n updateValues(new Color3(newSwatchRGB.r, newSwatchRGB.g, (parseInt(newValue)) / 255), field.name);\r\n }\r\n }\r\n }\r\n }\r\n // When the user enters a float for R, G, or B we check to make sure it is a valid number and replace if not.\r\n function updateFloat(field, channel) {\r\n var newValue = field.text;\r\n var checkVal = /[^0-9\\.]/g.test(newValue);\r\n if (checkVal) {\r\n field.text = lastVal;\r\n return;\r\n }\r\n else {\r\n if (newValue != \"\" && newValue != \".\" && parseFloat(newValue) != 0) {\r\n if (parseFloat(newValue) < 0.0) {\r\n newValue = \"0.0\";\r\n }\r\n else if (parseFloat(newValue) > 1.0) {\r\n newValue = \"1.0\";\r\n }\r\n else if (isNaN(parseFloat(newValue))) {\r\n newValue = \"0.0\";\r\n }\r\n }\r\n if (activeField == field.name) {\r\n lastVal = newValue;\r\n }\r\n }\r\n if (newValue != \"\" && newValue != \".\" && parseFloat(newValue) != 0) {\r\n newValue = parseFloat(newValue).toString();\r\n field.text = newValue;\r\n }\r\n else {\r\n newValue = \"0.0\";\r\n }\r\n var newSwatchRGB = Color3.FromHexString(newSwatch.background);\r\n if (activeField == field.name) {\r\n if (channel == \"r\") {\r\n updateValues(new Color3(parseFloat(newValue), newSwatchRGB.g, newSwatchRGB.b), field.name);\r\n }\r\n else if (channel == \"g\") {\r\n updateValues(new Color3(newSwatchRGB.r, parseFloat(newValue), newSwatchRGB.b), field.name);\r\n }\r\n else {\r\n updateValues(new Color3(newSwatchRGB.r, newSwatchRGB.g, parseFloat(newValue)), field.name);\r\n }\r\n }\r\n }\r\n // Removes the current index from the savedColors array. Drawer can then be regenerated.\r\n function deleteSwatch(index) {\r\n if (options.savedColors) {\r\n options.savedColors.splice(index, 1);\r\n }\r\n if (options.savedColors && options.savedColors.length == 0) {\r\n setEditButtonVisibility(false);\r\n editSwatchMode = false;\r\n }\r\n }\r\n // Creates and styles an individual swatch when updateSwatches is called.\r\n function createSwatch() {\r\n if (options.savedColors && options.savedColors[swatchNumber]) {\r\n if (editSwatchMode) {\r\n var icon = \"b\";\r\n }\r\n else {\r\n var icon = \"\";\r\n }\r\n var swatch = Button.CreateSimpleButton(\"Swatch_\" + swatchNumber, icon);\r\n swatch.fontFamily = \"BabylonJSglyphs\";\r\n var swatchColor = Color3.FromHexString(options.savedColors[swatchNumber]);\r\n var swatchLuminence = swatchColor.r + swatchColor.g + swatchColor.b;\r\n // Set color of outline and textBlock based on luminance of the color swatch so feedback always visible\r\n if (swatchLuminence > luminanceLimit) {\r\n swatch.color = iconColorDark;\r\n }\r\n else {\r\n swatch.color = iconColorLight;\r\n }\r\n swatch.fontSize = Math.floor(swatchSize * 0.7);\r\n swatch.textBlock.verticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;\r\n swatch.height = swatch.width = (swatchSize).toString() + \"px\";\r\n swatch.background = options.savedColors[swatchNumber];\r\n swatch.thickness = 2;\r\n var metadata_1 = swatchNumber;\r\n swatch.pointerDownAnimation = function () {\r\n swatch.thickness = 4;\r\n };\r\n swatch.pointerUpAnimation = function () {\r\n swatch.thickness = 3;\r\n };\r\n swatch.pointerEnterAnimation = function () {\r\n swatch.thickness = 3;\r\n };\r\n swatch.pointerOutAnimation = function () {\r\n swatch.thickness = 2;\r\n };\r\n swatch.onPointerClickObservable.add(function () {\r\n if (!editSwatchMode) {\r\n if (options.savedColors) {\r\n updateValues(Color3.FromHexString(options.savedColors[metadata_1]), swatch.name);\r\n }\r\n }\r\n else {\r\n deleteSwatch(metadata_1);\r\n updateSwatches(\"\", butSave);\r\n }\r\n });\r\n return swatch;\r\n }\r\n else {\r\n return null;\r\n }\r\n }\r\n // Mode switch to render button text and close symbols on swatch controls\r\n function editSwatches(mode) {\r\n if (mode !== undefined) {\r\n editSwatchMode = mode;\r\n }\r\n if (editSwatchMode) {\r\n for (var i = 0; i < swatchDrawer.children.length; i++) {\r\n var thisButton = swatchDrawer.children[i];\r\n thisButton.textBlock.text = \"b\";\r\n }\r\n if (butEdit !== undefined) {\r\n butEdit.textBlock.text = \"Done\";\r\n }\r\n }\r\n else {\r\n for (var i = 0; i < swatchDrawer.children.length; i++) {\r\n var thisButton = swatchDrawer.children[i];\r\n thisButton.textBlock.text = \"\";\r\n }\r\n if (butEdit !== undefined) {\r\n butEdit.textBlock.text = \"Edit\";\r\n }\r\n }\r\n }\r\n /**\r\n * When Save Color button is pressed this function will first create a swatch drawer if one is not already\r\n * made. Then all controls are removed from the drawer and we step through the savedColors array and\r\n * creates one swatch per color. It will also set the height of the drawer control based on how many\r\n * saved colors there are and how many can be stored per row.\r\n */\r\n function updateSwatches(color, button) {\r\n if (options.savedColors) {\r\n if (color != \"\") {\r\n options.savedColors.push(color);\r\n }\r\n swatchNumber = 0;\r\n swatchDrawer.clearControls();\r\n var rowCount = Math.ceil(options.savedColors.length / options.numSwatchesPerLine);\r\n if (rowCount == 0) {\r\n var gutterCount = 0;\r\n }\r\n else {\r\n var gutterCount = rowCount + 1;\r\n }\r\n if (swatchDrawer.rowCount != rowCount + gutterCount) {\r\n var currentRows = swatchDrawer.rowCount;\r\n for (var i = 0; i < currentRows; i++) {\r\n swatchDrawer.removeRowDefinition(0);\r\n }\r\n for (var i = 0; i < rowCount + gutterCount; i++) {\r\n if (i % 2) {\r\n swatchDrawer.addRowDefinition(swatchSize, true);\r\n }\r\n else {\r\n swatchDrawer.addRowDefinition(gutterSize, true);\r\n }\r\n }\r\n }\r\n swatchDrawer.height = ((swatchSize * rowCount) + (gutterCount * gutterSize)).toString() + \"px\";\r\n for (var y = 1, thisRow = 1; y < rowCount + gutterCount; y += 2, thisRow++) {\r\n // Determine number of buttons to create per row based on the button limit per row and number of saved colors\r\n if (options.savedColors.length > thisRow * options.numSwatchesPerLine) {\r\n var totalButtonsThisRow = options.numSwatchesPerLine;\r\n }\r\n else {\r\n var totalButtonsThisRow = options.savedColors.length - ((thisRow - 1) * options.numSwatchesPerLine);\r\n }\r\n var buttonIterations = (Math.min(Math.max(totalButtonsThisRow, 0), options.numSwatchesPerLine));\r\n for (var x = 0, w = 1; x < buttonIterations; x++) {\r\n if (x > options.numSwatchesPerLine) {\r\n continue;\r\n }\r\n var swatch = createSwatch();\r\n if (swatch != null) {\r\n swatchDrawer.addControl(swatch, y, w);\r\n w += 2;\r\n swatchNumber++;\r\n }\r\n else {\r\n continue;\r\n }\r\n }\r\n }\r\n if (options.savedColors.length >= options.swatchLimit) {\r\n disableButton(button, true);\r\n }\r\n else {\r\n disableButton(button, false);\r\n }\r\n }\r\n }\r\n // Shows or hides edit swatches button depending on if there are saved swatches\r\n function setEditButtonVisibility(enableButton) {\r\n if (enableButton) {\r\n butEdit = Button.CreateSimpleButton(\"butEdit\", \"Edit\");\r\n butEdit.width = buttonWidth;\r\n butEdit.height = buttonHeight;\r\n butEdit.left = (Math.floor(parseInt(buttonWidth) * 0.1)).toString() + \"px\";\r\n butEdit.top = (parseFloat(butEdit.left) * -1).toString() + \"px\";\r\n butEdit.verticalAlignment = Control.VERTICAL_ALIGNMENT_BOTTOM;\r\n butEdit.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n butEdit.thickness = 2;\r\n butEdit.color = buttonColor;\r\n butEdit.fontSize = buttonFontSize;\r\n butEdit.background = buttonBackgroundColor;\r\n butEdit.onPointerEnterObservable.add(function () {\r\n butEdit.background = buttonBackgroundHoverColor;\r\n });\r\n butEdit.onPointerOutObservable.add(function () {\r\n butEdit.background = buttonBackgroundColor;\r\n });\r\n butEdit.pointerDownAnimation = function () {\r\n butEdit.background = buttonBackgroundClickColor;\r\n };\r\n butEdit.pointerUpAnimation = function () {\r\n butEdit.background = buttonBackgroundHoverColor;\r\n };\r\n butEdit.onPointerClickObservable.add(function () {\r\n if (editSwatchMode) {\r\n editSwatchMode = false;\r\n }\r\n else {\r\n editSwatchMode = true;\r\n }\r\n editSwatches();\r\n });\r\n pickerGrid.addControl(butEdit, 1, 0);\r\n }\r\n else {\r\n pickerGrid.removeControl(butEdit);\r\n }\r\n }\r\n // Called when the user hits the limit of saved colors in the drawer.\r\n function disableButton(button, disabled) {\r\n if (disabled) {\r\n button.color = buttonDisabledColor;\r\n button.background = buttonDisabledBackgroundColor;\r\n }\r\n else {\r\n button.color = buttonColor;\r\n button.background = buttonBackgroundColor;\r\n }\r\n }\r\n // Passes last chosen color back to scene and kills dialog by removing from AdvancedDynamicTexture\r\n function closePicker(color) {\r\n if (options.savedColors && options.savedColors.length > 0) {\r\n resolve({\r\n savedColors: options.savedColors,\r\n pickedColor: color\r\n });\r\n }\r\n else {\r\n resolve({\r\n pickedColor: color\r\n });\r\n }\r\n advancedTexture.removeControl(dialogContainer);\r\n }\r\n // Dialogue menu container which will contain both the main dialogue window and the swatch drawer which opens once a color is saved.\r\n var dialogContainer = new Grid();\r\n dialogContainer.name = \"Dialog Container\";\r\n dialogContainer.width = options.pickerWidth;\r\n if (options.savedColors) {\r\n dialogContainer.height = containerSize;\r\n var topRow = parseInt(options.pickerHeight) / parseInt(containerSize);\r\n dialogContainer.addRowDefinition(topRow, false);\r\n dialogContainer.addRowDefinition(1.0 - topRow, false);\r\n }\r\n else {\r\n dialogContainer.height = options.pickerHeight;\r\n dialogContainer.addRowDefinition(1.0, false);\r\n }\r\n advancedTexture.addControl(dialogContainer);\r\n // Swatch drawer which contains all saved color buttons\r\n if (options.savedColors) {\r\n swatchDrawer = new Grid();\r\n swatchDrawer.name = \"Swatch Drawer\";\r\n swatchDrawer.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n swatchDrawer.background = buttonBackgroundColor;\r\n swatchDrawer.width = options.pickerWidth;\r\n var initialRows = options.savedColors.length / options.numSwatchesPerLine;\r\n if (initialRows == 0) {\r\n var gutterCount = 0;\r\n }\r\n else {\r\n var gutterCount = initialRows + 1;\r\n }\r\n swatchDrawer.height = ((swatchSize * initialRows) + (gutterCount * gutterSize)).toString() + \"px\";\r\n swatchDrawer.top = Math.floor(swatchSize * 0.25).toString() + \"px\";\r\n for (var i = 0; i < (Math.ceil(options.savedColors.length / options.numSwatchesPerLine) * 2) + 1; i++) {\r\n if (i % 2 != 0) {\r\n swatchDrawer.addRowDefinition(swatchSize, true);\r\n }\r\n else {\r\n swatchDrawer.addRowDefinition(gutterSize, true);\r\n }\r\n }\r\n for (var i = 0; i < options.numSwatchesPerLine * 2 + 1; i++) {\r\n if (i % 2 != 0) {\r\n swatchDrawer.addColumnDefinition(swatchSize, true);\r\n }\r\n else {\r\n swatchDrawer.addColumnDefinition(gutterSize, true);\r\n }\r\n }\r\n dialogContainer.addControl(swatchDrawer, 1, 0);\r\n }\r\n // Picker container\r\n var pickerPanel = new Grid();\r\n pickerPanel.name = \"Picker Panel\";\r\n pickerPanel.height = options.pickerHeight;\r\n var panelHead = parseInt(options.headerHeight) / parseInt(options.pickerHeight);\r\n var pickerPanelRows = [panelHead, 1.0 - panelHead];\r\n pickerPanel.addRowDefinition(pickerPanelRows[0], false);\r\n pickerPanel.addRowDefinition(pickerPanelRows[1], false);\r\n dialogContainer.addControl(pickerPanel, 0, 0);\r\n // Picker container header\r\n var header = new Rectangle();\r\n header.name = \"Dialogue Header Bar\";\r\n header.background = \"#cccccc\";\r\n header.thickness = 0;\r\n pickerPanel.addControl(header, 0, 0);\r\n // Header close button\r\n var closeButton = Button.CreateSimpleButton(\"closeButton\", \"a\");\r\n closeButton.fontFamily = \"BabylonJSglyphs\";\r\n var headerColor3 = Color3.FromHexString(header.background);\r\n closeIconColor = new Color3(1.0 - headerColor3.r, 1.0 - headerColor3.g, 1.0 - headerColor3.b);\r\n closeButton.color = closeIconColor.toHexString();\r\n closeButton.fontSize = Math.floor(parseInt(options.headerHeight) * 0.6);\r\n closeButton.textBlock.textVerticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;\r\n closeButton.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_RIGHT;\r\n closeButton.height = closeButton.width = options.headerHeight;\r\n closeButton.background = header.background;\r\n closeButton.thickness = 0;\r\n closeButton.pointerDownAnimation = function () {\r\n };\r\n closeButton.pointerUpAnimation = function () {\r\n closeButton.background = header.background;\r\n };\r\n closeButton.pointerEnterAnimation = function () {\r\n closeButton.color = header.background;\r\n closeButton.background = \"red\";\r\n };\r\n closeButton.pointerOutAnimation = function () {\r\n closeButton.color = closeIconColor.toHexString();\r\n closeButton.background = header.background;\r\n };\r\n closeButton.onPointerClickObservable.add(function () {\r\n closePicker(currentSwatch.background);\r\n });\r\n pickerPanel.addControl(closeButton, 0, 0);\r\n // Dialog container body\r\n var dialogBody = new Grid();\r\n dialogBody.name = \"Dialogue Body\";\r\n dialogBody.background = buttonBackgroundColor;\r\n var dialogBodyCols = [0.4375, 0.5625];\r\n dialogBody.addRowDefinition(1.0, false);\r\n dialogBody.addColumnDefinition(dialogBodyCols[0], false);\r\n dialogBody.addColumnDefinition(dialogBodyCols[1], false);\r\n pickerPanel.addControl(dialogBody, 1, 0);\r\n // Picker grid\r\n var pickerGrid = new Grid();\r\n pickerGrid.name = \"Picker Grid\";\r\n pickerGrid.addRowDefinition(0.85, false);\r\n pickerGrid.addRowDefinition(0.15, false);\r\n dialogBody.addControl(pickerGrid, 0, 0);\r\n // Picker control\r\n picker = new ColorPicker();\r\n picker.name = \"GUI Color Picker\";\r\n if (options.pickerHeight < options.pickerWidth) {\r\n picker.width = 0.89;\r\n }\r\n else {\r\n picker.height = 0.89;\r\n }\r\n picker.value = Color3.FromHexString(options.lastColor);\r\n picker.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;\r\n picker.verticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;\r\n picker.onPointerDownObservable.add(function () {\r\n activeField = picker.name;\r\n lastVal = \"\";\r\n editSwatches(false);\r\n });\r\n picker.onValueChangedObservable.add(function (value) {\r\n if (activeField == picker.name) {\r\n updateValues(value, picker.name);\r\n }\r\n });\r\n pickerGrid.addControl(picker, 0, 0);\r\n // Picker body right quarant\r\n var pickerBodyRight = new Grid();\r\n pickerBodyRight.name = \"Dialogue Right Half\";\r\n pickerBodyRight.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n var pickerBodyRightRows = [0.514, 0.486];\r\n pickerBodyRight.addRowDefinition(pickerBodyRightRows[0], false);\r\n pickerBodyRight.addRowDefinition(pickerBodyRightRows[1], false);\r\n dialogBody.addControl(pickerBodyRight, 1, 1);\r\n // Picker container swatches and buttons\r\n var pickerSwatchesButtons = new Grid();\r\n pickerSwatchesButtons.name = \"Swatches and Buttons\";\r\n var pickerButtonsCol = [0.417, 0.583];\r\n pickerSwatchesButtons.addRowDefinition(1.0, false);\r\n pickerSwatchesButtons.addColumnDefinition(pickerButtonsCol[0], false);\r\n pickerSwatchesButtons.addColumnDefinition(pickerButtonsCol[1], false);\r\n pickerBodyRight.addControl(pickerSwatchesButtons, 0, 0);\r\n // Picker Swatches quadrant\r\n var pickerSwatches = new Grid();\r\n pickerSwatches.name = \"New and Current Swatches\";\r\n var pickeSwatchesRows = [0.04, 0.16, 0.64, 0.16];\r\n pickerSwatches.addRowDefinition(pickeSwatchesRows[0], false);\r\n pickerSwatches.addRowDefinition(pickeSwatchesRows[1], false);\r\n pickerSwatches.addRowDefinition(pickeSwatchesRows[2], false);\r\n pickerSwatches.addRowDefinition(pickeSwatchesRows[3], false);\r\n pickerSwatchesButtons.addControl(pickerSwatches, 0, 0);\r\n // Active swatches\r\n var activeSwatches = new Grid();\r\n activeSwatches.name = \"Active Swatches\";\r\n activeSwatches.width = 0.67;\r\n activeSwatches.addRowDefinition(0.5, false);\r\n activeSwatches.addRowDefinition(0.5, false);\r\n pickerSwatches.addControl(activeSwatches, 2, 0);\r\n var labelWidth = (Math.floor(parseInt(options.pickerWidth) * dialogBodyCols[1] * pickerButtonsCol[0] * 0.11));\r\n var labelHeight = (Math.floor(parseInt(options.pickerHeight) * pickerPanelRows[1] * pickerBodyRightRows[0] * pickeSwatchesRows[1] * 0.5));\r\n if (options.pickerWidth > options.pickerHeight) {\r\n var labelTextSize = labelHeight;\r\n }\r\n else {\r\n var labelTextSize = labelWidth;\r\n }\r\n // New color swatch and previous color button\r\n var newText = new TextBlock();\r\n newText.text = \"new\";\r\n newText.name = \"New Color Label\";\r\n newText.color = buttonColor;\r\n newText.fontSize = labelTextSize;\r\n pickerSwatches.addControl(newText, 1, 0);\r\n newSwatch = new Rectangle();\r\n newSwatch.name = \"New Color Swatch\";\r\n newSwatch.background = options.lastColor;\r\n newSwatch.thickness = 0;\r\n activeSwatches.addControl(newSwatch, 0, 0);\r\n var currentSwatch = Button.CreateSimpleButton(\"currentSwatch\", \"\");\r\n currentSwatch.background = options.lastColor;\r\n currentSwatch.thickness = 0;\r\n currentSwatch.onPointerClickObservable.add(function () {\r\n var revertColor = Color3.FromHexString(currentSwatch.background);\r\n updateValues(revertColor, currentSwatch.name);\r\n editSwatches(false);\r\n });\r\n currentSwatch.pointerDownAnimation = function () { };\r\n currentSwatch.pointerUpAnimation = function () { };\r\n currentSwatch.pointerEnterAnimation = function () { };\r\n currentSwatch.pointerOutAnimation = function () { };\r\n activeSwatches.addControl(currentSwatch, 1, 0);\r\n var swatchOutline = new Rectangle();\r\n swatchOutline.name = \"Swatch Outline\";\r\n swatchOutline.width = 0.67;\r\n swatchOutline.thickness = 2;\r\n swatchOutline.color = currentSwatchesOutlineColor;\r\n swatchOutline.isHitTestVisible = false;\r\n pickerSwatches.addControl(swatchOutline, 2, 0);\r\n var currentText = new TextBlock();\r\n currentText.name = \"Current Color Label\";\r\n currentText.text = \"current\";\r\n currentText.color = buttonColor;\r\n currentText.fontSize = labelTextSize;\r\n pickerSwatches.addControl(currentText, 3, 0);\r\n // Buttons grid\r\n var buttonGrid = new Grid();\r\n buttonGrid.name = \"Button Grid\";\r\n buttonGrid.height = 0.8;\r\n var buttonGridRows = 1 / 3;\r\n buttonGrid.addRowDefinition(buttonGridRows, false);\r\n buttonGrid.addRowDefinition(buttonGridRows, false);\r\n buttonGrid.addRowDefinition(buttonGridRows, false);\r\n pickerSwatchesButtons.addControl(buttonGrid, 0, 1);\r\n // Determine pixel width and height for all buttons from overall panel dimensions\r\n buttonWidth = (Math.floor(parseInt(options.pickerWidth) * dialogBodyCols[1] * pickerButtonsCol[1] * 0.67)).toString() + \"px\";\r\n buttonHeight = (Math.floor(parseInt(options.pickerHeight) * pickerPanelRows[1] * pickerBodyRightRows[0] * (parseFloat(buttonGrid.height.toString()) / 100) * buttonGridRows * 0.7)).toString() + \"px\";\r\n // Determine button type size\r\n if (parseFloat(buttonWidth) > parseFloat(buttonHeight)) {\r\n buttonFontSize = Math.floor(parseFloat(buttonHeight) * 0.45);\r\n }\r\n else {\r\n buttonFontSize = Math.floor(parseFloat(buttonWidth) * 0.11);\r\n }\r\n // Panel Buttons\r\n var butOK = Button.CreateSimpleButton(\"butOK\", \"OK\");\r\n butOK.width = buttonWidth;\r\n butOK.height = buttonHeight;\r\n butOK.verticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;\r\n butOK.thickness = 2;\r\n butOK.color = buttonColor;\r\n butOK.fontSize = buttonFontSize;\r\n butOK.background = buttonBackgroundColor;\r\n butOK.onPointerEnterObservable.add(function () { butOK.background = buttonBackgroundHoverColor; });\r\n butOK.onPointerOutObservable.add(function () { butOK.background = buttonBackgroundColor; });\r\n butOK.pointerDownAnimation = function () {\r\n butOK.background = buttonBackgroundClickColor;\r\n };\r\n butOK.pointerUpAnimation = function () {\r\n butOK.background = buttonBackgroundHoverColor;\r\n };\r\n butOK.onPointerClickObservable.add(function () {\r\n editSwatches(false);\r\n closePicker(newSwatch.background);\r\n });\r\n buttonGrid.addControl(butOK, 0, 0);\r\n var butCancel = Button.CreateSimpleButton(\"butCancel\", \"Cancel\");\r\n butCancel.width = buttonWidth;\r\n butCancel.height = buttonHeight;\r\n butCancel.verticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;\r\n butCancel.thickness = 2;\r\n butCancel.color = buttonColor;\r\n butCancel.fontSize = buttonFontSize;\r\n butCancel.background = buttonBackgroundColor;\r\n butCancel.onPointerEnterObservable.add(function () { butCancel.background = buttonBackgroundHoverColor; });\r\n butCancel.onPointerOutObservable.add(function () { butCancel.background = buttonBackgroundColor; });\r\n butCancel.pointerDownAnimation = function () {\r\n butCancel.background = buttonBackgroundClickColor;\r\n };\r\n butCancel.pointerUpAnimation = function () {\r\n butCancel.background = buttonBackgroundHoverColor;\r\n };\r\n butCancel.onPointerClickObservable.add(function () {\r\n editSwatches(false);\r\n closePicker(currentSwatch.background);\r\n });\r\n buttonGrid.addControl(butCancel, 1, 0);\r\n if (options.savedColors) {\r\n var butSave = Button.CreateSimpleButton(\"butSave\", \"Save\");\r\n butSave.width = buttonWidth;\r\n butSave.height = buttonHeight;\r\n butSave.verticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;\r\n butSave.thickness = 2;\r\n butSave.fontSize = buttonFontSize;\r\n if (options.savedColors.length < options.swatchLimit) {\r\n butSave.color = buttonColor;\r\n butSave.background = buttonBackgroundColor;\r\n }\r\n else {\r\n disableButton(butSave, true);\r\n }\r\n butSave.onPointerEnterObservable.add(function () {\r\n if (options.savedColors) {\r\n if (options.savedColors.length < options.swatchLimit) {\r\n butSave.background = buttonBackgroundHoverColor;\r\n }\r\n }\r\n });\r\n butSave.onPointerOutObservable.add(function () {\r\n if (options.savedColors) {\r\n if (options.savedColors.length < options.swatchLimit) {\r\n butSave.background = buttonBackgroundColor;\r\n }\r\n }\r\n });\r\n butSave.pointerDownAnimation = function () {\r\n if (options.savedColors) {\r\n if (options.savedColors.length < options.swatchLimit) {\r\n butSave.background = buttonBackgroundClickColor;\r\n }\r\n }\r\n };\r\n butSave.pointerUpAnimation = function () {\r\n if (options.savedColors) {\r\n if (options.savedColors.length < options.swatchLimit) {\r\n butSave.background = buttonBackgroundHoverColor;\r\n }\r\n }\r\n };\r\n butSave.onPointerClickObservable.add(function () {\r\n if (options.savedColors) {\r\n if (options.savedColors.length == 0) {\r\n setEditButtonVisibility(true);\r\n }\r\n if (options.savedColors.length < options.swatchLimit) {\r\n updateSwatches(newSwatch.background, butSave);\r\n }\r\n editSwatches(false);\r\n }\r\n });\r\n if (options.savedColors.length > 0) {\r\n setEditButtonVisibility(true);\r\n }\r\n buttonGrid.addControl(butSave, 2, 0);\r\n }\r\n // Picker color values input\r\n var pickerColorValues = new Grid();\r\n pickerColorValues.name = \"Dialog Lower Right\";\r\n pickerColorValues.addRowDefinition(0.02, false);\r\n pickerColorValues.addRowDefinition(0.63, false);\r\n pickerColorValues.addRowDefinition(0.21, false);\r\n pickerColorValues.addRowDefinition(0.14, false);\r\n pickerBodyRight.addControl(pickerColorValues, 1, 0);\r\n // RGB values text boxes\r\n currentColor = Color3.FromHexString(options.lastColor);\r\n var rgbValuesQuadrant = new Grid();\r\n rgbValuesQuadrant.name = \"RGB Values\";\r\n rgbValuesQuadrant.width = 0.82;\r\n rgbValuesQuadrant.verticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;\r\n rgbValuesQuadrant.addRowDefinition(1 / 3, false);\r\n rgbValuesQuadrant.addRowDefinition(1 / 3, false);\r\n rgbValuesQuadrant.addRowDefinition(1 / 3, false);\r\n rgbValuesQuadrant.addColumnDefinition(0.1, false);\r\n rgbValuesQuadrant.addColumnDefinition(0.2, false);\r\n rgbValuesQuadrant.addColumnDefinition(0.7, false);\r\n pickerColorValues.addControl(rgbValuesQuadrant, 1, 0);\r\n for (var i = 0; i < inputFieldLabels.length; i++) {\r\n var labelText = new TextBlock();\r\n labelText.text = inputFieldLabels[i];\r\n labelText.color = buttonColor;\r\n labelText.fontSize = buttonFontSize;\r\n rgbValuesQuadrant.addControl(labelText, i, 0);\r\n }\r\n // Input fields for RGB values\r\n rValInt = new InputText();\r\n rValInt.width = 0.83;\r\n rValInt.height = 0.72;\r\n rValInt.name = \"rIntField\";\r\n rValInt.fontSize = buttonFontSize;\r\n rValInt.text = (currentColor.r * 255).toString();\r\n rValInt.color = inputTextColor;\r\n rValInt.background = inputTextBackgroundColor;\r\n rValInt.onFocusObservable.add(function () {\r\n activeField = rValInt.name;\r\n lastVal = rValInt.text;\r\n editSwatches(false);\r\n });\r\n rValInt.onBlurObservable.add(function () {\r\n if (rValInt.text == \"\") {\r\n rValInt.text = \"0\";\r\n }\r\n updateInt(rValInt, \"r\");\r\n if (activeField == rValInt.name) {\r\n activeField = \"\";\r\n }\r\n });\r\n rValInt.onTextChangedObservable.add(function () {\r\n if (activeField == rValInt.name) {\r\n updateInt(rValInt, \"r\");\r\n }\r\n });\r\n rgbValuesQuadrant.addControl(rValInt, 0, 1);\r\n gValInt = new InputText();\r\n gValInt.width = 0.83;\r\n gValInt.height = 0.72;\r\n gValInt.name = \"gIntField\";\r\n gValInt.fontSize = buttonFontSize;\r\n gValInt.text = (currentColor.g * 255).toString();\r\n gValInt.color = inputTextColor;\r\n gValInt.background = inputTextBackgroundColor;\r\n gValInt.onFocusObservable.add(function () {\r\n activeField = gValInt.name;\r\n lastVal = gValInt.text;\r\n editSwatches(false);\r\n });\r\n gValInt.onBlurObservable.add(function () {\r\n if (gValInt.text == \"\") {\r\n gValInt.text = \"0\";\r\n }\r\n updateInt(gValInt, \"g\");\r\n if (activeField == gValInt.name) {\r\n activeField = \"\";\r\n }\r\n });\r\n gValInt.onTextChangedObservable.add(function () {\r\n if (activeField == gValInt.name) {\r\n updateInt(gValInt, \"g\");\r\n }\r\n });\r\n rgbValuesQuadrant.addControl(gValInt, 1, 1);\r\n bValInt = new InputText();\r\n bValInt.width = 0.83;\r\n bValInt.height = 0.72;\r\n bValInt.name = \"bIntField\";\r\n bValInt.fontSize = buttonFontSize;\r\n bValInt.text = (currentColor.b * 255).toString();\r\n bValInt.color = inputTextColor;\r\n bValInt.background = inputTextBackgroundColor;\r\n bValInt.onFocusObservable.add(function () {\r\n activeField = bValInt.name;\r\n lastVal = bValInt.text;\r\n editSwatches(false);\r\n });\r\n bValInt.onBlurObservable.add(function () {\r\n if (bValInt.text == \"\") {\r\n bValInt.text = \"0\";\r\n }\r\n updateInt(bValInt, \"b\");\r\n if (activeField == bValInt.name) {\r\n activeField = \"\";\r\n }\r\n });\r\n bValInt.onTextChangedObservable.add(function () {\r\n if (activeField == bValInt.name) {\r\n updateInt(bValInt, \"b\");\r\n }\r\n });\r\n rgbValuesQuadrant.addControl(bValInt, 2, 1);\r\n rValDec = new InputText();\r\n rValDec.width = 0.95;\r\n rValDec.height = 0.72;\r\n rValDec.name = \"rDecField\";\r\n rValDec.fontSize = buttonFontSize;\r\n rValDec.text = currentColor.r.toString();\r\n rValDec.color = inputTextColor;\r\n rValDec.background = inputTextBackgroundColor;\r\n rValDec.onFocusObservable.add(function () {\r\n activeField = rValDec.name;\r\n lastVal = rValDec.text;\r\n editSwatches(false);\r\n });\r\n rValDec.onBlurObservable.add(function () {\r\n if (parseFloat(rValDec.text) == 0 || rValDec.text == \"\") {\r\n rValDec.text = \"0\";\r\n updateFloat(rValDec, \"r\");\r\n }\r\n if (activeField == rValDec.name) {\r\n activeField = \"\";\r\n }\r\n });\r\n rValDec.onTextChangedObservable.add(function () {\r\n if (activeField == rValDec.name) {\r\n updateFloat(rValDec, \"r\");\r\n }\r\n });\r\n rgbValuesQuadrant.addControl(rValDec, 0, 2);\r\n gValDec = new InputText();\r\n gValDec.width = 0.95;\r\n gValDec.height = 0.72;\r\n gValDec.name = \"gDecField\";\r\n gValDec.fontSize = buttonFontSize;\r\n gValDec.text = currentColor.g.toString();\r\n gValDec.color = inputTextColor;\r\n gValDec.background = inputTextBackgroundColor;\r\n gValDec.onFocusObservable.add(function () {\r\n activeField = gValDec.name;\r\n lastVal = gValDec.text;\r\n editSwatches(false);\r\n });\r\n gValDec.onBlurObservable.add(function () {\r\n if (parseFloat(gValDec.text) == 0 || gValDec.text == \"\") {\r\n gValDec.text = \"0\";\r\n updateFloat(gValDec, \"g\");\r\n }\r\n if (activeField == gValDec.name) {\r\n activeField = \"\";\r\n }\r\n });\r\n gValDec.onTextChangedObservable.add(function () {\r\n if (activeField == gValDec.name) {\r\n updateFloat(gValDec, \"g\");\r\n }\r\n });\r\n rgbValuesQuadrant.addControl(gValDec, 1, 2);\r\n bValDec = new InputText();\r\n bValDec.width = 0.95;\r\n bValDec.height = 0.72;\r\n bValDec.name = \"bDecField\";\r\n bValDec.fontSize = buttonFontSize;\r\n bValDec.text = currentColor.b.toString();\r\n bValDec.color = inputTextColor;\r\n bValDec.background = inputTextBackgroundColor;\r\n bValDec.onFocusObservable.add(function () {\r\n activeField = bValDec.name;\r\n lastVal = bValDec.text;\r\n editSwatches(false);\r\n });\r\n bValDec.onBlurObservable.add(function () {\r\n if (parseFloat(bValDec.text) == 0 || bValDec.text == \"\") {\r\n bValDec.text = \"0\";\r\n updateFloat(bValDec, \"b\");\r\n }\r\n if (activeField == bValDec.name) {\r\n activeField = \"\";\r\n }\r\n });\r\n bValDec.onTextChangedObservable.add(function () {\r\n if (activeField == bValDec.name) {\r\n updateFloat(bValDec, \"b\");\r\n }\r\n });\r\n rgbValuesQuadrant.addControl(bValDec, 2, 2);\r\n // Hex value input\r\n var hexValueQuadrant = new Grid();\r\n hexValueQuadrant.name = \"Hex Value\";\r\n hexValueQuadrant.width = 0.82;\r\n hexValueQuadrant.addRowDefinition(1.0, false);\r\n hexValueQuadrant.addColumnDefinition(0.1, false);\r\n hexValueQuadrant.addColumnDefinition(0.9, false);\r\n pickerColorValues.addControl(hexValueQuadrant, 2, 0);\r\n var labelText = new TextBlock();\r\n labelText.text = \"#\";\r\n labelText.color = buttonColor;\r\n labelText.fontSize = buttonFontSize;\r\n hexValueQuadrant.addControl(labelText, 0, 0);\r\n hexVal = new InputText();\r\n hexVal.width = 0.96;\r\n hexVal.height = 0.72;\r\n hexVal.name = \"hexField\";\r\n hexVal.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;\r\n hexVal.fontSize = buttonFontSize;\r\n var minusPound = options.lastColor.split(\"#\");\r\n hexVal.text = minusPound[1];\r\n hexVal.color = inputTextColor;\r\n hexVal.background = inputTextBackgroundColor;\r\n hexVal.onFocusObservable.add(function () {\r\n activeField = hexVal.name;\r\n lastVal = hexVal.text;\r\n editSwatches(false);\r\n });\r\n hexVal.onBlurObservable.add(function () {\r\n if (hexVal.text.length == 3) {\r\n var val = hexVal.text.split(\"\");\r\n hexVal.text = val[0] + val[0] + val[1] + val[1] + val[2] + val[2];\r\n }\r\n if (hexVal.text == \"\") {\r\n hexVal.text = \"000000\";\r\n updateValues(Color3.FromHexString(hexVal.text), \"b\");\r\n }\r\n if (activeField == hexVal.name) {\r\n activeField = \"\";\r\n }\r\n });\r\n hexVal.onTextChangedObservable.add(function () {\r\n var newHexValue = hexVal.text;\r\n var checkHex = /[^0-9A-F]/i.test(newHexValue);\r\n if ((hexVal.text.length > 6 || checkHex) && activeField == hexVal.name) {\r\n hexVal.text = lastVal;\r\n }\r\n else {\r\n if (hexVal.text.length < 6) {\r\n var leadingZero = 6 - hexVal.text.length;\r\n for (var i = 0; i < leadingZero; i++) {\r\n newHexValue = \"0\" + newHexValue;\r\n }\r\n }\r\n if (hexVal.text.length == 3) {\r\n var val = hexVal.text.split(\"\");\r\n newHexValue = val[0] + val[0] + val[1] + val[1] + val[2] + val[2];\r\n }\r\n newHexValue = \"#\" + newHexValue;\r\n if (activeField == hexVal.name) {\r\n lastVal = hexVal.text;\r\n updateValues(Color3.FromHexString(newHexValue), hexVal.name);\r\n }\r\n }\r\n });\r\n hexValueQuadrant.addControl(hexVal, 0, 1);\r\n if (options.savedColors && options.savedColors.length > 0) {\r\n updateSwatches(\"\", butSave);\r\n }\r\n });\r\n };\r\n ColorPicker._Epsilon = 0.000001;\r\n return ColorPicker;\r\n}(Control));\r\nexport { ColorPicker };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.ColorPicker\"] = ColorPicker;\r\n//# sourceMappingURL=colorpicker.js.map","import { __extends } from \"tslib\";\r\nimport { Container } from \"./container\";\r\nimport { Control } from \"./control\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/** Class used to create 2D ellipse containers */\r\nvar Ellipse = /** @class */ (function (_super) {\r\n __extends(Ellipse, _super);\r\n /**\r\n * Creates a new Ellipse\r\n * @param name defines the control name\r\n */\r\n function Ellipse(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._thickness = 1;\r\n return _this;\r\n }\r\n Object.defineProperty(Ellipse.prototype, \"thickness\", {\r\n /** Gets or sets border thickness */\r\n get: function () {\r\n return this._thickness;\r\n },\r\n set: function (value) {\r\n if (this._thickness === value) {\r\n return;\r\n }\r\n this._thickness = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Ellipse.prototype._getTypeName = function () {\r\n return \"Ellipse\";\r\n };\r\n Ellipse.prototype._localDraw = function (context) {\r\n context.save();\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n Control.drawEllipse(this._currentMeasure.left + this._currentMeasure.width / 2, this._currentMeasure.top + this._currentMeasure.height / 2, this._currentMeasure.width / 2 - this._thickness / 2, this._currentMeasure.height / 2 - this._thickness / 2, context);\r\n if (this._background) {\r\n context.fillStyle = this._background;\r\n context.fill();\r\n }\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowBlur = 0;\r\n context.shadowOffsetX = 0;\r\n context.shadowOffsetY = 0;\r\n }\r\n if (this._thickness) {\r\n if (this.color) {\r\n context.strokeStyle = this.color;\r\n }\r\n context.lineWidth = this._thickness;\r\n context.stroke();\r\n }\r\n context.restore();\r\n };\r\n Ellipse.prototype._additionalProcessing = function (parentMeasure, context) {\r\n _super.prototype._additionalProcessing.call(this, parentMeasure, context);\r\n this._measureForChildren.width -= 2 * this._thickness;\r\n this._measureForChildren.height -= 2 * this._thickness;\r\n this._measureForChildren.left += this._thickness;\r\n this._measureForChildren.top += this._thickness;\r\n };\r\n Ellipse.prototype._clipForChildren = function (context) {\r\n Control.drawEllipse(this._currentMeasure.left + this._currentMeasure.width / 2, this._currentMeasure.top + this._currentMeasure.height / 2, this._currentMeasure.width / 2, this._currentMeasure.height / 2, context);\r\n context.clip();\r\n };\r\n return Ellipse;\r\n}(Container));\r\nexport { Ellipse };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.Ellipse\"] = Ellipse;\r\n//# sourceMappingURL=ellipse.js.map","import { __extends } from \"tslib\";\r\nimport { InputText } from \"./inputText\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to create a password control\r\n */\r\nvar InputPassword = /** @class */ (function (_super) {\r\n __extends(InputPassword, _super);\r\n function InputPassword() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n InputPassword.prototype._beforeRenderText = function (text) {\r\n var txt = \"\";\r\n for (var i = 0; i < text.length; i++) {\r\n txt += \"\\u2022\";\r\n }\r\n return txt;\r\n };\r\n return InputPassword;\r\n}(InputText));\r\nexport { InputPassword };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.InputPassword\"] = InputPassword;\r\n//# sourceMappingURL=inputPassword.js.map","import { __extends } from \"tslib\";\r\nimport { Vector3, Matrix } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Tools } from \"@babylonjs/core/Misc/tools\";\r\nimport { Control } from \"./control\";\r\nimport { ValueAndUnit } from \"../valueAndUnit\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/** Class used to render 2D lines */\r\nvar Line = /** @class */ (function (_super) {\r\n __extends(Line, _super);\r\n /**\r\n * Creates a new Line\r\n * @param name defines the control name\r\n */\r\n function Line(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._lineWidth = 1;\r\n _this._x1 = new ValueAndUnit(0);\r\n _this._y1 = new ValueAndUnit(0);\r\n _this._x2 = new ValueAndUnit(0);\r\n _this._y2 = new ValueAndUnit(0);\r\n _this._dash = new Array();\r\n _this._automaticSize = true;\r\n _this.isHitTestVisible = false;\r\n _this._horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n _this._verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n return _this;\r\n }\r\n Object.defineProperty(Line.prototype, \"dash\", {\r\n /** Gets or sets the dash pattern */\r\n get: function () {\r\n return this._dash;\r\n },\r\n set: function (value) {\r\n if (this._dash === value) {\r\n return;\r\n }\r\n this._dash = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Line.prototype, \"connectedControl\", {\r\n /** Gets or sets the control connected with the line end */\r\n get: function () {\r\n return this._connectedControl;\r\n },\r\n set: function (value) {\r\n var _this = this;\r\n if (this._connectedControl === value) {\r\n return;\r\n }\r\n if (this._connectedControlDirtyObserver && this._connectedControl) {\r\n this._connectedControl.onDirtyObservable.remove(this._connectedControlDirtyObserver);\r\n this._connectedControlDirtyObserver = null;\r\n }\r\n if (value) {\r\n this._connectedControlDirtyObserver = value.onDirtyObservable.add(function () { return _this._markAsDirty(); });\r\n }\r\n this._connectedControl = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Line.prototype, \"x1\", {\r\n /** Gets or sets start coordinates on X axis */\r\n get: function () {\r\n return this._x1.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._x1.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._x1.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Line.prototype, \"y1\", {\r\n /** Gets or sets start coordinates on Y axis */\r\n get: function () {\r\n return this._y1.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._y1.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._y1.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Line.prototype, \"x2\", {\r\n /** Gets or sets end coordinates on X axis */\r\n get: function () {\r\n return this._x2.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._x2.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._x2.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Line.prototype, \"y2\", {\r\n /** Gets or sets end coordinates on Y axis */\r\n get: function () {\r\n return this._y2.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._y2.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._y2.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Line.prototype, \"lineWidth\", {\r\n /** Gets or sets line width */\r\n get: function () {\r\n return this._lineWidth;\r\n },\r\n set: function (value) {\r\n if (this._lineWidth === value) {\r\n return;\r\n }\r\n this._lineWidth = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Line.prototype, \"horizontalAlignment\", {\r\n /** Gets or sets horizontal alignment */\r\n set: function (value) {\r\n return;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Line.prototype, \"verticalAlignment\", {\r\n /** Gets or sets vertical alignment */\r\n set: function (value) {\r\n return;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Line.prototype, \"_effectiveX2\", {\r\n get: function () {\r\n return (this._connectedControl ? this._connectedControl.centerX : 0) + this._x2.getValue(this._host);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Line.prototype, \"_effectiveY2\", {\r\n get: function () {\r\n return (this._connectedControl ? this._connectedControl.centerY : 0) + this._y2.getValue(this._host);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Line.prototype._getTypeName = function () {\r\n return \"Line\";\r\n };\r\n Line.prototype._draw = function (context) {\r\n context.save();\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n this._applyStates(context);\r\n context.strokeStyle = this.color;\r\n context.lineWidth = this._lineWidth;\r\n context.setLineDash(this._dash);\r\n context.beginPath();\r\n context.moveTo(this._cachedParentMeasure.left + this._x1.getValue(this._host), this._cachedParentMeasure.top + this._y1.getValue(this._host));\r\n context.lineTo(this._cachedParentMeasure.left + this._effectiveX2, this._cachedParentMeasure.top + this._effectiveY2);\r\n context.stroke();\r\n context.restore();\r\n };\r\n Line.prototype._measure = function () {\r\n // Width / Height\r\n this._currentMeasure.width = Math.abs(this._x1.getValue(this._host) - this._effectiveX2) + this._lineWidth;\r\n this._currentMeasure.height = Math.abs(this._y1.getValue(this._host) - this._effectiveY2) + this._lineWidth;\r\n };\r\n Line.prototype._computeAlignment = function (parentMeasure, context) {\r\n this._currentMeasure.left = parentMeasure.left + Math.min(this._x1.getValue(this._host), this._effectiveX2) - this._lineWidth / 2;\r\n this._currentMeasure.top = parentMeasure.top + Math.min(this._y1.getValue(this._host), this._effectiveY2) - this._lineWidth / 2;\r\n };\r\n /**\r\n * Move one end of the line given 3D cartesian coordinates.\r\n * @param position Targeted world position\r\n * @param scene Scene\r\n * @param end (opt) Set to true to assign x2 and y2 coordinates of the line. Default assign to x1 and y1.\r\n */\r\n Line.prototype.moveToVector3 = function (position, scene, end) {\r\n if (end === void 0) { end = false; }\r\n if (!this._host || this.parent !== this._host._rootContainer) {\r\n Tools.Error(\"Cannot move a control to a vector3 if the control is not at root level\");\r\n return;\r\n }\r\n var globalViewport = this._host._getGlobalViewport(scene);\r\n var projectedPosition = Vector3.Project(position, Matrix.Identity(), scene.getTransformMatrix(), globalViewport);\r\n this._moveToProjectedPosition(projectedPosition, end);\r\n if (projectedPosition.z < 0 || projectedPosition.z > 1) {\r\n this.notRenderable = true;\r\n return;\r\n }\r\n this.notRenderable = false;\r\n };\r\n /**\r\n * Move one end of the line to a position in screen absolute space.\r\n * @param projectedPosition Position in screen absolute space (X, Y)\r\n * @param end (opt) Set to true to assign x2 and y2 coordinates of the line. Default assign to x1 and y1.\r\n */\r\n Line.prototype._moveToProjectedPosition = function (projectedPosition, end) {\r\n if (end === void 0) { end = false; }\r\n var x = (projectedPosition.x + this._linkOffsetX.getValue(this._host)) + \"px\";\r\n var y = (projectedPosition.y + this._linkOffsetY.getValue(this._host)) + \"px\";\r\n if (end) {\r\n this.x2 = x;\r\n this.y2 = y;\r\n this._x2.ignoreAdaptiveScaling = true;\r\n this._y2.ignoreAdaptiveScaling = true;\r\n }\r\n else {\r\n this.x1 = x;\r\n this.y1 = y;\r\n this._x1.ignoreAdaptiveScaling = true;\r\n this._y1.ignoreAdaptiveScaling = true;\r\n }\r\n };\r\n return Line;\r\n}(Control));\r\nexport { Line };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.Line\"] = Line;\r\n//# sourceMappingURL=line.js.map","import { Vector2 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { ValueAndUnit } from \"./valueAndUnit\";\r\n/**\r\n * Class used to store a point for a MultiLine object.\r\n * The point can be pure 2D coordinates, a mesh or a control\r\n */\r\nvar MultiLinePoint = /** @class */ (function () {\r\n /**\r\n * Creates a new MultiLinePoint\r\n * @param multiLine defines the source MultiLine object\r\n */\r\n function MultiLinePoint(multiLine) {\r\n this._multiLine = multiLine;\r\n this._x = new ValueAndUnit(0);\r\n this._y = new ValueAndUnit(0);\r\n this._point = new Vector2(0, 0);\r\n }\r\n Object.defineProperty(MultiLinePoint.prototype, \"x\", {\r\n /** Gets or sets x coordinate */\r\n get: function () {\r\n return this._x.toString(this._multiLine._host);\r\n },\r\n set: function (value) {\r\n if (this._x.toString(this._multiLine._host) === value) {\r\n return;\r\n }\r\n if (this._x.fromString(value)) {\r\n this._multiLine._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MultiLinePoint.prototype, \"y\", {\r\n /** Gets or sets y coordinate */\r\n get: function () {\r\n return this._y.toString(this._multiLine._host);\r\n },\r\n set: function (value) {\r\n if (this._y.toString(this._multiLine._host) === value) {\r\n return;\r\n }\r\n if (this._y.fromString(value)) {\r\n this._multiLine._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MultiLinePoint.prototype, \"control\", {\r\n /** Gets or sets the control associated with this point */\r\n get: function () {\r\n return this._control;\r\n },\r\n set: function (value) {\r\n if (this._control === value) {\r\n return;\r\n }\r\n if (this._control && this._controlObserver) {\r\n this._control.onDirtyObservable.remove(this._controlObserver);\r\n this._controlObserver = null;\r\n }\r\n this._control = value;\r\n if (this._control) {\r\n this._controlObserver = this._control.onDirtyObservable.add(this._multiLine.onPointUpdate);\r\n }\r\n this._multiLine._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MultiLinePoint.prototype, \"mesh\", {\r\n /** Gets or sets the mesh associated with this point */\r\n get: function () {\r\n return this._mesh;\r\n },\r\n set: function (value) {\r\n if (this._mesh === value) {\r\n return;\r\n }\r\n if (this._mesh && this._meshObserver) {\r\n this._mesh.getScene().onAfterCameraRenderObservable.remove(this._meshObserver);\r\n }\r\n this._mesh = value;\r\n if (this._mesh) {\r\n this._meshObserver = this._mesh.getScene().onAfterCameraRenderObservable.add(this._multiLine.onPointUpdate);\r\n }\r\n this._multiLine._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** Resets links */\r\n MultiLinePoint.prototype.resetLinks = function () {\r\n this.control = null;\r\n this.mesh = null;\r\n };\r\n /**\r\n * Gets a translation vector\r\n * @returns the translation vector\r\n */\r\n MultiLinePoint.prototype.translate = function () {\r\n this._point = this._translatePoint();\r\n return this._point;\r\n };\r\n MultiLinePoint.prototype._translatePoint = function () {\r\n if (this._mesh != null) {\r\n return this._multiLine._host.getProjectedPosition(this._mesh.getBoundingInfo().boundingSphere.center, this._mesh.getWorldMatrix());\r\n }\r\n else if (this._control != null) {\r\n return new Vector2(this._control.centerX, this._control.centerY);\r\n }\r\n else {\r\n var host = this._multiLine._host;\r\n var xValue = this._x.getValueInPixel(host, Number(host._canvas.width));\r\n var yValue = this._y.getValueInPixel(host, Number(host._canvas.height));\r\n return new Vector2(xValue, yValue);\r\n }\r\n };\r\n /** Release associated resources */\r\n MultiLinePoint.prototype.dispose = function () {\r\n this.resetLinks();\r\n };\r\n return MultiLinePoint;\r\n}());\r\nexport { MultiLinePoint };\r\n//# sourceMappingURL=multiLinePoint.js.map","import { __extends } from \"tslib\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { Control } from \"./control\";\r\nimport { MultiLinePoint } from \"../multiLinePoint\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to create multi line control\r\n */\r\nvar MultiLine = /** @class */ (function (_super) {\r\n __extends(MultiLine, _super);\r\n /**\r\n * Creates a new MultiLine\r\n * @param name defines the control name\r\n */\r\n function MultiLine(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._lineWidth = 1;\r\n /** Function called when a point is updated */\r\n _this.onPointUpdate = function () {\r\n _this._markAsDirty();\r\n };\r\n _this._automaticSize = true;\r\n _this.isHitTestVisible = false;\r\n _this._horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n _this._verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n _this._dash = [];\r\n _this._points = [];\r\n return _this;\r\n }\r\n Object.defineProperty(MultiLine.prototype, \"dash\", {\r\n /** Gets or sets dash pattern */\r\n get: function () {\r\n return this._dash;\r\n },\r\n set: function (value) {\r\n if (this._dash === value) {\r\n return;\r\n }\r\n this._dash = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets point stored at specified index\r\n * @param index defines the index to look for\r\n * @returns the requested point if found\r\n */\r\n MultiLine.prototype.getAt = function (index) {\r\n if (!this._points[index]) {\r\n this._points[index] = new MultiLinePoint(this);\r\n }\r\n return this._points[index];\r\n };\r\n /**\r\n * Adds new points to the point collection\r\n * @param items defines the list of items (mesh, control or 2d coordiantes) to add\r\n * @returns the list of created MultiLinePoint\r\n */\r\n MultiLine.prototype.add = function () {\r\n var _this = this;\r\n var items = [];\r\n for (var _i = 0; _i < arguments.length; _i++) {\r\n items[_i] = arguments[_i];\r\n }\r\n return items.map(function (item) { return _this.push(item); });\r\n };\r\n /**\r\n * Adds a new point to the point collection\r\n * @param item defines the item (mesh, control or 2d coordiantes) to add\r\n * @returns the created MultiLinePoint\r\n */\r\n MultiLine.prototype.push = function (item) {\r\n var point = this.getAt(this._points.length);\r\n if (item == null) {\r\n return point;\r\n }\r\n if (item instanceof AbstractMesh) {\r\n point.mesh = item;\r\n }\r\n else if (item instanceof Control) {\r\n point.control = item;\r\n }\r\n else if (item.x != null && item.y != null) {\r\n point.x = item.x;\r\n point.y = item.y;\r\n }\r\n return point;\r\n };\r\n /**\r\n * Remove a specific value or point from the active point collection\r\n * @param value defines the value or point to remove\r\n */\r\n MultiLine.prototype.remove = function (value) {\r\n var index;\r\n if (value instanceof MultiLinePoint) {\r\n index = this._points.indexOf(value);\r\n if (index === -1) {\r\n return;\r\n }\r\n }\r\n else {\r\n index = value;\r\n }\r\n var point = this._points[index];\r\n if (!point) {\r\n return;\r\n }\r\n point.dispose();\r\n this._points.splice(index, 1);\r\n };\r\n /**\r\n * Resets this object to initial state (no point)\r\n */\r\n MultiLine.prototype.reset = function () {\r\n while (this._points.length > 0) {\r\n this.remove(this._points.length - 1);\r\n }\r\n };\r\n /**\r\n * Resets all links\r\n */\r\n MultiLine.prototype.resetLinks = function () {\r\n this._points.forEach(function (point) {\r\n if (point != null) {\r\n point.resetLinks();\r\n }\r\n });\r\n };\r\n Object.defineProperty(MultiLine.prototype, \"lineWidth\", {\r\n /** Gets or sets line width */\r\n get: function () {\r\n return this._lineWidth;\r\n },\r\n set: function (value) {\r\n if (this._lineWidth === value) {\r\n return;\r\n }\r\n this._lineWidth = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MultiLine.prototype, \"horizontalAlignment\", {\r\n set: function (value) {\r\n return;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MultiLine.prototype, \"verticalAlignment\", {\r\n set: function (value) {\r\n return;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n MultiLine.prototype._getTypeName = function () {\r\n return \"MultiLine\";\r\n };\r\n MultiLine.prototype._draw = function (context, invalidatedRectangle) {\r\n context.save();\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n this._applyStates(context);\r\n context.strokeStyle = this.color;\r\n context.lineWidth = this._lineWidth;\r\n context.setLineDash(this._dash);\r\n context.beginPath();\r\n var first = true; //first index is not necessarily 0\r\n this._points.forEach(function (point) {\r\n if (!point) {\r\n return;\r\n }\r\n if (first) {\r\n context.moveTo(point._point.x, point._point.y);\r\n first = false;\r\n }\r\n else {\r\n context.lineTo(point._point.x, point._point.y);\r\n }\r\n });\r\n context.stroke();\r\n context.restore();\r\n };\r\n MultiLine.prototype._additionalProcessing = function (parentMeasure, context) {\r\n var _this = this;\r\n this._minX = null;\r\n this._minY = null;\r\n this._maxX = null;\r\n this._maxY = null;\r\n this._points.forEach(function (point, index) {\r\n if (!point) {\r\n return;\r\n }\r\n point.translate();\r\n if (_this._minX == null || point._point.x < _this._minX) {\r\n _this._minX = point._point.x;\r\n }\r\n if (_this._minY == null || point._point.y < _this._minY) {\r\n _this._minY = point._point.y;\r\n }\r\n if (_this._maxX == null || point._point.x > _this._maxX) {\r\n _this._maxX = point._point.x;\r\n }\r\n if (_this._maxY == null || point._point.y > _this._maxY) {\r\n _this._maxY = point._point.y;\r\n }\r\n });\r\n if (this._minX == null) {\r\n this._minX = 0;\r\n }\r\n if (this._minY == null) {\r\n this._minY = 0;\r\n }\r\n if (this._maxX == null) {\r\n this._maxX = 0;\r\n }\r\n if (this._maxY == null) {\r\n this._maxY = 0;\r\n }\r\n };\r\n MultiLine.prototype._measure = function () {\r\n if (this._minX == null || this._maxX == null || this._minY == null || this._maxY == null) {\r\n return;\r\n }\r\n this._currentMeasure.width = Math.abs(this._maxX - this._minX) + this._lineWidth;\r\n this._currentMeasure.height = Math.abs(this._maxY - this._minY) + this._lineWidth;\r\n };\r\n MultiLine.prototype._computeAlignment = function (parentMeasure, context) {\r\n if (this._minX == null || this._minY == null) {\r\n return;\r\n }\r\n this._currentMeasure.left = this._minX - this._lineWidth / 2;\r\n this._currentMeasure.top = this._minY - this._lineWidth / 2;\r\n };\r\n MultiLine.prototype.dispose = function () {\r\n this.reset();\r\n _super.prototype.dispose.call(this);\r\n };\r\n return MultiLine;\r\n}(Control));\r\nexport { MultiLine };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.MultiLine\"] = MultiLine;\r\n//# sourceMappingURL=multiLine.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { Control } from \"./control\";\r\nimport { StackPanel } from \"./stackPanel\";\r\nimport { TextBlock } from \"./textBlock\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to create radio button controls\r\n */\r\nvar RadioButton = /** @class */ (function (_super) {\r\n __extends(RadioButton, _super);\r\n /**\r\n * Creates a new RadioButton\r\n * @param name defines the control name\r\n */\r\n function RadioButton(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._isChecked = false;\r\n _this._background = \"black\";\r\n _this._checkSizeRatio = 0.8;\r\n _this._thickness = 1;\r\n /** Gets or sets group name */\r\n _this.group = \"\";\r\n /** Observable raised when isChecked is changed */\r\n _this.onIsCheckedChangedObservable = new Observable();\r\n _this.isPointerBlocker = true;\r\n return _this;\r\n }\r\n Object.defineProperty(RadioButton.prototype, \"thickness\", {\r\n /** Gets or sets border thickness */\r\n get: function () {\r\n return this._thickness;\r\n },\r\n set: function (value) {\r\n if (this._thickness === value) {\r\n return;\r\n }\r\n this._thickness = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(RadioButton.prototype, \"checkSizeRatio\", {\r\n /** Gets or sets a value indicating the ratio between overall size and check size */\r\n get: function () {\r\n return this._checkSizeRatio;\r\n },\r\n set: function (value) {\r\n value = Math.max(Math.min(1, value), 0);\r\n if (this._checkSizeRatio === value) {\r\n return;\r\n }\r\n this._checkSizeRatio = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(RadioButton.prototype, \"background\", {\r\n /** Gets or sets background color */\r\n get: function () {\r\n return this._background;\r\n },\r\n set: function (value) {\r\n if (this._background === value) {\r\n return;\r\n }\r\n this._background = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(RadioButton.prototype, \"isChecked\", {\r\n /** Gets or sets a boolean indicating if the checkbox is checked or not */\r\n get: function () {\r\n return this._isChecked;\r\n },\r\n set: function (value) {\r\n var _this = this;\r\n if (this._isChecked === value) {\r\n return;\r\n }\r\n this._isChecked = value;\r\n this._markAsDirty();\r\n this.onIsCheckedChangedObservable.notifyObservers(value);\r\n if (this._isChecked && this._host) {\r\n // Update all controls from same group\r\n this._host.executeOnAllControls(function (control) {\r\n if (control === _this) {\r\n return;\r\n }\r\n if (control.group === undefined) {\r\n return;\r\n }\r\n var childRadio = control;\r\n if (childRadio.group === _this.group) {\r\n childRadio.isChecked = false;\r\n }\r\n });\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n RadioButton.prototype._getTypeName = function () {\r\n return \"RadioButton\";\r\n };\r\n RadioButton.prototype._draw = function (context) {\r\n context.save();\r\n this._applyStates(context);\r\n var actualWidth = this._currentMeasure.width - this._thickness;\r\n var actualHeight = this._currentMeasure.height - this._thickness;\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n // Outer\r\n Control.drawEllipse(this._currentMeasure.left + this._currentMeasure.width / 2, this._currentMeasure.top + this._currentMeasure.height / 2, this._currentMeasure.width / 2 - this._thickness / 2, this._currentMeasure.height / 2 - this._thickness / 2, context);\r\n context.fillStyle = this._isEnabled ? this._background : this._disabledColor;\r\n context.fill();\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowBlur = 0;\r\n context.shadowOffsetX = 0;\r\n context.shadowOffsetY = 0;\r\n }\r\n context.strokeStyle = this.color;\r\n context.lineWidth = this._thickness;\r\n context.stroke();\r\n // Inner\r\n if (this._isChecked) {\r\n context.fillStyle = this._isEnabled ? this.color : this._disabledColor;\r\n var offsetWidth = actualWidth * this._checkSizeRatio;\r\n var offseHeight = actualHeight * this._checkSizeRatio;\r\n Control.drawEllipse(this._currentMeasure.left + this._currentMeasure.width / 2, this._currentMeasure.top + this._currentMeasure.height / 2, offsetWidth / 2 - this._thickness / 2, offseHeight / 2 - this._thickness / 2, context);\r\n context.fill();\r\n }\r\n context.restore();\r\n };\r\n // Events\r\n RadioButton.prototype._onPointerDown = function (target, coordinates, pointerId, buttonIndex) {\r\n if (!_super.prototype._onPointerDown.call(this, target, coordinates, pointerId, buttonIndex)) {\r\n return false;\r\n }\r\n if (!this.isChecked) {\r\n this.isChecked = true;\r\n }\r\n return true;\r\n };\r\n /**\r\n * Utility function to easily create a radio button with a header\r\n * @param title defines the label to use for the header\r\n * @param group defines the group to use for the radio button\r\n * @param isChecked defines the initial state of the radio button\r\n * @param onValueChanged defines the callback to call when value changes\r\n * @returns a StackPanel containing the radio button and a textBlock\r\n */\r\n RadioButton.AddRadioButtonWithHeader = function (title, group, isChecked, onValueChanged) {\r\n var panel = new StackPanel();\r\n panel.isVertical = false;\r\n panel.height = \"30px\";\r\n var radio = new RadioButton();\r\n radio.width = \"20px\";\r\n radio.height = \"20px\";\r\n radio.isChecked = isChecked;\r\n radio.color = \"green\";\r\n radio.group = group;\r\n radio.onIsCheckedChangedObservable.add(function (value) { return onValueChanged(radio, value); });\r\n panel.addControl(radio);\r\n var header = new TextBlock();\r\n header.text = title;\r\n header.width = \"180px\";\r\n header.paddingLeft = \"5px\";\r\n header.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n header.color = \"white\";\r\n panel.addControl(header);\r\n return panel;\r\n };\r\n return RadioButton;\r\n}(Control));\r\nexport { RadioButton };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.RadioButton\"] = RadioButton;\r\n//# sourceMappingURL=radioButton.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { Control } from \"../control\";\r\nimport { ValueAndUnit } from \"../../valueAndUnit\";\r\n/**\r\n * Class used to create slider controls\r\n */\r\nvar BaseSlider = /** @class */ (function (_super) {\r\n __extends(BaseSlider, _super);\r\n /**\r\n * Creates a new BaseSlider\r\n * @param name defines the control name\r\n */\r\n function BaseSlider(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._thumbWidth = new ValueAndUnit(20, ValueAndUnit.UNITMODE_PIXEL, false);\r\n _this._minimum = 0;\r\n _this._maximum = 100;\r\n _this._value = 50;\r\n _this._isVertical = false;\r\n _this._barOffset = new ValueAndUnit(5, ValueAndUnit.UNITMODE_PIXEL, false);\r\n _this._isThumbClamped = false;\r\n _this._displayThumb = true;\r\n _this._step = 0;\r\n _this._lastPointerDownID = -1;\r\n // Shared rendering info\r\n _this._effectiveBarOffset = 0;\r\n /** Observable raised when the sldier value changes */\r\n _this.onValueChangedObservable = new Observable();\r\n // Events\r\n _this._pointerIsDown = false;\r\n _this.isPointerBlocker = true;\r\n return _this;\r\n }\r\n Object.defineProperty(BaseSlider.prototype, \"displayThumb\", {\r\n /** Gets or sets a boolean indicating if the thumb must be rendered */\r\n get: function () {\r\n return this._displayThumb;\r\n },\r\n set: function (value) {\r\n if (this._displayThumb === value) {\r\n return;\r\n }\r\n this._displayThumb = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseSlider.prototype, \"step\", {\r\n /** Gets or sets a step to apply to values (0 by default) */\r\n get: function () {\r\n return this._step;\r\n },\r\n set: function (value) {\r\n if (this._step === value) {\r\n return;\r\n }\r\n this._step = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseSlider.prototype, \"barOffset\", {\r\n /** Gets or sets main bar offset (ie. the margin applied to the value bar) */\r\n get: function () {\r\n return this._barOffset.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._barOffset.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._barOffset.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseSlider.prototype, \"barOffsetInPixels\", {\r\n /** Gets main bar offset in pixels*/\r\n get: function () {\r\n return this._barOffset.getValueInPixel(this._host, this._cachedParentMeasure.width);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseSlider.prototype, \"thumbWidth\", {\r\n /** Gets or sets thumb width */\r\n get: function () {\r\n return this._thumbWidth.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._thumbWidth.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._thumbWidth.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseSlider.prototype, \"thumbWidthInPixels\", {\r\n /** Gets thumb width in pixels */\r\n get: function () {\r\n return this._thumbWidth.getValueInPixel(this._host, this._cachedParentMeasure.width);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseSlider.prototype, \"minimum\", {\r\n /** Gets or sets minimum value */\r\n get: function () {\r\n return this._minimum;\r\n },\r\n set: function (value) {\r\n if (this._minimum === value) {\r\n return;\r\n }\r\n this._minimum = value;\r\n this._markAsDirty();\r\n this.value = Math.max(Math.min(this.value, this._maximum), this._minimum);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseSlider.prototype, \"maximum\", {\r\n /** Gets or sets maximum value */\r\n get: function () {\r\n return this._maximum;\r\n },\r\n set: function (value) {\r\n if (this._maximum === value) {\r\n return;\r\n }\r\n this._maximum = value;\r\n this._markAsDirty();\r\n this.value = Math.max(Math.min(this.value, this._maximum), this._minimum);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseSlider.prototype, \"value\", {\r\n /** Gets or sets current value */\r\n get: function () {\r\n return this._value;\r\n },\r\n set: function (value) {\r\n value = Math.max(Math.min(value, this._maximum), this._minimum);\r\n if (this._value === value) {\r\n return;\r\n }\r\n this._value = value;\r\n this._markAsDirty();\r\n this.onValueChangedObservable.notifyObservers(this._value);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseSlider.prototype, \"isVertical\", {\r\n /**Gets or sets a boolean indicating if the slider should be vertical or horizontal */\r\n get: function () {\r\n return this._isVertical;\r\n },\r\n set: function (value) {\r\n if (this._isVertical === value) {\r\n return;\r\n }\r\n this._isVertical = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseSlider.prototype, \"isThumbClamped\", {\r\n /** Gets or sets a value indicating if the thumb can go over main bar extends */\r\n get: function () {\r\n return this._isThumbClamped;\r\n },\r\n set: function (value) {\r\n if (this._isThumbClamped === value) {\r\n return;\r\n }\r\n this._isThumbClamped = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n BaseSlider.prototype._getTypeName = function () {\r\n return \"BaseSlider\";\r\n };\r\n BaseSlider.prototype._getThumbPosition = function () {\r\n if (this.isVertical) {\r\n return ((this.maximum - this.value) / (this.maximum - this.minimum)) * this._backgroundBoxLength;\r\n }\r\n return ((this.value - this.minimum) / (this.maximum - this.minimum)) * this._backgroundBoxLength;\r\n };\r\n BaseSlider.prototype._getThumbThickness = function (type) {\r\n var thumbThickness = 0;\r\n switch (type) {\r\n case \"circle\":\r\n if (this._thumbWidth.isPixel) {\r\n thumbThickness = Math.max(this._thumbWidth.getValue(this._host), this._backgroundBoxThickness);\r\n }\r\n else {\r\n thumbThickness = this._backgroundBoxThickness * this._thumbWidth.getValue(this._host);\r\n }\r\n break;\r\n case \"rectangle\":\r\n if (this._thumbWidth.isPixel) {\r\n thumbThickness = Math.min(this._thumbWidth.getValue(this._host), this._backgroundBoxThickness);\r\n }\r\n else {\r\n thumbThickness = this._backgroundBoxThickness * this._thumbWidth.getValue(this._host);\r\n }\r\n }\r\n return thumbThickness;\r\n };\r\n BaseSlider.prototype._prepareRenderingData = function (type) {\r\n // Main bar\r\n this._effectiveBarOffset = 0;\r\n this._renderLeft = this._currentMeasure.left;\r\n this._renderTop = this._currentMeasure.top;\r\n this._renderWidth = this._currentMeasure.width;\r\n this._renderHeight = this._currentMeasure.height;\r\n this._backgroundBoxLength = Math.max(this._currentMeasure.width, this._currentMeasure.height);\r\n this._backgroundBoxThickness = Math.min(this._currentMeasure.width, this._currentMeasure.height);\r\n this._effectiveThumbThickness = this._getThumbThickness(type);\r\n if (this.displayThumb) {\r\n this._backgroundBoxLength -= this._effectiveThumbThickness;\r\n }\r\n //throw error when height is less than width for vertical slider\r\n if ((this.isVertical && this._currentMeasure.height < this._currentMeasure.width)) {\r\n console.error(\"Height should be greater than width\");\r\n return;\r\n }\r\n if (this._barOffset.isPixel) {\r\n this._effectiveBarOffset = Math.min(this._barOffset.getValue(this._host), this._backgroundBoxThickness);\r\n }\r\n else {\r\n this._effectiveBarOffset = this._backgroundBoxThickness * this._barOffset.getValue(this._host);\r\n }\r\n this._backgroundBoxThickness -= (this._effectiveBarOffset * 2);\r\n if (this.isVertical) {\r\n this._renderLeft += this._effectiveBarOffset;\r\n if (!this.isThumbClamped && this.displayThumb) {\r\n this._renderTop += (this._effectiveThumbThickness / 2);\r\n }\r\n this._renderHeight = this._backgroundBoxLength;\r\n this._renderWidth = this._backgroundBoxThickness;\r\n }\r\n else {\r\n this._renderTop += this._effectiveBarOffset;\r\n if (!this.isThumbClamped && this.displayThumb) {\r\n this._renderLeft += (this._effectiveThumbThickness / 2);\r\n }\r\n this._renderHeight = this._backgroundBoxThickness;\r\n this._renderWidth = this._backgroundBoxLength;\r\n }\r\n };\r\n /** @hidden */\r\n BaseSlider.prototype._updateValueFromPointer = function (x, y) {\r\n if (this.rotation != 0) {\r\n this._invertTransformMatrix.transformCoordinates(x, y, this._transformedPosition);\r\n x = this._transformedPosition.x;\r\n y = this._transformedPosition.y;\r\n }\r\n var value;\r\n if (this._isVertical) {\r\n value = this._minimum + (1 - ((y - this._currentMeasure.top) / this._currentMeasure.height)) * (this._maximum - this._minimum);\r\n }\r\n else {\r\n value = this._minimum + ((x - this._currentMeasure.left) / this._currentMeasure.width) * (this._maximum - this._minimum);\r\n }\r\n var mult = (1 / this._step) | 0;\r\n this.value = this._step ? ((value * mult) | 0) / mult : value;\r\n };\r\n BaseSlider.prototype._onPointerDown = function (target, coordinates, pointerId, buttonIndex) {\r\n if (!_super.prototype._onPointerDown.call(this, target, coordinates, pointerId, buttonIndex)) {\r\n return false;\r\n }\r\n this._pointerIsDown = true;\r\n this._updateValueFromPointer(coordinates.x, coordinates.y);\r\n this._host._capturingControl[pointerId] = this;\r\n this._lastPointerDownID = pointerId;\r\n return true;\r\n };\r\n BaseSlider.prototype._onPointerMove = function (target, coordinates, pointerId) {\r\n // Only listen to pointer move events coming from the last pointer to click on the element (To support dual vr controller interaction)\r\n if (pointerId != this._lastPointerDownID) {\r\n return;\r\n }\r\n if (this._pointerIsDown) {\r\n this._updateValueFromPointer(coordinates.x, coordinates.y);\r\n }\r\n _super.prototype._onPointerMove.call(this, target, coordinates, pointerId);\r\n };\r\n BaseSlider.prototype._onPointerUp = function (target, coordinates, pointerId, buttonIndex, notifyClick) {\r\n this._pointerIsDown = false;\r\n delete this._host._capturingControl[pointerId];\r\n _super.prototype._onPointerUp.call(this, target, coordinates, pointerId, buttonIndex, notifyClick);\r\n };\r\n return BaseSlider;\r\n}(Control));\r\nexport { BaseSlider };\r\n//# sourceMappingURL=baseSlider.js.map","import { __extends } from \"tslib\";\r\nimport { BaseSlider } from \"./baseSlider\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to create slider controls\r\n */\r\nvar Slider = /** @class */ (function (_super) {\r\n __extends(Slider, _super);\r\n /**\r\n * Creates a new Slider\r\n * @param name defines the control name\r\n */\r\n function Slider(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._background = \"black\";\r\n _this._borderColor = \"white\";\r\n _this._isThumbCircle = false;\r\n _this._displayValueBar = true;\r\n return _this;\r\n }\r\n Object.defineProperty(Slider.prototype, \"displayValueBar\", {\r\n /** Gets or sets a boolean indicating if the value bar must be rendered */\r\n get: function () {\r\n return this._displayValueBar;\r\n },\r\n set: function (value) {\r\n if (this._displayValueBar === value) {\r\n return;\r\n }\r\n this._displayValueBar = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Slider.prototype, \"borderColor\", {\r\n /** Gets or sets border color */\r\n get: function () {\r\n return this._borderColor;\r\n },\r\n set: function (value) {\r\n if (this._borderColor === value) {\r\n return;\r\n }\r\n this._borderColor = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Slider.prototype, \"background\", {\r\n /** Gets or sets background color */\r\n get: function () {\r\n return this._background;\r\n },\r\n set: function (value) {\r\n if (this._background === value) {\r\n return;\r\n }\r\n this._background = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Slider.prototype, \"isThumbCircle\", {\r\n /** Gets or sets a boolean indicating if the thumb should be round or square */\r\n get: function () {\r\n return this._isThumbCircle;\r\n },\r\n set: function (value) {\r\n if (this._isThumbCircle === value) {\r\n return;\r\n }\r\n this._isThumbCircle = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Slider.prototype._getTypeName = function () {\r\n return \"Slider\";\r\n };\r\n Slider.prototype._draw = function (context, invalidatedRectangle) {\r\n context.save();\r\n this._applyStates(context);\r\n this._prepareRenderingData(this.isThumbCircle ? \"circle\" : \"rectangle\");\r\n var left = this._renderLeft;\r\n var top = this._renderTop;\r\n var width = this._renderWidth;\r\n var height = this._renderHeight;\r\n var radius = 0;\r\n if (this.isThumbClamped && this.isThumbCircle) {\r\n if (this.isVertical) {\r\n top += (this._effectiveThumbThickness / 2);\r\n }\r\n else {\r\n left += (this._effectiveThumbThickness / 2);\r\n }\r\n radius = this._backgroundBoxThickness / 2;\r\n }\r\n else {\r\n radius = (this._effectiveThumbThickness - this._effectiveBarOffset) / 2;\r\n }\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n var thumbPosition = this._getThumbPosition();\r\n context.fillStyle = this._background;\r\n if (this.isVertical) {\r\n if (this.isThumbClamped) {\r\n if (this.isThumbCircle) {\r\n context.beginPath();\r\n context.arc(left + this._backgroundBoxThickness / 2, top, radius, Math.PI, 2 * Math.PI);\r\n context.fill();\r\n context.fillRect(left, top, width, height);\r\n }\r\n else {\r\n context.fillRect(left, top, width, height + this._effectiveThumbThickness);\r\n }\r\n }\r\n else {\r\n context.fillRect(left, top, width, height);\r\n }\r\n }\r\n else {\r\n if (this.isThumbClamped) {\r\n if (this.isThumbCircle) {\r\n context.beginPath();\r\n context.arc(left + this._backgroundBoxLength, top + (this._backgroundBoxThickness / 2), radius, 0, 2 * Math.PI);\r\n context.fill();\r\n context.fillRect(left, top, width, height);\r\n }\r\n else {\r\n context.fillRect(left, top, width + this._effectiveThumbThickness, height);\r\n }\r\n }\r\n else {\r\n context.fillRect(left, top, width, height);\r\n }\r\n }\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowBlur = 0;\r\n context.shadowOffsetX = 0;\r\n context.shadowOffsetY = 0;\r\n }\r\n // Value bar\r\n context.fillStyle = this.color;\r\n if (this._displayValueBar) {\r\n if (this.isVertical) {\r\n if (this.isThumbClamped) {\r\n if (this.isThumbCircle) {\r\n context.beginPath();\r\n context.arc(left + this._backgroundBoxThickness / 2, top + this._backgroundBoxLength, radius, 0, 2 * Math.PI);\r\n context.fill();\r\n context.fillRect(left, top + thumbPosition, width, height - thumbPosition);\r\n }\r\n else {\r\n context.fillRect(left, top + thumbPosition, width, height - thumbPosition + this._effectiveThumbThickness);\r\n }\r\n }\r\n else {\r\n context.fillRect(left, top + thumbPosition, width, height - thumbPosition);\r\n }\r\n }\r\n else {\r\n if (this.isThumbClamped) {\r\n if (this.isThumbCircle) {\r\n context.beginPath();\r\n context.arc(left, top + this._backgroundBoxThickness / 2, radius, 0, 2 * Math.PI);\r\n context.fill();\r\n context.fillRect(left, top, thumbPosition, height);\r\n }\r\n else {\r\n context.fillRect(left, top, thumbPosition, height);\r\n }\r\n }\r\n else {\r\n context.fillRect(left, top, thumbPosition, height);\r\n }\r\n }\r\n }\r\n // Thumb\r\n if (this.displayThumb) {\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n if (this._isThumbCircle) {\r\n context.beginPath();\r\n if (this.isVertical) {\r\n context.arc(left + this._backgroundBoxThickness / 2, top + thumbPosition, radius, 0, 2 * Math.PI);\r\n }\r\n else {\r\n context.arc(left + thumbPosition, top + (this._backgroundBoxThickness / 2), radius, 0, 2 * Math.PI);\r\n }\r\n context.fill();\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowBlur = 0;\r\n context.shadowOffsetX = 0;\r\n context.shadowOffsetY = 0;\r\n }\r\n context.strokeStyle = this._borderColor;\r\n context.stroke();\r\n }\r\n else {\r\n if (this.isVertical) {\r\n context.fillRect(left - this._effectiveBarOffset, this._currentMeasure.top + thumbPosition, this._currentMeasure.width, this._effectiveThumbThickness);\r\n }\r\n else {\r\n context.fillRect(this._currentMeasure.left + thumbPosition, this._currentMeasure.top, this._effectiveThumbThickness, this._currentMeasure.height);\r\n }\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowBlur = 0;\r\n context.shadowOffsetX = 0;\r\n context.shadowOffsetY = 0;\r\n }\r\n context.strokeStyle = this._borderColor;\r\n if (this.isVertical) {\r\n context.strokeRect(left - this._effectiveBarOffset, this._currentMeasure.top + thumbPosition, this._currentMeasure.width, this._effectiveThumbThickness);\r\n }\r\n else {\r\n context.strokeRect(this._currentMeasure.left + thumbPosition, this._currentMeasure.top, this._effectiveThumbThickness, this._currentMeasure.height);\r\n }\r\n }\r\n }\r\n context.restore();\r\n };\r\n return Slider;\r\n}(BaseSlider));\r\nexport { Slider };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.Slider\"] = Slider;\r\n//# sourceMappingURL=slider.js.map","import { __extends } from \"tslib\";\r\nimport { Rectangle } from \"./rectangle\";\r\nimport { StackPanel } from \"./stackPanel\";\r\nimport { Control } from \"./control\";\r\nimport { TextBlock } from \"./textBlock\";\r\nimport { Checkbox } from \"./checkbox\";\r\nimport { RadioButton } from \"./radioButton\";\r\nimport { Slider } from \"./sliders/slider\";\r\nimport { Container } from \"./container\";\r\n/** Class used to create a RadioGroup\r\n * which contains groups of radio buttons\r\n*/\r\nvar SelectorGroup = /** @class */ (function () {\r\n /**\r\n * Creates a new SelectorGroup\r\n * @param name of group, used as a group heading\r\n */\r\n function SelectorGroup(\r\n /** name of SelectorGroup */\r\n name) {\r\n this.name = name;\r\n this._groupPanel = new StackPanel();\r\n this._selectors = new Array();\r\n this._groupPanel.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n this._groupPanel.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n this._groupHeader = this._addGroupHeader(name);\r\n }\r\n Object.defineProperty(SelectorGroup.prototype, \"groupPanel\", {\r\n /** Gets the groupPanel of the SelectorGroup */\r\n get: function () {\r\n return this._groupPanel;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SelectorGroup.prototype, \"selectors\", {\r\n /** Gets the selectors array */\r\n get: function () {\r\n return this._selectors;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SelectorGroup.prototype, \"header\", {\r\n /** Gets and sets the group header */\r\n get: function () {\r\n return this._groupHeader.text;\r\n },\r\n set: function (label) {\r\n if (this._groupHeader.text === \"label\") {\r\n return;\r\n }\r\n this._groupHeader.text = label;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n SelectorGroup.prototype._addGroupHeader = function (text) {\r\n var groupHeading = new TextBlock(\"groupHead\", text);\r\n groupHeading.width = 0.9;\r\n groupHeading.height = \"30px\";\r\n groupHeading.textWrapping = true;\r\n groupHeading.color = \"black\";\r\n groupHeading.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n groupHeading.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n groupHeading.left = \"2px\";\r\n this._groupPanel.addControl(groupHeading);\r\n return groupHeading;\r\n };\r\n /** @hidden*/\r\n SelectorGroup.prototype._getSelector = function (selectorNb) {\r\n if (selectorNb < 0 || selectorNb >= this._selectors.length) {\r\n return;\r\n }\r\n return this._selectors[selectorNb];\r\n };\r\n /** Removes the selector at the given position\r\n * @param selectorNb the position of the selector within the group\r\n */\r\n SelectorGroup.prototype.removeSelector = function (selectorNb) {\r\n if (selectorNb < 0 || selectorNb >= this._selectors.length) {\r\n return;\r\n }\r\n this._groupPanel.removeControl(this._selectors[selectorNb]);\r\n this._selectors.splice(selectorNb, 1);\r\n };\r\n return SelectorGroup;\r\n}());\r\nexport { SelectorGroup };\r\n/** Class used to create a CheckboxGroup\r\n * which contains groups of checkbox buttons\r\n*/\r\nvar CheckboxGroup = /** @class */ (function (_super) {\r\n __extends(CheckboxGroup, _super);\r\n function CheckboxGroup() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n /** Adds a checkbox as a control\r\n * @param text is the label for the selector\r\n * @param func is the function called when the Selector is checked\r\n * @param checked is true when Selector is checked\r\n */\r\n CheckboxGroup.prototype.addCheckbox = function (text, func, checked) {\r\n if (func === void 0) { func = function (s) { }; }\r\n if (checked === void 0) { checked = false; }\r\n var checked = checked || false;\r\n var button = new Checkbox();\r\n button.width = \"20px\";\r\n button.height = \"20px\";\r\n button.color = \"#364249\";\r\n button.background = \"#CCCCCC\";\r\n button.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n button.onIsCheckedChangedObservable.add(function (state) {\r\n func(state);\r\n });\r\n var _selector = Control.AddHeader(button, text, \"200px\", { isHorizontal: true, controlFirst: true });\r\n _selector.height = \"30px\";\r\n _selector.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n _selector.left = \"4px\";\r\n this.groupPanel.addControl(_selector);\r\n this.selectors.push(_selector);\r\n button.isChecked = checked;\r\n if (this.groupPanel.parent && this.groupPanel.parent.parent) {\r\n button.color = this.groupPanel.parent.parent.buttonColor;\r\n button.background = this.groupPanel.parent.parent.buttonBackground;\r\n }\r\n };\r\n /** @hidden */\r\n CheckboxGroup.prototype._setSelectorLabel = function (selectorNb, label) {\r\n this.selectors[selectorNb].children[1].text = label;\r\n };\r\n /** @hidden */\r\n CheckboxGroup.prototype._setSelectorLabelColor = function (selectorNb, color) {\r\n this.selectors[selectorNb].children[1].color = color;\r\n };\r\n /** @hidden */\r\n CheckboxGroup.prototype._setSelectorButtonColor = function (selectorNb, color) {\r\n this.selectors[selectorNb].children[0].color = color;\r\n };\r\n /** @hidden */\r\n CheckboxGroup.prototype._setSelectorButtonBackground = function (selectorNb, color) {\r\n this.selectors[selectorNb].children[0].background = color;\r\n };\r\n return CheckboxGroup;\r\n}(SelectorGroup));\r\nexport { CheckboxGroup };\r\n/** Class used to create a RadioGroup\r\n * which contains groups of radio buttons\r\n*/\r\nvar RadioGroup = /** @class */ (function (_super) {\r\n __extends(RadioGroup, _super);\r\n function RadioGroup() {\r\n var _this = _super !== null && _super.apply(this, arguments) || this;\r\n _this._selectNb = 0;\r\n return _this;\r\n }\r\n /** Adds a radio button as a control\r\n * @param label is the label for the selector\r\n * @param func is the function called when the Selector is checked\r\n * @param checked is true when Selector is checked\r\n */\r\n RadioGroup.prototype.addRadio = function (label, func, checked) {\r\n if (func === void 0) { func = function (n) { }; }\r\n if (checked === void 0) { checked = false; }\r\n var nb = this._selectNb++;\r\n var button = new RadioButton();\r\n button.name = label;\r\n button.width = \"20px\";\r\n button.height = \"20px\";\r\n button.color = \"#364249\";\r\n button.background = \"#CCCCCC\";\r\n button.group = this.name;\r\n button.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n button.onIsCheckedChangedObservable.add(function (state) {\r\n if (state) {\r\n func(nb);\r\n }\r\n });\r\n var _selector = Control.AddHeader(button, label, \"200px\", { isHorizontal: true, controlFirst: true });\r\n _selector.height = \"30px\";\r\n _selector.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n _selector.left = \"4px\";\r\n this.groupPanel.addControl(_selector);\r\n this.selectors.push(_selector);\r\n button.isChecked = checked;\r\n if (this.groupPanel.parent && this.groupPanel.parent.parent) {\r\n button.color = this.groupPanel.parent.parent.buttonColor;\r\n button.background = this.groupPanel.parent.parent.buttonBackground;\r\n }\r\n };\r\n /** @hidden */\r\n RadioGroup.prototype._setSelectorLabel = function (selectorNb, label) {\r\n this.selectors[selectorNb].children[1].text = label;\r\n };\r\n /** @hidden */\r\n RadioGroup.prototype._setSelectorLabelColor = function (selectorNb, color) {\r\n this.selectors[selectorNb].children[1].color = color;\r\n };\r\n /** @hidden */\r\n RadioGroup.prototype._setSelectorButtonColor = function (selectorNb, color) {\r\n this.selectors[selectorNb].children[0].color = color;\r\n };\r\n /** @hidden */\r\n RadioGroup.prototype._setSelectorButtonBackground = function (selectorNb, color) {\r\n this.selectors[selectorNb].children[0].background = color;\r\n };\r\n return RadioGroup;\r\n}(SelectorGroup));\r\nexport { RadioGroup };\r\n/** Class used to create a SliderGroup\r\n * which contains groups of slider buttons\r\n*/\r\nvar SliderGroup = /** @class */ (function (_super) {\r\n __extends(SliderGroup, _super);\r\n function SliderGroup() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n /**\r\n * Adds a slider to the SelectorGroup\r\n * @param label is the label for the SliderBar\r\n * @param func is the function called when the Slider moves\r\n * @param unit is a string describing the units used, eg degrees or metres\r\n * @param min is the minimum value for the Slider\r\n * @param max is the maximum value for the Slider\r\n * @param value is the start value for the Slider between min and max\r\n * @param onValueChange is the function used to format the value displayed, eg radians to degrees\r\n */\r\n SliderGroup.prototype.addSlider = function (label, func, unit, min, max, value, onValueChange) {\r\n if (func === void 0) { func = function (v) { }; }\r\n if (unit === void 0) { unit = \"Units\"; }\r\n if (min === void 0) { min = 0; }\r\n if (max === void 0) { max = 0; }\r\n if (value === void 0) { value = 0; }\r\n if (onValueChange === void 0) { onValueChange = function (v) { return v | 0; }; }\r\n var button = new Slider();\r\n button.name = unit;\r\n button.value = value;\r\n button.minimum = min;\r\n button.maximum = max;\r\n button.width = 0.9;\r\n button.height = \"20px\";\r\n button.color = \"#364249\";\r\n button.background = \"#CCCCCC\";\r\n button.borderColor = \"black\";\r\n button.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n button.left = \"4px\";\r\n button.paddingBottom = \"4px\";\r\n button.onValueChangedObservable.add(function (value) {\r\n button.parent.children[0].text = button.parent.children[0].name + \": \" + onValueChange(value) + \" \" + button.name;\r\n func(value);\r\n });\r\n var _selector = Control.AddHeader(button, label + \": \" + onValueChange(value) + \" \" + unit, \"30px\", { isHorizontal: false, controlFirst: false });\r\n _selector.height = \"60px\";\r\n _selector.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n _selector.left = \"4px\";\r\n _selector.children[0].name = label;\r\n this.groupPanel.addControl(_selector);\r\n this.selectors.push(_selector);\r\n if (this.groupPanel.parent && this.groupPanel.parent.parent) {\r\n button.color = this.groupPanel.parent.parent.buttonColor;\r\n button.background = this.groupPanel.parent.parent.buttonBackground;\r\n }\r\n };\r\n /** @hidden */\r\n SliderGroup.prototype._setSelectorLabel = function (selectorNb, label) {\r\n this.selectors[selectorNb].children[0].name = label;\r\n this.selectors[selectorNb].children[0].text = label + \": \" + this.selectors[selectorNb].children[1].value + \" \" + this.selectors[selectorNb].children[1].name;\r\n };\r\n /** @hidden */\r\n SliderGroup.prototype._setSelectorLabelColor = function (selectorNb, color) {\r\n this.selectors[selectorNb].children[0].color = color;\r\n };\r\n /** @hidden */\r\n SliderGroup.prototype._setSelectorButtonColor = function (selectorNb, color) {\r\n this.selectors[selectorNb].children[1].color = color;\r\n };\r\n /** @hidden */\r\n SliderGroup.prototype._setSelectorButtonBackground = function (selectorNb, color) {\r\n this.selectors[selectorNb].children[1].background = color;\r\n };\r\n return SliderGroup;\r\n}(SelectorGroup));\r\nexport { SliderGroup };\r\n/** Class used to hold the controls for the checkboxes, radio buttons and sliders\r\n * @see http://doc.babylonjs.com/how_to/selector\r\n*/\r\nvar SelectionPanel = /** @class */ (function (_super) {\r\n __extends(SelectionPanel, _super);\r\n /**\r\n * Creates a new SelectionPanel\r\n * @param name of SelectionPanel\r\n * @param groups is an array of SelectionGroups\r\n */\r\n function SelectionPanel(\r\n /** name of SelectionPanel */\r\n name, \r\n /** an array of SelectionGroups */\r\n groups) {\r\n if (groups === void 0) { groups = []; }\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this.groups = groups;\r\n _this._buttonColor = \"#364249\";\r\n _this._buttonBackground = \"#CCCCCC\";\r\n _this._headerColor = \"black\";\r\n _this._barColor = \"white\";\r\n _this._barHeight = \"2px\";\r\n _this._spacerHeight = \"20px\";\r\n _this._bars = new Array();\r\n _this._groups = groups;\r\n _this.thickness = 2;\r\n _this._panel = new StackPanel();\r\n _this._panel.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n _this._panel.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n _this._panel.top = 5;\r\n _this._panel.left = 5;\r\n _this._panel.width = 0.95;\r\n if (groups.length > 0) {\r\n for (var i = 0; i < groups.length - 1; i++) {\r\n _this._panel.addControl(groups[i].groupPanel);\r\n _this._addSpacer();\r\n }\r\n _this._panel.addControl(groups[groups.length - 1].groupPanel);\r\n }\r\n _this.addControl(_this._panel);\r\n return _this;\r\n }\r\n SelectionPanel.prototype._getTypeName = function () {\r\n return \"SelectionPanel\";\r\n };\r\n Object.defineProperty(SelectionPanel.prototype, \"headerColor\", {\r\n /** Gets or sets the headerColor */\r\n get: function () {\r\n return this._headerColor;\r\n },\r\n set: function (color) {\r\n if (this._headerColor === color) {\r\n return;\r\n }\r\n this._headerColor = color;\r\n this._setHeaderColor();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n SelectionPanel.prototype._setHeaderColor = function () {\r\n for (var i = 0; i < this._groups.length; i++) {\r\n this._groups[i].groupPanel.children[0].color = this._headerColor;\r\n }\r\n };\r\n Object.defineProperty(SelectionPanel.prototype, \"buttonColor\", {\r\n /** Gets or sets the button color */\r\n get: function () {\r\n return this._buttonColor;\r\n },\r\n set: function (color) {\r\n if (this._buttonColor === color) {\r\n return;\r\n }\r\n this._buttonColor = color;\r\n this._setbuttonColor();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n SelectionPanel.prototype._setbuttonColor = function () {\r\n for (var i = 0; i < this._groups.length; i++) {\r\n for (var j = 0; j < this._groups[i].selectors.length; j++) {\r\n this._groups[i]._setSelectorButtonColor(j, this._buttonColor);\r\n }\r\n }\r\n };\r\n Object.defineProperty(SelectionPanel.prototype, \"labelColor\", {\r\n /** Gets or sets the label color */\r\n get: function () {\r\n return this._labelColor;\r\n },\r\n set: function (color) {\r\n if (this._labelColor === color) {\r\n return;\r\n }\r\n this._labelColor = color;\r\n this._setLabelColor();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n SelectionPanel.prototype._setLabelColor = function () {\r\n for (var i = 0; i < this._groups.length; i++) {\r\n for (var j = 0; j < this._groups[i].selectors.length; j++) {\r\n this._groups[i]._setSelectorLabelColor(j, this._labelColor);\r\n }\r\n }\r\n };\r\n Object.defineProperty(SelectionPanel.prototype, \"buttonBackground\", {\r\n /** Gets or sets the button background */\r\n get: function () {\r\n return this._buttonBackground;\r\n },\r\n set: function (color) {\r\n if (this._buttonBackground === color) {\r\n return;\r\n }\r\n this._buttonBackground = color;\r\n this._setButtonBackground();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n SelectionPanel.prototype._setButtonBackground = function () {\r\n for (var i = 0; i < this._groups.length; i++) {\r\n for (var j = 0; j < this._groups[i].selectors.length; j++) {\r\n this._groups[i]._setSelectorButtonBackground(j, this._buttonBackground);\r\n }\r\n }\r\n };\r\n Object.defineProperty(SelectionPanel.prototype, \"barColor\", {\r\n /** Gets or sets the color of separator bar */\r\n get: function () {\r\n return this._barColor;\r\n },\r\n set: function (color) {\r\n if (this._barColor === color) {\r\n return;\r\n }\r\n this._barColor = color;\r\n this._setBarColor();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n SelectionPanel.prototype._setBarColor = function () {\r\n for (var i = 0; i < this._bars.length; i++) {\r\n this._bars[i].children[0].background = this._barColor;\r\n }\r\n };\r\n Object.defineProperty(SelectionPanel.prototype, \"barHeight\", {\r\n /** Gets or sets the height of separator bar */\r\n get: function () {\r\n return this._barHeight;\r\n },\r\n set: function (value) {\r\n if (this._barHeight === value) {\r\n return;\r\n }\r\n this._barHeight = value;\r\n this._setBarHeight();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n SelectionPanel.prototype._setBarHeight = function () {\r\n for (var i = 0; i < this._bars.length; i++) {\r\n this._bars[i].children[0].height = this._barHeight;\r\n }\r\n };\r\n Object.defineProperty(SelectionPanel.prototype, \"spacerHeight\", {\r\n /** Gets or sets the height of spacers*/\r\n get: function () {\r\n return this._spacerHeight;\r\n },\r\n set: function (value) {\r\n if (this._spacerHeight === value) {\r\n return;\r\n }\r\n this._spacerHeight = value;\r\n this._setSpacerHeight();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n SelectionPanel.prototype._setSpacerHeight = function () {\r\n for (var i = 0; i < this._bars.length; i++) {\r\n this._bars[i].height = this._spacerHeight;\r\n }\r\n };\r\n /** Adds a bar between groups */\r\n SelectionPanel.prototype._addSpacer = function () {\r\n var separator = new Container();\r\n separator.width = 1;\r\n separator.height = this._spacerHeight;\r\n separator.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n var bar = new Rectangle();\r\n bar.width = 1;\r\n bar.height = this._barHeight;\r\n bar.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n bar.verticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;\r\n bar.background = this._barColor;\r\n bar.color = \"transparent\";\r\n separator.addControl(bar);\r\n this._panel.addControl(separator);\r\n this._bars.push(separator);\r\n };\r\n /** Add a group to the selection panel\r\n * @param group is the selector group to add\r\n */\r\n SelectionPanel.prototype.addGroup = function (group) {\r\n if (this._groups.length > 0) {\r\n this._addSpacer();\r\n }\r\n this._panel.addControl(group.groupPanel);\r\n this._groups.push(group);\r\n group.groupPanel.children[0].color = this._headerColor;\r\n for (var j = 0; j < group.selectors.length; j++) {\r\n group._setSelectorButtonColor(j, this._buttonColor);\r\n group._setSelectorButtonBackground(j, this._buttonBackground);\r\n }\r\n };\r\n /** Remove the group from the given position\r\n * @param groupNb is the position of the group in the list\r\n */\r\n SelectionPanel.prototype.removeGroup = function (groupNb) {\r\n if (groupNb < 0 || groupNb >= this._groups.length) {\r\n return;\r\n }\r\n var group = this._groups[groupNb];\r\n this._panel.removeControl(group.groupPanel);\r\n this._groups.splice(groupNb, 1);\r\n if (groupNb < this._bars.length) {\r\n this._panel.removeControl(this._bars[groupNb]);\r\n this._bars.splice(groupNb, 1);\r\n }\r\n };\r\n /** Change a group header label\r\n * @param label is the new group header label\r\n * @param groupNb is the number of the group to relabel\r\n * */\r\n SelectionPanel.prototype.setHeaderName = function (label, groupNb) {\r\n if (groupNb < 0 || groupNb >= this._groups.length) {\r\n return;\r\n }\r\n var group = this._groups[groupNb];\r\n group.groupPanel.children[0].text = label;\r\n };\r\n /** Change selector label to the one given\r\n * @param label is the new selector label\r\n * @param groupNb is the number of the groupcontaining the selector\r\n * @param selectorNb is the number of the selector within a group to relabel\r\n * */\r\n SelectionPanel.prototype.relabel = function (label, groupNb, selectorNb) {\r\n if (groupNb < 0 || groupNb >= this._groups.length) {\r\n return;\r\n }\r\n var group = this._groups[groupNb];\r\n if (selectorNb < 0 || selectorNb >= group.selectors.length) {\r\n return;\r\n }\r\n group._setSelectorLabel(selectorNb, label);\r\n };\r\n /** For a given group position remove the selector at the given position\r\n * @param groupNb is the number of the group to remove the selector from\r\n * @param selectorNb is the number of the selector within the group\r\n */\r\n SelectionPanel.prototype.removeFromGroupSelector = function (groupNb, selectorNb) {\r\n if (groupNb < 0 || groupNb >= this._groups.length) {\r\n return;\r\n }\r\n var group = this._groups[groupNb];\r\n if (selectorNb < 0 || selectorNb >= group.selectors.length) {\r\n return;\r\n }\r\n group.removeSelector(selectorNb);\r\n };\r\n /** For a given group position of correct type add a checkbox button\r\n * @param groupNb is the number of the group to remove the selector from\r\n * @param label is the label for the selector\r\n * @param func is the function called when the Selector is checked\r\n * @param checked is true when Selector is checked\r\n */\r\n SelectionPanel.prototype.addToGroupCheckbox = function (groupNb, label, func, checked) {\r\n if (func === void 0) { func = function () { }; }\r\n if (checked === void 0) { checked = false; }\r\n if (groupNb < 0 || groupNb >= this._groups.length) {\r\n return;\r\n }\r\n var group = this._groups[groupNb];\r\n group.addCheckbox(label, func, checked);\r\n };\r\n /** For a given group position of correct type add a radio button\r\n * @param groupNb is the number of the group to remove the selector from\r\n * @param label is the label for the selector\r\n * @param func is the function called when the Selector is checked\r\n * @param checked is true when Selector is checked\r\n */\r\n SelectionPanel.prototype.addToGroupRadio = function (groupNb, label, func, checked) {\r\n if (func === void 0) { func = function () { }; }\r\n if (checked === void 0) { checked = false; }\r\n if (groupNb < 0 || groupNb >= this._groups.length) {\r\n return;\r\n }\r\n var group = this._groups[groupNb];\r\n group.addRadio(label, func, checked);\r\n };\r\n /**\r\n * For a given slider group add a slider\r\n * @param groupNb is the number of the group to add the slider to\r\n * @param label is the label for the Slider\r\n * @param func is the function called when the Slider moves\r\n * @param unit is a string describing the units used, eg degrees or metres\r\n * @param min is the minimum value for the Slider\r\n * @param max is the maximum value for the Slider\r\n * @param value is the start value for the Slider between min and max\r\n * @param onVal is the function used to format the value displayed, eg radians to degrees\r\n */\r\n SelectionPanel.prototype.addToGroupSlider = function (groupNb, label, func, unit, min, max, value, onVal) {\r\n if (func === void 0) { func = function () { }; }\r\n if (unit === void 0) { unit = \"Units\"; }\r\n if (min === void 0) { min = 0; }\r\n if (max === void 0) { max = 0; }\r\n if (value === void 0) { value = 0; }\r\n if (onVal === void 0) { onVal = function (v) { return v | 0; }; }\r\n if (groupNb < 0 || groupNb >= this._groups.length) {\r\n return;\r\n }\r\n var group = this._groups[groupNb];\r\n group.addSlider(label, func, unit, min, max, value, onVal);\r\n };\r\n return SelectionPanel;\r\n}(Rectangle));\r\nexport { SelectionPanel };\r\n//# sourceMappingURL=selector.js.map","import { __extends } from \"tslib\";\r\nimport { Measure } from \"../../measure\";\r\nimport { Container } from \"../container\";\r\nimport { ValueAndUnit } from \"../../valueAndUnit\";\r\nimport { Control } from \"../control\";\r\n/**\r\n * Class used to hold a the container for ScrollViewer\r\n * @hidden\r\n*/\r\nvar _ScrollViewerWindow = /** @class */ (function (_super) {\r\n __extends(_ScrollViewerWindow, _super);\r\n /**\r\n * Creates a new ScrollViewerWindow\r\n * @param name of ScrollViewerWindow\r\n */\r\n function _ScrollViewerWindow(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this._freezeControls = false;\r\n _this._bucketWidth = 0;\r\n _this._bucketHeight = 0;\r\n _this._buckets = {};\r\n return _this;\r\n }\r\n Object.defineProperty(_ScrollViewerWindow.prototype, \"freezeControls\", {\r\n get: function () {\r\n return this._freezeControls;\r\n },\r\n set: function (value) {\r\n if (this._freezeControls === value) {\r\n return;\r\n }\r\n // trigger a full normal layout calculation to be sure all children have their measures up to date\r\n this._freezeControls = false;\r\n var textureSize = this.host.getSize();\r\n var renderWidth = textureSize.width;\r\n var renderHeight = textureSize.height;\r\n var context = this.host.getContext();\r\n var measure = new Measure(0, 0, renderWidth, renderHeight);\r\n this.host._numLayoutCalls = 0;\r\n this.host._rootContainer._layout(measure, context);\r\n // in freeze mode, prepare children measures accordingly\r\n if (value) {\r\n this._updateMeasures();\r\n if (this._useBuckets()) {\r\n this._makeBuckets();\r\n }\r\n }\r\n this._freezeControls = value;\r\n this.host.markAsDirty(); // redraw with the (new) current settings\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(_ScrollViewerWindow.prototype, \"bucketWidth\", {\r\n get: function () {\r\n return this._bucketWidth;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(_ScrollViewerWindow.prototype, \"bucketHeight\", {\r\n get: function () {\r\n return this._bucketHeight;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n _ScrollViewerWindow.prototype.setBucketSizes = function (width, height) {\r\n this._bucketWidth = width;\r\n this._bucketHeight = height;\r\n if (this._useBuckets()) {\r\n if (this._freezeControls) {\r\n this._makeBuckets();\r\n }\r\n }\r\n else {\r\n this._buckets = {};\r\n }\r\n };\r\n _ScrollViewerWindow.prototype._useBuckets = function () {\r\n return this._bucketWidth > 0 && this._bucketHeight > 0;\r\n };\r\n _ScrollViewerWindow.prototype._makeBuckets = function () {\r\n this._buckets = {};\r\n this._bucketLen = Math.ceil(this.widthInPixels / this._bucketWidth);\r\n this._dispatchInBuckets(this._children);\r\n };\r\n _ScrollViewerWindow.prototype._dispatchInBuckets = function (children) {\r\n for (var i = 0; i < children.length; ++i) {\r\n var child = children[i];\r\n var bStartX = Math.max(0, Math.floor((child._currentMeasure.left - this._currentMeasure.left) / this._bucketWidth)), bEndX = Math.floor((child._currentMeasure.left - this._currentMeasure.left + child._currentMeasure.width - 1) / this._bucketWidth), bStartY = Math.max(0, Math.floor((child._currentMeasure.top - this._currentMeasure.top) / this._bucketHeight)), bEndY = Math.floor((child._currentMeasure.top - this._currentMeasure.top + child._currentMeasure.height - 1) / this._bucketHeight);\r\n while (bStartY <= bEndY) {\r\n for (var x = bStartX; x <= bEndX; ++x) {\r\n var bucket = bStartY * this._bucketLen + x, lstc = this._buckets[bucket];\r\n if (!lstc) {\r\n lstc = [];\r\n this._buckets[bucket] = lstc;\r\n }\r\n lstc.push(child);\r\n }\r\n bStartY++;\r\n }\r\n if (child instanceof Container && child._children.length > 0) {\r\n this._dispatchInBuckets(child._children);\r\n }\r\n }\r\n };\r\n // reset left and top measures for the window and all its children\r\n _ScrollViewerWindow.prototype._updateMeasures = function () {\r\n var left = this.leftInPixels | 0, top = this.topInPixels | 0;\r\n this._measureForChildren.left -= left;\r\n this._measureForChildren.top -= top;\r\n this._currentMeasure.left -= left;\r\n this._currentMeasure.top -= top;\r\n this._updateChildrenMeasures(this._children, left, top);\r\n };\r\n _ScrollViewerWindow.prototype._updateChildrenMeasures = function (children, left, top) {\r\n for (var i = 0; i < children.length; ++i) {\r\n var child = children[i];\r\n child._currentMeasure.left -= left;\r\n child._currentMeasure.top -= top;\r\n child._customData._origLeft = child._currentMeasure.left; // save the original left and top values for each child\r\n child._customData._origTop = child._currentMeasure.top;\r\n if (child instanceof Container && child._children.length > 0) {\r\n this._updateChildrenMeasures(child._children, left, top);\r\n }\r\n }\r\n };\r\n _ScrollViewerWindow.prototype._getTypeName = function () {\r\n return \"ScrollViewerWindow\";\r\n };\r\n /** @hidden */\r\n _ScrollViewerWindow.prototype._additionalProcessing = function (parentMeasure, context) {\r\n _super.prototype._additionalProcessing.call(this, parentMeasure, context);\r\n this._parentMeasure = parentMeasure;\r\n this._measureForChildren.left = this._currentMeasure.left;\r\n this._measureForChildren.top = this._currentMeasure.top;\r\n this._measureForChildren.width = parentMeasure.width;\r\n this._measureForChildren.height = parentMeasure.height;\r\n };\r\n /** @hidden */\r\n _ScrollViewerWindow.prototype._layout = function (parentMeasure, context) {\r\n if (this._freezeControls) {\r\n this.invalidateRect(); // will trigger a redraw of the window\r\n return false;\r\n }\r\n return _super.prototype._layout.call(this, parentMeasure, context);\r\n };\r\n _ScrollViewerWindow.prototype._scrollChildren = function (children, left, top) {\r\n for (var i = 0; i < children.length; ++i) {\r\n var child = children[i];\r\n child._currentMeasure.left = child._customData._origLeft + left;\r\n child._currentMeasure.top = child._customData._origTop + top;\r\n child._isClipped = false; // clipping will be handled by _draw and the call to _intersectsRect()\r\n if (child instanceof Container && child._children.length > 0) {\r\n this._scrollChildren(child._children, left, top);\r\n }\r\n }\r\n };\r\n _ScrollViewerWindow.prototype._scrollChildrenWithBuckets = function (left, top, scrollLeft, scrollTop) {\r\n var bStartX = Math.max(0, Math.floor(-left / this._bucketWidth)), bEndX = Math.floor((-left + this._parentMeasure.width - 1) / this._bucketWidth), bStartY = Math.max(0, Math.floor(-top / this._bucketHeight)), bEndY = Math.floor((-top + this._parentMeasure.height - 1) / this._bucketHeight);\r\n while (bStartY <= bEndY) {\r\n for (var x = bStartX; x <= bEndX; ++x) {\r\n var bucket = bStartY * this._bucketLen + x, lstc = this._buckets[bucket];\r\n if (lstc) {\r\n for (var i = 0; i < lstc.length; ++i) {\r\n var child = lstc[i];\r\n child._currentMeasure.left = child._customData._origLeft + scrollLeft;\r\n child._currentMeasure.top = child._customData._origTop + scrollTop;\r\n child._isClipped = false; // clipping will be handled by _draw and the call to _intersectsRect()\r\n }\r\n }\r\n }\r\n bStartY++;\r\n }\r\n };\r\n /** @hidden */\r\n _ScrollViewerWindow.prototype._draw = function (context, invalidatedRectangle) {\r\n if (!this._freezeControls) {\r\n _super.prototype._draw.call(this, context, invalidatedRectangle);\r\n return;\r\n }\r\n this._localDraw(context);\r\n if (this.clipChildren) {\r\n this._clipForChildren(context);\r\n }\r\n var left = this.leftInPixels, top = this.topInPixels;\r\n if (this._useBuckets()) {\r\n this._scrollChildrenWithBuckets(this._oldLeft, this._oldTop, left, top);\r\n this._scrollChildrenWithBuckets(left, top, left, top);\r\n }\r\n else {\r\n this._scrollChildren(this._children, left, top);\r\n }\r\n this._oldLeft = left;\r\n this._oldTop = top;\r\n for (var _i = 0, _a = this._children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n if (!child._intersectsRect(this._parentMeasure)) {\r\n continue;\r\n }\r\n child._render(context, this._parentMeasure);\r\n }\r\n };\r\n _ScrollViewerWindow.prototype._postMeasure = function () {\r\n if (this._freezeControls) {\r\n _super.prototype._postMeasure.call(this);\r\n return;\r\n }\r\n var maxWidth = this.parentClientWidth;\r\n var maxHeight = this.parentClientHeight;\r\n for (var _i = 0, _a = this.children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n if (!child.isVisible || child.notRenderable) {\r\n continue;\r\n }\r\n if (child.horizontalAlignment === Control.HORIZONTAL_ALIGNMENT_CENTER) {\r\n child._offsetLeft(this._currentMeasure.left - child._currentMeasure.left);\r\n }\r\n if (child.verticalAlignment === Control.VERTICAL_ALIGNMENT_CENTER) {\r\n child._offsetTop(this._currentMeasure.top - child._currentMeasure.top);\r\n }\r\n maxWidth = Math.max(maxWidth, child._currentMeasure.left - this._currentMeasure.left + child._currentMeasure.width);\r\n maxHeight = Math.max(maxHeight, child._currentMeasure.top - this._currentMeasure.top + child._currentMeasure.height);\r\n }\r\n if (this._currentMeasure.width !== maxWidth) {\r\n this._width.updateInPlace(maxWidth, ValueAndUnit.UNITMODE_PIXEL);\r\n this._currentMeasure.width = maxWidth;\r\n this._rebuildLayout = true;\r\n this._isDirty = true;\r\n }\r\n if (this._currentMeasure.height !== maxHeight) {\r\n this._height.updateInPlace(maxHeight, ValueAndUnit.UNITMODE_PIXEL);\r\n this._currentMeasure.height = maxHeight;\r\n this._rebuildLayout = true;\r\n this._isDirty = true;\r\n }\r\n _super.prototype._postMeasure.call(this);\r\n };\r\n return _ScrollViewerWindow;\r\n}(Container));\r\nexport { _ScrollViewerWindow };\r\n//# sourceMappingURL=scrollViewerWindow.js.map","import { __extends } from \"tslib\";\r\nimport { BaseSlider } from \"./baseSlider\";\r\nimport { Measure } from \"../../measure\";\r\n/**\r\n * Class used to create slider controls\r\n */\r\nvar ScrollBar = /** @class */ (function (_super) {\r\n __extends(ScrollBar, _super);\r\n /**\r\n * Creates a new Slider\r\n * @param name defines the control name\r\n */\r\n function ScrollBar(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._background = \"black\";\r\n _this._borderColor = \"white\";\r\n _this._tempMeasure = new Measure(0, 0, 0, 0);\r\n return _this;\r\n }\r\n Object.defineProperty(ScrollBar.prototype, \"borderColor\", {\r\n /** Gets or sets border color */\r\n get: function () {\r\n return this._borderColor;\r\n },\r\n set: function (value) {\r\n if (this._borderColor === value) {\r\n return;\r\n }\r\n this._borderColor = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollBar.prototype, \"background\", {\r\n /** Gets or sets background color */\r\n get: function () {\r\n return this._background;\r\n },\r\n set: function (value) {\r\n if (this._background === value) {\r\n return;\r\n }\r\n this._background = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n ScrollBar.prototype._getTypeName = function () {\r\n return \"Scrollbar\";\r\n };\r\n ScrollBar.prototype._getThumbThickness = function () {\r\n var thumbThickness = 0;\r\n if (this._thumbWidth.isPixel) {\r\n thumbThickness = this._thumbWidth.getValue(this._host);\r\n }\r\n else {\r\n thumbThickness = this._backgroundBoxThickness * this._thumbWidth.getValue(this._host);\r\n }\r\n return thumbThickness;\r\n };\r\n ScrollBar.prototype._draw = function (context) {\r\n context.save();\r\n this._applyStates(context);\r\n this._prepareRenderingData(\"rectangle\");\r\n var left = this._renderLeft;\r\n var thumbPosition = this._getThumbPosition();\r\n context.fillStyle = this._background;\r\n context.fillRect(this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n // Value bar\r\n context.fillStyle = this.color;\r\n // Thumb\r\n if (this.isVertical) {\r\n this._tempMeasure.left = left - this._effectiveBarOffset;\r\n this._tempMeasure.top = this._currentMeasure.top + thumbPosition;\r\n this._tempMeasure.width = this._currentMeasure.width;\r\n this._tempMeasure.height = this._effectiveThumbThickness;\r\n }\r\n else {\r\n this._tempMeasure.left = this._currentMeasure.left + thumbPosition;\r\n this._tempMeasure.top = this._currentMeasure.top;\r\n this._tempMeasure.width = this._effectiveThumbThickness;\r\n this._tempMeasure.height = this._currentMeasure.height;\r\n }\r\n context.fillRect(this._tempMeasure.left, this._tempMeasure.top, this._tempMeasure.width, this._tempMeasure.height);\r\n context.restore();\r\n };\r\n /** @hidden */\r\n ScrollBar.prototype._updateValueFromPointer = function (x, y) {\r\n if (this.rotation != 0) {\r\n this._invertTransformMatrix.transformCoordinates(x, y, this._transformedPosition);\r\n x = this._transformedPosition.x;\r\n y = this._transformedPosition.y;\r\n }\r\n if (this._first) {\r\n this._first = false;\r\n this._originX = x;\r\n this._originY = y;\r\n // Check if move is required\r\n if (x < this._tempMeasure.left || x > this._tempMeasure.left + this._tempMeasure.width || y < this._tempMeasure.top || y > this._tempMeasure.top + this._tempMeasure.height) {\r\n if (this.isVertical) {\r\n this.value = this.minimum + (1 - ((y - this._currentMeasure.top) / this._currentMeasure.height)) * (this.maximum - this.minimum);\r\n }\r\n else {\r\n this.value = this.minimum + ((x - this._currentMeasure.left) / this._currentMeasure.width) * (this.maximum - this.minimum);\r\n }\r\n }\r\n }\r\n // Delta mode\r\n var delta = 0;\r\n if (this.isVertical) {\r\n delta = -((y - this._originY) / (this._currentMeasure.height - this._effectiveThumbThickness));\r\n }\r\n else {\r\n delta = (x - this._originX) / (this._currentMeasure.width - this._effectiveThumbThickness);\r\n }\r\n this.value += delta * (this.maximum - this.minimum);\r\n this._originX = x;\r\n this._originY = y;\r\n };\r\n ScrollBar.prototype._onPointerDown = function (target, coordinates, pointerId, buttonIndex) {\r\n this._first = true;\r\n return _super.prototype._onPointerDown.call(this, target, coordinates, pointerId, buttonIndex);\r\n };\r\n return ScrollBar;\r\n}(BaseSlider));\r\nexport { ScrollBar };\r\n//# sourceMappingURL=scrollBar.js.map","import { __extends } from \"tslib\";\r\nimport { BaseSlider } from \"./baseSlider\";\r\nimport { Measure } from \"../../measure\";\r\n/**\r\n * Class used to create slider controls\r\n */\r\nvar ImageScrollBar = /** @class */ (function (_super) {\r\n __extends(ImageScrollBar, _super);\r\n /**\r\n * Creates a new ImageScrollBar\r\n * @param name defines the control name\r\n */\r\n function ImageScrollBar(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._thumbLength = 0.5;\r\n _this._thumbHeight = 1;\r\n _this._barImageHeight = 1;\r\n _this._tempMeasure = new Measure(0, 0, 0, 0);\r\n /** Number of 90° rotation to apply on the images when in vertical mode */\r\n _this.num90RotationInVerticalMode = 1;\r\n return _this;\r\n }\r\n Object.defineProperty(ImageScrollBar.prototype, \"backgroundImage\", {\r\n /**\r\n * Gets or sets the image used to render the background for horizontal bar\r\n */\r\n get: function () {\r\n return this._backgroundBaseImage;\r\n },\r\n set: function (value) {\r\n var _this = this;\r\n if (this._backgroundBaseImage === value) {\r\n return;\r\n }\r\n this._backgroundBaseImage = value;\r\n if (this.isVertical && this.num90RotationInVerticalMode !== 0) {\r\n if (!value.isLoaded) {\r\n value.onImageLoadedObservable.addOnce(function () {\r\n var rotatedValue = value._rotate90(_this.num90RotationInVerticalMode, true);\r\n _this._backgroundImage = rotatedValue;\r\n if (!rotatedValue.isLoaded) {\r\n rotatedValue.onImageLoadedObservable.addOnce(function () {\r\n _this._markAsDirty();\r\n });\r\n }\r\n _this._markAsDirty();\r\n });\r\n }\r\n else {\r\n this._backgroundImage = value._rotate90(this.num90RotationInVerticalMode, true);\r\n this._markAsDirty();\r\n }\r\n }\r\n else {\r\n this._backgroundImage = value;\r\n if (value && !value.isLoaded) {\r\n value.onImageLoadedObservable.addOnce(function () {\r\n _this._markAsDirty();\r\n });\r\n }\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageScrollBar.prototype, \"thumbImage\", {\r\n /**\r\n * Gets or sets the image used to render the thumb\r\n */\r\n get: function () {\r\n return this._thumbBaseImage;\r\n },\r\n set: function (value) {\r\n var _this = this;\r\n if (this._thumbBaseImage === value) {\r\n return;\r\n }\r\n this._thumbBaseImage = value;\r\n if (this.isVertical && this.num90RotationInVerticalMode !== 0) {\r\n if (!value.isLoaded) {\r\n value.onImageLoadedObservable.addOnce(function () {\r\n var rotatedValue = value._rotate90(-_this.num90RotationInVerticalMode, true);\r\n _this._thumbImage = rotatedValue;\r\n if (!rotatedValue.isLoaded) {\r\n rotatedValue.onImageLoadedObservable.addOnce(function () {\r\n _this._markAsDirty();\r\n });\r\n }\r\n _this._markAsDirty();\r\n });\r\n }\r\n else {\r\n this._thumbImage = value._rotate90(-this.num90RotationInVerticalMode, true);\r\n this._markAsDirty();\r\n }\r\n }\r\n else {\r\n this._thumbImage = value;\r\n if (value && !value.isLoaded) {\r\n value.onImageLoadedObservable.addOnce(function () {\r\n _this._markAsDirty();\r\n });\r\n }\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageScrollBar.prototype, \"thumbLength\", {\r\n /**\r\n * Gets or sets the length of the thumb\r\n */\r\n get: function () {\r\n return this._thumbLength;\r\n },\r\n set: function (value) {\r\n if (this._thumbLength === value) {\r\n return;\r\n }\r\n this._thumbLength = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageScrollBar.prototype, \"thumbHeight\", {\r\n /**\r\n * Gets or sets the height of the thumb\r\n */\r\n get: function () {\r\n return this._thumbHeight;\r\n },\r\n set: function (value) {\r\n if (this._thumbLength === value) {\r\n return;\r\n }\r\n this._thumbHeight = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageScrollBar.prototype, \"barImageHeight\", {\r\n /**\r\n * Gets or sets the height of the bar image\r\n */\r\n get: function () {\r\n return this._barImageHeight;\r\n },\r\n set: function (value) {\r\n if (this._barImageHeight === value) {\r\n return;\r\n }\r\n this._barImageHeight = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n ImageScrollBar.prototype._getTypeName = function () {\r\n return \"ImageScrollBar\";\r\n };\r\n ImageScrollBar.prototype._getThumbThickness = function () {\r\n var thumbThickness = 0;\r\n if (this._thumbWidth.isPixel) {\r\n thumbThickness = this._thumbWidth.getValue(this._host);\r\n }\r\n else {\r\n thumbThickness = this._backgroundBoxThickness * this._thumbWidth.getValue(this._host);\r\n }\r\n return thumbThickness;\r\n };\r\n ImageScrollBar.prototype._draw = function (context) {\r\n context.save();\r\n this._applyStates(context);\r\n this._prepareRenderingData(\"rectangle\");\r\n var thumbPosition = this._getThumbPosition();\r\n var left = this._renderLeft;\r\n var top = this._renderTop;\r\n var width = this._renderWidth;\r\n var height = this._renderHeight;\r\n // Background\r\n if (this._backgroundImage) {\r\n this._tempMeasure.copyFromFloats(left, top, width, height);\r\n if (this.isVertical) {\r\n this._tempMeasure.copyFromFloats(left + width * (1 - this._barImageHeight) * 0.5, this._currentMeasure.top, width * this._barImageHeight, height);\r\n this._tempMeasure.height += this._effectiveThumbThickness;\r\n this._backgroundImage._currentMeasure.copyFrom(this._tempMeasure);\r\n }\r\n else {\r\n this._tempMeasure.copyFromFloats(this._currentMeasure.left, top + height * (1 - this._barImageHeight) * 0.5, width, height * this._barImageHeight);\r\n this._tempMeasure.width += this._effectiveThumbThickness;\r\n this._backgroundImage._currentMeasure.copyFrom(this._tempMeasure);\r\n }\r\n this._backgroundImage._draw(context);\r\n }\r\n // Thumb\r\n if (this.isVertical) {\r\n this._tempMeasure.copyFromFloats(left - this._effectiveBarOffset + this._currentMeasure.width * (1 - this._thumbHeight) * 0.5, this._currentMeasure.top + thumbPosition, this._currentMeasure.width * this._thumbHeight, this._effectiveThumbThickness);\r\n }\r\n else {\r\n this._tempMeasure.copyFromFloats(this._currentMeasure.left + thumbPosition, this._currentMeasure.top + this._currentMeasure.height * (1 - this._thumbHeight) * 0.5, this._effectiveThumbThickness, this._currentMeasure.height * this._thumbHeight);\r\n }\r\n if (this._thumbImage) {\r\n this._thumbImage._currentMeasure.copyFrom(this._tempMeasure);\r\n this._thumbImage._draw(context);\r\n }\r\n context.restore();\r\n };\r\n /** @hidden */\r\n ImageScrollBar.prototype._updateValueFromPointer = function (x, y) {\r\n if (this.rotation != 0) {\r\n this._invertTransformMatrix.transformCoordinates(x, y, this._transformedPosition);\r\n x = this._transformedPosition.x;\r\n y = this._transformedPosition.y;\r\n }\r\n if (this._first) {\r\n this._first = false;\r\n this._originX = x;\r\n this._originY = y;\r\n // Check if move is required\r\n if (x < this._tempMeasure.left || x > this._tempMeasure.left + this._tempMeasure.width || y < this._tempMeasure.top || y > this._tempMeasure.top + this._tempMeasure.height) {\r\n if (this.isVertical) {\r\n this.value = this.minimum + (1 - ((y - this._currentMeasure.top) / this._currentMeasure.height)) * (this.maximum - this.minimum);\r\n }\r\n else {\r\n this.value = this.minimum + ((x - this._currentMeasure.left) / this._currentMeasure.width) * (this.maximum - this.minimum);\r\n }\r\n }\r\n }\r\n // Delta mode\r\n var delta = 0;\r\n if (this.isVertical) {\r\n delta = -((y - this._originY) / (this._currentMeasure.height - this._effectiveThumbThickness));\r\n }\r\n else {\r\n delta = (x - this._originX) / (this._currentMeasure.width - this._effectiveThumbThickness);\r\n }\r\n this.value += delta * (this.maximum - this.minimum);\r\n this._originX = x;\r\n this._originY = y;\r\n };\r\n ImageScrollBar.prototype._onPointerDown = function (target, coordinates, pointerId, buttonIndex) {\r\n this._first = true;\r\n return _super.prototype._onPointerDown.call(this, target, coordinates, pointerId, buttonIndex);\r\n };\r\n return ImageScrollBar;\r\n}(BaseSlider));\r\nexport { ImageScrollBar };\r\n//# sourceMappingURL=imageScrollBar.js.map","import { __extends } from \"tslib\";\r\nimport { Rectangle } from \"../rectangle\";\r\nimport { Grid } from \"../grid\";\r\nimport { Control } from \"../control\";\r\nimport { _ScrollViewerWindow } from \"./scrollViewerWindow\";\r\nimport { ScrollBar } from \"../sliders/scrollBar\";\r\nimport { ImageScrollBar } from \"../sliders/imageScrollBar\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to hold a viewer window and sliders in a grid\r\n*/\r\nvar ScrollViewer = /** @class */ (function (_super) {\r\n __extends(ScrollViewer, _super);\r\n /**\r\n * Creates a new ScrollViewer\r\n * @param name of ScrollViewer\r\n */\r\n function ScrollViewer(name, isImageBased) {\r\n var _this = _super.call(this, name) || this;\r\n _this._barSize = 20;\r\n _this._pointerIsOver = false;\r\n _this._wheelPrecision = 0.05;\r\n _this._thumbLength = 0.5;\r\n _this._thumbHeight = 1;\r\n _this._barImageHeight = 1;\r\n _this._horizontalBarImageHeight = 1;\r\n _this._verticalBarImageHeight = 1;\r\n _this._forceHorizontalBar = false;\r\n _this._forceVerticalBar = false;\r\n _this._useImageBar = isImageBased ? isImageBased : false;\r\n _this.onDirtyObservable.add(function () {\r\n _this._horizontalBarSpace.color = _this.color;\r\n _this._verticalBarSpace.color = _this.color;\r\n _this._dragSpace.color = _this.color;\r\n });\r\n _this.onPointerEnterObservable.add(function () {\r\n _this._pointerIsOver = true;\r\n });\r\n _this.onPointerOutObservable.add(function () {\r\n _this._pointerIsOver = false;\r\n });\r\n _this._grid = new Grid();\r\n if (_this._useImageBar) {\r\n _this._horizontalBar = new ImageScrollBar();\r\n _this._verticalBar = new ImageScrollBar();\r\n }\r\n else {\r\n _this._horizontalBar = new ScrollBar();\r\n _this._verticalBar = new ScrollBar();\r\n }\r\n _this._window = new _ScrollViewerWindow(\"scrollViewer_window\");\r\n _this._window.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n _this._window.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n _this._grid.addColumnDefinition(1);\r\n _this._grid.addColumnDefinition(0, true);\r\n _this._grid.addRowDefinition(1);\r\n _this._grid.addRowDefinition(0, true);\r\n _super.prototype.addControl.call(_this, _this._grid);\r\n _this._grid.addControl(_this._window, 0, 0);\r\n _this._verticalBarSpace = new Rectangle();\r\n _this._verticalBarSpace.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n _this._verticalBarSpace.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n _this._verticalBarSpace.thickness = 1;\r\n _this._grid.addControl(_this._verticalBarSpace, 0, 1);\r\n _this._addBar(_this._verticalBar, _this._verticalBarSpace, true, Math.PI);\r\n _this._horizontalBarSpace = new Rectangle();\r\n _this._horizontalBarSpace.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n _this._horizontalBarSpace.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n _this._horizontalBarSpace.thickness = 1;\r\n _this._grid.addControl(_this._horizontalBarSpace, 1, 0);\r\n _this._addBar(_this._horizontalBar, _this._horizontalBarSpace, false, 0);\r\n _this._dragSpace = new Rectangle();\r\n _this._dragSpace.thickness = 1;\r\n _this._grid.addControl(_this._dragSpace, 1, 1);\r\n // Colors\r\n if (!_this._useImageBar) {\r\n _this.barColor = \"grey\";\r\n _this.barBackground = \"transparent\";\r\n }\r\n return _this;\r\n }\r\n Object.defineProperty(ScrollViewer.prototype, \"horizontalBar\", {\r\n /**\r\n * Gets the horizontal scrollbar\r\n */\r\n get: function () {\r\n return this._horizontalBar;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"verticalBar\", {\r\n /**\r\n * Gets the vertical scrollbar\r\n */\r\n get: function () {\r\n return this._verticalBar;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Adds a new control to the current container\r\n * @param control defines the control to add\r\n * @returns the current container\r\n */\r\n ScrollViewer.prototype.addControl = function (control) {\r\n if (!control) {\r\n return this;\r\n }\r\n this._window.addControl(control);\r\n return this;\r\n };\r\n /**\r\n * Removes a control from the current container\r\n * @param control defines the control to remove\r\n * @returns the current container\r\n */\r\n ScrollViewer.prototype.removeControl = function (control) {\r\n this._window.removeControl(control);\r\n return this;\r\n };\r\n Object.defineProperty(ScrollViewer.prototype, \"children\", {\r\n /** Gets the list of children */\r\n get: function () {\r\n return this._window.children;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n ScrollViewer.prototype._flagDescendantsAsMatrixDirty = function () {\r\n for (var _i = 0, _a = this._children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n child._markMatrixAsDirty();\r\n }\r\n };\r\n Object.defineProperty(ScrollViewer.prototype, \"freezeControls\", {\r\n /**\r\n * Freezes or unfreezes the controls in the window.\r\n * When controls are frozen, the scroll viewer can render a lot more quickly but updates to positions/sizes of controls\r\n * are not taken into account. If you want to change positions/sizes, unfreeze, perform the changes then freeze again\r\n */\r\n get: function () {\r\n return this._window.freezeControls;\r\n },\r\n set: function (value) {\r\n this._window.freezeControls = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"bucketWidth\", {\r\n /** Gets the bucket width */\r\n get: function () {\r\n return this._window.bucketWidth;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"bucketHeight\", {\r\n /** Gets the bucket height */\r\n get: function () {\r\n return this._window.bucketHeight;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Sets the bucket sizes.\r\n * When freezeControls is true, setting a non-zero bucket size will improve performances by updating only\r\n * controls that are visible. The bucket sizes is used to subdivide (internally) the window area to smaller areas into which\r\n * controls are dispatched. So, the size should be roughly equals to the mean size of all the controls of\r\n * the window. To disable the usage of buckets, sets either width or height (or both) to 0.\r\n * Please note that using this option will raise the memory usage (the higher the bucket sizes, the less memory\r\n * used), that's why it is not enabled by default.\r\n * @param width width of the bucket\r\n * @param height height of the bucket\r\n */\r\n ScrollViewer.prototype.setBucketSizes = function (width, height) {\r\n this._window.setBucketSizes(width, height);\r\n };\r\n Object.defineProperty(ScrollViewer.prototype, \"forceHorizontalBar\", {\r\n /**\r\n * Forces the horizontal scroll bar to be displayed\r\n */\r\n get: function () {\r\n return this._forceHorizontalBar;\r\n },\r\n set: function (value) {\r\n this._grid.setRowDefinition(1, value ? this._barSize : 0, true);\r\n this._horizontalBar.isVisible = value;\r\n this._forceHorizontalBar = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"forceVerticalBar\", {\r\n /**\r\n * Forces the vertical scroll bar to be displayed\r\n */\r\n get: function () {\r\n return this._forceVerticalBar;\r\n },\r\n set: function (value) {\r\n this._grid.setColumnDefinition(1, value ? this._barSize : 0, true);\r\n this._verticalBar.isVisible = value;\r\n this._forceVerticalBar = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** Reset the scroll viewer window to initial size */\r\n ScrollViewer.prototype.resetWindow = function () {\r\n this._window.width = \"100%\";\r\n this._window.height = \"100%\";\r\n };\r\n ScrollViewer.prototype._getTypeName = function () {\r\n return \"ScrollViewer\";\r\n };\r\n ScrollViewer.prototype._buildClientSizes = function () {\r\n var ratio = this.host.idealRatio;\r\n this._window.parentClientWidth = this._currentMeasure.width - (this._verticalBar.isVisible || this.forceVerticalBar ? this._barSize * ratio : 0) - 2 * this.thickness;\r\n this._window.parentClientHeight = this._currentMeasure.height - (this._horizontalBar.isVisible || this.forceHorizontalBar ? this._barSize * ratio : 0) - 2 * this.thickness;\r\n this._clientWidth = this._window.parentClientWidth;\r\n this._clientHeight = this._window.parentClientHeight;\r\n };\r\n ScrollViewer.prototype._additionalProcessing = function (parentMeasure, context) {\r\n _super.prototype._additionalProcessing.call(this, parentMeasure, context);\r\n this._buildClientSizes();\r\n };\r\n ScrollViewer.prototype._postMeasure = function () {\r\n _super.prototype._postMeasure.call(this);\r\n this._updateScroller();\r\n };\r\n Object.defineProperty(ScrollViewer.prototype, \"wheelPrecision\", {\r\n /**\r\n * Gets or sets the mouse wheel precision\r\n * from 0 to 1 with a default value of 0.05\r\n * */\r\n get: function () {\r\n return this._wheelPrecision;\r\n },\r\n set: function (value) {\r\n if (this._wheelPrecision === value) {\r\n return;\r\n }\r\n if (value < 0) {\r\n value = 0;\r\n }\r\n if (value > 1) {\r\n value = 1;\r\n }\r\n this._wheelPrecision = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"scrollBackground\", {\r\n /** Gets or sets the scroll bar container background color */\r\n get: function () {\r\n return this._horizontalBarSpace.background;\r\n },\r\n set: function (color) {\r\n if (this._horizontalBarSpace.background === color) {\r\n return;\r\n }\r\n this._horizontalBarSpace.background = color;\r\n this._verticalBarSpace.background = color;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"barColor\", {\r\n /** Gets or sets the bar color */\r\n get: function () {\r\n return this._barColor;\r\n },\r\n set: function (color) {\r\n if (this._barColor === color) {\r\n return;\r\n }\r\n this._barColor = color;\r\n this._horizontalBar.color = color;\r\n this._verticalBar.color = color;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"thumbImage\", {\r\n /** Gets or sets the bar image */\r\n get: function () {\r\n return this._barImage;\r\n },\r\n set: function (value) {\r\n if (this._barImage === value) {\r\n return;\r\n }\r\n this._barImage = value;\r\n var hb = this._horizontalBar;\r\n var vb = this._verticalBar;\r\n hb.thumbImage = value;\r\n vb.thumbImage = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"horizontalThumbImage\", {\r\n /** Gets or sets the horizontal bar image */\r\n get: function () {\r\n return this._horizontalBarImage;\r\n },\r\n set: function (value) {\r\n if (this._horizontalBarImage === value) {\r\n return;\r\n }\r\n this._horizontalBarImage = value;\r\n var hb = this._horizontalBar;\r\n hb.thumbImage = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"verticalThumbImage\", {\r\n /** Gets or sets the vertical bar image */\r\n get: function () {\r\n return this._verticalBarImage;\r\n },\r\n set: function (value) {\r\n if (this._verticalBarImage === value) {\r\n return;\r\n }\r\n this._verticalBarImage = value;\r\n var vb = this._verticalBar;\r\n vb.thumbImage = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"barSize\", {\r\n /** Gets or sets the size of the bar */\r\n get: function () {\r\n return this._barSize;\r\n },\r\n set: function (value) {\r\n if (this._barSize === value) {\r\n return;\r\n }\r\n this._barSize = value;\r\n this._markAsDirty();\r\n if (this._horizontalBar.isVisible) {\r\n this._grid.setRowDefinition(1, this._barSize, true);\r\n }\r\n if (this._verticalBar.isVisible) {\r\n this._grid.setColumnDefinition(1, this._barSize, true);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"thumbLength\", {\r\n /** Gets or sets the length of the thumb */\r\n get: function () {\r\n return this._thumbLength;\r\n },\r\n set: function (value) {\r\n if (this._thumbLength === value) {\r\n return;\r\n }\r\n if (value <= 0) {\r\n value = 0.1;\r\n }\r\n if (value > 1) {\r\n value = 1;\r\n }\r\n this._thumbLength = value;\r\n var hb = this._horizontalBar;\r\n var vb = this._verticalBar;\r\n hb.thumbLength = value;\r\n vb.thumbLength = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"thumbHeight\", {\r\n /** Gets or sets the height of the thumb */\r\n get: function () {\r\n return this._thumbHeight;\r\n },\r\n set: function (value) {\r\n if (this._thumbHeight === value) {\r\n return;\r\n }\r\n if (value <= 0) {\r\n value = 0.1;\r\n }\r\n if (value > 1) {\r\n value = 1;\r\n }\r\n this._thumbHeight = value;\r\n var hb = this._horizontalBar;\r\n var vb = this._verticalBar;\r\n hb.thumbHeight = value;\r\n vb.thumbHeight = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"barImageHeight\", {\r\n /** Gets or sets the height of the bar image */\r\n get: function () {\r\n return this._barImageHeight;\r\n },\r\n set: function (value) {\r\n if (this._barImageHeight === value) {\r\n return;\r\n }\r\n if (value <= 0) {\r\n value = 0.1;\r\n }\r\n if (value > 1) {\r\n value = 1;\r\n }\r\n this._barImageHeight = value;\r\n var hb = this._horizontalBar;\r\n var vb = this._verticalBar;\r\n hb.barImageHeight = value;\r\n vb.barImageHeight = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"horizontalBarImageHeight\", {\r\n /** Gets or sets the height of the horizontal bar image */\r\n get: function () {\r\n return this._horizontalBarImageHeight;\r\n },\r\n set: function (value) {\r\n if (this._horizontalBarImageHeight === value) {\r\n return;\r\n }\r\n if (value <= 0) {\r\n value = 0.1;\r\n }\r\n if (value > 1) {\r\n value = 1;\r\n }\r\n this._horizontalBarImageHeight = value;\r\n var hb = this._horizontalBar;\r\n hb.barImageHeight = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"verticalBarImageHeight\", {\r\n /** Gets or sets the height of the vertical bar image */\r\n get: function () {\r\n return this._verticalBarImageHeight;\r\n },\r\n set: function (value) {\r\n if (this._verticalBarImageHeight === value) {\r\n return;\r\n }\r\n if (value <= 0) {\r\n value = 0.1;\r\n }\r\n if (value > 1) {\r\n value = 1;\r\n }\r\n this._verticalBarImageHeight = value;\r\n var vb = this._verticalBar;\r\n vb.barImageHeight = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"barBackground\", {\r\n /** Gets or sets the bar background */\r\n get: function () {\r\n return this._barBackground;\r\n },\r\n set: function (color) {\r\n if (this._barBackground === color) {\r\n return;\r\n }\r\n this._barBackground = color;\r\n var hb = this._horizontalBar;\r\n var vb = this._verticalBar;\r\n hb.background = color;\r\n vb.background = color;\r\n this._dragSpace.background = color;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"barImage\", {\r\n /** Gets or sets the bar background image */\r\n get: function () {\r\n return this._barBackgroundImage;\r\n },\r\n set: function (value) {\r\n if (this._barBackgroundImage === value) {\r\n }\r\n this._barBackgroundImage = value;\r\n var hb = this._horizontalBar;\r\n var vb = this._verticalBar;\r\n hb.backgroundImage = value;\r\n vb.backgroundImage = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"horizontalBarImage\", {\r\n /** Gets or sets the horizontal bar background image */\r\n get: function () {\r\n return this._horizontalBarBackgroundImage;\r\n },\r\n set: function (value) {\r\n if (this._horizontalBarBackgroundImage === value) {\r\n }\r\n this._horizontalBarBackgroundImage = value;\r\n var hb = this._horizontalBar;\r\n hb.backgroundImage = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"verticalBarImage\", {\r\n /** Gets or sets the vertical bar background image */\r\n get: function () {\r\n return this._verticalBarBackgroundImage;\r\n },\r\n set: function (value) {\r\n if (this._verticalBarBackgroundImage === value) {\r\n }\r\n this._verticalBarBackgroundImage = value;\r\n var vb = this._verticalBar;\r\n vb.backgroundImage = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n ScrollViewer.prototype._setWindowPosition = function () {\r\n var ratio = this.host.idealRatio;\r\n var windowContentsWidth = this._window._currentMeasure.width;\r\n var windowContentsHeight = this._window._currentMeasure.height;\r\n var _endLeft = this._clientWidth - windowContentsWidth;\r\n var _endTop = this._clientHeight - windowContentsHeight;\r\n var newLeft = (this._horizontalBar.value / ratio) * _endLeft + \"px\";\r\n var newTop = (this._verticalBar.value / ratio) * _endTop + \"px\";\r\n if (newLeft !== this._window.left) {\r\n this._window.left = newLeft;\r\n if (!this.freezeControls) {\r\n this._rebuildLayout = true;\r\n }\r\n }\r\n if (newTop !== this._window.top) {\r\n this._window.top = newTop;\r\n if (!this.freezeControls) {\r\n this._rebuildLayout = true;\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n ScrollViewer.prototype._updateScroller = function () {\r\n var windowContentsWidth = this._window._currentMeasure.width;\r\n var windowContentsHeight = this._window._currentMeasure.height;\r\n if (this._horizontalBar.isVisible && windowContentsWidth <= this._clientWidth && !this.forceHorizontalBar) {\r\n this._grid.setRowDefinition(1, 0, true);\r\n this._horizontalBar.isVisible = false;\r\n this._horizontalBar.value = 0;\r\n this._rebuildLayout = true;\r\n }\r\n else if (!this._horizontalBar.isVisible && (windowContentsWidth > this._clientWidth || this.forceHorizontalBar)) {\r\n this._grid.setRowDefinition(1, this._barSize, true);\r\n this._horizontalBar.isVisible = true;\r\n this._rebuildLayout = true;\r\n }\r\n if (this._verticalBar.isVisible && windowContentsHeight <= this._clientHeight && !this.forceVerticalBar) {\r\n this._grid.setColumnDefinition(1, 0, true);\r\n this._verticalBar.isVisible = false;\r\n this._verticalBar.value = 0;\r\n this._rebuildLayout = true;\r\n }\r\n else if (!this._verticalBar.isVisible && (windowContentsHeight > this._clientHeight || this.forceVerticalBar)) {\r\n this._grid.setColumnDefinition(1, this._barSize, true);\r\n this._verticalBar.isVisible = true;\r\n this._rebuildLayout = true;\r\n }\r\n this._buildClientSizes();\r\n var ratio = this.host.idealRatio;\r\n this._horizontalBar.thumbWidth = this._thumbLength * 0.9 * (this._clientWidth / ratio) + \"px\";\r\n this._verticalBar.thumbWidth = this._thumbLength * 0.9 * (this._clientHeight / ratio) + \"px\";\r\n };\r\n ScrollViewer.prototype._link = function (host) {\r\n _super.prototype._link.call(this, host);\r\n this._attachWheel();\r\n };\r\n /** @hidden */\r\n ScrollViewer.prototype._addBar = function (barControl, barContainer, isVertical, rotation) {\r\n var _this = this;\r\n barControl.paddingLeft = 0;\r\n barControl.width = \"100%\";\r\n barControl.height = \"100%\";\r\n barControl.barOffset = 0;\r\n barControl.value = 0;\r\n barControl.maximum = 1;\r\n barControl.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;\r\n barControl.verticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;\r\n barControl.isVertical = isVertical;\r\n barControl.rotation = rotation;\r\n barControl.isVisible = false;\r\n barContainer.addControl(barControl);\r\n barControl.onValueChangedObservable.add(function (value) {\r\n _this._setWindowPosition();\r\n });\r\n };\r\n /** @hidden */\r\n ScrollViewer.prototype._attachWheel = function () {\r\n var _this = this;\r\n if (!this._host || this._onWheelObserver) {\r\n return;\r\n }\r\n this._onWheelObserver = this.onWheelObservable.add(function (pi) {\r\n if (!_this._pointerIsOver) {\r\n return;\r\n }\r\n if (_this._verticalBar.isVisible == true) {\r\n if (pi.y < 0 && _this._verticalBar.value > 0) {\r\n _this._verticalBar.value -= _this._wheelPrecision;\r\n }\r\n else if (pi.y > 0 && _this._verticalBar.value < _this._verticalBar.maximum) {\r\n _this._verticalBar.value += _this._wheelPrecision;\r\n }\r\n }\r\n if (_this._horizontalBar.isVisible == true) {\r\n if (pi.x < 0 && _this._horizontalBar.value < _this._horizontalBar.maximum) {\r\n _this._horizontalBar.value += _this._wheelPrecision;\r\n }\r\n else if (pi.x > 0 && _this._horizontalBar.value > 0) {\r\n _this._horizontalBar.value -= _this._wheelPrecision;\r\n }\r\n }\r\n });\r\n };\r\n ScrollViewer.prototype._renderHighlightSpecific = function (context) {\r\n if (!this.isHighlighted) {\r\n return;\r\n }\r\n _super.prototype._renderHighlightSpecific.call(this, context);\r\n this._grid._renderHighlightSpecific(context);\r\n context.restore();\r\n };\r\n /** Releases associated resources */\r\n ScrollViewer.prototype.dispose = function () {\r\n this.onWheelObservable.remove(this._onWheelObserver);\r\n this._onWheelObserver = null;\r\n _super.prototype.dispose.call(this);\r\n };\r\n return ScrollViewer;\r\n}(Rectangle));\r\nexport { ScrollViewer };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.ScrollViewer\"] = ScrollViewer;\r\n//# sourceMappingURL=scrollViewer.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { StackPanel } from \"./stackPanel\";\r\nimport { Button } from \"./button\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to store key control properties\r\n */\r\nvar KeyPropertySet = /** @class */ (function () {\r\n function KeyPropertySet() {\r\n }\r\n return KeyPropertySet;\r\n}());\r\nexport { KeyPropertySet };\r\n/**\r\n * Class used to create virtual keyboard\r\n */\r\nvar VirtualKeyboard = /** @class */ (function (_super) {\r\n __extends(VirtualKeyboard, _super);\r\n function VirtualKeyboard() {\r\n var _this = _super !== null && _super.apply(this, arguments) || this;\r\n /** Observable raised when a key is pressed */\r\n _this.onKeyPressObservable = new Observable();\r\n /** Gets or sets default key button width */\r\n _this.defaultButtonWidth = \"40px\";\r\n /** Gets or sets default key button height */\r\n _this.defaultButtonHeight = \"40px\";\r\n /** Gets or sets default key button left padding */\r\n _this.defaultButtonPaddingLeft = \"2px\";\r\n /** Gets or sets default key button right padding */\r\n _this.defaultButtonPaddingRight = \"2px\";\r\n /** Gets or sets default key button top padding */\r\n _this.defaultButtonPaddingTop = \"2px\";\r\n /** Gets or sets default key button bottom padding */\r\n _this.defaultButtonPaddingBottom = \"2px\";\r\n /** Gets or sets default key button foreground color */\r\n _this.defaultButtonColor = \"#DDD\";\r\n /** Gets or sets default key button background color */\r\n _this.defaultButtonBackground = \"#070707\";\r\n /** Gets or sets shift button foreground color */\r\n _this.shiftButtonColor = \"#7799FF\";\r\n /** Gets or sets shift button thickness*/\r\n _this.selectedShiftThickness = 1;\r\n /** Gets shift key state */\r\n _this.shiftState = 0;\r\n _this._currentlyConnectedInputText = null;\r\n _this._connectedInputTexts = [];\r\n _this._onKeyPressObserver = null;\r\n return _this;\r\n }\r\n VirtualKeyboard.prototype._getTypeName = function () {\r\n return \"VirtualKeyboard\";\r\n };\r\n VirtualKeyboard.prototype._createKey = function (key, propertySet) {\r\n var _this = this;\r\n var button = Button.CreateSimpleButton(key, key);\r\n button.width = propertySet && propertySet.width ? propertySet.width : this.defaultButtonWidth;\r\n button.height = propertySet && propertySet.height ? propertySet.height : this.defaultButtonHeight;\r\n button.color = propertySet && propertySet.color ? propertySet.color : this.defaultButtonColor;\r\n button.background = propertySet && propertySet.background ? propertySet.background : this.defaultButtonBackground;\r\n button.paddingLeft = propertySet && propertySet.paddingLeft ? propertySet.paddingLeft : this.defaultButtonPaddingLeft;\r\n button.paddingRight = propertySet && propertySet.paddingRight ? propertySet.paddingRight : this.defaultButtonPaddingRight;\r\n button.paddingTop = propertySet && propertySet.paddingTop ? propertySet.paddingTop : this.defaultButtonPaddingTop;\r\n button.paddingBottom = propertySet && propertySet.paddingBottom ? propertySet.paddingBottom : this.defaultButtonPaddingBottom;\r\n button.thickness = 0;\r\n button.isFocusInvisible = true;\r\n button.shadowColor = this.shadowColor;\r\n button.shadowBlur = this.shadowBlur;\r\n button.shadowOffsetX = this.shadowOffsetX;\r\n button.shadowOffsetY = this.shadowOffsetY;\r\n button.onPointerUpObservable.add(function () {\r\n _this.onKeyPressObservable.notifyObservers(key);\r\n });\r\n return button;\r\n };\r\n /**\r\n * Adds a new row of keys\r\n * @param keys defines the list of keys to add\r\n * @param propertySets defines the associated property sets\r\n */\r\n VirtualKeyboard.prototype.addKeysRow = function (keys, propertySets) {\r\n var panel = new StackPanel();\r\n panel.isVertical = false;\r\n panel.isFocusInvisible = true;\r\n var maxKey = null;\r\n for (var i = 0; i < keys.length; i++) {\r\n var properties = null;\r\n if (propertySets && propertySets.length === keys.length) {\r\n properties = propertySets[i];\r\n }\r\n var key = this._createKey(keys[i], properties);\r\n if (!maxKey || key.heightInPixels > maxKey.heightInPixels) {\r\n maxKey = key;\r\n }\r\n panel.addControl(key);\r\n }\r\n panel.height = maxKey ? maxKey.height : this.defaultButtonHeight;\r\n this.addControl(panel);\r\n };\r\n /**\r\n * Set the shift key to a specific state\r\n * @param shiftState defines the new shift state\r\n */\r\n VirtualKeyboard.prototype.applyShiftState = function (shiftState) {\r\n if (!this.children) {\r\n return;\r\n }\r\n for (var i = 0; i < this.children.length; i++) {\r\n var row = this.children[i];\r\n if (!row || !row.children) {\r\n continue;\r\n }\r\n var rowContainer = row;\r\n for (var j = 0; j < rowContainer.children.length; j++) {\r\n var button = rowContainer.children[j];\r\n if (!button || !button.children[0]) {\r\n continue;\r\n }\r\n var button_tblock = button.children[0];\r\n if (button_tblock.text === \"\\u21E7\") {\r\n button.color = (shiftState ? this.shiftButtonColor : this.defaultButtonColor);\r\n button.thickness = (shiftState > 1 ? this.selectedShiftThickness : 0);\r\n }\r\n button_tblock.text = (shiftState > 0 ? button_tblock.text.toUpperCase() : button_tblock.text.toLowerCase());\r\n }\r\n }\r\n };\r\n Object.defineProperty(VirtualKeyboard.prototype, \"connectedInputText\", {\r\n /** Gets the input text control currently attached to the keyboard */\r\n get: function () {\r\n return this._currentlyConnectedInputText;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Connects the keyboard with an input text control\r\n *\r\n * @param input defines the target control\r\n */\r\n VirtualKeyboard.prototype.connect = function (input) {\r\n var _this = this;\r\n var inputTextAlreadyConnected = this._connectedInputTexts.some(function (a) { return a.input === input; });\r\n if (inputTextAlreadyConnected) {\r\n return;\r\n }\r\n if (this._onKeyPressObserver === null) {\r\n this._onKeyPressObserver = this.onKeyPressObservable.add(function (key) {\r\n if (!_this._currentlyConnectedInputText) {\r\n return;\r\n }\r\n _this._currentlyConnectedInputText._host.focusedControl = _this._currentlyConnectedInputText;\r\n switch (key) {\r\n case \"\\u21E7\":\r\n _this.shiftState++;\r\n if (_this.shiftState > 2) {\r\n _this.shiftState = 0;\r\n }\r\n _this.applyShiftState(_this.shiftState);\r\n return;\r\n case \"\\u2190\":\r\n _this._currentlyConnectedInputText.processKey(8);\r\n return;\r\n case \"\\u21B5\":\r\n _this._currentlyConnectedInputText.processKey(13);\r\n return;\r\n }\r\n _this._currentlyConnectedInputText.processKey(-1, (_this.shiftState ? key.toUpperCase() : key));\r\n if (_this.shiftState === 1) {\r\n _this.shiftState = 0;\r\n _this.applyShiftState(_this.shiftState);\r\n }\r\n });\r\n }\r\n this.isVisible = false;\r\n this._currentlyConnectedInputText = input;\r\n input._connectedVirtualKeyboard = this;\r\n // Events hooking\r\n var onFocusObserver = input.onFocusObservable.add(function () {\r\n _this._currentlyConnectedInputText = input;\r\n input._connectedVirtualKeyboard = _this;\r\n _this.isVisible = true;\r\n });\r\n var onBlurObserver = input.onBlurObservable.add(function () {\r\n input._connectedVirtualKeyboard = null;\r\n _this._currentlyConnectedInputText = null;\r\n _this.isVisible = false;\r\n });\r\n this._connectedInputTexts.push({\r\n input: input,\r\n onBlurObserver: onBlurObserver,\r\n onFocusObserver: onFocusObserver\r\n });\r\n };\r\n /**\r\n * Disconnects the keyboard from connected InputText controls\r\n *\r\n * @param input optionally defines a target control, otherwise all are disconnected\r\n */\r\n VirtualKeyboard.prototype.disconnect = function (input) {\r\n var _this = this;\r\n if (input) {\r\n // .find not available on IE\r\n var filtered = this._connectedInputTexts.filter(function (a) { return a.input === input; });\r\n if (filtered.length === 1) {\r\n this._removeConnectedInputObservables(filtered[0]);\r\n this._connectedInputTexts = this._connectedInputTexts.filter(function (a) { return a.input !== input; });\r\n if (this._currentlyConnectedInputText === input) {\r\n this._currentlyConnectedInputText = null;\r\n }\r\n }\r\n }\r\n else {\r\n this._connectedInputTexts.forEach(function (connectedInputText) {\r\n _this._removeConnectedInputObservables(connectedInputText);\r\n });\r\n this._connectedInputTexts = [];\r\n }\r\n if (this._connectedInputTexts.length === 0) {\r\n this._currentlyConnectedInputText = null;\r\n this.onKeyPressObservable.remove(this._onKeyPressObserver);\r\n this._onKeyPressObserver = null;\r\n }\r\n };\r\n VirtualKeyboard.prototype._removeConnectedInputObservables = function (connectedInputText) {\r\n connectedInputText.input._connectedVirtualKeyboard = null;\r\n connectedInputText.input.onFocusObservable.remove(connectedInputText.onFocusObserver);\r\n connectedInputText.input.onBlurObservable.remove(connectedInputText.onBlurObserver);\r\n };\r\n /**\r\n * Release all resources\r\n */\r\n VirtualKeyboard.prototype.dispose = function () {\r\n _super.prototype.dispose.call(this);\r\n this.disconnect();\r\n };\r\n // Statics\r\n /**\r\n * Creates a new keyboard using a default layout\r\n *\r\n * @param name defines control name\r\n * @returns a new VirtualKeyboard\r\n */\r\n VirtualKeyboard.CreateDefaultLayout = function (name) {\r\n var returnValue = new VirtualKeyboard(name);\r\n returnValue.addKeysRow([\"1\", \"2\", \"3\", \"4\", \"5\", \"6\", \"7\", \"8\", \"9\", \"0\", \"\\u2190\"]);\r\n returnValue.addKeysRow([\"q\", \"w\", \"e\", \"r\", \"t\", \"y\", \"u\", \"i\", \"o\", \"p\"]);\r\n returnValue.addKeysRow([\"a\", \"s\", \"d\", \"f\", \"g\", \"h\", \"j\", \"k\", \"l\", \";\", \"'\", \"\\u21B5\"]);\r\n returnValue.addKeysRow([\"\\u21E7\", \"z\", \"x\", \"c\", \"v\", \"b\", \"n\", \"m\", \",\", \".\", \"/\"]);\r\n returnValue.addKeysRow([\" \"], [{ width: \"200px\" }]);\r\n return returnValue;\r\n };\r\n return VirtualKeyboard;\r\n}(StackPanel));\r\nexport { VirtualKeyboard };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.VirtualKeyboard\"] = VirtualKeyboard;\r\n//# sourceMappingURL=virtualKeyboard.js.map","import { __extends } from \"tslib\";\r\nimport { Control } from \"./control\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/** Class used to render a grid */\r\nvar DisplayGrid = /** @class */ (function (_super) {\r\n __extends(DisplayGrid, _super);\r\n /**\r\n * Creates a new GridDisplayRectangle\r\n * @param name defines the control name\r\n */\r\n function DisplayGrid(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._cellWidth = 20;\r\n _this._cellHeight = 20;\r\n _this._minorLineTickness = 1;\r\n _this._minorLineColor = \"DarkGray\";\r\n _this._majorLineTickness = 2;\r\n _this._majorLineColor = \"White\";\r\n _this._majorLineFrequency = 5;\r\n _this._background = \"Black\";\r\n _this._displayMajorLines = true;\r\n _this._displayMinorLines = true;\r\n return _this;\r\n }\r\n Object.defineProperty(DisplayGrid.prototype, \"displayMinorLines\", {\r\n /** Gets or sets a boolean indicating if minor lines must be rendered (true by default)) */\r\n get: function () {\r\n return this._displayMinorLines;\r\n },\r\n set: function (value) {\r\n if (this._displayMinorLines === value) {\r\n return;\r\n }\r\n this._displayMinorLines = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DisplayGrid.prototype, \"displayMajorLines\", {\r\n /** Gets or sets a boolean indicating if major lines must be rendered (true by default)) */\r\n get: function () {\r\n return this._displayMajorLines;\r\n },\r\n set: function (value) {\r\n if (this._displayMajorLines === value) {\r\n return;\r\n }\r\n this._displayMajorLines = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DisplayGrid.prototype, \"background\", {\r\n /** Gets or sets background color (Black by default) */\r\n get: function () {\r\n return this._background;\r\n },\r\n set: function (value) {\r\n if (this._background === value) {\r\n return;\r\n }\r\n this._background = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DisplayGrid.prototype, \"cellWidth\", {\r\n /** Gets or sets the width of each cell (20 by default) */\r\n get: function () {\r\n return this._cellWidth;\r\n },\r\n set: function (value) {\r\n this._cellWidth = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DisplayGrid.prototype, \"cellHeight\", {\r\n /** Gets or sets the height of each cell (20 by default) */\r\n get: function () {\r\n return this._cellHeight;\r\n },\r\n set: function (value) {\r\n this._cellHeight = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DisplayGrid.prototype, \"minorLineTickness\", {\r\n /** Gets or sets the tickness of minor lines (1 by default) */\r\n get: function () {\r\n return this._minorLineTickness;\r\n },\r\n set: function (value) {\r\n this._minorLineTickness = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DisplayGrid.prototype, \"minorLineColor\", {\r\n /** Gets or sets the color of minor lines (DarkGray by default) */\r\n get: function () {\r\n return this._minorLineColor;\r\n },\r\n set: function (value) {\r\n this._minorLineColor = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DisplayGrid.prototype, \"majorLineTickness\", {\r\n /** Gets or sets the tickness of major lines (2 by default) */\r\n get: function () {\r\n return this._majorLineTickness;\r\n },\r\n set: function (value) {\r\n this._majorLineTickness = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DisplayGrid.prototype, \"majorLineColor\", {\r\n /** Gets or sets the color of major lines (White by default) */\r\n get: function () {\r\n return this._majorLineColor;\r\n },\r\n set: function (value) {\r\n this._majorLineColor = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DisplayGrid.prototype, \"majorLineFrequency\", {\r\n /** Gets or sets the frequency of major lines (default is 1 every 5 minor lines)*/\r\n get: function () {\r\n return this._majorLineFrequency;\r\n },\r\n set: function (value) {\r\n this._majorLineFrequency = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n DisplayGrid.prototype._draw = function (context, invalidatedRectangle) {\r\n context.save();\r\n this._applyStates(context);\r\n if (this._isEnabled) {\r\n if (this._background) {\r\n context.fillStyle = this._background;\r\n context.fillRect(this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n }\r\n var cellCountX = this._currentMeasure.width / this._cellWidth;\r\n var cellCountY = this._currentMeasure.height / this._cellHeight;\r\n // Minor lines\r\n var left = this._currentMeasure.left + this._currentMeasure.width / 2;\r\n var top_1 = this._currentMeasure.top + this._currentMeasure.height / 2;\r\n if (this._displayMinorLines) {\r\n context.strokeStyle = this._minorLineColor;\r\n context.lineWidth = this._minorLineTickness;\r\n for (var x = -cellCountX / 2; x < cellCountX / 2; x++) {\r\n var cellX = left + x * this.cellWidth;\r\n context.beginPath();\r\n context.moveTo(cellX, this._currentMeasure.top);\r\n context.lineTo(cellX, this._currentMeasure.top + this._currentMeasure.height);\r\n context.stroke();\r\n }\r\n for (var y = -cellCountY / 2; y < cellCountY / 2; y++) {\r\n var cellY = top_1 + y * this.cellHeight;\r\n context.beginPath();\r\n context.moveTo(this._currentMeasure.left, cellY);\r\n context.lineTo(this._currentMeasure.left + this._currentMeasure.width, cellY);\r\n context.stroke();\r\n }\r\n }\r\n // Major lines\r\n if (this._displayMajorLines) {\r\n context.strokeStyle = this._majorLineColor;\r\n context.lineWidth = this._majorLineTickness;\r\n for (var x = -cellCountX / 2 + this._majorLineFrequency; x < cellCountX / 2; x += this._majorLineFrequency) {\r\n var cellX = left + x * this.cellWidth;\r\n context.beginPath();\r\n context.moveTo(cellX, this._currentMeasure.top);\r\n context.lineTo(cellX, this._currentMeasure.top + this._currentMeasure.height);\r\n context.stroke();\r\n }\r\n for (var y = -cellCountY / 2 + this._majorLineFrequency; y < cellCountY / 2; y += this._majorLineFrequency) {\r\n var cellY = top_1 + y * this.cellHeight;\r\n context.moveTo(this._currentMeasure.left, cellY);\r\n context.lineTo(this._currentMeasure.left + this._currentMeasure.width, cellY);\r\n context.closePath();\r\n context.stroke();\r\n }\r\n }\r\n }\r\n context.restore();\r\n };\r\n DisplayGrid.prototype._getTypeName = function () {\r\n return \"DisplayGrid\";\r\n };\r\n return DisplayGrid;\r\n}(Control));\r\nexport { DisplayGrid };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.DisplayGrid\"] = DisplayGrid;\r\n//# sourceMappingURL=displayGrid.js.map","import { __extends } from \"tslib\";\r\nimport { BaseSlider } from \"./baseSlider\";\r\nimport { Measure } from \"../../measure\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to create slider controls based on images\r\n */\r\nvar ImageBasedSlider = /** @class */ (function (_super) {\r\n __extends(ImageBasedSlider, _super);\r\n /**\r\n * Creates a new ImageBasedSlider\r\n * @param name defines the control name\r\n */\r\n function ImageBasedSlider(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._tempMeasure = new Measure(0, 0, 0, 0);\r\n return _this;\r\n }\r\n Object.defineProperty(ImageBasedSlider.prototype, \"displayThumb\", {\r\n get: function () {\r\n return this._displayThumb && this.thumbImage != null;\r\n },\r\n set: function (value) {\r\n if (this._displayThumb === value) {\r\n return;\r\n }\r\n this._displayThumb = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageBasedSlider.prototype, \"backgroundImage\", {\r\n /**\r\n * Gets or sets the image used to render the background\r\n */\r\n get: function () {\r\n return this._backgroundImage;\r\n },\r\n set: function (value) {\r\n var _this = this;\r\n if (this._backgroundImage === value) {\r\n return;\r\n }\r\n this._backgroundImage = value;\r\n if (value && !value.isLoaded) {\r\n value.onImageLoadedObservable.addOnce(function () { return _this._markAsDirty(); });\r\n }\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageBasedSlider.prototype, \"valueBarImage\", {\r\n /**\r\n * Gets or sets the image used to render the value bar\r\n */\r\n get: function () {\r\n return this._valueBarImage;\r\n },\r\n set: function (value) {\r\n var _this = this;\r\n if (this._valueBarImage === value) {\r\n return;\r\n }\r\n this._valueBarImage = value;\r\n if (value && !value.isLoaded) {\r\n value.onImageLoadedObservable.addOnce(function () { return _this._markAsDirty(); });\r\n }\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageBasedSlider.prototype, \"thumbImage\", {\r\n /**\r\n * Gets or sets the image used to render the thumb\r\n */\r\n get: function () {\r\n return this._thumbImage;\r\n },\r\n set: function (value) {\r\n var _this = this;\r\n if (this._thumbImage === value) {\r\n return;\r\n }\r\n this._thumbImage = value;\r\n if (value && !value.isLoaded) {\r\n value.onImageLoadedObservable.addOnce(function () { return _this._markAsDirty(); });\r\n }\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n ImageBasedSlider.prototype._getTypeName = function () {\r\n return \"ImageBasedSlider\";\r\n };\r\n ImageBasedSlider.prototype._draw = function (context, invalidatedRectangle) {\r\n context.save();\r\n this._applyStates(context);\r\n this._prepareRenderingData(\"rectangle\");\r\n var thumbPosition = this._getThumbPosition();\r\n var left = this._renderLeft;\r\n var top = this._renderTop;\r\n var width = this._renderWidth;\r\n var height = this._renderHeight;\r\n // Background\r\n if (this._backgroundImage) {\r\n this._tempMeasure.copyFromFloats(left, top, width, height);\r\n if (this.isThumbClamped && this.displayThumb) {\r\n if (this.isVertical) {\r\n this._tempMeasure.height += this._effectiveThumbThickness;\r\n }\r\n else {\r\n this._tempMeasure.width += this._effectiveThumbThickness;\r\n }\r\n }\r\n this._backgroundImage._currentMeasure.copyFrom(this._tempMeasure);\r\n this._backgroundImage._draw(context);\r\n }\r\n // Bar\r\n if (this._valueBarImage) {\r\n if (this.isVertical) {\r\n if (this.isThumbClamped && this.displayThumb) {\r\n this._tempMeasure.copyFromFloats(left, top + thumbPosition, width, height - thumbPosition + this._effectiveThumbThickness);\r\n }\r\n else {\r\n this._tempMeasure.copyFromFloats(left, top + thumbPosition, width, height - thumbPosition);\r\n }\r\n }\r\n else {\r\n if (this.isThumbClamped && this.displayThumb) {\r\n this._tempMeasure.copyFromFloats(left, top, thumbPosition + this._effectiveThumbThickness / 2, height);\r\n }\r\n else {\r\n this._tempMeasure.copyFromFloats(left, top, thumbPosition, height);\r\n }\r\n }\r\n this._valueBarImage._currentMeasure.copyFrom(this._tempMeasure);\r\n this._valueBarImage._draw(context);\r\n }\r\n // Thumb\r\n if (this.displayThumb) {\r\n if (this.isVertical) {\r\n this._tempMeasure.copyFromFloats(left - this._effectiveBarOffset, this._currentMeasure.top + thumbPosition, this._currentMeasure.width, this._effectiveThumbThickness);\r\n }\r\n else {\r\n this._tempMeasure.copyFromFloats(this._currentMeasure.left + thumbPosition, this._currentMeasure.top, this._effectiveThumbThickness, this._currentMeasure.height);\r\n }\r\n this._thumbImage._currentMeasure.copyFrom(this._tempMeasure);\r\n this._thumbImage._draw(context);\r\n }\r\n context.restore();\r\n };\r\n return ImageBasedSlider;\r\n}(BaseSlider));\r\nexport { ImageBasedSlider };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.ImageBasedSlider\"] = ImageBasedSlider;\r\n//# sourceMappingURL=imageBasedSlider.js.map","import { Control } from \"./control\";\r\nimport { StackPanel } from \"./stackPanel\";\r\nimport { TextBlock } from \"./textBlock\";\r\n/**\r\n * Forcing an export so that this code will execute\r\n * @hidden\r\n */\r\nvar name = \"Statics\";\r\nexport { name };\r\n/**\r\n * Creates a stack panel that can be used to render headers\r\n * @param control defines the control to associate with the header\r\n * @param text defines the text of the header\r\n * @param size defines the size of the header\r\n * @param options defines options used to configure the header\r\n * @returns a new StackPanel\r\n */\r\nControl.AddHeader = function (control, text, size, options) {\r\n var panel = new StackPanel(\"panel\");\r\n var isHorizontal = options ? options.isHorizontal : true;\r\n var controlFirst = options ? options.controlFirst : true;\r\n panel.isVertical = !isHorizontal;\r\n var header = new TextBlock(\"header\");\r\n header.text = text;\r\n header.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n if (isHorizontal) {\r\n header.width = size;\r\n }\r\n else {\r\n header.height = size;\r\n }\r\n if (controlFirst) {\r\n panel.addControl(control);\r\n panel.addControl(header);\r\n header.paddingLeft = \"5px\";\r\n }\r\n else {\r\n panel.addControl(header);\r\n panel.addControl(control);\r\n header.paddingRight = \"5px\";\r\n }\r\n header.shadowBlur = control.shadowBlur;\r\n header.shadowColor = control.shadowColor;\r\n header.shadowOffsetX = control.shadowOffsetX;\r\n header.shadowOffsetY = control.shadowOffsetY;\r\n return panel;\r\n};\r\n//# sourceMappingURL=statics.js.map","import { SceneComponentConstants } from \"../sceneComponent\";\r\n/**\r\n * Defines the layer scene component responsible to manage any layers\r\n * in a given scene.\r\n */\r\nvar LayerSceneComponent = /** @class */ (function () {\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n function LayerSceneComponent(scene) {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n this.name = SceneComponentConstants.NAME_LAYER;\r\n this.scene = scene;\r\n this._engine = scene.getEngine();\r\n scene.layers = new Array();\r\n }\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n LayerSceneComponent.prototype.register = function () {\r\n this.scene._beforeCameraDrawStage.registerStep(SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawCameraBackground);\r\n this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawCameraForeground);\r\n this.scene._beforeRenderTargetDrawStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER, this, this._drawRenderTargetBackground);\r\n this.scene._afterRenderTargetDrawStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER, this, this._drawRenderTargetForeground);\r\n };\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n LayerSceneComponent.prototype.rebuild = function () {\r\n var layers = this.scene.layers;\r\n for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {\r\n var layer = layers_1[_i];\r\n layer._rebuild();\r\n }\r\n };\r\n /**\r\n * Disposes the component and the associated ressources.\r\n */\r\n LayerSceneComponent.prototype.dispose = function () {\r\n var layers = this.scene.layers;\r\n while (layers.length) {\r\n layers[0].dispose();\r\n }\r\n };\r\n LayerSceneComponent.prototype._draw = function (predicate) {\r\n var layers = this.scene.layers;\r\n if (layers.length) {\r\n this._engine.setDepthBuffer(false);\r\n for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {\r\n var layer = layers_2[_i];\r\n if (predicate(layer)) {\r\n layer.render();\r\n }\r\n }\r\n this._engine.setDepthBuffer(true);\r\n }\r\n };\r\n LayerSceneComponent.prototype._drawCameraPredicate = function (layer, isBackground, cameraLayerMask) {\r\n return !layer.renderOnlyInRenderTargetTextures &&\r\n layer.isBackground === isBackground &&\r\n ((layer.layerMask & cameraLayerMask) !== 0);\r\n };\r\n LayerSceneComponent.prototype._drawCameraBackground = function (camera) {\r\n var _this = this;\r\n this._draw(function (layer) {\r\n return _this._drawCameraPredicate(layer, true, camera.layerMask);\r\n });\r\n };\r\n LayerSceneComponent.prototype._drawCameraForeground = function (camera) {\r\n var _this = this;\r\n this._draw(function (layer) {\r\n return _this._drawCameraPredicate(layer, false, camera.layerMask);\r\n });\r\n };\r\n LayerSceneComponent.prototype._drawRenderTargetPredicate = function (layer, isBackground, cameraLayerMask, renderTargetTexture) {\r\n return (layer.renderTargetTextures.length > 0) &&\r\n layer.isBackground === isBackground &&\r\n (layer.renderTargetTextures.indexOf(renderTargetTexture) > -1) &&\r\n ((layer.layerMask & cameraLayerMask) !== 0);\r\n };\r\n LayerSceneComponent.prototype._drawRenderTargetBackground = function (renderTarget) {\r\n var _this = this;\r\n this._draw(function (layer) {\r\n return _this._drawRenderTargetPredicate(layer, true, _this.scene.activeCamera.layerMask, renderTarget);\r\n });\r\n };\r\n LayerSceneComponent.prototype._drawRenderTargetForeground = function (renderTarget) {\r\n var _this = this;\r\n this._draw(function (layer) {\r\n return _this._drawRenderTargetPredicate(layer, false, _this.scene.activeCamera.layerMask, renderTarget);\r\n });\r\n };\r\n /**\r\n * Adds all the elements from the container to the scene\r\n * @param container the container holding the elements\r\n */\r\n LayerSceneComponent.prototype.addFromContainer = function (container) {\r\n var _this = this;\r\n if (!container.layers) {\r\n return;\r\n }\r\n container.layers.forEach(function (layer) {\r\n _this.scene.layers.push(layer);\r\n });\r\n };\r\n /**\r\n * Removes all the elements in the container from the scene\r\n * @param container contains the elements to remove\r\n * @param dispose if the removed element should be disposed (default: false)\r\n */\r\n LayerSceneComponent.prototype.removeFromContainer = function (container, dispose) {\r\n var _this = this;\r\n if (dispose === void 0) { dispose = false; }\r\n if (!container.layers) {\r\n return;\r\n }\r\n container.layers.forEach(function (layer) {\r\n var index = _this.scene.layers.indexOf(layer);\r\n if (index !== -1) {\r\n _this.scene.layers.splice(index, 1);\r\n }\r\n if (dispose) {\r\n layer.dispose();\r\n }\r\n });\r\n };\r\n return LayerSceneComponent;\r\n}());\r\nexport { LayerSceneComponent };\r\n//# sourceMappingURL=layerSceneComponent.js.map","import { Effect } from \"../Materials/effect\";\r\nimport \"./ShadersInclude/helperFunctions\";\r\nvar name = 'layerPixelShader';\r\nvar shader = \"\\nvarying vec2 vUV;\\nuniform sampler2D textureSampler;\\n\\nuniform vec4 color;\\n\\n#include\\nvoid main(void) {\\nvec4 baseColor=texture2D(textureSampler,vUV);\\n#ifdef LINEAR\\nbaseColor.rgb=toGammaSpace(baseColor.rgb);\\n#endif\\n#ifdef ALPHATEST\\nif (baseColor.a<0.4)\\ndiscard;\\n#endif\\ngl_FragColor=baseColor*color;\\n}\";\r\nEffect.ShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var layerPixelShader = { name: name, shader: shader };\r\n//# sourceMappingURL=layer.fragment.js.map","import { Effect } from \"../Materials/effect\";\r\nvar name = 'layerVertexShader';\r\nvar shader = \"\\nattribute vec2 position;\\n\\nuniform vec2 scale;\\nuniform vec2 offset;\\nuniform mat4 textureMatrix;\\n\\nvarying vec2 vUV;\\nconst vec2 madd=vec2(0.5,0.5);\\nvoid main(void) {\\nvec2 shiftedPosition=position*scale+offset;\\nvUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));\\ngl_Position=vec4(shiftedPosition,0.0,1.0);\\n}\";\r\nEffect.ShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var layerVertexShader = { name: name, shader: shader };\r\n//# sourceMappingURL=layer.vertex.js.map","import { Observable } from \"../Misc/observable\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { Color4 } from '../Maths/math.color';\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { LayerSceneComponent } from \"./layerSceneComponent\";\r\nimport \"../Shaders/layer.fragment\";\r\nimport \"../Shaders/layer.vertex\";\r\n/**\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n */\r\nvar Layer = /** @class */ (function () {\r\n /**\r\n * Instantiates a new layer.\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n * @param name Define the name of the layer in the scene\r\n * @param imgUrl Define the url of the texture to display in the layer\r\n * @param scene Define the scene the layer belongs to\r\n * @param isBackground Defines whether the layer is displayed in front or behind the scene\r\n * @param color Defines a color for the layer\r\n */\r\n function Layer(\r\n /**\r\n * Define the name of the layer.\r\n */\r\n name, imgUrl, scene, isBackground, color) {\r\n this.name = name;\r\n /**\r\n * Define the scale of the layer in order to zoom in out of the texture.\r\n */\r\n this.scale = new Vector2(1, 1);\r\n /**\r\n * Define an offset for the layer in order to shift the texture.\r\n */\r\n this.offset = new Vector2(0, 0);\r\n /**\r\n * Define the alpha blending mode used in the layer in case the texture or color has an alpha.\r\n */\r\n this.alphaBlendingMode = 2;\r\n /**\r\n * Define a mask to restrict the layer to only some of the scene cameras.\r\n */\r\n this.layerMask = 0x0FFFFFFF;\r\n /**\r\n * Define the list of render target the layer is visible into.\r\n */\r\n this.renderTargetTextures = [];\r\n /**\r\n * Define if the layer is only used in renderTarget or if it also\r\n * renders in the main frame buffer of the canvas.\r\n */\r\n this.renderOnlyInRenderTargetTextures = false;\r\n this._vertexBuffers = {};\r\n /**\r\n * An event triggered when the layer is disposed.\r\n */\r\n this.onDisposeObservable = new Observable();\r\n /**\r\n * An event triggered before rendering the scene\r\n */\r\n this.onBeforeRenderObservable = new Observable();\r\n /**\r\n * An event triggered after rendering the scene\r\n */\r\n this.onAfterRenderObservable = new Observable();\r\n this.texture = imgUrl ? new Texture(imgUrl, scene, true) : null;\r\n this.isBackground = isBackground === undefined ? true : isBackground;\r\n this.color = color === undefined ? new Color4(1, 1, 1, 1) : color;\r\n this._scene = (scene || EngineStore.LastCreatedScene);\r\n var layerComponent = this._scene._getComponent(SceneComponentConstants.NAME_LAYER);\r\n if (!layerComponent) {\r\n layerComponent = new LayerSceneComponent(this._scene);\r\n this._scene._addComponent(layerComponent);\r\n }\r\n this._scene.layers.push(this);\r\n var engine = this._scene.getEngine();\r\n // VBO\r\n var vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n var vertexBuffer = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;\r\n this._createIndexBuffer();\r\n }\r\n Object.defineProperty(Layer.prototype, \"onDispose\", {\r\n /**\r\n * Back compatibility with callback before the onDisposeObservable existed.\r\n * The set callback will be triggered when the layer has been disposed.\r\n */\r\n set: function (callback) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Layer.prototype, \"onBeforeRender\", {\r\n /**\r\n * Back compatibility with callback before the onBeforeRenderObservable existed.\r\n * The set callback will be triggered just before rendering the layer.\r\n */\r\n set: function (callback) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Layer.prototype, \"onAfterRender\", {\r\n /**\r\n * Back compatibility with callback before the onAfterRenderObservable existed.\r\n * The set callback will be triggered just after rendering the layer.\r\n */\r\n set: function (callback) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Layer.prototype._createIndexBuffer = function () {\r\n var engine = this._scene.getEngine();\r\n // Indices\r\n var indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n };\r\n /** @hidden */\r\n Layer.prototype._rebuild = function () {\r\n var vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n this._createIndexBuffer();\r\n };\r\n /**\r\n * Renders the layer in the scene.\r\n */\r\n Layer.prototype.render = function () {\r\n var engine = this._scene.getEngine();\r\n var defines = \"\";\r\n if (this.alphaTest) {\r\n defines = \"#define ALPHATEST\";\r\n }\r\n if (this.texture && !this.texture.gammaSpace) {\r\n defines += \"\\r\\n#define LINEAR\";\r\n }\r\n if (this._previousDefines !== defines) {\r\n this._previousDefines = defines;\r\n this._effect = engine.createEffect(\"layer\", [VertexBuffer.PositionKind], [\"textureMatrix\", \"color\", \"scale\", \"offset\"], [\"textureSampler\"], defines);\r\n }\r\n var currentEffect = this._effect;\r\n // Check\r\n if (!currentEffect || !currentEffect.isReady() || !this.texture || !this.texture.isReady()) {\r\n return;\r\n }\r\n var engine = this._scene.getEngine();\r\n this.onBeforeRenderObservable.notifyObservers(this);\r\n // Render\r\n engine.enableEffect(currentEffect);\r\n engine.setState(false);\r\n // Texture\r\n currentEffect.setTexture(\"textureSampler\", this.texture);\r\n currentEffect.setMatrix(\"textureMatrix\", this.texture.getTextureMatrix());\r\n // Color\r\n currentEffect.setFloat4(\"color\", this.color.r, this.color.g, this.color.b, this.color.a);\r\n // Scale / offset\r\n currentEffect.setVector2(\"offset\", this.offset);\r\n currentEffect.setVector2(\"scale\", this.scale);\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);\r\n // Draw order\r\n if (!this.alphaTest) {\r\n engine.setAlphaMode(this.alphaBlendingMode);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n engine.setAlphaMode(0);\r\n }\r\n else {\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n this.onAfterRenderObservable.notifyObservers(this);\r\n };\r\n /**\r\n * Disposes and releases the associated ressources.\r\n */\r\n Layer.prototype.dispose = function () {\r\n var vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n if (this.texture) {\r\n this.texture.dispose();\r\n this.texture = null;\r\n }\r\n // Clean RTT list\r\n this.renderTargetTextures = [];\r\n // Remove from scene\r\n var index = this._scene.layers.indexOf(this);\r\n this._scene.layers.splice(index, 1);\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n };\r\n return Layer;\r\n}());\r\nexport { Layer };\r\n//# sourceMappingURL=layer.js.map","import { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { ValueAndUnit } from \"./valueAndUnit\";\r\n/**\r\n * Define a style used by control to automatically setup properties based on a template.\r\n * Only support font related properties so far\r\n */\r\nvar Style = /** @class */ (function () {\r\n /**\r\n * Creates a new style object\r\n * @param host defines the AdvancedDynamicTexture which hosts this style\r\n */\r\n function Style(host) {\r\n this._fontFamily = \"Arial\";\r\n this._fontStyle = \"\";\r\n this._fontWeight = \"\";\r\n /** @hidden */\r\n this._fontSize = new ValueAndUnit(18, ValueAndUnit.UNITMODE_PIXEL, false);\r\n /**\r\n * Observable raised when the style values are changed\r\n */\r\n this.onChangedObservable = new Observable();\r\n this._host = host;\r\n }\r\n Object.defineProperty(Style.prototype, \"fontSize\", {\r\n /**\r\n * Gets or sets the font size\r\n */\r\n get: function () {\r\n return this._fontSize.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._fontSize.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._fontSize.fromString(value)) {\r\n this.onChangedObservable.notifyObservers(this);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Style.prototype, \"fontFamily\", {\r\n /**\r\n * Gets or sets the font family\r\n */\r\n get: function () {\r\n return this._fontFamily;\r\n },\r\n set: function (value) {\r\n if (this._fontFamily === value) {\r\n return;\r\n }\r\n this._fontFamily = value;\r\n this.onChangedObservable.notifyObservers(this);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Style.prototype, \"fontStyle\", {\r\n /**\r\n * Gets or sets the font style\r\n */\r\n get: function () {\r\n return this._fontStyle;\r\n },\r\n set: function (value) {\r\n if (this._fontStyle === value) {\r\n return;\r\n }\r\n this._fontStyle = value;\r\n this.onChangedObservable.notifyObservers(this);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Style.prototype, \"fontWeight\", {\r\n /** Gets or sets font weight */\r\n get: function () {\r\n return this._fontWeight;\r\n },\r\n set: function (value) {\r\n if (this._fontWeight === value) {\r\n return;\r\n }\r\n this._fontWeight = value;\r\n this.onChangedObservable.notifyObservers(this);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** Dispose all associated resources */\r\n Style.prototype.dispose = function () {\r\n this.onChangedObservable.clear();\r\n };\r\n return Style;\r\n}());\r\nexport { Style };\r\n//# sourceMappingURL=style.js.map","/** Defines the cross module used constants to avoid circular dependncies */\r\nvar Constants = /** @class */ (function () {\r\n function Constants() {\r\n }\r\n /** Defines that alpha blending is disabled */\r\n Constants.ALPHA_DISABLE = 0;\r\n /** Defines that alpha blending is SRC ALPHA * SRC + DEST */\r\n Constants.ALPHA_ADD = 1;\r\n /** Defines that alpha blending is SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */\r\n Constants.ALPHA_COMBINE = 2;\r\n /** Defines that alpha blending is DEST - SRC * DEST */\r\n Constants.ALPHA_SUBTRACT = 3;\r\n /** Defines that alpha blending is SRC * DEST */\r\n Constants.ALPHA_MULTIPLY = 4;\r\n /** Defines that alpha blending is SRC ALPHA * SRC + (1 - SRC) * DEST */\r\n Constants.ALPHA_MAXIMIZED = 5;\r\n /** Defines that alpha blending is SRC + DEST */\r\n Constants.ALPHA_ONEONE = 6;\r\n /** Defines that alpha blending is SRC + (1 - SRC ALPHA) * DEST */\r\n Constants.ALPHA_PREMULTIPLIED = 7;\r\n /**\r\n * Defines that alpha blending is SRC + (1 - SRC ALPHA) * DEST\r\n * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA\r\n */\r\n Constants.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;\r\n /** Defines that alpha blending is CST * SRC + (1 - CST) * DEST */\r\n Constants.ALPHA_INTERPOLATE = 9;\r\n /**\r\n * Defines that alpha blending is SRC + (1 - SRC) * DEST\r\n * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA\r\n */\r\n Constants.ALPHA_SCREENMODE = 10;\r\n /**\r\n * Defines that alpha blending is SRC + DST\r\n * Alpha will be set to SRC ALPHA + DST ALPHA\r\n */\r\n Constants.ALPHA_ONEONE_ONEONE = 11;\r\n /**\r\n * Defines that alpha blending is SRC * DST ALPHA + DST\r\n * Alpha will be set to 0\r\n */\r\n Constants.ALPHA_ALPHATOCOLOR = 12;\r\n /**\r\n * Defines that alpha blending is SRC * (1 - DST) + DST * (1 - SRC)\r\n */\r\n Constants.ALPHA_REVERSEONEMINUS = 13;\r\n /**\r\n * Defines that alpha blending is SRC + DST * (1 - SRC ALPHA)\r\n * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)\r\n */\r\n Constants.ALPHA_SRC_DSTONEMINUSSRCALPHA = 14;\r\n /**\r\n * Defines that alpha blending is SRC + DST\r\n * Alpha will be set to SRC ALPHA\r\n */\r\n Constants.ALPHA_ONEONE_ONEZERO = 15;\r\n /**\r\n * Defines that alpha blending is SRC * (1 - DST) + DST * (1 - SRC)\r\n * Alpha will be set to DST ALPHA\r\n */\r\n Constants.ALPHA_EXCLUSION = 16;\r\n /** Defines that alpha blending equation a SUM */\r\n Constants.ALPHA_EQUATION_ADD = 0;\r\n /** Defines that alpha blending equation a SUBSTRACTION */\r\n Constants.ALPHA_EQUATION_SUBSTRACT = 1;\r\n /** Defines that alpha blending equation a REVERSE SUBSTRACTION */\r\n Constants.ALPHA_EQUATION_REVERSE_SUBTRACT = 2;\r\n /** Defines that alpha blending equation a MAX operation */\r\n Constants.ALPHA_EQUATION_MAX = 3;\r\n /** Defines that alpha blending equation a MIN operation */\r\n Constants.ALPHA_EQUATION_MIN = 4;\r\n /**\r\n * Defines that alpha blending equation a DARKEN operation:\r\n * It takes the min of the src and sums the alpha channels.\r\n */\r\n Constants.ALPHA_EQUATION_DARKEN = 5;\r\n /** Defines that the ressource is not delayed*/\r\n Constants.DELAYLOADSTATE_NONE = 0;\r\n /** Defines that the ressource was successfully delay loaded */\r\n Constants.DELAYLOADSTATE_LOADED = 1;\r\n /** Defines that the ressource is currently delay loading */\r\n Constants.DELAYLOADSTATE_LOADING = 2;\r\n /** Defines that the ressource is delayed and has not started loading */\r\n Constants.DELAYLOADSTATE_NOTLOADED = 4;\r\n // Depht or Stencil test Constants.\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */\r\n Constants.NEVER = 0x0200;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */\r\n Constants.ALWAYS = 0x0207;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */\r\n Constants.LESS = 0x0201;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */\r\n Constants.EQUAL = 0x0202;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */\r\n Constants.LEQUAL = 0x0203;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */\r\n Constants.GREATER = 0x0204;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */\r\n Constants.GEQUAL = 0x0206;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */\r\n Constants.NOTEQUAL = 0x0205;\r\n // Stencil Actions Constants.\r\n /** Passed to stencilOperation to specify that stencil value must be kept */\r\n Constants.KEEP = 0x1E00;\r\n /** Passed to stencilOperation to specify that stencil value must be replaced */\r\n Constants.REPLACE = 0x1E01;\r\n /** Passed to stencilOperation to specify that stencil value must be incremented */\r\n Constants.INCR = 0x1E02;\r\n /** Passed to stencilOperation to specify that stencil value must be decremented */\r\n Constants.DECR = 0x1E03;\r\n /** Passed to stencilOperation to specify that stencil value must be inverted */\r\n Constants.INVERT = 0x150A;\r\n /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */\r\n Constants.INCR_WRAP = 0x8507;\r\n /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */\r\n Constants.DECR_WRAP = 0x8508;\r\n /** Texture is not repeating outside of 0..1 UVs */\r\n Constants.TEXTURE_CLAMP_ADDRESSMODE = 0;\r\n /** Texture is repeating outside of 0..1 UVs */\r\n Constants.TEXTURE_WRAP_ADDRESSMODE = 1;\r\n /** Texture is repeating and mirrored */\r\n Constants.TEXTURE_MIRROR_ADDRESSMODE = 2;\r\n /** ALPHA */\r\n Constants.TEXTUREFORMAT_ALPHA = 0;\r\n /** LUMINANCE */\r\n Constants.TEXTUREFORMAT_LUMINANCE = 1;\r\n /** LUMINANCE_ALPHA */\r\n Constants.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;\r\n /** RGB */\r\n Constants.TEXTUREFORMAT_RGB = 4;\r\n /** RGBA */\r\n Constants.TEXTUREFORMAT_RGBA = 5;\r\n /** RED */\r\n Constants.TEXTUREFORMAT_RED = 6;\r\n /** RED (2nd reference) */\r\n Constants.TEXTUREFORMAT_R = 6;\r\n /** RG */\r\n Constants.TEXTUREFORMAT_RG = 7;\r\n /** RED_INTEGER */\r\n Constants.TEXTUREFORMAT_RED_INTEGER = 8;\r\n /** RED_INTEGER (2nd reference) */\r\n Constants.TEXTUREFORMAT_R_INTEGER = 8;\r\n /** RG_INTEGER */\r\n Constants.TEXTUREFORMAT_RG_INTEGER = 9;\r\n /** RGB_INTEGER */\r\n Constants.TEXTUREFORMAT_RGB_INTEGER = 10;\r\n /** RGBA_INTEGER */\r\n Constants.TEXTUREFORMAT_RGBA_INTEGER = 11;\r\n /** UNSIGNED_BYTE */\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE = 0;\r\n /** UNSIGNED_BYTE (2nd reference) */\r\n Constants.TEXTURETYPE_UNSIGNED_INT = 0;\r\n /** FLOAT */\r\n Constants.TEXTURETYPE_FLOAT = 1;\r\n /** HALF_FLOAT */\r\n Constants.TEXTURETYPE_HALF_FLOAT = 2;\r\n /** BYTE */\r\n Constants.TEXTURETYPE_BYTE = 3;\r\n /** SHORT */\r\n Constants.TEXTURETYPE_SHORT = 4;\r\n /** UNSIGNED_SHORT */\r\n Constants.TEXTURETYPE_UNSIGNED_SHORT = 5;\r\n /** INT */\r\n Constants.TEXTURETYPE_INT = 6;\r\n /** UNSIGNED_INT */\r\n Constants.TEXTURETYPE_UNSIGNED_INTEGER = 7;\r\n /** UNSIGNED_SHORT_4_4_4_4 */\r\n Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;\r\n /** UNSIGNED_SHORT_5_5_5_1 */\r\n Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;\r\n /** UNSIGNED_SHORT_5_6_5 */\r\n Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;\r\n /** UNSIGNED_INT_2_10_10_10_REV */\r\n Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;\r\n /** UNSIGNED_INT_24_8 */\r\n Constants.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;\r\n /** UNSIGNED_INT_10F_11F_11F_REV */\r\n Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;\r\n /** UNSIGNED_INT_5_9_9_9_REV */\r\n Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;\r\n /** FLOAT_32_UNSIGNED_INT_24_8_REV */\r\n Constants.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;\r\n /** nearest is mag = nearest and min = nearest and no mip */\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE = 1;\r\n /** mag = nearest and min = nearest and mip = none */\r\n Constants.TEXTURE_NEAREST_NEAREST = 1;\r\n /** Bilinear is mag = linear and min = linear and no mip */\r\n Constants.TEXTURE_BILINEAR_SAMPLINGMODE = 2;\r\n /** mag = linear and min = linear and mip = none */\r\n Constants.TEXTURE_LINEAR_LINEAR = 2;\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n Constants.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;\r\n /** mag = nearest and min = nearest and mip = nearest */\r\n Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;\r\n /** mag = nearest and min = linear and mip = nearest */\r\n Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;\r\n /** mag = nearest and min = linear and mip = linear */\r\n Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;\r\n /** mag = nearest and min = linear and mip = none */\r\n Constants.TEXTURE_NEAREST_LINEAR = 7;\r\n /** nearest is mag = nearest and min = nearest and mip = linear */\r\n Constants.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 8;\r\n /** mag = linear and min = nearest and mip = nearest */\r\n Constants.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;\r\n /** mag = linear and min = nearest and mip = linear */\r\n Constants.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;\r\n /** Bilinear is mag = linear and min = linear and mip = nearest */\r\n Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 11;\r\n /** mag = linear and min = nearest and mip = none */\r\n Constants.TEXTURE_LINEAR_NEAREST = 12;\r\n /** Explicit coordinates mode */\r\n Constants.TEXTURE_EXPLICIT_MODE = 0;\r\n /** Spherical coordinates mode */\r\n Constants.TEXTURE_SPHERICAL_MODE = 1;\r\n /** Planar coordinates mode */\r\n Constants.TEXTURE_PLANAR_MODE = 2;\r\n /** Cubic coordinates mode */\r\n Constants.TEXTURE_CUBIC_MODE = 3;\r\n /** Projection coordinates mode */\r\n Constants.TEXTURE_PROJECTION_MODE = 4;\r\n /** Skybox coordinates mode */\r\n Constants.TEXTURE_SKYBOX_MODE = 5;\r\n /** Inverse Cubic coordinates mode */\r\n Constants.TEXTURE_INVCUBIC_MODE = 6;\r\n /** Equirectangular coordinates mode */\r\n Constants.TEXTURE_EQUIRECTANGULAR_MODE = 7;\r\n /** Equirectangular Fixed coordinates mode */\r\n Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;\r\n /** Equirectangular Fixed Mirrored coordinates mode */\r\n Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;\r\n // Texture rescaling mode\r\n /** Defines that texture rescaling will use a floor to find the closer power of 2 size */\r\n Constants.SCALEMODE_FLOOR = 1;\r\n /** Defines that texture rescaling will look for the nearest power of 2 size */\r\n Constants.SCALEMODE_NEAREST = 2;\r\n /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */\r\n Constants.SCALEMODE_CEILING = 3;\r\n /**\r\n * The dirty texture flag value\r\n */\r\n Constants.MATERIAL_TextureDirtyFlag = 1;\r\n /**\r\n * The dirty light flag value\r\n */\r\n Constants.MATERIAL_LightDirtyFlag = 2;\r\n /**\r\n * The dirty fresnel flag value\r\n */\r\n Constants.MATERIAL_FresnelDirtyFlag = 4;\r\n /**\r\n * The dirty attribute flag value\r\n */\r\n Constants.MATERIAL_AttributesDirtyFlag = 8;\r\n /**\r\n * The dirty misc flag value\r\n */\r\n Constants.MATERIAL_MiscDirtyFlag = 16;\r\n /**\r\n * The all dirty flag value\r\n */\r\n Constants.MATERIAL_AllDirtyFlag = 31;\r\n /**\r\n * Returns the triangle fill mode\r\n */\r\n Constants.MATERIAL_TriangleFillMode = 0;\r\n /**\r\n * Returns the wireframe mode\r\n */\r\n Constants.MATERIAL_WireFrameFillMode = 1;\r\n /**\r\n * Returns the point fill mode\r\n */\r\n Constants.MATERIAL_PointFillMode = 2;\r\n /**\r\n * Returns the point list draw mode\r\n */\r\n Constants.MATERIAL_PointListDrawMode = 3;\r\n /**\r\n * Returns the line list draw mode\r\n */\r\n Constants.MATERIAL_LineListDrawMode = 4;\r\n /**\r\n * Returns the line loop draw mode\r\n */\r\n Constants.MATERIAL_LineLoopDrawMode = 5;\r\n /**\r\n * Returns the line strip draw mode\r\n */\r\n Constants.MATERIAL_LineStripDrawMode = 6;\r\n /**\r\n * Returns the triangle strip draw mode\r\n */\r\n Constants.MATERIAL_TriangleStripDrawMode = 7;\r\n /**\r\n * Returns the triangle fan draw mode\r\n */\r\n Constants.MATERIAL_TriangleFanDrawMode = 8;\r\n /**\r\n * Stores the clock-wise side orientation\r\n */\r\n Constants.MATERIAL_ClockWiseSideOrientation = 0;\r\n /**\r\n * Stores the counter clock-wise side orientation\r\n */\r\n Constants.MATERIAL_CounterClockWiseSideOrientation = 1;\r\n /**\r\n * Nothing\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_NothingTrigger = 0;\r\n /**\r\n * On pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnPickTrigger = 1;\r\n /**\r\n * On left pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnLeftPickTrigger = 2;\r\n /**\r\n * On right pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnRightPickTrigger = 3;\r\n /**\r\n * On center pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnCenterPickTrigger = 4;\r\n /**\r\n * On pick down\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnPickDownTrigger = 5;\r\n /**\r\n * On double pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnDoublePickTrigger = 6;\r\n /**\r\n * On pick up\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnPickUpTrigger = 7;\r\n /**\r\n * On pick out.\r\n * This trigger will only be raised if you also declared a OnPickDown\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnPickOutTrigger = 16;\r\n /**\r\n * On long press\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnLongPressTrigger = 8;\r\n /**\r\n * On pointer over\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnPointerOverTrigger = 9;\r\n /**\r\n * On pointer out\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnPointerOutTrigger = 10;\r\n /**\r\n * On every frame\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnEveryFrameTrigger = 11;\r\n /**\r\n * On intersection enter\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnIntersectionEnterTrigger = 12;\r\n /**\r\n * On intersection exit\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnIntersectionExitTrigger = 13;\r\n /**\r\n * On key down\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnKeyDownTrigger = 14;\r\n /**\r\n * On key up\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnKeyUpTrigger = 15;\r\n /**\r\n * Billboard mode will only apply to Y axis\r\n */\r\n Constants.PARTICLES_BILLBOARDMODE_Y = 2;\r\n /**\r\n * Billboard mode will apply to all axes\r\n */\r\n Constants.PARTICLES_BILLBOARDMODE_ALL = 7;\r\n /**\r\n * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction\r\n */\r\n Constants.PARTICLES_BILLBOARDMODE_STRETCHED = 8;\r\n /** Default culling strategy : this is an exclusion test and it's the more accurate.\r\n * Test order :\r\n * Is the bounding sphere outside the frustum ?\r\n * If not, are the bounding box vertices outside the frustum ?\r\n * It not, then the cullable object is in the frustum.\r\n */\r\n Constants.MESHES_CULLINGSTRATEGY_STANDARD = 0;\r\n /** Culling strategy : Bounding Sphere Only.\r\n * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.\r\n * It's also less accurate than the standard because some not visible objects can still be selected.\r\n * Test : is the bounding sphere outside the frustum ?\r\n * If not, then the cullable object is in the frustum.\r\n */\r\n Constants.MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;\r\n /** Culling strategy : Optimistic Inclusion.\r\n * This in an inclusion test first, then the standard exclusion test.\r\n * This can be faster when a cullable object is expected to be almost always in the camera frustum.\r\n * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.\r\n * Anyway, it's as accurate as the standard strategy.\r\n * Test :\r\n * Is the cullable object bounding sphere center in the frustum ?\r\n * If not, apply the default culling strategy.\r\n */\r\n Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION = 2;\r\n /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.\r\n * This in an inclusion test first, then the bounding sphere only exclusion test.\r\n * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.\r\n * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.\r\n * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.\r\n * Test :\r\n * Is the cullable object bounding sphere center in the frustum ?\r\n * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.\r\n */\r\n Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY = 3;\r\n /**\r\n * No logging while loading\r\n */\r\n Constants.SCENELOADER_NO_LOGGING = 0;\r\n /**\r\n * Minimal logging while loading\r\n */\r\n Constants.SCENELOADER_MINIMAL_LOGGING = 1;\r\n /**\r\n * Summary logging while loading\r\n */\r\n Constants.SCENELOADER_SUMMARY_LOGGING = 2;\r\n /**\r\n * Detailled logging while loading\r\n */\r\n Constants.SCENELOADER_DETAILED_LOGGING = 3;\r\n return Constants;\r\n}());\r\nexport { Constants };\r\n//# sourceMappingURL=constants.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { Vector2, Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Tools } from \"@babylonjs/core/Misc/tools\";\r\nimport { PointerEventTypes } from '@babylonjs/core/Events/pointerEvents';\r\nimport { ClipboardEventTypes, ClipboardInfo } from \"@babylonjs/core/Events/clipboardEvents\";\r\nimport { KeyboardEventTypes } from \"@babylonjs/core/Events/keyboardEvents\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { DynamicTexture } from \"@babylonjs/core/Materials/Textures/dynamicTexture\";\r\nimport { Layer } from \"@babylonjs/core/Layers/layer\";\r\nimport { Container } from \"./controls/container\";\r\nimport { Style } from \"./style\";\r\nimport { Measure } from \"./measure\";\r\nimport { Constants } from '@babylonjs/core/Engines/constants';\r\nimport { Viewport } from '@babylonjs/core/Maths/math.viewport';\r\nimport { Color3 } from '@babylonjs/core/Maths/math.color';\r\n/**\r\n* Class used to create texture to support 2D GUI elements\r\n* @see http://doc.babylonjs.com/how_to/gui\r\n*/\r\nvar AdvancedDynamicTexture = /** @class */ (function (_super) {\r\n __extends(AdvancedDynamicTexture, _super);\r\n /**\r\n * Creates a new AdvancedDynamicTexture\r\n * @param name defines the name of the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param scene defines the hosting scene\r\n * @param generateMipMaps defines a boolean indicating if mipmaps must be generated (false by default)\r\n * @param samplingMode defines the texture sampling mode (Texture.NEAREST_SAMPLINGMODE by default)\r\n */\r\n function AdvancedDynamicTexture(name, width, height, scene, generateMipMaps, samplingMode) {\r\n if (width === void 0) { width = 0; }\r\n if (height === void 0) { height = 0; }\r\n if (generateMipMaps === void 0) { generateMipMaps = false; }\r\n if (samplingMode === void 0) { samplingMode = Texture.NEAREST_SAMPLINGMODE; }\r\n var _this = _super.call(this, name, { width: width, height: height }, scene, generateMipMaps, samplingMode, Constants.TEXTUREFORMAT_RGBA) || this;\r\n _this._isDirty = false;\r\n /** @hidden */\r\n _this._rootContainer = new Container(\"root\");\r\n /** @hidden */\r\n _this._lastControlOver = {};\r\n /** @hidden */\r\n _this._lastControlDown = {};\r\n /** @hidden */\r\n _this._capturingControl = {};\r\n /** @hidden */\r\n _this._linkedControls = new Array();\r\n _this._isFullscreen = false;\r\n _this._fullscreenViewport = new Viewport(0, 0, 1, 1);\r\n _this._idealWidth = 0;\r\n _this._idealHeight = 0;\r\n _this._useSmallestIdeal = false;\r\n _this._renderAtIdealSize = false;\r\n _this._blockNextFocusCheck = false;\r\n _this._renderScale = 1;\r\n _this._cursorChanged = false;\r\n _this._defaultMousePointerId = 0;\r\n /** @hidden */\r\n _this._numLayoutCalls = 0;\r\n /** @hidden */\r\n _this._numRenderCalls = 0;\r\n /**\r\n * Define type to string to ensure compatibility across browsers\r\n * Safari doesn't support DataTransfer constructor\r\n */\r\n _this._clipboardData = \"\";\r\n /**\r\n * Observable event triggered each time an clipboard event is received from the rendering canvas\r\n */\r\n _this.onClipboardObservable = new Observable();\r\n /**\r\n * Observable event triggered each time a pointer down is intercepted by a control\r\n */\r\n _this.onControlPickedObservable = new Observable();\r\n /**\r\n * Observable event triggered before layout is evaluated\r\n */\r\n _this.onBeginLayoutObservable = new Observable();\r\n /**\r\n * Observable event triggered after the layout was evaluated\r\n */\r\n _this.onEndLayoutObservable = new Observable();\r\n /**\r\n * Observable event triggered before the texture is rendered\r\n */\r\n _this.onBeginRenderObservable = new Observable();\r\n /**\r\n * Observable event triggered after the texture was rendered\r\n */\r\n _this.onEndRenderObservable = new Observable();\r\n /**\r\n * Gets or sets a boolean defining if alpha is stored as premultiplied\r\n */\r\n _this.premulAlpha = false;\r\n _this._useInvalidateRectOptimization = true;\r\n // Invalidated rectangle which is the combination of all invalidated controls after they have been rotated into absolute position\r\n _this._invalidatedRectangle = null;\r\n _this._clearMeasure = new Measure(0, 0, 0, 0);\r\n /** @hidden */\r\n _this.onClipboardCopy = function (rawEvt) {\r\n var evt = rawEvt;\r\n var ev = new ClipboardInfo(ClipboardEventTypes.COPY, evt);\r\n _this.onClipboardObservable.notifyObservers(ev);\r\n evt.preventDefault();\r\n };\r\n /** @hidden */\r\n _this.onClipboardCut = function (rawEvt) {\r\n var evt = rawEvt;\r\n var ev = new ClipboardInfo(ClipboardEventTypes.CUT, evt);\r\n _this.onClipboardObservable.notifyObservers(ev);\r\n evt.preventDefault();\r\n };\r\n /** @hidden */\r\n _this.onClipboardPaste = function (rawEvt) {\r\n var evt = rawEvt;\r\n var ev = new ClipboardInfo(ClipboardEventTypes.PASTE, evt);\r\n _this.onClipboardObservable.notifyObservers(ev);\r\n evt.preventDefault();\r\n };\r\n scene = _this.getScene();\r\n if (!scene || !_this._texture) {\r\n return _this;\r\n }\r\n _this._rootElement = scene.getEngine().getInputElement();\r\n _this._renderObserver = scene.onBeforeCameraRenderObservable.add(function (camera) { return _this._checkUpdate(camera); });\r\n _this._preKeyboardObserver = scene.onPreKeyboardObservable.add(function (info) {\r\n if (!_this._focusedControl) {\r\n return;\r\n }\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n _this._focusedControl.processKeyboard(info.event);\r\n }\r\n info.skipOnPointerObservable = true;\r\n });\r\n _this._rootContainer._link(_this);\r\n _this.hasAlpha = true;\r\n if (!width || !height) {\r\n _this._resizeObserver = scene.getEngine().onResizeObservable.add(function () { return _this._onResize(); });\r\n _this._onResize();\r\n }\r\n _this._texture.isReady = true;\r\n return _this;\r\n }\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"numLayoutCalls\", {\r\n /** Gets the number of layout calls made the last time the ADT has been rendered */\r\n get: function () {\r\n return this._numLayoutCalls;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"numRenderCalls\", {\r\n /** Gets the number of render calls made the last time the ADT has been rendered */\r\n get: function () {\r\n return this._numRenderCalls;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"renderScale\", {\r\n /**\r\n * Gets or sets a number used to scale rendering size (2 means that the texture will be twice bigger).\r\n * Useful when you want more antialiasing\r\n */\r\n get: function () {\r\n return this._renderScale;\r\n },\r\n set: function (value) {\r\n if (value === this._renderScale) {\r\n return;\r\n }\r\n this._renderScale = value;\r\n this._onResize();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"background\", {\r\n /** Gets or sets the background color */\r\n get: function () {\r\n return this._background;\r\n },\r\n set: function (value) {\r\n if (this._background === value) {\r\n return;\r\n }\r\n this._background = value;\r\n this.markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"idealWidth\", {\r\n /**\r\n * Gets or sets the ideal width used to design controls.\r\n * The GUI will then rescale everything accordingly\r\n * @see http://doc.babylonjs.com/how_to/gui#adaptive-scaling\r\n */\r\n get: function () {\r\n return this._idealWidth;\r\n },\r\n set: function (value) {\r\n if (this._idealWidth === value) {\r\n return;\r\n }\r\n this._idealWidth = value;\r\n this.markAsDirty();\r\n this._rootContainer._markAllAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"idealHeight\", {\r\n /**\r\n * Gets or sets the ideal height used to design controls.\r\n * The GUI will then rescale everything accordingly\r\n * @see http://doc.babylonjs.com/how_to/gui#adaptive-scaling\r\n */\r\n get: function () {\r\n return this._idealHeight;\r\n },\r\n set: function (value) {\r\n if (this._idealHeight === value) {\r\n return;\r\n }\r\n this._idealHeight = value;\r\n this.markAsDirty();\r\n this._rootContainer._markAllAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"useSmallestIdeal\", {\r\n /**\r\n * Gets or sets a boolean indicating if the smallest ideal value must be used if idealWidth and idealHeight are both set\r\n * @see http://doc.babylonjs.com/how_to/gui#adaptive-scaling\r\n */\r\n get: function () {\r\n return this._useSmallestIdeal;\r\n },\r\n set: function (value) {\r\n if (this._useSmallestIdeal === value) {\r\n return;\r\n }\r\n this._useSmallestIdeal = value;\r\n this.markAsDirty();\r\n this._rootContainer._markAllAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"renderAtIdealSize\", {\r\n /**\r\n * Gets or sets a boolean indicating if adaptive scaling must be used\r\n * @see http://doc.babylonjs.com/how_to/gui#adaptive-scaling\r\n */\r\n get: function () {\r\n return this._renderAtIdealSize;\r\n },\r\n set: function (value) {\r\n if (this._renderAtIdealSize === value) {\r\n return;\r\n }\r\n this._renderAtIdealSize = value;\r\n this._onResize();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"idealRatio\", {\r\n /**\r\n * Gets the ratio used when in \"ideal mode\"\r\n * @see http://doc.babylonjs.com/how_to/gui#adaptive-scaling\r\n * */\r\n get: function () {\r\n var rwidth = 0;\r\n var rheight = 0;\r\n if (this._idealWidth) {\r\n rwidth = (this.getSize().width) / this._idealWidth;\r\n }\r\n if (this._idealHeight) {\r\n rheight = (this.getSize().height) / this._idealHeight;\r\n }\r\n if (this._useSmallestIdeal && this._idealWidth && this._idealHeight) {\r\n return window.innerWidth < window.innerHeight ? rwidth : rheight;\r\n }\r\n if (this._idealWidth) { // horizontal\r\n return rwidth;\r\n }\r\n if (this._idealHeight) { // vertical\r\n return rheight;\r\n }\r\n return 1;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"layer\", {\r\n /**\r\n * Gets the underlying layer used to render the texture when in fullscreen mode\r\n */\r\n get: function () {\r\n return this._layerToDispose;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"rootContainer\", {\r\n /**\r\n * Gets the root container control\r\n */\r\n get: function () {\r\n return this._rootContainer;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns an array containing the root container.\r\n * This is mostly used to let the Inspector introspects the ADT\r\n * @returns an array containing the rootContainer\r\n */\r\n AdvancedDynamicTexture.prototype.getChildren = function () {\r\n return [this._rootContainer];\r\n };\r\n /**\r\n * Will return all controls that are inside this texture\r\n * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered\r\n * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\r\n * @return all child controls\r\n */\r\n AdvancedDynamicTexture.prototype.getDescendants = function (directDescendantsOnly, predicate) {\r\n return this._rootContainer.getDescendants(directDescendantsOnly, predicate);\r\n };\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"focusedControl\", {\r\n /**\r\n * Gets or sets the current focused control\r\n */\r\n get: function () {\r\n return this._focusedControl;\r\n },\r\n set: function (control) {\r\n if (this._focusedControl == control) {\r\n return;\r\n }\r\n if (this._focusedControl) {\r\n this._focusedControl.onBlur();\r\n }\r\n if (control) {\r\n control.onFocus();\r\n }\r\n this._focusedControl = control;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"isForeground\", {\r\n /**\r\n * Gets or sets a boolean indicating if the texture must be rendered in background or foreground when in fullscreen mode\r\n */\r\n get: function () {\r\n if (!this.layer) {\r\n return true;\r\n }\r\n return (!this.layer.isBackground);\r\n },\r\n set: function (value) {\r\n if (!this.layer) {\r\n return;\r\n }\r\n if (this.layer.isBackground === !value) {\r\n return;\r\n }\r\n this.layer.isBackground = !value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"clipboardData\", {\r\n /**\r\n * Gets or set information about clipboardData\r\n */\r\n get: function () {\r\n return this._clipboardData;\r\n },\r\n set: function (value) {\r\n this._clipboardData = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"AdvancedDynamicTexture\"\r\n */\r\n AdvancedDynamicTexture.prototype.getClassName = function () {\r\n return \"AdvancedDynamicTexture\";\r\n };\r\n /**\r\n * Function used to execute a function on all controls\r\n * @param func defines the function to execute\r\n * @param container defines the container where controls belong. If null the root container will be used\r\n */\r\n AdvancedDynamicTexture.prototype.executeOnAllControls = function (func, container) {\r\n if (!container) {\r\n container = this._rootContainer;\r\n }\r\n func(container);\r\n for (var _i = 0, _a = container.children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n if (child.children) {\r\n this.executeOnAllControls(func, child);\r\n continue;\r\n }\r\n func(child);\r\n }\r\n };\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"useInvalidateRectOptimization\", {\r\n /**\r\n * Gets or sets a boolean indicating if the InvalidateRect optimization should be turned on\r\n */\r\n get: function () {\r\n return this._useInvalidateRectOptimization;\r\n },\r\n set: function (value) {\r\n this._useInvalidateRectOptimization = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Invalidates a rectangle area on the gui texture\r\n * @param invalidMinX left most position of the rectangle to invalidate in the texture\r\n * @param invalidMinY top most position of the rectangle to invalidate in the texture\r\n * @param invalidMaxX right most position of the rectangle to invalidate in the texture\r\n * @param invalidMaxY bottom most position of the rectangle to invalidate in the texture\r\n */\r\n AdvancedDynamicTexture.prototype.invalidateRect = function (invalidMinX, invalidMinY, invalidMaxX, invalidMaxY) {\r\n if (!this._useInvalidateRectOptimization) {\r\n return;\r\n }\r\n if (!this._invalidatedRectangle) {\r\n this._invalidatedRectangle = new Measure(invalidMinX, invalidMinY, invalidMaxX - invalidMinX + 1, invalidMaxY - invalidMinY + 1);\r\n }\r\n else {\r\n // Compute intersection\r\n var maxX = Math.ceil(Math.max(this._invalidatedRectangle.left + this._invalidatedRectangle.width - 1, invalidMaxX));\r\n var maxY = Math.ceil(Math.max(this._invalidatedRectangle.top + this._invalidatedRectangle.height - 1, invalidMaxY));\r\n this._invalidatedRectangle.left = Math.floor(Math.min(this._invalidatedRectangle.left, invalidMinX));\r\n this._invalidatedRectangle.top = Math.floor(Math.min(this._invalidatedRectangle.top, invalidMinY));\r\n this._invalidatedRectangle.width = maxX - this._invalidatedRectangle.left + 1;\r\n this._invalidatedRectangle.height = maxY - this._invalidatedRectangle.top + 1;\r\n }\r\n };\r\n /**\r\n * Marks the texture as dirty forcing a complete update\r\n */\r\n AdvancedDynamicTexture.prototype.markAsDirty = function () {\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Helper function used to create a new style\r\n * @returns a new style\r\n * @see http://doc.babylonjs.com/how_to/gui#styles\r\n */\r\n AdvancedDynamicTexture.prototype.createStyle = function () {\r\n return new Style(this);\r\n };\r\n /**\r\n * Adds a new control to the root container\r\n * @param control defines the control to add\r\n * @returns the current texture\r\n */\r\n AdvancedDynamicTexture.prototype.addControl = function (control) {\r\n this._rootContainer.addControl(control);\r\n return this;\r\n };\r\n /**\r\n * Removes a control from the root container\r\n * @param control defines the control to remove\r\n * @returns the current texture\r\n */\r\n AdvancedDynamicTexture.prototype.removeControl = function (control) {\r\n this._rootContainer.removeControl(control);\r\n return this;\r\n };\r\n /**\r\n * Release all resources\r\n */\r\n AdvancedDynamicTexture.prototype.dispose = function () {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n this._rootElement = null;\r\n scene.onBeforeCameraRenderObservable.remove(this._renderObserver);\r\n if (this._resizeObserver) {\r\n scene.getEngine().onResizeObservable.remove(this._resizeObserver);\r\n }\r\n if (this._pointerMoveObserver) {\r\n scene.onPrePointerObservable.remove(this._pointerMoveObserver);\r\n }\r\n if (this._pointerObserver) {\r\n scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._preKeyboardObserver) {\r\n scene.onPreKeyboardObservable.remove(this._preKeyboardObserver);\r\n }\r\n if (this._canvasPointerOutObserver) {\r\n scene.getEngine().onCanvasPointerOutObservable.remove(this._canvasPointerOutObserver);\r\n }\r\n if (this._layerToDispose) {\r\n this._layerToDispose.texture = null;\r\n this._layerToDispose.dispose();\r\n this._layerToDispose = null;\r\n }\r\n this._rootContainer.dispose();\r\n this.onClipboardObservable.clear();\r\n this.onControlPickedObservable.clear();\r\n this.onBeginRenderObservable.clear();\r\n this.onEndRenderObservable.clear();\r\n this.onBeginLayoutObservable.clear();\r\n this.onEndLayoutObservable.clear();\r\n _super.prototype.dispose.call(this);\r\n };\r\n AdvancedDynamicTexture.prototype._onResize = function () {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n // Check size\r\n var engine = scene.getEngine();\r\n var textureSize = this.getSize();\r\n var renderWidth = engine.getRenderWidth() * this._renderScale;\r\n var renderHeight = engine.getRenderHeight() * this._renderScale;\r\n if (this._renderAtIdealSize) {\r\n if (this._idealWidth) {\r\n renderHeight = (renderHeight * this._idealWidth) / renderWidth;\r\n renderWidth = this._idealWidth;\r\n }\r\n else if (this._idealHeight) {\r\n renderWidth = (renderWidth * this._idealHeight) / renderHeight;\r\n renderHeight = this._idealHeight;\r\n }\r\n }\r\n if (textureSize.width !== renderWidth || textureSize.height !== renderHeight) {\r\n this.scaleTo(renderWidth, renderHeight);\r\n this.markAsDirty();\r\n if (this._idealWidth || this._idealHeight) {\r\n this._rootContainer._markAllAsDirty();\r\n }\r\n }\r\n this.invalidateRect(0, 0, textureSize.width - 1, textureSize.height - 1);\r\n };\r\n /** @hidden */\r\n AdvancedDynamicTexture.prototype._getGlobalViewport = function (scene) {\r\n var engine = scene.getEngine();\r\n return this._fullscreenViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());\r\n };\r\n /**\r\n * Get screen coordinates for a vector3\r\n * @param position defines the position to project\r\n * @param worldMatrix defines the world matrix to use\r\n * @returns the projected position\r\n */\r\n AdvancedDynamicTexture.prototype.getProjectedPosition = function (position, worldMatrix) {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return Vector2.Zero();\r\n }\r\n var globalViewport = this._getGlobalViewport(scene);\r\n var projectedPosition = Vector3.Project(position, worldMatrix, scene.getTransformMatrix(), globalViewport);\r\n projectedPosition.scaleInPlace(this.renderScale);\r\n return new Vector2(projectedPosition.x, projectedPosition.y);\r\n };\r\n AdvancedDynamicTexture.prototype._checkUpdate = function (camera) {\r\n if (this._layerToDispose) {\r\n if ((camera.layerMask & this._layerToDispose.layerMask) === 0) {\r\n return;\r\n }\r\n }\r\n if (this._isFullscreen && this._linkedControls.length) {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n var globalViewport = this._getGlobalViewport(scene);\r\n for (var _i = 0, _a = this._linkedControls; _i < _a.length; _i++) {\r\n var control = _a[_i];\r\n if (!control.isVisible) {\r\n continue;\r\n }\r\n var mesh = control._linkedMesh;\r\n if (!mesh || mesh.isDisposed()) {\r\n Tools.SetImmediate(function () {\r\n control.linkWithMesh(null);\r\n });\r\n continue;\r\n }\r\n var position = mesh.getBoundingInfo ? mesh.getBoundingInfo().boundingSphere.center : Vector3.ZeroReadOnly;\r\n var projectedPosition = Vector3.Project(position, mesh.getWorldMatrix(), scene.getTransformMatrix(), globalViewport);\r\n if (projectedPosition.z < 0 || projectedPosition.z > 1) {\r\n control.notRenderable = true;\r\n continue;\r\n }\r\n control.notRenderable = false;\r\n // Account for RenderScale.\r\n projectedPosition.scaleInPlace(this.renderScale);\r\n control._moveToProjectedPosition(projectedPosition);\r\n }\r\n }\r\n if (!this._isDirty && !this._rootContainer.isDirty) {\r\n return;\r\n }\r\n this._isDirty = false;\r\n this._render();\r\n this.update(true, this.premulAlpha);\r\n };\r\n AdvancedDynamicTexture.prototype._render = function () {\r\n var textureSize = this.getSize();\r\n var renderWidth = textureSize.width;\r\n var renderHeight = textureSize.height;\r\n var context = this.getContext();\r\n context.font = \"18px Arial\";\r\n context.strokeStyle = \"white\";\r\n // Layout\r\n this.onBeginLayoutObservable.notifyObservers(this);\r\n var measure = new Measure(0, 0, renderWidth, renderHeight);\r\n this._numLayoutCalls = 0;\r\n this._rootContainer._layout(measure, context);\r\n this.onEndLayoutObservable.notifyObservers(this);\r\n this._isDirty = false; // Restoring the dirty state that could have been set by controls during layout processing\r\n // Clear\r\n if (this._invalidatedRectangle) {\r\n this._clearMeasure.copyFrom(this._invalidatedRectangle);\r\n }\r\n else {\r\n this._clearMeasure.copyFromFloats(0, 0, renderWidth, renderHeight);\r\n }\r\n context.clearRect(this._clearMeasure.left, this._clearMeasure.top, this._clearMeasure.width, this._clearMeasure.height);\r\n if (this._background) {\r\n context.save();\r\n context.fillStyle = this._background;\r\n context.fillRect(this._clearMeasure.left, this._clearMeasure.top, this._clearMeasure.width, this._clearMeasure.height);\r\n context.restore();\r\n }\r\n // Render\r\n this.onBeginRenderObservable.notifyObservers(this);\r\n this._numRenderCalls = 0;\r\n this._rootContainer._render(context, this._invalidatedRectangle);\r\n this.onEndRenderObservable.notifyObservers(this);\r\n this._invalidatedRectangle = null;\r\n };\r\n /** @hidden */\r\n AdvancedDynamicTexture.prototype._changeCursor = function (cursor) {\r\n if (this._rootElement) {\r\n this._rootElement.style.cursor = cursor;\r\n this._cursorChanged = true;\r\n }\r\n };\r\n /** @hidden */\r\n AdvancedDynamicTexture.prototype._registerLastControlDown = function (control, pointerId) {\r\n this._lastControlDown[pointerId] = control;\r\n this.onControlPickedObservable.notifyObservers(control);\r\n };\r\n AdvancedDynamicTexture.prototype._doPicking = function (x, y, type, pointerId, buttonIndex, deltaX, deltaY) {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n var engine = scene.getEngine();\r\n var textureSize = this.getSize();\r\n if (this._isFullscreen) {\r\n var camera = scene.cameraToUseForPointers || scene.activeCamera;\r\n var viewport = camera.viewport;\r\n x = x * (textureSize.width / (engine.getRenderWidth() * viewport.width));\r\n y = y * (textureSize.height / (engine.getRenderHeight() * viewport.height));\r\n }\r\n if (this._capturingControl[pointerId]) {\r\n this._capturingControl[pointerId]._processObservables(type, x, y, pointerId, buttonIndex);\r\n return;\r\n }\r\n this._cursorChanged = false;\r\n if (!this._rootContainer._processPicking(x, y, type, pointerId, buttonIndex, deltaX, deltaY)) {\r\n this._changeCursor(\"\");\r\n if (type === PointerEventTypes.POINTERMOVE) {\r\n if (this._lastControlOver[pointerId]) {\r\n this._lastControlOver[pointerId]._onPointerOut(this._lastControlOver[pointerId]);\r\n delete this._lastControlOver[pointerId];\r\n }\r\n }\r\n }\r\n if (!this._cursorChanged) {\r\n this._changeCursor(\"\");\r\n }\r\n this._manageFocus();\r\n };\r\n /** @hidden */\r\n AdvancedDynamicTexture.prototype._cleanControlAfterRemovalFromList = function (list, control) {\r\n for (var pointerId in list) {\r\n if (!list.hasOwnProperty(pointerId)) {\r\n continue;\r\n }\r\n var lastControlOver = list[pointerId];\r\n if (lastControlOver === control) {\r\n delete list[pointerId];\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n AdvancedDynamicTexture.prototype._cleanControlAfterRemoval = function (control) {\r\n this._cleanControlAfterRemovalFromList(this._lastControlDown, control);\r\n this._cleanControlAfterRemovalFromList(this._lastControlOver, control);\r\n };\r\n /** Attach to all scene events required to support pointer events */\r\n AdvancedDynamicTexture.prototype.attach = function () {\r\n var _this = this;\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n var tempViewport = new Viewport(0, 0, 0, 0);\r\n this._pointerMoveObserver = scene.onPrePointerObservable.add(function (pi, state) {\r\n if (scene.isPointerCaptured((pi.event).pointerId)) {\r\n return;\r\n }\r\n if (pi.type !== PointerEventTypes.POINTERMOVE\r\n && pi.type !== PointerEventTypes.POINTERUP\r\n && pi.type !== PointerEventTypes.POINTERDOWN\r\n && pi.type !== PointerEventTypes.POINTERWHEEL) {\r\n return;\r\n }\r\n if (!scene) {\r\n return;\r\n }\r\n if (pi.type === PointerEventTypes.POINTERMOVE && pi.event.pointerId) {\r\n _this._defaultMousePointerId = pi.event.pointerId; // This is required to make sure we have the correct pointer ID for wheel\r\n }\r\n var camera = scene.cameraToUseForPointers || scene.activeCamera;\r\n var engine = scene.getEngine();\r\n if (!camera) {\r\n tempViewport.x = 0;\r\n tempViewport.y = 0;\r\n tempViewport.width = engine.getRenderWidth();\r\n tempViewport.height = engine.getRenderHeight();\r\n }\r\n else {\r\n camera.viewport.toGlobalToRef(engine.getRenderWidth(), engine.getRenderHeight(), tempViewport);\r\n }\r\n var x = scene.pointerX / engine.getHardwareScalingLevel() - tempViewport.x;\r\n var y = scene.pointerY / engine.getHardwareScalingLevel() - (engine.getRenderHeight() - tempViewport.y - tempViewport.height);\r\n _this._shouldBlockPointer = false;\r\n // Do picking modifies _shouldBlockPointer\r\n var pointerId = pi.event.pointerId || _this._defaultMousePointerId;\r\n _this._doPicking(x, y, pi.type, pointerId, pi.event.button, pi.event.deltaX, pi.event.deltaY);\r\n // Avoid overwriting a true skipOnPointerObservable to false\r\n if (_this._shouldBlockPointer) {\r\n pi.skipOnPointerObservable = _this._shouldBlockPointer;\r\n }\r\n });\r\n this._attachToOnPointerOut(scene);\r\n };\r\n /**\r\n * Register the clipboard Events onto the canvas\r\n */\r\n AdvancedDynamicTexture.prototype.registerClipboardEvents = function () {\r\n self.addEventListener(\"copy\", this.onClipboardCopy, false);\r\n self.addEventListener(\"cut\", this.onClipboardCut, false);\r\n self.addEventListener(\"paste\", this.onClipboardPaste, false);\r\n };\r\n /**\r\n * Unregister the clipboard Events from the canvas\r\n */\r\n AdvancedDynamicTexture.prototype.unRegisterClipboardEvents = function () {\r\n self.removeEventListener(\"copy\", this.onClipboardCopy);\r\n self.removeEventListener(\"cut\", this.onClipboardCut);\r\n self.removeEventListener(\"paste\", this.onClipboardPaste);\r\n };\r\n /**\r\n * Connect the texture to a hosting mesh to enable interactions\r\n * @param mesh defines the mesh to attach to\r\n * @param supportPointerMove defines a boolean indicating if pointer move events must be catched as well\r\n */\r\n AdvancedDynamicTexture.prototype.attachToMesh = function (mesh, supportPointerMove) {\r\n var _this = this;\r\n if (supportPointerMove === void 0) { supportPointerMove = true; }\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n this._pointerObserver = scene.onPointerObservable.add(function (pi, state) {\r\n if (pi.type !== PointerEventTypes.POINTERMOVE\r\n && pi.type !== PointerEventTypes.POINTERUP\r\n && pi.type !== PointerEventTypes.POINTERDOWN) {\r\n return;\r\n }\r\n var pointerId = pi.event.pointerId || _this._defaultMousePointerId;\r\n if (pi.pickInfo && pi.pickInfo.hit && pi.pickInfo.pickedMesh === mesh) {\r\n var uv = pi.pickInfo.getTextureCoordinates();\r\n if (uv) {\r\n var size = _this.getSize();\r\n _this._doPicking(uv.x * size.width, (1.0 - uv.y) * size.height, pi.type, pointerId, pi.event.button);\r\n }\r\n }\r\n else if (pi.type === PointerEventTypes.POINTERUP) {\r\n if (_this._lastControlDown[pointerId]) {\r\n _this._lastControlDown[pointerId]._forcePointerUp(pointerId);\r\n }\r\n delete _this._lastControlDown[pointerId];\r\n if (_this.focusedControl) {\r\n var friendlyControls = _this.focusedControl.keepsFocusWith();\r\n var canMoveFocus = true;\r\n if (friendlyControls) {\r\n for (var _i = 0, friendlyControls_1 = friendlyControls; _i < friendlyControls_1.length; _i++) {\r\n var control = friendlyControls_1[_i];\r\n // Same host, no need to keep the focus\r\n if (_this === control._host) {\r\n continue;\r\n }\r\n // Different hosts\r\n var otherHost = control._host;\r\n if (otherHost._lastControlOver[pointerId] && otherHost._lastControlOver[pointerId].isAscendant(control)) {\r\n canMoveFocus = false;\r\n break;\r\n }\r\n }\r\n }\r\n if (canMoveFocus) {\r\n _this.focusedControl = null;\r\n }\r\n }\r\n }\r\n else if (pi.type === PointerEventTypes.POINTERMOVE) {\r\n if (_this._lastControlOver[pointerId]) {\r\n _this._lastControlOver[pointerId]._onPointerOut(_this._lastControlOver[pointerId], true);\r\n }\r\n delete _this._lastControlOver[pointerId];\r\n }\r\n });\r\n mesh.enablePointerMoveEvents = supportPointerMove;\r\n this._attachToOnPointerOut(scene);\r\n };\r\n /**\r\n * Move the focus to a specific control\r\n * @param control defines the control which will receive the focus\r\n */\r\n AdvancedDynamicTexture.prototype.moveFocusToControl = function (control) {\r\n this.focusedControl = control;\r\n this._lastPickedControl = control;\r\n this._blockNextFocusCheck = true;\r\n };\r\n AdvancedDynamicTexture.prototype._manageFocus = function () {\r\n if (this._blockNextFocusCheck) {\r\n this._blockNextFocusCheck = false;\r\n this._lastPickedControl = this._focusedControl;\r\n return;\r\n }\r\n // Focus management\r\n if (this._focusedControl) {\r\n if (this._focusedControl !== this._lastPickedControl) {\r\n if (this._lastPickedControl.isFocusInvisible) {\r\n return;\r\n }\r\n this.focusedControl = null;\r\n }\r\n }\r\n };\r\n AdvancedDynamicTexture.prototype._attachToOnPointerOut = function (scene) {\r\n var _this = this;\r\n this._canvasPointerOutObserver = scene.getEngine().onCanvasPointerOutObservable.add(function (pointerEvent) {\r\n if (_this._lastControlOver[pointerEvent.pointerId]) {\r\n _this._lastControlOver[pointerEvent.pointerId]._onPointerOut(_this._lastControlOver[pointerEvent.pointerId]);\r\n }\r\n delete _this._lastControlOver[pointerEvent.pointerId];\r\n if (_this._lastControlDown[pointerEvent.pointerId] && _this._lastControlDown[pointerEvent.pointerId] !== _this._capturingControl[pointerEvent.pointerId]) {\r\n _this._lastControlDown[pointerEvent.pointerId]._forcePointerUp();\r\n delete _this._lastControlDown[pointerEvent.pointerId];\r\n }\r\n });\r\n };\r\n // Statics\r\n /**\r\n * Creates a new AdvancedDynamicTexture in projected mode (ie. attached to a mesh)\r\n * @param mesh defines the mesh which will receive the texture\r\n * @param width defines the texture width (1024 by default)\r\n * @param height defines the texture height (1024 by default)\r\n * @param supportPointerMove defines a boolean indicating if the texture must capture move events (true by default)\r\n * @param onlyAlphaTesting defines a boolean indicating that alpha blending will not be used (only alpha testing) (false by default)\r\n * @returns a new AdvancedDynamicTexture\r\n */\r\n AdvancedDynamicTexture.CreateForMesh = function (mesh, width, height, supportPointerMove, onlyAlphaTesting) {\r\n if (width === void 0) { width = 1024; }\r\n if (height === void 0) { height = 1024; }\r\n if (supportPointerMove === void 0) { supportPointerMove = true; }\r\n if (onlyAlphaTesting === void 0) { onlyAlphaTesting = false; }\r\n var result = new AdvancedDynamicTexture(mesh.name + \" AdvancedDynamicTexture\", width, height, mesh.getScene(), true, Texture.TRILINEAR_SAMPLINGMODE);\r\n var material = new StandardMaterial(\"AdvancedDynamicTextureMaterial\", mesh.getScene());\r\n material.backFaceCulling = false;\r\n material.diffuseColor = Color3.Black();\r\n material.specularColor = Color3.Black();\r\n if (onlyAlphaTesting) {\r\n material.diffuseTexture = result;\r\n material.emissiveTexture = result;\r\n result.hasAlpha = true;\r\n }\r\n else {\r\n material.emissiveTexture = result;\r\n material.opacityTexture = result;\r\n }\r\n mesh.material = material;\r\n result.attachToMesh(mesh, supportPointerMove);\r\n return result;\r\n };\r\n /**\r\n * Creates a new AdvancedDynamicTexture in fullscreen mode.\r\n * In this mode the texture will rely on a layer for its rendering.\r\n * This allows it to be treated like any other layer.\r\n * As such, if you have a multi camera setup, you can set the layerMask on the GUI as well.\r\n * LayerMask is set through advancedTexture.layer.layerMask\r\n * @param name defines name for the texture\r\n * @param foreground defines a boolean indicating if the texture must be rendered in foreground (default is true)\r\n * @param scene defines the hsoting scene\r\n * @param sampling defines the texture sampling mode (Texture.BILINEAR_SAMPLINGMODE by default)\r\n * @returns a new AdvancedDynamicTexture\r\n */\r\n AdvancedDynamicTexture.CreateFullscreenUI = function (name, foreground, scene, sampling) {\r\n if (foreground === void 0) { foreground = true; }\r\n if (scene === void 0) { scene = null; }\r\n if (sampling === void 0) { sampling = Texture.BILINEAR_SAMPLINGMODE; }\r\n var result = new AdvancedDynamicTexture(name, 0, 0, scene, false, sampling);\r\n // Display\r\n var layer = new Layer(name + \"_layer\", null, scene, !foreground);\r\n layer.texture = result;\r\n result._layerToDispose = layer;\r\n result._isFullscreen = true;\r\n // Attach\r\n result.attach();\r\n return result;\r\n };\r\n return AdvancedDynamicTexture;\r\n}(DynamicTexture));\r\nexport { AdvancedDynamicTexture };\r\n//# sourceMappingURL=advancedDynamicTexture.js.map","import { __decorate, __extends } from \"tslib\";\r\nimport { serializeAsColor3, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Node } from \"../node\";\r\nimport { Light } from \"./light\";\r\nNode.AddNodeConstructor(\"Light_Type_3\", function (name, scene) {\r\n return function () { return new HemisphericLight(name, Vector3.Zero(), scene); };\r\n});\r\n/**\r\n * The HemisphericLight simulates the ambient environment light,\r\n * so the passed direction is the light reflection direction, not the incoming direction.\r\n */\r\nvar HemisphericLight = /** @class */ (function (_super) {\r\n __extends(HemisphericLight, _super);\r\n /**\r\n * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).\r\n * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.\r\n * The HemisphericLight can't cast shadows.\r\n * Documentation : https://doc.babylonjs.com/babylon101/lights\r\n * @param name The friendly name of the light\r\n * @param direction The direction of the light reflection\r\n * @param scene The scene the light belongs to\r\n */\r\n function HemisphericLight(name, direction, scene) {\r\n var _this = _super.call(this, name, scene) || this;\r\n /**\r\n * The groundColor is the light in the opposite direction to the one specified during creation.\r\n * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.\r\n */\r\n _this.groundColor = new Color3(0.0, 0.0, 0.0);\r\n _this.direction = direction || Vector3.Up();\r\n return _this;\r\n }\r\n HemisphericLight.prototype._buildUniformLayout = function () {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"vLightGround\", 3);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n };\r\n /**\r\n * Returns the string \"HemisphericLight\".\r\n * @return The class name\r\n */\r\n HemisphericLight.prototype.getClassName = function () {\r\n return \"HemisphericLight\";\r\n };\r\n /**\r\n * Sets the HemisphericLight direction towards the passed target (Vector3).\r\n * Returns the updated direction.\r\n * @param target The target the direction should point to\r\n * @return The computed direction\r\n */\r\n HemisphericLight.prototype.setDirectionToTarget = function (target) {\r\n this.direction = Vector3.Normalize(target.subtract(Vector3.Zero()));\r\n return this.direction;\r\n };\r\n /**\r\n * Returns the shadow generator associated to the light.\r\n * @returns Always null for hemispheric lights because it does not support shadows.\r\n */\r\n HemisphericLight.prototype.getShadowGenerator = function () {\r\n return null;\r\n };\r\n /**\r\n * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The hemispheric light\r\n */\r\n HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {\r\n var normalizeDirection = Vector3.Normalize(this.direction);\r\n this._uniformBuffer.updateFloat4(\"vLightData\", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);\r\n this._uniformBuffer.updateColor3(\"vLightGround\", this.groundColor.scale(this.intensity), lightIndex);\r\n return this;\r\n };\r\n HemisphericLight.prototype.transferToNodeMaterialEffect = function (effect, lightDataUniformName) {\r\n var normalizeDirection = Vector3.Normalize(this.direction);\r\n effect.setFloat3(lightDataUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z);\r\n return this;\r\n };\r\n /**\r\n * Computes the world matrix of the node\r\n * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch\r\n * @param useWasUpdatedFlag defines a reserved property\r\n * @returns the world matrix\r\n */\r\n HemisphericLight.prototype.computeWorldMatrix = function () {\r\n if (!this._worldMatrix) {\r\n this._worldMatrix = Matrix.Identity();\r\n }\r\n return this._worldMatrix;\r\n };\r\n /**\r\n * Returns the integer 3.\r\n * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n HemisphericLight.prototype.getTypeID = function () {\r\n return Light.LIGHTTYPEID_HEMISPHERICLIGHT;\r\n };\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {\r\n defines[\"HEMILIGHT\" + lightIndex] = true;\r\n };\r\n __decorate([\r\n serializeAsColor3()\r\n ], HemisphericLight.prototype, \"groundColor\", void 0);\r\n __decorate([\r\n serializeAsVector3()\r\n ], HemisphericLight.prototype, \"direction\", void 0);\r\n return HemisphericLight;\r\n}(Light));\r\nexport { HemisphericLight };\r\n//# sourceMappingURL=hemisphericLight.js.map","//download.js v4.2, by dandavis; 2008-2016. [MIT] see http://danml.com/download.html for tests/usage\n// v1 landed a FF+Chrome compat way of downloading strings to local un-named files, upgraded to use a hidden frame and optional mime\n// v2 added named files via a[download], msSaveBlob, IE (10+) support, and window.URL support for larger+faster saves than dataURLs\n// v3 added dataURL and Blob Input, bind-toggle arity, and legacy dataURL fallback was improved with force-download mime and base64 support. 3.1 improved safari handling.\n// v4 adds AMD/UMD, commonJS, and plain browser support\n// v4.1 adds url download capability via solo URL argument (same domain/CORS only)\n// v4.2 adds semantic variable names, long (over 2MB) dataURL support, and hidden by default temp anchors\n// https://github.com/rndme/download\n\n(function (root, factory) {\n\tif (typeof define === 'function' && define.amd) {\n\t\t// AMD. Register as an anonymous module.\n\t\tdefine([], factory);\n\t} else if (typeof exports === 'object') {\n\t\t// Node. Does not work with strict CommonJS, but\n\t\t// only CommonJS-like environments that support module.exports,\n\t\t// like Node.\n\t\tmodule.exports = factory();\n\t} else {\n\t\t// Browser globals (root is window)\n\t\troot.download = factory();\n }\n}(this, function () {\n\n\treturn function download(data, strFileName, strMimeType) {\n\n\t\tvar self = window, // this script is only for browsers anyway...\n\t\t\tdefaultMime = \"application/octet-stream\", // this default mime also triggers iframe downloads\n\t\t\tmimeType = strMimeType || defaultMime,\n\t\t\tpayload = data,\n\t\t\turl = !strFileName && !strMimeType && payload,\n\t\t\tanchor = document.createElement(\"a\"),\n\t\t\ttoString = function(a){return String(a);},\n\t\t\tmyBlob = (self.Blob || self.MozBlob || self.WebKitBlob || toString),\n\t\t\tfileName = strFileName || \"download\",\n\t\t\tblob,\n\t\t\treader;\n\t\t\tmyBlob= myBlob.call ? myBlob.bind(self) : Blob ;\n\t \n\t\tif(String(this)===\"true\"){ //reverse arguments, allowing download.bind(true, \"text/xml\", \"export.xml\") to act as a callback\n\t\t\tpayload=[payload, mimeType];\n\t\t\tmimeType=payload[0];\n\t\t\tpayload=payload[1];\n\t\t}\n\n\n\t\tif(url && url.length< 2048){ // if no filename and no mime, assume a url was passed as the only argument\n\t\t\tfileName = url.split(\"/\").pop().split(\"?\")[0];\n\t\t\tanchor.href = url; // assign href prop to temp anchor\n\t\t \tif(anchor.href.indexOf(url) !== -1){ // if the browser determines that it's a potentially valid url path:\n \t\tvar ajax=new XMLHttpRequest();\n \t\tajax.open( \"GET\", url, true);\n \t\tajax.responseType = 'blob';\n \t\tajax.onload= function(e){ \n\t\t\t\t download(e.target.response, fileName, defaultMime);\n\t\t\t\t};\n \t\tsetTimeout(function(){ ajax.send();}, 0); // allows setting custom ajax headers using the return:\n\t\t\t return ajax;\n\t\t\t} // end if valid url?\n\t\t} // end if url?\n\n\n\t\t//go ahead and download dataURLs right away\n\t\tif(/^data:([\\w+-]+\\/[\\w+.-]+)?[,;]/.test(payload)){\n\t\t\n\t\t\tif(payload.length > (1024*1024*1.999) && myBlob !== toString ){\n\t\t\t\tpayload=dataUrlToBlob(payload);\n\t\t\t\tmimeType=payload.type || defaultMime;\n\t\t\t}else{\t\t\t\n\t\t\t\treturn navigator.msSaveBlob ? // IE10 can't do a[download], only Blobs:\n\t\t\t\t\tnavigator.msSaveBlob(dataUrlToBlob(payload), fileName) :\n\t\t\t\t\tsaver(payload) ; // everyone else can save dataURLs un-processed\n\t\t\t}\n\t\t\t\n\t\t}else{//not data url, is it a string with special needs?\n\t\t\tif(/([\\x80-\\xff])/.test(payload)){\t\t\t \n\t\t\t\tvar i=0, tempUiArr= new Uint8Array(payload.length), mx=tempUiArr.length;\n\t\t\t\tfor(i;i any): number {\r\n this._addLabelTextInput.value = \"\";\r\n let labelIdx = this._labels.length;\r\n let plane = PlaneBuilder.CreatePlane('label_' + labelIdx, {\r\n width: 5,\r\n height: 5\r\n }, this._scene);\r\n\r\n if (position) {\r\n let pos = Vector3.FromArray(position)\r\n plane.position = pos;\r\n } else {\r\n plane.position.y = this._ymax + 2;\r\n }\r\n\r\n let advancedTexture = AdvancedDynamicTexture.CreateForMesh(plane);\r\n\r\n let background = new Rectangle();\r\n background.color = \"red\";\r\n background.alpha = 0\r\n advancedTexture.addControl(background);\r\n this._labelBackgrounds.push(background);\r\n\r\n let textBlock = new TextBlock();\r\n textBlock.text = text;\r\n textBlock.color = \"black\";\r\n textBlock.fontSize = this._labelSize;\r\n advancedTexture.addControl(textBlock);\r\n this._labelTexts.push(textBlock);\r\n\r\n if (!this.fixed) {\r\n let labelDragBehavior = new PointerDragBehavior();\r\n labelDragBehavior.onDragEndObservable.add(() => {\r\n if (moveCallback) {\r\n moveCallback(plane.position);\r\n } else {\r\n console.log([plane.position.x, plane.position.y, plane.position.z])\r\n }\r\n });\r\n plane.addBehavior(labelDragBehavior);\r\n }\r\n\r\n this._labels.push(plane);\r\n\r\n let labelNum = this._labels.length - 1;\r\n\r\n let editLabelForm = document.createElement(\"div\");\r\n editLabelForm.className = \"label-form\";\r\n let editLabelLabel = document.createElement(\"label\");\r\n editLabelLabel.innerText = \"Edit Label Text:\";\r\n editLabelLabel.htmlFor = \"editLabelInput\";\r\n editLabelForm.appendChild(editLabelLabel);\r\n let editLabelInput = document.createElement(\"input\");\r\n editLabelInput.name = \"editLabelInput\";\r\n editLabelInput.type = \"text\";\r\n editLabelInput.value = text;\r\n editLabelInput.dataset.labelnum = labelNum.toString();\r\n editLabelInput.onkeyup = this._editLabelText.bind(this);\r\n editLabelForm.appendChild(editLabelInput);\r\n let rmvLabelBtn = document.createElement(\"button\");\r\n rmvLabelBtn.innerText = \"Remove Label\"\r\n rmvLabelBtn.onclick = this._removeLabel.bind(this);\r\n rmvLabelBtn.dataset.labelnum = labelNum.toString();\r\n editLabelForm.appendChild(rmvLabelBtn);\r\n editLabelForm.dataset.labelnum = labelNum.toString();\r\n this._editLabelForms.push(editLabelForm);\r\n this._editLabelContainer.appendChild(editLabelForm);\r\n\r\n this._showLabels = true;\r\n return labelIdx;\r\n }\r\n\r\n private _editLabelText(ev: Event): void {\r\n let inputElem = ev.target as HTMLInputElement;\r\n this._labelTexts[parseInt(inputElem.dataset.labelnum)].text = inputElem.value;\r\n }\r\n\r\n private _removeLabel(ev: Event) {\r\n let btn = ev.target as HTMLButtonElement;\r\n let labelNum = parseInt(btn.dataset.labelnum);\r\n this._labelTexts[labelNum].dispose();\r\n this._labelTexts.splice(labelNum, 1);\r\n this._labelBackgrounds[labelNum].dispose();\r\n this._labelBackgrounds.splice(labelNum, 1);\r\n this._labels[labelNum].dispose();\r\n this._labels.splice(labelNum, 1);\r\n let thisForm: HTMLDivElement;\r\n this._editLabelForms.forEach(eLabelForm => {\r\n if (parseInt(eLabelForm.dataset.labelnum) == labelNum) {\r\n thisForm = eLabelForm;\r\n } else if (parseInt(eLabelForm.dataset.labelnum) > labelNum) {\r\n let oldNum = parseInt(eLabelForm.dataset.labelnum)\r\n let newNum = (oldNum - 1).toString()\r\n eLabelForm.dataset.labelnum = newNum;\r\n let oInput = eLabelForm.querySelector('input[data-labelnum=\"' + oldNum + '\"]') as HTMLInputElement;\r\n oInput.dataset.labelnum = newNum;\r\n let oBtn = eLabelForm.querySelector('button[data-labelnum=\"' + oldNum + '\"]') as HTMLButtonElement;\r\n oBtn.dataset.labelnum = newNum;\r\n }\r\n });\r\n thisForm.parentNode.removeChild(thisForm);\r\n }\r\n\r\n exportLabels() {\r\n let labels = [];\r\n for (let i = 0; i < this._labelTexts.length; i++) {\r\n const lText = this._labelTexts[i].text;\r\n const lPos = this._labels[i].position;\r\n labels.push({text: lText, position: [lPos.x, lPos.y, lPos.z]});\r\n }\r\n return labels;\r\n }\r\n}","\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { ArcRotateCamera } from \"@babylonjs/core/Cameras/arcRotateCamera\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { LinesBuilder } from \"@babylonjs/core/Meshes/Builders/linesBuilder\";\r\nimport { LinesMesh } from \"@babylonjs/core/Meshes/linesMesh\";\r\nimport { Vector3, Axis, Color3} from \"@babylonjs/core/Maths/math\";\r\nimport { DynamicTexture } from \"@babylonjs/core/Materials/Textures/dynamicTexture\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\nimport { AxisData } from \"./babyplots\";\r\n\r\n/**\r\n * Class to store and update plot axes.\r\n */\r\nexport class Axes {\r\n private _axes: LinesMesh[] = [];\r\n private _axisLabels: Mesh[] = [];\r\n private _ticks: LinesMesh[] = [];\r\n private _tickLabels: Mesh[] = [];\r\n private _tickLines: LinesMesh[] = [];\r\n private _scene: Scene;\r\n axisData: AxisData;\r\n /**\r\n * Create axes for plot.\r\n * @param axisData object containing all information about axis setup.\r\n * @param scene BABYLON scene.\r\n */\r\n constructor(axisData: AxisData, scene: Scene, heatmap: boolean = false) {\r\n this.axisData = axisData;\r\n this._scene = scene;\r\n this._createAxes(heatmap);\r\n }\r\n private _roundTicks(num: number, scale: number = 2): number {\r\n if (!(\"\" + num).includes(\"e\")) {\r\n return +(Math.round(parseFloat(num.toString() + \"e+\" + scale.toString())) + \"e-\" + scale);\r\n }\r\n else {\r\n var arr = (\"\" + num).split(\"e\");\r\n var sig = \"\";\r\n if (+arr[1] + scale > 0) {\r\n sig = \"+\";\r\n }\r\n return +(Math.round(parseFloat(+arr[0].toString() + \"e\" + sig.toString() + (+arr[1].toString() + scale.toString()))) + \"e-\" + scale);\r\n }\r\n }\r\n private _createAxes(heatmap: boolean = false): void {\r\n if (heatmap) {\r\n this.axisData.tickBreaks[0] = 1;\r\n this.axisData.tickBreaks[2] = 1;\r\n }\r\n let xtickBreaks = this.axisData.tickBreaks[0] / this.axisData.scale[0];\r\n let ytickBreaks = this.axisData.tickBreaks[1] / this.axisData.scale[1];\r\n let ztickBreaks = this.axisData.tickBreaks[2] / this.axisData.scale[2];\r\n let xmin = Math.floor(this.axisData.range[0][0] / xtickBreaks) * xtickBreaks;\r\n let ymin = Math.floor(this.axisData.range[1][0] / ytickBreaks) * ytickBreaks;\r\n let zmin = Math.floor(this.axisData.range[2][0] / ztickBreaks) * ztickBreaks;\r\n let xmax = Math.ceil(this.axisData.range[0][1] / xtickBreaks) * xtickBreaks;\r\n let ymax = Math.ceil(this.axisData.range[1][1] / ytickBreaks) * ytickBreaks;\r\n let zmax = Math.ceil(this.axisData.range[2][1] / ztickBreaks) * ztickBreaks;\r\n // create X axis\r\n if (this.axisData.showAxes[0]) {\r\n // axis\r\n let axisX = LinesBuilder.CreateLines(\"axisX\", {\r\n points: [\r\n new Vector3(xmin, ymin, zmin),\r\n new Vector3(xmax, ymin, zmin)\r\n ]\r\n }, this._scene);\r\n axisX.color = Color3.FromHexString(this.axisData.color[0]);\r\n this._axes.push(axisX);\r\n // label\r\n let xChar = this._makeTextPlane(this.axisData.axisLabels[0], 1, this.axisData.color[0]);\r\n xChar.position = new Vector3(xmax / 2, ymin - 0.5 * ymax, zmin);\r\n this._axisLabels.push(xChar);\r\n // x ticks and tick lines\r\n let xTicks = [];\r\n for (let i = 0; i < -Math.ceil(this.axisData.range[0][0] / xtickBreaks); i++) {\r\n xTicks.push(-(i + 1) * xtickBreaks);\r\n }\r\n for (let i = 0; i <= Math.ceil(this.axisData.range[0][1] / xtickBreaks); i++) {\r\n xTicks.push(i * xtickBreaks);\r\n }\r\n let startTick = 0;\r\n if (heatmap) {\r\n startTick = 1;\r\n }\r\n for (let i = startTick; i < xTicks.length; i++) {\r\n let tickPos = xTicks[i];\r\n if (heatmap) {\r\n tickPos = tickPos - 0.5;\r\n }\r\n let tick = LinesBuilder.CreateLines(\"xTicks\", {\r\n points: [\r\n new Vector3(tickPos, ymin, zmin + 0.05 * xmax),\r\n new Vector3(tickPos, ymin, zmin),\r\n new Vector3(tickPos, ymin + 0.05 * ymax, zmin)\r\n ]\r\n }, this._scene);\r\n tick.color = Color3.FromHexString(this.axisData.color[0]);\r\n this._ticks.push(tick);\r\n let tickLabel = this._roundTicks(tickPos * this.axisData.scale[0]).toString();\r\n if (heatmap) {\r\n tickLabel = this.axisData.colnames[i - 1];\r\n }\r\n let tickChar = this._makeTextPlane(tickLabel, 0.6, this.axisData.color[0]);\r\n tickChar.position = new Vector3(tickPos, ymin - 0.1 * ymax, zmin);\r\n this._tickLabels.push(tickChar);\r\n if (this.axisData.showTickLines[0][0]) {\r\n let tickLine = LinesBuilder.CreateLines(\"xTickLines\", {\r\n points: [\r\n new Vector3(tickPos, ymax, zmin),\r\n new Vector3(tickPos, ymin, zmin)\r\n ]\r\n }, this._scene);\r\n tickLine.color = Color3.FromHexString(this.axisData.tickLineColor[0][0]);\r\n this._tickLines.push(tickLine);\r\n }\r\n if (this.axisData.showTickLines[0][1]) {\r\n let tickLine = LinesBuilder.CreateLines(\"xTickLines\", {\r\n points: [\r\n new Vector3(tickPos, ymin, zmax),\r\n new Vector3(tickPos, ymin, zmin)\r\n ]\r\n }, this._scene);\r\n tickLine.color = Color3.FromHexString(this.axisData.tickLineColor[0][1]);\r\n this._tickLines.push(tickLine);\r\n }\r\n }\r\n }\r\n // create Y axis\r\n if (this.axisData.showAxes[1]) {\r\n // axis\r\n let axisY = LinesBuilder.CreateLines(\"axisY\", {\r\n points: [\r\n new Vector3(xmin, ymin, zmin),\r\n new Vector3(xmin, ymax, zmin)\r\n ]\r\n }, this._scene);\r\n axisY.color = Color3.FromHexString(this.axisData.color[1]);\r\n this._axes.push(axisY);\r\n // label\r\n let yChar = this._makeTextPlane(this.axisData.axisLabels[1], 1, this.axisData.color[1]);\r\n yChar.position = new Vector3(xmin, ymax / 2, zmin - 0.5 * ymax);\r\n this._axisLabels.push(yChar);\r\n // y ticks and tick lines\r\n let yTicks = [];\r\n for (let i = 0; i < -Math.ceil(this.axisData.range[1][0] / ytickBreaks); i++) {\r\n yTicks.push(-(i + 1) * ytickBreaks);\r\n }\r\n for (let i = 0; i <= Math.ceil(this.axisData.range[1][1] / ytickBreaks); i++) {\r\n yTicks.push(i * ytickBreaks);\r\n }\r\n for (let i = 0; i < yTicks.length; i++) {\r\n let tickPos = yTicks[i];\r\n let tick = LinesBuilder.CreateLines(\"yTicks\", {\r\n points: [\r\n new Vector3(xmin, tickPos, zmin + 0.05 * zmax),\r\n new Vector3(xmin, tickPos, zmin),\r\n new Vector3(xmin + 0.05 * xmax, tickPos, zmin)\r\n ]\r\n }, this._scene);\r\n tick.color = Color3.FromHexString(this.axisData.color[1]);\r\n this._ticks.push(tick);\r\n let tickLabel = this._roundTicks(tickPos * this.axisData.scale[1]);\r\n let tickChar = this._makeTextPlane(tickLabel.toString(), 0.6, this.axisData.color[1]);\r\n tickChar.position = new Vector3(xmin, tickPos, zmin - 0.05 * ymax);\r\n this._tickLabels.push(tickChar);\r\n // tick lines\r\n if (this.axisData.showTickLines[1][0]) {\r\n let tickLine = LinesBuilder.CreateLines(\"yTicksLines\", {\r\n points: [\r\n new Vector3(xmax, tickPos, zmin),\r\n new Vector3(xmin, tickPos, zmin)\r\n ]\r\n }, this._scene);\r\n tickLine.color = Color3.FromHexString(this.axisData.tickLineColor[1][0]);\r\n this._tickLines.push(tickLine);\r\n }\r\n if (this.axisData.showTickLines[1][1]) {\r\n let tickLine = LinesBuilder.CreateLines(\"yTickLines\", {\r\n points: [\r\n new Vector3(xmin, tickPos, zmax),\r\n new Vector3(xmin, tickPos, zmin)\r\n ]\r\n }, this._scene);\r\n tickLine.color = Color3.FromHexString(this.axisData.tickLineColor[1][1]);\r\n this._tickLines.push(tickLine);\r\n }\r\n }\r\n }\r\n // create Z axis\r\n if (this.axisData.showAxes[2]) {\r\n // axis\r\n let axisZ = LinesBuilder.CreateLines(\"axisZ\", {\r\n points: [\r\n new Vector3(xmin, ymin, zmin),\r\n new Vector3(xmin, ymin, zmax)\r\n ]\r\n }, this._scene);\r\n axisZ.color = Color3.FromHexString(this.axisData.color[2]);\r\n this._axes.push(axisZ);\r\n // label\r\n let zChar = this._makeTextPlane(this.axisData.axisLabels[2], 1, this.axisData.color[2]);\r\n zChar.position = new Vector3(xmin, ymin - 0.5 * ymax, zmax / 2);\r\n this._axisLabels.push(zChar);\r\n // z ticks and tick lines\r\n let zTicks = [];\r\n for (let i = 0; i < -Math.ceil(this.axisData.range[2][0] / ztickBreaks); i++) {\r\n zTicks.push(-(i + 1) * ztickBreaks);\r\n }\r\n for (let i = 0; i <= Math.ceil(this.axisData.range[2][1] / ztickBreaks); i++) {\r\n zTicks.push(i * ztickBreaks);\r\n }\r\n let startTick = 0;\r\n if (heatmap) {\r\n startTick = 1;\r\n }\r\n for (let i = startTick; i < zTicks.length; i++) {\r\n let tickPos = zTicks[i];\r\n if (heatmap) {\r\n tickPos = tickPos - 0.5;\r\n }\r\n let tick = LinesBuilder.CreateLines(\"zTicks\", {\r\n points: [\r\n new Vector3(xmin + 0.05 * xmax, ymin, tickPos),\r\n new Vector3(xmin, ymin, tickPos),\r\n new Vector3(xmin, ymin + 0.05 * ymax, tickPos)\r\n ]\r\n }, this._scene);\r\n tick.color = Color3.FromHexString(this.axisData.color[2]);\r\n this._ticks.push(tick);\r\n let tickLabel = this._roundTicks(tickPos * this.axisData.scale[2]).toString();\r\n if (heatmap) {\r\n tickLabel = this.axisData.rownames[i - 1];\r\n }\r\n let tickChar = this._makeTextPlane(tickLabel, 0.6, this.axisData.color[2]);\r\n tickChar.position = new Vector3(xmin, ymin - 0.1 * ymax, tickPos);\r\n this._tickLabels.push(tickChar);\r\n // tick lines\r\n if (this.axisData.showTickLines[2][0]) {\r\n let tickLine = LinesBuilder.CreateLines(\"zTickLines\", {\r\n points: [\r\n new Vector3(xmax, ymin, tickPos),\r\n new Vector3(xmin, ymin, tickPos)\r\n ]\r\n }, this._scene);\r\n tickLine.color = Color3.FromHexString(this.axisData.tickLineColor[2][0]);\r\n this._tickLines.push(tickLine);\r\n }\r\n if (this.axisData.showTickLines[2][1]) {\r\n let tickLine = LinesBuilder.CreateLines(\"zTickLines\", {\r\n points: [\r\n new Vector3(xmin, ymax, tickPos),\r\n new Vector3(xmin, ymin, tickPos)\r\n ]\r\n }, this._scene);\r\n tickLine.color = Color3.FromHexString(this.axisData.tickLineColor[2][1]);\r\n this._tickLines.push(tickLine);\r\n }\r\n }\r\n }\r\n }\r\n private _makeTextPlane(text: string, size: number, color: string): Mesh {\r\n var dynamicTexture = new DynamicTexture(\"DynamicTexture\", 75, this._scene, true);\r\n dynamicTexture.hasAlpha = true;\r\n dynamicTexture.drawText(text, 5, 40, (40 - text.length * 4) + \"px Arial\", color, \"transparent\", true);\r\n var plane = Mesh.CreatePlane(\"TextPlane\", size, this._scene, true);\r\n var material = new StandardMaterial(\"TextPlaneMaterial\", this._scene);\r\n material.backFaceCulling = false;\r\n material.specularColor = new Color3(0, 0, 0);\r\n material.diffuseTexture = dynamicTexture;\r\n plane.material = material;\r\n return plane;\r\n }\r\n update(camera: ArcRotateCamera, updateAxisData?: boolean): void {\r\n if (updateAxisData) {\r\n for (let i = 0; i < this._axes.length; i++) {\r\n this._axes[i].dispose();\r\n }\r\n for (let i = 0; i < this._axisLabels.length; i++) {\r\n this._axisLabels[i].dispose();\r\n }\r\n for (let i = 0; i < this._ticks.length; i++) {\r\n this._ticks[i].dispose();\r\n }\r\n for (let i = 0; i < this._tickLabels.length; i++) {\r\n this._tickLabels[i].dispose();\r\n }\r\n for (let i = 0; i < this._tickLines.length; i++) {\r\n this._tickLines[i].dispose();\r\n }\r\n this._createAxes();\r\n }\r\n if (this.axisData.showAxes) {\r\n let axis1 = Vector3.Cross(camera.position, Axis.Y);\r\n let axis2 = Vector3.Cross(axis1, camera.position);\r\n let axis3 = Vector3.Cross(axis1, axis2);\r\n for (let i = 0; i < this._axisLabels.length; i++) {\r\n this._axisLabels[i].rotation = Vector3.RotationFromAxis(axis1, axis2, axis3);\r\n }\r\n for (let i = 0; i < this._tickLabels.length; i++) {\r\n this._tickLabels[i].rotation = Vector3.RotationFromAxis(axis1, axis2, axis3);\r\n }\r\n }\r\n }\r\n}\r\n","import { Scene } from \"@babylonjs/core/scene\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math\";\r\nimport { VertexData } from \"@babylonjs/core/Meshes/mesh.vertexData\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\nimport { Plot, LegendData } from \"./babyplots\";\r\nimport chroma from \"chroma-js\";\r\n\r\n\r\n\r\nexport class ImgStack extends Plot {\r\n private _backgroundColor: string;\r\n private _intensityMode: string;\r\n private _channelCoords: number[][][];\r\n private _channelCoordIntensities: number[][];\r\n constructor(scene: Scene, values: number[], indices: number[], attributes: { dim: number[] }, legendData: LegendData, size: number, backgroundColor: string, intensityMode: string) {\r\n let colSize = attributes.dim[0];\r\n let rowSize = attributes.dim[1];\r\n let channels = attributes.dim[2];\r\n let slices = attributes.dim[3];\r\n let channelSize = colSize * rowSize;\r\n let sliceSize = channelSize * channels;\r\n let coords = [];\r\n let Intensities = [];\r\n for (let i = 0; i < channels; i++) {\r\n coords.push([]);\r\n Intensities.push([]);\r\n }\r\n for (let i = 0; i < indices.length; i++) {\r\n const index = indices[i];\r\n let slice = Math.floor(index / sliceSize);\r\n let sliceIndex = index - sliceSize * slice;\r\n let channel = Math.floor(sliceIndex / channelSize);\r\n let channelIndex = sliceIndex - channelSize * channel;\r\n let row = Math.floor(channelIndex / colSize);\r\n let col = channelIndex % colSize;\r\n coords[channel].push([col, row, slice * size]);\r\n Intensities[channel].push(values[i]);\r\n }\r\n super(scene, [], [], 1, legendData);\r\n this._channelCoords = coords;\r\n this._channelCoordIntensities = Intensities;\r\n this._backgroundColor = backgroundColor;\r\n this._intensityMode = intensityMode;\r\n this.meshes = [];\r\n this._createImgStack();\r\n }\r\n\r\n private _createImgStack(): void {\r\n let positions = [];\r\n let colors = [];\r\n for (let c = 0; c < this._channelCoords.length; c++) {\r\n const channelIntensities = this._channelCoordIntensities[c];\r\n if (channelIntensities.length === 0) {\r\n continue;\r\n }\r\n const channelCoords = this._channelCoords[c];\r\n let channelColor: string;\r\n if (c == 0) {\r\n channelColor = \"#ff0000\";\r\n } else if (c == 1) {\r\n channelColor = \"#00ff00\";\r\n } else {\r\n channelColor = \"#0000ff\";\r\n }\r\n let channelColorRGB = chroma(channelColor).rgb();\r\n channelColorRGB[0] = channelColorRGB[0] / 255;\r\n channelColorRGB[1] = channelColorRGB[1] / 255;\r\n channelColorRGB[2] = channelColorRGB[2] / 255;\r\n if (this._intensityMode === \"alpha\") {\r\n let alphaLevels = 10;\r\n let minIntensity = channelIntensities.min();\r\n let alphaPositions: number[][] = [];\r\n let alphaColors: number[][] = [];\r\n let alphaIntensities: number[] = [];\r\n for (let i = 0; i < alphaLevels; i++) {\r\n alphaPositions.push([]);\r\n alphaColors.push([]);\r\n alphaIntensities.push((i + 1) * (1 / alphaLevels));\r\n }\r\n\r\n for (let p = 0; p < channelCoords.length; p++) {\r\n for (let intens = 0; intens < alphaIntensities.length; intens++) {\r\n const testIntensity = alphaIntensities[intens];\r\n if ((channelIntensities[p] - minIntensity) / (1 - minIntensity) <= testIntensity) {\r\n alphaPositions[intens].push(channelCoords[p][2], channelCoords[p][0], channelCoords[p][1]);\r\n alphaColors[intens].push(channelColorRGB[0], channelColorRGB[1], channelColorRGB[2], 1);\r\n break;\r\n }\r\n }\r\n }\r\n\r\n for (let intensIdx = 0; intensIdx < alphaIntensities.length; intensIdx++) {\r\n if (alphaColors[intensIdx].length <= 4) {\r\n continue;\r\n }\r\n let customMesh = new Mesh(`custom-${c}_${intensIdx}`, this._scene);\r\n const intensity = alphaIntensities[intensIdx];\r\n let vertexData = new VertexData();\r\n vertexData.positions = alphaPositions[intensIdx];\r\n vertexData.colors = alphaColors[intensIdx];\r\n vertexData.applyToMesh(customMesh, true);\r\n let mat = new StandardMaterial(`mat-${c}_${intensIdx}`, this._scene);\r\n mat.emissiveColor = new Color3(1, 1, 1);\r\n mat.disableLighting = true;\r\n mat.pointsCloud = true;\r\n mat.pointSize = this._size;\r\n mat.alpha = intensity;\r\n customMesh.material = mat;\r\n this.meshes.push(customMesh);\r\n }\r\n\r\n } else {\r\n for (let p = 0; p < channelCoords.length; p++) {\r\n positions.push(channelCoords[p][2], channelCoords[p][0], channelCoords[p][1]);\r\n if (this._intensityMode === \"mix\") {\r\n let colormix = chroma.mix(this._backgroundColor, channelColor, channelIntensities[p]).rgb();\r\n colors.push(colormix[0] / 255, colormix[1] / 255, colormix[2] / 255, 1);\r\n } else {;\r\n colors.push(channelColorRGB[0], channelColorRGB[1], channelColorRGB[2], 1);\r\n }\r\n }\r\n let customMesh = new Mesh(`custom-${c}`, this._scene);\r\n let vertexData = new VertexData();\r\n vertexData.positions = positions;\r\n vertexData.colors = colors;\r\n vertexData.applyToMesh(customMesh, true);\r\n let mat = new StandardMaterial(`mat-${c}`, this._scene);\r\n mat.emissiveColor = new Color3(1, 1, 1);\r\n mat.disableLighting = true;\r\n mat.pointsCloud = true;\r\n mat.pointSize = this._size;\r\n customMesh.material = mat;\r\n this.meshes.push(customMesh);\r\n }\r\n }\r\n }\r\n}","import { Scene } from \"@babylonjs/core/scene\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { SphereBuilder } from \"@babylonjs/core/Meshes/Builders/sphereBuilder\";\r\nimport { Vector3, Color4, Color3 } from \"@babylonjs/core/Maths/math\";\r\nimport { SolidParticleSystem } from \"@babylonjs/core/Particles/solidParticleSystem\";\r\nimport { VertexData } from \"@babylonjs/core/Meshes/mesh.vertexData\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\nimport { FloatArray } from \"@babylonjs/core/types\";\r\nimport { PickingInfo } from \"@babylonjs/core/Collisions/pickingInfo\";\r\nimport { Plot, LegendData } from \"./babyplots\";\r\n\r\nexport class PointCloud extends Plot {\r\n private _SPS: SolidParticleSystem;\r\n private _pointPicking: boolean = false;\r\n private _selectionCallback = function (selection: number[]) { return false; };\r\n private _folded: boolean;\r\n private _foldedEmbedding: number[][];\r\n private _foldVectors: Vector3[] = [];\r\n private _foldCounter: number = 0;\r\n private _foldAnimFrames: number = 200;\r\n private _foldVectorFract: Vector3[] = [];\r\n private _foldDelay: number = 100;\r\n constructor(scene: Scene, coordinates: number[][], colorVar: string[], size: number, legendData: LegendData, folded?: boolean, foldedEmbedding?: number[][], foldAnimDelay?: number, foldAnimDuration?: number) {\r\n super(scene, coordinates, colorVar, size, legendData);\r\n this._folded = folded;\r\n if (foldAnimDelay) {\r\n this._foldDelay = foldAnimDelay;\r\n }\r\n if (foldAnimDuration) {\r\n this._foldAnimFrames = foldAnimDuration;\r\n }\r\n if (folded) {\r\n if (foldedEmbedding) {\r\n for (let i = 0; i < foldedEmbedding.length; i++) {\r\n if (foldedEmbedding[i].length == 2) {\r\n foldedEmbedding[i].push(0);\r\n }\r\n let fv = new Vector3(coordinates[i][0], coordinates[i][2], coordinates[i][1]).subtractFromFloats(foldedEmbedding[i][0], 0, foldedEmbedding[i][1]);\r\n this._foldVectors.push(fv);\r\n this._foldVectorFract.push(fv.divide(new Vector3(this._foldAnimFrames, this._foldAnimFrames, this._foldAnimFrames)));\r\n }\r\n this._foldedEmbedding = foldedEmbedding;\r\n }\r\n else {\r\n foldedEmbedding = JSON.parse(JSON.stringify(coordinates));\r\n for (let i = 0; i < foldedEmbedding.length; i++) {\r\n foldedEmbedding[i][2] = 0;\r\n let fv = new Vector3(coordinates[i][0], coordinates[i][2], coordinates[i][1]).subtractFromFloats(foldedEmbedding[i][0], 0, foldedEmbedding[i][1]);\r\n this._foldVectors.push(fv);\r\n this._foldVectorFract.push(fv.divide(new Vector3(this._foldAnimFrames, this._foldAnimFrames, this._foldAnimFrames)));\r\n }\r\n this._foldedEmbedding = foldedEmbedding;\r\n }\r\n }\r\n this._createPointCloud();\r\n }\r\n /**\r\n * Positions spheres according to coordinates in a SPS\r\n */\r\n private _createPointCloud(): void {\r\n // prototype cell\r\n if (this._coords.length > 10000) {\r\n let customMesh = new Mesh(\"custom\", this._scene);\r\n // Set arrays for positions and indices\r\n let positions = [];\r\n let colors = [];\r\n if (this._folded) {\r\n for (let p = 0; p < this._coords.length; p++) {\r\n positions.push(this._foldedEmbedding[p][0], this._foldedEmbedding[p][2], this._foldedEmbedding[p][1]);\r\n let col = Color4.FromHexString(this._coordColors[p]);\r\n colors.push(col.r, col.g, col.b, col.a);\r\n }\r\n }\r\n else {\r\n for (let p = 0; p < this._coords.length; p++) {\r\n positions.push(this._coords[p][0], this._coords[p][2], this._coords[p][1]);\r\n let col = Color4.FromHexString(this._coordColors[p]);\r\n colors.push(col.r, col.g, col.b, col.a);\r\n }\r\n }\r\n var vertexData = new VertexData();\r\n // Assign positions\r\n vertexData.positions = positions;\r\n vertexData.colors = colors;\r\n // Apply vertexData to custom mesh\r\n vertexData.applyToMesh(customMesh, true);\r\n var mat = new StandardMaterial(\"mat\", this._scene);\r\n mat.emissiveColor = new Color3(1, 1, 1);\r\n mat.disableLighting = true;\r\n mat.pointsCloud = true;\r\n mat.pointSize = this._size;\r\n customMesh.material = mat;\r\n this.mesh = customMesh;\r\n }\r\n else {\r\n let cell = SphereBuilder.CreateSphere(\"sphere\", { segments: 2, diameter: this._size * 0.1 }, this._scene);\r\n // let cell = MeshBuilder.CreateDisc(\"disc\", {tessellation: 6, radius: this._size}, this._scene);\r\n // particle system\r\n let SPS = new SolidParticleSystem('SPS', this._scene, {\r\n updatable: true,\r\n isPickable: true\r\n });\r\n // add all cells to SPS\r\n SPS.addShape(cell, this._coords.length);\r\n // position and color cells\r\n if (this._folded) {\r\n for (let i = 0; i < SPS.nbParticles; i++) {\r\n SPS.particles[i].position.x = this._foldedEmbedding[i][0];\r\n SPS.particles[i].position.z = this._foldedEmbedding[i][1];\r\n SPS.particles[i].position.y = this._foldedEmbedding[i][2];\r\n SPS.particles[i].color = Color4.FromHexString(this._coordColors[i]);\r\n }\r\n }\r\n else {\r\n for (let i = 0; i < SPS.nbParticles; i++) {\r\n SPS.particles[i].position.x = this._coords[i][0];\r\n SPS.particles[i].position.z = this._coords[i][1];\r\n SPS.particles[i].position.y = this._coords[i][2];\r\n SPS.particles[i].color = Color4.FromHexString(this._coordColors[i]);\r\n }\r\n }\r\n SPS.buildMesh();\r\n // scale bounding box to actual size of the SPS particles\r\n SPS.computeBoundingBox = true;\r\n // remove prototype cell\r\n cell.dispose();\r\n // calculate SPS particles\r\n SPS.setParticles();\r\n // SPS.billboard = true;\r\n SPS.computeBoundingBox = true;\r\n this._SPS = SPS;\r\n this.mesh = SPS.mesh;\r\n var mat = new StandardMaterial(\"pointMat\", this._scene);\r\n mat.alpha = 1;\r\n this.mesh.material = mat;\r\n }\r\n Object.defineProperty(this, \"alpha\", {\r\n set(newAlpha) {\r\n this.mesh.material.alpha = newAlpha;\r\n }\r\n });\r\n }\r\n\r\n resetAnimation(): void {\r\n this._folded = true;\r\n if (this._SPS) {\r\n for (let i = 0; i < this._SPS.particles.length; i++) {\r\n this._SPS.particles[i].position = new Vector3(this._foldedEmbedding[i][0], this._foldedEmbedding[i][2], this._foldedEmbedding[i][1]);\r\n }\r\n this._SPS.setParticles();\r\n } else {\r\n let positionFunction = function (positions: FloatArray) {\r\n let numberOfVertices = positions.length / 3;\r\n for (let i = 0; i < numberOfVertices; i++) {\r\n positions[i * 3] = this._foldedEmbedding[i][0];\r\n positions[i * 3 + 1] = this._foldedEmbedding[i][2];\r\n positions[i * 3 + 2] = this._foldedEmbedding[i][1];\r\n }\r\n }\r\n this.mesh.updateMeshPositions(positionFunction.bind(this), true);\r\n }\r\n this.mesh.refreshBoundingInfo();\r\n this._foldCounter = 0;\r\n }\r\n\r\n update(): boolean {\r\n if (this._SPS && this._folded) {\r\n if (this._foldCounter < this._foldDelay) {\r\n this._foldCounter += 1;\r\n }\r\n else if (this._foldCounter < this._foldAnimFrames + this._foldDelay) {\r\n for (let i = 0; i < this._SPS.particles.length; i++) {\r\n this._SPS.particles[i].position.addInPlace(this._foldVectorFract[i]);\r\n }\r\n this._foldCounter += 1;\r\n this._SPS.setParticles();\r\n }\r\n else {\r\n this._folded = false;\r\n for (let i = 0; i < this._SPS.particles.length; i++) {\r\n this._SPS.particles[i].position = new Vector3(this._coords[i][0], this._coords[i][2], this._coords[i][1]);\r\n }\r\n this._SPS.setParticles();\r\n this.mesh.refreshBoundingInfo();\r\n }\r\n }\r\n else if (this.mesh && this._folded) {\r\n if (this._foldCounter < this._foldDelay) {\r\n this._foldCounter += 1;\r\n }\r\n else if (this._foldCounter < this._foldAnimFrames + this._foldDelay) {\r\n let positionFunction = function (positions: FloatArray) {\r\n let numberOfVertices = positions.length / 3;\r\n for (let i = 0; i < numberOfVertices; i++) {\r\n let posVector = new Vector3(positions[i * 3], positions[i * 3 + 1], positions[i * 3 + 2]).addInPlace(this._foldVectorFract[i]);\r\n positions[i * 3] = posVector.x;\r\n positions[i * 3 + 1] = posVector.y;\r\n positions[i * 3 + 2] = posVector.z;\r\n }\r\n }\r\n this.mesh.updateMeshPositions(positionFunction.bind(this), true);\r\n this._foldCounter += 1;\r\n }\r\n else {\r\n this._folded = false;\r\n let positionFunction = function (positions: FloatArray) {\r\n let numberOfVertices = positions.length / 3;\r\n for (let i = 0; i < numberOfVertices; i++) {\r\n positions[i * 3] = this._coords[i][0];\r\n positions[i * 3 + 1] = this._coords[i][2];\r\n positions[i * 3 + 2] = this._coords[i][1];\r\n }\r\n }\r\n this.mesh.updateMeshPositions(positionFunction.bind(this), true);\r\n this.mesh.refreshBoundingInfo();\r\n }\r\n }\r\n return this._folded;\r\n }\r\n private _pointPicker(_evt: PointerEvent, pickResult: PickingInfo) {\r\n if (this._pointPicking) {\r\n const faceId = pickResult.faceId;\r\n if (faceId == -1) {\r\n return;\r\n }\r\n const idx = this._SPS.pickedParticles[faceId].idx;\r\n for (let i = 0; i < this._SPS.nbParticles; i++) {\r\n this._SPS.particles[i].color = new Color4(0.3, 0.3, 0.8, 1);\r\n }\r\n let p = this._SPS.particles[idx];\r\n p.color = new Color4(1, 0, 0, 1);\r\n this._SPS.setParticles();\r\n this.selection = [idx];\r\n this._selectionCallback(this.selection);\r\n }\r\n }\r\n updateSize(): void {\r\n for (let i = 0; i < this._SPS.nbParticles; i++) {\r\n this._SPS.particles[i].scale.x = this._size;\r\n this._SPS.particles[i].scale.y = this._size;\r\n this._SPS.particles[i].scale.z = this._size;\r\n }\r\n this._SPS.setParticles();\r\n super.updateSize();\r\n }\r\n}\r\n","import { Vector3, Matrix } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nVertexData.CreateSphere = function (options) {\r\n var segments = options.segments || 32;\r\n var diameterX = options.diameterX || options.diameter || 1;\r\n var diameterY = options.diameterY || options.diameter || 1;\r\n var diameterZ = options.diameterZ || options.diameter || 1;\r\n var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;\r\n var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n var radius = new Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);\r\n var totalZRotationSteps = 2 + segments;\r\n var totalYRotationSteps = 2 * totalZRotationSteps;\r\n var indices = [];\r\n var positions = [];\r\n var normals = [];\r\n var uvs = [];\r\n for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {\r\n var normalizedZ = zRotationStep / totalZRotationSteps;\r\n var angleZ = normalizedZ * Math.PI * slice;\r\n for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {\r\n var normalizedY = yRotationStep / totalYRotationSteps;\r\n var angleY = normalizedY * Math.PI * 2 * arc;\r\n var rotationZ = Matrix.RotationZ(-angleZ);\r\n var rotationY = Matrix.RotationY(angleY);\r\n var afterRotZ = Vector3.TransformCoordinates(Vector3.Up(), rotationZ);\r\n var complete = Vector3.TransformCoordinates(afterRotZ, rotationY);\r\n var vertex = complete.multiply(radius);\r\n var normal = complete.divide(radius).normalize();\r\n positions.push(vertex.x, vertex.y, vertex.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(normalizedY, normalizedZ);\r\n }\r\n if (zRotationStep > 0) {\r\n var verticesCount = positions.length / 3;\r\n for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {\r\n indices.push((firstIndex));\r\n indices.push((firstIndex + 1));\r\n indices.push(firstIndex + totalYRotationSteps + 1);\r\n indices.push((firstIndex + totalYRotationSteps + 1));\r\n indices.push((firstIndex + 1));\r\n indices.push((firstIndex + totalYRotationSteps + 2));\r\n }\r\n }\r\n }\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n // Result\r\n var vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n return vertexData;\r\n};\r\nMesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {\r\n var options = {\r\n segments: segments,\r\n diameterX: diameter,\r\n diameterY: diameter,\r\n diameterZ: diameter,\r\n sideOrientation: sideOrientation,\r\n updatable: updatable\r\n };\r\n return SphereBuilder.CreateSphere(name, options, scene);\r\n};\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nvar SphereBuilder = /** @class */ (function () {\r\n function SphereBuilder() {\r\n }\r\n /**\r\n * Creates a sphere mesh\r\n * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)\r\n * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)\r\n * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)\r\n * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio\r\n * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the sphere mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#sphere\r\n */\r\n SphereBuilder.CreateSphere = function (name, options, scene) {\r\n if (scene === void 0) { scene = null; }\r\n var sphere = new Mesh(name, scene);\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n sphere._originalBuilderSideOrientation = options.sideOrientation;\r\n var vertexData = VertexData.CreateSphere(options);\r\n vertexData.applyToMesh(sphere, options.updatable);\r\n return sphere;\r\n };\r\n return SphereBuilder;\r\n}());\r\nexport { SphereBuilder };\r\n//# sourceMappingURL=sphereBuilder.js.map","import { Scene } from \"@babylonjs/core/scene\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { VertexData } from \"@babylonjs/core/Meshes/mesh.vertexData\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\nimport { Plot, LegendData, matrixMax } from \"./babyplots\";\r\nimport chroma from \"chroma-js\";\r\n\r\n\r\nexport class Surface extends Plot {\r\n constructor(scene: Scene, coordinates: number[][], colorVar: string[], size: number, legendData: LegendData) {\r\n super(scene, coordinates, colorVar, size, legendData);\r\n this._createSurface();\r\n }\r\n private _createSurface(): void {\r\n var max = matrixMax(this._coords);\r\n var surface = new Mesh(\"surface\", this._scene);\r\n var positions = [];\r\n var indices = [];\r\n for (let row = 0; row < this._coords.length; row++) {\r\n const rowCoords = this._coords[row];\r\n for (let column = 0; column < rowCoords.length; column++) {\r\n const coord = rowCoords[column];\r\n positions.push(column, coord / max * this._size, row);\r\n if (row < this._coords.length - 1 && column < rowCoords.length - 1) {\r\n indices.push(column + row * rowCoords.length, rowCoords.length + row * rowCoords.length + column, column + row * rowCoords.length + 1, column + row * rowCoords.length + 1, rowCoords.length + row * rowCoords.length + column, rowCoords.length + row * rowCoords.length + column + 1);\r\n }\r\n }\r\n }\r\n var colors = [];\r\n for (let i = 0; i < this._coordColors.length; i++) {\r\n const hex = this._coordColors[i];\r\n let rgba = chroma(hex).rgba();\r\n colors.push(rgba[0] / 255, rgba[1] / 255, rgba[2] / 255, rgba[3]);\r\n }\r\n var normals = [];\r\n var vertexData = new VertexData();\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n vertexData.positions = positions;\r\n vertexData.indices = indices;\r\n vertexData.colors = colors;\r\n vertexData.normals = normals;\r\n vertexData.applyToMesh(surface);\r\n var mat = new StandardMaterial(\"surfaceMat\", this._scene);\r\n mat.backFaceCulling = false;\r\n mat.alpha = 1;\r\n surface.material = mat;\r\n this.mesh = surface;\r\n Object.defineProperty(this, \"alpha\", {\r\n set(newAlpha) {\r\n this.mesh.material.alpha = newAlpha;\r\n }\r\n });\r\n }\r\n}\r\n","import { Scene } from \"@babylonjs/core/scene\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Color3, Vector3 } from \"@babylonjs/core/Maths/math\";\r\nimport { BoxBuilder } from \"@babylonjs/core/Meshes/Builders/boxBuilder\";\r\nimport { PlaneBuilder } from \"@babylonjs/core/Meshes/Builders/planeBuilder\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\nimport { Plot, LegendData, matrixMax } from \"./babyplots\";\r\n\r\nexport class HeatMap extends Plot {\r\n constructor(scene: Scene, coordinates: number[][], colorVar: string[], size: number, legendData: LegendData) {\r\n super(scene, coordinates, colorVar, size, legendData);\r\n this._createHeatMap();\r\n }\r\n private _createHeatMap(): void {\r\n let max = matrixMax(this._coords);\r\n let boxes = [];\r\n for (let row = 0; row < this._coords.length; row++) {\r\n const rowCoords = this._coords[row];\r\n for (let column = 0; column < rowCoords.length; column++) {\r\n const coord = rowCoords[column];\r\n if (coord > 0) {\r\n let height = coord / max * this._size;\r\n let box = BoxBuilder.CreateBox(\"box_\" + row + \"-\" + column, {\r\n height: height,\r\n width: 1,\r\n depth: 1\r\n }, this._scene);\r\n box.position = new Vector3(row + 0.5, height / 2, column + 0.5);\r\n let mat = new StandardMaterial(\"box_\" + row + \"-\" + column + \"_color\", this._scene);\r\n mat.alpha = 1;\r\n mat.diffuseColor = Color3.FromHexString(this._coordColors[column + row * rowCoords.length].substring(0, 7));\r\n box.material = mat;\r\n boxes.push(box);\r\n }\r\n else {\r\n let box = PlaneBuilder.CreatePlane(\"box_\" + row + \"-\" + column, { size: 1 }, this._scene);\r\n box.position = new Vector3(row + 0.5, 0, column + 0.5);\r\n box.rotation.x = Math.PI / 2;\r\n let mat = new StandardMaterial(\"box_\" + row + \"-\" + column + \"_color\", this._scene);\r\n mat.alpha = 1;\r\n mat.diffuseColor = Color3.FromHexString(this._coordColors[column + row * rowCoords.length].substring(0, 7));\r\n mat.backFaceCulling = false;\r\n box.material = mat;\r\n boxes.push(box);\r\n }\r\n }\r\n }\r\n this.meshes = boxes;\r\n Object.defineProperty(this, \"alpha\", {\r\n set(newAlpha) {\r\n for (let i = 0; i < this.meshes.length; i++) {\r\n const box = this.meshes[i] as Mesh;\r\n box.material.alpha = newAlpha;\r\n }\r\n }\r\n });\r\n }\r\n}\r\n","/**\r\n * Enum for the animation key frame interpolation type\r\n */\r\nexport var AnimationKeyInterpolation;\r\n(function (AnimationKeyInterpolation) {\r\n /**\r\n * Do not interpolate between keys and use the start key value only. Tangents are ignored\r\n */\r\n AnimationKeyInterpolation[AnimationKeyInterpolation[\"STEP\"] = 1] = \"STEP\";\r\n})(AnimationKeyInterpolation || (AnimationKeyInterpolation = {}));\r\n//# sourceMappingURL=animationKey.js.map","import { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { PrecisionDate } from \"../../Misc/precisionDate\";\r\n/**\r\n * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior\r\n */\r\nvar AutoRotationBehavior = /** @class */ (function () {\r\n function AutoRotationBehavior() {\r\n this._zoomStopsAnimation = false;\r\n this._idleRotationSpeed = 0.05;\r\n this._idleRotationWaitTime = 2000;\r\n this._idleRotationSpinupTime = 2000;\r\n this._isPointerDown = false;\r\n this._lastFrameTime = null;\r\n this._lastInteractionTime = -Infinity;\r\n this._cameraRotationSpeed = 0;\r\n this._lastFrameRadius = 0;\r\n }\r\n Object.defineProperty(AutoRotationBehavior.prototype, \"name\", {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n get: function () {\r\n return \"AutoRotation\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AutoRotationBehavior.prototype, \"zoomStopsAnimation\", {\r\n /**\r\n * Gets the flag that indicates if user zooming should stop animation.\r\n */\r\n get: function () {\r\n return this._zoomStopsAnimation;\r\n },\r\n /**\r\n * Sets the flag that indicates if user zooming should stop animation.\r\n */\r\n set: function (flag) {\r\n this._zoomStopsAnimation = flag;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AutoRotationBehavior.prototype, \"idleRotationSpeed\", {\r\n /**\r\n * Gets the default speed at which the camera rotates around the model.\r\n */\r\n get: function () {\r\n return this._idleRotationSpeed;\r\n },\r\n /**\r\n * Sets the default speed at which the camera rotates around the model.\r\n */\r\n set: function (speed) {\r\n this._idleRotationSpeed = speed;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AutoRotationBehavior.prototype, \"idleRotationWaitTime\", {\r\n /**\r\n * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.\r\n */\r\n get: function () {\r\n return this._idleRotationWaitTime;\r\n },\r\n /**\r\n * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.\r\n */\r\n set: function (time) {\r\n this._idleRotationWaitTime = time;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AutoRotationBehavior.prototype, \"idleRotationSpinupTime\", {\r\n /**\r\n * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.\r\n */\r\n get: function () {\r\n return this._idleRotationSpinupTime;\r\n },\r\n /**\r\n * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.\r\n */\r\n set: function (time) {\r\n this._idleRotationSpinupTime = time;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AutoRotationBehavior.prototype, \"rotationInProgress\", {\r\n /**\r\n * Gets a value indicating if the camera is currently rotating because of this behavior\r\n */\r\n get: function () {\r\n return Math.abs(this._cameraRotationSpeed) > 0;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Initializes the behavior.\r\n */\r\n AutoRotationBehavior.prototype.init = function () {\r\n // Do notihng\r\n };\r\n /**\r\n * Attaches the behavior to its arc rotate camera.\r\n * @param camera Defines the camera to attach the behavior to\r\n */\r\n AutoRotationBehavior.prototype.attach = function (camera) {\r\n var _this = this;\r\n this._attachedCamera = camera;\r\n var scene = this._attachedCamera.getScene();\r\n this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERDOWN) {\r\n _this._isPointerDown = true;\r\n return;\r\n }\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERUP) {\r\n _this._isPointerDown = false;\r\n }\r\n });\r\n this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {\r\n var now = PrecisionDate.Now;\r\n var dt = 0;\r\n if (_this._lastFrameTime != null) {\r\n dt = now - _this._lastFrameTime;\r\n }\r\n _this._lastFrameTime = now;\r\n // Stop the animation if there is user interaction and the animation should stop for this interaction\r\n _this._applyUserInteraction();\r\n var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;\r\n var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);\r\n _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;\r\n // Step camera rotation by rotation speed\r\n if (_this._attachedCamera) {\r\n _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);\r\n }\r\n });\r\n };\r\n /**\r\n * Detaches the behavior from its current arc rotate camera.\r\n */\r\n AutoRotationBehavior.prototype.detach = function () {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n var scene = this._attachedCamera.getScene();\r\n if (this._onPrePointerObservableObserver) {\r\n scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);\r\n }\r\n this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);\r\n this._attachedCamera = null;\r\n };\r\n /**\r\n * Returns true if user is scrolling.\r\n * @return true if user is scrolling.\r\n */\r\n AutoRotationBehavior.prototype._userIsZooming = function () {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n return this._attachedCamera.inertialRadiusOffset !== 0;\r\n };\r\n AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n var zoomHasHitLimit = false;\r\n if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {\r\n zoomHasHitLimit = true;\r\n }\r\n // Update the record of previous radius - works as an approx. indicator of hitting radius limits\r\n this._lastFrameRadius = this._attachedCamera.radius;\r\n return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();\r\n };\r\n /**\r\n * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.\r\n */\r\n AutoRotationBehavior.prototype._applyUserInteraction = function () {\r\n if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {\r\n this._lastInteractionTime = PrecisionDate.Now;\r\n }\r\n };\r\n // Tools\r\n AutoRotationBehavior.prototype._userIsMoving = function () {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n return this._attachedCamera.inertialAlphaOffset !== 0 ||\r\n this._attachedCamera.inertialBetaOffset !== 0 ||\r\n this._attachedCamera.inertialRadiusOffset !== 0 ||\r\n this._attachedCamera.inertialPanningX !== 0 ||\r\n this._attachedCamera.inertialPanningY !== 0 ||\r\n this._isPointerDown;\r\n };\r\n return AutoRotationBehavior;\r\n}());\r\nexport { AutoRotationBehavior };\r\n//# sourceMappingURL=autoRotationBehavior.js.map","import { __extends } from \"tslib\";\r\nimport { BezierCurve } from \"../Maths/math.path\";\r\n/**\r\n * Base class used for every default easing function.\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar EasingFunction = /** @class */ (function () {\r\n function EasingFunction() {\r\n this._easingMode = EasingFunction.EASINGMODE_EASEIN;\r\n }\r\n /**\r\n * Sets the easing mode of the current function.\r\n * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)\r\n */\r\n EasingFunction.prototype.setEasingMode = function (easingMode) {\r\n var n = Math.min(Math.max(easingMode, 0), 2);\r\n this._easingMode = n;\r\n };\r\n /**\r\n * Gets the current easing mode.\r\n * @returns the easing mode\r\n */\r\n EasingFunction.prototype.getEasingMode = function () {\r\n return this._easingMode;\r\n };\r\n /**\r\n * @hidden\r\n */\r\n EasingFunction.prototype.easeInCore = function (gradient) {\r\n throw new Error('You must implement this method');\r\n };\r\n /**\r\n * Given an input gradient between 0 and 1, this returns the corresponding value\r\n * of the easing function.\r\n * @param gradient Defines the value between 0 and 1 we want the easing value for\r\n * @returns the corresponding value on the curve defined by the easing function\r\n */\r\n EasingFunction.prototype.ease = function (gradient) {\r\n switch (this._easingMode) {\r\n case EasingFunction.EASINGMODE_EASEIN:\r\n return this.easeInCore(gradient);\r\n case EasingFunction.EASINGMODE_EASEOUT:\r\n return (1 - this.easeInCore(1 - gradient));\r\n }\r\n if (gradient >= 0.5) {\r\n return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);\r\n }\r\n return (this.easeInCore(gradient * 2) * 0.5);\r\n };\r\n /**\r\n * Interpolation follows the mathematical formula associated with the easing function.\r\n */\r\n EasingFunction.EASINGMODE_EASEIN = 0;\r\n /**\r\n * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.\r\n */\r\n EasingFunction.EASINGMODE_EASEOUT = 1;\r\n /**\r\n * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.\r\n */\r\n EasingFunction.EASINGMODE_EASEINOUT = 2;\r\n return EasingFunction;\r\n}());\r\nexport { EasingFunction };\r\n/**\r\n * Easing function with a circle shape (see link below).\r\n * @see https://easings.net/#easeInCirc\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar CircleEase = /** @class */ (function (_super) {\r\n __extends(CircleEase, _super);\r\n function CircleEase() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n /** @hidden */\r\n CircleEase.prototype.easeInCore = function (gradient) {\r\n gradient = Math.max(0, Math.min(1, gradient));\r\n return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));\r\n };\r\n return CircleEase;\r\n}(EasingFunction));\r\nexport { CircleEase };\r\n/**\r\n * Easing function with a ease back shape (see link below).\r\n * @see https://easings.net/#easeInBack\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar BackEase = /** @class */ (function (_super) {\r\n __extends(BackEase, _super);\r\n /**\r\n * Instantiates a back ease easing\r\n * @see https://easings.net/#easeInBack\r\n * @param amplitude Defines the amplitude of the function\r\n */\r\n function BackEase(\r\n /** Defines the amplitude of the function */\r\n amplitude) {\r\n if (amplitude === void 0) { amplitude = 1; }\r\n var _this = _super.call(this) || this;\r\n _this.amplitude = amplitude;\r\n return _this;\r\n }\r\n /** @hidden */\r\n BackEase.prototype.easeInCore = function (gradient) {\r\n var num = Math.max(0, this.amplitude);\r\n return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));\r\n };\r\n return BackEase;\r\n}(EasingFunction));\r\nexport { BackEase };\r\n/**\r\n * Easing function with a bouncing shape (see link below).\r\n * @see https://easings.net/#easeInBounce\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar BounceEase = /** @class */ (function (_super) {\r\n __extends(BounceEase, _super);\r\n /**\r\n * Instantiates a bounce easing\r\n * @see https://easings.net/#easeInBounce\r\n * @param bounces Defines the number of bounces\r\n * @param bounciness Defines the amplitude of the bounce\r\n */\r\n function BounceEase(\r\n /** Defines the number of bounces */\r\n bounces, \r\n /** Defines the amplitude of the bounce */\r\n bounciness) {\r\n if (bounces === void 0) { bounces = 3; }\r\n if (bounciness === void 0) { bounciness = 2; }\r\n var _this = _super.call(this) || this;\r\n _this.bounces = bounces;\r\n _this.bounciness = bounciness;\r\n return _this;\r\n }\r\n /** @hidden */\r\n BounceEase.prototype.easeInCore = function (gradient) {\r\n var y = Math.max(0.0, this.bounces);\r\n var bounciness = this.bounciness;\r\n if (bounciness <= 1.0) {\r\n bounciness = 1.001;\r\n }\r\n var num9 = Math.pow(bounciness, y);\r\n var num5 = 1.0 - bounciness;\r\n var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);\r\n var num15 = gradient * num4;\r\n var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);\r\n var num3 = Math.floor(num65);\r\n var num13 = num3 + 1.0;\r\n var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);\r\n var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);\r\n var num7 = (num8 + num12) * 0.5;\r\n var num6 = gradient - num7;\r\n var num2 = num7 - num8;\r\n return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));\r\n };\r\n return BounceEase;\r\n}(EasingFunction));\r\nexport { BounceEase };\r\n/**\r\n * Easing function with a power of 3 shape (see link below).\r\n * @see https://easings.net/#easeInCubic\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar CubicEase = /** @class */ (function (_super) {\r\n __extends(CubicEase, _super);\r\n function CubicEase() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n /** @hidden */\r\n CubicEase.prototype.easeInCore = function (gradient) {\r\n return (gradient * gradient * gradient);\r\n };\r\n return CubicEase;\r\n}(EasingFunction));\r\nexport { CubicEase };\r\n/**\r\n * Easing function with an elastic shape (see link below).\r\n * @see https://easings.net/#easeInElastic\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar ElasticEase = /** @class */ (function (_super) {\r\n __extends(ElasticEase, _super);\r\n /**\r\n * Instantiates an elastic easing function\r\n * @see https://easings.net/#easeInElastic\r\n * @param oscillations Defines the number of oscillations\r\n * @param springiness Defines the amplitude of the oscillations\r\n */\r\n function ElasticEase(\r\n /** Defines the number of oscillations*/\r\n oscillations, \r\n /** Defines the amplitude of the oscillations*/\r\n springiness) {\r\n if (oscillations === void 0) { oscillations = 3; }\r\n if (springiness === void 0) { springiness = 3; }\r\n var _this = _super.call(this) || this;\r\n _this.oscillations = oscillations;\r\n _this.springiness = springiness;\r\n return _this;\r\n }\r\n /** @hidden */\r\n ElasticEase.prototype.easeInCore = function (gradient) {\r\n var num2;\r\n var num3 = Math.max(0.0, this.oscillations);\r\n var num = Math.max(0.0, this.springiness);\r\n if (num == 0) {\r\n num2 = gradient;\r\n }\r\n else {\r\n num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);\r\n }\r\n return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));\r\n };\r\n return ElasticEase;\r\n}(EasingFunction));\r\nexport { ElasticEase };\r\n/**\r\n * Easing function with an exponential shape (see link below).\r\n * @see https://easings.net/#easeInExpo\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar ExponentialEase = /** @class */ (function (_super) {\r\n __extends(ExponentialEase, _super);\r\n /**\r\n * Instantiates an exponential easing function\r\n * @see https://easings.net/#easeInExpo\r\n * @param exponent Defines the exponent of the function\r\n */\r\n function ExponentialEase(\r\n /** Defines the exponent of the function */\r\n exponent) {\r\n if (exponent === void 0) { exponent = 2; }\r\n var _this = _super.call(this) || this;\r\n _this.exponent = exponent;\r\n return _this;\r\n }\r\n /** @hidden */\r\n ExponentialEase.prototype.easeInCore = function (gradient) {\r\n if (this.exponent <= 0) {\r\n return gradient;\r\n }\r\n return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));\r\n };\r\n return ExponentialEase;\r\n}(EasingFunction));\r\nexport { ExponentialEase };\r\n/**\r\n * Easing function with a power shape (see link below).\r\n * @see https://easings.net/#easeInQuad\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar PowerEase = /** @class */ (function (_super) {\r\n __extends(PowerEase, _super);\r\n /**\r\n * Instantiates an power base easing function\r\n * @see https://easings.net/#easeInQuad\r\n * @param power Defines the power of the function\r\n */\r\n function PowerEase(\r\n /** Defines the power of the function */\r\n power) {\r\n if (power === void 0) { power = 2; }\r\n var _this = _super.call(this) || this;\r\n _this.power = power;\r\n return _this;\r\n }\r\n /** @hidden */\r\n PowerEase.prototype.easeInCore = function (gradient) {\r\n var y = Math.max(0.0, this.power);\r\n return Math.pow(gradient, y);\r\n };\r\n return PowerEase;\r\n}(EasingFunction));\r\nexport { PowerEase };\r\n/**\r\n * Easing function with a power of 2 shape (see link below).\r\n * @see https://easings.net/#easeInQuad\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar QuadraticEase = /** @class */ (function (_super) {\r\n __extends(QuadraticEase, _super);\r\n function QuadraticEase() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n /** @hidden */\r\n QuadraticEase.prototype.easeInCore = function (gradient) {\r\n return (gradient * gradient);\r\n };\r\n return QuadraticEase;\r\n}(EasingFunction));\r\nexport { QuadraticEase };\r\n/**\r\n * Easing function with a power of 4 shape (see link below).\r\n * @see https://easings.net/#easeInQuart\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar QuarticEase = /** @class */ (function (_super) {\r\n __extends(QuarticEase, _super);\r\n function QuarticEase() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n /** @hidden */\r\n QuarticEase.prototype.easeInCore = function (gradient) {\r\n return (gradient * gradient * gradient * gradient);\r\n };\r\n return QuarticEase;\r\n}(EasingFunction));\r\nexport { QuarticEase };\r\n/**\r\n * Easing function with a power of 5 shape (see link below).\r\n * @see https://easings.net/#easeInQuint\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar QuinticEase = /** @class */ (function (_super) {\r\n __extends(QuinticEase, _super);\r\n function QuinticEase() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n /** @hidden */\r\n QuinticEase.prototype.easeInCore = function (gradient) {\r\n return (gradient * gradient * gradient * gradient * gradient);\r\n };\r\n return QuinticEase;\r\n}(EasingFunction));\r\nexport { QuinticEase };\r\n/**\r\n * Easing function with a sin shape (see link below).\r\n * @see https://easings.net/#easeInSine\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar SineEase = /** @class */ (function (_super) {\r\n __extends(SineEase, _super);\r\n function SineEase() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n /** @hidden */\r\n SineEase.prototype.easeInCore = function (gradient) {\r\n return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));\r\n };\r\n return SineEase;\r\n}(EasingFunction));\r\nexport { SineEase };\r\n/**\r\n * Easing function with a bezier shape (see link below).\r\n * @see http://cubic-bezier.com/#.17,.67,.83,.67\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar BezierCurveEase = /** @class */ (function (_super) {\r\n __extends(BezierCurveEase, _super);\r\n /**\r\n * Instantiates a bezier function\r\n * @see http://cubic-bezier.com/#.17,.67,.83,.67\r\n * @param x1 Defines the x component of the start tangent in the bezier curve\r\n * @param y1 Defines the y component of the start tangent in the bezier curve\r\n * @param x2 Defines the x component of the end tangent in the bezier curve\r\n * @param y2 Defines the y component of the end tangent in the bezier curve\r\n */\r\n function BezierCurveEase(\r\n /** Defines the x component of the start tangent in the bezier curve */\r\n x1, \r\n /** Defines the y component of the start tangent in the bezier curve */\r\n y1, \r\n /** Defines the x component of the end tangent in the bezier curve */\r\n x2, \r\n /** Defines the y component of the end tangent in the bezier curve */\r\n y2) {\r\n if (x1 === void 0) { x1 = 0; }\r\n if (y1 === void 0) { y1 = 0; }\r\n if (x2 === void 0) { x2 = 1; }\r\n if (y2 === void 0) { y2 = 1; }\r\n var _this = _super.call(this) || this;\r\n _this.x1 = x1;\r\n _this.y1 = y1;\r\n _this.x2 = x2;\r\n _this.y2 = y2;\r\n return _this;\r\n }\r\n /** @hidden */\r\n BezierCurveEase.prototype.easeInCore = function (gradient) {\r\n return BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);\r\n };\r\n return BezierCurveEase;\r\n}(EasingFunction));\r\nexport { BezierCurveEase };\r\n//# sourceMappingURL=easing.js.map","/**\r\n * Represents the range of an animation\r\n */\r\nvar AnimationRange = /** @class */ (function () {\r\n /**\r\n * Initializes the range of an animation\r\n * @param name The name of the animation range\r\n * @param from The starting frame of the animation\r\n * @param to The ending frame of the animation\r\n */\r\n function AnimationRange(\r\n /**The name of the animation range**/\r\n name, \r\n /**The starting frame of the animation */\r\n from, \r\n /**The ending frame of the animation*/\r\n to) {\r\n this.name = name;\r\n this.from = from;\r\n this.to = to;\r\n }\r\n /**\r\n * Makes a copy of the animation range\r\n * @returns A copy of the animation range\r\n */\r\n AnimationRange.prototype.clone = function () {\r\n return new AnimationRange(this.name, this.from, this.to);\r\n };\r\n return AnimationRange;\r\n}());\r\nexport { AnimationRange };\r\n//# sourceMappingURL=animationRange.js.map","import { Vector3, Quaternion, Vector2, Matrix } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from '../Maths/math.color';\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\nimport { SerializationHelper } from \"../Misc/decorators\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\nimport { AnimationKeyInterpolation } from './animationKey';\r\nimport { AnimationRange } from './animationRange';\r\nimport { Node } from \"../node\";\r\nimport { Size } from '../Maths/math.size';\r\n/**\r\n * @hidden\r\n */\r\nvar _IAnimationState = /** @class */ (function () {\r\n function _IAnimationState() {\r\n }\r\n return _IAnimationState;\r\n}());\r\nexport { _IAnimationState };\r\n/**\r\n * Class used to store any kind of animation\r\n */\r\nvar Animation = /** @class */ (function () {\r\n /**\r\n * Initializes the animation\r\n * @param name Name of the animation\r\n * @param targetProperty Property to animate\r\n * @param framePerSecond The frames per second of the animation\r\n * @param dataType The data type of the animation\r\n * @param loopMode The loop mode of the animation\r\n * @param enableBlending Specifies if blending should be enabled\r\n */\r\n function Animation(\r\n /**Name of the animation */\r\n name, \r\n /**Property to animate */\r\n targetProperty, \r\n /**The frames per second of the animation */\r\n framePerSecond, \r\n /**The data type of the animation */\r\n dataType, \r\n /**The loop mode of the animation */\r\n loopMode, \r\n /**Specifies if blending should be enabled */\r\n enableBlending) {\r\n this.name = name;\r\n this.targetProperty = targetProperty;\r\n this.framePerSecond = framePerSecond;\r\n this.dataType = dataType;\r\n this.loopMode = loopMode;\r\n this.enableBlending = enableBlending;\r\n /**\r\n * @hidden Internal use only\r\n */\r\n this._runtimeAnimations = new Array();\r\n /**\r\n * The set of event that will be linked to this animation\r\n */\r\n this._events = new Array();\r\n /**\r\n * Stores the blending speed of the animation\r\n */\r\n this.blendingSpeed = 0.01;\r\n /**\r\n * Stores the animation ranges for the animation\r\n */\r\n this._ranges = {};\r\n this.targetPropertyPath = targetProperty.split(\".\");\r\n this.dataType = dataType;\r\n this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;\r\n }\r\n /**\r\n * @hidden Internal use\r\n */\r\n Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {\r\n var dataType = undefined;\r\n if (!isNaN(parseFloat(from)) && isFinite(from)) {\r\n dataType = Animation.ANIMATIONTYPE_FLOAT;\r\n }\r\n else if (from instanceof Quaternion) {\r\n dataType = Animation.ANIMATIONTYPE_QUATERNION;\r\n }\r\n else if (from instanceof Vector3) {\r\n dataType = Animation.ANIMATIONTYPE_VECTOR3;\r\n }\r\n else if (from instanceof Vector2) {\r\n dataType = Animation.ANIMATIONTYPE_VECTOR2;\r\n }\r\n else if (from instanceof Color3) {\r\n dataType = Animation.ANIMATIONTYPE_COLOR3;\r\n }\r\n else if (from instanceof Color4) {\r\n dataType = Animation.ANIMATIONTYPE_COLOR4;\r\n }\r\n else if (from instanceof Size) {\r\n dataType = Animation.ANIMATIONTYPE_SIZE;\r\n }\r\n if (dataType == undefined) {\r\n return null;\r\n }\r\n var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);\r\n var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];\r\n animation.setKeys(keys);\r\n if (easingFunction !== undefined) {\r\n animation.setEasingFunction(easingFunction);\r\n }\r\n return animation;\r\n };\r\n /**\r\n * Sets up an animation\r\n * @param property The property to animate\r\n * @param animationType The animation type to apply\r\n * @param framePerSecond The frames per second of the animation\r\n * @param easingFunction The easing function used in the animation\r\n * @returns The created animation\r\n */\r\n Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {\r\n var animation = new Animation(property + \"Animation\", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n animation.setEasingFunction(easingFunction);\r\n return animation;\r\n };\r\n /**\r\n * Create and start an animation on a node\r\n * @param name defines the name of the global animation that will be run on all nodes\r\n * @param node defines the root node where the animation will take place\r\n * @param targetProperty defines property to animate\r\n * @param framePerSecond defines the number of frame per second yo use\r\n * @param totalFrame defines the number of frames in total\r\n * @param from defines the initial value\r\n * @param to defines the final value\r\n * @param loopMode defines which loop mode you want to use (off by default)\r\n * @param easingFunction defines the easing function to use (linear by default)\r\n * @param onAnimationEnd defines the callback to call when animation end\r\n * @returns the animatable created for this animation\r\n */\r\n Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {\r\n var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);\r\n if (!animation) {\r\n return null;\r\n }\r\n return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);\r\n };\r\n /**\r\n * Create and start an animation on a node and its descendants\r\n * @param name defines the name of the global animation that will be run on all nodes\r\n * @param node defines the root node where the animation will take place\r\n * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used\r\n * @param targetProperty defines property to animate\r\n * @param framePerSecond defines the number of frame per second to use\r\n * @param totalFrame defines the number of frames in total\r\n * @param from defines the initial value\r\n * @param to defines the final value\r\n * @param loopMode defines which loop mode you want to use (off by default)\r\n * @param easingFunction defines the easing function to use (linear by default)\r\n * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)\r\n * @returns the list of animatables created for all nodes\r\n * @example https://www.babylonjs-playground.com/#MH0VLI\r\n */\r\n Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {\r\n var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);\r\n if (!animation) {\r\n return null;\r\n }\r\n var scene = node.getScene();\r\n return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);\r\n };\r\n /**\r\n * Creates a new animation, merges it with the existing animations and starts it\r\n * @param name Name of the animation\r\n * @param node Node which contains the scene that begins the animations\r\n * @param targetProperty Specifies which property to animate\r\n * @param framePerSecond The frames per second of the animation\r\n * @param totalFrame The total number of frames\r\n * @param from The frame at the beginning of the animation\r\n * @param to The frame at the end of the animation\r\n * @param loopMode Specifies the loop mode of the animation\r\n * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations\r\n * @param onAnimationEnd Callback to run once the animation is complete\r\n * @returns Nullable animation\r\n */\r\n Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {\r\n var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);\r\n if (!animation) {\r\n return null;\r\n }\r\n node.animations.push(animation);\r\n return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);\r\n };\r\n /**\r\n * Transition property of an host to the target Value\r\n * @param property The property to transition\r\n * @param targetValue The target Value of the property\r\n * @param host The object where the property to animate belongs\r\n * @param scene Scene used to run the animation\r\n * @param frameRate Framerate (in frame/s) to use\r\n * @param transition The transition type we want to use\r\n * @param duration The duration of the animation, in milliseconds\r\n * @param onAnimationEnd Callback trigger at the end of the animation\r\n * @returns Nullable animation\r\n */\r\n Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {\r\n if (onAnimationEnd === void 0) { onAnimationEnd = null; }\r\n if (duration <= 0) {\r\n host[property] = targetValue;\r\n if (onAnimationEnd) {\r\n onAnimationEnd();\r\n }\r\n return null;\r\n }\r\n var endFrame = frameRate * (duration / 1000);\r\n transition.setKeys([{\r\n frame: 0,\r\n value: host[property].clone ? host[property].clone() : host[property]\r\n },\r\n {\r\n frame: endFrame,\r\n value: targetValue\r\n }]);\r\n if (!host.animations) {\r\n host.animations = [];\r\n }\r\n host.animations.push(transition);\r\n var animation = scene.beginAnimation(host, 0, endFrame, false);\r\n animation.onAnimationEnd = onAnimationEnd;\r\n return animation;\r\n };\r\n Object.defineProperty(Animation.prototype, \"runtimeAnimations\", {\r\n /**\r\n * Return the array of runtime animations currently using this animation\r\n */\r\n get: function () {\r\n return this._runtimeAnimations;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Animation.prototype, \"hasRunningRuntimeAnimations\", {\r\n /**\r\n * Specifies if any of the runtime animations are currently running\r\n */\r\n get: function () {\r\n for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {\r\n var runtimeAnimation = _a[_i];\r\n if (!runtimeAnimation.isStopped) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Methods\r\n /**\r\n * Converts the animation to a string\r\n * @param fullDetails support for multiple levels of logging within scene loading\r\n * @returns String form of the animation\r\n */\r\n Animation.prototype.toString = function (fullDetails) {\r\n var ret = \"Name: \" + this.name + \", property: \" + this.targetProperty;\r\n ret += \", datatype: \" + ([\"Float\", \"Vector3\", \"Quaternion\", \"Matrix\", \"Color3\", \"Vector2\"])[this.dataType];\r\n ret += \", nKeys: \" + (this._keys ? this._keys.length : \"none\");\r\n ret += \", nRanges: \" + (this._ranges ? Object.keys(this._ranges).length : \"none\");\r\n if (fullDetails) {\r\n ret += \", Ranges: {\";\r\n var first = true;\r\n for (var name in this._ranges) {\r\n if (first) {\r\n ret += \", \";\r\n first = false;\r\n }\r\n ret += name;\r\n }\r\n ret += \"}\";\r\n }\r\n return ret;\r\n };\r\n /**\r\n * Add an event to this animation\r\n * @param event Event to add\r\n */\r\n Animation.prototype.addEvent = function (event) {\r\n this._events.push(event);\r\n };\r\n /**\r\n * Remove all events found at the given frame\r\n * @param frame The frame to remove events from\r\n */\r\n Animation.prototype.removeEvents = function (frame) {\r\n for (var index = 0; index < this._events.length; index++) {\r\n if (this._events[index].frame === frame) {\r\n this._events.splice(index, 1);\r\n index--;\r\n }\r\n }\r\n };\r\n /**\r\n * Retrieves all the events from the animation\r\n * @returns Events from the animation\r\n */\r\n Animation.prototype.getEvents = function () {\r\n return this._events;\r\n };\r\n /**\r\n * Creates an animation range\r\n * @param name Name of the animation range\r\n * @param from Starting frame of the animation range\r\n * @param to Ending frame of the animation\r\n */\r\n Animation.prototype.createRange = function (name, from, to) {\r\n // check name not already in use; could happen for bones after serialized\r\n if (!this._ranges[name]) {\r\n this._ranges[name] = new AnimationRange(name, from, to);\r\n }\r\n };\r\n /**\r\n * Deletes an animation range by name\r\n * @param name Name of the animation range to delete\r\n * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)\r\n */\r\n Animation.prototype.deleteRange = function (name, deleteFrames) {\r\n if (deleteFrames === void 0) { deleteFrames = true; }\r\n var range = this._ranges[name];\r\n if (!range) {\r\n return;\r\n }\r\n if (deleteFrames) {\r\n var from = range.from;\r\n var to = range.to;\r\n // this loop MUST go high to low for multiple splices to work\r\n for (var key = this._keys.length - 1; key >= 0; key--) {\r\n if (this._keys[key].frame >= from && this._keys[key].frame <= to) {\r\n this._keys.splice(key, 1);\r\n }\r\n }\r\n }\r\n this._ranges[name] = null; // said much faster than 'delete this._range[name]'\r\n };\r\n /**\r\n * Gets the animation range by name, or null if not defined\r\n * @param name Name of the animation range\r\n * @returns Nullable animation range\r\n */\r\n Animation.prototype.getRange = function (name) {\r\n return this._ranges[name];\r\n };\r\n /**\r\n * Gets the key frames from the animation\r\n * @returns The key frames of the animation\r\n */\r\n Animation.prototype.getKeys = function () {\r\n return this._keys;\r\n };\r\n /**\r\n * Gets the highest frame rate of the animation\r\n * @returns Highest frame rate of the animation\r\n */\r\n Animation.prototype.getHighestFrame = function () {\r\n var ret = 0;\r\n for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {\r\n if (ret < this._keys[key].frame) {\r\n ret = this._keys[key].frame;\r\n }\r\n }\r\n return ret;\r\n };\r\n /**\r\n * Gets the easing function of the animation\r\n * @returns Easing function of the animation\r\n */\r\n Animation.prototype.getEasingFunction = function () {\r\n return this._easingFunction;\r\n };\r\n /**\r\n * Sets the easing function of the animation\r\n * @param easingFunction A custom mathematical formula for animation\r\n */\r\n Animation.prototype.setEasingFunction = function (easingFunction) {\r\n this._easingFunction = easingFunction;\r\n };\r\n /**\r\n * Interpolates a scalar linearly\r\n * @param startValue Start value of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated scalar value\r\n */\r\n Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {\r\n return Scalar.Lerp(startValue, endValue, gradient);\r\n };\r\n /**\r\n * Interpolates a scalar cubically\r\n * @param startValue Start value of the animation curve\r\n * @param outTangent End tangent of the animation\r\n * @param endValue End value of the animation curve\r\n * @param inTangent Start tangent of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated scalar value\r\n */\r\n Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {\r\n return Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);\r\n };\r\n /**\r\n * Interpolates a quaternion using a spherical linear interpolation\r\n * @param startValue Start value of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated quaternion value\r\n */\r\n Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {\r\n return Quaternion.Slerp(startValue, endValue, gradient);\r\n };\r\n /**\r\n * Interpolates a quaternion cubically\r\n * @param startValue Start value of the animation curve\r\n * @param outTangent End tangent of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param inTangent Start tangent of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated quaternion value\r\n */\r\n Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {\r\n return Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();\r\n };\r\n /**\r\n * Interpolates a Vector3 linearl\r\n * @param startValue Start value of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated scalar value\r\n */\r\n Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {\r\n return Vector3.Lerp(startValue, endValue, gradient);\r\n };\r\n /**\r\n * Interpolates a Vector3 cubically\r\n * @param startValue Start value of the animation curve\r\n * @param outTangent End tangent of the animation\r\n * @param endValue End value of the animation curve\r\n * @param inTangent Start tangent of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns InterpolatedVector3 value\r\n */\r\n Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {\r\n return Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);\r\n };\r\n /**\r\n * Interpolates a Vector2 linearly\r\n * @param startValue Start value of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated Vector2 value\r\n */\r\n Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {\r\n return Vector2.Lerp(startValue, endValue, gradient);\r\n };\r\n /**\r\n * Interpolates a Vector2 cubically\r\n * @param startValue Start value of the animation curve\r\n * @param outTangent End tangent of the animation\r\n * @param endValue End value of the animation curve\r\n * @param inTangent Start tangent of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated Vector2 value\r\n */\r\n Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {\r\n return Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);\r\n };\r\n /**\r\n * Interpolates a size linearly\r\n * @param startValue Start value of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated Size value\r\n */\r\n Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {\r\n return Size.Lerp(startValue, endValue, gradient);\r\n };\r\n /**\r\n * Interpolates a Color3 linearly\r\n * @param startValue Start value of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated Color3 value\r\n */\r\n Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {\r\n return Color3.Lerp(startValue, endValue, gradient);\r\n };\r\n /**\r\n * Interpolates a Color4 linearly\r\n * @param startValue Start value of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated Color3 value\r\n */\r\n Animation.prototype.color4InterpolateFunction = function (startValue, endValue, gradient) {\r\n return Color4.Lerp(startValue, endValue, gradient);\r\n };\r\n /**\r\n * @hidden Internal use only\r\n */\r\n Animation.prototype._getKeyValue = function (value) {\r\n if (typeof value === \"function\") {\r\n return value();\r\n }\r\n return value;\r\n };\r\n /**\r\n * @hidden Internal use only\r\n */\r\n Animation.prototype._interpolate = function (currentFrame, state) {\r\n if (state.loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && state.repeatCount > 0) {\r\n return state.highLimitValue.clone ? state.highLimitValue.clone() : state.highLimitValue;\r\n }\r\n var keys = this._keys;\r\n if (keys.length === 1) {\r\n return this._getKeyValue(keys[0].value);\r\n }\r\n var startKeyIndex = state.key;\r\n if (keys[startKeyIndex].frame >= currentFrame) {\r\n while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {\r\n startKeyIndex--;\r\n }\r\n }\r\n for (var key = startKeyIndex; key < keys.length; key++) {\r\n var endKey = keys[key + 1];\r\n if (endKey.frame >= currentFrame) {\r\n state.key = key;\r\n var startKey = keys[key];\r\n var startValue = this._getKeyValue(startKey.value);\r\n if (startKey.interpolation === AnimationKeyInterpolation.STEP) {\r\n return startValue;\r\n }\r\n var endValue = this._getKeyValue(endKey.value);\r\n var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;\r\n var frameDelta = endKey.frame - startKey.frame;\r\n // gradient : percent of currentFrame between the frame inf and the frame sup\r\n var gradient = (currentFrame - startKey.frame) / frameDelta;\r\n // check for easingFunction and correction of gradient\r\n var easingFunction = this.getEasingFunction();\r\n if (easingFunction != null) {\r\n gradient = easingFunction.ease(gradient);\r\n }\r\n switch (this.dataType) {\r\n // Float\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n return floatValue;\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return state.offsetValue * state.repeatCount + floatValue;\r\n }\r\n break;\r\n // Quaternion\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n return quatValue;\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return quatValue.addInPlace(state.offsetValue.scale(state.repeatCount));\r\n }\r\n return quatValue;\r\n // Vector3\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n return vec3Value;\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return vec3Value.add(state.offsetValue.scale(state.repeatCount));\r\n }\r\n // Vector2\r\n case Animation.ANIMATIONTYPE_VECTOR2:\r\n var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n return vec2Value;\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return vec2Value.add(state.offsetValue.scale(state.repeatCount));\r\n }\r\n // Size\r\n case Animation.ANIMATIONTYPE_SIZE:\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n return this.sizeInterpolateFunction(startValue, endValue, gradient);\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return this.sizeInterpolateFunction(startValue, endValue, gradient).add(state.offsetValue.scale(state.repeatCount));\r\n }\r\n // Color3\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n return this.color3InterpolateFunction(startValue, endValue, gradient);\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return this.color3InterpolateFunction(startValue, endValue, gradient).add(state.offsetValue.scale(state.repeatCount));\r\n }\r\n // Color4\r\n case Animation.ANIMATIONTYPE_COLOR4:\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n return this.color4InterpolateFunction(startValue, endValue, gradient);\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return this.color4InterpolateFunction(startValue, endValue, gradient).add(state.offsetValue.scale(state.repeatCount));\r\n }\r\n // Matrix\r\n case Animation.ANIMATIONTYPE_MATRIX:\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n if (Animation.AllowMatricesInterpolation) {\r\n return this.matrixInterpolateFunction(startValue, endValue, gradient, state.workValue);\r\n }\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return startValue;\r\n }\r\n default:\r\n break;\r\n }\r\n break;\r\n }\r\n }\r\n return this._getKeyValue(keys[keys.length - 1].value);\r\n };\r\n /**\r\n * Defines the function to use to interpolate matrices\r\n * @param startValue defines the start matrix\r\n * @param endValue defines the end matrix\r\n * @param gradient defines the gradient between both matrices\r\n * @param result defines an optional target matrix where to store the interpolation\r\n * @returns the interpolated matrix\r\n */\r\n Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {\r\n if (Animation.AllowMatrixDecomposeForInterpolation) {\r\n if (result) {\r\n Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);\r\n return result;\r\n }\r\n return Matrix.DecomposeLerp(startValue, endValue, gradient);\r\n }\r\n if (result) {\r\n Matrix.LerpToRef(startValue, endValue, gradient, result);\r\n return result;\r\n }\r\n return Matrix.Lerp(startValue, endValue, gradient);\r\n };\r\n /**\r\n * Makes a copy of the animation\r\n * @returns Cloned animation\r\n */\r\n Animation.prototype.clone = function () {\r\n var clone = new Animation(this.name, this.targetPropertyPath.join(\".\"), this.framePerSecond, this.dataType, this.loopMode);\r\n clone.enableBlending = this.enableBlending;\r\n clone.blendingSpeed = this.blendingSpeed;\r\n if (this._keys) {\r\n clone.setKeys(this._keys);\r\n }\r\n if (this._ranges) {\r\n clone._ranges = {};\r\n for (var name in this._ranges) {\r\n var range = this._ranges[name];\r\n if (!range) {\r\n continue;\r\n }\r\n clone._ranges[name] = range.clone();\r\n }\r\n }\r\n return clone;\r\n };\r\n /**\r\n * Sets the key frames of the animation\r\n * @param values The animation key frames to set\r\n */\r\n Animation.prototype.setKeys = function (values) {\r\n this._keys = values.slice(0);\r\n };\r\n /**\r\n * Serializes the animation to an object\r\n * @returns Serialized object\r\n */\r\n Animation.prototype.serialize = function () {\r\n var serializationObject = {};\r\n serializationObject.name = this.name;\r\n serializationObject.property = this.targetProperty;\r\n serializationObject.framePerSecond = this.framePerSecond;\r\n serializationObject.dataType = this.dataType;\r\n serializationObject.loopBehavior = this.loopMode;\r\n serializationObject.enableBlending = this.enableBlending;\r\n serializationObject.blendingSpeed = this.blendingSpeed;\r\n var dataType = this.dataType;\r\n serializationObject.keys = [];\r\n var keys = this.getKeys();\r\n for (var index = 0; index < keys.length; index++) {\r\n var animationKey = keys[index];\r\n var key = {};\r\n key.frame = animationKey.frame;\r\n switch (dataType) {\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n key.values = [animationKey.value];\r\n break;\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n case Animation.ANIMATIONTYPE_MATRIX:\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n case Animation.ANIMATIONTYPE_COLOR4:\r\n key.values = animationKey.value.asArray();\r\n break;\r\n }\r\n serializationObject.keys.push(key);\r\n }\r\n serializationObject.ranges = [];\r\n for (var name in this._ranges) {\r\n var source = this._ranges[name];\r\n if (!source) {\r\n continue;\r\n }\r\n var range = {};\r\n range.name = name;\r\n range.from = source.from;\r\n range.to = source.to;\r\n serializationObject.ranges.push(range);\r\n }\r\n return serializationObject;\r\n };\r\n /** @hidden */\r\n Animation._UniversalLerp = function (left, right, amount) {\r\n var constructor = left.constructor;\r\n if (constructor.Lerp) { // Lerp supported\r\n return constructor.Lerp(left, right, amount);\r\n }\r\n else if (constructor.Slerp) { // Slerp supported\r\n return constructor.Slerp(left, right, amount);\r\n }\r\n else if (left.toFixed) { // Number\r\n return left * (1.0 - amount) + amount * right;\r\n }\r\n else { // Blending not supported\r\n return right;\r\n }\r\n };\r\n /**\r\n * Parses an animation object and creates an animation\r\n * @param parsedAnimation Parsed animation object\r\n * @returns Animation object\r\n */\r\n Animation.Parse = function (parsedAnimation) {\r\n var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);\r\n var dataType = parsedAnimation.dataType;\r\n var keys = [];\r\n var data;\r\n var index;\r\n if (parsedAnimation.enableBlending) {\r\n animation.enableBlending = parsedAnimation.enableBlending;\r\n }\r\n if (parsedAnimation.blendingSpeed) {\r\n animation.blendingSpeed = parsedAnimation.blendingSpeed;\r\n }\r\n for (index = 0; index < parsedAnimation.keys.length; index++) {\r\n var key = parsedAnimation.keys[index];\r\n var inTangent;\r\n var outTangent;\r\n switch (dataType) {\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n data = key.values[0];\r\n if (key.values.length >= 1) {\r\n inTangent = key.values[1];\r\n }\r\n if (key.values.length >= 2) {\r\n outTangent = key.values[2];\r\n }\r\n break;\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n data = Quaternion.FromArray(key.values);\r\n if (key.values.length >= 8) {\r\n var _inTangent = Quaternion.FromArray(key.values.slice(4, 8));\r\n if (!_inTangent.equals(Quaternion.Zero())) {\r\n inTangent = _inTangent;\r\n }\r\n }\r\n if (key.values.length >= 12) {\r\n var _outTangent = Quaternion.FromArray(key.values.slice(8, 12));\r\n if (!_outTangent.equals(Quaternion.Zero())) {\r\n outTangent = _outTangent;\r\n }\r\n }\r\n break;\r\n case Animation.ANIMATIONTYPE_MATRIX:\r\n data = Matrix.FromArray(key.values);\r\n break;\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n data = Color3.FromArray(key.values);\r\n break;\r\n case Animation.ANIMATIONTYPE_COLOR4:\r\n data = Color4.FromArray(key.values);\r\n break;\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n default:\r\n data = Vector3.FromArray(key.values);\r\n break;\r\n }\r\n var keyData = {};\r\n keyData.frame = key.frame;\r\n keyData.value = data;\r\n if (inTangent != undefined) {\r\n keyData.inTangent = inTangent;\r\n }\r\n if (outTangent != undefined) {\r\n keyData.outTangent = outTangent;\r\n }\r\n keys.push(keyData);\r\n }\r\n animation.setKeys(keys);\r\n if (parsedAnimation.ranges) {\r\n for (index = 0; index < parsedAnimation.ranges.length; index++) {\r\n data = parsedAnimation.ranges[index];\r\n animation.createRange(data.name, data.from, data.to);\r\n }\r\n }\r\n return animation;\r\n };\r\n /**\r\n * Appends the serialized animations from the source animations\r\n * @param source Source containing the animations\r\n * @param destination Target to store the animations\r\n */\r\n Animation.AppendSerializedAnimations = function (source, destination) {\r\n SerializationHelper.AppendSerializedAnimations(source, destination);\r\n };\r\n /**\r\n * Use matrix interpolation instead of using direct key value when animating matrices\r\n */\r\n Animation.AllowMatricesInterpolation = false;\r\n /**\r\n * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower\r\n */\r\n Animation.AllowMatrixDecomposeForInterpolation = true;\r\n // Statics\r\n /**\r\n * Float animation type\r\n */\r\n Animation.ANIMATIONTYPE_FLOAT = 0;\r\n /**\r\n * Vector3 animation type\r\n */\r\n Animation.ANIMATIONTYPE_VECTOR3 = 1;\r\n /**\r\n * Quaternion animation type\r\n */\r\n Animation.ANIMATIONTYPE_QUATERNION = 2;\r\n /**\r\n * Matrix animation type\r\n */\r\n Animation.ANIMATIONTYPE_MATRIX = 3;\r\n /**\r\n * Color3 animation type\r\n */\r\n Animation.ANIMATIONTYPE_COLOR3 = 4;\r\n /**\r\n * Color3 animation type\r\n */\r\n Animation.ANIMATIONTYPE_COLOR4 = 7;\r\n /**\r\n * Vector2 animation type\r\n */\r\n Animation.ANIMATIONTYPE_VECTOR2 = 5;\r\n /**\r\n * Size animation type\r\n */\r\n Animation.ANIMATIONTYPE_SIZE = 6;\r\n /**\r\n * Relative Loop Mode\r\n */\r\n Animation.ANIMATIONLOOPMODE_RELATIVE = 0;\r\n /**\r\n * Cycle Loop Mode\r\n */\r\n Animation.ANIMATIONLOOPMODE_CYCLE = 1;\r\n /**\r\n * Constant Loop Mode\r\n */\r\n Animation.ANIMATIONLOOPMODE_CONSTANT = 2;\r\n return Animation;\r\n}());\r\nexport { Animation };\r\n_TypeStore.RegisteredTypes[\"BABYLON.Animation\"] = Animation;\r\nNode._AnimationRangeFactory = function (name, from, to) { return new AnimationRange(name, from, to); };\r\n//# sourceMappingURL=animation.js.map","import { BackEase, EasingFunction } from \"../../Animations/easing\";\r\nimport { Animation } from \"../../Animations/animation\";\r\n/**\r\n * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior\r\n */\r\nvar BouncingBehavior = /** @class */ (function () {\r\n function BouncingBehavior() {\r\n /**\r\n * The duration of the animation, in milliseconds\r\n */\r\n this.transitionDuration = 450;\r\n /**\r\n * Length of the distance animated by the transition when lower radius is reached\r\n */\r\n this.lowerRadiusTransitionRange = 2;\r\n /**\r\n * Length of the distance animated by the transition when upper radius is reached\r\n */\r\n this.upperRadiusTransitionRange = -2;\r\n this._autoTransitionRange = false;\r\n // Animations\r\n this._radiusIsAnimating = false;\r\n this._radiusBounceTransition = null;\r\n this._animatables = new Array();\r\n }\r\n Object.defineProperty(BouncingBehavior.prototype, \"name\", {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n get: function () {\r\n return \"Bouncing\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BouncingBehavior.prototype, \"autoTransitionRange\", {\r\n /**\r\n * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically\r\n */\r\n get: function () {\r\n return this._autoTransitionRange;\r\n },\r\n /**\r\n * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically\r\n * Transition ranges will be set to 5% of the bounding box diagonal in world space\r\n */\r\n set: function (value) {\r\n var _this = this;\r\n if (this._autoTransitionRange === value) {\r\n return;\r\n }\r\n this._autoTransitionRange = value;\r\n var camera = this._attachedCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n if (value) {\r\n this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n mesh.computeWorldMatrix(true);\r\n var diagonal = mesh.getBoundingInfo().diagonalLength;\r\n _this.lowerRadiusTransitionRange = diagonal * 0.05;\r\n _this.upperRadiusTransitionRange = diagonal * 0.05;\r\n });\r\n }\r\n else if (this._onMeshTargetChangedObserver) {\r\n camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Initializes the behavior.\r\n */\r\n BouncingBehavior.prototype.init = function () {\r\n // Do notihng\r\n };\r\n /**\r\n * Attaches the behavior to its arc rotate camera.\r\n * @param camera Defines the camera to attach the behavior to\r\n */\r\n BouncingBehavior.prototype.attach = function (camera) {\r\n var _this = this;\r\n this._attachedCamera = camera;\r\n this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {\r\n if (!_this._attachedCamera) {\r\n return;\r\n }\r\n // Add the bounce animation to the lower radius limit\r\n if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {\r\n _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);\r\n }\r\n // Add the bounce animation to the upper radius limit\r\n if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {\r\n _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);\r\n }\r\n });\r\n };\r\n /**\r\n * Detaches the behavior from its current arc rotate camera.\r\n */\r\n BouncingBehavior.prototype.detach = function () {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n if (this._onAfterCheckInputsObserver) {\r\n this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);\r\n }\r\n if (this._onMeshTargetChangedObserver) {\r\n this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);\r\n }\r\n this._attachedCamera = null;\r\n };\r\n /**\r\n * Checks if the camera radius is at the specified limit. Takes into account animation locks.\r\n * @param radiusLimit The limit to check against.\r\n * @return Bool to indicate if at limit.\r\n */\r\n BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {\r\n return true;\r\n }\r\n return false;\r\n };\r\n /**\r\n * Applies an animation to the radius of the camera, extending by the radiusDelta.\r\n * @param radiusDelta The delta by which to animate to. Can be negative.\r\n */\r\n BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {\r\n var _this = this;\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n if (!this._radiusBounceTransition) {\r\n BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);\r\n this._radiusBounceTransition = Animation.CreateAnimation(\"radius\", Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);\r\n }\r\n // Prevent zoom until bounce has completed\r\n this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;\r\n this._attachedCamera.wheelPrecision = Infinity;\r\n this._attachedCamera.inertialRadiusOffset = 0;\r\n // Animate to the radius limit\r\n this.stopAllAnimations();\r\n this._radiusIsAnimating = true;\r\n var animatable = Animation.TransitionTo(\"radius\", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n };\r\n /**\r\n * Removes all animation locks. Allows new animations to be added to any of the camera properties.\r\n */\r\n BouncingBehavior.prototype._clearAnimationLocks = function () {\r\n this._radiusIsAnimating = false;\r\n if (this._attachedCamera) {\r\n this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;\r\n }\r\n };\r\n /**\r\n * Stops and removes all animations that have been applied to the camera\r\n */\r\n BouncingBehavior.prototype.stopAllAnimations = function () {\r\n if (this._attachedCamera) {\r\n this._attachedCamera.animations = [];\r\n }\r\n while (this._animatables.length) {\r\n this._animatables[0].onAnimationEnd = null;\r\n this._animatables[0].stop();\r\n this._animatables.shift();\r\n }\r\n };\r\n /**\r\n * The easing function used by animations\r\n */\r\n BouncingBehavior.EasingFunction = new BackEase(0.3);\r\n /**\r\n * The easing mode used by animations\r\n */\r\n BouncingBehavior.EasingMode = EasingFunction.EASINGMODE_EASEOUT;\r\n return BouncingBehavior;\r\n}());\r\nexport { BouncingBehavior };\r\n//# sourceMappingURL=bouncingBehavior.js.map","import { ExponentialEase, EasingFunction } from \"../../Animations/easing\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { PrecisionDate } from \"../../Misc/precisionDate\";\r\nimport { Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Animation } from \"../../Animations/animation\";\r\n/**\r\n * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior\r\n */\r\nvar FramingBehavior = /** @class */ (function () {\r\n function FramingBehavior() {\r\n this._mode = FramingBehavior.FitFrustumSidesMode;\r\n this._radiusScale = 1.0;\r\n this._positionScale = 0.5;\r\n this._defaultElevation = 0.3;\r\n this._elevationReturnTime = 1500;\r\n this._elevationReturnWaitTime = 1000;\r\n this._zoomStopsAnimation = false;\r\n this._framingTime = 1500;\r\n /**\r\n * Define if the behavior should automatically change the configured\r\n * camera limits and sensibilities.\r\n */\r\n this.autoCorrectCameraLimitsAndSensibility = true;\r\n this._isPointerDown = false;\r\n this._lastInteractionTime = -Infinity;\r\n // Framing control\r\n this._animatables = new Array();\r\n this._betaIsAnimating = false;\r\n }\r\n Object.defineProperty(FramingBehavior.prototype, \"name\", {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n get: function () {\r\n return \"Framing\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(FramingBehavior.prototype, \"mode\", {\r\n /**\r\n * Gets current mode used by the behavior.\r\n */\r\n get: function () {\r\n return this._mode;\r\n },\r\n /**\r\n * Sets the current mode used by the behavior\r\n */\r\n set: function (mode) {\r\n this._mode = mode;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(FramingBehavior.prototype, \"radiusScale\", {\r\n /**\r\n * Gets the scale applied to the radius\r\n */\r\n get: function () {\r\n return this._radiusScale;\r\n },\r\n /**\r\n * Sets the scale applied to the radius (1 by default)\r\n */\r\n set: function (radius) {\r\n this._radiusScale = radius;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(FramingBehavior.prototype, \"positionScale\", {\r\n /**\r\n * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.\r\n */\r\n get: function () {\r\n return this._positionScale;\r\n },\r\n /**\r\n * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.\r\n */\r\n set: function (scale) {\r\n this._positionScale = scale;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(FramingBehavior.prototype, \"defaultElevation\", {\r\n /**\r\n * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle\r\n * behaviour is triggered, in radians.\r\n */\r\n get: function () {\r\n return this._defaultElevation;\r\n },\r\n /**\r\n * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle\r\n * behaviour is triggered, in radians.\r\n */\r\n set: function (elevation) {\r\n this._defaultElevation = elevation;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(FramingBehavior.prototype, \"elevationReturnTime\", {\r\n /**\r\n * Gets the time (in milliseconds) taken to return to the default beta position.\r\n * Negative value indicates camera should not return to default.\r\n */\r\n get: function () {\r\n return this._elevationReturnTime;\r\n },\r\n /**\r\n * Sets the time (in milliseconds) taken to return to the default beta position.\r\n * Negative value indicates camera should not return to default.\r\n */\r\n set: function (speed) {\r\n this._elevationReturnTime = speed;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(FramingBehavior.prototype, \"elevationReturnWaitTime\", {\r\n /**\r\n * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.\r\n */\r\n get: function () {\r\n return this._elevationReturnWaitTime;\r\n },\r\n /**\r\n * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.\r\n */\r\n set: function (time) {\r\n this._elevationReturnWaitTime = time;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(FramingBehavior.prototype, \"zoomStopsAnimation\", {\r\n /**\r\n * Gets the flag that indicates if user zooming should stop animation.\r\n */\r\n get: function () {\r\n return this._zoomStopsAnimation;\r\n },\r\n /**\r\n * Sets the flag that indicates if user zooming should stop animation.\r\n */\r\n set: function (flag) {\r\n this._zoomStopsAnimation = flag;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(FramingBehavior.prototype, \"framingTime\", {\r\n /**\r\n * Gets the transition time when framing the mesh, in milliseconds\r\n */\r\n get: function () {\r\n return this._framingTime;\r\n },\r\n /**\r\n * Sets the transition time when framing the mesh, in milliseconds\r\n */\r\n set: function (time) {\r\n this._framingTime = time;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Initializes the behavior.\r\n */\r\n FramingBehavior.prototype.init = function () {\r\n // Do notihng\r\n };\r\n /**\r\n * Attaches the behavior to its arc rotate camera.\r\n * @param camera Defines the camera to attach the behavior to\r\n */\r\n FramingBehavior.prototype.attach = function (camera) {\r\n var _this = this;\r\n this._attachedCamera = camera;\r\n var scene = this._attachedCamera.getScene();\r\n FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);\r\n this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERDOWN) {\r\n _this._isPointerDown = true;\r\n return;\r\n }\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERUP) {\r\n _this._isPointerDown = false;\r\n }\r\n });\r\n this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {\r\n if (mesh) {\r\n _this.zoomOnMesh(mesh);\r\n }\r\n });\r\n this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {\r\n // Stop the animation if there is user interaction and the animation should stop for this interaction\r\n _this._applyUserInteraction();\r\n // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it\r\n // back to the default position after a given timeout\r\n _this._maintainCameraAboveGround();\r\n });\r\n };\r\n /**\r\n * Detaches the behavior from its current arc rotate camera.\r\n */\r\n FramingBehavior.prototype.detach = function () {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n var scene = this._attachedCamera.getScene();\r\n if (this._onPrePointerObservableObserver) {\r\n scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);\r\n }\r\n if (this._onAfterCheckInputsObserver) {\r\n this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);\r\n }\r\n if (this._onMeshTargetChangedObserver) {\r\n this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);\r\n }\r\n this._attachedCamera = null;\r\n };\r\n /**\r\n * Targets the given mesh and updates zoom level accordingly.\r\n * @param mesh The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {\r\n if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }\r\n if (onAnimationEnd === void 0) { onAnimationEnd = null; }\r\n mesh.computeWorldMatrix(true);\r\n var boundingBox = mesh.getBoundingInfo().boundingBox;\r\n this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);\r\n };\r\n /**\r\n * Targets the given mesh with its children and updates zoom level accordingly.\r\n * @param mesh The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {\r\n if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }\r\n if (onAnimationEnd === void 0) { onAnimationEnd = null; }\r\n mesh.computeWorldMatrix(true);\r\n var boundingBox = mesh.getHierarchyBoundingVectors(true);\r\n this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);\r\n };\r\n /**\r\n * Targets the given meshes with their children and updates zoom level accordingly.\r\n * @param meshes The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {\r\n if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }\r\n if (onAnimationEnd === void 0) { onAnimationEnd = null; }\r\n var min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n var max = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n for (var i = 0; i < meshes.length; i++) {\r\n var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);\r\n Vector3.CheckExtends(boundingInfo.min, min, max);\r\n Vector3.CheckExtends(boundingInfo.max, min, max);\r\n }\r\n this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);\r\n };\r\n /**\r\n * Targets the bounding box info defined by its extends and updates zoom level accordingly.\r\n * @param minimumWorld Determines the smaller position of the bounding box extend\r\n * @param maximumWorld Determines the bigger position of the bounding box extend\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {\r\n var _this = this;\r\n if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }\r\n if (onAnimationEnd === void 0) { onAnimationEnd = null; }\r\n var zoomTarget;\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY\r\n var bottom = minimumWorld.y;\r\n var top = maximumWorld.y;\r\n var zoomTargetY = bottom + (top - bottom) * this._positionScale;\r\n var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);\r\n if (focusOnOriginXZ) {\r\n zoomTarget = new Vector3(0, zoomTargetY, 0);\r\n }\r\n else {\r\n var centerWorld = minimumWorld.add(radiusWorld);\r\n zoomTarget = new Vector3(centerWorld.x, zoomTargetY, centerWorld.z);\r\n }\r\n if (!this._vectorTransition) {\r\n this._vectorTransition = Animation.CreateAnimation(\"target\", Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);\r\n }\r\n this._betaIsAnimating = true;\r\n var animatable = Animation.TransitionTo(\"target\", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n // sets the radius and lower radius bounds\r\n // Small delta ensures camera is not always at lower zoom limit.\r\n var radius = 0;\r\n if (this._mode === FramingBehavior.FitFrustumSidesMode) {\r\n var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);\r\n if (this.autoCorrectCameraLimitsAndSensibility) {\r\n this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;\r\n }\r\n radius = position;\r\n }\r\n else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {\r\n radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);\r\n if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {\r\n this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;\r\n }\r\n }\r\n // Set sensibilities\r\n if (this.autoCorrectCameraLimitsAndSensibility) {\r\n var extend = maximumWorld.subtract(minimumWorld).length();\r\n this._attachedCamera.panningSensibility = 5000 / extend;\r\n this._attachedCamera.wheelPrecision = 100 / radius;\r\n }\r\n // transition to new radius\r\n if (!this._radiusTransition) {\r\n this._radiusTransition = Animation.CreateAnimation(\"radius\", Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);\r\n }\r\n animatable = Animation.TransitionTo(\"radius\", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {\r\n _this.stopAllAnimations();\r\n if (onAnimationEnd) {\r\n onAnimationEnd();\r\n }\r\n if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {\r\n _this._attachedCamera.storeState();\r\n }\r\n });\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n };\r\n /**\r\n * Calculates the lowest radius for the camera based on the bounding box of the mesh.\r\n * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary\r\n *\t\t\t frustum width.\r\n * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order\r\n *\t\t to fully enclose the mesh in the viewing frustum.\r\n */\r\n FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {\r\n var size = maximumWorld.subtract(minimumWorld);\r\n var boxVectorGlobalDiagonal = size.length();\r\n var frustumSlope = this._getFrustumSlope();\r\n // Formula for setting distance\r\n // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)\r\n var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;\r\n // Horizon distance\r\n var radius = radiusWithoutFraming * this._radiusScale;\r\n var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));\r\n var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));\r\n var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);\r\n var camera = this._attachedCamera;\r\n if (!camera) {\r\n return 0;\r\n }\r\n if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {\r\n // Don't exceed the requested limit\r\n distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;\r\n }\r\n // Don't exceed the upper radius limit\r\n if (camera.upperRadiusLimit) {\r\n distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;\r\n }\r\n return distance;\r\n };\r\n /**\r\n * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera\r\n * is automatically returned to its default position (expected to be above ground plane).\r\n */\r\n FramingBehavior.prototype._maintainCameraAboveGround = function () {\r\n var _this = this;\r\n if (this._elevationReturnTime < 0) {\r\n return;\r\n }\r\n var timeSinceInteraction = PrecisionDate.Now - this._lastInteractionTime;\r\n var defaultBeta = Math.PI * 0.5 - this._defaultElevation;\r\n var limitBeta = Math.PI * 0.5;\r\n // Bring the camera back up if below the ground plane\r\n if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {\r\n this._betaIsAnimating = true;\r\n //Transition to new position\r\n this.stopAllAnimations();\r\n if (!this._betaTransition) {\r\n this._betaTransition = Animation.CreateAnimation(\"beta\", Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);\r\n }\r\n var animatabe = Animation.TransitionTo(\"beta\", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {\r\n _this._clearAnimationLocks();\r\n _this.stopAllAnimations();\r\n });\r\n if (animatabe) {\r\n this._animatables.push(animatabe);\r\n }\r\n }\r\n };\r\n /**\r\n * Returns the frustum slope based on the canvas ratio and camera FOV\r\n * @returns The frustum slope represented as a Vector2 with X and Y slopes\r\n */\r\n FramingBehavior.prototype._getFrustumSlope = function () {\r\n // Calculate the viewport ratio\r\n // Aspect Ratio is Height/Width.\r\n var camera = this._attachedCamera;\r\n if (!camera) {\r\n return Vector2.Zero();\r\n }\r\n var engine = camera.getScene().getEngine();\r\n var aspectRatio = engine.getAspectRatio(camera);\r\n // Camera FOV is the vertical field of view (top-bottom) in radians.\r\n // Slope of the frustum top/bottom planes in view space, relative to the forward vector.\r\n var frustumSlopeY = Math.tan(camera.fov / 2);\r\n // Slope of the frustum left/right planes in view space, relative to the forward vector.\r\n // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit\r\n // along the forward vector.\r\n var frustumSlopeX = frustumSlopeY * aspectRatio;\r\n return new Vector2(frustumSlopeX, frustumSlopeY);\r\n };\r\n /**\r\n * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.\r\n */\r\n FramingBehavior.prototype._clearAnimationLocks = function () {\r\n this._betaIsAnimating = false;\r\n };\r\n /**\r\n * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.\r\n */\r\n FramingBehavior.prototype._applyUserInteraction = function () {\r\n if (this.isUserIsMoving) {\r\n this._lastInteractionTime = PrecisionDate.Now;\r\n this.stopAllAnimations();\r\n this._clearAnimationLocks();\r\n }\r\n };\r\n /**\r\n * Stops and removes all animations that have been applied to the camera\r\n */\r\n FramingBehavior.prototype.stopAllAnimations = function () {\r\n if (this._attachedCamera) {\r\n this._attachedCamera.animations = [];\r\n }\r\n while (this._animatables.length) {\r\n if (this._animatables[0]) {\r\n this._animatables[0].onAnimationEnd = null;\r\n this._animatables[0].stop();\r\n }\r\n this._animatables.shift();\r\n }\r\n };\r\n Object.defineProperty(FramingBehavior.prototype, \"isUserIsMoving\", {\r\n /**\r\n * Gets a value indicating if the user is moving the camera\r\n */\r\n get: function () {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n return this._attachedCamera.inertialAlphaOffset !== 0 ||\r\n this._attachedCamera.inertialBetaOffset !== 0 ||\r\n this._attachedCamera.inertialRadiusOffset !== 0 ||\r\n this._attachedCamera.inertialPanningX !== 0 ||\r\n this._attachedCamera.inertialPanningY !== 0 ||\r\n this._isPointerDown;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * The easing function used by animations\r\n */\r\n FramingBehavior.EasingFunction = new ExponentialEase();\r\n /**\r\n * The easing mode used by animations\r\n */\r\n FramingBehavior.EasingMode = EasingFunction.EASINGMODE_EASEINOUT;\r\n // Statics\r\n /**\r\n * The camera can move all the way towards the mesh.\r\n */\r\n FramingBehavior.IgnoreBoundsSizeMode = 0;\r\n /**\r\n * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides\r\n */\r\n FramingBehavior.FitFrustumSidesMode = 1;\r\n return FramingBehavior;\r\n}());\r\nexport { FramingBehavior };\r\n//# sourceMappingURL=framingBehavior.js.map","import { __decorate, __extends } from \"tslib\";\r\nimport { serialize, serializeAsVector3, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport { Camera } from \"./camera\";\r\nimport { Quaternion, Matrix, Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Epsilon } from '../Maths/math.constants';\r\nimport { Axis } from '../Maths/math.axis';\r\n/**\r\n * A target camera takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see http://doc.babylonjs.com/features/cameras\r\n */\r\nvar TargetCamera = /** @class */ (function (_super) {\r\n __extends(TargetCamera, _super);\r\n /**\r\n * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see http://doc.babylonjs.com/features/cameras\r\n * @param name Defines the name of the camera in the scene\r\n * @param position Defines the start position of the camera in the scene\r\n * @param scene Defines the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined\r\n */\r\n function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {\r\n if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }\r\n var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;\r\n /**\r\n * Define the current direction the camera is moving to\r\n */\r\n _this.cameraDirection = new Vector3(0, 0, 0);\r\n /**\r\n * Define the current rotation the camera is rotating to\r\n */\r\n _this.cameraRotation = new Vector2(0, 0);\r\n /**\r\n * When set, the up vector of the camera will be updated by the rotation of the camera\r\n */\r\n _this.updateUpVectorFromRotation = false;\r\n _this._tmpQuaternion = new Quaternion();\r\n /**\r\n * Define the current rotation of the camera\r\n */\r\n _this.rotation = new Vector3(0, 0, 0);\r\n /**\r\n * Define the current speed of the camera\r\n */\r\n _this.speed = 2.0;\r\n /**\r\n * Add constraint to the camera to prevent it to move freely in all directions and\r\n * around all axis.\r\n */\r\n _this.noRotationConstraint = false;\r\n /**\r\n * Define the current target of the camera as an object or a position.\r\n */\r\n _this.lockedTarget = null;\r\n /** @hidden */\r\n _this._currentTarget = Vector3.Zero();\r\n /** @hidden */\r\n _this._initialFocalDistance = 1;\r\n /** @hidden */\r\n _this._viewMatrix = Matrix.Zero();\r\n /** @hidden */\r\n _this._camMatrix = Matrix.Zero();\r\n /** @hidden */\r\n _this._cameraTransformMatrix = Matrix.Zero();\r\n /** @hidden */\r\n _this._cameraRotationMatrix = Matrix.Zero();\r\n /** @hidden */\r\n _this._referencePoint = new Vector3(0, 0, 1);\r\n /** @hidden */\r\n _this._transformedReferencePoint = Vector3.Zero();\r\n _this._globalCurrentTarget = Vector3.Zero();\r\n _this._globalCurrentUpVector = Vector3.Zero();\r\n _this._defaultUp = Vector3.Up();\r\n _this._cachedRotationZ = 0;\r\n _this._cachedQuaternionRotationZ = 0;\r\n return _this;\r\n }\r\n /**\r\n * Gets the position in front of the camera at a given distance.\r\n * @param distance The distance from the camera we want the position to be\r\n * @returns the position\r\n */\r\n TargetCamera.prototype.getFrontPosition = function (distance) {\r\n this.getWorldMatrix();\r\n var direction = this.getTarget().subtract(this.position);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n return this.globalPosition.add(direction);\r\n };\r\n /** @hidden */\r\n TargetCamera.prototype._getLockedTargetPosition = function () {\r\n if (!this.lockedTarget) {\r\n return null;\r\n }\r\n if (this.lockedTarget.absolutePosition) {\r\n this.lockedTarget.computeWorldMatrix();\r\n }\r\n return this.lockedTarget.absolutePosition || this.lockedTarget;\r\n };\r\n /**\r\n * Store current camera state of the camera (fov, position, rotation, etc..)\r\n * @returns the camera\r\n */\r\n TargetCamera.prototype.storeState = function () {\r\n this._storedPosition = this.position.clone();\r\n this._storedRotation = this.rotation.clone();\r\n if (this.rotationQuaternion) {\r\n this._storedRotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n return _super.prototype.storeState.call(this);\r\n };\r\n /**\r\n * Restored camera state. You must call storeState() first\r\n * @returns whether it was successful or not\r\n * @hidden\r\n */\r\n TargetCamera.prototype._restoreStateValues = function () {\r\n if (!_super.prototype._restoreStateValues.call(this)) {\r\n return false;\r\n }\r\n this.position = this._storedPosition.clone();\r\n this.rotation = this._storedRotation.clone();\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion = this._storedRotationQuaternion.clone();\r\n }\r\n this.cameraDirection.copyFromFloats(0, 0, 0);\r\n this.cameraRotation.copyFromFloats(0, 0);\r\n return true;\r\n };\r\n /** @hidden */\r\n TargetCamera.prototype._initCache = function () {\r\n _super.prototype._initCache.call(this);\r\n this._cache.lockedTarget = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotation = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotationQuaternion = new Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n };\r\n /** @hidden */\r\n TargetCamera.prototype._updateCache = function (ignoreParentClass) {\r\n if (!ignoreParentClass) {\r\n _super.prototype._updateCache.call(this);\r\n }\r\n var lockedTargetPosition = this._getLockedTargetPosition();\r\n if (!lockedTargetPosition) {\r\n this._cache.lockedTarget = null;\r\n }\r\n else {\r\n if (!this._cache.lockedTarget) {\r\n this._cache.lockedTarget = lockedTargetPosition.clone();\r\n }\r\n else {\r\n this._cache.lockedTarget.copyFrom(lockedTargetPosition);\r\n }\r\n }\r\n this._cache.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n }\r\n };\r\n // Synchronized\r\n /** @hidden */\r\n TargetCamera.prototype._isSynchronizedViewMatrix = function () {\r\n if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {\r\n return false;\r\n }\r\n var lockedTargetPosition = this._getLockedTargetPosition();\r\n return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)\r\n && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));\r\n };\r\n // Methods\r\n /** @hidden */\r\n TargetCamera.prototype._computeLocalCameraSpeed = function () {\r\n var engine = this.getEngine();\r\n return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));\r\n };\r\n // Target\r\n /**\r\n * Defines the target the camera should look at.\r\n * @param target Defines the new target as a Vector or a mesh\r\n */\r\n TargetCamera.prototype.setTarget = function (target) {\r\n this.upVector.normalize();\r\n this._initialFocalDistance = target.subtract(this.position).length();\r\n if (this.position.z === target.z) {\r\n this.position.z += Epsilon;\r\n }\r\n Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);\r\n this._camMatrix.invert();\r\n this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);\r\n var vDir = target.subtract(this.position);\r\n if (vDir.x >= 0.0) {\r\n this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);\r\n }\r\n else {\r\n this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);\r\n }\r\n this.rotation.z = 0;\r\n if (isNaN(this.rotation.x)) {\r\n this.rotation.x = 0;\r\n }\r\n if (isNaN(this.rotation.y)) {\r\n this.rotation.y = 0;\r\n }\r\n if (isNaN(this.rotation.z)) {\r\n this.rotation.z = 0;\r\n }\r\n if (this.rotationQuaternion) {\r\n Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);\r\n }\r\n };\r\n /**\r\n * Return the current target position of the camera. This value is expressed in local space.\r\n * @returns the target position\r\n */\r\n TargetCamera.prototype.getTarget = function () {\r\n return this._currentTarget;\r\n };\r\n /** @hidden */\r\n TargetCamera.prototype._decideIfNeedsToMove = function () {\r\n return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n };\r\n /** @hidden */\r\n TargetCamera.prototype._updatePosition = function () {\r\n if (this.parent) {\r\n this.parent.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformNormalToRef(this.cameraDirection, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this.position.addInPlace(TmpVectors.Vector3[0]);\r\n return;\r\n }\r\n this.position.addInPlace(this.cameraDirection);\r\n };\r\n /** @hidden */\r\n TargetCamera.prototype._checkInputs = function () {\r\n var needToMove = this._decideIfNeedsToMove();\r\n var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;\r\n // Move\r\n if (needToMove) {\r\n this._updatePosition();\r\n }\r\n // Rotate\r\n if (needToRotate) {\r\n this.rotation.x += this.cameraRotation.x;\r\n this.rotation.y += this.cameraRotation.y;\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n var len = this.rotation.lengthSquared();\r\n if (len) {\r\n Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);\r\n }\r\n }\r\n if (!this.noRotationConstraint) {\r\n var limit = 1.570796;\r\n if (this.rotation.x > limit) {\r\n this.rotation.x = limit;\r\n }\r\n if (this.rotation.x < -limit) {\r\n this.rotation.x = -limit;\r\n }\r\n }\r\n }\r\n // Inertia\r\n if (needToMove) {\r\n if (Math.abs(this.cameraDirection.x) < this.speed * Epsilon) {\r\n this.cameraDirection.x = 0;\r\n }\r\n if (Math.abs(this.cameraDirection.y) < this.speed * Epsilon) {\r\n this.cameraDirection.y = 0;\r\n }\r\n if (Math.abs(this.cameraDirection.z) < this.speed * Epsilon) {\r\n this.cameraDirection.z = 0;\r\n }\r\n this.cameraDirection.scaleInPlace(this.inertia);\r\n }\r\n if (needToRotate) {\r\n if (Math.abs(this.cameraRotation.x) < this.speed * Epsilon) {\r\n this.cameraRotation.x = 0;\r\n }\r\n if (Math.abs(this.cameraRotation.y) < this.speed * Epsilon) {\r\n this.cameraRotation.y = 0;\r\n }\r\n this.cameraRotation.scaleInPlace(this.inertia);\r\n }\r\n _super.prototype._checkInputs.call(this);\r\n };\r\n TargetCamera.prototype._updateCameraRotationMatrix = function () {\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);\r\n }\r\n else {\r\n Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);\r\n }\r\n };\r\n /**\r\n * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)\r\n * @returns the current camera\r\n */\r\n TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {\r\n Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);\r\n return this;\r\n };\r\n /** @hidden */\r\n TargetCamera.prototype._getViewMatrix = function () {\r\n if (this.lockedTarget) {\r\n this.setTarget(this._getLockedTargetPosition());\r\n }\r\n // Compute\r\n this._updateCameraRotationMatrix();\r\n // Apply the changed rotation to the upVector\r\n if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedQuaternionRotationZ = this.rotationQuaternion.z;\r\n }\r\n else if (this._cachedRotationZ != this.rotation.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedRotationZ = this.rotation.z;\r\n }\r\n Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);\r\n // Computing target and final matrix\r\n this.position.addToRef(this._transformedReferencePoint, this._currentTarget);\r\n if (this.updateUpVectorFromRotation) {\r\n if (this.rotationQuaternion) {\r\n Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);\r\n }\r\n else {\r\n Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);\r\n Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);\r\n }\r\n }\r\n this._computeViewMatrix(this.position, this._currentTarget, this.upVector);\r\n return this._viewMatrix;\r\n };\r\n TargetCamera.prototype._computeViewMatrix = function (position, target, up) {\r\n if (this.parent) {\r\n var parentWorldMatrix = this.parent.getWorldMatrix();\r\n Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);\r\n Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);\r\n Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);\r\n this._markSyncedWithParent();\r\n }\r\n else {\r\n this._globalPosition.copyFrom(position);\r\n this._globalCurrentTarget.copyFrom(target);\r\n this._globalCurrentUpVector.copyFrom(up);\r\n }\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);\r\n }\r\n else {\r\n Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);\r\n }\r\n };\r\n /**\r\n * @hidden\r\n */\r\n TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {\r\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());\r\n rigCamera.isRigCamera = true;\r\n rigCamera.rigParent = this;\r\n if (this.cameraRigMode === Camera.RIG_MODE_VR || this.cameraRigMode === Camera.RIG_MODE_WEBVR) {\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = new Quaternion();\r\n }\r\n rigCamera._cameraRigParams = {};\r\n rigCamera.rotationQuaternion = new Quaternion();\r\n }\r\n return rigCamera;\r\n }\r\n return null;\r\n };\r\n /**\r\n * @hidden\r\n */\r\n TargetCamera.prototype._updateRigCameras = function () {\r\n var camLeft = this._rigCameras[0];\r\n var camRight = this._rigCameras[1];\r\n this.computeWorldMatrix();\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED:\r\n //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:\r\n var leftSign = (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;\r\n var rightSign = (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);\r\n break;\r\n case Camera.RIG_MODE_VR:\r\n if (camLeft.rotationQuaternion) {\r\n camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n }\r\n else {\r\n camLeft.rotation.copyFrom(this.rotation);\r\n camRight.rotation.copyFrom(this.rotation);\r\n }\r\n camLeft.position.copyFrom(this.position);\r\n camRight.position.copyFrom(this.position);\r\n break;\r\n }\r\n _super.prototype._updateRigCameras.call(this);\r\n };\r\n TargetCamera.prototype._getRigCamPositionAndTarget = function (halfSpace, rigCamera) {\r\n var target = this.getTarget();\r\n target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);\r\n TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n var newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);\r\n Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n TargetCamera._TargetTransformMatrix.multiplyToRef(Matrix.RotationY(halfSpace), TargetCamera._RigCamTransformMatrix);\r\n Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);\r\n Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);\r\n rigCamera.setTarget(newFocalTarget);\r\n };\r\n /**\r\n * Gets the current object class name.\r\n * @return the class name\r\n */\r\n TargetCamera.prototype.getClassName = function () {\r\n return \"TargetCamera\";\r\n };\r\n TargetCamera._RigCamTransformMatrix = new Matrix();\r\n TargetCamera._TargetTransformMatrix = new Matrix();\r\n TargetCamera._TargetFocalPoint = new Vector3();\r\n __decorate([\r\n serializeAsVector3()\r\n ], TargetCamera.prototype, \"rotation\", void 0);\r\n __decorate([\r\n serialize()\r\n ], TargetCamera.prototype, \"speed\", void 0);\r\n __decorate([\r\n serializeAsMeshReference(\"lockedTargetId\")\r\n ], TargetCamera.prototype, \"lockedTarget\", void 0);\r\n return TargetCamera;\r\n}(Camera));\r\nexport { TargetCamera };\r\n//# sourceMappingURL=targetCamera.js.map","import { Logger } from \"../Misc/logger\";\r\nimport { SerializationHelper } from \"../Misc/decorators\";\r\nimport { Camera } from \"./camera\";\r\n/**\r\n * @ignore\r\n * This is a list of all the different input types that are available in the application.\r\n * Fo instance: ArcRotateCameraGamepadInput...\r\n */\r\nexport var CameraInputTypes = {};\r\n/**\r\n * This represents the input manager used within a camera.\r\n * It helps dealing with all the different kind of input attached to a camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nvar CameraInputsManager = /** @class */ (function () {\r\n /**\r\n * Instantiate a new Camera Input Manager.\r\n * @param camera Defines the camera the input manager blongs to\r\n */\r\n function CameraInputsManager(camera) {\r\n this.attached = {};\r\n this.camera = camera;\r\n this.checkInputs = function () { };\r\n }\r\n /**\r\n * Add an input method to a camera\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n * @param input camera input method\r\n */\r\n CameraInputsManager.prototype.add = function (input) {\r\n var type = input.getSimpleName();\r\n if (this.attached[type]) {\r\n Logger.Warn(\"camera input of type \" + type + \" already exists on camera\");\r\n return;\r\n }\r\n this.attached[type] = input;\r\n input.camera = this.camera;\r\n //for checkInputs, we are dynamically creating a function\r\n //the goal is to avoid the performance penalty of looping for inputs in the render loop\r\n if (input.checkInputs) {\r\n this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));\r\n }\r\n if (this.attachedElement) {\r\n input.attachControl(this.attachedElement);\r\n }\r\n };\r\n /**\r\n * Remove a specific input method from a camera\r\n * example: camera.inputs.remove(camera.inputs.attached.mouse);\r\n * @param inputToRemove camera input method\r\n */\r\n CameraInputsManager.prototype.remove = function (inputToRemove) {\r\n for (var cam in this.attached) {\r\n var input = this.attached[cam];\r\n if (input === inputToRemove) {\r\n input.detachControl(this.attachedElement);\r\n input.camera = null;\r\n delete this.attached[cam];\r\n this.rebuildInputCheck();\r\n }\r\n }\r\n };\r\n /**\r\n * Remove a specific input type from a camera\r\n * example: camera.inputs.remove(\"ArcRotateCameraGamepadInput\");\r\n * @param inputType the type of the input to remove\r\n */\r\n CameraInputsManager.prototype.removeByType = function (inputType) {\r\n for (var cam in this.attached) {\r\n var input = this.attached[cam];\r\n if (input.getClassName() === inputType) {\r\n input.detachControl(this.attachedElement);\r\n input.camera = null;\r\n delete this.attached[cam];\r\n this.rebuildInputCheck();\r\n }\r\n }\r\n };\r\n CameraInputsManager.prototype._addCheckInputs = function (fn) {\r\n var current = this.checkInputs;\r\n return function () {\r\n current();\r\n fn();\r\n };\r\n };\r\n /**\r\n * Attach the input controls to the currently attached dom element to listen the events from.\r\n * @param input Defines the input to attach\r\n */\r\n CameraInputsManager.prototype.attachInput = function (input) {\r\n if (this.attachedElement) {\r\n input.attachControl(this.attachedElement, this.noPreventDefault);\r\n }\r\n };\r\n /**\r\n * Attach the current manager inputs controls to a specific dom element to listen the events from.\r\n * @param element Defines the dom element to collect the events from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {\r\n if (noPreventDefault === void 0) { noPreventDefault = false; }\r\n if (this.attachedElement) {\r\n return;\r\n }\r\n noPreventDefault = Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;\r\n this.attachedElement = element;\r\n this.noPreventDefault = noPreventDefault;\r\n for (var cam in this.attached) {\r\n this.attached[cam].attachControl(element, noPreventDefault);\r\n }\r\n };\r\n /**\r\n * Detach the current manager inputs controls from a specific dom element.\r\n * @param element Defines the dom element to collect the events from\r\n * @param disconnect Defines whether the input should be removed from the current list of attached inputs\r\n */\r\n CameraInputsManager.prototype.detachElement = function (element, disconnect) {\r\n if (disconnect === void 0) { disconnect = false; }\r\n if (this.attachedElement !== element) {\r\n return;\r\n }\r\n for (var cam in this.attached) {\r\n this.attached[cam].detachControl(element);\r\n if (disconnect) {\r\n this.attached[cam].camera = null;\r\n }\r\n }\r\n this.attachedElement = null;\r\n };\r\n /**\r\n * Rebuild the dynamic inputCheck function from the current list of\r\n * defined inputs in the manager.\r\n */\r\n CameraInputsManager.prototype.rebuildInputCheck = function () {\r\n this.checkInputs = function () { };\r\n for (var cam in this.attached) {\r\n var input = this.attached[cam];\r\n if (input.checkInputs) {\r\n this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));\r\n }\r\n }\r\n };\r\n /**\r\n * Remove all attached input methods from a camera\r\n */\r\n CameraInputsManager.prototype.clear = function () {\r\n if (this.attachedElement) {\r\n this.detachElement(this.attachedElement, true);\r\n }\r\n this.attached = {};\r\n this.attachedElement = null;\r\n this.checkInputs = function () { };\r\n };\r\n /**\r\n * Serialize the current input manager attached to a camera.\r\n * This ensures than once parsed,\r\n * the input associated to the camera will be identical to the current ones\r\n * @param serializedCamera Defines the camera serialization JSON the input serialization should write to\r\n */\r\n CameraInputsManager.prototype.serialize = function (serializedCamera) {\r\n var inputs = {};\r\n for (var cam in this.attached) {\r\n var input = this.attached[cam];\r\n var res = SerializationHelper.Serialize(input);\r\n inputs[input.getClassName()] = res;\r\n }\r\n serializedCamera.inputsmgr = inputs;\r\n };\r\n /**\r\n * Parses an input manager serialized JSON to restore the previous list of inputs\r\n * and states associated to a camera.\r\n * @param parsedCamera Defines the JSON to parse\r\n */\r\n CameraInputsManager.prototype.parse = function (parsedCamera) {\r\n var parsedInputs = parsedCamera.inputsmgr;\r\n if (parsedInputs) {\r\n this.clear();\r\n for (var n in parsedInputs) {\r\n var construct = CameraInputTypes[n];\r\n if (construct) {\r\n var parsedinput = parsedInputs[n];\r\n var input = SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);\r\n this.add(input);\r\n }\r\n }\r\n }\r\n else {\r\n //2016-03-08 this part is for managing backward compatibility\r\n for (var n in this.attached) {\r\n var construct = CameraInputTypes[this.attached[n].getClassName()];\r\n if (construct) {\r\n var input = SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);\r\n this.remove(this.attached[n]);\r\n this.add(input);\r\n }\r\n }\r\n }\r\n };\r\n return CameraInputsManager;\r\n}());\r\nexport { CameraInputsManager };\r\n//# sourceMappingURL=cameraInputsManager.js.map","import { __decorate, __extends } from \"tslib\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { BaseCameraPointersInput } from \"../../Cameras/Inputs/BaseCameraPointersInput\";\r\n/**\r\n * Manage the pointers inputs to control an arc rotate camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nvar ArcRotateCameraPointersInput = /** @class */ (function (_super) {\r\n __extends(ArcRotateCameraPointersInput, _super);\r\n function ArcRotateCameraPointersInput() {\r\n var _this = _super !== null && _super.apply(this, arguments) || this;\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n _this.buttons = [0, 1, 2];\r\n /**\r\n * Defines the pointer angular sensibility along the X axis or how fast is\r\n * the camera rotating.\r\n */\r\n _this.angularSensibilityX = 1000.0;\r\n /**\r\n * Defines the pointer angular sensibility along the Y axis or how fast is\r\n * the camera rotating.\r\n */\r\n _this.angularSensibilityY = 1000.0;\r\n /**\r\n * Defines the pointer pinch precision or how fast is the camera zooming.\r\n */\r\n _this.pinchPrecision = 12.0;\r\n /**\r\n * pinchDeltaPercentage will be used instead of pinchPrecision if different\r\n * from 0.\r\n * It defines the percentage of current camera.radius to use as delta when\r\n * pinch zoom is used.\r\n */\r\n _this.pinchDeltaPercentage = 0;\r\n /**\r\n * When useNaturalPinchZoom is true, multi touch zoom will zoom in such\r\n * that any object in the plane at the camera's target point will scale\r\n * perfectly with finger motion.\r\n * Overrides pinchDeltaPercentage and pinchPrecision.\r\n */\r\n _this.useNaturalPinchZoom = false;\r\n /**\r\n * Defines the pointer panning sensibility or how fast is the camera moving.\r\n */\r\n _this.panningSensibility = 1000.0;\r\n /**\r\n * Defines whether panning (2 fingers swipe) is enabled through multitouch.\r\n */\r\n _this.multiTouchPanning = true;\r\n /**\r\n * Defines whether panning is enabled for both pan (2 fingers swipe) and\r\n * zoom (pinch) through multitouch.\r\n */\r\n _this.multiTouchPanAndZoom = true;\r\n /**\r\n * Revers pinch action direction.\r\n */\r\n _this.pinchInwards = true;\r\n _this._isPanClick = false;\r\n _this._twoFingerActivityCount = 0;\r\n _this._isPinching = false;\r\n return _this;\r\n }\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n ArcRotateCameraPointersInput.prototype.getClassName = function () {\r\n return \"ArcRotateCameraPointersInput\";\r\n };\r\n /**\r\n * Called on pointer POINTERMOVE event if only a single touch is active.\r\n */\r\n ArcRotateCameraPointersInput.prototype.onTouch = function (point, offsetX, offsetY) {\r\n if (this.panningSensibility !== 0 &&\r\n ((this._ctrlKey && this.camera._useCtrlForPanning) || this._isPanClick)) {\r\n this.camera.inertialPanningX += -offsetX / this.panningSensibility;\r\n this.camera.inertialPanningY += offsetY / this.panningSensibility;\r\n }\r\n else {\r\n this.camera.inertialAlphaOffset -= offsetX / this.angularSensibilityX;\r\n this.camera.inertialBetaOffset -= offsetY / this.angularSensibilityY;\r\n }\r\n };\r\n /**\r\n * Called on pointer POINTERDOUBLETAP event.\r\n */\r\n ArcRotateCameraPointersInput.prototype.onDoubleTap = function (type) {\r\n if (this.camera.useInputToRestoreState) {\r\n this.camera.restoreState();\r\n }\r\n };\r\n /**\r\n * Called on pointer POINTERMOVE event if multiple touches are active.\r\n */\r\n ArcRotateCameraPointersInput.prototype.onMultiTouch = function (pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition) {\r\n if (previousPinchSquaredDistance === 0 && previousMultiTouchPanPosition === null) {\r\n // First time this method is called for new pinch.\r\n // Next time this is called there will be a\r\n // previousPinchSquaredDistance and pinchSquaredDistance to compare.\r\n return;\r\n }\r\n if (pinchSquaredDistance === 0 && multiTouchPanPosition === null) {\r\n // Last time this method is called at the end of a pinch.\r\n return;\r\n }\r\n var direction = this.pinchInwards ? 1 : -1;\r\n if (this.multiTouchPanAndZoom) {\r\n if (this.useNaturalPinchZoom) {\r\n this.camera.radius = this.camera.radius *\r\n Math.sqrt(previousPinchSquaredDistance) / Math.sqrt(pinchSquaredDistance);\r\n }\r\n else if (this.pinchDeltaPercentage) {\r\n this.camera.inertialRadiusOffset +=\r\n (pinchSquaredDistance - previousPinchSquaredDistance) * 0.001 *\r\n this.camera.radius * this.pinchDeltaPercentage;\r\n }\r\n else {\r\n this.camera.inertialRadiusOffset +=\r\n (pinchSquaredDistance - previousPinchSquaredDistance) /\r\n (this.pinchPrecision * direction *\r\n (this.angularSensibilityX + this.angularSensibilityY) / 2);\r\n }\r\n if (this.panningSensibility !== 0 &&\r\n previousMultiTouchPanPosition && multiTouchPanPosition) {\r\n var moveDeltaX = multiTouchPanPosition.x - previousMultiTouchPanPosition.x;\r\n var moveDeltaY = multiTouchPanPosition.y - previousMultiTouchPanPosition.y;\r\n this.camera.inertialPanningX += -moveDeltaX / this.panningSensibility;\r\n this.camera.inertialPanningY += moveDeltaY / this.panningSensibility;\r\n }\r\n }\r\n else {\r\n this._twoFingerActivityCount++;\r\n var previousPinchDistance = Math.sqrt(previousPinchSquaredDistance);\r\n var pinchDistance = Math.sqrt(pinchSquaredDistance);\r\n if (this._isPinching ||\r\n (this._twoFingerActivityCount < 20 &&\r\n Math.abs(pinchDistance - previousPinchDistance) >\r\n this.camera.pinchToPanMaxDistance)) {\r\n // Since pinch has not been active long, assume we intend to zoom.\r\n if (this.pinchDeltaPercentage) {\r\n this.camera.inertialRadiusOffset +=\r\n (pinchSquaredDistance - previousPinchSquaredDistance) * 0.001 *\r\n this.camera.radius * this.pinchDeltaPercentage;\r\n }\r\n else {\r\n this.camera.inertialRadiusOffset +=\r\n (pinchSquaredDistance - previousPinchSquaredDistance) /\r\n (this.pinchPrecision * direction *\r\n (this.angularSensibilityX + this.angularSensibilityY) / 2);\r\n }\r\n // Since we are pinching, remain pinching on next iteration.\r\n this._isPinching = true;\r\n }\r\n else {\r\n // Pause between pinch starting and moving implies not a zoom event.\r\n // Pan instead.\r\n if (this.panningSensibility !== 0 && this.multiTouchPanning &&\r\n multiTouchPanPosition && previousMultiTouchPanPosition) {\r\n var moveDeltaX = multiTouchPanPosition.x - previousMultiTouchPanPosition.x;\r\n var moveDeltaY = multiTouchPanPosition.y - previousMultiTouchPanPosition.y;\r\n this.camera.inertialPanningX += -moveDeltaX / this.panningSensibility;\r\n this.camera.inertialPanningY += moveDeltaY / this.panningSensibility;\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\r\n * press.\r\n */\r\n ArcRotateCameraPointersInput.prototype.onButtonDown = function (evt) {\r\n this._isPanClick = evt.button === this.camera._panningMouseButton;\r\n };\r\n /**\r\n * Called each time a new POINTERUP event occurs. Ie, for each button\r\n * release.\r\n */\r\n ArcRotateCameraPointersInput.prototype.onButtonUp = function (evt) {\r\n this._twoFingerActivityCount = 0;\r\n this._isPinching = false;\r\n };\r\n /**\r\n * Called when window becomes inactive.\r\n */\r\n ArcRotateCameraPointersInput.prototype.onLostFocus = function () {\r\n this._isPanClick = false;\r\n this._twoFingerActivityCount = 0;\r\n this._isPinching = false;\r\n };\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraPointersInput.prototype, \"buttons\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraPointersInput.prototype, \"angularSensibilityX\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraPointersInput.prototype, \"angularSensibilityY\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraPointersInput.prototype, \"pinchPrecision\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraPointersInput.prototype, \"pinchDeltaPercentage\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraPointersInput.prototype, \"useNaturalPinchZoom\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraPointersInput.prototype, \"panningSensibility\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraPointersInput.prototype, \"multiTouchPanning\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraPointersInput.prototype, \"multiTouchPanAndZoom\", void 0);\r\n return ArcRotateCameraPointersInput;\r\n}(BaseCameraPointersInput));\r\nexport { ArcRotateCameraPointersInput };\r\nCameraInputTypes[\"ArcRotateCameraPointersInput\"] =\r\n ArcRotateCameraPointersInput;\r\n//# sourceMappingURL=arcRotateCameraPointersInput.js.map","import { __decorate } from \"tslib\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\n/**\r\n * Base class for Camera Pointer Inputs.\r\n * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts\r\n * for example usage.\r\n */\r\nvar BaseCameraPointersInput = /** @class */ (function () {\r\n function BaseCameraPointersInput() {\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n this.buttons = [0, 1, 2];\r\n }\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n BaseCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {\r\n var _this = this;\r\n var engine = this.camera.getEngine();\r\n var previousPinchSquaredDistance = 0;\r\n var previousMultiTouchPanPosition = null;\r\n this.pointA = null;\r\n this.pointB = null;\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n this._pointerInput = function (p, s) {\r\n var evt = p.event;\r\n var isTouch = evt.pointerType === \"touch\";\r\n if (engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n if (p.type !== PointerEventTypes.POINTERMOVE &&\r\n _this.buttons.indexOf(evt.button) === -1) {\r\n return;\r\n }\r\n var srcElement = (evt.srcElement || evt.target);\r\n _this._altKey = evt.altKey;\r\n _this._ctrlKey = evt.ctrlKey;\r\n _this._metaKey = evt.metaKey;\r\n _this._shiftKey = evt.shiftKey;\r\n _this._buttonsPressed = evt.buttons;\r\n if (engine.isPointerLock) {\r\n var offsetX = evt.movementX ||\r\n evt.mozMovementX ||\r\n evt.webkitMovementX ||\r\n evt.msMovementX ||\r\n 0;\r\n var offsetY = evt.movementY ||\r\n evt.mozMovementY ||\r\n evt.webkitMovementY ||\r\n evt.msMovementY ||\r\n 0;\r\n _this.onTouch(null, offsetX, offsetY);\r\n _this.pointA = null;\r\n _this.pointB = null;\r\n }\r\n else if (p.type === PointerEventTypes.POINTERDOWN && srcElement) {\r\n try {\r\n srcElement.setPointerCapture(evt.pointerId);\r\n }\r\n catch (e) {\r\n //Nothing to do with the error. Execution will continue.\r\n }\r\n if (_this.pointA === null) {\r\n _this.pointA = { x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType };\r\n }\r\n else if (_this.pointB === null) {\r\n _this.pointB = { x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType };\r\n }\r\n _this.onButtonDown(evt);\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n element.focus();\r\n }\r\n }\r\n else if (p.type === PointerEventTypes.POINTERDOUBLETAP) {\r\n _this.onDoubleTap(evt.pointerType);\r\n }\r\n else if (p.type === PointerEventTypes.POINTERUP && srcElement) {\r\n try {\r\n srcElement.releasePointerCapture(evt.pointerId);\r\n }\r\n catch (e) {\r\n //Nothing to do with the error.\r\n }\r\n if (!isTouch) {\r\n _this.pointB = null; // Mouse and pen are mono pointer\r\n }\r\n //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,\r\n //but emptying completely pointers collection is required to fix a bug on iPhone :\r\n //when changing orientation while pinching camera,\r\n //one pointer stay pressed forever if we don't release all pointers\r\n //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected\r\n if (engine._badOS) {\r\n _this.pointA = _this.pointB = null;\r\n }\r\n else {\r\n //only remove the impacted pointer in case of multitouch allowing on most\r\n //platforms switching from rotate to zoom and pan seamlessly.\r\n if (_this.pointB && _this.pointA && _this.pointA.pointerId == evt.pointerId) {\r\n _this.pointA = _this.pointB;\r\n _this.pointB = null;\r\n }\r\n else if (_this.pointA && _this.pointB &&\r\n _this.pointB.pointerId == evt.pointerId) {\r\n _this.pointB = null;\r\n }\r\n else {\r\n _this.pointA = _this.pointB = null;\r\n }\r\n }\r\n if (previousPinchSquaredDistance !== 0 || previousMultiTouchPanPosition) {\r\n // Previous pinch data is populated but a button has been lifted\r\n // so pinch has ended.\r\n _this.onMultiTouch(_this.pointA, _this.pointB, previousPinchSquaredDistance, 0, // pinchSquaredDistance\r\n previousMultiTouchPanPosition, null // multiTouchPanPosition\r\n );\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n }\r\n _this.onButtonUp(evt);\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n // One button down\r\n if (_this.pointA && _this.pointB === null) {\r\n var offsetX = evt.clientX - _this.pointA.x;\r\n var offsetY = evt.clientY - _this.pointA.y;\r\n _this.onTouch(_this.pointA, offsetX, offsetY);\r\n _this.pointA.x = evt.clientX;\r\n _this.pointA.y = evt.clientY;\r\n }\r\n // Two buttons down: pinch\r\n else if (_this.pointA && _this.pointB) {\r\n var ed = (_this.pointA.pointerId === evt.pointerId) ?\r\n _this.pointA : _this.pointB;\r\n ed.x = evt.clientX;\r\n ed.y = evt.clientY;\r\n var distX = _this.pointA.x - _this.pointB.x;\r\n var distY = _this.pointA.y - _this.pointB.y;\r\n var pinchSquaredDistance = (distX * distX) + (distY * distY);\r\n var multiTouchPanPosition = { x: (_this.pointA.x + _this.pointB.x) / 2,\r\n y: (_this.pointA.y + _this.pointB.y) / 2,\r\n pointerId: evt.pointerId,\r\n type: p.type };\r\n _this.onMultiTouch(_this.pointA, _this.pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n previousMultiTouchPanPosition = multiTouchPanPosition;\r\n previousPinchSquaredDistance = pinchSquaredDistance;\r\n }\r\n }\r\n };\r\n this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP |\r\n PointerEventTypes.POINTERMOVE);\r\n this._onLostFocus = function () {\r\n _this.pointA = _this.pointB = null;\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n _this.onLostFocus();\r\n };\r\n element.addEventListener(\"contextmenu\", this.onContextMenu.bind(this), false);\r\n var hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n if (hostWindow) {\r\n Tools.RegisterTopRootEvents(hostWindow, [\r\n { name: \"blur\", handler: this._onLostFocus }\r\n ]);\r\n }\r\n };\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n BaseCameraPointersInput.prototype.detachControl = function (element) {\r\n if (this._onLostFocus) {\r\n var hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n if (hostWindow) {\r\n Tools.UnregisterTopRootEvents(hostWindow, [\r\n { name: \"blur\", handler: this._onLostFocus }\r\n ]);\r\n }\r\n }\r\n if (element && this._observer) {\r\n this.camera.getScene().onPointerObservable.remove(this._observer);\r\n this._observer = null;\r\n if (this.onContextMenu) {\r\n element.removeEventListener(\"contextmenu\", this.onContextMenu);\r\n }\r\n this._onLostFocus = null;\r\n }\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n };\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n BaseCameraPointersInput.prototype.getClassName = function () {\r\n return \"BaseCameraPointersInput\";\r\n };\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n BaseCameraPointersInput.prototype.getSimpleName = function () {\r\n return \"pointers\";\r\n };\r\n /**\r\n * Called on pointer POINTERDOUBLETAP event.\r\n * Override this method to provide functionality on POINTERDOUBLETAP event.\r\n */\r\n BaseCameraPointersInput.prototype.onDoubleTap = function (type) {\r\n };\r\n /**\r\n * Called on pointer POINTERMOVE event if only a single touch is active.\r\n * Override this method to provide functionality.\r\n */\r\n BaseCameraPointersInput.prototype.onTouch = function (point, offsetX, offsetY) {\r\n };\r\n /**\r\n * Called on pointer POINTERMOVE event if multiple touches are active.\r\n * Override this method to provide functionality.\r\n */\r\n BaseCameraPointersInput.prototype.onMultiTouch = function (pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition) {\r\n };\r\n /**\r\n * Called on JS contextmenu event.\r\n * Override this method to provide functionality.\r\n */\r\n BaseCameraPointersInput.prototype.onContextMenu = function (evt) {\r\n evt.preventDefault();\r\n };\r\n /**\r\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\r\n * press.\r\n * Override this method to provide functionality.\r\n */\r\n BaseCameraPointersInput.prototype.onButtonDown = function (evt) {\r\n };\r\n /**\r\n * Called each time a new POINTERUP event occurs. Ie, for each button\r\n * release.\r\n * Override this method to provide functionality.\r\n */\r\n BaseCameraPointersInput.prototype.onButtonUp = function (evt) {\r\n };\r\n /**\r\n * Called when window becomes inactive.\r\n * Override this method to provide functionality.\r\n */\r\n BaseCameraPointersInput.prototype.onLostFocus = function () {\r\n };\r\n __decorate([\r\n serialize()\r\n ], BaseCameraPointersInput.prototype, \"buttons\", void 0);\r\n return BaseCameraPointersInput;\r\n}());\r\nexport { BaseCameraPointersInput };\r\n//# sourceMappingURL=BaseCameraPointersInput.js.map","import { __decorate } from \"tslib\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\n/**\r\n * Manage the keyboard inputs to control the movement of an arc rotate camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nvar ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {\r\n function ArcRotateCameraKeyboardMoveInput() {\r\n /**\r\n * Defines the list of key codes associated with the up action (increase alpha)\r\n */\r\n this.keysUp = [38];\r\n /**\r\n * Defines the list of key codes associated with the down action (decrease alpha)\r\n */\r\n this.keysDown = [40];\r\n /**\r\n * Defines the list of key codes associated with the left action (increase beta)\r\n */\r\n this.keysLeft = [37];\r\n /**\r\n * Defines the list of key codes associated with the right action (decrease beta)\r\n */\r\n this.keysRight = [39];\r\n /**\r\n * Defines the list of key codes associated with the reset action.\r\n * Those keys reset the camera to its last stored state (with the method camera.storeState())\r\n */\r\n this.keysReset = [220];\r\n /**\r\n * Defines the panning sensibility of the inputs.\r\n * (How fast is the camera panning)\r\n */\r\n this.panningSensibility = 50.0;\r\n /**\r\n * Defines the zooming sensibility of the inputs.\r\n * (How fast is the camera zooming)\r\n */\r\n this.zoomingSensibility = 25.0;\r\n /**\r\n * Defines whether maintaining the alt key down switch the movement mode from\r\n * orientation to zoom.\r\n */\r\n this.useAltToZoom = true;\r\n /**\r\n * Rotation speed of the camera\r\n */\r\n this.angularSpeed = 0.01;\r\n this._keys = new Array();\r\n }\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {\r\n var _this = this;\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {\r\n _this._keys = [];\r\n });\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {\r\n var evt = info.event;\r\n if (!evt.metaKey) {\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n _this._ctrlPressed = evt.ctrlKey;\r\n _this._altPressed = evt.altKey;\r\n if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n _this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n _this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n _this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n _this.keysReset.indexOf(evt.keyCode) !== -1) {\r\n var index = _this._keys.indexOf(evt.keyCode);\r\n if (index === -1) {\r\n _this._keys.push(evt.keyCode);\r\n }\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n _this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n _this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n _this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n _this.keysReset.indexOf(evt.keyCode) !== -1) {\r\n var index = _this._keys.indexOf(evt.keyCode);\r\n if (index >= 0) {\r\n _this._keys.splice(index, 1);\r\n }\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n });\r\n };\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n this._keys = [];\r\n };\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {\r\n if (this._onKeyboardObserver) {\r\n var camera = this.camera;\r\n for (var index = 0; index < this._keys.length; index++) {\r\n var keyCode = this._keys[index];\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n if (this._ctrlPressed && this.camera._useCtrlForPanning) {\r\n camera.inertialPanningX -= 1 / this.panningSensibility;\r\n }\r\n else {\r\n camera.inertialAlphaOffset -= this.angularSpeed;\r\n }\r\n }\r\n else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n if (this._ctrlPressed && this.camera._useCtrlForPanning) {\r\n camera.inertialPanningY += 1 / this.panningSensibility;\r\n }\r\n else if (this._altPressed && this.useAltToZoom) {\r\n camera.inertialRadiusOffset += 1 / this.zoomingSensibility;\r\n }\r\n else {\r\n camera.inertialBetaOffset -= this.angularSpeed;\r\n }\r\n }\r\n else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n if (this._ctrlPressed && this.camera._useCtrlForPanning) {\r\n camera.inertialPanningX += 1 / this.panningSensibility;\r\n }\r\n else {\r\n camera.inertialAlphaOffset += this.angularSpeed;\r\n }\r\n }\r\n else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n if (this._ctrlPressed && this.camera._useCtrlForPanning) {\r\n camera.inertialPanningY -= 1 / this.panningSensibility;\r\n }\r\n else if (this._altPressed && this.useAltToZoom) {\r\n camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;\r\n }\r\n else {\r\n camera.inertialBetaOffset += this.angularSpeed;\r\n }\r\n }\r\n else if (this.keysReset.indexOf(keyCode) !== -1) {\r\n if (camera.useInputToRestoreState) {\r\n camera.restoreState();\r\n }\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * Gets the class name of the current intput.\r\n * @returns the class name\r\n */\r\n ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {\r\n return \"ArcRotateCameraKeyboardMoveInput\";\r\n };\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {\r\n return \"keyboard\";\r\n };\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraKeyboardMoveInput.prototype, \"keysUp\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraKeyboardMoveInput.prototype, \"keysDown\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraKeyboardMoveInput.prototype, \"keysLeft\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraKeyboardMoveInput.prototype, \"keysRight\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraKeyboardMoveInput.prototype, \"keysReset\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraKeyboardMoveInput.prototype, \"panningSensibility\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraKeyboardMoveInput.prototype, \"zoomingSensibility\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraKeyboardMoveInput.prototype, \"useAltToZoom\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraKeyboardMoveInput.prototype, \"angularSpeed\", void 0);\r\n return ArcRotateCameraKeyboardMoveInput;\r\n}());\r\nexport { ArcRotateCameraKeyboardMoveInput };\r\nCameraInputTypes[\"ArcRotateCameraKeyboardMoveInput\"] = ArcRotateCameraKeyboardMoveInput;\r\n//# sourceMappingURL=arcRotateCameraKeyboardMoveInput.js.map","import { __decorate } from \"tslib\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Scalar } from '../../Maths/math.scalar';\r\n/**\r\n * Manage the mouse wheel inputs to control an arc rotate camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nvar ArcRotateCameraMouseWheelInput = /** @class */ (function () {\r\n function ArcRotateCameraMouseWheelInput() {\r\n /**\r\n * Gets or Set the mouse wheel precision or how fast is the camera zooming.\r\n */\r\n this.wheelPrecision = 3.0;\r\n /**\r\n * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.\r\n * It defines the percentage of current camera.radius to use as delta when wheel is used.\r\n */\r\n this.wheelDeltaPercentage = 0;\r\n }\r\n ArcRotateCameraMouseWheelInput.prototype.computeDeltaFromMouseWheelLegacyEvent = function (mouseWheelDelta, radius) {\r\n var delta = 0;\r\n var wheelDelta = (mouseWheelDelta * 0.01 * this.wheelDeltaPercentage) * radius;\r\n if (mouseWheelDelta > 0) {\r\n delta = wheelDelta / (1.0 + this.wheelDeltaPercentage);\r\n }\r\n else {\r\n delta = wheelDelta * (1.0 + this.wheelDeltaPercentage);\r\n }\r\n return delta;\r\n };\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {\r\n var _this = this;\r\n this._wheel = function (p, s) {\r\n //sanity check - this should be a PointerWheel event.\r\n if (p.type !== PointerEventTypes.POINTERWHEEL) {\r\n return;\r\n }\r\n var event = p.event;\r\n var delta = 0;\r\n var mouseWheelLegacyEvent = event;\r\n var wheelDelta = 0;\r\n if (mouseWheelLegacyEvent.wheelDelta) {\r\n wheelDelta = mouseWheelLegacyEvent.wheelDelta;\r\n }\r\n else {\r\n wheelDelta = -(event.deltaY || event.detail) * 60;\r\n }\r\n if (_this.wheelDeltaPercentage) {\r\n delta = _this.computeDeltaFromMouseWheelLegacyEvent(wheelDelta, _this.camera.radius);\r\n // If zooming in, estimate the target radius and use that to compute the delta for inertia\r\n // this will stop multiple scroll events zooming in from adding too much inertia\r\n if (delta > 0) {\r\n var estimatedTargetRadius = _this.camera.radius;\r\n var targetInertia = _this.camera.inertialRadiusOffset + delta;\r\n for (var i = 0; i < 20 && Math.abs(targetInertia) > 0.001; i++) {\r\n estimatedTargetRadius -= targetInertia;\r\n targetInertia *= _this.camera.inertia;\r\n }\r\n estimatedTargetRadius = Scalar.Clamp(estimatedTargetRadius, 0, Number.MAX_VALUE);\r\n delta = _this.computeDeltaFromMouseWheelLegacyEvent(wheelDelta, estimatedTargetRadius);\r\n }\r\n }\r\n else {\r\n delta = wheelDelta / (_this.wheelPrecision * 40);\r\n }\r\n if (delta) {\r\n _this.camera.inertialRadiusOffset += delta;\r\n }\r\n if (event.preventDefault) {\r\n if (!noPreventDefault) {\r\n event.preventDefault();\r\n }\r\n }\r\n };\r\n this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, PointerEventTypes.POINTERWHEEL);\r\n };\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {\r\n if (this._observer && element) {\r\n this.camera.getScene().onPointerObservable.remove(this._observer);\r\n this._observer = null;\r\n this._wheel = null;\r\n }\r\n };\r\n /**\r\n * Gets the class name of the current intput.\r\n * @returns the class name\r\n */\r\n ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {\r\n return \"ArcRotateCameraMouseWheelInput\";\r\n };\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {\r\n return \"mousewheel\";\r\n };\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraMouseWheelInput.prototype, \"wheelPrecision\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraMouseWheelInput.prototype, \"wheelDeltaPercentage\", void 0);\r\n return ArcRotateCameraMouseWheelInput;\r\n}());\r\nexport { ArcRotateCameraMouseWheelInput };\r\nCameraInputTypes[\"ArcRotateCameraMouseWheelInput\"] = ArcRotateCameraMouseWheelInput;\r\n//# sourceMappingURL=arcRotateCameraMouseWheelInput.js.map","import { __extends } from \"tslib\";\r\nimport { ArcRotateCameraPointersInput } from \"../Cameras/Inputs/arcRotateCameraPointersInput\";\r\nimport { ArcRotateCameraKeyboardMoveInput } from \"../Cameras/Inputs/arcRotateCameraKeyboardMoveInput\";\r\nimport { ArcRotateCameraMouseWheelInput } from \"../Cameras/Inputs/arcRotateCameraMouseWheelInput\";\r\nimport { CameraInputsManager } from \"../Cameras/cameraInputsManager\";\r\n/**\r\n * Default Inputs manager for the ArcRotateCamera.\r\n * It groups all the default supported inputs for ease of use.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nvar ArcRotateCameraInputsManager = /** @class */ (function (_super) {\r\n __extends(ArcRotateCameraInputsManager, _super);\r\n /**\r\n * Instantiates a new ArcRotateCameraInputsManager.\r\n * @param camera Defines the camera the inputs belong to\r\n */\r\n function ArcRotateCameraInputsManager(camera) {\r\n return _super.call(this, camera) || this;\r\n }\r\n /**\r\n * Add mouse wheel input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {\r\n this.add(new ArcRotateCameraMouseWheelInput());\r\n return this;\r\n };\r\n /**\r\n * Add pointers input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n ArcRotateCameraInputsManager.prototype.addPointers = function () {\r\n this.add(new ArcRotateCameraPointersInput());\r\n return this;\r\n };\r\n /**\r\n * Add keyboard input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n ArcRotateCameraInputsManager.prototype.addKeyboard = function () {\r\n this.add(new ArcRotateCameraKeyboardMoveInput());\r\n return this;\r\n };\r\n return ArcRotateCameraInputsManager;\r\n}(CameraInputsManager));\r\nexport { ArcRotateCameraInputsManager };\r\n//# sourceMappingURL=arcRotateCameraInputsManager.js.map","import { __decorate, __extends } from \"tslib\";\r\nimport { serialize, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Matrix, Vector3, Vector2 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { AutoRotationBehavior } from \"../Behaviors/Cameras/autoRotationBehavior\";\r\nimport { BouncingBehavior } from \"../Behaviors/Cameras/bouncingBehavior\";\r\nimport { FramingBehavior } from \"../Behaviors/Cameras/framingBehavior\";\r\nimport { Camera } from \"./camera\";\r\nimport { TargetCamera } from \"./targetCamera\";\r\nimport { ArcRotateCameraInputsManager } from \"../Cameras/arcRotateCameraInputsManager\";\r\nimport { Epsilon } from '../Maths/math.constants';\r\nNode.AddNodeConstructor(\"ArcRotateCamera\", function (name, scene) {\r\n return function () { return new ArcRotateCamera(name, 0, 0, 1.0, Vector3.Zero(), scene); };\r\n});\r\n/**\r\n * This represents an orbital type of camera.\r\n *\r\n * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.\r\n * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.\r\n * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera\r\n */\r\nvar ArcRotateCamera = /** @class */ (function (_super) {\r\n __extends(ArcRotateCamera, _super);\r\n /**\r\n * Instantiates a new ArcRotateCamera in a given scene\r\n * @param name Defines the name of the camera\r\n * @param alpha Defines the camera rotation along the logitudinal axis\r\n * @param beta Defines the camera rotation along the latitudinal axis\r\n * @param radius Defines the camera distance from its target\r\n * @param target Defines the camera target\r\n * @param scene Defines the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined\r\n */\r\n function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {\r\n if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }\r\n var _this = _super.call(this, name, Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;\r\n _this._upVector = Vector3.Up();\r\n /**\r\n * Current inertia value on the longitudinal axis.\r\n * The bigger this number the longer it will take for the camera to stop.\r\n */\r\n _this.inertialAlphaOffset = 0;\r\n /**\r\n * Current inertia value on the latitudinal axis.\r\n * The bigger this number the longer it will take for the camera to stop.\r\n */\r\n _this.inertialBetaOffset = 0;\r\n /**\r\n * Current inertia value on the radius axis.\r\n * The bigger this number the longer it will take for the camera to stop.\r\n */\r\n _this.inertialRadiusOffset = 0;\r\n /**\r\n * Minimum allowed angle on the longitudinal axis.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n _this.lowerAlphaLimit = null;\r\n /**\r\n * Maximum allowed angle on the longitudinal axis.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n _this.upperAlphaLimit = null;\r\n /**\r\n * Minimum allowed angle on the latitudinal axis.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n _this.lowerBetaLimit = 0.01;\r\n /**\r\n * Maximum allowed angle on the latitudinal axis.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n _this.upperBetaLimit = Math.PI - 0.01;\r\n /**\r\n * Minimum allowed distance of the camera to the target (The camera can not get closer).\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n _this.lowerRadiusLimit = null;\r\n /**\r\n * Maximum allowed distance of the camera to the target (The camera can not get further).\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n _this.upperRadiusLimit = null;\r\n /**\r\n * Defines the current inertia value used during panning of the camera along the X axis.\r\n */\r\n _this.inertialPanningX = 0;\r\n /**\r\n * Defines the current inertia value used during panning of the camera along the Y axis.\r\n */\r\n _this.inertialPanningY = 0;\r\n /**\r\n * Defines the distance used to consider the camera in pan mode vs pinch/zoom.\r\n * Basically if your fingers moves away from more than this distance you will be considered\r\n * in pinch mode.\r\n */\r\n _this.pinchToPanMaxDistance = 20;\r\n /**\r\n * Defines the maximum distance the camera can pan.\r\n * This could help keeping the cammera always in your scene.\r\n */\r\n _this.panningDistanceLimit = null;\r\n /**\r\n * Defines the target of the camera before paning.\r\n */\r\n _this.panningOriginTarget = Vector3.Zero();\r\n /**\r\n * Defines the value of the inertia used during panning.\r\n * 0 would mean stop inertia and one would mean no decelleration at all.\r\n */\r\n _this.panningInertia = 0.9;\r\n //-- end properties for backward compatibility for inputs\r\n /**\r\n * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)\r\n */\r\n _this.zoomOnFactor = 1;\r\n /**\r\n * Defines a screen offset for the camera position.\r\n */\r\n _this.targetScreenOffset = Vector2.Zero();\r\n /**\r\n * Allows the camera to be completely reversed.\r\n * If false the camera can not arrive upside down.\r\n */\r\n _this.allowUpsideDown = true;\r\n /**\r\n * Define if double tap/click is used to restore the previously saved state of the camera.\r\n */\r\n _this.useInputToRestoreState = true;\r\n /** @hidden */\r\n _this._viewMatrix = new Matrix();\r\n /**\r\n * Defines the allowed panning axis.\r\n */\r\n _this.panningAxis = new Vector3(1, 1, 0);\r\n /**\r\n * Observable triggered when the mesh target has been changed on the camera.\r\n */\r\n _this.onMeshTargetChangedObservable = new Observable();\r\n /**\r\n * Defines whether the camera should check collision with the objects oh the scene.\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this\r\n */\r\n _this.checkCollisions = false;\r\n /**\r\n * Defines the collision radius of the camera.\r\n * This simulates a sphere around the camera.\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera\r\n */\r\n _this.collisionRadius = new Vector3(0.5, 0.5, 0.5);\r\n _this._previousPosition = Vector3.Zero();\r\n _this._collisionVelocity = Vector3.Zero();\r\n _this._newPosition = Vector3.Zero();\r\n _this._computationVector = Vector3.Zero();\r\n _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {\r\n if (collidedMesh === void 0) { collidedMesh = null; }\r\n if (!collidedMesh) {\r\n _this._previousPosition.copyFrom(_this._position);\r\n }\r\n else {\r\n _this.setPosition(newPosition);\r\n if (_this.onCollide) {\r\n _this.onCollide(collidedMesh);\r\n }\r\n }\r\n // Recompute because of constraints\r\n var cosa = Math.cos(_this.alpha);\r\n var sina = Math.sin(_this.alpha);\r\n var cosb = Math.cos(_this.beta);\r\n var sinb = Math.sin(_this.beta);\r\n if (sinb === 0) {\r\n sinb = 0.0001;\r\n }\r\n var target = _this._getTargetPosition();\r\n _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);\r\n target.addToRef(_this._computationVector, _this._newPosition);\r\n _this._position.copyFrom(_this._newPosition);\r\n var up = _this.upVector;\r\n if (_this.allowUpsideDown && _this.beta < 0) {\r\n up = up.clone();\r\n up = up.negate();\r\n }\r\n _this._computeViewMatrix(_this._position, target, up);\r\n _this._viewMatrix.addAtIndex(12, _this.targetScreenOffset.x);\r\n _this._viewMatrix.addAtIndex(13, _this.targetScreenOffset.y);\r\n _this._collisionTriggered = false;\r\n };\r\n _this._target = Vector3.Zero();\r\n if (target) {\r\n _this.setTarget(target);\r\n }\r\n _this.alpha = alpha;\r\n _this.beta = beta;\r\n _this.radius = radius;\r\n _this.getViewMatrix();\r\n _this.inputs = new ArcRotateCameraInputsManager(_this);\r\n _this.inputs.addKeyboard().addMouseWheel().addPointers();\r\n return _this;\r\n }\r\n Object.defineProperty(ArcRotateCamera.prototype, \"target\", {\r\n /**\r\n * Defines the target point of the camera.\r\n * The camera looks towards it form the radius distance.\r\n */\r\n get: function () {\r\n return this._target;\r\n },\r\n set: function (value) {\r\n this.setTarget(value);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"position\", {\r\n /**\r\n * Define the current local position of the camera in the scene\r\n */\r\n get: function () {\r\n return this._position;\r\n },\r\n set: function (newPosition) {\r\n this.setPosition(newPosition);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"upVector\", {\r\n get: function () {\r\n return this._upVector;\r\n },\r\n /**\r\n * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())\r\n * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.\r\n * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.\r\n */\r\n set: function (vec) {\r\n if (!this._upToYMatrix) {\r\n this._YToUpMatrix = new Matrix();\r\n this._upToYMatrix = new Matrix();\r\n this._upVector = Vector3.Zero();\r\n }\r\n vec.normalize();\r\n this._upVector.copyFrom(vec);\r\n this.setMatUp();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.\r\n */\r\n ArcRotateCamera.prototype.setMatUp = function () {\r\n // from y-up to custom-up (used in _getViewMatrix)\r\n Matrix.RotationAlignToRef(Vector3.UpReadOnly, this._upVector, this._YToUpMatrix);\r\n // from custom-up to y-up (used in rebuildAnglesAndRadius)\r\n Matrix.RotationAlignToRef(this._upVector, Vector3.UpReadOnly, this._upToYMatrix);\r\n };\r\n Object.defineProperty(ArcRotateCamera.prototype, \"angularSensibilityX\", {\r\n //-- begin properties for backward compatibility for inputs\r\n /**\r\n * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.\r\n */\r\n get: function () {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n return pointers.angularSensibilityX;\r\n }\r\n return 0;\r\n },\r\n set: function (value) {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n pointers.angularSensibilityX = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"angularSensibilityY\", {\r\n /**\r\n * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.\r\n */\r\n get: function () {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n return pointers.angularSensibilityY;\r\n }\r\n return 0;\r\n },\r\n set: function (value) {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n pointers.angularSensibilityY = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"pinchPrecision\", {\r\n /**\r\n * Gets or Set the pointer pinch precision or how fast is the camera zooming.\r\n */\r\n get: function () {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n return pointers.pinchPrecision;\r\n }\r\n return 0;\r\n },\r\n set: function (value) {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n pointers.pinchPrecision = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"pinchDeltaPercentage\", {\r\n /**\r\n * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.\r\n * It will be used instead of pinchDeltaPrecision if different from 0.\r\n * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.\r\n */\r\n get: function () {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n return pointers.pinchDeltaPercentage;\r\n }\r\n return 0;\r\n },\r\n set: function (value) {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n pointers.pinchDeltaPercentage = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"useNaturalPinchZoom\", {\r\n /**\r\n * Gets or Set the pointer use natural pinch zoom to override the pinch precision\r\n * and pinch delta percentage.\r\n * When useNaturalPinchZoom is true, multi touch zoom will zoom in such\r\n * that any object in the plane at the camera's target point will scale\r\n * perfectly with finger motion.\r\n */\r\n get: function () {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n return pointers.useNaturalPinchZoom;\r\n }\r\n return false;\r\n },\r\n set: function (value) {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n pointers.useNaturalPinchZoom = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"panningSensibility\", {\r\n /**\r\n * Gets or Set the pointer panning sensibility or how fast is the camera moving.\r\n */\r\n get: function () {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n return pointers.panningSensibility;\r\n }\r\n return 0;\r\n },\r\n set: function (value) {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n pointers.panningSensibility = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"keysUp\", {\r\n /**\r\n * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.\r\n */\r\n get: function () {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysUp;\r\n }\r\n return [];\r\n },\r\n set: function (value) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysUp = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"keysDown\", {\r\n /**\r\n * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.\r\n */\r\n get: function () {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysDown;\r\n }\r\n return [];\r\n },\r\n set: function (value) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysDown = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"keysLeft\", {\r\n /**\r\n * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.\r\n */\r\n get: function () {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysLeft;\r\n }\r\n return [];\r\n },\r\n set: function (value) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysLeft = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"keysRight\", {\r\n /**\r\n * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.\r\n */\r\n get: function () {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRight;\r\n }\r\n return [];\r\n },\r\n set: function (value) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRight = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"wheelPrecision\", {\r\n /**\r\n * Gets or Set the mouse wheel precision or how fast is the camera zooming.\r\n */\r\n get: function () {\r\n var mousewheel = this.inputs.attached[\"mousewheel\"];\r\n if (mousewheel) {\r\n return mousewheel.wheelPrecision;\r\n }\r\n return 0;\r\n },\r\n set: function (value) {\r\n var mousewheel = this.inputs.attached[\"mousewheel\"];\r\n if (mousewheel) {\r\n mousewheel.wheelPrecision = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"wheelDeltaPercentage\", {\r\n /**\r\n * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.\r\n * It will be used instead of pinchDeltaPrecision if different from 0.\r\n * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.\r\n */\r\n get: function () {\r\n var mousewheel = this.inputs.attached[\"mousewheel\"];\r\n if (mousewheel) {\r\n return mousewheel.wheelDeltaPercentage;\r\n }\r\n return 0;\r\n },\r\n set: function (value) {\r\n var mousewheel = this.inputs.attached[\"mousewheel\"];\r\n if (mousewheel) {\r\n mousewheel.wheelDeltaPercentage = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"bouncingBehavior\", {\r\n /**\r\n * Gets the bouncing behavior of the camera if it has been enabled.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior\r\n */\r\n get: function () {\r\n return this._bouncingBehavior;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"useBouncingBehavior\", {\r\n /**\r\n * Defines if the bouncing behavior of the camera is enabled on the camera.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior\r\n */\r\n get: function () {\r\n return this._bouncingBehavior != null;\r\n },\r\n set: function (value) {\r\n if (value === this.useBouncingBehavior) {\r\n return;\r\n }\r\n if (value) {\r\n this._bouncingBehavior = new BouncingBehavior();\r\n this.addBehavior(this._bouncingBehavior);\r\n }\r\n else if (this._bouncingBehavior) {\r\n this.removeBehavior(this._bouncingBehavior);\r\n this._bouncingBehavior = null;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"framingBehavior\", {\r\n /**\r\n * Gets the framing behavior of the camera if it has been enabled.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior\r\n */\r\n get: function () {\r\n return this._framingBehavior;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"useFramingBehavior\", {\r\n /**\r\n * Defines if the framing behavior of the camera is enabled on the camera.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior\r\n */\r\n get: function () {\r\n return this._framingBehavior != null;\r\n },\r\n set: function (value) {\r\n if (value === this.useFramingBehavior) {\r\n return;\r\n }\r\n if (value) {\r\n this._framingBehavior = new FramingBehavior();\r\n this.addBehavior(this._framingBehavior);\r\n }\r\n else if (this._framingBehavior) {\r\n this.removeBehavior(this._framingBehavior);\r\n this._framingBehavior = null;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"autoRotationBehavior\", {\r\n /**\r\n * Gets the auto rotation behavior of the camera if it has been enabled.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior\r\n */\r\n get: function () {\r\n return this._autoRotationBehavior;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"useAutoRotationBehavior\", {\r\n /**\r\n * Defines if the auto rotation behavior of the camera is enabled on the camera.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior\r\n */\r\n get: function () {\r\n return this._autoRotationBehavior != null;\r\n },\r\n set: function (value) {\r\n if (value === this.useAutoRotationBehavior) {\r\n return;\r\n }\r\n if (value) {\r\n this._autoRotationBehavior = new AutoRotationBehavior();\r\n this.addBehavior(this._autoRotationBehavior);\r\n }\r\n else if (this._autoRotationBehavior) {\r\n this.removeBehavior(this._autoRotationBehavior);\r\n this._autoRotationBehavior = null;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Cache\r\n /** @hidden */\r\n ArcRotateCamera.prototype._initCache = function () {\r\n _super.prototype._initCache.call(this);\r\n this._cache._target = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.alpha = undefined;\r\n this._cache.beta = undefined;\r\n this._cache.radius = undefined;\r\n this._cache.targetScreenOffset = Vector2.Zero();\r\n };\r\n /** @hidden */\r\n ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {\r\n if (!ignoreParentClass) {\r\n _super.prototype._updateCache.call(this);\r\n }\r\n this._cache._target.copyFrom(this._getTargetPosition());\r\n this._cache.alpha = this.alpha;\r\n this._cache.beta = this.beta;\r\n this._cache.radius = this.radius;\r\n this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);\r\n };\r\n ArcRotateCamera.prototype._getTargetPosition = function () {\r\n if (this._targetHost && this._targetHost.getAbsolutePosition) {\r\n var pos = this._targetHost.absolutePosition;\r\n if (this._targetBoundingCenter) {\r\n pos.addToRef(this._targetBoundingCenter, this._target);\r\n }\r\n else {\r\n this._target.copyFrom(pos);\r\n }\r\n }\r\n var lockedTargetPosition = this._getLockedTargetPosition();\r\n if (lockedTargetPosition) {\r\n return lockedTargetPosition;\r\n }\r\n return this._target;\r\n };\r\n /**\r\n * Stores the current state of the camera (alpha, beta, radius and target)\r\n * @returns the camera itself\r\n */\r\n ArcRotateCamera.prototype.storeState = function () {\r\n this._storedAlpha = this.alpha;\r\n this._storedBeta = this.beta;\r\n this._storedRadius = this.radius;\r\n this._storedTarget = this._getTargetPosition().clone();\r\n this._storedTargetScreenOffset = this.targetScreenOffset.clone();\r\n return _super.prototype.storeState.call(this);\r\n };\r\n /**\r\n * @hidden\r\n * Restored camera state. You must call storeState() first\r\n */\r\n ArcRotateCamera.prototype._restoreStateValues = function () {\r\n if (!_super.prototype._restoreStateValues.call(this)) {\r\n return false;\r\n }\r\n this.setTarget(this._storedTarget.clone());\r\n this.alpha = this._storedAlpha;\r\n this.beta = this._storedBeta;\r\n this.radius = this._storedRadius;\r\n this.targetScreenOffset = this._storedTargetScreenOffset.clone();\r\n this.inertialAlphaOffset = 0;\r\n this.inertialBetaOffset = 0;\r\n this.inertialRadiusOffset = 0;\r\n this.inertialPanningX = 0;\r\n this.inertialPanningY = 0;\r\n return true;\r\n };\r\n // Synchronized\r\n /** @hidden */\r\n ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {\r\n if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {\r\n return false;\r\n }\r\n return this._cache._target.equals(this._getTargetPosition())\r\n && this._cache.alpha === this.alpha\r\n && this._cache.beta === this.beta\r\n && this._cache.radius === this.radius\r\n && this._cache.targetScreenOffset.equals(this.targetScreenOffset);\r\n };\r\n /**\r\n * Attached controls to the current camera.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls\r\n * @param panningMouseButton Defines whether panning is allowed through mouse click button\r\n */\r\n ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {\r\n var _this = this;\r\n if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }\r\n if (panningMouseButton === void 0) { panningMouseButton = 2; }\r\n this._useCtrlForPanning = useCtrlForPanning;\r\n this._panningMouseButton = panningMouseButton;\r\n this.inputs.attachElement(element, noPreventDefault);\r\n this._reset = function () {\r\n _this.inertialAlphaOffset = 0;\r\n _this.inertialBetaOffset = 0;\r\n _this.inertialRadiusOffset = 0;\r\n _this.inertialPanningX = 0;\r\n _this.inertialPanningY = 0;\r\n };\r\n };\r\n /**\r\n * Detach the current controls from the camera.\r\n * The camera will stop reacting to inputs.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n ArcRotateCamera.prototype.detachControl = function (element) {\r\n this.inputs.detachElement(element);\r\n if (this._reset) {\r\n this._reset();\r\n }\r\n };\r\n /** @hidden */\r\n ArcRotateCamera.prototype._checkInputs = function () {\r\n //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.\r\n if (this._collisionTriggered) {\r\n return;\r\n }\r\n this.inputs.checkInputs();\r\n // Inertia\r\n if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {\r\n var inertialAlphaOffset = this.inertialAlphaOffset;\r\n if (this.beta <= 0) {\r\n inertialAlphaOffset *= -1;\r\n }\r\n if (this.getScene().useRightHandedSystem) {\r\n inertialAlphaOffset *= -1;\r\n }\r\n if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {\r\n inertialAlphaOffset *= -1;\r\n }\r\n this.alpha += inertialAlphaOffset;\r\n this.beta += this.inertialBetaOffset;\r\n this.radius -= this.inertialRadiusOffset;\r\n this.inertialAlphaOffset *= this.inertia;\r\n this.inertialBetaOffset *= this.inertia;\r\n this.inertialRadiusOffset *= this.inertia;\r\n if (Math.abs(this.inertialAlphaOffset) < Epsilon) {\r\n this.inertialAlphaOffset = 0;\r\n }\r\n if (Math.abs(this.inertialBetaOffset) < Epsilon) {\r\n this.inertialBetaOffset = 0;\r\n }\r\n if (Math.abs(this.inertialRadiusOffset) < this.speed * Epsilon) {\r\n this.inertialRadiusOffset = 0;\r\n }\r\n }\r\n // Panning inertia\r\n if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {\r\n if (!this._localDirection) {\r\n this._localDirection = Vector3.Zero();\r\n this._transformedDirection = Vector3.Zero();\r\n }\r\n this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);\r\n this._localDirection.multiplyInPlace(this.panningAxis);\r\n this._viewMatrix.invertToRef(this._cameraTransformMatrix);\r\n Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);\r\n //Eliminate y if map panning is enabled (panningAxis == 1,0,1)\r\n if (!this.panningAxis.y) {\r\n this._transformedDirection.y = 0;\r\n }\r\n if (!this._targetHost) {\r\n if (this.panningDistanceLimit) {\r\n this._transformedDirection.addInPlace(this._target);\r\n var distanceSquared = Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);\r\n if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {\r\n this._target.copyFrom(this._transformedDirection);\r\n }\r\n }\r\n else {\r\n this._target.addInPlace(this._transformedDirection);\r\n }\r\n }\r\n this.inertialPanningX *= this.panningInertia;\r\n this.inertialPanningY *= this.panningInertia;\r\n if (Math.abs(this.inertialPanningX) < this.speed * Epsilon) {\r\n this.inertialPanningX = 0;\r\n }\r\n if (Math.abs(this.inertialPanningY) < this.speed * Epsilon) {\r\n this.inertialPanningY = 0;\r\n }\r\n }\r\n // Limits\r\n this._checkLimits();\r\n _super.prototype._checkInputs.call(this);\r\n };\r\n ArcRotateCamera.prototype._checkLimits = function () {\r\n if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {\r\n if (this.allowUpsideDown && this.beta > Math.PI) {\r\n this.beta = this.beta - (2 * Math.PI);\r\n }\r\n }\r\n else {\r\n if (this.beta < this.lowerBetaLimit) {\r\n this.beta = this.lowerBetaLimit;\r\n }\r\n }\r\n if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {\r\n if (this.allowUpsideDown && this.beta < -Math.PI) {\r\n this.beta = this.beta + (2 * Math.PI);\r\n }\r\n }\r\n else {\r\n if (this.beta > this.upperBetaLimit) {\r\n this.beta = this.upperBetaLimit;\r\n }\r\n }\r\n if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {\r\n this.alpha = this.lowerAlphaLimit;\r\n }\r\n if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {\r\n this.alpha = this.upperAlphaLimit;\r\n }\r\n if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {\r\n this.radius = this.lowerRadiusLimit;\r\n this.inertialRadiusOffset = 0;\r\n }\r\n if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {\r\n this.radius = this.upperRadiusLimit;\r\n this.inertialRadiusOffset = 0;\r\n }\r\n };\r\n /**\r\n * Rebuilds angles (alpha, beta) and radius from the give position and target\r\n */\r\n ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {\r\n this._position.subtractToRef(this._getTargetPosition(), this._computationVector);\r\n // need to rotate to Y up equivalent if up vector not Axis.Y\r\n if (this._upVector.x !== 0 || this._upVector.y !== 1.0 || this._upVector.z !== 0) {\r\n Vector3.TransformCoordinatesToRef(this._computationVector, this._upToYMatrix, this._computationVector);\r\n }\r\n this.radius = this._computationVector.length();\r\n if (this.radius === 0) {\r\n this.radius = 0.0001; // Just to avoid division by zero\r\n }\r\n // Alpha\r\n if (this._computationVector.x === 0 && this._computationVector.z === 0) {\r\n this.alpha = Math.PI / 2; // avoid division by zero when looking along up axis, and set to acos(0)\r\n }\r\n else {\r\n this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));\r\n }\r\n if (this._computationVector.z < 0) {\r\n this.alpha = 2 * Math.PI - this.alpha;\r\n }\r\n // Beta\r\n this.beta = Math.acos(this._computationVector.y / this.radius);\r\n this._checkLimits();\r\n };\r\n /**\r\n * Use a position to define the current camera related information like alpha, beta and radius\r\n * @param position Defines the position to set the camera at\r\n */\r\n ArcRotateCamera.prototype.setPosition = function (position) {\r\n if (this._position.equals(position)) {\r\n return;\r\n }\r\n this._position.copyFrom(position);\r\n this.rebuildAnglesAndRadius();\r\n };\r\n /**\r\n * Defines the target the camera should look at.\r\n * This will automatically adapt alpha beta and radius to fit within the new target.\r\n * @param target Defines the new target as a Vector or a mesh\r\n * @param toBoundingCenter In case of a mesh target, defines whether to target the mesh position or its bounding information center\r\n * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)\r\n */\r\n ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {\r\n if (toBoundingCenter === void 0) { toBoundingCenter = false; }\r\n if (allowSamePosition === void 0) { allowSamePosition = false; }\r\n if (target.getBoundingInfo) {\r\n if (toBoundingCenter) {\r\n this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();\r\n }\r\n else {\r\n this._targetBoundingCenter = null;\r\n }\r\n target.computeWorldMatrix();\r\n this._targetHost = target;\r\n this._target = this._getTargetPosition();\r\n this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);\r\n }\r\n else {\r\n var newTarget = target;\r\n var currentTarget = this._getTargetPosition();\r\n if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {\r\n return;\r\n }\r\n this._targetHost = null;\r\n this._target = newTarget;\r\n this._targetBoundingCenter = null;\r\n this.onMeshTargetChangedObservable.notifyObservers(null);\r\n }\r\n this.rebuildAnglesAndRadius();\r\n };\r\n /** @hidden */\r\n ArcRotateCamera.prototype._getViewMatrix = function () {\r\n // Compute\r\n var cosa = Math.cos(this.alpha);\r\n var sina = Math.sin(this.alpha);\r\n var cosb = Math.cos(this.beta);\r\n var sinb = Math.sin(this.beta);\r\n if (sinb === 0) {\r\n sinb = 0.0001;\r\n }\r\n var target = this._getTargetPosition();\r\n this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);\r\n // Rotate according to up vector\r\n if (this._upVector.x !== 0 || this._upVector.y !== 1.0 || this._upVector.z !== 0) {\r\n Vector3.TransformCoordinatesToRef(this._computationVector, this._YToUpMatrix, this._computationVector);\r\n }\r\n target.addToRef(this._computationVector, this._newPosition);\r\n if (this.getScene().collisionsEnabled && this.checkCollisions) {\r\n var coordinator = this.getScene().collisionCoordinator;\r\n if (!this._collider) {\r\n this._collider = coordinator.createCollider();\r\n }\r\n this._collider._radius = this.collisionRadius;\r\n this._newPosition.subtractToRef(this._position, this._collisionVelocity);\r\n this._collisionTriggered = true;\r\n coordinator.getNewPosition(this._position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);\r\n }\r\n else {\r\n this._position.copyFrom(this._newPosition);\r\n var up = this.upVector;\r\n if (this.allowUpsideDown && sinb < 0) {\r\n up = up.negate();\r\n }\r\n this._computeViewMatrix(this._position, target, up);\r\n this._viewMatrix.addAtIndex(12, this.targetScreenOffset.x);\r\n this._viewMatrix.addAtIndex(13, this.targetScreenOffset.y);\r\n }\r\n this._currentTarget = target;\r\n return this._viewMatrix;\r\n };\r\n /**\r\n * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.\r\n * @param meshes Defines the mesh to zoom on\r\n * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)\r\n */\r\n ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {\r\n if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }\r\n meshes = meshes || this.getScene().meshes;\r\n var minMaxVector = Mesh.MinMax(meshes);\r\n var distance = Vector3.Distance(minMaxVector.min, minMaxVector.max);\r\n this.radius = distance * this.zoomOnFactor;\r\n this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);\r\n };\r\n /**\r\n * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.\r\n * The target will be changed but the radius\r\n * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on\r\n * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)\r\n */\r\n ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {\r\n if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }\r\n var meshesOrMinMaxVector;\r\n var distance;\r\n if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes\r\n var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;\r\n meshesOrMinMaxVector = Mesh.MinMax(meshes);\r\n distance = Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);\r\n }\r\n else { //minMaxVector and distance\r\n var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;\r\n meshesOrMinMaxVector = minMaxVectorAndDistance;\r\n distance = minMaxVectorAndDistance.distance;\r\n }\r\n this._target = Mesh.Center(meshesOrMinMaxVector);\r\n if (!doNotUpdateMaxZ) {\r\n this.maxZ = distance * 2;\r\n }\r\n };\r\n /**\r\n * @override\r\n * Override Camera.createRigCamera\r\n */\r\n ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {\r\n var alphaShift = 0;\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED:\r\n case Camera.RIG_MODE_VR:\r\n alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);\r\n break;\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);\r\n break;\r\n }\r\n var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());\r\n rigCam._cameraRigParams = {};\r\n rigCam.isRigCamera = true;\r\n rigCam.rigParent = this;\r\n return rigCam;\r\n };\r\n /**\r\n * @hidden\r\n * @override\r\n * Override Camera._updateRigCameras\r\n */\r\n ArcRotateCamera.prototype._updateRigCameras = function () {\r\n var camLeft = this._rigCameras[0];\r\n var camRight = this._rigCameras[1];\r\n camLeft.beta = camRight.beta = this.beta;\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED:\r\n case Camera.RIG_MODE_VR:\r\n camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;\r\n camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;\r\n break;\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;\r\n camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;\r\n break;\r\n }\r\n _super.prototype._updateRigCameras.call(this);\r\n };\r\n /**\r\n * Destroy the camera and release the current resources hold by it.\r\n */\r\n ArcRotateCamera.prototype.dispose = function () {\r\n this.inputs.clear();\r\n _super.prototype.dispose.call(this);\r\n };\r\n /**\r\n * Gets the current object class name.\r\n * @return the class name\r\n */\r\n ArcRotateCamera.prototype.getClassName = function () {\r\n return \"ArcRotateCamera\";\r\n };\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"alpha\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"beta\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"radius\", void 0);\r\n __decorate([\r\n serializeAsVector3(\"target\")\r\n ], ArcRotateCamera.prototype, \"_target\", void 0);\r\n __decorate([\r\n serializeAsVector3(\"upVector\")\r\n ], ArcRotateCamera.prototype, \"_upVector\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"inertialAlphaOffset\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"inertialBetaOffset\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"inertialRadiusOffset\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"lowerAlphaLimit\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"upperAlphaLimit\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"lowerBetaLimit\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"upperBetaLimit\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"lowerRadiusLimit\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"upperRadiusLimit\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"inertialPanningX\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"inertialPanningY\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"pinchToPanMaxDistance\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"panningDistanceLimit\", void 0);\r\n __decorate([\r\n serializeAsVector3()\r\n ], ArcRotateCamera.prototype, \"panningOriginTarget\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"panningInertia\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"zoomOnFactor\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"targetScreenOffset\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"allowUpsideDown\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"useInputToRestoreState\", void 0);\r\n return ArcRotateCamera;\r\n}(TargetCamera));\r\nexport { ArcRotateCamera };\r\n//# sourceMappingURL=arcRotateCamera.js.map","import { __assign } from \"tslib\";\r\nimport { InternalTexture, InternalTextureSource } from '../../Materials/Textures/internalTexture';\r\nimport { Logger } from '../../Misc/logger';\r\nimport { RenderTargetCreationOptions } from '../../Materials/Textures/renderTargetCreationOptions';\r\nimport { ThinEngine } from '../thinEngine';\r\nThinEngine.prototype.createRenderTargetTexture = function (size, options) {\r\n var fullOptions = new RenderTargetCreationOptions();\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateMipMaps = options.generateMipMaps;\r\n fullOptions.generateDepthBuffer = !!options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = !!options.generateStencilBuffer;\r\n fullOptions.type = options.type === undefined ? 0 : options.type;\r\n fullOptions.samplingMode = options.samplingMode === undefined ? 3 : options.samplingMode;\r\n fullOptions.format = options.format === undefined ? 5 : options.format;\r\n }\r\n else {\r\n fullOptions.generateMipMaps = options;\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.type = 0;\r\n fullOptions.samplingMode = 3;\r\n fullOptions.format = 5;\r\n }\r\n if (fullOptions.type === 1 && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n fullOptions.samplingMode = 1;\r\n }\r\n else if (fullOptions.type === 2 && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n fullOptions.samplingMode = 1;\r\n }\r\n if (fullOptions.type === 1 && !this._caps.textureFloat) {\r\n fullOptions.type = 0;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n var gl = this._gl;\r\n var texture = new InternalTexture(this, InternalTextureSource.RenderTarget);\r\n var width = size.width || size;\r\n var height = size.height || size;\r\n var layers = size.layers || 0;\r\n var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);\r\n var target = layers !== 0 ? gl.TEXTURE_2D_ARRAY : gl.TEXTURE_2D;\r\n var sizedFormat = this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format);\r\n var internalFormat = this._getInternalFormat(fullOptions.format);\r\n var type = this._getWebGLTextureType(fullOptions.type);\r\n // Bind\r\n this._bindTextureDirectly(target, texture);\r\n if (layers !== 0) {\r\n texture.is2DArray = true;\r\n gl.texImage3D(target, 0, sizedFormat, width, height, layers, 0, internalFormat, type, null);\r\n }\r\n else {\r\n gl.texImage2D(target, 0, sizedFormat, width, height, 0, internalFormat, type, null);\r\n }\r\n gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, filters.min);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n // MipMaps\r\n if (fullOptions.generateMipMaps) {\r\n this._gl.generateMipmap(target);\r\n }\r\n this._bindTextureDirectly(target, null);\r\n // Create the framebuffer\r\n var framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);\r\n // No need to rebind on every frame\r\n if (!texture.is2DArray) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);\r\n }\r\n this._bindUnboundFramebuffer(null);\r\n texture._framebuffer = framebuffer;\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = layers;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;\r\n texture.samplingMode = fullOptions.samplingMode;\r\n texture.type = fullOptions.type;\r\n texture.format = fullOptions.format;\r\n texture._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n this._internalTexturesCache.push(texture);\r\n return texture;\r\n};\r\nThinEngine.prototype.createDepthStencilTexture = function (size, options) {\r\n if (options.isCube) {\r\n var width = size.width || size;\r\n return this._createDepthStencilCubeTexture(width, options);\r\n }\r\n else {\r\n return this._createDepthStencilTexture(size, options);\r\n }\r\n};\r\nThinEngine.prototype._createDepthStencilTexture = function (size, options) {\r\n var gl = this._gl;\r\n var layers = size.layers || 0;\r\n var target = layers !== 0 ? gl.TEXTURE_2D_ARRAY : gl.TEXTURE_2D;\r\n var internalTexture = new InternalTexture(this, InternalTextureSource.Depth);\r\n if (!this._caps.depthTextureExtension) {\r\n Logger.Error(\"Depth texture is not supported by your browser or hardware.\");\r\n return internalTexture;\r\n }\r\n var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);\r\n this._bindTextureDirectly(target, internalTexture, true);\r\n this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);\r\n var type = internalOptions.generateStencil ? gl.UNSIGNED_INT_24_8 : gl.UNSIGNED_INT;\r\n var internalFormat = internalOptions.generateStencil ? gl.DEPTH_STENCIL : gl.DEPTH_COMPONENT;\r\n var sizedFormat = internalFormat;\r\n if (this.webGLVersion > 1) {\r\n sizedFormat = internalOptions.generateStencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;\r\n }\r\n if (internalTexture.is2DArray) {\r\n gl.texImage3D(target, 0, sizedFormat, internalTexture.width, internalTexture.height, layers, 0, internalFormat, type, null);\r\n }\r\n else {\r\n gl.texImage2D(target, 0, sizedFormat, internalTexture.width, internalTexture.height, 0, internalFormat, type, null);\r\n }\r\n this._bindTextureDirectly(target, null);\r\n return internalTexture;\r\n};\r\n//# sourceMappingURL=engine.renderTarget.js.map","import { __assign } from \"tslib\";\r\nimport { InternalTexture, InternalTextureSource } from '../../Materials/Textures/internalTexture';\r\nimport { Logger } from '../../Misc/logger';\r\nimport { ThinEngine } from '../thinEngine';\r\nThinEngine.prototype.createRenderTargetCubeTexture = function (size, options) {\r\n var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: 0, samplingMode: 3, format: 5 }, options);\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;\r\n if (fullOptions.type === 1 && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n fullOptions.samplingMode = 1;\r\n }\r\n else if (fullOptions.type === 2 && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n fullOptions.samplingMode = 1;\r\n }\r\n var gl = this._gl;\r\n var texture = new InternalTexture(this, InternalTextureSource.RenderTarget);\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);\r\n if (fullOptions.type === 1 && !this._caps.textureFloat) {\r\n fullOptions.type = 0;\r\n Logger.Warn(\"Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type\");\r\n }\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n for (var face = 0; face < 6; face++) {\r\n gl.texImage2D((gl.TEXTURE_CUBE_MAP_POSITIVE_X + face), 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), size, size, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);\r\n }\r\n // Create the framebuffer\r\n var framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);\r\n // MipMaps\r\n if (fullOptions.generateMipMaps) {\r\n gl.generateMipmap(gl.TEXTURE_CUBE_MAP);\r\n }\r\n // Unbind\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n this._bindUnboundFramebuffer(null);\r\n texture._framebuffer = framebuffer;\r\n texture.width = size;\r\n texture.height = size;\r\n texture.isReady = true;\r\n texture.isCube = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = fullOptions.generateMipMaps;\r\n texture.samplingMode = fullOptions.samplingMode;\r\n texture.type = fullOptions.type;\r\n texture.format = fullOptions.format;\r\n texture._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n texture._generateStencilBuffer = fullOptions.generateStencilBuffer;\r\n this._internalTexturesCache.push(texture);\r\n return texture;\r\n};\r\n//# sourceMappingURL=engine.renderTargetCube.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { PostProcessManager } from \"../../PostProcesses/postProcessManager\";\r\nimport { RenderingManager } from \"../../Rendering/renderingManager\";\r\nimport \"../../Engines/Extensions/engine.renderTarget\";\r\nimport \"../../Engines/Extensions/engine.renderTargetCube\";\r\nimport { Engine } from '../../Engines/engine';\r\n/**\r\n * This Helps creating a texture that will be created from a camera in your scene.\r\n * It is basically a dynamic texture that could be used to create special effects for instance.\r\n * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...\r\n */\r\nvar RenderTargetTexture = /** @class */ (function (_super) {\r\n __extends(RenderTargetTexture, _super);\r\n /**\r\n * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse\r\n * or used a shadow, depth texture...\r\n * @param name The friendly name of the texture\r\n * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)\r\n * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.\r\n * @param generateMipMaps True if mip maps need to be generated after render.\r\n * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT\r\n * @param type The type of the buffer in the RTT (int, half float, float...)\r\n * @param isCube True if a cube texture needs to be created\r\n * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)\r\n * @param generateDepthBuffer True to generate a depth buffer\r\n * @param generateStencilBuffer True to generate a stencil buffer\r\n * @param isMulti True if multiple textures need to be created (Draw Buffers)\r\n * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)\r\n * @param delayAllocation if the texture allocation should be delayed (default: false)\r\n */\r\n function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format, delayAllocation) {\r\n if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }\r\n if (type === void 0) { type = 0; }\r\n if (isCube === void 0) { isCube = false; }\r\n if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }\r\n if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }\r\n if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }\r\n if (isMulti === void 0) { isMulti = false; }\r\n if (format === void 0) { format = 5; }\r\n if (delayAllocation === void 0) { delayAllocation = false; }\r\n var _this = _super.call(this, null, scene, !generateMipMaps) || this;\r\n _this.isCube = isCube;\r\n /**\r\n * Define if particles should be rendered in your texture.\r\n */\r\n _this.renderParticles = true;\r\n /**\r\n * Define if sprites should be rendered in your texture.\r\n */\r\n _this.renderSprites = false;\r\n /**\r\n * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.\r\n */\r\n _this.coordinatesMode = Texture.PROJECTION_MODE;\r\n /**\r\n * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.\r\n */\r\n _this.ignoreCameraViewport = false;\r\n /**\r\n * An event triggered when the texture is unbind.\r\n */\r\n _this.onBeforeBindObservable = new Observable();\r\n /**\r\n * An event triggered when the texture is unbind.\r\n */\r\n _this.onAfterUnbindObservable = new Observable();\r\n /**\r\n * An event triggered before rendering the texture\r\n */\r\n _this.onBeforeRenderObservable = new Observable();\r\n /**\r\n * An event triggered after rendering the texture\r\n */\r\n _this.onAfterRenderObservable = new Observable();\r\n /**\r\n * An event triggered after the texture clear\r\n */\r\n _this.onClearObservable = new Observable();\r\n /**\r\n * An event triggered when the texture is resized.\r\n */\r\n _this.onResizeObservable = new Observable();\r\n _this._currentRefreshId = -1;\r\n _this._refreshRate = 1;\r\n _this._samples = 1;\r\n /**\r\n * Gets or sets the center of the bounding box associated with the texture (when in cube mode)\r\n * It must define where the camera used to render the texture is set\r\n */\r\n _this.boundingBoxPosition = Vector3.Zero();\r\n scene = _this.getScene();\r\n if (!scene) {\r\n return _this;\r\n }\r\n _this.renderList = new Array();\r\n _this._engine = scene.getEngine();\r\n _this.name = name;\r\n _this.isRenderTarget = true;\r\n _this._initialSizeParameter = size;\r\n _this._processSizeParameter(size);\r\n _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {\r\n });\r\n _this._generateMipMaps = generateMipMaps ? true : false;\r\n _this._doNotChangeAspectRatio = doNotChangeAspectRatio;\r\n // Rendering groups\r\n _this._renderingManager = new RenderingManager(scene);\r\n _this._renderingManager._useSceneAutoClearSetup = true;\r\n if (isMulti) {\r\n return _this;\r\n }\r\n _this._renderTargetOptions = {\r\n generateMipMaps: generateMipMaps,\r\n type: type,\r\n format: format,\r\n samplingMode: samplingMode,\r\n generateDepthBuffer: generateDepthBuffer,\r\n generateStencilBuffer: generateStencilBuffer\r\n };\r\n if (samplingMode === Texture.NEAREST_SAMPLINGMODE) {\r\n _this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n _this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n }\r\n if (!delayAllocation) {\r\n if (isCube) {\r\n _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);\r\n _this.coordinatesMode = Texture.INVCUBIC_MODE;\r\n _this._textureMatrix = Matrix.Identity();\r\n }\r\n else {\r\n _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);\r\n }\r\n }\r\n return _this;\r\n }\r\n Object.defineProperty(RenderTargetTexture.prototype, \"renderList\", {\r\n /**\r\n * Use this list to define the list of mesh you want to render.\r\n */\r\n get: function () {\r\n return this._renderList;\r\n },\r\n set: function (value) {\r\n this._renderList = value;\r\n if (this._renderList) {\r\n this._hookArray(this._renderList);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n RenderTargetTexture.prototype._hookArray = function (array) {\r\n var _this = this;\r\n var oldPush = array.push;\r\n array.push = function () {\r\n var items = [];\r\n for (var _i = 0; _i < arguments.length; _i++) {\r\n items[_i] = arguments[_i];\r\n }\r\n var wasEmpty = array.length === 0;\r\n var result = oldPush.apply(array, items);\r\n if (wasEmpty) {\r\n _this.getScene().meshes.forEach(function (mesh) {\r\n mesh._markSubMeshesAsLightDirty();\r\n });\r\n }\r\n return result;\r\n };\r\n var oldSplice = array.splice;\r\n array.splice = function (index, deleteCount) {\r\n var deleted = oldSplice.apply(array, [index, deleteCount]);\r\n if (array.length === 0) {\r\n _this.getScene().meshes.forEach(function (mesh) {\r\n mesh._markSubMeshesAsLightDirty();\r\n });\r\n }\r\n return deleted;\r\n };\r\n };\r\n Object.defineProperty(RenderTargetTexture.prototype, \"onAfterUnbind\", {\r\n /**\r\n * Set a after unbind callback in the texture.\r\n * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.\r\n */\r\n set: function (callback) {\r\n if (this._onAfterUnbindObserver) {\r\n this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);\r\n }\r\n this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(RenderTargetTexture.prototype, \"onBeforeRender\", {\r\n /**\r\n * Set a before render callback in the texture.\r\n * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.\r\n */\r\n set: function (callback) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(RenderTargetTexture.prototype, \"onAfterRender\", {\r\n /**\r\n * Set a after render callback in the texture.\r\n * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.\r\n */\r\n set: function (callback) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(RenderTargetTexture.prototype, \"onClear\", {\r\n /**\r\n * Set a clear callback in the texture.\r\n * This has been kept for backward compatibility and use of onClearObservable is recommended.\r\n */\r\n set: function (callback) {\r\n if (this._onClearObserver) {\r\n this.onClearObservable.remove(this._onClearObserver);\r\n }\r\n this._onClearObserver = this.onClearObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(RenderTargetTexture.prototype, \"renderTargetOptions\", {\r\n /**\r\n * Gets render target creation options that were used.\r\n */\r\n get: function () {\r\n return this._renderTargetOptions;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n RenderTargetTexture.prototype._onRatioRescale = function () {\r\n if (this._sizeRatio) {\r\n this.resize(this._initialSizeParameter);\r\n }\r\n };\r\n Object.defineProperty(RenderTargetTexture.prototype, \"boundingBoxSize\", {\r\n get: function () {\r\n return this._boundingBoxSize;\r\n },\r\n /**\r\n * Gets or sets the size of the bounding box associated with the texture (when in cube mode)\r\n * When defined, the cubemap will switch to local mode\r\n * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity\r\n * @example https://www.babylonjs-playground.com/#RNASML\r\n */\r\n set: function (value) {\r\n if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {\r\n return;\r\n }\r\n this._boundingBoxSize = value;\r\n var scene = this.getScene();\r\n if (scene) {\r\n scene.markAllMaterialsAsDirty(1);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(RenderTargetTexture.prototype, \"depthStencilTexture\", {\r\n /**\r\n * In case the RTT has been created with a depth texture, get the associated\r\n * depth texture.\r\n * Otherwise, return null.\r\n */\r\n get: function () {\r\n var _a;\r\n return ((_a = this.getInternalTexture()) === null || _a === void 0 ? void 0 : _a._depthStencilTexture) || null;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Creates a depth stencil texture.\r\n * This is only available in WebGL 2 or with the depth texture extension available.\r\n * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode\r\n * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture\r\n * @param generateStencil Specifies whether or not a stencil should be allocated in the texture\r\n */\r\n RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {\r\n if (comparisonFunction === void 0) { comparisonFunction = 0; }\r\n if (bilinearFiltering === void 0) { bilinearFiltering = true; }\r\n if (generateStencil === void 0) { generateStencil = false; }\r\n var internalTexture = this.getInternalTexture();\r\n if (!this.getScene() || !internalTexture) {\r\n return;\r\n }\r\n var engine = this.getScene().getEngine();\r\n internalTexture._depthStencilTexture = engine.createDepthStencilTexture(this._size, {\r\n bilinearFiltering: bilinearFiltering,\r\n comparisonFunction: comparisonFunction,\r\n generateStencil: generateStencil,\r\n isCube: this.isCube\r\n });\r\n };\r\n RenderTargetTexture.prototype._processSizeParameter = function (size) {\r\n if (size.ratio) {\r\n this._sizeRatio = size.ratio;\r\n this._size = {\r\n width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),\r\n height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)\r\n };\r\n }\r\n else {\r\n this._size = size;\r\n }\r\n };\r\n Object.defineProperty(RenderTargetTexture.prototype, \"samples\", {\r\n /**\r\n * Define the number of samples to use in case of MSAA.\r\n * It defaults to one meaning no MSAA has been enabled.\r\n */\r\n get: function () {\r\n return this._samples;\r\n },\r\n set: function (value) {\r\n if (this._samples === value) {\r\n return;\r\n }\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Resets the refresh counter of the texture and start bak from scratch.\r\n * Could be useful to regenerate the texture if it is setup to render only once.\r\n */\r\n RenderTargetTexture.prototype.resetRefreshCounter = function () {\r\n this._currentRefreshId = -1;\r\n };\r\n Object.defineProperty(RenderTargetTexture.prototype, \"refreshRate\", {\r\n /**\r\n * Define the refresh rate of the texture or the rendering frequency.\r\n * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...\r\n */\r\n get: function () {\r\n return this._refreshRate;\r\n },\r\n set: function (value) {\r\n this._refreshRate = value;\r\n this.resetRefreshCounter();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Adds a post process to the render target rendering passes.\r\n * @param postProcess define the post process to add\r\n */\r\n RenderTargetTexture.prototype.addPostProcess = function (postProcess) {\r\n if (!this._postProcessManager) {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n this._postProcessManager = new PostProcessManager(scene);\r\n this._postProcesses = new Array();\r\n }\r\n this._postProcesses.push(postProcess);\r\n this._postProcesses[0].autoClear = false;\r\n };\r\n /**\r\n * Clear all the post processes attached to the render target\r\n * @param dispose define if the cleared post processesshould also be disposed (false by default)\r\n */\r\n RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {\r\n if (dispose === void 0) { dispose = false; }\r\n if (!this._postProcesses) {\r\n return;\r\n }\r\n if (dispose) {\r\n for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {\r\n var postProcess = _a[_i];\r\n postProcess.dispose();\r\n }\r\n }\r\n this._postProcesses = [];\r\n };\r\n /**\r\n * Remove one of the post process from the list of attached post processes to the texture\r\n * @param postProcess define the post process to remove from the list\r\n */\r\n RenderTargetTexture.prototype.removePostProcess = function (postProcess) {\r\n if (!this._postProcesses) {\r\n return;\r\n }\r\n var index = this._postProcesses.indexOf(postProcess);\r\n if (index === -1) {\r\n return;\r\n }\r\n this._postProcesses.splice(index, 1);\r\n if (this._postProcesses.length > 0) {\r\n this._postProcesses[0].autoClear = false;\r\n }\r\n };\r\n /** @hidden */\r\n RenderTargetTexture.prototype._shouldRender = function () {\r\n if (this._currentRefreshId === -1) { // At least render once\r\n this._currentRefreshId = 1;\r\n return true;\r\n }\r\n if (this.refreshRate === this._currentRefreshId) {\r\n this._currentRefreshId = 1;\r\n return true;\r\n }\r\n this._currentRefreshId++;\r\n return false;\r\n };\r\n /**\r\n * Gets the actual render size of the texture.\r\n * @returns the width of the render size\r\n */\r\n RenderTargetTexture.prototype.getRenderSize = function () {\r\n return this.getRenderWidth();\r\n };\r\n /**\r\n * Gets the actual render width of the texture.\r\n * @returns the width of the render size\r\n */\r\n RenderTargetTexture.prototype.getRenderWidth = function () {\r\n if (this._size.width) {\r\n return this._size.width;\r\n }\r\n return this._size;\r\n };\r\n /**\r\n * Gets the actual render height of the texture.\r\n * @returns the height of the render size\r\n */\r\n RenderTargetTexture.prototype.getRenderHeight = function () {\r\n if (this._size.width) {\r\n return this._size.height;\r\n }\r\n return this._size;\r\n };\r\n /**\r\n * Gets the actual number of layers of the texture.\r\n * @returns the number of layers\r\n */\r\n RenderTargetTexture.prototype.getRenderLayers = function () {\r\n var layers = this._size.layers;\r\n if (layers) {\r\n return layers;\r\n }\r\n return 0;\r\n };\r\n Object.defineProperty(RenderTargetTexture.prototype, \"canRescale\", {\r\n /**\r\n * Get if the texture can be rescaled or not.\r\n */\r\n get: function () {\r\n return true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Resize the texture using a ratio.\r\n * @param ratio the ratio to apply to the texture size in order to compute the new target size\r\n */\r\n RenderTargetTexture.prototype.scale = function (ratio) {\r\n var newSize = Math.max(1, this.getRenderSize() * ratio);\r\n this.resize(newSize);\r\n };\r\n /**\r\n * Get the texture reflection matrix used to rotate/transform the reflection.\r\n * @returns the reflection matrix\r\n */\r\n RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {\r\n if (this.isCube) {\r\n return this._textureMatrix;\r\n }\r\n return _super.prototype.getReflectionTextureMatrix.call(this);\r\n };\r\n /**\r\n * Resize the texture to a new desired size.\r\n * Be carrefull as it will recreate all the data in the new texture.\r\n * @param size Define the new size. It can be:\r\n * - a number for squared texture,\r\n * - an object containing { width: number, height: number }\r\n * - or an object containing a ratio { ratio: number }\r\n */\r\n RenderTargetTexture.prototype.resize = function (size) {\r\n var wasCube = this.isCube;\r\n this.releaseInternalTexture();\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n this._processSizeParameter(size);\r\n if (wasCube) {\r\n this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);\r\n }\r\n else {\r\n this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);\r\n }\r\n if (this.onResizeObservable.hasObservers()) {\r\n this.onResizeObservable.notifyObservers(this);\r\n }\r\n };\r\n /**\r\n * Renders all the objects from the render list into the texture.\r\n * @param useCameraPostProcess Define if camera post processes should be used during the rendering\r\n * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose\r\n */\r\n RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {\r\n if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }\r\n if (dumpForDebug === void 0) { dumpForDebug = false; }\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n var engine = scene.getEngine();\r\n if (this.useCameraPostProcesses !== undefined) {\r\n useCameraPostProcess = this.useCameraPostProcesses;\r\n }\r\n if (this._waitingRenderList) {\r\n this.renderList = [];\r\n for (var index = 0; index < this._waitingRenderList.length; index++) {\r\n var id = this._waitingRenderList[index];\r\n var mesh_1 = scene.getMeshByID(id);\r\n if (mesh_1) {\r\n this.renderList.push(mesh_1);\r\n }\r\n }\r\n delete this._waitingRenderList;\r\n }\r\n // Is predicate defined?\r\n if (this.renderListPredicate) {\r\n if (this.renderList) {\r\n this.renderList.length = 0; // Clear previous renderList\r\n }\r\n else {\r\n this.renderList = [];\r\n }\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n var sceneMeshes = scene.meshes;\r\n for (var index = 0; index < sceneMeshes.length; index++) {\r\n var mesh = sceneMeshes[index];\r\n if (this.renderListPredicate(mesh)) {\r\n this.renderList.push(mesh);\r\n }\r\n }\r\n }\r\n this.onBeforeBindObservable.notifyObservers(this);\r\n // Set custom projection.\r\n // Needs to be before binding to prevent changing the aspect ratio.\r\n var camera;\r\n if (this.activeCamera) {\r\n camera = this.activeCamera;\r\n engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());\r\n if (this.activeCamera !== scene.activeCamera) {\r\n scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));\r\n }\r\n }\r\n else {\r\n camera = scene.activeCamera;\r\n if (camera) {\r\n engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());\r\n }\r\n }\r\n this._defaultRenderListPrepared = false;\r\n if (this.is2DArray) {\r\n for (var layer = 0; layer < this.getRenderLayers(); layer++) {\r\n this.renderToTarget(0, useCameraPostProcess, dumpForDebug, layer, camera);\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n }\r\n }\r\n else if (this.isCube) {\r\n for (var face = 0; face < 6; face++) {\r\n this.renderToTarget(face, useCameraPostProcess, dumpForDebug, undefined, camera);\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n }\r\n }\r\n else {\r\n this.renderToTarget(0, useCameraPostProcess, dumpForDebug, undefined, camera);\r\n }\r\n this.onAfterUnbindObservable.notifyObservers(this);\r\n if (scene.activeCamera) {\r\n // Do not avoid setting uniforms when multiple scenes are active as another camera may have overwrite these\r\n if (scene.getEngine().scenes.length > 1 || (this.activeCamera && this.activeCamera !== scene.activeCamera)) {\r\n scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));\r\n }\r\n engine.setViewport(scene.activeCamera.viewport);\r\n }\r\n scene.resetCachedMaterial();\r\n };\r\n RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {\r\n var minimum = 128;\r\n var x = renderDimension * scale;\r\n var curved = Engine.NearestPOT(x + (minimum * minimum / (minimum + x)));\r\n // Ensure we don't exceed the render dimension (while staying POT)\r\n return Math.min(Engine.FloorPOT(renderDimension), curved);\r\n };\r\n RenderTargetTexture.prototype._prepareRenderingManager = function (currentRenderList, currentRenderListLength, camera, checkLayerMask) {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n this._renderingManager.reset();\r\n var sceneRenderId = scene.getRenderId();\r\n for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {\r\n var mesh = currentRenderList[meshIndex];\r\n if (mesh) {\r\n if (!mesh.isReady(this.refreshRate === 0)) {\r\n this.resetRefreshCounter();\r\n continue;\r\n }\r\n mesh._preActivateForIntermediateRendering(sceneRenderId);\r\n var isMasked = void 0;\r\n if (checkLayerMask && camera) {\r\n isMasked = ((mesh.layerMask & camera.layerMask) === 0);\r\n }\r\n else {\r\n isMasked = false;\r\n }\r\n if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {\r\n if (mesh._activate(sceneRenderId, true) && mesh.subMeshes.length) {\r\n if (!mesh.isAnInstance) {\r\n mesh._internalAbstractMeshDataInfo._onlyForInstancesIntermediate = false;\r\n }\r\n else {\r\n mesh = mesh.sourceMesh;\r\n }\r\n mesh._internalAbstractMeshDataInfo._isActiveIntermediate = true;\r\n for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {\r\n var subMesh = mesh.subMeshes[subIndex];\r\n this._renderingManager.dispatch(subMesh, mesh);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {\r\n var particleSystem = scene.particleSystems[particleIndex];\r\n var emitter = particleSystem.emitter;\r\n if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {\r\n continue;\r\n }\r\n if (currentRenderList.indexOf(emitter) >= 0) {\r\n this._renderingManager.dispatchParticles(particleSystem);\r\n }\r\n }\r\n };\r\n /**\r\n * @hidden\r\n * @param faceIndex face index to bind to if this is a cubetexture\r\n * @param layer defines the index of the texture to bind in the array\r\n */\r\n RenderTargetTexture.prototype._bindFrameBuffer = function (faceIndex, layer) {\r\n if (faceIndex === void 0) { faceIndex = 0; }\r\n if (layer === void 0) { layer = 0; }\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n var engine = scene.getEngine();\r\n if (this._texture) {\r\n engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, 0, layer);\r\n }\r\n };\r\n RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {\r\n var _this = this;\r\n if (!this._texture) {\r\n return;\r\n }\r\n engine.unBindFramebuffer(this._texture, this.isCube, function () {\r\n _this.onAfterRenderObservable.notifyObservers(faceIndex);\r\n });\r\n };\r\n RenderTargetTexture.prototype.renderToTarget = function (faceIndex, useCameraPostProcess, dumpForDebug, layer, camera) {\r\n if (layer === void 0) { layer = 0; }\r\n if (camera === void 0) { camera = null; }\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n var engine = scene.getEngine();\r\n if (!this._texture) {\r\n return;\r\n }\r\n // Bind\r\n if (this._postProcessManager) {\r\n this._postProcessManager._prepareFrame(this._texture, this._postProcesses);\r\n }\r\n else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {\r\n this._bindFrameBuffer(faceIndex, layer);\r\n }\r\n if (this.is2DArray) {\r\n this.onBeforeRenderObservable.notifyObservers(layer);\r\n }\r\n else {\r\n this.onBeforeRenderObservable.notifyObservers(faceIndex);\r\n }\r\n // Get the list of meshes to render\r\n var currentRenderList = null;\r\n var defaultRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;\r\n var defaultRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;\r\n if (this.getCustomRenderList) {\r\n currentRenderList = this.getCustomRenderList(this.is2DArray ? layer : faceIndex, defaultRenderList, defaultRenderListLength);\r\n }\r\n if (!currentRenderList) {\r\n // No custom render list provided, we prepare the rendering for the default list, but check\r\n // first if we did not already performed the preparation before so as to avoid re-doing it several times\r\n if (!this._defaultRenderListPrepared) {\r\n this._prepareRenderingManager(defaultRenderList, defaultRenderListLength, camera, !this.renderList);\r\n this._defaultRenderListPrepared = true;\r\n }\r\n currentRenderList = defaultRenderList;\r\n }\r\n else {\r\n // Prepare the rendering for the custom render list provided\r\n this._prepareRenderingManager(currentRenderList, currentRenderList.length, camera, false);\r\n }\r\n // Clear\r\n if (this.onClearObservable.hasObservers()) {\r\n this.onClearObservable.notifyObservers(engine);\r\n }\r\n else {\r\n engine.clear(this.clearColor || scene.clearColor, true, true, true);\r\n }\r\n if (!this._doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n // Before Camera Draw\r\n for (var _i = 0, _a = scene._beforeRenderTargetDrawStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n step.action(this);\r\n }\r\n // Render\r\n this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);\r\n // After Camera Draw\r\n for (var _b = 0, _c = scene._afterRenderTargetDrawStage; _b < _c.length; _b++) {\r\n var step = _c[_b];\r\n step.action(this);\r\n }\r\n if (this._postProcessManager) {\r\n this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);\r\n }\r\n else if (useCameraPostProcess) {\r\n scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);\r\n }\r\n if (!this._doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n // Dump ?\r\n if (dumpForDebug) {\r\n Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);\r\n }\r\n // Unbind\r\n if (!this.isCube || faceIndex === 5) {\r\n if (this.isCube) {\r\n if (faceIndex === 5) {\r\n engine.generateMipMapsForCubemap(this._texture);\r\n }\r\n }\r\n this.unbindFrameBuffer(engine, faceIndex);\r\n }\r\n else {\r\n this.onAfterRenderObservable.notifyObservers(faceIndex);\r\n }\r\n };\r\n /**\r\n * Overrides the default sort function applied in the renderging group to prepare the meshes.\r\n * This allowed control for front to back rendering or reversly depending of the special needs.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\r\n * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\r\n * @param transparentSortCompareFn The transparent queue comparison function use to sort.\r\n */\r\n RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {\r\n if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }\r\n if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }\r\n if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }\r\n this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);\r\n };\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n */\r\n RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {\r\n this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);\r\n this._renderingManager._useSceneAutoClearSetup = false;\r\n };\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n RenderTargetTexture.prototype.clone = function () {\r\n var textureSize = this.getSize();\r\n var newTexture = new RenderTargetTexture(this.name, textureSize, this.getScene(), this._renderTargetOptions.generateMipMaps, this._doNotChangeAspectRatio, this._renderTargetOptions.type, this.isCube, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer, this._renderTargetOptions.generateStencilBuffer);\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n // RenderTarget Texture\r\n newTexture.coordinatesMode = this.coordinatesMode;\r\n if (this.renderList) {\r\n newTexture.renderList = this.renderList.slice(0);\r\n }\r\n return newTexture;\r\n };\r\n /**\r\n * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.\r\n * @returns The JSON representation of the texture\r\n */\r\n RenderTargetTexture.prototype.serialize = function () {\r\n if (!this.name) {\r\n return null;\r\n }\r\n var serializationObject = _super.prototype.serialize.call(this);\r\n serializationObject.renderTargetSize = this.getRenderSize();\r\n serializationObject.renderList = [];\r\n if (this.renderList) {\r\n for (var index = 0; index < this.renderList.length; index++) {\r\n serializationObject.renderList.push(this.renderList[index].id);\r\n }\r\n }\r\n return serializationObject;\r\n };\r\n /**\r\n * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore\r\n */\r\n RenderTargetTexture.prototype.disposeFramebufferObjects = function () {\r\n var objBuffer = this.getInternalTexture();\r\n var scene = this.getScene();\r\n if (objBuffer && scene) {\r\n scene.getEngine()._releaseFramebufferObjects(objBuffer);\r\n }\r\n };\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n RenderTargetTexture.prototype.dispose = function () {\r\n this.onResizeObservable.clear();\r\n this.onClearObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onAfterUnbindObservable.clear();\r\n this.onBeforeBindObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n if (this._postProcessManager) {\r\n this._postProcessManager.dispose();\r\n this._postProcessManager = null;\r\n }\r\n this.clearPostProcesses(true);\r\n if (this._resizeObserver) {\r\n this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);\r\n this._resizeObserver = null;\r\n }\r\n this.renderList = null;\r\n // Remove from custom render targets\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n var index = scene.customRenderTargets.indexOf(this);\r\n if (index >= 0) {\r\n scene.customRenderTargets.splice(index, 1);\r\n }\r\n for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {\r\n var camera = _a[_i];\r\n index = camera.customRenderTargets.indexOf(this);\r\n if (index >= 0) {\r\n camera.customRenderTargets.splice(index, 1);\r\n }\r\n }\r\n if (this.depthStencilTexture) {\r\n this.getScene().getEngine()._releaseTexture(this.depthStencilTexture);\r\n }\r\n _super.prototype.dispose.call(this);\r\n };\r\n /** @hidden */\r\n RenderTargetTexture.prototype._rebuild = function () {\r\n if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {\r\n this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;\r\n }\r\n if (this._postProcessManager) {\r\n this._postProcessManager._rebuild();\r\n }\r\n };\r\n /**\r\n * Clear the info related to rendering groups preventing retention point in material dispose.\r\n */\r\n RenderTargetTexture.prototype.freeRenderingGroups = function () {\r\n if (this._renderingManager) {\r\n this._renderingManager.freeRenderingGroups();\r\n }\r\n };\r\n /**\r\n * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)\r\n * @returns the view count\r\n */\r\n RenderTargetTexture.prototype.getViewCount = function () {\r\n return 1;\r\n };\r\n /**\r\n * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.\r\n */\r\n RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;\r\n /**\r\n * The texture will only be rendered rendered every frame and is recomended for dynamic contents.\r\n */\r\n RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;\r\n /**\r\n * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not\r\n * the central point of your effect and can save a lot of performances.\r\n */\r\n RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;\r\n return RenderTargetTexture;\r\n}(Texture));\r\nexport { RenderTargetTexture };\r\nTexture._CreateRenderTargetTexture = function (name, renderTargetSize, scene, generateMipMaps) {\r\n return new RenderTargetTexture(name, renderTargetSize, scene, generateMipMaps);\r\n};\r\n//# sourceMappingURL=renderTargetTexture.js.map","import { Effect } from \"../Materials/effect\";\r\nvar name = 'postprocessVertexShader';\r\nvar shader = \"\\nattribute vec2 position;\\nuniform vec2 scale;\\n\\nvarying vec2 vUV;\\nconst vec2 madd=vec2(0.5,0.5);\\nvoid main(void) {\\nvUV=(position*madd+madd)*scale;\\ngl_Position=vec4(position,0.0,1.0);\\n}\";\r\nEffect.ShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var postprocessVertexShader = { name: name, shader: shader };\r\n//# sourceMappingURL=postprocess.vertex.js.map","import { SmartArray } from \"../Misc/smartArray\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport \"../Shaders/postprocess.vertex\";\r\nimport { Engine } from '../Engines/engine';\r\nimport \"../Engines/Extensions/engine.renderTarget\";\r\n/**\r\n * PostProcess can be used to apply a shader to a texture after it has been rendered\r\n * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses\r\n */\r\nvar PostProcess = /** @class */ (function () {\r\n /**\r\n * Creates a new instance PostProcess\r\n * @param name The name of the PostProcess.\r\n * @param fragmentUrl The url of the fragment shader to be used.\r\n * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.\r\n * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.\r\n * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param defines String of defines that will be set when running the fragment shader. (default: null)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param vertexUrl The url of the vertex shader to be used. (default: \"postprocess\")\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param blockCompilation If the shader should not be compiled imediatly. (default: false)\r\n * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)\r\n */\r\n function PostProcess(\r\n /** Name of the PostProcess. */\r\n name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation, textureFormat) {\r\n if (samplingMode === void 0) { samplingMode = 1; }\r\n if (defines === void 0) { defines = null; }\r\n if (textureType === void 0) { textureType = 0; }\r\n if (vertexUrl === void 0) { vertexUrl = \"postprocess\"; }\r\n if (blockCompilation === void 0) { blockCompilation = false; }\r\n if (textureFormat === void 0) { textureFormat = 5; }\r\n this.name = name;\r\n /**\r\n * Width of the texture to apply the post process on\r\n */\r\n this.width = -1;\r\n /**\r\n * Height of the texture to apply the post process on\r\n */\r\n this.height = -1;\r\n /**\r\n * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)\r\n * @hidden\r\n */\r\n this._outputTexture = null;\r\n /**\r\n * If the buffer needs to be cleared before applying the post process. (default: true)\r\n * Should be set to false if shader will overwrite all previous pixels.\r\n */\r\n this.autoClear = true;\r\n /**\r\n * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)\r\n */\r\n this.alphaMode = 0;\r\n /**\r\n * Animations to be used for the post processing\r\n */\r\n this.animations = new Array();\r\n /**\r\n * Enable Pixel Perfect mode where texture is not scaled to be power of 2.\r\n * Can only be used on a single postprocess or on the last one of a chain. (default: false)\r\n */\r\n this.enablePixelPerfectMode = false;\r\n /**\r\n * Force the postprocess to be applied without taking in account viewport\r\n */\r\n this.forceFullscreenViewport = true;\r\n /**\r\n * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |\r\n * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |\r\n * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |\r\n *\r\n */\r\n this.scaleMode = 1;\r\n /**\r\n * Force textures to be a power of two (default: false)\r\n */\r\n this.alwaysForcePOT = false;\r\n this._samples = 1;\r\n /**\r\n * Modify the scale of the post process to be the same as the viewport (default: false)\r\n */\r\n this.adaptScaleToCurrentViewport = false;\r\n this._reusable = false;\r\n /**\r\n * Smart array of input and output textures for the post process.\r\n * @hidden\r\n */\r\n this._textures = new SmartArray(2);\r\n /**\r\n * The index in _textures that corresponds to the output texture.\r\n * @hidden\r\n */\r\n this._currentRenderTextureInd = 0;\r\n this._scaleRatio = new Vector2(1, 1);\r\n this._texelSize = Vector2.Zero();\r\n // Events\r\n /**\r\n * An event triggered when the postprocess is activated.\r\n */\r\n this.onActivateObservable = new Observable();\r\n /**\r\n * An event triggered when the postprocess changes its size.\r\n */\r\n this.onSizeChangedObservable = new Observable();\r\n /**\r\n * An event triggered when the postprocess applies its effect.\r\n */\r\n this.onApplyObservable = new Observable();\r\n /**\r\n * An event triggered before rendering the postprocess\r\n */\r\n this.onBeforeRenderObservable = new Observable();\r\n /**\r\n * An event triggered after rendering the postprocess\r\n */\r\n this.onAfterRenderObservable = new Observable();\r\n if (camera != null) {\r\n this._camera = camera;\r\n this._scene = camera.getScene();\r\n camera.attachPostProcess(this);\r\n this._engine = this._scene.getEngine();\r\n this._scene.postProcesses.push(this);\r\n this.uniqueId = this._scene.getUniqueId();\r\n }\r\n else if (engine) {\r\n this._engine = engine;\r\n this._engine.postProcesses.push(this);\r\n }\r\n this._options = options;\r\n this.renderTargetSamplingMode = samplingMode ? samplingMode : 1;\r\n this._reusable = reusable || false;\r\n this._textureType = textureType;\r\n this._textureFormat = textureFormat;\r\n this._samplers = samplers || [];\r\n this._samplers.push(\"textureSampler\");\r\n this._fragmentUrl = fragmentUrl;\r\n this._vertexUrl = vertexUrl;\r\n this._parameters = parameters || [];\r\n this._parameters.push(\"scale\");\r\n this._indexParameters = indexParameters;\r\n if (!blockCompilation) {\r\n this.updateEffect(defines);\r\n }\r\n }\r\n Object.defineProperty(PostProcess.prototype, \"samples\", {\r\n /**\r\n * Number of sample textures (default: 1)\r\n */\r\n get: function () {\r\n return this._samples;\r\n },\r\n set: function (n) {\r\n var _this = this;\r\n this._samples = Math.min(n, this._engine.getCaps().maxMSAASamples);\r\n this._textures.forEach(function (texture) {\r\n if (texture.samples !== _this._samples) {\r\n _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);\r\n }\r\n });\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns the fragment url or shader name used in the post process.\r\n * @returns the fragment url or name in the shader store.\r\n */\r\n PostProcess.prototype.getEffectName = function () {\r\n return this._fragmentUrl;\r\n };\r\n Object.defineProperty(PostProcess.prototype, \"onActivate\", {\r\n /**\r\n * A function that is added to the onActivateObservable\r\n */\r\n set: function (callback) {\r\n if (this._onActivateObserver) {\r\n this.onActivateObservable.remove(this._onActivateObserver);\r\n }\r\n if (callback) {\r\n this._onActivateObserver = this.onActivateObservable.add(callback);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PostProcess.prototype, \"onSizeChanged\", {\r\n /**\r\n * A function that is added to the onSizeChangedObservable\r\n */\r\n set: function (callback) {\r\n if (this._onSizeChangedObserver) {\r\n this.onSizeChangedObservable.remove(this._onSizeChangedObserver);\r\n }\r\n this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PostProcess.prototype, \"onApply\", {\r\n /**\r\n * A function that is added to the onApplyObservable\r\n */\r\n set: function (callback) {\r\n if (this._onApplyObserver) {\r\n this.onApplyObservable.remove(this._onApplyObserver);\r\n }\r\n this._onApplyObserver = this.onApplyObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PostProcess.prototype, \"onBeforeRender\", {\r\n /**\r\n * A function that is added to the onBeforeRenderObservable\r\n */\r\n set: function (callback) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PostProcess.prototype, \"onAfterRender\", {\r\n /**\r\n * A function that is added to the onAfterRenderObservable\r\n */\r\n set: function (callback) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PostProcess.prototype, \"inputTexture\", {\r\n /**\r\n * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will\r\n * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.\r\n */\r\n get: function () {\r\n return this._textures.data[this._currentRenderTextureInd];\r\n },\r\n set: function (value) {\r\n this._forcedOutputTexture = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the camera which post process is applied to.\r\n * @returns The camera the post process is applied to.\r\n */\r\n PostProcess.prototype.getCamera = function () {\r\n return this._camera;\r\n };\r\n Object.defineProperty(PostProcess.prototype, \"texelSize\", {\r\n /**\r\n * Gets the texel size of the postprocess.\r\n * See https://en.wikipedia.org/wiki/Texel_(graphics)\r\n */\r\n get: function () {\r\n if (this._shareOutputWithPostProcess) {\r\n return this._shareOutputWithPostProcess.texelSize;\r\n }\r\n if (this._forcedOutputTexture) {\r\n this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);\r\n }\r\n return this._texelSize;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets a string idenfifying the name of the class\r\n * @returns \"PostProcess\" string\r\n */\r\n PostProcess.prototype.getClassName = function () {\r\n return \"PostProcess\";\r\n };\r\n /**\r\n * Gets the engine which this post process belongs to.\r\n * @returns The engine the post process was enabled with.\r\n */\r\n PostProcess.prototype.getEngine = function () {\r\n return this._engine;\r\n };\r\n /**\r\n * The effect that is created when initializing the post process.\r\n * @returns The created effect corresponding the the postprocess.\r\n */\r\n PostProcess.prototype.getEffect = function () {\r\n return this._effect;\r\n };\r\n /**\r\n * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.\r\n * @param postProcess The post process to share the output with.\r\n * @returns This post process.\r\n */\r\n PostProcess.prototype.shareOutputWith = function (postProcess) {\r\n this._disposeTextures();\r\n this._shareOutputWithPostProcess = postProcess;\r\n return this;\r\n };\r\n /**\r\n * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.\r\n * This should be called if the post process that shares output with this post process is disabled/disposed.\r\n */\r\n PostProcess.prototype.useOwnOutput = function () {\r\n if (this._textures.length == 0) {\r\n this._textures = new SmartArray(2);\r\n }\r\n this._shareOutputWithPostProcess = null;\r\n };\r\n /**\r\n * Updates the effect with the current post process compile time values and recompiles the shader.\r\n * @param defines Define statements that should be added at the beginning of the shader. (default: null)\r\n * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)\r\n * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param onCompiled Called when the shader has been compiled.\r\n * @param onError Called if there is an error when compiling a shader.\r\n */\r\n PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {\r\n if (defines === void 0) { defines = null; }\r\n if (uniforms === void 0) { uniforms = null; }\r\n if (samplers === void 0) { samplers = null; }\r\n this._effect = this._engine.createEffect({ vertex: this._vertexUrl, fragment: this._fragmentUrl }, [\"position\"], uniforms || this._parameters, samplers || this._samplers, defines !== null ? defines : \"\", undefined, onCompiled, onError, indexParameters || this._indexParameters);\r\n };\r\n /**\r\n * The post process is reusable if it can be used multiple times within one frame.\r\n * @returns If the post process is reusable\r\n */\r\n PostProcess.prototype.isReusable = function () {\r\n return this._reusable;\r\n };\r\n /** invalidate frameBuffer to hint the postprocess to create a depth buffer */\r\n PostProcess.prototype.markTextureDirty = function () {\r\n this.width = -1;\r\n };\r\n /**\r\n * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.\r\n * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.\r\n * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.\r\n * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)\r\n * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)\r\n * @returns The target texture that was bound to be written to.\r\n */\r\n PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {\r\n var _this = this;\r\n if (sourceTexture === void 0) { sourceTexture = null; }\r\n camera = camera || this._camera;\r\n var scene = camera.getScene();\r\n var engine = scene.getEngine();\r\n var maxSize = engine.getCaps().maxTextureSize;\r\n var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;\r\n var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;\r\n // If rendering to a webvr camera's left or right eye only half the width should be used to avoid resize when rendered to screen\r\n var webVRCamera = camera.parent;\r\n if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {\r\n requiredWidth /= 2;\r\n }\r\n var desiredWidth = (this._options.width || requiredWidth);\r\n var desiredHeight = this._options.height || requiredHeight;\r\n var needMipMaps = this.renderTargetSamplingMode !== 7 &&\r\n this.renderTargetSamplingMode !== 1 &&\r\n this.renderTargetSamplingMode !== 2;\r\n if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {\r\n if (this.adaptScaleToCurrentViewport) {\r\n var currentViewport = engine.currentViewport;\r\n if (currentViewport) {\r\n desiredWidth *= currentViewport.width;\r\n desiredHeight *= currentViewport.height;\r\n }\r\n }\r\n if (needMipMaps || this.alwaysForcePOT) {\r\n if (!this._options.width) {\r\n desiredWidth = engine.needPOTTextures ? Engine.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;\r\n }\r\n if (!this._options.height) {\r\n desiredHeight = engine.needPOTTextures ? Engine.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;\r\n }\r\n }\r\n if (this.width !== desiredWidth || this.height !== desiredHeight) {\r\n if (this._textures.length > 0) {\r\n for (var i = 0; i < this._textures.length; i++) {\r\n this._engine._releaseTexture(this._textures.data[i]);\r\n }\r\n this._textures.reset();\r\n }\r\n this.width = desiredWidth;\r\n this.height = desiredHeight;\r\n var textureSize = { width: this.width, height: this.height };\r\n var textureOptions = {\r\n generateMipMaps: needMipMaps,\r\n generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,\r\n generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,\r\n samplingMode: this.renderTargetSamplingMode,\r\n type: this._textureType,\r\n format: this._textureFormat\r\n };\r\n this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));\r\n if (this._reusable) {\r\n this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));\r\n }\r\n this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);\r\n this.onSizeChangedObservable.notifyObservers(this);\r\n }\r\n this._textures.forEach(function (texture) {\r\n if (texture.samples !== _this.samples) {\r\n _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);\r\n }\r\n });\r\n }\r\n var target;\r\n if (this._shareOutputWithPostProcess) {\r\n target = this._shareOutputWithPostProcess.inputTexture;\r\n }\r\n else if (this._forcedOutputTexture) {\r\n target = this._forcedOutputTexture;\r\n this.width = this._forcedOutputTexture.width;\r\n this.height = this._forcedOutputTexture.height;\r\n }\r\n else {\r\n target = this.inputTexture;\r\n }\r\n // Bind the input of this post process to be used as the output of the previous post process.\r\n if (this.enablePixelPerfectMode) {\r\n this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);\r\n this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);\r\n }\r\n else {\r\n this._scaleRatio.copyFromFloats(1, 1);\r\n this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);\r\n }\r\n this.onActivateObservable.notifyObservers(camera);\r\n // Clear\r\n if (this.autoClear && this.alphaMode === 0) {\r\n this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);\r\n }\r\n if (this._reusable) {\r\n this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;\r\n }\r\n return target;\r\n };\r\n Object.defineProperty(PostProcess.prototype, \"isSupported\", {\r\n /**\r\n * If the post process is supported.\r\n */\r\n get: function () {\r\n return this._effect.isSupported;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PostProcess.prototype, \"aspectRatio\", {\r\n /**\r\n * The aspect ratio of the output texture.\r\n */\r\n get: function () {\r\n if (this._shareOutputWithPostProcess) {\r\n return this._shareOutputWithPostProcess.aspectRatio;\r\n }\r\n if (this._forcedOutputTexture) {\r\n return this._forcedOutputTexture.width / this._forcedOutputTexture.height;\r\n }\r\n return this.width / this.height;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Get a value indicating if the post-process is ready to be used\r\n * @returns true if the post-process is ready (shader is compiled)\r\n */\r\n PostProcess.prototype.isReady = function () {\r\n return this._effect && this._effect.isReady();\r\n };\r\n /**\r\n * Binds all textures and uniforms to the shader, this will be run on every pass.\r\n * @returns the effect corresponding to this post process. Null if not compiled or not ready.\r\n */\r\n PostProcess.prototype.apply = function () {\r\n // Check\r\n if (!this._effect || !this._effect.isReady()) {\r\n return null;\r\n }\r\n // States\r\n this._engine.enableEffect(this._effect);\r\n this._engine.setState(false);\r\n this._engine.setDepthBuffer(false);\r\n this._engine.setDepthWrite(false);\r\n // Alpha\r\n this._engine.setAlphaMode(this.alphaMode);\r\n if (this.alphaConstants) {\r\n this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);\r\n }\r\n // Bind the output texture of the preivous post process as the input to this post process.\r\n var source;\r\n if (this._shareOutputWithPostProcess) {\r\n source = this._shareOutputWithPostProcess.inputTexture;\r\n }\r\n else if (this._forcedOutputTexture) {\r\n source = this._forcedOutputTexture;\r\n }\r\n else {\r\n source = this.inputTexture;\r\n }\r\n this._effect._bindTexture(\"textureSampler\", source);\r\n // Parameters\r\n this._effect.setVector2(\"scale\", this._scaleRatio);\r\n this.onApplyObservable.notifyObservers(this._effect);\r\n return this._effect;\r\n };\r\n PostProcess.prototype._disposeTextures = function () {\r\n if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {\r\n return;\r\n }\r\n if (this._textures.length > 0) {\r\n for (var i = 0; i < this._textures.length; i++) {\r\n this._engine._releaseTexture(this._textures.data[i]);\r\n }\r\n }\r\n this._textures.dispose();\r\n };\r\n /**\r\n * Disposes the post process.\r\n * @param camera The camera to dispose the post process on.\r\n */\r\n PostProcess.prototype.dispose = function (camera) {\r\n camera = camera || this._camera;\r\n this._disposeTextures();\r\n if (this._scene) {\r\n var index_1 = this._scene.postProcesses.indexOf(this);\r\n if (index_1 !== -1) {\r\n this._scene.postProcesses.splice(index_1, 1);\r\n }\r\n }\r\n else {\r\n var index_2 = this._engine.postProcesses.indexOf(this);\r\n if (index_2 !== -1) {\r\n this._engine.postProcesses.splice(index_2, 1);\r\n }\r\n }\r\n if (!camera) {\r\n return;\r\n }\r\n camera.detachPostProcess(this);\r\n var index = camera._postProcesses.indexOf(this);\r\n if (index === 0 && camera._postProcesses.length > 0) {\r\n var firstPostProcess = this._camera._getFirstPostProcess();\r\n if (firstPostProcess) {\r\n firstPostProcess.markTextureDirty();\r\n }\r\n }\r\n this.onActivateObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onApplyObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n this.onSizeChangedObservable.clear();\r\n };\r\n return PostProcess;\r\n}());\r\nexport { PostProcess };\r\n//# sourceMappingURL=postProcess.js.map","import { Effect } from \"../Materials/effect\";\r\nvar name = 'fxaaPixelShader';\r\nvar shader = \"uniform sampler2D textureSampler;\\nuniform vec2 texelSize;\\nvarying vec2 vUV;\\nvarying vec2 sampleCoordS;\\nvarying vec2 sampleCoordE;\\nvarying vec2 sampleCoordN;\\nvarying vec2 sampleCoordW;\\nvarying vec2 sampleCoordNW;\\nvarying vec2 sampleCoordSE;\\nvarying vec2 sampleCoordNE;\\nvarying vec2 sampleCoordSW;\\nconst float fxaaQualitySubpix=1.0;\\nconst float fxaaQualityEdgeThreshold=0.166;\\nconst float fxaaQualityEdgeThresholdMin=0.0833;\\nconst vec3 kLumaCoefficients=vec3(0.2126,0.7152,0.0722);\\n#define FxaaLuma(rgba) dot(rgba.rgb,kLumaCoefficients)\\nvoid main(){\\nvec2 posM;\\nposM.x=vUV.x;\\nposM.y=vUV.y;\\nvec4 rgbyM=texture2D(textureSampler,vUV,0.0);\\nfloat lumaM=FxaaLuma(rgbyM);\\nfloat lumaS=FxaaLuma(texture2D(textureSampler,sampleCoordS,0.0));\\nfloat lumaE=FxaaLuma(texture2D(textureSampler,sampleCoordE,0.0));\\nfloat lumaN=FxaaLuma(texture2D(textureSampler,sampleCoordN,0.0));\\nfloat lumaW=FxaaLuma(texture2D(textureSampler,sampleCoordW,0.0));\\nfloat maxSM=max(lumaS,lumaM);\\nfloat minSM=min(lumaS,lumaM);\\nfloat maxESM=max(lumaE,maxSM);\\nfloat minESM=min(lumaE,minSM);\\nfloat maxWN=max(lumaN,lumaW);\\nfloat minWN=min(lumaN,lumaW);\\nfloat rangeMax=max(maxWN,maxESM);\\nfloat rangeMin=min(minWN,minESM);\\nfloat rangeMaxScaled=rangeMax*fxaaQualityEdgeThreshold;\\nfloat range=rangeMax-rangeMin;\\nfloat rangeMaxClamped=max(fxaaQualityEdgeThresholdMin,rangeMaxScaled);\\n#ifndef MALI\\nif(range=edgeVert;\\nfloat subpixA=subpixNSWE*2.0+subpixNWSWNESE;\\nif (!horzSpan)\\n{\\nlumaN=lumaW;\\n}\\nif (!horzSpan)\\n{\\nlumaS=lumaE;\\n}\\nif (horzSpan)\\n{\\nlengthSign=texelSize.y;\\n}\\nfloat subpixB=(subpixA*(1.0/12.0))-lumaM;\\nfloat gradientN=lumaN-lumaM;\\nfloat gradientS=lumaS-lumaM;\\nfloat lumaNN=lumaN+lumaM;\\nfloat lumaSS=lumaS+lumaM;\\nbool pairN=abs(gradientN)>=abs(gradientS);\\nfloat gradient=max(abs(gradientN),abs(gradientS));\\nif (pairN)\\n{\\nlengthSign=-lengthSign;\\n}\\nfloat subpixC=clamp(abs(subpixB)*subpixRcpRange,0.0,1.0);\\nvec2 posB;\\nposB.x=posM.x;\\nposB.y=posM.y;\\nvec2 offNP;\\noffNP.x=(!horzSpan) ? 0.0 : texelSize.x;\\noffNP.y=(horzSpan) ? 0.0 : texelSize.y;\\nif (!horzSpan)\\n{\\nposB.x+=lengthSign*0.5;\\n}\\nif (horzSpan)\\n{\\nposB.y+=lengthSign*0.5;\\n}\\nvec2 posN;\\nposN.x=posB.x-offNP.x*1.5;\\nposN.y=posB.y-offNP.y*1.5;\\nvec2 posP;\\nposP.x=posB.x+offNP.x*1.5;\\nposP.y=posB.y+offNP.y*1.5;\\nfloat subpixD=((-2.0)*subpixC)+3.0;\\nfloat lumaEndN=FxaaLuma(texture2D(textureSampler,posN,0.0));\\nfloat subpixE=subpixC*subpixC;\\nfloat lumaEndP=FxaaLuma(texture2D(textureSampler,posP,0.0));\\nif (!pairN)\\n{\\nlumaNN=lumaSS;\\n}\\nfloat gradientScaled=gradient*1.0/4.0;\\nfloat lumaMM=lumaM-lumaNN*0.5;\\nfloat subpixF=subpixD*subpixE;\\nbool lumaMLTZero=lumaMM<0.0;\\nlumaEndN-=lumaNN*0.5;\\nlumaEndP-=lumaNN*0.5;\\nbool doneN=abs(lumaEndN)>=gradientScaled;\\nbool doneP=abs(lumaEndP)>=gradientScaled;\\nif (!doneN)\\n{\\nposN.x-=offNP.x*3.0;\\n}\\nif (!doneN)\\n{\\nposN.y-=offNP.y*3.0;\\n}\\nbool doneNP=(!doneN) || (!doneP);\\nif (!doneP)\\n{\\nposP.x+=offNP.x*3.0;\\n}\\nif (!doneP)\\n{\\nposP.y+=offNP.y*3.0;\\n}\\nif (doneNP)\\n{\\nif (!doneN) lumaEndN=FxaaLuma(texture2D(textureSampler,posN.xy,0.0));\\nif (!doneP) lumaEndP=FxaaLuma(texture2D(textureSampler,posP.xy,0.0));\\nif (!doneN) lumaEndN=lumaEndN-lumaNN*0.5;\\nif (!doneP) lumaEndP=lumaEndP-lumaNN*0.5;\\ndoneN=abs(lumaEndN)>=gradientScaled;\\ndoneP=abs(lumaEndP)>=gradientScaled;\\nif (!doneN) posN.x-=offNP.x*12.0;\\nif (!doneN) posN.y-=offNP.y*12.0;\\ndoneNP=(!doneN) || (!doneP);\\nif (!doneP) posP.x+=offNP.x*12.0;\\nif (!doneP) posP.y+=offNP.y*12.0;\\n}\\nfloat dstN=posM.x-posN.x;\\nfloat dstP=posP.x-posM.x;\\nif (!horzSpan)\\n{\\ndstN=posM.y-posN.y;\\n}\\nif (!horzSpan)\\n{\\ndstP=posP.y-posM.y;\\n}\\nbool goodSpanN=(lumaEndN<0.0) != lumaMLTZero;\\nfloat spanLength=(dstP+dstN);\\nbool goodSpanP=(lumaEndP<0.0) != lumaMLTZero;\\nfloat spanLengthRcp=1.0/spanLength;\\nbool directionN=dstN -1) {\r\n return \"#define MALI 1\\n\";\r\n }\r\n return null;\r\n };\r\n return FxaaPostProcess;\r\n}(PostProcess));\r\nexport { FxaaPostProcess };\r\n//# sourceMappingURL=fxaaPostProcess.js.map","import { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { FxaaPostProcess } from \"../PostProcesses/fxaaPostProcess\";\r\nimport { Logger } from \"./logger\";\r\nimport { Tools } from \"./tools\";\r\n/**\r\n * Class containing a set of static utilities functions for screenshots\r\n */\r\nvar ScreenshotTools = /** @class */ (function () {\r\n function ScreenshotTools() {\r\n }\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n */\r\n ScreenshotTools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {\r\n if (mimeType === void 0) { mimeType = \"image/png\"; }\r\n var _a = ScreenshotTools._getScreenshotSize(engine, camera, size), height = _a.height, width = _a.width;\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n if (!Tools._ScreenshotCanvas) {\r\n Tools._ScreenshotCanvas = document.createElement('canvas');\r\n }\r\n Tools._ScreenshotCanvas.width = width;\r\n Tools._ScreenshotCanvas.height = height;\r\n var renderContext = Tools._ScreenshotCanvas.getContext(\"2d\");\r\n var ratio = engine.getRenderWidth() / engine.getRenderHeight();\r\n var newWidth = width;\r\n var newHeight = newWidth / ratio;\r\n if (newHeight > height) {\r\n newHeight = height;\r\n newWidth = newHeight * ratio;\r\n }\r\n var offsetX = Math.max(0, width - newWidth) / 2;\r\n var offsetY = Math.max(0, height - newHeight) / 2;\r\n var renderingCanvas = engine.getRenderingCanvas();\r\n if (renderContext && renderingCanvas) {\r\n renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);\r\n }\r\n Tools.EncodeScreenshotCanvasData(successCallback, mimeType);\r\n };\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an to display it\r\n */\r\n ScreenshotTools.CreateScreenshotAsync = function (engine, camera, size, mimeType) {\r\n if (mimeType === void 0) { mimeType = \"image/png\"; }\r\n return new Promise(function (resolve, reject) {\r\n ScreenshotTools.CreateScreenshot(engine, camera, size, function (data) {\r\n if (typeof (data) !== \"undefined\") {\r\n resolve(data);\r\n }\r\n else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n }, mimeType);\r\n });\r\n };\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n */\r\n ScreenshotTools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName, renderSprites) {\r\n if (mimeType === void 0) { mimeType = \"image/png\"; }\r\n if (samples === void 0) { samples = 1; }\r\n if (antialiasing === void 0) { antialiasing = false; }\r\n if (renderSprites === void 0) { renderSprites = false; }\r\n var _a = ScreenshotTools._getScreenshotSize(engine, camera, size), height = _a.height, width = _a.width;\r\n var targetTextureSize = { width: width, height: height };\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n var scene = camera.getScene();\r\n var previousCamera = null;\r\n if (scene.activeCamera !== camera) {\r\n previousCamera = scene.activeCamera;\r\n scene.activeCamera = camera;\r\n }\r\n var renderCanvas = engine.getRenderingCanvas();\r\n if (!renderCanvas) {\r\n Logger.Error(\"No rendering canvas found !\");\r\n return;\r\n }\r\n var originalSize = { width: renderCanvas.width, height: renderCanvas.height };\r\n engine.setSize(width, height);\r\n scene.render();\r\n // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)\r\n var texture = new RenderTargetTexture(\"screenShot\", targetTextureSize, scene, false, false, 0, false, Texture.NEAREST_SAMPLINGMODE);\r\n texture.renderList = null;\r\n texture.samples = samples;\r\n texture.renderSprites = renderSprites;\r\n texture.onAfterRenderObservable.add(function () {\r\n Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);\r\n });\r\n var renderToTexture = function () {\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n texture.render(true);\r\n texture.dispose();\r\n if (previousCamera) {\r\n scene.activeCamera = previousCamera;\r\n }\r\n engine.setSize(originalSize.width, originalSize.height);\r\n camera.getProjectionMatrix(true); // Force cache refresh;\r\n };\r\n if (antialiasing) {\r\n var fxaaPostProcess = new FxaaPostProcess('antialiasing', 1.0, scene.activeCamera);\r\n texture.addPostProcess(fxaaPostProcess);\r\n // Async Shader Compilation can lead to none ready effects in synchronous code\r\n if (!fxaaPostProcess.getEffect().isReady()) {\r\n fxaaPostProcess.getEffect().onCompiled = function () {\r\n renderToTexture();\r\n };\r\n }\r\n // The effect is ready we can render\r\n else {\r\n renderToTexture();\r\n }\r\n }\r\n else {\r\n // No need to wait for extra resources to be ready\r\n renderToTexture();\r\n }\r\n };\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an to display it\r\n */\r\n ScreenshotTools.CreateScreenshotUsingRenderTargetAsync = function (engine, camera, size, mimeType, samples, antialiasing, fileName, renderSprites) {\r\n if (mimeType === void 0) { mimeType = \"image/png\"; }\r\n if (samples === void 0) { samples = 1; }\r\n if (antialiasing === void 0) { antialiasing = false; }\r\n if (renderSprites === void 0) { renderSprites = false; }\r\n return new Promise(function (resolve, reject) {\r\n ScreenshotTools.CreateScreenshotUsingRenderTarget(engine, camera, size, function (data) {\r\n if (typeof (data) !== \"undefined\") {\r\n resolve(data);\r\n }\r\n else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n }, mimeType, samples, antialiasing, fileName, renderSprites);\r\n });\r\n };\r\n /**\r\n * Gets height and width for screenshot size\r\n * @private\r\n */\r\n ScreenshotTools._getScreenshotSize = function (engine, camera, size) {\r\n var height = 0;\r\n var width = 0;\r\n //If a size value defined as object\r\n if (typeof (size) === 'object') {\r\n var precision = size.precision\r\n ? Math.abs(size.precision) // prevent GL_INVALID_VALUE : glViewport: negative width/height\r\n : 1;\r\n //If a width and height values is specified\r\n if (size.width && size.height) {\r\n height = size.height * precision;\r\n width = size.width * precision;\r\n }\r\n //If passing only width, computing height to keep display canvas ratio.\r\n else if (size.width && !size.height) {\r\n width = size.width * precision;\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n //If passing only height, computing width to keep display canvas ratio.\r\n else if (size.height && !size.width) {\r\n height = size.height * precision;\r\n width = Math.round(height * engine.getAspectRatio(camera));\r\n }\r\n else {\r\n width = Math.round(engine.getRenderWidth() * precision);\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n }\r\n //Assuming here that \"size\" parameter is a number\r\n else if (!isNaN(size)) {\r\n height = size;\r\n width = size;\r\n }\r\n // When creating the image data from the CanvasRenderingContext2D, the width and height is clamped to the size of the _gl context\r\n // On certain GPUs, it seems as if the _gl context truncates to an integer automatically. Therefore, if a user tries to pass the width of their canvas element\r\n // and it happens to be a float (1000.5 x 600.5 px), the engine.readPixels will return a different size array than context.createImageData\r\n // to resolve this, we truncate the floats here to ensure the same size\r\n if (width) {\r\n width = Math.floor(width);\r\n }\r\n if (height) {\r\n height = Math.floor(height);\r\n }\r\n return { height: height | 0, width: width | 0 };\r\n };\r\n return ScreenshotTools;\r\n}());\r\nexport { ScreenshotTools };\r\nTools.CreateScreenshot = ScreenshotTools.CreateScreenshot;\r\nTools.CreateScreenshotAsync = ScreenshotTools.CreateScreenshotAsync;\r\nTools.CreateScreenshotUsingRenderTarget = ScreenshotTools.CreateScreenshotUsingRenderTarget;\r\nTools.CreateScreenshotUsingRenderTargetAsync = ScreenshotTools.CreateScreenshotUsingRenderTargetAsync;\r\n//# sourceMappingURL=screenshotTools.js.map","import { __extends } from \"tslib\";\r\nimport { TmpVectors } from \"../Maths/math.vector\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { TransformNode } from './transformNode';\r\nimport { VertexBuffer } from './buffer';\r\nMesh._instancedMeshFactory = function (name, mesh) {\r\n var instance = new InstancedMesh(name, mesh);\r\n if (mesh.instancedBuffers) {\r\n instance.instancedBuffers = {};\r\n for (var key in mesh.instancedBuffers) {\r\n instance.instancedBuffers[key] = mesh.instancedBuffers[key];\r\n }\r\n }\r\n return instance;\r\n};\r\n/**\r\n * Creates an instance based on a source mesh.\r\n */\r\nvar InstancedMesh = /** @class */ (function (_super) {\r\n __extends(InstancedMesh, _super);\r\n function InstancedMesh(name, source) {\r\n var _this = _super.call(this, name, source.getScene()) || this;\r\n /** @hidden */\r\n _this._indexInSourceMeshInstanceArray = -1;\r\n source.addInstance(_this);\r\n _this._sourceMesh = source;\r\n _this._unIndexed = source._unIndexed;\r\n _this.position.copyFrom(source.position);\r\n _this.rotation.copyFrom(source.rotation);\r\n _this.scaling.copyFrom(source.scaling);\r\n if (source.rotationQuaternion) {\r\n _this.rotationQuaternion = source.rotationQuaternion.clone();\r\n }\r\n _this.animations = source.animations;\r\n for (var _i = 0, _a = source.getAnimationRanges(); _i < _a.length; _i++) {\r\n var range = _a[_i];\r\n if (range != null) {\r\n _this.createAnimationRange(range.name, range.from, range.to);\r\n }\r\n }\r\n _this.infiniteDistance = source.infiniteDistance;\r\n _this.setPivotMatrix(source.getPivotMatrix());\r\n _this.refreshBoundingInfo();\r\n _this._syncSubMeshes();\r\n return _this;\r\n }\r\n /**\r\n * Returns the string \"InstancedMesh\".\r\n */\r\n InstancedMesh.prototype.getClassName = function () {\r\n return \"InstancedMesh\";\r\n };\r\n Object.defineProperty(InstancedMesh.prototype, \"lightSources\", {\r\n /** Gets the list of lights affecting that mesh */\r\n get: function () {\r\n return this._sourceMesh._lightSources;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n InstancedMesh.prototype._resyncLightSources = function () {\r\n // Do nothing as all the work will be done by source mesh\r\n };\r\n InstancedMesh.prototype._resyncLightSource = function (light) {\r\n // Do nothing as all the work will be done by source mesh\r\n };\r\n InstancedMesh.prototype._removeLightSource = function (light, dispose) {\r\n // Do nothing as all the work will be done by source mesh\r\n };\r\n Object.defineProperty(InstancedMesh.prototype, \"receiveShadows\", {\r\n // Methods\r\n /**\r\n * If the source mesh receives shadows\r\n */\r\n get: function () {\r\n return this._sourceMesh.receiveShadows;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InstancedMesh.prototype, \"material\", {\r\n /**\r\n * The material of the source mesh\r\n */\r\n get: function () {\r\n return this._sourceMesh.material;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InstancedMesh.prototype, \"visibility\", {\r\n /**\r\n * Visibility of the source mesh\r\n */\r\n get: function () {\r\n return this._sourceMesh.visibility;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InstancedMesh.prototype, \"skeleton\", {\r\n /**\r\n * Skeleton of the source mesh\r\n */\r\n get: function () {\r\n return this._sourceMesh.skeleton;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InstancedMesh.prototype, \"renderingGroupId\", {\r\n /**\r\n * Rendering ground id of the source mesh\r\n */\r\n get: function () {\r\n return this._sourceMesh.renderingGroupId;\r\n },\r\n set: function (value) {\r\n if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {\r\n return;\r\n }\r\n //no-op with warning\r\n Logger.Warn(\"Note - setting renderingGroupId of an instanced mesh has no effect on the scene\");\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns the total number of vertices (integer).\r\n */\r\n InstancedMesh.prototype.getTotalVertices = function () {\r\n return this._sourceMesh ? this._sourceMesh.getTotalVertices() : 0;\r\n };\r\n /**\r\n * Returns a positive integer : the total number of indices in this mesh geometry.\r\n * @returns the numner of indices or zero if the mesh has no geometry.\r\n */\r\n InstancedMesh.prototype.getTotalIndices = function () {\r\n return this._sourceMesh.getTotalIndices();\r\n };\r\n Object.defineProperty(InstancedMesh.prototype, \"sourceMesh\", {\r\n /**\r\n * The source mesh of the instance\r\n */\r\n get: function () {\r\n return this._sourceMesh;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Is this node ready to be used/rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @return {boolean} is it ready\r\n */\r\n InstancedMesh.prototype.isReady = function (completeCheck) {\r\n if (completeCheck === void 0) { completeCheck = false; }\r\n return this._sourceMesh.isReady(completeCheck, true);\r\n };\r\n /**\r\n * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.\r\n * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)\r\n * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.\r\n * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.\r\n */\r\n InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {\r\n return this._sourceMesh.getVerticesData(kind, copyWhenShared);\r\n };\r\n /**\r\n * Sets the vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.\r\n * The `data` are either a numeric array either a Float32Array.\r\n * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.\r\n * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).\r\n * Note that a new underlying VertexBuffer object is created each call.\r\n * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n *\r\n * Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n *\r\n * Returns the Mesh.\r\n */\r\n InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.setVerticesData(kind, data, updatable, stride);\r\n }\r\n return this.sourceMesh;\r\n };\r\n /**\r\n * Updates the existing vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, it is simply returned as it is.\r\n * The `data` are either a numeric array either a Float32Array.\r\n * No new underlying VertexBuffer object is created.\r\n * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.\r\n *\r\n * Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n *\r\n * Returns the Mesh.\r\n */\r\n InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);\r\n }\r\n return this.sourceMesh;\r\n };\r\n /**\r\n * Sets the mesh indices.\r\n * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).\r\n * If the mesh has no geometry, a new Geometry object is created and set to the mesh.\r\n * This method creates a new index buffer each call.\r\n * Returns the Mesh.\r\n */\r\n InstancedMesh.prototype.setIndices = function (indices, totalVertices) {\r\n if (totalVertices === void 0) { totalVertices = null; }\r\n if (this.sourceMesh) {\r\n this.sourceMesh.setIndices(indices, totalVertices);\r\n }\r\n return this.sourceMesh;\r\n };\r\n /**\r\n * Boolean : True if the mesh owns the requested kind of data.\r\n */\r\n InstancedMesh.prototype.isVerticesDataPresent = function (kind) {\r\n return this._sourceMesh.isVerticesDataPresent(kind);\r\n };\r\n /**\r\n * Returns an array of indices (IndicesArray).\r\n */\r\n InstancedMesh.prototype.getIndices = function () {\r\n return this._sourceMesh.getIndices();\r\n };\r\n Object.defineProperty(InstancedMesh.prototype, \"_positions\", {\r\n get: function () {\r\n return this._sourceMesh._positions;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.\r\n * This means the mesh underlying bounding box and sphere are recomputed.\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @returns the current mesh\r\n */\r\n InstancedMesh.prototype.refreshBoundingInfo = function (applySkeleton) {\r\n if (applySkeleton === void 0) { applySkeleton = false; }\r\n if (this._boundingInfo && this._boundingInfo.isLocked) {\r\n return this;\r\n }\r\n var bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;\r\n this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton), bias);\r\n return this;\r\n };\r\n /** @hidden */\r\n InstancedMesh.prototype._preActivate = function () {\r\n if (this._currentLOD) {\r\n this._currentLOD._preActivate();\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n InstancedMesh.prototype._activate = function (renderId, intermediateRendering) {\r\n if (!this._sourceMesh.subMeshes) {\r\n Logger.Warn(\"Instances should only be created for meshes with geometry.\");\r\n }\r\n if (this._currentLOD) {\r\n var differentSign = (this._currentLOD._getWorldMatrixDeterminant() > 0) !== (this._getWorldMatrixDeterminant() > 0);\r\n if (differentSign) {\r\n this._internalAbstractMeshDataInfo._actAsRegularMesh = true;\r\n return true;\r\n }\r\n this._internalAbstractMeshDataInfo._actAsRegularMesh = false;\r\n this._currentLOD._registerInstanceForRenderId(this, renderId);\r\n if (intermediateRendering) {\r\n if (!this._currentLOD._internalAbstractMeshDataInfo._isActiveIntermediate) {\r\n this._currentLOD._internalAbstractMeshDataInfo._onlyForInstancesIntermediate = true;\r\n return true;\r\n }\r\n }\r\n else {\r\n if (!this._currentLOD._internalAbstractMeshDataInfo._isActive) {\r\n this._currentLOD._internalAbstractMeshDataInfo._onlyForInstances = true;\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n };\r\n /** @hidden */\r\n InstancedMesh.prototype._postActivate = function () {\r\n if (this._edgesRenderer && this._edgesRenderer.isEnabled && this._sourceMesh._renderingGroup) {\r\n this._sourceMesh._renderingGroup._edgesRenderers.push(this._edgesRenderer);\r\n }\r\n };\r\n InstancedMesh.prototype.getWorldMatrix = function () {\r\n if (this._currentLOD && this._currentLOD.billboardMode !== TransformNode.BILLBOARDMODE_NONE && this._currentLOD._masterMesh !== this) {\r\n var tempMaster = this._currentLOD._masterMesh;\r\n this._currentLOD._masterMesh = this;\r\n TmpVectors.Vector3[7].copyFrom(this._currentLOD.position);\r\n this._currentLOD.position.set(0, 0, 0);\r\n TmpVectors.Matrix[0].copyFrom(this._currentLOD.computeWorldMatrix(true));\r\n this._currentLOD.position.copyFrom(TmpVectors.Vector3[7]);\r\n this._currentLOD._masterMesh = tempMaster;\r\n return TmpVectors.Matrix[0];\r\n }\r\n return _super.prototype.getWorldMatrix.call(this);\r\n };\r\n Object.defineProperty(InstancedMesh.prototype, \"isAnInstance\", {\r\n get: function () {\r\n return true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns the current associated LOD AbstractMesh.\r\n */\r\n InstancedMesh.prototype.getLOD = function (camera) {\r\n if (!camera) {\r\n return this;\r\n }\r\n var boundingInfo = this.getBoundingInfo();\r\n this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);\r\n if (this._currentLOD === this.sourceMesh) {\r\n return this.sourceMesh;\r\n }\r\n return this._currentLOD;\r\n };\r\n /** @hidden */\r\n InstancedMesh.prototype._preActivateForIntermediateRendering = function (renderId) {\r\n return this.sourceMesh._preActivateForIntermediateRendering(renderId);\r\n };\r\n /** @hidden */\r\n InstancedMesh.prototype._syncSubMeshes = function () {\r\n this.releaseSubMeshes();\r\n if (this._sourceMesh.subMeshes) {\r\n for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {\r\n this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);\r\n }\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n InstancedMesh.prototype._generatePointsArray = function () {\r\n return this._sourceMesh._generatePointsArray();\r\n };\r\n /**\r\n * Creates a new InstancedMesh from the current mesh.\r\n * - name (string) : the cloned mesh name\r\n * - newParent (optional Node) : the optional Node to parent the clone to.\r\n * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.\r\n *\r\n * Returns the clone.\r\n */\r\n InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {\r\n if (newParent === void 0) { newParent = null; }\r\n var result = this._sourceMesh.createInstance(name);\r\n // Deep copy\r\n DeepCopier.DeepCopy(this, result, [\"name\", \"subMeshes\", \"uniqueId\", \"parent\"], []);\r\n // Bounding info\r\n this.refreshBoundingInfo();\r\n // Parent\r\n if (newParent) {\r\n result.parent = newParent;\r\n }\r\n if (!doNotCloneChildren) {\r\n // Children\r\n for (var index = 0; index < this.getScene().meshes.length; index++) {\r\n var mesh = this.getScene().meshes[index];\r\n if (mesh.parent === this) {\r\n mesh.clone(mesh.name, result);\r\n }\r\n }\r\n }\r\n result.computeWorldMatrix(true);\r\n return result;\r\n };\r\n /**\r\n * Disposes the InstancedMesh.\r\n * Returns nothing.\r\n */\r\n InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {\r\n if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }\r\n // Remove from mesh\r\n this._sourceMesh.removeInstance(this);\r\n _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);\r\n };\r\n return InstancedMesh;\r\n}(AbstractMesh));\r\nexport { InstancedMesh };\r\nMesh.prototype.registerInstancedBuffer = function (kind, stride) {\r\n // Remove existing one\r\n this.removeVerticesData(kind);\r\n // Creates the instancedBuffer field if not present\r\n if (!this.instancedBuffers) {\r\n this.instancedBuffers = {};\r\n for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {\r\n var instance = _a[_i];\r\n instance.instancedBuffers = {};\r\n }\r\n this._userInstancedBuffersStorage = {\r\n data: {},\r\n vertexBuffers: {},\r\n strides: {},\r\n sizes: {}\r\n };\r\n }\r\n // Creates an empty property for this kind\r\n this.instancedBuffers[kind] = null;\r\n this._userInstancedBuffersStorage.strides[kind] = stride;\r\n this._userInstancedBuffersStorage.sizes[kind] = stride * 32; // Initial size\r\n this._userInstancedBuffersStorage.data[kind] = new Float32Array(this._userInstancedBuffersStorage.sizes[kind]);\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userInstancedBuffersStorage.data[kind], kind, true, false, stride, true);\r\n this.setVerticesBuffer(this._userInstancedBuffersStorage.vertexBuffers[kind]);\r\n for (var _b = 0, _c = this.instances; _b < _c.length; _b++) {\r\n var instance = _c[_b];\r\n instance.instancedBuffers[kind] = null;\r\n }\r\n};\r\nMesh.prototype._processInstancedBuffers = function (visibleInstances, renderSelf) {\r\n var instanceCount = visibleInstances.length;\r\n for (var kind in this.instancedBuffers) {\r\n var size = this._userInstancedBuffersStorage.sizes[kind];\r\n var stride = this._userInstancedBuffersStorage.strides[kind];\r\n // Resize if required\r\n var expectedSize = (instanceCount + 1) * stride;\r\n while (size < expectedSize) {\r\n size *= 2;\r\n }\r\n if (this._userInstancedBuffersStorage.data[kind].length != size) {\r\n this._userInstancedBuffersStorage.data[kind] = new Float32Array(size);\r\n this._userInstancedBuffersStorage.sizes[kind] = size;\r\n if (this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind].dispose();\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = null;\r\n }\r\n }\r\n var data = this._userInstancedBuffersStorage.data[kind];\r\n // Update data buffer\r\n var offset = 0;\r\n if (renderSelf) {\r\n offset += stride;\r\n var value = this.instancedBuffers[kind];\r\n if (value.toArray) {\r\n value.toArray(data, offset);\r\n }\r\n else {\r\n value.copyToArray(data, offset);\r\n }\r\n }\r\n for (var instanceIndex = 0; instanceIndex < instanceCount; instanceIndex++) {\r\n var instance = visibleInstances[instanceIndex];\r\n var value = instance.instancedBuffers[kind];\r\n if (value.toArray) {\r\n value.toArray(data, offset);\r\n }\r\n else {\r\n value.copyToArray(data, offset);\r\n }\r\n offset += stride;\r\n }\r\n // Update vertex buffer\r\n if (!this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userInstancedBuffersStorage.data[kind], kind, true, false, stride, true);\r\n this.setVerticesBuffer(this._userInstancedBuffersStorage.vertexBuffers[kind]);\r\n }\r\n else {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind].updateDirectly(data, 0);\r\n }\r\n }\r\n};\r\nMesh.prototype._disposeInstanceSpecificData = function () {\r\n if (this._instanceDataStorage.instancesBuffer) {\r\n this._instanceDataStorage.instancesBuffer.dispose();\r\n this._instanceDataStorage.instancesBuffer = null;\r\n }\r\n while (this.instances.length) {\r\n this.instances[0].dispose();\r\n }\r\n for (var kind in this.instancedBuffers) {\r\n if (this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind].dispose();\r\n }\r\n }\r\n this.instancedBuffers = {};\r\n};\r\n//# sourceMappingURL=instancedMesh.js.map","import { __assign, __extends } from \"tslib\";\r\nimport { SerializationHelper } from \"../Misc/decorators\";\r\nimport { Matrix, Vector3, Vector2, Vector4 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { MaterialHelper } from \"./materialHelper\";\r\nimport { Material } from \"./material\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\nimport { Color3, Color4 } from '../Maths/math.color';\r\nimport { EffectFallbacks } from './effectFallbacks';\r\n/**\r\n * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.\r\n *\r\n * This returned material effects how the mesh will look based on the code in the shaders.\r\n *\r\n * @see http://doc.babylonjs.com/how_to/shader_material\r\n */\r\nvar ShaderMaterial = /** @class */ (function (_super) {\r\n __extends(ShaderMaterial, _super);\r\n /**\r\n * Instantiate a new shader material.\r\n * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.\r\n * This returned material effects how the mesh will look based on the code in the shaders.\r\n * @see http://doc.babylonjs.com/how_to/shader_material\r\n * @param name Define the name of the material in the scene\r\n * @param scene Define the scene the material belongs to\r\n * @param shaderPath Defines the route to the shader code in one of three ways:\r\n * * object: { vertex: \"custom\", fragment: \"custom\" }, used with Effect.ShadersStore[\"customVertexShader\"] and Effect.ShadersStore[\"customFragmentShader\"]\r\n * * object: { vertexElement: \"vertexShaderCode\", fragmentElement: \"fragmentShaderCode\" }, used with shader code in script tags\r\n * * object: { vertexSource: \"vertex shader code string\", fragmentSource: \"fragment shader code string\" } using with strings containing the shaders code\r\n * * string: \"./COMMON_NAME\", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.\r\n * @param options Define the options used to create the shader\r\n */\r\n function ShaderMaterial(name, scene, shaderPath, options) {\r\n if (options === void 0) { options = {}; }\r\n var _this = _super.call(this, name, scene) || this;\r\n _this._textures = {};\r\n _this._textureArrays = {};\r\n _this._floats = {};\r\n _this._ints = {};\r\n _this._floatsArrays = {};\r\n _this._colors3 = {};\r\n _this._colors3Arrays = {};\r\n _this._colors4 = {};\r\n _this._colors4Arrays = {};\r\n _this._vectors2 = {};\r\n _this._vectors3 = {};\r\n _this._vectors4 = {};\r\n _this._matrices = {};\r\n _this._matrixArrays = {};\r\n _this._matrices3x3 = {};\r\n _this._matrices2x2 = {};\r\n _this._vectors2Arrays = {};\r\n _this._vectors3Arrays = {};\r\n _this._vectors4Arrays = {};\r\n _this._cachedWorldViewMatrix = new Matrix();\r\n _this._cachedWorldViewProjectionMatrix = new Matrix();\r\n _this._multiview = false;\r\n _this._shaderPath = shaderPath;\r\n _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: [\"position\", \"normal\", \"uv\"], uniforms: [\"worldViewProjection\"], uniformBuffers: [], samplers: [], defines: [] }, options);\r\n return _this;\r\n }\r\n Object.defineProperty(ShaderMaterial.prototype, \"shaderPath\", {\r\n /**\r\n * Gets the shader path used to define the shader code\r\n * It can be modified to trigger a new compilation\r\n */\r\n get: function () {\r\n return this._shaderPath;\r\n },\r\n /**\r\n * Sets the shader path used to define the shader code\r\n * It can be modified to trigger a new compilation\r\n */\r\n set: function (shaderPath) {\r\n this._shaderPath = shaderPath;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ShaderMaterial.prototype, \"options\", {\r\n /**\r\n * Gets the options used to compile the shader.\r\n * They can be modified to trigger a new compilation\r\n */\r\n get: function () {\r\n return this._options;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the current class name of the material e.g. \"ShaderMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n ShaderMaterial.prototype.getClassName = function () {\r\n return \"ShaderMaterial\";\r\n };\r\n /**\r\n * Specifies if the material will require alpha blending\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n ShaderMaterial.prototype.needAlphaBlending = function () {\r\n return (this.alpha < 1.0) || this._options.needAlphaBlending;\r\n };\r\n /**\r\n * Specifies if this material should be rendered in alpha test mode\r\n * @returns a boolean specifying if an alpha test is needed.\r\n */\r\n ShaderMaterial.prototype.needAlphaTesting = function () {\r\n return this._options.needAlphaTesting;\r\n };\r\n ShaderMaterial.prototype._checkUniform = function (uniformName) {\r\n if (this._options.uniforms.indexOf(uniformName) === -1) {\r\n this._options.uniforms.push(uniformName);\r\n }\r\n };\r\n /**\r\n * Set a texture in the shader.\r\n * @param name Define the name of the uniform samplers as defined in the shader\r\n * @param texture Define the texture to bind to this sampler\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setTexture = function (name, texture) {\r\n if (this._options.samplers.indexOf(name) === -1) {\r\n this._options.samplers.push(name);\r\n }\r\n this._textures[name] = texture;\r\n return this;\r\n };\r\n /**\r\n * Set a texture array in the shader.\r\n * @param name Define the name of the uniform sampler array as defined in the shader\r\n * @param textures Define the list of textures to bind to this sampler\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setTextureArray = function (name, textures) {\r\n if (this._options.samplers.indexOf(name) === -1) {\r\n this._options.samplers.push(name);\r\n }\r\n this._checkUniform(name);\r\n this._textureArrays[name] = textures;\r\n return this;\r\n };\r\n /**\r\n * Set a float in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setFloat = function (name, value) {\r\n this._checkUniform(name);\r\n this._floats[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a int in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setInt = function (name, value) {\r\n this._checkUniform(name);\r\n this._ints[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set an array of floats in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setFloats = function (name, value) {\r\n this._checkUniform(name);\r\n this._floatsArrays[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a vec3 in the shader from a Color3.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setColor3 = function (name, value) {\r\n this._checkUniform(name);\r\n this._colors3[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a vec3 array in the shader from a Color3 array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setColor3Array = function (name, value) {\r\n this._checkUniform(name);\r\n this._colors3Arrays[name] = value.reduce(function (arr, color) {\r\n color.toArray(arr, arr.length);\r\n return arr;\r\n }, []);\r\n return this;\r\n };\r\n /**\r\n * Set a vec4 in the shader from a Color4.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setColor4 = function (name, value) {\r\n this._checkUniform(name);\r\n this._colors4[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a vec4 array in the shader from a Color4 array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setColor4Array = function (name, value) {\r\n this._checkUniform(name);\r\n this._colors4Arrays[name] = value.reduce(function (arr, color) {\r\n color.toArray(arr, arr.length);\r\n return arr;\r\n }, []);\r\n return this;\r\n };\r\n /**\r\n * Set a vec2 in the shader from a Vector2.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setVector2 = function (name, value) {\r\n this._checkUniform(name);\r\n this._vectors2[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a vec3 in the shader from a Vector3.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setVector3 = function (name, value) {\r\n this._checkUniform(name);\r\n this._vectors3[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a vec4 in the shader from a Vector4.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setVector4 = function (name, value) {\r\n this._checkUniform(name);\r\n this._vectors4[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a mat4 in the shader from a Matrix.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setMatrix = function (name, value) {\r\n this._checkUniform(name);\r\n this._matrices[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a float32Array in the shader from a matrix array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setMatrices = function (name, value) {\r\n this._checkUniform(name);\r\n var float32Array = new Float32Array(value.length * 16);\r\n for (var index = 0; index < value.length; index++) {\r\n var matrix = value[index];\r\n matrix.copyToArray(float32Array, index * 16);\r\n }\r\n this._matrixArrays[name] = float32Array;\r\n return this;\r\n };\r\n /**\r\n * Set a mat3 in the shader from a Float32Array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {\r\n this._checkUniform(name);\r\n this._matrices3x3[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a mat2 in the shader from a Float32Array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {\r\n this._checkUniform(name);\r\n this._matrices2x2[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a vec2 array in the shader from a number array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setArray2 = function (name, value) {\r\n this._checkUniform(name);\r\n this._vectors2Arrays[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a vec3 array in the shader from a number array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setArray3 = function (name, value) {\r\n this._checkUniform(name);\r\n this._vectors3Arrays[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a vec4 array in the shader from a number array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setArray4 = function (name, value) {\r\n this._checkUniform(name);\r\n this._vectors4Arrays[name] = value;\r\n return this;\r\n };\r\n ShaderMaterial.prototype._checkCache = function (mesh, useInstances) {\r\n if (!mesh) {\r\n return true;\r\n }\r\n if (this._effect && (this._effect.defines.indexOf(\"#define INSTANCES\") !== -1) !== useInstances) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n /**\r\n * Specifies that the submesh is ready to be used\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @param useInstances specifies that instances should be used\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n ShaderMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {\r\n return this.isReady(mesh, useInstances);\r\n };\r\n /**\r\n * Checks if the material is ready to render the requested mesh\r\n * @param mesh Define the mesh to render\r\n * @param useInstances Define whether or not the material is used with instances\r\n * @returns true if ready, otherwise false\r\n */\r\n ShaderMaterial.prototype.isReady = function (mesh, useInstances) {\r\n if (this._effect && this.isFrozen) {\r\n if (this._effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n var scene = this.getScene();\r\n var engine = scene.getEngine();\r\n if (!this.checkReadyOnEveryCall) {\r\n if (this._renderId === scene.getRenderId()) {\r\n if (this._checkCache(mesh, useInstances)) {\r\n return true;\r\n }\r\n }\r\n }\r\n // Instances\r\n var defines = [];\r\n var attribs = [];\r\n var fallbacks = new EffectFallbacks();\r\n // global multiview\r\n if (engine.getCaps().multiview &&\r\n scene.activeCamera &&\r\n scene.activeCamera.outputRenderTarget &&\r\n scene.activeCamera.outputRenderTarget.getViewCount() > 1) {\r\n this._multiview = true;\r\n defines.push(\"#define MULTIVIEW\");\r\n if (this._options.uniforms.indexOf(\"viewProjection\") !== -1 &&\r\n this._options.uniforms.push(\"viewProjectionR\") === -1) {\r\n this._options.uniforms.push(\"viewProjectionR\");\r\n }\r\n }\r\n for (var index = 0; index < this._options.defines.length; index++) {\r\n defines.push(this._options.defines[index]);\r\n }\r\n for (var index = 0; index < this._options.attributes.length; index++) {\r\n attribs.push(this._options.attributes[index]);\r\n }\r\n if (mesh && mesh.isVerticesDataPresent(VertexBuffer.ColorKind)) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n defines.push(\"#define VERTEXCOLOR\");\r\n }\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs);\r\n }\r\n // Bones\r\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n var skeleton = mesh.skeleton;\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n if (skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n if (this._options.uniforms.indexOf(\"boneTextureWidth\") === -1) {\r\n this._options.uniforms.push(\"boneTextureWidth\");\r\n }\r\n if (this._options.samplers.indexOf(\"boneSampler\") === -1) {\r\n this._options.samplers.push(\"boneSampler\");\r\n }\r\n }\r\n else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton.bones.length + 1));\r\n if (this._options.uniforms.indexOf(\"mBones\") === -1) {\r\n this._options.uniforms.push(\"mBones\");\r\n }\r\n }\r\n }\r\n else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n // Textures\r\n for (var name in this._textures) {\r\n if (!this._textures[name].isReady()) {\r\n return false;\r\n }\r\n }\r\n // Alpha test\r\n if (mesh && this._shouldTurnAlphaTestOn(mesh)) {\r\n defines.push(\"#define ALPHATEST\");\r\n }\r\n var previousEffect = this._effect;\r\n var join = defines.join(\"\\n\");\r\n this._effect = engine.createEffect(this._shaderPath, {\r\n attributes: attribs,\r\n uniformsNames: this._options.uniforms,\r\n uniformBuffersNames: this._options.uniformBuffers,\r\n samplers: this._options.samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError\r\n }, engine);\r\n if (!this._effect.isReady()) {\r\n return false;\r\n }\r\n if (previousEffect !== this._effect) {\r\n scene.resetCachedMaterial();\r\n }\r\n this._renderId = scene.getRenderId();\r\n this._effect._wasPreviouslyReady = true;\r\n return true;\r\n };\r\n /**\r\n * Binds the world matrix to the material\r\n * @param world defines the world transformation matrix\r\n */\r\n ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {\r\n var scene = this.getScene();\r\n if (!this._effect) {\r\n return;\r\n }\r\n if (this._options.uniforms.indexOf(\"world\") !== -1) {\r\n this._effect.setMatrix(\"world\", world);\r\n }\r\n if (this._options.uniforms.indexOf(\"worldView\") !== -1) {\r\n world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);\r\n this._effect.setMatrix(\"worldView\", this._cachedWorldViewMatrix);\r\n }\r\n if (this._options.uniforms.indexOf(\"worldViewProjection\") !== -1) {\r\n world.multiplyToRef(scene.getTransformMatrix(), this._cachedWorldViewProjectionMatrix);\r\n this._effect.setMatrix(\"worldViewProjection\", this._cachedWorldViewProjectionMatrix);\r\n }\r\n };\r\n /**\r\n * Binds the material to the mesh\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh to bind the material to\r\n */\r\n ShaderMaterial.prototype.bind = function (world, mesh) {\r\n // Std values\r\n this.bindOnlyWorldMatrix(world);\r\n if (this._effect && this.getScene().getCachedMaterial() !== this) {\r\n if (this._options.uniforms.indexOf(\"view\") !== -1) {\r\n this._effect.setMatrix(\"view\", this.getScene().getViewMatrix());\r\n }\r\n if (this._options.uniforms.indexOf(\"projection\") !== -1) {\r\n this._effect.setMatrix(\"projection\", this.getScene().getProjectionMatrix());\r\n }\r\n if (this._options.uniforms.indexOf(\"viewProjection\") !== -1) {\r\n this._effect.setMatrix(\"viewProjection\", this.getScene().getTransformMatrix());\r\n if (this._multiview) {\r\n this._effect.setMatrix(\"viewProjectionR\", this.getScene()._transformMatrixR);\r\n }\r\n }\r\n if (this.getScene().activeCamera && this._options.uniforms.indexOf(\"cameraPosition\") !== -1) {\r\n this._effect.setVector3(\"cameraPosition\", this.getScene().activeCamera.globalPosition);\r\n }\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._effect);\r\n var name;\r\n // Texture\r\n for (name in this._textures) {\r\n this._effect.setTexture(name, this._textures[name]);\r\n }\r\n // Texture arrays\r\n for (name in this._textureArrays) {\r\n this._effect.setTextureArray(name, this._textureArrays[name]);\r\n }\r\n // Int\r\n for (name in this._ints) {\r\n this._effect.setInt(name, this._ints[name]);\r\n }\r\n // Float\r\n for (name in this._floats) {\r\n this._effect.setFloat(name, this._floats[name]);\r\n }\r\n // Floats\r\n for (name in this._floatsArrays) {\r\n this._effect.setArray(name, this._floatsArrays[name]);\r\n }\r\n // Color3\r\n for (name in this._colors3) {\r\n this._effect.setColor3(name, this._colors3[name]);\r\n }\r\n // Color3Array\r\n for (name in this._colors3Arrays) {\r\n this._effect.setArray3(name, this._colors3Arrays[name]);\r\n }\r\n // Color4\r\n for (name in this._colors4) {\r\n var color = this._colors4[name];\r\n this._effect.setFloat4(name, color.r, color.g, color.b, color.a);\r\n }\r\n // Color4Array\r\n for (name in this._colors4Arrays) {\r\n this._effect.setArray4(name, this._colors4Arrays[name]);\r\n }\r\n // Vector2\r\n for (name in this._vectors2) {\r\n this._effect.setVector2(name, this._vectors2[name]);\r\n }\r\n // Vector3\r\n for (name in this._vectors3) {\r\n this._effect.setVector3(name, this._vectors3[name]);\r\n }\r\n // Vector4\r\n for (name in this._vectors4) {\r\n this._effect.setVector4(name, this._vectors4[name]);\r\n }\r\n // Matrix\r\n for (name in this._matrices) {\r\n this._effect.setMatrix(name, this._matrices[name]);\r\n }\r\n // MatrixArray\r\n for (name in this._matrixArrays) {\r\n this._effect.setMatrices(name, this._matrixArrays[name]);\r\n }\r\n // Matrix 3x3\r\n for (name in this._matrices3x3) {\r\n this._effect.setMatrix3x3(name, this._matrices3x3[name]);\r\n }\r\n // Matrix 2x2\r\n for (name in this._matrices2x2) {\r\n this._effect.setMatrix2x2(name, this._matrices2x2[name]);\r\n }\r\n // Vector2Array\r\n for (name in this._vectors2Arrays) {\r\n this._effect.setArray2(name, this._vectors2Arrays[name]);\r\n }\r\n // Vector3Array\r\n for (name in this._vectors3Arrays) {\r\n this._effect.setArray3(name, this._vectors3Arrays[name]);\r\n }\r\n // Vector4Array\r\n for (name in this._vectors4Arrays) {\r\n this._effect.setArray4(name, this._vectors4Arrays[name]);\r\n }\r\n }\r\n this._afterBind(mesh);\r\n };\r\n /**\r\n * Gets the active textures from the material\r\n * @returns an array of textures\r\n */\r\n ShaderMaterial.prototype.getActiveTextures = function () {\r\n var activeTextures = _super.prototype.getActiveTextures.call(this);\r\n for (var name in this._textures) {\r\n activeTextures.push(this._textures[name]);\r\n }\r\n for (var name in this._textureArrays) {\r\n var array = this._textureArrays[name];\r\n for (var index = 0; index < array.length; index++) {\r\n activeTextures.push(array[index]);\r\n }\r\n }\r\n return activeTextures;\r\n };\r\n /**\r\n * Specifies if the material uses a texture\r\n * @param texture defines the texture to check against the material\r\n * @returns a boolean specifying if the material uses the texture\r\n */\r\n ShaderMaterial.prototype.hasTexture = function (texture) {\r\n if (_super.prototype.hasTexture.call(this, texture)) {\r\n return true;\r\n }\r\n for (var name in this._textures) {\r\n if (this._textures[name] === texture) {\r\n return true;\r\n }\r\n }\r\n for (var name in this._textureArrays) {\r\n var array = this._textureArrays[name];\r\n for (var index = 0; index < array.length; index++) {\r\n if (array[index] === texture) {\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n };\r\n /**\r\n * Makes a duplicate of the material, and gives it a new name\r\n * @param name defines the new name for the duplicated material\r\n * @returns the cloned material\r\n */\r\n ShaderMaterial.prototype.clone = function (name) {\r\n var _this = this;\r\n var result = SerializationHelper.Clone(function () { return new ShaderMaterial(name, _this.getScene(), _this._shaderPath, _this._options); }, this);\r\n result.name = name;\r\n result.id = name;\r\n // Shader code path\r\n if (typeof result._shaderPath === 'object') {\r\n result._shaderPath = __assign({}, result._shaderPath);\r\n }\r\n // Options\r\n this._options = __assign({}, this._options);\r\n Object.keys(this._options).forEach(function (propName) {\r\n var propValue = _this._options[propName];\r\n if (Array.isArray(propValue)) {\r\n _this._options[propName] = propValue.slice(0);\r\n }\r\n });\r\n // Texture\r\n for (var key in this._textures) {\r\n result.setTexture(key, this._textures[key]);\r\n }\r\n // Float\r\n for (var key in this._floats) {\r\n result.setFloat(key, this._floats[key]);\r\n }\r\n // Floats\r\n for (var key in this._floatsArrays) {\r\n result.setFloats(key, this._floatsArrays[key]);\r\n }\r\n // Color3\r\n for (var key in this._colors3) {\r\n result.setColor3(key, this._colors3[key]);\r\n }\r\n // Color4\r\n for (var key in this._colors4) {\r\n result.setColor4(key, this._colors4[key]);\r\n }\r\n // Vector2\r\n for (var key in this._vectors2) {\r\n result.setVector2(key, this._vectors2[key]);\r\n }\r\n // Vector3\r\n for (var key in this._vectors3) {\r\n result.setVector3(key, this._vectors3[key]);\r\n }\r\n // Vector4\r\n for (var key in this._vectors4) {\r\n result.setVector4(key, this._vectors4[key]);\r\n }\r\n // Matrix\r\n for (var key in this._matrices) {\r\n result.setMatrix(key, this._matrices[key]);\r\n }\r\n // Matrix 3x3\r\n for (var key in this._matrices3x3) {\r\n result.setMatrix3x3(key, this._matrices3x3[key]);\r\n }\r\n // Matrix 2x2\r\n for (var key in this._matrices2x2) {\r\n result.setMatrix2x2(key, this._matrices2x2[key]);\r\n }\r\n return result;\r\n };\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n * @param forceDisposeTextures specifies if textures should be forcefully disposed\r\n * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh\r\n */\r\n ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {\r\n if (forceDisposeTextures) {\r\n var name;\r\n for (name in this._textures) {\r\n this._textures[name].dispose();\r\n }\r\n for (name in this._textureArrays) {\r\n var array = this._textureArrays[name];\r\n for (var index = 0; index < array.length; index++) {\r\n array[index].dispose();\r\n }\r\n }\r\n }\r\n this._textures = {};\r\n _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures, notBoundToMesh);\r\n };\r\n /**\r\n * Serializes this material in a JSON representation\r\n * @returns the serialized material object\r\n */\r\n ShaderMaterial.prototype.serialize = function () {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.ShaderMaterial\";\r\n serializationObject.options = this._options;\r\n serializationObject.shaderPath = this._shaderPath;\r\n var name;\r\n // Texture\r\n serializationObject.textures = {};\r\n for (name in this._textures) {\r\n serializationObject.textures[name] = this._textures[name].serialize();\r\n }\r\n // Texture arrays\r\n serializationObject.textureArrays = {};\r\n for (name in this._textureArrays) {\r\n serializationObject.textureArrays[name] = [];\r\n var array = this._textureArrays[name];\r\n for (var index = 0; index < array.length; index++) {\r\n serializationObject.textureArrays[name].push(array[index].serialize());\r\n }\r\n }\r\n // Float\r\n serializationObject.floats = {};\r\n for (name in this._floats) {\r\n serializationObject.floats[name] = this._floats[name];\r\n }\r\n // Floats\r\n serializationObject.FloatArrays = {};\r\n for (name in this._floatsArrays) {\r\n serializationObject.FloatArrays[name] = this._floatsArrays[name];\r\n }\r\n // Color3\r\n serializationObject.colors3 = {};\r\n for (name in this._colors3) {\r\n serializationObject.colors3[name] = this._colors3[name].asArray();\r\n }\r\n // Color3 array\r\n serializationObject.colors3Arrays = {};\r\n for (name in this._colors3Arrays) {\r\n serializationObject.colors3Arrays[name] = this._colors3Arrays[name];\r\n }\r\n // Color4\r\n serializationObject.colors4 = {};\r\n for (name in this._colors4) {\r\n serializationObject.colors4[name] = this._colors4[name].asArray();\r\n }\r\n // Color4 array\r\n serializationObject.colors4Arrays = {};\r\n for (name in this._colors4Arrays) {\r\n serializationObject.colors4Arrays[name] = this._colors4Arrays[name];\r\n }\r\n // Vector2\r\n serializationObject.vectors2 = {};\r\n for (name in this._vectors2) {\r\n serializationObject.vectors2[name] = this._vectors2[name].asArray();\r\n }\r\n // Vector3\r\n serializationObject.vectors3 = {};\r\n for (name in this._vectors3) {\r\n serializationObject.vectors3[name] = this._vectors3[name].asArray();\r\n }\r\n // Vector4\r\n serializationObject.vectors4 = {};\r\n for (name in this._vectors4) {\r\n serializationObject.vectors4[name] = this._vectors4[name].asArray();\r\n }\r\n // Matrix\r\n serializationObject.matrices = {};\r\n for (name in this._matrices) {\r\n serializationObject.matrices[name] = this._matrices[name].asArray();\r\n }\r\n // MatrixArray\r\n serializationObject.matrixArray = {};\r\n for (name in this._matrixArrays) {\r\n serializationObject.matrixArray[name] = this._matrixArrays[name];\r\n }\r\n // Matrix 3x3\r\n serializationObject.matrices3x3 = {};\r\n for (name in this._matrices3x3) {\r\n serializationObject.matrices3x3[name] = this._matrices3x3[name];\r\n }\r\n // Matrix 2x2\r\n serializationObject.matrices2x2 = {};\r\n for (name in this._matrices2x2) {\r\n serializationObject.matrices2x2[name] = this._matrices2x2[name];\r\n }\r\n // Vector2Array\r\n serializationObject.vectors2Arrays = {};\r\n for (name in this._vectors2Arrays) {\r\n serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];\r\n }\r\n // Vector3Array\r\n serializationObject.vectors3Arrays = {};\r\n for (name in this._vectors3Arrays) {\r\n serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];\r\n }\r\n // Vector4Array\r\n serializationObject.vectors4Arrays = {};\r\n for (name in this._vectors4Arrays) {\r\n serializationObject.vectors4Arrays[name] = this._vectors4Arrays[name];\r\n }\r\n return serializationObject;\r\n };\r\n /**\r\n * Creates a shader material from parsed shader material data\r\n * @param source defines the JSON represnetation of the material\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new material\r\n */\r\n ShaderMaterial.Parse = function (source, scene, rootUrl) {\r\n var material = SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);\r\n var name;\r\n // Texture\r\n for (name in source.textures) {\r\n material.setTexture(name, Texture.Parse(source.textures[name], scene, rootUrl));\r\n }\r\n // Texture arrays\r\n for (name in source.textureArrays) {\r\n var array = source.textureArrays[name];\r\n var textureArray = new Array();\r\n for (var index = 0; index < array.length; index++) {\r\n textureArray.push(Texture.Parse(array[index], scene, rootUrl));\r\n }\r\n material.setTextureArray(name, textureArray);\r\n }\r\n // Float\r\n for (name in source.floats) {\r\n material.setFloat(name, source.floats[name]);\r\n }\r\n // Float s\r\n for (name in source.floatsArrays) {\r\n material.setFloats(name, source.floatsArrays[name]);\r\n }\r\n // Color3\r\n for (name in source.colors3) {\r\n material.setColor3(name, Color3.FromArray(source.colors3[name]));\r\n }\r\n // Color3 arrays\r\n for (name in source.colors3Arrays) {\r\n var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {\r\n if (i % 3 === 0) {\r\n arr.push([num]);\r\n }\r\n else {\r\n arr[arr.length - 1].push(num);\r\n }\r\n return arr;\r\n }, []).map(function (color) { return Color3.FromArray(color); });\r\n material.setColor3Array(name, colors);\r\n }\r\n // Color4\r\n for (name in source.colors4) {\r\n material.setColor4(name, Color4.FromArray(source.colors4[name]));\r\n }\r\n // Color4 arrays\r\n for (name in source.colors4Arrays) {\r\n var colors = source.colors4Arrays[name].reduce(function (arr, num, i) {\r\n if (i % 4 === 0) {\r\n arr.push([num]);\r\n }\r\n else {\r\n arr[arr.length - 1].push(num);\r\n }\r\n return arr;\r\n }, []).map(function (color) { return Color4.FromArray(color); });\r\n material.setColor4Array(name, colors);\r\n }\r\n // Vector2\r\n for (name in source.vectors2) {\r\n material.setVector2(name, Vector2.FromArray(source.vectors2[name]));\r\n }\r\n // Vector3\r\n for (name in source.vectors3) {\r\n material.setVector3(name, Vector3.FromArray(source.vectors3[name]));\r\n }\r\n // Vector4\r\n for (name in source.vectors4) {\r\n material.setVector4(name, Vector4.FromArray(source.vectors4[name]));\r\n }\r\n // Matrix\r\n for (name in source.matrices) {\r\n material.setMatrix(name, Matrix.FromArray(source.matrices[name]));\r\n }\r\n // MatrixArray\r\n for (name in source.matrixArray) {\r\n material._matrixArrays[name] = new Float32Array(source.matrixArray[name]);\r\n }\r\n // Matrix 3x3\r\n for (name in source.matrices3x3) {\r\n material.setMatrix3x3(name, source.matrices3x3[name]);\r\n }\r\n // Matrix 2x2\r\n for (name in source.matrices2x2) {\r\n material.setMatrix2x2(name, source.matrices2x2[name]);\r\n }\r\n // Vector2Array\r\n for (name in source.vectors2Arrays) {\r\n material.setArray2(name, source.vectors2Arrays[name]);\r\n }\r\n // Vector3Array\r\n for (name in source.vectors3Arrays) {\r\n material.setArray3(name, source.vectors3Arrays[name]);\r\n }\r\n // Vector4Array\r\n for (name in source.vectors4Arrays) {\r\n material.setArray4(name, source.vectors4Arrays[name]);\r\n }\r\n return material;\r\n };\r\n return ShaderMaterial;\r\n}(Material));\r\nexport { ShaderMaterial };\r\n_TypeStore.RegisteredTypes[\"BABYLON.ShaderMaterial\"] = ShaderMaterial;\r\n//# sourceMappingURL=shaderMaterial.js.map","import { Effect } from \"../Materials/effect\";\r\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\r\nimport \"./ShadersInclude/clipPlaneFragment\";\r\nvar name = 'colorPixelShader';\r\nvar shader = \"#ifdef VERTEXCOLOR\\nvarying vec4 vColor;\\n#else\\nuniform vec4 color;\\n#endif\\n#include\\nvoid main(void) {\\n#include\\n#ifdef VERTEXCOLOR\\ngl_FragColor=vColor;\\n#else\\ngl_FragColor=color;\\n#endif\\n}\";\r\nEffect.ShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var colorPixelShader = { name: name, shader: shader };\r\n//# sourceMappingURL=color.fragment.js.map","import { Effect } from \"../Materials/effect\";\r\nimport \"./ShadersInclude/bonesDeclaration\";\r\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\r\nimport \"./ShadersInclude/instancesDeclaration\";\r\nimport \"./ShadersInclude/instancesVertex\";\r\nimport \"./ShadersInclude/bonesVertex\";\r\nimport \"./ShadersInclude/clipPlaneVertex\";\r\nvar name = 'colorVertexShader';\r\nvar shader = \"\\nattribute vec3 position;\\n#ifdef VERTEXCOLOR\\nattribute vec4 color;\\n#endif\\n#include\\n#include\\n\\n#include\\nuniform mat4 viewProjection;\\n#ifdef MULTIVIEW\\nuniform mat4 viewProjectionR;\\n#endif\\n\\n#ifdef VERTEXCOLOR\\nvarying vec4 vColor;\\n#endif\\nvoid main(void) {\\n#include\\n#include\\nvec4 worldPos=finalWorld*vec4(position,1.0);\\n#ifdef MULTIVIEW\\nif (gl_ViewID_OVR == 0u) {\\ngl_Position=viewProjection*worldPos;\\n} else {\\ngl_Position=viewProjectionR*worldPos;\\n}\\n#else\\ngl_Position=viewProjection*worldPos;\\n#endif\\n#include\\n#ifdef VERTEXCOLOR\\n\\nvColor=color;\\n#endif\\n}\";\r\nEffect.ShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var colorVertexShader = { name: name, shader: shader };\r\n//# sourceMappingURL=color.vertex.js.map","import { __extends } from \"tslib\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { InstancedMesh } from \"../Meshes/instancedMesh\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { MaterialHelper } from '../Materials/materialHelper';\r\nimport \"../Shaders/color.fragment\";\r\nimport \"../Shaders/color.vertex\";\r\n/**\r\n * Line mesh\r\n * @see https://doc.babylonjs.com/babylon101/parametric_shapes\r\n */\r\nvar LinesMesh = /** @class */ (function (_super) {\r\n __extends(LinesMesh, _super);\r\n /**\r\n * Creates a new LinesMesh\r\n * @param name defines the name\r\n * @param scene defines the hosting scene\r\n * @param parent defines the parent mesh if any\r\n * @param source defines the optional source LinesMesh used to clone data from\r\n * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.\r\n * When false, achieved by calling a clone(), also passing False.\r\n * This will make creation of children, recursive.\r\n * @param useVertexColor defines if this LinesMesh supports vertex color\r\n * @param useVertexAlpha defines if this LinesMesh supports vertex alpha\r\n */\r\n function LinesMesh(name, scene, parent, source, doNotCloneChildren, \r\n /**\r\n * If vertex color should be applied to the mesh\r\n */\r\n useVertexColor, \r\n /**\r\n * If vertex alpha should be applied to the mesh\r\n */\r\n useVertexAlpha) {\r\n if (scene === void 0) { scene = null; }\r\n if (parent === void 0) { parent = null; }\r\n if (source === void 0) { source = null; }\r\n var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;\r\n _this.useVertexColor = useVertexColor;\r\n _this.useVertexAlpha = useVertexAlpha;\r\n /**\r\n * Color of the line (Default: White)\r\n */\r\n _this.color = new Color3(1, 1, 1);\r\n /**\r\n * Alpha of the line (Default: 1)\r\n */\r\n _this.alpha = 1;\r\n if (source) {\r\n _this.color = source.color.clone();\r\n _this.alpha = source.alpha;\r\n _this.useVertexColor = source.useVertexColor;\r\n _this.useVertexAlpha = source.useVertexAlpha;\r\n }\r\n _this.intersectionThreshold = 0.1;\r\n var defines = [];\r\n var options = {\r\n attributes: [VertexBuffer.PositionKind, \"world0\", \"world1\", \"world2\", \"world3\"],\r\n uniforms: [\"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"vClipPlane5\", \"vClipPlane6\", \"world\", \"viewProjection\"],\r\n needAlphaBlending: true,\r\n defines: defines\r\n };\r\n if (useVertexAlpha === false) {\r\n options.needAlphaBlending = false;\r\n }\r\n if (!useVertexColor) {\r\n options.uniforms.push(\"color\");\r\n _this.color4 = new Color4();\r\n }\r\n else {\r\n options.defines.push(\"#define VERTEXCOLOR\");\r\n options.attributes.push(VertexBuffer.ColorKind);\r\n }\r\n _this._colorShader = new ShaderMaterial(\"colorShader\", _this.getScene(), \"color\", options);\r\n return _this;\r\n }\r\n LinesMesh.prototype._addClipPlaneDefine = function (label) {\r\n var define = \"#define \" + label;\r\n var index = this._colorShader.options.defines.indexOf(define);\r\n if (index !== -1) {\r\n return;\r\n }\r\n this._colorShader.options.defines.push(define);\r\n };\r\n LinesMesh.prototype._removeClipPlaneDefine = function (label) {\r\n var define = \"#define \" + label;\r\n var index = this._colorShader.options.defines.indexOf(define);\r\n if (index === -1) {\r\n return;\r\n }\r\n this._colorShader.options.defines.splice(index, 1);\r\n };\r\n LinesMesh.prototype.isReady = function () {\r\n var scene = this.getScene();\r\n // Clip planes\r\n scene.clipPlane ? this._addClipPlaneDefine(\"CLIPPLANE\") : this._removeClipPlaneDefine(\"CLIPPLANE\");\r\n scene.clipPlane2 ? this._addClipPlaneDefine(\"CLIPPLANE2\") : this._removeClipPlaneDefine(\"CLIPPLANE2\");\r\n scene.clipPlane3 ? this._addClipPlaneDefine(\"CLIPPLANE3\") : this._removeClipPlaneDefine(\"CLIPPLANE3\");\r\n scene.clipPlane4 ? this._addClipPlaneDefine(\"CLIPPLANE4\") : this._removeClipPlaneDefine(\"CLIPPLANE4\");\r\n scene.clipPlane5 ? this._addClipPlaneDefine(\"CLIPPLANE5\") : this._removeClipPlaneDefine(\"CLIPPLANE5\");\r\n scene.clipPlane6 ? this._addClipPlaneDefine(\"CLIPPLANE6\") : this._removeClipPlaneDefine(\"CLIPPLANE6\");\r\n if (!this._colorShader.isReady()) {\r\n return false;\r\n }\r\n return _super.prototype.isReady.call(this);\r\n };\r\n /**\r\n * Returns the string \"LineMesh\"\r\n */\r\n LinesMesh.prototype.getClassName = function () {\r\n return \"LinesMesh\";\r\n };\r\n Object.defineProperty(LinesMesh.prototype, \"material\", {\r\n /**\r\n * @hidden\r\n */\r\n get: function () {\r\n return this._colorShader;\r\n },\r\n /**\r\n * @hidden\r\n */\r\n set: function (value) {\r\n // Do nothing\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(LinesMesh.prototype, \"checkCollisions\", {\r\n /**\r\n * @hidden\r\n */\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n var colorEffect = this._colorShader.getEffect();\r\n // VBOs\r\n var indexToBind = this.isUnIndexed ? null : this._geometry.getIndexBuffer();\r\n this._geometry._bind(colorEffect, indexToBind);\r\n // Color\r\n if (!this.useVertexColor) {\r\n var _a = this.color, r = _a.r, g = _a.g, b = _a.b;\r\n this.color4.set(r, g, b, this.alpha);\r\n this._colorShader.setColor4(\"color\", this.color4);\r\n }\r\n // Clip planes\r\n MaterialHelper.BindClipPlane(colorEffect, this.getScene());\r\n return this;\r\n };\r\n /** @hidden */\r\n LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n var engine = this.getScene().getEngine();\r\n // Draw order\r\n if (this._unIndexed) {\r\n engine.drawArraysType(Material.LineListDrawMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);\r\n }\r\n else {\r\n engine.drawElementsType(Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Disposes of the line mesh\r\n * @param doNotRecurse If children should be disposed\r\n */\r\n LinesMesh.prototype.dispose = function (doNotRecurse) {\r\n this._colorShader.dispose(false, false, true);\r\n _super.prototype.dispose.call(this, doNotRecurse);\r\n };\r\n /**\r\n * Returns a new LineMesh object cloned from the current one.\r\n */\r\n LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {\r\n if (newParent === void 0) { newParent = null; }\r\n return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);\r\n };\r\n /**\r\n * Creates a new InstancedLinesMesh object from the mesh model.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedLinesMesh\r\n */\r\n LinesMesh.prototype.createInstance = function (name) {\r\n return new InstancedLinesMesh(name, this);\r\n };\r\n return LinesMesh;\r\n}(Mesh));\r\nexport { LinesMesh };\r\n/**\r\n * Creates an instance based on a source LinesMesh\r\n */\r\nvar InstancedLinesMesh = /** @class */ (function (_super) {\r\n __extends(InstancedLinesMesh, _super);\r\n function InstancedLinesMesh(name, source) {\r\n var _this = _super.call(this, name, source) || this;\r\n _this.intersectionThreshold = source.intersectionThreshold;\r\n return _this;\r\n }\r\n /**\r\n * Returns the string \"InstancedLinesMesh\".\r\n */\r\n InstancedLinesMesh.prototype.getClassName = function () {\r\n return \"InstancedLinesMesh\";\r\n };\r\n return InstancedLinesMesh;\r\n}(InstancedMesh));\r\nexport { InstancedLinesMesh };\r\n//# sourceMappingURL=linesMesh.js.map","import { Vector3 } from \"../../Maths/math.vector\";\r\nimport { _CreationDataStorage, Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { LinesMesh } from \"../../Meshes/linesMesh\";\r\nimport { VertexBuffer } from \"../../Meshes/buffer\";\r\nVertexData.CreateLineSystem = function (options) {\r\n var indices = [];\r\n var positions = [];\r\n var lines = options.lines;\r\n var colors = options.colors;\r\n var vertexColors = [];\r\n var idx = 0;\r\n for (var l = 0; l < lines.length; l++) {\r\n var points = lines[l];\r\n for (var index = 0; index < points.length; index++) {\r\n positions.push(points[index].x, points[index].y, points[index].z);\r\n if (colors) {\r\n var color = colors[l];\r\n vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);\r\n }\r\n if (index > 0) {\r\n indices.push(idx - 1);\r\n indices.push(idx);\r\n }\r\n idx++;\r\n }\r\n }\r\n var vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n if (colors) {\r\n vertexData.colors = vertexColors;\r\n }\r\n return vertexData;\r\n};\r\nVertexData.CreateDashedLines = function (options) {\r\n var dashSize = options.dashSize || 3;\r\n var gapSize = options.gapSize || 1;\r\n var dashNb = options.dashNb || 200;\r\n var points = options.points;\r\n var positions = new Array();\r\n var indices = new Array();\r\n var curvect = Vector3.Zero();\r\n var lg = 0;\r\n var nb = 0;\r\n var shft = 0;\r\n var dashshft = 0;\r\n var curshft = 0;\r\n var idx = 0;\r\n var i = 0;\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n lg += curvect.length();\r\n }\r\n shft = lg / dashNb;\r\n dashshft = dashSize * shft / (dashSize + gapSize);\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n nb = Math.floor(curvect.length() / shft);\r\n curvect.normalize();\r\n for (var j = 0; j < nb; j++) {\r\n curshft = shft * j;\r\n positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);\r\n positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);\r\n indices.push(idx, idx + 1);\r\n idx += 2;\r\n }\r\n }\r\n // Result\r\n var vertexData = new VertexData();\r\n vertexData.positions = positions;\r\n vertexData.indices = indices;\r\n return vertexData;\r\n};\r\nMesh.CreateLines = function (name, points, scene, updatable, instance) {\r\n if (scene === void 0) { scene = null; }\r\n if (updatable === void 0) { updatable = false; }\r\n if (instance === void 0) { instance = null; }\r\n var options = {\r\n points: points,\r\n updatable: updatable,\r\n instance: instance\r\n };\r\n return LinesBuilder.CreateLines(name, options, scene);\r\n};\r\nMesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {\r\n if (scene === void 0) { scene = null; }\r\n var options = {\r\n points: points,\r\n dashSize: dashSize,\r\n gapSize: gapSize,\r\n dashNb: dashNb,\r\n updatable: updatable,\r\n instance: instance\r\n };\r\n return LinesBuilder.CreateDashedLines(name, options, scene);\r\n};\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nvar LinesBuilder = /** @class */ (function () {\r\n function LinesBuilder() {\r\n }\r\n /**\r\n * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh\r\n * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function\r\n * * The parameter `lines` is an array of lines, each line being an array of successive Vector3\r\n * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter\r\n * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)\r\n * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system\r\n * @param name defines the name of the new line system\r\n * @param options defines the options used to create the line system\r\n * @param scene defines the hosting scene\r\n * @returns a new line system mesh\r\n */\r\n LinesBuilder.CreateLineSystem = function (name, options, scene) {\r\n var instance = options.instance;\r\n var lines = options.lines;\r\n var colors = options.colors;\r\n if (instance) { // lines update\r\n var positions = instance.getVerticesData(VertexBuffer.PositionKind);\r\n var vertexColor;\r\n var lineColors;\r\n if (colors) {\r\n vertexColor = instance.getVerticesData(VertexBuffer.ColorKind);\r\n }\r\n var i = 0;\r\n var c = 0;\r\n for (var l = 0; l < lines.length; l++) {\r\n var points = lines[l];\r\n for (var p = 0; p < points.length; p++) {\r\n positions[i] = points[p].x;\r\n positions[i + 1] = points[p].y;\r\n positions[i + 2] = points[p].z;\r\n if (colors && vertexColor) {\r\n lineColors = colors[l];\r\n vertexColor[c] = lineColors[p].r;\r\n vertexColor[c + 1] = lineColors[p].g;\r\n vertexColor[c + 2] = lineColors[p].b;\r\n vertexColor[c + 3] = lineColors[p].a;\r\n c += 4;\r\n }\r\n i += 3;\r\n }\r\n }\r\n instance.updateVerticesData(VertexBuffer.PositionKind, positions, false, false);\r\n if (colors && vertexColor) {\r\n instance.updateVerticesData(VertexBuffer.ColorKind, vertexColor, false, false);\r\n }\r\n return instance;\r\n }\r\n // line system creation\r\n var useVertexColor = (colors) ? true : false;\r\n var lineSystem = new LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);\r\n var vertexData = VertexData.CreateLineSystem(options);\r\n vertexData.applyToMesh(lineSystem, options.updatable);\r\n return lineSystem;\r\n };\r\n /**\r\n * Creates a line mesh\r\n * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function\r\n * * The parameter `points` is an array successive Vector3\r\n * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * The optional parameter `colors` is an array of successive Color4, one per line point\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)\r\n * * When updating an instance, remember that only point positions can change, not the number of points\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines\r\n * @param name defines the name of the new line system\r\n * @param options defines the options used to create the line system\r\n * @param scene defines the hosting scene\r\n * @returns a new line mesh\r\n */\r\n LinesBuilder.CreateLines = function (name, options, scene) {\r\n if (scene === void 0) { scene = null; }\r\n var colors = (options.colors) ? [options.colors] : null;\r\n var lines = LinesBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);\r\n return lines;\r\n };\r\n /**\r\n * Creates a dashed line mesh\r\n * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function\r\n * * The parameter `points` is an array successive Vector3\r\n * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)\r\n * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)\r\n * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)\r\n * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)\r\n * * When updating an instance, remember that only point positions can change, not the number of points\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the dashed line mesh\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines\r\n */\r\n LinesBuilder.CreateDashedLines = function (name, options, scene) {\r\n if (scene === void 0) { scene = null; }\r\n var points = options.points;\r\n var instance = options.instance;\r\n var gapSize = options.gapSize || 1;\r\n var dashSize = options.dashSize || 3;\r\n if (instance) { // dashed lines update\r\n var positionFunction = function (positions) {\r\n var curvect = Vector3.Zero();\r\n var nbSeg = positions.length / 6;\r\n var lg = 0;\r\n var nb = 0;\r\n var shft = 0;\r\n var dashshft = 0;\r\n var curshft = 0;\r\n var p = 0;\r\n var i = 0;\r\n var j = 0;\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n lg += curvect.length();\r\n }\r\n shft = lg / nbSeg;\r\n var dashSize = instance._creationDataStorage.dashSize;\r\n var gapSize = instance._creationDataStorage.gapSize;\r\n dashshft = dashSize * shft / (dashSize + gapSize);\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n nb = Math.floor(curvect.length() / shft);\r\n curvect.normalize();\r\n j = 0;\r\n while (j < nb && p < positions.length) {\r\n curshft = shft * j;\r\n positions[p] = points[i].x + curshft * curvect.x;\r\n positions[p + 1] = points[i].y + curshft * curvect.y;\r\n positions[p + 2] = points[i].z + curshft * curvect.z;\r\n positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;\r\n positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;\r\n positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;\r\n p += 6;\r\n j++;\r\n }\r\n }\r\n while (p < positions.length) {\r\n positions[p] = points[i].x;\r\n positions[p + 1] = points[i].y;\r\n positions[p + 2] = points[i].z;\r\n p += 3;\r\n }\r\n };\r\n instance.updateMeshPositions(positionFunction, false);\r\n return instance;\r\n }\r\n // dashed lines creation\r\n var dashedLines = new LinesMesh(name, scene, null, undefined, undefined, undefined, options.useVertexAlpha);\r\n var vertexData = VertexData.CreateDashedLines(options);\r\n vertexData.applyToMesh(dashedLines, options.updatable);\r\n dashedLines._creationDataStorage = new _CreationDataStorage();\r\n dashedLines._creationDataStorage.dashSize = dashSize;\r\n dashedLines._creationDataStorage.gapSize = gapSize;\r\n return dashedLines;\r\n };\r\n return LinesBuilder;\r\n}());\r\nexport { LinesBuilder };\r\n//# sourceMappingURL=linesBuilder.js.map","import { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nVertexData.CreateDisc = function (options) {\r\n var positions = new Array();\r\n var indices = new Array();\r\n var normals = new Array();\r\n var uvs = new Array();\r\n var radius = options.radius || 0.5;\r\n var tessellation = options.tessellation || 64;\r\n var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n // positions and uvs\r\n positions.push(0, 0, 0); // disc center first\r\n uvs.push(0.5, 0.5);\r\n var theta = Math.PI * 2 * arc;\r\n var step = theta / tessellation;\r\n for (var a = 0; a < theta; a += step) {\r\n var x = Math.cos(a);\r\n var y = Math.sin(a);\r\n var u = (x + 1) / 2;\r\n var v = (1 - y) / 2;\r\n positions.push(radius * x, radius * y, 0);\r\n uvs.push(u, v);\r\n }\r\n if (arc === 1) {\r\n positions.push(positions[3], positions[4], positions[5]); // close the circle\r\n uvs.push(uvs[2], uvs[3]);\r\n }\r\n //indices\r\n var vertexNb = positions.length / 3;\r\n for (var i = 1; i < vertexNb - 1; i++) {\r\n indices.push(i + 1, 0, i);\r\n }\r\n // result\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n var vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n return vertexData;\r\n};\r\nMesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {\r\n if (scene === void 0) { scene = null; }\r\n var options = {\r\n radius: radius,\r\n tessellation: tessellation,\r\n sideOrientation: sideOrientation,\r\n updatable: updatable\r\n };\r\n return DiscBuilder.CreateDisc(name, options, scene);\r\n};\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nvar DiscBuilder = /** @class */ (function () {\r\n function DiscBuilder() {\r\n }\r\n /**\r\n * Creates a plane polygonal mesh. By default, this is a disc\r\n * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)\r\n * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc\r\n * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the plane polygonal mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon\r\n */\r\n DiscBuilder.CreateDisc = function (name, options, scene) {\r\n if (scene === void 0) { scene = null; }\r\n var disc = new Mesh(name, scene);\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n disc._originalBuilderSideOrientation = options.sideOrientation;\r\n var vertexData = VertexData.CreateDisc(options);\r\n vertexData.applyToMesh(disc, options.updatable);\r\n return disc;\r\n };\r\n return DiscBuilder;\r\n}());\r\nexport { DiscBuilder };\r\n//# sourceMappingURL=discBuilder.js.map","import { Vector3, TmpVectors, Quaternion, Vector4 } from \"../Maths/math.vector\";\r\nimport { Color4 } from '../Maths/math.color';\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { BoundingSphere } from \"../Culling/boundingSphere\";\r\nimport { AbstractMesh } from '../Meshes/abstractMesh';\r\n/**\r\n * Represents one particle of a solid particle system.\r\n */\r\nvar SolidParticle = /** @class */ (function () {\r\n /**\r\n * Creates a Solid Particle object.\r\n * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()\r\n * @param particleIndex (integer) is the particle index in the Solid Particle System pool.\r\n * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.\r\n * @param positionIndex (integer) is the starting index of the particle vertices in the SPS \"positions\" array.\r\n * @param indiceIndex (integer) is the starting index of the particle indices in the SPS \"indices\" array.\r\n * @param model (ModelShape) is a reference to the model shape on what the particle is designed.\r\n * @param shapeId (integer) is the model shape identifier in the SPS.\r\n * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))\r\n * @param sps defines the sps it is associated to\r\n * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.\r\n * @param materialIndex is the particle material identifier (integer) when the MultiMaterials are enabled in the SPS.\r\n */\r\n function SolidParticle(particleIndex, particleId, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo, materialIndex) {\r\n if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }\r\n if (materialIndex === void 0) { materialIndex = null; }\r\n /**\r\n * particle global index\r\n */\r\n this.idx = 0;\r\n /**\r\n * particle identifier\r\n */\r\n this.id = 0;\r\n /**\r\n * The color of the particle\r\n */\r\n this.color = new Color4(1.0, 1.0, 1.0, 1.0);\r\n /**\r\n * The world space position of the particle.\r\n */\r\n this.position = Vector3.Zero();\r\n /**\r\n * The world space rotation of the particle. (Not use if rotationQuaternion is set)\r\n */\r\n this.rotation = Vector3.Zero();\r\n /**\r\n * The scaling of the particle.\r\n */\r\n this.scaling = Vector3.One();\r\n /**\r\n * The uvs of the particle.\r\n */\r\n this.uvs = new Vector4(0.0, 0.0, 1.0, 1.0);\r\n /**\r\n * The current speed of the particle.\r\n */\r\n this.velocity = Vector3.Zero();\r\n /**\r\n * The pivot point in the particle local space.\r\n */\r\n this.pivot = Vector3.Zero();\r\n /**\r\n * Must the particle be translated from its pivot point in its local space ?\r\n * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.\r\n * Default : false\r\n */\r\n this.translateFromPivot = false;\r\n /**\r\n * Is the particle active or not ?\r\n */\r\n this.alive = true;\r\n /**\r\n * Is the particle visible or not ?\r\n */\r\n this.isVisible = true;\r\n /**\r\n * Index of this particle in the global \"positions\" array (Internal use)\r\n * @hidden\r\n */\r\n this._pos = 0;\r\n /**\r\n * @hidden Index of this particle in the global \"indices\" array (Internal use)\r\n */\r\n this._ind = 0;\r\n /**\r\n * ModelShape id of this particle\r\n */\r\n this.shapeId = 0;\r\n /**\r\n * Index of the particle in its shape id\r\n */\r\n this.idxInShape = 0;\r\n /**\r\n * @hidden Still set as invisible in order to skip useless computations (Internal use)\r\n */\r\n this._stillInvisible = false;\r\n /**\r\n * @hidden Last computed particle rotation matrix\r\n */\r\n this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];\r\n /**\r\n * Parent particle Id, if any.\r\n * Default null.\r\n */\r\n this.parentId = null;\r\n /**\r\n * The particle material identifier (integer) when MultiMaterials are enabled in the SPS.\r\n */\r\n this.materialIndex = null;\r\n /**\r\n * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().\r\n * The possible values are :\r\n * - AbstractMesh.CULLINGSTRATEGY_STANDARD\r\n * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY\r\n * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION\r\n * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY\r\n * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY\r\n * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.\r\n * */\r\n this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY;\r\n /**\r\n * @hidden Internal global position in the SPS.\r\n */\r\n this._globalPosition = Vector3.Zero();\r\n this.idx = particleIndex;\r\n this.id = particleId;\r\n this._pos = positionIndex;\r\n this._ind = indiceIndex;\r\n this._model = model;\r\n this.shapeId = shapeId;\r\n this.idxInShape = idxInShape;\r\n this._sps = sps;\r\n if (modelBoundingInfo) {\r\n this._modelBoundingInfo = modelBoundingInfo;\r\n this._boundingInfo = new BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);\r\n }\r\n if (materialIndex !== null) {\r\n this.materialIndex = materialIndex;\r\n }\r\n }\r\n /**\r\n * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive\r\n * @param target the particle target\r\n * @returns the current particle\r\n */\r\n SolidParticle.prototype.copyToRef = function (target) {\r\n target.position.copyFrom(this.position);\r\n target.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n if (target.rotationQuaternion) {\r\n target.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n }\r\n else {\r\n target.rotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n }\r\n target.scaling.copyFrom(this.scaling);\r\n if (this.color) {\r\n if (target.color) {\r\n target.color.copyFrom(this.color);\r\n }\r\n else {\r\n target.color = this.color.clone();\r\n }\r\n }\r\n target.uvs.copyFrom(this.uvs);\r\n target.velocity.copyFrom(this.velocity);\r\n target.pivot.copyFrom(this.pivot);\r\n target.translateFromPivot = this.translateFromPivot;\r\n target.alive = this.alive;\r\n target.isVisible = this.isVisible;\r\n target.parentId = this.parentId;\r\n target.cullingStrategy = this.cullingStrategy;\r\n if (this.materialIndex !== null) {\r\n target.materialIndex = this.materialIndex;\r\n }\r\n return this;\r\n };\r\n Object.defineProperty(SolidParticle.prototype, \"scale\", {\r\n /**\r\n * Legacy support, changed scale to scaling\r\n */\r\n get: function () {\r\n return this.scaling;\r\n },\r\n /**\r\n * Legacy support, changed scale to scaling\r\n */\r\n set: function (scale) {\r\n this.scaling = scale;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticle.prototype, \"quaternion\", {\r\n /**\r\n * Legacy support, changed quaternion to rotationQuaternion\r\n */\r\n get: function () {\r\n return this.rotationQuaternion;\r\n },\r\n /**\r\n * Legacy support, changed quaternion to rotationQuaternion\r\n */\r\n set: function (q) {\r\n this.rotationQuaternion = q;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns a boolean. True if the particle intersects another particle or another mesh, else false.\r\n * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)\r\n * @param target is the object (solid particle or mesh) what the intersection is computed against.\r\n * @returns true if it intersects\r\n */\r\n SolidParticle.prototype.intersectsMesh = function (target) {\r\n if (!this._boundingInfo || !target._boundingInfo) {\r\n return false;\r\n }\r\n if (this._sps._bSphereOnly) {\r\n return BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);\r\n }\r\n return this._boundingInfo.intersects(target._boundingInfo, false);\r\n };\r\n /**\r\n * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.\r\n * A particle is in the frustum if its bounding box intersects the frustum\r\n * @param frustumPlanes defines the frustum to test\r\n * @returns true if the particle is in the frustum planes\r\n */\r\n SolidParticle.prototype.isInFrustum = function (frustumPlanes) {\r\n return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);\r\n };\r\n /**\r\n * get the rotation matrix of the particle\r\n * @hidden\r\n */\r\n SolidParticle.prototype.getRotationMatrix = function (m) {\r\n var quaternion;\r\n if (this.rotationQuaternion) {\r\n quaternion = this.rotationQuaternion;\r\n }\r\n else {\r\n quaternion = TmpVectors.Quaternion[0];\r\n var rotation = this.rotation;\r\n Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);\r\n }\r\n quaternion.toRotationMatrix(m);\r\n };\r\n return SolidParticle;\r\n}());\r\nexport { SolidParticle };\r\n/**\r\n * Represents the shape of the model used by one particle of a solid particle system.\r\n * SPS internal tool, don't use it manually.\r\n */\r\nvar ModelShape = /** @class */ (function () {\r\n /**\r\n * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.\r\n * SPS internal tool, don't use it manually.\r\n * @hidden\r\n */\r\n function ModelShape(id, shape, indices, normals, colors, shapeUV, posFunction, vtxFunction, material) {\r\n /**\r\n * length of the shape in the model indices array (internal use)\r\n * @hidden\r\n */\r\n this._indicesLength = 0;\r\n this.shapeID = id;\r\n this._shape = shape;\r\n this._indices = indices;\r\n this._indicesLength = indices.length;\r\n this._shapeUV = shapeUV;\r\n this._shapeColors = colors;\r\n this._normals = normals;\r\n this._positionFunction = posFunction;\r\n this._vertexFunction = vtxFunction;\r\n this._material = material;\r\n }\r\n return ModelShape;\r\n}());\r\nexport { ModelShape };\r\n/**\r\n * Represents a Depth Sorted Particle in the solid particle system.\r\n * @hidden\r\n */\r\nvar DepthSortedParticle = /** @class */ (function () {\r\n /**\r\n * Creates a new sorted particle\r\n * @param materialIndex\r\n */\r\n function DepthSortedParticle(ind, indLength, materialIndex) {\r\n /**\r\n * Index of the particle in the \"indices\" array\r\n */\r\n this.ind = 0;\r\n /**\r\n * Length of the particle shape in the \"indices\" array\r\n */\r\n this.indicesLength = 0;\r\n /**\r\n * Squared distance from the particle to the camera\r\n */\r\n this.sqDistance = 0.0;\r\n /**\r\n * Material index when used with MultiMaterials\r\n */\r\n this.materialIndex = 0;\r\n this.ind = ind;\r\n this.indicesLength = indLength;\r\n this.materialIndex = materialIndex;\r\n }\r\n return DepthSortedParticle;\r\n}());\r\nexport { DepthSortedParticle };\r\n//# sourceMappingURL=solidParticle.js.map","import { Vector3, Matrix, TmpVectors, Quaternion } from \"../Maths/math.vector\";\r\nimport { Color4 } from '../Maths/math.color';\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { DiscBuilder } from \"../Meshes/Builders/discBuilder\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { DepthSortedParticle, SolidParticle, ModelShape } from \"./solidParticle\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { Axis } from '../Maths/math.axis';\r\nimport { SubMesh } from '../Meshes/subMesh';\r\nimport { StandardMaterial } from '../Materials/standardMaterial';\r\nimport { MultiMaterial } from '../Materials/multiMaterial';\r\n/**\r\n * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.\r\n *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.\r\n\r\n * The SPS is also a particle system. It provides some methods to manage the particles.\r\n * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.\r\n *\r\n * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System\r\n */\r\nvar SolidParticleSystem = /** @class */ (function () {\r\n /**\r\n * Creates a SPS (Solid Particle System) object.\r\n * @param name (String) is the SPS name, this will be the underlying mesh name.\r\n * @param scene (Scene) is the scene in which the SPS is added.\r\n * @param options defines the options of the sps e.g.\r\n * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.\r\n * * isPickable (optional boolean, default false) : if the solid particles must be pickable.\r\n * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.\r\n * * useModelMaterial (optional boolean, defaut false) : if the model materials must be used to create the SPS multimaterial. This enables the multimaterial supports of the SPS.\r\n * * enableMultiMaterial (optional boolean, default false) : if the solid particles can be given different materials.\r\n * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.\r\n * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.\r\n * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).\r\n * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.\r\n * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.\r\n */\r\n function SolidParticleSystem(name, scene, options) {\r\n /**\r\n * The SPS array of Solid Particle objects. Just access each particle as with any classic array.\r\n * Example : var p = SPS.particles[i];\r\n */\r\n this.particles = new Array();\r\n /**\r\n * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.\r\n */\r\n this.nbParticles = 0;\r\n /**\r\n * If the particles must ever face the camera (default false). Useful for planar particles.\r\n */\r\n this.billboard = false;\r\n /**\r\n * Recompute normals when adding a shape\r\n */\r\n this.recomputeNormals = false;\r\n /**\r\n * This a counter ofr your own usage. It's not set by any SPS functions.\r\n */\r\n this.counter = 0;\r\n /**\r\n * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.\r\n * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns\r\n */\r\n this.vars = {};\r\n /**\r\n * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)\r\n * @hidden\r\n */\r\n this._bSphereOnly = false;\r\n /**\r\n * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)\r\n * @hidden\r\n */\r\n this._bSphereRadiusFactor = 1.0;\r\n this._positions = new Array();\r\n this._indices = new Array();\r\n this._normals = new Array();\r\n this._colors = new Array();\r\n this._uvs = new Array();\r\n this._index = 0; // indices index\r\n this._updatable = true;\r\n this._pickable = false;\r\n this._isVisibilityBoxLocked = false;\r\n this._alwaysVisible = false;\r\n this._depthSort = false;\r\n this._expandable = false;\r\n this._shapeCounter = 0;\r\n this._copy = new SolidParticle(0, 0, 0, 0, null, 0, 0, this);\r\n this._color = new Color4(0, 0, 0, 0);\r\n this._computeParticleColor = true;\r\n this._computeParticleTexture = true;\r\n this._computeParticleRotation = true;\r\n this._computeParticleVertex = false;\r\n this._computeBoundingBox = false;\r\n this._depthSortParticles = true;\r\n this._mustUnrotateFixedNormals = false;\r\n this._particlesIntersect = false;\r\n this._needs32Bits = false;\r\n this._isNotBuilt = true;\r\n this._lastParticleId = 0;\r\n this._idxOfId = []; // array : key = particle.id / value = particle.idx\r\n this._multimaterialEnabled = false;\r\n this._useModelMaterial = false;\r\n this._depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };\r\n this._materialSortFunction = function (p1, p2) { return p1.materialIndex - p2.materialIndex; };\r\n this._autoUpdateSubMeshes = false;\r\n this.name = name;\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this._camera = scene.activeCamera;\r\n this._pickable = options ? options.isPickable : false;\r\n this._depthSort = options ? options.enableDepthSort : false;\r\n this._multimaterialEnabled = options ? options.enableMultiMaterial : false;\r\n this._useModelMaterial = options ? options.useModelMaterial : false;\r\n this._multimaterialEnabled = (this._useModelMaterial) ? true : this._multimaterialEnabled;\r\n this._expandable = options ? options.expandable : false;\r\n this._particlesIntersect = options ? options.particleIntersection : false;\r\n this._bSphereOnly = options ? options.boundingSphereOnly : false;\r\n this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;\r\n if (options && options.updatable !== undefined) {\r\n this._updatable = options.updatable;\r\n }\r\n else {\r\n this._updatable = true;\r\n }\r\n if (this._pickable) {\r\n this.pickedParticles = [];\r\n }\r\n if (this._depthSort || this._multimaterialEnabled) {\r\n this.depthSortedParticles = [];\r\n }\r\n if (this._multimaterialEnabled) {\r\n this._multimaterial = new MultiMaterial(this.name + \"MultiMaterial\", this._scene);\r\n this._materials = [];\r\n this._materialIndexesById = {};\r\n }\r\n }\r\n /**\r\n * Builds the SPS underlying mesh. Returns a standard Mesh.\r\n * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.\r\n * @returns the created mesh\r\n */\r\n SolidParticleSystem.prototype.buildMesh = function () {\r\n if (!this._isNotBuilt && this.mesh) {\r\n return this.mesh;\r\n }\r\n if (this.nbParticles === 0 && !this.mesh) {\r\n var triangle = DiscBuilder.CreateDisc(\"\", { radius: 1, tessellation: 3 }, this._scene);\r\n this.addShape(triangle, 1);\r\n triangle.dispose();\r\n }\r\n this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);\r\n this._positions32 = new Float32Array(this._positions);\r\n this._uvs32 = new Float32Array(this._uvs);\r\n this._colors32 = new Float32Array(this._colors);\r\n if (!this.mesh) { // in case it's already expanded\r\n var mesh = new Mesh(this.name, this._scene);\r\n this.mesh = mesh;\r\n }\r\n if (!this._updatable && this._multimaterialEnabled) {\r\n this._sortParticlesByMaterial(); // this may reorder the indices32\r\n }\r\n if (this.recomputeNormals) {\r\n VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);\r\n }\r\n this._normals32 = new Float32Array(this._normals);\r\n this._fixedNormal32 = new Float32Array(this._normals);\r\n if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction\r\n this._unrotateFixedNormals();\r\n }\r\n var vertexData = new VertexData();\r\n vertexData.indices = (this._depthSort) ? this._indices : this._indices32;\r\n vertexData.set(this._positions32, VertexBuffer.PositionKind);\r\n vertexData.set(this._normals32, VertexBuffer.NormalKind);\r\n if (this._uvs32.length > 0) {\r\n vertexData.set(this._uvs32, VertexBuffer.UVKind);\r\n }\r\n if (this._colors32.length > 0) {\r\n vertexData.set(this._colors32, VertexBuffer.ColorKind);\r\n }\r\n vertexData.applyToMesh(this.mesh, this._updatable);\r\n this.mesh.isPickable = this._pickable;\r\n if (this._multimaterialEnabled) {\r\n this.setMultiMaterial(this._materials);\r\n }\r\n if (!this._expandable) {\r\n // free memory\r\n if (!this._depthSort && !this._multimaterialEnabled) {\r\n this._indices = null;\r\n }\r\n this._positions = null;\r\n this._normals = null;\r\n this._uvs = null;\r\n this._colors = null;\r\n if (!this._updatable) {\r\n this.particles.length = 0;\r\n }\r\n }\r\n this._isNotBuilt = false;\r\n this.recomputeNormals = false;\r\n return this.mesh;\r\n };\r\n /**\r\n * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.\r\n * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.\r\n * Thus the particles generated from `digest()` have their property `position` set yet.\r\n * @param mesh ( Mesh ) is the mesh to be digested\r\n * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any\r\n * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets\r\n * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets\r\n * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.\r\n * @returns the current SPS\r\n */\r\n SolidParticleSystem.prototype.digest = function (mesh, options) {\r\n var size = (options && options.facetNb) || 1;\r\n var number = (options && options.number) || 0;\r\n var delta = (options && options.delta) || 0;\r\n var meshPos = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n var meshInd = mesh.getIndices();\r\n var meshUV = mesh.getVerticesData(VertexBuffer.UVKind);\r\n var meshCol = mesh.getVerticesData(VertexBuffer.ColorKind);\r\n var meshNor = mesh.getVerticesData(VertexBuffer.NormalKind);\r\n var storage = (options && options.storage) ? options.storage : null;\r\n var f = 0; // facet counter\r\n var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices\r\n // compute size from number\r\n if (number) {\r\n number = (number > totalFacets) ? totalFacets : number;\r\n size = Math.round(totalFacets / number);\r\n delta = 0;\r\n }\r\n else {\r\n size = (size > totalFacets) ? totalFacets : size;\r\n }\r\n var facetPos = []; // submesh positions\r\n var facetNor = [];\r\n var facetInd = []; // submesh indices\r\n var facetUV = []; // submesh UV\r\n var facetCol = []; // submesh colors\r\n var barycenter = Vector3.Zero();\r\n var sizeO = size;\r\n while (f < totalFacets) {\r\n size = sizeO + Math.floor((1 + delta) * Math.random());\r\n if (f > totalFacets - size) {\r\n size = totalFacets - f;\r\n }\r\n // reset temp arrays\r\n facetPos.length = 0;\r\n facetNor.length = 0;\r\n facetInd.length = 0;\r\n facetUV.length = 0;\r\n facetCol.length = 0;\r\n // iterate over \"size\" facets\r\n var fi = 0;\r\n for (var j = f * 3; j < (f + size) * 3; j++) {\r\n facetInd.push(fi);\r\n var i = meshInd[j];\r\n var i3 = i * 3;\r\n facetPos.push(meshPos[i3], meshPos[i3 + 1], meshPos[i3 + 2]);\r\n facetNor.push(meshNor[i3], meshNor[i3 + 1], meshNor[i3 + 2]);\r\n if (meshUV) {\r\n var i2 = i * 2;\r\n facetUV.push(meshUV[i2], meshUV[i2 + 1]);\r\n }\r\n if (meshCol) {\r\n var i4 = i * 4;\r\n facetCol.push(meshCol[i4], meshCol[i4 + 1], meshCol[i4 + 2], meshCol[i4 + 3]);\r\n }\r\n fi++;\r\n }\r\n // create a model shape for each single particle\r\n var idx = this.nbParticles;\r\n var shape = this._posToShape(facetPos);\r\n var shapeUV = this._uvsToShapeUV(facetUV);\r\n var shapeInd = Array.from(facetInd);\r\n var shapeCol = Array.from(facetCol);\r\n var shapeNor = Array.from(facetNor);\r\n // compute the barycenter of the shape\r\n barycenter.copyFromFloats(0, 0, 0);\r\n var v;\r\n for (v = 0; v < shape.length; v++) {\r\n barycenter.addInPlace(shape[v]);\r\n }\r\n barycenter.scaleInPlace(1 / shape.length);\r\n // shift the shape from its barycenter to the origin\r\n // and compute the BBox required for intersection.\r\n var minimum = new Vector3(Infinity, Infinity, Infinity);\r\n var maximum = new Vector3(-Infinity, -Infinity, -Infinity);\r\n for (v = 0; v < shape.length; v++) {\r\n shape[v].subtractInPlace(barycenter);\r\n minimum.minimizeInPlaceFromFloats(shape[v].x, shape[v].y, shape[v].z);\r\n maximum.maximizeInPlaceFromFloats(shape[v].x, shape[v].y, shape[v].z);\r\n }\r\n var bInfo;\r\n if (this._particlesIntersect) {\r\n bInfo = new BoundingInfo(minimum, maximum);\r\n }\r\n var material = null;\r\n if (this._useModelMaterial) {\r\n material = (mesh.material) ? mesh.material : this._setDefaultMaterial();\r\n }\r\n var modelShape = new ModelShape(this._shapeCounter, shape, shapeInd, shapeNor, shapeCol, shapeUV, null, null, material);\r\n // add the particle in the SPS\r\n var currentPos = this._positions.length;\r\n var currentInd = this._indices.length;\r\n this._meshBuilder(this._index, currentInd, shape, this._positions, shapeInd, this._indices, facetUV, this._uvs, shapeCol, this._colors, shapeNor, this._normals, idx, 0, null, modelShape);\r\n this._addParticle(idx, this._lastParticleId, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo, storage);\r\n // initialize the particle position\r\n this.particles[this.nbParticles].position.addInPlace(barycenter);\r\n if (!storage) {\r\n this._index += shape.length;\r\n idx++;\r\n this.nbParticles++;\r\n this._lastParticleId++;\r\n }\r\n this._shapeCounter++;\r\n f += size;\r\n }\r\n this._isNotBuilt = true; // buildMesh() is now expected for setParticles() to work\r\n return this;\r\n };\r\n /**\r\n * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._unrotateFixedNormals = function () {\r\n var index = 0;\r\n var idx = 0;\r\n var tmpNormal = TmpVectors.Vector3[0];\r\n var quaternion = TmpVectors.Quaternion[0];\r\n var invertedRotMatrix = TmpVectors.Matrix[0];\r\n for (var p = 0; p < this.particles.length; p++) {\r\n var particle = this.particles[p];\r\n var shape = particle._model._shape;\r\n // computing the inverse of the rotation matrix from the quaternion\r\n // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion\r\n if (particle.rotationQuaternion) {\r\n particle.rotationQuaternion.conjugateToRef(quaternion);\r\n }\r\n else {\r\n var rotation = particle.rotation;\r\n Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);\r\n quaternion.conjugateInPlace();\r\n }\r\n quaternion.toRotationMatrix(invertedRotMatrix);\r\n for (var pt = 0; pt < shape.length; pt++) {\r\n idx = index + pt * 3;\r\n Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);\r\n tmpNormal.toArray(this._fixedNormal32, idx);\r\n }\r\n index = idx + 3;\r\n }\r\n };\r\n /**\r\n * Resets the temporary working copy particle\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._resetCopy = function () {\r\n var copy = this._copy;\r\n copy.position.setAll(0);\r\n copy.rotation.setAll(0);\r\n copy.rotationQuaternion = null;\r\n copy.scaling.setAll(1);\r\n copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);\r\n copy.color = null;\r\n copy.translateFromPivot = false;\r\n copy.materialIndex = null;\r\n };\r\n /**\r\n * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays\r\n * @param p the current index in the positions array to be updated\r\n * @param ind the current index in the indices array\r\n * @param shape a Vector3 array, the shape geometry\r\n * @param positions the positions array to be updated\r\n * @param meshInd the shape indices array\r\n * @param indices the indices array to be updated\r\n * @param meshUV the shape uv array\r\n * @param uvs the uv array to be updated\r\n * @param meshCol the shape color array\r\n * @param colors the color array to be updated\r\n * @param meshNor the shape normals array\r\n * @param normals the normals array to be updated\r\n * @param idx the particle index\r\n * @param idxInShape the particle index in its shape\r\n * @param options the addShape() method passed options\r\n * @model the particle model\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._meshBuilder = function (p, ind, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options, model) {\r\n var i;\r\n var u = 0;\r\n var c = 0;\r\n var n = 0;\r\n this._resetCopy();\r\n var copy = this._copy;\r\n var storeApart = (options && options.storage) ? true : false;\r\n copy.idx = idx;\r\n copy.idxInShape = idxInShape;\r\n if (this._useModelMaterial) {\r\n var materialId = model._material.uniqueId;\r\n var materialIndexesById = this._materialIndexesById;\r\n if (!materialIndexesById.hasOwnProperty(materialId)) {\r\n materialIndexesById[materialId] = this._materials.length;\r\n this._materials.push(model._material);\r\n }\r\n var matIdx = materialIndexesById[materialId];\r\n copy.materialIndex = matIdx;\r\n }\r\n if (options && options.positionFunction) { // call to custom positionFunction\r\n options.positionFunction(copy, idx, idxInShape);\r\n this._mustUnrotateFixedNormals = true;\r\n }\r\n // in case the particle geometry must NOT be inserted in the SPS mesh geometry\r\n if (storeApart) {\r\n return copy;\r\n }\r\n var rotMatrix = TmpVectors.Matrix[0];\r\n var tmpVertex = TmpVectors.Vector3[0];\r\n var tmpRotated = TmpVectors.Vector3[1];\r\n var pivotBackTranslation = TmpVectors.Vector3[2];\r\n var scaledPivot = TmpVectors.Vector3[3];\r\n Matrix.IdentityToRef(rotMatrix);\r\n copy.getRotationMatrix(rotMatrix);\r\n copy.pivot.multiplyToRef(copy.scaling, scaledPivot);\r\n if (copy.translateFromPivot) {\r\n pivotBackTranslation.setAll(0.0);\r\n }\r\n else {\r\n pivotBackTranslation.copyFrom(scaledPivot);\r\n }\r\n var someVertexFunction = (options && options.vertexFunction);\r\n for (i = 0; i < shape.length; i++) {\r\n tmpVertex.copyFrom(shape[i]);\r\n if (someVertexFunction) {\r\n options.vertexFunction(copy, tmpVertex, i);\r\n }\r\n tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);\r\n Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);\r\n tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);\r\n positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);\r\n if (meshUV) {\r\n var copyUvs = copy.uvs;\r\n uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);\r\n u += 2;\r\n }\r\n if (copy.color) {\r\n this._color = copy.color;\r\n }\r\n else {\r\n var color = this._color;\r\n if (meshCol && meshCol[c] !== undefined) {\r\n color.r = meshCol[c];\r\n color.g = meshCol[c + 1];\r\n color.b = meshCol[c + 2];\r\n color.a = meshCol[c + 3];\r\n }\r\n else {\r\n color.r = 1.0;\r\n color.g = 1.0;\r\n color.b = 1.0;\r\n color.a = 1.0;\r\n }\r\n }\r\n colors.push(this._color.r, this._color.g, this._color.b, this._color.a);\r\n c += 4;\r\n if (!this.recomputeNormals && meshNor) {\r\n Vector3.TransformNormalFromFloatsToRef(meshNor[n], meshNor[n + 1], meshNor[n + 2], rotMatrix, tmpVertex);\r\n normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);\r\n n += 3;\r\n }\r\n }\r\n for (i = 0; i < meshInd.length; i++) {\r\n var current_ind = p + meshInd[i];\r\n indices.push(current_ind);\r\n if (current_ind > 65535) {\r\n this._needs32Bits = true;\r\n }\r\n }\r\n if (this._pickable) {\r\n var nbfaces = meshInd.length / 3;\r\n for (i = 0; i < nbfaces; i++) {\r\n this.pickedParticles.push({ idx: idx, faceId: i });\r\n }\r\n }\r\n if (this._depthSort || this._multimaterialEnabled) {\r\n var matIndex = (copy.materialIndex !== null) ? copy.materialIndex : 0;\r\n this.depthSortedParticles.push(new DepthSortedParticle(ind, meshInd.length, matIndex));\r\n }\r\n return copy;\r\n };\r\n /**\r\n * Returns a shape Vector3 array from positions float array\r\n * @param positions float array\r\n * @returns a vector3 array\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._posToShape = function (positions) {\r\n var shape = [];\r\n for (var i = 0; i < positions.length; i += 3) {\r\n shape.push(Vector3.FromArray(positions, i));\r\n }\r\n return shape;\r\n };\r\n /**\r\n * Returns a shapeUV array from a float uvs (array deep copy)\r\n * @param uvs as a float array\r\n * @returns a shapeUV array\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {\r\n var shapeUV = [];\r\n if (uvs) {\r\n for (var i = 0; i < uvs.length; i++) {\r\n shapeUV.push(uvs[i]);\r\n }\r\n }\r\n return shapeUV;\r\n };\r\n /**\r\n * Adds a new particle object in the particles array\r\n * @param idx particle index in particles array\r\n * @param id particle id\r\n * @param idxpos positionIndex : the starting index of the particle vertices in the SPS \"positions\" array\r\n * @param idxind indiceIndex : he starting index of the particle indices in the SPS \"indices\" array\r\n * @param model particle ModelShape object\r\n * @param shapeId model shape identifier\r\n * @param idxInShape index of the particle in the current model\r\n * @param bInfo model bounding info object\r\n * @param storage target storage array, if any\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._addParticle = function (idx, id, idxpos, idxind, model, shapeId, idxInShape, bInfo, storage) {\r\n if (bInfo === void 0) { bInfo = null; }\r\n if (storage === void 0) { storage = null; }\r\n var sp = new SolidParticle(idx, id, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);\r\n var target = (storage) ? storage : this.particles;\r\n target.push(sp);\r\n return sp;\r\n };\r\n /**\r\n * Adds some particles to the SPS from the model shape. Returns the shape id.\r\n * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps\r\n * @param mesh is any Mesh object that will be used as a model for the solid particles.\r\n * @param nb (positive integer) the number of particles to be created from this model\r\n * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.\r\n * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation\r\n * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.\r\n * @returns the number of shapes in the system\r\n */\r\n SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {\r\n var meshPos = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n var meshInd = mesh.getIndices();\r\n var meshUV = mesh.getVerticesData(VertexBuffer.UVKind);\r\n var meshCol = mesh.getVerticesData(VertexBuffer.ColorKind);\r\n var meshNor = mesh.getVerticesData(VertexBuffer.NormalKind);\r\n this.recomputeNormals = (meshNor) ? false : true;\r\n var indices = Array.from(meshInd);\r\n var shapeNormals = Array.from(meshNor);\r\n var shapeColors = (meshCol) ? Array.from(meshCol) : [];\r\n var storage = (options && options.storage) ? options.storage : null;\r\n var bbInfo = null;\r\n if (this._particlesIntersect) {\r\n bbInfo = mesh.getBoundingInfo();\r\n }\r\n var shape = this._posToShape(meshPos);\r\n var shapeUV = this._uvsToShapeUV(meshUV);\r\n var posfunc = options ? options.positionFunction : null;\r\n var vtxfunc = options ? options.vertexFunction : null;\r\n var material = null;\r\n if (this._useModelMaterial) {\r\n material = (mesh.material) ? mesh.material : this._setDefaultMaterial();\r\n }\r\n var modelShape = new ModelShape(this._shapeCounter, shape, indices, shapeNormals, shapeColors, shapeUV, posfunc, vtxfunc, material);\r\n // particles\r\n for (var i = 0; i < nb; i++) {\r\n this._insertNewParticle(this.nbParticles, i, modelShape, shape, meshInd, meshUV, meshCol, meshNor, bbInfo, storage, options);\r\n }\r\n this._shapeCounter++;\r\n this._isNotBuilt = true; // buildMesh() call is now expected for setParticles() to work\r\n return this._shapeCounter - 1;\r\n };\r\n /**\r\n * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._rebuildParticle = function (particle, reset) {\r\n if (reset === void 0) { reset = false; }\r\n this._resetCopy();\r\n var copy = this._copy;\r\n if (particle._model._positionFunction) { // recall to stored custom positionFunction\r\n particle._model._positionFunction(copy, particle.idx, particle.idxInShape);\r\n }\r\n var rotMatrix = TmpVectors.Matrix[0];\r\n var tmpVertex = TmpVectors.Vector3[0];\r\n var tmpRotated = TmpVectors.Vector3[1];\r\n var pivotBackTranslation = TmpVectors.Vector3[2];\r\n var scaledPivot = TmpVectors.Vector3[3];\r\n copy.getRotationMatrix(rotMatrix);\r\n particle.pivot.multiplyToRef(particle.scaling, scaledPivot);\r\n if (copy.translateFromPivot) {\r\n pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);\r\n }\r\n else {\r\n pivotBackTranslation.copyFrom(scaledPivot);\r\n }\r\n var shape = particle._model._shape;\r\n for (var pt = 0; pt < shape.length; pt++) {\r\n tmpVertex.copyFrom(shape[pt]);\r\n if (particle._model._vertexFunction) {\r\n particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction\r\n }\r\n tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);\r\n Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);\r\n tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);\r\n }\r\n if (reset) {\r\n particle.position.setAll(0.0);\r\n particle.rotation.setAll(0.0);\r\n particle.rotationQuaternion = null;\r\n particle.scaling.setAll(1.0);\r\n particle.uvs.setAll(0.0);\r\n particle.pivot.setAll(0.0);\r\n particle.translateFromPivot = false;\r\n particle.parentId = null;\r\n }\r\n };\r\n /**\r\n * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.\r\n * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.\r\n * @returns the SPS.\r\n */\r\n SolidParticleSystem.prototype.rebuildMesh = function (reset) {\r\n if (reset === void 0) { reset = false; }\r\n for (var p = 0; p < this.particles.length; p++) {\r\n this._rebuildParticle(this.particles[p], reset);\r\n }\r\n this.mesh.updateVerticesData(VertexBuffer.PositionKind, this._positions32, false, false);\r\n return this;\r\n };\r\n /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).\r\n * Returns an array with the removed particles.\r\n * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.\r\n * The SPS can't be empty so at least one particle needs to remain in place.\r\n * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.\r\n * @param start index of the first particle to remove\r\n * @param end index of the last particle to remove (included)\r\n * @returns an array populated with the removed particles\r\n */\r\n SolidParticleSystem.prototype.removeParticles = function (start, end) {\r\n var nb = end - start + 1;\r\n if (!this._expandable || nb <= 0 || nb >= this.nbParticles || !this._updatable) {\r\n return [];\r\n }\r\n var particles = this.particles;\r\n var currentNb = this.nbParticles;\r\n if (end < currentNb - 1) { // update the particle indexes in the positions array in case they're remaining particles after the last removed\r\n var firstRemaining = end + 1;\r\n var shiftPos = particles[firstRemaining]._pos - particles[start]._pos;\r\n var shifInd = particles[firstRemaining]._ind - particles[start]._ind;\r\n for (var i = firstRemaining; i < currentNb; i++) {\r\n var part = particles[i];\r\n part._pos -= shiftPos;\r\n part._ind -= shifInd;\r\n }\r\n }\r\n var removed = particles.splice(start, nb);\r\n this._positions.length = 0;\r\n this._indices.length = 0;\r\n this._colors.length = 0;\r\n this._uvs.length = 0;\r\n this._normals.length = 0;\r\n this._index = 0;\r\n this._idxOfId.length = 0;\r\n if (this._depthSort || this._multimaterialEnabled) {\r\n this.depthSortedParticles = [];\r\n }\r\n var ind = 0;\r\n var particlesLength = particles.length;\r\n for (var p = 0; p < particlesLength; p++) {\r\n var particle = particles[p];\r\n var model = particle._model;\r\n var shape = model._shape;\r\n var modelIndices = model._indices;\r\n var modelNormals = model._normals;\r\n var modelColors = model._shapeColors;\r\n var modelUVs = model._shapeUV;\r\n particle.idx = p;\r\n this._idxOfId[particle.id] = p;\r\n this._meshBuilder(this._index, ind, shape, this._positions, modelIndices, this._indices, modelUVs, this._uvs, modelColors, this._colors, modelNormals, this._normals, particle.idx, particle.idxInShape, null, model);\r\n this._index += shape.length;\r\n ind += modelIndices.length;\r\n }\r\n this.nbParticles -= nb;\r\n this._isNotBuilt = true; // buildMesh() call is now expected for setParticles() to work\r\n return removed;\r\n };\r\n /**\r\n * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().\r\n * @param solidParticleArray an array populated with Solid Particles objects\r\n * @returns the SPS\r\n */\r\n SolidParticleSystem.prototype.insertParticlesFromArray = function (solidParticleArray) {\r\n if (!this._expandable) {\r\n return this;\r\n }\r\n var idxInShape = 0;\r\n var currentShapeId = solidParticleArray[0].shapeId;\r\n var nb = solidParticleArray.length;\r\n for (var i = 0; i < nb; i++) {\r\n var sp = solidParticleArray[i];\r\n var model = sp._model;\r\n var shape = model._shape;\r\n var meshInd = model._indices;\r\n var meshUV = model._shapeUV;\r\n var meshCol = model._shapeColors;\r\n var meshNor = model._normals;\r\n var noNor = (meshNor) ? false : true;\r\n this.recomputeNormals = (noNor || this.recomputeNormals);\r\n var bbInfo = sp._boundingInfo;\r\n var newPart = this._insertNewParticle(this.nbParticles, idxInShape, model, shape, meshInd, meshUV, meshCol, meshNor, bbInfo, null, null);\r\n sp.copyToRef(newPart);\r\n idxInShape++;\r\n if (currentShapeId != sp.shapeId) {\r\n currentShapeId = sp.shapeId;\r\n idxInShape = 0;\r\n }\r\n }\r\n this._isNotBuilt = true; // buildMesh() call is now expected for setParticles() to work\r\n return this;\r\n };\r\n /**\r\n * Creates a new particle and modifies the SPS mesh geometry :\r\n * - calls _meshBuilder() to increase the SPS mesh geometry step by step\r\n * - calls _addParticle() to populate the particle array\r\n * factorized code from addShape() and insertParticlesFromArray()\r\n * @param idx particle index in the particles array\r\n * @param i particle index in its shape\r\n * @param modelShape particle ModelShape object\r\n * @param shape shape vertex array\r\n * @param meshInd shape indices array\r\n * @param meshUV shape uv array\r\n * @param meshCol shape color array\r\n * @param meshNor shape normals array\r\n * @param bbInfo shape bounding info\r\n * @param storage target particle storage\r\n * @options addShape() passed options\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._insertNewParticle = function (idx, i, modelShape, shape, meshInd, meshUV, meshCol, meshNor, bbInfo, storage, options) {\r\n var currentPos = this._positions.length;\r\n var currentInd = this._indices.length;\r\n var currentCopy = this._meshBuilder(this._index, currentInd, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options, modelShape);\r\n var sp = null;\r\n if (this._updatable) {\r\n sp = this._addParticle(this.nbParticles, this._lastParticleId, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo, storage);\r\n sp.position.copyFrom(currentCopy.position);\r\n sp.rotation.copyFrom(currentCopy.rotation);\r\n if (currentCopy.rotationQuaternion) {\r\n if (sp.rotationQuaternion) {\r\n sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);\r\n }\r\n else {\r\n sp.rotationQuaternion = currentCopy.rotationQuaternion.clone();\r\n }\r\n }\r\n if (currentCopy.color) {\r\n if (sp.color) {\r\n sp.color.copyFrom(currentCopy.color);\r\n }\r\n else {\r\n sp.color = currentCopy.color.clone();\r\n }\r\n }\r\n sp.scaling.copyFrom(currentCopy.scaling);\r\n sp.uvs.copyFrom(currentCopy.uvs);\r\n if (currentCopy.materialIndex !== null) {\r\n sp.materialIndex = currentCopy.materialIndex;\r\n }\r\n if (this.expandable) {\r\n this._idxOfId[sp.id] = sp.idx;\r\n }\r\n }\r\n if (!storage) {\r\n this._index += shape.length;\r\n this.nbParticles++;\r\n this._lastParticleId++;\r\n }\r\n return sp;\r\n };\r\n /**\r\n * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.\r\n * This method calls `updateParticle()` for each particle of the SPS.\r\n * For an animated SPS, it is usually called within the render loop.\r\n * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.\r\n * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_\r\n * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_\r\n * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_\r\n * @returns the SPS.\r\n */\r\n SolidParticleSystem.prototype.setParticles = function (start, end, update) {\r\n if (start === void 0) { start = 0; }\r\n if (end === void 0) { end = this.nbParticles - 1; }\r\n if (update === void 0) { update = true; }\r\n if (!this._updatable || this._isNotBuilt) {\r\n return this;\r\n }\r\n // custom beforeUpdate\r\n this.beforeUpdateParticles(start, end, update);\r\n var rotMatrix = TmpVectors.Matrix[0];\r\n var invertedMatrix = TmpVectors.Matrix[1];\r\n var mesh = this.mesh;\r\n var colors32 = this._colors32;\r\n var positions32 = this._positions32;\r\n var normals32 = this._normals32;\r\n var uvs32 = this._uvs32;\r\n var indices32 = this._indices32;\r\n var indices = this._indices;\r\n var fixedNormal32 = this._fixedNormal32;\r\n var tempVectors = TmpVectors.Vector3;\r\n var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);\r\n var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);\r\n var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);\r\n var minimum = tempVectors[8].setAll(Number.MAX_VALUE);\r\n var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);\r\n var camInvertedPosition = tempVectors[10].setAll(0);\r\n // cases when the World Matrix is to be computed first\r\n if (this.billboard || this._depthSort) {\r\n this.mesh.computeWorldMatrix(true);\r\n this.mesh._worldMatrix.invertToRef(invertedMatrix);\r\n }\r\n // if the particles will always face the camera\r\n if (this.billboard) {\r\n // compute the camera position and un-rotate it by the current mesh rotation\r\n var tmpVertex = tempVectors[0];\r\n this._camera.getDirectionToRef(Axis.Z, tmpVertex);\r\n Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);\r\n camAxisZ.normalize();\r\n // same for camera up vector extracted from the cam view matrix\r\n var view = this._camera.getViewMatrix(true);\r\n Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);\r\n Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);\r\n camAxisY.normalize();\r\n camAxisX.normalize();\r\n }\r\n // if depthSort, compute the camera global position in the mesh local system\r\n if (this._depthSort) {\r\n Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera\r\n }\r\n Matrix.IdentityToRef(rotMatrix);\r\n var idx = 0; // current position index in the global array positions32\r\n var index = 0; // position start index in the global array positions32 of the current particle\r\n var colidx = 0; // current color index in the global array colors32\r\n var colorIndex = 0; // color start index in the global array colors32 of the current particle\r\n var uvidx = 0; // current uv index in the global array uvs32\r\n var uvIndex = 0; // uv start index in the global array uvs32 of the current particle\r\n var pt = 0; // current index in the particle model shape\r\n if (this.mesh.isFacetDataEnabled) {\r\n this._computeBoundingBox = true;\r\n }\r\n end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;\r\n if (this._computeBoundingBox) {\r\n if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.\r\n var boundingInfo = this.mesh._boundingInfo;\r\n if (boundingInfo) {\r\n minimum.copyFrom(boundingInfo.minimum);\r\n maximum.copyFrom(boundingInfo.maximum);\r\n }\r\n }\r\n }\r\n // particle loop\r\n index = this.particles[start]._pos;\r\n var vpos = (index / 3) | 0;\r\n colorIndex = vpos * 4;\r\n uvIndex = vpos * 2;\r\n for (var p = start; p <= end; p++) {\r\n var particle = this.particles[p];\r\n // call to custom user function to update the particle properties\r\n this.updateParticle(particle);\r\n var shape = particle._model._shape;\r\n var shapeUV = particle._model._shapeUV;\r\n var particleRotationMatrix = particle._rotationMatrix;\r\n var particlePosition = particle.position;\r\n var particleRotation = particle.rotation;\r\n var particleScaling = particle.scaling;\r\n var particleGlobalPosition = particle._globalPosition;\r\n // camera-particle distance for depth sorting\r\n if (this._depthSort && this._depthSortParticles) {\r\n var dsp = this.depthSortedParticles[p];\r\n dsp.ind = particle._ind;\r\n dsp.indicesLength = particle._model._indicesLength;\r\n dsp.sqDistance = Vector3.DistanceSquared(particle.position, camInvertedPosition);\r\n }\r\n // skip the computations for inactive or already invisible particles\r\n if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {\r\n // increment indexes for the next particle\r\n pt = shape.length;\r\n index += pt * 3;\r\n colorIndex += pt * 4;\r\n uvIndex += pt * 2;\r\n continue;\r\n }\r\n if (particle.isVisible) {\r\n particle._stillInvisible = false; // un-mark permanent invisibility\r\n var scaledPivot = tempVectors[12];\r\n particle.pivot.multiplyToRef(particleScaling, scaledPivot);\r\n // particle rotation matrix\r\n if (this.billboard) {\r\n particleRotation.x = 0.0;\r\n particleRotation.y = 0.0;\r\n }\r\n if (this._computeParticleRotation || this.billboard) {\r\n particle.getRotationMatrix(rotMatrix);\r\n }\r\n var particleHasParent = (particle.parentId !== null);\r\n if (particleHasParent) {\r\n var parent_1 = this.getParticleById(particle.parentId);\r\n if (parent_1) {\r\n var parentRotationMatrix = parent_1._rotationMatrix;\r\n var parentGlobalPosition = parent_1._globalPosition;\r\n var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];\r\n var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];\r\n var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];\r\n particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;\r\n particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;\r\n particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;\r\n if (this._computeParticleRotation || this.billboard) {\r\n var rotMatrixValues = rotMatrix.m;\r\n particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];\r\n particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];\r\n particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];\r\n particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];\r\n particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];\r\n particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];\r\n particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];\r\n particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];\r\n particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];\r\n }\r\n }\r\n else { // in case the parent were removed at some moment\r\n particle.parentId = null;\r\n }\r\n }\r\n else {\r\n particleGlobalPosition.x = particlePosition.x;\r\n particleGlobalPosition.y = particlePosition.y;\r\n particleGlobalPosition.z = particlePosition.z;\r\n if (this._computeParticleRotation || this.billboard) {\r\n var rotMatrixValues = rotMatrix.m;\r\n particleRotationMatrix[0] = rotMatrixValues[0];\r\n particleRotationMatrix[1] = rotMatrixValues[1];\r\n particleRotationMatrix[2] = rotMatrixValues[2];\r\n particleRotationMatrix[3] = rotMatrixValues[4];\r\n particleRotationMatrix[4] = rotMatrixValues[5];\r\n particleRotationMatrix[5] = rotMatrixValues[6];\r\n particleRotationMatrix[6] = rotMatrixValues[8];\r\n particleRotationMatrix[7] = rotMatrixValues[9];\r\n particleRotationMatrix[8] = rotMatrixValues[10];\r\n }\r\n }\r\n var pivotBackTranslation = tempVectors[11];\r\n if (particle.translateFromPivot) {\r\n pivotBackTranslation.setAll(0.0);\r\n }\r\n else {\r\n pivotBackTranslation.copyFrom(scaledPivot);\r\n }\r\n // particle vertex loop\r\n for (pt = 0; pt < shape.length; pt++) {\r\n idx = index + pt * 3;\r\n colidx = colorIndex + pt * 4;\r\n uvidx = uvIndex + pt * 2;\r\n var tmpVertex = tempVectors[0];\r\n tmpVertex.copyFrom(shape[pt]);\r\n if (this._computeParticleVertex) {\r\n this.updateParticleVertex(particle, tmpVertex, pt);\r\n }\r\n // positions\r\n var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;\r\n var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;\r\n var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;\r\n var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];\r\n var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];\r\n var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];\r\n rotatedX += pivotBackTranslation.x;\r\n rotatedY += pivotBackTranslation.y;\r\n rotatedZ += pivotBackTranslation.z;\r\n var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;\r\n var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;\r\n var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;\r\n if (this._computeBoundingBox) {\r\n minimum.minimizeInPlaceFromFloats(px, py, pz);\r\n maximum.maximizeInPlaceFromFloats(px, py, pz);\r\n }\r\n // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()\r\n if (!this._computeParticleVertex) {\r\n var normalx = fixedNormal32[idx];\r\n var normaly = fixedNormal32[idx + 1];\r\n var normalz = fixedNormal32[idx + 2];\r\n var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];\r\n var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];\r\n var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];\r\n normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;\r\n normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;\r\n normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;\r\n }\r\n if (this._computeParticleColor && particle.color) {\r\n var color = particle.color;\r\n var colors32_1 = this._colors32;\r\n colors32_1[colidx] = color.r;\r\n colors32_1[colidx + 1] = color.g;\r\n colors32_1[colidx + 2] = color.b;\r\n colors32_1[colidx + 3] = color.a;\r\n }\r\n if (this._computeParticleTexture) {\r\n var uvs = particle.uvs;\r\n uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;\r\n uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;\r\n }\r\n }\r\n }\r\n // particle just set invisible : scaled to zero and positioned at the origin\r\n else {\r\n particle._stillInvisible = true; // mark the particle as invisible\r\n for (pt = 0; pt < shape.length; pt++) {\r\n idx = index + pt * 3;\r\n colidx = colorIndex + pt * 4;\r\n uvidx = uvIndex + pt * 2;\r\n positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;\r\n normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;\r\n if (this._computeParticleColor && particle.color) {\r\n var color = particle.color;\r\n colors32[colidx] = color.r;\r\n colors32[colidx + 1] = color.g;\r\n colors32[colidx + 2] = color.b;\r\n colors32[colidx + 3] = color.a;\r\n }\r\n if (this._computeParticleTexture) {\r\n var uvs = particle.uvs;\r\n uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;\r\n uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;\r\n }\r\n }\r\n }\r\n // if the particle intersections must be computed : update the bbInfo\r\n if (this._particlesIntersect) {\r\n var bInfo = particle._boundingInfo;\r\n var bBox = bInfo.boundingBox;\r\n var bSphere = bInfo.boundingSphere;\r\n var modelBoundingInfo = particle._modelBoundingInfo;\r\n if (!this._bSphereOnly) {\r\n // place, scale and rotate the particle bbox within the SPS local system, then update it\r\n var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;\r\n var tempMin = tempVectors[1];\r\n var tempMax = tempVectors[2];\r\n tempMin.setAll(Number.MAX_VALUE);\r\n tempMax.setAll(-Number.MAX_VALUE);\r\n for (var b = 0; b < 8; b++) {\r\n var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;\r\n var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;\r\n var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;\r\n var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];\r\n var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];\r\n var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];\r\n var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;\r\n var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;\r\n var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;\r\n tempMin.minimizeInPlaceFromFloats(x, y, z);\r\n tempMax.maximizeInPlaceFromFloats(x, y, z);\r\n }\r\n bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);\r\n }\r\n // place and scale the particle bouding sphere in the SPS local system, then update it\r\n var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);\r\n var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);\r\n var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5).addInPlace(particleGlobalPosition);\r\n var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);\r\n var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);\r\n var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);\r\n bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);\r\n }\r\n // increment indexes for the next particle\r\n index = idx + 3;\r\n colorIndex = colidx + 4;\r\n uvIndex = uvidx + 2;\r\n }\r\n // if the VBO must be updated\r\n if (update) {\r\n if (this._computeParticleColor) {\r\n mesh.updateVerticesData(VertexBuffer.ColorKind, colors32, false, false);\r\n }\r\n if (this._computeParticleTexture) {\r\n mesh.updateVerticesData(VertexBuffer.UVKind, uvs32, false, false);\r\n }\r\n mesh.updateVerticesData(VertexBuffer.PositionKind, positions32, false, false);\r\n if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {\r\n if (this._computeParticleVertex || mesh.isFacetDataEnabled) {\r\n // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]\r\n var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;\r\n VertexData.ComputeNormals(positions32, indices32, normals32, params);\r\n for (var i = 0; i < normals32.length; i++) {\r\n fixedNormal32[i] = normals32[i];\r\n }\r\n }\r\n if (!mesh.areNormalsFrozen) {\r\n mesh.updateVerticesData(VertexBuffer.NormalKind, normals32, false, false);\r\n }\r\n }\r\n if (this._depthSort && this._depthSortParticles) {\r\n var depthSortedParticles = this.depthSortedParticles;\r\n depthSortedParticles.sort(this._depthSortFunction);\r\n var dspl = depthSortedParticles.length;\r\n var sid = 0;\r\n for (var sorted = 0; sorted < dspl; sorted++) {\r\n var lind = depthSortedParticles[sorted].indicesLength;\r\n var sind = depthSortedParticles[sorted].ind;\r\n for (var i = 0; i < lind; i++) {\r\n indices32[sid] = indices[sind + i];\r\n sid++;\r\n }\r\n }\r\n mesh.updateIndices(indices32);\r\n }\r\n }\r\n if (this._computeBoundingBox) {\r\n if (mesh._boundingInfo) {\r\n mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);\r\n }\r\n else {\r\n mesh._boundingInfo = new BoundingInfo(minimum, maximum, mesh._worldMatrix);\r\n }\r\n }\r\n if (this._autoUpdateSubMeshes) {\r\n this.computeSubMeshes();\r\n }\r\n this.afterUpdateParticles(start, end, update);\r\n return this;\r\n };\r\n /**\r\n * Disposes the SPS.\r\n */\r\n SolidParticleSystem.prototype.dispose = function () {\r\n this.mesh.dispose();\r\n this.vars = null;\r\n // drop references to internal big arrays for the GC\r\n this._positions = null;\r\n this._indices = null;\r\n this._normals = null;\r\n this._uvs = null;\r\n this._colors = null;\r\n this._indices32 = null;\r\n this._positions32 = null;\r\n this._normals32 = null;\r\n this._fixedNormal32 = null;\r\n this._uvs32 = null;\r\n this._colors32 = null;\r\n this.pickedParticles = null;\r\n };\r\n /**\r\n * Returns a SolidParticle object from its identifier : particle.id\r\n * @param id (integer) the particle Id\r\n * @returns the searched particle or null if not found in the SPS.\r\n */\r\n SolidParticleSystem.prototype.getParticleById = function (id) {\r\n var p = this.particles[id];\r\n if (p && p.id == id) {\r\n return p;\r\n }\r\n var particles = this.particles;\r\n var idx = this._idxOfId[id];\r\n if (idx !== undefined) {\r\n return particles[idx];\r\n }\r\n var i = 0;\r\n var nb = this.nbParticles;\r\n while (i < nb) {\r\n var particle = particles[i];\r\n if (particle.id == id) {\r\n return particle;\r\n }\r\n i++;\r\n }\r\n return null;\r\n };\r\n /**\r\n * Returns a new array populated with the particles having the passed shapeId.\r\n * @param shapeId (integer) the shape identifier\r\n * @returns a new solid particle array\r\n */\r\n SolidParticleSystem.prototype.getParticlesByShapeId = function (shapeId) {\r\n var ref = [];\r\n this.getParticlesByShapeIdToRef(shapeId, ref);\r\n return ref;\r\n };\r\n /**\r\n * Populates the passed array \"ref\" with the particles having the passed shapeId.\r\n * @param shapeId the shape identifier\r\n * @returns the SPS\r\n * @param ref\r\n */\r\n SolidParticleSystem.prototype.getParticlesByShapeIdToRef = function (shapeId, ref) {\r\n ref.length = 0;\r\n for (var i = 0; i < this.nbParticles; i++) {\r\n var p = this.particles[i];\r\n if (p.shapeId == shapeId) {\r\n ref.push(p);\r\n }\r\n }\r\n return this;\r\n };\r\n /**\r\n * Computes the required SubMeshes according the materials assigned to the particles.\r\n * @returns the solid particle system.\r\n * Does nothing if called before the SPS mesh is built.\r\n */\r\n SolidParticleSystem.prototype.computeSubMeshes = function () {\r\n if (!this.mesh || !this._multimaterialEnabled) {\r\n return this;\r\n }\r\n var depthSortedParticles = this.depthSortedParticles;\r\n if (this.particles.length > 0) {\r\n for (var p = 0; p < this.particles.length; p++) {\r\n var part = this.particles[p];\r\n if (!part.materialIndex) {\r\n part.materialIndex = 0;\r\n }\r\n var sortedPart = depthSortedParticles[p];\r\n sortedPart.materialIndex = part.materialIndex;\r\n sortedPart.ind = part._ind;\r\n sortedPart.indicesLength = part._model._indicesLength;\r\n }\r\n }\r\n this._sortParticlesByMaterial();\r\n var indicesByMaterial = this._indicesByMaterial;\r\n var materialIndexes = this._materialIndexes;\r\n var mesh = this.mesh;\r\n mesh.subMeshes = [];\r\n var vcount = mesh.getTotalVertices();\r\n for (var m = 0; m < materialIndexes.length; m++) {\r\n var start = indicesByMaterial[m];\r\n var count = indicesByMaterial[m + 1] - start;\r\n var matIndex = materialIndexes[m];\r\n new SubMesh(matIndex, 0, vcount, start, count, mesh);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sorts the solid particles by material when MultiMaterial is enabled.\r\n * Updates the indices32 array.\r\n * Updates the indicesByMaterial array.\r\n * Updates the mesh indices array.\r\n * @returns the SPS\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._sortParticlesByMaterial = function () {\r\n var indicesByMaterial = [0];\r\n this._indicesByMaterial = indicesByMaterial;\r\n var materialIndexes = [];\r\n this._materialIndexes = materialIndexes;\r\n var depthSortedParticles = this.depthSortedParticles;\r\n depthSortedParticles.sort(this._materialSortFunction);\r\n var length = depthSortedParticles.length;\r\n var indices32 = this._indices32;\r\n var indices = this._indices;\r\n var sid = 0;\r\n var lastMatIndex = depthSortedParticles[0].materialIndex;\r\n materialIndexes.push(lastMatIndex);\r\n for (var sorted = 0; sorted < length; sorted++) {\r\n var sortedPart = depthSortedParticles[sorted];\r\n var lind = sortedPart.indicesLength;\r\n var sind = sortedPart.ind;\r\n if (sortedPart.materialIndex !== lastMatIndex) {\r\n lastMatIndex = sortedPart.materialIndex;\r\n indicesByMaterial.push(sid);\r\n materialIndexes.push(lastMatIndex);\r\n }\r\n for (var i = 0; i < lind; i++) {\r\n indices32[sid] = indices[sind + i];\r\n sid++;\r\n }\r\n }\r\n indicesByMaterial.push(indices32.length); // add the last number to ease the indices start/count values for subMeshes creation\r\n if (this._updatable) {\r\n this.mesh.updateIndices(indices32);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets the material indexes by id materialIndexesById[id] = materialIndex\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._setMaterialIndexesById = function () {\r\n this._materialIndexesById = {};\r\n for (var i = 0; i < this._materials.length; i++) {\r\n var id = this._materials[i].uniqueId;\r\n this._materialIndexesById[id] = i;\r\n }\r\n };\r\n /**\r\n * Returns an array with unique values of Materials from the passed array\r\n * @param array the material array to be checked and filtered\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._filterUniqueMaterialId = function (array) {\r\n var filtered = array.filter(function (value, index, self) {\r\n return self.indexOf(value) === index;\r\n });\r\n return filtered;\r\n };\r\n /**\r\n * Sets a new Standard Material as _defaultMaterial if not already set.\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._setDefaultMaterial = function () {\r\n if (!this._defaultMaterial) {\r\n this._defaultMaterial = new StandardMaterial(this.name + \"DefaultMaterial\", this._scene);\r\n }\r\n return this._defaultMaterial;\r\n };\r\n /**\r\n * Visibilty helper : Recomputes the visible size according to the mesh bounding box\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility\r\n * @returns the SPS.\r\n */\r\n SolidParticleSystem.prototype.refreshVisibleSize = function () {\r\n if (!this._isVisibilityBoxLocked) {\r\n this.mesh.refreshBoundingInfo();\r\n }\r\n return this;\r\n };\r\n /**\r\n * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.\r\n * @param size the size (float) of the visibility box\r\n * note : this doesn't lock the SPS mesh bounding box.\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility\r\n */\r\n SolidParticleSystem.prototype.setVisibilityBox = function (size) {\r\n var vis = size / 2;\r\n this.mesh._boundingInfo = new BoundingInfo(new Vector3(-vis, -vis, -vis), new Vector3(vis, vis, vis));\r\n };\r\n Object.defineProperty(SolidParticleSystem.prototype, \"isAlwaysVisible\", {\r\n /**\r\n * Gets whether the SPS as always visible or not\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility\r\n */\r\n get: function () {\r\n return this._alwaysVisible;\r\n },\r\n /**\r\n * Sets the SPS as always visible or not\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility\r\n */\r\n set: function (val) {\r\n this._alwaysVisible = val;\r\n this.mesh.alwaysSelectAsActiveMesh = val;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"isVisibilityBoxLocked\", {\r\n /**\r\n * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility\r\n */\r\n get: function () {\r\n return this._isVisibilityBoxLocked;\r\n },\r\n /**\r\n * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility\r\n */\r\n set: function (val) {\r\n this._isVisibilityBoxLocked = val;\r\n var boundingInfo = this.mesh.getBoundingInfo();\r\n boundingInfo.isLocked = val;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"computeParticleRotation\", {\r\n /**\r\n * Gets if `setParticles()` computes the particle rotations or not.\r\n * Default value : true. The SPS is faster when it's set to false.\r\n * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.\r\n */\r\n get: function () {\r\n return this._computeParticleRotation;\r\n },\r\n /**\r\n * Tells to `setParticles()` to compute the particle rotations or not.\r\n * Default value : true. The SPS is faster when it's set to false.\r\n * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.\r\n */\r\n set: function (val) {\r\n this._computeParticleRotation = val;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"computeParticleColor\", {\r\n /**\r\n * Gets if `setParticles()` computes the particle colors or not.\r\n * Default value : true. The SPS is faster when it's set to false.\r\n * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.\r\n */\r\n get: function () {\r\n return this._computeParticleColor;\r\n },\r\n /**\r\n * Tells to `setParticles()` to compute the particle colors or not.\r\n * Default value : true. The SPS is faster when it's set to false.\r\n * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.\r\n */\r\n set: function (val) {\r\n this._computeParticleColor = val;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"computeParticleTexture\", {\r\n /**\r\n * Gets if `setParticles()` computes the particle textures or not.\r\n * Default value : true. The SPS is faster when it's set to false.\r\n * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.\r\n */\r\n get: function () {\r\n return this._computeParticleTexture;\r\n },\r\n set: function (val) {\r\n this._computeParticleTexture = val;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"computeParticleVertex\", {\r\n /**\r\n * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.\r\n * Default value : false. The SPS is faster when it's set to false.\r\n * Note : the particle custom vertex positions aren't stored values.\r\n */\r\n get: function () {\r\n return this._computeParticleVertex;\r\n },\r\n /**\r\n * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.\r\n * Default value : false. The SPS is faster when it's set to false.\r\n * Note : the particle custom vertex positions aren't stored values.\r\n */\r\n set: function (val) {\r\n this._computeParticleVertex = val;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"computeBoundingBox\", {\r\n /**\r\n * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.\r\n */\r\n get: function () {\r\n return this._computeBoundingBox;\r\n },\r\n /**\r\n * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.\r\n */\r\n set: function (val) {\r\n this._computeBoundingBox = val;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"depthSortParticles\", {\r\n /**\r\n * Gets if `setParticles()` sorts or not the distance between each particle and the camera.\r\n * Skipped when `enableDepthSort` is set to `false` (default) at construction time.\r\n * Default : `true`\r\n */\r\n get: function () {\r\n return this._depthSortParticles;\r\n },\r\n /**\r\n * Tells to `setParticles()` to sort or not the distance between each particle and the camera.\r\n * Skipped when `enableDepthSort` is set to `false` (default) at construction time.\r\n * Default : `true`\r\n */\r\n set: function (val) {\r\n this._depthSortParticles = val;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"expandable\", {\r\n /**\r\n * Gets if the SPS is created as expandable at construction time.\r\n * Default : `false`\r\n */\r\n get: function () {\r\n return this._expandable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"multimaterialEnabled\", {\r\n /**\r\n * Gets if the SPS supports the Multi Materials\r\n */\r\n get: function () {\r\n return this._multimaterialEnabled;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"useModelMaterial\", {\r\n /**\r\n * Gets if the SPS uses the model materials for its own multimaterial.\r\n */\r\n get: function () {\r\n return this._useModelMaterial;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"materials\", {\r\n /**\r\n * The SPS used material array.\r\n */\r\n get: function () {\r\n return this._materials;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Sets the SPS MultiMaterial from the passed materials.\r\n * Note : the passed array is internally copied and not used then by reference.\r\n * @param materials an array of material objects. This array indexes are the materialIndex values of the particles.\r\n */\r\n SolidParticleSystem.prototype.setMultiMaterial = function (materials) {\r\n this._materials = this._filterUniqueMaterialId(materials);\r\n this._setMaterialIndexesById();\r\n if (this._multimaterial) {\r\n this._multimaterial.dispose();\r\n }\r\n this._multimaterial = new MultiMaterial(this.name + \"MultiMaterial\", this._scene);\r\n for (var m = 0; m < this._materials.length; m++) {\r\n this._multimaterial.subMaterials.push(this._materials[m]);\r\n }\r\n this.computeSubMeshes();\r\n this.mesh.material = this._multimaterial;\r\n };\r\n Object.defineProperty(SolidParticleSystem.prototype, \"multimaterial\", {\r\n /**\r\n * The SPS computed multimaterial object\r\n */\r\n get: function () {\r\n return this._multimaterial;\r\n },\r\n set: function (mm) {\r\n this._multimaterial = mm;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"autoUpdateSubMeshes\", {\r\n /**\r\n * If the subMeshes must be updated on the next call to setParticles()\r\n */\r\n get: function () {\r\n return this._autoUpdateSubMeshes;\r\n },\r\n set: function (val) {\r\n this._autoUpdateSubMeshes = val;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // =======================================================================\r\n // Particle behavior logic\r\n // these following methods may be overwritten by the user to fit his needs\r\n /**\r\n * This function does nothing. It may be overwritten to set all the particle first values.\r\n * The SPS doesn't call this function, you may have to call it by your own.\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management\r\n */\r\n SolidParticleSystem.prototype.initParticles = function () {\r\n };\r\n /**\r\n * This function does nothing. It may be overwritten to recycle a particle.\r\n * The SPS doesn't call this function, you may have to call it by your own.\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management\r\n * @param particle The particle to recycle\r\n * @returns the recycled particle\r\n */\r\n SolidParticleSystem.prototype.recycleParticle = function (particle) {\r\n return particle;\r\n };\r\n /**\r\n * Updates a particle : this function should be overwritten by the user.\r\n * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management\r\n * @example : just set a particle position or velocity and recycle conditions\r\n * @param particle The particle to update\r\n * @returns the updated particle\r\n */\r\n SolidParticleSystem.prototype.updateParticle = function (particle) {\r\n return particle;\r\n };\r\n /**\r\n * Updates a vertex of a particle : it can be overwritten by the user.\r\n * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.\r\n * @param particle the current particle\r\n * @param vertex the current index of the current particle\r\n * @param pt the index of the current vertex in the particle shape\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape\r\n * @example : just set a vertex particle position\r\n * @returns the updated vertex\r\n */\r\n SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {\r\n return vertex;\r\n };\r\n /**\r\n * This will be called before any other treatment by `setParticles()` and will be passed three parameters.\r\n * This does nothing and may be overwritten by the user.\r\n * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()\r\n * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()\r\n * @param update the boolean update value actually passed to setParticles()\r\n */\r\n SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {\r\n };\r\n /**\r\n * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.\r\n * This will be passed three parameters.\r\n * This does nothing and may be overwritten by the user.\r\n * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()\r\n * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()\r\n * @param update the boolean update value actually passed to setParticles()\r\n */\r\n SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {\r\n };\r\n return SolidParticleSystem;\r\n}());\r\nexport { SolidParticleSystem };\r\n//# sourceMappingURL=solidParticleSystem.js.map","import { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { IntersectionInfo } from \"../Collisions/intersectionInfo\";\r\nimport { Scene } from '../scene';\r\nimport { Camera } from '../Cameras/camera';\r\n/**\r\n * Class representing a ray with position and direction\r\n */\r\nvar Ray = /** @class */ (function () {\r\n /**\r\n * Creates a new ray\r\n * @param origin origin point\r\n * @param direction direction\r\n * @param length length of the ray\r\n */\r\n function Ray(\r\n /** origin point */\r\n origin, \r\n /** direction */\r\n direction, \r\n /** length of the ray */\r\n length) {\r\n if (length === void 0) { length = Number.MAX_VALUE; }\r\n this.origin = origin;\r\n this.direction = direction;\r\n this.length = length;\r\n }\r\n // Methods\r\n /**\r\n * Checks if the ray intersects a box\r\n * @param minimum bound of the box\r\n * @param maximum bound of the box\r\n * @param intersectionTreshold extra extend to be added to the box in all direction\r\n * @returns if the box was hit\r\n */\r\n Ray.prototype.intersectsBoxMinMax = function (minimum, maximum, intersectionTreshold) {\r\n if (intersectionTreshold === void 0) { intersectionTreshold = 0; }\r\n var newMinimum = Ray.TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);\r\n var newMaximum = Ray.TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);\r\n var d = 0.0;\r\n var maxValue = Number.MAX_VALUE;\r\n var inv;\r\n var min;\r\n var max;\r\n var temp;\r\n if (Math.abs(this.direction.x) < 0.0000001) {\r\n if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {\r\n return false;\r\n }\r\n }\r\n else {\r\n inv = 1.0 / this.direction.x;\r\n min = (newMinimum.x - this.origin.x) * inv;\r\n max = (newMaximum.x - this.origin.x) * inv;\r\n if (max === -Infinity) {\r\n max = Infinity;\r\n }\r\n if (min > max) {\r\n temp = min;\r\n min = max;\r\n max = temp;\r\n }\r\n d = Math.max(min, d);\r\n maxValue = Math.min(max, maxValue);\r\n if (d > maxValue) {\r\n return false;\r\n }\r\n }\r\n if (Math.abs(this.direction.y) < 0.0000001) {\r\n if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {\r\n return false;\r\n }\r\n }\r\n else {\r\n inv = 1.0 / this.direction.y;\r\n min = (newMinimum.y - this.origin.y) * inv;\r\n max = (newMaximum.y - this.origin.y) * inv;\r\n if (max === -Infinity) {\r\n max = Infinity;\r\n }\r\n if (min > max) {\r\n temp = min;\r\n min = max;\r\n max = temp;\r\n }\r\n d = Math.max(min, d);\r\n maxValue = Math.min(max, maxValue);\r\n if (d > maxValue) {\r\n return false;\r\n }\r\n }\r\n if (Math.abs(this.direction.z) < 0.0000001) {\r\n if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {\r\n return false;\r\n }\r\n }\r\n else {\r\n inv = 1.0 / this.direction.z;\r\n min = (newMinimum.z - this.origin.z) * inv;\r\n max = (newMaximum.z - this.origin.z) * inv;\r\n if (max === -Infinity) {\r\n max = Infinity;\r\n }\r\n if (min > max) {\r\n temp = min;\r\n min = max;\r\n max = temp;\r\n }\r\n d = Math.max(min, d);\r\n maxValue = Math.min(max, maxValue);\r\n if (d > maxValue) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n /**\r\n * Checks if the ray intersects a box\r\n * @param box the bounding box to check\r\n * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction\r\n * @returns if the box was hit\r\n */\r\n Ray.prototype.intersectsBox = function (box, intersectionTreshold) {\r\n if (intersectionTreshold === void 0) { intersectionTreshold = 0; }\r\n return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);\r\n };\r\n /**\r\n * If the ray hits a sphere\r\n * @param sphere the bounding sphere to check\r\n * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction\r\n * @returns true if it hits the sphere\r\n */\r\n Ray.prototype.intersectsSphere = function (sphere, intersectionTreshold) {\r\n if (intersectionTreshold === void 0) { intersectionTreshold = 0; }\r\n var x = sphere.center.x - this.origin.x;\r\n var y = sphere.center.y - this.origin.y;\r\n var z = sphere.center.z - this.origin.z;\r\n var pyth = (x * x) + (y * y) + (z * z);\r\n var radius = sphere.radius + intersectionTreshold;\r\n var rr = radius * radius;\r\n if (pyth <= rr) {\r\n return true;\r\n }\r\n var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);\r\n if (dot < 0.0) {\r\n return false;\r\n }\r\n var temp = pyth - (dot * dot);\r\n return temp <= rr;\r\n };\r\n /**\r\n * If the ray hits a triange\r\n * @param vertex0 triangle vertex\r\n * @param vertex1 triangle vertex\r\n * @param vertex2 triangle vertex\r\n * @returns intersection information if hit\r\n */\r\n Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {\r\n var edge1 = Ray.TmpVector3[0];\r\n var edge2 = Ray.TmpVector3[1];\r\n var pvec = Ray.TmpVector3[2];\r\n var tvec = Ray.TmpVector3[3];\r\n var qvec = Ray.TmpVector3[4];\r\n vertex1.subtractToRef(vertex0, edge1);\r\n vertex2.subtractToRef(vertex0, edge2);\r\n Vector3.CrossToRef(this.direction, edge2, pvec);\r\n var det = Vector3.Dot(edge1, pvec);\r\n if (det === 0) {\r\n return null;\r\n }\r\n var invdet = 1 / det;\r\n this.origin.subtractToRef(vertex0, tvec);\r\n var bv = Vector3.Dot(tvec, pvec) * invdet;\r\n if (bv < 0 || bv > 1.0) {\r\n return null;\r\n }\r\n Vector3.CrossToRef(tvec, edge1, qvec);\r\n var bw = Vector3.Dot(this.direction, qvec) * invdet;\r\n if (bw < 0 || bv + bw > 1.0) {\r\n return null;\r\n }\r\n //check if the distance is longer than the predefined length.\r\n var distance = Vector3.Dot(edge2, qvec) * invdet;\r\n if (distance > this.length) {\r\n return null;\r\n }\r\n return new IntersectionInfo(1 - bv - bw, bv, distance);\r\n };\r\n /**\r\n * Checks if ray intersects a plane\r\n * @param plane the plane to check\r\n * @returns the distance away it was hit\r\n */\r\n Ray.prototype.intersectsPlane = function (plane) {\r\n var distance;\r\n var result1 = Vector3.Dot(plane.normal, this.direction);\r\n if (Math.abs(result1) < 9.99999997475243E-07) {\r\n return null;\r\n }\r\n else {\r\n var result2 = Vector3.Dot(plane.normal, this.origin);\r\n distance = (-plane.d - result2) / result1;\r\n if (distance < 0.0) {\r\n if (distance < -9.99999997475243E-07) {\r\n return null;\r\n }\r\n else {\r\n return 0;\r\n }\r\n }\r\n return distance;\r\n }\r\n };\r\n /**\r\n * Calculate the intercept of a ray on a given axis\r\n * @param axis to check 'x' | 'y' | 'z'\r\n * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)\r\n * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.\r\n */\r\n Ray.prototype.intersectsAxis = function (axis, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n switch (axis) {\r\n case 'y':\r\n var t = (this.origin.y - offset) / this.direction.y;\r\n if (t > 0) {\r\n return null;\r\n }\r\n return new Vector3(this.origin.x + (this.direction.x * -t), offset, this.origin.z + (this.direction.z * -t));\r\n case 'x':\r\n var t = (this.origin.x - offset) / this.direction.x;\r\n if (t > 0) {\r\n return null;\r\n }\r\n return new Vector3(offset, this.origin.y + (this.direction.y * -t), this.origin.z + (this.direction.z * -t));\r\n case 'z':\r\n var t = (this.origin.z - offset) / this.direction.z;\r\n if (t > 0) {\r\n return null;\r\n }\r\n return new Vector3(this.origin.x + (this.direction.x * -t), this.origin.y + (this.direction.y * -t), offset);\r\n default:\r\n return null;\r\n }\r\n };\r\n /**\r\n * Checks if ray intersects a mesh\r\n * @param mesh the mesh to check\r\n * @param fastCheck if only the bounding box should checked\r\n * @returns picking info of the intersecton\r\n */\r\n Ray.prototype.intersectsMesh = function (mesh, fastCheck) {\r\n var tm = TmpVectors.Matrix[0];\r\n mesh.getWorldMatrix().invertToRef(tm);\r\n if (this._tmpRay) {\r\n Ray.TransformToRef(this, tm, this._tmpRay);\r\n }\r\n else {\r\n this._tmpRay = Ray.Transform(this, tm);\r\n }\r\n return mesh.intersects(this._tmpRay, fastCheck);\r\n };\r\n /**\r\n * Checks if ray intersects a mesh\r\n * @param meshes the meshes to check\r\n * @param fastCheck if only the bounding box should checked\r\n * @param results array to store result in\r\n * @returns Array of picking infos\r\n */\r\n Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {\r\n if (results) {\r\n results.length = 0;\r\n }\r\n else {\r\n results = [];\r\n }\r\n for (var i = 0; i < meshes.length; i++) {\r\n var pickInfo = this.intersectsMesh(meshes[i], fastCheck);\r\n if (pickInfo.hit) {\r\n results.push(pickInfo);\r\n }\r\n }\r\n results.sort(this._comparePickingInfo);\r\n return results;\r\n };\r\n Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {\r\n if (pickingInfoA.distance < pickingInfoB.distance) {\r\n return -1;\r\n }\r\n else if (pickingInfoA.distance > pickingInfoB.distance) {\r\n return 1;\r\n }\r\n else {\r\n return 0;\r\n }\r\n };\r\n /**\r\n * Intersection test between the ray and a given segment whithin a given tolerance (threshold)\r\n * @param sega the first point of the segment to test the intersection against\r\n * @param segb the second point of the segment to test the intersection against\r\n * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful\r\n * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection\r\n */\r\n Ray.prototype.intersectionSegment = function (sega, segb, threshold) {\r\n var o = this.origin;\r\n var u = TmpVectors.Vector3[0];\r\n var rsegb = TmpVectors.Vector3[1];\r\n var v = TmpVectors.Vector3[2];\r\n var w = TmpVectors.Vector3[3];\r\n segb.subtractToRef(sega, u);\r\n this.direction.scaleToRef(Ray.rayl, v);\r\n o.addToRef(v, rsegb);\r\n sega.subtractToRef(o, w);\r\n var a = Vector3.Dot(u, u); // always >= 0\r\n var b = Vector3.Dot(u, v);\r\n var c = Vector3.Dot(v, v); // always >= 0\r\n var d = Vector3.Dot(u, w);\r\n var e = Vector3.Dot(v, w);\r\n var D = a * c - b * b; // always >= 0\r\n var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0\r\n var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0\r\n // compute the line parameters of the two closest points\r\n if (D < Ray.smallnum) { // the lines are almost parallel\r\n sN = 0.0; // force using point P0 on segment S1\r\n sD = 1.0; // to prevent possible division by 0.0 later\r\n tN = e;\r\n tD = c;\r\n }\r\n else { // get the closest points on the infinite lines\r\n sN = (b * e - c * d);\r\n tN = (a * e - b * d);\r\n if (sN < 0.0) { // sc < 0 => the s=0 edge is visible\r\n sN = 0.0;\r\n tN = e;\r\n tD = c;\r\n }\r\n else if (sN > sD) { // sc > 1 => the s=1 edge is visible\r\n sN = sD;\r\n tN = e + b;\r\n tD = c;\r\n }\r\n }\r\n if (tN < 0.0) { // tc < 0 => the t=0 edge is visible\r\n tN = 0.0;\r\n // recompute sc for this edge\r\n if (-d < 0.0) {\r\n sN = 0.0;\r\n }\r\n else if (-d > a) {\r\n sN = sD;\r\n }\r\n else {\r\n sN = -d;\r\n sD = a;\r\n }\r\n }\r\n else if (tN > tD) { // tc > 1 => the t=1 edge is visible\r\n tN = tD;\r\n // recompute sc for this edge\r\n if ((-d + b) < 0.0) {\r\n sN = 0;\r\n }\r\n else if ((-d + b) > a) {\r\n sN = sD;\r\n }\r\n else {\r\n sN = (-d + b);\r\n sD = a;\r\n }\r\n }\r\n // finally do the division to get sc and tc\r\n sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);\r\n tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);\r\n // get the difference of the two closest points\r\n var qtc = TmpVectors.Vector3[4];\r\n v.scaleToRef(tc, qtc);\r\n var qsc = TmpVectors.Vector3[5];\r\n u.scaleToRef(sc, qsc);\r\n qsc.addInPlace(w);\r\n var dP = TmpVectors.Vector3[6];\r\n qsc.subtractToRef(qtc, dP); // = S1(sc) - S2(tc)\r\n var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result\r\n if (isIntersected) {\r\n return qsc.length();\r\n }\r\n return -1;\r\n };\r\n /**\r\n * Update the ray from viewport position\r\n * @param x position\r\n * @param y y position\r\n * @param viewportWidth viewport width\r\n * @param viewportHeight viewport height\r\n * @param world world matrix\r\n * @param view view matrix\r\n * @param projection projection matrix\r\n * @returns this ray updated\r\n */\r\n Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {\r\n this.unprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection);\r\n return this;\r\n };\r\n // Statics\r\n /**\r\n * Creates a ray with origin and direction of 0,0,0\r\n * @returns the new ray\r\n */\r\n Ray.Zero = function () {\r\n return new Ray(Vector3.Zero(), Vector3.Zero());\r\n };\r\n /**\r\n * Creates a new ray from screen space and viewport\r\n * @param x position\r\n * @param y y position\r\n * @param viewportWidth viewport width\r\n * @param viewportHeight viewport height\r\n * @param world world matrix\r\n * @param view view matrix\r\n * @param projection projection matrix\r\n * @returns new ray\r\n */\r\n Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {\r\n var result = Ray.Zero();\r\n return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);\r\n };\r\n /**\r\n * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be\r\n * transformed to the given world matrix.\r\n * @param origin The origin point\r\n * @param end The end point\r\n * @param world a matrix to transform the ray to. Default is the identity matrix.\r\n * @returns the new ray\r\n */\r\n Ray.CreateNewFromTo = function (origin, end, world) {\r\n if (world === void 0) { world = Matrix.IdentityReadOnly; }\r\n var direction = end.subtract(origin);\r\n var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));\r\n direction.normalize();\r\n return Ray.Transform(new Ray(origin, direction, length), world);\r\n };\r\n /**\r\n * Transforms a ray by a matrix\r\n * @param ray ray to transform\r\n * @param matrix matrix to apply\r\n * @returns the resulting new ray\r\n */\r\n Ray.Transform = function (ray, matrix) {\r\n var result = new Ray(new Vector3(0, 0, 0), new Vector3(0, 0, 0));\r\n Ray.TransformToRef(ray, matrix, result);\r\n return result;\r\n };\r\n /**\r\n * Transforms a ray by a matrix\r\n * @param ray ray to transform\r\n * @param matrix matrix to apply\r\n * @param result ray to store result in\r\n */\r\n Ray.TransformToRef = function (ray, matrix, result) {\r\n Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);\r\n Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);\r\n result.length = ray.length;\r\n var dir = result.direction;\r\n var len = dir.length();\r\n if (!(len === 0 || len === 1)) {\r\n var num = 1.0 / len;\r\n dir.x *= num;\r\n dir.y *= num;\r\n dir.z *= num;\r\n result.length *= len;\r\n }\r\n };\r\n /**\r\n * Unproject a ray from screen space to object space\r\n * @param sourceX defines the screen space x coordinate to use\r\n * @param sourceY defines the screen space y coordinate to use\r\n * @param viewportWidth defines the current width of the viewport\r\n * @param viewportHeight defines the current height of the viewport\r\n * @param world defines the world matrix to use (can be set to Identity to go to world space)\r\n * @param view defines the view matrix to use\r\n * @param projection defines the projection matrix to use\r\n */\r\n Ray.prototype.unprojectRayToRef = function (sourceX, sourceY, viewportWidth, viewportHeight, world, view, projection) {\r\n var matrix = TmpVectors.Matrix[0];\r\n world.multiplyToRef(view, matrix);\r\n matrix.multiplyToRef(projection, matrix);\r\n matrix.invert();\r\n var nearScreenSource = TmpVectors.Vector3[0];\r\n nearScreenSource.x = sourceX / viewportWidth * 2 - 1;\r\n nearScreenSource.y = -(sourceY / viewportHeight * 2 - 1);\r\n nearScreenSource.z = -1.0;\r\n var farScreenSource = TmpVectors.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0);\r\n var nearVec3 = TmpVectors.Vector3[2];\r\n var farVec3 = TmpVectors.Vector3[3];\r\n Vector3._UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);\r\n Vector3._UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);\r\n this.origin.copyFrom(nearVec3);\r\n farVec3.subtractToRef(nearVec3, this.direction);\r\n this.direction.normalize();\r\n };\r\n Ray.TmpVector3 = ArrayTools.BuildArray(6, Vector3.Zero);\r\n Ray.smallnum = 0.00000001;\r\n Ray.rayl = 10e8;\r\n return Ray;\r\n}());\r\nexport { Ray };\r\nScene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {\r\n if (cameraViewSpace === void 0) { cameraViewSpace = false; }\r\n var result = Ray.Zero();\r\n this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);\r\n return result;\r\n};\r\nScene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {\r\n if (cameraViewSpace === void 0) { cameraViewSpace = false; }\r\n var engine = this.getEngine();\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return this;\r\n }\r\n camera = this.activeCamera;\r\n }\r\n var cameraViewport = camera.viewport;\r\n var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());\r\n // Moving coordinates to local viewport world\r\n x = x / engine.getHardwareScalingLevel() - viewport.x;\r\n y = y / engine.getHardwareScalingLevel() - (engine.getRenderHeight() - viewport.y - viewport.height);\r\n result.update(x, y, viewport.width, viewport.height, world ? world : Matrix.IdentityReadOnly, cameraViewSpace ? Matrix.IdentityReadOnly : camera.getViewMatrix(), camera.getProjectionMatrix());\r\n return this;\r\n};\r\nScene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {\r\n var result = Ray.Zero();\r\n this.createPickingRayInCameraSpaceToRef(x, y, result, camera);\r\n return result;\r\n};\r\nScene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {\r\n if (!PickingInfo) {\r\n return this;\r\n }\r\n var engine = this.getEngine();\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n throw new Error(\"Active camera not set\");\r\n }\r\n camera = this.activeCamera;\r\n }\r\n var cameraViewport = camera.viewport;\r\n var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());\r\n var identity = Matrix.Identity();\r\n // Moving coordinates to local viewport world\r\n x = x / engine.getHardwareScalingLevel() - viewport.x;\r\n y = y / engine.getHardwareScalingLevel() - (engine.getRenderHeight() - viewport.y - viewport.height);\r\n result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());\r\n return this;\r\n};\r\nScene.prototype._internalPick = function (rayFunction, predicate, fastCheck, trianglePredicate) {\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n var pickingInfo = null;\r\n for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {\r\n var mesh = this.meshes[meshIndex];\r\n if (predicate) {\r\n if (!predicate(mesh)) {\r\n continue;\r\n }\r\n }\r\n else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {\r\n continue;\r\n }\r\n var world = mesh.getWorldMatrix();\r\n var ray = rayFunction(world);\r\n var result = mesh.intersects(ray, fastCheck, trianglePredicate);\r\n if (!result || !result.hit) {\r\n continue;\r\n }\r\n if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {\r\n continue;\r\n }\r\n pickingInfo = result;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n return pickingInfo || new PickingInfo();\r\n};\r\nScene.prototype._internalMultiPick = function (rayFunction, predicate, trianglePredicate) {\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n var pickingInfos = new Array();\r\n for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {\r\n var mesh = this.meshes[meshIndex];\r\n if (predicate) {\r\n if (!predicate(mesh)) {\r\n continue;\r\n }\r\n }\r\n else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {\r\n continue;\r\n }\r\n var world = mesh.getWorldMatrix();\r\n var ray = rayFunction(world);\r\n var result = mesh.intersects(ray, false, trianglePredicate);\r\n if (!result || !result.hit) {\r\n continue;\r\n }\r\n pickingInfos.push(result);\r\n }\r\n return pickingInfos;\r\n};\r\nScene.prototype.pick = function (x, y, predicate, fastCheck, camera, trianglePredicate) {\r\n var _this = this;\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n var result = this._internalPick(function (world) {\r\n if (!_this._tempPickingRay) {\r\n _this._tempPickingRay = Ray.Zero();\r\n }\r\n _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);\r\n return _this._tempPickingRay;\r\n }, predicate, fastCheck, trianglePredicate);\r\n if (result) {\r\n result.ray = this.createPickingRay(x, y, Matrix.Identity(), camera || null);\r\n }\r\n return result;\r\n};\r\nScene.prototype.pickWithRay = function (ray, predicate, fastCheck, trianglePredicate) {\r\n var _this = this;\r\n var result = this._internalPick(function (world) {\r\n if (!_this._pickWithRayInverseMatrix) {\r\n _this._pickWithRayInverseMatrix = Matrix.Identity();\r\n }\r\n world.invertToRef(_this._pickWithRayInverseMatrix);\r\n if (!_this._cachedRayForTransform) {\r\n _this._cachedRayForTransform = Ray.Zero();\r\n }\r\n Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);\r\n return _this._cachedRayForTransform;\r\n }, predicate, fastCheck, trianglePredicate);\r\n if (result) {\r\n result.ray = ray;\r\n }\r\n return result;\r\n};\r\nScene.prototype.multiPick = function (x, y, predicate, camera, trianglePredicate) {\r\n var _this = this;\r\n return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate, trianglePredicate);\r\n};\r\nScene.prototype.multiPickWithRay = function (ray, predicate, trianglePredicate) {\r\n var _this = this;\r\n return this._internalMultiPick(function (world) {\r\n if (!_this._pickWithRayInverseMatrix) {\r\n _this._pickWithRayInverseMatrix = Matrix.Identity();\r\n }\r\n world.invertToRef(_this._pickWithRayInverseMatrix);\r\n if (!_this._cachedRayForTransform) {\r\n _this._cachedRayForTransform = Ray.Zero();\r\n }\r\n Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);\r\n return _this._cachedRayForTransform;\r\n }, predicate, trianglePredicate);\r\n};\r\nCamera.prototype.getForwardRay = function (length, transform, origin) {\r\n if (length === void 0) { length = 100; }\r\n if (!transform) {\r\n transform = this.getWorldMatrix();\r\n }\r\n if (!origin) {\r\n origin = this.position;\r\n }\r\n var forward = this._scene.useRightHandedSystem ? new Vector3(0, 0, -1) : new Vector3(0, 0, 1);\r\n var forwardWorld = Vector3.TransformNormal(forward, transform);\r\n var direction = Vector3.Normalize(forwardWorld);\r\n return new Ray(origin, direction, length);\r\n};\r\n//# sourceMappingURL=ray.js.map","import { Vector3, Matrix } from '../Maths/math.vector';\r\n/**\r\n * Class containing a set of static utilities functions for managing Pivots\r\n * @hidden\r\n */\r\nvar PivotTools = /** @class */ (function () {\r\n function PivotTools() {\r\n }\r\n /** @hidden */\r\n PivotTools._RemoveAndStorePivotPoint = function (mesh) {\r\n if (mesh && PivotTools._PivotCached === 0) {\r\n // Save old pivot and set pivot to 0,0,0\r\n mesh.getPivotPointToRef(PivotTools._OldPivotPoint);\r\n if (!PivotTools._OldPivotPoint.equalsToFloats(0, 0, 0)) {\r\n mesh.setPivotMatrix(Matrix.IdentityReadOnly);\r\n PivotTools._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), PivotTools._PivotTranslation);\r\n PivotTools._PivotTmpVector.copyFromFloats(1, 1, 1);\r\n PivotTools._PivotTmpVector.subtractInPlace(mesh.scaling);\r\n PivotTools._PivotTmpVector.multiplyInPlace(PivotTools._PivotTranslation);\r\n mesh.position.addInPlace(PivotTools._PivotTmpVector);\r\n }\r\n }\r\n PivotTools._PivotCached++;\r\n };\r\n /** @hidden */\r\n PivotTools._RestorePivotPoint = function (mesh) {\r\n if (mesh && !PivotTools._OldPivotPoint.equalsToFloats(0, 0, 0) && PivotTools._PivotCached === 1) {\r\n mesh.setPivotPoint(PivotTools._OldPivotPoint);\r\n PivotTools._PivotTmpVector.copyFromFloats(1, 1, 1);\r\n PivotTools._PivotTmpVector.subtractInPlace(mesh.scaling);\r\n PivotTools._PivotTmpVector.multiplyInPlace(PivotTools._PivotTranslation);\r\n mesh.position.subtractInPlace(PivotTools._PivotTmpVector);\r\n }\r\n this._PivotCached--;\r\n };\r\n // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)\r\n // store/remove pivot point should only be applied during their outermost calls\r\n PivotTools._PivotCached = 0;\r\n PivotTools._OldPivotPoint = new Vector3();\r\n PivotTools._PivotTranslation = new Vector3();\r\n PivotTools._PivotTmpVector = new Vector3();\r\n return PivotTools;\r\n}());\r\nexport { PivotTools };\r\n//# sourceMappingURL=pivotTools.js.map","import { Mesh } from \"../../Meshes/mesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from '../../Misc/pivotTools';\r\nimport \"../../Meshes/Builders/planeBuilder\";\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nvar PointerDragBehavior = /** @class */ (function () {\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n */\r\n function PointerDragBehavior(options) {\r\n this._useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n this.maxDragAngle = 0;\r\n /**\r\n * @hidden\r\n */\r\n this._useAlternatePickedPointAboveMaxDragAngle = false;\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n this.currentDraggingPointerID = -1;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n this.dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n this.dragDeltaRatio = 0.2;\r\n /**\r\n * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n this.updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n this._debugMode = false;\r\n this._moving = false;\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n * * delta between last drag position and current drag position in world space\r\n * * dragDistance along the drag axis\r\n * * dragPlaneNormal normal of the current drag plane used during the drag\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n */\r\n this.onDragObservable = new Observable();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n */\r\n this.onDragStartObservable = new Observable();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n this.onDragEndObservable = new Observable();\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n this.moveAttached = true;\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n this.enabled = true;\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n this.startAndReleaseDragOnPointerEvents = true;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n this.detachCameraControls = true;\r\n /**\r\n * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n this.useObjectOrientationForDragging = true;\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved\r\n */\r\n this.validateDrag = function (targetPosition) { return true; };\r\n this._tmpVector = new Vector3(0, 0, 0);\r\n this._alternatePickedPoint = new Vector3(0, 0, 0);\r\n this._worldDragAxis = new Vector3(0, 0, 0);\r\n this._targetPosition = new Vector3(0, 0, 0);\r\n this._attachedElement = null;\r\n this._startDragRay = new Ray(new Vector3(), new Vector3());\r\n this._lastPointerRay = {};\r\n this._dragDelta = new Vector3();\r\n // Variables to avoid instantiation in the below method\r\n this._pointA = new Vector3(0, 0, 0);\r\n this._pointB = new Vector3(0, 0, 0);\r\n this._pointC = new Vector3(0, 0, 0);\r\n this._lineA = new Vector3(0, 0, 0);\r\n this._lineB = new Vector3(0, 0, 0);\r\n this._localAxis = new Vector3(0, 0, 0);\r\n this._lookAt = new Vector3(0, 0, 0);\r\n this._options = options ? options : {};\r\n var optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n Object.defineProperty(PointerDragBehavior.prototype, \"options\", {\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n get: function () {\r\n return this._options;\r\n },\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n set: function (options) {\r\n this._options = options;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PointerDragBehavior.prototype, \"name\", {\r\n /**\r\n * The name of the behavior\r\n */\r\n get: function () {\r\n return \"PointerDrag\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Initializes the behavior\r\n */\r\n PointerDragBehavior.prototype.init = function () { };\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n PointerDragBehavior.prototype.attach = function (ownerNode, predicate) {\r\n var _this = this;\r\n this._scene = ownerNode.getScene();\r\n this.attachedNode = ownerNode;\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._planeScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._planeScene = this._scene;\r\n }\r\n else {\r\n PointerDragBehavior._planeScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._planeScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(function () {\r\n PointerDragBehavior._planeScene.dispose();\r\n PointerDragBehavior._planeScene = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = Mesh.CreatePlane(\"pointerDragPlane\", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, Mesh.DOUBLESIDE);\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n var pickPredicate = !!predicate ? predicate : function (m) {\r\n return _this.attachedNode == m || m.isDescendantOf(_this.attachedNode);\r\n };\r\n this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {\r\n if (!_this.enabled) {\r\n return;\r\n }\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (_this.startAndReleaseDragOnPointerEvents && !_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {\r\n _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n }\r\n else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (_this.startAndReleaseDragOnPointerEvents && _this.currentDraggingPointerID == pointerInfo.event.pointerId) {\r\n _this.releaseDrag();\r\n }\r\n }\r\n else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n var pointerId = pointerInfo.event.pointerId;\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == \"mouse\") {\r\n if (_this._lastPointerRay[_this.currentDraggingPointerID]) {\r\n _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];\r\n delete _this._lastPointerRay[_this.currentDraggingPointerID];\r\n }\r\n _this.currentDraggingPointerID = pointerId;\r\n }\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!_this._lastPointerRay[pointerId]) {\r\n _this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n if (_this.currentDraggingPointerID == pointerId && _this.dragging) {\r\n _this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n }\r\n });\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {\r\n if (_this._moving && _this.moveAttached) {\r\n PivotTools._RemoveAndStorePivotPoint(_this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n _this._targetPosition.subtractToRef((_this.attachedNode).absolutePosition, _this._tmpVector);\r\n _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);\r\n (_this.attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);\r\n if (_this.validateDrag(_this._tmpVector)) {\r\n (_this.attachedNode).setAbsolutePosition(_this._tmpVector);\r\n }\r\n PivotTools._RestorePivotPoint(_this.attachedNode);\r\n }\r\n });\r\n };\r\n /**\r\n * Force relase the drag action by code.\r\n */\r\n PointerDragBehavior.prototype.releaseDrag = function () {\r\n if (this.dragging) {\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });\r\n this.dragging = false;\r\n }\r\n this.currentDraggingPointerID = -1;\r\n this._moving = false;\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n this._scene.activeCamera.attachControl(this._attachedElement, this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n };\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {\r\n if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n var lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseID) {\r\n lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];\r\n }\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n };\r\n PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n }\r\n else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerID = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });\r\n this._targetPosition.copyFrom((this.attachedNode).absolutePosition);\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedElement) {\r\n this._attachedElement = this._scene.activeCamera.inputs.attachedElement;\r\n this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);\r\n }\r\n else {\r\n this._attachedElement = null;\r\n }\r\n }\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n };\r\n PointerDragBehavior.prototype._moveDrag = function (ray) {\r\n this._moving = true;\r\n var pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n if (pickedPoint) {\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n var dragLength = 0;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis) : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n }\r\n else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n }\r\n };\r\n PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {\r\n var _this = this;\r\n if (!ray) {\r\n return null;\r\n }\r\n // Calculate angle between plane normal and ray\r\n var angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n (this.attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n var dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace((this.attachedNode).absolutePosition);\r\n return this._alternatePickedPoint;\r\n }\r\n else {\r\n return null;\r\n }\r\n }\r\n var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {\r\n return pickResult.pickedPoint;\r\n }\r\n else {\r\n return null;\r\n }\r\n };\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);\r\n // Calculate plane normal in direction of camera but perpendicular to drag axis\r\n this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera\r\n // Get perpendicular line from direction to camera and drag axis\r\n this._pointB.subtractToRef(this._pointA, this._lineA);\r\n this._pointC.subtractToRef(this._pointA, this._lineB);\r\n Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera\r\n Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n }\r\n else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n }\r\n else {\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(ray.origin);\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.absolutePosition);\r\n this._dragPlane.computeWorldMatrix(true);\r\n };\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n PointerDragBehavior.prototype.detach = function () {\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n this.releaseDrag();\r\n };\r\n PointerDragBehavior._AnyMouseID = -2;\r\n return PointerDragBehavior;\r\n}());\r\nexport { PointerDragBehavior };\r\n//# sourceMappingURL=pointerDragBehavior.js.map"],"sourceRoot":""} \ No newline at end of file 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this.divideToRef(otherVector, this);\r\n };\r\n /**\r\n * Gets a new Vector2 with current Vector2 negated coordinates\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.negate = function () {\r\n return new Vector2(-this.x, -this.y);\r\n };\r\n /**\r\n * Negate this vector in place\r\n * @returns this\r\n */\r\n Vector2.prototype.negateInPlace = function () {\r\n this.x *= -1;\r\n this.y *= -1;\r\n return this;\r\n };\r\n /**\r\n * Negate the current Vector2 and stores the result in the given vector \"result\" coordinates\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector2\r\n */\r\n Vector2.prototype.negateToRef = function (result) {\r\n return result.copyFromFloats(this.x * -1, this.y * -1);\r\n };\r\n /**\r\n * Multiply the Vector2 coordinates by scale\r\n * @param scale defines the scaling factor\r\n * @returns the current updated Vector2\r\n */\r\n Vector2.prototype.scaleInPlace = function (scale) {\r\n this.x *= scale;\r\n this.y *= scale;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector2 scaled by \"scale\" from the current Vector2\r\n * @param scale defines the scaling factor\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.scale = function (scale) {\r\n var result = new Vector2(0, 0);\r\n this.scaleToRef(scale, result);\r\n return result;\r\n };\r\n /**\r\n * Scale the current Vector2 values by a factor to a given Vector2\r\n * @param scale defines the scale factor\r\n * @param result defines the Vector2 object where to store the result\r\n * @returns the unmodified current Vector2\r\n */\r\n Vector2.prototype.scaleToRef = function (scale, result) {\r\n result.x = this.x * scale;\r\n result.y = this.y * scale;\r\n return this;\r\n };\r\n /**\r\n * Scale the current Vector2 values by a factor and add the result to a given Vector2\r\n * @param scale defines the scale factor\r\n * @param result defines the Vector2 object where to store the result\r\n * @returns the unmodified current Vector2\r\n */\r\n Vector2.prototype.scaleAndAddToRef = function (scale, result) {\r\n result.x += this.x * scale;\r\n result.y += this.y * scale;\r\n return this;\r\n };\r\n /**\r\n * Gets a boolean if two vectors are equals\r\n * @param otherVector defines the other vector\r\n * @returns true if the given vector coordinates strictly equal the current Vector2 ones\r\n */\r\n Vector2.prototype.equals = function (otherVector) {\r\n return otherVector && this.x === otherVector.x && this.y === otherVector.y;\r\n };\r\n /**\r\n * Gets a boolean if two vectors are equals (using an epsilon value)\r\n * @param otherVector defines the other vector\r\n * @param epsilon defines the minimal distance to consider equality\r\n * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.\r\n */\r\n Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {\r\n if (epsilon === void 0) { epsilon = Epsilon; }\r\n return otherVector && Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);\r\n };\r\n /**\r\n * Gets a new Vector2 from current Vector2 floored values\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.floor = function () {\r\n return new Vector2(Math.floor(this.x), Math.floor(this.y));\r\n };\r\n /**\r\n * Gets a new Vector2 from current Vector2 floored values\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.fract = function () {\r\n return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));\r\n };\r\n // Properties\r\n /**\r\n * Gets the length of the vector\r\n * @returns the vector length (float)\r\n */\r\n Vector2.prototype.length = function () {\r\n return Math.sqrt(this.x * this.x + this.y * this.y);\r\n };\r\n /**\r\n * Gets the vector squared length\r\n * @returns the vector squared length (float)\r\n */\r\n Vector2.prototype.lengthSquared = function () {\r\n return (this.x * this.x + this.y * this.y);\r\n };\r\n // Methods\r\n /**\r\n * Normalize the vector\r\n * @returns the current updated Vector2\r\n */\r\n Vector2.prototype.normalize = function () {\r\n var len = this.length();\r\n if (len === 0) {\r\n return this;\r\n }\r\n this.x /= len;\r\n this.y /= len;\r\n return this;\r\n };\r\n /**\r\n * Gets a new Vector2 copied from the Vector2\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.clone = function () {\r\n return new Vector2(this.x, this.y);\r\n };\r\n // Statics\r\n /**\r\n * Gets a new Vector2(0, 0)\r\n * @returns a new Vector2\r\n */\r\n Vector2.Zero = function () {\r\n return new Vector2(0, 0);\r\n };\r\n /**\r\n * Gets a new Vector2(1, 1)\r\n * @returns a new Vector2\r\n */\r\n Vector2.One = function () {\r\n return new Vector2(1, 1);\r\n };\r\n /**\r\n * Gets a new Vector2 set from the given index element of the given array\r\n * @param array defines the data source\r\n * @param offset defines the offset in the data source\r\n * @returns a new Vector2\r\n */\r\n Vector2.FromArray = function (array, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n return new Vector2(array[offset], array[offset + 1]);\r\n };\r\n /**\r\n * Sets \"result\" from the given index element of the given array\r\n * @param array defines the data source\r\n * @param offset defines the offset in the data source\r\n * @param result defines the target vector\r\n */\r\n Vector2.FromArrayToRef = function (array, offset, result) {\r\n result.x = array[offset];\r\n result.y = array[offset + 1];\r\n };\r\n /**\r\n * Gets a new Vector2 located for \"amount\" (float) on the CatmullRom spline defined by the given four Vector2\r\n * @param value1 defines 1st point of control\r\n * @param value2 defines 2nd point of control\r\n * @param value3 defines 3rd point of control\r\n * @param value4 defines 4th point of control\r\n * @param amount defines the interpolation factor\r\n * @returns a new Vector2\r\n */\r\n Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +\r\n (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +\r\n ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));\r\n var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +\r\n (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +\r\n ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));\r\n return new Vector2(x, y);\r\n };\r\n /**\r\n * Returns a new Vector2 set with same the coordinates than \"value\" ones if the vector \"value\" is in the square defined by \"min\" and \"max\".\r\n * If a coordinate of \"value\" is lower than \"min\" coordinates, the returned Vector2 is given this \"min\" coordinate.\r\n * If a coordinate of \"value\" is greater than \"max\" coordinates, the returned Vector2 is given this \"max\" coordinate\r\n * @param value defines the value to clamp\r\n * @param min defines the lower limit\r\n * @param max defines the upper limit\r\n * @returns a new Vector2\r\n */\r\n Vector2.Clamp = function (value, min, max) {\r\n var x = value.x;\r\n x = (x > max.x) ? max.x : x;\r\n x = (x < min.x) ? min.x : x;\r\n var y = value.y;\r\n y = (y > max.y) ? max.y : y;\r\n y = (y < min.y) ? min.y : y;\r\n return new Vector2(x, y);\r\n };\r\n /**\r\n * Returns a new Vector2 located for \"amount\" (float) on the Hermite spline defined by the vectors \"value1\", \"value3\", \"tangent1\", \"tangent2\"\r\n * @param value1 defines the 1st control point\r\n * @param tangent1 defines the outgoing tangent\r\n * @param value2 defines the 2nd control point\r\n * @param tangent2 defines the incoming tangent\r\n * @param amount defines the interpolation factor\r\n * @returns a new Vector2\r\n */\r\n Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;\r\n var part2 = (-2.0 * cubed) + (3.0 * squared);\r\n var part3 = (cubed - (2.0 * squared)) + amount;\r\n var part4 = cubed - squared;\r\n var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);\r\n var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);\r\n return new Vector2(x, y);\r\n };\r\n /**\r\n * Returns a new Vector2 located for \"amount\" (float) on the linear interpolation between the vector \"start\" adn the vector \"end\".\r\n * @param start defines the start vector\r\n * @param end defines the end vector\r\n * @param amount defines the interpolation factor\r\n * @returns a new Vector2\r\n */\r\n Vector2.Lerp = function (start, end, amount) {\r\n var x = start.x + ((end.x - start.x) * amount);\r\n var y = start.y + ((end.y - start.y) * amount);\r\n return new Vector2(x, y);\r\n };\r\n /**\r\n * Gets the dot product of the vector \"left\" and the vector \"right\"\r\n * @param left defines first vector\r\n * @param right defines second vector\r\n * @returns the dot product (float)\r\n */\r\n Vector2.Dot = function (left, right) {\r\n return left.x * right.x + left.y * right.y;\r\n };\r\n /**\r\n * Returns a new Vector2 equal to the normalized given vector\r\n * @param vector defines the vector to normalize\r\n * @returns a new Vector2\r\n */\r\n Vector2.Normalize = function (vector) {\r\n var newVector = vector.clone();\r\n newVector.normalize();\r\n return newVector;\r\n };\r\n /**\r\n * Gets a new Vector2 set with the minimal coordinate values from the \"left\" and \"right\" vectors\r\n * @param left defines 1st vector\r\n * @param right defines 2nd vector\r\n * @returns a new Vector2\r\n */\r\n Vector2.Minimize = function (left, right) {\r\n var x = (left.x < right.x) ? left.x : right.x;\r\n var y = (left.y < right.y) ? left.y : right.y;\r\n return new Vector2(x, y);\r\n };\r\n /**\r\n * Gets a new Vecto2 set with the maximal coordinate values from the \"left\" and \"right\" vectors\r\n * @param left defines 1st vector\r\n * @param right defines 2nd vector\r\n * @returns a new Vector2\r\n */\r\n Vector2.Maximize = function (left, right) {\r\n var x = (left.x > right.x) ? left.x : right.x;\r\n var y = (left.y > right.y) ? left.y : right.y;\r\n return new Vector2(x, y);\r\n };\r\n /**\r\n * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix\r\n * @param vector defines the vector to transform\r\n * @param transformation defines the matrix to apply\r\n * @returns a new Vector2\r\n */\r\n Vector2.Transform = function (vector, transformation) {\r\n var r = Vector2.Zero();\r\n Vector2.TransformToRef(vector, transformation, r);\r\n return r;\r\n };\r\n /**\r\n * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector \"result\" coordinates\r\n * @param vector defines the vector to transform\r\n * @param transformation defines the matrix to apply\r\n * @param result defines the target vector\r\n */\r\n Vector2.TransformToRef = function (vector, transformation, result) {\r\n var m = transformation.m;\r\n var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];\r\n var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];\r\n result.x = x;\r\n result.y = y;\r\n };\r\n /**\r\n * Determines if a given vector is included in a triangle\r\n * @param p defines the vector to test\r\n * @param p0 defines 1st triangle point\r\n * @param p1 defines 2nd triangle point\r\n * @param p2 defines 3rd triangle point\r\n * @returns true if the point \"p\" is in the triangle defined by the vertors \"p0\", \"p1\", \"p2\"\r\n */\r\n Vector2.PointInTriangle = function (p, p0, p1, p2) {\r\n var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);\r\n var sign = a < 0 ? -1 : 1;\r\n var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;\r\n var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;\r\n return s > 0 && t > 0 && (s + t) < 2 * a * sign;\r\n };\r\n /**\r\n * Gets the distance between the vectors \"value1\" and \"value2\"\r\n * @param value1 defines first vector\r\n * @param value2 defines second vector\r\n * @returns the distance between vectors\r\n */\r\n Vector2.Distance = function (value1, value2) {\r\n return Math.sqrt(Vector2.DistanceSquared(value1, value2));\r\n };\r\n /**\r\n * Returns the squared distance between the vectors \"value1\" and \"value2\"\r\n * @param value1 defines first vector\r\n * @param value2 defines second vector\r\n * @returns the squared distance between vectors\r\n */\r\n Vector2.DistanceSquared = function (value1, value2) {\r\n var x = value1.x - value2.x;\r\n var y = value1.y - value2.y;\r\n return (x * x) + (y * y);\r\n };\r\n /**\r\n * Gets a new Vector2 located at the center of the vectors \"value1\" and \"value2\"\r\n * @param value1 defines first vector\r\n * @param value2 defines second vector\r\n * @returns a new Vector2\r\n */\r\n Vector2.Center = function (value1, value2) {\r\n var center = value1.add(value2);\r\n center.scaleInPlace(0.5);\r\n return center;\r\n };\r\n /**\r\n * Gets the shortest distance (float) between the point \"p\" and the segment defined by the two points \"segA\" and \"segB\".\r\n * @param p defines the middle point\r\n * @param segA defines one point of the segment\r\n * @param segB defines the other point of the segment\r\n * @returns the shortest distance\r\n */\r\n Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {\r\n var l2 = Vector2.DistanceSquared(segA, segB);\r\n if (l2 === 0.0) {\r\n return Vector2.Distance(p, segA);\r\n }\r\n var v = segB.subtract(segA);\r\n var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));\r\n var proj = segA.add(v.multiplyByFloats(t, t));\r\n return Vector2.Distance(p, proj);\r\n };\r\n return Vector2;\r\n}());\r\nexport { Vector2 };\r\n/**\r\n * Class used to store (x,y,z) vector representation\r\n * A Vector3 is the main object used in 3D geometry\r\n * It can represent etiher the coordinates of a point the space, either a direction\r\n * Reminder: js uses a left handed forward facing system\r\n */\r\nvar Vector3 = /** @class */ (function () {\r\n /**\r\n * Creates a new Vector3 object from the given x, y, z (floats) coordinates.\r\n * @param x defines the first coordinates (on X axis)\r\n * @param y defines the second coordinates (on Y axis)\r\n * @param z defines the third coordinates (on Z axis)\r\n */\r\n function Vector3(\r\n /**\r\n * Defines the first coordinates (on X axis)\r\n */\r\n x, \r\n /**\r\n * Defines the second coordinates (on Y axis)\r\n */\r\n y, \r\n /**\r\n * Defines the third coordinates (on Z axis)\r\n */\r\n z) {\r\n if (x === void 0) { x = 0; }\r\n if (y === void 0) { y = 0; }\r\n if (z === void 0) { z = 0; }\r\n this.x = x;\r\n this.y = y;\r\n this.z = z;\r\n }\r\n /**\r\n * Creates a string representation of the Vector3\r\n * @returns a string with the Vector3 coordinates.\r\n */\r\n Vector3.prototype.toString = function () {\r\n return \"{X: \" + this.x + \" Y:\" + this.y + \" Z:\" + this.z + \"}\";\r\n };\r\n /**\r\n * Gets the class name\r\n * @returns the string \"Vector3\"\r\n */\r\n Vector3.prototype.getClassName = function () {\r\n return \"Vector3\";\r\n };\r\n /**\r\n * Creates the Vector3 hash code\r\n * @returns a number which tends to be unique between Vector3 instances\r\n */\r\n Vector3.prototype.getHashCode = function () {\r\n var hash = this.x | 0;\r\n hash = (hash * 397) ^ (this.y | 0);\r\n hash = (hash * 397) ^ (this.z | 0);\r\n return hash;\r\n };\r\n // Operators\r\n /**\r\n * Creates an array containing three elements : the coordinates of the Vector3\r\n * @returns a new array of numbers\r\n */\r\n Vector3.prototype.asArray = function () {\r\n var result = [];\r\n this.toArray(result, 0);\r\n return result;\r\n };\r\n /**\r\n * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3\r\n * @param array defines the destination array\r\n * @param index defines the offset in the destination array\r\n * @returns the current Vector3\r\n */\r\n Vector3.prototype.toArray = function (array, index) {\r\n if (index === void 0) { index = 0; }\r\n array[index] = this.x;\r\n array[index + 1] = this.y;\r\n array[index + 2] = this.z;\r\n return this;\r\n };\r\n /**\r\n * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)\r\n * @returns a new Quaternion object, computed from the Vector3 coordinates\r\n */\r\n Vector3.prototype.toQuaternion = function () {\r\n return Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);\r\n };\r\n /**\r\n * Adds the given vector to the current Vector3\r\n * @param otherVector defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.addInPlace = function (otherVector) {\r\n return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);\r\n };\r\n /**\r\n * Adds the given coordinates to the current Vector3\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {\r\n this.x += x;\r\n this.y += y;\r\n this.z += z;\r\n return this;\r\n };\r\n /**\r\n * Gets a new Vector3, result of the addition the current Vector3 and the given vector\r\n * @param otherVector defines the second operand\r\n * @returns the resulting Vector3\r\n */\r\n Vector3.prototype.add = function (otherVector) {\r\n return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);\r\n };\r\n /**\r\n * Adds the current Vector3 to the given one and stores the result in the vector \"result\"\r\n * @param otherVector defines the second operand\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n Vector3.prototype.addToRef = function (otherVector, result) {\r\n return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);\r\n };\r\n /**\r\n * Subtract the given vector from the current Vector3\r\n * @param otherVector defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.subtractInPlace = function (otherVector) {\r\n this.x -= otherVector.x;\r\n this.y -= otherVector.y;\r\n this.z -= otherVector.z;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3\r\n * @param otherVector defines the second operand\r\n * @returns the resulting Vector3\r\n */\r\n Vector3.prototype.subtract = function (otherVector) {\r\n return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);\r\n };\r\n /**\r\n * Subtracts the given vector from the current Vector3 and stores the result in the vector \"result\".\r\n * @param otherVector defines the second operand\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n Vector3.prototype.subtractToRef = function (otherVector, result) {\r\n return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);\r\n };\r\n /**\r\n * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the resulting Vector3\r\n */\r\n Vector3.prototype.subtractFromFloats = function (x, y, z) {\r\n return new Vector3(this.x - x, this.y - y, this.z - z);\r\n };\r\n /**\r\n * Subtracts the given floats from the current Vector3 coordinates and set the given vector \"result\" with this result\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {\r\n return result.copyFromFloats(this.x - x, this.y - y, this.z - z);\r\n };\r\n /**\r\n * Gets a new Vector3 set with the current Vector3 negated coordinates\r\n * @returns a new Vector3\r\n */\r\n Vector3.prototype.negate = function () {\r\n return new Vector3(-this.x, -this.y, -this.z);\r\n };\r\n /**\r\n * Negate this vector in place\r\n * @returns this\r\n */\r\n Vector3.prototype.negateInPlace = function () {\r\n this.x *= -1;\r\n this.y *= -1;\r\n this.z *= -1;\r\n return this;\r\n };\r\n /**\r\n * Negate the current Vector3 and stores the result in the given vector \"result\" coordinates\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n Vector3.prototype.negateToRef = function (result) {\r\n return result.copyFromFloats(this.x * -1, this.y * -1, this.z * -1);\r\n };\r\n /**\r\n * Multiplies the Vector3 coordinates by the float \"scale\"\r\n * @param scale defines the multiplier factor\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.scaleInPlace = function (scale) {\r\n this.x *= scale;\r\n this.y *= scale;\r\n this.z *= scale;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float \"scale\"\r\n * @param scale defines the multiplier factor\r\n * @returns a new Vector3\r\n */\r\n Vector3.prototype.scale = function (scale) {\r\n return new Vector3(this.x * scale, this.y * scale, this.z * scale);\r\n };\r\n /**\r\n * Multiplies the current Vector3 coordinates by the float \"scale\" and stores the result in the given vector \"result\" coordinates\r\n * @param scale defines the multiplier factor\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n Vector3.prototype.scaleToRef = function (scale, result) {\r\n return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);\r\n };\r\n /**\r\n * Scale the current Vector3 values by a factor and add the result to a given Vector3\r\n * @param scale defines the scale factor\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the unmodified current Vector3\r\n */\r\n Vector3.prototype.scaleAndAddToRef = function (scale, result) {\r\n return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);\r\n };\r\n /**\r\n * Returns true if the current Vector3 and the given vector coordinates are strictly equal\r\n * @param otherVector defines the second operand\r\n * @returns true if both vectors are equals\r\n */\r\n Vector3.prototype.equals = function (otherVector) {\r\n return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;\r\n };\r\n /**\r\n * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon\r\n * @param otherVector defines the second operand\r\n * @param epsilon defines the minimal distance to define values as equals\r\n * @returns true if both vectors are distant less than epsilon\r\n */\r\n Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {\r\n if (epsilon === void 0) { epsilon = Epsilon; }\r\n return otherVector && Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && Scalar.WithinEpsilon(this.y, otherVector.y, epsilon) && Scalar.WithinEpsilon(this.z, otherVector.z, epsilon);\r\n };\r\n /**\r\n * Returns true if the current Vector3 coordinates equals the given floats\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns true if both vectors are equals\r\n */\r\n Vector3.prototype.equalsToFloats = function (x, y, z) {\r\n return this.x === x && this.y === y && this.z === z;\r\n };\r\n /**\r\n * Multiplies the current Vector3 coordinates by the given ones\r\n * @param otherVector defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.multiplyInPlace = function (otherVector) {\r\n this.x *= otherVector.x;\r\n this.y *= otherVector.y;\r\n this.z *= otherVector.z;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector\r\n * @param otherVector defines the second operand\r\n * @returns the new Vector3\r\n */\r\n Vector3.prototype.multiply = function (otherVector) {\r\n return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);\r\n };\r\n /**\r\n * Multiplies the current Vector3 by the given one and stores the result in the given vector \"result\"\r\n * @param otherVector defines the second operand\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n Vector3.prototype.multiplyToRef = function (otherVector, result) {\r\n return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);\r\n };\r\n /**\r\n * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the new Vector3\r\n */\r\n Vector3.prototype.multiplyByFloats = function (x, y, z) {\r\n return new Vector3(this.x * x, this.y * y, this.z * z);\r\n };\r\n /**\r\n * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones\r\n * @param otherVector defines the second operand\r\n * @returns the new Vector3\r\n */\r\n Vector3.prototype.divide = function (otherVector) {\r\n return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);\r\n };\r\n /**\r\n * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector \"result\"\r\n * @param otherVector defines the second operand\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n Vector3.prototype.divideToRef = function (otherVector, result) {\r\n return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);\r\n };\r\n /**\r\n * Divides the current Vector3 coordinates by the given ones.\r\n * @param otherVector defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.divideInPlace = function (otherVector) {\r\n return this.divideToRef(otherVector, this);\r\n };\r\n /**\r\n * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones\r\n * @param other defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.minimizeInPlace = function (other) {\r\n return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);\r\n };\r\n /**\r\n * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.\r\n * @param other defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.maximizeInPlace = function (other) {\r\n return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);\r\n };\r\n /**\r\n * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {\r\n if (x < this.x) {\r\n this.x = x;\r\n }\r\n if (y < this.y) {\r\n this.y = y;\r\n }\r\n if (z < this.z) {\r\n this.z = z;\r\n }\r\n return this;\r\n };\r\n /**\r\n * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {\r\n if (x > this.x) {\r\n this.x = x;\r\n }\r\n if (y > this.y) {\r\n this.y = y;\r\n }\r\n if (z > this.z) {\r\n this.z = z;\r\n }\r\n return this;\r\n };\r\n /**\r\n * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction\r\n * Check if is non uniform within a certain amount of decimal places to account for this\r\n * @param epsilon the amount the values can differ\r\n * @returns if the the vector is non uniform to a certain number of decimal places\r\n */\r\n Vector3.prototype.isNonUniformWithinEpsilon = function (epsilon) {\r\n var absX = Math.abs(this.x);\r\n var absY = Math.abs(this.y);\r\n if (!Scalar.WithinEpsilon(absX, absY, epsilon)) {\r\n return true;\r\n }\r\n var absZ = Math.abs(this.z);\r\n if (!Scalar.WithinEpsilon(absX, absZ, epsilon)) {\r\n return true;\r\n }\r\n if (!Scalar.WithinEpsilon(absY, absZ, epsilon)) {\r\n return true;\r\n }\r\n return false;\r\n };\r\n Object.defineProperty(Vector3.prototype, \"isNonUniform\", {\r\n /**\r\n * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same\r\n */\r\n get: function () {\r\n var absX = Math.abs(this.x);\r\n var absY = Math.abs(this.y);\r\n if (absX !== absY) {\r\n return true;\r\n }\r\n var absZ = Math.abs(this.z);\r\n if (absX !== absZ) {\r\n return true;\r\n }\r\n if (absY !== absZ) {\r\n return true;\r\n }\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets a new Vector3 from current Vector3 floored values\r\n * @returns a new Vector3\r\n */\r\n Vector3.prototype.floor = function () {\r\n return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));\r\n };\r\n /**\r\n * Gets a new Vector3 from current Vector3 floored values\r\n * @returns a new Vector3\r\n */\r\n Vector3.prototype.fract = function () {\r\n return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));\r\n };\r\n // Properties\r\n /**\r\n * Gets the length of the Vector3\r\n * @returns the length of the Vector3\r\n */\r\n Vector3.prototype.length = function () {\r\n return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);\r\n };\r\n /**\r\n * Gets the squared length of the Vector3\r\n * @returns squared length of the Vector3\r\n */\r\n Vector3.prototype.lengthSquared = function () {\r\n return (this.x * this.x + this.y * this.y + this.z * this.z);\r\n };\r\n /**\r\n * Normalize the current Vector3.\r\n * Please note that this is an in place operation.\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.normalize = function () {\r\n return this.normalizeFromLength(this.length());\r\n };\r\n /**\r\n * Reorders the x y z properties of the vector in place\r\n * @param order new ordering of the properties (eg. for vector 1,2,3 with \"ZYX\" will produce 3,2,1)\r\n * @returns the current updated vector\r\n */\r\n Vector3.prototype.reorderInPlace = function (order) {\r\n var _this = this;\r\n order = order.toLowerCase();\r\n if (order === \"xyz\") {\r\n return this;\r\n }\r\n MathTmp.Vector3[0].copyFrom(this);\r\n [\"x\", \"y\", \"z\"].forEach(function (val, i) {\r\n _this[val] = MathTmp.Vector3[0][order[i]];\r\n });\r\n return this;\r\n };\r\n /**\r\n * Rotates the vector around 0,0,0 by a quaternion\r\n * @param quaternion the rotation quaternion\r\n * @param result vector to store the result\r\n * @returns the resulting vector\r\n */\r\n Vector3.prototype.rotateByQuaternionToRef = function (quaternion, result) {\r\n quaternion.toRotationMatrix(MathTmp.Matrix[0]);\r\n Vector3.TransformCoordinatesToRef(this, MathTmp.Matrix[0], result);\r\n return result;\r\n };\r\n /**\r\n * Rotates a vector around a given point\r\n * @param quaternion the rotation quaternion\r\n * @param point the point to rotate around\r\n * @param result vector to store the result\r\n * @returns the resulting vector\r\n */\r\n Vector3.prototype.rotateByQuaternionAroundPointToRef = function (quaternion, point, result) {\r\n this.subtractToRef(point, MathTmp.Vector3[0]);\r\n MathTmp.Vector3[0].rotateByQuaternionToRef(quaternion, MathTmp.Vector3[0]);\r\n point.addToRef(MathTmp.Vector3[0], result);\r\n return result;\r\n };\r\n /**\r\n * Returns a new Vector3 as the cross product of the current vector and the \"other\" one\r\n * The cross product is then orthogonal to both current and \"other\"\r\n * @param other defines the right operand\r\n * @returns the cross product\r\n */\r\n Vector3.prototype.cross = function (other) {\r\n return Vector3.Cross(this, other);\r\n };\r\n /**\r\n * Normalize the current Vector3 with the given input length.\r\n * Please note that this is an in place operation.\r\n * @param len the length of the vector\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.normalizeFromLength = function (len) {\r\n if (len === 0 || len === 1.0) {\r\n return this;\r\n }\r\n return this.scaleInPlace(1.0 / len);\r\n };\r\n /**\r\n * Normalize the current Vector3 to a new vector\r\n * @returns the new Vector3\r\n */\r\n Vector3.prototype.normalizeToNew = function () {\r\n var normalized = new Vector3(0, 0, 0);\r\n this.normalizeToRef(normalized);\r\n return normalized;\r\n };\r\n /**\r\n * Normalize the current Vector3 to the reference\r\n * @param reference define the Vector3 to update\r\n * @returns the updated Vector3\r\n */\r\n Vector3.prototype.normalizeToRef = function (reference) {\r\n var len = this.length();\r\n if (len === 0 || len === 1.0) {\r\n return reference.copyFromFloats(this.x, this.y, this.z);\r\n }\r\n return this.scaleToRef(1.0 / len, reference);\r\n };\r\n /**\r\n * Creates a new Vector3 copied from the current Vector3\r\n * @returns the new Vector3\r\n */\r\n Vector3.prototype.clone = function () {\r\n return new Vector3(this.x, this.y, this.z);\r\n };\r\n /**\r\n * Copies the given vector coordinates to the current Vector3 ones\r\n * @param source defines the source Vector3\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.copyFrom = function (source) {\r\n return this.copyFromFloats(source.x, source.y, source.z);\r\n };\r\n /**\r\n * Copies the given floats to the current Vector3 coordinates\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.copyFromFloats = function (x, y, z) {\r\n this.x = x;\r\n this.y = y;\r\n this.z = z;\r\n return this;\r\n };\r\n /**\r\n * Copies the given floats to the current Vector3 coordinates\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.set = function (x, y, z) {\r\n return this.copyFromFloats(x, y, z);\r\n };\r\n /**\r\n * Copies the given float to the current Vector3 coordinates\r\n * @param v defines the x, y and z coordinates of the operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.setAll = function (v) {\r\n this.x = this.y = this.z = v;\r\n return this;\r\n };\r\n // Statics\r\n /**\r\n * Get the clip factor between two vectors\r\n * @param vector0 defines the first operand\r\n * @param vector1 defines the second operand\r\n * @param axis defines the axis to use\r\n * @param size defines the size along the axis\r\n * @returns the clip factor\r\n */\r\n Vector3.GetClipFactor = function (vector0, vector1, axis, size) {\r\n var d0 = Vector3.Dot(vector0, axis) - size;\r\n var d1 = Vector3.Dot(vector1, axis) - size;\r\n var s = d0 / (d0 - d1);\r\n return s;\r\n };\r\n /**\r\n * Get angle between two vectors\r\n * @param vector0 angle between vector0 and vector1\r\n * @param vector1 angle between vector0 and vector1\r\n * @param normal direction of the normal\r\n * @return the angle between vector0 and vector1\r\n */\r\n Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {\r\n var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);\r\n var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);\r\n var dot = Vector3.Dot(v0, v1);\r\n var n = MathTmp.Vector3[3];\r\n Vector3.CrossToRef(v0, v1, n);\r\n if (Vector3.Dot(n, normal) > 0) {\r\n return Math.acos(dot);\r\n }\r\n return -Math.acos(dot);\r\n };\r\n /**\r\n * Returns a new Vector3 set from the index \"offset\" of the given array\r\n * @param array defines the source array\r\n * @param offset defines the offset in the source array\r\n * @returns the new Vector3\r\n */\r\n Vector3.FromArray = function (array, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n return new Vector3(array[offset], array[offset + 1], array[offset + 2]);\r\n };\r\n /**\r\n * Returns a new Vector3 set from the index \"offset\" of the given Float32Array\r\n * @param array defines the source array\r\n * @param offset defines the offset in the source array\r\n * @returns the new Vector3\r\n * @deprecated Please use FromArray instead.\r\n */\r\n Vector3.FromFloatArray = function (array, offset) {\r\n return Vector3.FromArray(array, offset);\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the element values from the index \"offset\" of the given array\r\n * @param array defines the source array\r\n * @param offset defines the offset in the source array\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.FromArrayToRef = function (array, offset, result) {\r\n result.x = array[offset];\r\n result.y = array[offset + 1];\r\n result.z = array[offset + 2];\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the element values from the index \"offset\" of the given Float32Array\r\n * @param array defines the source array\r\n * @param offset defines the offset in the source array\r\n * @param result defines the Vector3 where to store the result\r\n * @deprecated Please use FromArrayToRef instead.\r\n */\r\n Vector3.FromFloatArrayToRef = function (array, offset, result) {\r\n return Vector3.FromArrayToRef(array, offset, result);\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the given floats.\r\n * @param x defines the x coordinate of the source\r\n * @param y defines the y coordinate of the source\r\n * @param z defines the z coordinate of the source\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.FromFloatsToRef = function (x, y, z, result) {\r\n result.copyFromFloats(x, y, z);\r\n };\r\n /**\r\n * Returns a new Vector3 set to (0.0, 0.0, 0.0)\r\n * @returns a new empty Vector3\r\n */\r\n Vector3.Zero = function () {\r\n return new Vector3(0.0, 0.0, 0.0);\r\n };\r\n /**\r\n * Returns a new Vector3 set to (1.0, 1.0, 1.0)\r\n * @returns a new unit Vector3\r\n */\r\n Vector3.One = function () {\r\n return new Vector3(1.0, 1.0, 1.0);\r\n };\r\n /**\r\n * Returns a new Vector3 set to (0.0, 1.0, 0.0)\r\n * @returns a new up Vector3\r\n */\r\n Vector3.Up = function () {\r\n return new Vector3(0.0, 1.0, 0.0);\r\n };\r\n Object.defineProperty(Vector3, \"UpReadOnly\", {\r\n /**\r\n * Gets a up Vector3 that must not be updated\r\n */\r\n get: function () {\r\n return Vector3._UpReadOnly;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Vector3, \"ZeroReadOnly\", {\r\n /**\r\n * Gets a zero Vector3 that must not be updated\r\n */\r\n get: function () {\r\n return Vector3._ZeroReadOnly;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns a new Vector3 set to (0.0, -1.0, 0.0)\r\n * @returns a new down Vector3\r\n */\r\n Vector3.Down = function () {\r\n return new Vector3(0.0, -1.0, 0.0);\r\n };\r\n /**\r\n * Returns a new Vector3 set to (0.0, 0.0, 1.0)\r\n * @returns a new forward Vector3\r\n */\r\n Vector3.Forward = function () {\r\n return new Vector3(0.0, 0.0, 1.0);\r\n };\r\n /**\r\n * Returns a new Vector3 set to (0.0, 0.0, -1.0)\r\n * @returns a new forward Vector3\r\n */\r\n Vector3.Backward = function () {\r\n return new Vector3(0.0, 0.0, -1.0);\r\n };\r\n /**\r\n * Returns a new Vector3 set to (1.0, 0.0, 0.0)\r\n * @returns a new right Vector3\r\n */\r\n Vector3.Right = function () {\r\n return new Vector3(1.0, 0.0, 0.0);\r\n };\r\n /**\r\n * Returns a new Vector3 set to (-1.0, 0.0, 0.0)\r\n * @returns a new left Vector3\r\n */\r\n Vector3.Left = function () {\r\n return new Vector3(-1.0, 0.0, 0.0);\r\n };\r\n /**\r\n * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.\r\n * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)\r\n * @param vector defines the Vector3 to transform\r\n * @param transformation defines the transformation matrix\r\n * @returns the transformed Vector3\r\n */\r\n Vector3.TransformCoordinates = function (vector, transformation) {\r\n var result = Vector3.Zero();\r\n Vector3.TransformCoordinatesToRef(vector, transformation, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given vector \"result\" coordinates with the result of the transformation by the given matrix of the given vector\r\n * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)\r\n * @param vector defines the Vector3 to transform\r\n * @param transformation defines the transformation matrix\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);\r\n };\r\n /**\r\n * Sets the given vector \"result\" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)\r\n * This method computes tranformed coordinates only, not transformed direction vectors\r\n * @param x define the x coordinate of the source vector\r\n * @param y define the y coordinate of the source vector\r\n * @param z define the z coordinate of the source vector\r\n * @param transformation defines the transformation matrix\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {\r\n var m = transformation.m;\r\n var rx = x * m[0] + y * m[4] + z * m[8] + m[12];\r\n var ry = x * m[1] + y * m[5] + z * m[9] + m[13];\r\n var rz = x * m[2] + y * m[6] + z * m[10] + m[14];\r\n var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);\r\n result.x = rx * rw;\r\n result.y = ry * rw;\r\n result.z = rz * rw;\r\n };\r\n /**\r\n * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector\r\n * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)\r\n * @param vector defines the Vector3 to transform\r\n * @param transformation defines the transformation matrix\r\n * @returns the new Vector3\r\n */\r\n Vector3.TransformNormal = function (vector, transformation) {\r\n var result = Vector3.Zero();\r\n Vector3.TransformNormalToRef(vector, transformation, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given vector\r\n * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)\r\n * @param vector defines the Vector3 to transform\r\n * @param transformation defines the transformation matrix\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.TransformNormalToRef = function (vector, transformation, result) {\r\n this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given floats (x, y, z)\r\n * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)\r\n * @param x define the x coordinate of the source vector\r\n * @param y define the y coordinate of the source vector\r\n * @param z define the z coordinate of the source vector\r\n * @param transformation defines the transformation matrix\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {\r\n var m = transformation.m;\r\n result.x = x * m[0] + y * m[4] + z * m[8];\r\n result.y = x * m[1] + y * m[5] + z * m[9];\r\n result.z = x * m[2] + y * m[6] + z * m[10];\r\n };\r\n /**\r\n * Returns a new Vector3 located for \"amount\" on the CatmullRom interpolation spline defined by the vectors \"value1\", \"value2\", \"value3\", \"value4\"\r\n * @param value1 defines the first control point\r\n * @param value2 defines the second control point\r\n * @param value3 defines the third control point\r\n * @param value4 defines the fourth control point\r\n * @param amount defines the amount on the spline to use\r\n * @returns the new Vector3\r\n */\r\n Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +\r\n (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +\r\n ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));\r\n var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +\r\n (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +\r\n ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));\r\n var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +\r\n (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +\r\n ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));\r\n return new Vector3(x, y, z);\r\n };\r\n /**\r\n * Returns a new Vector3 set with the coordinates of \"value\", if the vector \"value\" is in the cube defined by the vectors \"min\" and \"max\"\r\n * If a coordinate value of \"value\" is lower than one of the \"min\" coordinate, then this \"value\" coordinate is set with the \"min\" one\r\n * If a coordinate value of \"value\" is greater than one of the \"max\" coordinate, then this \"value\" coordinate is set with the \"max\" one\r\n * @param value defines the current value\r\n * @param min defines the lower range value\r\n * @param max defines the upper range value\r\n * @returns the new Vector3\r\n */\r\n Vector3.Clamp = function (value, min, max) {\r\n var v = new Vector3();\r\n Vector3.ClampToRef(value, min, max, v);\r\n return v;\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the coordinates of \"value\", if the vector \"value\" is in the cube defined by the vectors \"min\" and \"max\"\r\n * If a coordinate value of \"value\" is lower than one of the \"min\" coordinate, then this \"value\" coordinate is set with the \"min\" one\r\n * If a coordinate value of \"value\" is greater than one of the \"max\" coordinate, then this \"value\" coordinate is set with the \"max\" one\r\n * @param value defines the current value\r\n * @param min defines the lower range value\r\n * @param max defines the upper range value\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.ClampToRef = function (value, min, max, result) {\r\n var x = value.x;\r\n x = (x > max.x) ? max.x : x;\r\n x = (x < min.x) ? min.x : x;\r\n var y = value.y;\r\n y = (y > max.y) ? max.y : y;\r\n y = (y < min.y) ? min.y : y;\r\n var z = value.z;\r\n z = (z > max.z) ? max.z : z;\r\n z = (z < min.z) ? min.z : z;\r\n result.copyFromFloats(x, y, z);\r\n };\r\n /**\r\n * Checks if a given vector is inside a specific range\r\n * @param v defines the vector to test\r\n * @param min defines the minimum range\r\n * @param max defines the maximum range\r\n */\r\n Vector3.CheckExtends = function (v, min, max) {\r\n min.minimizeInPlace(v);\r\n max.maximizeInPlace(v);\r\n };\r\n /**\r\n * Returns a new Vector3 located for \"amount\" (float) on the Hermite interpolation spline defined by the vectors \"value1\", \"tangent1\", \"value2\", \"tangent2\"\r\n * @param value1 defines the first control point\r\n * @param tangent1 defines the first tangent vector\r\n * @param value2 defines the second control point\r\n * @param tangent2 defines the second tangent vector\r\n * @param amount defines the amount on the interpolation spline (between 0 and 1)\r\n * @returns the new Vector3\r\n */\r\n Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;\r\n var part2 = (-2.0 * cubed) + (3.0 * squared);\r\n var part3 = (cubed - (2.0 * squared)) + amount;\r\n var part4 = cubed - squared;\r\n var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);\r\n var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);\r\n var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);\r\n return new Vector3(x, y, z);\r\n };\r\n /**\r\n * Returns a new Vector3 located for \"amount\" (float) on the linear interpolation between the vectors \"start\" and \"end\"\r\n * @param start defines the start value\r\n * @param end defines the end value\r\n * @param amount max defines amount between both (between 0 and 1)\r\n * @returns the new Vector3\r\n */\r\n Vector3.Lerp = function (start, end, amount) {\r\n var result = new Vector3(0, 0, 0);\r\n Vector3.LerpToRef(start, end, amount, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the result of the linear interpolation from the vector \"start\" for \"amount\" to the vector \"end\"\r\n * @param start defines the start value\r\n * @param end defines the end value\r\n * @param amount max defines amount between both (between 0 and 1)\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.LerpToRef = function (start, end, amount, result) {\r\n result.x = start.x + ((end.x - start.x) * amount);\r\n result.y = start.y + ((end.y - start.y) * amount);\r\n result.z = start.z + ((end.z - start.z) * amount);\r\n };\r\n /**\r\n * Returns the dot product (float) between the vectors \"left\" and \"right\"\r\n * @param left defines the left operand\r\n * @param right defines the right operand\r\n * @returns the dot product\r\n */\r\n Vector3.Dot = function (left, right) {\r\n return (left.x * right.x + left.y * right.y + left.z * right.z);\r\n };\r\n /**\r\n * Returns a new Vector3 as the cross product of the vectors \"left\" and \"right\"\r\n * The cross product is then orthogonal to both \"left\" and \"right\"\r\n * @param left defines the left operand\r\n * @param right defines the right operand\r\n * @returns the cross product\r\n */\r\n Vector3.Cross = function (left, right) {\r\n var result = Vector3.Zero();\r\n Vector3.CrossToRef(left, right, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the cross product of \"left\" and \"right\"\r\n * The cross product is then orthogonal to both \"left\" and \"right\"\r\n * @param left defines the left operand\r\n * @param right defines the right operand\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.CrossToRef = function (left, right, result) {\r\n var x = left.y * right.z - left.z * right.y;\r\n var y = left.z * right.x - left.x * right.z;\r\n var z = left.x * right.y - left.y * right.x;\r\n result.copyFromFloats(x, y, z);\r\n };\r\n /**\r\n * Returns a new Vector3 as the normalization of the given vector\r\n * @param vector defines the Vector3 to normalize\r\n * @returns the new Vector3\r\n */\r\n Vector3.Normalize = function (vector) {\r\n var result = Vector3.Zero();\r\n Vector3.NormalizeToRef(vector, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the normalization of the given first vector\r\n * @param vector defines the Vector3 to normalize\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.NormalizeToRef = function (vector, result) {\r\n vector.normalizeToRef(result);\r\n };\r\n /**\r\n * Project a Vector3 onto screen space\r\n * @param vector defines the Vector3 to project\r\n * @param world defines the world matrix to use\r\n * @param transform defines the transform (view x projection) matrix to use\r\n * @param viewport defines the screen viewport to use\r\n * @returns the new Vector3\r\n */\r\n Vector3.Project = function (vector, world, transform, viewport) {\r\n var cw = viewport.width;\r\n var ch = viewport.height;\r\n var cx = viewport.x;\r\n var cy = viewport.y;\r\n var viewportMatrix = MathTmp.Matrix[1];\r\n Matrix.FromValuesToRef(cw / 2.0, 0, 0, 0, 0, -ch / 2.0, 0, 0, 0, 0, 0.5, 0, cx + cw / 2.0, ch / 2.0 + cy, 0.5, 1, viewportMatrix);\r\n var matrix = MathTmp.Matrix[0];\r\n world.multiplyToRef(transform, matrix);\r\n matrix.multiplyToRef(viewportMatrix, matrix);\r\n return Vector3.TransformCoordinates(vector, matrix);\r\n };\r\n /** @hidden */\r\n Vector3._UnprojectFromInvertedMatrixToRef = function (source, matrix, result) {\r\n Vector3.TransformCoordinatesToRef(source, matrix, result);\r\n var m = matrix.m;\r\n var num = source.x * m[3] + source.y * m[7] + source.z * m[11] + m[15];\r\n if (Scalar.WithinEpsilon(num, 1.0)) {\r\n result.scaleInPlace(1.0 / num);\r\n }\r\n };\r\n /**\r\n * Unproject from screen space to object space\r\n * @param source defines the screen space Vector3 to use\r\n * @param viewportWidth defines the current width of the viewport\r\n * @param viewportHeight defines the current height of the viewport\r\n * @param world defines the world matrix to use (can be set to Identity to go to world space)\r\n * @param transform defines the transform (view x projection) matrix to use\r\n * @returns the new Vector3\r\n */\r\n Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {\r\n var matrix = MathTmp.Matrix[0];\r\n world.multiplyToRef(transform, matrix);\r\n matrix.invert();\r\n source.x = source.x / viewportWidth * 2 - 1;\r\n source.y = -(source.y / viewportHeight * 2 - 1);\r\n var vector = new Vector3();\r\n Vector3._UnprojectFromInvertedMatrixToRef(source, matrix, vector);\r\n return vector;\r\n };\r\n /**\r\n * Unproject from screen space to object space\r\n * @param source defines the screen space Vector3 to use\r\n * @param viewportWidth defines the current width of the viewport\r\n * @param viewportHeight defines the current height of the viewport\r\n * @param world defines the world matrix to use (can be set to Identity to go to world space)\r\n * @param view defines the view matrix to use\r\n * @param projection defines the projection matrix to use\r\n * @returns the new Vector3\r\n */\r\n Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {\r\n var result = Vector3.Zero();\r\n Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);\r\n return result;\r\n };\r\n /**\r\n * Unproject from screen space to object space\r\n * @param source defines the screen space Vector3 to use\r\n * @param viewportWidth defines the current width of the viewport\r\n * @param viewportHeight defines the current height of the viewport\r\n * @param world defines the world matrix to use (can be set to Identity to go to world space)\r\n * @param view defines the view matrix to use\r\n * @param projection defines the projection matrix to use\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {\r\n Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);\r\n };\r\n /**\r\n * Unproject from screen space to object space\r\n * @param sourceX defines the screen space x coordinate to use\r\n * @param sourceY defines the screen space y coordinate to use\r\n * @param sourceZ defines the screen space z coordinate to use\r\n * @param viewportWidth defines the current width of the viewport\r\n * @param viewportHeight defines the current height of the viewport\r\n * @param world defines the world matrix to use (can be set to Identity to go to world space)\r\n * @param view defines the view matrix to use\r\n * @param projection defines the projection matrix to use\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {\r\n var matrix = MathTmp.Matrix[0];\r\n world.multiplyToRef(view, matrix);\r\n matrix.multiplyToRef(projection, matrix);\r\n matrix.invert();\r\n var screenSource = MathTmp.Vector3[0];\r\n screenSource.x = sourceX / viewportWidth * 2 - 1;\r\n screenSource.y = -(sourceY / viewportHeight * 2 - 1);\r\n screenSource.z = 2 * sourceZ - 1.0;\r\n Vector3._UnprojectFromInvertedMatrixToRef(screenSource, matrix, result);\r\n };\r\n /**\r\n * Gets the minimal coordinate values between two Vector3\r\n * @param left defines the first operand\r\n * @param right defines the second operand\r\n * @returns the new Vector3\r\n */\r\n Vector3.Minimize = function (left, right) {\r\n var min = left.clone();\r\n min.minimizeInPlace(right);\r\n return min;\r\n };\r\n /**\r\n * Gets the maximal coordinate values between two Vector3\r\n * @param left defines the first operand\r\n * @param right defines the second operand\r\n * @returns the new Vector3\r\n */\r\n Vector3.Maximize = function (left, right) {\r\n var max = left.clone();\r\n max.maximizeInPlace(right);\r\n return max;\r\n };\r\n /**\r\n * Returns the distance between the vectors \"value1\" and \"value2\"\r\n * @param value1 defines the first operand\r\n * @param value2 defines the second operand\r\n * @returns the distance\r\n */\r\n Vector3.Distance = function (value1, value2) {\r\n return Math.sqrt(Vector3.DistanceSquared(value1, value2));\r\n };\r\n /**\r\n * Returns the squared distance between the vectors \"value1\" and \"value2\"\r\n * @param value1 defines the first operand\r\n * @param value2 defines the second operand\r\n * @returns the squared distance\r\n */\r\n Vector3.DistanceSquared = function (value1, value2) {\r\n var x = value1.x - value2.x;\r\n var y = value1.y - value2.y;\r\n var z = value1.z - value2.z;\r\n return (x * x) + (y * y) + (z * z);\r\n };\r\n /**\r\n * Returns a new Vector3 located at the center between \"value1\" and \"value2\"\r\n * @param value1 defines the first operand\r\n * @param value2 defines the second operand\r\n * @returns the new Vector3\r\n */\r\n Vector3.Center = function (value1, value2) {\r\n var center = value1.add(value2);\r\n center.scaleInPlace(0.5);\r\n return center;\r\n };\r\n /**\r\n * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),\r\n * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply\r\n * to something in order to rotate it from its local system to the given target system\r\n * Note: axis1, axis2 and axis3 are normalized during this operation\r\n * @param axis1 defines the first axis\r\n * @param axis2 defines the second axis\r\n * @param axis3 defines the third axis\r\n * @returns a new Vector3\r\n */\r\n Vector3.RotationFromAxis = function (axis1, axis2, axis3) {\r\n var rotation = Vector3.Zero();\r\n Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);\r\n return rotation;\r\n };\r\n /**\r\n * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3\r\n * @param axis1 defines the first axis\r\n * @param axis2 defines the second axis\r\n * @param axis3 defines the third axis\r\n * @param ref defines the Vector3 where to store the result\r\n */\r\n Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {\r\n var quat = MathTmp.Quaternion[0];\r\n Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);\r\n quat.toEulerAnglesToRef(ref);\r\n };\r\n Vector3._UpReadOnly = Vector3.Up();\r\n Vector3._ZeroReadOnly = Vector3.Zero();\r\n return Vector3;\r\n}());\r\nexport { Vector3 };\r\n/**\r\n * Vector4 class created for EulerAngle class conversion to Quaternion\r\n */\r\nvar Vector4 = /** @class */ (function () {\r\n /**\r\n * Creates a Vector4 object from the given floats.\r\n * @param x x value of the vector\r\n * @param y y value of the vector\r\n * @param z z value of the vector\r\n * @param w w value of the vector\r\n */\r\n function Vector4(\r\n /** x value of the vector */\r\n x, \r\n /** y value of the vector */\r\n y, \r\n /** z value of the vector */\r\n z, \r\n /** w value of the vector */\r\n w) {\r\n this.x = x;\r\n this.y = y;\r\n this.z = z;\r\n this.w = w;\r\n }\r\n /**\r\n * Returns the string with the Vector4 coordinates.\r\n * @returns a string containing all the vector values\r\n */\r\n Vector4.prototype.toString = function () {\r\n return \"{X: \" + this.x + \" Y:\" + this.y + \" Z:\" + this.z + \" W:\" + this.w + \"}\";\r\n };\r\n /**\r\n * Returns the string \"Vector4\".\r\n * @returns \"Vector4\"\r\n */\r\n Vector4.prototype.getClassName = function () {\r\n return \"Vector4\";\r\n };\r\n /**\r\n * Returns the Vector4 hash code.\r\n * @returns a unique hash code\r\n */\r\n Vector4.prototype.getHashCode = function () {\r\n var hash = this.x | 0;\r\n hash = (hash * 397) ^ (this.y | 0);\r\n hash = (hash * 397) ^ (this.z | 0);\r\n hash = (hash * 397) ^ (this.w | 0);\r\n return hash;\r\n };\r\n // Operators\r\n /**\r\n * Returns a new array populated with 4 elements : the Vector4 coordinates.\r\n * @returns the resulting array\r\n */\r\n Vector4.prototype.asArray = function () {\r\n var result = new Array();\r\n this.toArray(result, 0);\r\n return result;\r\n };\r\n /**\r\n * Populates the given array from the given index with the Vector4 coordinates.\r\n * @param array array to populate\r\n * @param index index of the array to start at (default: 0)\r\n * @returns the Vector4.\r\n */\r\n Vector4.prototype.toArray = function (array, index) {\r\n if (index === undefined) {\r\n index = 0;\r\n }\r\n array[index] = this.x;\r\n array[index + 1] = this.y;\r\n array[index + 2] = this.z;\r\n array[index + 3] = this.w;\r\n return this;\r\n };\r\n /**\r\n * Adds the given vector to the current Vector4.\r\n * @param otherVector the vector to add\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.addInPlace = function (otherVector) {\r\n this.x += otherVector.x;\r\n this.y += otherVector.y;\r\n this.z += otherVector.z;\r\n this.w += otherVector.w;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.\r\n * @param otherVector the vector to add\r\n * @returns the resulting vector\r\n */\r\n Vector4.prototype.add = function (otherVector) {\r\n return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);\r\n };\r\n /**\r\n * Updates the given vector \"result\" with the result of the addition of the current Vector4 and the given one.\r\n * @param otherVector the vector to add\r\n * @param result the vector to store the result\r\n * @returns the current Vector4.\r\n */\r\n Vector4.prototype.addToRef = function (otherVector, result) {\r\n result.x = this.x + otherVector.x;\r\n result.y = this.y + otherVector.y;\r\n result.z = this.z + otherVector.z;\r\n result.w = this.w + otherVector.w;\r\n return this;\r\n };\r\n /**\r\n * Subtract in place the given vector from the current Vector4.\r\n * @param otherVector the vector to subtract\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.subtractInPlace = function (otherVector) {\r\n this.x -= otherVector.x;\r\n this.y -= otherVector.y;\r\n this.z -= otherVector.z;\r\n this.w -= otherVector.w;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.\r\n * @param otherVector the vector to add\r\n * @returns the new vector with the result\r\n */\r\n Vector4.prototype.subtract = function (otherVector) {\r\n return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the result of the subtraction of the given vector from the current Vector4.\r\n * @param otherVector the vector to subtract\r\n * @param result the vector to store the result\r\n * @returns the current Vector4.\r\n */\r\n Vector4.prototype.subtractToRef = function (otherVector, result) {\r\n result.x = this.x - otherVector.x;\r\n result.y = this.y - otherVector.y;\r\n result.z = this.z - otherVector.z;\r\n result.w = this.w - otherVector.w;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.\r\n */\r\n /**\r\n * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.\r\n * @param x value to subtract\r\n * @param y value to subtract\r\n * @param z value to subtract\r\n * @param w value to subtract\r\n * @returns new vector containing the result\r\n */\r\n Vector4.prototype.subtractFromFloats = function (x, y, z, w) {\r\n return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);\r\n };\r\n /**\r\n * Sets the given vector \"result\" set with the result of the subtraction of the given floats from the current Vector4 coordinates.\r\n * @param x value to subtract\r\n * @param y value to subtract\r\n * @param z value to subtract\r\n * @param w value to subtract\r\n * @param result the vector to store the result in\r\n * @returns the current Vector4.\r\n */\r\n Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {\r\n result.x = this.x - x;\r\n result.y = this.y - y;\r\n result.z = this.z - z;\r\n result.w = this.w - w;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector4 set with the current Vector4 negated coordinates.\r\n * @returns a new vector with the negated values\r\n */\r\n Vector4.prototype.negate = function () {\r\n return new Vector4(-this.x, -this.y, -this.z, -this.w);\r\n };\r\n /**\r\n * Negate this vector in place\r\n * @returns this\r\n */\r\n Vector4.prototype.negateInPlace = function () {\r\n this.x *= -1;\r\n this.y *= -1;\r\n this.z *= -1;\r\n this.w *= -1;\r\n return this;\r\n };\r\n /**\r\n * Negate the current Vector4 and stores the result in the given vector \"result\" coordinates\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector4\r\n */\r\n Vector4.prototype.negateToRef = function (result) {\r\n return result.copyFromFloats(this.x * -1, this.y * -1, this.z * -1, this.w * -1);\r\n };\r\n /**\r\n * Multiplies the current Vector4 coordinates by scale (float).\r\n * @param scale the number to scale with\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.scaleInPlace = function (scale) {\r\n this.x *= scale;\r\n this.y *= scale;\r\n this.z *= scale;\r\n this.w *= scale;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).\r\n * @param scale the number to scale with\r\n * @returns a new vector with the result\r\n */\r\n Vector4.prototype.scale = function (scale) {\r\n return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the current Vector4 coordinates multiplied by scale (float).\r\n * @param scale the number to scale with\r\n * @param result a vector to store the result in\r\n * @returns the current Vector4.\r\n */\r\n Vector4.prototype.scaleToRef = function (scale, result) {\r\n result.x = this.x * scale;\r\n result.y = this.y * scale;\r\n result.z = this.z * scale;\r\n result.w = this.w * scale;\r\n return this;\r\n };\r\n /**\r\n * Scale the current Vector4 values by a factor and add the result to a given Vector4\r\n * @param scale defines the scale factor\r\n * @param result defines the Vector4 object where to store the result\r\n * @returns the unmodified current Vector4\r\n */\r\n Vector4.prototype.scaleAndAddToRef = function (scale, result) {\r\n result.x += this.x * scale;\r\n result.y += this.y * scale;\r\n result.z += this.z * scale;\r\n result.w += this.w * scale;\r\n return this;\r\n };\r\n /**\r\n * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.\r\n * @param otherVector the vector to compare against\r\n * @returns true if they are equal\r\n */\r\n Vector4.prototype.equals = function (otherVector) {\r\n return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;\r\n };\r\n /**\r\n * Boolean : True if the current Vector4 coordinates are each beneath the distance \"epsilon\" from the given vector ones.\r\n * @param otherVector vector to compare against\r\n * @param epsilon (Default: very small number)\r\n * @returns true if they are equal\r\n */\r\n Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {\r\n if (epsilon === void 0) { epsilon = Epsilon; }\r\n return otherVector\r\n && Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)\r\n && Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)\r\n && Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)\r\n && Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);\r\n };\r\n /**\r\n * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.\r\n * @param x x value to compare against\r\n * @param y y value to compare against\r\n * @param z z value to compare against\r\n * @param w w value to compare against\r\n * @returns true if equal\r\n */\r\n Vector4.prototype.equalsToFloats = function (x, y, z, w) {\r\n return this.x === x && this.y === y && this.z === z && this.w === w;\r\n };\r\n /**\r\n * Multiplies in place the current Vector4 by the given one.\r\n * @param otherVector vector to multiple with\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.multiplyInPlace = function (otherVector) {\r\n this.x *= otherVector.x;\r\n this.y *= otherVector.y;\r\n this.z *= otherVector.z;\r\n this.w *= otherVector.w;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.\r\n * @param otherVector vector to multiple with\r\n * @returns resulting new vector\r\n */\r\n Vector4.prototype.multiply = function (otherVector) {\r\n return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);\r\n };\r\n /**\r\n * Updates the given vector \"result\" with the multiplication result of the current Vector4 and the given one.\r\n * @param otherVector vector to multiple with\r\n * @param result vector to store the result\r\n * @returns the current Vector4.\r\n */\r\n Vector4.prototype.multiplyToRef = function (otherVector, result) {\r\n result.x = this.x * otherVector.x;\r\n result.y = this.y * otherVector.y;\r\n result.z = this.z * otherVector.z;\r\n result.w = this.w * otherVector.w;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.\r\n * @param x x value multiply with\r\n * @param y y value multiply with\r\n * @param z z value multiply with\r\n * @param w w value multiply with\r\n * @returns resulting new vector\r\n */\r\n Vector4.prototype.multiplyByFloats = function (x, y, z, w) {\r\n return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);\r\n };\r\n /**\r\n * Returns a new Vector4 set with the division result of the current Vector4 by the given one.\r\n * @param otherVector vector to devide with\r\n * @returns resulting new vector\r\n */\r\n Vector4.prototype.divide = function (otherVector) {\r\n return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);\r\n };\r\n /**\r\n * Updates the given vector \"result\" with the division result of the current Vector4 by the given one.\r\n * @param otherVector vector to devide with\r\n * @param result vector to store the result\r\n * @returns the current Vector4.\r\n */\r\n Vector4.prototype.divideToRef = function (otherVector, result) {\r\n result.x = this.x / otherVector.x;\r\n result.y = this.y / otherVector.y;\r\n result.z = this.z / otherVector.z;\r\n result.w = this.w / otherVector.w;\r\n return this;\r\n };\r\n /**\r\n * Divides the current Vector3 coordinates by the given ones.\r\n * @param otherVector vector to devide with\r\n * @returns the updated Vector3.\r\n */\r\n Vector4.prototype.divideInPlace = function (otherVector) {\r\n return this.divideToRef(otherVector, this);\r\n };\r\n /**\r\n * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones\r\n * @param other defines the second operand\r\n * @returns the current updated Vector4\r\n */\r\n Vector4.prototype.minimizeInPlace = function (other) {\r\n if (other.x < this.x) {\r\n this.x = other.x;\r\n }\r\n if (other.y < this.y) {\r\n this.y = other.y;\r\n }\r\n if (other.z < this.z) {\r\n this.z = other.z;\r\n }\r\n if (other.w < this.w) {\r\n this.w = other.w;\r\n }\r\n return this;\r\n };\r\n /**\r\n * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones\r\n * @param other defines the second operand\r\n * @returns the current updated Vector4\r\n */\r\n Vector4.prototype.maximizeInPlace = function (other) {\r\n if (other.x > this.x) {\r\n this.x = other.x;\r\n }\r\n if (other.y > this.y) {\r\n this.y = other.y;\r\n }\r\n if (other.z > this.z) {\r\n this.z = other.z;\r\n }\r\n if (other.w > this.w) {\r\n this.w = other.w;\r\n }\r\n return this;\r\n };\r\n /**\r\n * Gets a new Vector4 from current Vector4 floored values\r\n * @returns a new Vector4\r\n */\r\n Vector4.prototype.floor = function () {\r\n return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));\r\n };\r\n /**\r\n * Gets a new Vector4 from current Vector3 floored values\r\n * @returns a new Vector4\r\n */\r\n Vector4.prototype.fract = function () {\r\n return new Vector4(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z), this.w - Math.floor(this.w));\r\n };\r\n // Properties\r\n /**\r\n * Returns the Vector4 length (float).\r\n * @returns the length\r\n */\r\n Vector4.prototype.length = function () {\r\n return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);\r\n };\r\n /**\r\n * Returns the Vector4 squared length (float).\r\n * @returns the length squared\r\n */\r\n Vector4.prototype.lengthSquared = function () {\r\n return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);\r\n };\r\n // Methods\r\n /**\r\n * Normalizes in place the Vector4.\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.normalize = function () {\r\n var len = this.length();\r\n if (len === 0) {\r\n return this;\r\n }\r\n return this.scaleInPlace(1.0 / len);\r\n };\r\n /**\r\n * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.\r\n * @returns this converted to a new vector3\r\n */\r\n Vector4.prototype.toVector3 = function () {\r\n return new Vector3(this.x, this.y, this.z);\r\n };\r\n /**\r\n * Returns a new Vector4 copied from the current one.\r\n * @returns the new cloned vector\r\n */\r\n Vector4.prototype.clone = function () {\r\n return new Vector4(this.x, this.y, this.z, this.w);\r\n };\r\n /**\r\n * Updates the current Vector4 with the given one coordinates.\r\n * @param source the source vector to copy from\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.copyFrom = function (source) {\r\n this.x = source.x;\r\n this.y = source.y;\r\n this.z = source.z;\r\n this.w = source.w;\r\n return this;\r\n };\r\n /**\r\n * Updates the current Vector4 coordinates with the given floats.\r\n * @param x float to copy from\r\n * @param y float to copy from\r\n * @param z float to copy from\r\n * @param w float to copy from\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.copyFromFloats = function (x, y, z, w) {\r\n this.x = x;\r\n this.y = y;\r\n this.z = z;\r\n this.w = w;\r\n return this;\r\n };\r\n /**\r\n * Updates the current Vector4 coordinates with the given floats.\r\n * @param x float to set from\r\n * @param y float to set from\r\n * @param z float to set from\r\n * @param w float to set from\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.set = function (x, y, z, w) {\r\n return this.copyFromFloats(x, y, z, w);\r\n };\r\n /**\r\n * Copies the given float to the current Vector3 coordinates\r\n * @param v defines the x, y, z and w coordinates of the operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector4.prototype.setAll = function (v) {\r\n this.x = this.y = this.z = this.w = v;\r\n return this;\r\n };\r\n // Statics\r\n /**\r\n * Returns a new Vector4 set from the starting index of the given array.\r\n * @param array the array to pull values from\r\n * @param offset the offset into the array to start at\r\n * @returns the new vector\r\n */\r\n Vector4.FromArray = function (array, offset) {\r\n if (!offset) {\r\n offset = 0;\r\n }\r\n return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);\r\n };\r\n /**\r\n * Updates the given vector \"result\" from the starting index of the given array.\r\n * @param array the array to pull values from\r\n * @param offset the offset into the array to start at\r\n * @param result the vector to store the result in\r\n */\r\n Vector4.FromArrayToRef = function (array, offset, result) {\r\n result.x = array[offset];\r\n result.y = array[offset + 1];\r\n result.z = array[offset + 2];\r\n result.w = array[offset + 3];\r\n };\r\n /**\r\n * Updates the given vector \"result\" from the starting index of the given Float32Array.\r\n * @param array the array to pull values from\r\n * @param offset the offset into the array to start at\r\n * @param result the vector to store the result in\r\n */\r\n Vector4.FromFloatArrayToRef = function (array, offset, result) {\r\n Vector4.FromArrayToRef(array, offset, result);\r\n };\r\n /**\r\n * Updates the given vector \"result\" coordinates from the given floats.\r\n * @param x float to set from\r\n * @param y float to set from\r\n * @param z float to set from\r\n * @param w float to set from\r\n * @param result the vector to the floats in\r\n */\r\n Vector4.FromFloatsToRef = function (x, y, z, w, result) {\r\n result.x = x;\r\n result.y = y;\r\n result.z = z;\r\n result.w = w;\r\n };\r\n /**\r\n * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)\r\n * @returns the new vector\r\n */\r\n Vector4.Zero = function () {\r\n return new Vector4(0.0, 0.0, 0.0, 0.0);\r\n };\r\n /**\r\n * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)\r\n * @returns the new vector\r\n */\r\n Vector4.One = function () {\r\n return new Vector4(1.0, 1.0, 1.0, 1.0);\r\n };\r\n /**\r\n * Returns a new normalized Vector4 from the given one.\r\n * @param vector the vector to normalize\r\n * @returns the vector\r\n */\r\n Vector4.Normalize = function (vector) {\r\n var result = Vector4.Zero();\r\n Vector4.NormalizeToRef(vector, result);\r\n return result;\r\n };\r\n /**\r\n * Updates the given vector \"result\" from the normalization of the given one.\r\n * @param vector the vector to normalize\r\n * @param result the vector to store the result in\r\n */\r\n Vector4.NormalizeToRef = function (vector, result) {\r\n result.copyFrom(vector);\r\n result.normalize();\r\n };\r\n /**\r\n * Returns a vector with the minimum values from the left and right vectors\r\n * @param left left vector to minimize\r\n * @param right right vector to minimize\r\n * @returns a new vector with the minimum of the left and right vector values\r\n */\r\n Vector4.Minimize = function (left, right) {\r\n var min = left.clone();\r\n min.minimizeInPlace(right);\r\n return min;\r\n };\r\n /**\r\n * Returns a vector with the maximum values from the left and right vectors\r\n * @param left left vector to maximize\r\n * @param right right vector to maximize\r\n * @returns a new vector with the maximum of the left and right vector values\r\n */\r\n Vector4.Maximize = function (left, right) {\r\n var max = left.clone();\r\n max.maximizeInPlace(right);\r\n return max;\r\n };\r\n /**\r\n * Returns the distance (float) between the vectors \"value1\" and \"value2\".\r\n * @param value1 value to calulate the distance between\r\n * @param value2 value to calulate the distance between\r\n * @return the distance between the two vectors\r\n */\r\n Vector4.Distance = function (value1, value2) {\r\n return Math.sqrt(Vector4.DistanceSquared(value1, value2));\r\n };\r\n /**\r\n * Returns the squared distance (float) between the vectors \"value1\" and \"value2\".\r\n * @param value1 value to calulate the distance between\r\n * @param value2 value to calulate the distance between\r\n * @return the distance between the two vectors squared\r\n */\r\n Vector4.DistanceSquared = function (value1, value2) {\r\n var x = value1.x - value2.x;\r\n var y = value1.y - value2.y;\r\n var z = value1.z - value2.z;\r\n var w = value1.w - value2.w;\r\n return (x * x) + (y * y) + (z * z) + (w * w);\r\n };\r\n /**\r\n * Returns a new Vector4 located at the center between the vectors \"value1\" and \"value2\".\r\n * @param value1 value to calulate the center between\r\n * @param value2 value to calulate the center between\r\n * @return the center between the two vectors\r\n */\r\n Vector4.Center = function (value1, value2) {\r\n var center = value1.add(value2);\r\n center.scaleInPlace(0.5);\r\n return center;\r\n };\r\n /**\r\n * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.\r\n * This methods computes transformed normalized direction vectors only.\r\n * @param vector the vector to transform\r\n * @param transformation the transformation matrix to apply\r\n * @returns the new vector\r\n */\r\n Vector4.TransformNormal = function (vector, transformation) {\r\n var result = Vector4.Zero();\r\n Vector4.TransformNormalToRef(vector, transformation, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given vector.\r\n * This methods computes transformed normalized direction vectors only.\r\n * @param vector the vector to transform\r\n * @param transformation the transformation matrix to apply\r\n * @param result the vector to store the result in\r\n */\r\n Vector4.TransformNormalToRef = function (vector, transformation, result) {\r\n var m = transformation.m;\r\n var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);\r\n var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);\r\n var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);\r\n result.x = x;\r\n result.y = y;\r\n result.z = z;\r\n result.w = vector.w;\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).\r\n * This methods computes transformed normalized direction vectors only.\r\n * @param x value to transform\r\n * @param y value to transform\r\n * @param z value to transform\r\n * @param w value to transform\r\n * @param transformation the transformation matrix to apply\r\n * @param result the vector to store the results in\r\n */\r\n Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {\r\n var m = transformation.m;\r\n result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);\r\n result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);\r\n result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);\r\n result.w = w;\r\n };\r\n /**\r\n * Creates a new Vector4 from a Vector3\r\n * @param source defines the source data\r\n * @param w defines the 4th component (default is 0)\r\n * @returns a new Vector4\r\n */\r\n Vector4.FromVector3 = function (source, w) {\r\n if (w === void 0) { w = 0; }\r\n return new Vector4(source.x, source.y, source.z, w);\r\n };\r\n return Vector4;\r\n}());\r\nexport { Vector4 };\r\n/**\r\n * Class used to store quaternion data\r\n * @see https://en.wikipedia.org/wiki/Quaternion\r\n * @see http://doc.babylonjs.com/features/position,_rotation,_scaling\r\n */\r\nvar Quaternion = /** @class */ (function () {\r\n /**\r\n * Creates a new Quaternion from the given floats\r\n * @param x defines the first component (0 by default)\r\n * @param y defines the second component (0 by default)\r\n * @param z defines the third component (0 by default)\r\n * @param w defines the fourth component (1.0 by default)\r\n */\r\n function Quaternion(\r\n /** defines the first component (0 by default) */\r\n x, \r\n /** defines the second component (0 by default) */\r\n y, \r\n /** defines the third component (0 by default) */\r\n z, \r\n /** defines the fourth component (1.0 by default) */\r\n w) {\r\n if (x === void 0) { x = 0.0; }\r\n if (y === void 0) { y = 0.0; }\r\n if (z === void 0) { z = 0.0; }\r\n if (w === void 0) { w = 1.0; }\r\n this.x = x;\r\n this.y = y;\r\n this.z = z;\r\n this.w = w;\r\n }\r\n /**\r\n * Gets a string representation for the current quaternion\r\n * @returns a string with the Quaternion coordinates\r\n */\r\n Quaternion.prototype.toString = function () {\r\n return \"{X: \" + this.x + \" Y:\" + this.y + \" Z:\" + this.z + \" W:\" + this.w + \"}\";\r\n };\r\n /**\r\n * Gets the class name of the quaternion\r\n * @returns the string \"Quaternion\"\r\n */\r\n Quaternion.prototype.getClassName = function () {\r\n return \"Quaternion\";\r\n };\r\n /**\r\n * Gets a hash code for this quaternion\r\n * @returns the quaternion hash code\r\n */\r\n Quaternion.prototype.getHashCode = function () {\r\n var hash = this.x | 0;\r\n hash = (hash * 397) ^ (this.y | 0);\r\n hash = (hash * 397) ^ (this.z | 0);\r\n hash = (hash * 397) ^ (this.w | 0);\r\n return hash;\r\n };\r\n /**\r\n * Copy the quaternion to an array\r\n * @returns a new array populated with 4 elements from the quaternion coordinates\r\n */\r\n Quaternion.prototype.asArray = function () {\r\n return [this.x, this.y, this.z, this.w];\r\n };\r\n /**\r\n * Check if two quaternions are equals\r\n * @param otherQuaternion defines the second operand\r\n * @return true if the current quaternion and the given one coordinates are strictly equals\r\n */\r\n Quaternion.prototype.equals = function (otherQuaternion) {\r\n return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;\r\n };\r\n /**\r\n * Gets a boolean if two quaternions are equals (using an epsilon value)\r\n * @param otherQuaternion defines the other quaternion\r\n * @param epsilon defines the minimal distance to consider equality\r\n * @returns true if the given quaternion coordinates are close to the current ones by a distance of epsilon.\r\n */\r\n Quaternion.prototype.equalsWithEpsilon = function (otherQuaternion, epsilon) {\r\n if (epsilon === void 0) { epsilon = Epsilon; }\r\n return otherQuaternion\r\n && Scalar.WithinEpsilon(this.x, otherQuaternion.x, epsilon)\r\n && Scalar.WithinEpsilon(this.y, otherQuaternion.y, epsilon)\r\n && Scalar.WithinEpsilon(this.z, otherQuaternion.z, epsilon)\r\n && Scalar.WithinEpsilon(this.w, otherQuaternion.w, epsilon);\r\n };\r\n /**\r\n * Clone the current quaternion\r\n * @returns a new quaternion copied from the current one\r\n */\r\n Quaternion.prototype.clone = function () {\r\n return new Quaternion(this.x, this.y, this.z, this.w);\r\n };\r\n /**\r\n * Copy a quaternion to the current one\r\n * @param other defines the other quaternion\r\n * @returns the updated current quaternion\r\n */\r\n Quaternion.prototype.copyFrom = function (other) {\r\n this.x = other.x;\r\n this.y = other.y;\r\n this.z = other.z;\r\n this.w = other.w;\r\n return this;\r\n };\r\n /**\r\n * Updates the current quaternion with the given float coordinates\r\n * @param x defines the x coordinate\r\n * @param y defines the y coordinate\r\n * @param z defines the z coordinate\r\n * @param w defines the w coordinate\r\n * @returns the updated current quaternion\r\n */\r\n Quaternion.prototype.copyFromFloats = function (x, y, z, w) {\r\n this.x = x;\r\n this.y = y;\r\n this.z = z;\r\n this.w = w;\r\n return this;\r\n };\r\n /**\r\n * Updates the current quaternion from the given float coordinates\r\n * @param x defines the x coordinate\r\n * @param y defines the y coordinate\r\n * @param z defines the z coordinate\r\n * @param w defines the w coordinate\r\n * @returns the updated current quaternion\r\n */\r\n Quaternion.prototype.set = function (x, y, z, w) {\r\n return this.copyFromFloats(x, y, z, w);\r\n };\r\n /**\r\n * Adds two quaternions\r\n * @param other defines the second operand\r\n * @returns a new quaternion as the addition result of the given one and the current quaternion\r\n */\r\n Quaternion.prototype.add = function (other) {\r\n return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);\r\n };\r\n /**\r\n * Add a quaternion to the current one\r\n * @param other defines the quaternion to add\r\n * @returns the current quaternion\r\n */\r\n Quaternion.prototype.addInPlace = function (other) {\r\n this.x += other.x;\r\n this.y += other.y;\r\n this.z += other.z;\r\n this.w += other.w;\r\n return this;\r\n };\r\n /**\r\n * Subtract two quaternions\r\n * @param other defines the second operand\r\n * @returns a new quaternion as the subtraction result of the given one from the current one\r\n */\r\n Quaternion.prototype.subtract = function (other) {\r\n return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);\r\n };\r\n /**\r\n * Multiplies the current quaternion by a scale factor\r\n * @param value defines the scale factor\r\n * @returns a new quaternion set by multiplying the current quaternion coordinates by the float \"scale\"\r\n */\r\n Quaternion.prototype.scale = function (value) {\r\n return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);\r\n };\r\n /**\r\n * Scale the current quaternion values by a factor and stores the result to a given quaternion\r\n * @param scale defines the scale factor\r\n * @param result defines the Quaternion object where to store the result\r\n * @returns the unmodified current quaternion\r\n */\r\n Quaternion.prototype.scaleToRef = function (scale, result) {\r\n result.x = this.x * scale;\r\n result.y = this.y * scale;\r\n result.z = this.z * scale;\r\n result.w = this.w * scale;\r\n return this;\r\n };\r\n /**\r\n * Multiplies in place the current quaternion by a scale factor\r\n * @param value defines the scale factor\r\n * @returns the current modified quaternion\r\n */\r\n Quaternion.prototype.scaleInPlace = function (value) {\r\n this.x *= value;\r\n this.y *= value;\r\n this.z *= value;\r\n this.w *= value;\r\n return this;\r\n };\r\n /**\r\n * Scale the current quaternion values by a factor and add the result to a given quaternion\r\n * @param scale defines the scale factor\r\n * @param result defines the Quaternion object where to store the result\r\n * @returns the unmodified current quaternion\r\n */\r\n Quaternion.prototype.scaleAndAddToRef = function (scale, result) {\r\n result.x += this.x * scale;\r\n result.y += this.y * scale;\r\n result.z += this.z * scale;\r\n result.w += this.w * scale;\r\n return this;\r\n };\r\n /**\r\n * Multiplies two quaternions\r\n * @param q1 defines the second operand\r\n * @returns a new quaternion set as the multiplication result of the current one with the given one \"q1\"\r\n */\r\n Quaternion.prototype.multiply = function (q1) {\r\n var result = new Quaternion(0, 0, 0, 1.0);\r\n this.multiplyToRef(q1, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given \"result\" as the the multiplication result of the current one with the given one \"q1\"\r\n * @param q1 defines the second operand\r\n * @param result defines the target quaternion\r\n * @returns the current quaternion\r\n */\r\n Quaternion.prototype.multiplyToRef = function (q1, result) {\r\n var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;\r\n var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;\r\n var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;\r\n var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;\r\n result.copyFromFloats(x, y, z, w);\r\n return this;\r\n };\r\n /**\r\n * Updates the current quaternion with the multiplication of itself with the given one \"q1\"\r\n * @param q1 defines the second operand\r\n * @returns the currentupdated quaternion\r\n */\r\n Quaternion.prototype.multiplyInPlace = function (q1) {\r\n this.multiplyToRef(q1, this);\r\n return this;\r\n };\r\n /**\r\n * Conjugates (1-q) the current quaternion and stores the result in the given quaternion\r\n * @param ref defines the target quaternion\r\n * @returns the current quaternion\r\n */\r\n Quaternion.prototype.conjugateToRef = function (ref) {\r\n ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);\r\n return this;\r\n };\r\n /**\r\n * Conjugates in place (1-q) the current quaternion\r\n * @returns the current updated quaternion\r\n */\r\n Quaternion.prototype.conjugateInPlace = function () {\r\n this.x *= -1;\r\n this.y *= -1;\r\n this.z *= -1;\r\n return this;\r\n };\r\n /**\r\n * Conjugates in place (1-q) the current quaternion\r\n * @returns a new quaternion\r\n */\r\n Quaternion.prototype.conjugate = function () {\r\n var result = new Quaternion(-this.x, -this.y, -this.z, this.w);\r\n return result;\r\n };\r\n /**\r\n * Gets length of current quaternion\r\n * @returns the quaternion length (float)\r\n */\r\n Quaternion.prototype.length = function () {\r\n return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));\r\n };\r\n /**\r\n * Normalize in place the current quaternion\r\n * @returns the current updated quaternion\r\n */\r\n Quaternion.prototype.normalize = function () {\r\n var len = this.length();\r\n if (len === 0) {\r\n return this;\r\n }\r\n var inv = 1.0 / len;\r\n this.x *= inv;\r\n this.y *= inv;\r\n this.z *= inv;\r\n this.w *= inv;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector3 set with the Euler angles translated from the current quaternion\r\n * @param order is a reserved parameter and is ignore for now\r\n * @returns a new Vector3 containing the Euler angles\r\n */\r\n Quaternion.prototype.toEulerAngles = function (order) {\r\n if (order === void 0) { order = \"YZX\"; }\r\n var result = Vector3.Zero();\r\n this.toEulerAnglesToRef(result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given vector3 \"result\" with the Euler angles translated from the current quaternion\r\n * @param result defines the vector which will be filled with the Euler angles\r\n * @param order is a reserved parameter and is ignore for now\r\n * @returns the current unchanged quaternion\r\n */\r\n Quaternion.prototype.toEulerAnglesToRef = function (result) {\r\n var qz = this.z;\r\n var qx = this.x;\r\n var qy = this.y;\r\n var qw = this.w;\r\n var sqw = qw * qw;\r\n var sqz = qz * qz;\r\n var sqx = qx * qx;\r\n var sqy = qy * qy;\r\n var zAxisY = qy * qz - qx * qw;\r\n var limit = .4999999;\r\n if (zAxisY < -limit) {\r\n result.y = 2 * Math.atan2(qy, qw);\r\n result.x = Math.PI / 2;\r\n result.z = 0;\r\n }\r\n else if (zAxisY > limit) {\r\n result.y = 2 * Math.atan2(qy, qw);\r\n result.x = -Math.PI / 2;\r\n result.z = 0;\r\n }\r\n else {\r\n result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));\r\n result.x = Math.asin(-2.0 * (qz * qy - qx * qw));\r\n result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));\r\n }\r\n return this;\r\n };\r\n /**\r\n * Updates the given rotation matrix with the current quaternion values\r\n * @param result defines the target matrix\r\n * @returns the current unchanged quaternion\r\n */\r\n Quaternion.prototype.toRotationMatrix = function (result) {\r\n Matrix.FromQuaternionToRef(this, result);\r\n return this;\r\n };\r\n /**\r\n * Updates the current quaternion from the given rotation matrix values\r\n * @param matrix defines the source matrix\r\n * @returns the current updated quaternion\r\n */\r\n Quaternion.prototype.fromRotationMatrix = function (matrix) {\r\n Quaternion.FromRotationMatrixToRef(matrix, this);\r\n return this;\r\n };\r\n // Statics\r\n /**\r\n * Creates a new quaternion from a rotation matrix\r\n * @param matrix defines the source matrix\r\n * @returns a new quaternion created from the given rotation matrix values\r\n */\r\n Quaternion.FromRotationMatrix = function (matrix) {\r\n var result = new Quaternion();\r\n Quaternion.FromRotationMatrixToRef(matrix, result);\r\n return result;\r\n };\r\n /**\r\n * Updates the given quaternion with the given rotation matrix values\r\n * @param matrix defines the source matrix\r\n * @param result defines the target quaternion\r\n */\r\n Quaternion.FromRotationMatrixToRef = function (matrix, result) {\r\n var data = matrix.m;\r\n var m11 = data[0], m12 = data[4], m13 = data[8];\r\n var m21 = data[1], m22 = data[5], m23 = data[9];\r\n var m31 = data[2], m32 = data[6], m33 = data[10];\r\n var trace = m11 + m22 + m33;\r\n var s;\r\n if (trace > 0) {\r\n s = 0.5 / Math.sqrt(trace + 1.0);\r\n result.w = 0.25 / s;\r\n result.x = (m32 - m23) * s;\r\n result.y = (m13 - m31) * s;\r\n result.z = (m21 - m12) * s;\r\n }\r\n else if (m11 > m22 && m11 > m33) {\r\n s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);\r\n result.w = (m32 - m23) / s;\r\n result.x = 0.25 * s;\r\n result.y = (m12 + m21) / s;\r\n result.z = (m13 + m31) / s;\r\n }\r\n else if (m22 > m33) {\r\n s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);\r\n result.w = (m13 - m31) / s;\r\n result.x = (m12 + m21) / s;\r\n result.y = 0.25 * s;\r\n result.z = (m23 + m32) / s;\r\n }\r\n else {\r\n s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);\r\n result.w = (m21 - m12) / s;\r\n result.x = (m13 + m31) / s;\r\n result.y = (m23 + m32) / s;\r\n result.z = 0.25 * s;\r\n }\r\n };\r\n /**\r\n * Returns the dot product (float) between the quaternions \"left\" and \"right\"\r\n * @param left defines the left operand\r\n * @param right defines the right operand\r\n * @returns the dot product\r\n */\r\n Quaternion.Dot = function (left, right) {\r\n return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);\r\n };\r\n /**\r\n * Checks if the two quaternions are close to each other\r\n * @param quat0 defines the first quaternion to check\r\n * @param quat1 defines the second quaternion to check\r\n * @returns true if the two quaternions are close to each other\r\n */\r\n Quaternion.AreClose = function (quat0, quat1) {\r\n var dot = Quaternion.Dot(quat0, quat1);\r\n return dot >= 0;\r\n };\r\n /**\r\n * Creates an empty quaternion\r\n * @returns a new quaternion set to (0.0, 0.0, 0.0)\r\n */\r\n Quaternion.Zero = function () {\r\n return new Quaternion(0.0, 0.0, 0.0, 0.0);\r\n };\r\n /**\r\n * Inverse a given quaternion\r\n * @param q defines the source quaternion\r\n * @returns a new quaternion as the inverted current quaternion\r\n */\r\n Quaternion.Inverse = function (q) {\r\n return new Quaternion(-q.x, -q.y, -q.z, q.w);\r\n };\r\n /**\r\n * Inverse a given quaternion\r\n * @param q defines the source quaternion\r\n * @param result the quaternion the result will be stored in\r\n * @returns the result quaternion\r\n */\r\n Quaternion.InverseToRef = function (q, result) {\r\n result.set(-q.x, -q.y, -q.z, q.w);\r\n return result;\r\n };\r\n /**\r\n * Creates an identity quaternion\r\n * @returns the identity quaternion\r\n */\r\n Quaternion.Identity = function () {\r\n return new Quaternion(0.0, 0.0, 0.0, 1.0);\r\n };\r\n /**\r\n * Gets a boolean indicating if the given quaternion is identity\r\n * @param quaternion defines the quaternion to check\r\n * @returns true if the quaternion is identity\r\n */\r\n Quaternion.IsIdentity = function (quaternion) {\r\n return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;\r\n };\r\n /**\r\n * Creates a quaternion from a rotation around an axis\r\n * @param axis defines the axis to use\r\n * @param angle defines the angle to use\r\n * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)\r\n */\r\n Quaternion.RotationAxis = function (axis, angle) {\r\n return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());\r\n };\r\n /**\r\n * Creates a rotation around an axis and stores it into the given quaternion\r\n * @param axis defines the axis to use\r\n * @param angle defines the angle to use\r\n * @param result defines the target quaternion\r\n * @returns the target quaternion\r\n */\r\n Quaternion.RotationAxisToRef = function (axis, angle, result) {\r\n var sin = Math.sin(angle / 2);\r\n axis.normalize();\r\n result.w = Math.cos(angle / 2);\r\n result.x = axis.x * sin;\r\n result.y = axis.y * sin;\r\n result.z = axis.z * sin;\r\n return result;\r\n };\r\n /**\r\n * Creates a new quaternion from data stored into an array\r\n * @param array defines the data source\r\n * @param offset defines the offset in the source array where the data starts\r\n * @returns a new quaternion\r\n */\r\n Quaternion.FromArray = function (array, offset) {\r\n if (!offset) {\r\n offset = 0;\r\n }\r\n return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);\r\n };\r\n /**\r\n * Create a quaternion from Euler rotation angles\r\n * @param x Pitch\r\n * @param y Yaw\r\n * @param z Roll\r\n * @returns the new Quaternion\r\n */\r\n Quaternion.FromEulerAngles = function (x, y, z) {\r\n var q = new Quaternion();\r\n Quaternion.RotationYawPitchRollToRef(y, x, z, q);\r\n return q;\r\n };\r\n /**\r\n * Updates a quaternion from Euler rotation angles\r\n * @param x Pitch\r\n * @param y Yaw\r\n * @param z Roll\r\n * @param result the quaternion to store the result\r\n * @returns the updated quaternion\r\n */\r\n Quaternion.FromEulerAnglesToRef = function (x, y, z, result) {\r\n Quaternion.RotationYawPitchRollToRef(y, x, z, result);\r\n return result;\r\n };\r\n /**\r\n * Create a quaternion from Euler rotation vector\r\n * @param vec the Euler vector (x Pitch, y Yaw, z Roll)\r\n * @returns the new Quaternion\r\n */\r\n Quaternion.FromEulerVector = function (vec) {\r\n var q = new Quaternion();\r\n Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, q);\r\n return q;\r\n };\r\n /**\r\n * Updates a quaternion from Euler rotation vector\r\n * @param vec the Euler vector (x Pitch, y Yaw, z Roll)\r\n * @param result the quaternion to store the result\r\n * @returns the updated quaternion\r\n */\r\n Quaternion.FromEulerVectorToRef = function (vec, result) {\r\n Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new quaternion from the given Euler float angles (y, x, z)\r\n * @param yaw defines the rotation around Y axis\r\n * @param pitch defines the rotation around X axis\r\n * @param roll defines the rotation around Z axis\r\n * @returns the new quaternion\r\n */\r\n Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {\r\n var q = new Quaternion();\r\n Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);\r\n return q;\r\n };\r\n /**\r\n * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion\r\n * @param yaw defines the rotation around Y axis\r\n * @param pitch defines the rotation around X axis\r\n * @param roll defines the rotation around Z axis\r\n * @param result defines the target quaternion\r\n */\r\n Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {\r\n // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)\r\n var halfRoll = roll * 0.5;\r\n var halfPitch = pitch * 0.5;\r\n var halfYaw = yaw * 0.5;\r\n var sinRoll = Math.sin(halfRoll);\r\n var cosRoll = Math.cos(halfRoll);\r\n var sinPitch = Math.sin(halfPitch);\r\n var cosPitch = Math.cos(halfPitch);\r\n var sinYaw = Math.sin(halfYaw);\r\n var cosYaw = Math.cos(halfYaw);\r\n result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);\r\n result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);\r\n result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);\r\n result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);\r\n };\r\n /**\r\n * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation\r\n * @param alpha defines the rotation around first axis\r\n * @param beta defines the rotation around second axis\r\n * @param gamma defines the rotation around third axis\r\n * @returns the new quaternion\r\n */\r\n Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {\r\n var result = new Quaternion();\r\n Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion\r\n * @param alpha defines the rotation around first axis\r\n * @param beta defines the rotation around second axis\r\n * @param gamma defines the rotation around third axis\r\n * @param result defines the target quaternion\r\n */\r\n Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {\r\n // Produces a quaternion from Euler angles in the z-x-z orientation\r\n var halfGammaPlusAlpha = (gamma + alpha) * 0.5;\r\n var halfGammaMinusAlpha = (gamma - alpha) * 0.5;\r\n var halfBeta = beta * 0.5;\r\n result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);\r\n result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);\r\n result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);\r\n result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);\r\n };\r\n /**\r\n * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)\r\n * @param axis1 defines the first axis\r\n * @param axis2 defines the second axis\r\n * @param axis3 defines the third axis\r\n * @returns the new quaternion\r\n */\r\n Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {\r\n var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);\r\n Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);\r\n return quat;\r\n };\r\n /**\r\n * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion\r\n * @param axis1 defines the first axis\r\n * @param axis2 defines the second axis\r\n * @param axis3 defines the third axis\r\n * @param ref defines the target quaternion\r\n */\r\n Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {\r\n var rotMat = MathTmp.Matrix[0];\r\n Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);\r\n Quaternion.FromRotationMatrixToRef(rotMat, ref);\r\n };\r\n /**\r\n * Interpolates between two quaternions\r\n * @param left defines first quaternion\r\n * @param right defines second quaternion\r\n * @param amount defines the gradient to use\r\n * @returns the new interpolated quaternion\r\n */\r\n Quaternion.Slerp = function (left, right, amount) {\r\n var result = Quaternion.Identity();\r\n Quaternion.SlerpToRef(left, right, amount, result);\r\n return result;\r\n };\r\n /**\r\n * Interpolates between two quaternions and stores it into a target quaternion\r\n * @param left defines first quaternion\r\n * @param right defines second quaternion\r\n * @param amount defines the gradient to use\r\n * @param result defines the target quaternion\r\n */\r\n Quaternion.SlerpToRef = function (left, right, amount, result) {\r\n var num2;\r\n var num3;\r\n var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);\r\n var flag = false;\r\n if (num4 < 0) {\r\n flag = true;\r\n num4 = -num4;\r\n }\r\n if (num4 > 0.999999) {\r\n num3 = 1 - amount;\r\n num2 = flag ? -amount : amount;\r\n }\r\n else {\r\n var num5 = Math.acos(num4);\r\n var num6 = (1.0 / Math.sin(num5));\r\n num3 = (Math.sin((1.0 - amount) * num5)) * num6;\r\n num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);\r\n }\r\n result.x = (num3 * left.x) + (num2 * right.x);\r\n result.y = (num3 * left.y) + (num2 * right.y);\r\n result.z = (num3 * left.z) + (num2 * right.z);\r\n result.w = (num3 * left.w) + (num2 * right.w);\r\n };\r\n /**\r\n * Interpolate between two quaternions using Hermite interpolation\r\n * @param value1 defines first quaternion\r\n * @param tangent1 defines the incoming tangent\r\n * @param value2 defines second quaternion\r\n * @param tangent2 defines the outgoing tangent\r\n * @param amount defines the target quaternion\r\n * @returns the new interpolated quaternion\r\n */\r\n Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;\r\n var part2 = (-2.0 * cubed) + (3.0 * squared);\r\n var part3 = (cubed - (2.0 * squared)) + amount;\r\n var part4 = cubed - squared;\r\n var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);\r\n var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);\r\n var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);\r\n var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);\r\n return new Quaternion(x, y, z, w);\r\n };\r\n return Quaternion;\r\n}());\r\nexport { Quaternion };\r\n/**\r\n * Class used to store matrix data (4x4)\r\n */\r\nvar Matrix = /** @class */ (function () {\r\n /**\r\n * Creates an empty matrix (filled with zeros)\r\n */\r\n function Matrix() {\r\n this._isIdentity = false;\r\n this._isIdentityDirty = true;\r\n this._isIdentity3x2 = true;\r\n this._isIdentity3x2Dirty = true;\r\n /**\r\n * Gets the update flag of the matrix which is an unique number for the matrix.\r\n * It will be incremented every time the matrix data change.\r\n * You can use it to speed the comparison between two versions of the same matrix.\r\n */\r\n this.updateFlag = -1;\r\n this._m = new Float32Array(16);\r\n this._updateIdentityStatus(false);\r\n }\r\n Object.defineProperty(Matrix.prototype, \"m\", {\r\n /**\r\n * Gets the internal data of the matrix\r\n */\r\n get: function () { return this._m; },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n Matrix.prototype._markAsUpdated = function () {\r\n this.updateFlag = Matrix._updateFlagSeed++;\r\n this._isIdentity = false;\r\n this._isIdentity3x2 = false;\r\n this._isIdentityDirty = true;\r\n this._isIdentity3x2Dirty = true;\r\n };\r\n /** @hidden */\r\n Matrix.prototype._updateIdentityStatus = function (isIdentity, isIdentityDirty, isIdentity3x2, isIdentity3x2Dirty) {\r\n if (isIdentityDirty === void 0) { isIdentityDirty = false; }\r\n if (isIdentity3x2 === void 0) { isIdentity3x2 = false; }\r\n if (isIdentity3x2Dirty === void 0) { isIdentity3x2Dirty = true; }\r\n this.updateFlag = Matrix._updateFlagSeed++;\r\n this._isIdentity = isIdentity;\r\n this._isIdentity3x2 = isIdentity || isIdentity3x2;\r\n this._isIdentityDirty = this._isIdentity ? false : isIdentityDirty;\r\n this._isIdentity3x2Dirty = this._isIdentity3x2 ? false : isIdentity3x2Dirty;\r\n };\r\n // Properties\r\n /**\r\n * Check if the current matrix is identity\r\n * @returns true is the matrix is the identity matrix\r\n */\r\n Matrix.prototype.isIdentity = function () {\r\n if (this._isIdentityDirty) {\r\n this._isIdentityDirty = false;\r\n var m = this._m;\r\n this._isIdentity = (m[0] === 1.0 && m[1] === 0.0 && m[2] === 0.0 && m[3] === 0.0 &&\r\n m[4] === 0.0 && m[5] === 1.0 && m[6] === 0.0 && m[7] === 0.0 &&\r\n m[8] === 0.0 && m[9] === 0.0 && m[10] === 1.0 && m[11] === 0.0 &&\r\n m[12] === 0.0 && m[13] === 0.0 && m[14] === 0.0 && m[15] === 1.0);\r\n }\r\n return this._isIdentity;\r\n };\r\n /**\r\n * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)\r\n * @returns true is the matrix is the identity matrix\r\n */\r\n Matrix.prototype.isIdentityAs3x2 = function () {\r\n if (this._isIdentity3x2Dirty) {\r\n this._isIdentity3x2Dirty = false;\r\n if (this._m[0] !== 1.0 || this._m[5] !== 1.0 || this._m[15] !== 1.0) {\r\n this._isIdentity3x2 = false;\r\n }\r\n else if (this._m[1] !== 0.0 || this._m[2] !== 0.0 || this._m[3] !== 0.0 ||\r\n this._m[4] !== 0.0 || this._m[6] !== 0.0 || this._m[7] !== 0.0 ||\r\n this._m[8] !== 0.0 || this._m[9] !== 0.0 || this._m[10] !== 0.0 || this._m[11] !== 0.0 ||\r\n this._m[12] !== 0.0 || this._m[13] !== 0.0 || this._m[14] !== 0.0) {\r\n this._isIdentity3x2 = false;\r\n }\r\n else {\r\n this._isIdentity3x2 = true;\r\n }\r\n }\r\n return this._isIdentity3x2;\r\n };\r\n /**\r\n * Gets the determinant of the matrix\r\n * @returns the matrix determinant\r\n */\r\n Matrix.prototype.determinant = function () {\r\n if (this._isIdentity === true) {\r\n return 1;\r\n }\r\n var m = this._m;\r\n var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];\r\n var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];\r\n var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];\r\n var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];\r\n // https://en.wikipedia.org/wiki/Laplace_expansion\r\n // to compute the deterrminant of a 4x4 Matrix we compute the cofactors of any row or column,\r\n // then we multiply each Cofactor by its corresponding matrix value and sum them all to get the determinant\r\n // Cofactor(i, j) = sign(i,j) * det(Minor(i, j))\r\n // where\r\n // - sign(i,j) = (i+j) % 2 === 0 ? 1 : -1\r\n // - Minor(i, j) is the 3x3 matrix we get by removing row i and column j from current Matrix\r\n //\r\n // Here we do that for the 1st row.\r\n var det_22_33 = m22 * m33 - m32 * m23;\r\n var det_21_33 = m21 * m33 - m31 * m23;\r\n var det_21_32 = m21 * m32 - m31 * m22;\r\n var det_20_33 = m20 * m33 - m30 * m23;\r\n var det_20_32 = m20 * m32 - m22 * m30;\r\n var det_20_31 = m20 * m31 - m30 * m21;\r\n var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);\r\n var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);\r\n var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);\r\n var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);\r\n return m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;\r\n };\r\n // Methods\r\n /**\r\n * Returns the matrix as a Float32Array\r\n * @returns the matrix underlying array\r\n */\r\n Matrix.prototype.toArray = function () {\r\n return this._m;\r\n };\r\n /**\r\n * Returns the matrix as a Float32Array\r\n * @returns the matrix underlying array.\r\n */\r\n Matrix.prototype.asArray = function () {\r\n return this._m;\r\n };\r\n /**\r\n * Inverts the current matrix in place\r\n * @returns the current inverted matrix\r\n */\r\n Matrix.prototype.invert = function () {\r\n this.invertToRef(this);\r\n return this;\r\n };\r\n /**\r\n * Sets all the matrix elements to zero\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.reset = function () {\r\n Matrix.FromValuesToRef(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, this);\r\n this._updateIdentityStatus(false);\r\n return this;\r\n };\r\n /**\r\n * Adds the current matrix with a second one\r\n * @param other defines the matrix to add\r\n * @returns a new matrix as the addition of the current matrix and the given one\r\n */\r\n Matrix.prototype.add = function (other) {\r\n var result = new Matrix();\r\n this.addToRef(other, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given matrix \"result\" to the addition of the current matrix and the given one\r\n * @param other defines the matrix to add\r\n * @param result defines the target matrix\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.addToRef = function (other, result) {\r\n var m = this._m;\r\n var resultM = result._m;\r\n var otherM = other.m;\r\n for (var index = 0; index < 16; index++) {\r\n resultM[index] = m[index] + otherM[index];\r\n }\r\n result._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Adds in place the given matrix to the current matrix\r\n * @param other defines the second operand\r\n * @returns the current updated matrix\r\n */\r\n Matrix.prototype.addToSelf = function (other) {\r\n var m = this._m;\r\n var otherM = other.m;\r\n for (var index = 0; index < 16; index++) {\r\n m[index] += otherM[index];\r\n }\r\n this._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Sets the given matrix to the current inverted Matrix\r\n * @param other defines the target matrix\r\n * @returns the unmodified current matrix\r\n */\r\n Matrix.prototype.invertToRef = function (other) {\r\n if (this._isIdentity === true) {\r\n Matrix.IdentityToRef(other);\r\n return this;\r\n }\r\n // the inverse of a Matrix is the transpose of cofactor matrix divided by the determinant\r\n var m = this._m;\r\n var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];\r\n var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];\r\n var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];\r\n var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];\r\n var det_22_33 = m22 * m33 - m32 * m23;\r\n var det_21_33 = m21 * m33 - m31 * m23;\r\n var det_21_32 = m21 * m32 - m31 * m22;\r\n var det_20_33 = m20 * m33 - m30 * m23;\r\n var det_20_32 = m20 * m32 - m22 * m30;\r\n var det_20_31 = m20 * m31 - m30 * m21;\r\n var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);\r\n var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);\r\n var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);\r\n var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);\r\n var det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;\r\n if (det === 0) {\r\n // not invertible\r\n other.copyFrom(this);\r\n return this;\r\n }\r\n var detInv = 1 / det;\r\n var det_12_33 = m12 * m33 - m32 * m13;\r\n var det_11_33 = m11 * m33 - m31 * m13;\r\n var det_11_32 = m11 * m32 - m31 * m12;\r\n var det_10_33 = m10 * m33 - m30 * m13;\r\n var det_10_32 = m10 * m32 - m30 * m12;\r\n var det_10_31 = m10 * m31 - m30 * m11;\r\n var det_12_23 = m12 * m23 - m22 * m13;\r\n var det_11_23 = m11 * m23 - m21 * m13;\r\n var det_11_22 = m11 * m22 - m21 * m12;\r\n var det_10_23 = m10 * m23 - m20 * m13;\r\n var det_10_22 = m10 * m22 - m20 * m12;\r\n var det_10_21 = m10 * m21 - m20 * m11;\r\n var cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);\r\n var cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);\r\n var cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);\r\n var cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);\r\n var cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);\r\n var cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);\r\n var cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);\r\n var cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);\r\n var cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);\r\n var cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);\r\n var cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);\r\n var cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);\r\n Matrix.FromValuesToRef(cofact_00 * detInv, cofact_10 * detInv, cofact_20 * detInv, cofact_30 * detInv, cofact_01 * detInv, cofact_11 * detInv, cofact_21 * detInv, cofact_31 * detInv, cofact_02 * detInv, cofact_12 * detInv, cofact_22 * detInv, cofact_32 * detInv, cofact_03 * detInv, cofact_13 * detInv, cofact_23 * detInv, cofact_33 * detInv, other);\r\n return this;\r\n };\r\n /**\r\n * add a value at the specified position in the current Matrix\r\n * @param index the index of the value within the matrix. between 0 and 15.\r\n * @param value the value to be added\r\n * @returns the current updated matrix\r\n */\r\n Matrix.prototype.addAtIndex = function (index, value) {\r\n this._m[index] += value;\r\n this._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * mutiply the specified position in the current Matrix by a value\r\n * @param index the index of the value within the matrix. between 0 and 15.\r\n * @param value the value to be added\r\n * @returns the current updated matrix\r\n */\r\n Matrix.prototype.multiplyAtIndex = function (index, value) {\r\n this._m[index] *= value;\r\n this._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Inserts the translation vector (using 3 floats) in the current matrix\r\n * @param x defines the 1st component of the translation\r\n * @param y defines the 2nd component of the translation\r\n * @param z defines the 3rd component of the translation\r\n * @returns the current updated matrix\r\n */\r\n Matrix.prototype.setTranslationFromFloats = function (x, y, z) {\r\n this._m[12] = x;\r\n this._m[13] = y;\r\n this._m[14] = z;\r\n this._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Adds the translation vector (using 3 floats) in the current matrix\r\n * @param x defines the 1st component of the translation\r\n * @param y defines the 2nd component of the translation\r\n * @param z defines the 3rd component of the translation\r\n * @returns the current updated matrix\r\n */\r\n Matrix.prototype.addTranslationFromFloats = function (x, y, z) {\r\n this._m[12] += x;\r\n this._m[13] += y;\r\n this._m[14] += z;\r\n this._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Inserts the translation vector in the current matrix\r\n * @param vector3 defines the translation to insert\r\n * @returns the current updated matrix\r\n */\r\n Matrix.prototype.setTranslation = function (vector3) {\r\n return this.setTranslationFromFloats(vector3.x, vector3.y, vector3.z);\r\n };\r\n /**\r\n * Gets the translation value of the current matrix\r\n * @returns a new Vector3 as the extracted translation from the matrix\r\n */\r\n Matrix.prototype.getTranslation = function () {\r\n return new Vector3(this._m[12], this._m[13], this._m[14]);\r\n };\r\n /**\r\n * Fill a Vector3 with the extracted translation from the matrix\r\n * @param result defines the Vector3 where to store the translation\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.getTranslationToRef = function (result) {\r\n result.x = this._m[12];\r\n result.y = this._m[13];\r\n result.z = this._m[14];\r\n return this;\r\n };\r\n /**\r\n * Remove rotation and scaling part from the matrix\r\n * @returns the updated matrix\r\n */\r\n Matrix.prototype.removeRotationAndScaling = function () {\r\n var m = this.m;\r\n Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, m[12], m[13], m[14], m[15], this);\r\n this._updateIdentityStatus(m[12] === 0 && m[13] === 0 && m[14] === 0 && m[15] === 1);\r\n return this;\r\n };\r\n /**\r\n * Multiply two matrices\r\n * @param other defines the second operand\r\n * @returns a new matrix set with the multiplication result of the current Matrix and the given one\r\n */\r\n Matrix.prototype.multiply = function (other) {\r\n var result = new Matrix();\r\n this.multiplyToRef(other, result);\r\n return result;\r\n };\r\n /**\r\n * Copy the current matrix from the given one\r\n * @param other defines the source matrix\r\n * @returns the current updated matrix\r\n */\r\n Matrix.prototype.copyFrom = function (other) {\r\n other.copyToArray(this._m);\r\n var o = other;\r\n this._updateIdentityStatus(o._isIdentity, o._isIdentityDirty, o._isIdentity3x2, o._isIdentity3x2Dirty);\r\n return this;\r\n };\r\n /**\r\n * Populates the given array from the starting index with the current matrix values\r\n * @param array defines the target array\r\n * @param offset defines the offset in the target array where to start storing values\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.copyToArray = function (array, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n var source = this._m;\r\n array[offset] = source[0];\r\n array[offset + 1] = source[1];\r\n array[offset + 2] = source[2];\r\n array[offset + 3] = source[3];\r\n array[offset + 4] = source[4];\r\n array[offset + 5] = source[5];\r\n array[offset + 6] = source[6];\r\n array[offset + 7] = source[7];\r\n array[offset + 8] = source[8];\r\n array[offset + 9] = source[9];\r\n array[offset + 10] = source[10];\r\n array[offset + 11] = source[11];\r\n array[offset + 12] = source[12];\r\n array[offset + 13] = source[13];\r\n array[offset + 14] = source[14];\r\n array[offset + 15] = source[15];\r\n return this;\r\n };\r\n /**\r\n * Sets the given matrix \"result\" with the multiplication result of the current Matrix and the given one\r\n * @param other defines the second operand\r\n * @param result defines the matrix where to store the multiplication\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.multiplyToRef = function (other, result) {\r\n if (this._isIdentity) {\r\n result.copyFrom(other);\r\n return this;\r\n }\r\n if (other._isIdentity) {\r\n result.copyFrom(this);\r\n return this;\r\n }\r\n this.multiplyToArray(other, result._m, 0);\r\n result._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Sets the Float32Array \"result\" from the given index \"offset\" with the multiplication of the current matrix and the given one\r\n * @param other defines the second operand\r\n * @param result defines the array where to store the multiplication\r\n * @param offset defines the offset in the target array where to start storing values\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.multiplyToArray = function (other, result, offset) {\r\n var m = this._m;\r\n var otherM = other.m;\r\n var tm0 = m[0], tm1 = m[1], tm2 = m[2], tm3 = m[3];\r\n var tm4 = m[4], tm5 = m[5], tm6 = m[6], tm7 = m[7];\r\n var tm8 = m[8], tm9 = m[9], tm10 = m[10], tm11 = m[11];\r\n var tm12 = m[12], tm13 = m[13], tm14 = m[14], tm15 = m[15];\r\n var om0 = otherM[0], om1 = otherM[1], om2 = otherM[2], om3 = otherM[3];\r\n var om4 = otherM[4], om5 = otherM[5], om6 = otherM[6], om7 = otherM[7];\r\n var om8 = otherM[8], om9 = otherM[9], om10 = otherM[10], om11 = otherM[11];\r\n var om12 = otherM[12], om13 = otherM[13], om14 = otherM[14], om15 = otherM[15];\r\n result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;\r\n result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;\r\n result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;\r\n result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;\r\n result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;\r\n result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;\r\n result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;\r\n result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;\r\n result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;\r\n result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;\r\n result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;\r\n result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;\r\n result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;\r\n result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;\r\n result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;\r\n result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;\r\n return this;\r\n };\r\n /**\r\n * Check equality between this matrix and a second one\r\n * @param value defines the second matrix to compare\r\n * @returns true is the current matrix and the given one values are strictly equal\r\n */\r\n Matrix.prototype.equals = function (value) {\r\n var other = value;\r\n if (!other) {\r\n return false;\r\n }\r\n if (this._isIdentity || other._isIdentity) {\r\n if (!this._isIdentityDirty && !other._isIdentityDirty) {\r\n return this._isIdentity && other._isIdentity;\r\n }\r\n }\r\n var m = this.m;\r\n var om = other.m;\r\n return (m[0] === om[0] && m[1] === om[1] && m[2] === om[2] && m[3] === om[3] &&\r\n m[4] === om[4] && m[5] === om[5] && m[6] === om[6] && m[7] === om[7] &&\r\n m[8] === om[8] && m[9] === om[9] && m[10] === om[10] && m[11] === om[11] &&\r\n m[12] === om[12] && m[13] === om[13] && m[14] === om[14] && m[15] === om[15]);\r\n };\r\n /**\r\n * Clone the current matrix\r\n * @returns a new matrix from the current matrix\r\n */\r\n Matrix.prototype.clone = function () {\r\n var matrix = new Matrix();\r\n matrix.copyFrom(this);\r\n return matrix;\r\n };\r\n /**\r\n * Returns the name of the current matrix class\r\n * @returns the string \"Matrix\"\r\n */\r\n Matrix.prototype.getClassName = function () {\r\n return \"Matrix\";\r\n };\r\n /**\r\n * Gets the hash code of the current matrix\r\n * @returns the hash code\r\n */\r\n Matrix.prototype.getHashCode = function () {\r\n var hash = this._m[0] | 0;\r\n for (var i = 1; i < 16; i++) {\r\n hash = (hash * 397) ^ (this._m[i] | 0);\r\n }\r\n return hash;\r\n };\r\n /**\r\n * Decomposes the current Matrix into a translation, rotation and scaling components\r\n * @param scale defines the scale vector3 given as a reference to update\r\n * @param rotation defines the rotation quaternion given as a reference to update\r\n * @param translation defines the translation vector3 given as a reference to update\r\n * @returns true if operation was successful\r\n */\r\n Matrix.prototype.decompose = function (scale, rotation, translation) {\r\n if (this._isIdentity) {\r\n if (translation) {\r\n translation.setAll(0);\r\n }\r\n if (scale) {\r\n scale.setAll(1);\r\n }\r\n if (rotation) {\r\n rotation.copyFromFloats(0, 0, 0, 1);\r\n }\r\n return true;\r\n }\r\n var m = this._m;\r\n if (translation) {\r\n translation.copyFromFloats(m[12], m[13], m[14]);\r\n }\r\n scale = scale || MathTmp.Vector3[0];\r\n scale.x = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);\r\n scale.y = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);\r\n scale.z = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);\r\n if (this.determinant() <= 0) {\r\n scale.y *= -1;\r\n }\r\n if (scale.x === 0 || scale.y === 0 || scale.z === 0) {\r\n if (rotation) {\r\n rotation.copyFromFloats(0.0, 0.0, 0.0, 1.0);\r\n }\r\n return false;\r\n }\r\n if (rotation) {\r\n var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;\r\n Matrix.FromValuesToRef(m[0] * sx, m[1] * sx, m[2] * sx, 0.0, m[4] * sy, m[5] * sy, m[6] * sy, 0.0, m[8] * sz, m[9] * sz, m[10] * sz, 0.0, 0.0, 0.0, 0.0, 1.0, MathTmp.Matrix[0]);\r\n Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);\r\n }\r\n return true;\r\n };\r\n /**\r\n * Gets specific row of the matrix\r\n * @param index defines the number of the row to get\r\n * @returns the index-th row of the current matrix as a new Vector4\r\n */\r\n Matrix.prototype.getRow = function (index) {\r\n if (index < 0 || index > 3) {\r\n return null;\r\n }\r\n var i = index * 4;\r\n return new Vector4(this._m[i + 0], this._m[i + 1], this._m[i + 2], this._m[i + 3]);\r\n };\r\n /**\r\n * Sets the index-th row of the current matrix to the vector4 values\r\n * @param index defines the number of the row to set\r\n * @param row defines the target vector4\r\n * @returns the updated current matrix\r\n */\r\n Matrix.prototype.setRow = function (index, row) {\r\n return this.setRowFromFloats(index, row.x, row.y, row.z, row.w);\r\n };\r\n /**\r\n * Compute the transpose of the matrix\r\n * @returns the new transposed matrix\r\n */\r\n Matrix.prototype.transpose = function () {\r\n return Matrix.Transpose(this);\r\n };\r\n /**\r\n * Compute the transpose of the matrix and store it in a given matrix\r\n * @param result defines the target matrix\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.transposeToRef = function (result) {\r\n Matrix.TransposeToRef(this, result);\r\n return this;\r\n };\r\n /**\r\n * Sets the index-th row of the current matrix with the given 4 x float values\r\n * @param index defines the row index\r\n * @param x defines the x component to set\r\n * @param y defines the y component to set\r\n * @param z defines the z component to set\r\n * @param w defines the w component to set\r\n * @returns the updated current matrix\r\n */\r\n Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {\r\n if (index < 0 || index > 3) {\r\n return this;\r\n }\r\n var i = index * 4;\r\n this._m[i + 0] = x;\r\n this._m[i + 1] = y;\r\n this._m[i + 2] = z;\r\n this._m[i + 3] = w;\r\n this._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Compute a new matrix set with the current matrix values multiplied by scale (float)\r\n * @param scale defines the scale factor\r\n * @returns a new matrix\r\n */\r\n Matrix.prototype.scale = function (scale) {\r\n var result = new Matrix();\r\n this.scaleToRef(scale, result);\r\n return result;\r\n };\r\n /**\r\n * Scale the current matrix values by a factor to a given result matrix\r\n * @param scale defines the scale factor\r\n * @param result defines the matrix to store the result\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.scaleToRef = function (scale, result) {\r\n for (var index = 0; index < 16; index++) {\r\n result._m[index] = this._m[index] * scale;\r\n }\r\n result._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Scale the current matrix values by a factor and add the result to a given matrix\r\n * @param scale defines the scale factor\r\n * @param result defines the Matrix to store the result\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.scaleAndAddToRef = function (scale, result) {\r\n for (var index = 0; index < 16; index++) {\r\n result._m[index] += this._m[index] * scale;\r\n }\r\n result._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).\r\n * @param ref matrix to store the result\r\n */\r\n Matrix.prototype.toNormalMatrix = function (ref) {\r\n var tmp = MathTmp.Matrix[0];\r\n this.invertToRef(tmp);\r\n tmp.transposeToRef(ref);\r\n var m = ref._m;\r\n Matrix.FromValuesToRef(m[0], m[1], m[2], 0.0, m[4], m[5], m[6], 0.0, m[8], m[9], m[10], 0.0, 0.0, 0.0, 0.0, 1.0, ref);\r\n };\r\n /**\r\n * Gets only rotation part of the current matrix\r\n * @returns a new matrix sets to the extracted rotation matrix from the current one\r\n */\r\n Matrix.prototype.getRotationMatrix = function () {\r\n var result = new Matrix();\r\n this.getRotationMatrixToRef(result);\r\n return result;\r\n };\r\n /**\r\n * Extracts the rotation matrix from the current one and sets it as the given \"result\"\r\n * @param result defines the target matrix to store data to\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.getRotationMatrixToRef = function (result) {\r\n var scale = MathTmp.Vector3[0];\r\n if (!this.decompose(scale)) {\r\n Matrix.IdentityToRef(result);\r\n return this;\r\n }\r\n var m = this._m;\r\n var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;\r\n Matrix.FromValuesToRef(m[0] * sx, m[1] * sx, m[2] * sx, 0.0, m[4] * sy, m[5] * sy, m[6] * sy, 0.0, m[8] * sz, m[9] * sz, m[10] * sz, 0.0, 0.0, 0.0, 0.0, 1.0, result);\r\n return this;\r\n };\r\n /**\r\n * Toggles model matrix from being right handed to left handed in place and vice versa\r\n */\r\n Matrix.prototype.toggleModelMatrixHandInPlace = function () {\r\n var m = this._m;\r\n m[2] *= -1;\r\n m[6] *= -1;\r\n m[8] *= -1;\r\n m[9] *= -1;\r\n m[14] *= -1;\r\n this._markAsUpdated();\r\n };\r\n /**\r\n * Toggles projection matrix from being right handed to left handed in place and vice versa\r\n */\r\n Matrix.prototype.toggleProjectionMatrixHandInPlace = function () {\r\n var m = this._m;\r\n m[8] *= -1;\r\n m[9] *= -1;\r\n m[10] *= -1;\r\n m[11] *= -1;\r\n this._markAsUpdated();\r\n };\r\n // Statics\r\n /**\r\n * Creates a matrix from an array\r\n * @param array defines the source array\r\n * @param offset defines an offset in the source array\r\n * @returns a new Matrix set from the starting index of the given array\r\n */\r\n Matrix.FromArray = function (array, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n var result = new Matrix();\r\n Matrix.FromArrayToRef(array, offset, result);\r\n return result;\r\n };\r\n /**\r\n * Copy the content of an array into a given matrix\r\n * @param array defines the source array\r\n * @param offset defines an offset in the source array\r\n * @param result defines the target matrix\r\n */\r\n Matrix.FromArrayToRef = function (array, offset, result) {\r\n for (var index = 0; index < 16; index++) {\r\n result._m[index] = array[index + offset];\r\n }\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Stores an array into a matrix after having multiplied each component by a given factor\r\n * @param array defines the source array\r\n * @param offset defines the offset in the source array\r\n * @param scale defines the scaling factor\r\n * @param result defines the target matrix\r\n */\r\n Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {\r\n for (var index = 0; index < 16; index++) {\r\n result._m[index] = array[index + offset] * scale;\r\n }\r\n result._markAsUpdated();\r\n };\r\n Object.defineProperty(Matrix, \"IdentityReadOnly\", {\r\n /**\r\n * Gets an identity matrix that must not be updated\r\n */\r\n get: function () {\r\n return Matrix._identityReadOnly;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Stores a list of values (16) inside a given matrix\r\n * @param initialM11 defines 1st value of 1st row\r\n * @param initialM12 defines 2nd value of 1st row\r\n * @param initialM13 defines 3rd value of 1st row\r\n * @param initialM14 defines 4th value of 1st row\r\n * @param initialM21 defines 1st value of 2nd row\r\n * @param initialM22 defines 2nd value of 2nd row\r\n * @param initialM23 defines 3rd value of 2nd row\r\n * @param initialM24 defines 4th value of 2nd row\r\n * @param initialM31 defines 1st value of 3rd row\r\n * @param initialM32 defines 2nd value of 3rd row\r\n * @param initialM33 defines 3rd value of 3rd row\r\n * @param initialM34 defines 4th value of 3rd row\r\n * @param initialM41 defines 1st value of 4th row\r\n * @param initialM42 defines 2nd value of 4th row\r\n * @param initialM43 defines 3rd value of 4th row\r\n * @param initialM44 defines 4th value of 4th row\r\n * @param result defines the target matrix\r\n */\r\n Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {\r\n var m = result._m;\r\n m[0] = initialM11;\r\n m[1] = initialM12;\r\n m[2] = initialM13;\r\n m[3] = initialM14;\r\n m[4] = initialM21;\r\n m[5] = initialM22;\r\n m[6] = initialM23;\r\n m[7] = initialM24;\r\n m[8] = initialM31;\r\n m[9] = initialM32;\r\n m[10] = initialM33;\r\n m[11] = initialM34;\r\n m[12] = initialM41;\r\n m[13] = initialM42;\r\n m[14] = initialM43;\r\n m[15] = initialM44;\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Creates new matrix from a list of values (16)\r\n * @param initialM11 defines 1st value of 1st row\r\n * @param initialM12 defines 2nd value of 1st row\r\n * @param initialM13 defines 3rd value of 1st row\r\n * @param initialM14 defines 4th value of 1st row\r\n * @param initialM21 defines 1st value of 2nd row\r\n * @param initialM22 defines 2nd value of 2nd row\r\n * @param initialM23 defines 3rd value of 2nd row\r\n * @param initialM24 defines 4th value of 2nd row\r\n * @param initialM31 defines 1st value of 3rd row\r\n * @param initialM32 defines 2nd value of 3rd row\r\n * @param initialM33 defines 3rd value of 3rd row\r\n * @param initialM34 defines 4th value of 3rd row\r\n * @param initialM41 defines 1st value of 4th row\r\n * @param initialM42 defines 2nd value of 4th row\r\n * @param initialM43 defines 3rd value of 4th row\r\n * @param initialM44 defines 4th value of 4th row\r\n * @returns the new matrix\r\n */\r\n Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {\r\n var result = new Matrix();\r\n var m = result._m;\r\n m[0] = initialM11;\r\n m[1] = initialM12;\r\n m[2] = initialM13;\r\n m[3] = initialM14;\r\n m[4] = initialM21;\r\n m[5] = initialM22;\r\n m[6] = initialM23;\r\n m[7] = initialM24;\r\n m[8] = initialM31;\r\n m[9] = initialM32;\r\n m[10] = initialM33;\r\n m[11] = initialM34;\r\n m[12] = initialM41;\r\n m[13] = initialM42;\r\n m[14] = initialM43;\r\n m[15] = initialM44;\r\n result._markAsUpdated();\r\n return result;\r\n };\r\n /**\r\n * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)\r\n * @param scale defines the scale vector3\r\n * @param rotation defines the rotation quaternion\r\n * @param translation defines the translation vector3\r\n * @returns a new matrix\r\n */\r\n Matrix.Compose = function (scale, rotation, translation) {\r\n var result = new Matrix();\r\n Matrix.ComposeToRef(scale, rotation, translation, result);\r\n return result;\r\n };\r\n /**\r\n * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)\r\n * @param scale defines the scale vector3\r\n * @param rotation defines the rotation quaternion\r\n * @param translation defines the translation vector3\r\n * @param result defines the target matrix\r\n */\r\n Matrix.ComposeToRef = function (scale, rotation, translation, result) {\r\n var m = result._m;\r\n var x = rotation.x, y = rotation.y, z = rotation.z, w = rotation.w;\r\n var x2 = x + x, y2 = y + y, z2 = z + z;\r\n var xx = x * x2, xy = x * y2, xz = x * z2;\r\n var yy = y * y2, yz = y * z2, zz = z * z2;\r\n var wx = w * x2, wy = w * y2, wz = w * z2;\r\n var sx = scale.x, sy = scale.y, sz = scale.z;\r\n m[0] = (1 - (yy + zz)) * sx;\r\n m[1] = (xy + wz) * sx;\r\n m[2] = (xz - wy) * sx;\r\n m[3] = 0;\r\n m[4] = (xy - wz) * sy;\r\n m[5] = (1 - (xx + zz)) * sy;\r\n m[6] = (yz + wx) * sy;\r\n m[7] = 0;\r\n m[8] = (xz + wy) * sz;\r\n m[9] = (yz - wx) * sz;\r\n m[10] = (1 - (xx + yy)) * sz;\r\n m[11] = 0;\r\n m[12] = translation.x;\r\n m[13] = translation.y;\r\n m[14] = translation.z;\r\n m[15] = 1;\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Creates a new identity matrix\r\n * @returns a new identity matrix\r\n */\r\n Matrix.Identity = function () {\r\n var identity = Matrix.FromValues(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);\r\n identity._updateIdentityStatus(true);\r\n return identity;\r\n };\r\n /**\r\n * Creates a new identity matrix and stores the result in a given matrix\r\n * @param result defines the target matrix\r\n */\r\n Matrix.IdentityToRef = function (result) {\r\n Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, result);\r\n result._updateIdentityStatus(true);\r\n };\r\n /**\r\n * Creates a new zero matrix\r\n * @returns a new zero matrix\r\n */\r\n Matrix.Zero = function () {\r\n var zero = Matrix.FromValues(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);\r\n zero._updateIdentityStatus(false);\r\n return zero;\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the X axis\r\n * @param angle defines the angle (in radians) to use\r\n * @return the new matrix\r\n */\r\n Matrix.RotationX = function (angle) {\r\n var result = new Matrix();\r\n Matrix.RotationXToRef(angle, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new matrix as the invert of a given matrix\r\n * @param source defines the source matrix\r\n * @returns the new matrix\r\n */\r\n Matrix.Invert = function (source) {\r\n var result = new Matrix();\r\n source.invertToRef(result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the X axis and stores it in a given matrix\r\n * @param angle defines the angle (in radians) to use\r\n * @param result defines the target matrix\r\n */\r\n Matrix.RotationXToRef = function (angle, result) {\r\n var s = Math.sin(angle);\r\n var c = Math.cos(angle);\r\n Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, c, s, 0.0, 0.0, -s, c, 0.0, 0.0, 0.0, 0.0, 1.0, result);\r\n result._updateIdentityStatus(c === 1 && s === 0);\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the Y axis\r\n * @param angle defines the angle (in radians) to use\r\n * @return the new matrix\r\n */\r\n Matrix.RotationY = function (angle) {\r\n var result = new Matrix();\r\n Matrix.RotationYToRef(angle, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the Y axis and stores it in a given matrix\r\n * @param angle defines the angle (in radians) to use\r\n * @param result defines the target matrix\r\n */\r\n Matrix.RotationYToRef = function (angle, result) {\r\n var s = Math.sin(angle);\r\n var c = Math.cos(angle);\r\n Matrix.FromValuesToRef(c, 0.0, -s, 0.0, 0.0, 1.0, 0.0, 0.0, s, 0.0, c, 0.0, 0.0, 0.0, 0.0, 1.0, result);\r\n result._updateIdentityStatus(c === 1 && s === 0);\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the Z axis\r\n * @param angle defines the angle (in radians) to use\r\n * @return the new matrix\r\n */\r\n Matrix.RotationZ = function (angle) {\r\n var result = new Matrix();\r\n Matrix.RotationZToRef(angle, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the Z axis and stores it in a given matrix\r\n * @param angle defines the angle (in radians) to use\r\n * @param result defines the target matrix\r\n */\r\n Matrix.RotationZToRef = function (angle, result) {\r\n var s = Math.sin(angle);\r\n var c = Math.cos(angle);\r\n Matrix.FromValuesToRef(c, s, 0.0, 0.0, -s, c, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, result);\r\n result._updateIdentityStatus(c === 1 && s === 0);\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the given axis\r\n * @param axis defines the axis to use\r\n * @param angle defines the angle (in radians) to use\r\n * @return the new matrix\r\n */\r\n Matrix.RotationAxis = function (axis, angle) {\r\n var result = new Matrix();\r\n Matrix.RotationAxisToRef(axis, angle, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the given axis and stores it in a given matrix\r\n * @param axis defines the axis to use\r\n * @param angle defines the angle (in radians) to use\r\n * @param result defines the target matrix\r\n */\r\n Matrix.RotationAxisToRef = function (axis, angle, result) {\r\n var s = Math.sin(-angle);\r\n var c = Math.cos(-angle);\r\n var c1 = 1 - c;\r\n axis.normalize();\r\n var m = result._m;\r\n m[0] = (axis.x * axis.x) * c1 + c;\r\n m[1] = (axis.x * axis.y) * c1 - (axis.z * s);\r\n m[2] = (axis.x * axis.z) * c1 + (axis.y * s);\r\n m[3] = 0.0;\r\n m[4] = (axis.y * axis.x) * c1 + (axis.z * s);\r\n m[5] = (axis.y * axis.y) * c1 + c;\r\n m[6] = (axis.y * axis.z) * c1 - (axis.x * s);\r\n m[7] = 0.0;\r\n m[8] = (axis.z * axis.x) * c1 - (axis.y * s);\r\n m[9] = (axis.z * axis.y) * c1 + (axis.x * s);\r\n m[10] = (axis.z * axis.z) * c1 + c;\r\n m[11] = 0.0;\r\n m[12] = 0.0;\r\n m[13] = 0.0;\r\n m[14] = 0.0;\r\n m[15] = 1.0;\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Takes normalised vectors and returns a rotation matrix to align \"from\" with \"to\".\r\n * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm\r\n * @param from defines the vector to align\r\n * @param to defines the vector to align to\r\n * @param result defines the target matrix\r\n */\r\n Matrix.RotationAlignToRef = function (from, to, result) {\r\n var v = Vector3.Cross(to, from);\r\n var c = Vector3.Dot(to, from);\r\n var k = 1 / (1 + c);\r\n var m = result._m;\r\n m[0] = v.x * v.x * k + c;\r\n m[1] = v.y * v.x * k - v.z;\r\n m[2] = v.z * v.x * k + v.y;\r\n m[3] = 0;\r\n m[4] = v.x * v.y * k + v.z;\r\n m[5] = v.y * v.y * k + c;\r\n m[6] = v.z * v.y * k - v.x;\r\n m[7] = 0;\r\n m[8] = v.x * v.z * k - v.y;\r\n m[9] = v.y * v.z * k + v.x;\r\n m[10] = v.z * v.z * k + c;\r\n m[11] = 0;\r\n m[12] = 0;\r\n m[13] = 0;\r\n m[14] = 0;\r\n m[15] = 1;\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Creates a rotation matrix\r\n * @param yaw defines the yaw angle in radians (Y axis)\r\n * @param pitch defines the pitch angle in radians (X axis)\r\n * @param roll defines the roll angle in radians (X axis)\r\n * @returns the new rotation matrix\r\n */\r\n Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {\r\n var result = new Matrix();\r\n Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a rotation matrix and stores it in a given matrix\r\n * @param yaw defines the yaw angle in radians (Y axis)\r\n * @param pitch defines the pitch angle in radians (X axis)\r\n * @param roll defines the roll angle in radians (X axis)\r\n * @param result defines the target matrix\r\n */\r\n Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {\r\n Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, MathTmp.Quaternion[0]);\r\n MathTmp.Quaternion[0].toRotationMatrix(result);\r\n };\r\n /**\r\n * Creates a scaling matrix\r\n * @param x defines the scale factor on X axis\r\n * @param y defines the scale factor on Y axis\r\n * @param z defines the scale factor on Z axis\r\n * @returns the new matrix\r\n */\r\n Matrix.Scaling = function (x, y, z) {\r\n var result = new Matrix();\r\n Matrix.ScalingToRef(x, y, z, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a scaling matrix and stores it in a given matrix\r\n * @param x defines the scale factor on X axis\r\n * @param y defines the scale factor on Y axis\r\n * @param z defines the scale factor on Z axis\r\n * @param result defines the target matrix\r\n */\r\n Matrix.ScalingToRef = function (x, y, z, result) {\r\n Matrix.FromValuesToRef(x, 0.0, 0.0, 0.0, 0.0, y, 0.0, 0.0, 0.0, 0.0, z, 0.0, 0.0, 0.0, 0.0, 1.0, result);\r\n result._updateIdentityStatus(x === 1 && y === 1 && z === 1);\r\n };\r\n /**\r\n * Creates a translation matrix\r\n * @param x defines the translation on X axis\r\n * @param y defines the translation on Y axis\r\n * @param z defines the translationon Z axis\r\n * @returns the new matrix\r\n */\r\n Matrix.Translation = function (x, y, z) {\r\n var result = new Matrix();\r\n Matrix.TranslationToRef(x, y, z, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a translation matrix and stores it in a given matrix\r\n * @param x defines the translation on X axis\r\n * @param y defines the translation on Y axis\r\n * @param z defines the translationon Z axis\r\n * @param result defines the target matrix\r\n */\r\n Matrix.TranslationToRef = function (x, y, z, result) {\r\n Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, x, y, z, 1.0, result);\r\n result._updateIdentityStatus(x === 0 && y === 0 && z === 0);\r\n };\r\n /**\r\n * Returns a new Matrix whose values are the interpolated values for \"gradient\" (float) between the ones of the matrices \"startValue\" and \"endValue\".\r\n * @param startValue defines the start value\r\n * @param endValue defines the end value\r\n * @param gradient defines the gradient factor\r\n * @returns the new matrix\r\n */\r\n Matrix.Lerp = function (startValue, endValue, gradient) {\r\n var result = new Matrix();\r\n Matrix.LerpToRef(startValue, endValue, gradient, result);\r\n return result;\r\n };\r\n /**\r\n * Set the given matrix \"result\" as the interpolated values for \"gradient\" (float) between the ones of the matrices \"startValue\" and \"endValue\".\r\n * @param startValue defines the start value\r\n * @param endValue defines the end value\r\n * @param gradient defines the gradient factor\r\n * @param result defines the Matrix object where to store data\r\n */\r\n Matrix.LerpToRef = function (startValue, endValue, gradient, result) {\r\n var resultM = result._m;\r\n var startM = startValue.m;\r\n var endM = endValue.m;\r\n for (var index = 0; index < 16; index++) {\r\n resultM[index] = startM[index] * (1.0 - gradient) + endM[index] * gradient;\r\n }\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Builds a new matrix whose values are computed by:\r\n * * decomposing the the \"startValue\" and \"endValue\" matrices into their respective scale, rotation and translation matrices\r\n * * interpolating for \"gradient\" (float) the values between each of these decomposed matrices between the start and the end\r\n * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices\r\n * @param startValue defines the first matrix\r\n * @param endValue defines the second matrix\r\n * @param gradient defines the gradient between the two matrices\r\n * @returns the new matrix\r\n */\r\n Matrix.DecomposeLerp = function (startValue, endValue, gradient) {\r\n var result = new Matrix();\r\n Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);\r\n return result;\r\n };\r\n /**\r\n * Update a matrix to values which are computed by:\r\n * * decomposing the the \"startValue\" and \"endValue\" matrices into their respective scale, rotation and translation matrices\r\n * * interpolating for \"gradient\" (float) the values between each of these decomposed matrices between the start and the end\r\n * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices\r\n * @param startValue defines the first matrix\r\n * @param endValue defines the second matrix\r\n * @param gradient defines the gradient between the two matrices\r\n * @param result defines the target matrix\r\n */\r\n Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {\r\n var startScale = MathTmp.Vector3[0];\r\n var startRotation = MathTmp.Quaternion[0];\r\n var startTranslation = MathTmp.Vector3[1];\r\n startValue.decompose(startScale, startRotation, startTranslation);\r\n var endScale = MathTmp.Vector3[2];\r\n var endRotation = MathTmp.Quaternion[1];\r\n var endTranslation = MathTmp.Vector3[3];\r\n endValue.decompose(endScale, endRotation, endTranslation);\r\n var resultScale = MathTmp.Vector3[4];\r\n Vector3.LerpToRef(startScale, endScale, gradient, resultScale);\r\n var resultRotation = MathTmp.Quaternion[2];\r\n Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);\r\n var resultTranslation = MathTmp.Vector3[5];\r\n Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);\r\n Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);\r\n };\r\n /**\r\n * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like \"up\"\r\n * This function works in left handed mode\r\n * @param eye defines the final position of the entity\r\n * @param target defines where the entity should look at\r\n * @param up defines the up vector for the entity\r\n * @returns the new matrix\r\n */\r\n Matrix.LookAtLH = function (eye, target, up) {\r\n var result = new Matrix();\r\n Matrix.LookAtLHToRef(eye, target, up, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given \"result\" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like \"up\".\r\n * This function works in left handed mode\r\n * @param eye defines the final position of the entity\r\n * @param target defines where the entity should look at\r\n * @param up defines the up vector for the entity\r\n * @param result defines the target matrix\r\n */\r\n Matrix.LookAtLHToRef = function (eye, target, up, result) {\r\n var xAxis = MathTmp.Vector3[0];\r\n var yAxis = MathTmp.Vector3[1];\r\n var zAxis = MathTmp.Vector3[2];\r\n // Z axis\r\n target.subtractToRef(eye, zAxis);\r\n zAxis.normalize();\r\n // X axis\r\n Vector3.CrossToRef(up, zAxis, xAxis);\r\n var xSquareLength = xAxis.lengthSquared();\r\n if (xSquareLength === 0) {\r\n xAxis.x = 1.0;\r\n }\r\n else {\r\n xAxis.normalizeFromLength(Math.sqrt(xSquareLength));\r\n }\r\n // Y axis\r\n Vector3.CrossToRef(zAxis, xAxis, yAxis);\r\n yAxis.normalize();\r\n // Eye angles\r\n var ex = -Vector3.Dot(xAxis, eye);\r\n var ey = -Vector3.Dot(yAxis, eye);\r\n var ez = -Vector3.Dot(zAxis, eye);\r\n Matrix.FromValuesToRef(xAxis.x, yAxis.x, zAxis.x, 0.0, xAxis.y, yAxis.y, zAxis.y, 0.0, xAxis.z, yAxis.z, zAxis.z, 0.0, ex, ey, ez, 1.0, result);\r\n };\r\n /**\r\n * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like \"up\"\r\n * This function works in right handed mode\r\n * @param eye defines the final position of the entity\r\n * @param target defines where the entity should look at\r\n * @param up defines the up vector for the entity\r\n * @returns the new matrix\r\n */\r\n Matrix.LookAtRH = function (eye, target, up) {\r\n var result = new Matrix();\r\n Matrix.LookAtRHToRef(eye, target, up, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given \"result\" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like \"up\".\r\n * This function works in right handed mode\r\n * @param eye defines the final position of the entity\r\n * @param target defines where the entity should look at\r\n * @param up defines the up vector for the entity\r\n * @param result defines the target matrix\r\n */\r\n Matrix.LookAtRHToRef = function (eye, target, up, result) {\r\n var xAxis = MathTmp.Vector3[0];\r\n var yAxis = MathTmp.Vector3[1];\r\n var zAxis = MathTmp.Vector3[2];\r\n // Z axis\r\n eye.subtractToRef(target, zAxis);\r\n zAxis.normalize();\r\n // X axis\r\n Vector3.CrossToRef(up, zAxis, xAxis);\r\n var xSquareLength = xAxis.lengthSquared();\r\n if (xSquareLength === 0) {\r\n xAxis.x = 1.0;\r\n }\r\n else {\r\n xAxis.normalizeFromLength(Math.sqrt(xSquareLength));\r\n }\r\n // Y axis\r\n Vector3.CrossToRef(zAxis, xAxis, yAxis);\r\n yAxis.normalize();\r\n // Eye angles\r\n var ex = -Vector3.Dot(xAxis, eye);\r\n var ey = -Vector3.Dot(yAxis, eye);\r\n var ez = -Vector3.Dot(zAxis, eye);\r\n Matrix.FromValuesToRef(xAxis.x, yAxis.x, zAxis.x, 0.0, xAxis.y, yAxis.y, zAxis.y, 0.0, xAxis.z, yAxis.z, zAxis.z, 0.0, ex, ey, ez, 1.0, result);\r\n };\r\n /**\r\n * Create a left-handed orthographic projection matrix\r\n * @param width defines the viewport width\r\n * @param height defines the viewport height\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a left-handed orthographic projection matrix\r\n */\r\n Matrix.OrthoLH = function (width, height, znear, zfar) {\r\n var matrix = new Matrix();\r\n Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);\r\n return matrix;\r\n };\r\n /**\r\n * Store a left-handed orthographic projection to a given matrix\r\n * @param width defines the viewport width\r\n * @param height defines the viewport height\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n */\r\n Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {\r\n var n = znear;\r\n var f = zfar;\r\n var a = 2.0 / width;\r\n var b = 2.0 / height;\r\n var c = 2.0 / (f - n);\r\n var d = -(f + n) / (f - n);\r\n Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, 0.0, 0.0, 0.0, d, 1.0, result);\r\n result._updateIdentityStatus(a === 1 && b === 1 && c === 1 && d === 0);\r\n };\r\n /**\r\n * Create a left-handed orthographic projection matrix\r\n * @param left defines the viewport left coordinate\r\n * @param right defines the viewport right coordinate\r\n * @param bottom defines the viewport bottom coordinate\r\n * @param top defines the viewport top coordinate\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a left-handed orthographic projection matrix\r\n */\r\n Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {\r\n var matrix = new Matrix();\r\n Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);\r\n return matrix;\r\n };\r\n /**\r\n * Stores a left-handed orthographic projection into a given matrix\r\n * @param left defines the viewport left coordinate\r\n * @param right defines the viewport right coordinate\r\n * @param bottom defines the viewport bottom coordinate\r\n * @param top defines the viewport top coordinate\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n */\r\n Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {\r\n var n = znear;\r\n var f = zfar;\r\n var a = 2.0 / (right - left);\r\n var b = 2.0 / (top - bottom);\r\n var c = 2.0 / (f - n);\r\n var d = -(f + n) / (f - n);\r\n var i0 = (left + right) / (left - right);\r\n var i1 = (top + bottom) / (bottom - top);\r\n Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, 0.0, i0, i1, d, 1.0, result);\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Creates a right-handed orthographic projection matrix\r\n * @param left defines the viewport left coordinate\r\n * @param right defines the viewport right coordinate\r\n * @param bottom defines the viewport bottom coordinate\r\n * @param top defines the viewport top coordinate\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a right-handed orthographic projection matrix\r\n */\r\n Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {\r\n var matrix = new Matrix();\r\n Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);\r\n return matrix;\r\n };\r\n /**\r\n * Stores a right-handed orthographic projection into a given matrix\r\n * @param left defines the viewport left coordinate\r\n * @param right defines the viewport right coordinate\r\n * @param bottom defines the viewport bottom coordinate\r\n * @param top defines the viewport top coordinate\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n */\r\n Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {\r\n Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);\r\n result._m[10] *= -1; // No need to call _markAsUpdated as previous function already called it and let _isIdentityDirty to true\r\n };\r\n /**\r\n * Creates a left-handed perspective projection matrix\r\n * @param width defines the viewport width\r\n * @param height defines the viewport height\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a left-handed perspective projection matrix\r\n */\r\n Matrix.PerspectiveLH = function (width, height, znear, zfar) {\r\n var matrix = new Matrix();\r\n var n = znear;\r\n var f = zfar;\r\n var a = 2.0 * n / width;\r\n var b = 2.0 * n / height;\r\n var c = (f + n) / (f - n);\r\n var d = -2.0 * f * n / (f - n);\r\n Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, 1.0, 0.0, 0.0, d, 0.0, matrix);\r\n matrix._updateIdentityStatus(false);\r\n return matrix;\r\n };\r\n /**\r\n * Creates a left-handed perspective projection matrix\r\n * @param fov defines the horizontal field of view\r\n * @param aspect defines the aspect ratio\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a left-handed perspective projection matrix\r\n */\r\n Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {\r\n var matrix = new Matrix();\r\n Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);\r\n return matrix;\r\n };\r\n /**\r\n * Stores a left-handed perspective projection into a given matrix\r\n * @param fov defines the horizontal field of view\r\n * @param aspect defines the aspect ratio\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally\r\n */\r\n Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {\r\n if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }\r\n var n = znear;\r\n var f = zfar;\r\n var t = 1.0 / (Math.tan(fov * 0.5));\r\n var a = isVerticalFovFixed ? (t / aspect) : t;\r\n var b = isVerticalFovFixed ? t : (t * aspect);\r\n var c = (f + n) / (f - n);\r\n var d = -2.0 * f * n / (f - n);\r\n Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, 1.0, 0.0, 0.0, d, 0.0, result);\r\n result._updateIdentityStatus(false);\r\n };\r\n /**\r\n * Stores a left-handed perspective projection into a given matrix with depth reversed\r\n * @param fov defines the horizontal field of view\r\n * @param aspect defines the aspect ratio\r\n * @param znear defines the near clip plane\r\n * @param zfar not used as infinity is used as far clip\r\n * @param result defines the target matrix\r\n * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally\r\n */\r\n Matrix.PerspectiveFovReverseLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {\r\n if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }\r\n var t = 1.0 / (Math.tan(fov * 0.5));\r\n var a = isVerticalFovFixed ? (t / aspect) : t;\r\n var b = isVerticalFovFixed ? t : (t * aspect);\r\n Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, -znear, 1.0, 0.0, 0.0, 1.0, 0.0, result);\r\n result._updateIdentityStatus(false);\r\n };\r\n /**\r\n * Creates a right-handed perspective projection matrix\r\n * @param fov defines the horizontal field of view\r\n * @param aspect defines the aspect ratio\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a right-handed perspective projection matrix\r\n */\r\n Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {\r\n var matrix = new Matrix();\r\n Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);\r\n return matrix;\r\n };\r\n /**\r\n * Stores a right-handed perspective projection into a given matrix\r\n * @param fov defines the horizontal field of view\r\n * @param aspect defines the aspect ratio\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally\r\n */\r\n Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {\r\n //alternatively this could be expressed as:\r\n // m = PerspectiveFovLHToRef\r\n // m[10] *= -1.0;\r\n // m[11] *= -1.0;\r\n if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }\r\n var n = znear;\r\n var f = zfar;\r\n var t = 1.0 / (Math.tan(fov * 0.5));\r\n var a = isVerticalFovFixed ? (t / aspect) : t;\r\n var b = isVerticalFovFixed ? t : (t * aspect);\r\n var c = -(f + n) / (f - n);\r\n var d = -2 * f * n / (f - n);\r\n Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, -1.0, 0.0, 0.0, d, 0.0, result);\r\n result._updateIdentityStatus(false);\r\n };\r\n /**\r\n * Stores a right-handed perspective projection into a given matrix\r\n * @param fov defines the horizontal field of view\r\n * @param aspect defines the aspect ratio\r\n * @param znear defines the near clip plane\r\n * @param zfar not used as infinity is used as far clip\r\n * @param result defines the target matrix\r\n * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally\r\n */\r\n Matrix.PerspectiveFovReverseRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {\r\n //alternatively this could be expressed as:\r\n // m = PerspectiveFovLHToRef\r\n // m[10] *= -1.0;\r\n // m[11] *= -1.0;\r\n if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }\r\n var t = 1.0 / (Math.tan(fov * 0.5));\r\n var a = isVerticalFovFixed ? (t / aspect) : t;\r\n var b = isVerticalFovFixed ? t : (t * aspect);\r\n Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, -znear, -1.0, 0.0, 0.0, -1.0, 0.0, result);\r\n result._updateIdentityStatus(false);\r\n };\r\n /**\r\n * Stores a perspective projection for WebVR info a given matrix\r\n * @param fov defines the field of view\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n * @param rightHanded defines if the matrix must be in right-handed mode (false by default)\r\n */\r\n Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {\r\n if (rightHanded === void 0) { rightHanded = false; }\r\n var rightHandedFactor = rightHanded ? -1 : 1;\r\n var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);\r\n var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);\r\n var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);\r\n var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);\r\n var xScale = 2.0 / (leftTan + rightTan);\r\n var yScale = 2.0 / (upTan + downTan);\r\n var m = result._m;\r\n m[0] = xScale;\r\n m[1] = m[2] = m[3] = m[4] = 0.0;\r\n m[5] = yScale;\r\n m[6] = m[7] = 0.0;\r\n m[8] = ((leftTan - rightTan) * xScale * 0.5);\r\n m[9] = -((upTan - downTan) * yScale * 0.5);\r\n m[10] = -zfar / (znear - zfar);\r\n m[11] = 1.0 * rightHandedFactor;\r\n m[12] = m[13] = m[15] = 0.0;\r\n m[14] = -(2.0 * zfar * znear) / (zfar - znear);\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Computes a complete transformation matrix\r\n * @param viewport defines the viewport to use\r\n * @param world defines the world matrix\r\n * @param view defines the view matrix\r\n * @param projection defines the projection matrix\r\n * @param zmin defines the near clip plane\r\n * @param zmax defines the far clip plane\r\n * @returns the transformation matrix\r\n */\r\n Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {\r\n var cw = viewport.width;\r\n var ch = viewport.height;\r\n var cx = viewport.x;\r\n var cy = viewport.y;\r\n var viewportMatrix = Matrix.FromValues(cw / 2.0, 0.0, 0.0, 0.0, 0.0, -ch / 2.0, 0.0, 0.0, 0.0, 0.0, zmax - zmin, 0.0, cx + cw / 2.0, ch / 2.0 + cy, zmin, 1.0);\r\n var matrix = MathTmp.Matrix[0];\r\n world.multiplyToRef(view, matrix);\r\n matrix.multiplyToRef(projection, matrix);\r\n return matrix.multiply(viewportMatrix);\r\n };\r\n /**\r\n * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array\r\n * @param matrix defines the matrix to use\r\n * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix\r\n */\r\n Matrix.GetAsMatrix2x2 = function (matrix) {\r\n var m = matrix.m;\r\n return new Float32Array([m[0], m[1], m[4], m[5]]);\r\n };\r\n /**\r\n * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array\r\n * @param matrix defines the matrix to use\r\n * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix\r\n */\r\n Matrix.GetAsMatrix3x3 = function (matrix) {\r\n var m = matrix.m;\r\n return new Float32Array([\r\n m[0], m[1], m[2],\r\n m[4], m[5], m[6],\r\n m[8], m[9], m[10]\r\n ]);\r\n };\r\n /**\r\n * Compute the transpose of a given matrix\r\n * @param matrix defines the matrix to transpose\r\n * @returns the new matrix\r\n */\r\n Matrix.Transpose = function (matrix) {\r\n var result = new Matrix();\r\n Matrix.TransposeToRef(matrix, result);\r\n return result;\r\n };\r\n /**\r\n * Compute the transpose of a matrix and store it in a target matrix\r\n * @param matrix defines the matrix to transpose\r\n * @param result defines the target matrix\r\n */\r\n Matrix.TransposeToRef = function (matrix, result) {\r\n var rm = result._m;\r\n var mm = matrix.m;\r\n rm[0] = mm[0];\r\n rm[1] = mm[4];\r\n rm[2] = mm[8];\r\n rm[3] = mm[12];\r\n rm[4] = mm[1];\r\n rm[5] = mm[5];\r\n rm[6] = mm[9];\r\n rm[7] = mm[13];\r\n rm[8] = mm[2];\r\n rm[9] = mm[6];\r\n rm[10] = mm[10];\r\n rm[11] = mm[14];\r\n rm[12] = mm[3];\r\n rm[13] = mm[7];\r\n rm[14] = mm[11];\r\n rm[15] = mm[15];\r\n // identity-ness does not change when transposing\r\n result._updateIdentityStatus(matrix._isIdentity, matrix._isIdentityDirty);\r\n };\r\n /**\r\n * Computes a reflection matrix from a plane\r\n * @param plane defines the reflection plane\r\n * @returns a new matrix\r\n */\r\n Matrix.Reflection = function (plane) {\r\n var matrix = new Matrix();\r\n Matrix.ReflectionToRef(plane, matrix);\r\n return matrix;\r\n };\r\n /**\r\n * Computes a reflection matrix from a plane\r\n * @param plane defines the reflection plane\r\n * @param result defines the target matrix\r\n */\r\n Matrix.ReflectionToRef = function (plane, result) {\r\n plane.normalize();\r\n var x = plane.normal.x;\r\n var y = plane.normal.y;\r\n var z = plane.normal.z;\r\n var temp = -2 * x;\r\n var temp2 = -2 * y;\r\n var temp3 = -2 * z;\r\n Matrix.FromValuesToRef(temp * x + 1, temp2 * x, temp3 * x, 0.0, temp * y, temp2 * y + 1, temp3 * y, 0.0, temp * z, temp2 * z, temp3 * z + 1, 0.0, temp * plane.d, temp2 * plane.d, temp3 * plane.d, 1.0, result);\r\n };\r\n /**\r\n * Sets the given matrix as a rotation matrix composed from the 3 left handed axes\r\n * @param xaxis defines the value of the 1st axis\r\n * @param yaxis defines the value of the 2nd axis\r\n * @param zaxis defines the value of the 3rd axis\r\n * @param result defines the target matrix\r\n */\r\n Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {\r\n Matrix.FromValuesToRef(xaxis.x, xaxis.y, xaxis.z, 0.0, yaxis.x, yaxis.y, yaxis.z, 0.0, zaxis.x, zaxis.y, zaxis.z, 0.0, 0.0, 0.0, 0.0, 1.0, result);\r\n };\r\n /**\r\n * Creates a rotation matrix from a quaternion and stores it in a target matrix\r\n * @param quat defines the quaternion to use\r\n * @param result defines the target matrix\r\n */\r\n Matrix.FromQuaternionToRef = function (quat, result) {\r\n var xx = quat.x * quat.x;\r\n var yy = quat.y * quat.y;\r\n var zz = quat.z * quat.z;\r\n var xy = quat.x * quat.y;\r\n var zw = quat.z * quat.w;\r\n var zx = quat.z * quat.x;\r\n var yw = quat.y * quat.w;\r\n var yz = quat.y * quat.z;\r\n var xw = quat.x * quat.w;\r\n result._m[0] = 1.0 - (2.0 * (yy + zz));\r\n result._m[1] = 2.0 * (xy + zw);\r\n result._m[2] = 2.0 * (zx - yw);\r\n result._m[3] = 0.0;\r\n result._m[4] = 2.0 * (xy - zw);\r\n result._m[5] = 1.0 - (2.0 * (zz + xx));\r\n result._m[6] = 2.0 * (yz + xw);\r\n result._m[7] = 0.0;\r\n result._m[8] = 2.0 * (zx + yw);\r\n result._m[9] = 2.0 * (yz - xw);\r\n result._m[10] = 1.0 - (2.0 * (yy + xx));\r\n result._m[11] = 0.0;\r\n result._m[12] = 0.0;\r\n result._m[13] = 0.0;\r\n result._m[14] = 0.0;\r\n result._m[15] = 1.0;\r\n result._markAsUpdated();\r\n };\r\n Matrix._updateFlagSeed = 0;\r\n Matrix._identityReadOnly = Matrix.Identity();\r\n return Matrix;\r\n}());\r\nexport { Matrix };\r\n/**\r\n * @hidden\r\n * Same as Tmp but not exported to keep it only for math functions to avoid conflicts\r\n */\r\nvar MathTmp = /** @class */ (function () {\r\n function MathTmp() {\r\n }\r\n MathTmp.Vector3 = ArrayTools.BuildArray(6, Vector3.Zero);\r\n MathTmp.Matrix = ArrayTools.BuildArray(2, Matrix.Identity);\r\n MathTmp.Quaternion = ArrayTools.BuildArray(3, Quaternion.Zero);\r\n return MathTmp;\r\n}());\r\n/**\r\n * @hidden\r\n */\r\nvar TmpVectors = /** @class */ (function () {\r\n function TmpVectors() {\r\n }\r\n TmpVectors.Vector2 = ArrayTools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough\r\n TmpVectors.Vector3 = ArrayTools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough\r\n TmpVectors.Vector4 = ArrayTools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough\r\n TmpVectors.Quaternion = ArrayTools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough\r\n TmpVectors.Matrix = ArrayTools.BuildArray(8, Matrix.Identity); // 8 temp Matrices at once should be enough\r\n return TmpVectors;\r\n}());\r\nexport { TmpVectors };\r\n_TypeStore.RegisteredTypes[\"BABYLON.Vector2\"] = Vector2;\r\n_TypeStore.RegisteredTypes[\"BABYLON.Vector3\"] = Vector3;\r\n_TypeStore.RegisteredTypes[\"BABYLON.Vector4\"] = Vector4;\r\n_TypeStore.RegisteredTypes[\"BABYLON.Matrix\"] = Matrix;\r\n//# sourceMappingURL=math.vector.js.map","/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation. All rights reserved.\r\nLicensed under the Apache License, Version 2.0 (the \"License\"); you may not use\r\nthis file except in compliance with the License. You may obtain a copy of the\r\nLicense at http://www.apache.org/licenses/LICENSE-2.0\r\n\r\nTHIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY\r\nKIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED\r\nWARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,\r\nMERCHANTABLITY OR NON-INFRINGEMENT.\r\n\r\nSee the Apache Version 2.0 License for specific language governing permissions\r\nand limitations under the License.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };\r\n return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nexport var __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n }\r\n return t;\r\n }\r\n return __assign.apply(this, arguments);\r\n}\r\n\r\nexport function __rest(s, e) {\r\n var t = {};\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n t[p] = s[p];\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n t[p[i]] = s[p[i]];\r\n }\r\n return t;\r\n}\r\n\r\nexport function __decorate(decorators, target, key, desc) {\r\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\r\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\r\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\r\n return c > 3 && r && Object.defineProperty(target, key, r), r;\r\n}\r\n\r\nexport function __param(paramIndex, decorator) {\r\n return function (target, key) { decorator(target, key, paramIndex); }\r\n}\r\n\r\nexport function __metadata(metadataKey, metadataValue) {\r\n if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\r\n}\r\n\r\nexport function __awaiter(thisArg, _arguments, P, generator) {\r\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\nexport function __generator(thisArg, body) {\r\n var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n function verb(n) { return function (v) { return step([n, v]); }; }\r\n function step(op) {\r\n if (f) throw new TypeError(\"Generator is already executing.\");\r\n while (_) try {\r\n if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\r\n if (y = 0, t) op = [op[0] & 2, t.value];\r\n switch (op[0]) {\r\n case 0: case 1: t = op; break;\r\n case 4: _.label++; return { value: op[1], done: false };\r\n case 5: _.label++; y = op[1]; op = [0]; continue;\r\n case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n default:\r\n if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n if (t[2]) _.ops.pop();\r\n _.trys.pop(); continue;\r\n }\r\n op = body.call(thisArg, _);\r\n } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\r\n if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\r\n }\r\n}\r\n\r\nexport function __exportStar(m, exports) {\r\n for (var p in m) if (!exports.hasOwnProperty(p)) exports[p] = m[p];\r\n}\r\n\r\nexport function __values(o) {\r\n var s = typeof Symbol === \"function\" && Symbol.iterator, m = s && o[s], i = 0;\r\n if (m) return m.call(o);\r\n if (o && typeof o.length === \"number\") return {\r\n next: function () {\r\n if (o && i >= o.length) o = void 0;\r\n return { value: o && o[i++], done: !o };\r\n }\r\n };\r\n throw new TypeError(s ? \"Object is not iterable.\" : \"Symbol.iterator is not defined.\");\r\n}\r\n\r\nexport function __read(o, n) {\r\n var m = typeof Symbol === \"function\" && o[Symbol.iterator];\r\n if (!m) return o;\r\n var i = m.call(o), r, ar = [], e;\r\n try {\r\n while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\r\n }\r\n catch (error) { e = { error: error }; }\r\n finally {\r\n try {\r\n if (r && !r.done && (m = i[\"return\"])) m.call(i);\r\n }\r\n finally { if (e) throw e.error; }\r\n }\r\n return ar;\r\n}\r\n\r\nexport function __spread() {\r\n for (var ar = [], i = 0; i < arguments.length; i++)\r\n ar = ar.concat(__read(arguments[i]));\r\n return ar;\r\n}\r\n\r\nexport function __spreadArrays() {\r\n for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length;\r\n for (var r = Array(s), k = 0, i = 0; i < il; i++)\r\n for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++)\r\n r[k] = a[j];\r\n return r;\r\n};\r\n\r\nexport function __await(v) {\r\n return this instanceof __await ? (this.v = v, this) : new __await(v);\r\n}\r\n\r\nexport function __asyncGenerator(thisArg, _arguments, generator) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var g = generator.apply(thisArg, _arguments || []), i, q = [];\r\n return i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i;\r\n function verb(n) { if (g[n]) i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; }\r\n function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\r\n function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\r\n function fulfill(value) { resume(\"next\", value); }\r\n function reject(value) { resume(\"throw\", value); }\r\n function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\r\n}\r\n\r\nexport function __asyncDelegator(o) {\r\n var i, p;\r\n return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\r\n function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: n === \"return\" } : f ? f(v) : v; } : f; }\r\n}\r\n\r\nexport function __asyncValues(o) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var m = o[Symbol.asyncIterator], i;\r\n return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\r\n function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\r\n function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\r\n}\r\n\r\nexport function __makeTemplateObject(cooked, raw) {\r\n if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\r\n return cooked;\r\n};\r\n\r\nexport function __importStar(mod) {\r\n if (mod && mod.__esModule) return mod;\r\n var result = {};\r\n if (mod != null) for (var k in mod) if (Object.hasOwnProperty.call(mod, k)) result[k] = mod[k];\r\n result.default = mod;\r\n return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n\r\nexport function __classPrivateFieldGet(receiver, privateMap) {\r\n if (!privateMap.has(receiver)) {\r\n throw new TypeError(\"attempted to get private field on non-instance\");\r\n }\r\n return privateMap.get(receiver);\r\n}\r\n\r\nexport function __classPrivateFieldSet(receiver, privateMap, value) {\r\n if (!privateMap.has(receiver)) {\r\n throw new TypeError(\"attempted to set private field on non-instance\");\r\n }\r\n privateMap.set(receiver, value);\r\n return value;\r\n}\r\n","/**\r\n * Class used to store data that will be store in GPU memory\r\n */\r\nvar Buffer = /** @class */ (function () {\r\n /**\r\n * Constructor\r\n * @param engine the engine\r\n * @param data the data to use for this buffer\r\n * @param updatable whether the data is updatable\r\n * @param stride the stride (optional)\r\n * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)\r\n * @param instanced whether the buffer is instanced (optional)\r\n * @param useBytes set to true if the stride in in bytes (optional)\r\n * @param divisor sets an optional divisor for instances (1 by default)\r\n */\r\n function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes, divisor) {\r\n if (stride === void 0) { stride = 0; }\r\n if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }\r\n if (instanced === void 0) { instanced = false; }\r\n if (useBytes === void 0) { useBytes = false; }\r\n if (engine.getScene) { // old versions of VertexBuffer accepted 'mesh' instead of 'engine'\r\n this._engine = engine.getScene().getEngine();\r\n }\r\n else {\r\n this._engine = engine;\r\n }\r\n this._updatable = updatable;\r\n this._instanced = instanced;\r\n this._divisor = divisor || 1;\r\n this._data = data;\r\n this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;\r\n if (!postponeInternalCreation) { // by default\r\n this.create();\r\n }\r\n }\r\n /**\r\n * Create a new VertexBuffer based on the current buffer\r\n * @param kind defines the vertex buffer kind (position, normal, etc.)\r\n * @param offset defines offset in the buffer (0 by default)\r\n * @param size defines the size in floats of attributes (position is 3 for instance)\r\n * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)\r\n * @param instanced defines if the vertex buffer contains indexed data\r\n * @param useBytes defines if the offset and stride are in bytes *\r\n * @param divisor sets an optional divisor for instances (1 by default)\r\n * @returns the new vertex buffer\r\n */\r\n Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes, divisor) {\r\n if (useBytes === void 0) { useBytes = false; }\r\n var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;\r\n var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;\r\n // a lot of these parameters are ignored as they are overriden by the buffer\r\n return new VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true, this._divisor || divisor);\r\n };\r\n // Properties\r\n /**\r\n * Gets a boolean indicating if the Buffer is updatable?\r\n * @returns true if the buffer is updatable\r\n */\r\n Buffer.prototype.isUpdatable = function () {\r\n return this._updatable;\r\n };\r\n /**\r\n * Gets current buffer's data\r\n * @returns a DataArray or null\r\n */\r\n Buffer.prototype.getData = function () {\r\n return this._data;\r\n };\r\n /**\r\n * Gets underlying native buffer\r\n * @returns underlying native buffer\r\n */\r\n Buffer.prototype.getBuffer = function () {\r\n return this._buffer;\r\n };\r\n /**\r\n * Gets the stride in float32 units (i.e. byte stride / 4).\r\n * May not be an integer if the byte stride is not divisible by 4.\r\n * @returns the stride in float32 units\r\n * @deprecated Please use byteStride instead.\r\n */\r\n Buffer.prototype.getStrideSize = function () {\r\n return this.byteStride / Float32Array.BYTES_PER_ELEMENT;\r\n };\r\n // Methods\r\n /**\r\n * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property\r\n * @param data defines the data to store\r\n */\r\n Buffer.prototype.create = function (data) {\r\n if (data === void 0) { data = null; }\r\n if (!data && this._buffer) {\r\n return; // nothing to do\r\n }\r\n data = data || this._data;\r\n if (!data) {\r\n return;\r\n }\r\n if (!this._buffer) { // create buffer\r\n if (this._updatable) {\r\n this._buffer = this._engine.createDynamicVertexBuffer(data);\r\n this._data = data;\r\n }\r\n else {\r\n this._buffer = this._engine.createVertexBuffer(data);\r\n }\r\n }\r\n else if (this._updatable) { // update buffer\r\n this._engine.updateDynamicVertexBuffer(this._buffer, data);\r\n this._data = data;\r\n }\r\n };\r\n /** @hidden */\r\n Buffer.prototype._rebuild = function () {\r\n this._buffer = null;\r\n this.create(this._data);\r\n };\r\n /**\r\n * Update current buffer data\r\n * @param data defines the data to store\r\n */\r\n Buffer.prototype.update = function (data) {\r\n this.create(data);\r\n };\r\n /**\r\n * Updates the data directly.\r\n * @param data the new data\r\n * @param offset the new offset\r\n * @param vertexCount the vertex count (optional)\r\n * @param useBytes set to true if the offset is in bytes\r\n */\r\n Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {\r\n if (useBytes === void 0) { useBytes = false; }\r\n if (!this._buffer) {\r\n return;\r\n }\r\n if (this._updatable) { // update buffer\r\n this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));\r\n this._data = null;\r\n }\r\n };\r\n /**\r\n * Release all resources\r\n */\r\n Buffer.prototype.dispose = function () {\r\n if (!this._buffer) {\r\n return;\r\n }\r\n if (this._engine._releaseBuffer(this._buffer)) {\r\n this._buffer = null;\r\n }\r\n };\r\n return Buffer;\r\n}());\r\nexport { Buffer };\r\n/**\r\n * Specialized buffer used to store vertex data\r\n */\r\nvar VertexBuffer = /** @class */ (function () {\r\n /**\r\n * Constructor\r\n * @param engine the engine\r\n * @param data the data to use for this vertex buffer\r\n * @param kind the vertex buffer kind\r\n * @param updatable whether the data is updatable\r\n * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)\r\n * @param stride the stride (optional)\r\n * @param instanced whether the buffer is instanced (optional)\r\n * @param offset the offset of the data (optional)\r\n * @param size the number of components (optional)\r\n * @param type the type of the component (optional)\r\n * @param normalized whether the data contains normalized data (optional)\r\n * @param useBytes set to true if stride and offset are in bytes (optional)\r\n * @param divisor defines the instance divisor to use (1 by default)\r\n */\r\n function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes, divisor) {\r\n if (normalized === void 0) { normalized = false; }\r\n if (useBytes === void 0) { useBytes = false; }\r\n if (divisor === void 0) { divisor = 1; }\r\n if (data instanceof Buffer) {\r\n this._buffer = data;\r\n this._ownsBuffer = false;\r\n }\r\n else {\r\n this._buffer = new Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);\r\n this._ownsBuffer = true;\r\n }\r\n this._kind = kind;\r\n if (type == undefined) {\r\n var data_1 = this.getData();\r\n this.type = VertexBuffer.FLOAT;\r\n if (data_1 instanceof Int8Array) {\r\n this.type = VertexBuffer.BYTE;\r\n }\r\n else if (data_1 instanceof Uint8Array) {\r\n this.type = VertexBuffer.UNSIGNED_BYTE;\r\n }\r\n else if (data_1 instanceof Int16Array) {\r\n this.type = VertexBuffer.SHORT;\r\n }\r\n else if (data_1 instanceof Uint16Array) {\r\n this.type = VertexBuffer.UNSIGNED_SHORT;\r\n }\r\n else if (data_1 instanceof Int32Array) {\r\n this.type = VertexBuffer.INT;\r\n }\r\n else if (data_1 instanceof Uint32Array) {\r\n this.type = VertexBuffer.UNSIGNED_INT;\r\n }\r\n }\r\n else {\r\n this.type = type;\r\n }\r\n var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);\r\n if (useBytes) {\r\n this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));\r\n this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);\r\n this.byteOffset = offset || 0;\r\n }\r\n else {\r\n this._size = size || stride || VertexBuffer.DeduceStride(kind);\r\n this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));\r\n this.byteOffset = (offset || 0) * typeByteLength;\r\n }\r\n this.normalized = normalized;\r\n this._instanced = instanced !== undefined ? instanced : false;\r\n this._instanceDivisor = instanced ? divisor : 0;\r\n }\r\n Object.defineProperty(VertexBuffer.prototype, \"instanceDivisor\", {\r\n /**\r\n * Gets or sets the instance divisor when in instanced mode\r\n */\r\n get: function () {\r\n return this._instanceDivisor;\r\n },\r\n set: function (value) {\r\n this._instanceDivisor = value;\r\n if (value == 0) {\r\n this._instanced = false;\r\n }\r\n else {\r\n this._instanced = true;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n VertexBuffer.prototype._rebuild = function () {\r\n if (!this._buffer) {\r\n return;\r\n }\r\n this._buffer._rebuild();\r\n };\r\n /**\r\n * Returns the kind of the VertexBuffer (string)\r\n * @returns a string\r\n */\r\n VertexBuffer.prototype.getKind = function () {\r\n return this._kind;\r\n };\r\n // Properties\r\n /**\r\n * Gets a boolean indicating if the VertexBuffer is updatable?\r\n * @returns true if the buffer is updatable\r\n */\r\n VertexBuffer.prototype.isUpdatable = function () {\r\n return this._buffer.isUpdatable();\r\n };\r\n /**\r\n * Gets current buffer's data\r\n * @returns a DataArray or null\r\n */\r\n VertexBuffer.prototype.getData = function () {\r\n return this._buffer.getData();\r\n };\r\n /**\r\n * Gets underlying native buffer\r\n * @returns underlying native buffer\r\n */\r\n VertexBuffer.prototype.getBuffer = function () {\r\n return this._buffer.getBuffer();\r\n };\r\n /**\r\n * Gets the stride in float32 units (i.e. byte stride / 4).\r\n * May not be an integer if the byte stride is not divisible by 4.\r\n * @returns the stride in float32 units\r\n * @deprecated Please use byteStride instead.\r\n */\r\n VertexBuffer.prototype.getStrideSize = function () {\r\n return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);\r\n };\r\n /**\r\n * Returns the offset as a multiple of the type byte length.\r\n * @returns the offset in bytes\r\n * @deprecated Please use byteOffset instead.\r\n */\r\n VertexBuffer.prototype.getOffset = function () {\r\n return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);\r\n };\r\n /**\r\n * Returns the number of components per vertex attribute (integer)\r\n * @returns the size in float\r\n */\r\n VertexBuffer.prototype.getSize = function () {\r\n return this._size;\r\n };\r\n /**\r\n * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced\r\n * @returns true if this buffer is instanced\r\n */\r\n VertexBuffer.prototype.getIsInstanced = function () {\r\n return this._instanced;\r\n };\r\n /**\r\n * Returns the instancing divisor, zero for non-instanced (integer).\r\n * @returns a number\r\n */\r\n VertexBuffer.prototype.getInstanceDivisor = function () {\r\n return this._instanceDivisor;\r\n };\r\n // Methods\r\n /**\r\n * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property\r\n * @param data defines the data to store\r\n */\r\n VertexBuffer.prototype.create = function (data) {\r\n this._buffer.create(data);\r\n };\r\n /**\r\n * Updates the underlying buffer according to the passed numeric array or Float32Array.\r\n * This function will create a new buffer if the current one is not updatable\r\n * @param data defines the data to store\r\n */\r\n VertexBuffer.prototype.update = function (data) {\r\n this._buffer.update(data);\r\n };\r\n /**\r\n * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.\r\n * Returns the directly updated WebGLBuffer.\r\n * @param data the new data\r\n * @param offset the new offset\r\n * @param useBytes set to true if the offset is in bytes\r\n */\r\n VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {\r\n if (useBytes === void 0) { useBytes = false; }\r\n this._buffer.updateDirectly(data, offset, undefined, useBytes);\r\n };\r\n /**\r\n * Disposes the VertexBuffer and the underlying WebGLBuffer.\r\n */\r\n VertexBuffer.prototype.dispose = function () {\r\n if (this._ownsBuffer) {\r\n this._buffer.dispose();\r\n }\r\n };\r\n /**\r\n * Enumerates each value of this vertex buffer as numbers.\r\n * @param count the number of values to enumerate\r\n * @param callback the callback function called for each value\r\n */\r\n VertexBuffer.prototype.forEach = function (count, callback) {\r\n VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);\r\n };\r\n /**\r\n * Deduces the stride given a kind.\r\n * @param kind The kind string to deduce\r\n * @returns The deduced stride\r\n */\r\n VertexBuffer.DeduceStride = function (kind) {\r\n switch (kind) {\r\n case VertexBuffer.UVKind:\r\n case VertexBuffer.UV2Kind:\r\n case VertexBuffer.UV3Kind:\r\n case VertexBuffer.UV4Kind:\r\n case VertexBuffer.UV5Kind:\r\n case VertexBuffer.UV6Kind:\r\n return 2;\r\n case VertexBuffer.NormalKind:\r\n case VertexBuffer.PositionKind:\r\n return 3;\r\n case VertexBuffer.ColorKind:\r\n case VertexBuffer.MatricesIndicesKind:\r\n case VertexBuffer.MatricesIndicesExtraKind:\r\n case VertexBuffer.MatricesWeightsKind:\r\n case VertexBuffer.MatricesWeightsExtraKind:\r\n case VertexBuffer.TangentKind:\r\n return 4;\r\n default:\r\n throw new Error(\"Invalid kind '\" + kind + \"'\");\r\n }\r\n };\r\n /**\r\n * Gets the byte length of the given type.\r\n * @param type the type\r\n * @returns the number of bytes\r\n */\r\n VertexBuffer.GetTypeByteLength = function (type) {\r\n switch (type) {\r\n case VertexBuffer.BYTE:\r\n case VertexBuffer.UNSIGNED_BYTE:\r\n return 1;\r\n case VertexBuffer.SHORT:\r\n case VertexBuffer.UNSIGNED_SHORT:\r\n return 2;\r\n case VertexBuffer.INT:\r\n case VertexBuffer.UNSIGNED_INT:\r\n case VertexBuffer.FLOAT:\r\n return 4;\r\n default:\r\n throw new Error(\"Invalid type '\" + type + \"'\");\r\n }\r\n };\r\n /**\r\n * Enumerates each value of the given parameters as numbers.\r\n * @param data the data to enumerate\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param componentCount the number of components per element\r\n * @param componentType the type of the component\r\n * @param count the number of values to enumerate\r\n * @param normalized whether the data is normalized\r\n * @param callback the callback function called for each value\r\n */\r\n VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {\r\n if (data instanceof Array) {\r\n var offset = byteOffset / 4;\r\n var stride = byteStride / 4;\r\n for (var index = 0; index < count; index += componentCount) {\r\n for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {\r\n callback(data[offset + componentIndex], index + componentIndex);\r\n }\r\n offset += stride;\r\n }\r\n }\r\n else {\r\n var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);\r\n var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);\r\n for (var index = 0; index < count; index += componentCount) {\r\n var componentByteOffset = byteOffset;\r\n for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {\r\n var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);\r\n callback(value, index + componentIndex);\r\n componentByteOffset += componentByteLength;\r\n }\r\n byteOffset += byteStride;\r\n }\r\n }\r\n };\r\n VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {\r\n switch (type) {\r\n case VertexBuffer.BYTE: {\r\n var value = dataView.getInt8(byteOffset);\r\n if (normalized) {\r\n value = Math.max(value / 127, -1);\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.UNSIGNED_BYTE: {\r\n var value = dataView.getUint8(byteOffset);\r\n if (normalized) {\r\n value = value / 255;\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.SHORT: {\r\n var value = dataView.getInt16(byteOffset, true);\r\n if (normalized) {\r\n value = Math.max(value / 32767, -1);\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.UNSIGNED_SHORT: {\r\n var value = dataView.getUint16(byteOffset, true);\r\n if (normalized) {\r\n value = value / 65535;\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.INT: {\r\n return dataView.getInt32(byteOffset, true);\r\n }\r\n case VertexBuffer.UNSIGNED_INT: {\r\n return dataView.getUint32(byteOffset, true);\r\n }\r\n case VertexBuffer.FLOAT: {\r\n return dataView.getFloat32(byteOffset, true);\r\n }\r\n default: {\r\n throw new Error(\"Invalid component type \" + type);\r\n }\r\n }\r\n };\r\n /**\r\n * The byte type.\r\n */\r\n VertexBuffer.BYTE = 5120;\r\n /**\r\n * The unsigned byte type.\r\n */\r\n VertexBuffer.UNSIGNED_BYTE = 5121;\r\n /**\r\n * The short type.\r\n */\r\n VertexBuffer.SHORT = 5122;\r\n /**\r\n * The unsigned short type.\r\n */\r\n VertexBuffer.UNSIGNED_SHORT = 5123;\r\n /**\r\n * The integer type.\r\n */\r\n VertexBuffer.INT = 5124;\r\n /**\r\n * The unsigned integer type.\r\n */\r\n VertexBuffer.UNSIGNED_INT = 5125;\r\n /**\r\n * The float type.\r\n */\r\n VertexBuffer.FLOAT = 5126;\r\n // Enums\r\n /**\r\n * Positions\r\n */\r\n VertexBuffer.PositionKind = \"position\";\r\n /**\r\n * Normals\r\n */\r\n VertexBuffer.NormalKind = \"normal\";\r\n /**\r\n * Tangents\r\n */\r\n VertexBuffer.TangentKind = \"tangent\";\r\n /**\r\n * Texture coordinates\r\n */\r\n VertexBuffer.UVKind = \"uv\";\r\n /**\r\n * Texture coordinates 2\r\n */\r\n VertexBuffer.UV2Kind = \"uv2\";\r\n /**\r\n * Texture coordinates 3\r\n */\r\n VertexBuffer.UV3Kind = \"uv3\";\r\n /**\r\n * Texture coordinates 4\r\n */\r\n VertexBuffer.UV4Kind = \"uv4\";\r\n /**\r\n * Texture coordinates 5\r\n */\r\n VertexBuffer.UV5Kind = \"uv5\";\r\n /**\r\n * Texture coordinates 6\r\n */\r\n VertexBuffer.UV6Kind = \"uv6\";\r\n /**\r\n * Colors\r\n */\r\n VertexBuffer.ColorKind = \"color\";\r\n /**\r\n * Matrix indices (for bones)\r\n */\r\n VertexBuffer.MatricesIndicesKind = \"matricesIndices\";\r\n /**\r\n * Matrix weights (for bones)\r\n */\r\n VertexBuffer.MatricesWeightsKind = \"matricesWeights\";\r\n /**\r\n * Additional matrix indices (for bones)\r\n */\r\n VertexBuffer.MatricesIndicesExtraKind = \"matricesIndicesExtra\";\r\n /**\r\n * Additional matrix weights (for bones)\r\n */\r\n VertexBuffer.MatricesWeightsExtraKind = \"matricesWeightsExtra\";\r\n return VertexBuffer;\r\n}());\r\nexport { VertexBuffer };\r\n//# sourceMappingURL=buffer.js.map","import { Tags } from \"../Misc/tags\";\r\nimport { Quaternion, Vector2, Vector3, Matrix } from \"../Maths/math.vector\";\r\nimport { _DevTools } from './devTools';\r\nimport { Color4, Color3 } from '../Maths/math.color';\r\nvar __decoratorInitialStore = {};\r\nvar __mergedStore = {};\r\nvar _copySource = function (creationFunction, source, instanciate) {\r\n var destination = creationFunction();\r\n // Tags\r\n if (Tags) {\r\n Tags.AddTagsTo(destination, source.tags);\r\n }\r\n var classStore = getMergedStore(destination);\r\n // Properties\r\n for (var property in classStore) {\r\n var propertyDescriptor = classStore[property];\r\n var sourceProperty = source[property];\r\n var propertyType = propertyDescriptor.type;\r\n if (sourceProperty !== undefined && sourceProperty !== null && property !== \"uniqueId\") {\r\n switch (propertyType) {\r\n case 0: // Value\r\n case 6: // Mesh reference\r\n case 11: // Camera reference\r\n destination[property] = sourceProperty;\r\n break;\r\n case 1: // Texture\r\n destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();\r\n break;\r\n case 2: // Color3\r\n case 3: // FresnelParameters\r\n case 4: // Vector2\r\n case 5: // Vector3\r\n case 7: // Color Curves\r\n case 10: // Quaternion\r\n case 12: // Matrix\r\n destination[property] = instanciate ? sourceProperty : sourceProperty.clone();\r\n break;\r\n }\r\n }\r\n }\r\n return destination;\r\n};\r\nfunction getDirectStore(target) {\r\n var classKey = target.getClassName();\r\n if (!__decoratorInitialStore[classKey]) {\r\n __decoratorInitialStore[classKey] = {};\r\n }\r\n return __decoratorInitialStore[classKey];\r\n}\r\n/**\r\n * Return the list of properties flagged as serializable\r\n * @param target: host object\r\n */\r\nfunction getMergedStore(target) {\r\n var classKey = target.getClassName();\r\n if (__mergedStore[classKey]) {\r\n return __mergedStore[classKey];\r\n }\r\n __mergedStore[classKey] = {};\r\n var store = __mergedStore[classKey];\r\n var currentTarget = target;\r\n var currentKey = classKey;\r\n while (currentKey) {\r\n var initialStore = __decoratorInitialStore[currentKey];\r\n for (var property in initialStore) {\r\n store[property] = initialStore[property];\r\n }\r\n var parent_1 = void 0;\r\n var done = false;\r\n do {\r\n parent_1 = Object.getPrototypeOf(currentTarget);\r\n if (!parent_1.getClassName) {\r\n done = true;\r\n break;\r\n }\r\n if (parent_1.getClassName() !== currentKey) {\r\n break;\r\n }\r\n currentTarget = parent_1;\r\n } while (parent_1);\r\n if (done) {\r\n break;\r\n }\r\n currentKey = parent_1.getClassName();\r\n currentTarget = parent_1;\r\n }\r\n return store;\r\n}\r\nfunction generateSerializableMember(type, sourceName) {\r\n return function (target, propertyKey) {\r\n var classStore = getDirectStore(target);\r\n if (!classStore[propertyKey]) {\r\n classStore[propertyKey] = { type: type, sourceName: sourceName };\r\n }\r\n };\r\n}\r\nfunction generateExpandMember(setCallback, targetKey) {\r\n if (targetKey === void 0) { targetKey = null; }\r\n return function (target, propertyKey) {\r\n var key = targetKey || (\"_\" + propertyKey);\r\n Object.defineProperty(target, propertyKey, {\r\n get: function () {\r\n return this[key];\r\n },\r\n set: function (value) {\r\n if (this[key] === value) {\r\n return;\r\n }\r\n this[key] = value;\r\n target[setCallback].apply(this);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n };\r\n}\r\nexport function expandToProperty(callback, targetKey) {\r\n if (targetKey === void 0) { targetKey = null; }\r\n return generateExpandMember(callback, targetKey);\r\n}\r\nexport function serialize(sourceName) {\r\n return generateSerializableMember(0, sourceName); // value member\r\n}\r\nexport function serializeAsTexture(sourceName) {\r\n return generateSerializableMember(1, sourceName); // texture member\r\n}\r\nexport function serializeAsColor3(sourceName) {\r\n return generateSerializableMember(2, sourceName); // color3 member\r\n}\r\nexport function serializeAsFresnelParameters(sourceName) {\r\n return generateSerializableMember(3, sourceName); // fresnel parameters member\r\n}\r\nexport function serializeAsVector2(sourceName) {\r\n return generateSerializableMember(4, sourceName); // vector2 member\r\n}\r\nexport function serializeAsVector3(sourceName) {\r\n return generateSerializableMember(5, sourceName); // vector3 member\r\n}\r\nexport function serializeAsMeshReference(sourceName) {\r\n return generateSerializableMember(6, sourceName); // mesh reference member\r\n}\r\nexport function serializeAsColorCurves(sourceName) {\r\n return generateSerializableMember(7, sourceName); // color curves\r\n}\r\nexport function serializeAsColor4(sourceName) {\r\n return generateSerializableMember(8, sourceName); // color 4\r\n}\r\nexport function serializeAsImageProcessingConfiguration(sourceName) {\r\n return generateSerializableMember(9, sourceName); // image processing\r\n}\r\nexport function serializeAsQuaternion(sourceName) {\r\n return generateSerializableMember(10, sourceName); // quaternion member\r\n}\r\nexport function serializeAsMatrix(sourceName) {\r\n return generateSerializableMember(12, sourceName); // matrix member\r\n}\r\n/**\r\n * Decorator used to define property that can be serialized as reference to a camera\r\n * @param sourceName defines the name of the property to decorate\r\n */\r\nexport function serializeAsCameraReference(sourceName) {\r\n return generateSerializableMember(11, sourceName); // camera reference member\r\n}\r\n/**\r\n * Class used to help serialization objects\r\n */\r\nvar SerializationHelper = /** @class */ (function () {\r\n function SerializationHelper() {\r\n }\r\n /**\r\n * Appends the serialized animations from the source animations\r\n * @param source Source containing the animations\r\n * @param destination Target to store the animations\r\n */\r\n SerializationHelper.AppendSerializedAnimations = function (source, destination) {\r\n if (source.animations) {\r\n destination.animations = [];\r\n for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {\r\n var animation = source.animations[animationIndex];\r\n destination.animations.push(animation.serialize());\r\n }\r\n }\r\n };\r\n /**\r\n * Static function used to serialized a specific entity\r\n * @param entity defines the entity to serialize\r\n * @param serializationObject defines the optional target obecjt where serialization data will be stored\r\n * @returns a JSON compatible object representing the serialization of the entity\r\n */\r\n SerializationHelper.Serialize = function (entity, serializationObject) {\r\n if (!serializationObject) {\r\n serializationObject = {};\r\n }\r\n // Tags\r\n if (Tags) {\r\n serializationObject.tags = Tags.GetTags(entity);\r\n }\r\n var serializedProperties = getMergedStore(entity);\r\n // Properties\r\n for (var property in serializedProperties) {\r\n var propertyDescriptor = serializedProperties[property];\r\n var targetPropertyName = propertyDescriptor.sourceName || property;\r\n var propertyType = propertyDescriptor.type;\r\n var sourceProperty = entity[property];\r\n if (sourceProperty !== undefined && sourceProperty !== null) {\r\n switch (propertyType) {\r\n case 0: // Value\r\n serializationObject[targetPropertyName] = sourceProperty;\r\n break;\r\n case 1: // Texture\r\n serializationObject[targetPropertyName] = sourceProperty.serialize();\r\n break;\r\n case 2: // Color3\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 3: // FresnelParameters\r\n serializationObject[targetPropertyName] = sourceProperty.serialize();\r\n break;\r\n case 4: // Vector2\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 5: // Vector3\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 6: // Mesh reference\r\n serializationObject[targetPropertyName] = sourceProperty.id;\r\n break;\r\n case 7: // Color Curves\r\n serializationObject[targetPropertyName] = sourceProperty.serialize();\r\n break;\r\n case 8: // Color 4\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 9: // Image Processing\r\n serializationObject[targetPropertyName] = sourceProperty.serialize();\r\n break;\r\n case 10: // Quaternion\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 11: // Camera reference\r\n serializationObject[targetPropertyName] = sourceProperty.id;\r\n case 12: // Matrix\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n }\r\n }\r\n }\r\n return serializationObject;\r\n };\r\n /**\r\n * Creates a new entity from a serialization data object\r\n * @param creationFunction defines a function used to instanciated the new entity\r\n * @param source defines the source serialization data\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root url for resources\r\n * @returns a new entity\r\n */\r\n SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {\r\n if (rootUrl === void 0) { rootUrl = null; }\r\n var destination = creationFunction();\r\n if (!rootUrl) {\r\n rootUrl = \"\";\r\n }\r\n // Tags\r\n if (Tags) {\r\n Tags.AddTagsTo(destination, source.tags);\r\n }\r\n var classStore = getMergedStore(destination);\r\n // Properties\r\n for (var property in classStore) {\r\n var propertyDescriptor = classStore[property];\r\n var sourceProperty = source[propertyDescriptor.sourceName || property];\r\n var propertyType = propertyDescriptor.type;\r\n if (sourceProperty !== undefined && sourceProperty !== null) {\r\n var dest = destination;\r\n switch (propertyType) {\r\n case 0: // Value\r\n dest[property] = sourceProperty;\r\n break;\r\n case 1: // Texture\r\n if (scene) {\r\n dest[property] = SerializationHelper._TextureParser(sourceProperty, scene, rootUrl);\r\n }\r\n break;\r\n case 2: // Color3\r\n dest[property] = Color3.FromArray(sourceProperty);\r\n break;\r\n case 3: // FresnelParameters\r\n dest[property] = SerializationHelper._FresnelParametersParser(sourceProperty);\r\n break;\r\n case 4: // Vector2\r\n dest[property] = Vector2.FromArray(sourceProperty);\r\n break;\r\n case 5: // Vector3\r\n dest[property] = Vector3.FromArray(sourceProperty);\r\n break;\r\n case 6: // Mesh reference\r\n if (scene) {\r\n dest[property] = scene.getLastMeshByID(sourceProperty);\r\n }\r\n break;\r\n case 7: // Color Curves\r\n dest[property] = SerializationHelper._ColorCurvesParser(sourceProperty);\r\n break;\r\n case 8: // Color 4\r\n dest[property] = Color4.FromArray(sourceProperty);\r\n break;\r\n case 9: // Image Processing\r\n dest[property] = SerializationHelper._ImageProcessingConfigurationParser(sourceProperty);\r\n break;\r\n case 10: // Quaternion\r\n dest[property] = Quaternion.FromArray(sourceProperty);\r\n break;\r\n case 11: // Camera reference\r\n if (scene) {\r\n dest[property] = scene.getCameraByID(sourceProperty);\r\n }\r\n case 12: // Matrix\r\n dest[property] = Matrix.FromArray(sourceProperty);\r\n break;\r\n }\r\n }\r\n }\r\n return destination;\r\n };\r\n /**\r\n * Clones an object\r\n * @param creationFunction defines the function used to instanciate the new object\r\n * @param source defines the source object\r\n * @returns the cloned object\r\n */\r\n SerializationHelper.Clone = function (creationFunction, source) {\r\n return _copySource(creationFunction, source, false);\r\n };\r\n /**\r\n * Instanciates a new object based on a source one (some data will be shared between both object)\r\n * @param creationFunction defines the function used to instanciate the new object\r\n * @param source defines the source object\r\n * @returns the new object\r\n */\r\n SerializationHelper.Instanciate = function (creationFunction, source) {\r\n return _copySource(creationFunction, source, true);\r\n };\r\n /** @hidden */\r\n SerializationHelper._ImageProcessingConfigurationParser = function (sourceProperty) {\r\n throw _DevTools.WarnImport(\"ImageProcessingConfiguration\");\r\n };\r\n /** @hidden */\r\n SerializationHelper._FresnelParametersParser = function (sourceProperty) {\r\n throw _DevTools.WarnImport(\"FresnelParameters\");\r\n };\r\n /** @hidden */\r\n SerializationHelper._ColorCurvesParser = function (sourceProperty) {\r\n throw _DevTools.WarnImport(\"ColorCurves\");\r\n };\r\n /** @hidden */\r\n SerializationHelper._TextureParser = function (sourceProperty, scene, rootUrl) {\r\n throw _DevTools.WarnImport(\"Texture\");\r\n };\r\n return SerializationHelper;\r\n}());\r\nexport { SerializationHelper };\r\n//# sourceMappingURL=decorators.js.map","/**\r\n * A class serves as a medium between the observable and its observers\r\n */\r\nvar EventState = /** @class */ (function () {\r\n /**\r\n * Create a new EventState\r\n * @param mask defines the mask associated with this state\r\n * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n */\r\n function EventState(mask, skipNextObservers, target, currentTarget) {\r\n if (skipNextObservers === void 0) { skipNextObservers = false; }\r\n this.initalize(mask, skipNextObservers, target, currentTarget);\r\n }\r\n /**\r\n * Initialize the current event state\r\n * @param mask defines the mask associated with this state\r\n * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n * @returns the current event state\r\n */\r\n EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {\r\n if (skipNextObservers === void 0) { skipNextObservers = false; }\r\n this.mask = mask;\r\n this.skipNextObservers = skipNextObservers;\r\n this.target = target;\r\n this.currentTarget = currentTarget;\r\n return this;\r\n };\r\n return EventState;\r\n}());\r\nexport { EventState };\r\n/**\r\n * Represent an Observer registered to a given Observable object.\r\n */\r\nvar Observer = /** @class */ (function () {\r\n /**\r\n * Creates a new observer\r\n * @param callback defines the callback to call when the observer is notified\r\n * @param mask defines the mask of the observer (used to filter notifications)\r\n * @param scope defines the current scope used to restore the JS context\r\n */\r\n function Observer(\r\n /**\r\n * Defines the callback to call when the observer is notified\r\n */\r\n callback, \r\n /**\r\n * Defines the mask of the observer (used to filter notifications)\r\n */\r\n mask, \r\n /**\r\n * Defines the current scope used to restore the JS context\r\n */\r\n scope) {\r\n if (scope === void 0) { scope = null; }\r\n this.callback = callback;\r\n this.mask = mask;\r\n this.scope = scope;\r\n /** @hidden */\r\n this._willBeUnregistered = false;\r\n /**\r\n * Gets or sets a property defining that the observer as to be unregistered after the next notification\r\n */\r\n this.unregisterOnNextCall = false;\r\n }\r\n return Observer;\r\n}());\r\nexport { Observer };\r\n/**\r\n * Represent a list of observers registered to multiple Observables object.\r\n */\r\nvar MultiObserver = /** @class */ (function () {\r\n function MultiObserver() {\r\n }\r\n /**\r\n * Release associated resources\r\n */\r\n MultiObserver.prototype.dispose = function () {\r\n if (this._observers && this._observables) {\r\n for (var index = 0; index < this._observers.length; index++) {\r\n this._observables[index].remove(this._observers[index]);\r\n }\r\n }\r\n this._observers = null;\r\n this._observables = null;\r\n };\r\n /**\r\n * Raise a callback when one of the observable will notify\r\n * @param observables defines a list of observables to watch\r\n * @param callback defines the callback to call on notification\r\n * @param mask defines the mask used to filter notifications\r\n * @param scope defines the current scope used to restore the JS context\r\n * @returns the new MultiObserver\r\n */\r\n MultiObserver.Watch = function (observables, callback, mask, scope) {\r\n if (mask === void 0) { mask = -1; }\r\n if (scope === void 0) { scope = null; }\r\n var result = new MultiObserver();\r\n result._observers = new Array();\r\n result._observables = observables;\r\n for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {\r\n var observable = observables_1[_i];\r\n var observer = observable.add(callback, mask, false, scope);\r\n if (observer) {\r\n result._observers.push(observer);\r\n }\r\n }\r\n return result;\r\n };\r\n return MultiObserver;\r\n}());\r\nexport { MultiObserver };\r\n/**\r\n * The Observable class is a simple implementation of the Observable pattern.\r\n *\r\n * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.\r\n * This enable a more fine grained execution without having to rely on multiple different Observable objects.\r\n * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).\r\n * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.\r\n */\r\nvar Observable = /** @class */ (function () {\r\n /**\r\n * Creates a new observable\r\n * @param onObserverAdded defines a callback to call when a new observer is added\r\n */\r\n function Observable(onObserverAdded) {\r\n this._observers = new Array();\r\n this._eventState = new EventState(0);\r\n if (onObserverAdded) {\r\n this._onObserverAdded = onObserverAdded;\r\n }\r\n }\r\n Object.defineProperty(Observable.prototype, \"observers\", {\r\n /**\r\n * Gets the list of observers\r\n */\r\n get: function () {\r\n return this._observers;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Create a new Observer with the specified callback\r\n * @param callback the callback that will be executed for that Observer\r\n * @param mask the mask used to filter observers\r\n * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.\r\n * @param scope optional scope for the callback to be called from\r\n * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification\r\n * @returns the new observer created for the callback\r\n */\r\n Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {\r\n if (mask === void 0) { mask = -1; }\r\n if (insertFirst === void 0) { insertFirst = false; }\r\n if (scope === void 0) { scope = null; }\r\n if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }\r\n if (!callback) {\r\n return null;\r\n }\r\n var observer = new Observer(callback, mask, scope);\r\n observer.unregisterOnNextCall = unregisterOnFirstCall;\r\n if (insertFirst) {\r\n this._observers.unshift(observer);\r\n }\r\n else {\r\n this._observers.push(observer);\r\n }\r\n if (this._onObserverAdded) {\r\n this._onObserverAdded(observer);\r\n }\r\n return observer;\r\n };\r\n /**\r\n * Create a new Observer with the specified callback and unregisters after the next notification\r\n * @param callback the callback that will be executed for that Observer\r\n * @returns the new observer created for the callback\r\n */\r\n Observable.prototype.addOnce = function (callback) {\r\n return this.add(callback, undefined, undefined, undefined, true);\r\n };\r\n /**\r\n * Remove an Observer from the Observable object\r\n * @param observer the instance of the Observer to remove\r\n * @returns false if it doesn't belong to this Observable\r\n */\r\n Observable.prototype.remove = function (observer) {\r\n if (!observer) {\r\n return false;\r\n }\r\n var index = this._observers.indexOf(observer);\r\n if (index !== -1) {\r\n this._deferUnregister(observer);\r\n return true;\r\n }\r\n return false;\r\n };\r\n /**\r\n * Remove a callback from the Observable object\r\n * @param callback the callback to remove\r\n * @param scope optional scope. If used only the callbacks with this scope will be removed\r\n * @returns false if it doesn't belong to this Observable\r\n */\r\n Observable.prototype.removeCallback = function (callback, scope) {\r\n for (var index = 0; index < this._observers.length; index++) {\r\n var observer = this._observers[index];\r\n if (observer._willBeUnregistered) {\r\n continue;\r\n }\r\n if (observer.callback === callback && (!scope || scope === observer.scope)) {\r\n this._deferUnregister(observer);\r\n return true;\r\n }\r\n }\r\n return false;\r\n };\r\n Observable.prototype._deferUnregister = function (observer) {\r\n var _this = this;\r\n observer.unregisterOnNextCall = false;\r\n observer._willBeUnregistered = true;\r\n setTimeout(function () {\r\n _this._remove(observer);\r\n }, 0);\r\n };\r\n // This should only be called when not iterating over _observers to avoid callback skipping.\r\n // Removes an observer from the _observer Array.\r\n Observable.prototype._remove = function (observer) {\r\n if (!observer) {\r\n return false;\r\n }\r\n var index = this._observers.indexOf(observer);\r\n if (index !== -1) {\r\n this._observers.splice(index, 1);\r\n return true;\r\n }\r\n return false;\r\n };\r\n /**\r\n * Moves the observable to the top of the observer list making it get called first when notified\r\n * @param observer the observer to move\r\n */\r\n Observable.prototype.makeObserverTopPriority = function (observer) {\r\n this._remove(observer);\r\n this._observers.unshift(observer);\r\n };\r\n /**\r\n * Moves the observable to the bottom of the observer list making it get called last when notified\r\n * @param observer the observer to move\r\n */\r\n Observable.prototype.makeObserverBottomPriority = function (observer) {\r\n this._remove(observer);\r\n this._observers.push(observer);\r\n };\r\n /**\r\n * Notify all Observers by calling their respective callback with the given data\r\n * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute\r\n * @param eventData defines the data to send to all observers\r\n * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)\r\n * @param target defines the original target of the state\r\n * @param currentTarget defines the current target of the state\r\n * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)\r\n */\r\n Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {\r\n if (mask === void 0) { mask = -1; }\r\n if (!this._observers.length) {\r\n return true;\r\n }\r\n var state = this._eventState;\r\n state.mask = mask;\r\n state.target = target;\r\n state.currentTarget = currentTarget;\r\n state.skipNextObservers = false;\r\n state.lastReturnValue = eventData;\r\n for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {\r\n var obs = _a[_i];\r\n if (obs._willBeUnregistered) {\r\n continue;\r\n }\r\n if (obs.mask & mask) {\r\n if (obs.scope) {\r\n state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);\r\n }\r\n else {\r\n state.lastReturnValue = obs.callback(eventData, state);\r\n }\r\n if (obs.unregisterOnNextCall) {\r\n this._deferUnregister(obs);\r\n }\r\n }\r\n if (state.skipNextObservers) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n /**\r\n * Calling this will execute each callback, expecting it to be a promise or return a value.\r\n * If at any point in the chain one function fails, the promise will fail and the execution will not continue.\r\n * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object\r\n * and it is crucial that all callbacks will be executed.\r\n * The order of the callbacks is kept, callbacks are not executed parallel.\r\n *\r\n * @param eventData The data to be sent to each callback\r\n * @param mask is used to filter observers defaults to -1\r\n * @param target defines the callback target (see EventState)\r\n * @param currentTarget defines he current object in the bubbling phase\r\n * @returns {Promise} will return a Promise than resolves when all callbacks executed successfully.\r\n */\r\n Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {\r\n var _this = this;\r\n if (mask === void 0) { mask = -1; }\r\n // create an empty promise\r\n var p = Promise.resolve(eventData);\r\n // no observers? return this promise.\r\n if (!this._observers.length) {\r\n return p;\r\n }\r\n var state = this._eventState;\r\n state.mask = mask;\r\n state.target = target;\r\n state.currentTarget = currentTarget;\r\n state.skipNextObservers = false;\r\n // execute one callback after another (not using Promise.all, the order is important)\r\n this._observers.forEach(function (obs) {\r\n if (state.skipNextObservers) {\r\n return;\r\n }\r\n if (obs._willBeUnregistered) {\r\n return;\r\n }\r\n if (obs.mask & mask) {\r\n if (obs.scope) {\r\n p = p.then(function (lastReturnedValue) {\r\n state.lastReturnValue = lastReturnedValue;\r\n return obs.callback.apply(obs.scope, [eventData, state]);\r\n });\r\n }\r\n else {\r\n p = p.then(function (lastReturnedValue) {\r\n state.lastReturnValue = lastReturnedValue;\r\n return obs.callback(eventData, state);\r\n });\r\n }\r\n if (obs.unregisterOnNextCall) {\r\n _this._deferUnregister(obs);\r\n }\r\n }\r\n });\r\n // return the eventData\r\n return p.then(function () { return eventData; });\r\n };\r\n /**\r\n * Notify a specific observer\r\n * @param observer defines the observer to notify\r\n * @param eventData defines the data to be sent to each callback\r\n * @param mask is used to filter observers defaults to -1\r\n */\r\n Observable.prototype.notifyObserver = function (observer, eventData, mask) {\r\n if (mask === void 0) { mask = -1; }\r\n var state = this._eventState;\r\n state.mask = mask;\r\n state.skipNextObservers = false;\r\n observer.callback(eventData, state);\r\n };\r\n /**\r\n * Gets a boolean indicating if the observable has at least one observer\r\n * @returns true is the Observable has at least one Observer registered\r\n */\r\n Observable.prototype.hasObservers = function () {\r\n return this._observers.length > 0;\r\n };\r\n /**\r\n * Clear the list of observers\r\n */\r\n Observable.prototype.clear = function () {\r\n this._observers = new Array();\r\n this._onObserverAdded = null;\r\n };\r\n /**\r\n * Clone the current observable\r\n * @returns a new observable\r\n */\r\n Observable.prototype.clone = function () {\r\n var result = new Observable();\r\n result._observers = this._observers.slice(0);\r\n return result;\r\n };\r\n /**\r\n * Does this observable handles observer registered with a given mask\r\n * @param mask defines the mask to be tested\r\n * @return whether or not one observer registered with the given mask is handeled\r\n **/\r\n Observable.prototype.hasSpecificMask = function (mask) {\r\n if (mask === void 0) { mask = -1; }\r\n for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {\r\n var obs = _a[_i];\r\n if (obs.mask & mask || obs.mask === mask) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n };\r\n return Observable;\r\n}());\r\nexport { Observable };\r\n//# sourceMappingURL=observable.js.map","import { __extends } from \"tslib\";\r\nimport { Vector2 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Epsilon } from '@babylonjs/core/Maths/math.constants';\r\n/**\r\n * Class used to transport Vector2 information for pointer events\r\n */\r\nvar Vector2WithInfo = /** @class */ (function (_super) {\r\n __extends(Vector2WithInfo, _super);\r\n /**\r\n * Creates a new Vector2WithInfo\r\n * @param source defines the vector2 data to transport\r\n * @param buttonIndex defines the current mouse button index\r\n */\r\n function Vector2WithInfo(source, \r\n /** defines the current mouse button index */\r\n buttonIndex) {\r\n if (buttonIndex === void 0) { buttonIndex = 0; }\r\n var _this = _super.call(this, source.x, source.y) || this;\r\n _this.buttonIndex = buttonIndex;\r\n return _this;\r\n }\r\n return Vector2WithInfo;\r\n}(Vector2));\r\nexport { Vector2WithInfo };\r\n/** Class used to provide 2D matrix features */\r\nvar Matrix2D = /** @class */ (function () {\r\n /**\r\n * Creates a new matrix\r\n * @param m00 defines value for (0, 0)\r\n * @param m01 defines value for (0, 1)\r\n * @param m10 defines value for (1, 0)\r\n * @param m11 defines value for (1, 1)\r\n * @param m20 defines value for (2, 0)\r\n * @param m21 defines value for (2, 1)\r\n */\r\n function Matrix2D(m00, m01, m10, m11, m20, m21) {\r\n /** Gets the internal array of 6 floats used to store matrix data */\r\n this.m = new Float32Array(6);\r\n this.fromValues(m00, m01, m10, m11, m20, m21);\r\n }\r\n /**\r\n * Fills the matrix from direct values\r\n * @param m00 defines value for (0, 0)\r\n * @param m01 defines value for (0, 1)\r\n * @param m10 defines value for (1, 0)\r\n * @param m11 defines value for (1, 1)\r\n * @param m20 defines value for (2, 0)\r\n * @param m21 defines value for (2, 1)\r\n * @returns the current modified matrix\r\n */\r\n Matrix2D.prototype.fromValues = function (m00, m01, m10, m11, m20, m21) {\r\n this.m[0] = m00;\r\n this.m[1] = m01;\r\n this.m[2] = m10;\r\n this.m[3] = m11;\r\n this.m[4] = m20;\r\n this.m[5] = m21;\r\n return this;\r\n };\r\n /**\r\n * Gets matrix determinant\r\n * @returns the determinant\r\n */\r\n Matrix2D.prototype.determinant = function () {\r\n return this.m[0] * this.m[3] - this.m[1] * this.m[2];\r\n };\r\n /**\r\n * Inverses the matrix and stores it in a target matrix\r\n * @param result defines the target matrix\r\n * @returns the current matrix\r\n */\r\n Matrix2D.prototype.invertToRef = function (result) {\r\n var l0 = this.m[0];\r\n var l1 = this.m[1];\r\n var l2 = this.m[2];\r\n var l3 = this.m[3];\r\n var l4 = this.m[4];\r\n var l5 = this.m[5];\r\n var det = this.determinant();\r\n if (det < (Epsilon * Epsilon)) {\r\n result.m[0] = 0;\r\n result.m[1] = 0;\r\n result.m[2] = 0;\r\n result.m[3] = 0;\r\n result.m[4] = 0;\r\n result.m[5] = 0;\r\n return this;\r\n }\r\n var detDiv = 1 / det;\r\n var det4 = l2 * l5 - l3 * l4;\r\n var det5 = l1 * l4 - l0 * l5;\r\n result.m[0] = l3 * detDiv;\r\n result.m[1] = -l1 * detDiv;\r\n result.m[2] = -l2 * detDiv;\r\n result.m[3] = l0 * detDiv;\r\n result.m[4] = det4 * detDiv;\r\n result.m[5] = det5 * detDiv;\r\n return this;\r\n };\r\n /**\r\n * Multiplies the current matrix with another one\r\n * @param other defines the second operand\r\n * @param result defines the target matrix\r\n * @returns the current matrix\r\n */\r\n Matrix2D.prototype.multiplyToRef = function (other, result) {\r\n var l0 = this.m[0];\r\n var l1 = this.m[1];\r\n var l2 = this.m[2];\r\n var l3 = this.m[3];\r\n var l4 = this.m[4];\r\n var l5 = this.m[5];\r\n var r0 = other.m[0];\r\n var r1 = other.m[1];\r\n var r2 = other.m[2];\r\n var r3 = other.m[3];\r\n var r4 = other.m[4];\r\n var r5 = other.m[5];\r\n result.m[0] = l0 * r0 + l1 * r2;\r\n result.m[1] = l0 * r1 + l1 * r3;\r\n result.m[2] = l2 * r0 + l3 * r2;\r\n result.m[3] = l2 * r1 + l3 * r3;\r\n result.m[4] = l4 * r0 + l5 * r2 + r4;\r\n result.m[5] = l4 * r1 + l5 * r3 + r5;\r\n return this;\r\n };\r\n /**\r\n * Applies the current matrix to a set of 2 floats and stores the result in a vector2\r\n * @param x defines the x coordinate to transform\r\n * @param y defines the x coordinate to transform\r\n * @param result defines the target vector2\r\n * @returns the current matrix\r\n */\r\n Matrix2D.prototype.transformCoordinates = function (x, y, result) {\r\n result.x = x * this.m[0] + y * this.m[2] + this.m[4];\r\n result.y = x * this.m[1] + y * this.m[3] + this.m[5];\r\n return this;\r\n };\r\n // Statics\r\n /**\r\n * Creates an identity matrix\r\n * @returns a new matrix\r\n */\r\n Matrix2D.Identity = function () {\r\n return new Matrix2D(1, 0, 0, 1, 0, 0);\r\n };\r\n /**\r\n * Creates a translation matrix and stores it in a target matrix\r\n * @param x defines the x coordinate of the translation\r\n * @param y defines the y coordinate of the translation\r\n * @param result defines the target matrix\r\n */\r\n Matrix2D.TranslationToRef = function (x, y, result) {\r\n result.fromValues(1, 0, 0, 1, x, y);\r\n };\r\n /**\r\n * Creates a scaling matrix and stores it in a target matrix\r\n * @param x defines the x coordinate of the scaling\r\n * @param y defines the y coordinate of the scaling\r\n * @param result defines the target matrix\r\n */\r\n Matrix2D.ScalingToRef = function (x, y, result) {\r\n result.fromValues(x, 0, 0, y, 0, 0);\r\n };\r\n /**\r\n * Creates a rotation matrix and stores it in a target matrix\r\n * @param angle defines the rotation angle\r\n * @param result defines the target matrix\r\n */\r\n Matrix2D.RotationToRef = function (angle, result) {\r\n var s = Math.sin(angle);\r\n var c = Math.cos(angle);\r\n result.fromValues(c, s, -s, c, 0, 0);\r\n };\r\n /**\r\n * Composes a matrix from translation, rotation, scaling and parent matrix and stores it in a target matrix\r\n * @param tx defines the x coordinate of the translation\r\n * @param ty defines the y coordinate of the translation\r\n * @param angle defines the rotation angle\r\n * @param scaleX defines the x coordinate of the scaling\r\n * @param scaleY defines the y coordinate of the scaling\r\n * @param parentMatrix defines the parent matrix to multiply by (can be null)\r\n * @param result defines the target matrix\r\n */\r\n Matrix2D.ComposeToRef = function (tx, ty, angle, scaleX, scaleY, parentMatrix, result) {\r\n Matrix2D.TranslationToRef(tx, ty, Matrix2D._TempPreTranslationMatrix);\r\n Matrix2D.ScalingToRef(scaleX, scaleY, Matrix2D._TempScalingMatrix);\r\n Matrix2D.RotationToRef(angle, Matrix2D._TempRotationMatrix);\r\n Matrix2D.TranslationToRef(-tx, -ty, Matrix2D._TempPostTranslationMatrix);\r\n Matrix2D._TempPreTranslationMatrix.multiplyToRef(Matrix2D._TempScalingMatrix, Matrix2D._TempCompose0);\r\n Matrix2D._TempCompose0.multiplyToRef(Matrix2D._TempRotationMatrix, Matrix2D._TempCompose1);\r\n if (parentMatrix) {\r\n Matrix2D._TempCompose1.multiplyToRef(Matrix2D._TempPostTranslationMatrix, Matrix2D._TempCompose2);\r\n Matrix2D._TempCompose2.multiplyToRef(parentMatrix, result);\r\n }\r\n else {\r\n Matrix2D._TempCompose1.multiplyToRef(Matrix2D._TempPostTranslationMatrix, result);\r\n }\r\n };\r\n Matrix2D._TempPreTranslationMatrix = Matrix2D.Identity();\r\n Matrix2D._TempPostTranslationMatrix = Matrix2D.Identity();\r\n Matrix2D._TempRotationMatrix = Matrix2D.Identity();\r\n Matrix2D._TempScalingMatrix = Matrix2D.Identity();\r\n Matrix2D._TempCompose0 = Matrix2D.Identity();\r\n Matrix2D._TempCompose1 = Matrix2D.Identity();\r\n Matrix2D._TempCompose2 = Matrix2D.Identity();\r\n return Matrix2D;\r\n}());\r\nexport { Matrix2D };\r\n//# sourceMappingURL=math2D.js.map","import { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { Vector2, Vector3, Matrix } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { PointerEventTypes } from '@babylonjs/core/Events/pointerEvents';\r\nimport { Logger } from \"@babylonjs/core/Misc/logger\";\r\nimport { Tools } from \"@babylonjs/core/Misc/tools\";\r\nimport { ValueAndUnit } from \"../valueAndUnit\";\r\nimport { Measure } from \"../measure\";\r\nimport { Matrix2D, Vector2WithInfo } from \"../math2D\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Root class used for all 2D controls\r\n * @see http://doc.babylonjs.com/how_to/gui#controls\r\n */\r\nvar Control = /** @class */ (function () {\r\n // Functions\r\n /**\r\n * Creates a new control\r\n * @param name defines the name of the control\r\n */\r\n function Control(\r\n /** defines the name of the control */\r\n name) {\r\n this.name = name;\r\n this._alpha = 1;\r\n this._alphaSet = false;\r\n this._zIndex = 0;\r\n /** @hidden */\r\n this._currentMeasure = Measure.Empty();\r\n this._fontFamily = \"Arial\";\r\n this._fontStyle = \"\";\r\n this._fontWeight = \"\";\r\n this._fontSize = new ValueAndUnit(18, ValueAndUnit.UNITMODE_PIXEL, false);\r\n /** @hidden */\r\n this._width = new ValueAndUnit(1, ValueAndUnit.UNITMODE_PERCENTAGE, false);\r\n /** @hidden */\r\n this._height = new ValueAndUnit(1, ValueAndUnit.UNITMODE_PERCENTAGE, false);\r\n this._color = \"\";\r\n this._style = null;\r\n /** @hidden */\r\n this._horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;\r\n /** @hidden */\r\n this._verticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;\r\n /** @hidden */\r\n this._isDirty = true;\r\n /** @hidden */\r\n this._wasDirty = false;\r\n /** @hidden */\r\n this._tempParentMeasure = Measure.Empty();\r\n /** @hidden */\r\n this._prevCurrentMeasureTransformedIntoGlobalSpace = Measure.Empty();\r\n /** @hidden */\r\n this._cachedParentMeasure = Measure.Empty();\r\n this._paddingLeft = new ValueAndUnit(0);\r\n this._paddingRight = new ValueAndUnit(0);\r\n this._paddingTop = new ValueAndUnit(0);\r\n this._paddingBottom = new ValueAndUnit(0);\r\n /** @hidden */\r\n this._left = new ValueAndUnit(0);\r\n /** @hidden */\r\n this._top = new ValueAndUnit(0);\r\n this._scaleX = 1.0;\r\n this._scaleY = 1.0;\r\n this._rotation = 0;\r\n this._transformCenterX = 0.5;\r\n this._transformCenterY = 0.5;\r\n /** @hidden */\r\n this._transformMatrix = Matrix2D.Identity();\r\n /** @hidden */\r\n this._invertTransformMatrix = Matrix2D.Identity();\r\n /** @hidden */\r\n this._transformedPosition = Vector2.Zero();\r\n this._isMatrixDirty = true;\r\n this._isVisible = true;\r\n this._isHighlighted = false;\r\n this._fontSet = false;\r\n this._dummyVector2 = Vector2.Zero();\r\n this._downCount = 0;\r\n this._enterCount = -1;\r\n this._doNotRender = false;\r\n this._downPointerIds = {};\r\n this._isEnabled = true;\r\n this._disabledColor = \"#9a9a9a\";\r\n this._disabledColorItem = \"#6a6a6a\";\r\n /** @hidden */\r\n this._rebuildLayout = false;\r\n /** @hidden */\r\n this._customData = {};\r\n /** @hidden */\r\n this._isClipped = false;\r\n /** @hidden */\r\n this._automaticSize = false;\r\n /**\r\n * Gets or sets an object used to store user defined information for the node\r\n */\r\n this.metadata = null;\r\n /** Gets or sets a boolean indicating if the control can be hit with pointer events */\r\n this.isHitTestVisible = true;\r\n /** Gets or sets a boolean indicating if the control can block pointer events */\r\n this.isPointerBlocker = false;\r\n /** Gets or sets a boolean indicating if the control can be focusable */\r\n this.isFocusInvisible = false;\r\n /**\r\n * Gets or sets a boolean indicating if the children are clipped to the current control bounds.\r\n * Please note that not clipping children may generate issues with adt.useInvalidateRectOptimization so it is recommended to turn this optimization off if you want to use unclipped children\r\n */\r\n this.clipChildren = true;\r\n /**\r\n * Gets or sets a boolean indicating that control content must be clipped\r\n * Please note that not clipping children may generate issues with adt.useInvalidateRectOptimization so it is recommended to turn this optimization off if you want to use unclipped children\r\n */\r\n this.clipContent = true;\r\n /**\r\n * Gets or sets a boolean indicating that the current control should cache its rendering (useful when the control does not change often)\r\n */\r\n this.useBitmapCache = false;\r\n this._shadowOffsetX = 0;\r\n this._shadowOffsetY = 0;\r\n this._shadowBlur = 0;\r\n this._shadowColor = 'black';\r\n /** Gets or sets the cursor to use when the control is hovered */\r\n this.hoverCursor = \"\";\r\n /** @hidden */\r\n this._linkOffsetX = new ValueAndUnit(0);\r\n /** @hidden */\r\n this._linkOffsetY = new ValueAndUnit(0);\r\n /**\r\n * An event triggered when pointer wheel is scrolled\r\n */\r\n this.onWheelObservable = new Observable();\r\n /**\r\n * An event triggered when the pointer move over the control.\r\n */\r\n this.onPointerMoveObservable = new Observable();\r\n /**\r\n * An event triggered when the pointer move out of the control.\r\n */\r\n this.onPointerOutObservable = new Observable();\r\n /**\r\n * An event triggered when the pointer taps the control\r\n */\r\n this.onPointerDownObservable = new Observable();\r\n /**\r\n * An event triggered when pointer up\r\n */\r\n this.onPointerUpObservable = new Observable();\r\n /**\r\n * An event triggered when a control is clicked on\r\n */\r\n this.onPointerClickObservable = new Observable();\r\n /**\r\n * An event triggered when pointer enters the control\r\n */\r\n this.onPointerEnterObservable = new Observable();\r\n /**\r\n * An event triggered when the control is marked as dirty\r\n */\r\n this.onDirtyObservable = new Observable();\r\n /**\r\n * An event triggered before drawing the control\r\n */\r\n this.onBeforeDrawObservable = new Observable();\r\n /**\r\n * An event triggered after the control was drawn\r\n */\r\n this.onAfterDrawObservable = new Observable();\r\n this._tmpMeasureA = new Measure(0, 0, 0, 0);\r\n }\r\n Object.defineProperty(Control.prototype, \"shadowOffsetX\", {\r\n /** Gets or sets a value indicating the offset to apply on X axis to render the shadow */\r\n get: function () {\r\n return this._shadowOffsetX;\r\n },\r\n set: function (value) {\r\n if (this._shadowOffsetX === value) {\r\n return;\r\n }\r\n this._shadowOffsetX = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"shadowOffsetY\", {\r\n /** Gets or sets a value indicating the offset to apply on Y axis to render the shadow */\r\n get: function () {\r\n return this._shadowOffsetY;\r\n },\r\n set: function (value) {\r\n if (this._shadowOffsetY === value) {\r\n return;\r\n }\r\n this._shadowOffsetY = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"shadowBlur\", {\r\n /** Gets or sets a value indicating the amount of blur to use to render the shadow */\r\n get: function () {\r\n return this._shadowBlur;\r\n },\r\n set: function (value) {\r\n if (this._shadowBlur === value) {\r\n return;\r\n }\r\n this._shadowBlur = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"shadowColor\", {\r\n /** Gets or sets a value indicating the color of the shadow (black by default ie. \"#000\") */\r\n get: function () {\r\n return this._shadowColor;\r\n },\r\n set: function (value) {\r\n if (this._shadowColor === value) {\r\n return;\r\n }\r\n this._shadowColor = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"typeName\", {\r\n // Properties\r\n /** Gets the control type name */\r\n get: function () {\r\n return this._getTypeName();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Get the current class name of the control.\r\n * @returns current class name\r\n */\r\n Control.prototype.getClassName = function () {\r\n return this._getTypeName();\r\n };\r\n Object.defineProperty(Control.prototype, \"host\", {\r\n /**\r\n * Get the hosting AdvancedDynamicTexture\r\n */\r\n get: function () {\r\n return this._host;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"fontOffset\", {\r\n /** Gets or set information about font offsets (used to render and align text) */\r\n get: function () {\r\n return this._fontOffset;\r\n },\r\n set: function (offset) {\r\n this._fontOffset = offset;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"alpha\", {\r\n /** Gets or sets alpha value for the control (1 means opaque and 0 means entirely transparent) */\r\n get: function () {\r\n return this._alpha;\r\n },\r\n set: function (value) {\r\n if (this._alpha === value) {\r\n return;\r\n }\r\n this._alphaSet = true;\r\n this._alpha = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"isHighlighted\", {\r\n /**\r\n * Gets or sets a boolean indicating that we want to highlight the control (mostly for debugging purpose)\r\n */\r\n get: function () {\r\n return this._isHighlighted;\r\n },\r\n set: function (value) {\r\n if (this._isHighlighted === value) {\r\n return;\r\n }\r\n this._isHighlighted = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"scaleX\", {\r\n /** Gets or sets a value indicating the scale factor on X axis (1 by default)\r\n * @see http://doc.babylonjs.com/how_to/gui#rotation-and-scaling\r\n */\r\n get: function () {\r\n return this._scaleX;\r\n },\r\n set: function (value) {\r\n if (this._scaleX === value) {\r\n return;\r\n }\r\n this._scaleX = value;\r\n this._markAsDirty();\r\n this._markMatrixAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"scaleY\", {\r\n /** Gets or sets a value indicating the scale factor on Y axis (1 by default)\r\n * @see http://doc.babylonjs.com/how_to/gui#rotation-and-scaling\r\n */\r\n get: function () {\r\n return this._scaleY;\r\n },\r\n set: function (value) {\r\n if (this._scaleY === value) {\r\n return;\r\n }\r\n this._scaleY = value;\r\n this._markAsDirty();\r\n this._markMatrixAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"rotation\", {\r\n /** Gets or sets the rotation angle (0 by default)\r\n * @see http://doc.babylonjs.com/how_to/gui#rotation-and-scaling\r\n */\r\n get: function () {\r\n return this._rotation;\r\n },\r\n set: function (value) {\r\n if (this._rotation === value) {\r\n return;\r\n }\r\n this._rotation = value;\r\n this._markAsDirty();\r\n this._markMatrixAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"transformCenterY\", {\r\n /** Gets or sets the transformation center on Y axis (0 by default)\r\n * @see http://doc.babylonjs.com/how_to/gui#rotation-and-scaling\r\n */\r\n get: function () {\r\n return this._transformCenterY;\r\n },\r\n set: function (value) {\r\n if (this._transformCenterY === value) {\r\n return;\r\n }\r\n this._transformCenterY = value;\r\n this._markAsDirty();\r\n this._markMatrixAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"transformCenterX\", {\r\n /** Gets or sets the transformation center on X axis (0 by default)\r\n * @see http://doc.babylonjs.com/how_to/gui#rotation-and-scaling\r\n */\r\n get: function () {\r\n return this._transformCenterX;\r\n },\r\n set: function (value) {\r\n if (this._transformCenterX === value) {\r\n return;\r\n }\r\n this._transformCenterX = value;\r\n this._markAsDirty();\r\n this._markMatrixAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"horizontalAlignment\", {\r\n /**\r\n * Gets or sets the horizontal alignment\r\n * @see http://doc.babylonjs.com/how_to/gui#alignments\r\n */\r\n get: function () {\r\n return this._horizontalAlignment;\r\n },\r\n set: function (value) {\r\n if (this._horizontalAlignment === value) {\r\n return;\r\n }\r\n this._horizontalAlignment = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"verticalAlignment\", {\r\n /**\r\n * Gets or sets the vertical alignment\r\n * @see http://doc.babylonjs.com/how_to/gui#alignments\r\n */\r\n get: function () {\r\n return this._verticalAlignment;\r\n },\r\n set: function (value) {\r\n if (this._verticalAlignment === value) {\r\n return;\r\n }\r\n this._verticalAlignment = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"width\", {\r\n /**\r\n * Gets or sets control width\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._width.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._width.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._width.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"widthInPixels\", {\r\n /**\r\n * Gets or sets the control width in pixel\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._width.getValueInPixel(this._host, this._cachedParentMeasure.width);\r\n },\r\n set: function (value) {\r\n if (isNaN(value)) {\r\n return;\r\n }\r\n this.width = value + \"px\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"height\", {\r\n /**\r\n * Gets or sets control height\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._height.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._height.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._height.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"heightInPixels\", {\r\n /**\r\n * Gets or sets control height in pixel\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._height.getValueInPixel(this._host, this._cachedParentMeasure.height);\r\n },\r\n set: function (value) {\r\n if (isNaN(value)) {\r\n return;\r\n }\r\n this.height = value + \"px\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"fontFamily\", {\r\n /** Gets or set font family */\r\n get: function () {\r\n if (!this._fontSet) {\r\n return \"\";\r\n }\r\n return this._fontFamily;\r\n },\r\n set: function (value) {\r\n if (this._fontFamily === value) {\r\n return;\r\n }\r\n this._fontFamily = value;\r\n this._resetFontCache();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"fontStyle\", {\r\n /** Gets or sets font style */\r\n get: function () {\r\n return this._fontStyle;\r\n },\r\n set: function (value) {\r\n if (this._fontStyle === value) {\r\n return;\r\n }\r\n this._fontStyle = value;\r\n this._resetFontCache();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"fontWeight\", {\r\n /** Gets or sets font weight */\r\n get: function () {\r\n return this._fontWeight;\r\n },\r\n set: function (value) {\r\n if (this._fontWeight === value) {\r\n return;\r\n }\r\n this._fontWeight = value;\r\n this._resetFontCache();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"style\", {\r\n /**\r\n * Gets or sets style\r\n * @see http://doc.babylonjs.com/how_to/gui#styles\r\n */\r\n get: function () {\r\n return this._style;\r\n },\r\n set: function (value) {\r\n var _this = this;\r\n if (this._style) {\r\n this._style.onChangedObservable.remove(this._styleObserver);\r\n this._styleObserver = null;\r\n }\r\n this._style = value;\r\n if (this._style) {\r\n this._styleObserver = this._style.onChangedObservable.add(function () {\r\n _this._markAsDirty();\r\n _this._resetFontCache();\r\n });\r\n }\r\n this._markAsDirty();\r\n this._resetFontCache();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"_isFontSizeInPercentage\", {\r\n /** @hidden */\r\n get: function () {\r\n return this._fontSize.isPercentage;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"fontSizeInPixels\", {\r\n /** Gets or sets font size in pixels */\r\n get: function () {\r\n var fontSizeToUse = this._style ? this._style._fontSize : this._fontSize;\r\n if (fontSizeToUse.isPixel) {\r\n return fontSizeToUse.getValue(this._host);\r\n }\r\n return fontSizeToUse.getValueInPixel(this._host, this._tempParentMeasure.height || this._cachedParentMeasure.height);\r\n },\r\n set: function (value) {\r\n if (isNaN(value)) {\r\n return;\r\n }\r\n this.fontSize = value + \"px\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"fontSize\", {\r\n /** Gets or sets font size */\r\n get: function () {\r\n return this._fontSize.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._fontSize.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._fontSize.fromString(value)) {\r\n this._markAsDirty();\r\n this._resetFontCache();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"color\", {\r\n /** Gets or sets foreground color */\r\n get: function () {\r\n return this._color;\r\n },\r\n set: function (value) {\r\n if (this._color === value) {\r\n return;\r\n }\r\n this._color = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"zIndex\", {\r\n /** Gets or sets z index which is used to reorder controls on the z axis */\r\n get: function () {\r\n return this._zIndex;\r\n },\r\n set: function (value) {\r\n if (this.zIndex === value) {\r\n return;\r\n }\r\n this._zIndex = value;\r\n if (this.parent) {\r\n this.parent._reOrderControl(this);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"notRenderable\", {\r\n /** Gets or sets a boolean indicating if the control can be rendered */\r\n get: function () {\r\n return this._doNotRender;\r\n },\r\n set: function (value) {\r\n if (this._doNotRender === value) {\r\n return;\r\n }\r\n this._doNotRender = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"isVisible\", {\r\n /** Gets or sets a boolean indicating if the control is visible */\r\n get: function () {\r\n return this._isVisible;\r\n },\r\n set: function (value) {\r\n if (this._isVisible === value) {\r\n return;\r\n }\r\n this._isVisible = value;\r\n this._markAsDirty(true);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"isDirty\", {\r\n /** Gets a boolean indicating that the control needs to update its rendering */\r\n get: function () {\r\n return this._isDirty;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"linkedMesh\", {\r\n /**\r\n * Gets the current linked mesh (or null if none)\r\n */\r\n get: function () {\r\n return this._linkedMesh;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"paddingLeft\", {\r\n /**\r\n * Gets or sets a value indicating the padding to use on the left of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._paddingLeft.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._paddingLeft.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"paddingLeftInPixels\", {\r\n /**\r\n * Gets or sets a value indicating the padding in pixels to use on the left of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._paddingLeft.getValueInPixel(this._host, this._cachedParentMeasure.width);\r\n },\r\n set: function (value) {\r\n if (isNaN(value)) {\r\n return;\r\n }\r\n this.paddingLeft = value + \"px\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"paddingRight\", {\r\n /**\r\n * Gets or sets a value indicating the padding to use on the right of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._paddingRight.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._paddingRight.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"paddingRightInPixels\", {\r\n /**\r\n * Gets or sets a value indicating the padding in pixels to use on the right of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._paddingRight.getValueInPixel(this._host, this._cachedParentMeasure.width);\r\n },\r\n set: function (value) {\r\n if (isNaN(value)) {\r\n return;\r\n }\r\n this.paddingRight = value + \"px\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"paddingTop\", {\r\n /**\r\n * Gets or sets a value indicating the padding to use on the top of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._paddingTop.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._paddingTop.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"paddingTopInPixels\", {\r\n /**\r\n * Gets or sets a value indicating the padding in pixels to use on the top of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._paddingTop.getValueInPixel(this._host, this._cachedParentMeasure.height);\r\n },\r\n set: function (value) {\r\n if (isNaN(value)) {\r\n return;\r\n }\r\n this.paddingTop = value + \"px\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"paddingBottom\", {\r\n /**\r\n * Gets or sets a value indicating the padding to use on the bottom of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._paddingBottom.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._paddingBottom.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"paddingBottomInPixels\", {\r\n /**\r\n * Gets or sets a value indicating the padding in pixels to use on the bottom of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._paddingBottom.getValueInPixel(this._host, this._cachedParentMeasure.height);\r\n },\r\n set: function (value) {\r\n if (isNaN(value)) {\r\n return;\r\n }\r\n this.paddingBottom = value + \"px\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"left\", {\r\n /**\r\n * Gets or sets a value indicating the left coordinate of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._left.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._left.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"leftInPixels\", {\r\n /**\r\n * Gets or sets a value indicating the left coordinate in pixels of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._left.getValueInPixel(this._host, this._cachedParentMeasure.width);\r\n },\r\n set: function (value) {\r\n if (isNaN(value)) {\r\n return;\r\n }\r\n this.left = value + \"px\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"top\", {\r\n /**\r\n * Gets or sets a value indicating the top coordinate of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._top.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._top.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"topInPixels\", {\r\n /**\r\n * Gets or sets a value indicating the top coordinate in pixels of the control\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._top.getValueInPixel(this._host, this._cachedParentMeasure.height);\r\n },\r\n set: function (value) {\r\n if (isNaN(value)) {\r\n return;\r\n }\r\n this.top = value + \"px\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"linkOffsetX\", {\r\n /**\r\n * Gets or sets a value indicating the offset on X axis to the linked mesh\r\n * @see http://doc.babylonjs.com/how_to/gui#tracking-positions\r\n */\r\n get: function () {\r\n return this._linkOffsetX.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._linkOffsetX.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"linkOffsetXInPixels\", {\r\n /**\r\n * Gets or sets a value indicating the offset in pixels on X axis to the linked mesh\r\n * @see http://doc.babylonjs.com/how_to/gui#tracking-positions\r\n */\r\n get: function () {\r\n return this._linkOffsetX.getValueInPixel(this._host, this._cachedParentMeasure.width);\r\n },\r\n set: function (value) {\r\n if (isNaN(value)) {\r\n return;\r\n }\r\n this.linkOffsetX = value + \"px\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"linkOffsetY\", {\r\n /**\r\n * Gets or sets a value indicating the offset on Y axis to the linked mesh\r\n * @see http://doc.babylonjs.com/how_to/gui#tracking-positions\r\n */\r\n get: function () {\r\n return this._linkOffsetY.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._linkOffsetY.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"linkOffsetYInPixels\", {\r\n /**\r\n * Gets or sets a value indicating the offset in pixels on Y axis to the linked mesh\r\n * @see http://doc.babylonjs.com/how_to/gui#tracking-positions\r\n */\r\n get: function () {\r\n return this._linkOffsetY.getValueInPixel(this._host, this._cachedParentMeasure.height);\r\n },\r\n set: function (value) {\r\n if (isNaN(value)) {\r\n return;\r\n }\r\n this.linkOffsetY = value + \"px\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"centerX\", {\r\n /** Gets the center coordinate on X axis */\r\n get: function () {\r\n return this._currentMeasure.left + this._currentMeasure.width / 2;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"centerY\", {\r\n /** Gets the center coordinate on Y axis */\r\n get: function () {\r\n return this._currentMeasure.top + this._currentMeasure.height / 2;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"isEnabled\", {\r\n /** Gets or sets if control is Enabled*/\r\n get: function () {\r\n return this._isEnabled;\r\n },\r\n set: function (value) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n this._isEnabled = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"disabledColor\", {\r\n /** Gets or sets background color of control if it's disabled*/\r\n get: function () {\r\n return this._disabledColor;\r\n },\r\n set: function (value) {\r\n if (this._disabledColor === value) {\r\n return;\r\n }\r\n this._disabledColor = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control.prototype, \"disabledColorItem\", {\r\n /** Gets or sets front color of control if it's disabled*/\r\n get: function () {\r\n return this._disabledColorItem;\r\n },\r\n set: function (value) {\r\n if (this._disabledColorItem === value) {\r\n return;\r\n }\r\n this._disabledColorItem = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n Control.prototype._getTypeName = function () {\r\n return \"Control\";\r\n };\r\n /**\r\n * Gets the first ascendant in the hierarchy of the given type\r\n * @param className defines the required type\r\n * @returns the ascendant or null if not found\r\n */\r\n Control.prototype.getAscendantOfClass = function (className) {\r\n if (!this.parent) {\r\n return null;\r\n }\r\n if (this.parent.getClassName() === className) {\r\n return this.parent;\r\n }\r\n return this.parent.getAscendantOfClass(className);\r\n };\r\n /** @hidden */\r\n Control.prototype._resetFontCache = function () {\r\n this._fontSet = true;\r\n this._markAsDirty();\r\n };\r\n /**\r\n * Determines if a container is an ascendant of the current control\r\n * @param container defines the container to look for\r\n * @returns true if the container is one of the ascendant of the control\r\n */\r\n Control.prototype.isAscendant = function (container) {\r\n if (!this.parent) {\r\n return false;\r\n }\r\n if (this.parent === container) {\r\n return true;\r\n }\r\n return this.parent.isAscendant(container);\r\n };\r\n /**\r\n * Gets coordinates in local control space\r\n * @param globalCoordinates defines the coordinates to transform\r\n * @returns the new coordinates in local space\r\n */\r\n Control.prototype.getLocalCoordinates = function (globalCoordinates) {\r\n var result = Vector2.Zero();\r\n this.getLocalCoordinatesToRef(globalCoordinates, result);\r\n return result;\r\n };\r\n /**\r\n * Gets coordinates in local control space\r\n * @param globalCoordinates defines the coordinates to transform\r\n * @param result defines the target vector2 where to store the result\r\n * @returns the current control\r\n */\r\n Control.prototype.getLocalCoordinatesToRef = function (globalCoordinates, result) {\r\n result.x = globalCoordinates.x - this._currentMeasure.left;\r\n result.y = globalCoordinates.y - this._currentMeasure.top;\r\n return this;\r\n };\r\n /**\r\n * Gets coordinates in parent local control space\r\n * @param globalCoordinates defines the coordinates to transform\r\n * @returns the new coordinates in parent local space\r\n */\r\n Control.prototype.getParentLocalCoordinates = function (globalCoordinates) {\r\n var result = Vector2.Zero();\r\n result.x = globalCoordinates.x - this._cachedParentMeasure.left;\r\n result.y = globalCoordinates.y - this._cachedParentMeasure.top;\r\n return result;\r\n };\r\n /**\r\n * Move the current control to a vector3 position projected onto the screen.\r\n * @param position defines the target position\r\n * @param scene defines the hosting scene\r\n */\r\n Control.prototype.moveToVector3 = function (position, scene) {\r\n if (!this._host || this.parent !== this._host._rootContainer) {\r\n Tools.Error(\"Cannot move a control to a vector3 if the control is not at root level\");\r\n return;\r\n }\r\n this.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n this.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n var globalViewport = this._host._getGlobalViewport(scene);\r\n var projectedPosition = Vector3.Project(position, Matrix.Identity(), scene.getTransformMatrix(), globalViewport);\r\n this._moveToProjectedPosition(projectedPosition);\r\n if (projectedPosition.z < 0 || projectedPosition.z > 1) {\r\n this.notRenderable = true;\r\n return;\r\n }\r\n this.notRenderable = false;\r\n };\r\n /**\r\n * Will store all controls that have this control as ascendant in a given array\r\n * @param results defines the array where to store the descendants\r\n * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered\r\n * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\r\n */\r\n Control.prototype.getDescendantsToRef = function (results, directDescendantsOnly, predicate) {\r\n if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }\r\n // Do nothing by default\r\n };\r\n /**\r\n * Will return all controls that have this control as ascendant\r\n * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered\r\n * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\r\n * @return all child controls\r\n */\r\n Control.prototype.getDescendants = function (directDescendantsOnly, predicate) {\r\n var results = new Array();\r\n this.getDescendantsToRef(results, directDescendantsOnly, predicate);\r\n return results;\r\n };\r\n /**\r\n * Link current control with a target mesh\r\n * @param mesh defines the mesh to link with\r\n * @see http://doc.babylonjs.com/how_to/gui#tracking-positions\r\n */\r\n Control.prototype.linkWithMesh = function (mesh) {\r\n if (!this._host || this.parent && this.parent !== this._host._rootContainer) {\r\n if (mesh) {\r\n Tools.Error(\"Cannot link a control to a mesh if the control is not at root level\");\r\n }\r\n return;\r\n }\r\n var index = this._host._linkedControls.indexOf(this);\r\n if (index !== -1) {\r\n this._linkedMesh = mesh;\r\n if (!mesh) {\r\n this._host._linkedControls.splice(index, 1);\r\n }\r\n return;\r\n }\r\n else if (!mesh) {\r\n return;\r\n }\r\n this.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n this.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n this._linkedMesh = mesh;\r\n this._host._linkedControls.push(this);\r\n };\r\n /** @hidden */\r\n Control.prototype._moveToProjectedPosition = function (projectedPosition) {\r\n var oldLeft = this._left.getValue(this._host);\r\n var oldTop = this._top.getValue(this._host);\r\n var newLeft = ((projectedPosition.x + this._linkOffsetX.getValue(this._host)) - this._currentMeasure.width / 2);\r\n var newTop = ((projectedPosition.y + this._linkOffsetY.getValue(this._host)) - this._currentMeasure.height / 2);\r\n if (this._left.ignoreAdaptiveScaling && this._top.ignoreAdaptiveScaling) {\r\n if (Math.abs(newLeft - oldLeft) < 0.5) {\r\n newLeft = oldLeft;\r\n }\r\n if (Math.abs(newTop - oldTop) < 0.5) {\r\n newTop = oldTop;\r\n }\r\n }\r\n this.left = newLeft + \"px\";\r\n this.top = newTop + \"px\";\r\n this._left.ignoreAdaptiveScaling = true;\r\n this._top.ignoreAdaptiveScaling = true;\r\n this._markAsDirty();\r\n };\r\n /** @hidden */\r\n Control.prototype._offsetLeft = function (offset) {\r\n this._isDirty = true;\r\n this._currentMeasure.left += offset;\r\n };\r\n /** @hidden */\r\n Control.prototype._offsetTop = function (offset) {\r\n this._isDirty = true;\r\n this._currentMeasure.top += offset;\r\n };\r\n /** @hidden */\r\n Control.prototype._markMatrixAsDirty = function () {\r\n this._isMatrixDirty = true;\r\n this._flagDescendantsAsMatrixDirty();\r\n };\r\n /** @hidden */\r\n Control.prototype._flagDescendantsAsMatrixDirty = function () {\r\n // No child\r\n };\r\n /** @hidden */\r\n Control.prototype._intersectsRect = function (rect) {\r\n // Rotate the control's current measure into local space and check if it intersects the passed in rectangle\r\n this._currentMeasure.transformToRef(this._transformMatrix, this._tmpMeasureA);\r\n if (this._tmpMeasureA.left >= rect.left + rect.width) {\r\n return false;\r\n }\r\n if (this._tmpMeasureA.top >= rect.top + rect.height) {\r\n return false;\r\n }\r\n if (this._tmpMeasureA.left + this._tmpMeasureA.width <= rect.left) {\r\n return false;\r\n }\r\n if (this._tmpMeasureA.top + this._tmpMeasureA.height <= rect.top) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n /** @hidden */\r\n Control.prototype.invalidateRect = function () {\r\n this._transform();\r\n if (this.host && this.host.useInvalidateRectOptimization) {\r\n // Rotate by transform to get the measure transformed to global space\r\n this._currentMeasure.transformToRef(this._transformMatrix, this._tmpMeasureA);\r\n // get the boudning box of the current measure and last frames measure in global space and invalidate it\r\n // the previous measure is used to properly clear a control that is scaled down\r\n Measure.CombineToRef(this._tmpMeasureA, this._prevCurrentMeasureTransformedIntoGlobalSpace, this._tmpMeasureA);\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n // Expand rect based on shadows\r\n var shadowOffsetX = this.shadowOffsetX;\r\n var shadowOffsetY = this.shadowOffsetY;\r\n var shadowBlur = this.shadowBlur;\r\n var leftShadowOffset = Math.min(Math.min(shadowOffsetX, 0) - shadowBlur * 2, 0);\r\n var rightShadowOffset = Math.max(Math.max(shadowOffsetX, 0) + shadowBlur * 2, 0);\r\n var topShadowOffset = Math.min(Math.min(shadowOffsetY, 0) - shadowBlur * 2, 0);\r\n var bottomShadowOffset = Math.max(Math.max(shadowOffsetY, 0) + shadowBlur * 2, 0);\r\n this.host.invalidateRect(Math.floor(this._tmpMeasureA.left + leftShadowOffset), Math.floor(this._tmpMeasureA.top + topShadowOffset), Math.ceil(this._tmpMeasureA.left + this._tmpMeasureA.width + rightShadowOffset), Math.ceil(this._tmpMeasureA.top + this._tmpMeasureA.height + bottomShadowOffset));\r\n }\r\n else {\r\n this.host.invalidateRect(Math.floor(this._tmpMeasureA.left), Math.floor(this._tmpMeasureA.top), Math.ceil(this._tmpMeasureA.left + this._tmpMeasureA.width), Math.ceil(this._tmpMeasureA.top + this._tmpMeasureA.height));\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._markAsDirty = function (force) {\r\n if (force === void 0) { force = false; }\r\n if (!this._isVisible && !force) {\r\n return;\r\n }\r\n this._isDirty = true;\r\n // Redraw only this rectangle\r\n if (this._host) {\r\n this._host.markAsDirty();\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._markAllAsDirty = function () {\r\n this._markAsDirty();\r\n if (this._font) {\r\n this._prepareFont();\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._link = function (host) {\r\n this._host = host;\r\n if (this._host) {\r\n this.uniqueId = this._host.getScene().getUniqueId();\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._transform = function (context) {\r\n if (!this._isMatrixDirty && this._scaleX === 1 && this._scaleY === 1 && this._rotation === 0) {\r\n return;\r\n }\r\n // postTranslate\r\n var offsetX = this._currentMeasure.width * this._transformCenterX + this._currentMeasure.left;\r\n var offsetY = this._currentMeasure.height * this._transformCenterY + this._currentMeasure.top;\r\n if (context) {\r\n context.translate(offsetX, offsetY);\r\n // rotate\r\n context.rotate(this._rotation);\r\n // scale\r\n context.scale(this._scaleX, this._scaleY);\r\n // preTranslate\r\n context.translate(-offsetX, -offsetY);\r\n }\r\n // Need to update matrices?\r\n if (this._isMatrixDirty || this._cachedOffsetX !== offsetX || this._cachedOffsetY !== offsetY) {\r\n this._cachedOffsetX = offsetX;\r\n this._cachedOffsetY = offsetY;\r\n this._isMatrixDirty = false;\r\n this._flagDescendantsAsMatrixDirty();\r\n Matrix2D.ComposeToRef(-offsetX, -offsetY, this._rotation, this._scaleX, this._scaleY, this.parent ? this.parent._transformMatrix : null, this._transformMatrix);\r\n this._transformMatrix.invertToRef(this._invertTransformMatrix);\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._renderHighlight = function (context) {\r\n if (!this.isHighlighted) {\r\n return;\r\n }\r\n context.save();\r\n context.strokeStyle = \"#4affff\";\r\n context.lineWidth = 2;\r\n this._renderHighlightSpecific(context);\r\n context.restore();\r\n };\r\n /** @hidden */\r\n Control.prototype._renderHighlightSpecific = function (context) {\r\n context.strokeRect(this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n };\r\n /** @hidden */\r\n Control.prototype._applyStates = function (context) {\r\n if (this._isFontSizeInPercentage) {\r\n this._fontSet = true;\r\n }\r\n if (this._fontSet) {\r\n this._prepareFont();\r\n this._fontSet = false;\r\n }\r\n if (this._font) {\r\n context.font = this._font;\r\n }\r\n if (this._color) {\r\n context.fillStyle = this._color;\r\n }\r\n if (Control.AllowAlphaInheritance) {\r\n context.globalAlpha *= this._alpha;\r\n }\r\n else if (this._alphaSet) {\r\n context.globalAlpha = this.parent ? this.parent.alpha * this._alpha : this._alpha;\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._layout = function (parentMeasure, context) {\r\n if (!this.isDirty && (!this.isVisible || this.notRenderable)) {\r\n return false;\r\n }\r\n if (this._isDirty || !this._cachedParentMeasure.isEqualsTo(parentMeasure)) {\r\n this.host._numLayoutCalls++;\r\n this._currentMeasure.transformToRef(this._transformMatrix, this._prevCurrentMeasureTransformedIntoGlobalSpace);\r\n context.save();\r\n this._applyStates(context);\r\n var rebuildCount = 0;\r\n do {\r\n this._rebuildLayout = false;\r\n this._processMeasures(parentMeasure, context);\r\n rebuildCount++;\r\n } while (this._rebuildLayout && rebuildCount < 3);\r\n if (rebuildCount >= 3) {\r\n Logger.Error(\"Layout cycle detected in GUI (Control name=\" + this.name + \", uniqueId=\" + this.uniqueId + \")\");\r\n }\r\n context.restore();\r\n this.invalidateRect();\r\n this._evaluateClippingState(parentMeasure);\r\n }\r\n this._wasDirty = this._isDirty;\r\n this._isDirty = false;\r\n return true;\r\n };\r\n /** @hidden */\r\n Control.prototype._processMeasures = function (parentMeasure, context) {\r\n this._currentMeasure.copyFrom(parentMeasure);\r\n // Let children take some pre-measurement actions\r\n this._preMeasure(parentMeasure, context);\r\n this._measure();\r\n this._computeAlignment(parentMeasure, context);\r\n // Convert to int values\r\n this._currentMeasure.left = this._currentMeasure.left | 0;\r\n this._currentMeasure.top = this._currentMeasure.top | 0;\r\n this._currentMeasure.width = this._currentMeasure.width | 0;\r\n this._currentMeasure.height = this._currentMeasure.height | 0;\r\n // Let children add more features\r\n this._additionalProcessing(parentMeasure, context);\r\n this._cachedParentMeasure.copyFrom(parentMeasure);\r\n if (this.onDirtyObservable.hasObservers()) {\r\n this.onDirtyObservable.notifyObservers(this);\r\n }\r\n };\r\n Control.prototype._evaluateClippingState = function (parentMeasure) {\r\n if (this.parent && this.parent.clipChildren) {\r\n // Early clip\r\n if (this._currentMeasure.left > parentMeasure.left + parentMeasure.width) {\r\n this._isClipped = true;\r\n return;\r\n }\r\n if (this._currentMeasure.left + this._currentMeasure.width < parentMeasure.left) {\r\n this._isClipped = true;\r\n return;\r\n }\r\n if (this._currentMeasure.top > parentMeasure.top + parentMeasure.height) {\r\n this._isClipped = true;\r\n return;\r\n }\r\n if (this._currentMeasure.top + this._currentMeasure.height < parentMeasure.top) {\r\n this._isClipped = true;\r\n return;\r\n }\r\n }\r\n this._isClipped = false;\r\n };\r\n /** @hidden */\r\n Control.prototype._measure = function () {\r\n // Width / Height\r\n if (this._width.isPixel) {\r\n this._currentMeasure.width = this._width.getValue(this._host);\r\n }\r\n else {\r\n this._currentMeasure.width *= this._width.getValue(this._host);\r\n }\r\n if (this._height.isPixel) {\r\n this._currentMeasure.height = this._height.getValue(this._host);\r\n }\r\n else {\r\n this._currentMeasure.height *= this._height.getValue(this._host);\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._computeAlignment = function (parentMeasure, context) {\r\n var width = this._currentMeasure.width;\r\n var height = this._currentMeasure.height;\r\n var parentWidth = parentMeasure.width;\r\n var parentHeight = parentMeasure.height;\r\n // Left / top\r\n var x = 0;\r\n var y = 0;\r\n switch (this.horizontalAlignment) {\r\n case Control.HORIZONTAL_ALIGNMENT_LEFT:\r\n x = 0;\r\n break;\r\n case Control.HORIZONTAL_ALIGNMENT_RIGHT:\r\n x = parentWidth - width;\r\n break;\r\n case Control.HORIZONTAL_ALIGNMENT_CENTER:\r\n x = (parentWidth - width) / 2;\r\n break;\r\n }\r\n switch (this.verticalAlignment) {\r\n case Control.VERTICAL_ALIGNMENT_TOP:\r\n y = 0;\r\n break;\r\n case Control.VERTICAL_ALIGNMENT_BOTTOM:\r\n y = parentHeight - height;\r\n break;\r\n case Control.VERTICAL_ALIGNMENT_CENTER:\r\n y = (parentHeight - height) / 2;\r\n break;\r\n }\r\n if (this._paddingLeft.isPixel) {\r\n this._currentMeasure.left += this._paddingLeft.getValue(this._host);\r\n this._currentMeasure.width -= this._paddingLeft.getValue(this._host);\r\n }\r\n else {\r\n this._currentMeasure.left += parentWidth * this._paddingLeft.getValue(this._host);\r\n this._currentMeasure.width -= parentWidth * this._paddingLeft.getValue(this._host);\r\n }\r\n if (this._paddingRight.isPixel) {\r\n this._currentMeasure.width -= this._paddingRight.getValue(this._host);\r\n }\r\n else {\r\n this._currentMeasure.width -= parentWidth * this._paddingRight.getValue(this._host);\r\n }\r\n if (this._paddingTop.isPixel) {\r\n this._currentMeasure.top += this._paddingTop.getValue(this._host);\r\n this._currentMeasure.height -= this._paddingTop.getValue(this._host);\r\n }\r\n else {\r\n this._currentMeasure.top += parentHeight * this._paddingTop.getValue(this._host);\r\n this._currentMeasure.height -= parentHeight * this._paddingTop.getValue(this._host);\r\n }\r\n if (this._paddingBottom.isPixel) {\r\n this._currentMeasure.height -= this._paddingBottom.getValue(this._host);\r\n }\r\n else {\r\n this._currentMeasure.height -= parentHeight * this._paddingBottom.getValue(this._host);\r\n }\r\n if (this._left.isPixel) {\r\n this._currentMeasure.left += this._left.getValue(this._host);\r\n }\r\n else {\r\n this._currentMeasure.left += parentWidth * this._left.getValue(this._host);\r\n }\r\n if (this._top.isPixel) {\r\n this._currentMeasure.top += this._top.getValue(this._host);\r\n }\r\n else {\r\n this._currentMeasure.top += parentHeight * this._top.getValue(this._host);\r\n }\r\n this._currentMeasure.left += x;\r\n this._currentMeasure.top += y;\r\n };\r\n /** @hidden */\r\n Control.prototype._preMeasure = function (parentMeasure, context) {\r\n // Do nothing\r\n };\r\n /** @hidden */\r\n Control.prototype._additionalProcessing = function (parentMeasure, context) {\r\n // Do nothing\r\n };\r\n /** @hidden */\r\n Control.prototype._clipForChildren = function (context) {\r\n // DO nothing\r\n };\r\n Control.prototype._clip = function (context, invalidatedRectangle) {\r\n context.beginPath();\r\n Control._ClipMeasure.copyFrom(this._currentMeasure);\r\n if (invalidatedRectangle) {\r\n // Rotate the invalidated rect into the control's space\r\n invalidatedRectangle.transformToRef(this._invertTransformMatrix, this._tmpMeasureA);\r\n // Get the intersection of the rect in context space and the current context\r\n var intersection = new Measure(0, 0, 0, 0);\r\n intersection.left = Math.max(this._tmpMeasureA.left, this._currentMeasure.left);\r\n intersection.top = Math.max(this._tmpMeasureA.top, this._currentMeasure.top);\r\n intersection.width = Math.min(this._tmpMeasureA.left + this._tmpMeasureA.width, this._currentMeasure.left + this._currentMeasure.width) - intersection.left;\r\n intersection.height = Math.min(this._tmpMeasureA.top + this._tmpMeasureA.height, this._currentMeasure.top + this._currentMeasure.height) - intersection.top;\r\n Control._ClipMeasure.copyFrom(intersection);\r\n }\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n var shadowOffsetX = this.shadowOffsetX;\r\n var shadowOffsetY = this.shadowOffsetY;\r\n var shadowBlur = this.shadowBlur;\r\n var leftShadowOffset = Math.min(Math.min(shadowOffsetX, 0) - shadowBlur * 2, 0);\r\n var rightShadowOffset = Math.max(Math.max(shadowOffsetX, 0) + shadowBlur * 2, 0);\r\n var topShadowOffset = Math.min(Math.min(shadowOffsetY, 0) - shadowBlur * 2, 0);\r\n var bottomShadowOffset = Math.max(Math.max(shadowOffsetY, 0) + shadowBlur * 2, 0);\r\n context.rect(Control._ClipMeasure.left + leftShadowOffset, Control._ClipMeasure.top + topShadowOffset, Control._ClipMeasure.width + rightShadowOffset - leftShadowOffset, Control._ClipMeasure.height + bottomShadowOffset - topShadowOffset);\r\n }\r\n else {\r\n context.rect(Control._ClipMeasure.left, Control._ClipMeasure.top, Control._ClipMeasure.width, Control._ClipMeasure.height);\r\n }\r\n context.clip();\r\n };\r\n /** @hidden */\r\n Control.prototype._render = function (context, invalidatedRectangle) {\r\n if (!this.isVisible || this.notRenderable || this._isClipped) {\r\n this._isDirty = false;\r\n return false;\r\n }\r\n this.host._numRenderCalls++;\r\n context.save();\r\n this._applyStates(context);\r\n // Transform\r\n this._transform(context);\r\n // Clip\r\n if (this.clipContent) {\r\n this._clip(context, invalidatedRectangle);\r\n }\r\n if (this.onBeforeDrawObservable.hasObservers()) {\r\n this.onBeforeDrawObservable.notifyObservers(this);\r\n }\r\n if (this.useBitmapCache && !this._wasDirty && this._cacheData) {\r\n context.putImageData(this._cacheData, this._currentMeasure.left, this._currentMeasure.top);\r\n }\r\n else {\r\n this._draw(context, invalidatedRectangle);\r\n }\r\n if (this.useBitmapCache && this._wasDirty) {\r\n this._cacheData = context.getImageData(this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n }\r\n this._renderHighlight(context);\r\n if (this.onAfterDrawObservable.hasObservers()) {\r\n this.onAfterDrawObservable.notifyObservers(this);\r\n }\r\n context.restore();\r\n return true;\r\n };\r\n /** @hidden */\r\n Control.prototype._draw = function (context, invalidatedRectangle) {\r\n // Do nothing\r\n };\r\n /**\r\n * Tests if a given coordinates belong to the current control\r\n * @param x defines x coordinate to test\r\n * @param y defines y coordinate to test\r\n * @returns true if the coordinates are inside the control\r\n */\r\n Control.prototype.contains = function (x, y) {\r\n // Invert transform\r\n this._invertTransformMatrix.transformCoordinates(x, y, this._transformedPosition);\r\n x = this._transformedPosition.x;\r\n y = this._transformedPosition.y;\r\n // Check\r\n if (x < this._currentMeasure.left) {\r\n return false;\r\n }\r\n if (x > this._currentMeasure.left + this._currentMeasure.width) {\r\n return false;\r\n }\r\n if (y < this._currentMeasure.top) {\r\n return false;\r\n }\r\n if (y > this._currentMeasure.top + this._currentMeasure.height) {\r\n return false;\r\n }\r\n if (this.isPointerBlocker) {\r\n this._host._shouldBlockPointer = true;\r\n }\r\n return true;\r\n };\r\n /** @hidden */\r\n Control.prototype._processPicking = function (x, y, type, pointerId, buttonIndex, deltaX, deltaY) {\r\n if (!this._isEnabled) {\r\n return false;\r\n }\r\n if (!this.isHitTestVisible || !this.isVisible || this._doNotRender) {\r\n return false;\r\n }\r\n if (!this.contains(x, y)) {\r\n return false;\r\n }\r\n this._processObservables(type, x, y, pointerId, buttonIndex, deltaX, deltaY);\r\n return true;\r\n };\r\n /** @hidden */\r\n Control.prototype._onPointerMove = function (target, coordinates, pointerId) {\r\n var canNotify = this.onPointerMoveObservable.notifyObservers(coordinates, -1, target, this);\r\n if (canNotify && this.parent != null) {\r\n this.parent._onPointerMove(target, coordinates, pointerId);\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._onPointerEnter = function (target) {\r\n if (!this._isEnabled) {\r\n return false;\r\n }\r\n if (this._enterCount > 0) {\r\n return false;\r\n }\r\n if (this._enterCount === -1) { // -1 is for touch input, we are now sure we are with a mouse or pencil\r\n this._enterCount = 0;\r\n }\r\n this._enterCount++;\r\n var canNotify = this.onPointerEnterObservable.notifyObservers(this, -1, target, this);\r\n if (canNotify && this.parent != null) {\r\n this.parent._onPointerEnter(target);\r\n }\r\n return true;\r\n };\r\n /** @hidden */\r\n Control.prototype._onPointerOut = function (target, force) {\r\n if (force === void 0) { force = false; }\r\n if (!force && (!this._isEnabled || target === this)) {\r\n return;\r\n }\r\n this._enterCount = 0;\r\n var canNotify = true;\r\n if (!target.isAscendant(this)) {\r\n canNotify = this.onPointerOutObservable.notifyObservers(this, -1, target, this);\r\n }\r\n if (canNotify && this.parent != null) {\r\n this.parent._onPointerOut(target, force);\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._onPointerDown = function (target, coordinates, pointerId, buttonIndex) {\r\n // Prevent pointerout to lose control context.\r\n // Event redundancy is checked inside the function.\r\n this._onPointerEnter(this);\r\n if (this._downCount !== 0) {\r\n return false;\r\n }\r\n this._downCount++;\r\n this._downPointerIds[pointerId] = true;\r\n var canNotify = this.onPointerDownObservable.notifyObservers(new Vector2WithInfo(coordinates, buttonIndex), -1, target, this);\r\n if (canNotify && this.parent != null) {\r\n this.parent._onPointerDown(target, coordinates, pointerId, buttonIndex);\r\n }\r\n return true;\r\n };\r\n /** @hidden */\r\n Control.prototype._onPointerUp = function (target, coordinates, pointerId, buttonIndex, notifyClick) {\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n this._downCount = 0;\r\n delete this._downPointerIds[pointerId];\r\n var canNotifyClick = notifyClick;\r\n if (notifyClick && (this._enterCount > 0 || this._enterCount === -1)) {\r\n canNotifyClick = this.onPointerClickObservable.notifyObservers(new Vector2WithInfo(coordinates, buttonIndex), -1, target, this);\r\n }\r\n var canNotify = this.onPointerUpObservable.notifyObservers(new Vector2WithInfo(coordinates, buttonIndex), -1, target, this);\r\n if (canNotify && this.parent != null) {\r\n this.parent._onPointerUp(target, coordinates, pointerId, buttonIndex, canNotifyClick);\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._forcePointerUp = function (pointerId) {\r\n if (pointerId === void 0) { pointerId = null; }\r\n if (pointerId !== null) {\r\n this._onPointerUp(this, Vector2.Zero(), pointerId, 0, true);\r\n }\r\n else {\r\n for (var key in this._downPointerIds) {\r\n this._onPointerUp(this, Vector2.Zero(), +key, 0, true);\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._onWheelScroll = function (deltaX, deltaY) {\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n var canNotify = this.onWheelObservable.notifyObservers(new Vector2(deltaX, deltaY));\r\n if (canNotify && this.parent != null) {\r\n this.parent._onWheelScroll(deltaX, deltaY);\r\n }\r\n };\r\n /** @hidden */\r\n Control.prototype._processObservables = function (type, x, y, pointerId, buttonIndex, deltaX, deltaY) {\r\n if (!this._isEnabled) {\r\n return false;\r\n }\r\n this._dummyVector2.copyFromFloats(x, y);\r\n if (type === PointerEventTypes.POINTERMOVE) {\r\n this._onPointerMove(this, this._dummyVector2, pointerId);\r\n var previousControlOver = this._host._lastControlOver[pointerId];\r\n if (previousControlOver && previousControlOver !== this) {\r\n previousControlOver._onPointerOut(this);\r\n }\r\n if (previousControlOver !== this) {\r\n this._onPointerEnter(this);\r\n }\r\n this._host._lastControlOver[pointerId] = this;\r\n return true;\r\n }\r\n if (type === PointerEventTypes.POINTERDOWN) {\r\n this._onPointerDown(this, this._dummyVector2, pointerId, buttonIndex);\r\n this._host._registerLastControlDown(this, pointerId);\r\n this._host._lastPickedControl = this;\r\n return true;\r\n }\r\n if (type === PointerEventTypes.POINTERUP) {\r\n if (this._host._lastControlDown[pointerId]) {\r\n this._host._lastControlDown[pointerId]._onPointerUp(this, this._dummyVector2, pointerId, buttonIndex, true);\r\n }\r\n delete this._host._lastControlDown[pointerId];\r\n return true;\r\n }\r\n if (type === PointerEventTypes.POINTERWHEEL) {\r\n if (this._host._lastControlOver[pointerId]) {\r\n this._host._lastControlOver[pointerId]._onWheelScroll(deltaX, deltaY);\r\n return true;\r\n }\r\n }\r\n return false;\r\n };\r\n Control.prototype._prepareFont = function () {\r\n if (!this._font && !this._fontSet) {\r\n return;\r\n }\r\n if (this._style) {\r\n this._font = this._style.fontStyle + \" \" + this._style.fontWeight + \" \" + this.fontSizeInPixels + \"px \" + this._style.fontFamily;\r\n }\r\n else {\r\n this._font = this._fontStyle + \" \" + this._fontWeight + \" \" + this.fontSizeInPixels + \"px \" + this._fontFamily;\r\n }\r\n this._fontOffset = Control._GetFontOffset(this._font);\r\n };\r\n /** Releases associated resources */\r\n Control.prototype.dispose = function () {\r\n this.onDirtyObservable.clear();\r\n this.onBeforeDrawObservable.clear();\r\n this.onAfterDrawObservable.clear();\r\n this.onPointerDownObservable.clear();\r\n this.onPointerEnterObservable.clear();\r\n this.onPointerMoveObservable.clear();\r\n this.onPointerOutObservable.clear();\r\n this.onPointerUpObservable.clear();\r\n this.onPointerClickObservable.clear();\r\n this.onWheelObservable.clear();\r\n if (this._styleObserver && this._style) {\r\n this._style.onChangedObservable.remove(this._styleObserver);\r\n this._styleObserver = null;\r\n }\r\n if (this.parent) {\r\n this.parent.removeControl(this);\r\n this.parent = null;\r\n }\r\n if (this._host) {\r\n var index = this._host._linkedControls.indexOf(this);\r\n if (index > -1) {\r\n this.linkWithMesh(null);\r\n }\r\n }\r\n };\r\n Object.defineProperty(Control, \"HORIZONTAL_ALIGNMENT_LEFT\", {\r\n /** HORIZONTAL_ALIGNMENT_LEFT */\r\n get: function () {\r\n return Control._HORIZONTAL_ALIGNMENT_LEFT;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control, \"HORIZONTAL_ALIGNMENT_RIGHT\", {\r\n /** HORIZONTAL_ALIGNMENT_RIGHT */\r\n get: function () {\r\n return Control._HORIZONTAL_ALIGNMENT_RIGHT;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control, \"HORIZONTAL_ALIGNMENT_CENTER\", {\r\n /** HORIZONTAL_ALIGNMENT_CENTER */\r\n get: function () {\r\n return Control._HORIZONTAL_ALIGNMENT_CENTER;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control, \"VERTICAL_ALIGNMENT_TOP\", {\r\n /** VERTICAL_ALIGNMENT_TOP */\r\n get: function () {\r\n return Control._VERTICAL_ALIGNMENT_TOP;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control, \"VERTICAL_ALIGNMENT_BOTTOM\", {\r\n /** VERTICAL_ALIGNMENT_BOTTOM */\r\n get: function () {\r\n return Control._VERTICAL_ALIGNMENT_BOTTOM;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Control, \"VERTICAL_ALIGNMENT_CENTER\", {\r\n /** VERTICAL_ALIGNMENT_CENTER */\r\n get: function () {\r\n return Control._VERTICAL_ALIGNMENT_CENTER;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n Control._GetFontOffset = function (font) {\r\n if (Control._FontHeightSizes[font]) {\r\n return Control._FontHeightSizes[font];\r\n }\r\n var text = document.createElement(\"span\");\r\n text.innerHTML = \"Hg\";\r\n text.style.font = font;\r\n var block = document.createElement(\"div\");\r\n block.style.display = \"inline-block\";\r\n block.style.width = \"1px\";\r\n block.style.height = \"0px\";\r\n block.style.verticalAlign = \"bottom\";\r\n var div = document.createElement(\"div\");\r\n div.appendChild(text);\r\n div.appendChild(block);\r\n document.body.appendChild(div);\r\n var fontAscent = 0;\r\n var fontHeight = 0;\r\n try {\r\n fontHeight = block.getBoundingClientRect().top - text.getBoundingClientRect().top;\r\n block.style.verticalAlign = \"baseline\";\r\n fontAscent = block.getBoundingClientRect().top - text.getBoundingClientRect().top;\r\n }\r\n finally {\r\n document.body.removeChild(div);\r\n }\r\n var result = { ascent: fontAscent, height: fontHeight, descent: fontHeight - fontAscent };\r\n Control._FontHeightSizes[font] = result;\r\n return result;\r\n };\r\n /** @hidden */\r\n Control.drawEllipse = function (x, y, width, height, context) {\r\n context.translate(x, y);\r\n context.scale(width, height);\r\n context.beginPath();\r\n context.arc(0, 0, 1, 0, 2 * Math.PI);\r\n context.closePath();\r\n context.scale(1 / width, 1 / height);\r\n context.translate(-x, -y);\r\n };\r\n /**\r\n * Gets or sets a boolean indicating if alpha must be an inherited value (false by default)\r\n */\r\n Control.AllowAlphaInheritance = false;\r\n Control._ClipMeasure = new Measure(0, 0, 0, 0);\r\n // Statics\r\n Control._HORIZONTAL_ALIGNMENT_LEFT = 0;\r\n Control._HORIZONTAL_ALIGNMENT_RIGHT = 1;\r\n Control._HORIZONTAL_ALIGNMENT_CENTER = 2;\r\n Control._VERTICAL_ALIGNMENT_TOP = 0;\r\n Control._VERTICAL_ALIGNMENT_BOTTOM = 1;\r\n Control._VERTICAL_ALIGNMENT_CENTER = 2;\r\n Control._FontHeightSizes = {};\r\n /**\r\n * Creates a stack panel that can be used to render headers\r\n * @param control defines the control to associate with the header\r\n * @param text defines the text of the header\r\n * @param size defines the size of the header\r\n * @param options defines options used to configure the header\r\n * @returns a new StackPanel\r\n * @ignore\r\n * @hidden\r\n */\r\n Control.AddHeader = function () { };\r\n return Control;\r\n}());\r\nexport { Control };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.Control\"] = Control;\r\n//# sourceMappingURL=control.js.map","import { Observable } from \"../Misc/observable\";\r\nimport { DomManagement } from \"../Misc/domManagement\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { ShaderProcessor } from '../Engines/Processors/shaderProcessor';\r\n/**\r\n * Effect containing vertex and fragment shader that can be executed on an object.\r\n */\r\nvar Effect = /** @class */ (function () {\r\n /**\r\n * Instantiates an effect.\r\n * An effect can be used to create/manage/execute vertex and fragment shaders.\r\n * @param baseName Name of the effect.\r\n * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.\r\n * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.\r\n * @param samplers List of sampler variables that will be passed to the shader.\r\n * @param engine Engine to be used to render the effect\r\n * @param defines Define statements to be added to the shader.\r\n * @param fallbacks Possible fallbacks for this effect to improve performance when needed.\r\n * @param onCompiled Callback that will be called when the shader is compiled.\r\n * @param onError Callback that will be called if an error occurs during shader compilation.\r\n * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})\r\n */\r\n function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {\r\n var _this = this;\r\n if (samplers === void 0) { samplers = null; }\r\n if (defines === void 0) { defines = null; }\r\n if (fallbacks === void 0) { fallbacks = null; }\r\n if (onCompiled === void 0) { onCompiled = null; }\r\n if (onError === void 0) { onError = null; }\r\n /**\r\n * Name of the effect.\r\n */\r\n this.name = null;\r\n /**\r\n * String container all the define statements that should be set on the shader.\r\n */\r\n this.defines = \"\";\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n this.onCompiled = null;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n this.onError = null;\r\n /**\r\n * Callback that will be called when effect is bound.\r\n */\r\n this.onBind = null;\r\n /**\r\n * Unique ID of the effect.\r\n */\r\n this.uniqueId = 0;\r\n /**\r\n * Observable that will be called when the shader is compiled.\r\n * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.\r\n */\r\n this.onCompileObservable = new Observable();\r\n /**\r\n * Observable that will be called if an error occurs during shader compilation.\r\n */\r\n this.onErrorObservable = new Observable();\r\n /** @hidden */\r\n this._onBindObservable = null;\r\n /**\r\n * @hidden\r\n * Specifies if the effect was previously ready\r\n */\r\n this._wasPreviouslyReady = false;\r\n /** @hidden */\r\n this._bonesComputationForcedToCPU = false;\r\n this._uniformBuffersNames = {};\r\n this._samplers = {};\r\n this._isReady = false;\r\n this._compilationError = \"\";\r\n this._allFallbacksProcessed = false;\r\n this._uniforms = {};\r\n /**\r\n * Key for the effect.\r\n * @hidden\r\n */\r\n this._key = \"\";\r\n this._fallbacks = null;\r\n this._vertexSourceCode = \"\";\r\n this._fragmentSourceCode = \"\";\r\n this._vertexSourceCodeOverride = \"\";\r\n this._fragmentSourceCodeOverride = \"\";\r\n this._transformFeedbackVaryings = null;\r\n /**\r\n * Compiled shader to webGL program.\r\n * @hidden\r\n */\r\n this._pipelineContext = null;\r\n this._valueCache = {};\r\n this.name = baseName;\r\n if (attributesNamesOrOptions.attributes) {\r\n var options = attributesNamesOrOptions;\r\n this._engine = uniformsNamesOrEngine;\r\n this._attributesNames = options.attributes;\r\n this._uniformsNames = options.uniformsNames.concat(options.samplers);\r\n this._samplerList = options.samplers.slice();\r\n this.defines = options.defines;\r\n this.onError = options.onError;\r\n this.onCompiled = options.onCompiled;\r\n this._fallbacks = options.fallbacks;\r\n this._indexParameters = options.indexParameters;\r\n this._transformFeedbackVaryings = options.transformFeedbackVaryings || null;\r\n if (options.uniformBuffersNames) {\r\n for (var i = 0; i < options.uniformBuffersNames.length; i++) {\r\n this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;\r\n }\r\n }\r\n }\r\n else {\r\n this._engine = engine;\r\n this.defines = (defines == null ? \"\" : defines);\r\n this._uniformsNames = uniformsNamesOrEngine.concat(samplers);\r\n this._samplerList = samplers ? samplers.slice() : [];\r\n this._attributesNames = attributesNamesOrOptions;\r\n this.onError = onError;\r\n this.onCompiled = onCompiled;\r\n this._indexParameters = indexParameters;\r\n this._fallbacks = fallbacks;\r\n }\r\n this._attributeLocationByName = {};\r\n this.uniqueId = Effect._uniqueIdSeed++;\r\n var vertexSource;\r\n var fragmentSource;\r\n var hostDocument = DomManagement.IsWindowObjectExist() ? this._engine.getHostDocument() : null;\r\n if (baseName.vertexSource) {\r\n vertexSource = \"source:\" + baseName.vertexSource;\r\n }\r\n else if (baseName.vertexElement) {\r\n vertexSource = hostDocument ? hostDocument.getElementById(baseName.vertexElement) : null;\r\n if (!vertexSource) {\r\n vertexSource = baseName.vertexElement;\r\n }\r\n }\r\n else {\r\n vertexSource = baseName.vertex || baseName;\r\n }\r\n if (baseName.fragmentSource) {\r\n fragmentSource = \"source:\" + baseName.fragmentSource;\r\n }\r\n else if (baseName.fragmentElement) {\r\n fragmentSource = hostDocument ? hostDocument.getElementById(baseName.fragmentElement) : null;\r\n if (!fragmentSource) {\r\n fragmentSource = baseName.fragmentElement;\r\n }\r\n }\r\n else {\r\n fragmentSource = baseName.fragment || baseName;\r\n }\r\n var processorOptions = {\r\n defines: this.defines.split(\"\\n\"),\r\n indexParameters: this._indexParameters,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: this._engine._shouldUseHighPrecisionShader,\r\n processor: this._engine._shaderProcessor,\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: Effect.ShadersRepository,\r\n includesShadersStore: Effect.IncludesShadersStore,\r\n version: (this._engine.webGLVersion * 100).toString(),\r\n platformName: this._engine.webGLVersion >= 2 ? \"WEBGL2\" : \"WEBGL1\"\r\n };\r\n this._loadShader(vertexSource, \"Vertex\", \"\", function (vertexCode) {\r\n _this._loadShader(fragmentSource, \"Fragment\", \"Pixel\", function (fragmentCode) {\r\n ShaderProcessor.Process(vertexCode, processorOptions, function (migratedVertexCode) {\r\n processorOptions.isFragment = true;\r\n ShaderProcessor.Process(fragmentCode, processorOptions, function (migratedFragmentCode) {\r\n _this._useFinalCode(migratedVertexCode, migratedFragmentCode, baseName);\r\n });\r\n });\r\n });\r\n });\r\n }\r\n Object.defineProperty(Effect.prototype, \"onBindObservable\", {\r\n /**\r\n * Observable that will be called when effect is bound.\r\n */\r\n get: function () {\r\n if (!this._onBindObservable) {\r\n this._onBindObservable = new Observable();\r\n }\r\n return this._onBindObservable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Effect.prototype._useFinalCode = function (migratedVertexCode, migratedFragmentCode, baseName) {\r\n if (baseName) {\r\n var vertex = baseName.vertexElement || baseName.vertex || baseName.spectorName || baseName;\r\n var fragment = baseName.fragmentElement || baseName.fragment || baseName.spectorName || baseName;\r\n this._vertexSourceCode = \"#define SHADER_NAME vertex:\" + vertex + \"\\n\" + migratedVertexCode;\r\n this._fragmentSourceCode = \"#define SHADER_NAME fragment:\" + fragment + \"\\n\" + migratedFragmentCode;\r\n }\r\n else {\r\n this._vertexSourceCode = migratedVertexCode;\r\n this._fragmentSourceCode = migratedFragmentCode;\r\n }\r\n this._prepareEffect();\r\n };\r\n Object.defineProperty(Effect.prototype, \"key\", {\r\n /**\r\n * Unique key for this effect\r\n */\r\n get: function () {\r\n return this._key;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * If the effect has been compiled and prepared.\r\n * @returns if the effect is compiled and prepared.\r\n */\r\n Effect.prototype.isReady = function () {\r\n try {\r\n return this._isReadyInternal();\r\n }\r\n catch (_a) {\r\n return false;\r\n }\r\n };\r\n Effect.prototype._isReadyInternal = function () {\r\n if (this._isReady) {\r\n return true;\r\n }\r\n if (this._pipelineContext) {\r\n return this._pipelineContext.isReady;\r\n }\r\n return false;\r\n };\r\n /**\r\n * The engine the effect was initialized with.\r\n * @returns the engine.\r\n */\r\n Effect.prototype.getEngine = function () {\r\n return this._engine;\r\n };\r\n /**\r\n * The pipeline context for this effect\r\n * @returns the associated pipeline context\r\n */\r\n Effect.prototype.getPipelineContext = function () {\r\n return this._pipelineContext;\r\n };\r\n /**\r\n * The set of names of attribute variables for the shader.\r\n * @returns An array of attribute names.\r\n */\r\n Effect.prototype.getAttributesNames = function () {\r\n return this._attributesNames;\r\n };\r\n /**\r\n * Returns the attribute at the given index.\r\n * @param index The index of the attribute.\r\n * @returns The location of the attribute.\r\n */\r\n Effect.prototype.getAttributeLocation = function (index) {\r\n return this._attributes[index];\r\n };\r\n /**\r\n * Returns the attribute based on the name of the variable.\r\n * @param name of the attribute to look up.\r\n * @returns the attribute location.\r\n */\r\n Effect.prototype.getAttributeLocationByName = function (name) {\r\n return this._attributeLocationByName[name];\r\n };\r\n /**\r\n * The number of attributes.\r\n * @returns the numnber of attributes.\r\n */\r\n Effect.prototype.getAttributesCount = function () {\r\n return this._attributes.length;\r\n };\r\n /**\r\n * Gets the index of a uniform variable.\r\n * @param uniformName of the uniform to look up.\r\n * @returns the index.\r\n */\r\n Effect.prototype.getUniformIndex = function (uniformName) {\r\n return this._uniformsNames.indexOf(uniformName);\r\n };\r\n /**\r\n * Returns the attribute based on the name of the variable.\r\n * @param uniformName of the uniform to look up.\r\n * @returns the location of the uniform.\r\n */\r\n Effect.prototype.getUniform = function (uniformName) {\r\n return this._uniforms[uniformName];\r\n };\r\n /**\r\n * Returns an array of sampler variable names\r\n * @returns The array of sampler variable neames.\r\n */\r\n Effect.prototype.getSamplers = function () {\r\n return this._samplerList;\r\n };\r\n /**\r\n * The error from the last compilation.\r\n * @returns the error string.\r\n */\r\n Effect.prototype.getCompilationError = function () {\r\n return this._compilationError;\r\n };\r\n /**\r\n * Gets a boolean indicating that all fallbacks were used during compilation\r\n * @returns true if all fallbacks were used\r\n */\r\n Effect.prototype.allFallbacksProcessed = function () {\r\n return this._allFallbacksProcessed;\r\n };\r\n /**\r\n * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.\r\n * @param func The callback to be used.\r\n */\r\n Effect.prototype.executeWhenCompiled = function (func) {\r\n var _this = this;\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n this.onCompileObservable.add(function (effect) {\r\n func(effect);\r\n });\r\n if (!this._pipelineContext || this._pipelineContext.isAsync) {\r\n setTimeout(function () {\r\n _this._checkIsReady(null);\r\n }, 16);\r\n }\r\n };\r\n Effect.prototype._checkIsReady = function (previousPipelineContext) {\r\n var _this = this;\r\n try {\r\n if (this._isReadyInternal()) {\r\n return;\r\n }\r\n }\r\n catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n return;\r\n }\r\n setTimeout(function () {\r\n _this._checkIsReady(previousPipelineContext);\r\n }, 16);\r\n };\r\n Effect.prototype._loadShader = function (shader, key, optionalKey, callback) {\r\n if (typeof (HTMLElement) !== \"undefined\") {\r\n // DOM element ?\r\n if (shader instanceof HTMLElement) {\r\n var shaderCode = DomManagement.GetDOMTextContent(shader);\r\n callback(shaderCode);\r\n return;\r\n }\r\n }\r\n // Direct source ?\r\n if (shader.substr(0, 7) === \"source:\") {\r\n callback(shader.substr(7));\r\n return;\r\n }\r\n // Base64 encoded ?\r\n if (shader.substr(0, 7) === \"base64:\") {\r\n var shaderBinary = window.atob(shader.substr(7));\r\n callback(shaderBinary);\r\n return;\r\n }\r\n // Is in local store ?\r\n if (Effect.ShadersStore[shader + key + \"Shader\"]) {\r\n callback(Effect.ShadersStore[shader + key + \"Shader\"]);\r\n return;\r\n }\r\n if (optionalKey && Effect.ShadersStore[shader + optionalKey + \"Shader\"]) {\r\n callback(Effect.ShadersStore[shader + optionalKey + \"Shader\"]);\r\n return;\r\n }\r\n var shaderUrl;\r\n if (shader[0] === \".\" || shader[0] === \"/\" || shader.indexOf(\"http\") > -1) {\r\n shaderUrl = shader;\r\n }\r\n else {\r\n shaderUrl = Effect.ShadersRepository + shader;\r\n }\r\n // Vertex shader\r\n this._engine._loadFile(shaderUrl + \".\" + key.toLowerCase() + \".fx\", callback);\r\n };\r\n /**\r\n * Recompiles the webGL program\r\n * @param vertexSourceCode The source code for the vertex shader.\r\n * @param fragmentSourceCode The source code for the fragment shader.\r\n * @param onCompiled Callback called when completed.\r\n * @param onError Callback called on error.\r\n * @hidden\r\n */\r\n Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {\r\n var _this = this;\r\n this._isReady = false;\r\n this._vertexSourceCodeOverride = vertexSourceCode;\r\n this._fragmentSourceCodeOverride = fragmentSourceCode;\r\n this.onError = function (effect, error) {\r\n if (onError) {\r\n onError(error);\r\n }\r\n };\r\n this.onCompiled = function () {\r\n var scenes = _this.getEngine().scenes;\r\n if (scenes) {\r\n for (var i = 0; i < scenes.length; i++) {\r\n scenes[i].markAllMaterialsAsDirty(31);\r\n }\r\n }\r\n _this._pipelineContext._handlesSpectorRebuildCallback(onCompiled);\r\n };\r\n this._fallbacks = null;\r\n this._prepareEffect();\r\n };\r\n /**\r\n * Prepares the effect\r\n * @hidden\r\n */\r\n Effect.prototype._prepareEffect = function () {\r\n var _this = this;\r\n var attributesNames = this._attributesNames;\r\n var defines = this.defines;\r\n this._valueCache = {};\r\n var previousPipelineContext = this._pipelineContext;\r\n try {\r\n var engine_1 = this._engine;\r\n this._pipelineContext = engine_1.createPipelineContext();\r\n var rebuildRebind = this._rebuildProgram.bind(this);\r\n if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {\r\n engine_1._preparePipelineContext(this._pipelineContext, this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, true, rebuildRebind, null, this._transformFeedbackVaryings);\r\n }\r\n else {\r\n engine_1._preparePipelineContext(this._pipelineContext, this._vertexSourceCode, this._fragmentSourceCode, false, rebuildRebind, defines, this._transformFeedbackVaryings);\r\n }\r\n engine_1._executeWhenRenderingStateIsCompiled(this._pipelineContext, function () {\r\n if (engine_1.supportsUniformBuffers) {\r\n for (var name in _this._uniformBuffersNames) {\r\n _this.bindUniformBlock(name, _this._uniformBuffersNames[name]);\r\n }\r\n }\r\n var uniforms = engine_1.getUniforms(_this._pipelineContext, _this._uniformsNames);\r\n uniforms.forEach(function (uniform, index) {\r\n _this._uniforms[_this._uniformsNames[index]] = uniform;\r\n });\r\n _this._attributes = engine_1.getAttributes(_this._pipelineContext, attributesNames);\r\n if (attributesNames) {\r\n for (var i = 0; i < attributesNames.length; i++) {\r\n var name_1 = attributesNames[i];\r\n _this._attributeLocationByName[name_1] = _this._attributes[i];\r\n }\r\n }\r\n var index;\r\n for (index = 0; index < _this._samplerList.length; index++) {\r\n var sampler = _this.getUniform(_this._samplerList[index]);\r\n if (sampler == null) {\r\n _this._samplerList.splice(index, 1);\r\n index--;\r\n }\r\n }\r\n _this._samplerList.forEach(function (name, index) {\r\n _this._samplers[name] = index;\r\n });\r\n engine_1.bindSamplers(_this);\r\n _this._compilationError = \"\";\r\n _this._isReady = true;\r\n if (_this.onCompiled) {\r\n _this.onCompiled(_this);\r\n }\r\n _this.onCompileObservable.notifyObservers(_this);\r\n _this.onCompileObservable.clear();\r\n // Unbind mesh reference in fallbacks\r\n if (_this._fallbacks) {\r\n _this._fallbacks.unBindMesh();\r\n }\r\n if (previousPipelineContext) {\r\n _this.getEngine()._deletePipelineContext(previousPipelineContext);\r\n }\r\n });\r\n if (this._pipelineContext.isAsync) {\r\n this._checkIsReady(previousPipelineContext);\r\n }\r\n }\r\n catch (e) {\r\n this._processCompilationErrors(e, previousPipelineContext);\r\n }\r\n };\r\n Effect.prototype._processCompilationErrors = function (e, previousPipelineContext) {\r\n if (previousPipelineContext === void 0) { previousPipelineContext = null; }\r\n this._compilationError = e.message;\r\n var attributesNames = this._attributesNames;\r\n var fallbacks = this._fallbacks;\r\n // Let's go through fallbacks then\r\n Logger.Error(\"Unable to compile effect:\");\r\n Logger.Error(\"Uniforms: \" + this._uniformsNames.map(function (uniform) {\r\n return \" \" + uniform;\r\n }));\r\n Logger.Error(\"Attributes: \" + attributesNames.map(function (attribute) {\r\n return \" \" + attribute;\r\n }));\r\n Logger.Error(\"Defines:\\r\\n\" + this.defines);\r\n Logger.Error(\"Error: \" + this._compilationError);\r\n if (previousPipelineContext) {\r\n this._pipelineContext = previousPipelineContext;\r\n this._isReady = true;\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n }\r\n if (fallbacks) {\r\n this._pipelineContext = null;\r\n if (fallbacks.hasMoreFallbacks) {\r\n this._allFallbacksProcessed = false;\r\n Logger.Error(\"Trying next fallback.\");\r\n this.defines = fallbacks.reduce(this.defines, this);\r\n this._prepareEffect();\r\n }\r\n else { // Sorry we did everything we can\r\n this._allFallbacksProcessed = true;\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n this.onErrorObservable.clear();\r\n // Unbind mesh reference in fallbacks\r\n if (this._fallbacks) {\r\n this._fallbacks.unBindMesh();\r\n }\r\n }\r\n }\r\n else {\r\n this._allFallbacksProcessed = true;\r\n }\r\n };\r\n Object.defineProperty(Effect.prototype, \"isSupported\", {\r\n /**\r\n * Checks if the effect is supported. (Must be called after compilation)\r\n */\r\n get: function () {\r\n return this._compilationError === \"\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Binds a texture to the engine to be used as output of the shader.\r\n * @param channel Name of the output variable.\r\n * @param texture Texture to bind.\r\n * @hidden\r\n */\r\n Effect.prototype._bindTexture = function (channel, texture) {\r\n this._engine._bindTexture(this._samplers[channel], texture);\r\n };\r\n /**\r\n * Sets a texture on the engine to be used in the shader.\r\n * @param channel Name of the sampler variable.\r\n * @param texture Texture to set.\r\n */\r\n Effect.prototype.setTexture = function (channel, texture) {\r\n this._engine.setTexture(this._samplers[channel], this._uniforms[channel], texture);\r\n };\r\n /**\r\n * Sets a depth stencil texture from a render target on the engine to be used in the shader.\r\n * @param channel Name of the sampler variable.\r\n * @param texture Texture to set.\r\n */\r\n Effect.prototype.setDepthStencilTexture = function (channel, texture) {\r\n this._engine.setDepthStencilTexture(this._samplers[channel], this._uniforms[channel], texture);\r\n };\r\n /**\r\n * Sets an array of textures on the engine to be used in the shader.\r\n * @param channel Name of the variable.\r\n * @param textures Textures to set.\r\n */\r\n Effect.prototype.setTextureArray = function (channel, textures) {\r\n var exName = channel + \"Ex\";\r\n if (this._samplerList.indexOf(exName + \"0\") === -1) {\r\n var initialPos = this._samplerList.indexOf(channel);\r\n for (var index = 1; index < textures.length; index++) {\r\n var currentExName = exName + (index - 1).toString();\r\n this._samplerList.splice(initialPos + index, 0, currentExName);\r\n }\r\n // Reset every channels\r\n var channelIndex = 0;\r\n for (var _i = 0, _a = this._samplerList; _i < _a.length; _i++) {\r\n var key = _a[_i];\r\n this._samplers[key] = channelIndex;\r\n channelIndex += 1;\r\n }\r\n }\r\n this._engine.setTextureArray(this._samplers[channel], this._uniforms[channel], textures);\r\n };\r\n /**\r\n * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)\r\n * @param channel Name of the sampler variable.\r\n * @param postProcess Post process to get the input texture from.\r\n */\r\n Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {\r\n this._engine.setTextureFromPostProcess(this._samplers[channel], postProcess);\r\n };\r\n /**\r\n * (Warning! setTextureFromPostProcessOutput may be desired instead)\r\n * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)\r\n * @param channel Name of the sampler variable.\r\n * @param postProcess Post process to get the output texture from.\r\n */\r\n Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {\r\n this._engine.setTextureFromPostProcessOutput(this._samplers[channel], postProcess);\r\n };\r\n /** @hidden */\r\n Effect.prototype._cacheMatrix = function (uniformName, matrix) {\r\n var cache = this._valueCache[uniformName];\r\n var flag = matrix.updateFlag;\r\n if (cache !== undefined && cache === flag) {\r\n return false;\r\n }\r\n this._valueCache[uniformName] = flag;\r\n return true;\r\n };\r\n /** @hidden */\r\n Effect.prototype._cacheFloat2 = function (uniformName, x, y) {\r\n var cache = this._valueCache[uniformName];\r\n if (!cache || cache.length !== 2) {\r\n cache = [x, y];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n var changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n return changed;\r\n };\r\n /** @hidden */\r\n Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {\r\n var cache = this._valueCache[uniformName];\r\n if (!cache || cache.length !== 3) {\r\n cache = [x, y, z];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n var changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n if (cache[2] !== z) {\r\n cache[2] = z;\r\n changed = true;\r\n }\r\n return changed;\r\n };\r\n /** @hidden */\r\n Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {\r\n var cache = this._valueCache[uniformName];\r\n if (!cache || cache.length !== 4) {\r\n cache = [x, y, z, w];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n var changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n if (cache[2] !== z) {\r\n cache[2] = z;\r\n changed = true;\r\n }\r\n if (cache[3] !== w) {\r\n cache[3] = w;\r\n changed = true;\r\n }\r\n return changed;\r\n };\r\n /**\r\n * Binds a buffer to a uniform.\r\n * @param buffer Buffer to bind.\r\n * @param name Name of the uniform variable to bind to.\r\n */\r\n Effect.prototype.bindUniformBuffer = function (buffer, name) {\r\n var bufferName = this._uniformBuffersNames[name];\r\n if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {\r\n return;\r\n }\r\n Effect._baseCache[bufferName] = buffer;\r\n this._engine.bindUniformBufferBase(buffer, bufferName);\r\n };\r\n /**\r\n * Binds block to a uniform.\r\n * @param blockName Name of the block to bind.\r\n * @param index Index to bind.\r\n */\r\n Effect.prototype.bindUniformBlock = function (blockName, index) {\r\n this._engine.bindUniformBlock(this._pipelineContext, blockName, index);\r\n };\r\n /**\r\n * Sets an interger value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setInt = function (uniformName, value) {\r\n var cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return this;\r\n }\r\n this._valueCache[uniformName] = value;\r\n this._engine.setInt(this._uniforms[uniformName], value);\r\n return this;\r\n };\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setIntArray = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setIntArray2 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray2(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setIntArray3 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray3(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setIntArray4 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray4(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an float array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloatArray = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloatArray2 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray2(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloatArray3 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray3(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloatArray4 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray4(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setArray = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setArray2 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray2(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setArray3 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray3(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setArray4 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray4(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setMatrices = function (uniformName, matrices) {\r\n if (!matrices) {\r\n return this;\r\n }\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrices(this._uniforms[uniformName], matrices);\r\n return this;\r\n };\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setMatrix = function (uniformName, matrix) {\r\n if (this._cacheMatrix(uniformName, matrix)) {\r\n this._engine.setMatrices(this._uniforms[uniformName], matrix.toArray());\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrix3x3(this._uniforms[uniformName], matrix);\r\n return this;\r\n };\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrix2x2(this._uniforms[uniformName], matrix);\r\n return this;\r\n };\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloat = function (uniformName, value) {\r\n var cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return this;\r\n }\r\n this._valueCache[uniformName] = value;\r\n this._engine.setFloat(this._uniforms[uniformName], value);\r\n return this;\r\n };\r\n /**\r\n * Sets a boolean on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param bool value to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setBool = function (uniformName, bool) {\r\n var cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === bool) {\r\n return this;\r\n }\r\n this._valueCache[uniformName] = bool;\r\n this._engine.setInt(this._uniforms[uniformName], bool ? 1 : 0);\r\n return this;\r\n };\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setVector2 = function (uniformName, vector2) {\r\n if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {\r\n this._engine.setFloat2(this._uniforms[uniformName], vector2.x, vector2.y);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloat2 = function (uniformName, x, y) {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n this._engine.setFloat2(this._uniforms[uniformName], x, y);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setVector3 = function (uniformName, vector3) {\r\n if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {\r\n this._engine.setFloat3(this._uniforms[uniformName], vector3.x, vector3.y, vector3.z);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloat3 = function (uniformName, x, y, z) {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n this._engine.setFloat3(this._uniforms[uniformName], x, y, z);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setVector4 = function (uniformName, vector4) {\r\n if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {\r\n this._engine.setFloat4(this._uniforms[uniformName], vector4.x, vector4.y, vector4.z, vector4.w);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n this._engine.setFloat4(this._uniforms[uniformName], x, y, z, w);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setColor3 = function (uniformName, color3) {\r\n if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {\r\n this._engine.setFloat3(this._uniforms[uniformName], color3.r, color3.g, color3.b);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setColor4 = function (uniformName, color3, alpha) {\r\n if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {\r\n this._engine.setFloat4(this._uniforms[uniformName], color3.r, color3.g, color3.b, alpha);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setDirectColor4 = function (uniformName, color4) {\r\n if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {\r\n this._engine.setFloat4(this._uniforms[uniformName], color4.r, color4.g, color4.b, color4.a);\r\n }\r\n return this;\r\n };\r\n /** Release all associated resources */\r\n Effect.prototype.dispose = function () {\r\n this._engine._releaseEffect(this);\r\n };\r\n /**\r\n * This function will add a new shader to the shader store\r\n * @param name the name of the shader\r\n * @param pixelShader optional pixel shader content\r\n * @param vertexShader optional vertex shader content\r\n */\r\n Effect.RegisterShader = function (name, pixelShader, vertexShader) {\r\n if (pixelShader) {\r\n Effect.ShadersStore[name + \"PixelShader\"] = pixelShader;\r\n }\r\n if (vertexShader) {\r\n Effect.ShadersStore[name + \"VertexShader\"] = vertexShader;\r\n }\r\n };\r\n /**\r\n * Resets the cache of effects.\r\n */\r\n Effect.ResetCache = function () {\r\n Effect._baseCache = {};\r\n };\r\n /**\r\n * Gets or sets the relative url used to load shaders if using the engine in non-minified mode\r\n */\r\n Effect.ShadersRepository = \"src/Shaders/\";\r\n Effect._uniqueIdSeed = 0;\r\n Effect._baseCache = {};\r\n /**\r\n * Store of each shader (The can be looked up using effect.key)\r\n */\r\n Effect.ShadersStore = {};\r\n /**\r\n * Store of each included file for a shader (The can be looked up using effect.key)\r\n */\r\n Effect.IncludesShadersStore = {};\r\n return Effect;\r\n}());\r\nexport { Effect };\r\n//# sourceMappingURL=effect.js.map","import { Scalar } from './math.scalar';\r\nimport { ToLinearSpace, ToGammaSpace } from './math.constants';\r\nimport { ArrayTools } from '../Misc/arrayTools';\r\nimport { _TypeStore } from '../Misc/typeStore';\r\n/**\r\n * Class used to hold a RBG color\r\n */\r\nvar Color3 = /** @class */ (function () {\r\n /**\r\n * Creates a new Color3 object from red, green, blue values, all between 0 and 1\r\n * @param r defines the red component (between 0 and 1, default is 0)\r\n * @param g defines the green component (between 0 and 1, default is 0)\r\n * @param b defines the blue component (between 0 and 1, default is 0)\r\n */\r\n function Color3(\r\n /**\r\n * Defines the red component (between 0 and 1, default is 0)\r\n */\r\n r, \r\n /**\r\n * Defines the green component (between 0 and 1, default is 0)\r\n */\r\n g, \r\n /**\r\n * Defines the blue component (between 0 and 1, default is 0)\r\n */\r\n b) {\r\n if (r === void 0) { r = 0; }\r\n if (g === void 0) { g = 0; }\r\n if (b === void 0) { b = 0; }\r\n this.r = r;\r\n this.g = g;\r\n this.b = b;\r\n }\r\n /**\r\n * Creates a string with the Color3 current values\r\n * @returns the string representation of the Color3 object\r\n */\r\n Color3.prototype.toString = function () {\r\n return \"{R: \" + this.r + \" G:\" + this.g + \" B:\" + this.b + \"}\";\r\n };\r\n /**\r\n * Returns the string \"Color3\"\r\n * @returns \"Color3\"\r\n */\r\n Color3.prototype.getClassName = function () {\r\n return \"Color3\";\r\n };\r\n /**\r\n * Compute the Color3 hash code\r\n * @returns an unique number that can be used to hash Color3 objects\r\n */\r\n Color3.prototype.getHashCode = function () {\r\n var hash = (this.r * 255) | 0;\r\n hash = (hash * 397) ^ ((this.g * 255) | 0);\r\n hash = (hash * 397) ^ ((this.b * 255) | 0);\r\n return hash;\r\n };\r\n // Operators\r\n /**\r\n * Stores in the given array from the given starting index the red, green, blue values as successive elements\r\n * @param array defines the array where to store the r,g,b components\r\n * @param index defines an optional index in the target array to define where to start storing values\r\n * @returns the current Color3 object\r\n */\r\n Color3.prototype.toArray = function (array, index) {\r\n if (index === void 0) { index = 0; }\r\n array[index] = this.r;\r\n array[index + 1] = this.g;\r\n array[index + 2] = this.b;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Color4 object from the current Color3 and the given alpha\r\n * @param alpha defines the alpha component on the new Color4 object (default is 1)\r\n * @returns a new Color4 object\r\n */\r\n Color3.prototype.toColor4 = function (alpha) {\r\n if (alpha === void 0) { alpha = 1; }\r\n return new Color4(this.r, this.g, this.b, alpha);\r\n };\r\n /**\r\n * Returns a new array populated with 3 numeric elements : red, green and blue values\r\n * @returns the new array\r\n */\r\n Color3.prototype.asArray = function () {\r\n var result = new Array();\r\n this.toArray(result, 0);\r\n return result;\r\n };\r\n /**\r\n * Returns the luminance value\r\n * @returns a float value\r\n */\r\n Color3.prototype.toLuminance = function () {\r\n return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;\r\n };\r\n /**\r\n * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object\r\n * @param otherColor defines the second operand\r\n * @returns the new Color3 object\r\n */\r\n Color3.prototype.multiply = function (otherColor) {\r\n return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);\r\n };\r\n /**\r\n * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object \"result\"\r\n * @param otherColor defines the second operand\r\n * @param result defines the Color3 object where to store the result\r\n * @returns the current Color3\r\n */\r\n Color3.prototype.multiplyToRef = function (otherColor, result) {\r\n result.r = this.r * otherColor.r;\r\n result.g = this.g * otherColor.g;\r\n result.b = this.b * otherColor.b;\r\n return this;\r\n };\r\n /**\r\n * Determines equality between Color3 objects\r\n * @param otherColor defines the second operand\r\n * @returns true if the rgb values are equal to the given ones\r\n */\r\n Color3.prototype.equals = function (otherColor) {\r\n return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;\r\n };\r\n /**\r\n * Determines equality between the current Color3 object and a set of r,b,g values\r\n * @param r defines the red component to check\r\n * @param g defines the green component to check\r\n * @param b defines the blue component to check\r\n * @returns true if the rgb values are equal to the given ones\r\n */\r\n Color3.prototype.equalsFloats = function (r, g, b) {\r\n return this.r === r && this.g === g && this.b === b;\r\n };\r\n /**\r\n * Multiplies in place each rgb value by scale\r\n * @param scale defines the scaling factor\r\n * @returns the updated Color3\r\n */\r\n Color3.prototype.scale = function (scale) {\r\n return new Color3(this.r * scale, this.g * scale, this.b * scale);\r\n };\r\n /**\r\n * Multiplies the rgb values by scale and stores the result into \"result\"\r\n * @param scale defines the scaling factor\r\n * @param result defines the Color3 object where to store the result\r\n * @returns the unmodified current Color3\r\n */\r\n Color3.prototype.scaleToRef = function (scale, result) {\r\n result.r = this.r * scale;\r\n result.g = this.g * scale;\r\n result.b = this.b * scale;\r\n return this;\r\n };\r\n /**\r\n * Scale the current Color3 values by a factor and add the result to a given Color3\r\n * @param scale defines the scale factor\r\n * @param result defines color to store the result into\r\n * @returns the unmodified current Color3\r\n */\r\n Color3.prototype.scaleAndAddToRef = function (scale, result) {\r\n result.r += this.r * scale;\r\n result.g += this.g * scale;\r\n result.b += this.b * scale;\r\n return this;\r\n };\r\n /**\r\n * Clamps the rgb values by the min and max values and stores the result into \"result\"\r\n * @param min defines minimum clamping value (default is 0)\r\n * @param max defines maximum clamping value (default is 1)\r\n * @param result defines color to store the result into\r\n * @returns the original Color3\r\n */\r\n Color3.prototype.clampToRef = function (min, max, result) {\r\n if (min === void 0) { min = 0; }\r\n if (max === void 0) { max = 1; }\r\n result.r = Scalar.Clamp(this.r, min, max);\r\n result.g = Scalar.Clamp(this.g, min, max);\r\n result.b = Scalar.Clamp(this.b, min, max);\r\n return this;\r\n };\r\n /**\r\n * Creates a new Color3 set with the added values of the current Color3 and of the given one\r\n * @param otherColor defines the second operand\r\n * @returns the new Color3\r\n */\r\n Color3.prototype.add = function (otherColor) {\r\n return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);\r\n };\r\n /**\r\n * Stores the result of the addition of the current Color3 and given one rgb values into \"result\"\r\n * @param otherColor defines the second operand\r\n * @param result defines Color3 object to store the result into\r\n * @returns the unmodified current Color3\r\n */\r\n Color3.prototype.addToRef = function (otherColor, result) {\r\n result.r = this.r + otherColor.r;\r\n result.g = this.g + otherColor.g;\r\n result.b = this.b + otherColor.b;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Color3 set with the subtracted values of the given one from the current Color3\r\n * @param otherColor defines the second operand\r\n * @returns the new Color3\r\n */\r\n Color3.prototype.subtract = function (otherColor) {\r\n return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);\r\n };\r\n /**\r\n * Stores the result of the subtraction of given one from the current Color3 rgb values into \"result\"\r\n * @param otherColor defines the second operand\r\n * @param result defines Color3 object to store the result into\r\n * @returns the unmodified current Color3\r\n */\r\n Color3.prototype.subtractToRef = function (otherColor, result) {\r\n result.r = this.r - otherColor.r;\r\n result.g = this.g - otherColor.g;\r\n result.b = this.b - otherColor.b;\r\n return this;\r\n };\r\n /**\r\n * Copy the current object\r\n * @returns a new Color3 copied the current one\r\n */\r\n Color3.prototype.clone = function () {\r\n return new Color3(this.r, this.g, this.b);\r\n };\r\n /**\r\n * Copies the rgb values from the source in the current Color3\r\n * @param source defines the source Color3 object\r\n * @returns the updated Color3 object\r\n */\r\n Color3.prototype.copyFrom = function (source) {\r\n this.r = source.r;\r\n this.g = source.g;\r\n this.b = source.b;\r\n return this;\r\n };\r\n /**\r\n * Updates the Color3 rgb values from the given floats\r\n * @param r defines the red component to read from\r\n * @param g defines the green component to read from\r\n * @param b defines the blue component to read from\r\n * @returns the current Color3 object\r\n */\r\n Color3.prototype.copyFromFloats = function (r, g, b) {\r\n this.r = r;\r\n this.g = g;\r\n this.b = b;\r\n return this;\r\n };\r\n /**\r\n * Updates the Color3 rgb values from the given floats\r\n * @param r defines the red component to read from\r\n * @param g defines the green component to read from\r\n * @param b defines the blue component to read from\r\n * @returns the current Color3 object\r\n */\r\n Color3.prototype.set = function (r, g, b) {\r\n return this.copyFromFloats(r, g, b);\r\n };\r\n /**\r\n * Compute the Color3 hexadecimal code as a string\r\n * @returns a string containing the hexadecimal representation of the Color3 object\r\n */\r\n Color3.prototype.toHexString = function () {\r\n var intR = (this.r * 255) | 0;\r\n var intG = (this.g * 255) | 0;\r\n var intB = (this.b * 255) | 0;\r\n return \"#\" + Scalar.ToHex(intR) + Scalar.ToHex(intG) + Scalar.ToHex(intB);\r\n };\r\n /**\r\n * Computes a new Color3 converted from the current one to linear space\r\n * @returns a new Color3 object\r\n */\r\n Color3.prototype.toLinearSpace = function () {\r\n var convertedColor = new Color3();\r\n this.toLinearSpaceToRef(convertedColor);\r\n return convertedColor;\r\n };\r\n /**\r\n * Converts current color in rgb space to HSV values\r\n * @returns a new color3 representing the HSV values\r\n */\r\n Color3.prototype.toHSV = function () {\r\n var result = new Color3();\r\n this.toHSVToRef(result);\r\n return result;\r\n };\r\n /**\r\n * Converts current color in rgb space to HSV values\r\n * @param result defines the Color3 where to store the HSV values\r\n */\r\n Color3.prototype.toHSVToRef = function (result) {\r\n var r = this.r;\r\n var g = this.g;\r\n var b = this.b;\r\n var max = Math.max(r, g, b);\r\n var min = Math.min(r, g, b);\r\n var h = 0;\r\n var s = 0;\r\n var v = max;\r\n var dm = max - min;\r\n if (max !== 0) {\r\n s = dm / max;\r\n }\r\n if (max != min) {\r\n if (max == r) {\r\n h = (g - b) / dm;\r\n if (g < b) {\r\n h += 6;\r\n }\r\n }\r\n else if (max == g) {\r\n h = (b - r) / dm + 2;\r\n }\r\n else if (max == b) {\r\n h = (r - g) / dm + 4;\r\n }\r\n h *= 60;\r\n }\r\n result.r = h;\r\n result.g = s;\r\n result.b = v;\r\n };\r\n /**\r\n * Converts the Color3 values to linear space and stores the result in \"convertedColor\"\r\n * @param convertedColor defines the Color3 object where to store the linear space version\r\n * @returns the unmodified Color3\r\n */\r\n Color3.prototype.toLinearSpaceToRef = function (convertedColor) {\r\n convertedColor.r = Math.pow(this.r, ToLinearSpace);\r\n convertedColor.g = Math.pow(this.g, ToLinearSpace);\r\n convertedColor.b = Math.pow(this.b, ToLinearSpace);\r\n return this;\r\n };\r\n /**\r\n * Computes a new Color3 converted from the current one to gamma space\r\n * @returns a new Color3 object\r\n */\r\n Color3.prototype.toGammaSpace = function () {\r\n var convertedColor = new Color3();\r\n this.toGammaSpaceToRef(convertedColor);\r\n return convertedColor;\r\n };\r\n /**\r\n * Converts the Color3 values to gamma space and stores the result in \"convertedColor\"\r\n * @param convertedColor defines the Color3 object where to store the gamma space version\r\n * @returns the unmodified Color3\r\n */\r\n Color3.prototype.toGammaSpaceToRef = function (convertedColor) {\r\n convertedColor.r = Math.pow(this.r, ToGammaSpace);\r\n convertedColor.g = Math.pow(this.g, ToGammaSpace);\r\n convertedColor.b = Math.pow(this.b, ToGammaSpace);\r\n return this;\r\n };\r\n /**\r\n * Convert Hue, saturation and value to a Color3 (RGB)\r\n * @param hue defines the hue\r\n * @param saturation defines the saturation\r\n * @param value defines the value\r\n * @param result defines the Color3 where to store the RGB values\r\n */\r\n Color3.HSVtoRGBToRef = function (hue, saturation, value, result) {\r\n var chroma = value * saturation;\r\n var h = hue / 60;\r\n var x = chroma * (1 - Math.abs((h % 2) - 1));\r\n var r = 0;\r\n var g = 0;\r\n var b = 0;\r\n if (h >= 0 && h <= 1) {\r\n r = chroma;\r\n g = x;\r\n }\r\n else if (h >= 1 && h <= 2) {\r\n r = x;\r\n g = chroma;\r\n }\r\n else if (h >= 2 && h <= 3) {\r\n g = chroma;\r\n b = x;\r\n }\r\n else if (h >= 3 && h <= 4) {\r\n g = x;\r\n b = chroma;\r\n }\r\n else if (h >= 4 && h <= 5) {\r\n r = x;\r\n b = chroma;\r\n }\r\n else if (h >= 5 && h <= 6) {\r\n r = chroma;\r\n b = x;\r\n }\r\n var m = value - chroma;\r\n result.set((r + m), (g + m), (b + m));\r\n };\r\n /**\r\n * Creates a new Color3 from the string containing valid hexadecimal values\r\n * @param hex defines a string containing valid hexadecimal values\r\n * @returns a new Color3 object\r\n */\r\n Color3.FromHexString = function (hex) {\r\n if (hex.substring(0, 1) !== \"#\" || hex.length !== 7) {\r\n return new Color3(0, 0, 0);\r\n }\r\n var r = parseInt(hex.substring(1, 3), 16);\r\n var g = parseInt(hex.substring(3, 5), 16);\r\n var b = parseInt(hex.substring(5, 7), 16);\r\n return Color3.FromInts(r, g, b);\r\n };\r\n /**\r\n * Creates a new Color3 from the starting index of the given array\r\n * @param array defines the source array\r\n * @param offset defines an offset in the source array\r\n * @returns a new Color3 object\r\n */\r\n Color3.FromArray = function (array, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n return new Color3(array[offset], array[offset + 1], array[offset + 2]);\r\n };\r\n /**\r\n * Creates a new Color3 from integer values (< 256)\r\n * @param r defines the red component to read from (value between 0 and 255)\r\n * @param g defines the green component to read from (value between 0 and 255)\r\n * @param b defines the blue component to read from (value between 0 and 255)\r\n * @returns a new Color3 object\r\n */\r\n Color3.FromInts = function (r, g, b) {\r\n return new Color3(r / 255.0, g / 255.0, b / 255.0);\r\n };\r\n /**\r\n * Creates a new Color3 with values linearly interpolated of \"amount\" between the start Color3 and the end Color3\r\n * @param start defines the start Color3 value\r\n * @param end defines the end Color3 value\r\n * @param amount defines the gradient value between start and end\r\n * @returns a new Color3 object\r\n */\r\n Color3.Lerp = function (start, end, amount) {\r\n var result = new Color3(0.0, 0.0, 0.0);\r\n Color3.LerpToRef(start, end, amount, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new Color3 with values linearly interpolated of \"amount\" between the start Color3 and the end Color3\r\n * @param left defines the start value\r\n * @param right defines the end value\r\n * @param amount defines the gradient factor\r\n * @param result defines the Color3 object where to store the result\r\n */\r\n Color3.LerpToRef = function (left, right, amount, result) {\r\n result.r = left.r + ((right.r - left.r) * amount);\r\n result.g = left.g + ((right.g - left.g) * amount);\r\n result.b = left.b + ((right.b - left.b) * amount);\r\n };\r\n /**\r\n * Returns a Color3 value containing a red color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Red = function () { return new Color3(1, 0, 0); };\r\n /**\r\n * Returns a Color3 value containing a green color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Green = function () { return new Color3(0, 1, 0); };\r\n /**\r\n * Returns a Color3 value containing a blue color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Blue = function () { return new Color3(0, 0, 1); };\r\n /**\r\n * Returns a Color3 value containing a black color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Black = function () { return new Color3(0, 0, 0); };\r\n Object.defineProperty(Color3, \"BlackReadOnly\", {\r\n /**\r\n * Gets a Color3 value containing a black color that must not be updated\r\n */\r\n get: function () {\r\n return Color3._BlackReadOnly;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns a Color3 value containing a white color\r\n * @returns a new Color3 object\r\n */\r\n Color3.White = function () { return new Color3(1, 1, 1); };\r\n /**\r\n * Returns a Color3 value containing a purple color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };\r\n /**\r\n * Returns a Color3 value containing a magenta color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Magenta = function () { return new Color3(1, 0, 1); };\r\n /**\r\n * Returns a Color3 value containing a yellow color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Yellow = function () { return new Color3(1, 1, 0); };\r\n /**\r\n * Returns a Color3 value containing a gray color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };\r\n /**\r\n * Returns a Color3 value containing a teal color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };\r\n /**\r\n * Returns a Color3 value containing a random color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };\r\n // Statics\r\n Color3._BlackReadOnly = Color3.Black();\r\n return Color3;\r\n}());\r\nexport { Color3 };\r\n/**\r\n * Class used to hold a RBGA color\r\n */\r\nvar Color4 = /** @class */ (function () {\r\n /**\r\n * Creates a new Color4 object from red, green, blue values, all between 0 and 1\r\n * @param r defines the red component (between 0 and 1, default is 0)\r\n * @param g defines the green component (between 0 and 1, default is 0)\r\n * @param b defines the blue component (between 0 and 1, default is 0)\r\n * @param a defines the alpha component (between 0 and 1, default is 1)\r\n */\r\n function Color4(\r\n /**\r\n * Defines the red component (between 0 and 1, default is 0)\r\n */\r\n r, \r\n /**\r\n * Defines the green component (between 0 and 1, default is 0)\r\n */\r\n g, \r\n /**\r\n * Defines the blue component (between 0 and 1, default is 0)\r\n */\r\n b, \r\n /**\r\n * Defines the alpha component (between 0 and 1, default is 1)\r\n */\r\n a) {\r\n if (r === void 0) { r = 0; }\r\n if (g === void 0) { g = 0; }\r\n if (b === void 0) { b = 0; }\r\n if (a === void 0) { a = 1; }\r\n this.r = r;\r\n this.g = g;\r\n this.b = b;\r\n this.a = a;\r\n }\r\n // Operators\r\n /**\r\n * Adds in place the given Color4 values to the current Color4 object\r\n * @param right defines the second operand\r\n * @returns the current updated Color4 object\r\n */\r\n Color4.prototype.addInPlace = function (right) {\r\n this.r += right.r;\r\n this.g += right.g;\r\n this.b += right.b;\r\n this.a += right.a;\r\n return this;\r\n };\r\n /**\r\n * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values\r\n * @returns the new array\r\n */\r\n Color4.prototype.asArray = function () {\r\n var result = new Array();\r\n this.toArray(result, 0);\r\n return result;\r\n };\r\n /**\r\n * Stores from the starting index in the given array the Color4 successive values\r\n * @param array defines the array where to store the r,g,b components\r\n * @param index defines an optional index in the target array to define where to start storing values\r\n * @returns the current Color4 object\r\n */\r\n Color4.prototype.toArray = function (array, index) {\r\n if (index === void 0) { index = 0; }\r\n array[index] = this.r;\r\n array[index + 1] = this.g;\r\n array[index + 2] = this.b;\r\n array[index + 3] = this.a;\r\n return this;\r\n };\r\n /**\r\n * Determines equality between Color4 objects\r\n * @param otherColor defines the second operand\r\n * @returns true if the rgba values are equal to the given ones\r\n */\r\n Color4.prototype.equals = function (otherColor) {\r\n return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b && this.a === otherColor.a;\r\n };\r\n /**\r\n * Creates a new Color4 set with the added values of the current Color4 and of the given one\r\n * @param right defines the second operand\r\n * @returns a new Color4 object\r\n */\r\n Color4.prototype.add = function (right) {\r\n return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);\r\n };\r\n /**\r\n * Creates a new Color4 set with the subtracted values of the given one from the current Color4\r\n * @param right defines the second operand\r\n * @returns a new Color4 object\r\n */\r\n Color4.prototype.subtract = function (right) {\r\n return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);\r\n };\r\n /**\r\n * Subtracts the given ones from the current Color4 values and stores the results in \"result\"\r\n * @param right defines the second operand\r\n * @param result defines the Color4 object where to store the result\r\n * @returns the current Color4 object\r\n */\r\n Color4.prototype.subtractToRef = function (right, result) {\r\n result.r = this.r - right.r;\r\n result.g = this.g - right.g;\r\n result.b = this.b - right.b;\r\n result.a = this.a - right.a;\r\n return this;\r\n };\r\n /**\r\n * Creates a new Color4 with the current Color4 values multiplied by scale\r\n * @param scale defines the scaling factor to apply\r\n * @returns a new Color4 object\r\n */\r\n Color4.prototype.scale = function (scale) {\r\n return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);\r\n };\r\n /**\r\n * Multiplies the current Color4 values by scale and stores the result in \"result\"\r\n * @param scale defines the scaling factor to apply\r\n * @param result defines the Color4 object where to store the result\r\n * @returns the current unmodified Color4\r\n */\r\n Color4.prototype.scaleToRef = function (scale, result) {\r\n result.r = this.r * scale;\r\n result.g = this.g * scale;\r\n result.b = this.b * scale;\r\n result.a = this.a * scale;\r\n return this;\r\n };\r\n /**\r\n * Scale the current Color4 values by a factor and add the result to a given Color4\r\n * @param scale defines the scale factor\r\n * @param result defines the Color4 object where to store the result\r\n * @returns the unmodified current Color4\r\n */\r\n Color4.prototype.scaleAndAddToRef = function (scale, result) {\r\n result.r += this.r * scale;\r\n result.g += this.g * scale;\r\n result.b += this.b * scale;\r\n result.a += this.a * scale;\r\n return this;\r\n };\r\n /**\r\n * Clamps the rgb values by the min and max values and stores the result into \"result\"\r\n * @param min defines minimum clamping value (default is 0)\r\n * @param max defines maximum clamping value (default is 1)\r\n * @param result defines color to store the result into.\r\n * @returns the cuurent Color4\r\n */\r\n Color4.prototype.clampToRef = function (min, max, result) {\r\n if (min === void 0) { min = 0; }\r\n if (max === void 0) { max = 1; }\r\n result.r = Scalar.Clamp(this.r, min, max);\r\n result.g = Scalar.Clamp(this.g, min, max);\r\n result.b = Scalar.Clamp(this.b, min, max);\r\n result.a = Scalar.Clamp(this.a, min, max);\r\n return this;\r\n };\r\n /**\r\n * Multipy an Color4 value by another and return a new Color4 object\r\n * @param color defines the Color4 value to multiply by\r\n * @returns a new Color4 object\r\n */\r\n Color4.prototype.multiply = function (color) {\r\n return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);\r\n };\r\n /**\r\n * Multipy a Color4 value by another and push the result in a reference value\r\n * @param color defines the Color4 value to multiply by\r\n * @param result defines the Color4 to fill the result in\r\n * @returns the result Color4\r\n */\r\n Color4.prototype.multiplyToRef = function (color, result) {\r\n result.r = this.r * color.r;\r\n result.g = this.g * color.g;\r\n result.b = this.b * color.b;\r\n result.a = this.a * color.a;\r\n return result;\r\n };\r\n /**\r\n * Creates a string with the Color4 current values\r\n * @returns the string representation of the Color4 object\r\n */\r\n Color4.prototype.toString = function () {\r\n return \"{R: \" + this.r + \" G:\" + this.g + \" B:\" + this.b + \" A:\" + this.a + \"}\";\r\n };\r\n /**\r\n * Returns the string \"Color4\"\r\n * @returns \"Color4\"\r\n */\r\n Color4.prototype.getClassName = function () {\r\n return \"Color4\";\r\n };\r\n /**\r\n * Compute the Color4 hash code\r\n * @returns an unique number that can be used to hash Color4 objects\r\n */\r\n Color4.prototype.getHashCode = function () {\r\n var hash = (this.r * 255) | 0;\r\n hash = (hash * 397) ^ ((this.g * 255) | 0);\r\n hash = (hash * 397) ^ ((this.b * 255) | 0);\r\n hash = (hash * 397) ^ ((this.a * 255) | 0);\r\n return hash;\r\n };\r\n /**\r\n * Creates a new Color4 copied from the current one\r\n * @returns a new Color4 object\r\n */\r\n Color4.prototype.clone = function () {\r\n return new Color4(this.r, this.g, this.b, this.a);\r\n };\r\n /**\r\n * Copies the given Color4 values into the current one\r\n * @param source defines the source Color4 object\r\n * @returns the current updated Color4 object\r\n */\r\n Color4.prototype.copyFrom = function (source) {\r\n this.r = source.r;\r\n this.g = source.g;\r\n this.b = source.b;\r\n this.a = source.a;\r\n return this;\r\n };\r\n /**\r\n * Copies the given float values into the current one\r\n * @param r defines the red component to read from\r\n * @param g defines the green component to read from\r\n * @param b defines the blue component to read from\r\n * @param a defines the alpha component to read from\r\n * @returns the current updated Color4 object\r\n */\r\n Color4.prototype.copyFromFloats = function (r, g, b, a) {\r\n this.r = r;\r\n this.g = g;\r\n this.b = b;\r\n this.a = a;\r\n return this;\r\n };\r\n /**\r\n * Copies the given float values into the current one\r\n * @param r defines the red component to read from\r\n * @param g defines the green component to read from\r\n * @param b defines the blue component to read from\r\n * @param a defines the alpha component to read from\r\n * @returns the current updated Color4 object\r\n */\r\n Color4.prototype.set = function (r, g, b, a) {\r\n return this.copyFromFloats(r, g, b, a);\r\n };\r\n /**\r\n * Compute the Color4 hexadecimal code as a string\r\n * @returns a string containing the hexadecimal representation of the Color4 object\r\n */\r\n Color4.prototype.toHexString = function () {\r\n var intR = (this.r * 255) | 0;\r\n var intG = (this.g * 255) | 0;\r\n var intB = (this.b * 255) | 0;\r\n var intA = (this.a * 255) | 0;\r\n return \"#\" + Scalar.ToHex(intR) + Scalar.ToHex(intG) + Scalar.ToHex(intB) + Scalar.ToHex(intA);\r\n };\r\n /**\r\n * Computes a new Color4 converted from the current one to linear space\r\n * @returns a new Color4 object\r\n */\r\n Color4.prototype.toLinearSpace = function () {\r\n var convertedColor = new Color4();\r\n this.toLinearSpaceToRef(convertedColor);\r\n return convertedColor;\r\n };\r\n /**\r\n * Converts the Color4 values to linear space and stores the result in \"convertedColor\"\r\n * @param convertedColor defines the Color4 object where to store the linear space version\r\n * @returns the unmodified Color4\r\n */\r\n Color4.prototype.toLinearSpaceToRef = function (convertedColor) {\r\n convertedColor.r = Math.pow(this.r, ToLinearSpace);\r\n convertedColor.g = Math.pow(this.g, ToLinearSpace);\r\n convertedColor.b = Math.pow(this.b, ToLinearSpace);\r\n convertedColor.a = this.a;\r\n return this;\r\n };\r\n /**\r\n * Computes a new Color4 converted from the current one to gamma space\r\n * @returns a new Color4 object\r\n */\r\n Color4.prototype.toGammaSpace = function () {\r\n var convertedColor = new Color4();\r\n this.toGammaSpaceToRef(convertedColor);\r\n return convertedColor;\r\n };\r\n /**\r\n * Converts the Color4 values to gamma space and stores the result in \"convertedColor\"\r\n * @param convertedColor defines the Color4 object where to store the gamma space version\r\n * @returns the unmodified Color4\r\n */\r\n Color4.prototype.toGammaSpaceToRef = function (convertedColor) {\r\n convertedColor.r = Math.pow(this.r, ToGammaSpace);\r\n convertedColor.g = Math.pow(this.g, ToGammaSpace);\r\n convertedColor.b = Math.pow(this.b, ToGammaSpace);\r\n convertedColor.a = this.a;\r\n return this;\r\n };\r\n // Statics\r\n /**\r\n * Creates a new Color4 from the string containing valid hexadecimal values\r\n * @param hex defines a string containing valid hexadecimal values\r\n * @returns a new Color4 object\r\n */\r\n Color4.FromHexString = function (hex) {\r\n if (hex.substring(0, 1) !== \"#\" || hex.length !== 9) {\r\n return new Color4(0.0, 0.0, 0.0, 0.0);\r\n }\r\n var r = parseInt(hex.substring(1, 3), 16);\r\n var g = parseInt(hex.substring(3, 5), 16);\r\n var b = parseInt(hex.substring(5, 7), 16);\r\n var a = parseInt(hex.substring(7, 9), 16);\r\n return Color4.FromInts(r, g, b, a);\r\n };\r\n /**\r\n * Creates a new Color4 object set with the linearly interpolated values of \"amount\" between the left Color4 object and the right Color4 object\r\n * @param left defines the start value\r\n * @param right defines the end value\r\n * @param amount defines the gradient factor\r\n * @returns a new Color4 object\r\n */\r\n Color4.Lerp = function (left, right, amount) {\r\n var result = new Color4(0.0, 0.0, 0.0, 0.0);\r\n Color4.LerpToRef(left, right, amount, result);\r\n return result;\r\n };\r\n /**\r\n * Set the given \"result\" with the linearly interpolated values of \"amount\" between the left Color4 object and the right Color4 object\r\n * @param left defines the start value\r\n * @param right defines the end value\r\n * @param amount defines the gradient factor\r\n * @param result defines the Color4 object where to store data\r\n */\r\n Color4.LerpToRef = function (left, right, amount, result) {\r\n result.r = left.r + (right.r - left.r) * amount;\r\n result.g = left.g + (right.g - left.g) * amount;\r\n result.b = left.b + (right.b - left.b) * amount;\r\n result.a = left.a + (right.a - left.a) * amount;\r\n };\r\n /**\r\n * Creates a new Color4 from a Color3 and an alpha value\r\n * @param color3 defines the source Color3 to read from\r\n * @param alpha defines the alpha component (1.0 by default)\r\n * @returns a new Color4 object\r\n */\r\n Color4.FromColor3 = function (color3, alpha) {\r\n if (alpha === void 0) { alpha = 1.0; }\r\n return new Color4(color3.r, color3.g, color3.b, alpha);\r\n };\r\n /**\r\n * Creates a new Color4 from the starting index element of the given array\r\n * @param array defines the source array to read from\r\n * @param offset defines the offset in the source array\r\n * @returns a new Color4 object\r\n */\r\n Color4.FromArray = function (array, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);\r\n };\r\n /**\r\n * Creates a new Color3 from integer values (< 256)\r\n * @param r defines the red component to read from (value between 0 and 255)\r\n * @param g defines the green component to read from (value between 0 and 255)\r\n * @param b defines the blue component to read from (value between 0 and 255)\r\n * @param a defines the alpha component to read from (value between 0 and 255)\r\n * @returns a new Color3 object\r\n */\r\n Color4.FromInts = function (r, g, b, a) {\r\n return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);\r\n };\r\n /**\r\n * Check the content of a given array and convert it to an array containing RGBA data\r\n * If the original array was already containing count * 4 values then it is returned directly\r\n * @param colors defines the array to check\r\n * @param count defines the number of RGBA data to expect\r\n * @returns an array containing count * 4 values (RGBA)\r\n */\r\n Color4.CheckColors4 = function (colors, count) {\r\n // Check if color3 was used\r\n if (colors.length === count * 3) {\r\n var colors4 = [];\r\n for (var index = 0; index < colors.length; index += 3) {\r\n var newIndex = (index / 3) * 4;\r\n colors4[newIndex] = colors[index];\r\n colors4[newIndex + 1] = colors[index + 1];\r\n colors4[newIndex + 2] = colors[index + 2];\r\n colors4[newIndex + 3] = 1.0;\r\n }\r\n return colors4;\r\n }\r\n return colors;\r\n };\r\n return Color4;\r\n}());\r\nexport { Color4 };\r\n/**\r\n * @hidden\r\n */\r\nvar TmpColors = /** @class */ (function () {\r\n function TmpColors() {\r\n }\r\n TmpColors.Color3 = ArrayTools.BuildArray(3, Color3.Black);\r\n TmpColors.Color4 = ArrayTools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });\r\n return TmpColors;\r\n}());\r\nexport { TmpColors };\r\n_TypeStore.RegisteredTypes[\"BABYLON.Color3\"] = Color3;\r\n_TypeStore.RegisteredTypes[\"BABYLON.Color4\"] = Color4;\r\n//# sourceMappingURL=math.color.js.map","/** @hidden */\r\nvar _DevTools = /** @class */ (function () {\r\n function _DevTools() {\r\n }\r\n _DevTools.WarnImport = function (name) {\r\n return name + \" needs to be imported before as it contains a side-effect required by your code.\";\r\n };\r\n return _DevTools;\r\n}());\r\nexport { _DevTools };\r\n//# sourceMappingURL=devTools.js.map","import { __extends } from \"tslib\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\n/**\r\n * Gather the list of pointer event types as constants.\r\n */\r\nvar PointerEventTypes = /** @class */ (function () {\r\n function PointerEventTypes() {\r\n }\r\n /**\r\n * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.\r\n */\r\n PointerEventTypes.POINTERDOWN = 0x01;\r\n /**\r\n * The pointerup event is fired when a pointer is no longer active.\r\n */\r\n PointerEventTypes.POINTERUP = 0x02;\r\n /**\r\n * The pointermove event is fired when a pointer changes coordinates.\r\n */\r\n PointerEventTypes.POINTERMOVE = 0x04;\r\n /**\r\n * The pointerwheel event is fired when a mouse wheel has been rotated.\r\n */\r\n PointerEventTypes.POINTERWHEEL = 0x08;\r\n /**\r\n * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.\r\n */\r\n PointerEventTypes.POINTERPICK = 0x10;\r\n /**\r\n * The pointertap event is fired when a the object has been touched and released without drag.\r\n */\r\n PointerEventTypes.POINTERTAP = 0x20;\r\n /**\r\n * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.\r\n */\r\n PointerEventTypes.POINTERDOUBLETAP = 0x40;\r\n return PointerEventTypes;\r\n}());\r\nexport { PointerEventTypes };\r\n/**\r\n * Base class of pointer info types.\r\n */\r\nvar PointerInfoBase = /** @class */ (function () {\r\n /**\r\n * Instantiates the base class of pointers info.\r\n * @param type Defines the type of event (PointerEventTypes)\r\n * @param event Defines the related dom event\r\n */\r\n function PointerInfoBase(\r\n /**\r\n * Defines the type of event (PointerEventTypes)\r\n */\r\n type, \r\n /**\r\n * Defines the related dom event\r\n */\r\n event) {\r\n this.type = type;\r\n this.event = event;\r\n }\r\n return PointerInfoBase;\r\n}());\r\nexport { PointerInfoBase };\r\n/**\r\n * This class is used to store pointer related info for the onPrePointerObservable event.\r\n * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable\r\n */\r\nvar PointerInfoPre = /** @class */ (function (_super) {\r\n __extends(PointerInfoPre, _super);\r\n /**\r\n * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.\r\n * @param type Defines the type of event (PointerEventTypes)\r\n * @param event Defines the related dom event\r\n * @param localX Defines the local x coordinates of the pointer when the event occured\r\n * @param localY Defines the local y coordinates of the pointer when the event occured\r\n */\r\n function PointerInfoPre(type, event, localX, localY) {\r\n var _this = _super.call(this, type, event) || this;\r\n /**\r\n * Ray from a pointer if availible (eg. 6dof controller)\r\n */\r\n _this.ray = null;\r\n _this.skipOnPointerObservable = false;\r\n _this.localPosition = new Vector2(localX, localY);\r\n return _this;\r\n }\r\n return PointerInfoPre;\r\n}(PointerInfoBase));\r\nexport { PointerInfoPre };\r\n/**\r\n * This type contains all the data related to a pointer event in Babylon.js.\r\n * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.\r\n */\r\nvar PointerInfo = /** @class */ (function (_super) {\r\n __extends(PointerInfo, _super);\r\n /**\r\n * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.\r\n * @param type Defines the type of event (PointerEventTypes)\r\n * @param event Defines the related dom event\r\n * @param pickInfo Defines the picking info associated to the info (if any)\\\r\n */\r\n function PointerInfo(type, event, \r\n /**\r\n * Defines the picking info associated to the info (if any)\\\r\n */\r\n pickInfo) {\r\n var _this = _super.call(this, type, event) || this;\r\n _this.pickInfo = pickInfo;\r\n return _this;\r\n }\r\n return PointerInfo;\r\n}(PointerInfoBase));\r\nexport { PointerInfo };\r\n//# sourceMappingURL=pointerEvents.js.map","/** @hidden */\r\nvar _TypeStore = /** @class */ (function () {\r\n function _TypeStore() {\r\n }\r\n /** @hidden */\r\n _TypeStore.GetClass = function (fqdn) {\r\n if (this.RegisteredTypes && this.RegisteredTypes[fqdn]) {\r\n return this.RegisteredTypes[fqdn];\r\n }\r\n return null;\r\n };\r\n /** @hidden */\r\n _TypeStore.RegisteredTypes = {};\r\n return _TypeStore;\r\n}());\r\nexport { _TypeStore };\r\n//# sourceMappingURL=typeStore.js.map","/**\r\n * Logger used througouht the application to allow configuration of\r\n * the log level required for the messages.\r\n */\r\nvar Logger = /** @class */ (function () {\r\n function Logger() {\r\n }\r\n Logger._AddLogEntry = function (entry) {\r\n Logger._LogCache = entry + Logger._LogCache;\r\n if (Logger.OnNewCacheEntry) {\r\n Logger.OnNewCacheEntry(entry);\r\n }\r\n };\r\n Logger._FormatMessage = function (message) {\r\n var padStr = function (i) { return (i < 10) ? \"0\" + i : \"\" + i; };\r\n var date = new Date();\r\n return \"[\" + padStr(date.getHours()) + \":\" + padStr(date.getMinutes()) + \":\" + padStr(date.getSeconds()) + \"]: \" + message;\r\n };\r\n Logger._LogDisabled = function (message) {\r\n // nothing to do\r\n };\r\n Logger._LogEnabled = function (message) {\r\n var formattedMessage = Logger._FormatMessage(message);\r\n console.log(\"BJS - \" + formattedMessage);\r\n var entry = \"
\" + formattedMessage + \"

\";\r\n Logger._AddLogEntry(entry);\r\n };\r\n Logger._WarnDisabled = function (message) {\r\n // nothing to do\r\n };\r\n Logger._WarnEnabled = function (message) {\r\n var formattedMessage = Logger._FormatMessage(message);\r\n console.warn(\"BJS - \" + formattedMessage);\r\n var entry = \"
\" + formattedMessage + \"

\";\r\n Logger._AddLogEntry(entry);\r\n };\r\n Logger._ErrorDisabled = function (message) {\r\n // nothing to do\r\n };\r\n Logger._ErrorEnabled = function (message) {\r\n Logger.errorsCount++;\r\n var formattedMessage = Logger._FormatMessage(message);\r\n console.error(\"BJS - \" + formattedMessage);\r\n var entry = \"
\" + formattedMessage + \"

\";\r\n Logger._AddLogEntry(entry);\r\n };\r\n Object.defineProperty(Logger, \"LogCache\", {\r\n /**\r\n * Gets current log cache (list of logs)\r\n */\r\n get: function () {\r\n return Logger._LogCache;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Clears the log cache\r\n */\r\n Logger.ClearLogCache = function () {\r\n Logger._LogCache = \"\";\r\n Logger.errorsCount = 0;\r\n };\r\n Object.defineProperty(Logger, \"LogLevels\", {\r\n /**\r\n * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)\r\n */\r\n set: function (level) {\r\n if ((level & Logger.MessageLogLevel) === Logger.MessageLogLevel) {\r\n Logger.Log = Logger._LogEnabled;\r\n }\r\n else {\r\n Logger.Log = Logger._LogDisabled;\r\n }\r\n if ((level & Logger.WarningLogLevel) === Logger.WarningLogLevel) {\r\n Logger.Warn = Logger._WarnEnabled;\r\n }\r\n else {\r\n Logger.Warn = Logger._WarnDisabled;\r\n }\r\n if ((level & Logger.ErrorLogLevel) === Logger.ErrorLogLevel) {\r\n Logger.Error = Logger._ErrorEnabled;\r\n }\r\n else {\r\n Logger.Error = Logger._ErrorDisabled;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * No log\r\n */\r\n Logger.NoneLogLevel = 0;\r\n /**\r\n * Only message logs\r\n */\r\n Logger.MessageLogLevel = 1;\r\n /**\r\n * Only warning logs\r\n */\r\n Logger.WarningLogLevel = 2;\r\n /**\r\n * Only error logs\r\n */\r\n Logger.ErrorLogLevel = 4;\r\n /**\r\n * All logs\r\n */\r\n Logger.AllLogLevel = 7;\r\n Logger._LogCache = \"\";\r\n /**\r\n * Gets a value indicating the number of loading errors\r\n * @ignorenaming\r\n */\r\n Logger.errorsCount = 0;\r\n /**\r\n * Log a message to the console\r\n */\r\n Logger.Log = Logger._LogEnabled;\r\n /**\r\n * Write a warning message to the console\r\n */\r\n Logger.Warn = Logger._WarnEnabled;\r\n /**\r\n * Write an error message to the console\r\n */\r\n Logger.Error = Logger._ErrorEnabled;\r\n return Logger;\r\n}());\r\nexport { Logger };\r\n//# sourceMappingURL=logger.js.map","import { Vector3, Vector4 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { Color4 } from '../Maths/math.color';\r\n/**\r\n * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance\r\n */\r\nvar VertexData = /** @class */ (function () {\r\n function VertexData() {\r\n }\r\n /**\r\n * Uses the passed data array to set the set the values for the specified kind of data\r\n * @param data a linear array of floating numbers\r\n * @param kind the type of data that is being set, eg positions, colors etc\r\n */\r\n VertexData.prototype.set = function (data, kind) {\r\n switch (kind) {\r\n case VertexBuffer.PositionKind:\r\n this.positions = data;\r\n break;\r\n case VertexBuffer.NormalKind:\r\n this.normals = data;\r\n break;\r\n case VertexBuffer.TangentKind:\r\n this.tangents = data;\r\n break;\r\n case VertexBuffer.UVKind:\r\n this.uvs = data;\r\n break;\r\n case VertexBuffer.UV2Kind:\r\n this.uvs2 = data;\r\n break;\r\n case VertexBuffer.UV3Kind:\r\n this.uvs3 = data;\r\n break;\r\n case VertexBuffer.UV4Kind:\r\n this.uvs4 = data;\r\n break;\r\n case VertexBuffer.UV5Kind:\r\n this.uvs5 = data;\r\n break;\r\n case VertexBuffer.UV6Kind:\r\n this.uvs6 = data;\r\n break;\r\n case VertexBuffer.ColorKind:\r\n this.colors = data;\r\n break;\r\n case VertexBuffer.MatricesIndicesKind:\r\n this.matricesIndices = data;\r\n break;\r\n case VertexBuffer.MatricesWeightsKind:\r\n this.matricesWeights = data;\r\n break;\r\n case VertexBuffer.MatricesIndicesExtraKind:\r\n this.matricesIndicesExtra = data;\r\n break;\r\n case VertexBuffer.MatricesWeightsExtraKind:\r\n this.matricesWeightsExtra = data;\r\n break;\r\n }\r\n };\r\n /**\r\n * Associates the vertexData to the passed Mesh.\r\n * Sets it as updatable or not (default `false`)\r\n * @param mesh the mesh the vertexData is applied to\r\n * @param updatable when used and having the value true allows new data to update the vertexData\r\n * @returns the VertexData\r\n */\r\n VertexData.prototype.applyToMesh = function (mesh, updatable) {\r\n this._applyTo(mesh, updatable);\r\n return this;\r\n };\r\n /**\r\n * Associates the vertexData to the passed Geometry.\r\n * Sets it as updatable or not (default `false`)\r\n * @param geometry the geometry the vertexData is applied to\r\n * @param updatable when used and having the value true allows new data to update the vertexData\r\n * @returns VertexData\r\n */\r\n VertexData.prototype.applyToGeometry = function (geometry, updatable) {\r\n this._applyTo(geometry, updatable);\r\n return this;\r\n };\r\n /**\r\n * Updates the associated mesh\r\n * @param mesh the mesh to be updated\r\n * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false\r\n * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false\r\n * @returns VertexData\r\n */\r\n VertexData.prototype.updateMesh = function (mesh) {\r\n this._update(mesh);\r\n return this;\r\n };\r\n /**\r\n * Updates the associated geometry\r\n * @param geometry the geometry to be updated\r\n * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false\r\n * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false\r\n * @returns VertexData.\r\n */\r\n VertexData.prototype.updateGeometry = function (geometry) {\r\n this._update(geometry);\r\n return this;\r\n };\r\n VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {\r\n if (updatable === void 0) { updatable = false; }\r\n if (this.positions) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.PositionKind, this.positions, updatable);\r\n }\r\n if (this.normals) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.NormalKind, this.normals, updatable);\r\n }\r\n if (this.tangents) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.TangentKind, this.tangents, updatable);\r\n }\r\n if (this.uvs) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UVKind, this.uvs, updatable);\r\n }\r\n if (this.uvs2) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UV2Kind, this.uvs2, updatable);\r\n }\r\n if (this.uvs3) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UV3Kind, this.uvs3, updatable);\r\n }\r\n if (this.uvs4) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UV4Kind, this.uvs4, updatable);\r\n }\r\n if (this.uvs5) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UV5Kind, this.uvs5, updatable);\r\n }\r\n if (this.uvs6) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UV6Kind, this.uvs6, updatable);\r\n }\r\n if (this.colors) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.ColorKind, this.colors, updatable);\r\n }\r\n if (this.matricesIndices) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);\r\n }\r\n if (this.matricesWeights) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);\r\n }\r\n if (this.matricesIndicesExtra) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);\r\n }\r\n if (this.matricesWeightsExtra) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);\r\n }\r\n if (this.indices) {\r\n meshOrGeometry.setIndices(this.indices, null, updatable);\r\n }\r\n else {\r\n meshOrGeometry.setIndices([], null);\r\n }\r\n return this;\r\n };\r\n VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {\r\n if (this.positions) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);\r\n }\r\n if (this.normals) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);\r\n }\r\n if (this.tangents) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);\r\n }\r\n if (this.uvs) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);\r\n }\r\n if (this.uvs2) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);\r\n }\r\n if (this.uvs3) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);\r\n }\r\n if (this.uvs4) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);\r\n }\r\n if (this.uvs5) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);\r\n }\r\n if (this.uvs6) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);\r\n }\r\n if (this.colors) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);\r\n }\r\n if (this.matricesIndices) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);\r\n }\r\n if (this.matricesWeights) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);\r\n }\r\n if (this.matricesIndicesExtra) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);\r\n }\r\n if (this.matricesWeightsExtra) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);\r\n }\r\n if (this.indices) {\r\n meshOrGeometry.setIndices(this.indices, null);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Transforms each position and each normal of the vertexData according to the passed Matrix\r\n * @param matrix the transforming matrix\r\n * @returns the VertexData\r\n */\r\n VertexData.prototype.transform = function (matrix) {\r\n var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;\r\n var transformed = Vector3.Zero();\r\n var index;\r\n if (this.positions) {\r\n var position = Vector3.Zero();\r\n for (index = 0; index < this.positions.length; index += 3) {\r\n Vector3.FromArrayToRef(this.positions, index, position);\r\n Vector3.TransformCoordinatesToRef(position, matrix, transformed);\r\n this.positions[index] = transformed.x;\r\n this.positions[index + 1] = transformed.y;\r\n this.positions[index + 2] = transformed.z;\r\n }\r\n }\r\n if (this.normals) {\r\n var normal = Vector3.Zero();\r\n for (index = 0; index < this.normals.length; index += 3) {\r\n Vector3.FromArrayToRef(this.normals, index, normal);\r\n Vector3.TransformNormalToRef(normal, matrix, transformed);\r\n this.normals[index] = transformed.x;\r\n this.normals[index + 1] = transformed.y;\r\n this.normals[index + 2] = transformed.z;\r\n }\r\n }\r\n if (this.tangents) {\r\n var tangent = Vector4.Zero();\r\n var tangentTransformed = Vector4.Zero();\r\n for (index = 0; index < this.tangents.length; index += 4) {\r\n Vector4.FromArrayToRef(this.tangents, index, tangent);\r\n Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);\r\n this.tangents[index] = tangentTransformed.x;\r\n this.tangents[index + 1] = tangentTransformed.y;\r\n this.tangents[index + 2] = tangentTransformed.z;\r\n this.tangents[index + 3] = tangentTransformed.w;\r\n }\r\n }\r\n if (flip && this.indices) {\r\n for (index = 0; index < this.indices.length; index += 3) {\r\n var tmp = this.indices[index + 1];\r\n this.indices[index + 1] = this.indices[index + 2];\r\n this.indices[index + 2] = tmp;\r\n }\r\n }\r\n return this;\r\n };\r\n /**\r\n * Merges the passed VertexData into the current one\r\n * @param other the VertexData to be merged into the current one\r\n * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array\r\n * @returns the modified VertexData\r\n */\r\n VertexData.prototype.merge = function (other, use32BitsIndices) {\r\n if (use32BitsIndices === void 0) { use32BitsIndices = false; }\r\n this._validate();\r\n other._validate();\r\n if (!this.normals !== !other.normals ||\r\n !this.tangents !== !other.tangents ||\r\n !this.uvs !== !other.uvs ||\r\n !this.uvs2 !== !other.uvs2 ||\r\n !this.uvs3 !== !other.uvs3 ||\r\n !this.uvs4 !== !other.uvs4 ||\r\n !this.uvs5 !== !other.uvs5 ||\r\n !this.uvs6 !== !other.uvs6 ||\r\n !this.colors !== !other.colors ||\r\n !this.matricesIndices !== !other.matricesIndices ||\r\n !this.matricesWeights !== !other.matricesWeights ||\r\n !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||\r\n !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {\r\n throw new Error(\"Cannot merge vertex data that do not have the same set of attributes\");\r\n }\r\n if (other.indices) {\r\n if (!this.indices) {\r\n this.indices = [];\r\n }\r\n var offset = this.positions ? this.positions.length / 3 : 0;\r\n var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;\r\n if (isSrcTypedArray) {\r\n var len = this.indices.length + other.indices.length;\r\n var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);\r\n temp.set(this.indices);\r\n var decal = this.indices.length;\r\n for (var index = 0; index < other.indices.length; index++) {\r\n temp[decal + index] = other.indices[index] + offset;\r\n }\r\n this.indices = temp;\r\n }\r\n else {\r\n for (var index = 0; index < other.indices.length; index++) {\r\n this.indices.push(other.indices[index] + offset);\r\n }\r\n }\r\n }\r\n this.positions = this._mergeElement(this.positions, other.positions);\r\n this.normals = this._mergeElement(this.normals, other.normals);\r\n this.tangents = this._mergeElement(this.tangents, other.tangents);\r\n this.uvs = this._mergeElement(this.uvs, other.uvs);\r\n this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);\r\n this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);\r\n this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);\r\n this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);\r\n this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);\r\n this.colors = this._mergeElement(this.colors, other.colors);\r\n this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);\r\n this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);\r\n this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);\r\n this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);\r\n return this;\r\n };\r\n VertexData.prototype._mergeElement = function (source, other) {\r\n if (!source) {\r\n return other;\r\n }\r\n if (!other) {\r\n return source;\r\n }\r\n var len = other.length + source.length;\r\n var isSrcTypedArray = source instanceof Float32Array;\r\n var isOthTypedArray = other instanceof Float32Array;\r\n // use non-loop method when the source is Float32Array\r\n if (isSrcTypedArray) {\r\n var ret32 = new Float32Array(len);\r\n ret32.set(source);\r\n ret32.set(other, source.length);\r\n return ret32;\r\n // source is number[], when other is also use concat\r\n }\r\n else if (!isOthTypedArray) {\r\n return source.concat(other);\r\n // source is a number[], but other is a Float32Array, loop required\r\n }\r\n else {\r\n var ret = source.slice(0); // copy source to a separate array\r\n for (var i = 0, len = other.length; i < len; i++) {\r\n ret.push(other[i]);\r\n }\r\n return ret;\r\n }\r\n };\r\n VertexData.prototype._validate = function () {\r\n if (!this.positions) {\r\n throw new Error(\"Positions are required\");\r\n }\r\n var getElementCount = function (kind, values) {\r\n var stride = VertexBuffer.DeduceStride(kind);\r\n if ((values.length % stride) !== 0) {\r\n throw new Error(\"The \" + kind + \"s array count must be a multiple of \" + stride);\r\n }\r\n return values.length / stride;\r\n };\r\n var positionsElementCount = getElementCount(VertexBuffer.PositionKind, this.positions);\r\n var validateElementCount = function (kind, values) {\r\n var elementCount = getElementCount(kind, values);\r\n if (elementCount !== positionsElementCount) {\r\n throw new Error(\"The \" + kind + \"s element count (\" + elementCount + \") does not match the positions count (\" + positionsElementCount + \")\");\r\n }\r\n };\r\n if (this.normals) {\r\n validateElementCount(VertexBuffer.NormalKind, this.normals);\r\n }\r\n if (this.tangents) {\r\n validateElementCount(VertexBuffer.TangentKind, this.tangents);\r\n }\r\n if (this.uvs) {\r\n validateElementCount(VertexBuffer.UVKind, this.uvs);\r\n }\r\n if (this.uvs2) {\r\n validateElementCount(VertexBuffer.UV2Kind, this.uvs2);\r\n }\r\n if (this.uvs3) {\r\n validateElementCount(VertexBuffer.UV3Kind, this.uvs3);\r\n }\r\n if (this.uvs4) {\r\n validateElementCount(VertexBuffer.UV4Kind, this.uvs4);\r\n }\r\n if (this.uvs5) {\r\n validateElementCount(VertexBuffer.UV5Kind, this.uvs5);\r\n }\r\n if (this.uvs6) {\r\n validateElementCount(VertexBuffer.UV6Kind, this.uvs6);\r\n }\r\n if (this.colors) {\r\n validateElementCount(VertexBuffer.ColorKind, this.colors);\r\n }\r\n if (this.matricesIndices) {\r\n validateElementCount(VertexBuffer.MatricesIndicesKind, this.matricesIndices);\r\n }\r\n if (this.matricesWeights) {\r\n validateElementCount(VertexBuffer.MatricesWeightsKind, this.matricesWeights);\r\n }\r\n if (this.matricesIndicesExtra) {\r\n validateElementCount(VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);\r\n }\r\n if (this.matricesWeightsExtra) {\r\n validateElementCount(VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);\r\n }\r\n };\r\n /**\r\n * Serializes the VertexData\r\n * @returns a serialized object\r\n */\r\n VertexData.prototype.serialize = function () {\r\n var serializationObject = this.serialize();\r\n if (this.positions) {\r\n serializationObject.positions = this.positions;\r\n }\r\n if (this.normals) {\r\n serializationObject.normals = this.normals;\r\n }\r\n if (this.tangents) {\r\n serializationObject.tangents = this.tangents;\r\n }\r\n if (this.uvs) {\r\n serializationObject.uvs = this.uvs;\r\n }\r\n if (this.uvs2) {\r\n serializationObject.uvs2 = this.uvs2;\r\n }\r\n if (this.uvs3) {\r\n serializationObject.uvs3 = this.uvs3;\r\n }\r\n if (this.uvs4) {\r\n serializationObject.uvs4 = this.uvs4;\r\n }\r\n if (this.uvs5) {\r\n serializationObject.uvs5 = this.uvs5;\r\n }\r\n if (this.uvs6) {\r\n serializationObject.uvs6 = this.uvs6;\r\n }\r\n if (this.colors) {\r\n serializationObject.colors = this.colors;\r\n }\r\n if (this.matricesIndices) {\r\n serializationObject.matricesIndices = this.matricesIndices;\r\n serializationObject.matricesIndices._isExpanded = true;\r\n }\r\n if (this.matricesWeights) {\r\n serializationObject.matricesWeights = this.matricesWeights;\r\n }\r\n if (this.matricesIndicesExtra) {\r\n serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;\r\n serializationObject.matricesIndicesExtra._isExpanded = true;\r\n }\r\n if (this.matricesWeightsExtra) {\r\n serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;\r\n }\r\n serializationObject.indices = this.indices;\r\n return serializationObject;\r\n };\r\n // Statics\r\n /**\r\n * Extracts the vertexData from a mesh\r\n * @param mesh the mesh from which to extract the VertexData\r\n * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false\r\n * @param forceCopy indicating that the VertexData must be cloned, optional, default false\r\n * @returns the object VertexData associated to the passed mesh\r\n */\r\n VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {\r\n return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);\r\n };\r\n /**\r\n * Extracts the vertexData from the geometry\r\n * @param geometry the geometry from which to extract the VertexData\r\n * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false\r\n * @param forceCopy indicating that the VertexData must be cloned, optional, default false\r\n * @returns the object VertexData associated to the passed mesh\r\n */\r\n VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {\r\n return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);\r\n };\r\n VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {\r\n var result = new VertexData();\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.PositionKind)) {\r\n result.positions = meshOrGeometry.getVerticesData(VertexBuffer.PositionKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n result.normals = meshOrGeometry.getVerticesData(VertexBuffer.NormalKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n result.tangents = meshOrGeometry.getVerticesData(VertexBuffer.TangentKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n result.uvs = meshOrGeometry.getVerticesData(VertexBuffer.UVKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n result.uvs2 = meshOrGeometry.getVerticesData(VertexBuffer.UV2Kind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV3Kind)) {\r\n result.uvs3 = meshOrGeometry.getVerticesData(VertexBuffer.UV3Kind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV4Kind)) {\r\n result.uvs4 = meshOrGeometry.getVerticesData(VertexBuffer.UV4Kind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV5Kind)) {\r\n result.uvs5 = meshOrGeometry.getVerticesData(VertexBuffer.UV5Kind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV6Kind)) {\r\n result.uvs6 = meshOrGeometry.getVerticesData(VertexBuffer.UV6Kind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.ColorKind)) {\r\n result.colors = meshOrGeometry.getVerticesData(VertexBuffer.ColorKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesIndicesKind)) {\r\n result.matricesIndices = meshOrGeometry.getVerticesData(VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {\r\n result.matricesWeights = meshOrGeometry.getVerticesData(VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesIndicesExtraKind)) {\r\n result.matricesIndicesExtra = meshOrGeometry.getVerticesData(VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesWeightsExtraKind)) {\r\n result.matricesWeightsExtra = meshOrGeometry.getVerticesData(VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);\r\n }\r\n result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);\r\n return result;\r\n };\r\n /**\r\n * Creates the VertexData for a Ribbon\r\n * @param options an object used to set the following optional parameters for the ribbon, required but can be empty\r\n * * pathArray array of paths, each of which an array of successive Vector3\r\n * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false\r\n * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false\r\n * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false\r\n * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional\r\n * * colors a linear array, of length 4 * number of vertices, of custom color values, optional\r\n * @returns the VertexData of the ribbon\r\n */\r\n VertexData.CreateRibbon = function (options) {\r\n throw _DevTools.WarnImport(\"ribbonBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a box\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * size sets the width, height and depth of the box to the value of size, optional default 1\r\n * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size\r\n * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size\r\n * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size\r\n * * faceUV an array of 6 Vector4 elements used to set different images to each box side\r\n * * faceColors an array of 6 Color3 elements used to set different colors to each box side\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the box\r\n */\r\n VertexData.CreateBox = function (options) {\r\n throw _DevTools.WarnImport(\"boxBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a tiled box\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * faceTiles sets the pattern, tile size and number of tiles for a face\r\n * * faceUV an array of 6 Vector4 elements used to set different images to each box side\r\n * * faceColors an array of 6 Color3 elements used to set different colors to each box side\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @returns the VertexData of the box\r\n */\r\n VertexData.CreateTiledBox = function (options) {\r\n throw _DevTools.WarnImport(\"tiledBoxBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a tiled plane\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * pattern a limited pattern arrangement depending on the number\r\n * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1\r\n * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size\r\n * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the tiled plane\r\n */\r\n VertexData.CreateTiledPlane = function (options) {\r\n throw _DevTools.WarnImport(\"tiledPlaneBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for an ellipsoid, defaults to a sphere\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * segments sets the number of horizontal strips optional, default 32\r\n * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1\r\n * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter\r\n * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter\r\n * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter\r\n * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1\r\n * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the ellipsoid\r\n */\r\n VertexData.CreateSphere = function (options) {\r\n throw _DevTools.WarnImport(\"sphereBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a cylinder, cone or prism\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * height sets the height (y direction) of the cylinder, optional, default 2\r\n * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter\r\n * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter\r\n * * diameter sets the diameter of the top and bottom of the cone, optional default 1\r\n * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24\r\n * * subdivisions` the number of rings along the cylinder height, optional, default 1\r\n * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1\r\n * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false\r\n * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the cylinder, cone or prism\r\n */\r\n VertexData.CreateCylinder = function (options) {\r\n throw _DevTools.WarnImport(\"cylinderBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a torus\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * diameter the diameter of the torus, optional default 1\r\n * * thickness the diameter of the tube forming the torus, optional default 0.5\r\n * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the torus\r\n */\r\n VertexData.CreateTorus = function (options) {\r\n throw _DevTools.WarnImport(\"torusBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData of the LineSystem\r\n * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty\r\n * - lines an array of lines, each line being an array of successive Vector3\r\n * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point\r\n * @returns the VertexData of the LineSystem\r\n */\r\n VertexData.CreateLineSystem = function (options) {\r\n throw _DevTools.WarnImport(\"linesBuilder\");\r\n };\r\n /**\r\n * Create the VertexData for a DashedLines\r\n * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty\r\n * - points an array successive Vector3\r\n * - dashSize the size of the dashes relative to the dash number, optional, default 3\r\n * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1\r\n * - dashNb the intended total number of dashes, optional, default 200\r\n * @returns the VertexData for the DashedLines\r\n */\r\n VertexData.CreateDashedLines = function (options) {\r\n throw _DevTools.WarnImport(\"linesBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a Ground\r\n * @param options an object used to set the following optional parameters for the Ground, required but can be empty\r\n * - width the width (x direction) of the ground, optional, default 1\r\n * - height the height (z direction) of the ground, optional, default 1\r\n * - subdivisions the number of subdivisions per side, optional, default 1\r\n * @returns the VertexData of the Ground\r\n */\r\n VertexData.CreateGround = function (options) {\r\n throw _DevTools.WarnImport(\"groundBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a TiledGround by subdividing the ground into tiles\r\n * @param options an object used to set the following optional parameters for the Ground, required but can be empty\r\n * * xmin the ground minimum X coordinate, optional, default -1\r\n * * zmin the ground minimum Z coordinate, optional, default -1\r\n * * xmax the ground maximum X coordinate, optional, default 1\r\n * * zmax the ground maximum Z coordinate, optional, default 1\r\n * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}\r\n * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}\r\n * @returns the VertexData of the TiledGround\r\n */\r\n VertexData.CreateTiledGround = function (options) {\r\n throw _DevTools.WarnImport(\"groundBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData of the Ground designed from a heightmap\r\n * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap\r\n * * width the width (x direction) of the ground\r\n * * height the height (z direction) of the ground\r\n * * subdivisions the number of subdivisions per side\r\n * * minHeight the minimum altitude on the ground, optional, default 0\r\n * * maxHeight the maximum altitude on the ground, optional default 1\r\n * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)\r\n * * buffer the array holding the image color data\r\n * * bufferWidth the width of image\r\n * * bufferHeight the height of image\r\n * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * @returns the VertexData of the Ground designed from a heightmap\r\n */\r\n VertexData.CreateGroundFromHeightMap = function (options) {\r\n throw _DevTools.WarnImport(\"groundBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a Plane\r\n * @param options an object used to set the following optional parameters for the plane, required but can be empty\r\n * * size sets the width and height of the plane to the value of size, optional default 1\r\n * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size\r\n * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the box\r\n */\r\n VertexData.CreatePlane = function (options) {\r\n throw _DevTools.WarnImport(\"planeBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData of the Disc or regular Polygon\r\n * @param options an object used to set the following optional parameters for the disc, required but can be empty\r\n * * radius the radius of the disc, optional default 0.5\r\n * * tessellation the number of polygon sides, optional, default 64\r\n * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the box\r\n */\r\n VertexData.CreateDisc = function (options) {\r\n throw _DevTools.WarnImport(\"discBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()\r\n * All parameters are provided by MeshBuilder.CreatePolygon as needed\r\n * @param polygon a mesh built from polygonTriangulation.build()\r\n * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the Polygon\r\n */\r\n VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {\r\n throw _DevTools.WarnImport(\"polygonBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData of the IcoSphere\r\n * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty\r\n * * radius the radius of the IcoSphere, optional default 1\r\n * * radiusX allows stretching in the x direction, optional, default radius\r\n * * radiusY allows stretching in the y direction, optional, default radius\r\n * * radiusZ allows stretching in the z direction, optional, default radius\r\n * * flat when true creates a flat shaded mesh, optional, default true\r\n * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the IcoSphere\r\n */\r\n VertexData.CreateIcoSphere = function (options) {\r\n throw _DevTools.WarnImport(\"icoSphereBuilder\");\r\n };\r\n // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html\r\n /**\r\n * Creates the VertexData for a Polyhedron\r\n * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty\r\n * * type provided types are:\r\n * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)\r\n * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)\r\n * * size the size of the IcoSphere, optional default 1\r\n * * sizeX allows stretching in the x direction, optional, default size\r\n * * sizeY allows stretching in the y direction, optional, default size\r\n * * sizeZ allows stretching in the z direction, optional, default size\r\n * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor\r\n * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * * flat when true creates a flat shaded mesh, optional, default true\r\n * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the Polyhedron\r\n */\r\n VertexData.CreatePolyhedron = function (options) {\r\n throw _DevTools.WarnImport(\"polyhedronBuilder\");\r\n };\r\n // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473\r\n /**\r\n * Creates the VertexData for a TorusKnot\r\n * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty\r\n * * radius the radius of the torus knot, optional, default 2\r\n * * tube the thickness of the tube, optional, default 0.5\r\n * * radialSegments the number of sides on each tube segments, optional, default 32\r\n * * tubularSegments the number of tubes to decompose the knot into, optional, default 32\r\n * * p the number of windings around the z axis, optional, default 2\r\n * * q the number of windings around the x axis, optional, default 3\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\r\n * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\r\n * @returns the VertexData of the Torus Knot\r\n */\r\n VertexData.CreateTorusKnot = function (options) {\r\n throw _DevTools.WarnImport(\"torusKnotBuilder\");\r\n };\r\n // Tools\r\n /**\r\n * Compute normals for given positions and indices\r\n * @param positions an array of vertex positions, [...., x, y, z, ......]\r\n * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]\r\n * @param normals an array of vertex normals, [...., x, y, z, ......]\r\n * @param options an object used to set the following optional parameters for the TorusKnot, optional\r\n * * facetNormals : optional array of facet normals (vector3)\r\n * * facetPositions : optional array of facet positions (vector3)\r\n * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation\r\n * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation\r\n * * bInfo : optional bounding info, required for facetPartitioning computation\r\n * * bbSize : optional bounding box size data, required for facetPartitioning computation\r\n * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation\r\n * * useRightHandedSystem: optional boolean to for right handed system computation\r\n * * depthSort : optional boolean to enable the facet depth sort computation\r\n * * distanceTo : optional Vector3 to compute the facet depth from this location\r\n * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location\r\n */\r\n VertexData.ComputeNormals = function (positions, indices, normals, options) {\r\n // temporary scalar variables\r\n var index = 0; // facet index\r\n var p1p2x = 0.0; // p1p2 vector x coordinate\r\n var p1p2y = 0.0; // p1p2 vector y coordinate\r\n var p1p2z = 0.0; // p1p2 vector z coordinate\r\n var p3p2x = 0.0; // p3p2 vector x coordinate\r\n var p3p2y = 0.0; // p3p2 vector y coordinate\r\n var p3p2z = 0.0; // p3p2 vector z coordinate\r\n var faceNormalx = 0.0; // facet normal x coordinate\r\n var faceNormaly = 0.0; // facet normal y coordinate\r\n var faceNormalz = 0.0; // facet normal z coordinate\r\n var length = 0.0; // facet normal length before normalization\r\n var v1x = 0; // vector1 x index in the positions array\r\n var v1y = 0; // vector1 y index in the positions array\r\n var v1z = 0; // vector1 z index in the positions array\r\n var v2x = 0; // vector2 x index in the positions array\r\n var v2y = 0; // vector2 y index in the positions array\r\n var v2z = 0; // vector2 z index in the positions array\r\n var v3x = 0; // vector3 x index in the positions array\r\n var v3y = 0; // vector3 y index in the positions array\r\n var v3z = 0; // vector3 z index in the positions array\r\n var computeFacetNormals = false;\r\n var computeFacetPositions = false;\r\n var computeFacetPartitioning = false;\r\n var computeDepthSort = false;\r\n var faceNormalSign = 1;\r\n var ratio = 0;\r\n var distanceTo = null;\r\n if (options) {\r\n computeFacetNormals = (options.facetNormals) ? true : false;\r\n computeFacetPositions = (options.facetPositions) ? true : false;\r\n computeFacetPartitioning = (options.facetPartitioning) ? true : false;\r\n faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;\r\n ratio = options.ratio || 0;\r\n computeDepthSort = (options.depthSort) ? true : false;\r\n distanceTo = (options.distanceTo);\r\n if (computeDepthSort) {\r\n if (distanceTo === undefined) {\r\n distanceTo = Vector3.Zero();\r\n }\r\n var depthSortedFacets = options.depthSortedFacets;\r\n }\r\n }\r\n // facetPartitioning reinit if needed\r\n var xSubRatio = 0;\r\n var ySubRatio = 0;\r\n var zSubRatio = 0;\r\n var subSq = 0;\r\n if (computeFacetPartitioning && options && options.bbSize) {\r\n var ox = 0; // X partitioning index for facet position\r\n var oy = 0; // Y partinioning index for facet position\r\n var oz = 0; // Z partinioning index for facet position\r\n var b1x = 0; // X partitioning index for facet v1 vertex\r\n var b1y = 0; // Y partitioning index for facet v1 vertex\r\n var b1z = 0; // z partitioning index for facet v1 vertex\r\n var b2x = 0; // X partitioning index for facet v2 vertex\r\n var b2y = 0; // Y partitioning index for facet v2 vertex\r\n var b2z = 0; // Z partitioning index for facet v2 vertex\r\n var b3x = 0; // X partitioning index for facet v3 vertex\r\n var b3y = 0; // Y partitioning index for facet v3 vertex\r\n var b3z = 0; // Z partitioning index for facet v3 vertex\r\n var block_idx_o = 0; // facet barycenter block index\r\n var block_idx_v1 = 0; // v1 vertex block index\r\n var block_idx_v2 = 0; // v2 vertex block index\r\n var block_idx_v3 = 0; // v3 vertex block index\r\n var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;\r\n bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;\r\n xSubRatio = options.subDiv.X * ratio / options.bbSize.x;\r\n ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;\r\n zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;\r\n subSq = options.subDiv.max * options.subDiv.max;\r\n options.facetPartitioning.length = 0;\r\n }\r\n // reset the normals\r\n for (index = 0; index < positions.length; index++) {\r\n normals[index] = 0.0;\r\n }\r\n // Loop : 1 indice triplet = 1 facet\r\n var nbFaces = (indices.length / 3) | 0;\r\n for (index = 0; index < nbFaces; index++) {\r\n // get the indexes of the coordinates of each vertex of the facet\r\n v1x = indices[index * 3] * 3;\r\n v1y = v1x + 1;\r\n v1z = v1x + 2;\r\n v2x = indices[index * 3 + 1] * 3;\r\n v2y = v2x + 1;\r\n v2z = v2x + 2;\r\n v3x = indices[index * 3 + 2] * 3;\r\n v3y = v3x + 1;\r\n v3z = v3x + 2;\r\n p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2\r\n p1p2y = positions[v1y] - positions[v2y];\r\n p1p2z = positions[v1z] - positions[v2z];\r\n p3p2x = positions[v3x] - positions[v2x];\r\n p3p2y = positions[v3y] - positions[v2y];\r\n p3p2z = positions[v3z] - positions[v2z];\r\n // compute the face normal with the cross product\r\n faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);\r\n faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);\r\n faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);\r\n // normalize this normal and store it in the array facetData\r\n length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);\r\n length = (length === 0) ? 1.0 : length;\r\n faceNormalx /= length;\r\n faceNormaly /= length;\r\n faceNormalz /= length;\r\n if (computeFacetNormals && options) {\r\n options.facetNormals[index].x = faceNormalx;\r\n options.facetNormals[index].y = faceNormaly;\r\n options.facetNormals[index].z = faceNormalz;\r\n }\r\n if (computeFacetPositions && options) {\r\n // compute and the facet barycenter coordinates in the array facetPositions\r\n options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;\r\n options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;\r\n options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;\r\n }\r\n if (computeFacetPartitioning && options) {\r\n // store the facet indexes in arrays in the main facetPartitioning array :\r\n // compute each facet vertex (+ facet barycenter) index in the partiniong array\r\n ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);\r\n oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);\r\n oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);\r\n b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);\r\n b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);\r\n b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);\r\n b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);\r\n b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);\r\n b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);\r\n b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);\r\n b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);\r\n b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);\r\n block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;\r\n block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;\r\n block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;\r\n block_idx_o = ox + options.subDiv.max * oy + subSq * oz;\r\n options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();\r\n options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();\r\n options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();\r\n options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();\r\n // push each facet index in each block containing the vertex\r\n options.facetPartitioning[block_idx_v1].push(index);\r\n if (block_idx_v2 != block_idx_v1) {\r\n options.facetPartitioning[block_idx_v2].push(index);\r\n }\r\n if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {\r\n options.facetPartitioning[block_idx_v3].push(index);\r\n }\r\n if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {\r\n options.facetPartitioning[block_idx_o].push(index);\r\n }\r\n }\r\n if (computeDepthSort && options && options.facetPositions) {\r\n var dsf = depthSortedFacets[index];\r\n dsf.ind = index * 3;\r\n dsf.sqDistance = Vector3.DistanceSquared(options.facetPositions[index], distanceTo);\r\n }\r\n // compute the normals anyway\r\n normals[v1x] += faceNormalx; // accumulate all the normals per face\r\n normals[v1y] += faceNormaly;\r\n normals[v1z] += faceNormalz;\r\n normals[v2x] += faceNormalx;\r\n normals[v2y] += faceNormaly;\r\n normals[v2z] += faceNormalz;\r\n normals[v3x] += faceNormalx;\r\n normals[v3y] += faceNormaly;\r\n normals[v3z] += faceNormalz;\r\n }\r\n // last normalization of each normal\r\n for (index = 0; index < normals.length / 3; index++) {\r\n faceNormalx = normals[index * 3];\r\n faceNormaly = normals[index * 3 + 1];\r\n faceNormalz = normals[index * 3 + 2];\r\n length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);\r\n length = (length === 0) ? 1.0 : length;\r\n faceNormalx /= length;\r\n faceNormaly /= length;\r\n faceNormalz /= length;\r\n normals[index * 3] = faceNormalx;\r\n normals[index * 3 + 1] = faceNormaly;\r\n normals[index * 3 + 2] = faceNormalz;\r\n }\r\n };\r\n /** @hidden */\r\n VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {\r\n var li = indices.length;\r\n var ln = normals.length;\r\n var i;\r\n var n;\r\n sideOrientation = sideOrientation || VertexData.DEFAULTSIDE;\r\n switch (sideOrientation) {\r\n case VertexData.FRONTSIDE:\r\n // nothing changed\r\n break;\r\n case VertexData.BACKSIDE:\r\n var tmp;\r\n // indices\r\n for (i = 0; i < li; i += 3) {\r\n tmp = indices[i];\r\n indices[i] = indices[i + 2];\r\n indices[i + 2] = tmp;\r\n }\r\n // normals\r\n for (n = 0; n < ln; n++) {\r\n normals[n] = -normals[n];\r\n }\r\n break;\r\n case VertexData.DOUBLESIDE:\r\n // positions\r\n var lp = positions.length;\r\n var l = lp / 3;\r\n for (var p = 0; p < lp; p++) {\r\n positions[lp + p] = positions[p];\r\n }\r\n // indices\r\n for (i = 0; i < li; i += 3) {\r\n indices[i + li] = indices[i + 2] + l;\r\n indices[i + 1 + li] = indices[i + 1] + l;\r\n indices[i + 2 + li] = indices[i] + l;\r\n }\r\n // normals\r\n for (n = 0; n < ln; n++) {\r\n normals[ln + n] = -normals[n];\r\n }\r\n // uvs\r\n var lu = uvs.length;\r\n var u = 0;\r\n for (u = 0; u < lu; u++) {\r\n uvs[u + lu] = uvs[u];\r\n }\r\n frontUVs = frontUVs ? frontUVs : new Vector4(0.0, 0.0, 1.0, 1.0);\r\n backUVs = backUVs ? backUVs : new Vector4(0.0, 0.0, 1.0, 1.0);\r\n u = 0;\r\n for (i = 0; i < lu / 2; i++) {\r\n uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];\r\n uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];\r\n uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];\r\n uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];\r\n u += 2;\r\n }\r\n break;\r\n }\r\n };\r\n /**\r\n * Applies VertexData created from the imported parameters to the geometry\r\n * @param parsedVertexData the parsed data from an imported file\r\n * @param geometry the geometry to apply the VertexData to\r\n */\r\n VertexData.ImportVertexData = function (parsedVertexData, geometry) {\r\n var vertexData = new VertexData();\r\n // positions\r\n var positions = parsedVertexData.positions;\r\n if (positions) {\r\n vertexData.set(positions, VertexBuffer.PositionKind);\r\n }\r\n // normals\r\n var normals = parsedVertexData.normals;\r\n if (normals) {\r\n vertexData.set(normals, VertexBuffer.NormalKind);\r\n }\r\n // tangents\r\n var tangents = parsedVertexData.tangents;\r\n if (tangents) {\r\n vertexData.set(tangents, VertexBuffer.TangentKind);\r\n }\r\n // uvs\r\n var uvs = parsedVertexData.uvs;\r\n if (uvs) {\r\n vertexData.set(uvs, VertexBuffer.UVKind);\r\n }\r\n // uv2s\r\n var uv2s = parsedVertexData.uv2s;\r\n if (uv2s) {\r\n vertexData.set(uv2s, VertexBuffer.UV2Kind);\r\n }\r\n // uv3s\r\n var uv3s = parsedVertexData.uv3s;\r\n if (uv3s) {\r\n vertexData.set(uv3s, VertexBuffer.UV3Kind);\r\n }\r\n // uv4s\r\n var uv4s = parsedVertexData.uv4s;\r\n if (uv4s) {\r\n vertexData.set(uv4s, VertexBuffer.UV4Kind);\r\n }\r\n // uv5s\r\n var uv5s = parsedVertexData.uv5s;\r\n if (uv5s) {\r\n vertexData.set(uv5s, VertexBuffer.UV5Kind);\r\n }\r\n // uv6s\r\n var uv6s = parsedVertexData.uv6s;\r\n if (uv6s) {\r\n vertexData.set(uv6s, VertexBuffer.UV6Kind);\r\n }\r\n // colors\r\n var colors = parsedVertexData.colors;\r\n if (colors) {\r\n vertexData.set(Color4.CheckColors4(colors, positions.length / 3), VertexBuffer.ColorKind);\r\n }\r\n // matricesIndices\r\n var matricesIndices = parsedVertexData.matricesIndices;\r\n if (matricesIndices) {\r\n vertexData.set(matricesIndices, VertexBuffer.MatricesIndicesKind);\r\n }\r\n // matricesWeights\r\n var matricesWeights = parsedVertexData.matricesWeights;\r\n if (matricesWeights) {\r\n vertexData.set(matricesWeights, VertexBuffer.MatricesWeightsKind);\r\n }\r\n // indices\r\n var indices = parsedVertexData.indices;\r\n if (indices) {\r\n vertexData.indices = indices;\r\n }\r\n geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);\r\n };\r\n /**\r\n * Mesh side orientation : usually the external or front surface\r\n */\r\n VertexData.FRONTSIDE = 0;\r\n /**\r\n * Mesh side orientation : usually the internal or back surface\r\n */\r\n VertexData.BACKSIDE = 1;\r\n /**\r\n * Mesh side orientation : both internal and external or front and back surfaces\r\n */\r\n VertexData.DOUBLESIDE = 2;\r\n /**\r\n * Mesh side orientation : by default, `FRONTSIDE`\r\n */\r\n VertexData.DEFAULTSIDE = 0;\r\n return VertexData;\r\n}());\r\nexport { VertexData };\r\n//# sourceMappingURL=mesh.vertexData.js.map","var PromiseStates;\r\n(function (PromiseStates) {\r\n PromiseStates[PromiseStates[\"Pending\"] = 0] = \"Pending\";\r\n PromiseStates[PromiseStates[\"Fulfilled\"] = 1] = \"Fulfilled\";\r\n PromiseStates[PromiseStates[\"Rejected\"] = 2] = \"Rejected\";\r\n})(PromiseStates || (PromiseStates = {}));\r\nvar FulFillmentAgregator = /** @class */ (function () {\r\n function FulFillmentAgregator() {\r\n this.count = 0;\r\n this.target = 0;\r\n this.results = [];\r\n }\r\n return FulFillmentAgregator;\r\n}());\r\nvar InternalPromise = /** @class */ (function () {\r\n function InternalPromise(resolver) {\r\n var _this = this;\r\n this._state = PromiseStates.Pending;\r\n this._children = new Array();\r\n this._rejectWasConsumed = false;\r\n if (!resolver) {\r\n return;\r\n }\r\n try {\r\n resolver(function (value) {\r\n _this._resolve(value);\r\n }, function (reason) {\r\n _this._reject(reason);\r\n });\r\n }\r\n catch (e) {\r\n this._reject(e);\r\n }\r\n }\r\n Object.defineProperty(InternalPromise.prototype, \"_result\", {\r\n get: function () {\r\n return this._resultValue;\r\n },\r\n set: function (value) {\r\n this._resultValue = value;\r\n if (this._parent && this._parent._result === undefined) {\r\n this._parent._result = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n InternalPromise.prototype.catch = function (onRejected) {\r\n return this.then(undefined, onRejected);\r\n };\r\n InternalPromise.prototype.then = function (onFulfilled, onRejected) {\r\n var _this = this;\r\n var newPromise = new InternalPromise();\r\n newPromise._onFulfilled = onFulfilled;\r\n newPromise._onRejected = onRejected;\r\n // Composition\r\n this._children.push(newPromise);\r\n newPromise._parent = this;\r\n if (this._state !== PromiseStates.Pending) {\r\n setTimeout(function () {\r\n if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {\r\n var returnedValue = newPromise._resolve(_this._result);\r\n if (returnedValue !== undefined && returnedValue !== null) {\r\n if (returnedValue._state !== undefined) {\r\n var returnedPromise = returnedValue;\r\n newPromise._children.push(returnedPromise);\r\n returnedPromise._parent = newPromise;\r\n newPromise = returnedPromise;\r\n }\r\n else {\r\n newPromise._result = returnedValue;\r\n }\r\n }\r\n }\r\n else {\r\n newPromise._reject(_this._reason);\r\n }\r\n });\r\n }\r\n return newPromise;\r\n };\r\n InternalPromise.prototype._moveChildren = function (children) {\r\n var _a;\r\n var _this = this;\r\n (_a = this._children).push.apply(_a, children.splice(0, children.length));\r\n this._children.forEach(function (child) {\r\n child._parent = _this;\r\n });\r\n if (this._state === PromiseStates.Fulfilled) {\r\n for (var _i = 0, _b = this._children; _i < _b.length; _i++) {\r\n var child = _b[_i];\r\n child._resolve(this._result);\r\n }\r\n }\r\n else if (this._state === PromiseStates.Rejected) {\r\n for (var _c = 0, _d = this._children; _c < _d.length; _c++) {\r\n var child = _d[_c];\r\n child._reject(this._reason);\r\n }\r\n }\r\n };\r\n InternalPromise.prototype._resolve = function (value) {\r\n try {\r\n this._state = PromiseStates.Fulfilled;\r\n var returnedValue = null;\r\n if (this._onFulfilled) {\r\n returnedValue = this._onFulfilled(value);\r\n }\r\n if (returnedValue !== undefined && returnedValue !== null) {\r\n if (returnedValue._state !== undefined) {\r\n // Transmit children\r\n var returnedPromise = returnedValue;\r\n returnedPromise._parent = this;\r\n returnedPromise._moveChildren(this._children);\r\n value = returnedPromise._result;\r\n }\r\n else {\r\n value = returnedValue;\r\n }\r\n }\r\n this._result = value;\r\n for (var _i = 0, _a = this._children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n child._resolve(value);\r\n }\r\n this._children.length = 0;\r\n delete this._onFulfilled;\r\n delete this._onRejected;\r\n }\r\n catch (e) {\r\n this._reject(e, true);\r\n }\r\n };\r\n InternalPromise.prototype._reject = function (reason, onLocalThrow) {\r\n if (onLocalThrow === void 0) { onLocalThrow = false; }\r\n this._state = PromiseStates.Rejected;\r\n this._reason = reason;\r\n if (this._onRejected && !onLocalThrow) {\r\n try {\r\n this._onRejected(reason);\r\n this._rejectWasConsumed = true;\r\n }\r\n catch (e) {\r\n reason = e;\r\n }\r\n }\r\n for (var _i = 0, _a = this._children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n if (this._rejectWasConsumed) {\r\n child._resolve(null);\r\n }\r\n else {\r\n child._reject(reason);\r\n }\r\n }\r\n this._children.length = 0;\r\n delete this._onFulfilled;\r\n delete this._onRejected;\r\n };\r\n InternalPromise.resolve = function (value) {\r\n var newPromise = new InternalPromise();\r\n newPromise._resolve(value);\r\n return newPromise;\r\n };\r\n InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {\r\n promise.then(function (value) {\r\n agregator.results[index] = value;\r\n agregator.count++;\r\n if (agregator.count === agregator.target) {\r\n agregator.rootPromise._resolve(agregator.results);\r\n }\r\n return null;\r\n }, function (reason) {\r\n if (agregator.rootPromise._state !== PromiseStates.Rejected) {\r\n agregator.rootPromise._reject(reason);\r\n }\r\n });\r\n };\r\n InternalPromise.all = function (promises) {\r\n var newPromise = new InternalPromise();\r\n var agregator = new FulFillmentAgregator();\r\n agregator.target = promises.length;\r\n agregator.rootPromise = newPromise;\r\n if (promises.length) {\r\n for (var index = 0; index < promises.length; index++) {\r\n InternalPromise._RegisterForFulfillment(promises[index], agregator, index);\r\n }\r\n }\r\n else {\r\n newPromise._resolve([]);\r\n }\r\n return newPromise;\r\n };\r\n InternalPromise.race = function (promises) {\r\n var newPromise = new InternalPromise();\r\n if (promises.length) {\r\n for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {\r\n var promise = promises_1[_i];\r\n promise.then(function (value) {\r\n if (newPromise) {\r\n newPromise._resolve(value);\r\n newPromise = null;\r\n }\r\n return null;\r\n }, function (reason) {\r\n if (newPromise) {\r\n newPromise._reject(reason);\r\n newPromise = null;\r\n }\r\n });\r\n }\r\n }\r\n return newPromise;\r\n };\r\n return InternalPromise;\r\n}());\r\n/**\r\n * Helper class that provides a small promise polyfill\r\n */\r\nvar PromisePolyfill = /** @class */ (function () {\r\n function PromisePolyfill() {\r\n }\r\n /**\r\n * Static function used to check if the polyfill is required\r\n * If this is the case then the function will inject the polyfill to window.Promise\r\n * @param force defines a boolean used to force the injection (mostly for testing purposes)\r\n */\r\n PromisePolyfill.Apply = function (force) {\r\n if (force === void 0) { force = false; }\r\n if (force || typeof Promise === 'undefined') {\r\n var root = window;\r\n root.Promise = InternalPromise;\r\n }\r\n };\r\n return PromisePolyfill;\r\n}());\r\nexport { PromisePolyfill };\r\n//# sourceMappingURL=promise.js.map","import { Observable } from \"./observable\";\r\nimport { DomManagement } from \"./domManagement\";\r\nimport { Logger } from \"./logger\";\r\nimport { DeepCopier } from \"./deepCopier\";\r\nimport { PrecisionDate } from './precisionDate';\r\nimport { _DevTools } from './devTools';\r\nimport { WebRequest } from './webRequest';\r\nimport { EngineStore } from '../Engines/engineStore';\r\nimport { FileTools } from './fileTools';\r\nimport { PromisePolyfill } from './promise';\r\nimport { TimingTools } from './timingTools';\r\nimport { InstantiationTools } from './instantiationTools';\r\nimport { GUID } from './guid';\r\n/**\r\n * Class containing a set of static utilities functions\r\n */\r\nvar Tools = /** @class */ (function () {\r\n function Tools() {\r\n }\r\n Object.defineProperty(Tools, \"BaseUrl\", {\r\n /**\r\n * Gets or sets the base URL to use to load assets\r\n */\r\n get: function () {\r\n return FileTools.BaseUrl;\r\n },\r\n set: function (value) {\r\n FileTools.BaseUrl = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Tools, \"DefaultRetryStrategy\", {\r\n /**\r\n * Gets or sets the retry strategy to apply when an error happens while loading an asset\r\n */\r\n get: function () {\r\n return FileTools.DefaultRetryStrategy;\r\n },\r\n set: function (strategy) {\r\n FileTools.DefaultRetryStrategy = strategy;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Tools, \"UseFallbackTexture\", {\r\n /**\r\n * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded\r\n * @ignorenaming\r\n */\r\n get: function () {\r\n return EngineStore.UseFallbackTexture;\r\n },\r\n set: function (value) {\r\n EngineStore.UseFallbackTexture = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Tools, \"RegisteredExternalClasses\", {\r\n /**\r\n * Use this object to register external classes like custom textures or material\r\n * to allow the laoders to instantiate them\r\n */\r\n get: function () {\r\n return InstantiationTools.RegisteredExternalClasses;\r\n },\r\n set: function (classes) {\r\n InstantiationTools.RegisteredExternalClasses = classes;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Tools, \"fallbackTexture\", {\r\n /**\r\n * Texture content used if a texture cannot loaded\r\n * @ignorenaming\r\n */\r\n get: function () {\r\n return EngineStore.FallbackTexture;\r\n },\r\n set: function (value) {\r\n EngineStore.FallbackTexture = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Read the content of a byte array at a specified coordinates (taking in account wrapping)\r\n * @param u defines the coordinate on X axis\r\n * @param v defines the coordinate on Y axis\r\n * @param width defines the width of the source data\r\n * @param height defines the height of the source data\r\n * @param pixels defines the source byte array\r\n * @param color defines the output color\r\n */\r\n Tools.FetchToRef = function (u, v, width, height, pixels, color) {\r\n var wrappedU = ((Math.abs(u) * width) % width) | 0;\r\n var wrappedV = ((Math.abs(v) * height) % height) | 0;\r\n var position = (wrappedU + wrappedV * width) * 4;\r\n color.r = pixels[position] / 255;\r\n color.g = pixels[position + 1] / 255;\r\n color.b = pixels[position + 2] / 255;\r\n color.a = pixels[position + 3] / 255;\r\n };\r\n /**\r\n * Interpolates between a and b via alpha\r\n * @param a The lower value (returned when alpha = 0)\r\n * @param b The upper value (returned when alpha = 1)\r\n * @param alpha The interpolation-factor\r\n * @return The mixed value\r\n */\r\n Tools.Mix = function (a, b, alpha) {\r\n return a * (1 - alpha) + b * alpha;\r\n };\r\n /**\r\n * Tries to instantiate a new object from a given class name\r\n * @param className defines the class name to instantiate\r\n * @returns the new object or null if the system was not able to do the instantiation\r\n */\r\n Tools.Instantiate = function (className) {\r\n return InstantiationTools.Instantiate(className);\r\n };\r\n /**\r\n * Provides a slice function that will work even on IE\r\n * @param data defines the array to slice\r\n * @param start defines the start of the data (optional)\r\n * @param end defines the end of the data (optional)\r\n * @returns the new sliced array\r\n */\r\n Tools.Slice = function (data, start, end) {\r\n if (data.slice) {\r\n return data.slice(start, end);\r\n }\r\n return Array.prototype.slice.call(data, start, end);\r\n };\r\n /**\r\n * Polyfill for setImmediate\r\n * @param action defines the action to execute after the current execution block\r\n */\r\n Tools.SetImmediate = function (action) {\r\n TimingTools.SetImmediate(action);\r\n };\r\n /**\r\n * Function indicating if a number is an exponent of 2\r\n * @param value defines the value to test\r\n * @returns true if the value is an exponent of 2\r\n */\r\n Tools.IsExponentOfTwo = function (value) {\r\n var count = 1;\r\n do {\r\n count *= 2;\r\n } while (count < value);\r\n return count === value;\r\n };\r\n /**\r\n * Returns the nearest 32-bit single precision float representation of a Number\r\n * @param value A Number. If the parameter is of a different type, it will get converted\r\n * to a number or to NaN if it cannot be converted\r\n * @returns number\r\n */\r\n Tools.FloatRound = function (value) {\r\n if (Math.fround) {\r\n return Math.fround(value);\r\n }\r\n return (Tools._tmpFloatArray[0] = value);\r\n };\r\n /**\r\n * Extracts the filename from a path\r\n * @param path defines the path to use\r\n * @returns the filename\r\n */\r\n Tools.GetFilename = function (path) {\r\n var index = path.lastIndexOf(\"/\");\r\n if (index < 0) {\r\n return path;\r\n }\r\n return path.substring(index + 1);\r\n };\r\n /**\r\n * Extracts the \"folder\" part of a path (everything before the filename).\r\n * @param uri The URI to extract the info from\r\n * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present\r\n * @returns The \"folder\" part of the path\r\n */\r\n Tools.GetFolderPath = function (uri, returnUnchangedIfNoSlash) {\r\n if (returnUnchangedIfNoSlash === void 0) { returnUnchangedIfNoSlash = false; }\r\n var index = uri.lastIndexOf(\"/\");\r\n if (index < 0) {\r\n if (returnUnchangedIfNoSlash) {\r\n return uri;\r\n }\r\n return \"\";\r\n }\r\n return uri.substring(0, index + 1);\r\n };\r\n /**\r\n * Convert an angle in radians to degrees\r\n * @param angle defines the angle to convert\r\n * @returns the angle in degrees\r\n */\r\n Tools.ToDegrees = function (angle) {\r\n return angle * 180 / Math.PI;\r\n };\r\n /**\r\n * Convert an angle in degrees to radians\r\n * @param angle defines the angle to convert\r\n * @returns the angle in radians\r\n */\r\n Tools.ToRadians = function (angle) {\r\n return angle * Math.PI / 180;\r\n };\r\n /**\r\n * Returns an array if obj is not an array\r\n * @param obj defines the object to evaluate as an array\r\n * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined\r\n * @returns either obj directly if obj is an array or a new array containing obj\r\n */\r\n Tools.MakeArray = function (obj, allowsNullUndefined) {\r\n if (allowsNullUndefined !== true && (obj === undefined || obj == null)) {\r\n return null;\r\n }\r\n return Array.isArray(obj) ? obj : [obj];\r\n };\r\n /**\r\n * Gets the pointer prefix to use\r\n * @returns \"pointer\" if touch is enabled. Else returns \"mouse\"\r\n */\r\n Tools.GetPointerPrefix = function () {\r\n var eventPrefix = \"pointer\";\r\n // Check if pointer events are supported\r\n if (DomManagement.IsWindowObjectExist() && !window.PointerEvent && DomManagement.IsNavigatorAvailable() && !navigator.pointerEnabled) {\r\n eventPrefix = \"mouse\";\r\n }\r\n return eventPrefix;\r\n };\r\n /**\r\n * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.\r\n * @param url define the url we are trying\r\n * @param element define the dom element where to configure the cors policy\r\n */\r\n Tools.SetCorsBehavior = function (url, element) {\r\n FileTools.SetCorsBehavior(url, element);\r\n };\r\n // External files\r\n /**\r\n * Removes unwanted characters from an url\r\n * @param url defines the url to clean\r\n * @returns the cleaned url\r\n */\r\n Tools.CleanUrl = function (url) {\r\n url = url.replace(/#/mg, \"%23\");\r\n return url;\r\n };\r\n Object.defineProperty(Tools, \"PreprocessUrl\", {\r\n /**\r\n * Gets or sets a function used to pre-process url before using them to load assets\r\n */\r\n get: function () {\r\n return FileTools.PreprocessUrl;\r\n },\r\n set: function (processor) {\r\n FileTools.PreprocessUrl = processor;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Loads an image as an HTMLImageElement.\r\n * @param input url string, ArrayBuffer, or Blob to load\r\n * @param onLoad callback called when the image successfully loads\r\n * @param onError callback called when the image fails to load\r\n * @param offlineProvider offline provider for caching\r\n * @param mimeType optional mime type\r\n * @returns the HTMLImageElement of the loaded image\r\n */\r\n Tools.LoadImage = function (input, onLoad, onError, offlineProvider, mimeType) {\r\n return FileTools.LoadImage(input, onLoad, onError, offlineProvider, mimeType);\r\n };\r\n /**\r\n * Loads a file from a url\r\n * @param url url string, ArrayBuffer, or Blob to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n */\r\n Tools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {\r\n return FileTools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);\r\n };\r\n /**\r\n * Loads a file from a url\r\n * @param url the file url to load\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @returns a promise containing an ArrayBuffer corresponding to the loaded file\r\n */\r\n Tools.LoadFileAsync = function (url, useArrayBuffer) {\r\n if (useArrayBuffer === void 0) { useArrayBuffer = true; }\r\n return new Promise(function (resolve, reject) {\r\n FileTools.LoadFile(url, function (data) {\r\n resolve(data);\r\n }, undefined, undefined, useArrayBuffer, function (request, exception) {\r\n reject(exception);\r\n });\r\n });\r\n };\r\n /**\r\n * Load a script (identified by an url). When the url returns, the\r\n * content of this file is added into a new script element, attached to the DOM (body element)\r\n * @param scriptUrl defines the url of the script to laod\r\n * @param onSuccess defines the callback called when the script is loaded\r\n * @param onError defines the callback to call if an error occurs\r\n * @param scriptId defines the id of the script element\r\n */\r\n Tools.LoadScript = function (scriptUrl, onSuccess, onError, scriptId) {\r\n if (!DomManagement.IsWindowObjectExist()) {\r\n return;\r\n }\r\n var head = document.getElementsByTagName('head')[0];\r\n var script = document.createElement('script');\r\n script.setAttribute('type', 'text/javascript');\r\n script.setAttribute('src', scriptUrl);\r\n if (scriptId) {\r\n script.id = scriptId;\r\n }\r\n script.onload = function () {\r\n if (onSuccess) {\r\n onSuccess();\r\n }\r\n };\r\n script.onerror = function (e) {\r\n if (onError) {\r\n onError(\"Unable to load script '\" + scriptUrl + \"'\", e);\r\n }\r\n };\r\n head.appendChild(script);\r\n };\r\n /**\r\n * Load an asynchronous script (identified by an url). When the url returns, the\r\n * content of this file is added into a new script element, attached to the DOM (body element)\r\n * @param scriptUrl defines the url of the script to laod\r\n * @param scriptId defines the id of the script element\r\n * @returns a promise request object\r\n */\r\n Tools.LoadScriptAsync = function (scriptUrl, scriptId) {\r\n var _this = this;\r\n return new Promise(function (resolve, reject) {\r\n _this.LoadScript(scriptUrl, function () {\r\n resolve();\r\n }, function (message, exception) {\r\n reject(exception);\r\n });\r\n });\r\n };\r\n /**\r\n * Loads a file from a blob\r\n * @param fileToLoad defines the blob to use\r\n * @param callback defines the callback to call when data is loaded\r\n * @param progressCallback defines the callback to call during loading process\r\n * @returns a file request object\r\n */\r\n Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {\r\n var reader = new FileReader();\r\n var request = {\r\n onCompleteObservable: new Observable(),\r\n abort: function () { return reader.abort(); },\r\n };\r\n reader.onloadend = function (e) {\r\n request.onCompleteObservable.notifyObservers(request);\r\n };\r\n reader.onload = function (e) {\r\n //target doesn't have result from ts 1.3\r\n callback(e.target['result']);\r\n };\r\n reader.onprogress = progressCallback;\r\n reader.readAsDataURL(fileToLoad);\r\n return request;\r\n };\r\n /**\r\n * Reads a file from a File object\r\n * @param file defines the file to load\r\n * @param onSuccess defines the callback to call when data is loaded\r\n * @param onProgress defines the callback to call during loading process\r\n * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer\r\n * @param onError defines the callback to call when an error occurs\r\n * @returns a file request object\r\n */\r\n Tools.ReadFile = function (file, onSuccess, onProgress, useArrayBuffer, onError) {\r\n return FileTools.ReadFile(file, onSuccess, onProgress, useArrayBuffer, onError);\r\n };\r\n /**\r\n * Creates a data url from a given string content\r\n * @param content defines the content to convert\r\n * @returns the new data url link\r\n */\r\n Tools.FileAsURL = function (content) {\r\n var fileBlob = new Blob([content]);\r\n var url = window.URL || window.webkitURL;\r\n var link = url.createObjectURL(fileBlob);\r\n return link;\r\n };\r\n /**\r\n * Format the given number to a specific decimal format\r\n * @param value defines the number to format\r\n * @param decimals defines the number of decimals to use\r\n * @returns the formatted string\r\n */\r\n Tools.Format = function (value, decimals) {\r\n if (decimals === void 0) { decimals = 2; }\r\n return value.toFixed(decimals);\r\n };\r\n /**\r\n * Tries to copy an object by duplicating every property\r\n * @param source defines the source object\r\n * @param destination defines the target object\r\n * @param doNotCopyList defines a list of properties to avoid\r\n * @param mustCopyList defines a list of properties to copy (even if they start with _)\r\n */\r\n Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {\r\n DeepCopier.DeepCopy(source, destination, doNotCopyList, mustCopyList);\r\n };\r\n /**\r\n * Gets a boolean indicating if the given object has no own property\r\n * @param obj defines the object to test\r\n * @returns true if object has no own property\r\n */\r\n Tools.IsEmpty = function (obj) {\r\n for (var i in obj) {\r\n if (obj.hasOwnProperty(i)) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n /**\r\n * Function used to register events at window level\r\n * @param windowElement defines the Window object to use\r\n * @param events defines the events to register\r\n */\r\n Tools.RegisterTopRootEvents = function (windowElement, events) {\r\n for (var index = 0; index < events.length; index++) {\r\n var event = events[index];\r\n windowElement.addEventListener(event.name, event.handler, false);\r\n try {\r\n if (window.parent) {\r\n window.parent.addEventListener(event.name, event.handler, false);\r\n }\r\n }\r\n catch (e) {\r\n // Silently fails...\r\n }\r\n }\r\n };\r\n /**\r\n * Function used to unregister events from window level\r\n * @param windowElement defines the Window object to use\r\n * @param events defines the events to unregister\r\n */\r\n Tools.UnregisterTopRootEvents = function (windowElement, events) {\r\n for (var index = 0; index < events.length; index++) {\r\n var event = events[index];\r\n windowElement.removeEventListener(event.name, event.handler);\r\n try {\r\n if (windowElement.parent) {\r\n windowElement.parent.removeEventListener(event.name, event.handler);\r\n }\r\n }\r\n catch (e) {\r\n // Silently fails...\r\n }\r\n }\r\n };\r\n /**\r\n * Dumps the current bound framebuffer\r\n * @param width defines the rendering width\r\n * @param height defines the rendering height\r\n * @param engine defines the hosting engine\r\n * @param successCallback defines the callback triggered once the data are available\r\n * @param mimeType defines the mime type of the result\r\n * @param fileName defines the filename to download. If present, the result will automatically be downloaded\r\n */\r\n Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {\r\n if (mimeType === void 0) { mimeType = \"image/png\"; }\r\n // Read the contents of the framebuffer\r\n var numberOfChannelsByLine = width * 4;\r\n var halfHeight = height / 2;\r\n //Reading datas from WebGL\r\n var data = engine.readPixels(0, 0, width, height);\r\n //To flip image on Y axis.\r\n for (var i = 0; i < halfHeight; i++) {\r\n for (var j = 0; j < numberOfChannelsByLine; j++) {\r\n var currentCell = j + i * numberOfChannelsByLine;\r\n var targetLine = height - i - 1;\r\n var targetCell = j + targetLine * numberOfChannelsByLine;\r\n var temp = data[currentCell];\r\n data[currentCell] = data[targetCell];\r\n data[targetCell] = temp;\r\n }\r\n }\r\n // Create a 2D canvas to store the result\r\n if (!Tools._ScreenshotCanvas) {\r\n Tools._ScreenshotCanvas = document.createElement('canvas');\r\n }\r\n Tools._ScreenshotCanvas.width = width;\r\n Tools._ScreenshotCanvas.height = height;\r\n var context = Tools._ScreenshotCanvas.getContext('2d');\r\n if (context) {\r\n // Copy the pixels to a 2D canvas\r\n var imageData = context.createImageData(width, height);\r\n var castData = (imageData.data);\r\n castData.set(data);\r\n context.putImageData(imageData, 0, 0);\r\n Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);\r\n }\r\n };\r\n /**\r\n * Converts the canvas data to blob.\r\n * This acts as a polyfill for browsers not supporting the to blob function.\r\n * @param canvas Defines the canvas to extract the data from\r\n * @param successCallback Defines the callback triggered once the data are available\r\n * @param mimeType Defines the mime type of the result\r\n */\r\n Tools.ToBlob = function (canvas, successCallback, mimeType) {\r\n if (mimeType === void 0) { mimeType = \"image/png\"; }\r\n // We need HTMLCanvasElement.toBlob for HD screenshots\r\n if (!canvas.toBlob) {\r\n // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)\r\n canvas.toBlob = function (callback, type, quality) {\r\n var _this = this;\r\n setTimeout(function () {\r\n var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);\r\n for (var i = 0; i < len; i++) {\r\n arr[i] = binStr.charCodeAt(i);\r\n }\r\n callback(new Blob([arr]));\r\n });\r\n };\r\n }\r\n canvas.toBlob(function (blob) {\r\n successCallback(blob);\r\n }, mimeType);\r\n };\r\n /**\r\n * Encodes the canvas data to base 64 or automatically download the result if filename is defined\r\n * @param successCallback defines the callback triggered once the data are available\r\n * @param mimeType defines the mime type of the result\r\n * @param fileName defines he filename to download. If present, the result will automatically be downloaded\r\n */\r\n Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {\r\n if (mimeType === void 0) { mimeType = \"image/png\"; }\r\n if (successCallback) {\r\n var base64Image = Tools._ScreenshotCanvas.toDataURL(mimeType);\r\n successCallback(base64Image);\r\n }\r\n else {\r\n this.ToBlob(Tools._ScreenshotCanvas, function (blob) {\r\n //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.\r\n if ((\"download\" in document.createElement(\"a\"))) {\r\n if (!fileName) {\r\n var date = new Date();\r\n var stringDate = (date.getFullYear() + \"-\" + (date.getMonth() + 1)).slice(2) + \"-\" + date.getDate() + \"_\" + date.getHours() + \"-\" + ('0' + date.getMinutes()).slice(-2);\r\n fileName = \"screenshot_\" + stringDate + \".png\";\r\n }\r\n Tools.Download(blob, fileName);\r\n }\r\n else {\r\n var url = URL.createObjectURL(blob);\r\n var newWindow = window.open(\"\");\r\n if (!newWindow) {\r\n return;\r\n }\r\n var img = newWindow.document.createElement(\"img\");\r\n img.onload = function () {\r\n // no longer need to read the blob so it's revoked\r\n URL.revokeObjectURL(url);\r\n };\r\n img.src = url;\r\n newWindow.document.body.appendChild(img);\r\n }\r\n }, mimeType);\r\n }\r\n };\r\n /**\r\n * Downloads a blob in the browser\r\n * @param blob defines the blob to download\r\n * @param fileName defines the name of the downloaded file\r\n */\r\n Tools.Download = function (blob, fileName) {\r\n if (navigator && navigator.msSaveBlob) {\r\n navigator.msSaveBlob(blob, fileName);\r\n return;\r\n }\r\n var url = window.URL.createObjectURL(blob);\r\n var a = document.createElement(\"a\");\r\n document.body.appendChild(a);\r\n a.style.display = \"none\";\r\n a.href = url;\r\n a.download = fileName;\r\n a.addEventListener(\"click\", function () {\r\n if (a.parentElement) {\r\n a.parentElement.removeChild(a);\r\n }\r\n });\r\n a.click();\r\n window.URL.revokeObjectURL(url);\r\n };\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n */\r\n Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {\r\n if (mimeType === void 0) { mimeType = \"image/png\"; }\r\n throw _DevTools.WarnImport(\"ScreenshotTools\");\r\n };\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an to display it\r\n */\r\n Tools.CreateScreenshotAsync = function (engine, camera, size, mimeType) {\r\n if (mimeType === void 0) { mimeType = \"image/png\"; }\r\n throw _DevTools.WarnImport(\"ScreenshotTools\");\r\n };\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n */\r\n Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {\r\n if (mimeType === void 0) { mimeType = \"image/png\"; }\r\n if (samples === void 0) { samples = 1; }\r\n if (antialiasing === void 0) { antialiasing = false; }\r\n throw _DevTools.WarnImport(\"ScreenshotTools\");\r\n };\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an to display it\r\n */\r\n Tools.CreateScreenshotUsingRenderTargetAsync = function (engine, camera, size, mimeType, samples, antialiasing, fileName) {\r\n if (mimeType === void 0) { mimeType = \"image/png\"; }\r\n if (samples === void 0) { samples = 1; }\r\n if (antialiasing === void 0) { antialiasing = false; }\r\n throw _DevTools.WarnImport(\"ScreenshotTools\");\r\n };\r\n /**\r\n * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523\r\n * Be aware Math.random() could cause collisions, but:\r\n * \"All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide\"\r\n * @returns a pseudo random id\r\n */\r\n Tools.RandomId = function () {\r\n return GUID.RandomId();\r\n };\r\n /**\r\n * Test if the given uri is a base64 string\r\n * @param uri The uri to test\r\n * @return True if the uri is a base64 string or false otherwise\r\n */\r\n Tools.IsBase64 = function (uri) {\r\n return uri.length < 5 ? false : uri.substr(0, 5) === \"data:\";\r\n };\r\n /**\r\n * Decode the given base64 uri.\r\n * @param uri The uri to decode\r\n * @return The decoded base64 data.\r\n */\r\n Tools.DecodeBase64 = function (uri) {\r\n var decodedString = atob(uri.split(\",\")[1]);\r\n var bufferLength = decodedString.length;\r\n var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));\r\n for (var i = 0; i < bufferLength; i++) {\r\n bufferView[i] = decodedString.charCodeAt(i);\r\n }\r\n return bufferView.buffer;\r\n };\r\n /**\r\n * Gets the absolute url.\r\n * @param url the input url\r\n * @return the absolute url\r\n */\r\n Tools.GetAbsoluteUrl = function (url) {\r\n var a = document.createElement(\"a\");\r\n a.href = url;\r\n return a.href;\r\n };\r\n Object.defineProperty(Tools, \"errorsCount\", {\r\n /**\r\n * Gets a value indicating the number of loading errors\r\n * @ignorenaming\r\n */\r\n get: function () {\r\n return Logger.errorsCount;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Log a message to the console\r\n * @param message defines the message to log\r\n */\r\n Tools.Log = function (message) {\r\n Logger.Log(message);\r\n };\r\n /**\r\n * Write a warning message to the console\r\n * @param message defines the message to log\r\n */\r\n Tools.Warn = function (message) {\r\n Logger.Warn(message);\r\n };\r\n /**\r\n * Write an error message to the console\r\n * @param message defines the message to log\r\n */\r\n Tools.Error = function (message) {\r\n Logger.Error(message);\r\n };\r\n Object.defineProperty(Tools, \"LogCache\", {\r\n /**\r\n * Gets current log cache (list of logs)\r\n */\r\n get: function () {\r\n return Logger.LogCache;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Clears the log cache\r\n */\r\n Tools.ClearLogCache = function () {\r\n Logger.ClearLogCache();\r\n };\r\n Object.defineProperty(Tools, \"LogLevels\", {\r\n /**\r\n * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)\r\n */\r\n set: function (level) {\r\n Logger.LogLevels = level;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Tools, \"PerformanceLogLevel\", {\r\n /**\r\n * Sets the current performance log level\r\n */\r\n set: function (level) {\r\n if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {\r\n Tools.StartPerformanceCounter = Tools._StartUserMark;\r\n Tools.EndPerformanceCounter = Tools._EndUserMark;\r\n return;\r\n }\r\n if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {\r\n Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;\r\n Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;\r\n return;\r\n }\r\n Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;\r\n Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Tools._StartPerformanceCounterDisabled = function (counterName, condition) {\r\n };\r\n Tools._EndPerformanceCounterDisabled = function (counterName, condition) {\r\n };\r\n Tools._StartUserMark = function (counterName, condition) {\r\n if (condition === void 0) { condition = true; }\r\n if (!Tools._performance) {\r\n if (!DomManagement.IsWindowObjectExist()) {\r\n return;\r\n }\r\n Tools._performance = window.performance;\r\n }\r\n if (!condition || !Tools._performance.mark) {\r\n return;\r\n }\r\n Tools._performance.mark(counterName + \"-Begin\");\r\n };\r\n Tools._EndUserMark = function (counterName, condition) {\r\n if (condition === void 0) { condition = true; }\r\n if (!condition || !Tools._performance.mark) {\r\n return;\r\n }\r\n Tools._performance.mark(counterName + \"-End\");\r\n Tools._performance.measure(counterName, counterName + \"-Begin\", counterName + \"-End\");\r\n };\r\n Tools._StartPerformanceConsole = function (counterName, condition) {\r\n if (condition === void 0) { condition = true; }\r\n if (!condition) {\r\n return;\r\n }\r\n Tools._StartUserMark(counterName, condition);\r\n if (console.time) {\r\n console.time(counterName);\r\n }\r\n };\r\n Tools._EndPerformanceConsole = function (counterName, condition) {\r\n if (condition === void 0) { condition = true; }\r\n if (!condition) {\r\n return;\r\n }\r\n Tools._EndUserMark(counterName, condition);\r\n console.timeEnd(counterName);\r\n };\r\n Object.defineProperty(Tools, \"Now\", {\r\n /**\r\n * Gets either window.performance.now() if supported or Date.now() else\r\n */\r\n get: function () {\r\n return PrecisionDate.Now;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * This method will return the name of the class used to create the instance of the given object.\r\n * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.\r\n * @param object the object to get the class name from\r\n * @param isType defines if the object is actually a type\r\n * @returns the name of the class, will be \"object\" for a custom data type not using the @className decorator\r\n */\r\n Tools.GetClassName = function (object, isType) {\r\n if (isType === void 0) { isType = false; }\r\n var name = null;\r\n if (!isType && object.getClassName) {\r\n name = object.getClassName();\r\n }\r\n else {\r\n if (object instanceof Object) {\r\n var classObj = isType ? object : Object.getPrototypeOf(object);\r\n name = classObj.constructor[\"__bjsclassName__\"];\r\n }\r\n if (!name) {\r\n name = typeof object;\r\n }\r\n }\r\n return name;\r\n };\r\n /**\r\n * Gets the first element of an array satisfying a given predicate\r\n * @param array defines the array to browse\r\n * @param predicate defines the predicate to use\r\n * @returns null if not found or the element\r\n */\r\n Tools.First = function (array, predicate) {\r\n for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {\r\n var el = array_1[_i];\r\n if (predicate(el)) {\r\n return el;\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * This method will return the name of the full name of the class, including its owning module (if any).\r\n * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).\r\n * @param object the object to get the class name from\r\n * @param isType defines if the object is actually a type\r\n * @return a string that can have two forms: \"moduleName.className\" if module was specified when the class' Name was registered or \"className\" if there was not module specified.\r\n * @ignorenaming\r\n */\r\n Tools.getFullClassName = function (object, isType) {\r\n if (isType === void 0) { isType = false; }\r\n var className = null;\r\n var moduleName = null;\r\n if (!isType && object.getClassName) {\r\n className = object.getClassName();\r\n }\r\n else {\r\n if (object instanceof Object) {\r\n var classObj = isType ? object : Object.getPrototypeOf(object);\r\n className = classObj.constructor[\"__bjsclassName__\"];\r\n moduleName = classObj.constructor[\"__bjsmoduleName__\"];\r\n }\r\n if (!className) {\r\n className = typeof object;\r\n }\r\n }\r\n if (!className) {\r\n return null;\r\n }\r\n return ((moduleName != null) ? (moduleName + \".\") : \"\") + className;\r\n };\r\n /**\r\n * Returns a promise that resolves after the given amount of time.\r\n * @param delay Number of milliseconds to delay\r\n * @returns Promise that resolves after the given amount of time\r\n */\r\n Tools.DelayAsync = function (delay) {\r\n return new Promise(function (resolve) {\r\n setTimeout(function () {\r\n resolve();\r\n }, delay);\r\n });\r\n };\r\n /**\r\n * Utility function to detect if the current user agent is Safari\r\n * @returns whether or not the current user agent is safari\r\n */\r\n Tools.IsSafari = function () {\r\n return /^((?!chrome|android).)*safari/i.test(navigator.userAgent);\r\n };\r\n /**\r\n * Enable/Disable Custom HTTP Request Headers globally.\r\n * default = false\r\n * @see CustomRequestHeaders\r\n */\r\n Tools.UseCustomRequestHeaders = false;\r\n /**\r\n * Custom HTTP Request Headers to be sent with XMLHttpRequests\r\n * i.e. when loading files, where the server/service expects an Authorization header\r\n */\r\n Tools.CustomRequestHeaders = WebRequest.CustomRequestHeaders;\r\n /**\r\n * Default behaviour for cors in the application.\r\n * It can be a string if the expected behavior is identical in the entire app.\r\n * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)\r\n */\r\n Tools.CorsBehavior = \"anonymous\";\r\n Tools._tmpFloatArray = new Float32Array(1);\r\n /**\r\n * Extracts text content from a DOM element hierarchy\r\n * Back Compat only, please use DomManagement.GetDOMTextContent instead.\r\n */\r\n Tools.GetDOMTextContent = DomManagement.GetDOMTextContent;\r\n // Logs\r\n /**\r\n * No log\r\n */\r\n Tools.NoneLogLevel = Logger.NoneLogLevel;\r\n /**\r\n * Only message logs\r\n */\r\n Tools.MessageLogLevel = Logger.MessageLogLevel;\r\n /**\r\n * Only warning logs\r\n */\r\n Tools.WarningLogLevel = Logger.WarningLogLevel;\r\n /**\r\n * Only error logs\r\n */\r\n Tools.ErrorLogLevel = Logger.ErrorLogLevel;\r\n /**\r\n * All logs\r\n */\r\n Tools.AllLogLevel = Logger.AllLogLevel;\r\n /**\r\n * Checks if the window object exists\r\n * Back Compat only, please use DomManagement.IsWindowObjectExist instead.\r\n */\r\n Tools.IsWindowObjectExist = DomManagement.IsWindowObjectExist;\r\n // Performances\r\n /**\r\n * No performance log\r\n */\r\n Tools.PerformanceNoneLogLevel = 0;\r\n /**\r\n * Use user marks to log performance\r\n */\r\n Tools.PerformanceUserMarkLogLevel = 1;\r\n /**\r\n * Log performance to the console\r\n */\r\n Tools.PerformanceConsoleLogLevel = 2;\r\n /**\r\n * Starts a performance counter\r\n */\r\n Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;\r\n /**\r\n * Ends a specific performance coutner\r\n */\r\n Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;\r\n return Tools;\r\n}());\r\nexport { Tools };\r\n/**\r\n * Use this className as a decorator on a given class definition to add it a name and optionally its module.\r\n * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.\r\n * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified\r\n * @param name The name of the class, case should be preserved\r\n * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.\r\n */\r\nexport function className(name, module) {\r\n return function (target) {\r\n target[\"__bjsclassName__\"] = name;\r\n target[\"__bjsmoduleName__\"] = (module != null) ? module : null;\r\n };\r\n}\r\n/**\r\n * An implementation of a loop for asynchronous functions.\r\n */\r\nvar AsyncLoop = /** @class */ (function () {\r\n /**\r\n * Constructor.\r\n * @param iterations the number of iterations.\r\n * @param func the function to run each iteration\r\n * @param successCallback the callback that will be called upon succesful execution\r\n * @param offset starting offset.\r\n */\r\n function AsyncLoop(\r\n /**\r\n * Defines the number of iterations for the loop\r\n */\r\n iterations, func, successCallback, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n this.iterations = iterations;\r\n this.index = offset - 1;\r\n this._done = false;\r\n this._fn = func;\r\n this._successCallback = successCallback;\r\n }\r\n /**\r\n * Execute the next iteration. Must be called after the last iteration was finished.\r\n */\r\n AsyncLoop.prototype.executeNext = function () {\r\n if (!this._done) {\r\n if (this.index + 1 < this.iterations) {\r\n ++this.index;\r\n this._fn(this);\r\n }\r\n else {\r\n this.breakLoop();\r\n }\r\n }\r\n };\r\n /**\r\n * Break the loop and run the success callback.\r\n */\r\n AsyncLoop.prototype.breakLoop = function () {\r\n this._done = true;\r\n this._successCallback();\r\n };\r\n /**\r\n * Create and run an async loop.\r\n * @param iterations the number of iterations.\r\n * @param fn the function to run each iteration\r\n * @param successCallback the callback that will be called upon succesful execution\r\n * @param offset starting offset.\r\n * @returns the created async loop object\r\n */\r\n AsyncLoop.Run = function (iterations, fn, successCallback, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n var loop = new AsyncLoop(iterations, fn, successCallback, offset);\r\n loop.executeNext();\r\n return loop;\r\n };\r\n /**\r\n * A for-loop that will run a given number of iterations synchronous and the rest async.\r\n * @param iterations total number of iterations\r\n * @param syncedIterations number of synchronous iterations in each async iteration.\r\n * @param fn the function to call each iteration.\r\n * @param callback a success call back that will be called when iterating stops.\r\n * @param breakFunction a break condition (optional)\r\n * @param timeout timeout settings for the setTimeout function. default - 0.\r\n * @returns the created async loop object\r\n */\r\n AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {\r\n if (timeout === void 0) { timeout = 0; }\r\n return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {\r\n if (breakFunction && breakFunction()) {\r\n loop.breakLoop();\r\n }\r\n else {\r\n setTimeout(function () {\r\n for (var i = 0; i < syncedIterations; ++i) {\r\n var iteration = (loop.index * syncedIterations) + i;\r\n if (iteration >= iterations) {\r\n break;\r\n }\r\n fn(iteration);\r\n if (breakFunction && breakFunction()) {\r\n loop.breakLoop();\r\n break;\r\n }\r\n }\r\n loop.executeNext();\r\n }, timeout);\r\n }\r\n }, callback);\r\n };\r\n return AsyncLoop;\r\n}());\r\nexport { AsyncLoop };\r\n// Will only be define if Tools is imported freeing up some space when only engine is required\r\nEngineStore.FallbackTexture = 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Register promise fallback for IE\r\nPromisePolyfill.Apply();\r\n//# sourceMappingURL=tools.js.map","/**\r\n * Class used to specific a value and its associated unit\r\n */\r\nvar ValueAndUnit = /** @class */ (function () {\r\n /**\r\n * Creates a new ValueAndUnit\r\n * @param value defines the value to store\r\n * @param unit defines the unit to store\r\n * @param negativeValueAllowed defines a boolean indicating if the value can be negative\r\n */\r\n function ValueAndUnit(value, \r\n /** defines the unit to store */\r\n unit, \r\n /** defines a boolean indicating if the value can be negative */\r\n negativeValueAllowed) {\r\n if (unit === void 0) { unit = ValueAndUnit.UNITMODE_PIXEL; }\r\n if (negativeValueAllowed === void 0) { negativeValueAllowed = true; }\r\n this.unit = unit;\r\n this.negativeValueAllowed = negativeValueAllowed;\r\n this._value = 1;\r\n /**\r\n * Gets or sets a value indicating that this value will not scale accordingly with adaptive scaling property\r\n * @see http://doc.babylonjs.com/how_to/gui#adaptive-scaling\r\n */\r\n this.ignoreAdaptiveScaling = false;\r\n this._value = value;\r\n this._originalUnit = unit;\r\n }\r\n Object.defineProperty(ValueAndUnit.prototype, \"isPercentage\", {\r\n /** Gets a boolean indicating if the value is a percentage */\r\n get: function () {\r\n return this.unit === ValueAndUnit.UNITMODE_PERCENTAGE;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ValueAndUnit.prototype, \"isPixel\", {\r\n /** Gets a boolean indicating if the value is store as pixel */\r\n get: function () {\r\n return this.unit === ValueAndUnit.UNITMODE_PIXEL;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ValueAndUnit.prototype, \"internalValue\", {\r\n /** Gets direct internal value */\r\n get: function () {\r\n return this._value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets value as pixel\r\n * @param host defines the root host\r\n * @param refValue defines the reference value for percentages\r\n * @returns the value as pixel\r\n */\r\n ValueAndUnit.prototype.getValueInPixel = function (host, refValue) {\r\n if (this.isPixel) {\r\n return this.getValue(host);\r\n }\r\n return this.getValue(host) * refValue;\r\n };\r\n /**\r\n * Update the current value and unit. This should be done cautiously as the GUi won't be marked as dirty with this function.\r\n * @param value defines the value to store\r\n * @param unit defines the unit to store\r\n * @returns the current ValueAndUnit\r\n */\r\n ValueAndUnit.prototype.updateInPlace = function (value, unit) {\r\n if (unit === void 0) { unit = ValueAndUnit.UNITMODE_PIXEL; }\r\n this._value = value;\r\n this.unit = unit;\r\n return this;\r\n };\r\n /**\r\n * Gets the value accordingly to its unit\r\n * @param host defines the root host\r\n * @returns the value\r\n */\r\n ValueAndUnit.prototype.getValue = function (host) {\r\n if (host && !this.ignoreAdaptiveScaling && this.unit !== ValueAndUnit.UNITMODE_PERCENTAGE) {\r\n var width = 0;\r\n var height = 0;\r\n if (host.idealWidth) {\r\n width = (this._value * host.getSize().width) / host.idealWidth;\r\n }\r\n if (host.idealHeight) {\r\n height = (this._value * host.getSize().height) / host.idealHeight;\r\n }\r\n if (host.useSmallestIdeal && host.idealWidth && host.idealHeight) {\r\n return window.innerWidth < window.innerHeight ? width : height;\r\n }\r\n if (host.idealWidth) { // horizontal\r\n return width;\r\n }\r\n if (host.idealHeight) { // vertical\r\n return height;\r\n }\r\n }\r\n return this._value;\r\n };\r\n /**\r\n * Gets a string representation of the value\r\n * @param host defines the root host\r\n * @param decimals defines an optional number of decimals to display\r\n * @returns a string\r\n */\r\n ValueAndUnit.prototype.toString = function (host, decimals) {\r\n switch (this.unit) {\r\n case ValueAndUnit.UNITMODE_PERCENTAGE:\r\n var percentage = this.getValue(host) * 100;\r\n return (decimals ? percentage.toFixed(decimals) : percentage) + \"%\";\r\n case ValueAndUnit.UNITMODE_PIXEL:\r\n var pixels = this.getValue(host);\r\n return (decimals ? pixels.toFixed(decimals) : pixels) + \"px\";\r\n }\r\n return this.unit.toString();\r\n };\r\n /**\r\n * Store a value parsed from a string\r\n * @param source defines the source string\r\n * @returns true if the value was successfully parsed\r\n */\r\n ValueAndUnit.prototype.fromString = function (source) {\r\n var match = ValueAndUnit._Regex.exec(source.toString());\r\n if (!match || match.length === 0) {\r\n return false;\r\n }\r\n var sourceValue = parseFloat(match[1]);\r\n var sourceUnit = this._originalUnit;\r\n if (!this.negativeValueAllowed) {\r\n if (sourceValue < 0) {\r\n sourceValue = 0;\r\n }\r\n }\r\n if (match.length === 4) {\r\n switch (match[3]) {\r\n case \"px\":\r\n sourceUnit = ValueAndUnit.UNITMODE_PIXEL;\r\n break;\r\n case \"%\":\r\n sourceUnit = ValueAndUnit.UNITMODE_PERCENTAGE;\r\n sourceValue /= 100.0;\r\n break;\r\n }\r\n }\r\n if (sourceValue === this._value && sourceUnit === this.unit) {\r\n return false;\r\n }\r\n this._value = sourceValue;\r\n this.unit = sourceUnit;\r\n return true;\r\n };\r\n Object.defineProperty(ValueAndUnit, \"UNITMODE_PERCENTAGE\", {\r\n /** UNITMODE_PERCENTAGE */\r\n get: function () {\r\n return ValueAndUnit._UNITMODE_PERCENTAGE;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ValueAndUnit, \"UNITMODE_PIXEL\", {\r\n /** UNITMODE_PIXEL */\r\n get: function () {\r\n return ValueAndUnit._UNITMODE_PIXEL;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Static\r\n ValueAndUnit._Regex = /(^-?\\d*(\\.\\d+)?)(%|px)?/;\r\n ValueAndUnit._UNITMODE_PERCENTAGE = 0;\r\n ValueAndUnit._UNITMODE_PIXEL = 1;\r\n return ValueAndUnit;\r\n}());\r\nexport { ValueAndUnit };\r\n//# sourceMappingURL=valueAndUnit.js.map","/**\r\n * Constant used to convert a value to gamma space\r\n * @ignorenaming\r\n */\r\nexport var ToGammaSpace = 1 / 2.2;\r\n/**\r\n * Constant used to convert a value to linear space\r\n * @ignorenaming\r\n */\r\nexport var ToLinearSpace = 2.2;\r\n/**\r\n * Constant used to define the minimal number value in Babylon.js\r\n * @ignorenaming\r\n */\r\nvar Epsilon = 0.001;\r\nexport { Epsilon };\r\n//# sourceMappingURL=math.constants.js.map","/**\r\n * Scalar computation library\r\n */\r\nvar Scalar = /** @class */ (function () {\r\n function Scalar() {\r\n }\r\n /**\r\n * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)\r\n * @param a number\r\n * @param b number\r\n * @param epsilon (default = 1.401298E-45)\r\n * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)\r\n */\r\n Scalar.WithinEpsilon = function (a, b, epsilon) {\r\n if (epsilon === void 0) { epsilon = 1.401298E-45; }\r\n var num = a - b;\r\n return -epsilon <= num && num <= epsilon;\r\n };\r\n /**\r\n * Returns a string : the upper case translation of the number i to hexadecimal.\r\n * @param i number\r\n * @returns the upper case translation of the number i to hexadecimal.\r\n */\r\n Scalar.ToHex = function (i) {\r\n var str = i.toString(16);\r\n if (i <= 15) {\r\n return (\"0\" + str).toUpperCase();\r\n }\r\n return str.toUpperCase();\r\n };\r\n /**\r\n * Returns -1 if value is negative and +1 is value is positive.\r\n * @param value the value\r\n * @returns the value itself if it's equal to zero.\r\n */\r\n Scalar.Sign = function (value) {\r\n value = +value; // convert to a number\r\n if (value === 0 || isNaN(value)) {\r\n return value;\r\n }\r\n return value > 0 ? 1 : -1;\r\n };\r\n /**\r\n * Returns the value itself if it's between min and max.\r\n * Returns min if the value is lower than min.\r\n * Returns max if the value is greater than max.\r\n * @param value the value to clmap\r\n * @param min the min value to clamp to (default: 0)\r\n * @param max the max value to clamp to (default: 1)\r\n * @returns the clamped value\r\n */\r\n Scalar.Clamp = function (value, min, max) {\r\n if (min === void 0) { min = 0; }\r\n if (max === void 0) { max = 1; }\r\n return Math.min(max, Math.max(min, value));\r\n };\r\n /**\r\n * the log2 of value.\r\n * @param value the value to compute log2 of\r\n * @returns the log2 of value.\r\n */\r\n Scalar.Log2 = function (value) {\r\n return Math.log(value) * Math.LOG2E;\r\n };\r\n /**\r\n * Loops the value, so that it is never larger than length and never smaller than 0.\r\n *\r\n * This is similar to the modulo operator but it works with floating point numbers.\r\n * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.\r\n * With t = 5 and length = 2.5, the result would be 0.0.\r\n * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator\r\n * @param value the value\r\n * @param length the length\r\n * @returns the looped value\r\n */\r\n Scalar.Repeat = function (value, length) {\r\n return value - Math.floor(value / length) * length;\r\n };\r\n /**\r\n * Normalize the value between 0.0 and 1.0 using min and max values\r\n * @param value value to normalize\r\n * @param min max to normalize between\r\n * @param max min to normalize between\r\n * @returns the normalized value\r\n */\r\n Scalar.Normalize = function (value, min, max) {\r\n return (value - min) / (max - min);\r\n };\r\n /**\r\n * Denormalize the value from 0.0 and 1.0 using min and max values\r\n * @param normalized value to denormalize\r\n * @param min max to denormalize between\r\n * @param max min to denormalize between\r\n * @returns the denormalized value\r\n */\r\n Scalar.Denormalize = function (normalized, min, max) {\r\n return (normalized * (max - min) + min);\r\n };\r\n /**\r\n * Calculates the shortest difference between two given angles given in degrees.\r\n * @param current current angle in degrees\r\n * @param target target angle in degrees\r\n * @returns the delta\r\n */\r\n Scalar.DeltaAngle = function (current, target) {\r\n var num = Scalar.Repeat(target - current, 360.0);\r\n if (num > 180.0) {\r\n num -= 360.0;\r\n }\r\n return num;\r\n };\r\n /**\r\n * PingPongs the value t, so that it is never larger than length and never smaller than 0.\r\n * @param tx value\r\n * @param length length\r\n * @returns The returned value will move back and forth between 0 and length\r\n */\r\n Scalar.PingPong = function (tx, length) {\r\n var t = Scalar.Repeat(tx, length * 2.0);\r\n return length - Math.abs(t - length);\r\n };\r\n /**\r\n * Interpolates between min and max with smoothing at the limits.\r\n *\r\n * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up\r\n * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.\r\n * @param from from\r\n * @param to to\r\n * @param tx value\r\n * @returns the smooth stepped value\r\n */\r\n Scalar.SmoothStep = function (from, to, tx) {\r\n var t = Scalar.Clamp(tx);\r\n t = -2.0 * t * t * t + 3.0 * t * t;\r\n return to * t + from * (1.0 - t);\r\n };\r\n /**\r\n * Moves a value current towards target.\r\n *\r\n * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.\r\n * Negative values of maxDelta pushes the value away from target.\r\n * @param current current value\r\n * @param target target value\r\n * @param maxDelta max distance to move\r\n * @returns resulting value\r\n */\r\n Scalar.MoveTowards = function (current, target, maxDelta) {\r\n var result = 0;\r\n if (Math.abs(target - current) <= maxDelta) {\r\n result = target;\r\n }\r\n else {\r\n result = current + Scalar.Sign(target - current) * maxDelta;\r\n }\r\n return result;\r\n };\r\n /**\r\n * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.\r\n *\r\n * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta\r\n * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.\r\n * @param current current value\r\n * @param target target value\r\n * @param maxDelta max distance to move\r\n * @returns resulting angle\r\n */\r\n Scalar.MoveTowardsAngle = function (current, target, maxDelta) {\r\n var num = Scalar.DeltaAngle(current, target);\r\n var result = 0;\r\n if (-maxDelta < num && num < maxDelta) {\r\n result = target;\r\n }\r\n else {\r\n target = current + num;\r\n result = Scalar.MoveTowards(current, target, maxDelta);\r\n }\r\n return result;\r\n };\r\n /**\r\n * Creates a new scalar with values linearly interpolated of \"amount\" between the start scalar and the end scalar.\r\n * @param start start value\r\n * @param end target value\r\n * @param amount amount to lerp between\r\n * @returns the lerped value\r\n */\r\n Scalar.Lerp = function (start, end, amount) {\r\n return start + ((end - start) * amount);\r\n };\r\n /**\r\n * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.\r\n * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.\r\n * @param start start value\r\n * @param end target value\r\n * @param amount amount to lerp between\r\n * @returns the lerped value\r\n */\r\n Scalar.LerpAngle = function (start, end, amount) {\r\n var num = Scalar.Repeat(end - start, 360.0);\r\n if (num > 180.0) {\r\n num -= 360.0;\r\n }\r\n return start + num * Scalar.Clamp(amount);\r\n };\r\n /**\r\n * Calculates the linear parameter t that produces the interpolant value within the range [a, b].\r\n * @param a start value\r\n * @param b target value\r\n * @param value value between a and b\r\n * @returns the inverseLerp value\r\n */\r\n Scalar.InverseLerp = function (a, b, value) {\r\n var result = 0;\r\n if (a != b) {\r\n result = Scalar.Clamp((value - a) / (b - a));\r\n }\r\n else {\r\n result = 0.0;\r\n }\r\n return result;\r\n };\r\n /**\r\n * Returns a new scalar located for \"amount\" (float) on the Hermite spline defined by the scalars \"value1\", \"value3\", \"tangent1\", \"tangent2\".\r\n * @see http://mathworld.wolfram.com/HermitePolynomial.html\r\n * @param value1 spline value\r\n * @param tangent1 spline value\r\n * @param value2 spline value\r\n * @param tangent2 spline value\r\n * @param amount input value\r\n * @returns hermite result\r\n */\r\n Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;\r\n var part2 = (-2.0 * cubed) + (3.0 * squared);\r\n var part3 = (cubed - (2.0 * squared)) + amount;\r\n var part4 = cubed - squared;\r\n return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);\r\n };\r\n /**\r\n * Returns a random float number between and min and max values\r\n * @param min min value of random\r\n * @param max max value of random\r\n * @returns random value\r\n */\r\n Scalar.RandomRange = function (min, max) {\r\n if (min === max) {\r\n return min;\r\n }\r\n return ((Math.random() * (max - min)) + min);\r\n };\r\n /**\r\n * This function returns percentage of a number in a given range.\r\n *\r\n * RangeToPercent(40,20,60) will return 0.5 (50%)\r\n * RangeToPercent(34,0,100) will return 0.34 (34%)\r\n * @param number to convert to percentage\r\n * @param min min range\r\n * @param max max range\r\n * @returns the percentage\r\n */\r\n Scalar.RangeToPercent = function (number, min, max) {\r\n return ((number - min) / (max - min));\r\n };\r\n /**\r\n * This function returns number that corresponds to the percentage in a given range.\r\n *\r\n * PercentToRange(0.34,0,100) will return 34.\r\n * @param percent to convert to number\r\n * @param min min range\r\n * @param max max range\r\n * @returns the number\r\n */\r\n Scalar.PercentToRange = function (percent, min, max) {\r\n return ((max - min) * percent + min);\r\n };\r\n /**\r\n * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.\r\n * @param angle The angle to normalize in radian.\r\n * @return The converted angle.\r\n */\r\n Scalar.NormalizeRadians = function (angle) {\r\n // More precise but slower version kept for reference.\r\n // angle = angle % Tools.TwoPi;\r\n // angle = (angle + Tools.TwoPi) % Tools.TwoPi;\r\n //if (angle > Math.PI) {\r\n //\tangle -= Tools.TwoPi;\r\n //}\r\n angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));\r\n return angle;\r\n };\r\n /**\r\n * Two pi constants convenient for computation.\r\n */\r\n Scalar.TwoPi = Math.PI * 2;\r\n return Scalar;\r\n}());\r\nexport { Scalar };\r\n//# sourceMappingURL=math.scalar.js.map","/**\r\n * Class used to represent data loading progression\r\n */\r\nvar SceneLoaderFlags = /** @class */ (function () {\r\n function SceneLoaderFlags() {\r\n }\r\n Object.defineProperty(SceneLoaderFlags, \"ForceFullSceneLoadingForIncremental\", {\r\n /**\r\n * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data\r\n */\r\n get: function () {\r\n return SceneLoaderFlags._ForceFullSceneLoadingForIncremental;\r\n },\r\n set: function (value) {\r\n SceneLoaderFlags._ForceFullSceneLoadingForIncremental = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SceneLoaderFlags, \"ShowLoadingScreen\", {\r\n /**\r\n * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene\r\n */\r\n get: function () {\r\n return SceneLoaderFlags._ShowLoadingScreen;\r\n },\r\n set: function (value) {\r\n SceneLoaderFlags._ShowLoadingScreen = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SceneLoaderFlags, \"loggingLevel\", {\r\n /**\r\n * Defines the current logging level (while loading the scene)\r\n * @ignorenaming\r\n */\r\n get: function () {\r\n return SceneLoaderFlags._loggingLevel;\r\n },\r\n set: function (value) {\r\n SceneLoaderFlags._loggingLevel = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SceneLoaderFlags, \"CleanBoneMatrixWeights\", {\r\n /**\r\n * Gets or set a boolean indicating if matrix weights must be cleaned upon loading\r\n */\r\n get: function () {\r\n return SceneLoaderFlags._CleanBoneMatrixWeights;\r\n },\r\n set: function (value) {\r\n SceneLoaderFlags._CleanBoneMatrixWeights = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Flags\r\n SceneLoaderFlags._ForceFullSceneLoadingForIncremental = false;\r\n SceneLoaderFlags._ShowLoadingScreen = true;\r\n SceneLoaderFlags._CleanBoneMatrixWeights = false;\r\n SceneLoaderFlags._loggingLevel = 0;\r\n return SceneLoaderFlags;\r\n}());\r\nexport { SceneLoaderFlags };\r\n//# sourceMappingURL=sceneLoaderFlags.js.map","import { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color4 } from '../Maths/math.color';\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { SceneLoaderFlags } from \"../Loading/sceneLoaderFlags\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Tags } from \"../Misc/tags\";\r\nimport { extractMinAndMax } from '../Maths/math.functions';\r\n/**\r\n * Class used to store geometry data (vertex buffers + index buffer)\r\n */\r\nvar Geometry = /** @class */ (function () {\r\n /**\r\n * Creates a new geometry\r\n * @param id defines the unique ID\r\n * @param scene defines the hosting scene\r\n * @param vertexData defines the VertexData used to get geometry data\r\n * @param updatable defines if geometry must be updatable (false by default)\r\n * @param mesh defines the mesh that will be associated with the geometry\r\n */\r\n function Geometry(id, scene, vertexData, updatable, mesh) {\r\n if (updatable === void 0) { updatable = false; }\r\n if (mesh === void 0) { mesh = null; }\r\n /**\r\n * Gets the delay loading state of the geometry (none by default which means not delayed)\r\n */\r\n this.delayLoadState = 0;\r\n this._totalVertices = 0;\r\n this._isDisposed = false;\r\n this._indexBufferIsUpdatable = false;\r\n this.id = id;\r\n this.uniqueId = scene.getUniqueId();\r\n this._engine = scene.getEngine();\r\n this._meshes = [];\r\n this._scene = scene;\r\n //Init vertex buffer cache\r\n this._vertexBuffers = {};\r\n this._indices = [];\r\n this._updatable = updatable;\r\n // vertexData\r\n if (vertexData) {\r\n this.setAllVerticesData(vertexData, updatable);\r\n }\r\n else {\r\n this._totalVertices = 0;\r\n this._indices = [];\r\n }\r\n if (this._engine.getCaps().vertexArrayObject) {\r\n this._vertexArrayObjects = {};\r\n }\r\n // applyToMesh\r\n if (mesh) {\r\n this.applyToMesh(mesh);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n }\r\n Object.defineProperty(Geometry.prototype, \"boundingBias\", {\r\n /**\r\n * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y\r\n */\r\n get: function () {\r\n return this._boundingBias;\r\n },\r\n /**\r\n * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y\r\n */\r\n set: function (value) {\r\n if (this._boundingBias) {\r\n this._boundingBias.copyFrom(value);\r\n }\r\n else {\r\n this._boundingBias = value.clone();\r\n }\r\n this._updateBoundingInfo(true, null);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Static function used to attach a new empty geometry to a mesh\r\n * @param mesh defines the mesh to attach the geometry to\r\n * @returns the new Geometry\r\n */\r\n Geometry.CreateGeometryForMesh = function (mesh) {\r\n var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());\r\n geometry.applyToMesh(mesh);\r\n return geometry;\r\n };\r\n Object.defineProperty(Geometry.prototype, \"extend\", {\r\n /**\r\n * Gets the current extend of the geometry\r\n */\r\n get: function () {\r\n return this._extend;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the hosting scene\r\n * @returns the hosting Scene\r\n */\r\n Geometry.prototype.getScene = function () {\r\n return this._scene;\r\n };\r\n /**\r\n * Gets the hosting engine\r\n * @returns the hosting Engine\r\n */\r\n Geometry.prototype.getEngine = function () {\r\n return this._engine;\r\n };\r\n /**\r\n * Defines if the geometry is ready to use\r\n * @returns true if the geometry is ready to be used\r\n */\r\n Geometry.prototype.isReady = function () {\r\n return this.delayLoadState === 1 || this.delayLoadState === 0;\r\n };\r\n Object.defineProperty(Geometry.prototype, \"doNotSerialize\", {\r\n /**\r\n * Gets a value indicating that the geometry should not be serialized\r\n */\r\n get: function () {\r\n for (var index = 0; index < this._meshes.length; index++) {\r\n if (!this._meshes[index].doNotSerialize) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n Geometry.prototype._rebuild = function () {\r\n if (this._vertexArrayObjects) {\r\n this._vertexArrayObjects = {};\r\n }\r\n // Index buffer\r\n if (this._meshes.length !== 0 && this._indices) {\r\n this._indexBuffer = this._engine.createIndexBuffer(this._indices);\r\n }\r\n // Vertex buffers\r\n for (var key in this._vertexBuffers) {\r\n var vertexBuffer = this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n };\r\n /**\r\n * Affects all geometry data in one call\r\n * @param vertexData defines the geometry data\r\n * @param updatable defines if the geometry must be flagged as updatable (false as default)\r\n */\r\n Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {\r\n vertexData.applyToGeometry(this, updatable);\r\n this.notifyUpdate();\r\n };\r\n /**\r\n * Set specific vertex data\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @param data defines the vertex data to use\r\n * @param updatable defines if the vertex must be flagged as updatable (false as default)\r\n * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified\r\n */\r\n Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {\r\n if (updatable === void 0) { updatable = false; }\r\n var buffer = new VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);\r\n this.setVerticesBuffer(buffer);\r\n };\r\n /**\r\n * Removes a specific vertex data\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n */\r\n Geometry.prototype.removeVerticesData = function (kind) {\r\n if (this._vertexBuffers[kind]) {\r\n this._vertexBuffers[kind].dispose();\r\n delete this._vertexBuffers[kind];\r\n }\r\n };\r\n /**\r\n * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data\r\n * @param buffer defines the vertex buffer to use\r\n * @param totalVertices defines the total number of vertices for position kind (could be null)\r\n */\r\n Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {\r\n if (totalVertices === void 0) { totalVertices = null; }\r\n var kind = buffer.getKind();\r\n if (this._vertexBuffers[kind]) {\r\n this._vertexBuffers[kind].dispose();\r\n }\r\n this._vertexBuffers[kind] = buffer;\r\n if (kind === VertexBuffer.PositionKind) {\r\n var data = buffer.getData();\r\n if (totalVertices != null) {\r\n this._totalVertices = totalVertices;\r\n }\r\n else {\r\n if (data != null) {\r\n this._totalVertices = data.length / (buffer.byteStride / 4);\r\n }\r\n }\r\n this._updateExtend(data);\r\n this._resetPointsArrayCache();\r\n var meshes = this._meshes;\r\n var numOfMeshes = meshes.length;\r\n for (var index = 0; index < numOfMeshes; index++) {\r\n var mesh = meshes[index];\r\n mesh._boundingInfo = new BoundingInfo(this._extend.minimum, this._extend.maximum);\r\n mesh._createGlobalSubMesh(false);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n }\r\n this.notifyUpdate(kind);\r\n if (this._vertexArrayObjects) {\r\n this._disposeVertexArrayObjects();\r\n this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported\r\n }\r\n };\r\n /**\r\n * Update a specific vertex buffer\r\n * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array\r\n * It will do nothing if the buffer is not updatable\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @param data defines the data to use\r\n * @param offset defines the offset in the target buffer where to store the data\r\n * @param useBytes set to true if the offset is in bytes\r\n */\r\n Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {\r\n if (useBytes === void 0) { useBytes = false; }\r\n var vertexBuffer = this.getVertexBuffer(kind);\r\n if (!vertexBuffer) {\r\n return;\r\n }\r\n vertexBuffer.updateDirectly(data, offset, useBytes);\r\n this.notifyUpdate(kind);\r\n };\r\n /**\r\n * Update a specific vertex buffer\r\n * This function will create a new buffer if the current one is not updatable\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @param data defines the data to use\r\n * @param updateExtends defines if the geometry extends must be recomputed (false by default)\r\n */\r\n Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {\r\n if (updateExtends === void 0) { updateExtends = false; }\r\n var vertexBuffer = this.getVertexBuffer(kind);\r\n if (!vertexBuffer) {\r\n return;\r\n }\r\n vertexBuffer.update(data);\r\n if (kind === VertexBuffer.PositionKind) {\r\n this._updateBoundingInfo(updateExtends, data);\r\n }\r\n this.notifyUpdate(kind);\r\n };\r\n Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {\r\n if (updateExtends) {\r\n this._updateExtend(data);\r\n }\r\n this._resetPointsArrayCache();\r\n if (updateExtends) {\r\n var meshes = this._meshes;\r\n for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {\r\n var mesh = meshes_1[_i];\r\n if (mesh._boundingInfo) {\r\n mesh._boundingInfo.reConstruct(this._extend.minimum, this._extend.maximum);\r\n }\r\n else {\r\n mesh._boundingInfo = new BoundingInfo(this._extend.minimum, this._extend.maximum);\r\n }\r\n var subMeshes = mesh.subMeshes;\r\n for (var _a = 0, subMeshes_1 = subMeshes; _a < subMeshes_1.length; _a++) {\r\n var subMesh = subMeshes_1[_a];\r\n subMesh.refreshBoundingInfo();\r\n }\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n Geometry.prototype._bind = function (effect, indexToBind) {\r\n if (!effect) {\r\n return;\r\n }\r\n if (indexToBind === undefined) {\r\n indexToBind = this._indexBuffer;\r\n }\r\n var vbs = this.getVertexBuffers();\r\n if (!vbs) {\r\n return;\r\n }\r\n if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {\r\n this._engine.bindBuffers(vbs, indexToBind, effect);\r\n return;\r\n }\r\n // Using VAO\r\n if (!this._vertexArrayObjects[effect.key]) {\r\n this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);\r\n }\r\n this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);\r\n };\r\n /**\r\n * Gets total number of vertices\r\n * @returns the total number of vertices\r\n */\r\n Geometry.prototype.getTotalVertices = function () {\r\n if (!this.isReady()) {\r\n return 0;\r\n }\r\n return this._totalVertices;\r\n };\r\n /**\r\n * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns a float array containing vertex data\r\n */\r\n Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {\r\n var vertexBuffer = this.getVertexBuffer(kind);\r\n if (!vertexBuffer) {\r\n return null;\r\n }\r\n var data = vertexBuffer.getData();\r\n if (!data) {\r\n return null;\r\n }\r\n var tightlyPackedByteStride = vertexBuffer.getSize() * VertexBuffer.GetTypeByteLength(vertexBuffer.type);\r\n var count = this._totalVertices * vertexBuffer.getSize();\r\n if (vertexBuffer.type !== VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {\r\n var copy_1 = [];\r\n vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });\r\n return copy_1;\r\n }\r\n if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {\r\n if (data instanceof Array) {\r\n var offset = vertexBuffer.byteOffset / 4;\r\n return Tools.Slice(data, offset, offset + count);\r\n }\r\n else if (data instanceof ArrayBuffer) {\r\n return new Float32Array(data, vertexBuffer.byteOffset, count);\r\n }\r\n else {\r\n var offset = data.byteOffset + vertexBuffer.byteOffset;\r\n if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {\r\n var result = new Float32Array(count);\r\n var source = new Float32Array(data.buffer, offset, count);\r\n result.set(source);\r\n return result;\r\n }\r\n return new Float32Array(data.buffer, offset, count);\r\n }\r\n }\r\n if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {\r\n return Tools.Slice(data);\r\n }\r\n return data;\r\n };\r\n /**\r\n * Returns a boolean defining if the vertex data for the requested `kind` is updatable\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @returns true if the vertex buffer with the specified kind is updatable\r\n */\r\n Geometry.prototype.isVertexBufferUpdatable = function (kind) {\r\n var vb = this._vertexBuffers[kind];\r\n if (!vb) {\r\n return false;\r\n }\r\n return vb.isUpdatable();\r\n };\r\n /**\r\n * Gets a specific vertex buffer\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @returns a VertexBuffer\r\n */\r\n Geometry.prototype.getVertexBuffer = function (kind) {\r\n if (!this.isReady()) {\r\n return null;\r\n }\r\n return this._vertexBuffers[kind];\r\n };\r\n /**\r\n * Returns all vertex buffers\r\n * @return an object holding all vertex buffers indexed by kind\r\n */\r\n Geometry.prototype.getVertexBuffers = function () {\r\n if (!this.isReady()) {\r\n return null;\r\n }\r\n return this._vertexBuffers;\r\n };\r\n /**\r\n * Gets a boolean indicating if specific vertex buffer is present\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @returns true if data is present\r\n */\r\n Geometry.prototype.isVerticesDataPresent = function (kind) {\r\n if (!this._vertexBuffers) {\r\n if (this._delayInfo) {\r\n return this._delayInfo.indexOf(kind) !== -1;\r\n }\r\n return false;\r\n }\r\n return this._vertexBuffers[kind] !== undefined;\r\n };\r\n /**\r\n * Gets a list of all attached data kinds (Position, normal, etc...)\r\n * @returns a list of string containing all kinds\r\n */\r\n Geometry.prototype.getVerticesDataKinds = function () {\r\n var result = [];\r\n var kind;\r\n if (!this._vertexBuffers && this._delayInfo) {\r\n for (kind in this._delayInfo) {\r\n result.push(kind);\r\n }\r\n }\r\n else {\r\n for (kind in this._vertexBuffers) {\r\n result.push(kind);\r\n }\r\n }\r\n return result;\r\n };\r\n /**\r\n * Update index buffer\r\n * @param indices defines the indices to store in the index buffer\r\n * @param offset defines the offset in the target buffer where to store the data\r\n * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)\r\n */\r\n Geometry.prototype.updateIndices = function (indices, offset, gpuMemoryOnly) {\r\n if (gpuMemoryOnly === void 0) { gpuMemoryOnly = false; }\r\n if (!this._indexBuffer) {\r\n return;\r\n }\r\n if (!this._indexBufferIsUpdatable) {\r\n this.setIndices(indices, null, true);\r\n }\r\n else {\r\n var needToUpdateSubMeshes = indices.length !== this._indices.length;\r\n if (!gpuMemoryOnly) {\r\n this._indices = indices.slice();\r\n }\r\n this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);\r\n if (needToUpdateSubMeshes) {\r\n for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {\r\n var mesh = _a[_i];\r\n mesh._createGlobalSubMesh(true);\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * Creates a new index buffer\r\n * @param indices defines the indices to store in the index buffer\r\n * @param totalVertices defines the total number of vertices (could be null)\r\n * @param updatable defines if the index buffer must be flagged as updatable (false by default)\r\n */\r\n Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {\r\n if (totalVertices === void 0) { totalVertices = null; }\r\n if (updatable === void 0) { updatable = false; }\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n }\r\n this._disposeVertexArrayObjects();\r\n this._indices = indices;\r\n this._indexBufferIsUpdatable = updatable;\r\n if (this._meshes.length !== 0 && this._indices) {\r\n this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);\r\n }\r\n if (totalVertices != undefined) { // including null and undefined\r\n this._totalVertices = totalVertices;\r\n }\r\n for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {\r\n var mesh = _a[_i];\r\n mesh._createGlobalSubMesh(true);\r\n }\r\n this.notifyUpdate();\r\n };\r\n /**\r\n * Return the total number of indices\r\n * @returns the total number of indices\r\n */\r\n Geometry.prototype.getTotalIndices = function () {\r\n if (!this.isReady()) {\r\n return 0;\r\n }\r\n return this._indices.length;\r\n };\r\n /**\r\n * Gets the index buffer array\r\n * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns the index buffer array\r\n */\r\n Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {\r\n if (!this.isReady()) {\r\n return null;\r\n }\r\n var orig = this._indices;\r\n if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {\r\n return orig;\r\n }\r\n else {\r\n var len = orig.length;\r\n var copy = [];\r\n for (var i = 0; i < len; i++) {\r\n copy.push(orig[i]);\r\n }\r\n return copy;\r\n }\r\n };\r\n /**\r\n * Gets the index buffer\r\n * @return the index buffer\r\n */\r\n Geometry.prototype.getIndexBuffer = function () {\r\n if (!this.isReady()) {\r\n return null;\r\n }\r\n return this._indexBuffer;\r\n };\r\n /** @hidden */\r\n Geometry.prototype._releaseVertexArrayObject = function (effect) {\r\n if (effect === void 0) { effect = null; }\r\n if (!effect || !this._vertexArrayObjects) {\r\n return;\r\n }\r\n if (this._vertexArrayObjects[effect.key]) {\r\n this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);\r\n delete this._vertexArrayObjects[effect.key];\r\n }\r\n };\r\n /**\r\n * Release the associated resources for a specific mesh\r\n * @param mesh defines the source mesh\r\n * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it\r\n */\r\n Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {\r\n var meshes = this._meshes;\r\n var index = meshes.indexOf(mesh);\r\n if (index === -1) {\r\n return;\r\n }\r\n meshes.splice(index, 1);\r\n mesh._geometry = null;\r\n if (meshes.length === 0 && shouldDispose) {\r\n this.dispose();\r\n }\r\n };\r\n /**\r\n * Apply current geometry to a given mesh\r\n * @param mesh defines the mesh to apply geometry to\r\n */\r\n Geometry.prototype.applyToMesh = function (mesh) {\r\n if (mesh._geometry === this) {\r\n return;\r\n }\r\n var previousGeometry = mesh._geometry;\r\n if (previousGeometry) {\r\n previousGeometry.releaseForMesh(mesh);\r\n }\r\n var meshes = this._meshes;\r\n // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()\r\n mesh._geometry = this;\r\n this._scene.pushGeometry(this);\r\n meshes.push(mesh);\r\n if (this.isReady()) {\r\n this._applyToMesh(mesh);\r\n }\r\n else {\r\n mesh._boundingInfo = this._boundingInfo;\r\n }\r\n };\r\n Geometry.prototype._updateExtend = function (data) {\r\n if (data === void 0) { data = null; }\r\n if (!data) {\r\n data = this.getVerticesData(VertexBuffer.PositionKind);\r\n }\r\n this._extend = extractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);\r\n };\r\n Geometry.prototype._applyToMesh = function (mesh) {\r\n var numOfMeshes = this._meshes.length;\r\n // vertexBuffers\r\n for (var kind in this._vertexBuffers) {\r\n if (numOfMeshes === 1) {\r\n this._vertexBuffers[kind].create();\r\n }\r\n var buffer = this._vertexBuffers[kind].getBuffer();\r\n if (buffer) {\r\n buffer.references = numOfMeshes;\r\n }\r\n if (kind === VertexBuffer.PositionKind) {\r\n if (!this._extend) {\r\n this._updateExtend();\r\n }\r\n mesh._boundingInfo = new BoundingInfo(this._extend.minimum, this._extend.maximum);\r\n mesh._createGlobalSubMesh(false);\r\n //bounding info was just created again, world matrix should be applied again.\r\n mesh._updateBoundingInfo();\r\n }\r\n }\r\n // indexBuffer\r\n if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {\r\n this._indexBuffer = this._engine.createIndexBuffer(this._indices);\r\n }\r\n if (this._indexBuffer) {\r\n this._indexBuffer.references = numOfMeshes;\r\n }\r\n // morphTargets\r\n mesh._syncGeometryWithMorphTargetManager();\r\n // instances\r\n mesh.synchronizeInstances();\r\n };\r\n Geometry.prototype.notifyUpdate = function (kind) {\r\n if (this.onGeometryUpdated) {\r\n this.onGeometryUpdated(this, kind);\r\n }\r\n for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {\r\n var mesh = _a[_i];\r\n mesh._markSubMeshesAsAttributesDirty();\r\n }\r\n };\r\n /**\r\n * Load the geometry if it was flagged as delay loaded\r\n * @param scene defines the hosting scene\r\n * @param onLoaded defines a callback called when the geometry is loaded\r\n */\r\n Geometry.prototype.load = function (scene, onLoaded) {\r\n if (this.delayLoadState === 2) {\r\n return;\r\n }\r\n if (this.isReady()) {\r\n if (onLoaded) {\r\n onLoaded();\r\n }\r\n return;\r\n }\r\n this.delayLoadState = 2;\r\n this._queueLoad(scene, onLoaded);\r\n };\r\n Geometry.prototype._queueLoad = function (scene, onLoaded) {\r\n var _this = this;\r\n if (!this.delayLoadingFile) {\r\n return;\r\n }\r\n scene._addPendingData(this);\r\n scene._loadFile(this.delayLoadingFile, function (data) {\r\n if (!_this._delayLoadingFunction) {\r\n return;\r\n }\r\n _this._delayLoadingFunction(JSON.parse(data), _this);\r\n _this.delayLoadState = 1;\r\n _this._delayInfo = [];\r\n scene._removePendingData(_this);\r\n var meshes = _this._meshes;\r\n var numOfMeshes = meshes.length;\r\n for (var index = 0; index < numOfMeshes; index++) {\r\n _this._applyToMesh(meshes[index]);\r\n }\r\n if (onLoaded) {\r\n onLoaded();\r\n }\r\n }, undefined, true);\r\n };\r\n /**\r\n * Invert the geometry to move from a right handed system to a left handed one.\r\n */\r\n Geometry.prototype.toLeftHanded = function () {\r\n // Flip faces\r\n var tIndices = this.getIndices(false);\r\n if (tIndices != null && tIndices.length > 0) {\r\n for (var i = 0; i < tIndices.length; i += 3) {\r\n var tTemp = tIndices[i + 0];\r\n tIndices[i + 0] = tIndices[i + 2];\r\n tIndices[i + 2] = tTemp;\r\n }\r\n this.setIndices(tIndices);\r\n }\r\n // Negate position.z\r\n var tPositions = this.getVerticesData(VertexBuffer.PositionKind, false);\r\n if (tPositions != null && tPositions.length > 0) {\r\n for (var i = 0; i < tPositions.length; i += 3) {\r\n tPositions[i + 2] = -tPositions[i + 2];\r\n }\r\n this.setVerticesData(VertexBuffer.PositionKind, tPositions, false);\r\n }\r\n // Negate normal.z\r\n var tNormals = this.getVerticesData(VertexBuffer.NormalKind, false);\r\n if (tNormals != null && tNormals.length > 0) {\r\n for (var i = 0; i < tNormals.length; i += 3) {\r\n tNormals[i + 2] = -tNormals[i + 2];\r\n }\r\n this.setVerticesData(VertexBuffer.NormalKind, tNormals, false);\r\n }\r\n };\r\n // Cache\r\n /** @hidden */\r\n Geometry.prototype._resetPointsArrayCache = function () {\r\n this._positions = null;\r\n };\r\n /** @hidden */\r\n Geometry.prototype._generatePointsArray = function () {\r\n if (this._positions) {\r\n return true;\r\n }\r\n var data = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (!data || data.length === 0) {\r\n return false;\r\n }\r\n this._positions = [];\r\n for (var index = 0; index < data.length; index += 3) {\r\n this._positions.push(Vector3.FromArray(data, index));\r\n }\r\n return true;\r\n };\r\n /**\r\n * Gets a value indicating if the geometry is disposed\r\n * @returns true if the geometry was disposed\r\n */\r\n Geometry.prototype.isDisposed = function () {\r\n return this._isDisposed;\r\n };\r\n Geometry.prototype._disposeVertexArrayObjects = function () {\r\n if (this._vertexArrayObjects) {\r\n for (var kind in this._vertexArrayObjects) {\r\n this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);\r\n }\r\n this._vertexArrayObjects = {};\r\n }\r\n };\r\n /**\r\n * Free all associated resources\r\n */\r\n Geometry.prototype.dispose = function () {\r\n var meshes = this._meshes;\r\n var numOfMeshes = meshes.length;\r\n var index;\r\n for (index = 0; index < numOfMeshes; index++) {\r\n this.releaseForMesh(meshes[index]);\r\n }\r\n this._meshes = [];\r\n this._disposeVertexArrayObjects();\r\n for (var kind in this._vertexBuffers) {\r\n this._vertexBuffers[kind].dispose();\r\n }\r\n this._vertexBuffers = {};\r\n this._totalVertices = 0;\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n }\r\n this._indexBuffer = null;\r\n this._indices = [];\r\n this.delayLoadState = 0;\r\n this.delayLoadingFile = null;\r\n this._delayLoadingFunction = null;\r\n this._delayInfo = [];\r\n this._boundingInfo = null;\r\n this._scene.removeGeometry(this);\r\n this._isDisposed = true;\r\n };\r\n /**\r\n * Clone the current geometry into a new geometry\r\n * @param id defines the unique ID of the new geometry\r\n * @returns a new geometry object\r\n */\r\n Geometry.prototype.copy = function (id) {\r\n var vertexData = new VertexData();\r\n vertexData.indices = [];\r\n var indices = this.getIndices();\r\n if (indices) {\r\n for (var index = 0; index < indices.length; index++) {\r\n vertexData.indices.push(indices[index]);\r\n }\r\n }\r\n var updatable = false;\r\n var stopChecking = false;\r\n var kind;\r\n for (kind in this._vertexBuffers) {\r\n // using slice() to make a copy of the array and not just reference it\r\n var data = this.getVerticesData(kind);\r\n if (data) {\r\n if (data instanceof Float32Array) {\r\n vertexData.set(new Float32Array(data), kind);\r\n }\r\n else {\r\n vertexData.set(data.slice(0), kind);\r\n }\r\n if (!stopChecking) {\r\n var vb = this.getVertexBuffer(kind);\r\n if (vb) {\r\n updatable = vb.isUpdatable();\r\n stopChecking = !updatable;\r\n }\r\n }\r\n }\r\n }\r\n var geometry = new Geometry(id, this._scene, vertexData, updatable);\r\n geometry.delayLoadState = this.delayLoadState;\r\n geometry.delayLoadingFile = this.delayLoadingFile;\r\n geometry._delayLoadingFunction = this._delayLoadingFunction;\r\n for (kind in this._delayInfo) {\r\n geometry._delayInfo = geometry._delayInfo || [];\r\n geometry._delayInfo.push(kind);\r\n }\r\n // Bounding info\r\n geometry._boundingInfo = new BoundingInfo(this._extend.minimum, this._extend.maximum);\r\n return geometry;\r\n };\r\n /**\r\n * Serialize the current geometry info (and not the vertices data) into a JSON object\r\n * @return a JSON representation of the current geometry data (without the vertices data)\r\n */\r\n Geometry.prototype.serialize = function () {\r\n var serializationObject = {};\r\n serializationObject.id = this.id;\r\n serializationObject.updatable = this._updatable;\r\n if (Tags && Tags.HasTags(this)) {\r\n serializationObject.tags = Tags.GetTags(this);\r\n }\r\n return serializationObject;\r\n };\r\n Geometry.prototype.toNumberArray = function (origin) {\r\n if (Array.isArray(origin)) {\r\n return origin;\r\n }\r\n else {\r\n return Array.prototype.slice.call(origin);\r\n }\r\n };\r\n /**\r\n * Serialize all vertices data into a JSON oject\r\n * @returns a JSON representation of the current geometry data\r\n */\r\n Geometry.prototype.serializeVerticeData = function () {\r\n var serializationObject = this.serialize();\r\n if (this.isVerticesDataPresent(VertexBuffer.PositionKind)) {\r\n serializationObject.positions = this.toNumberArray(this.getVerticesData(VertexBuffer.PositionKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.PositionKind)) {\r\n serializationObject.positions._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n serializationObject.normals = this.toNumberArray(this.getVerticesData(VertexBuffer.NormalKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.NormalKind)) {\r\n serializationObject.normals._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n serializationObject.tangets = this.toNumberArray(this.getVerticesData(VertexBuffer.TangentKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.TangentKind)) {\r\n serializationObject.tangets._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n serializationObject.uvs = this.toNumberArray(this.getVerticesData(VertexBuffer.UVKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UVKind)) {\r\n serializationObject.uvs._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n serializationObject.uv2s = this.toNumberArray(this.getVerticesData(VertexBuffer.UV2Kind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UV2Kind)) {\r\n serializationObject.uv2s._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.UV3Kind)) {\r\n serializationObject.uv3s = this.toNumberArray(this.getVerticesData(VertexBuffer.UV3Kind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UV3Kind)) {\r\n serializationObject.uv3s._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.UV4Kind)) {\r\n serializationObject.uv4s = this.toNumberArray(this.getVerticesData(VertexBuffer.UV4Kind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UV4Kind)) {\r\n serializationObject.uv4s._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.UV5Kind)) {\r\n serializationObject.uv5s = this.toNumberArray(this.getVerticesData(VertexBuffer.UV5Kind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UV5Kind)) {\r\n serializationObject.uv5s._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.UV6Kind)) {\r\n serializationObject.uv6s = this.toNumberArray(this.getVerticesData(VertexBuffer.UV6Kind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UV6Kind)) {\r\n serializationObject.uv6s._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.ColorKind)) {\r\n serializationObject.colors = this.toNumberArray(this.getVerticesData(VertexBuffer.ColorKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.ColorKind)) {\r\n serializationObject.colors._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.MatricesIndicesKind)) {\r\n serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(VertexBuffer.MatricesIndicesKind));\r\n serializationObject.matricesIndices._isExpanded = true;\r\n if (this.isVertexBufferUpdatable(VertexBuffer.MatricesIndicesKind)) {\r\n serializationObject.matricesIndices._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {\r\n serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(VertexBuffer.MatricesWeightsKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.MatricesWeightsKind)) {\r\n serializationObject.matricesWeights._updatable = true;\r\n }\r\n }\r\n serializationObject.indices = this.toNumberArray(this.getIndices());\r\n return serializationObject;\r\n };\r\n // Statics\r\n /**\r\n * Extracts a clone of a mesh geometry\r\n * @param mesh defines the source mesh\r\n * @param id defines the unique ID of the new geometry object\r\n * @returns the new geometry object\r\n */\r\n Geometry.ExtractFromMesh = function (mesh, id) {\r\n var geometry = mesh._geometry;\r\n if (!geometry) {\r\n return null;\r\n }\r\n return geometry.copy(id);\r\n };\r\n /**\r\n * You should now use Tools.RandomId(), this method is still here for legacy reasons.\r\n * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523\r\n * Be aware Math.random() could cause collisions, but:\r\n * \"All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide\"\r\n * @returns a string containing a new GUID\r\n */\r\n Geometry.RandomId = function () {\r\n return Tools.RandomId();\r\n };\r\n /** @hidden */\r\n Geometry._ImportGeometry = function (parsedGeometry, mesh) {\r\n var scene = mesh.getScene();\r\n // Geometry\r\n var geometryId = parsedGeometry.geometryId;\r\n if (geometryId) {\r\n var geometry = scene.getGeometryByID(geometryId);\r\n if (geometry) {\r\n geometry.applyToMesh(mesh);\r\n }\r\n }\r\n else if (parsedGeometry instanceof ArrayBuffer) {\r\n var binaryInfo = mesh._binaryInfo;\r\n if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {\r\n var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positionsData, false);\r\n }\r\n if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {\r\n var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normalsData, false);\r\n }\r\n if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {\r\n var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.TangentKind, tangentsData, false);\r\n }\r\n if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {\r\n var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UVKind, uvsData, false);\r\n }\r\n if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {\r\n var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UV2Kind, uvs2Data, false);\r\n }\r\n if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {\r\n var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UV3Kind, uvs3Data, false);\r\n }\r\n if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {\r\n var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UV4Kind, uvs4Data, false);\r\n }\r\n if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {\r\n var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UV5Kind, uvs5Data, false);\r\n }\r\n if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {\r\n var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UV6Kind, uvs6Data, false);\r\n }\r\n if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {\r\n var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);\r\n }\r\n if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {\r\n var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);\r\n var floatIndices = [];\r\n for (var i = 0; i < matricesIndicesData.length; i++) {\r\n var index = matricesIndicesData[i];\r\n floatIndices.push(index & 0x000000FF);\r\n floatIndices.push((index & 0x0000FF00) >> 8);\r\n floatIndices.push((index & 0x00FF0000) >> 16);\r\n floatIndices.push(index >> 24);\r\n }\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesKind, floatIndices, false);\r\n }\r\n if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {\r\n var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);\r\n }\r\n if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {\r\n var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);\r\n mesh.setIndices(indicesData, null);\r\n }\r\n if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {\r\n var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);\r\n mesh.subMeshes = [];\r\n for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {\r\n var materialIndex = subMeshesData[(i * 5) + 0];\r\n var verticesStart = subMeshesData[(i * 5) + 1];\r\n var verticesCount = subMeshesData[(i * 5) + 2];\r\n var indexStart = subMeshesData[(i * 5) + 3];\r\n var indexCount = subMeshesData[(i * 5) + 4];\r\n SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);\r\n }\r\n }\r\n }\r\n else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {\r\n mesh.setVerticesData(VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);\r\n if (parsedGeometry.tangents) {\r\n mesh.setVerticesData(VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);\r\n }\r\n if (parsedGeometry.uvs) {\r\n mesh.setVerticesData(VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);\r\n }\r\n if (parsedGeometry.uvs2) {\r\n mesh.setVerticesData(VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);\r\n }\r\n if (parsedGeometry.uvs3) {\r\n mesh.setVerticesData(VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);\r\n }\r\n if (parsedGeometry.uvs4) {\r\n mesh.setVerticesData(VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);\r\n }\r\n if (parsedGeometry.uvs5) {\r\n mesh.setVerticesData(VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);\r\n }\r\n if (parsedGeometry.uvs6) {\r\n mesh.setVerticesData(VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);\r\n }\r\n if (parsedGeometry.colors) {\r\n mesh.setVerticesData(VertexBuffer.ColorKind, Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);\r\n }\r\n if (parsedGeometry.matricesIndices) {\r\n if (!parsedGeometry.matricesIndices._isExpanded) {\r\n var floatIndices = [];\r\n for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {\r\n var matricesIndex = parsedGeometry.matricesIndices[i];\r\n floatIndices.push(matricesIndex & 0x000000FF);\r\n floatIndices.push((matricesIndex & 0x0000FF00) >> 8);\r\n floatIndices.push((matricesIndex & 0x00FF0000) >> 16);\r\n floatIndices.push(matricesIndex >> 24);\r\n }\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);\r\n }\r\n else {\r\n delete parsedGeometry.matricesIndices._isExpanded;\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);\r\n }\r\n }\r\n if (parsedGeometry.matricesIndicesExtra) {\r\n if (!parsedGeometry.matricesIndicesExtra._isExpanded) {\r\n var floatIndices = [];\r\n for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {\r\n var matricesIndex = parsedGeometry.matricesIndicesExtra[i];\r\n floatIndices.push(matricesIndex & 0x000000FF);\r\n floatIndices.push((matricesIndex & 0x0000FF00) >> 8);\r\n floatIndices.push((matricesIndex & 0x00FF0000) >> 16);\r\n floatIndices.push(matricesIndex >> 24);\r\n }\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);\r\n }\r\n else {\r\n delete parsedGeometry.matricesIndices._isExpanded;\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);\r\n }\r\n }\r\n if (parsedGeometry.matricesWeights) {\r\n Geometry._CleanMatricesWeights(parsedGeometry, mesh);\r\n mesh.setVerticesData(VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);\r\n }\r\n if (parsedGeometry.matricesWeightsExtra) {\r\n mesh.setVerticesData(VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);\r\n }\r\n mesh.setIndices(parsedGeometry.indices, null);\r\n }\r\n // SubMeshes\r\n if (parsedGeometry.subMeshes) {\r\n mesh.subMeshes = [];\r\n for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {\r\n var parsedSubMesh = parsedGeometry.subMeshes[subIndex];\r\n SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);\r\n }\r\n }\r\n // Flat shading\r\n if (mesh._shouldGenerateFlatShading) {\r\n mesh.convertToFlatShadedMesh();\r\n delete mesh._shouldGenerateFlatShading;\r\n }\r\n // Update\r\n mesh.computeWorldMatrix(true);\r\n scene.onMeshImportedObservable.notifyObservers(mesh);\r\n };\r\n Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {\r\n var epsilon = 1e-3;\r\n if (!SceneLoaderFlags.CleanBoneMatrixWeights) {\r\n return;\r\n }\r\n var noInfluenceBoneIndex = 0.0;\r\n if (parsedGeometry.skeletonId > -1) {\r\n var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);\r\n if (!skeleton) {\r\n return;\r\n }\r\n noInfluenceBoneIndex = skeleton.bones.length;\r\n }\r\n else {\r\n return;\r\n }\r\n var matricesIndices = mesh.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n var matricesIndicesExtra = mesh.getVerticesData(VertexBuffer.MatricesIndicesExtraKind);\r\n var matricesWeights = parsedGeometry.matricesWeights;\r\n var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;\r\n var influencers = parsedGeometry.numBoneInfluencer;\r\n var size = matricesWeights.length;\r\n for (var i = 0; i < size; i += 4) {\r\n var weight = 0.0;\r\n var firstZeroWeight = -1;\r\n for (var j = 0; j < 4; j++) {\r\n var w = matricesWeights[i + j];\r\n weight += w;\r\n if (w < epsilon && firstZeroWeight < 0) {\r\n firstZeroWeight = j;\r\n }\r\n }\r\n if (matricesWeightsExtra) {\r\n for (var j = 0; j < 4; j++) {\r\n var w = matricesWeightsExtra[i + j];\r\n weight += w;\r\n if (w < epsilon && firstZeroWeight < 0) {\r\n firstZeroWeight = j + 4;\r\n }\r\n }\r\n }\r\n if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {\r\n firstZeroWeight = influencers - 1;\r\n }\r\n if (weight > epsilon) {\r\n var mweight = 1.0 / weight;\r\n for (var j = 0; j < 4; j++) {\r\n matricesWeights[i + j] *= mweight;\r\n }\r\n if (matricesWeightsExtra) {\r\n for (var j = 0; j < 4; j++) {\r\n matricesWeightsExtra[i + j] *= mweight;\r\n }\r\n }\r\n }\r\n else {\r\n if (firstZeroWeight >= 4) {\r\n matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;\r\n matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;\r\n }\r\n else {\r\n matricesWeights[i + firstZeroWeight] = 1.0 - weight;\r\n matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;\r\n }\r\n }\r\n }\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesKind, matricesIndices);\r\n if (parsedGeometry.matricesWeightsExtra) {\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);\r\n }\r\n };\r\n /**\r\n * Create a new geometry from persisted data (Using .babylon file format)\r\n * @param parsedVertexData defines the persisted data\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root url to use to load assets (like delayed data)\r\n * @returns the new geometry object\r\n */\r\n Geometry.Parse = function (parsedVertexData, scene, rootUrl) {\r\n if (scene.getGeometryByID(parsedVertexData.id)) {\r\n return null; // null since geometry could be something else than a box...\r\n }\r\n var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);\r\n if (Tags) {\r\n Tags.AddTagsTo(geometry, parsedVertexData.tags);\r\n }\r\n if (parsedVertexData.delayLoadingFile) {\r\n geometry.delayLoadState = 4;\r\n geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;\r\n geometry._boundingInfo = new BoundingInfo(Vector3.FromArray(parsedVertexData.boundingBoxMinimum), Vector3.FromArray(parsedVertexData.boundingBoxMaximum));\r\n geometry._delayInfo = [];\r\n if (parsedVertexData.hasUVs) {\r\n geometry._delayInfo.push(VertexBuffer.UVKind);\r\n }\r\n if (parsedVertexData.hasUVs2) {\r\n geometry._delayInfo.push(VertexBuffer.UV2Kind);\r\n }\r\n if (parsedVertexData.hasUVs3) {\r\n geometry._delayInfo.push(VertexBuffer.UV3Kind);\r\n }\r\n if (parsedVertexData.hasUVs4) {\r\n geometry._delayInfo.push(VertexBuffer.UV4Kind);\r\n }\r\n if (parsedVertexData.hasUVs5) {\r\n geometry._delayInfo.push(VertexBuffer.UV5Kind);\r\n }\r\n if (parsedVertexData.hasUVs6) {\r\n geometry._delayInfo.push(VertexBuffer.UV6Kind);\r\n }\r\n if (parsedVertexData.hasColors) {\r\n geometry._delayInfo.push(VertexBuffer.ColorKind);\r\n }\r\n if (parsedVertexData.hasMatricesIndices) {\r\n geometry._delayInfo.push(VertexBuffer.MatricesIndicesKind);\r\n }\r\n if (parsedVertexData.hasMatricesWeights) {\r\n geometry._delayInfo.push(VertexBuffer.MatricesWeightsKind);\r\n }\r\n geometry._delayLoadingFunction = VertexData.ImportVertexData;\r\n }\r\n else {\r\n VertexData.ImportVertexData(parsedVertexData, geometry);\r\n }\r\n scene.pushGeometry(geometry, true);\r\n return geometry;\r\n };\r\n return Geometry;\r\n}());\r\nexport { Geometry };\r\n//# sourceMappingURL=geometry.js.map","/**\r\n * Class used to represent a specific level of detail of a mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_lod\r\n */\r\nvar MeshLODLevel = /** @class */ (function () {\r\n /**\r\n * Creates a new LOD level\r\n * @param distance defines the distance where this level should star being displayed\r\n * @param mesh defines the mesh to use to render this level\r\n */\r\n function MeshLODLevel(\r\n /** Defines the distance where this level should start being displayed */\r\n distance, \r\n /** Defines the mesh to use to render this level */\r\n mesh) {\r\n this.distance = distance;\r\n this.mesh = mesh;\r\n }\r\n return MeshLODLevel;\r\n}());\r\nexport { MeshLODLevel };\r\n//# sourceMappingURL=meshLODLevel.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Tools, AsyncLoop } from \"../Misc/tools\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { Tags } from \"../Misc/tags\";\r\nimport { Quaternion, Matrix, Vector3, Vector2 } from \"../Maths/math.vector\";\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { Node } from \"../node\";\r\nimport { VertexBuffer } from \"./buffer\";\r\nimport { VertexData } from \"./mesh.vertexData\";\r\nimport { Buffer } from \"./buffer\";\r\nimport { Geometry } from \"./geometry\";\r\nimport { AbstractMesh } from \"./abstractMesh\";\r\nimport { SubMesh } from \"./subMesh\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport { SceneLoaderFlags } from \"../Loading/sceneLoaderFlags\";\r\nimport { SerializationHelper } from \"../Misc/decorators\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { MeshLODLevel } from './meshLODLevel';\r\nimport { CanvasGenerator } from '../Misc/canvasGenerator';\r\n/**\r\n * @hidden\r\n **/\r\nvar _CreationDataStorage = /** @class */ (function () {\r\n function _CreationDataStorage() {\r\n }\r\n return _CreationDataStorage;\r\n}());\r\nexport { _CreationDataStorage };\r\n/**\r\n * @hidden\r\n **/\r\nvar _InstanceDataStorage = /** @class */ (function () {\r\n function _InstanceDataStorage() {\r\n this.visibleInstances = {};\r\n this.batchCache = new _InstancesBatch();\r\n this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances\r\n }\r\n return _InstanceDataStorage;\r\n}());\r\n/**\r\n * @hidden\r\n **/\r\nvar _InstancesBatch = /** @class */ (function () {\r\n function _InstancesBatch() {\r\n this.mustReturn = false;\r\n this.visibleInstances = new Array();\r\n this.renderSelf = new Array();\r\n this.hardwareInstancedRendering = new Array();\r\n }\r\n return _InstancesBatch;\r\n}());\r\nexport { _InstancesBatch };\r\n/**\r\n * @hidden\r\n **/\r\nvar _InternalMeshDataInfo = /** @class */ (function () {\r\n function _InternalMeshDataInfo() {\r\n this._areNormalsFrozen = false; // Will be used by ribbons mainly\r\n // Will be used to save a source mesh reference, If any\r\n this._source = null;\r\n // Will be used to for fast cloned mesh lookup\r\n this.meshMap = null;\r\n this._preActivateId = -1;\r\n this._LODLevels = new Array();\r\n // Morph\r\n this._morphTargetManager = null;\r\n }\r\n return _InternalMeshDataInfo;\r\n}());\r\n/**\r\n * Class used to represent renderable models\r\n */\r\nvar Mesh = /** @class */ (function (_super) {\r\n __extends(Mesh, _super);\r\n /**\r\n * @constructor\r\n * @param name The value used by scene.getMeshByName() to do a lookup.\r\n * @param scene The scene to add this mesh to.\r\n * @param parent The parent of this mesh, if it has one\r\n * @param source An optional Mesh from which geometry is shared, cloned.\r\n * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.\r\n * When false, achieved by calling a clone(), also passing False.\r\n * This will make creation of children, recursive.\r\n * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.\r\n */\r\n function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {\r\n if (scene === void 0) { scene = null; }\r\n if (parent === void 0) { parent = null; }\r\n if (source === void 0) { source = null; }\r\n if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }\r\n var _this = _super.call(this, name, scene) || this;\r\n // Internal data\r\n _this._internalMeshDataInfo = new _InternalMeshDataInfo();\r\n // Members\r\n /**\r\n * Gets the delay loading state of the mesh (when delay loading is turned on)\r\n * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system\r\n */\r\n _this.delayLoadState = 0;\r\n /**\r\n * Gets the list of instances created from this mesh\r\n * it is not supposed to be modified manually.\r\n * Note also that the order of the InstancedMesh wihin the array is not significant and might change.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_instances\r\n */\r\n _this.instances = new Array();\r\n // Private\r\n /** @hidden */\r\n _this._creationDataStorage = null;\r\n /** @hidden */\r\n _this._geometry = null;\r\n /** @hidden */\r\n _this._instanceDataStorage = new _InstanceDataStorage();\r\n _this._effectiveMaterial = null;\r\n /** @hidden */\r\n _this._shouldGenerateFlatShading = false;\r\n // Use by builder only to know what orientation were the mesh build in.\r\n /** @hidden */\r\n _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;\r\n /**\r\n * Use this property to change the original side orientation defined at construction time\r\n */\r\n _this.overrideMaterialSideOrientation = null;\r\n scene = _this.getScene();\r\n if (source) {\r\n // Geometry\r\n if (source._geometry) {\r\n source._geometry.applyToMesh(_this);\r\n }\r\n // Deep copy\r\n DeepCopier.DeepCopy(source, _this, [\"name\", \"material\", \"skeleton\", \"instances\", \"parent\", \"uniqueId\",\r\n \"source\", \"metadata\", \"hasLODLevels\", \"geometry\", \"isBlocked\", \"areNormalsFrozen\",\r\n \"onBeforeDrawObservable\", \"onBeforeRenderObservable\", \"onAfterRenderObservable\", \"onBeforeDraw\",\r\n \"onAfterWorldMatrixUpdateObservable\", \"onCollideObservable\", \"onCollisionPositionChangeObservable\", \"onRebuildObservable\",\r\n \"onDisposeObservable\", \"lightSources\", \"morphTargetManager\"\r\n ], [\"_poseMatrix\"]);\r\n // Source mesh\r\n _this._internalMeshDataInfo._source = source;\r\n if (scene.useClonedMeshMap) {\r\n if (!source._internalMeshDataInfo.meshMap) {\r\n source._internalMeshDataInfo.meshMap = {};\r\n }\r\n source._internalMeshDataInfo.meshMap[_this.uniqueId] = _this;\r\n }\r\n // Construction Params\r\n // Clone parameters allowing mesh to be updated in case of parametric shapes.\r\n _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;\r\n _this._creationDataStorage = source._creationDataStorage;\r\n // Animation ranges\r\n if (source._ranges) {\r\n var ranges = source._ranges;\r\n for (var name in ranges) {\r\n if (!ranges.hasOwnProperty(name)) {\r\n continue;\r\n }\r\n if (!ranges[name]) {\r\n continue;\r\n }\r\n _this.createAnimationRange(name, ranges[name].from, ranges[name].to);\r\n }\r\n }\r\n // Metadata\r\n if (source.metadata && source.metadata.clone) {\r\n _this.metadata = source.metadata.clone();\r\n }\r\n else {\r\n _this.metadata = source.metadata;\r\n }\r\n // Tags\r\n if (Tags && Tags.HasTags(source)) {\r\n Tags.AddTagsTo(_this, Tags.GetTags(source, true));\r\n }\r\n // Parent\r\n _this.parent = source.parent;\r\n // Pivot\r\n _this.setPivotMatrix(source.getPivotMatrix());\r\n _this.id = name + \".\" + source.id;\r\n // Material\r\n _this.material = source.material;\r\n var index;\r\n if (!doNotCloneChildren) {\r\n // Children\r\n var directDescendants = source.getDescendants(true);\r\n for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {\r\n var child = directDescendants[index_1];\r\n if (child.clone) {\r\n child.clone(name + \".\" + child.name, _this);\r\n }\r\n }\r\n }\r\n // Morphs\r\n if (source.morphTargetManager) {\r\n _this.morphTargetManager = source.morphTargetManager;\r\n }\r\n // Physics clone\r\n if (scene.getPhysicsEngine) {\r\n var physicsEngine = scene.getPhysicsEngine();\r\n if (clonePhysicsImpostor && physicsEngine) {\r\n var impostor = physicsEngine.getImpostorForPhysicsObject(source);\r\n if (impostor) {\r\n _this.physicsImpostor = impostor.clone(_this);\r\n }\r\n }\r\n }\r\n // Particles\r\n for (index = 0; index < scene.particleSystems.length; index++) {\r\n var system = scene.particleSystems[index];\r\n if (system.emitter === source) {\r\n system.clone(system.name, _this);\r\n }\r\n }\r\n _this.refreshBoundingInfo();\r\n _this.computeWorldMatrix(true);\r\n }\r\n // Parent\r\n if (parent !== null) {\r\n _this.parent = parent;\r\n }\r\n _this._instanceDataStorage.hardwareInstancedRendering = _this.getEngine().getCaps().instancedArrays;\r\n return _this;\r\n }\r\n /**\r\n * Gets the default side orientation.\r\n * @param orientation the orientation to value to attempt to get\r\n * @returns the default orientation\r\n * @hidden\r\n */\r\n Mesh._GetDefaultSideOrientation = function (orientation) {\r\n return orientation || Mesh.FRONTSIDE; // works as Mesh.FRONTSIDE is 0\r\n };\r\n Object.defineProperty(Mesh.prototype, \"onBeforeRenderObservable\", {\r\n /**\r\n * An event triggered before rendering the mesh\r\n */\r\n get: function () {\r\n if (!this._internalMeshDataInfo._onBeforeRenderObservable) {\r\n this._internalMeshDataInfo._onBeforeRenderObservable = new Observable();\r\n }\r\n return this._internalMeshDataInfo._onBeforeRenderObservable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"onBeforeBindObservable\", {\r\n /**\r\n * An event triggered before binding the mesh\r\n */\r\n get: function () {\r\n if (!this._internalMeshDataInfo._onBeforeBindObservable) {\r\n this._internalMeshDataInfo._onBeforeBindObservable = new Observable();\r\n }\r\n return this._internalMeshDataInfo._onBeforeBindObservable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"onAfterRenderObservable\", {\r\n /**\r\n * An event triggered after rendering the mesh\r\n */\r\n get: function () {\r\n if (!this._internalMeshDataInfo._onAfterRenderObservable) {\r\n this._internalMeshDataInfo._onAfterRenderObservable = new Observable();\r\n }\r\n return this._internalMeshDataInfo._onAfterRenderObservable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"onBeforeDrawObservable\", {\r\n /**\r\n * An event triggered before drawing the mesh\r\n */\r\n get: function () {\r\n if (!this._internalMeshDataInfo._onBeforeDrawObservable) {\r\n this._internalMeshDataInfo._onBeforeDrawObservable = new Observable();\r\n }\r\n return this._internalMeshDataInfo._onBeforeDrawObservable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"onBeforeDraw\", {\r\n /**\r\n * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead\r\n */\r\n set: function (callback) {\r\n if (this._onBeforeDrawObserver) {\r\n this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);\r\n }\r\n this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"hasInstances\", {\r\n get: function () {\r\n return this.instances.length > 0;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"morphTargetManager\", {\r\n /**\r\n * Gets or sets the morph target manager\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets\r\n */\r\n get: function () {\r\n return this._internalMeshDataInfo._morphTargetManager;\r\n },\r\n set: function (value) {\r\n if (this._internalMeshDataInfo._morphTargetManager === value) {\r\n return;\r\n }\r\n this._internalMeshDataInfo._morphTargetManager = value;\r\n this._syncGeometryWithMorphTargetManager();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"source\", {\r\n /**\r\n * Gets the source mesh (the one used to clone this one from)\r\n */\r\n get: function () {\r\n return this._internalMeshDataInfo._source;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"isUnIndexed\", {\r\n /**\r\n * Gets or sets a boolean indicating that this mesh does not use index buffer\r\n */\r\n get: function () {\r\n return this._unIndexed;\r\n },\r\n set: function (value) {\r\n if (this._unIndexed !== value) {\r\n this._unIndexed = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"worldMatrixInstancedBuffer\", {\r\n /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */\r\n get: function () {\r\n return this._instanceDataStorage.instancesData;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"manualUpdateOfWorldMatrixInstancedBuffer\", {\r\n /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */\r\n get: function () {\r\n return this._instanceDataStorage.manualUpdate;\r\n },\r\n set: function (value) {\r\n this._instanceDataStorage.manualUpdate = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Methods\r\n Mesh.prototype.instantiateHierarchy = function (newParent, options, onNewNodeCreated) {\r\n if (newParent === void 0) { newParent = null; }\r\n var instance = (this.getTotalVertices() > 0 && (!options || !options.doNotInstantiate)) ? this.createInstance(\"instance of \" + (this.name || this.id)) : this.clone(\"Clone of \" + (this.name || this.id), newParent || this.parent, true);\r\n if (instance) {\r\n instance.parent = newParent || this.parent;\r\n instance.position = this.position.clone();\r\n instance.scaling = this.scaling.clone();\r\n if (this.rotationQuaternion) {\r\n instance.rotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n else {\r\n instance.rotation = this.rotation.clone();\r\n }\r\n if (onNewNodeCreated) {\r\n onNewNodeCreated(this, instance);\r\n }\r\n }\r\n for (var _i = 0, _a = this.getChildTransformNodes(true); _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n child.instantiateHierarchy(instance, options, onNewNodeCreated);\r\n }\r\n return instance;\r\n };\r\n /**\r\n * Gets the class name\r\n * @returns the string \"Mesh\".\r\n */\r\n Mesh.prototype.getClassName = function () {\r\n return \"Mesh\";\r\n };\r\n Object.defineProperty(Mesh.prototype, \"_isMesh\", {\r\n /** @hidden */\r\n get: function () {\r\n return true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns a description of this mesh\r\n * @param fullDetails define if full details about this mesh must be used\r\n * @returns a descriptive string representing this mesh\r\n */\r\n Mesh.prototype.toString = function (fullDetails) {\r\n var ret = _super.prototype.toString.call(this, fullDetails);\r\n ret += \", n vertices: \" + this.getTotalVertices();\r\n ret += \", parent: \" + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : \"NONE\"));\r\n if (this.animations) {\r\n for (var i = 0; i < this.animations.length; i++) {\r\n ret += \", animation[0]: \" + this.animations[i].toString(fullDetails);\r\n }\r\n }\r\n if (fullDetails) {\r\n if (this._geometry) {\r\n var ib = this.getIndices();\r\n var vb = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (vb && ib) {\r\n ret += \", flat shading: \" + (vb.length / 3 === ib.length ? \"YES\" : \"NO\");\r\n }\r\n }\r\n else {\r\n ret += \", flat shading: UNKNOWN\";\r\n }\r\n }\r\n return ret;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._unBindEffect = function () {\r\n _super.prototype._unBindEffect.call(this);\r\n for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {\r\n var instance = _a[_i];\r\n instance._unBindEffect();\r\n }\r\n };\r\n Object.defineProperty(Mesh.prototype, \"hasLODLevels\", {\r\n /**\r\n * Gets a boolean indicating if this mesh has LOD\r\n */\r\n get: function () {\r\n return this._internalMeshDataInfo._LODLevels.length > 0;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the list of MeshLODLevel associated with the current mesh\r\n * @returns an array of MeshLODLevel\r\n */\r\n Mesh.prototype.getLODLevels = function () {\r\n return this._internalMeshDataInfo._LODLevels;\r\n };\r\n Mesh.prototype._sortLODLevels = function () {\r\n this._internalMeshDataInfo._LODLevels.sort(function (a, b) {\r\n if (a.distance < b.distance) {\r\n return 1;\r\n }\r\n if (a.distance > b.distance) {\r\n return -1;\r\n }\r\n return 0;\r\n });\r\n };\r\n /**\r\n * Add a mesh as LOD level triggered at the given distance.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param distance The distance from the center of the object to show this level\r\n * @param mesh The mesh to be added as LOD level (can be null)\r\n * @return This mesh (for chaining)\r\n */\r\n Mesh.prototype.addLODLevel = function (distance, mesh) {\r\n if (mesh && mesh._masterMesh) {\r\n Logger.Warn(\"You cannot use a mesh as LOD level twice\");\r\n return this;\r\n }\r\n var level = new MeshLODLevel(distance, mesh);\r\n this._internalMeshDataInfo._LODLevels.push(level);\r\n if (mesh) {\r\n mesh._masterMesh = this;\r\n }\r\n this._sortLODLevels();\r\n return this;\r\n };\r\n /**\r\n * Returns the LOD level mesh at the passed distance or null if not found.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param distance The distance from the center of the object to show this level\r\n * @returns a Mesh or `null`\r\n */\r\n Mesh.prototype.getLODLevelAtDistance = function (distance) {\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n for (var index = 0; index < internalDataInfo._LODLevels.length; index++) {\r\n var level = internalDataInfo._LODLevels[index];\r\n if (level.distance === distance) {\r\n return level.mesh;\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Remove a mesh from the LOD array\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param mesh defines the mesh to be removed\r\n * @return This mesh (for chaining)\r\n */\r\n Mesh.prototype.removeLODLevel = function (mesh) {\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n for (var index = 0; index < internalDataInfo._LODLevels.length; index++) {\r\n if (internalDataInfo._LODLevels[index].mesh === mesh) {\r\n internalDataInfo._LODLevels.splice(index, 1);\r\n if (mesh) {\r\n mesh._masterMesh = null;\r\n }\r\n }\r\n }\r\n this._sortLODLevels();\r\n return this;\r\n };\r\n /**\r\n * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param camera defines the camera to use to compute distance\r\n * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh\r\n * @return This mesh (for chaining)\r\n */\r\n Mesh.prototype.getLOD = function (camera, boundingSphere) {\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n if (!internalDataInfo._LODLevels || internalDataInfo._LODLevels.length === 0) {\r\n return this;\r\n }\r\n var bSphere;\r\n if (boundingSphere) {\r\n bSphere = boundingSphere;\r\n }\r\n else {\r\n var boundingInfo = this.getBoundingInfo();\r\n bSphere = boundingInfo.boundingSphere;\r\n }\r\n var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();\r\n if (internalDataInfo._LODLevels[internalDataInfo._LODLevels.length - 1].distance > distanceToCamera) {\r\n if (this.onLODLevelSelection) {\r\n this.onLODLevelSelection(distanceToCamera, this, this);\r\n }\r\n return this;\r\n }\r\n for (var index = 0; index < internalDataInfo._LODLevels.length; index++) {\r\n var level = internalDataInfo._LODLevels[index];\r\n if (level.distance < distanceToCamera) {\r\n if (level.mesh) {\r\n level.mesh._preActivate();\r\n level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);\r\n }\r\n if (this.onLODLevelSelection) {\r\n this.onLODLevelSelection(distanceToCamera, this, level.mesh);\r\n }\r\n return level.mesh;\r\n }\r\n }\r\n if (this.onLODLevelSelection) {\r\n this.onLODLevelSelection(distanceToCamera, this, this);\r\n }\r\n return this;\r\n };\r\n Object.defineProperty(Mesh.prototype, \"geometry\", {\r\n /**\r\n * Gets the mesh internal Geometry object\r\n */\r\n get: function () {\r\n return this._geometry;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.\r\n * @returns the total number of vertices\r\n */\r\n Mesh.prototype.getTotalVertices = function () {\r\n if (this._geometry === null || this._geometry === undefined) {\r\n return 0;\r\n }\r\n return this._geometry.getTotalVertices();\r\n };\r\n /**\r\n * Returns the content of an associated vertex buffer\r\n * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one\r\n * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is\r\n * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.\r\n */\r\n Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {\r\n if (!this._geometry) {\r\n return null;\r\n }\r\n return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);\r\n };\r\n /**\r\n * Returns the mesh VertexBuffer object from the requested `kind`\r\n * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.NormalKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.\r\n */\r\n Mesh.prototype.getVertexBuffer = function (kind) {\r\n if (!this._geometry) {\r\n return null;\r\n }\r\n return this._geometry.getVertexBuffer(kind);\r\n };\r\n /**\r\n * Tests if a specific vertex buffer is associated with this mesh\r\n * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.NormalKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns a boolean\r\n */\r\n Mesh.prototype.isVerticesDataPresent = function (kind) {\r\n if (!this._geometry) {\r\n if (this._delayInfo) {\r\n return this._delayInfo.indexOf(kind) !== -1;\r\n }\r\n return false;\r\n }\r\n return this._geometry.isVerticesDataPresent(kind);\r\n };\r\n /**\r\n * Returns a boolean defining if the vertex data for the requested `kind` is updatable.\r\n * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns a boolean\r\n */\r\n Mesh.prototype.isVertexBufferUpdatable = function (kind) {\r\n if (!this._geometry) {\r\n if (this._delayInfo) {\r\n return this._delayInfo.indexOf(kind) !== -1;\r\n }\r\n return false;\r\n }\r\n return this._geometry.isVertexBufferUpdatable(kind);\r\n };\r\n /**\r\n * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.\r\n * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.NormalKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns an array of strings\r\n */\r\n Mesh.prototype.getVerticesDataKinds = function () {\r\n if (!this._geometry) {\r\n var result = new Array();\r\n if (this._delayInfo) {\r\n this._delayInfo.forEach(function (kind) {\r\n result.push(kind);\r\n });\r\n }\r\n return result;\r\n }\r\n return this._geometry.getVerticesDataKinds();\r\n };\r\n /**\r\n * Returns a positive integer : the total number of indices in this mesh geometry.\r\n * @returns the numner of indices or zero if the mesh has no geometry.\r\n */\r\n Mesh.prototype.getTotalIndices = function () {\r\n if (!this._geometry) {\r\n return 0;\r\n }\r\n return this._geometry.getTotalIndices();\r\n };\r\n /**\r\n * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.\r\n * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns the indices array or an empty array if the mesh has no geometry\r\n */\r\n Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {\r\n if (!this._geometry) {\r\n return [];\r\n }\r\n return this._geometry.getIndices(copyWhenShared, forceCopy);\r\n };\r\n Object.defineProperty(Mesh.prototype, \"isBlocked\", {\r\n get: function () {\r\n return this._masterMesh !== null && this._masterMesh !== undefined;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Determine if the current mesh is ready to be rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)\r\n * @returns true if all associated assets are ready (material, textures, shaders)\r\n */\r\n Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {\r\n if (completeCheck === void 0) { completeCheck = false; }\r\n if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }\r\n if (this.delayLoadState === 2) {\r\n return false;\r\n }\r\n if (!_super.prototype.isReady.call(this, completeCheck)) {\r\n return false;\r\n }\r\n if (!this.subMeshes || this.subMeshes.length === 0) {\r\n return true;\r\n }\r\n if (!completeCheck) {\r\n return true;\r\n }\r\n var engine = this.getEngine();\r\n var scene = this.getScene();\r\n var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;\r\n this.computeWorldMatrix();\r\n var mat = this.material || scene.defaultMaterial;\r\n if (mat) {\r\n if (mat._storeEffectOnSubMeshes) {\r\n for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {\r\n var subMesh = _a[_i];\r\n var effectiveMaterial = subMesh.getMaterial();\r\n if (effectiveMaterial) {\r\n if (effectiveMaterial._storeEffectOnSubMeshes) {\r\n if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n else {\r\n if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n if (!mat.isReady(this, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n // Shadows\r\n for (var _b = 0, _c = this.lightSources; _b < _c.length; _b++) {\r\n var light = _c[_b];\r\n var generator = light.getShadowGenerator();\r\n if (generator) {\r\n for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {\r\n var subMesh = _e[_d];\r\n if (!generator.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n // LOD\r\n for (var _f = 0, _g = this._internalMeshDataInfo._LODLevels; _f < _g.length; _f++) {\r\n var lod = _g[_f];\r\n if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n Object.defineProperty(Mesh.prototype, \"areNormalsFrozen\", {\r\n /**\r\n * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.\r\n */\r\n get: function () {\r\n return this._internalMeshDataInfo._areNormalsFrozen;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.freezeNormals = function () {\r\n this._internalMeshDataInfo._areNormalsFrozen = true;\r\n return this;\r\n };\r\n /**\r\n * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.unfreezeNormals = function () {\r\n this._internalMeshDataInfo._areNormalsFrozen = false;\r\n return this;\r\n };\r\n Object.defineProperty(Mesh.prototype, \"overridenInstanceCount\", {\r\n /**\r\n * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs\r\n */\r\n set: function (count) {\r\n this._instanceDataStorage.overridenInstanceCount = count;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Methods\r\n /** @hidden */\r\n Mesh.prototype._preActivate = function () {\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n var sceneRenderId = this.getScene().getRenderId();\r\n if (internalDataInfo._preActivateId === sceneRenderId) {\r\n return this;\r\n }\r\n internalDataInfo._preActivateId = sceneRenderId;\r\n this._instanceDataStorage.visibleInstances = null;\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {\r\n if (this._instanceDataStorage.visibleInstances) {\r\n this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {\r\n if (!this._instanceDataStorage.visibleInstances) {\r\n this._instanceDataStorage.visibleInstances = {\r\n defaultRenderId: renderId,\r\n selfDefaultRenderId: this._renderId\r\n };\r\n }\r\n if (!this._instanceDataStorage.visibleInstances[renderId]) {\r\n this._instanceDataStorage.visibleInstances[renderId] = new Array();\r\n }\r\n this._instanceDataStorage.visibleInstances[renderId].push(instance);\r\n return this;\r\n };\r\n /**\r\n * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.\r\n * This means the mesh underlying bounding box and sphere are recomputed.\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.refreshBoundingInfo = function (applySkeleton) {\r\n if (applySkeleton === void 0) { applySkeleton = false; }\r\n if (this._boundingInfo && this._boundingInfo.isLocked) {\r\n return this;\r\n }\r\n var bias = this.geometry ? this.geometry.boundingBias : null;\r\n this._refreshBoundingInfo(this._getPositionData(applySkeleton), bias);\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._createGlobalSubMesh = function (force) {\r\n var totalVertices = this.getTotalVertices();\r\n if (!totalVertices || !this.getIndices()) {\r\n return null;\r\n }\r\n // Check if we need to recreate the submeshes\r\n if (this.subMeshes && this.subMeshes.length > 0) {\r\n var ib = this.getIndices();\r\n if (!ib) {\r\n return null;\r\n }\r\n var totalIndices = ib.length;\r\n var needToRecreate = false;\r\n if (force) {\r\n needToRecreate = true;\r\n }\r\n else {\r\n for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {\r\n var submesh = _a[_i];\r\n if (submesh.indexStart + submesh.indexCount >= totalIndices) {\r\n needToRecreate = true;\r\n break;\r\n }\r\n if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {\r\n needToRecreate = true;\r\n break;\r\n }\r\n }\r\n }\r\n if (!needToRecreate) {\r\n return this.subMeshes[0];\r\n }\r\n }\r\n this.releaseSubMeshes();\r\n return new SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);\r\n };\r\n /**\r\n * This function will subdivide the mesh into multiple submeshes\r\n * @param count defines the expected number of submeshes\r\n */\r\n Mesh.prototype.subdivide = function (count) {\r\n if (count < 1) {\r\n return;\r\n }\r\n var totalIndices = this.getTotalIndices();\r\n var subdivisionSize = (totalIndices / count) | 0;\r\n var offset = 0;\r\n // Ensure that subdivisionSize is a multiple of 3\r\n while (subdivisionSize % 3 !== 0) {\r\n subdivisionSize++;\r\n }\r\n this.releaseSubMeshes();\r\n for (var index = 0; index < count; index++) {\r\n if (offset >= totalIndices) {\r\n break;\r\n }\r\n SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);\r\n offset += subdivisionSize;\r\n }\r\n this.synchronizeInstances();\r\n };\r\n /**\r\n * Copy a FloatArray into a specific associated vertex buffer\r\n * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param data defines the data source\r\n * @param updatable defines if the updated vertex buffer must be flagged as updatable\r\n * @param stride defines the data stride size (can be null)\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {\r\n if (updatable === void 0) { updatable = false; }\r\n if (!this._geometry) {\r\n var vertexData = new VertexData();\r\n vertexData.set(data, kind);\r\n var scene = this.getScene();\r\n new Geometry(Geometry.RandomId(), scene, vertexData, updatable, this);\r\n }\r\n else {\r\n this._geometry.setVerticesData(kind, data, updatable, stride);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Delete a vertex buffer associated with this mesh\r\n * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n */\r\n Mesh.prototype.removeVerticesData = function (kind) {\r\n if (!this._geometry) {\r\n return;\r\n }\r\n this._geometry.removeVerticesData(kind);\r\n };\r\n /**\r\n * Flags an associated vertex buffer as updatable\r\n * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param updatable defines if the updated vertex buffer must be flagged as updatable\r\n */\r\n Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {\r\n if (updatable === void 0) { updatable = true; }\r\n var vb = this.getVertexBuffer(kind);\r\n if (!vb || vb.isUpdatable() === updatable) {\r\n return;\r\n }\r\n this.setVerticesData(kind, this.getVerticesData(kind), updatable);\r\n };\r\n /**\r\n * Sets the mesh global Vertex Buffer\r\n * @param buffer defines the buffer to use\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.setVerticesBuffer = function (buffer) {\r\n if (!this._geometry) {\r\n this._geometry = Geometry.CreateGeometryForMesh(this);\r\n }\r\n this._geometry.setVerticesBuffer(buffer);\r\n return this;\r\n };\r\n /**\r\n * Update a specific associated vertex buffer\r\n * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param data defines the data source\r\n * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for \"position\" kind\r\n * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n if (!makeItUnique) {\r\n this._geometry.updateVerticesData(kind, data, updateExtends);\r\n }\r\n else {\r\n this.makeGeometryUnique();\r\n this.updateVerticesData(kind, data, updateExtends, false);\r\n }\r\n return this;\r\n };\r\n /**\r\n * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.\r\n * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions\r\n * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything\r\n * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {\r\n if (computeNormals === void 0) { computeNormals = true; }\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (!positions) {\r\n return this;\r\n }\r\n positionFunction(positions);\r\n this.updateVerticesData(VertexBuffer.PositionKind, positions, false, false);\r\n if (computeNormals) {\r\n var indices = this.getIndices();\r\n var normals = this.getVerticesData(VertexBuffer.NormalKind);\r\n if (!normals) {\r\n return this;\r\n }\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n this.updateVerticesData(VertexBuffer.NormalKind, normals, false, false);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Creates a un-shared specific occurence of the geometry for the mesh.\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.makeGeometryUnique = function () {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n var oldGeometry = this._geometry;\r\n var geometry = this._geometry.copy(Geometry.RandomId());\r\n oldGeometry.releaseForMesh(this, true);\r\n geometry.applyToMesh(this);\r\n return this;\r\n };\r\n /**\r\n * Set the index buffer of this mesh\r\n * @param indices defines the source data\r\n * @param totalVertices defines the total number of vertices referenced by this index data (can be null)\r\n * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {\r\n if (totalVertices === void 0) { totalVertices = null; }\r\n if (updatable === void 0) { updatable = false; }\r\n if (!this._geometry) {\r\n var vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n var scene = this.getScene();\r\n new Geometry(Geometry.RandomId(), scene, vertexData, updatable, this);\r\n }\r\n else {\r\n this._geometry.setIndices(indices, totalVertices, updatable);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Update the current index buffer\r\n * @param indices defines the source data\r\n * @param offset defines the offset in the index buffer where to store the new data (can be null)\r\n * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.updateIndices = function (indices, offset, gpuMemoryOnly) {\r\n if (gpuMemoryOnly === void 0) { gpuMemoryOnly = false; }\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n this._geometry.updateIndices(indices, offset, gpuMemoryOnly);\r\n return this;\r\n };\r\n /**\r\n * Invert the geometry to move from a right handed system to a left handed one.\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.toLeftHanded = function () {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n this._geometry.toLeftHanded();\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._bind = function (subMesh, effect, fillMode) {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n var engine = this.getScene().getEngine();\r\n // Wireframe\r\n var indexToBind;\r\n if (this._unIndexed) {\r\n indexToBind = null;\r\n }\r\n else {\r\n switch (fillMode) {\r\n case Material.PointFillMode:\r\n indexToBind = null;\r\n break;\r\n case Material.WireFrameFillMode:\r\n indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);\r\n break;\r\n default:\r\n case Material.TriangleFillMode:\r\n indexToBind = this._geometry.getIndexBuffer();\r\n break;\r\n }\r\n }\r\n // VBOs\r\n this._geometry._bind(effect, indexToBind);\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._draw = function (subMesh, fillMode, instancesCount) {\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n if (this._internalMeshDataInfo._onBeforeDrawObservable) {\r\n this._internalMeshDataInfo._onBeforeDrawObservable.notifyObservers(this);\r\n }\r\n var scene = this.getScene();\r\n var engine = scene.getEngine();\r\n if (this._unIndexed || fillMode == Material.PointFillMode) {\r\n // or triangles as points\r\n engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);\r\n }\r\n else if (fillMode == Material.WireFrameFillMode) {\r\n // Triangles as wireframe\r\n engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);\r\n }\r\n else {\r\n engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Registers for this mesh a javascript function called just before the rendering process\r\n * @param func defines the function to call before rendering this mesh\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.registerBeforeRender = function (func) {\r\n this.onBeforeRenderObservable.add(func);\r\n return this;\r\n };\r\n /**\r\n * Disposes a previously registered javascript function called before the rendering\r\n * @param func defines the function to remove\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.unregisterBeforeRender = function (func) {\r\n this.onBeforeRenderObservable.removeCallback(func);\r\n return this;\r\n };\r\n /**\r\n * Registers for this mesh a javascript function called just after the rendering is complete\r\n * @param func defines the function to call after rendering this mesh\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.registerAfterRender = function (func) {\r\n this.onAfterRenderObservable.add(func);\r\n return this;\r\n };\r\n /**\r\n * Disposes a previously registered javascript function called after the rendering.\r\n * @param func defines the function to remove\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.unregisterAfterRender = function (func) {\r\n this.onAfterRenderObservable.removeCallback(func);\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._getInstancesRenderList = function (subMeshId, isReplacementMode) {\r\n if (isReplacementMode === void 0) { isReplacementMode = false; }\r\n if (this._instanceDataStorage.isFrozen && this._instanceDataStorage.previousBatch) {\r\n return this._instanceDataStorage.previousBatch;\r\n }\r\n var scene = this.getScene();\r\n var isInIntermediateRendering = scene._isInIntermediateRendering();\r\n var onlyForInstances = isInIntermediateRendering ? this._internalAbstractMeshDataInfo._onlyForInstancesIntermediate : this._internalAbstractMeshDataInfo._onlyForInstances;\r\n var batchCache = this._instanceDataStorage.batchCache;\r\n batchCache.mustReturn = false;\r\n batchCache.renderSelf[subMeshId] = isReplacementMode || (!onlyForInstances && this.isEnabled() && this.isVisible);\r\n batchCache.visibleInstances[subMeshId] = null;\r\n if (this._instanceDataStorage.visibleInstances && !isReplacementMode) {\r\n var visibleInstances = this._instanceDataStorage.visibleInstances;\r\n var currentRenderId = scene.getRenderId();\r\n var defaultRenderId = (isInIntermediateRendering ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);\r\n batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];\r\n if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {\r\n batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];\r\n }\r\n }\r\n batchCache.hardwareInstancedRendering[subMeshId] =\r\n !isReplacementMode &&\r\n this._instanceDataStorage.hardwareInstancedRendering\r\n && (batchCache.visibleInstances[subMeshId] !== null)\r\n && (batchCache.visibleInstances[subMeshId] !== undefined);\r\n this._instanceDataStorage.previousBatch = batchCache;\r\n return batchCache;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {\r\n var visibleInstances = batch.visibleInstances[subMesh._id];\r\n if (!visibleInstances) {\r\n return this;\r\n }\r\n var instanceStorage = this._instanceDataStorage;\r\n var currentInstancesBufferSize = instanceStorage.instancesBufferSize;\r\n var instancesBuffer = instanceStorage.instancesBuffer;\r\n var matricesCount = visibleInstances.length + 1;\r\n var bufferSize = matricesCount * 16 * 4;\r\n while (instanceStorage.instancesBufferSize < bufferSize) {\r\n instanceStorage.instancesBufferSize *= 2;\r\n }\r\n if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {\r\n instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);\r\n }\r\n var offset = 0;\r\n var instancesCount = 0;\r\n var renderSelf = batch.renderSelf[subMesh._id];\r\n if (!this._instanceDataStorage.manualUpdate) {\r\n var world = this._effectiveMesh.getWorldMatrix();\r\n if (renderSelf) {\r\n world.copyToArray(instanceStorage.instancesData, offset);\r\n offset += 16;\r\n instancesCount++;\r\n }\r\n if (visibleInstances) {\r\n for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {\r\n var instance = visibleInstances[instanceIndex];\r\n instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);\r\n offset += 16;\r\n instancesCount++;\r\n }\r\n }\r\n }\r\n else {\r\n instancesCount = (renderSelf ? 1 : 0) + visibleInstances.length;\r\n }\r\n if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {\r\n if (instancesBuffer) {\r\n instancesBuffer.dispose();\r\n }\r\n instancesBuffer = new Buffer(engine, instanceStorage.instancesData, true, 16, false, true);\r\n instanceStorage.instancesBuffer = instancesBuffer;\r\n this.setVerticesBuffer(instancesBuffer.createVertexBuffer(\"world0\", 0, 4));\r\n this.setVerticesBuffer(instancesBuffer.createVertexBuffer(\"world1\", 4, 4));\r\n this.setVerticesBuffer(instancesBuffer.createVertexBuffer(\"world2\", 8, 4));\r\n this.setVerticesBuffer(instancesBuffer.createVertexBuffer(\"world3\", 12, 4));\r\n }\r\n else {\r\n instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);\r\n }\r\n this._processInstancedBuffers(visibleInstances, renderSelf);\r\n // Stats\r\n this.getScene()._activeIndices.addCount(subMesh.indexCount * instancesCount, false);\r\n // Draw\r\n this._bind(subMesh, effect, fillMode);\r\n this._draw(subMesh, fillMode, instancesCount);\r\n engine.unbindInstanceAttributes();\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._processInstancedBuffers = function (visibleInstances, renderSelf) {\r\n // Do nothing\r\n };\r\n /** @hidden */\r\n Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {\r\n var scene = this.getScene();\r\n var engine = scene.getEngine();\r\n if (hardwareInstancedRendering) {\r\n this._renderWithInstances(subMesh, fillMode, batch, effect, engine);\r\n }\r\n else {\r\n var instanceCount = 0;\r\n if (batch.renderSelf[subMesh._id]) {\r\n // Draw\r\n if (onBeforeDraw) {\r\n onBeforeDraw(false, this._effectiveMesh.getWorldMatrix(), effectiveMaterial);\r\n }\r\n instanceCount++;\r\n this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);\r\n }\r\n var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];\r\n if (visibleInstancesForSubMesh) {\r\n var visibleInstanceCount = visibleInstancesForSubMesh.length;\r\n instanceCount += visibleInstanceCount;\r\n // Stats\r\n for (var instanceIndex = 0; instanceIndex < visibleInstanceCount; instanceIndex++) {\r\n var instance = visibleInstancesForSubMesh[instanceIndex];\r\n // World\r\n var world = instance.getWorldMatrix();\r\n if (onBeforeDraw) {\r\n onBeforeDraw(true, world, effectiveMaterial);\r\n }\r\n // Draw\r\n this._draw(subMesh, fillMode);\r\n }\r\n }\r\n // Stats\r\n scene._activeIndices.addCount(subMesh.indexCount * instanceCount, false);\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._rebuild = function () {\r\n if (this._instanceDataStorage.instancesBuffer) {\r\n // Dispose instance buffer to be recreated in _renderWithInstances when rendered\r\n this._instanceDataStorage.instancesBuffer.dispose();\r\n this._instanceDataStorage.instancesBuffer = null;\r\n }\r\n _super.prototype._rebuild.call(this);\r\n };\r\n /** @hidden */\r\n Mesh.prototype._freeze = function () {\r\n if (!this.subMeshes) {\r\n return;\r\n }\r\n // Prepare batches\r\n for (var index = 0; index < this.subMeshes.length; index++) {\r\n this._getInstancesRenderList(index);\r\n }\r\n this._effectiveMaterial = null;\r\n this._instanceDataStorage.isFrozen = true;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._unFreeze = function () {\r\n this._instanceDataStorage.isFrozen = false;\r\n this._instanceDataStorage.previousBatch = null;\r\n };\r\n /**\r\n * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager\r\n * @param subMesh defines the subMesh to render\r\n * @param enableAlphaMode defines if alpha mode can be changed\r\n * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.render = function (subMesh, enableAlphaMode, effectiveMeshReplacement) {\r\n var scene = this.getScene();\r\n if (this._internalAbstractMeshDataInfo._isActiveIntermediate) {\r\n this._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n }\r\n else {\r\n this._internalAbstractMeshDataInfo._isActive = false;\r\n }\r\n if (this._checkOcclusionQuery()) {\r\n return this;\r\n }\r\n // Managing instances\r\n var batch = this._getInstancesRenderList(subMesh._id, !!effectiveMeshReplacement);\r\n if (batch.mustReturn) {\r\n return this;\r\n }\r\n // Checking geometry state\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n if (this._internalMeshDataInfo._onBeforeRenderObservable) {\r\n this._internalMeshDataInfo._onBeforeRenderObservable.notifyObservers(this);\r\n }\r\n var engine = scene.getEngine();\r\n var hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id];\r\n var instanceDataStorage = this._instanceDataStorage;\r\n var material = subMesh.getMaterial();\r\n if (!material) {\r\n return this;\r\n }\r\n // Material\r\n if (!instanceDataStorage.isFrozen || !this._effectiveMaterial || this._effectiveMaterial !== material) {\r\n if (material._storeEffectOnSubMeshes) {\r\n if (!material.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {\r\n return this;\r\n }\r\n }\r\n else if (!material.isReady(this, hardwareInstancedRendering)) {\r\n return this;\r\n }\r\n this._effectiveMaterial = material;\r\n }\r\n // Alpha mode\r\n if (enableAlphaMode) {\r\n engine.setAlphaMode(this._effectiveMaterial.alphaMode);\r\n }\r\n for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n step.action(this, subMesh, batch);\r\n }\r\n var effect;\r\n if (this._effectiveMaterial._storeEffectOnSubMeshes) {\r\n effect = subMesh.effect;\r\n }\r\n else {\r\n effect = this._effectiveMaterial.getEffect();\r\n }\r\n if (!effect) {\r\n return this;\r\n }\r\n var effectiveMesh = effectiveMeshReplacement || this._effectiveMesh;\r\n var sideOrientation;\r\n if (!instanceDataStorage.isFrozen && this._effectiveMaterial.backFaceCulling) {\r\n var mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\r\n sideOrientation = this.overrideMaterialSideOrientation;\r\n if (sideOrientation == null) {\r\n sideOrientation = this._effectiveMaterial.sideOrientation;\r\n }\r\n if (mainDeterminant < 0) {\r\n sideOrientation = (sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation);\r\n }\r\n instanceDataStorage.sideOrientation = sideOrientation;\r\n }\r\n else {\r\n sideOrientation = instanceDataStorage.sideOrientation;\r\n }\r\n var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);\r\n if (this._effectiveMaterial.forceDepthWrite) {\r\n engine.setDepthWrite(true);\r\n }\r\n // Bind\r\n var fillMode = scene.forcePointsCloud ? Material.PointFillMode : (scene.forceWireframe ? Material.WireFrameFillMode : this._effectiveMaterial.fillMode);\r\n if (this._internalMeshDataInfo._onBeforeBindObservable) {\r\n this._internalMeshDataInfo._onBeforeBindObservable.notifyObservers(this);\r\n }\r\n if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB\r\n this._bind(subMesh, effect, fillMode);\r\n }\r\n var world = effectiveMesh.getWorldMatrix();\r\n if (this._effectiveMaterial._storeEffectOnSubMeshes) {\r\n this._effectiveMaterial.bindForSubMesh(world, this, subMesh);\r\n }\r\n else {\r\n this._effectiveMaterial.bind(world, this);\r\n }\r\n if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {\r\n engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);\r\n this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);\r\n engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);\r\n }\r\n // Draw\r\n this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);\r\n // Unbind\r\n this._effectiveMaterial.unbind();\r\n for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {\r\n var step = _c[_b];\r\n step.action(this, subMesh, batch);\r\n }\r\n if (this._internalMeshDataInfo._onAfterRenderObservable) {\r\n this._internalMeshDataInfo._onAfterRenderObservable.notifyObservers(this);\r\n }\r\n return this;\r\n };\r\n Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {\r\n if (isInstance && effectiveMaterial) {\r\n effectiveMaterial.bindOnlyWorldMatrix(world);\r\n }\r\n };\r\n /**\r\n * Renormalize the mesh and patch it up if there are no weights\r\n * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.\r\n * However in the case of zero weights then we set just a single influence to 1.\r\n * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.\r\n */\r\n Mesh.prototype.cleanMatrixWeights = function () {\r\n if (this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {\r\n if (this.isVerticesDataPresent(VertexBuffer.MatricesWeightsExtraKind)) {\r\n this.normalizeSkinWeightsAndExtra();\r\n }\r\n else {\r\n this.normalizeSkinFourWeights();\r\n }\r\n }\r\n };\r\n // faster 4 weight version.\r\n Mesh.prototype.normalizeSkinFourWeights = function () {\r\n var matricesWeights = this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n var numWeights = matricesWeights.length;\r\n for (var a = 0; a < numWeights; a += 4) {\r\n // accumulate weights\r\n var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];\r\n // check for invalid weight and just set it to 1.\r\n if (t === 0) {\r\n matricesWeights[a] = 1;\r\n }\r\n else {\r\n // renormalize so everything adds to 1 use reciprical\r\n var recip = 1 / t;\r\n matricesWeights[a] *= recip;\r\n matricesWeights[a + 1] *= recip;\r\n matricesWeights[a + 2] *= recip;\r\n matricesWeights[a + 3] *= recip;\r\n }\r\n }\r\n this.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeights);\r\n };\r\n // handle special case of extra verts. (in theory gltf can handle 12 influences)\r\n Mesh.prototype.normalizeSkinWeightsAndExtra = function () {\r\n var matricesWeightsExtra = this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind);\r\n var matricesWeights = this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n var numWeights = matricesWeights.length;\r\n for (var a = 0; a < numWeights; a += 4) {\r\n // accumulate weights\r\n var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];\r\n t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];\r\n // check for invalid weight and just set it to 1.\r\n if (t === 0) {\r\n matricesWeights[a] = 1;\r\n }\r\n else {\r\n // renormalize so everything adds to 1 use reciprical\r\n var recip = 1 / t;\r\n matricesWeights[a] *= recip;\r\n matricesWeights[a + 1] *= recip;\r\n matricesWeights[a + 2] *= recip;\r\n matricesWeights[a + 3] *= recip;\r\n // same goes for extras\r\n matricesWeightsExtra[a] *= recip;\r\n matricesWeightsExtra[a + 1] *= recip;\r\n matricesWeightsExtra[a + 2] *= recip;\r\n matricesWeightsExtra[a + 3] *= recip;\r\n }\r\n }\r\n this.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeights);\r\n this.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);\r\n };\r\n /**\r\n * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,\r\n * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let\r\n * the user know there was an issue with importing the mesh\r\n * @returns a validation object with skinned, valid and report string\r\n */\r\n Mesh.prototype.validateSkinning = function () {\r\n var matricesWeightsExtra = this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind);\r\n var matricesWeights = this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n if (matricesWeights === null || this.skeleton == null) {\r\n return { skinned: false, valid: true, report: \"not skinned\" };\r\n }\r\n var numWeights = matricesWeights.length;\r\n var numberNotSorted = 0;\r\n var missingWeights = 0;\r\n var maxUsedWeights = 0;\r\n var numberNotNormalized = 0;\r\n var numInfluences = matricesWeightsExtra === null ? 4 : 8;\r\n var usedWeightCounts = new Array();\r\n for (var a = 0; a <= numInfluences; a++) {\r\n usedWeightCounts[a] = 0;\r\n }\r\n var toleranceEpsilon = 0.001;\r\n for (var a = 0; a < numWeights; a += 4) {\r\n var lastWeight = matricesWeights[a];\r\n var t = lastWeight;\r\n var usedWeights = t === 0 ? 0 : 1;\r\n for (var b = 1; b < numInfluences; b++) {\r\n var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];\r\n if (d > lastWeight) {\r\n numberNotSorted++;\r\n }\r\n if (d !== 0) {\r\n usedWeights++;\r\n }\r\n t += d;\r\n lastWeight = d;\r\n }\r\n // count the buffer weights usage\r\n usedWeightCounts[usedWeights]++;\r\n // max influences\r\n if (usedWeights > maxUsedWeights) {\r\n maxUsedWeights = usedWeights;\r\n }\r\n // check for invalid weight and just set it to 1.\r\n if (t === 0) {\r\n missingWeights++;\r\n }\r\n else {\r\n // renormalize so everything adds to 1 use reciprical\r\n var recip = 1 / t;\r\n var tolerance = 0;\r\n for (b = 0; b < numInfluences; b++) {\r\n if (b < 4) {\r\n tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));\r\n }\r\n else {\r\n tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));\r\n }\r\n }\r\n // arbitary epsilon value for dicdating not normalized\r\n if (tolerance > toleranceEpsilon) {\r\n numberNotNormalized++;\r\n }\r\n }\r\n }\r\n // validate bone indices are in range of the skeleton\r\n var numBones = this.skeleton.bones.length;\r\n var matricesIndices = this.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n var matricesIndicesExtra = this.getVerticesData(VertexBuffer.MatricesIndicesExtraKind);\r\n var numBadBoneIndices = 0;\r\n for (var a = 0; a < numWeights; a++) {\r\n for (var b = 0; b < numInfluences; b++) {\r\n var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];\r\n if (index >= numBones || index < 0) {\r\n numBadBoneIndices++;\r\n }\r\n }\r\n }\r\n // log mesh stats\r\n var output = \"Number of Weights = \" + numWeights / 4 + \"\\nMaximum influences = \" + maxUsedWeights +\r\n \"\\nMissing Weights = \" + missingWeights + \"\\nNot Sorted = \" + numberNotSorted +\r\n \"\\nNot Normalized = \" + numberNotNormalized + \"\\nWeightCounts = [\" + usedWeightCounts + \"]\" +\r\n \"\\nNumber of bones = \" + numBones + \"\\nBad Bone Indices = \" + numBadBoneIndices;\r\n return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };\r\n };\r\n /** @hidden */\r\n Mesh.prototype._checkDelayState = function () {\r\n var scene = this.getScene();\r\n if (this._geometry) {\r\n this._geometry.load(scene);\r\n }\r\n else if (this.delayLoadState === 4) {\r\n this.delayLoadState = 2;\r\n this._queueLoad(scene);\r\n }\r\n return this;\r\n };\r\n Mesh.prototype._queueLoad = function (scene) {\r\n var _this = this;\r\n scene._addPendingData(this);\r\n var getBinaryData = (this.delayLoadingFile.indexOf(\".babylonbinarymeshdata\") !== -1);\r\n Tools.LoadFile(this.delayLoadingFile, function (data) {\r\n if (data instanceof ArrayBuffer) {\r\n _this._delayLoadingFunction(data, _this);\r\n }\r\n else {\r\n _this._delayLoadingFunction(JSON.parse(data), _this);\r\n }\r\n _this.instances.forEach(function (instance) {\r\n instance.refreshBoundingInfo();\r\n instance._syncSubMeshes();\r\n });\r\n _this.delayLoadState = 1;\r\n scene._removePendingData(_this);\r\n }, function () { }, scene.offlineProvider, getBinaryData);\r\n return this;\r\n };\r\n /**\r\n * Returns `true` if the mesh is within the frustum defined by the passed array of planes.\r\n * A mesh is in the frustum if its bounding box intersects the frustum\r\n * @param frustumPlanes defines the frustum to test\r\n * @returns true if the mesh is in the frustum planes\r\n */\r\n Mesh.prototype.isInFrustum = function (frustumPlanes) {\r\n if (this.delayLoadState === 2) {\r\n return false;\r\n }\r\n if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {\r\n return false;\r\n }\r\n this._checkDelayState();\r\n return true;\r\n };\r\n /**\r\n * Sets the mesh material by the material or multiMaterial `id` property\r\n * @param id is a string identifying the material or the multiMaterial\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.setMaterialByID = function (id) {\r\n var materials = this.getScene().materials;\r\n var index;\r\n for (index = materials.length - 1; index > -1; index--) {\r\n if (materials[index].id === id) {\r\n this.material = materials[index];\r\n return this;\r\n }\r\n }\r\n // Multi\r\n var multiMaterials = this.getScene().multiMaterials;\r\n for (index = multiMaterials.length - 1; index > -1; index--) {\r\n if (multiMaterials[index].id === id) {\r\n this.material = multiMaterials[index];\r\n return this;\r\n }\r\n }\r\n return this;\r\n };\r\n /**\r\n * Returns as a new array populated with the mesh material and/or skeleton, if any.\r\n * @returns an array of IAnimatable\r\n */\r\n Mesh.prototype.getAnimatables = function () {\r\n var results = new Array();\r\n if (this.material) {\r\n results.push(this.material);\r\n }\r\n if (this.skeleton) {\r\n results.push(this.skeleton);\r\n }\r\n return results;\r\n };\r\n /**\r\n * Modifies the mesh geometry according to the passed transformation matrix.\r\n * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.\r\n * The mesh normals are modified using the same transformation.\r\n * Note that, under the hood, this method sets a new VertexBuffer each call.\r\n * @param transform defines the transform matrix to use\r\n * @see http://doc.babylonjs.com/resources/baking_transformations\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.bakeTransformIntoVertices = function (transform) {\r\n // Position\r\n if (!this.isVerticesDataPresent(VertexBuffer.PositionKind)) {\r\n return this;\r\n }\r\n var submeshes = this.subMeshes.splice(0);\r\n this._resetPointsArrayCache();\r\n var data = this.getVerticesData(VertexBuffer.PositionKind);\r\n var temp = new Array();\r\n var index;\r\n for (index = 0; index < data.length; index += 3) {\r\n Vector3.TransformCoordinates(Vector3.FromArray(data, index), transform).toArray(temp, index);\r\n }\r\n this.setVerticesData(VertexBuffer.PositionKind, temp, this.getVertexBuffer(VertexBuffer.PositionKind).isUpdatable());\r\n // Normals\r\n if (this.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n data = this.getVerticesData(VertexBuffer.NormalKind);\r\n temp = [];\r\n for (index = 0; index < data.length; index += 3) {\r\n Vector3.TransformNormal(Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);\r\n }\r\n this.setVerticesData(VertexBuffer.NormalKind, temp, this.getVertexBuffer(VertexBuffer.NormalKind).isUpdatable());\r\n }\r\n // flip faces?\r\n if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {\r\n this.flipFaces();\r\n }\r\n // Restore submeshes\r\n this.releaseSubMeshes();\r\n this.subMeshes = submeshes;\r\n return this;\r\n };\r\n /**\r\n * Modifies the mesh geometry according to its own current World Matrix.\r\n * The mesh World Matrix is then reset.\r\n * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.\r\n * Note that, under the hood, this method sets a new VertexBuffer each call.\r\n * @see http://doc.babylonjs.com/resources/baking_transformations\r\n * @param bakeIndependenlyOfChildren indicates whether to preserve all child nodes' World Matrix during baking\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.bakeCurrentTransformIntoVertices = function (bakeIndependenlyOfChildren) {\r\n if (bakeIndependenlyOfChildren === void 0) { bakeIndependenlyOfChildren = true; }\r\n this.bakeTransformIntoVertices(this.computeWorldMatrix(true));\r\n this.resetLocalMatrix(bakeIndependenlyOfChildren);\r\n return this;\r\n };\r\n Object.defineProperty(Mesh.prototype, \"_positions\", {\r\n // Cache\r\n /** @hidden */\r\n get: function () {\r\n if (this._geometry) {\r\n return this._geometry._positions;\r\n }\r\n return null;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n Mesh.prototype._resetPointsArrayCache = function () {\r\n if (this._geometry) {\r\n this._geometry._resetPointsArrayCache();\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._generatePointsArray = function () {\r\n if (this._geometry) {\r\n return this._geometry._generatePointsArray();\r\n }\r\n return false;\r\n };\r\n /**\r\n * Returns a new Mesh object generated from the current mesh properties.\r\n * This method must not get confused with createInstance()\r\n * @param name is a string, the name given to the new mesh\r\n * @param newParent can be any Node object (default `null`)\r\n * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)\r\n * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)\r\n * @returns a new mesh\r\n */\r\n Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {\r\n if (name === void 0) { name = \"\"; }\r\n if (newParent === void 0) { newParent = null; }\r\n if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }\r\n return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);\r\n };\r\n /**\r\n * Releases resources associated with this mesh.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {\r\n if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }\r\n this.morphTargetManager = null;\r\n if (this._geometry) {\r\n this._geometry.releaseForMesh(this, true);\r\n }\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n if (internalDataInfo._onBeforeDrawObservable) {\r\n internalDataInfo._onBeforeDrawObservable.clear();\r\n }\r\n if (internalDataInfo._onBeforeBindObservable) {\r\n internalDataInfo._onBeforeBindObservable.clear();\r\n }\r\n if (internalDataInfo._onBeforeRenderObservable) {\r\n internalDataInfo._onBeforeRenderObservable.clear();\r\n }\r\n if (internalDataInfo._onAfterRenderObservable) {\r\n internalDataInfo._onAfterRenderObservable.clear();\r\n }\r\n // Sources\r\n if (this._scene.useClonedMeshMap) {\r\n if (internalDataInfo.meshMap) {\r\n for (var uniqueId in internalDataInfo.meshMap) {\r\n var mesh = internalDataInfo.meshMap[uniqueId];\r\n if (mesh) {\r\n mesh._internalMeshDataInfo._source = null;\r\n internalDataInfo.meshMap[uniqueId] = undefined;\r\n }\r\n }\r\n }\r\n if (internalDataInfo._source && internalDataInfo._source._internalMeshDataInfo.meshMap) {\r\n internalDataInfo._source._internalMeshDataInfo.meshMap[this.uniqueId] = undefined;\r\n }\r\n }\r\n else {\r\n var meshes = this.getScene().meshes;\r\n for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {\r\n var abstractMesh = meshes_1[_i];\r\n var mesh = abstractMesh;\r\n if (mesh._internalMeshDataInfo && mesh._internalMeshDataInfo._source && mesh._internalMeshDataInfo._source === this) {\r\n mesh._internalMeshDataInfo._source = null;\r\n }\r\n }\r\n }\r\n internalDataInfo._source = null;\r\n // Instances\r\n this._disposeInstanceSpecificData();\r\n _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);\r\n };\r\n /** @hidden */\r\n Mesh.prototype._disposeInstanceSpecificData = function () {\r\n // Do nothing\r\n };\r\n /**\r\n * Modifies the mesh geometry according to a displacement map.\r\n * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.\r\n * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.\r\n * @param url is a string, the URL from the image file is to be downloaded.\r\n * @param minHeight is the lower limit of the displacement.\r\n * @param maxHeight is the upper limit of the displacement.\r\n * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.\r\n * @param uvOffset is an optional vector2 used to offset UV.\r\n * @param uvScale is an optional vector2 used to scale UV.\r\n * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.\r\n * @returns the Mesh.\r\n */\r\n Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {\r\n var _this = this;\r\n if (forceUpdate === void 0) { forceUpdate = false; }\r\n var scene = this.getScene();\r\n var onload = function (img) {\r\n // Getting height map data\r\n var heightMapWidth = img.width;\r\n var heightMapHeight = img.height;\r\n var canvas = CanvasGenerator.CreateCanvas(heightMapWidth, heightMapHeight);\r\n var context = canvas.getContext(\"2d\");\r\n context.drawImage(img, 0, 0);\r\n // Create VertexData from map data\r\n //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949\r\n var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;\r\n _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);\r\n //execute success callback, if set\r\n if (onSuccess) {\r\n onSuccess(_this);\r\n }\r\n };\r\n Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);\r\n return this;\r\n };\r\n /**\r\n * Modifies the mesh geometry according to a displacementMap buffer.\r\n * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.\r\n * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.\r\n * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.\r\n * @param heightMapWidth is the width of the buffer image.\r\n * @param heightMapHeight is the height of the buffer image.\r\n * @param minHeight is the lower limit of the displacement.\r\n * @param maxHeight is the upper limit of the displacement.\r\n * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.\r\n * @param uvOffset is an optional vector2 used to offset UV.\r\n * @param uvScale is an optional vector2 used to scale UV.\r\n * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.\r\n * @returns the Mesh.\r\n */\r\n Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {\r\n if (forceUpdate === void 0) { forceUpdate = false; }\r\n if (!this.isVerticesDataPresent(VertexBuffer.PositionKind)\r\n || !this.isVerticesDataPresent(VertexBuffer.NormalKind)\r\n || !this.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n Logger.Warn(\"Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing\");\r\n return this;\r\n }\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind, true, true);\r\n var normals = this.getVerticesData(VertexBuffer.NormalKind);\r\n var uvs = this.getVerticesData(VertexBuffer.UVKind);\r\n var position = Vector3.Zero();\r\n var normal = Vector3.Zero();\r\n var uv = Vector2.Zero();\r\n uvOffset = uvOffset || Vector2.Zero();\r\n uvScale = uvScale || new Vector2(1, 1);\r\n for (var index = 0; index < positions.length; index += 3) {\r\n Vector3.FromArrayToRef(positions, index, position);\r\n Vector3.FromArrayToRef(normals, index, normal);\r\n Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);\r\n // Compute height\r\n var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;\r\n var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;\r\n var pos = (u + v * heightMapWidth) * 4;\r\n var r = buffer[pos] / 255.0;\r\n var g = buffer[pos + 1] / 255.0;\r\n var b = buffer[pos + 2] / 255.0;\r\n var gradient = r * 0.3 + g * 0.59 + b * 0.11;\r\n normal.normalize();\r\n normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);\r\n position = position.add(normal);\r\n position.toArray(positions, index);\r\n }\r\n VertexData.ComputeNormals(positions, this.getIndices(), normals);\r\n if (forceUpdate) {\r\n this.setVerticesData(VertexBuffer.PositionKind, positions);\r\n this.setVerticesData(VertexBuffer.NormalKind, normals);\r\n }\r\n else {\r\n this.updateVerticesData(VertexBuffer.PositionKind, positions);\r\n this.updateVerticesData(VertexBuffer.NormalKind, normals);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Modify the mesh to get a flat shading rendering.\r\n * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.\r\n * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.\r\n * @returns current mesh\r\n */\r\n Mesh.prototype.convertToFlatShadedMesh = function () {\r\n var kinds = this.getVerticesDataKinds();\r\n var vbs = {};\r\n var data = {};\r\n var newdata = {};\r\n var updatableNormals = false;\r\n var kindIndex;\r\n var kind;\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n var vertexBuffer = this.getVertexBuffer(kind);\r\n if (kind === VertexBuffer.NormalKind) {\r\n updatableNormals = vertexBuffer.isUpdatable();\r\n kinds.splice(kindIndex, 1);\r\n kindIndex--;\r\n continue;\r\n }\r\n vbs[kind] = vertexBuffer;\r\n data[kind] = vbs[kind].getData();\r\n newdata[kind] = [];\r\n }\r\n // Save previous submeshes\r\n var previousSubmeshes = this.subMeshes.slice(0);\r\n var indices = this.getIndices();\r\n var totalIndices = this.getTotalIndices();\r\n // Generating unique vertices per face\r\n var index;\r\n for (index = 0; index < totalIndices; index++) {\r\n var vertexIndex = indices[index];\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n var stride = vbs[kind].getStrideSize();\r\n for (var offset = 0; offset < stride; offset++) {\r\n newdata[kind].push(data[kind][vertexIndex * stride + offset]);\r\n }\r\n }\r\n }\r\n // Updating faces & normal\r\n var normals = [];\r\n var positions = newdata[VertexBuffer.PositionKind];\r\n for (index = 0; index < totalIndices; index += 3) {\r\n indices[index] = index;\r\n indices[index + 1] = index + 1;\r\n indices[index + 2] = index + 2;\r\n var p1 = Vector3.FromArray(positions, index * 3);\r\n var p2 = Vector3.FromArray(positions, (index + 1) * 3);\r\n var p3 = Vector3.FromArray(positions, (index + 2) * 3);\r\n var p1p2 = p1.subtract(p2);\r\n var p3p2 = p3.subtract(p2);\r\n var normal = Vector3.Normalize(Vector3.Cross(p1p2, p3p2));\r\n // Store same normals for every vertex\r\n for (var localIndex = 0; localIndex < 3; localIndex++) {\r\n normals.push(normal.x);\r\n normals.push(normal.y);\r\n normals.push(normal.z);\r\n }\r\n }\r\n this.setIndices(indices);\r\n this.setVerticesData(VertexBuffer.NormalKind, normals, updatableNormals);\r\n // Updating vertex buffers\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());\r\n }\r\n // Updating submeshes\r\n this.releaseSubMeshes();\r\n for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {\r\n var previousOne = previousSubmeshes[submeshIndex];\r\n SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);\r\n }\r\n this.synchronizeInstances();\r\n return this;\r\n };\r\n /**\r\n * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.\r\n * In other words, more vertices, no more indices and a single bigger VBO.\r\n * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.\r\n * @returns current mesh\r\n */\r\n Mesh.prototype.convertToUnIndexedMesh = function () {\r\n var kinds = this.getVerticesDataKinds();\r\n var vbs = {};\r\n var data = {};\r\n var newdata = {};\r\n var kindIndex;\r\n var kind;\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n var vertexBuffer = this.getVertexBuffer(kind);\r\n vbs[kind] = vertexBuffer;\r\n data[kind] = vbs[kind].getData();\r\n newdata[kind] = [];\r\n }\r\n // Save previous submeshes\r\n var previousSubmeshes = this.subMeshes.slice(0);\r\n var indices = this.getIndices();\r\n var totalIndices = this.getTotalIndices();\r\n // Generating unique vertices per face\r\n var index;\r\n for (index = 0; index < totalIndices; index++) {\r\n var vertexIndex = indices[index];\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n var stride = vbs[kind].getStrideSize();\r\n for (var offset = 0; offset < stride; offset++) {\r\n newdata[kind].push(data[kind][vertexIndex * stride + offset]);\r\n }\r\n }\r\n }\r\n // Updating indices\r\n for (index = 0; index < totalIndices; index += 3) {\r\n indices[index] = index;\r\n indices[index + 1] = index + 1;\r\n indices[index + 2] = index + 2;\r\n }\r\n this.setIndices(indices);\r\n // Updating vertex buffers\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());\r\n }\r\n // Updating submeshes\r\n this.releaseSubMeshes();\r\n for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {\r\n var previousOne = previousSubmeshes[submeshIndex];\r\n SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);\r\n }\r\n this._unIndexed = true;\r\n this.synchronizeInstances();\r\n return this;\r\n };\r\n /**\r\n * Inverses facet orientations.\r\n * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.\r\n * @param flipNormals will also inverts the normals\r\n * @returns current mesh\r\n */\r\n Mesh.prototype.flipFaces = function (flipNormals) {\r\n if (flipNormals === void 0) { flipNormals = false; }\r\n var vertex_data = VertexData.ExtractFromMesh(this);\r\n var i;\r\n if (flipNormals && this.isVerticesDataPresent(VertexBuffer.NormalKind) && vertex_data.normals) {\r\n for (i = 0; i < vertex_data.normals.length; i++) {\r\n vertex_data.normals[i] *= -1;\r\n }\r\n }\r\n if (vertex_data.indices) {\r\n var temp;\r\n for (i = 0; i < vertex_data.indices.length; i += 3) {\r\n // reassign indices\r\n temp = vertex_data.indices[i + 1];\r\n vertex_data.indices[i + 1] = vertex_data.indices[i + 2];\r\n vertex_data.indices[i + 2] = temp;\r\n }\r\n }\r\n vertex_data.applyToMesh(this, this.isVertexBufferUpdatable(VertexBuffer.PositionKind));\r\n return this;\r\n };\r\n /**\r\n * Increase the number of facets and hence vertices in a mesh\r\n * Vertex normals are interpolated from existing vertex normals\r\n * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.\r\n * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1\r\n */\r\n Mesh.prototype.increaseVertices = function (numberPerEdge) {\r\n var vertex_data = VertexData.ExtractFromMesh(this);\r\n var uvs = vertex_data.uvs;\r\n var currentIndices = vertex_data.indices;\r\n var positions = vertex_data.positions;\r\n var normals = vertex_data.normals;\r\n if (currentIndices === null || positions === null || normals === null || uvs === null) {\r\n Logger.Warn(\"VertexData contains null entries\");\r\n }\r\n else {\r\n var segments = numberPerEdge + 1; //segments per current facet edge, become sides of new facets\r\n var tempIndices = new Array();\r\n for (var i = 0; i < segments + 1; i++) {\r\n tempIndices[i] = new Array();\r\n }\r\n var a; //vertex index of one end of a side\r\n var b; //vertex index of other end of the side\r\n var deltaPosition = new Vector3(0, 0, 0);\r\n var deltaNormal = new Vector3(0, 0, 0);\r\n var deltaUV = new Vector2(0, 0);\r\n var indices = new Array();\r\n var vertexIndex = new Array();\r\n var side = new Array();\r\n var len;\r\n var positionPtr = positions.length;\r\n var uvPtr = uvs.length;\r\n for (var i = 0; i < currentIndices.length; i += 3) {\r\n vertexIndex[0] = currentIndices[i];\r\n vertexIndex[1] = currentIndices[i + 1];\r\n vertexIndex[2] = currentIndices[i + 2];\r\n for (var j = 0; j < 3; j++) {\r\n a = vertexIndex[j];\r\n b = vertexIndex[(j + 1) % 3];\r\n if (side[a] === undefined && side[b] === undefined) {\r\n side[a] = new Array();\r\n side[b] = new Array();\r\n }\r\n else {\r\n if (side[a] === undefined) {\r\n side[a] = new Array();\r\n }\r\n if (side[b] === undefined) {\r\n side[b] = new Array();\r\n }\r\n }\r\n if (side[a][b] === undefined && side[b][a] === undefined) {\r\n side[a][b] = [];\r\n deltaPosition.x = (positions[3 * b] - positions[3 * a]) / segments;\r\n deltaPosition.y = (positions[3 * b + 1] - positions[3 * a + 1]) / segments;\r\n deltaPosition.z = (positions[3 * b + 2] - positions[3 * a + 2]) / segments;\r\n deltaNormal.x = (normals[3 * b] - normals[3 * a]) / segments;\r\n deltaNormal.y = (normals[3 * b + 1] - normals[3 * a + 1]) / segments;\r\n deltaNormal.z = (normals[3 * b + 2] - normals[3 * a + 2]) / segments;\r\n deltaUV.x = (uvs[2 * b] - uvs[2 * a]) / segments;\r\n deltaUV.y = (uvs[2 * b + 1] - uvs[2 * a + 1]) / segments;\r\n side[a][b].push(a);\r\n for (var k = 1; k < segments; k++) {\r\n side[a][b].push(positions.length / 3);\r\n positions[positionPtr] = positions[3 * a] + k * deltaPosition.x;\r\n normals[positionPtr++] = normals[3 * a] + k * deltaNormal.x;\r\n positions[positionPtr] = positions[3 * a + 1] + k * deltaPosition.y;\r\n normals[positionPtr++] = normals[3 * a + 1] + k * deltaNormal.y;\r\n positions[positionPtr] = positions[3 * a + 2] + k * deltaPosition.z;\r\n normals[positionPtr++] = normals[3 * a + 2] + k * deltaNormal.z;\r\n uvs[uvPtr++] = uvs[2 * a] + k * deltaUV.x;\r\n uvs[uvPtr++] = uvs[2 * a + 1] + k * deltaUV.y;\r\n }\r\n side[a][b].push(b);\r\n side[b][a] = new Array();\r\n len = side[a][b].length;\r\n for (var idx = 0; idx < len; idx++) {\r\n side[b][a][idx] = side[a][b][len - 1 - idx];\r\n }\r\n }\r\n }\r\n //Calculate positions, normals and uvs of new internal vertices\r\n tempIndices[0][0] = currentIndices[i];\r\n tempIndices[1][0] = side[currentIndices[i]][currentIndices[i + 1]][1];\r\n tempIndices[1][1] = side[currentIndices[i]][currentIndices[i + 2]][1];\r\n for (var k = 2; k < segments; k++) {\r\n tempIndices[k][0] = side[currentIndices[i]][currentIndices[i + 1]][k];\r\n tempIndices[k][k] = side[currentIndices[i]][currentIndices[i + 2]][k];\r\n deltaPosition.x = (positions[3 * tempIndices[k][k]] - positions[3 * tempIndices[k][0]]) / k;\r\n deltaPosition.y = (positions[3 * tempIndices[k][k] + 1] - positions[3 * tempIndices[k][0] + 1]) / k;\r\n deltaPosition.z = (positions[3 * tempIndices[k][k] + 2] - positions[3 * tempIndices[k][0] + 2]) / k;\r\n deltaNormal.x = (normals[3 * tempIndices[k][k]] - normals[3 * tempIndices[k][0]]) / k;\r\n deltaNormal.y = (normals[3 * tempIndices[k][k] + 1] - normals[3 * tempIndices[k][0] + 1]) / k;\r\n deltaNormal.z = (normals[3 * tempIndices[k][k] + 2] - normals[3 * tempIndices[k][0] + 2]) / k;\r\n deltaUV.x = (uvs[2 * tempIndices[k][k]] - uvs[2 * tempIndices[k][0]]) / k;\r\n deltaUV.y = (uvs[2 * tempIndices[k][k] + 1] - uvs[2 * tempIndices[k][0] + 1]) / k;\r\n for (var j = 1; j < k; j++) {\r\n tempIndices[k][j] = positions.length / 3;\r\n positions[positionPtr] = positions[3 * tempIndices[k][0]] + j * deltaPosition.x;\r\n normals[positionPtr++] = normals[3 * tempIndices[k][0]] + j * deltaNormal.x;\r\n positions[positionPtr] = positions[3 * tempIndices[k][0] + 1] + j * deltaPosition.y;\r\n normals[positionPtr++] = normals[3 * tempIndices[k][0] + 1] + j * deltaNormal.y;\r\n positions[positionPtr] = positions[3 * tempIndices[k][0] + 2] + j * deltaPosition.z;\r\n normals[positionPtr++] = normals[3 * tempIndices[k][0] + 2] + j * deltaNormal.z;\r\n uvs[uvPtr++] = uvs[2 * tempIndices[k][0]] + j * deltaUV.x;\r\n uvs[uvPtr++] = uvs[2 * tempIndices[k][0] + 1] + j * deltaUV.y;\r\n }\r\n }\r\n tempIndices[segments] = side[currentIndices[i + 1]][currentIndices[i + 2]];\r\n // reform indices\r\n indices.push(tempIndices[0][0], tempIndices[1][0], tempIndices[1][1]);\r\n for (var k = 1; k < segments; k++) {\r\n for (var j = 0; j < k; j++) {\r\n indices.push(tempIndices[k][j], tempIndices[k + 1][j], tempIndices[k + 1][j + 1]);\r\n indices.push(tempIndices[k][j], tempIndices[k + 1][j + 1], tempIndices[k][j + 1]);\r\n }\r\n indices.push(tempIndices[k][j], tempIndices[k + 1][j], tempIndices[k + 1][j + 1]);\r\n }\r\n }\r\n vertex_data.indices = indices;\r\n vertex_data.applyToMesh(this, this.isVertexBufferUpdatable(VertexBuffer.PositionKind));\r\n }\r\n };\r\n /**\r\n * Force adjacent facets to share vertices and remove any facets that have all vertices in a line\r\n * This will undo any application of covertToFlatShadedMesh\r\n * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.\r\n */\r\n Mesh.prototype.forceSharedVertices = function () {\r\n var vertex_data = VertexData.ExtractFromMesh(this);\r\n var currentUVs = vertex_data.uvs;\r\n var currentIndices = vertex_data.indices;\r\n var currentPositions = vertex_data.positions;\r\n var currentColors = vertex_data.colors;\r\n if (currentIndices === void 0 || currentPositions === void 0 || currentIndices === null || currentPositions === null) {\r\n Logger.Warn(\"VertexData contains empty entries\");\r\n }\r\n else {\r\n var positions = new Array();\r\n var indices = new Array();\r\n var uvs = new Array();\r\n var colors = new Array();\r\n var pstring = new Array(); //lists facet vertex positions (a,b,c) as string \"a|b|c\"\r\n var indexPtr = 0; // pointer to next available index value\r\n var uniquePositions = new Array(); // unique vertex positions\r\n var ptr; // pointer to element in uniquePositions\r\n var facet;\r\n for (var i = 0; i < currentIndices.length; i += 3) {\r\n facet = [currentIndices[i], currentIndices[i + 1], currentIndices[i + 2]]; //facet vertex indices\r\n pstring = new Array();\r\n for (var j = 0; j < 3; j++) {\r\n pstring[j] = \"\";\r\n for (var k = 0; k < 3; k++) {\r\n //small values make 0\r\n if (Math.abs(currentPositions[3 * facet[j] + k]) < 0.00000001) {\r\n currentPositions[3 * facet[j] + k] = 0;\r\n }\r\n pstring[j] += currentPositions[3 * facet[j] + k] + \"|\";\r\n }\r\n pstring[j] = pstring[j].slice(0, -1);\r\n }\r\n //check facet vertices to see that none are repeated\r\n // do not process any facet that has a repeated vertex, ie is a line\r\n if (!(pstring[0] == pstring[1] || pstring[0] == pstring[2] || pstring[1] == pstring[2])) {\r\n //for each facet position check if already listed in uniquePositions\r\n // if not listed add to uniquePositions and set index pointer\r\n // if listed use its index in uniquePositions and new index pointer\r\n for (var j = 0; j < 3; j++) {\r\n ptr = uniquePositions.indexOf(pstring[j]);\r\n if (ptr < 0) {\r\n uniquePositions.push(pstring[j]);\r\n ptr = indexPtr++;\r\n //not listed so add individual x, y, z coordinates to positions\r\n for (var k = 0; k < 3; k++) {\r\n positions.push(currentPositions[3 * facet[j] + k]);\r\n }\r\n if (currentColors !== null && currentColors !== void 0) {\r\n for (var k = 0; k < 4; k++) {\r\n colors.push(currentColors[4 * facet[j] + k]);\r\n }\r\n }\r\n if (currentUVs !== null && currentUVs !== void 0) {\r\n for (var k = 0; k < 2; k++) {\r\n uvs.push(currentUVs[2 * facet[j] + k]);\r\n }\r\n }\r\n }\r\n // add new index pointer to indices array\r\n indices.push(ptr);\r\n }\r\n }\r\n }\r\n var normals = new Array();\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n //create new vertex data object and update\r\n vertex_data.positions = positions;\r\n vertex_data.indices = indices;\r\n vertex_data.normals = normals;\r\n if (currentUVs !== null && currentUVs !== void 0) {\r\n vertex_data.uvs = uvs;\r\n }\r\n if (currentColors !== null && currentColors !== void 0) {\r\n vertex_data.colors = colors;\r\n }\r\n vertex_data.applyToMesh(this, this.isVertexBufferUpdatable(VertexBuffer.PositionKind));\r\n }\r\n };\r\n // Instances\r\n /** @hidden */\r\n Mesh._instancedMeshFactory = function (name, mesh) {\r\n throw _DevTools.WarnImport(\"InstancedMesh\");\r\n };\r\n /** @hidden */\r\n Mesh._PhysicsImpostorParser = function (scene, physicObject, jsonObject) {\r\n throw _DevTools.WarnImport(\"PhysicsImpostor\");\r\n };\r\n /**\r\n * Creates a new InstancedMesh object from the mesh model.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedMesh\r\n */\r\n Mesh.prototype.createInstance = function (name) {\r\n return Mesh._instancedMeshFactory(name, this);\r\n };\r\n /**\r\n * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.\r\n * After this call, all the mesh instances have the same submeshes than the current mesh.\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.synchronizeInstances = function () {\r\n for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {\r\n var instance = this.instances[instanceIndex];\r\n instance._syncSubMeshes();\r\n }\r\n return this;\r\n };\r\n /**\r\n * Optimization of the mesh's indices, in case a mesh has duplicated vertices.\r\n * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.\r\n * This should be used together with the simplification to avoid disappearing triangles.\r\n * @param successCallback an optional success callback to be called after the optimization finished.\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.optimizeIndices = function (successCallback) {\r\n var _this = this;\r\n var indices = this.getIndices();\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (!positions || !indices) {\r\n return this;\r\n }\r\n var vectorPositions = new Array();\r\n for (var pos = 0; pos < positions.length; pos = pos + 3) {\r\n vectorPositions.push(Vector3.FromArray(positions, pos));\r\n }\r\n var dupes = new Array();\r\n AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {\r\n var realPos = vectorPositions.length - 1 - iteration;\r\n var testedPosition = vectorPositions[realPos];\r\n for (var j = 0; j < realPos; ++j) {\r\n var againstPosition = vectorPositions[j];\r\n if (testedPosition.equals(againstPosition)) {\r\n dupes[realPos] = j;\r\n break;\r\n }\r\n }\r\n }, function () {\r\n for (var i = 0; i < indices.length; ++i) {\r\n indices[i] = dupes[indices[i]] || indices[i];\r\n }\r\n //indices are now reordered\r\n var originalSubMeshes = _this.subMeshes.slice(0);\r\n _this.setIndices(indices);\r\n _this.subMeshes = originalSubMeshes;\r\n if (successCallback) {\r\n successCallback(_this);\r\n }\r\n });\r\n return this;\r\n };\r\n /**\r\n * Serialize current mesh\r\n * @param serializationObject defines the object which will receive the serialization data\r\n */\r\n Mesh.prototype.serialize = function (serializationObject) {\r\n serializationObject.name = this.name;\r\n serializationObject.id = this.id;\r\n serializationObject.type = this.getClassName();\r\n if (Tags && Tags.HasTags(this)) {\r\n serializationObject.tags = Tags.GetTags(this);\r\n }\r\n serializationObject.position = this.position.asArray();\r\n if (this.rotationQuaternion) {\r\n serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();\r\n }\r\n else if (this.rotation) {\r\n serializationObject.rotation = this.rotation.asArray();\r\n }\r\n serializationObject.scaling = this.scaling.asArray();\r\n if (this._postMultiplyPivotMatrix) {\r\n serializationObject.pivotMatrix = this.getPivotMatrix().asArray();\r\n }\r\n else {\r\n serializationObject.localMatrix = this.getPivotMatrix().asArray();\r\n }\r\n serializationObject.isEnabled = this.isEnabled(false);\r\n serializationObject.isVisible = this.isVisible;\r\n serializationObject.infiniteDistance = this.infiniteDistance;\r\n serializationObject.pickable = this.isPickable;\r\n serializationObject.receiveShadows = this.receiveShadows;\r\n serializationObject.billboardMode = this.billboardMode;\r\n serializationObject.visibility = this.visibility;\r\n serializationObject.checkCollisions = this.checkCollisions;\r\n serializationObject.isBlocker = this.isBlocker;\r\n serializationObject.overrideMaterialSideOrientation = this.overrideMaterialSideOrientation;\r\n // Parent\r\n if (this.parent) {\r\n serializationObject.parentId = this.parent.id;\r\n }\r\n // Geometry\r\n serializationObject.isUnIndexed = this.isUnIndexed;\r\n var geometry = this._geometry;\r\n if (geometry) {\r\n var geometryId = geometry.id;\r\n serializationObject.geometryId = geometryId;\r\n // SubMeshes\r\n serializationObject.subMeshes = [];\r\n for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {\r\n var subMesh = this.subMeshes[subIndex];\r\n serializationObject.subMeshes.push({\r\n materialIndex: subMesh.materialIndex,\r\n verticesStart: subMesh.verticesStart,\r\n verticesCount: subMesh.verticesCount,\r\n indexStart: subMesh.indexStart,\r\n indexCount: subMesh.indexCount\r\n });\r\n }\r\n }\r\n // Material\r\n if (this.material) {\r\n if (!this.material.doNotSerialize) {\r\n serializationObject.materialId = this.material.id;\r\n }\r\n }\r\n else {\r\n this.material = null;\r\n }\r\n // Morph targets\r\n if (this.morphTargetManager) {\r\n serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;\r\n }\r\n // Skeleton\r\n if (this.skeleton) {\r\n serializationObject.skeletonId = this.skeleton.id;\r\n }\r\n // Physics\r\n //TODO implement correct serialization for physics impostors.\r\n if (this.getScene()._getComponent(SceneComponentConstants.NAME_PHYSICSENGINE)) {\r\n var impostor = this.getPhysicsImpostor();\r\n if (impostor) {\r\n serializationObject.physicsMass = impostor.getParam(\"mass\");\r\n serializationObject.physicsFriction = impostor.getParam(\"friction\");\r\n serializationObject.physicsRestitution = impostor.getParam(\"mass\");\r\n serializationObject.physicsImpostor = impostor.type;\r\n }\r\n }\r\n // Metadata\r\n if (this.metadata) {\r\n serializationObject.metadata = this.metadata;\r\n }\r\n // Instances\r\n serializationObject.instances = [];\r\n for (var index = 0; index < this.instances.length; index++) {\r\n var instance = this.instances[index];\r\n if (instance.doNotSerialize) {\r\n continue;\r\n }\r\n var serializationInstance = {\r\n name: instance.name,\r\n id: instance.id,\r\n position: instance.position.asArray(),\r\n scaling: instance.scaling.asArray()\r\n };\r\n if (instance.parent) {\r\n serializationInstance.parentId = instance.parent.id;\r\n }\r\n if (instance.rotationQuaternion) {\r\n serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();\r\n }\r\n else if (instance.rotation) {\r\n serializationInstance.rotation = instance.rotation.asArray();\r\n }\r\n serializationObject.instances.push(serializationInstance);\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(instance, serializationInstance);\r\n serializationInstance.ranges = instance.serializeAnimationRanges();\r\n }\r\n //\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n serializationObject.ranges = this.serializeAnimationRanges();\r\n // Layer mask\r\n serializationObject.layerMask = this.layerMask;\r\n // Alpha\r\n serializationObject.alphaIndex = this.alphaIndex;\r\n serializationObject.hasVertexAlpha = this.hasVertexAlpha;\r\n // Overlay\r\n serializationObject.overlayAlpha = this.overlayAlpha;\r\n serializationObject.overlayColor = this.overlayColor.asArray();\r\n serializationObject.renderOverlay = this.renderOverlay;\r\n // Fog\r\n serializationObject.applyFog = this.applyFog;\r\n // Action Manager\r\n if (this.actionManager) {\r\n serializationObject.actions = this.actionManager.serialize(this.name);\r\n }\r\n };\r\n /** @hidden */\r\n Mesh.prototype._syncGeometryWithMorphTargetManager = function () {\r\n if (!this.geometry) {\r\n return;\r\n }\r\n this._markSubMeshesAsAttributesDirty();\r\n var morphTargetManager = this._internalMeshDataInfo._morphTargetManager;\r\n if (morphTargetManager && morphTargetManager.vertexCount) {\r\n if (morphTargetManager.vertexCount !== this.getTotalVertices()) {\r\n Logger.Error(\"Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.\");\r\n this.morphTargetManager = null;\r\n return;\r\n }\r\n for (var index = 0; index < morphTargetManager.numInfluencers; index++) {\r\n var morphTarget = morphTargetManager.getActiveTarget(index);\r\n var positions = morphTarget.getPositions();\r\n if (!positions) {\r\n Logger.Error(\"Invalid morph target. Target must have positions.\");\r\n return;\r\n }\r\n this.geometry.setVerticesData(VertexBuffer.PositionKind + index, positions, false, 3);\r\n var normals = morphTarget.getNormals();\r\n if (normals) {\r\n this.geometry.setVerticesData(VertexBuffer.NormalKind + index, normals, false, 3);\r\n }\r\n var tangents = morphTarget.getTangents();\r\n if (tangents) {\r\n this.geometry.setVerticesData(VertexBuffer.TangentKind + index, tangents, false, 3);\r\n }\r\n var uvs = morphTarget.getUVs();\r\n if (uvs) {\r\n this.geometry.setVerticesData(VertexBuffer.UVKind + \"_\" + index, uvs, false, 2);\r\n }\r\n }\r\n }\r\n else {\r\n var index = 0;\r\n // Positions\r\n while (this.geometry.isVerticesDataPresent(VertexBuffer.PositionKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.PositionKind + index);\r\n if (this.geometry.isVerticesDataPresent(VertexBuffer.NormalKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.NormalKind + index);\r\n }\r\n if (this.geometry.isVerticesDataPresent(VertexBuffer.TangentKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.TangentKind + index);\r\n }\r\n if (this.geometry.isVerticesDataPresent(VertexBuffer.UVKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.UVKind + \"_\" + index);\r\n }\r\n index++;\r\n }\r\n }\r\n };\r\n /**\r\n * Returns a new Mesh object parsed from the source provided.\r\n * @param parsedMesh is the source\r\n * @param scene defines the hosting scene\r\n * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with\r\n * @returns a new Mesh\r\n */\r\n Mesh.Parse = function (parsedMesh, scene, rootUrl) {\r\n var mesh;\r\n if (parsedMesh.type && parsedMesh.type === \"GroundMesh\") {\r\n mesh = Mesh._GroundMeshParser(parsedMesh, scene);\r\n }\r\n else {\r\n mesh = new Mesh(parsedMesh.name, scene);\r\n }\r\n mesh.id = parsedMesh.id;\r\n if (Tags) {\r\n Tags.AddTagsTo(mesh, parsedMesh.tags);\r\n }\r\n mesh.position = Vector3.FromArray(parsedMesh.position);\r\n if (parsedMesh.metadata !== undefined) {\r\n mesh.metadata = parsedMesh.metadata;\r\n }\r\n if (parsedMesh.rotationQuaternion) {\r\n mesh.rotationQuaternion = Quaternion.FromArray(parsedMesh.rotationQuaternion);\r\n }\r\n else if (parsedMesh.rotation) {\r\n mesh.rotation = Vector3.FromArray(parsedMesh.rotation);\r\n }\r\n mesh.scaling = Vector3.FromArray(parsedMesh.scaling);\r\n if (parsedMesh.localMatrix) {\r\n mesh.setPreTransformMatrix(Matrix.FromArray(parsedMesh.localMatrix));\r\n }\r\n else if (parsedMesh.pivotMatrix) {\r\n mesh.setPivotMatrix(Matrix.FromArray(parsedMesh.pivotMatrix));\r\n }\r\n mesh.setEnabled(parsedMesh.isEnabled);\r\n mesh.isVisible = parsedMesh.isVisible;\r\n mesh.infiniteDistance = parsedMesh.infiniteDistance;\r\n mesh.showBoundingBox = parsedMesh.showBoundingBox;\r\n mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;\r\n if (parsedMesh.applyFog !== undefined) {\r\n mesh.applyFog = parsedMesh.applyFog;\r\n }\r\n if (parsedMesh.pickable !== undefined) {\r\n mesh.isPickable = parsedMesh.pickable;\r\n }\r\n if (parsedMesh.alphaIndex !== undefined) {\r\n mesh.alphaIndex = parsedMesh.alphaIndex;\r\n }\r\n mesh.receiveShadows = parsedMesh.receiveShadows;\r\n mesh.billboardMode = parsedMesh.billboardMode;\r\n if (parsedMesh.visibility !== undefined) {\r\n mesh.visibility = parsedMesh.visibility;\r\n }\r\n mesh.checkCollisions = parsedMesh.checkCollisions;\r\n mesh.overrideMaterialSideOrientation = parsedMesh.overrideMaterialSideOrientation;\r\n if (parsedMesh.isBlocker !== undefined) {\r\n mesh.isBlocker = parsedMesh.isBlocker;\r\n }\r\n mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;\r\n // freezeWorldMatrix\r\n if (parsedMesh.freezeWorldMatrix) {\r\n mesh._waitingData.freezeWorldMatrix = parsedMesh.freezeWorldMatrix;\r\n }\r\n // Parent\r\n if (parsedMesh.parentId) {\r\n mesh._waitingParentId = parsedMesh.parentId;\r\n }\r\n // Actions\r\n if (parsedMesh.actions !== undefined) {\r\n mesh._waitingData.actions = parsedMesh.actions;\r\n }\r\n // Overlay\r\n if (parsedMesh.overlayAlpha !== undefined) {\r\n mesh.overlayAlpha = parsedMesh.overlayAlpha;\r\n }\r\n if (parsedMesh.overlayColor !== undefined) {\r\n mesh.overlayColor = Color3.FromArray(parsedMesh.overlayColor);\r\n }\r\n if (parsedMesh.renderOverlay !== undefined) {\r\n mesh.renderOverlay = parsedMesh.renderOverlay;\r\n }\r\n // Geometry\r\n mesh.isUnIndexed = !!parsedMesh.isUnIndexed;\r\n mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;\r\n if (parsedMesh.delayLoadingFile) {\r\n mesh.delayLoadState = 4;\r\n mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;\r\n mesh._boundingInfo = new BoundingInfo(Vector3.FromArray(parsedMesh.boundingBoxMinimum), Vector3.FromArray(parsedMesh.boundingBoxMaximum));\r\n if (parsedMesh._binaryInfo) {\r\n mesh._binaryInfo = parsedMesh._binaryInfo;\r\n }\r\n mesh._delayInfo = [];\r\n if (parsedMesh.hasUVs) {\r\n mesh._delayInfo.push(VertexBuffer.UVKind);\r\n }\r\n if (parsedMesh.hasUVs2) {\r\n mesh._delayInfo.push(VertexBuffer.UV2Kind);\r\n }\r\n if (parsedMesh.hasUVs3) {\r\n mesh._delayInfo.push(VertexBuffer.UV3Kind);\r\n }\r\n if (parsedMesh.hasUVs4) {\r\n mesh._delayInfo.push(VertexBuffer.UV4Kind);\r\n }\r\n if (parsedMesh.hasUVs5) {\r\n mesh._delayInfo.push(VertexBuffer.UV5Kind);\r\n }\r\n if (parsedMesh.hasUVs6) {\r\n mesh._delayInfo.push(VertexBuffer.UV6Kind);\r\n }\r\n if (parsedMesh.hasColors) {\r\n mesh._delayInfo.push(VertexBuffer.ColorKind);\r\n }\r\n if (parsedMesh.hasMatricesIndices) {\r\n mesh._delayInfo.push(VertexBuffer.MatricesIndicesKind);\r\n }\r\n if (parsedMesh.hasMatricesWeights) {\r\n mesh._delayInfo.push(VertexBuffer.MatricesWeightsKind);\r\n }\r\n mesh._delayLoadingFunction = Geometry._ImportGeometry;\r\n if (SceneLoaderFlags.ForceFullSceneLoadingForIncremental) {\r\n mesh._checkDelayState();\r\n }\r\n }\r\n else {\r\n Geometry._ImportGeometry(parsedMesh, mesh);\r\n }\r\n // Material\r\n if (parsedMesh.materialId) {\r\n mesh.setMaterialByID(parsedMesh.materialId);\r\n }\r\n else {\r\n mesh.material = null;\r\n }\r\n // Morph targets\r\n if (parsedMesh.morphTargetManagerId > -1) {\r\n mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);\r\n }\r\n // Skeleton\r\n if (parsedMesh.skeletonId > -1) {\r\n mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);\r\n if (parsedMesh.numBoneInfluencers) {\r\n mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;\r\n }\r\n }\r\n // Animations\r\n if (parsedMesh.animations) {\r\n for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {\r\n var parsedAnimation = parsedMesh.animations[animationIndex];\r\n var internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n mesh.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n Node.ParseAnimationRanges(mesh, parsedMesh, scene);\r\n }\r\n if (parsedMesh.autoAnimate) {\r\n scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);\r\n }\r\n // Layer Mask\r\n if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {\r\n mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));\r\n }\r\n else {\r\n mesh.layerMask = 0x0FFFFFFF;\r\n }\r\n // Physics\r\n if (parsedMesh.physicsImpostor) {\r\n Mesh._PhysicsImpostorParser(scene, mesh, parsedMesh);\r\n }\r\n // Levels\r\n if (parsedMesh.lodMeshIds) {\r\n mesh._waitingData.lods = {\r\n ids: parsedMesh.lodMeshIds,\r\n distances: (parsedMesh.lodDistances) ? parsedMesh.lodDistances : null,\r\n coverages: (parsedMesh.lodCoverages) ? parsedMesh.lodCoverages : null\r\n };\r\n }\r\n // Instances\r\n if (parsedMesh.instances) {\r\n for (var index = 0; index < parsedMesh.instances.length; index++) {\r\n var parsedInstance = parsedMesh.instances[index];\r\n var instance = mesh.createInstance(parsedInstance.name);\r\n if (parsedInstance.id) {\r\n instance.id = parsedInstance.id;\r\n }\r\n if (Tags) {\r\n if (parsedInstance.tags) {\r\n Tags.AddTagsTo(instance, parsedInstance.tags);\r\n }\r\n else {\r\n Tags.AddTagsTo(instance, parsedMesh.tags);\r\n }\r\n }\r\n instance.position = Vector3.FromArray(parsedInstance.position);\r\n if (parsedInstance.metadata !== undefined) {\r\n instance.metadata = parsedInstance.metadata;\r\n }\r\n if (parsedInstance.parentId) {\r\n instance._waitingParentId = parsedInstance.parentId;\r\n }\r\n if (parsedInstance.rotationQuaternion) {\r\n instance.rotationQuaternion = Quaternion.FromArray(parsedInstance.rotationQuaternion);\r\n }\r\n else if (parsedInstance.rotation) {\r\n instance.rotation = Vector3.FromArray(parsedInstance.rotation);\r\n }\r\n instance.scaling = Vector3.FromArray(parsedInstance.scaling);\r\n if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {\r\n instance.checkCollisions = parsedInstance.checkCollisions;\r\n }\r\n if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {\r\n instance.isPickable = parsedInstance.pickable;\r\n }\r\n if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {\r\n instance.showBoundingBox = parsedInstance.showBoundingBox;\r\n }\r\n if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {\r\n instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;\r\n }\r\n if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {\r\n instance.alphaIndex = parsedInstance.alphaIndex;\r\n }\r\n // Physics\r\n if (parsedInstance.physicsImpostor) {\r\n Mesh._PhysicsImpostorParser(scene, instance, parsedInstance);\r\n }\r\n // Animation\r\n if (parsedInstance.animations) {\r\n for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {\r\n parsedAnimation = parsedInstance.animations[animationIndex];\r\n var internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n instance.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n Node.ParseAnimationRanges(instance, parsedInstance, scene);\r\n if (parsedInstance.autoAnimate) {\r\n scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);\r\n }\r\n }\r\n }\r\n }\r\n return mesh;\r\n };\r\n /**\r\n * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes\r\n * @param name defines the name of the mesh to create\r\n * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.\r\n * @param closeArray creates a seam between the first and the last paths of the path array (default is false)\r\n * @param closePath creates a seam between the first and the last points of each path of the path array\r\n * @param offset is taken in account only if the `pathArray` is containing a single path\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param radius sets the radius size (float) of the polygon (default 0.5)\r\n * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {\r\n if (scene === void 0) { scene = null; }\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param size sets the size (float) of each box side (default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {\r\n if (scene === void 0) { scene = null; }\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)\r\n * @param diameter sets the diameter size (float) of the sphere (default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)\r\n * @param diameter sets the diameter size (float) of the sphere (default 1)\r\n * @param scene defines the hosting scene\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateHemisphere = function (name, segments, diameter, scene) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param height sets the height size (float) of the cylinder/cone (float, default 2)\r\n * @param diameterTop set the top cap diameter (floats, default 1)\r\n * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero\r\n * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance\r\n * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n // Torus (Code from SharpDX.org)\r\n /**\r\n * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param diameter sets the diameter size (float) of the torus (default 1)\r\n * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)\r\n * @param tessellation sets the number of torus sides (postive integer, default 16)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param radius sets the global radius size (float) of the torus knot (default 2)\r\n * @param tube sets the diameter size of the tube of the torus (float, default 0.5)\r\n * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)\r\n * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)\r\n * @param p the number of windings on X axis (positive integers, default 2)\r\n * @param q the number of windings on Y axis (positive integers, default 3)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.\r\n * @param name defines the name of the mesh to create\r\n * @param points is an array successive Vector3\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateLines = function (name, points, scene, updatable, instance) {\r\n if (scene === void 0) { scene = null; }\r\n if (updatable === void 0) { updatable = false; }\r\n if (instance === void 0) { instance = null; }\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param points is an array successive Vector3\r\n * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)\r\n * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)\r\n * @param dashNb is the intended total number of dashes (positive integer, default 200)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {\r\n if (scene === void 0) { scene = null; }\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead\r\n * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.\r\n * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.\r\n * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * Remember you can only change the shape positions, not their number when updating a polygon.\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors\r\n * @param scene defines the hosting scene\r\n * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation, earcutInjection) {\r\n if (earcutInjection === void 0) { earcutInjection = earcut; }\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors\r\n * @param depth defines the height of extrusion\r\n * @param scene defines the hosting scene\r\n * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns a new Mesh\r\n */\r\n Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation, earcutInjection) {\r\n if (earcutInjection === void 0) { earcutInjection = earcut; }\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates an extruded shape mesh.\r\n * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis\r\n * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along\r\n * @param scale is the value to scale the shape\r\n * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve\r\n * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)\r\n * @returns a new Mesh\r\n */\r\n Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {\r\n if (scene === void 0) { scene = null; }\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates an custom extruded shape mesh.\r\n * The custom extrusion is a parametric shape.\r\n * It has no predefined shape. Its final shape will depend on the input parameters.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis\r\n * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along\r\n * @param scaleFunction is a custom Javascript function called on each path point\r\n * @param rotationFunction is a custom Javascript function called on each path point\r\n * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`\r\n * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`\r\n * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)\r\n * @returns a new Mesh\r\n */\r\n Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates lathe mesh.\r\n * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero\r\n * @param radius is the radius value of the lathe\r\n * @param tessellation is the side number of the lathe.\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param size sets the size (float) of both sides of the plane at once (default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a ground mesh.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param width set the width of the ground\r\n * @param height set the height of the ground\r\n * @param subdivisions sets the number of subdivisions per side\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a tiled ground mesh.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param xmin set the ground minimum X coordinate\r\n * @param zmin set the ground minimum Y coordinate\r\n * @param xmax set the ground maximum X coordinate\r\n * @param zmax set the ground maximum Z coordinate\r\n * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile\r\n * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a ground mesh from a height map.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @see http://doc.babylonjs.com/babylon101/height_map\r\n * @param name defines the name of the mesh to create\r\n * @param url sets the URL of the height map image resource\r\n * @param width set the ground width size\r\n * @param height set the ground height size\r\n * @param subdivisions sets the number of subdivision per side\r\n * @param minHeight is the minimum altitude on the ground\r\n * @param maxHeight is the maximum altitude on the ground\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)\r\n * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a tube mesh.\r\n * The tube is a parametric shape.\r\n * It has no predefined shape. Its final shape will depend on the input parameters.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes\r\n * @param name defines the name of the mesh to create\r\n * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube\r\n * @param radius sets the tube radius size\r\n * @param tessellation is the number of sides on the tubular surface\r\n * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path\r\n * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a polyhedron mesh.\r\n * Please consider using the same method from the MeshBuilder class instead.\r\n * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type\r\n * * The parameter `size` (positive float, default 1) sets the polygon size\r\n * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)\r\n * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`\r\n * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron\r\n * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)\r\n * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors\r\n * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored\r\n * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh to create\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreatePolyhedron = function (name, options, scene) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided\r\n * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)\r\n * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)\r\n * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size\r\n * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface\r\n * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns a new Mesh\r\n * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere\r\n */\r\n Mesh.CreateIcoSphere = function (name, options, scene) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a decal mesh.\r\n * Please consider using the same method from the MeshBuilder class instead.\r\n * A decal is a mesh usually applied as a model onto the surface of another mesh\r\n * @param name defines the name of the mesh\r\n * @param sourceMesh defines the mesh receiving the decal\r\n * @param position sets the position of the decal in world coordinates\r\n * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates\r\n * @param size sets the decal scaling\r\n * @param angle sets the angle to rotate the decal\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n // Skeletons\r\n /**\r\n * Prepare internal position array for software CPU skinning\r\n * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh\r\n */\r\n Mesh.prototype.setPositionsForCPUSkinning = function () {\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n if (!internalDataInfo._sourcePositions) {\r\n var source = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (!source) {\r\n return internalDataInfo._sourcePositions;\r\n }\r\n internalDataInfo._sourcePositions = new Float32Array(source);\r\n if (!this.isVertexBufferUpdatable(VertexBuffer.PositionKind)) {\r\n this.setVerticesData(VertexBuffer.PositionKind, source, true);\r\n }\r\n }\r\n return internalDataInfo._sourcePositions;\r\n };\r\n /**\r\n * Prepare internal normal array for software CPU skinning\r\n * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.\r\n */\r\n Mesh.prototype.setNormalsForCPUSkinning = function () {\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n if (!internalDataInfo._sourceNormals) {\r\n var source = this.getVerticesData(VertexBuffer.NormalKind);\r\n if (!source) {\r\n return internalDataInfo._sourceNormals;\r\n }\r\n internalDataInfo._sourceNormals = new Float32Array(source);\r\n if (!this.isVertexBufferUpdatable(VertexBuffer.NormalKind)) {\r\n this.setVerticesData(VertexBuffer.NormalKind, source, true);\r\n }\r\n }\r\n return internalDataInfo._sourceNormals;\r\n };\r\n /**\r\n * Updates the vertex buffer by applying transformation from the bones\r\n * @param skeleton defines the skeleton to apply to current mesh\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.applySkeleton = function (skeleton) {\r\n if (!this.geometry) {\r\n return this;\r\n }\r\n if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {\r\n return this;\r\n }\r\n this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();\r\n if (!this.isVerticesDataPresent(VertexBuffer.PositionKind)) {\r\n return this;\r\n }\r\n if (!this.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n return this;\r\n }\r\n if (!this.isVerticesDataPresent(VertexBuffer.MatricesIndicesKind)) {\r\n return this;\r\n }\r\n if (!this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {\r\n return this;\r\n }\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n if (!internalDataInfo._sourcePositions) {\r\n var submeshes = this.subMeshes.slice();\r\n this.setPositionsForCPUSkinning();\r\n this.subMeshes = submeshes;\r\n }\r\n if (!internalDataInfo._sourceNormals) {\r\n this.setNormalsForCPUSkinning();\r\n }\r\n // positionsData checks for not being Float32Array will only pass at most once\r\n var positionsData = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (!positionsData) {\r\n return this;\r\n }\r\n if (!(positionsData instanceof Float32Array)) {\r\n positionsData = new Float32Array(positionsData);\r\n }\r\n // normalsData checks for not being Float32Array will only pass at most once\r\n var normalsData = this.getVerticesData(VertexBuffer.NormalKind);\r\n if (!normalsData) {\r\n return this;\r\n }\r\n if (!(normalsData instanceof Float32Array)) {\r\n normalsData = new Float32Array(normalsData);\r\n }\r\n var matricesIndicesData = this.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n var matricesWeightsData = this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n if (!matricesWeightsData || !matricesIndicesData) {\r\n return this;\r\n }\r\n var needExtras = this.numBoneInfluencers > 4;\r\n var matricesIndicesExtraData = needExtras ? this.getVerticesData(VertexBuffer.MatricesIndicesExtraKind) : null;\r\n var matricesWeightsExtraData = needExtras ? this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind) : null;\r\n var skeletonMatrices = skeleton.getTransformMatrices(this);\r\n var tempVector3 = Vector3.Zero();\r\n var finalMatrix = new Matrix();\r\n var tempMatrix = new Matrix();\r\n var matWeightIdx = 0;\r\n var inf;\r\n for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {\r\n var weight;\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsData[matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n if (needExtras) {\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsExtraData[matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n }\r\n Vector3.TransformCoordinatesFromFloatsToRef(internalDataInfo._sourcePositions[index], internalDataInfo._sourcePositions[index + 1], internalDataInfo._sourcePositions[index + 2], finalMatrix, tempVector3);\r\n tempVector3.toArray(positionsData, index);\r\n Vector3.TransformNormalFromFloatsToRef(internalDataInfo._sourceNormals[index], internalDataInfo._sourceNormals[index + 1], internalDataInfo._sourceNormals[index + 2], finalMatrix, tempVector3);\r\n tempVector3.toArray(normalsData, index);\r\n finalMatrix.reset();\r\n }\r\n this.updateVerticesData(VertexBuffer.PositionKind, positionsData);\r\n this.updateVerticesData(VertexBuffer.NormalKind, normalsData);\r\n return this;\r\n };\r\n // Tools\r\n /**\r\n * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates\r\n * @param meshes defines the list of meshes to scan\r\n * @returns an object `{min:` Vector3`, max:` Vector3`}`\r\n */\r\n Mesh.MinMax = function (meshes) {\r\n var minVector = null;\r\n var maxVector = null;\r\n meshes.forEach(function (mesh) {\r\n var boundingInfo = mesh.getBoundingInfo();\r\n var boundingBox = boundingInfo.boundingBox;\r\n if (!minVector || !maxVector) {\r\n minVector = boundingBox.minimumWorld;\r\n maxVector = boundingBox.maximumWorld;\r\n }\r\n else {\r\n minVector.minimizeInPlace(boundingBox.minimumWorld);\r\n maxVector.maximizeInPlace(boundingBox.maximumWorld);\r\n }\r\n });\r\n if (!minVector || !maxVector) {\r\n return {\r\n min: Vector3.Zero(),\r\n max: Vector3.Zero()\r\n };\r\n }\r\n return {\r\n min: minVector,\r\n max: maxVector\r\n };\r\n };\r\n /**\r\n * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array\r\n * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object\r\n * @returns a vector3\r\n */\r\n Mesh.Center = function (meshesOrMinMaxVector) {\r\n var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;\r\n return Vector3.Center(minMaxVector.min, minMaxVector.max);\r\n };\r\n /**\r\n * Merge the array of meshes into a single mesh for performance reasons.\r\n * @param meshes defines he vertices source. They should all be of the same material. Entries can empty\r\n * @param disposeSource when true (default), dispose of the vertices from the source meshes\r\n * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true\r\n * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.\r\n * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.\r\n * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.\r\n * @returns a new mesh\r\n */\r\n Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes, multiMultiMaterials) {\r\n if (disposeSource === void 0) { disposeSource = true; }\r\n var index;\r\n if (!allow32BitsIndices) {\r\n var totalVertices = 0;\r\n // Counting vertices\r\n for (index = 0; index < meshes.length; index++) {\r\n if (meshes[index]) {\r\n totalVertices += meshes[index].getTotalVertices();\r\n if (totalVertices >= 65536) {\r\n Logger.Warn(\"Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices\");\r\n return null;\r\n }\r\n }\r\n }\r\n }\r\n if (multiMultiMaterials) {\r\n var newMultiMaterial = null;\r\n var subIndex;\r\n var matIndex;\r\n subdivideWithSubMeshes = false;\r\n }\r\n var materialArray = new Array();\r\n var materialIndexArray = new Array();\r\n // Merge\r\n var vertexData = null;\r\n var otherVertexData;\r\n var indiceArray = new Array();\r\n var source = null;\r\n for (index = 0; index < meshes.length; index++) {\r\n if (meshes[index]) {\r\n var mesh = meshes[index];\r\n if (mesh.isAnInstance) {\r\n Logger.Warn(\"Cannot merge instance meshes.\");\r\n return null;\r\n }\r\n var wm = mesh.computeWorldMatrix(true);\r\n otherVertexData = VertexData.ExtractFromMesh(mesh, true, true);\r\n otherVertexData.transform(wm);\r\n if (vertexData) {\r\n vertexData.merge(otherVertexData, allow32BitsIndices);\r\n }\r\n else {\r\n vertexData = otherVertexData;\r\n source = mesh;\r\n }\r\n if (subdivideWithSubMeshes) {\r\n indiceArray.push(mesh.getTotalIndices());\r\n }\r\n if (multiMultiMaterials) {\r\n if (mesh.material) {\r\n var material = mesh.material;\r\n if (material instanceof MultiMaterial) {\r\n for (matIndex = 0; matIndex < material.subMaterials.length; matIndex++) {\r\n if (materialArray.indexOf(material.subMaterials[matIndex]) < 0) {\r\n materialArray.push(material.subMaterials[matIndex]);\r\n }\r\n }\r\n for (subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {\r\n materialIndexArray.push(materialArray.indexOf(material.subMaterials[mesh.subMeshes[subIndex].materialIndex]));\r\n indiceArray.push(mesh.subMeshes[subIndex].indexCount);\r\n }\r\n }\r\n else {\r\n if (materialArray.indexOf(material) < 0) {\r\n materialArray.push(material);\r\n }\r\n for (subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {\r\n materialIndexArray.push(materialArray.indexOf(material));\r\n indiceArray.push(mesh.subMeshes[subIndex].indexCount);\r\n }\r\n }\r\n }\r\n else {\r\n for (subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {\r\n materialIndexArray.push(0);\r\n indiceArray.push(mesh.subMeshes[subIndex].indexCount);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n source = source;\r\n if (!meshSubclass) {\r\n meshSubclass = new Mesh(source.name + \"_merged\", source.getScene());\r\n }\r\n vertexData.applyToMesh(meshSubclass);\r\n // Setting properties\r\n meshSubclass.checkCollisions = source.checkCollisions;\r\n // Cleaning\r\n if (disposeSource) {\r\n for (index = 0; index < meshes.length; index++) {\r\n if (meshes[index]) {\r\n meshes[index].dispose();\r\n }\r\n }\r\n }\r\n // Subdivide\r\n if (subdivideWithSubMeshes || multiMultiMaterials) {\r\n //-- removal of global submesh\r\n meshSubclass.releaseSubMeshes();\r\n index = 0;\r\n var offset = 0;\r\n //-- apply subdivision according to index table\r\n while (index < indiceArray.length) {\r\n SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);\r\n offset += indiceArray[index];\r\n index++;\r\n }\r\n }\r\n if (multiMultiMaterials) {\r\n newMultiMaterial = new MultiMaterial(source.name + \"_merged\", source.getScene());\r\n newMultiMaterial.subMaterials = materialArray;\r\n for (subIndex = 0; subIndex < meshSubclass.subMeshes.length; subIndex++) {\r\n meshSubclass.subMeshes[subIndex].materialIndex = materialIndexArray[subIndex];\r\n }\r\n meshSubclass.material = newMultiMaterial;\r\n }\r\n else {\r\n meshSubclass.material = source.material;\r\n }\r\n return meshSubclass;\r\n };\r\n /** @hidden */\r\n Mesh.prototype.addInstance = function (instance) {\r\n instance._indexInSourceMeshInstanceArray = this.instances.length;\r\n this.instances.push(instance);\r\n };\r\n /** @hidden */\r\n Mesh.prototype.removeInstance = function (instance) {\r\n // Remove from mesh\r\n var index = instance._indexInSourceMeshInstanceArray;\r\n if (index != -1) {\r\n if (index !== this.instances.length - 1) {\r\n var last = this.instances[this.instances.length - 1];\r\n this.instances[index] = last;\r\n last._indexInSourceMeshInstanceArray = index;\r\n }\r\n instance._indexInSourceMeshInstanceArray = -1;\r\n this.instances.pop();\r\n }\r\n };\r\n // Consts\r\n /**\r\n * Mesh side orientation : usually the external or front surface\r\n */\r\n Mesh.FRONTSIDE = VertexData.FRONTSIDE;\r\n /**\r\n * Mesh side orientation : usually the internal or back surface\r\n */\r\n Mesh.BACKSIDE = VertexData.BACKSIDE;\r\n /**\r\n * Mesh side orientation : both internal and external or front and back surfaces\r\n */\r\n Mesh.DOUBLESIDE = VertexData.DOUBLESIDE;\r\n /**\r\n * Mesh side orientation : by default, `FRONTSIDE`\r\n */\r\n Mesh.DEFAULTSIDE = VertexData.DEFAULTSIDE;\r\n /**\r\n * Mesh cap setting : no cap\r\n */\r\n Mesh.NO_CAP = 0;\r\n /**\r\n * Mesh cap setting : one cap at the beginning of the mesh\r\n */\r\n Mesh.CAP_START = 1;\r\n /**\r\n * Mesh cap setting : one cap at the end of the mesh\r\n */\r\n Mesh.CAP_END = 2;\r\n /**\r\n * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh\r\n */\r\n Mesh.CAP_ALL = 3;\r\n /**\r\n * Mesh pattern setting : no flip or rotate\r\n */\r\n Mesh.NO_FLIP = 0;\r\n /**\r\n * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column\r\n */\r\n Mesh.FLIP_TILE = 1;\r\n /**\r\n * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column\r\n */\r\n Mesh.ROTATE_TILE = 2;\r\n /**\r\n * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows\r\n */\r\n Mesh.FLIP_ROW = 3;\r\n /**\r\n * Mesh pattern setting : rotate (180degs) all tiles on alternate rows\r\n */\r\n Mesh.ROTATE_ROW = 4;\r\n /**\r\n * Mesh pattern setting : flip and rotate alternate tiles on each row or column\r\n */\r\n Mesh.FLIP_N_ROTATE_TILE = 5;\r\n /**\r\n * Mesh pattern setting : rotate pattern and rotate\r\n */\r\n Mesh.FLIP_N_ROTATE_ROW = 6;\r\n /**\r\n * Mesh tile positioning : part tiles same on left/right or top/bottom\r\n */\r\n Mesh.CENTER = 0;\r\n /**\r\n * Mesh tile positioning : part tiles on left\r\n */\r\n Mesh.LEFT = 1;\r\n /**\r\n * Mesh tile positioning : part tiles on right\r\n */\r\n Mesh.RIGHT = 2;\r\n /**\r\n * Mesh tile positioning : part tiles on top\r\n */\r\n Mesh.TOP = 3;\r\n /**\r\n * Mesh tile positioning : part tiles on bottom\r\n */\r\n Mesh.BOTTOM = 4;\r\n // Statics\r\n /** @hidden */\r\n Mesh._GroundMeshParser = function (parsedMesh, scene) {\r\n throw _DevTools.WarnImport(\"GroundMesh\");\r\n };\r\n return Mesh;\r\n}(AbstractMesh));\r\nexport { Mesh };\r\n//# sourceMappingURL=mesh.js.map","import { __decorate } from \"tslib\";\r\nimport { serialize, SerializationHelper, serializeAsTexture, expandToProperty } from \"../../Misc/decorators\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport { GUID } from '../../Misc/guid';\r\nimport { Size } from '../../Maths/math.size';\r\nimport \"../../Misc/fileTools\";\r\n/**\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n */\r\nvar BaseTexture = /** @class */ (function () {\r\n /**\r\n * Instantiates a new BaseTexture.\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n * @param scene Define the scene the texture blongs to\r\n */\r\n function BaseTexture(scene) {\r\n /**\r\n * Gets or sets an object used to store user defined information.\r\n */\r\n this.metadata = null;\r\n /**\r\n * For internal use only. Please do not use.\r\n */\r\n this.reservedDataStore = null;\r\n this._hasAlpha = false;\r\n /**\r\n * Defines if the alpha value should be determined via the rgb values.\r\n * If true the luminance of the pixel might be used to find the corresponding alpha value.\r\n */\r\n this.getAlphaFromRGB = false;\r\n /**\r\n * Intensity or strength of the texture.\r\n * It is commonly used by materials to fine tune the intensity of the texture\r\n */\r\n this.level = 1;\r\n /**\r\n * Define the UV chanel to use starting from 0 and defaulting to 0.\r\n * This is part of the texture as textures usually maps to one uv set.\r\n */\r\n this.coordinatesIndex = 0;\r\n this._coordinatesMode = 0;\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n this.wrapU = 1;\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n this.wrapV = 1;\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n this.wrapR = 1;\r\n /**\r\n * With compliant hardware and browser (supporting anisotropic filtering)\r\n * this defines the level of anisotropic filtering in the texture.\r\n * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.\r\n */\r\n this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;\r\n /**\r\n * Define if the texture contains data in gamma space (most of the png/jpg aside bump).\r\n * HDR texture are usually stored in linear space.\r\n * This only impacts the PBR and Background materials\r\n */\r\n this.gammaSpace = true;\r\n /**\r\n * Is Z inverted in the texture (useful in a cube texture).\r\n */\r\n this.invertZ = false;\r\n /**\r\n * @hidden\r\n */\r\n this.lodLevelInAlpha = false;\r\n /**\r\n * Define if the texture is a render target.\r\n */\r\n this.isRenderTarget = false;\r\n /**\r\n * Define the list of animation attached to the texture.\r\n */\r\n this.animations = new Array();\r\n /**\r\n * An event triggered when the texture is disposed.\r\n */\r\n this.onDisposeObservable = new Observable();\r\n this._onDisposeObserver = null;\r\n /**\r\n * Define the current state of the loading sequence when in delayed load mode.\r\n */\r\n this.delayLoadState = 0;\r\n this._scene = null;\r\n /** @hidden */\r\n this._texture = null;\r\n this._uid = null;\r\n this._cachedSize = Size.Zero();\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n if (this._scene) {\r\n this.uniqueId = this._scene.getUniqueId();\r\n this._scene.addTexture(this);\r\n }\r\n this._uid = null;\r\n }\r\n Object.defineProperty(BaseTexture.prototype, \"hasAlpha\", {\r\n get: function () {\r\n return this._hasAlpha;\r\n },\r\n /**\r\n * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).\r\n */\r\n set: function (value) {\r\n if (this._hasAlpha === value) {\r\n return;\r\n }\r\n this._hasAlpha = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(1 | 16);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"coordinatesMode\", {\r\n get: function () {\r\n return this._coordinatesMode;\r\n },\r\n /**\r\n * How a texture is mapped.\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 0 | EXPLICIT_MODE | |\r\n * | 1 | SPHERICAL_MODE | |\r\n * | 2 | PLANAR_MODE | |\r\n * | 3 | CUBIC_MODE | |\r\n * | 4 | PROJECTION_MODE | |\r\n * | 5 | SKYBOX_MODE | |\r\n * | 6 | INVCUBIC_MODE | |\r\n * | 7 | EQUIRECTANGULAR_MODE | |\r\n * | 8 | FIXED_EQUIRECTANGULAR_MODE | |\r\n * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |\r\n */\r\n set: function (value) {\r\n if (this._coordinatesMode === value) {\r\n return;\r\n }\r\n this._coordinatesMode = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(1);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"isCube\", {\r\n /**\r\n * Define if the texture is a cube texture or if false a 2d texture.\r\n */\r\n get: function () {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n return this._texture.isCube;\r\n },\r\n set: function (value) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n this._texture.isCube = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"is3D\", {\r\n /**\r\n * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.\r\n */\r\n get: function () {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n return this._texture.is3D;\r\n },\r\n set: function (value) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n this._texture.is3D = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"is2DArray\", {\r\n /**\r\n * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.\r\n */\r\n get: function () {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n return this._texture.is2DArray;\r\n },\r\n set: function (value) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n this._texture.is2DArray = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"isRGBD\", {\r\n /**\r\n * Gets or sets whether or not the texture contains RGBD data.\r\n */\r\n get: function () {\r\n return this._texture != null && this._texture._isRGBD;\r\n },\r\n set: function (value) {\r\n if (this._texture) {\r\n this._texture._isRGBD = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"noMipmap\", {\r\n /**\r\n * Are mip maps generated for this texture or not.\r\n */\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"lodGenerationOffset\", {\r\n /**\r\n * With prefiltered texture, defined the offset used during the prefiltering steps.\r\n */\r\n get: function () {\r\n if (this._texture) {\r\n return this._texture._lodGenerationOffset;\r\n }\r\n return 0.0;\r\n },\r\n set: function (value) {\r\n if (this._texture) {\r\n this._texture._lodGenerationOffset = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"lodGenerationScale\", {\r\n /**\r\n * With prefiltered texture, defined the scale used during the prefiltering steps.\r\n */\r\n get: function () {\r\n if (this._texture) {\r\n return this._texture._lodGenerationScale;\r\n }\r\n return 0.0;\r\n },\r\n set: function (value) {\r\n if (this._texture) {\r\n this._texture._lodGenerationScale = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"linearSpecularLOD\", {\r\n /**\r\n * With prefiltered texture, defined if the specular generation is based on a linear ramp.\r\n * By default we are using a log2 of the linear roughness helping to keep a better resolution for\r\n * average roughness values.\r\n */\r\n get: function () {\r\n if (this._texture) {\r\n return this._texture._linearSpecularLOD;\r\n }\r\n return false;\r\n },\r\n set: function (value) {\r\n if (this._texture) {\r\n this._texture._linearSpecularLOD = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"irradianceTexture\", {\r\n /**\r\n * In case a better definition than spherical harmonics is required for the diffuse part of the environment.\r\n * You can set the irradiance texture to rely on a texture instead of the spherical approach.\r\n * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).\r\n */\r\n get: function () {\r\n if (this._texture) {\r\n return this._texture._irradianceTexture;\r\n }\r\n return null;\r\n },\r\n set: function (value) {\r\n if (this._texture) {\r\n this._texture._irradianceTexture = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"uid\", {\r\n /**\r\n * Define the unique id of the texture in the scene.\r\n */\r\n get: function () {\r\n if (!this._uid) {\r\n this._uid = GUID.RandomId();\r\n }\r\n return this._uid;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Return a string representation of the texture.\r\n * @returns the texture as a string\r\n */\r\n BaseTexture.prototype.toString = function () {\r\n return this.name;\r\n };\r\n /**\r\n * Get the class name of the texture.\r\n * @returns \"BaseTexture\"\r\n */\r\n BaseTexture.prototype.getClassName = function () {\r\n return \"BaseTexture\";\r\n };\r\n Object.defineProperty(BaseTexture.prototype, \"onDispose\", {\r\n /**\r\n * Callback triggered when the texture has been disposed.\r\n * Kept for back compatibility, you can use the onDisposeObservable instead.\r\n */\r\n set: function (callback) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"isBlocking\", {\r\n /**\r\n * Define if the texture is preventinga material to render or not.\r\n * If not and the texture is not ready, the engine will use a default black texture instead.\r\n */\r\n get: function () {\r\n return true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Get the scene the texture belongs to.\r\n * @returns the scene or null if undefined\r\n */\r\n BaseTexture.prototype.getScene = function () {\r\n return this._scene;\r\n };\r\n /**\r\n * Get the texture transform matrix used to offset tile the texture for istance.\r\n * @returns the transformation matrix\r\n */\r\n BaseTexture.prototype.getTextureMatrix = function () {\r\n return Matrix.IdentityReadOnly;\r\n };\r\n /**\r\n * Get the texture reflection matrix used to rotate/transform the reflection.\r\n * @returns the reflection matrix\r\n */\r\n BaseTexture.prototype.getReflectionTextureMatrix = function () {\r\n return Matrix.IdentityReadOnly;\r\n };\r\n /**\r\n * Get the underlying lower level texture from Babylon.\r\n * @returns the insternal texture\r\n */\r\n BaseTexture.prototype.getInternalTexture = function () {\r\n return this._texture;\r\n };\r\n /**\r\n * Get if the texture is ready to be consumed (either it is ready or it is not blocking)\r\n * @returns true if ready or not blocking\r\n */\r\n BaseTexture.prototype.isReadyOrNotBlocking = function () {\r\n return !this.isBlocking || this.isReady();\r\n };\r\n /**\r\n * Get if the texture is ready to be used (downloaded, converted, mip mapped...).\r\n * @returns true if fully ready\r\n */\r\n BaseTexture.prototype.isReady = function () {\r\n if (this.delayLoadState === 4) {\r\n this.delayLoad();\r\n return false;\r\n }\r\n if (this._texture) {\r\n return this._texture.isReady;\r\n }\r\n return false;\r\n };\r\n /**\r\n * Get the size of the texture.\r\n * @returns the texture size.\r\n */\r\n BaseTexture.prototype.getSize = function () {\r\n if (this._texture) {\r\n if (this._texture.width) {\r\n this._cachedSize.width = this._texture.width;\r\n this._cachedSize.height = this._texture.height;\r\n return this._cachedSize;\r\n }\r\n if (this._texture._size) {\r\n this._cachedSize.width = this._texture._size;\r\n this._cachedSize.height = this._texture._size;\r\n return this._cachedSize;\r\n }\r\n }\r\n return this._cachedSize;\r\n };\r\n /**\r\n * Get the base size of the texture.\r\n * It can be different from the size if the texture has been resized for POT for instance\r\n * @returns the base size\r\n */\r\n BaseTexture.prototype.getBaseSize = function () {\r\n if (!this.isReady() || !this._texture) {\r\n return Size.Zero();\r\n }\r\n if (this._texture._size) {\r\n return new Size(this._texture._size, this._texture._size);\r\n }\r\n return new Size(this._texture.baseWidth, this._texture.baseHeight);\r\n };\r\n /**\r\n * Update the sampling mode of the texture.\r\n * Default is Trilinear mode.\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |\r\n * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |\r\n * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |\r\n * | 4 | NEAREST_NEAREST_MIPNEAREST | |\r\n * | 5 | NEAREST_LINEAR_MIPNEAREST | |\r\n * | 6 | NEAREST_LINEAR_MIPLINEAR | |\r\n * | 7 | NEAREST_LINEAR | |\r\n * | 8 | NEAREST_NEAREST | |\r\n * | 9 | LINEAR_NEAREST_MIPNEAREST | |\r\n * | 10 | LINEAR_NEAREST_MIPLINEAR | |\r\n * | 11 | LINEAR_LINEAR | |\r\n * | 12 | LINEAR_NEAREST | |\r\n *\r\n * > _mag_: magnification filter (close to the viewer)\r\n * > _min_: minification filter (far from the viewer)\r\n * > _mip_: filter used between mip map levels\r\n *@param samplingMode Define the new sampling mode of the texture\r\n */\r\n BaseTexture.prototype.updateSamplingMode = function (samplingMode) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);\r\n };\r\n /**\r\n * Scales the texture if is `canRescale()`\r\n * @param ratio the resize factor we want to use to rescale\r\n */\r\n BaseTexture.prototype.scale = function (ratio) {\r\n };\r\n Object.defineProperty(BaseTexture.prototype, \"canRescale\", {\r\n /**\r\n * Get if the texture can rescale.\r\n */\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling, invertY) {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n var texturesCache = this._scene.getEngine().getLoadedTexturesCache();\r\n for (var index = 0; index < texturesCache.length; index++) {\r\n var texturesCacheEntry = texturesCache[index];\r\n if (invertY === undefined || invertY === texturesCacheEntry.invertY) {\r\n if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {\r\n if (!sampling || sampling === texturesCacheEntry.samplingMode) {\r\n texturesCacheEntry.incrementReferences();\r\n return texturesCacheEntry;\r\n }\r\n }\r\n }\r\n }\r\n return null;\r\n };\r\n /** @hidden */\r\n BaseTexture.prototype._rebuild = function () {\r\n };\r\n /**\r\n * Triggers the load sequence in delayed load mode.\r\n */\r\n BaseTexture.prototype.delayLoad = function () {\r\n };\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n BaseTexture.prototype.clone = function () {\r\n return null;\r\n };\r\n Object.defineProperty(BaseTexture.prototype, \"textureType\", {\r\n /**\r\n * Get the texture underlying type (INT, FLOAT...)\r\n */\r\n get: function () {\r\n if (!this._texture) {\r\n return 0;\r\n }\r\n return (this._texture.type !== undefined) ? this._texture.type : 0;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"textureFormat\", {\r\n /**\r\n * Get the texture underlying format (RGB, RGBA...)\r\n */\r\n get: function () {\r\n if (!this._texture) {\r\n return 5;\r\n }\r\n return (this._texture.format !== undefined) ? this._texture.format : 5;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Indicates that textures need to be re-calculated for all materials\r\n */\r\n BaseTexture.prototype._markAllSubMeshesAsTexturesDirty = function () {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n scene.markAllMaterialsAsDirty(1);\r\n };\r\n /**\r\n * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.\r\n * This will returns an RGBA array buffer containing either in values (0-255) or\r\n * float values (0-1) depending of the underlying buffer type.\r\n * @param faceIndex defines the face of the texture to read (in case of cube texture)\r\n * @param level defines the LOD level of the texture to read (in case of Mip Maps)\r\n * @param buffer defines a user defined buffer to fill with data (can be null)\r\n * @returns The Array buffer containing the pixels data.\r\n */\r\n BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {\r\n if (faceIndex === void 0) { faceIndex = 0; }\r\n if (level === void 0) { level = 0; }\r\n if (buffer === void 0) { buffer = null; }\r\n if (!this._texture) {\r\n return null;\r\n }\r\n var size = this.getSize();\r\n var width = size.width;\r\n var height = size.height;\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return null;\r\n }\r\n var engine = scene.getEngine();\r\n if (level != 0) {\r\n width = width / Math.pow(2, level);\r\n height = height / Math.pow(2, level);\r\n width = Math.round(width);\r\n height = Math.round(height);\r\n }\r\n if (this._texture.isCube) {\r\n return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);\r\n }\r\n return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);\r\n };\r\n /**\r\n * Release and destroy the underlying lower level texture aka internalTexture.\r\n */\r\n BaseTexture.prototype.releaseInternalTexture = function () {\r\n if (this._texture) {\r\n this._texture.dispose();\r\n this._texture = null;\r\n }\r\n };\r\n Object.defineProperty(BaseTexture.prototype, \"_lodTextureHigh\", {\r\n /** @hidden */\r\n get: function () {\r\n if (this._texture) {\r\n return this._texture._lodTextureHigh;\r\n }\r\n return null;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"_lodTextureMid\", {\r\n /** @hidden */\r\n get: function () {\r\n if (this._texture) {\r\n return this._texture._lodTextureMid;\r\n }\r\n return null;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"_lodTextureLow\", {\r\n /** @hidden */\r\n get: function () {\r\n if (this._texture) {\r\n return this._texture._lodTextureLow;\r\n }\r\n return null;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n BaseTexture.prototype.dispose = function () {\r\n if (this._scene) {\r\n // Animations\r\n if (this._scene.stopAnimation) {\r\n this._scene.stopAnimation(this);\r\n }\r\n // Remove from scene\r\n this._scene._removePendingData(this);\r\n var index = this._scene.textures.indexOf(this);\r\n if (index >= 0) {\r\n this._scene.textures.splice(index, 1);\r\n }\r\n this._scene.onTextureRemovedObservable.notifyObservers(this);\r\n }\r\n if (this._texture === undefined) {\r\n return;\r\n }\r\n // Release\r\n this.releaseInternalTexture();\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n };\r\n /**\r\n * Serialize the texture into a JSON representation that can be parsed later on.\r\n * @returns the JSON representation of the texture\r\n */\r\n BaseTexture.prototype.serialize = function () {\r\n if (!this.name) {\r\n return null;\r\n }\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n return serializationObject;\r\n };\r\n /**\r\n * Helper function to be called back once a list of texture contains only ready textures.\r\n * @param textures Define the list of textures to wait for\r\n * @param callback Define the callback triggered once the entire list will be ready\r\n */\r\n BaseTexture.WhenAllReady = function (textures, callback) {\r\n var numRemaining = textures.length;\r\n if (numRemaining === 0) {\r\n callback();\r\n return;\r\n }\r\n var _loop_1 = function () {\r\n texture = textures[i];\r\n if (texture.isReady()) {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n }\r\n else {\r\n onLoadObservable = texture.onLoadObservable;\r\n if (onLoadObservable) {\r\n var onLoadCallback_1 = function () {\r\n onLoadObservable.removeCallback(onLoadCallback_1);\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n };\r\n onLoadObservable.add(onLoadCallback_1);\r\n }\r\n }\r\n };\r\n var texture, onLoadObservable;\r\n for (var i = 0; i < textures.length; i++) {\r\n _loop_1();\r\n }\r\n };\r\n /**\r\n * Default anisotropic filtering level for the application.\r\n * It is set to 4 as a good tradeoff between perf and quality.\r\n */\r\n BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"uniqueId\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"name\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"metadata\", void 0);\r\n __decorate([\r\n serialize(\"hasAlpha\")\r\n ], BaseTexture.prototype, \"_hasAlpha\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"getAlphaFromRGB\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"level\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"coordinatesIndex\", void 0);\r\n __decorate([\r\n serialize(\"coordinatesMode\")\r\n ], BaseTexture.prototype, \"_coordinatesMode\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"wrapU\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"wrapV\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"wrapR\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"anisotropicFilteringLevel\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"isCube\", null);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"is3D\", null);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"is2DArray\", null);\r\n __decorate([\r\n serialize(),\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], BaseTexture.prototype, \"gammaSpace\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"invertZ\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"lodLevelInAlpha\", void 0);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"lodGenerationOffset\", null);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"lodGenerationScale\", null);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"linearSpecularLOD\", null);\r\n __decorate([\r\n serializeAsTexture()\r\n ], BaseTexture.prototype, \"irradianceTexture\", null);\r\n __decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"isRenderTarget\", void 0);\r\n return BaseTexture;\r\n}());\r\nexport { BaseTexture };\r\n//# sourceMappingURL=baseTexture.js.map","import { __decorate, __extends } from \"tslib\";\r\nimport { serialize, SerializationHelper } from \"../../Misc/decorators\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { _TypeStore } from '../../Misc/typeStore';\r\nimport { _DevTools } from '../../Misc/devTools';\r\nimport { TimingTools } from '../../Misc/timingTools';\r\nimport { InstantiationTools } from '../../Misc/instantiationTools';\r\nimport { Plane } from '../../Maths/math.plane';\r\nimport { StringTools } from '../../Misc/stringTools';\r\n/**\r\n * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.\r\n * @see http://doc.babylonjs.com/babylon101/materials#texture\r\n */\r\nvar Texture = /** @class */ (function (_super) {\r\n __extends(Texture, _super);\r\n /**\r\n * Instantiates a new texture.\r\n * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.\r\n * @see http://doc.babylonjs.com/babylon101/materials#texture\r\n * @param url defines the url of the picture to load as a texture\r\n * @param scene defines the scene or engine the texture will belong to\r\n * @param noMipmap defines if the texture will require mip maps or not\r\n * @param invertY defines if the texture needs to be inverted on the y axis during loading\r\n * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)\r\n * @param onLoad defines a callback triggered when the texture has been loaded\r\n * @param onError defines a callback triggered when an error occurred during the loading session\r\n * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation\r\n * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load\r\n * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)\r\n * @param mimeType defines an optional mime type information\r\n */\r\n function Texture(url, sceneOrEngine, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format, mimeType) {\r\n if (noMipmap === void 0) { noMipmap = false; }\r\n if (invertY === void 0) { invertY = true; }\r\n if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }\r\n if (onLoad === void 0) { onLoad = null; }\r\n if (onError === void 0) { onError = null; }\r\n if (buffer === void 0) { buffer = null; }\r\n if (deleteBuffer === void 0) { deleteBuffer = false; }\r\n var _this = _super.call(this, (sceneOrEngine && sceneOrEngine.getClassName() === \"Scene\") ? sceneOrEngine : null) || this;\r\n /**\r\n * Define the url of the texture.\r\n */\r\n _this.url = null;\r\n /**\r\n * Define an offset on the texture to offset the u coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials#offsetting\r\n */\r\n _this.uOffset = 0;\r\n /**\r\n * Define an offset on the texture to offset the v coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials#offsetting\r\n */\r\n _this.vOffset = 0;\r\n /**\r\n * Define an offset on the texture to scale the u coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials#tiling\r\n */\r\n _this.uScale = 1.0;\r\n /**\r\n * Define an offset on the texture to scale the v coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials#tiling\r\n */\r\n _this.vScale = 1.0;\r\n /**\r\n * Define an offset on the texture to rotate around the u coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials\r\n */\r\n _this.uAng = 0;\r\n /**\r\n * Define an offset on the texture to rotate around the v coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials\r\n */\r\n _this.vAng = 0;\r\n /**\r\n * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)\r\n * @see http://doc.babylonjs.com/how_to/more_materials\r\n */\r\n _this.wAng = 0;\r\n /**\r\n * Defines the center of rotation (U)\r\n */\r\n _this.uRotationCenter = 0.5;\r\n /**\r\n * Defines the center of rotation (V)\r\n */\r\n _this.vRotationCenter = 0.5;\r\n /**\r\n * Defines the center of rotation (W)\r\n */\r\n _this.wRotationCenter = 0.5;\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility\r\n */\r\n _this.inspectableCustomProperties = null;\r\n _this._noMipmap = false;\r\n /** @hidden */\r\n _this._invertY = false;\r\n _this._rowGenerationMatrix = null;\r\n _this._cachedTextureMatrix = null;\r\n _this._projectionModeMatrix = null;\r\n _this._t0 = null;\r\n _this._t1 = null;\r\n _this._t2 = null;\r\n _this._cachedUOffset = -1;\r\n _this._cachedVOffset = -1;\r\n _this._cachedUScale = 0;\r\n _this._cachedVScale = 0;\r\n _this._cachedUAng = -1;\r\n _this._cachedVAng = -1;\r\n _this._cachedWAng = -1;\r\n _this._cachedProjectionMatrixId = -1;\r\n _this._cachedCoordinatesMode = -1;\r\n /** @hidden */\r\n _this._initialSamplingMode = Texture.BILINEAR_SAMPLINGMODE;\r\n /** @hidden */\r\n _this._buffer = null;\r\n _this._deleteBuffer = false;\r\n _this._format = null;\r\n _this._delayedOnLoad = null;\r\n _this._delayedOnError = null;\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n _this.onLoadObservable = new Observable();\r\n _this._isBlocking = true;\r\n _this.name = url || \"\";\r\n _this.url = url;\r\n _this._noMipmap = noMipmap;\r\n _this._invertY = invertY;\r\n _this._initialSamplingMode = samplingMode;\r\n _this._buffer = buffer;\r\n _this._deleteBuffer = deleteBuffer;\r\n _this._mimeType = mimeType;\r\n if (format) {\r\n _this._format = format;\r\n }\r\n var scene = _this.getScene();\r\n var engine = (sceneOrEngine && sceneOrEngine.getCaps) ? sceneOrEngine : (scene ? scene.getEngine() : null);\r\n if (!engine) {\r\n return _this;\r\n }\r\n engine.onBeforeTextureInitObservable.notifyObservers(_this);\r\n var load = function () {\r\n if (_this._texture) {\r\n if (_this._texture._invertVScale) {\r\n _this.vScale *= -1;\r\n _this.vOffset += 1;\r\n }\r\n // Update texutre to match internal texture's wrapping\r\n if (_this._texture._cachedWrapU !== null) {\r\n _this.wrapU = _this._texture._cachedWrapU;\r\n _this._texture._cachedWrapU = null;\r\n }\r\n if (_this._texture._cachedWrapV !== null) {\r\n _this.wrapV = _this._texture._cachedWrapV;\r\n _this._texture._cachedWrapV = null;\r\n }\r\n if (_this._texture._cachedWrapR !== null) {\r\n _this.wrapR = _this._texture._cachedWrapR;\r\n _this._texture._cachedWrapR = null;\r\n }\r\n }\r\n if (_this.onLoadObservable.hasObservers()) {\r\n _this.onLoadObservable.notifyObservers(_this);\r\n }\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n if (!_this.isBlocking && scene) {\r\n scene.resetCachedMaterial();\r\n }\r\n };\r\n if (!_this.url) {\r\n _this._delayedOnLoad = load;\r\n _this._delayedOnError = onError;\r\n return _this;\r\n }\r\n _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode, invertY);\r\n if (!_this._texture) {\r\n if (!scene || !scene.useDelayedTextureLoading) {\r\n _this._texture = engine.createTexture(_this.url, noMipmap, invertY, scene, samplingMode, load, onError, _this._buffer, undefined, _this._format, null, mimeType);\r\n if (deleteBuffer) {\r\n delete _this._buffer;\r\n }\r\n }\r\n else {\r\n _this.delayLoadState = 4;\r\n _this._delayedOnLoad = load;\r\n _this._delayedOnError = onError;\r\n }\r\n }\r\n else {\r\n if (_this._texture.isReady) {\r\n TimingTools.SetImmediate(function () { return load(); });\r\n }\r\n else {\r\n _this._texture.onLoadedObservable.add(load);\r\n }\r\n }\r\n return _this;\r\n }\r\n Object.defineProperty(Texture.prototype, \"noMipmap\", {\r\n /**\r\n * Are mip maps generated for this texture or not.\r\n */\r\n get: function () {\r\n return this._noMipmap;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Texture.prototype, \"isBlocking\", {\r\n get: function () {\r\n return this._isBlocking;\r\n },\r\n /**\r\n * Is the texture preventing material to render while loading.\r\n * If false, a default texture will be used instead of the loading one during the preparation step.\r\n */\r\n set: function (value) {\r\n this._isBlocking = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Texture.prototype, \"samplingMode\", {\r\n /**\r\n * Get the current sampling mode associated with the texture.\r\n */\r\n get: function () {\r\n if (!this._texture) {\r\n return this._initialSamplingMode;\r\n }\r\n return this._texture.samplingMode;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Texture.prototype, \"invertY\", {\r\n /**\r\n * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading\r\n */\r\n get: function () {\r\n return this._invertY;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Update the url (and optional buffer) of this texture if url was null during construction.\r\n * @param url the url of the texture\r\n * @param buffer the buffer of the texture (defaults to null)\r\n * @param onLoad callback called when the texture is loaded (defaults to null)\r\n */\r\n Texture.prototype.updateURL = function (url, buffer, onLoad) {\r\n if (buffer === void 0) { buffer = null; }\r\n if (this.url) {\r\n this.releaseInternalTexture();\r\n this.getScene().markAllMaterialsAsDirty(1);\r\n }\r\n if (!this.name || StringTools.StartsWith(this.name, \"data:\")) {\r\n this.name = url;\r\n }\r\n this.url = url;\r\n this._buffer = buffer;\r\n this.delayLoadState = 4;\r\n if (onLoad) {\r\n this._delayedOnLoad = onLoad;\r\n }\r\n this.delayLoad();\r\n };\r\n /**\r\n * Finish the loading sequence of a texture flagged as delayed load.\r\n * @hidden\r\n */\r\n Texture.prototype.delayLoad = function () {\r\n if (this.delayLoadState !== 4) {\r\n return;\r\n }\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n this.delayLoadState = 1;\r\n this._texture = this._getFromCache(this.url, this._noMipmap, this.samplingMode, this._invertY);\r\n if (!this._texture) {\r\n this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this.samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format, null, this._mimeType);\r\n if (this._deleteBuffer) {\r\n delete this._buffer;\r\n }\r\n }\r\n else {\r\n if (this._delayedOnLoad) {\r\n if (this._texture.isReady) {\r\n TimingTools.SetImmediate(this._delayedOnLoad);\r\n }\r\n else {\r\n this._texture.onLoadedObservable.add(this._delayedOnLoad);\r\n }\r\n }\r\n }\r\n this._delayedOnLoad = null;\r\n this._delayedOnError = null;\r\n };\r\n Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {\r\n x *= this._cachedUScale;\r\n y *= this._cachedVScale;\r\n x -= this.uRotationCenter * this._cachedUScale;\r\n y -= this.vRotationCenter * this._cachedVScale;\r\n z -= this.wRotationCenter;\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);\r\n t.x += this.uRotationCenter * this._cachedUScale + this._cachedUOffset;\r\n t.y += this.vRotationCenter * this._cachedVScale + this._cachedVOffset;\r\n t.z += this.wRotationCenter;\r\n };\r\n /**\r\n * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.\r\n * @returns the transform matrix of the texture.\r\n */\r\n Texture.prototype.getTextureMatrix = function (uBase) {\r\n var _this = this;\r\n if (uBase === void 0) { uBase = 1; }\r\n if (this.uOffset === this._cachedUOffset &&\r\n this.vOffset === this._cachedVOffset &&\r\n this.uScale * uBase === this._cachedUScale &&\r\n this.vScale === this._cachedVScale &&\r\n this.uAng === this._cachedUAng &&\r\n this.vAng === this._cachedVAng &&\r\n this.wAng === this._cachedWAng) {\r\n return this._cachedTextureMatrix;\r\n }\r\n this._cachedUOffset = this.uOffset;\r\n this._cachedVOffset = this.vOffset;\r\n this._cachedUScale = this.uScale * uBase;\r\n this._cachedVScale = this.vScale;\r\n this._cachedUAng = this.uAng;\r\n this._cachedVAng = this.vAng;\r\n this._cachedWAng = this.wAng;\r\n if (!this._cachedTextureMatrix) {\r\n this._cachedTextureMatrix = Matrix.Zero();\r\n this._rowGenerationMatrix = new Matrix();\r\n this._t0 = Vector3.Zero();\r\n this._t1 = Vector3.Zero();\r\n this._t2 = Vector3.Zero();\r\n }\r\n Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);\r\n this._prepareRowForTextureGeneration(0, 0, 0, this._t0);\r\n this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);\r\n this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);\r\n this._t1.subtractInPlace(this._t0);\r\n this._t2.subtractInPlace(this._t0);\r\n Matrix.FromValuesToRef(this._t1.x, this._t1.y, this._t1.z, 0.0, this._t2.x, this._t2.y, this._t2.z, 0.0, this._t0.x, this._t0.y, this._t0.z, 0.0, 0.0, 0.0, 0.0, 1.0, this._cachedTextureMatrix);\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return this._cachedTextureMatrix;\r\n }\r\n scene.markAllMaterialsAsDirty(1, function (mat) {\r\n return mat.hasTexture(_this);\r\n });\r\n return this._cachedTextureMatrix;\r\n };\r\n /**\r\n * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.\r\n * @returns The reflection texture transform\r\n */\r\n Texture.prototype.getReflectionTextureMatrix = function () {\r\n var _this = this;\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return this._cachedTextureMatrix;\r\n }\r\n if (this.uOffset === this._cachedUOffset &&\r\n this.vOffset === this._cachedVOffset &&\r\n this.uScale === this._cachedUScale &&\r\n this.vScale === this._cachedVScale &&\r\n this.coordinatesMode === this._cachedCoordinatesMode) {\r\n if (this.coordinatesMode === Texture.PROJECTION_MODE) {\r\n if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {\r\n return this._cachedTextureMatrix;\r\n }\r\n }\r\n else {\r\n return this._cachedTextureMatrix;\r\n }\r\n }\r\n if (!this._cachedTextureMatrix) {\r\n this._cachedTextureMatrix = Matrix.Zero();\r\n }\r\n if (!this._projectionModeMatrix) {\r\n this._projectionModeMatrix = Matrix.Zero();\r\n }\r\n this._cachedUOffset = this.uOffset;\r\n this._cachedVOffset = this.vOffset;\r\n this._cachedUScale = this.uScale;\r\n this._cachedVScale = this.vScale;\r\n this._cachedCoordinatesMode = this.coordinatesMode;\r\n switch (this.coordinatesMode) {\r\n case Texture.PLANAR_MODE:\r\n Matrix.IdentityToRef(this._cachedTextureMatrix);\r\n this._cachedTextureMatrix[0] = this.uScale;\r\n this._cachedTextureMatrix[5] = this.vScale;\r\n this._cachedTextureMatrix[12] = this.uOffset;\r\n this._cachedTextureMatrix[13] = this.vOffset;\r\n break;\r\n case Texture.PROJECTION_MODE:\r\n Matrix.FromValuesToRef(0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.5, 0.5, 1.0, 1.0, this._projectionModeMatrix);\r\n var projectionMatrix = scene.getProjectionMatrix();\r\n this._cachedProjectionMatrixId = projectionMatrix.updateFlag;\r\n projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);\r\n break;\r\n default:\r\n Matrix.IdentityToRef(this._cachedTextureMatrix);\r\n break;\r\n }\r\n scene.markAllMaterialsAsDirty(1, function (mat) {\r\n return (mat.getActiveTextures().indexOf(_this) !== -1);\r\n });\r\n return this._cachedTextureMatrix;\r\n };\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n Texture.prototype.clone = function () {\r\n var _this = this;\r\n return SerializationHelper.Clone(function () {\r\n return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this.samplingMode, undefined, undefined, _this._texture ? _this._texture._buffer : undefined);\r\n }, this);\r\n };\r\n /**\r\n * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.\r\n * @returns The JSON representation of the texture\r\n */\r\n Texture.prototype.serialize = function () {\r\n var savedName = this.name;\r\n if (!Texture.SerializeBuffers) {\r\n if (StringTools.StartsWith(this.name, \"data:\")) {\r\n this.name = \"\";\r\n }\r\n }\r\n var serializationObject = _super.prototype.serialize.call(this);\r\n if (!serializationObject) {\r\n return null;\r\n }\r\n if (Texture.SerializeBuffers) {\r\n if (typeof this._buffer === \"string\" && this._buffer.substr(0, 5) === \"data:\") {\r\n serializationObject.base64String = this._buffer;\r\n serializationObject.name = serializationObject.name.replace(\"data:\", \"\");\r\n }\r\n else if (this.url && StringTools.StartsWith(this.url, \"data:\") && this._buffer instanceof Uint8Array) {\r\n serializationObject.base64String = \"data:image/png;base64,\" + StringTools.EncodeArrayBufferToBase64(this._buffer);\r\n }\r\n }\r\n serializationObject.invertY = this._invertY;\r\n serializationObject.samplingMode = this.samplingMode;\r\n this.name = savedName;\r\n return serializationObject;\r\n };\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"Texture\"\r\n */\r\n Texture.prototype.getClassName = function () {\r\n return \"Texture\";\r\n };\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n Texture.prototype.dispose = function () {\r\n _super.prototype.dispose.call(this);\r\n this.onLoadObservable.clear();\r\n this._delayedOnLoad = null;\r\n this._delayedOnError = null;\r\n };\r\n /**\r\n * Parse the JSON representation of a texture in order to recreate the texture in the given scene.\r\n * @param parsedTexture Define the JSON representation of the texture\r\n * @param scene Define the scene the parsed texture should be instantiated in\r\n * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies\r\n * @returns The parsed texture if successful\r\n */\r\n Texture.Parse = function (parsedTexture, scene, rootUrl) {\r\n if (parsedTexture.customType) {\r\n var customTexture = InstantiationTools.Instantiate(parsedTexture.customType);\r\n // Update Sampling Mode\r\n var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);\r\n if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {\r\n if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {\r\n parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);\r\n }\r\n }\r\n return parsedCustomTexture;\r\n }\r\n if (parsedTexture.isCube && !parsedTexture.isRenderTarget) {\r\n return Texture._CubeTextureParser(parsedTexture, scene, rootUrl);\r\n }\r\n if (!parsedTexture.name && !parsedTexture.isRenderTarget) {\r\n return null;\r\n }\r\n var texture = SerializationHelper.Parse(function () {\r\n var generateMipMaps = true;\r\n if (parsedTexture.noMipmap) {\r\n generateMipMaps = false;\r\n }\r\n if (parsedTexture.mirrorPlane) {\r\n var mirrorTexture = Texture._CreateMirror(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);\r\n mirrorTexture._waitingRenderList = parsedTexture.renderList;\r\n mirrorTexture.mirrorPlane = Plane.FromArray(parsedTexture.mirrorPlane);\r\n return mirrorTexture;\r\n }\r\n else if (parsedTexture.isRenderTarget) {\r\n var renderTargetTexture = null;\r\n if (parsedTexture.isCube) {\r\n // Search for an existing reflection probe (which contains a cube render target texture)\r\n if (scene.reflectionProbes) {\r\n for (var index = 0; index < scene.reflectionProbes.length; index++) {\r\n var probe = scene.reflectionProbes[index];\r\n if (probe.name === parsedTexture.name) {\r\n return probe.cubeTexture;\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n renderTargetTexture = Texture._CreateRenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);\r\n renderTargetTexture._waitingRenderList = parsedTexture.renderList;\r\n }\r\n return renderTargetTexture;\r\n }\r\n else {\r\n var texture;\r\n if (parsedTexture.base64String) {\r\n texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps, parsedTexture.invertY);\r\n }\r\n else {\r\n var url = rootUrl + parsedTexture.name;\r\n if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {\r\n url = parsedTexture.url;\r\n }\r\n texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);\r\n }\r\n return texture;\r\n }\r\n }, parsedTexture, scene);\r\n // Clear cache\r\n if (texture && texture._texture) {\r\n texture._texture._cachedWrapU = null;\r\n texture._texture._cachedWrapV = null;\r\n texture._texture._cachedWrapR = null;\r\n }\r\n // Update Sampling Mode\r\n if (parsedTexture.samplingMode) {\r\n var sampling = parsedTexture.samplingMode;\r\n if (texture && texture.samplingMode !== sampling) {\r\n texture.updateSamplingMode(sampling);\r\n }\r\n }\r\n // Animations\r\n if (texture && parsedTexture.animations) {\r\n for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {\r\n var parsedAnimation = parsedTexture.animations[animationIndex];\r\n var internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n texture.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n }\r\n return texture;\r\n };\r\n /**\r\n * Creates a texture from its base 64 representation.\r\n * @param data Define the base64 payload without the data: prefix\r\n * @param name Define the name of the texture in the scene useful fo caching purpose for instance\r\n * @param scene Define the scene the texture should belong to\r\n * @param noMipmap Forces the texture to not create mip map information if true\r\n * @param invertY define if the texture needs to be inverted on the y axis during loading\r\n * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)\r\n * @param onLoad define a callback triggered when the texture has been loaded\r\n * @param onError define a callback triggered when an error occurred during the loading session\r\n * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)\r\n * @returns the created texture\r\n */\r\n Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {\r\n if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }\r\n if (onLoad === void 0) { onLoad = null; }\r\n if (onError === void 0) { onError = null; }\r\n if (format === void 0) { format = 5; }\r\n return new Texture(\"data:\" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);\r\n };\r\n /**\r\n * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)\r\n * @param data Define the base64 payload without the data: prefix\r\n * @param name Define the name of the texture in the scene useful fo caching purpose for instance\r\n * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation\r\n * @param scene Define the scene the texture should belong to\r\n * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load\r\n * @param noMipmap Forces the texture to not create mip map information if true\r\n * @param invertY define if the texture needs to be inverted on the y axis during loading\r\n * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)\r\n * @param onLoad define a callback triggered when the texture has been loaded\r\n * @param onError define a callback triggered when an error occurred during the loading session\r\n * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)\r\n * @returns the created texture\r\n */\r\n Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {\r\n if (deleteBuffer === void 0) { deleteBuffer = false; }\r\n if (noMipmap === void 0) { noMipmap = false; }\r\n if (invertY === void 0) { invertY = true; }\r\n if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }\r\n if (onLoad === void 0) { onLoad = null; }\r\n if (onError === void 0) { onError = null; }\r\n if (format === void 0) { format = 5; }\r\n if (name.substr(0, 5) !== \"data:\") {\r\n name = \"data:\" + name;\r\n }\r\n return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);\r\n };\r\n /**\r\n * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process\r\n */\r\n Texture.SerializeBuffers = true;\r\n /** @hidden */\r\n Texture._CubeTextureParser = function (jsonTexture, scene, rootUrl) {\r\n throw _DevTools.WarnImport(\"CubeTexture\");\r\n };\r\n /** @hidden */\r\n Texture._CreateMirror = function (name, renderTargetSize, scene, generateMipMaps) {\r\n throw _DevTools.WarnImport(\"MirrorTexture\");\r\n };\r\n /** @hidden */\r\n Texture._CreateRenderTargetTexture = function (name, renderTargetSize, scene, generateMipMaps) {\r\n throw _DevTools.WarnImport(\"RenderTargetTexture\");\r\n };\r\n /** nearest is mag = nearest and min = nearest and mip = linear */\r\n Texture.NEAREST_SAMPLINGMODE = 1;\r\n /** nearest is mag = nearest and min = nearest and mip = linear */\r\n Texture.NEAREST_NEAREST_MIPLINEAR = 8; // nearest is mag = nearest and min = nearest and mip = linear\r\n /** Bilinear is mag = linear and min = linear and mip = nearest */\r\n Texture.BILINEAR_SAMPLINGMODE = 2;\r\n /** Bilinear is mag = linear and min = linear and mip = nearest */\r\n Texture.LINEAR_LINEAR_MIPNEAREST = 11; // Bilinear is mag = linear and min = linear and mip = nearest\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n Texture.TRILINEAR_SAMPLINGMODE = 3;\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n Texture.LINEAR_LINEAR_MIPLINEAR = 3; // Trilinear is mag = linear and min = linear and mip = linear\r\n /** mag = nearest and min = nearest and mip = nearest */\r\n Texture.NEAREST_NEAREST_MIPNEAREST = 4;\r\n /** mag = nearest and min = linear and mip = nearest */\r\n Texture.NEAREST_LINEAR_MIPNEAREST = 5;\r\n /** mag = nearest and min = linear and mip = linear */\r\n Texture.NEAREST_LINEAR_MIPLINEAR = 6;\r\n /** mag = nearest and min = linear and mip = none */\r\n Texture.NEAREST_LINEAR = 7;\r\n /** mag = nearest and min = nearest and mip = none */\r\n Texture.NEAREST_NEAREST = 1;\r\n /** mag = linear and min = nearest and mip = nearest */\r\n Texture.LINEAR_NEAREST_MIPNEAREST = 9;\r\n /** mag = linear and min = nearest and mip = linear */\r\n Texture.LINEAR_NEAREST_MIPLINEAR = 10;\r\n /** mag = linear and min = linear and mip = none */\r\n Texture.LINEAR_LINEAR = 2;\r\n /** mag = linear and min = nearest and mip = none */\r\n Texture.LINEAR_NEAREST = 12;\r\n /** Explicit coordinates mode */\r\n Texture.EXPLICIT_MODE = 0;\r\n /** Spherical coordinates mode */\r\n Texture.SPHERICAL_MODE = 1;\r\n /** Planar coordinates mode */\r\n Texture.PLANAR_MODE = 2;\r\n /** Cubic coordinates mode */\r\n Texture.CUBIC_MODE = 3;\r\n /** Projection coordinates mode */\r\n Texture.PROJECTION_MODE = 4;\r\n /** Inverse Cubic coordinates mode */\r\n Texture.SKYBOX_MODE = 5;\r\n /** Inverse Cubic coordinates mode */\r\n Texture.INVCUBIC_MODE = 6;\r\n /** Equirectangular coordinates mode */\r\n Texture.EQUIRECTANGULAR_MODE = 7;\r\n /** Equirectangular Fixed coordinates mode */\r\n Texture.FIXED_EQUIRECTANGULAR_MODE = 8;\r\n /** Equirectangular Fixed Mirrored coordinates mode */\r\n Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;\r\n /** Texture is not repeating outside of 0..1 UVs */\r\n Texture.CLAMP_ADDRESSMODE = 0;\r\n /** Texture is repeating outside of 0..1 UVs */\r\n Texture.WRAP_ADDRESSMODE = 1;\r\n /** Texture is repeating and mirrored */\r\n Texture.MIRROR_ADDRESSMODE = 2;\r\n /**\r\n * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file\r\n */\r\n Texture.UseSerializedUrlIfAny = false;\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"url\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"uOffset\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"vOffset\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"uScale\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"vScale\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"uAng\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"vAng\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"wAng\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"uRotationCenter\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"vRotationCenter\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"wRotationCenter\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Texture.prototype, \"isBlocking\", null);\r\n return Texture;\r\n}(BaseTexture));\r\nexport { Texture };\r\n// References the dependencies.\r\nSerializationHelper._TextureParser = Texture.Parse;\r\n//# sourceMappingURL=texture.js.map","import { Logger } from \"../Misc/logger\";\r\nimport { Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { Light } from \"../Lights/light\";\r\nimport { Color3 } from '../Maths/math.color';\r\n/**\r\n * \"Static Class\" containing the most commonly used helper while dealing with material for\r\n * rendering purpose.\r\n *\r\n * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.\r\n *\r\n * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.\r\n */\r\nvar MaterialHelper = /** @class */ (function () {\r\n function MaterialHelper() {\r\n }\r\n /**\r\n * Bind the current view position to an effect.\r\n * @param effect The effect to be bound\r\n * @param scene The scene the eyes position is used from\r\n */\r\n MaterialHelper.BindEyePosition = function (effect, scene) {\r\n if (scene._forcedViewPosition) {\r\n effect.setVector3(\"vEyePosition\", scene._forcedViewPosition);\r\n return;\r\n }\r\n var globalPosition = scene.activeCamera.globalPosition;\r\n if (!globalPosition) {\r\n // Use WebVRFreecamera's device position as global position is not it's actual position in babylon space\r\n globalPosition = scene.activeCamera.devicePosition;\r\n }\r\n effect.setVector3(\"vEyePosition\", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : globalPosition);\r\n };\r\n /**\r\n * Helps preparing the defines values about the UVs in used in the effect.\r\n * UVs are shared as much as we can accross channels in the shaders.\r\n * @param texture The texture we are preparing the UVs for\r\n * @param defines The defines to update\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {\r\n defines._needUVs = true;\r\n defines[key] = true;\r\n if (texture.getTextureMatrix().isIdentityAs3x2()) {\r\n defines[key + \"DIRECTUV\"] = texture.coordinatesIndex + 1;\r\n if (texture.coordinatesIndex === 0) {\r\n defines[\"MAINUV1\"] = true;\r\n }\r\n else {\r\n defines[\"MAINUV2\"] = true;\r\n }\r\n }\r\n else {\r\n defines[key + \"DIRECTUV\"] = 0;\r\n }\r\n };\r\n /**\r\n * Binds a texture matrix value to its corrsponding uniform\r\n * @param texture The texture to bind the matrix for\r\n * @param uniformBuffer The uniform buffer receivin the data\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {\r\n var matrix = texture.getTextureMatrix();\r\n uniformBuffer.updateMatrix(key + \"Matrix\", matrix);\r\n };\r\n /**\r\n * Gets the current status of the fog (should it be enabled?)\r\n * @param mesh defines the mesh to evaluate for fog support\r\n * @param scene defines the hosting scene\r\n * @returns true if fog must be enabled\r\n */\r\n MaterialHelper.GetFogState = function (mesh, scene) {\r\n return (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE);\r\n };\r\n /**\r\n * Helper used to prepare the list of defines associated with misc. values for shader compilation\r\n * @param mesh defines the current mesh\r\n * @param scene defines the current scene\r\n * @param useLogarithmicDepth defines if logarithmic depth has to be turned on\r\n * @param pointsCloud defines if point cloud rendering has to be turned on\r\n * @param fogEnabled defines if fog has to be turned on\r\n * @param alphaTest defines if alpha testing has to be turned on\r\n * @param defines defines the current list of defines\r\n */\r\n MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {\r\n if (defines._areMiscDirty) {\r\n defines[\"LOGARITHMICDEPTH\"] = useLogarithmicDepth;\r\n defines[\"POINTSIZE\"] = pointsCloud;\r\n defines[\"FOG\"] = fogEnabled && this.GetFogState(mesh, scene);\r\n defines[\"NONUNIFORMSCALING\"] = mesh.nonUniformScaling;\r\n defines[\"ALPHATEST\"] = alphaTest;\r\n }\r\n };\r\n /**\r\n * Helper used to prepare the list of defines associated with frame values for shader compilation\r\n * @param scene defines the current scene\r\n * @param engine defines the current engine\r\n * @param defines specifies the list of active defines\r\n * @param useInstances defines if instances have to be turned on\r\n * @param useClipPlane defines if clip plane have to be turned on\r\n */\r\n MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {\r\n if (useClipPlane === void 0) { useClipPlane = null; }\r\n var changed = false;\r\n var useClipPlane1 = false;\r\n var useClipPlane2 = false;\r\n var useClipPlane3 = false;\r\n var useClipPlane4 = false;\r\n var useClipPlane5 = false;\r\n var useClipPlane6 = false;\r\n useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;\r\n useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;\r\n useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;\r\n useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;\r\n useClipPlane5 = useClipPlane == null ? (scene.clipPlane5 !== undefined && scene.clipPlane5 !== null) : useClipPlane;\r\n useClipPlane6 = useClipPlane == null ? (scene.clipPlane6 !== undefined && scene.clipPlane6 !== null) : useClipPlane;\r\n if (defines[\"CLIPPLANE\"] !== useClipPlane1) {\r\n defines[\"CLIPPLANE\"] = useClipPlane1;\r\n changed = true;\r\n }\r\n if (defines[\"CLIPPLANE2\"] !== useClipPlane2) {\r\n defines[\"CLIPPLANE2\"] = useClipPlane2;\r\n changed = true;\r\n }\r\n if (defines[\"CLIPPLANE3\"] !== useClipPlane3) {\r\n defines[\"CLIPPLANE3\"] = useClipPlane3;\r\n changed = true;\r\n }\r\n if (defines[\"CLIPPLANE4\"] !== useClipPlane4) {\r\n defines[\"CLIPPLANE4\"] = useClipPlane4;\r\n changed = true;\r\n }\r\n if (defines[\"CLIPPLANE5\"] !== useClipPlane5) {\r\n defines[\"CLIPPLANE5\"] = useClipPlane5;\r\n changed = true;\r\n }\r\n if (defines[\"CLIPPLANE6\"] !== useClipPlane6) {\r\n defines[\"CLIPPLANE6\"] = useClipPlane6;\r\n changed = true;\r\n }\r\n if (defines[\"DEPTHPREPASS\"] !== !engine.getColorWrite()) {\r\n defines[\"DEPTHPREPASS\"] = !defines[\"DEPTHPREPASS\"];\r\n changed = true;\r\n }\r\n if (defines[\"INSTANCES\"] !== useInstances) {\r\n defines[\"INSTANCES\"] = useInstances;\r\n changed = true;\r\n }\r\n if (changed) {\r\n defines.markAsUnprocessed();\r\n }\r\n };\r\n /**\r\n * Prepares the defines for bones\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n MaterialHelper.PrepareDefinesForBones = function (mesh, defines) {\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = mesh.numBoneInfluencers;\r\n var materialSupportsBoneTexture = defines[\"BONETEXTURE\"] !== undefined;\r\n if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {\r\n defines[\"BONETEXTURE\"] = true;\r\n }\r\n else {\r\n defines[\"BonesPerMesh\"] = (mesh.skeleton.bones.length + 1);\r\n defines[\"BONETEXTURE\"] = materialSupportsBoneTexture ? false : undefined;\r\n }\r\n }\r\n else {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = 0;\r\n defines[\"BonesPerMesh\"] = 0;\r\n }\r\n };\r\n /**\r\n * Prepares the defines for morph targets\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n MaterialHelper.PrepareDefinesForMorphTargets = function (mesh, defines) {\r\n var manager = mesh.morphTargetManager;\r\n if (manager) {\r\n defines[\"MORPHTARGETS_UV\"] = manager.supportsUVs && defines[\"UV1\"];\r\n defines[\"MORPHTARGETS_TANGENT\"] = manager.supportsTangents && defines[\"TANGENT\"];\r\n defines[\"MORPHTARGETS_NORMAL\"] = manager.supportsNormals && defines[\"NORMAL\"];\r\n defines[\"MORPHTARGETS\"] = (manager.numInfluencers > 0);\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = manager.numInfluencers;\r\n }\r\n else {\r\n defines[\"MORPHTARGETS_UV\"] = false;\r\n defines[\"MORPHTARGETS_TANGENT\"] = false;\r\n defines[\"MORPHTARGETS_NORMAL\"] = false;\r\n defines[\"MORPHTARGETS\"] = false;\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = 0;\r\n }\r\n };\r\n /**\r\n * Prepares the defines used in the shader depending on the attributes data available in the mesh\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)\r\n * @param useBones Precise whether bones should be used or not (override mesh info)\r\n * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)\r\n * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)\r\n * @returns false if defines are considered not dirty and have not been checked\r\n */\r\n MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {\r\n if (useMorphTargets === void 0) { useMorphTargets = false; }\r\n if (useVertexAlpha === void 0) { useVertexAlpha = true; }\r\n if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {\r\n return false;\r\n }\r\n defines._normals = defines._needNormals;\r\n defines._uvs = defines._needUVs;\r\n defines[\"NORMAL\"] = (defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.NormalKind));\r\n if (defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n defines[\"TANGENT\"] = true;\r\n }\r\n if (defines._needUVs) {\r\n defines[\"UV1\"] = mesh.isVerticesDataPresent(VertexBuffer.UVKind);\r\n defines[\"UV2\"] = mesh.isVerticesDataPresent(VertexBuffer.UV2Kind);\r\n }\r\n else {\r\n defines[\"UV1\"] = false;\r\n defines[\"UV2\"] = false;\r\n }\r\n if (useVertexColor) {\r\n var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(VertexBuffer.ColorKind);\r\n defines[\"VERTEXCOLOR\"] = hasVertexColors;\r\n defines[\"VERTEXALPHA\"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;\r\n }\r\n if (useBones) {\r\n this.PrepareDefinesForBones(mesh, defines);\r\n }\r\n if (useMorphTargets) {\r\n this.PrepareDefinesForMorphTargets(mesh, defines);\r\n }\r\n return true;\r\n };\r\n /**\r\n * Prepares the defines related to multiview\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n */\r\n MaterialHelper.PrepareDefinesForMultiview = function (scene, defines) {\r\n if (scene.activeCamera) {\r\n var previousMultiview = defines.MULTIVIEW;\r\n defines.MULTIVIEW = (scene.activeCamera.outputRenderTarget !== null && scene.activeCamera.outputRenderTarget.getViewCount() > 1);\r\n if (defines.MULTIVIEW != previousMultiview) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n };\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param light The light the effect is compiling for\r\n * @param lightIndex The index of the light\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param state Defines the current state regarding what is needed (normals, etc...)\r\n */\r\n MaterialHelper.PrepareDefinesForLight = function (scene, mesh, light, lightIndex, defines, specularSupported, state) {\r\n state.needNormals = true;\r\n if (defines[\"LIGHT\" + lightIndex] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n defines[\"LIGHT\" + lightIndex] = true;\r\n defines[\"SPOTLIGHT\" + lightIndex] = false;\r\n defines[\"HEMILIGHT\" + lightIndex] = false;\r\n defines[\"POINTLIGHT\" + lightIndex] = false;\r\n defines[\"DIRLIGHT\" + lightIndex] = false;\r\n light.prepareLightSpecificDefines(defines, lightIndex);\r\n // FallOff.\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = false;\r\n switch (light.falloffType) {\r\n case Light.FALLOFF_GLTF:\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = true;\r\n break;\r\n case Light.FALLOFF_PHYSICAL:\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = true;\r\n break;\r\n case Light.FALLOFF_STANDARD:\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = true;\r\n break;\r\n }\r\n // Specular\r\n if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {\r\n state.specularEnabled = true;\r\n }\r\n // Shadows\r\n defines[\"SHADOW\" + lightIndex] = false;\r\n defines[\"SHADOWCSM\" + lightIndex] = false;\r\n defines[\"SHADOWCSMDEBUG\" + lightIndex] = false;\r\n defines[\"SHADOWCSMNUM_CASCADES\" + lightIndex] = false;\r\n defines[\"SHADOWCSMUSESHADOWMAXZ\" + lightIndex] = false;\r\n defines[\"SHADOWCSMNOBLEND\" + lightIndex] = false;\r\n defines[\"SHADOWCSM_RIGHTHANDED\" + lightIndex] = false;\r\n defines[\"SHADOWPCF\" + lightIndex] = false;\r\n defines[\"SHADOWPCSS\" + lightIndex] = false;\r\n defines[\"SHADOWPOISSON\" + lightIndex] = false;\r\n defines[\"SHADOWESM\" + lightIndex] = false;\r\n defines[\"SHADOWCUBE\" + lightIndex] = false;\r\n defines[\"SHADOWLOWQUALITY\" + lightIndex] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + lightIndex] = false;\r\n if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {\r\n var shadowGenerator = light.getShadowGenerator();\r\n if (shadowGenerator) {\r\n var shadowMap = shadowGenerator.getShadowMap();\r\n if (shadowMap) {\r\n if (shadowMap.renderList && shadowMap.renderList.length > 0) {\r\n state.shadowEnabled = true;\r\n shadowGenerator.prepareDefines(defines, lightIndex);\r\n }\r\n }\r\n }\r\n }\r\n if (light.lightmapMode != Light.LIGHTMAP_DEFAULT) {\r\n state.lightmapMode = true;\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = true;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = (light.lightmapMode == Light.LIGHTMAP_SHADOWSONLY);\r\n }\r\n else {\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = false;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = false;\r\n }\r\n };\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max\r\n * @param disableLighting Specifies whether the lighting is disabled (override scene and light)\r\n * @returns true if normals will be required for the rest of the effect\r\n */\r\n MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {\r\n if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }\r\n if (disableLighting === void 0) { disableLighting = false; }\r\n if (!defines._areLightsDirty) {\r\n return defines._needNormals;\r\n }\r\n var lightIndex = 0;\r\n var state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false\r\n };\r\n if (scene.lightsEnabled && !disableLighting) {\r\n for (var _i = 0, _a = mesh.lightSources; _i < _a.length; _i++) {\r\n var light = _a[_i];\r\n this.PrepareDefinesForLight(scene, mesh, light, lightIndex, defines, specularSupported, state);\r\n lightIndex++;\r\n if (lightIndex === maxSimultaneousLights) {\r\n break;\r\n }\r\n }\r\n }\r\n defines[\"SPECULARTERM\"] = state.specularEnabled;\r\n defines[\"SHADOWS\"] = state.shadowEnabled;\r\n // Resetting all other lights if any\r\n for (var index = lightIndex; index < maxSimultaneousLights; index++) {\r\n if (defines[\"LIGHT\" + index] !== undefined) {\r\n defines[\"LIGHT\" + index] = false;\r\n defines[\"HEMILIGHT\" + index] = false;\r\n defines[\"POINTLIGHT\" + index] = false;\r\n defines[\"DIRLIGHT\" + index] = false;\r\n defines[\"SPOTLIGHT\" + index] = false;\r\n defines[\"SHADOW\" + index] = false;\r\n defines[\"SHADOWCSM\" + index] = false;\r\n defines[\"SHADOWCSMDEBUG\" + index] = false;\r\n defines[\"SHADOWCSMNUM_CASCADES\" + index] = false;\r\n defines[\"SHADOWCSMUSESHADOWMAXZ\" + index] = false;\r\n defines[\"SHADOWCSMNOBLEND\" + index] = false;\r\n defines[\"SHADOWCSM_RIGHTHANDED\" + index] = false;\r\n defines[\"SHADOWPCF\" + index] = false;\r\n defines[\"SHADOWPCSS\" + index] = false;\r\n defines[\"SHADOWPOISSON\" + index] = false;\r\n defines[\"SHADOWESM\" + index] = false;\r\n defines[\"SHADOWCUBE\" + index] = false;\r\n defines[\"SHADOWLOWQUALITY\" + index] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + index] = false;\r\n }\r\n }\r\n var caps = scene.getEngine().getCaps();\r\n if (defines[\"SHADOWFLOAT\"] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n defines[\"SHADOWFLOAT\"] = state.shadowEnabled &&\r\n ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||\r\n (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));\r\n defines[\"LIGHTMAPEXCLUDED\"] = state.lightmapMode;\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n return state.needNormals;\r\n };\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect (for a specific light)\r\n * @param lightIndex defines the light index\r\n * @param uniformsList The uniform list\r\n * @param samplersList The sampler list\r\n * @param projectedLightTexture defines if projected texture must be used\r\n * @param uniformBuffersList defines an optional list of uniform buffers\r\n */\r\n MaterialHelper.PrepareUniformsAndSamplersForLight = function (lightIndex, uniformsList, samplersList, projectedLightTexture, uniformBuffersList) {\r\n if (uniformBuffersList === void 0) { uniformBuffersList = null; }\r\n uniformsList.push(\"vLightData\" + lightIndex, \"vLightDiffuse\" + lightIndex, \"vLightSpecular\" + lightIndex, \"vLightDirection\" + lightIndex, \"vLightFalloff\" + lightIndex, \"vLightGround\" + lightIndex, \"lightMatrix\" + lightIndex, \"shadowsInfo\" + lightIndex, \"depthValues\" + lightIndex);\r\n if (uniformBuffersList) {\r\n uniformBuffersList.push(\"Light\" + lightIndex);\r\n }\r\n samplersList.push(\"shadowSampler\" + lightIndex);\r\n samplersList.push(\"depthSampler\" + lightIndex);\r\n uniformsList.push(\"viewFrustumZ\" + lightIndex, \"cascadeBlendFactor\" + lightIndex, \"lightSizeUVCorrection\" + lightIndex, \"depthCorrection\" + lightIndex, \"penumbraDarkness\" + lightIndex, \"frustumLengths\" + lightIndex);\r\n if (projectedLightTexture) {\r\n samplersList.push(\"projectionLightSampler\" + lightIndex);\r\n uniformsList.push(\"textureProjectionMatrix\" + lightIndex);\r\n }\r\n };\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect\r\n * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information\r\n * @param samplersList The sampler list\r\n * @param defines The defines helping in the list generation\r\n * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect\r\n */\r\n MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {\r\n if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }\r\n var uniformsList;\r\n var uniformBuffersList = null;\r\n if (uniformsListOrOptions.uniformsNames) {\r\n var options = uniformsListOrOptions;\r\n uniformsList = options.uniformsNames;\r\n uniformBuffersList = options.uniformBuffersNames;\r\n samplersList = options.samplers;\r\n defines = options.defines;\r\n maxSimultaneousLights = options.maxSimultaneousLights || 0;\r\n }\r\n else {\r\n uniformsList = uniformsListOrOptions;\r\n if (!samplersList) {\r\n samplersList = [];\r\n }\r\n }\r\n for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n this.PrepareUniformsAndSamplersForLight(lightIndex, uniformsList, samplersList, defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex], uniformBuffersList);\r\n }\r\n if (defines[\"NUM_MORPH_INFLUENCERS\"]) {\r\n uniformsList.push(\"morphTargetInfluences\");\r\n }\r\n };\r\n /**\r\n * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)\r\n * @param defines The defines to update while falling back\r\n * @param fallbacks The authorized effect fallbacks\r\n * @param maxSimultaneousLights The maximum number of lights allowed\r\n * @param rank the current rank of the Effect\r\n * @returns The newly affected rank\r\n */\r\n MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {\r\n if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }\r\n if (rank === void 0) { rank = 0; }\r\n var lightFallbackRank = 0;\r\n for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n if (lightIndex > 0) {\r\n lightFallbackRank = rank + lightIndex;\r\n fallbacks.addFallback(lightFallbackRank, \"LIGHT\" + lightIndex);\r\n }\r\n if (!defines[\"SHADOWS\"]) {\r\n if (defines[\"SHADOW\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOW\" + lightIndex);\r\n }\r\n if (defines[\"SHADOWPCF\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCF\" + lightIndex);\r\n }\r\n if (defines[\"SHADOWPCSS\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCSS\" + lightIndex);\r\n }\r\n if (defines[\"SHADOWPOISSON\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPOISSON\" + lightIndex);\r\n }\r\n if (defines[\"SHADOWESM\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWESM\" + lightIndex);\r\n }\r\n }\r\n }\r\n return lightFallbackRank++;\r\n };\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param influencers The number of influencers\r\n */\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers = function (attribs, mesh, influencers) {\r\n this._TmpMorphInfluencers.NUM_MORPH_INFLUENCERS = influencers;\r\n this.PrepareAttributesForMorphTargets(attribs, mesh, this._TmpMorphInfluencers);\r\n };\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param defines The current Defines of the effect\r\n */\r\n MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {\r\n var influencers = defines[\"NUM_MORPH_INFLUENCERS\"];\r\n if (influencers > 0 && EngineStore.LastCreatedEngine) {\r\n var maxAttributesCount = EngineStore.LastCreatedEngine.getCaps().maxVertexAttribs;\r\n var manager = mesh.morphTargetManager;\r\n var normal = manager && manager.supportsNormals && defines[\"NORMAL\"];\r\n var tangent = manager && manager.supportsTangents && defines[\"TANGENT\"];\r\n var uv = manager && manager.supportsUVs && defines[\"UV1\"];\r\n for (var index = 0; index < influencers; index++) {\r\n attribs.push(VertexBuffer.PositionKind + index);\r\n if (normal) {\r\n attribs.push(VertexBuffer.NormalKind + index);\r\n }\r\n if (tangent) {\r\n attribs.push(VertexBuffer.TangentKind + index);\r\n }\r\n if (uv) {\r\n attribs.push(VertexBuffer.UVKind + \"_\" + index);\r\n }\r\n if (attribs.length > maxAttributesCount) {\r\n Logger.Error(\"Cannot add more vertex attributes for mesh \" + mesh.name);\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * Prepares the list of attributes required for bones according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the bones attributes for\r\n * @param defines The current Defines of the effect\r\n * @param fallbacks The current efffect fallback strategy\r\n */\r\n MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n }\r\n };\r\n /**\r\n * Check and prepare the list of attributes required for instances according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param defines The current MaterialDefines of the effect\r\n */\r\n MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {\r\n if (defines[\"INSTANCES\"]) {\r\n this.PushAttributesForInstances(attribs);\r\n }\r\n };\r\n /**\r\n * Add the list of attributes required for instances to the attribs array.\r\n * @param attribs The current list of supported attribs\r\n */\r\n MaterialHelper.PushAttributesForInstances = function (attribs) {\r\n attribs.push(\"world0\");\r\n attribs.push(\"world1\");\r\n attribs.push(\"world2\");\r\n attribs.push(\"world3\");\r\n };\r\n /**\r\n * Binds the light information to the effect.\r\n * @param light The light containing the generator\r\n * @param effect The effect we are binding the data to\r\n * @param lightIndex The light index in the effect used to render\r\n */\r\n MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {\r\n light.transferToEffect(effect, lightIndex + \"\");\r\n };\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param light Light to bind\r\n * @param lightIndex Light index\r\n * @param scene The scene where the light belongs to\r\n * @param effect The effect we are binding the data to\r\n * @param useSpecular Defines if specular is supported\r\n * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel\r\n */\r\n MaterialHelper.BindLight = function (light, lightIndex, scene, effect, useSpecular, rebuildInParallel) {\r\n if (rebuildInParallel === void 0) { rebuildInParallel = false; }\r\n light._bindLight(lightIndex, scene, effect, useSpecular, rebuildInParallel);\r\n };\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param defines The generated defines for the effect\r\n * @param maxSimultaneousLights The maximum number of light that can be bound to the effect\r\n * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel\r\n */\r\n MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, rebuildInParallel) {\r\n if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }\r\n if (rebuildInParallel === void 0) { rebuildInParallel = false; }\r\n var len = Math.min(mesh.lightSources.length, maxSimultaneousLights);\r\n for (var i = 0; i < len; i++) {\r\n var light = mesh.lightSources[i];\r\n this.BindLight(light, i, scene, effect, typeof defines === \"boolean\" ? defines : defines[\"SPECULARTERM\"], rebuildInParallel);\r\n }\r\n };\r\n /**\r\n * Binds the fog information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param linearSpace Defines if the fog effect is applied in linear space\r\n */\r\n MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {\r\n if (linearSpace === void 0) { linearSpace = false; }\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n // Convert fog color to linear space if used in a linear space computed shader.\r\n if (linearSpace) {\r\n scene.fogColor.toLinearSpaceToRef(this._tempFogColor);\r\n effect.setColor3(\"vFogColor\", this._tempFogColor);\r\n }\r\n else {\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n }\r\n };\r\n /**\r\n * Binds the bones information from the mesh to the effect.\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n */\r\n MaterialHelper.BindBonesParameters = function (mesh, effect) {\r\n if (!effect || !mesh) {\r\n return;\r\n }\r\n if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {\r\n mesh.computeBonesUsingShaders = false;\r\n }\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n var skeleton = mesh.skeleton;\r\n if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex(\"boneTextureWidth\") > -1) {\r\n var boneTexture = skeleton.getTransformMatrixTexture(mesh);\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n }\r\n else {\r\n var matrices = skeleton.getTransformMatrices(mesh);\r\n if (matrices) {\r\n effect.setMatrices(\"mBones\", matrices);\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * Binds the morph targets information from the mesh to the effect.\r\n * @param abstractMesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n */\r\n MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {\r\n var manager = abstractMesh.morphTargetManager;\r\n if (!abstractMesh || !manager) {\r\n return;\r\n }\r\n effect.setFloatArray(\"morphTargetInfluences\", manager.influences);\r\n };\r\n /**\r\n * Binds the logarithmic depth information from the scene to the effect for the given defines.\r\n * @param defines The generated defines used in the effect\r\n * @param effect The effect we are binding the data to\r\n * @param scene The scene we are willing to render with logarithmic scale for\r\n */\r\n MaterialHelper.BindLogDepth = function (defines, effect, scene) {\r\n if (defines[\"LOGARITHMICDEPTH\"]) {\r\n effect.setFloat(\"logarithmicDepthConstant\", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));\r\n }\r\n };\r\n /**\r\n * Binds the clip plane information from the scene to the effect.\r\n * @param scene The scene the clip plane information are extracted from\r\n * @param effect The effect we are binding the data to\r\n */\r\n MaterialHelper.BindClipPlane = function (effect, scene) {\r\n if (scene.clipPlane) {\r\n var clipPlane = scene.clipPlane;\r\n effect.setFloat4(\"vClipPlane\", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);\r\n }\r\n if (scene.clipPlane2) {\r\n var clipPlane = scene.clipPlane2;\r\n effect.setFloat4(\"vClipPlane2\", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);\r\n }\r\n if (scene.clipPlane3) {\r\n var clipPlane = scene.clipPlane3;\r\n effect.setFloat4(\"vClipPlane3\", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);\r\n }\r\n if (scene.clipPlane4) {\r\n var clipPlane = scene.clipPlane4;\r\n effect.setFloat4(\"vClipPlane4\", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);\r\n }\r\n if (scene.clipPlane5) {\r\n var clipPlane = scene.clipPlane5;\r\n effect.setFloat4(\"vClipPlane5\", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);\r\n }\r\n if (scene.clipPlane6) {\r\n var clipPlane = scene.clipPlane6;\r\n effect.setFloat4(\"vClipPlane6\", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);\r\n }\r\n };\r\n MaterialHelper._TmpMorphInfluencers = { \"NUM_MORPH_INFLUENCERS\": 0 };\r\n MaterialHelper._tempFogColor = Color3.Black();\r\n return MaterialHelper;\r\n}());\r\nexport { MaterialHelper };\r\n//# sourceMappingURL=materialHelper.js.map","import { __decorate, __extends } from \"tslib\";\r\nimport { serialize, SerializationHelper, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Matrix, Vector3, Quaternion } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { Viewport } from '../Maths/math.viewport';\r\nimport { Frustum } from '../Maths/math.frustum';\r\n/**\r\n * This is the base class of all the camera used in the application.\r\n * @see http://doc.babylonjs.com/features/cameras\r\n */\r\nvar Camera = /** @class */ (function (_super) {\r\n __extends(Camera, _super);\r\n /**\r\n * Instantiates a new camera object.\r\n * This should not be used directly but through the inherited cameras: ArcRotate, Free...\r\n * @see http://doc.babylonjs.com/features/cameras\r\n * @param name Defines the name of the camera in the scene\r\n * @param position Defines the position of the camera\r\n * @param scene Defines the scene the camera belongs too\r\n * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene\r\n */\r\n function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {\r\n if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }\r\n var _this = _super.call(this, name, scene) || this;\r\n /** @hidden */\r\n _this._position = Vector3.Zero();\r\n /**\r\n * The vector the camera should consider as up.\r\n * (default is Vector3(0, 1, 0) aka Vector3.Up())\r\n */\r\n _this.upVector = Vector3.Up();\r\n /**\r\n * Define the current limit on the left side for an orthographic camera\r\n * In scene unit\r\n */\r\n _this.orthoLeft = null;\r\n /**\r\n * Define the current limit on the right side for an orthographic camera\r\n * In scene unit\r\n */\r\n _this.orthoRight = null;\r\n /**\r\n * Define the current limit on the bottom side for an orthographic camera\r\n * In scene unit\r\n */\r\n _this.orthoBottom = null;\r\n /**\r\n * Define the current limit on the top side for an orthographic camera\r\n * In scene unit\r\n */\r\n _this.orthoTop = null;\r\n /**\r\n * Field Of View is set in Radians. (default is 0.8)\r\n */\r\n _this.fov = 0.8;\r\n /**\r\n * Define the minimum distance the camera can see from.\r\n * This is important to note that the depth buffer are not infinite and the closer it starts\r\n * the more your scene might encounter depth fighting issue.\r\n */\r\n _this.minZ = 1;\r\n /**\r\n * Define the maximum distance the camera can see to.\r\n * This is important to note that the depth buffer are not infinite and the further it end\r\n * the more your scene might encounter depth fighting issue.\r\n */\r\n _this.maxZ = 10000.0;\r\n /**\r\n * Define the default inertia of the camera.\r\n * This helps giving a smooth feeling to the camera movement.\r\n */\r\n _this.inertia = 0.9;\r\n /**\r\n * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)\r\n */\r\n _this.mode = Camera.PERSPECTIVE_CAMERA;\r\n /**\r\n * Define whether the camera is intermediate.\r\n * This is useful to not present the output directly to the screen in case of rig without post process for instance\r\n */\r\n _this.isIntermediate = false;\r\n /**\r\n * Define the viewport of the camera.\r\n * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.\r\n */\r\n _this.viewport = new Viewport(0, 0, 1.0, 1.0);\r\n /**\r\n * Restricts the camera to viewing objects with the same layerMask.\r\n * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0\r\n */\r\n _this.layerMask = 0x0FFFFFFF;\r\n /**\r\n * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)\r\n */\r\n _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;\r\n /**\r\n * Rig mode of the camera.\r\n * This is useful to create the camera with two \"eyes\" instead of one to create VR or stereoscopic scenes.\r\n * This is normally controlled byt the camera themselves as internal use.\r\n */\r\n _this.cameraRigMode = Camera.RIG_MODE_NONE;\r\n /**\r\n * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene\r\n * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere\r\n * else in the scene. (Eg. security camera)\r\n *\r\n * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)\r\n */\r\n _this.customRenderTargets = new Array();\r\n /**\r\n * When set, the camera will render to this render target instead of the default canvas\r\n *\r\n * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead\r\n */\r\n _this.outputRenderTarget = null;\r\n /**\r\n * Observable triggered when the camera view matrix has changed.\r\n */\r\n _this.onViewMatrixChangedObservable = new Observable();\r\n /**\r\n * Observable triggered when the camera Projection matrix has changed.\r\n */\r\n _this.onProjectionMatrixChangedObservable = new Observable();\r\n /**\r\n * Observable triggered when the inputs have been processed.\r\n */\r\n _this.onAfterCheckInputsObservable = new Observable();\r\n /**\r\n * Observable triggered when reset has been called and applied to the camera.\r\n */\r\n _this.onRestoreStateObservable = new Observable();\r\n /**\r\n * Is this camera a part of a rig system?\r\n */\r\n _this.isRigCamera = false;\r\n /** @hidden */\r\n _this._rigCameras = new Array();\r\n _this._webvrViewMatrix = Matrix.Identity();\r\n /** @hidden */\r\n _this._skipRendering = false;\r\n /** @hidden */\r\n _this._projectionMatrix = new Matrix();\r\n /** @hidden */\r\n _this._postProcesses = new Array();\r\n /** @hidden */\r\n _this._activeMeshes = new SmartArray(256);\r\n _this._globalPosition = Vector3.Zero();\r\n /** @hidden */\r\n _this._computedViewMatrix = Matrix.Identity();\r\n _this._doNotComputeProjectionMatrix = false;\r\n _this._transformMatrix = Matrix.Zero();\r\n _this._refreshFrustumPlanes = true;\r\n /** @hidden */\r\n _this._isCamera = true;\r\n /** @hidden */\r\n _this._isLeftCamera = false;\r\n /** @hidden */\r\n _this._isRightCamera = false;\r\n _this.getScene().addCamera(_this);\r\n if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {\r\n _this.getScene().activeCamera = _this;\r\n }\r\n _this.position = position;\r\n return _this;\r\n }\r\n Object.defineProperty(Camera.prototype, \"position\", {\r\n /**\r\n * Define the current local position of the camera in the scene\r\n */\r\n get: function () {\r\n return this._position;\r\n },\r\n set: function (newPosition) {\r\n this._position = newPosition;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Store current camera state (fov, position, etc..)\r\n * @returns the camera\r\n */\r\n Camera.prototype.storeState = function () {\r\n this._stateStored = true;\r\n this._storedFov = this.fov;\r\n return this;\r\n };\r\n /**\r\n * Restores the camera state values if it has been stored. You must call storeState() first\r\n */\r\n Camera.prototype._restoreStateValues = function () {\r\n if (!this._stateStored) {\r\n return false;\r\n }\r\n this.fov = this._storedFov;\r\n return true;\r\n };\r\n /**\r\n * Restored camera state. You must call storeState() first.\r\n * @returns true if restored and false otherwise\r\n */\r\n Camera.prototype.restoreState = function () {\r\n if (this._restoreStateValues()) {\r\n this.onRestoreStateObservable.notifyObservers(this);\r\n return true;\r\n }\r\n return false;\r\n };\r\n /**\r\n * Gets the class name of the camera.\r\n * @returns the class name\r\n */\r\n Camera.prototype.getClassName = function () {\r\n return \"Camera\";\r\n };\r\n /**\r\n * Gets a string representation of the camera useful for debug purpose.\r\n * @param fullDetails Defines that a more verboe level of logging is required\r\n * @returns the string representation\r\n */\r\n Camera.prototype.toString = function (fullDetails) {\r\n var ret = \"Name: \" + this.name;\r\n ret += \", type: \" + this.getClassName();\r\n if (this.animations) {\r\n for (var i = 0; i < this.animations.length; i++) {\r\n ret += \", animation[0]: \" + this.animations[i].toString(fullDetails);\r\n }\r\n }\r\n if (fullDetails) {\r\n }\r\n return ret;\r\n };\r\n Object.defineProperty(Camera.prototype, \"globalPosition\", {\r\n /**\r\n * Gets the current world space position of the camera.\r\n */\r\n get: function () {\r\n return this._globalPosition;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)\r\n * @returns the active meshe list\r\n */\r\n Camera.prototype.getActiveMeshes = function () {\r\n return this._activeMeshes;\r\n };\r\n /**\r\n * Check whether a mesh is part of the current active mesh list of the camera\r\n * @param mesh Defines the mesh to check\r\n * @returns true if active, false otherwise\r\n */\r\n Camera.prototype.isActiveMesh = function (mesh) {\r\n return (this._activeMeshes.indexOf(mesh) !== -1);\r\n };\r\n /**\r\n * Is this camera ready to be used/rendered\r\n * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)\r\n * @return true if the camera is ready\r\n */\r\n Camera.prototype.isReady = function (completeCheck) {\r\n if (completeCheck === void 0) { completeCheck = false; }\r\n if (completeCheck) {\r\n for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {\r\n var pp = _a[_i];\r\n if (pp && !pp.isReady()) {\r\n return false;\r\n }\r\n }\r\n }\r\n return _super.prototype.isReady.call(this, completeCheck);\r\n };\r\n /** @hidden */\r\n Camera.prototype._initCache = function () {\r\n _super.prototype._initCache.call(this);\r\n this._cache.position = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.upVector = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.mode = undefined;\r\n this._cache.minZ = undefined;\r\n this._cache.maxZ = undefined;\r\n this._cache.fov = undefined;\r\n this._cache.fovMode = undefined;\r\n this._cache.aspectRatio = undefined;\r\n this._cache.orthoLeft = undefined;\r\n this._cache.orthoRight = undefined;\r\n this._cache.orthoBottom = undefined;\r\n this._cache.orthoTop = undefined;\r\n this._cache.renderWidth = undefined;\r\n this._cache.renderHeight = undefined;\r\n };\r\n /** @hidden */\r\n Camera.prototype._updateCache = function (ignoreParentClass) {\r\n if (!ignoreParentClass) {\r\n _super.prototype._updateCache.call(this);\r\n }\r\n this._cache.position.copyFrom(this.position);\r\n this._cache.upVector.copyFrom(this.upVector);\r\n };\r\n /** @hidden */\r\n Camera.prototype._isSynchronized = function () {\r\n return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();\r\n };\r\n /** @hidden */\r\n Camera.prototype._isSynchronizedViewMatrix = function () {\r\n if (!_super.prototype._isSynchronized.call(this)) {\r\n return false;\r\n }\r\n return this._cache.position.equals(this.position)\r\n && this._cache.upVector.equals(this.upVector)\r\n && this.isSynchronizedWithParent();\r\n };\r\n /** @hidden */\r\n Camera.prototype._isSynchronizedProjectionMatrix = function () {\r\n var check = this._cache.mode === this.mode\r\n && this._cache.minZ === this.minZ\r\n && this._cache.maxZ === this.maxZ;\r\n if (!check) {\r\n return false;\r\n }\r\n var engine = this.getEngine();\r\n if (this.mode === Camera.PERSPECTIVE_CAMERA) {\r\n check = this._cache.fov === this.fov\r\n && this._cache.fovMode === this.fovMode\r\n && this._cache.aspectRatio === engine.getAspectRatio(this);\r\n }\r\n else {\r\n check = this._cache.orthoLeft === this.orthoLeft\r\n && this._cache.orthoRight === this.orthoRight\r\n && this._cache.orthoBottom === this.orthoBottom\r\n && this._cache.orthoTop === this.orthoTop\r\n && this._cache.renderWidth === engine.getRenderWidth()\r\n && this._cache.renderHeight === engine.getRenderHeight();\r\n }\r\n return check;\r\n };\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n Camera.prototype.attachControl = function (element, noPreventDefault) {\r\n };\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n Camera.prototype.detachControl = function (element) {\r\n };\r\n /**\r\n * Update the camera state according to the different inputs gathered during the frame.\r\n */\r\n Camera.prototype.update = function () {\r\n this._checkInputs();\r\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n this._updateRigCameras();\r\n }\r\n };\r\n /** @hidden */\r\n Camera.prototype._checkInputs = function () {\r\n this.onAfterCheckInputsObservable.notifyObservers(this);\r\n };\r\n Object.defineProperty(Camera.prototype, \"rigCameras\", {\r\n /** @hidden */\r\n get: function () {\r\n return this._rigCameras;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Camera.prototype, \"rigPostProcess\", {\r\n /**\r\n * Gets the post process used by the rig cameras\r\n */\r\n get: function () {\r\n return this._rigPostProcess;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Internal, gets the first post proces.\r\n * @returns the first post process to be run on this camera.\r\n */\r\n Camera.prototype._getFirstPostProcess = function () {\r\n for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {\r\n if (this._postProcesses[ppIndex] !== null) {\r\n return this._postProcesses[ppIndex];\r\n }\r\n }\r\n return null;\r\n };\r\n Camera.prototype._cascadePostProcessesToRigCams = function () {\r\n // invalidate framebuffer\r\n var firstPostProcess = this._getFirstPostProcess();\r\n if (firstPostProcess) {\r\n firstPostProcess.markTextureDirty();\r\n }\r\n // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera\r\n for (var i = 0, len = this._rigCameras.length; i < len; i++) {\r\n var cam = this._rigCameras[i];\r\n var rigPostProcess = cam._rigPostProcess;\r\n // for VR rig, there does not have to be a post process\r\n if (rigPostProcess) {\r\n var isPass = rigPostProcess.getEffectName() === \"pass\";\r\n if (isPass) {\r\n // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses\r\n cam.isIntermediate = this._postProcesses.length === 0;\r\n }\r\n cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);\r\n rigPostProcess.markTextureDirty();\r\n }\r\n else {\r\n cam._postProcesses = this._postProcesses.slice(0);\r\n }\r\n }\r\n };\r\n /**\r\n * Attach a post process to the camera.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess\r\n * @param postProcess The post process to attach to the camera\r\n * @param insertAt The position of the post process in case several of them are in use in the scene\r\n * @returns the position the post process has been inserted at\r\n */\r\n Camera.prototype.attachPostProcess = function (postProcess, insertAt) {\r\n if (insertAt === void 0) { insertAt = null; }\r\n if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {\r\n Logger.Error(\"You're trying to reuse a post process not defined as reusable.\");\r\n return 0;\r\n }\r\n if (insertAt == null || insertAt < 0) {\r\n this._postProcesses.push(postProcess);\r\n }\r\n else if (this._postProcesses[insertAt] === null) {\r\n this._postProcesses[insertAt] = postProcess;\r\n }\r\n else {\r\n this._postProcesses.splice(insertAt, 0, postProcess);\r\n }\r\n this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated\r\n return this._postProcesses.indexOf(postProcess);\r\n };\r\n /**\r\n * Detach a post process to the camera.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess\r\n * @param postProcess The post process to detach from the camera\r\n */\r\n Camera.prototype.detachPostProcess = function (postProcess) {\r\n var idx = this._postProcesses.indexOf(postProcess);\r\n if (idx !== -1) {\r\n this._postProcesses[idx] = null;\r\n }\r\n this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated\r\n };\r\n /**\r\n * Gets the current world matrix of the camera\r\n */\r\n Camera.prototype.getWorldMatrix = function () {\r\n if (this._isSynchronizedViewMatrix()) {\r\n return this._worldMatrix;\r\n }\r\n // Getting the the view matrix will also compute the world matrix.\r\n this.getViewMatrix();\r\n return this._worldMatrix;\r\n };\r\n /** @hidden */\r\n Camera.prototype._getViewMatrix = function () {\r\n return Matrix.Identity();\r\n };\r\n /**\r\n * Gets the current view matrix of the camera.\r\n * @param force forces the camera to recompute the matrix without looking at the cached state\r\n * @returns the view matrix\r\n */\r\n Camera.prototype.getViewMatrix = function (force) {\r\n if (!force && this._isSynchronizedViewMatrix()) {\r\n return this._computedViewMatrix;\r\n }\r\n this.updateCache();\r\n this._computedViewMatrix = this._getViewMatrix();\r\n this._currentRenderId = this.getScene().getRenderId();\r\n this._childUpdateId++;\r\n this._refreshFrustumPlanes = true;\r\n if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {\r\n this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);\r\n }\r\n // Notify parent camera if rig camera is changed\r\n if (this.parent && this.parent.onViewMatrixChangedObservable) {\r\n this.parent.onViewMatrixChangedObservable.notifyObservers(this.parent);\r\n }\r\n this.onViewMatrixChangedObservable.notifyObservers(this);\r\n this._computedViewMatrix.invertToRef(this._worldMatrix);\r\n return this._computedViewMatrix;\r\n };\r\n /**\r\n * Freeze the projection matrix.\r\n * It will prevent the cache check of the camera projection compute and can speed up perf\r\n * if no parameter of the camera are meant to change\r\n * @param projection Defines manually a projection if necessary\r\n */\r\n Camera.prototype.freezeProjectionMatrix = function (projection) {\r\n this._doNotComputeProjectionMatrix = true;\r\n if (projection !== undefined) {\r\n this._projectionMatrix = projection;\r\n }\r\n };\r\n /**\r\n * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.\r\n */\r\n Camera.prototype.unfreezeProjectionMatrix = function () {\r\n this._doNotComputeProjectionMatrix = false;\r\n };\r\n /**\r\n * Gets the current projection matrix of the camera.\r\n * @param force forces the camera to recompute the matrix without looking at the cached state\r\n * @returns the projection matrix\r\n */\r\n Camera.prototype.getProjectionMatrix = function (force) {\r\n if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {\r\n return this._projectionMatrix;\r\n }\r\n // Cache\r\n this._cache.mode = this.mode;\r\n this._cache.minZ = this.minZ;\r\n this._cache.maxZ = this.maxZ;\r\n // Matrix\r\n this._refreshFrustumPlanes = true;\r\n var engine = this.getEngine();\r\n var scene = this.getScene();\r\n if (this.mode === Camera.PERSPECTIVE_CAMERA) {\r\n this._cache.fov = this.fov;\r\n this._cache.fovMode = this.fovMode;\r\n this._cache.aspectRatio = engine.getAspectRatio(this);\r\n if (this.minZ <= 0) {\r\n this.minZ = 0.1;\r\n }\r\n var reverseDepth = engine.useReverseDepthBuffer;\r\n var getProjectionMatrix = void 0;\r\n if (scene.useRightHandedSystem) {\r\n getProjectionMatrix = reverseDepth ? Matrix.PerspectiveFovReverseRHToRef : Matrix.PerspectiveFovRHToRef;\r\n }\r\n else {\r\n getProjectionMatrix = reverseDepth ? Matrix.PerspectiveFovReverseLHToRef : Matrix.PerspectiveFovLHToRef;\r\n }\r\n getProjectionMatrix(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);\r\n }\r\n else {\r\n var halfWidth = engine.getRenderWidth() / 2.0;\r\n var halfHeight = engine.getRenderHeight() / 2.0;\r\n if (scene.useRightHandedSystem) {\r\n Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);\r\n }\r\n else {\r\n Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);\r\n }\r\n this._cache.orthoLeft = this.orthoLeft;\r\n this._cache.orthoRight = this.orthoRight;\r\n this._cache.orthoBottom = this.orthoBottom;\r\n this._cache.orthoTop = this.orthoTop;\r\n this._cache.renderWidth = engine.getRenderWidth();\r\n this._cache.renderHeight = engine.getRenderHeight();\r\n }\r\n this.onProjectionMatrixChangedObservable.notifyObservers(this);\r\n return this._projectionMatrix;\r\n };\r\n /**\r\n * Gets the transformation matrix (ie. the multiplication of view by projection matrices)\r\n * @returns a Matrix\r\n */\r\n Camera.prototype.getTransformationMatrix = function () {\r\n this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);\r\n return this._transformMatrix;\r\n };\r\n Camera.prototype._updateFrustumPlanes = function () {\r\n if (!this._refreshFrustumPlanes) {\r\n return;\r\n }\r\n this.getTransformationMatrix();\r\n if (!this._frustumPlanes) {\r\n this._frustumPlanes = Frustum.GetPlanes(this._transformMatrix);\r\n }\r\n else {\r\n Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);\r\n }\r\n this._refreshFrustumPlanes = false;\r\n };\r\n /**\r\n * Checks if a cullable object (mesh...) is in the camera frustum\r\n * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check\r\n * @param target The object to check\r\n * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)\r\n * @returns true if the object is in frustum otherwise false\r\n */\r\n Camera.prototype.isInFrustum = function (target, checkRigCameras) {\r\n if (checkRigCameras === void 0) { checkRigCameras = false; }\r\n this._updateFrustumPlanes();\r\n if (checkRigCameras && this.rigCameras.length > 0) {\r\n var result = false;\r\n this.rigCameras.forEach(function (cam) {\r\n cam._updateFrustumPlanes();\r\n result = result || target.isInFrustum(cam._frustumPlanes);\r\n });\r\n return result;\r\n }\r\n else {\r\n return target.isInFrustum(this._frustumPlanes);\r\n }\r\n };\r\n /**\r\n * Checks if a cullable object (mesh...) is in the camera frustum\r\n * Unlike isInFrustum this cheks the full bounding box\r\n * @param target The object to check\r\n * @returns true if the object is in frustum otherwise false\r\n */\r\n Camera.prototype.isCompletelyInFrustum = function (target) {\r\n this._updateFrustumPlanes();\r\n return target.isCompletelyInFrustum(this._frustumPlanes);\r\n };\r\n /**\r\n * Gets a ray in the forward direction from the camera.\r\n * @param length Defines the length of the ray to create\r\n * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray\r\n * @param origin Defines the start point of the ray which defaults to the camera position\r\n * @returns the forward ray\r\n */\r\n Camera.prototype.getForwardRay = function (length, transform, origin) {\r\n if (length === void 0) { length = 100; }\r\n throw _DevTools.WarnImport(\"Ray\");\r\n };\r\n /**\r\n * Releases resources associated with this node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {\r\n if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }\r\n // Observables\r\n this.onViewMatrixChangedObservable.clear();\r\n this.onProjectionMatrixChangedObservable.clear();\r\n this.onAfterCheckInputsObservable.clear();\r\n this.onRestoreStateObservable.clear();\r\n // Inputs\r\n if (this.inputs) {\r\n this.inputs.clear();\r\n }\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n // Remove from scene\r\n this.getScene().removeCamera(this);\r\n while (this._rigCameras.length > 0) {\r\n var camera = this._rigCameras.pop();\r\n if (camera) {\r\n camera.dispose();\r\n }\r\n }\r\n // Postprocesses\r\n if (this._rigPostProcess) {\r\n this._rigPostProcess.dispose(this);\r\n this._rigPostProcess = null;\r\n this._postProcesses = [];\r\n }\r\n else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n this._rigPostProcess = null;\r\n this._postProcesses = [];\r\n }\r\n else {\r\n var i = this._postProcesses.length;\r\n while (--i >= 0) {\r\n var postProcess = this._postProcesses[i];\r\n if (postProcess) {\r\n postProcess.dispose(this);\r\n }\r\n }\r\n }\r\n // Render targets\r\n var i = this.customRenderTargets.length;\r\n while (--i >= 0) {\r\n this.customRenderTargets[i].dispose();\r\n }\r\n this.customRenderTargets = [];\r\n // Active Meshes\r\n this._activeMeshes.dispose();\r\n _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);\r\n };\r\n Object.defineProperty(Camera.prototype, \"isLeftCamera\", {\r\n /**\r\n * Gets the left camera of a rig setup in case of Rigged Camera\r\n */\r\n get: function () {\r\n return this._isLeftCamera;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Camera.prototype, \"isRightCamera\", {\r\n /**\r\n * Gets the right camera of a rig setup in case of Rigged Camera\r\n */\r\n get: function () {\r\n return this._isRightCamera;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Camera.prototype, \"leftCamera\", {\r\n /**\r\n * Gets the left camera of a rig setup in case of Rigged Camera\r\n */\r\n get: function () {\r\n if (this._rigCameras.length < 1) {\r\n return null;\r\n }\r\n return this._rigCameras[0];\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Camera.prototype, \"rightCamera\", {\r\n /**\r\n * Gets the right camera of a rig setup in case of Rigged Camera\r\n */\r\n get: function () {\r\n if (this._rigCameras.length < 2) {\r\n return null;\r\n }\r\n return this._rigCameras[1];\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the left camera target of a rig setup in case of Rigged Camera\r\n * @returns the target position\r\n */\r\n Camera.prototype.getLeftTarget = function () {\r\n if (this._rigCameras.length < 1) {\r\n return null;\r\n }\r\n return this._rigCameras[0].getTarget();\r\n };\r\n /**\r\n * Gets the right camera target of a rig setup in case of Rigged Camera\r\n * @returns the target position\r\n */\r\n Camera.prototype.getRightTarget = function () {\r\n if (this._rigCameras.length < 2) {\r\n return null;\r\n }\r\n return this._rigCameras[1].getTarget();\r\n };\r\n /**\r\n * @hidden\r\n */\r\n Camera.prototype.setCameraRigMode = function (mode, rigParams) {\r\n if (this.cameraRigMode === mode) {\r\n return;\r\n }\r\n while (this._rigCameras.length > 0) {\r\n var camera = this._rigCameras.pop();\r\n if (camera) {\r\n camera.dispose();\r\n }\r\n }\r\n this.cameraRigMode = mode;\r\n this._cameraRigParams = {};\r\n //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,\r\n //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced\r\n this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;\r\n this._cameraRigParams.stereoHalfAngle = Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);\r\n // create the rig cameras, unless none\r\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n var leftCamera = this.createRigCamera(this.name + \"_L\", 0);\r\n if (leftCamera) {\r\n leftCamera._isLeftCamera = true;\r\n }\r\n var rightCamera = this.createRigCamera(this.name + \"_R\", 1);\r\n if (rightCamera) {\r\n rightCamera._isRightCamera = true;\r\n }\r\n if (leftCamera && rightCamera) {\r\n this._rigCameras.push(leftCamera);\r\n this._rigCameras.push(rightCamera);\r\n }\r\n }\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n Camera._setStereoscopicAnaglyphRigMode(this);\r\n break;\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED:\r\n Camera._setStereoscopicRigMode(this);\r\n break;\r\n case Camera.RIG_MODE_VR:\r\n Camera._setVRRigMode(this, rigParams);\r\n break;\r\n case Camera.RIG_MODE_WEBVR:\r\n Camera._setWebVRRigMode(this, rigParams);\r\n break;\r\n }\r\n this._cascadePostProcessesToRigCams();\r\n this.update();\r\n };\r\n /** @hidden */\r\n Camera._setStereoscopicRigMode = function (camera) {\r\n throw \"Import Cameras/RigModes/stereoscopicRigMode before using stereoscopic rig mode\";\r\n };\r\n /** @hidden */\r\n Camera._setStereoscopicAnaglyphRigMode = function (camera) {\r\n throw \"Import Cameras/RigModes/stereoscopicAnaglyphRigMode before using stereoscopic anaglyph rig mode\";\r\n };\r\n /** @hidden */\r\n Camera._setVRRigMode = function (camera, rigParams) {\r\n throw \"Import Cameras/RigModes/vrRigMode before using VR rig mode\";\r\n };\r\n /** @hidden */\r\n Camera._setWebVRRigMode = function (camera, rigParams) {\r\n throw \"Import Cameras/RigModes/WebVRRigMode before using Web VR rig mode\";\r\n };\r\n /** @hidden */\r\n Camera.prototype._getVRProjectionMatrix = function () {\r\n Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);\r\n this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);\r\n return this._projectionMatrix;\r\n };\r\n Camera.prototype._updateCameraRotationMatrix = function () {\r\n //Here for WebVR\r\n };\r\n Camera.prototype._updateWebVRCameraRotationMatrix = function () {\r\n //Here for WebVR\r\n };\r\n /**\r\n * This function MUST be overwritten by the different WebVR cameras available.\r\n * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.\r\n * @hidden\r\n */\r\n Camera.prototype._getWebVRProjectionMatrix = function () {\r\n return Matrix.Identity();\r\n };\r\n /**\r\n * This function MUST be overwritten by the different WebVR cameras available.\r\n * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.\r\n * @hidden\r\n */\r\n Camera.prototype._getWebVRViewMatrix = function () {\r\n return Matrix.Identity();\r\n };\r\n /** @hidden */\r\n Camera.prototype.setCameraRigParameter = function (name, value) {\r\n if (!this._cameraRigParams) {\r\n this._cameraRigParams = {};\r\n }\r\n this._cameraRigParams[name] = value;\r\n //provisionnally:\r\n if (name === \"interaxialDistance\") {\r\n this._cameraRigParams.stereoHalfAngle = Tools.ToRadians(value / 0.0637);\r\n }\r\n };\r\n /**\r\n * needs to be overridden by children so sub has required properties to be copied\r\n * @hidden\r\n */\r\n Camera.prototype.createRigCamera = function (name, cameraIndex) {\r\n return null;\r\n };\r\n /**\r\n * May need to be overridden by children\r\n * @hidden\r\n */\r\n Camera.prototype._updateRigCameras = function () {\r\n for (var i = 0; i < this._rigCameras.length; i++) {\r\n this._rigCameras[i].minZ = this.minZ;\r\n this._rigCameras[i].maxZ = this.maxZ;\r\n this._rigCameras[i].fov = this.fov;\r\n this._rigCameras[i].upVector.copyFrom(this.upVector);\r\n }\r\n // only update viewport when ANAGLYPH\r\n if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {\r\n this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;\r\n }\r\n };\r\n /** @hidden */\r\n Camera.prototype._setupInputs = function () {\r\n };\r\n /**\r\n * Serialiaze the camera setup to a json represention\r\n * @returns the JSON representation\r\n */\r\n Camera.prototype.serialize = function () {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n // Type\r\n serializationObject.type = this.getClassName();\r\n // Parent\r\n if (this.parent) {\r\n serializationObject.parentId = this.parent.id;\r\n }\r\n if (this.inputs) {\r\n this.inputs.serialize(serializationObject);\r\n }\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n serializationObject.ranges = this.serializeAnimationRanges();\r\n return serializationObject;\r\n };\r\n /**\r\n * Clones the current camera.\r\n * @param name The cloned camera name\r\n * @returns the cloned camera\r\n */\r\n Camera.prototype.clone = function (name) {\r\n return SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);\r\n };\r\n /**\r\n * Gets the direction of the camera relative to a given local axis.\r\n * @param localAxis Defines the reference axis to provide a relative direction.\r\n * @return the direction\r\n */\r\n Camera.prototype.getDirection = function (localAxis) {\r\n var result = Vector3.Zero();\r\n this.getDirectionToRef(localAxis, result);\r\n return result;\r\n };\r\n Object.defineProperty(Camera.prototype, \"absoluteRotation\", {\r\n /**\r\n * Returns the current camera absolute rotation\r\n */\r\n get: function () {\r\n var result = Quaternion.Zero();\r\n this.getWorldMatrix().decompose(undefined, result);\r\n return result;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the direction of the camera relative to a given local axis into a passed vector.\r\n * @param localAxis Defines the reference axis to provide a relative direction.\r\n * @param result Defines the vector to store the result in\r\n */\r\n Camera.prototype.getDirectionToRef = function (localAxis, result) {\r\n Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);\r\n };\r\n /**\r\n * Gets a camera constructor for a given camera type\r\n * @param type The type of the camera to construct (should be equal to one of the camera class name)\r\n * @param name The name of the camera the result will be able to instantiate\r\n * @param scene The scene the result will construct the camera in\r\n * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes\r\n * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side\r\n * @returns a factory method to construc the camera\r\n */\r\n Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {\r\n if (interaxial_distance === void 0) { interaxial_distance = 0; }\r\n if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }\r\n var constructorFunc = Node.Construct(type, name, scene, {\r\n interaxial_distance: interaxial_distance,\r\n isStereoscopicSideBySide: isStereoscopicSideBySide\r\n });\r\n if (constructorFunc) {\r\n return constructorFunc;\r\n }\r\n // Default to universal camera\r\n return function () { return Camera._createDefaultParsedCamera(name, scene); };\r\n };\r\n /**\r\n * Compute the world matrix of the camera.\r\n * @returns the camera world matrix\r\n */\r\n Camera.prototype.computeWorldMatrix = function () {\r\n return this.getWorldMatrix();\r\n };\r\n /**\r\n * Parse a JSON and creates the camera from the parsed information\r\n * @param parsedCamera The JSON to parse\r\n * @param scene The scene to instantiate the camera in\r\n * @returns the newly constructed camera\r\n */\r\n Camera.Parse = function (parsedCamera, scene) {\r\n var type = parsedCamera.type;\r\n var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);\r\n var camera = SerializationHelper.Parse(construct, parsedCamera, scene);\r\n // Parent\r\n if (parsedCamera.parentId) {\r\n camera._waitingParentId = parsedCamera.parentId;\r\n }\r\n //If camera has an input manager, let it parse inputs settings\r\n if (camera.inputs) {\r\n camera.inputs.parse(parsedCamera);\r\n camera._setupInputs();\r\n }\r\n if (camera.setPosition) { // need to force position\r\n camera.position.copyFromFloats(0, 0, 0);\r\n camera.setPosition(Vector3.FromArray(parsedCamera.position));\r\n }\r\n // Target\r\n if (parsedCamera.target) {\r\n if (camera.setTarget) {\r\n camera.setTarget(Vector3.FromArray(parsedCamera.target));\r\n }\r\n }\r\n // Apply 3d rig, when found\r\n if (parsedCamera.cameraRigMode) {\r\n var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};\r\n camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);\r\n }\r\n // Animations\r\n if (parsedCamera.animations) {\r\n for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {\r\n var parsedAnimation = parsedCamera.animations[animationIndex];\r\n var internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n camera.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n Node.ParseAnimationRanges(camera, parsedCamera, scene);\r\n }\r\n if (parsedCamera.autoAnimate) {\r\n scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);\r\n }\r\n return camera;\r\n };\r\n /** @hidden */\r\n Camera._createDefaultParsedCamera = function (name, scene) {\r\n throw _DevTools.WarnImport(\"UniversalCamera\");\r\n };\r\n /**\r\n * This is the default projection mode used by the cameras.\r\n * It helps recreating a feeling of perspective and better appreciate depth.\r\n * This is the best way to simulate real life cameras.\r\n */\r\n Camera.PERSPECTIVE_CAMERA = 0;\r\n /**\r\n * This helps creating camera with an orthographic mode.\r\n * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.\r\n */\r\n Camera.ORTHOGRAPHIC_CAMERA = 1;\r\n /**\r\n * This is the default FOV mode for perspective cameras.\r\n * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.\r\n */\r\n Camera.FOVMODE_VERTICAL_FIXED = 0;\r\n /**\r\n * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.\r\n */\r\n Camera.FOVMODE_HORIZONTAL_FIXED = 1;\r\n /**\r\n * This specifies ther is no need for a camera rig.\r\n * Basically only one eye is rendered corresponding to the camera.\r\n */\r\n Camera.RIG_MODE_NONE = 0;\r\n /**\r\n * Simulates a camera Rig with one blue eye and one red eye.\r\n * This can be use with 3d blue and red glasses.\r\n */\r\n Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;\r\n /**\r\n * Defines that both eyes of the camera will be rendered side by side with a parallel target.\r\n */\r\n Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;\r\n /**\r\n * Defines that both eyes of the camera will be rendered side by side with a none parallel target.\r\n */\r\n Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;\r\n /**\r\n * Defines that both eyes of the camera will be rendered over under each other.\r\n */\r\n Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;\r\n /**\r\n * Defines that both eyes of the camera will be rendered on successive lines interlaced for passive 3d monitors.\r\n */\r\n Camera.RIG_MODE_STEREOSCOPIC_INTERLACED = 14;\r\n /**\r\n * Defines that both eyes of the camera should be renderered in a VR mode (carbox).\r\n */\r\n Camera.RIG_MODE_VR = 20;\r\n /**\r\n * Defines that both eyes of the camera should be renderered in a VR mode (webVR).\r\n */\r\n Camera.RIG_MODE_WEBVR = 21;\r\n /**\r\n * Custom rig mode allowing rig cameras to be populated manually with any number of cameras\r\n */\r\n Camera.RIG_MODE_CUSTOM = 22;\r\n /**\r\n * Defines if by default attaching controls should prevent the default javascript event to continue.\r\n */\r\n Camera.ForceAttachControlToAlwaysPreventDefault = false;\r\n __decorate([\r\n serializeAsVector3(\"position\")\r\n ], Camera.prototype, \"_position\", void 0);\r\n __decorate([\r\n serializeAsVector3()\r\n ], Camera.prototype, \"upVector\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"orthoLeft\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"orthoRight\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"orthoBottom\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"orthoTop\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"fov\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"minZ\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"maxZ\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"inertia\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"mode\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"layerMask\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"fovMode\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"cameraRigMode\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"interaxialDistance\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Camera.prototype, \"isStereoscopicSideBySide\", void 0);\r\n return Camera;\r\n}(Node));\r\nexport { Camera };\r\n//# sourceMappingURL=camera.js.map","/**\r\n * Class used to evalaute queries containing `and` and `or` operators\r\n */\r\nvar AndOrNotEvaluator = /** @class */ (function () {\r\n function AndOrNotEvaluator() {\r\n }\r\n /**\r\n * Evaluate a query\r\n * @param query defines the query to evaluate\r\n * @param evaluateCallback defines the callback used to filter result\r\n * @returns true if the query matches\r\n */\r\n AndOrNotEvaluator.Eval = function (query, evaluateCallback) {\r\n if (!query.match(/\\([^\\(\\)]*\\)/g)) {\r\n query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);\r\n }\r\n else {\r\n query = query.replace(/\\([^\\(\\)]*\\)/g, function (r) {\r\n // remove parenthesis\r\n r = r.slice(1, r.length - 1);\r\n return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);\r\n });\r\n }\r\n if (query === \"true\") {\r\n return true;\r\n }\r\n if (query === \"false\") {\r\n return false;\r\n }\r\n return AndOrNotEvaluator.Eval(query, evaluateCallback);\r\n };\r\n AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {\r\n evaluateCallback = evaluateCallback || (function (r) {\r\n return r === \"true\" ? true : false;\r\n });\r\n var result;\r\n var or = parenthesisContent.split(\"||\");\r\n for (var i in or) {\r\n if (or.hasOwnProperty(i)) {\r\n var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());\r\n var and = ori.split(\"&&\");\r\n if (and.length > 1) {\r\n for (var j = 0; j < and.length; ++j) {\r\n var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());\r\n if (andj !== \"true\" && andj !== \"false\") {\r\n if (andj[0] === \"!\") {\r\n result = !evaluateCallback(andj.substring(1));\r\n }\r\n else {\r\n result = evaluateCallback(andj);\r\n }\r\n }\r\n else {\r\n result = andj === \"true\" ? true : false;\r\n }\r\n if (!result) { // no need to continue since 'false && ... && ...' will always return false\r\n ori = \"false\";\r\n break;\r\n }\r\n }\r\n }\r\n if (result || ori === \"true\") { // no need to continue since 'true || ... || ...' will always return true\r\n result = true;\r\n break;\r\n }\r\n // result equals false (or undefined)\r\n if (ori !== \"true\" && ori !== \"false\") {\r\n if (ori[0] === \"!\") {\r\n result = !evaluateCallback(ori.substring(1));\r\n }\r\n else {\r\n result = evaluateCallback(ori);\r\n }\r\n }\r\n else {\r\n result = ori === \"true\" ? true : false;\r\n }\r\n }\r\n }\r\n // the whole parenthesis scope is replaced by 'true' or 'false'\r\n return result ? \"true\" : \"false\";\r\n };\r\n AndOrNotEvaluator._SimplifyNegation = function (booleanString) {\r\n booleanString = booleanString.replace(/^[\\s!]+/, function (r) {\r\n // remove whitespaces\r\n r = r.replace(/[\\s]/g, function () { return \"\"; });\r\n return r.length % 2 ? \"!\" : \"\";\r\n });\r\n booleanString = booleanString.trim();\r\n if (booleanString === \"!true\") {\r\n booleanString = \"false\";\r\n }\r\n else if (booleanString === \"!false\") {\r\n booleanString = \"true\";\r\n }\r\n return booleanString;\r\n };\r\n return AndOrNotEvaluator;\r\n}());\r\nexport { AndOrNotEvaluator };\r\n//# sourceMappingURL=andOrNotEvaluator.js.map","import { AndOrNotEvaluator } from \"./andOrNotEvaluator\";\r\n/**\r\n * Class used to store custom tags\r\n */\r\nvar Tags = /** @class */ (function () {\r\n function Tags() {\r\n }\r\n /**\r\n * Adds support for tags on the given object\r\n * @param obj defines the object to use\r\n */\r\n Tags.EnableFor = function (obj) {\r\n obj._tags = obj._tags || {};\r\n obj.hasTags = function () {\r\n return Tags.HasTags(obj);\r\n };\r\n obj.addTags = function (tagsString) {\r\n return Tags.AddTagsTo(obj, tagsString);\r\n };\r\n obj.removeTags = function (tagsString) {\r\n return Tags.RemoveTagsFrom(obj, tagsString);\r\n };\r\n obj.matchesTagsQuery = function (tagsQuery) {\r\n return Tags.MatchesQuery(obj, tagsQuery);\r\n };\r\n };\r\n /**\r\n * Removes tags support\r\n * @param obj defines the object to use\r\n */\r\n Tags.DisableFor = function (obj) {\r\n delete obj._tags;\r\n delete obj.hasTags;\r\n delete obj.addTags;\r\n delete obj.removeTags;\r\n delete obj.matchesTagsQuery;\r\n };\r\n /**\r\n * Gets a boolean indicating if the given object has tags\r\n * @param obj defines the object to use\r\n * @returns a boolean\r\n */\r\n Tags.HasTags = function (obj) {\r\n if (!obj._tags) {\r\n return false;\r\n }\r\n var tags = obj._tags;\r\n for (var i in tags) {\r\n if (tags.hasOwnProperty(i)) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n };\r\n /**\r\n * Gets the tags available on a given object\r\n * @param obj defines the object to use\r\n * @param asString defines if the tags must be returned as a string instead of an array of strings\r\n * @returns the tags\r\n */\r\n Tags.GetTags = function (obj, asString) {\r\n if (asString === void 0) { asString = true; }\r\n if (!obj._tags) {\r\n return null;\r\n }\r\n if (asString) {\r\n var tagsArray = [];\r\n for (var tag in obj._tags) {\r\n if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {\r\n tagsArray.push(tag);\r\n }\r\n }\r\n return tagsArray.join(\" \");\r\n }\r\n else {\r\n return obj._tags;\r\n }\r\n };\r\n /**\r\n * Adds tags to an object\r\n * @param obj defines the object to use\r\n * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.\r\n * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces\r\n */\r\n Tags.AddTagsTo = function (obj, tagsString) {\r\n if (!tagsString) {\r\n return;\r\n }\r\n if (typeof tagsString !== \"string\") {\r\n return;\r\n }\r\n var tags = tagsString.split(\" \");\r\n tags.forEach(function (tag, index, array) {\r\n Tags._AddTagTo(obj, tag);\r\n });\r\n };\r\n /**\r\n * @hidden\r\n */\r\n Tags._AddTagTo = function (obj, tag) {\r\n tag = tag.trim();\r\n if (tag === \"\" || tag === \"true\" || tag === \"false\") {\r\n return;\r\n }\r\n if (tag.match(/[\\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {\r\n return;\r\n }\r\n Tags.EnableFor(obj);\r\n obj._tags[tag] = true;\r\n };\r\n /**\r\n * Removes specific tags from a specific object\r\n * @param obj defines the object to use\r\n * @param tagsString defines the tags to remove\r\n */\r\n Tags.RemoveTagsFrom = function (obj, tagsString) {\r\n if (!Tags.HasTags(obj)) {\r\n return;\r\n }\r\n var tags = tagsString.split(\" \");\r\n for (var t in tags) {\r\n Tags._RemoveTagFrom(obj, tags[t]);\r\n }\r\n };\r\n /**\r\n * @hidden\r\n */\r\n Tags._RemoveTagFrom = function (obj, tag) {\r\n delete obj._tags[tag];\r\n };\r\n /**\r\n * Defines if tags hosted on an object match a given query\r\n * @param obj defines the object to use\r\n * @param tagsQuery defines the tag query\r\n * @returns a boolean\r\n */\r\n Tags.MatchesQuery = function (obj, tagsQuery) {\r\n if (tagsQuery === undefined) {\r\n return true;\r\n }\r\n if (tagsQuery === \"\") {\r\n return Tags.HasTags(obj);\r\n }\r\n return AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });\r\n };\r\n return Tags;\r\n}());\r\nexport { Tags };\r\n//# sourceMappingURL=tags.js.map","import { __extends } from \"tslib\";\r\n/**\r\n * Groups all the scene component constants in one place to ease maintenance.\r\n * @hidden\r\n */\r\nvar SceneComponentConstants = /** @class */ (function () {\r\n function SceneComponentConstants() {\r\n }\r\n SceneComponentConstants.NAME_EFFECTLAYER = \"EffectLayer\";\r\n SceneComponentConstants.NAME_LAYER = \"Layer\";\r\n SceneComponentConstants.NAME_LENSFLARESYSTEM = \"LensFlareSystem\";\r\n SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = \"BoundingBoxRenderer\";\r\n SceneComponentConstants.NAME_PARTICLESYSTEM = \"ParticleSystem\";\r\n SceneComponentConstants.NAME_GAMEPAD = \"Gamepad\";\r\n SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = \"SimplificationQueue\";\r\n SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = \"GeometryBufferRenderer\";\r\n SceneComponentConstants.NAME_DEPTHRENDERER = \"DepthRenderer\";\r\n SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = \"PostProcessRenderPipelineManager\";\r\n SceneComponentConstants.NAME_SPRITE = \"Sprite\";\r\n SceneComponentConstants.NAME_OUTLINERENDERER = \"Outline\";\r\n SceneComponentConstants.NAME_PROCEDURALTEXTURE = \"ProceduralTexture\";\r\n SceneComponentConstants.NAME_SHADOWGENERATOR = \"ShadowGenerator\";\r\n SceneComponentConstants.NAME_OCTREE = \"Octree\";\r\n SceneComponentConstants.NAME_PHYSICSENGINE = \"PhysicsEngine\";\r\n SceneComponentConstants.NAME_AUDIO = \"Audio\";\r\n SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;\r\n SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;\r\n SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;\r\n SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;\r\n SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;\r\n SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;\r\n SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;\r\n SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER = 0;\r\n SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;\r\n SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;\r\n SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;\r\n SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;\r\n SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;\r\n SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;\r\n SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;\r\n SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER = 0;\r\n SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;\r\n SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;\r\n SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;\r\n SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;\r\n SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;\r\n SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 0;\r\n SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;\r\n SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 2;\r\n SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;\r\n SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;\r\n SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;\r\n SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;\r\n SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;\r\n return SceneComponentConstants;\r\n}());\r\nexport { SceneComponentConstants };\r\n/**\r\n * Representation of a stage in the scene (Basically a list of ordered steps)\r\n * @hidden\r\n */\r\nvar Stage = /** @class */ (function (_super) {\r\n __extends(Stage, _super);\r\n /**\r\n * Hide ctor from the rest of the world.\r\n * @param items The items to add.\r\n */\r\n function Stage(items) {\r\n return _super.apply(this, items) || this;\r\n }\r\n /**\r\n * Creates a new Stage.\r\n * @returns A new instance of a Stage\r\n */\r\n Stage.Create = function () {\r\n return Object.create(Stage.prototype);\r\n };\r\n /**\r\n * Registers a step in an ordered way in the targeted stage.\r\n * @param index Defines the position to register the step in\r\n * @param component Defines the component attached to the step\r\n * @param action Defines the action to launch during the step\r\n */\r\n Stage.prototype.registerStep = function (index, component, action) {\r\n var i = 0;\r\n var maxIndex = Number.MAX_VALUE;\r\n for (; i < this.length; i++) {\r\n var step = this[i];\r\n maxIndex = step.index;\r\n if (index < maxIndex) {\r\n break;\r\n }\r\n }\r\n this.splice(i, 0, { index: index, component: component, action: action.bind(component) });\r\n };\r\n /**\r\n * Clears all the steps from the stage.\r\n */\r\n Stage.prototype.clear = function () {\r\n this.length = 0;\r\n };\r\n return Stage;\r\n}(Array));\r\nexport { Stage };\r\n//# sourceMappingURL=sceneComponent.js.map","/**\r\n * The engine store class is responsible to hold all the instances of Engine and Scene created\r\n * during the life time of the application.\r\n */\r\nvar EngineStore = /** @class */ (function () {\r\n function EngineStore() {\r\n }\r\n Object.defineProperty(EngineStore, \"LastCreatedEngine\", {\r\n /**\r\n * Gets the latest created engine\r\n */\r\n get: function () {\r\n if (this.Instances.length === 0) {\r\n return null;\r\n }\r\n return this.Instances[this.Instances.length - 1];\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(EngineStore, \"LastCreatedScene\", {\r\n /**\r\n * Gets the latest created scene\r\n */\r\n get: function () {\r\n return this._LastCreatedScene;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** Gets the list of created engines */\r\n EngineStore.Instances = new Array();\r\n /** @hidden */\r\n EngineStore._LastCreatedScene = null;\r\n /**\r\n * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded\r\n * @ignorenaming\r\n */\r\n EngineStore.UseFallbackTexture = true;\r\n /**\r\n * Texture content used if a texture cannot loaded\r\n * @ignorenaming\r\n */\r\n EngineStore.FallbackTexture = \"\";\r\n return EngineStore;\r\n}());\r\nexport { EngineStore };\r\n//# sourceMappingURL=engineStore.js.map","/**\r\n * @hidden\r\n **/\r\nvar DepthCullingState = /** @class */ (function () {\r\n /**\r\n * Initializes the state.\r\n */\r\n function DepthCullingState() {\r\n this._isDepthTestDirty = false;\r\n this._isDepthMaskDirty = false;\r\n this._isDepthFuncDirty = false;\r\n this._isCullFaceDirty = false;\r\n this._isCullDirty = false;\r\n this._isZOffsetDirty = false;\r\n this._isFrontFaceDirty = false;\r\n this.reset();\r\n }\r\n Object.defineProperty(DepthCullingState.prototype, \"isDirty\", {\r\n get: function () {\r\n return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DepthCullingState.prototype, \"zOffset\", {\r\n get: function () {\r\n return this._zOffset;\r\n },\r\n set: function (value) {\r\n if (this._zOffset === value) {\r\n return;\r\n }\r\n this._zOffset = value;\r\n this._isZOffsetDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DepthCullingState.prototype, \"cullFace\", {\r\n get: function () {\r\n return this._cullFace;\r\n },\r\n set: function (value) {\r\n if (this._cullFace === value) {\r\n return;\r\n }\r\n this._cullFace = value;\r\n this._isCullFaceDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DepthCullingState.prototype, \"cull\", {\r\n get: function () {\r\n return this._cull;\r\n },\r\n set: function (value) {\r\n if (this._cull === value) {\r\n return;\r\n }\r\n this._cull = value;\r\n this._isCullDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DepthCullingState.prototype, \"depthFunc\", {\r\n get: function () {\r\n return this._depthFunc;\r\n },\r\n set: function (value) {\r\n if (this._depthFunc === value) {\r\n return;\r\n }\r\n this._depthFunc = value;\r\n this._isDepthFuncDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DepthCullingState.prototype, \"depthMask\", {\r\n get: function () {\r\n return this._depthMask;\r\n },\r\n set: function (value) {\r\n if (this._depthMask === value) {\r\n return;\r\n }\r\n this._depthMask = value;\r\n this._isDepthMaskDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DepthCullingState.prototype, \"depthTest\", {\r\n get: function () {\r\n return this._depthTest;\r\n },\r\n set: function (value) {\r\n if (this._depthTest === value) {\r\n return;\r\n }\r\n this._depthTest = value;\r\n this._isDepthTestDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DepthCullingState.prototype, \"frontFace\", {\r\n get: function () {\r\n return this._frontFace;\r\n },\r\n set: function (value) {\r\n if (this._frontFace === value) {\r\n return;\r\n }\r\n this._frontFace = value;\r\n this._isFrontFaceDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n DepthCullingState.prototype.reset = function () {\r\n this._depthMask = true;\r\n this._depthTest = true;\r\n this._depthFunc = null;\r\n this._cullFace = null;\r\n this._cull = null;\r\n this._zOffset = 0;\r\n this._frontFace = null;\r\n this._isDepthTestDirty = true;\r\n this._isDepthMaskDirty = true;\r\n this._isDepthFuncDirty = false;\r\n this._isCullFaceDirty = false;\r\n this._isCullDirty = false;\r\n this._isZOffsetDirty = false;\r\n this._isFrontFaceDirty = false;\r\n };\r\n DepthCullingState.prototype.apply = function (gl) {\r\n if (!this.isDirty) {\r\n return;\r\n }\r\n // Cull\r\n if (this._isCullDirty) {\r\n if (this.cull) {\r\n gl.enable(gl.CULL_FACE);\r\n }\r\n else {\r\n gl.disable(gl.CULL_FACE);\r\n }\r\n this._isCullDirty = false;\r\n }\r\n // Cull face\r\n if (this._isCullFaceDirty) {\r\n gl.cullFace(this.cullFace);\r\n this._isCullFaceDirty = false;\r\n }\r\n // Depth mask\r\n if (this._isDepthMaskDirty) {\r\n gl.depthMask(this.depthMask);\r\n this._isDepthMaskDirty = false;\r\n }\r\n // Depth test\r\n if (this._isDepthTestDirty) {\r\n if (this.depthTest) {\r\n gl.enable(gl.DEPTH_TEST);\r\n }\r\n else {\r\n gl.disable(gl.DEPTH_TEST);\r\n }\r\n this._isDepthTestDirty = false;\r\n }\r\n // Depth func\r\n if (this._isDepthFuncDirty) {\r\n gl.depthFunc(this.depthFunc);\r\n this._isDepthFuncDirty = false;\r\n }\r\n // zOffset\r\n if (this._isZOffsetDirty) {\r\n if (this.zOffset) {\r\n gl.enable(gl.POLYGON_OFFSET_FILL);\r\n gl.polygonOffset(this.zOffset, 0);\r\n }\r\n else {\r\n gl.disable(gl.POLYGON_OFFSET_FILL);\r\n }\r\n this._isZOffsetDirty = false;\r\n }\r\n // Front face\r\n if (this._isFrontFaceDirty) {\r\n gl.frontFace(this.frontFace);\r\n this._isFrontFaceDirty = false;\r\n }\r\n };\r\n return DepthCullingState;\r\n}());\r\nexport { DepthCullingState };\r\n//# sourceMappingURL=depthCullingState.js.map","/**\r\n * @hidden\r\n **/\r\nvar StencilState = /** @class */ (function () {\r\n function StencilState() {\r\n this._isStencilTestDirty = false;\r\n this._isStencilMaskDirty = false;\r\n this._isStencilFuncDirty = false;\r\n this._isStencilOpDirty = false;\r\n this.reset();\r\n }\r\n Object.defineProperty(StencilState.prototype, \"isDirty\", {\r\n get: function () {\r\n return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StencilState.prototype, \"stencilFunc\", {\r\n get: function () {\r\n return this._stencilFunc;\r\n },\r\n set: function (value) {\r\n if (this._stencilFunc === value) {\r\n return;\r\n }\r\n this._stencilFunc = value;\r\n this._isStencilFuncDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StencilState.prototype, \"stencilFuncRef\", {\r\n get: function () {\r\n return this._stencilFuncRef;\r\n },\r\n set: function (value) {\r\n if (this._stencilFuncRef === value) {\r\n return;\r\n }\r\n this._stencilFuncRef = value;\r\n this._isStencilFuncDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StencilState.prototype, \"stencilFuncMask\", {\r\n get: function () {\r\n return this._stencilFuncMask;\r\n },\r\n set: function (value) {\r\n if (this._stencilFuncMask === value) {\r\n return;\r\n }\r\n this._stencilFuncMask = value;\r\n this._isStencilFuncDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StencilState.prototype, \"stencilOpStencilFail\", {\r\n get: function () {\r\n return this._stencilOpStencilFail;\r\n },\r\n set: function (value) {\r\n if (this._stencilOpStencilFail === value) {\r\n return;\r\n }\r\n this._stencilOpStencilFail = value;\r\n this._isStencilOpDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StencilState.prototype, \"stencilOpDepthFail\", {\r\n get: function () {\r\n return this._stencilOpDepthFail;\r\n },\r\n set: function (value) {\r\n if (this._stencilOpDepthFail === value) {\r\n return;\r\n }\r\n this._stencilOpDepthFail = value;\r\n this._isStencilOpDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StencilState.prototype, \"stencilOpStencilDepthPass\", {\r\n get: function () {\r\n return this._stencilOpStencilDepthPass;\r\n },\r\n set: function (value) {\r\n if (this._stencilOpStencilDepthPass === value) {\r\n return;\r\n }\r\n this._stencilOpStencilDepthPass = value;\r\n this._isStencilOpDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StencilState.prototype, \"stencilMask\", {\r\n get: function () {\r\n return this._stencilMask;\r\n },\r\n set: function (value) {\r\n if (this._stencilMask === value) {\r\n return;\r\n }\r\n this._stencilMask = value;\r\n this._isStencilMaskDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StencilState.prototype, \"stencilTest\", {\r\n get: function () {\r\n return this._stencilTest;\r\n },\r\n set: function (value) {\r\n if (this._stencilTest === value) {\r\n return;\r\n }\r\n this._stencilTest = value;\r\n this._isStencilTestDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n StencilState.prototype.reset = function () {\r\n this._stencilTest = false;\r\n this._stencilMask = 0xFF;\r\n this._stencilFunc = StencilState.ALWAYS;\r\n this._stencilFuncRef = 1;\r\n this._stencilFuncMask = 0xFF;\r\n this._stencilOpStencilFail = StencilState.KEEP;\r\n this._stencilOpDepthFail = StencilState.KEEP;\r\n this._stencilOpStencilDepthPass = StencilState.REPLACE;\r\n this._isStencilTestDirty = true;\r\n this._isStencilMaskDirty = true;\r\n this._isStencilFuncDirty = true;\r\n this._isStencilOpDirty = true;\r\n };\r\n StencilState.prototype.apply = function (gl) {\r\n if (!this.isDirty) {\r\n return;\r\n }\r\n // Stencil test\r\n if (this._isStencilTestDirty) {\r\n if (this.stencilTest) {\r\n gl.enable(gl.STENCIL_TEST);\r\n }\r\n else {\r\n gl.disable(gl.STENCIL_TEST);\r\n }\r\n this._isStencilTestDirty = false;\r\n }\r\n // Stencil mask\r\n if (this._isStencilMaskDirty) {\r\n gl.stencilMask(this.stencilMask);\r\n this._isStencilMaskDirty = false;\r\n }\r\n // Stencil func\r\n if (this._isStencilFuncDirty) {\r\n gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);\r\n this._isStencilFuncDirty = false;\r\n }\r\n // Stencil op\r\n if (this._isStencilOpDirty) {\r\n gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);\r\n this._isStencilOpDirty = false;\r\n }\r\n };\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */\r\n StencilState.ALWAYS = 519;\r\n /** Passed to stencilOperation to specify that stencil value must be kept */\r\n StencilState.KEEP = 7680;\r\n /** Passed to stencilOperation to specify that stencil value must be replaced */\r\n StencilState.REPLACE = 7681;\r\n return StencilState;\r\n}());\r\nexport { StencilState };\r\n//# sourceMappingURL=stencilState.js.map","/**\r\n * @hidden\r\n **/\r\nvar AlphaState = /** @class */ (function () {\r\n /**\r\n * Initializes the state.\r\n */\r\n function AlphaState() {\r\n this._isAlphaBlendDirty = false;\r\n this._isBlendFunctionParametersDirty = false;\r\n this._isBlendEquationParametersDirty = false;\r\n this._isBlendConstantsDirty = false;\r\n this._alphaBlend = false;\r\n this._blendFunctionParameters = new Array(4);\r\n this._blendEquationParameters = new Array(2);\r\n this._blendConstants = new Array(4);\r\n this.reset();\r\n }\r\n Object.defineProperty(AlphaState.prototype, \"isDirty\", {\r\n get: function () {\r\n return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AlphaState.prototype, \"alphaBlend\", {\r\n get: function () {\r\n return this._alphaBlend;\r\n },\r\n set: function (value) {\r\n if (this._alphaBlend === value) {\r\n return;\r\n }\r\n this._alphaBlend = value;\r\n this._isAlphaBlendDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {\r\n if (this._blendConstants[0] === r &&\r\n this._blendConstants[1] === g &&\r\n this._blendConstants[2] === b &&\r\n this._blendConstants[3] === a) {\r\n return;\r\n }\r\n this._blendConstants[0] = r;\r\n this._blendConstants[1] = g;\r\n this._blendConstants[2] = b;\r\n this._blendConstants[3] = a;\r\n this._isBlendConstantsDirty = true;\r\n };\r\n AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {\r\n if (this._blendFunctionParameters[0] === value0 &&\r\n this._blendFunctionParameters[1] === value1 &&\r\n this._blendFunctionParameters[2] === value2 &&\r\n this._blendFunctionParameters[3] === value3) {\r\n return;\r\n }\r\n this._blendFunctionParameters[0] = value0;\r\n this._blendFunctionParameters[1] = value1;\r\n this._blendFunctionParameters[2] = value2;\r\n this._blendFunctionParameters[3] = value3;\r\n this._isBlendFunctionParametersDirty = true;\r\n };\r\n AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {\r\n if (this._blendEquationParameters[0] === rgb &&\r\n this._blendEquationParameters[1] === alpha) {\r\n return;\r\n }\r\n this._blendEquationParameters[0] = rgb;\r\n this._blendEquationParameters[1] = alpha;\r\n this._isBlendEquationParametersDirty = true;\r\n };\r\n AlphaState.prototype.reset = function () {\r\n this._alphaBlend = false;\r\n this._blendFunctionParameters[0] = null;\r\n this._blendFunctionParameters[1] = null;\r\n this._blendFunctionParameters[2] = null;\r\n this._blendFunctionParameters[3] = null;\r\n this._blendEquationParameters[0] = null;\r\n this._blendEquationParameters[1] = null;\r\n this._blendConstants[0] = null;\r\n this._blendConstants[1] = null;\r\n this._blendConstants[2] = null;\r\n this._blendConstants[3] = null;\r\n this._isAlphaBlendDirty = true;\r\n this._isBlendFunctionParametersDirty = false;\r\n this._isBlendEquationParametersDirty = false;\r\n this._isBlendConstantsDirty = false;\r\n };\r\n AlphaState.prototype.apply = function (gl) {\r\n if (!this.isDirty) {\r\n return;\r\n }\r\n // Alpha blend\r\n if (this._isAlphaBlendDirty) {\r\n if (this._alphaBlend) {\r\n gl.enable(gl.BLEND);\r\n }\r\n else {\r\n gl.disable(gl.BLEND);\r\n }\r\n this._isAlphaBlendDirty = false;\r\n }\r\n // Alpha function\r\n if (this._isBlendFunctionParametersDirty) {\r\n gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);\r\n this._isBlendFunctionParametersDirty = false;\r\n }\r\n // Alpha equation\r\n if (this._isBlendEquationParametersDirty) {\r\n gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);\r\n this._isBlendEquationParametersDirty = false;\r\n }\r\n // Constants\r\n if (this._isBlendConstantsDirty) {\r\n gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);\r\n this._isBlendConstantsDirty = false;\r\n }\r\n };\r\n return AlphaState;\r\n}());\r\nexport { AlphaState };\r\n//# sourceMappingURL=alphaCullingState.js.map","/** @hidden */\r\nvar WebGL2ShaderProcessor = /** @class */ (function () {\r\n function WebGL2ShaderProcessor() {\r\n }\r\n WebGL2ShaderProcessor.prototype.attributeProcessor = function (attribute) {\r\n return attribute.replace(\"attribute\", \"in\");\r\n };\r\n WebGL2ShaderProcessor.prototype.varyingProcessor = function (varying, isFragment) {\r\n return varying.replace(\"varying\", isFragment ? \"in\" : \"out\");\r\n };\r\n WebGL2ShaderProcessor.prototype.postProcessor = function (code, defines, isFragment) {\r\n var hasDrawBuffersExtension = code.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;\r\n // Remove extensions\r\n var regex = /#extension.+(GL_OVR_multiview2|GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;\r\n code = code.replace(regex, \"\");\r\n // Replace instructions\r\n code = code.replace(/texture2D\\s*\\(/g, \"texture(\");\r\n if (isFragment) {\r\n code = code.replace(/texture2DLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCubeLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCube\\s*\\(/g, \"texture(\");\r\n code = code.replace(/gl_FragDepthEXT/g, \"gl_FragDepth\");\r\n code = code.replace(/gl_FragColor/g, \"glFragColor\");\r\n code = code.replace(/gl_FragData/g, \"glFragData\");\r\n code = code.replace(/void\\s+?main\\s*\\(/g, (hasDrawBuffersExtension ? \"\" : \"out vec4 glFragColor;\\n\") + \"void main(\");\r\n }\r\n else {\r\n var hasMultiviewExtension = defines.indexOf(\"#define MULTIVIEW\") !== -1;\r\n if (hasMultiviewExtension) {\r\n return \"#extension GL_OVR_multiview2 : require\\nlayout (num_views = 2) in;\\n\" + code;\r\n }\r\n }\r\n return code;\r\n };\r\n return WebGL2ShaderProcessor;\r\n}());\r\nexport { WebGL2ShaderProcessor };\r\n//# sourceMappingURL=webGL2ShaderProcessors.js.map","/** @hidden */\r\nvar WebGLPipelineContext = /** @class */ (function () {\r\n function WebGLPipelineContext() {\r\n this.vertexCompilationError = null;\r\n this.fragmentCompilationError = null;\r\n this.programLinkError = null;\r\n this.programValidationError = null;\r\n }\r\n Object.defineProperty(WebGLPipelineContext.prototype, \"isAsync\", {\r\n get: function () {\r\n return this.isParallelCompiled;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(WebGLPipelineContext.prototype, \"isReady\", {\r\n get: function () {\r\n if (this.program) {\r\n if (this.isParallelCompiled) {\r\n return this.engine._isRenderingStateCompiled(this);\r\n }\r\n return true;\r\n }\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n WebGLPipelineContext.prototype._handlesSpectorRebuildCallback = function (onCompiled) {\r\n if (onCompiled && this.program) {\r\n onCompiled(this.program);\r\n }\r\n };\r\n return WebGLPipelineContext;\r\n}());\r\nexport { WebGLPipelineContext };\r\n//# sourceMappingURL=webGLPipelineContext.js.map","import { EngineStore } from './engineStore';\r\nimport { Effect } from '../Materials/effect';\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { Observable } from '../Misc/observable';\r\nimport { DepthCullingState } from '../States/depthCullingState';\r\nimport { StencilState } from '../States/stencilState';\r\nimport { AlphaState } from '../States/alphaCullingState';\r\nimport { InternalTexture, InternalTextureSource } from '../Materials/Textures/internalTexture';\r\nimport { Logger } from '../Misc/logger';\r\nimport { DomManagement } from '../Misc/domManagement';\r\nimport { WebGL2ShaderProcessor } from './WebGL/webGL2ShaderProcessors';\r\nimport { WebGLDataBuffer } from '../Meshes/WebGL/webGLDataBuffer';\r\nimport { WebGLPipelineContext } from './WebGL/webGLPipelineContext';\r\nimport { CanvasGenerator } from '../Misc/canvasGenerator';\r\n/**\r\n * Keeps track of all the buffer info used in engine.\r\n */\r\nvar BufferPointer = /** @class */ (function () {\r\n function BufferPointer() {\r\n }\r\n return BufferPointer;\r\n}());\r\n/**\r\n * The base engine class (root of all engines)\r\n */\r\nvar ThinEngine = /** @class */ (function () {\r\n /**\r\n * Creates a new engine\r\n * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context\r\n * @param antialias defines enable antialiasing (default: false)\r\n * @param options defines further options to be sent to the getContext() function\r\n * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)\r\n */\r\n function ThinEngine(canvasOrContext, antialias, options, adaptToDeviceRatio) {\r\n var _this = this;\r\n if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }\r\n /**\r\n * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required\r\n */\r\n this.forcePOTTextures = false;\r\n /**\r\n * Gets a boolean indicating if the engine is currently rendering in fullscreen mode\r\n */\r\n this.isFullscreen = false;\r\n /**\r\n * Gets or sets a boolean indicating if back faces must be culled (true by default)\r\n */\r\n this.cullBackFaces = true;\r\n /**\r\n * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun\r\n */\r\n this.renderEvenInBackground = true;\r\n /**\r\n * Gets or sets a boolean indicating that cache can be kept between frames\r\n */\r\n this.preventCacheWipeBetweenFrames = false;\r\n /** Gets or sets a boolean indicating if the engine should validate programs after compilation */\r\n this.validateShaderPrograms = false;\r\n /**\r\n * Gets or sets a boolean indicating if depth buffer should be reverse, going from far to near.\r\n * This can provide greater z depth for distant objects.\r\n */\r\n this.useReverseDepthBuffer = false;\r\n // Uniform buffers list\r\n /**\r\n * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported\r\n */\r\n this.disableUniformBuffers = false;\r\n /** @hidden */\r\n this._uniformBuffers = new Array();\r\n /** @hidden */\r\n this._webGLVersion = 1.0;\r\n this._windowIsBackground = false;\r\n this._highPrecisionShadersAllowed = true;\r\n /** @hidden */\r\n this._badOS = false;\r\n /** @hidden */\r\n this._badDesktopOS = false;\r\n this._renderingQueueLaunched = false;\r\n this._activeRenderLoops = new Array();\r\n // Lost context\r\n /**\r\n * Observable signaled when a context lost event is raised\r\n */\r\n this.onContextLostObservable = new Observable();\r\n /**\r\n * Observable signaled when a context restored event is raised\r\n */\r\n this.onContextRestoredObservable = new Observable();\r\n this._contextWasLost = false;\r\n /** @hidden */\r\n this._doNotHandleContextLost = false;\r\n /**\r\n * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported\r\n */\r\n this.disableVertexArrayObjects = false;\r\n // States\r\n /** @hidden */\r\n this._colorWrite = true;\r\n /** @hidden */\r\n this._colorWriteChanged = true;\r\n /** @hidden */\r\n this._depthCullingState = new DepthCullingState();\r\n /** @hidden */\r\n this._stencilState = new StencilState();\r\n /** @hidden */\r\n this._alphaState = new AlphaState();\r\n /** @hidden */\r\n this._alphaMode = 1;\r\n /** @hidden */\r\n this._alphaEquation = 0;\r\n // Cache\r\n /** @hidden */\r\n this._internalTexturesCache = new Array();\r\n /** @hidden */\r\n this._activeChannel = 0;\r\n this._currentTextureChannel = -1;\r\n /** @hidden */\r\n this._boundTexturesCache = {};\r\n this._compiledEffects = {};\r\n this._vertexAttribArraysEnabled = [];\r\n this._uintIndicesCurrentlySet = false;\r\n this._currentBoundBuffer = new Array();\r\n /** @hidden */\r\n this._currentFramebuffer = null;\r\n this._currentBufferPointers = new Array();\r\n this._currentInstanceLocations = new Array();\r\n this._currentInstanceBuffers = new Array();\r\n this._vaoRecordInProgress = false;\r\n this._mustWipeVertexAttributes = false;\r\n this._nextFreeTextureSlots = new Array();\r\n this._maxSimultaneousTextures = 0;\r\n this._activeRequests = new Array();\r\n // Hardware supported Compressed Textures\r\n this._texturesSupported = new Array();\r\n /**\r\n * Defines whether the engine has been created with the premultipliedAlpha option on or not.\r\n */\r\n this.premultipliedAlpha = true;\r\n /**\r\n * Observable event triggered before each texture is initialized\r\n */\r\n this.onBeforeTextureInitObservable = new Observable();\r\n this._viewportCached = { x: 0, y: 0, z: 0, w: 0 };\r\n this._unpackFlipYCached = null;\r\n /**\r\n * In case you are sharing the context with other applications, it might\r\n * be interested to not cache the unpack flip y state to ensure a consistent\r\n * value would be set.\r\n */\r\n this.enableUnpackFlipYCached = true;\r\n this._getDepthStencilBuffer = function (width, height, samples, internalFormat, msInternalFormat, attachment) {\r\n var gl = _this._gl;\r\n var depthStencilBuffer = gl.createRenderbuffer();\r\n gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);\r\n if (samples > 1 && gl.renderbufferStorageMultisample) {\r\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, msInternalFormat, width, height);\r\n }\r\n else {\r\n gl.renderbufferStorage(gl.RENDERBUFFER, internalFormat, width, height);\r\n }\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, depthStencilBuffer);\r\n gl.bindRenderbuffer(gl.RENDERBUFFER, null);\r\n return depthStencilBuffer;\r\n };\r\n this._boundUniforms = {};\r\n var canvas = null;\r\n if (!canvasOrContext) {\r\n return;\r\n }\r\n options = options || {};\r\n if (canvasOrContext.getContext) {\r\n canvas = canvasOrContext;\r\n this._renderingCanvas = canvas;\r\n if (antialias != null) {\r\n options.antialias = antialias;\r\n }\r\n if (options.deterministicLockstep === undefined) {\r\n options.deterministicLockstep = false;\r\n }\r\n if (options.lockstepMaxSteps === undefined) {\r\n options.lockstepMaxSteps = 4;\r\n }\r\n if (options.timeStep === undefined) {\r\n options.timeStep = 1 / 60;\r\n }\r\n if (options.preserveDrawingBuffer === undefined) {\r\n options.preserveDrawingBuffer = false;\r\n }\r\n if (options.audioEngine === undefined) {\r\n options.audioEngine = true;\r\n }\r\n if (options.stencil === undefined) {\r\n options.stencil = true;\r\n }\r\n if (options.premultipliedAlpha === false) {\r\n this.premultipliedAlpha = false;\r\n }\r\n this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;\r\n // Exceptions\r\n if (navigator && navigator.userAgent) {\r\n var ua = navigator.userAgent;\r\n for (var _i = 0, _a = ThinEngine.ExceptionList; _i < _a.length; _i++) {\r\n var exception = _a[_i];\r\n var key = exception.key;\r\n var targets = exception.targets;\r\n var check = new RegExp(key);\r\n if (check.test(ua)) {\r\n if (exception.capture && exception.captureConstraint) {\r\n var capture = exception.capture;\r\n var constraint = exception.captureConstraint;\r\n var regex = new RegExp(capture);\r\n var matches = regex.exec(ua);\r\n if (matches && matches.length > 0) {\r\n var capturedValue = parseInt(matches[matches.length - 1]);\r\n if (capturedValue >= constraint) {\r\n continue;\r\n }\r\n }\r\n }\r\n for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {\r\n var target = targets_1[_b];\r\n switch (target) {\r\n case \"uniformBuffer\":\r\n this.disableUniformBuffers = true;\r\n break;\r\n case \"vao\":\r\n this.disableVertexArrayObjects = true;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n // Context lost\r\n if (!this._doNotHandleContextLost) {\r\n this._onContextLost = function (evt) {\r\n evt.preventDefault();\r\n _this._contextWasLost = true;\r\n Logger.Warn(\"WebGL context lost.\");\r\n _this.onContextLostObservable.notifyObservers(_this);\r\n };\r\n this._onContextRestored = function () {\r\n // Adding a timeout to avoid race condition at browser level\r\n setTimeout(function () {\r\n // Rebuild gl context\r\n _this._initGLContext();\r\n // Rebuild effects\r\n _this._rebuildEffects();\r\n // Rebuild textures\r\n _this._rebuildInternalTextures();\r\n // Rebuild buffers\r\n _this._rebuildBuffers();\r\n // Cache\r\n _this.wipeCaches(true);\r\n Logger.Warn(\"WebGL context successfully restored.\");\r\n _this.onContextRestoredObservable.notifyObservers(_this);\r\n _this._contextWasLost = false;\r\n }, 0);\r\n };\r\n canvas.addEventListener(\"webglcontextlost\", this._onContextLost, false);\r\n canvas.addEventListener(\"webglcontextrestored\", this._onContextRestored, false);\r\n options.powerPreference = \"high-performance\";\r\n }\r\n // GL\r\n if (!options.disableWebGL2Support) {\r\n try {\r\n this._gl = (canvas.getContext(\"webgl2\", options) || canvas.getContext(\"experimental-webgl2\", options));\r\n if (this._gl) {\r\n this._webGLVersion = 2.0;\r\n // Prevent weird browsers to lie (yeah that happens!)\r\n if (!this._gl.deleteQuery) {\r\n this._webGLVersion = 1.0;\r\n }\r\n }\r\n }\r\n catch (e) {\r\n // Do nothing\r\n }\r\n }\r\n if (!this._gl) {\r\n if (!canvas) {\r\n throw new Error(\"The provided canvas is null or undefined.\");\r\n }\r\n try {\r\n this._gl = (canvas.getContext(\"webgl\", options) || canvas.getContext(\"experimental-webgl\", options));\r\n }\r\n catch (e) {\r\n throw new Error(\"WebGL not supported\");\r\n }\r\n }\r\n if (!this._gl) {\r\n throw new Error(\"WebGL not supported\");\r\n }\r\n }\r\n else {\r\n this._gl = canvasOrContext;\r\n this._renderingCanvas = this._gl.canvas;\r\n if (this._gl.renderbufferStorageMultisample) {\r\n this._webGLVersion = 2.0;\r\n }\r\n var attributes = this._gl.getContextAttributes();\r\n if (attributes) {\r\n options.stencil = attributes.stencil;\r\n }\r\n }\r\n // Ensures a consistent color space unpacking of textures cross browser.\r\n this._gl.pixelStorei(this._gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, this._gl.NONE);\r\n if (options.useHighPrecisionFloats !== undefined) {\r\n this._highPrecisionShadersAllowed = options.useHighPrecisionFloats;\r\n }\r\n // Viewport\r\n var devicePixelRatio = DomManagement.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;\r\n var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;\r\n this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;\r\n this.resize();\r\n this._isStencilEnable = options.stencil ? true : false;\r\n this._initGLContext();\r\n // Prepare buffer pointers\r\n for (var i = 0; i < this._caps.maxVertexAttribs; i++) {\r\n this._currentBufferPointers[i] = new BufferPointer();\r\n }\r\n // Shader processor\r\n if (this.webGLVersion > 1) {\r\n this._shaderProcessor = new WebGL2ShaderProcessor();\r\n }\r\n // Detect if we are running on a faulty buggy OS.\r\n this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);\r\n // Detect if we are running on a faulty buggy desktop OS.\r\n this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);\r\n this._creationOptions = options;\r\n console.log(\"Babylon.js v\" + ThinEngine.Version + \" - \" + this.description);\r\n }\r\n Object.defineProperty(ThinEngine, \"NpmPackage\", {\r\n /**\r\n * Returns the current npm package of the sdk\r\n */\r\n // Not mixed with Version for tooling purpose.\r\n get: function () {\r\n return \"babylonjs@4.1.0\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine, \"Version\", {\r\n /**\r\n * Returns the current version of the framework\r\n */\r\n get: function () {\r\n return \"4.1.0\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"description\", {\r\n /**\r\n * Returns a string describing the current engine\r\n */\r\n get: function () {\r\n var description = \"WebGL\" + this.webGLVersion;\r\n if (this._caps.parallelShaderCompile) {\r\n description += \" - Parallel shader compilation\";\r\n }\r\n return description;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine, \"ShadersRepository\", {\r\n /**\r\n * Gets or sets the relative url used to load shaders if using the engine in non-minified mode\r\n */\r\n get: function () {\r\n return Effect.ShadersRepository;\r\n },\r\n set: function (value) {\r\n Effect.ShadersRepository = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"supportsUniformBuffers\", {\r\n /**\r\n * Gets a boolean indicating that the engine supports uniform buffers\r\n * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets\r\n */\r\n get: function () {\r\n return this.webGLVersion > 1 && !this.disableUniformBuffers;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"_shouldUseHighPrecisionShader\", {\r\n /** @hidden */\r\n get: function () {\r\n return !!(this._caps.highPrecisionShaderSupported && this._highPrecisionShadersAllowed);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"needPOTTextures\", {\r\n /**\r\n * Gets a boolean indicating that only power of 2 textures are supported\r\n * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them\r\n */\r\n get: function () {\r\n return this._webGLVersion < 2 || this.forcePOTTextures;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"doNotHandleContextLost\", {\r\n /**\r\n * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost\r\n */\r\n get: function () {\r\n return this._doNotHandleContextLost;\r\n },\r\n set: function (value) {\r\n this._doNotHandleContextLost = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"_supportsHardwareTextureRescaling\", {\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"framebufferDimensionsObject\", {\r\n /**\r\n * sets the object from which width and height will be taken from when getting render width and height\r\n * Will fallback to the gl object\r\n * @param dimensions the framebuffer width and height that will be used.\r\n */\r\n set: function (dimensions) {\r\n this._framebufferDimensionsObject = dimensions;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"texturesSupported\", {\r\n /**\r\n * Gets the list of texture formats supported\r\n */\r\n get: function () {\r\n return this._texturesSupported;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"textureFormatInUse\", {\r\n /**\r\n * Gets the list of texture formats in use\r\n */\r\n get: function () {\r\n return this._textureFormatInUse;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"currentViewport\", {\r\n /**\r\n * Gets the current viewport\r\n */\r\n get: function () {\r\n return this._cachedViewport;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"emptyTexture\", {\r\n /**\r\n * Gets the default empty texture\r\n */\r\n get: function () {\r\n if (!this._emptyTexture) {\r\n this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, 5, false, false, 1);\r\n }\r\n return this._emptyTexture;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"emptyTexture3D\", {\r\n /**\r\n * Gets the default empty 3D texture\r\n */\r\n get: function () {\r\n if (!this._emptyTexture3D) {\r\n this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, 5, false, false, 1);\r\n }\r\n return this._emptyTexture3D;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"emptyTexture2DArray\", {\r\n /**\r\n * Gets the default empty 2D array texture\r\n */\r\n get: function () {\r\n if (!this._emptyTexture2DArray) {\r\n this._emptyTexture2DArray = this.createRawTexture2DArray(new Uint8Array(4), 1, 1, 1, 5, false, false, 1);\r\n }\r\n return this._emptyTexture2DArray;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"emptyCubeTexture\", {\r\n /**\r\n * Gets the default empty cube texture\r\n */\r\n get: function () {\r\n if (!this._emptyCubeTexture) {\r\n var faceData = new Uint8Array(4);\r\n var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];\r\n this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, 5, 0, false, false, 1);\r\n }\r\n return this._emptyCubeTexture;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n ThinEngine.prototype._rebuildInternalTextures = function () {\r\n var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies\r\n for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {\r\n var internalTexture = currentState_1[_i];\r\n internalTexture._rebuild();\r\n }\r\n };\r\n ThinEngine.prototype._rebuildEffects = function () {\r\n for (var key in this._compiledEffects) {\r\n var effect = this._compiledEffects[key];\r\n effect._prepareEffect();\r\n }\r\n Effect.ResetCache();\r\n };\r\n /**\r\n * Gets a boolean indicating if all created effects are ready\r\n * @returns true if all effects are ready\r\n */\r\n ThinEngine.prototype.areAllEffectsReady = function () {\r\n for (var key in this._compiledEffects) {\r\n var effect = this._compiledEffects[key];\r\n if (!effect.isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n ThinEngine.prototype._rebuildBuffers = function () {\r\n // Uniforms\r\n for (var _i = 0, _a = this._uniformBuffers; _i < _a.length; _i++) {\r\n var uniformBuffer = _a[_i];\r\n uniformBuffer._rebuild();\r\n }\r\n };\r\n ThinEngine.prototype._initGLContext = function () {\r\n // Caps\r\n this._caps = {\r\n maxTexturesImageUnits: this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS),\r\n maxCombinedTexturesImageUnits: this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS),\r\n maxVertexTextureImageUnits: this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS),\r\n maxTextureSize: this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE),\r\n maxSamples: this._webGLVersion > 1 ? this._gl.getParameter(this._gl.MAX_SAMPLES) : 1,\r\n maxCubemapTextureSize: this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE),\r\n maxRenderTextureSize: this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE),\r\n maxVertexAttribs: this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS),\r\n maxVaryingVectors: this._gl.getParameter(this._gl.MAX_VARYING_VECTORS),\r\n maxFragmentUniformVectors: this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS),\r\n maxVertexUniformVectors: this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS),\r\n parallelShaderCompile: this._gl.getExtension('KHR_parallel_shader_compile'),\r\n standardDerivatives: this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null),\r\n maxAnisotropy: 1,\r\n astc: this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc'),\r\n s3tc: this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc'),\r\n pvrtc: this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'),\r\n etc1: this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1'),\r\n etc2: this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||\r\n this._gl.getExtension('WEBGL_compressed_texture_es3_0'),\r\n textureAnisotropicFilterExtension: this._gl.getExtension('EXT_texture_filter_anisotropic') || this._gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic') || this._gl.getExtension('MOZ_EXT_texture_filter_anisotropic'),\r\n uintIndices: this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null,\r\n fragmentDepthSupported: this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null,\r\n highPrecisionShaderSupported: false,\r\n timerQuery: this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension(\"EXT_disjoint_timer_query\"),\r\n canUseTimestampForTimerQuery: false,\r\n drawBuffersExtension: false,\r\n maxMSAASamples: 1,\r\n colorBufferFloat: this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float'),\r\n textureFloat: (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false,\r\n textureHalfFloat: (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false,\r\n textureHalfFloatRender: false,\r\n textureFloatLinearFiltering: false,\r\n textureFloatRender: false,\r\n textureHalfFloatLinearFiltering: false,\r\n vertexArrayObject: false,\r\n instancedArrays: false,\r\n textureLOD: (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false,\r\n blendMinMax: false,\r\n multiview: this._gl.getExtension('OVR_multiview2'),\r\n oculusMultiview: this._gl.getExtension('OCULUS_multiview'),\r\n depthTextureExtension: false\r\n };\r\n // Infos\r\n this._glVersion = this._gl.getParameter(this._gl.VERSION);\r\n var rendererInfo = this._gl.getExtension(\"WEBGL_debug_renderer_info\");\r\n if (rendererInfo != null) {\r\n this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);\r\n this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);\r\n }\r\n if (!this._glVendor) {\r\n this._glVendor = \"Unknown vendor\";\r\n }\r\n if (!this._glRenderer) {\r\n this._glRenderer = \"Unknown renderer\";\r\n }\r\n // Constants\r\n this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).\r\n if (this._gl.RGBA16F !== 0x881A) {\r\n this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.\r\n }\r\n if (this._gl.RGBA32F !== 0x8814) {\r\n this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.\r\n }\r\n if (this._gl.DEPTH24_STENCIL8 !== 35056) {\r\n this._gl.DEPTH24_STENCIL8 = 35056;\r\n }\r\n // Extensions\r\n if (this._caps.timerQuery) {\r\n if (this._webGLVersion === 1) {\r\n this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);\r\n }\r\n this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;\r\n }\r\n this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;\r\n this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;\r\n this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;\r\n this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;\r\n // Checks if some of the format renders first to allow the use of webgl inspector.\r\n if (this._webGLVersion > 1) {\r\n this._gl.HALF_FLOAT_OES = 0x140B;\r\n }\r\n this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();\r\n // Draw buffers\r\n if (this._webGLVersion > 1) {\r\n this._caps.drawBuffersExtension = true;\r\n this._caps.maxMSAASamples = this._gl.getParameter(this._gl.MAX_SAMPLES);\r\n }\r\n else {\r\n var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');\r\n if (drawBuffersExtension !== null) {\r\n this._caps.drawBuffersExtension = true;\r\n this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);\r\n this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;\r\n for (var i = 0; i < 16; i++) {\r\n this._gl[\"COLOR_ATTACHMENT\" + i + \"_WEBGL\"] = drawBuffersExtension[\"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n }\r\n }\r\n }\r\n // Depth Texture\r\n if (this._webGLVersion > 1) {\r\n this._caps.depthTextureExtension = true;\r\n }\r\n else {\r\n var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');\r\n if (depthTextureExtension != null) {\r\n this._caps.depthTextureExtension = true;\r\n this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;\r\n }\r\n }\r\n // Vertex array object\r\n if (this.disableVertexArrayObjects) {\r\n this._caps.vertexArrayObject = false;\r\n }\r\n else if (this._webGLVersion > 1) {\r\n this._caps.vertexArrayObject = true;\r\n }\r\n else {\r\n var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');\r\n if (vertexArrayObjectExtension != null) {\r\n this._caps.vertexArrayObject = true;\r\n this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);\r\n this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);\r\n this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);\r\n }\r\n }\r\n // Instances count\r\n if (this._webGLVersion > 1) {\r\n this._caps.instancedArrays = true;\r\n }\r\n else {\r\n var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');\r\n if (instanceExtension != null) {\r\n this._caps.instancedArrays = true;\r\n this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);\r\n this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);\r\n this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);\r\n }\r\n else {\r\n this._caps.instancedArrays = false;\r\n }\r\n }\r\n // Intelligently add supported compressed formats in order to check for.\r\n // Check for ASTC support first as it is most powerful and to be very cross platform.\r\n // Next PVRTC & DXT, which are probably superior to ETC1/2.\r\n // Likely no hardware which supports both PVR & DXT, so order matters little.\r\n // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.\r\n if (this._caps.astc) {\r\n this.texturesSupported.push('-astc.ktx');\r\n }\r\n if (this._caps.s3tc) {\r\n this.texturesSupported.push('-dxt.ktx');\r\n }\r\n if (this._caps.pvrtc) {\r\n this.texturesSupported.push('-pvrtc.ktx');\r\n }\r\n if (this._caps.etc2) {\r\n this.texturesSupported.push('-etc2.ktx');\r\n }\r\n if (this._caps.etc1) {\r\n this.texturesSupported.push('-etc1.ktx');\r\n }\r\n if (this._gl.getShaderPrecisionFormat) {\r\n var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);\r\n var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);\r\n if (vertex_highp && fragment_highp) {\r\n this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;\r\n }\r\n }\r\n if (this._webGLVersion > 1) {\r\n this._caps.blendMinMax = true;\r\n }\r\n else {\r\n var blendMinMaxExtension = this._gl.getExtension('EXT_blend_minmax');\r\n if (blendMinMaxExtension != null) {\r\n this._caps.blendMinMax = true;\r\n this._gl.MAX = blendMinMaxExtension.MAX_EXT;\r\n this._gl.MIN = blendMinMaxExtension.MIN_EXT;\r\n }\r\n }\r\n // Depth buffer\r\n this._depthCullingState.depthTest = true;\r\n this._depthCullingState.depthFunc = this._gl.LEQUAL;\r\n this._depthCullingState.depthMask = true;\r\n // Texture maps\r\n this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;\r\n for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {\r\n this._nextFreeTextureSlots.push(slot);\r\n }\r\n };\r\n Object.defineProperty(ThinEngine.prototype, \"webGLVersion\", {\r\n /**\r\n * Gets version of the current webGL context\r\n */\r\n get: function () {\r\n return this._webGLVersion;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets a string idenfifying the name of the class\r\n * @returns \"Engine\" string\r\n */\r\n ThinEngine.prototype.getClassName = function () {\r\n return \"ThinEngine\";\r\n };\r\n Object.defineProperty(ThinEngine.prototype, \"isStencilEnable\", {\r\n /**\r\n * Returns true if the stencil buffer has been enabled through the creation option of the context.\r\n */\r\n get: function () {\r\n return this._isStencilEnable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n ThinEngine.prototype._prepareWorkingCanvas = function () {\r\n if (this._workingCanvas) {\r\n return;\r\n }\r\n this._workingCanvas = CanvasGenerator.CreateCanvas(1, 1);\r\n var context = this._workingCanvas.getContext(\"2d\");\r\n if (context) {\r\n this._workingContext = context;\r\n }\r\n };\r\n /**\r\n * Reset the texture cache to empty state\r\n */\r\n ThinEngine.prototype.resetTextureCache = function () {\r\n for (var key in this._boundTexturesCache) {\r\n if (!this._boundTexturesCache.hasOwnProperty(key)) {\r\n continue;\r\n }\r\n this._boundTexturesCache[key] = null;\r\n }\r\n this._currentTextureChannel = -1;\r\n };\r\n /**\r\n * Gets an object containing information about the current webGL context\r\n * @returns an object containing the vender, the renderer and the version of the current webGL context\r\n */\r\n ThinEngine.prototype.getGlInfo = function () {\r\n return {\r\n vendor: this._glVendor,\r\n renderer: this._glRenderer,\r\n version: this._glVersion\r\n };\r\n };\r\n /**\r\n * Defines the hardware scaling level.\r\n * By default the hardware scaling level is computed from the window device ratio.\r\n * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.\r\n * @param level defines the level to use\r\n */\r\n ThinEngine.prototype.setHardwareScalingLevel = function (level) {\r\n this._hardwareScalingLevel = level;\r\n this.resize();\r\n };\r\n /**\r\n * Gets the current hardware scaling level.\r\n * By default the hardware scaling level is computed from the window device ratio.\r\n * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.\r\n * @returns a number indicating the current hardware scaling level\r\n */\r\n ThinEngine.prototype.getHardwareScalingLevel = function () {\r\n return this._hardwareScalingLevel;\r\n };\r\n /**\r\n * Gets the list of loaded textures\r\n * @returns an array containing all loaded textures\r\n */\r\n ThinEngine.prototype.getLoadedTexturesCache = function () {\r\n return this._internalTexturesCache;\r\n };\r\n /**\r\n * Gets the object containing all engine capabilities\r\n * @returns the EngineCapabilities object\r\n */\r\n ThinEngine.prototype.getCaps = function () {\r\n return this._caps;\r\n };\r\n /**\r\n * stop executing a render loop function and remove it from the execution array\r\n * @param renderFunction defines the function to be removed. If not provided all functions will be removed.\r\n */\r\n ThinEngine.prototype.stopRenderLoop = function (renderFunction) {\r\n if (!renderFunction) {\r\n this._activeRenderLoops = [];\r\n return;\r\n }\r\n var index = this._activeRenderLoops.indexOf(renderFunction);\r\n if (index >= 0) {\r\n this._activeRenderLoops.splice(index, 1);\r\n }\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._renderLoop = function () {\r\n if (!this._contextWasLost) {\r\n var shouldRender = true;\r\n if (!this.renderEvenInBackground && this._windowIsBackground) {\r\n shouldRender = false;\r\n }\r\n if (shouldRender) {\r\n // Start new frame\r\n this.beginFrame();\r\n for (var index = 0; index < this._activeRenderLoops.length; index++) {\r\n var renderFunction = this._activeRenderLoops[index];\r\n renderFunction();\r\n }\r\n // Present\r\n this.endFrame();\r\n }\r\n }\r\n if (this._activeRenderLoops.length > 0) {\r\n this._frameHandler = this._queueNewFrame(this._boundRenderFunction, this.getHostWindow());\r\n }\r\n else {\r\n this._renderingQueueLaunched = false;\r\n }\r\n };\r\n /**\r\n * Gets the HTML canvas attached with the current webGL context\r\n * @returns a HTML canvas\r\n */\r\n ThinEngine.prototype.getRenderingCanvas = function () {\r\n return this._renderingCanvas;\r\n };\r\n /**\r\n * Gets host window\r\n * @returns the host window object\r\n */\r\n ThinEngine.prototype.getHostWindow = function () {\r\n if (!DomManagement.IsWindowObjectExist()) {\r\n return null;\r\n }\r\n if (this._renderingCanvas && this._renderingCanvas.ownerDocument && this._renderingCanvas.ownerDocument.defaultView) {\r\n return this._renderingCanvas.ownerDocument.defaultView;\r\n }\r\n return window;\r\n };\r\n /**\r\n * Gets the current render width\r\n * @param useScreen defines if screen size must be used (or the current render target if any)\r\n * @returns a number defining the current render width\r\n */\r\n ThinEngine.prototype.getRenderWidth = function (useScreen) {\r\n if (useScreen === void 0) { useScreen = false; }\r\n if (!useScreen && this._currentRenderTarget) {\r\n return this._currentRenderTarget.width;\r\n }\r\n return this._framebufferDimensionsObject ? this._framebufferDimensionsObject.framebufferWidth : this._gl.drawingBufferWidth;\r\n };\r\n /**\r\n * Gets the current render height\r\n * @param useScreen defines if screen size must be used (or the current render target if any)\r\n * @returns a number defining the current render height\r\n */\r\n ThinEngine.prototype.getRenderHeight = function (useScreen) {\r\n if (useScreen === void 0) { useScreen = false; }\r\n if (!useScreen && this._currentRenderTarget) {\r\n return this._currentRenderTarget.height;\r\n }\r\n return this._framebufferDimensionsObject ? this._framebufferDimensionsObject.framebufferHeight : this._gl.drawingBufferHeight;\r\n };\r\n /**\r\n * Can be used to override the current requestAnimationFrame requester.\r\n * @hidden\r\n */\r\n ThinEngine.prototype._queueNewFrame = function (bindedRenderFunction, requester) {\r\n return ThinEngine.QueueNewFrame(bindedRenderFunction, requester);\r\n };\r\n /**\r\n * Register and execute a render loop. The engine can have more than one render function\r\n * @param renderFunction defines the function to continuously execute\r\n */\r\n ThinEngine.prototype.runRenderLoop = function (renderFunction) {\r\n if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {\r\n return;\r\n }\r\n this._activeRenderLoops.push(renderFunction);\r\n if (!this._renderingQueueLaunched) {\r\n this._renderingQueueLaunched = true;\r\n this._boundRenderFunction = this._renderLoop.bind(this);\r\n this._frameHandler = this._queueNewFrame(this._boundRenderFunction, this.getHostWindow());\r\n }\r\n };\r\n /**\r\n * Clear the current render buffer or the current render target (if any is set up)\r\n * @param color defines the color to use\r\n * @param backBuffer defines if the back buffer must be cleared\r\n * @param depth defines if the depth buffer must be cleared\r\n * @param stencil defines if the stencil buffer must be cleared\r\n */\r\n ThinEngine.prototype.clear = function (color, backBuffer, depth, stencil) {\r\n if (stencil === void 0) { stencil = false; }\r\n this.applyStates();\r\n var mode = 0;\r\n if (backBuffer && color) {\r\n this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);\r\n mode |= this._gl.COLOR_BUFFER_BIT;\r\n }\r\n if (depth) {\r\n if (this.useReverseDepthBuffer) {\r\n this._depthCullingState.depthFunc = this._gl.GREATER;\r\n this._gl.clearDepth(0.0);\r\n }\r\n else {\r\n this._gl.clearDepth(1.0);\r\n }\r\n mode |= this._gl.DEPTH_BUFFER_BIT;\r\n }\r\n if (stencil) {\r\n this._gl.clearStencil(0);\r\n mode |= this._gl.STENCIL_BUFFER_BIT;\r\n }\r\n this._gl.clear(mode);\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._viewport = function (x, y, width, height) {\r\n if (x !== this._viewportCached.x ||\r\n y !== this._viewportCached.y ||\r\n width !== this._viewportCached.z ||\r\n height !== this._viewportCached.w) {\r\n this._viewportCached.x = x;\r\n this._viewportCached.y = y;\r\n this._viewportCached.z = width;\r\n this._viewportCached.w = height;\r\n this._gl.viewport(x, y, width, height);\r\n }\r\n };\r\n /**\r\n * Set the WebGL's viewport\r\n * @param viewport defines the viewport element to be used\r\n * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used\r\n * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used\r\n */\r\n ThinEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {\r\n var width = requiredWidth || this.getRenderWidth();\r\n var height = requiredHeight || this.getRenderHeight();\r\n var x = viewport.x || 0;\r\n var y = viewport.y || 0;\r\n this._cachedViewport = viewport;\r\n this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);\r\n };\r\n /**\r\n * Begin a new frame\r\n */\r\n ThinEngine.prototype.beginFrame = function () {\r\n };\r\n /**\r\n * Enf the current frame\r\n */\r\n ThinEngine.prototype.endFrame = function () {\r\n // Force a flush in case we are using a bad OS.\r\n if (this._badOS) {\r\n this.flushFramebuffer();\r\n }\r\n };\r\n /**\r\n * Resize the view according to the canvas' size\r\n */\r\n ThinEngine.prototype.resize = function () {\r\n var width;\r\n var height;\r\n if (DomManagement.IsWindowObjectExist()) {\r\n width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;\r\n height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;\r\n }\r\n else {\r\n width = this._renderingCanvas ? this._renderingCanvas.width : 100;\r\n height = this._renderingCanvas ? this._renderingCanvas.height : 100;\r\n }\r\n this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);\r\n };\r\n /**\r\n * Force a specific size of the canvas\r\n * @param width defines the new canvas' width\r\n * @param height defines the new canvas' height\r\n */\r\n ThinEngine.prototype.setSize = function (width, height) {\r\n if (!this._renderingCanvas) {\r\n return;\r\n }\r\n width = width | 0;\r\n height = height | 0;\r\n if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {\r\n return;\r\n }\r\n this._renderingCanvas.width = width;\r\n this._renderingCanvas.height = height;\r\n };\r\n /**\r\n * Binds the frame buffer to the specified texture.\r\n * @param texture The texture to render to or null for the default canvas\r\n * @param faceIndex The face of the texture to render to in case of cube texture\r\n * @param requiredWidth The width of the target to render to\r\n * @param requiredHeight The height of the target to render to\r\n * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true\r\n * @param lodLevel defines the lod level to bind to the frame buffer\r\n * @param layer defines the 2d array index to bind to frame buffer to\r\n */\r\n ThinEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, lodLevel, layer) {\r\n if (faceIndex === void 0) { faceIndex = 0; }\r\n if (lodLevel === void 0) { lodLevel = 0; }\r\n if (layer === void 0) { layer = 0; }\r\n if (this._currentRenderTarget) {\r\n this.unBindFramebuffer(this._currentRenderTarget);\r\n }\r\n this._currentRenderTarget = texture;\r\n this._bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);\r\n var gl = this._gl;\r\n if (texture.is2DArray) {\r\n gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, texture._webGLTexture, lodLevel, layer);\r\n }\r\n else if (texture.isCube) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);\r\n }\r\n var depthStencilTexture = texture._depthStencilTexture;\r\n if (depthStencilTexture) {\r\n var attachment = (depthStencilTexture._generateStencilBuffer) ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;\r\n if (texture.is2DArray) {\r\n gl.framebufferTextureLayer(gl.FRAMEBUFFER, attachment, depthStencilTexture._webGLTexture, lodLevel, layer);\r\n }\r\n else if (texture.isCube) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);\r\n }\r\n else {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, lodLevel);\r\n }\r\n }\r\n if (this._cachedViewport && !forceFullscreenViewport) {\r\n this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);\r\n }\r\n else {\r\n if (!requiredWidth) {\r\n requiredWidth = texture.width;\r\n if (lodLevel) {\r\n requiredWidth = requiredWidth / Math.pow(2, lodLevel);\r\n }\r\n }\r\n if (!requiredHeight) {\r\n requiredHeight = texture.height;\r\n if (lodLevel) {\r\n requiredHeight = requiredHeight / Math.pow(2, lodLevel);\r\n }\r\n }\r\n this._viewport(0, 0, requiredWidth, requiredHeight);\r\n }\r\n this.wipeCaches();\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._bindUnboundFramebuffer = function (framebuffer) {\r\n if (this._currentFramebuffer !== framebuffer) {\r\n this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);\r\n this._currentFramebuffer = framebuffer;\r\n }\r\n };\r\n /**\r\n * Unbind the current render target texture from the webGL context\r\n * @param texture defines the render target texture to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n ThinEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {\r\n if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }\r\n this._currentRenderTarget = null;\r\n // If MSAA, we need to bitblt back to main texture\r\n var gl = this._gl;\r\n if (texture._MSAAFramebuffer) {\r\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);\r\n gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);\r\n }\r\n if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n }\r\n if (onBeforeUnbind) {\r\n if (texture._MSAAFramebuffer) {\r\n // Bind the correct framebuffer\r\n this._bindUnboundFramebuffer(texture._framebuffer);\r\n }\r\n onBeforeUnbind();\r\n }\r\n this._bindUnboundFramebuffer(null);\r\n };\r\n /**\r\n * Force a webGL flush (ie. a flush of all waiting webGL commands)\r\n */\r\n ThinEngine.prototype.flushFramebuffer = function () {\r\n this._gl.flush();\r\n };\r\n /**\r\n * Unbind the current render target and bind the default framebuffer\r\n */\r\n ThinEngine.prototype.restoreDefaultFramebuffer = function () {\r\n if (this._currentRenderTarget) {\r\n this.unBindFramebuffer(this._currentRenderTarget);\r\n }\r\n else {\r\n this._bindUnboundFramebuffer(null);\r\n }\r\n if (this._cachedViewport) {\r\n this.setViewport(this._cachedViewport);\r\n }\r\n this.wipeCaches();\r\n };\r\n // VBOs\r\n /** @hidden */\r\n ThinEngine.prototype._resetVertexBufferBinding = function () {\r\n this.bindArrayBuffer(null);\r\n this._cachedVertexBuffers = null;\r\n };\r\n /**\r\n * Creates a vertex buffer\r\n * @param data the data for the vertex buffer\r\n * @returns the new WebGL static buffer\r\n */\r\n ThinEngine.prototype.createVertexBuffer = function (data) {\r\n return this._createVertexBuffer(data, this._gl.STATIC_DRAW);\r\n };\r\n ThinEngine.prototype._createVertexBuffer = function (data, usage) {\r\n var vbo = this._gl.createBuffer();\r\n if (!vbo) {\r\n throw new Error(\"Unable to create vertex buffer\");\r\n }\r\n var dataBuffer = new WebGLDataBuffer(vbo);\r\n this.bindArrayBuffer(dataBuffer);\r\n if (data instanceof Array) {\r\n this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);\r\n }\r\n else {\r\n this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);\r\n }\r\n this._resetVertexBufferBinding();\r\n dataBuffer.references = 1;\r\n return dataBuffer;\r\n };\r\n /**\r\n * Creates a dynamic vertex buffer\r\n * @param data the data for the dynamic vertex buffer\r\n * @returns the new WebGL dynamic buffer\r\n */\r\n ThinEngine.prototype.createDynamicVertexBuffer = function (data) {\r\n return this._createVertexBuffer(data, this._gl.DYNAMIC_DRAW);\r\n };\r\n ThinEngine.prototype._resetIndexBufferBinding = function () {\r\n this.bindIndexBuffer(null);\r\n this._cachedIndexBuffer = null;\r\n };\r\n /**\r\n * Creates a new index buffer\r\n * @param indices defines the content of the index buffer\r\n * @param updatable defines if the index buffer must be updatable\r\n * @returns a new webGL buffer\r\n */\r\n ThinEngine.prototype.createIndexBuffer = function (indices, updatable) {\r\n var vbo = this._gl.createBuffer();\r\n var dataBuffer = new WebGLDataBuffer(vbo);\r\n if (!vbo) {\r\n throw new Error(\"Unable to create index buffer\");\r\n }\r\n this.bindIndexBuffer(dataBuffer);\r\n var data = this._normalizeIndexData(indices);\r\n this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, data, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);\r\n this._resetIndexBufferBinding();\r\n dataBuffer.references = 1;\r\n dataBuffer.is32Bits = (data.BYTES_PER_ELEMENT === 4);\r\n return dataBuffer;\r\n };\r\n ThinEngine.prototype._normalizeIndexData = function (indices) {\r\n if (indices instanceof Uint16Array) {\r\n return indices;\r\n }\r\n // Check 32 bit support\r\n if (this._caps.uintIndices) {\r\n if (indices instanceof Uint32Array) {\r\n return indices;\r\n }\r\n else {\r\n // number[] or Int32Array, check if 32 bit is necessary\r\n for (var index = 0; index < indices.length; index++) {\r\n if (indices[index] >= 65535) {\r\n return new Uint32Array(indices);\r\n }\r\n }\r\n return new Uint16Array(indices);\r\n }\r\n }\r\n // No 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)\r\n return new Uint16Array(indices);\r\n };\r\n /**\r\n * Bind a webGL buffer to the webGL context\r\n * @param buffer defines the buffer to bind\r\n */\r\n ThinEngine.prototype.bindArrayBuffer = function (buffer) {\r\n if (!this._vaoRecordInProgress) {\r\n this._unbindVertexArrayObject();\r\n }\r\n this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);\r\n };\r\n /**\r\n * Bind a specific block at a given index in a specific shader program\r\n * @param pipelineContext defines the pipeline context to use\r\n * @param blockName defines the block name\r\n * @param index defines the index where to bind the block\r\n */\r\n ThinEngine.prototype.bindUniformBlock = function (pipelineContext, blockName, index) {\r\n var program = pipelineContext.program;\r\n var uniformLocation = this._gl.getUniformBlockIndex(program, blockName);\r\n this._gl.uniformBlockBinding(program, uniformLocation, index);\r\n };\r\n ThinEngine.prototype.bindIndexBuffer = function (buffer) {\r\n if (!this._vaoRecordInProgress) {\r\n this._unbindVertexArrayObject();\r\n }\r\n this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);\r\n };\r\n ThinEngine.prototype.bindBuffer = function (buffer, target) {\r\n if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {\r\n this._gl.bindBuffer(target, buffer ? buffer.underlyingResource : null);\r\n this._currentBoundBuffer[target] = buffer;\r\n }\r\n };\r\n /**\r\n * update the bound buffer with the given data\r\n * @param data defines the data to update\r\n */\r\n ThinEngine.prototype.updateArrayBuffer = function (data) {\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);\r\n };\r\n ThinEngine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {\r\n var pointer = this._currentBufferPointers[indx];\r\n var changed = false;\r\n if (!pointer.active) {\r\n changed = true;\r\n pointer.active = true;\r\n pointer.index = indx;\r\n pointer.size = size;\r\n pointer.type = type;\r\n pointer.normalized = normalized;\r\n pointer.stride = stride;\r\n pointer.offset = offset;\r\n pointer.buffer = buffer;\r\n }\r\n else {\r\n if (pointer.buffer !== buffer) {\r\n pointer.buffer = buffer;\r\n changed = true;\r\n }\r\n if (pointer.size !== size) {\r\n pointer.size = size;\r\n changed = true;\r\n }\r\n if (pointer.type !== type) {\r\n pointer.type = type;\r\n changed = true;\r\n }\r\n if (pointer.normalized !== normalized) {\r\n pointer.normalized = normalized;\r\n changed = true;\r\n }\r\n if (pointer.stride !== stride) {\r\n pointer.stride = stride;\r\n changed = true;\r\n }\r\n if (pointer.offset !== offset) {\r\n pointer.offset = offset;\r\n changed = true;\r\n }\r\n }\r\n if (changed || this._vaoRecordInProgress) {\r\n this.bindArrayBuffer(buffer);\r\n this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);\r\n }\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._bindIndexBufferWithCache = function (indexBuffer) {\r\n if (indexBuffer == null) {\r\n return;\r\n }\r\n if (this._cachedIndexBuffer !== indexBuffer) {\r\n this._cachedIndexBuffer = indexBuffer;\r\n this.bindIndexBuffer(indexBuffer);\r\n this._uintIndicesCurrentlySet = indexBuffer.is32Bits;\r\n }\r\n };\r\n ThinEngine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {\r\n var attributes = effect.getAttributesNames();\r\n if (!this._vaoRecordInProgress) {\r\n this._unbindVertexArrayObject();\r\n }\r\n this.unbindAllAttributes();\r\n for (var index = 0; index < attributes.length; index++) {\r\n var order = effect.getAttributeLocation(index);\r\n if (order >= 0) {\r\n var vertexBuffer = vertexBuffers[attributes[index]];\r\n if (!vertexBuffer) {\r\n continue;\r\n }\r\n this._gl.enableVertexAttribArray(order);\r\n if (!this._vaoRecordInProgress) {\r\n this._vertexAttribArraysEnabled[order] = true;\r\n }\r\n var buffer = vertexBuffer.getBuffer();\r\n if (buffer) {\r\n this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);\r\n if (vertexBuffer.getIsInstanced()) {\r\n this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());\r\n if (!this._vaoRecordInProgress) {\r\n this._currentInstanceLocations.push(order);\r\n this._currentInstanceBuffers.push(buffer);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * Records a vertex array object\r\n * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects\r\n * @param vertexBuffers defines the list of vertex buffers to store\r\n * @param indexBuffer defines the index buffer to store\r\n * @param effect defines the effect to store\r\n * @returns the new vertex array object\r\n */\r\n ThinEngine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {\r\n var vao = this._gl.createVertexArray();\r\n this._vaoRecordInProgress = true;\r\n this._gl.bindVertexArray(vao);\r\n this._mustWipeVertexAttributes = true;\r\n this._bindVertexBuffersAttributes(vertexBuffers, effect);\r\n this.bindIndexBuffer(indexBuffer);\r\n this._vaoRecordInProgress = false;\r\n this._gl.bindVertexArray(null);\r\n return vao;\r\n };\r\n /**\r\n * Bind a specific vertex array object\r\n * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects\r\n * @param vertexArrayObject defines the vertex array object to bind\r\n * @param indexBuffer defines the index buffer to bind\r\n */\r\n ThinEngine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {\r\n if (this._cachedVertexArrayObject !== vertexArrayObject) {\r\n this._cachedVertexArrayObject = vertexArrayObject;\r\n this._gl.bindVertexArray(vertexArrayObject);\r\n this._cachedVertexBuffers = null;\r\n this._cachedIndexBuffer = null;\r\n this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;\r\n this._mustWipeVertexAttributes = true;\r\n }\r\n };\r\n /**\r\n * Bind webGl buffers directly to the webGL context\r\n * @param vertexBuffer defines the vertex buffer to bind\r\n * @param indexBuffer defines the index buffer to bind\r\n * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer\r\n * @param vertexStrideSize defines the vertex stride of the vertex buffer\r\n * @param effect defines the effect associated with the vertex buffer\r\n */\r\n ThinEngine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {\r\n if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {\r\n this._cachedVertexBuffers = vertexBuffer;\r\n this._cachedEffectForVertexBuffers = effect;\r\n var attributesCount = effect.getAttributesCount();\r\n this._unbindVertexArrayObject();\r\n this.unbindAllAttributes();\r\n var offset = 0;\r\n for (var index = 0; index < attributesCount; index++) {\r\n if (index < vertexDeclaration.length) {\r\n var order = effect.getAttributeLocation(index);\r\n if (order >= 0) {\r\n this._gl.enableVertexAttribArray(order);\r\n this._vertexAttribArraysEnabled[order] = true;\r\n this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);\r\n }\r\n offset += vertexDeclaration[index] * 4;\r\n }\r\n }\r\n }\r\n this._bindIndexBufferWithCache(indexBuffer);\r\n };\r\n ThinEngine.prototype._unbindVertexArrayObject = function () {\r\n if (!this._cachedVertexArrayObject) {\r\n return;\r\n }\r\n this._cachedVertexArrayObject = null;\r\n this._gl.bindVertexArray(null);\r\n };\r\n /**\r\n * Bind a list of vertex buffers to the webGL context\r\n * @param vertexBuffers defines the list of vertex buffers to bind\r\n * @param indexBuffer defines the index buffer to bind\r\n * @param effect defines the effect associated with the vertex buffers\r\n */\r\n ThinEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {\r\n if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {\r\n this._cachedVertexBuffers = vertexBuffers;\r\n this._cachedEffectForVertexBuffers = effect;\r\n this._bindVertexBuffersAttributes(vertexBuffers, effect);\r\n }\r\n this._bindIndexBufferWithCache(indexBuffer);\r\n };\r\n /**\r\n * Unbind all instance attributes\r\n */\r\n ThinEngine.prototype.unbindInstanceAttributes = function () {\r\n var boundBuffer;\r\n for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {\r\n var instancesBuffer = this._currentInstanceBuffers[i];\r\n if (boundBuffer != instancesBuffer && instancesBuffer.references) {\r\n boundBuffer = instancesBuffer;\r\n this.bindArrayBuffer(instancesBuffer);\r\n }\r\n var offsetLocation = this._currentInstanceLocations[i];\r\n this._gl.vertexAttribDivisor(offsetLocation, 0);\r\n }\r\n this._currentInstanceBuffers.length = 0;\r\n this._currentInstanceLocations.length = 0;\r\n };\r\n /**\r\n * Release and free the memory of a vertex array object\r\n * @param vao defines the vertex array object to delete\r\n */\r\n ThinEngine.prototype.releaseVertexArrayObject = function (vao) {\r\n this._gl.deleteVertexArray(vao);\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._releaseBuffer = function (buffer) {\r\n buffer.references--;\r\n if (buffer.references === 0) {\r\n this._deleteBuffer(buffer);\r\n return true;\r\n }\r\n return false;\r\n };\r\n ThinEngine.prototype._deleteBuffer = function (buffer) {\r\n this._gl.deleteBuffer(buffer.underlyingResource);\r\n };\r\n /**\r\n * Update the content of a webGL buffer used with instanciation and bind it to the webGL context\r\n * @param instancesBuffer defines the webGL buffer to update and bind\r\n * @param data defines the data to store in the buffer\r\n * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer\r\n */\r\n ThinEngine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {\r\n this.bindArrayBuffer(instancesBuffer);\r\n if (data) {\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);\r\n }\r\n if (offsetLocations[0].index !== undefined) {\r\n this.bindInstancesBuffer(instancesBuffer, offsetLocations, true);\r\n }\r\n else {\r\n for (var index = 0; index < 4; index++) {\r\n var offsetLocation = offsetLocations[index];\r\n if (!this._vertexAttribArraysEnabled[offsetLocation]) {\r\n this._gl.enableVertexAttribArray(offsetLocation);\r\n this._vertexAttribArraysEnabled[offsetLocation] = true;\r\n }\r\n this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);\r\n this._gl.vertexAttribDivisor(offsetLocation, 1);\r\n this._currentInstanceLocations.push(offsetLocation);\r\n this._currentInstanceBuffers.push(instancesBuffer);\r\n }\r\n }\r\n };\r\n /**\r\n * Bind the content of a webGL buffer used with instantiation\r\n * @param instancesBuffer defines the webGL buffer to bind\r\n * @param attributesInfo defines the offsets or attributes information used to determine where data must be stored in the buffer\r\n * @param computeStride defines Whether to compute the strides from the info or use the default 0\r\n */\r\n ThinEngine.prototype.bindInstancesBuffer = function (instancesBuffer, attributesInfo, computeStride) {\r\n if (computeStride === void 0) { computeStride = true; }\r\n this.bindArrayBuffer(instancesBuffer);\r\n var stride = 0;\r\n if (computeStride) {\r\n for (var i = 0; i < attributesInfo.length; i++) {\r\n var ai = attributesInfo[i];\r\n stride += ai.attributeSize * 4;\r\n }\r\n }\r\n for (var i = 0; i < attributesInfo.length; i++) {\r\n var ai = attributesInfo[i];\r\n if (ai.index === undefined) {\r\n ai.index = this._currentEffect.getAttributeLocationByName(ai.attributeName);\r\n }\r\n if (!this._vertexAttribArraysEnabled[ai.index]) {\r\n this._gl.enableVertexAttribArray(ai.index);\r\n this._vertexAttribArraysEnabled[ai.index] = true;\r\n }\r\n this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attributeType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);\r\n this._gl.vertexAttribDivisor(ai.index, ai.divisor === undefined ? 1 : ai.divisor);\r\n this._currentInstanceLocations.push(ai.index);\r\n this._currentInstanceBuffers.push(instancesBuffer);\r\n }\r\n };\r\n /**\r\n * Disable the instance attribute corresponding to the name in parameter\r\n * @param name defines the name of the attribute to disable\r\n */\r\n ThinEngine.prototype.disableInstanceAttributeByName = function (name) {\r\n if (!this._currentEffect) {\r\n return;\r\n }\r\n var attributeLocation = this._currentEffect.getAttributeLocationByName(name);\r\n this.disableInstanceAttribute(attributeLocation);\r\n };\r\n /**\r\n * Disable the instance attribute corresponding to the location in parameter\r\n * @param attributeLocation defines the attribute location of the attribute to disable\r\n */\r\n ThinEngine.prototype.disableInstanceAttribute = function (attributeLocation) {\r\n var shouldClean = false;\r\n var index;\r\n while ((index = this._currentInstanceLocations.indexOf(attributeLocation)) !== -1) {\r\n this._currentInstanceLocations.splice(index, 1);\r\n this._currentInstanceBuffers.splice(index, 1);\r\n shouldClean = true;\r\n index = this._currentInstanceLocations.indexOf(attributeLocation);\r\n }\r\n if (shouldClean) {\r\n this._gl.vertexAttribDivisor(attributeLocation, 0);\r\n this.disableAttributeByIndex(attributeLocation);\r\n }\r\n };\r\n /**\r\n * Disable the attribute corresponding to the location in parameter\r\n * @param attributeLocation defines the attribute location of the attribute to disable\r\n */\r\n ThinEngine.prototype.disableAttributeByIndex = function (attributeLocation) {\r\n this._gl.disableVertexAttribArray(attributeLocation);\r\n this._vertexAttribArraysEnabled[attributeLocation] = false;\r\n this._currentBufferPointers[attributeLocation].active = false;\r\n };\r\n /**\r\n * Send a draw order\r\n * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)\r\n * @param indexStart defines the starting index\r\n * @param indexCount defines the number of index to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n ThinEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {\r\n this.drawElementsType(useTriangles ? 0 : 1, indexStart, indexCount, instancesCount);\r\n };\r\n /**\r\n * Draw a list of points\r\n * @param verticesStart defines the index of first vertex to draw\r\n * @param verticesCount defines the count of vertices to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n ThinEngine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {\r\n this.drawArraysType(2, verticesStart, verticesCount, instancesCount);\r\n };\r\n /**\r\n * Draw a list of unindexed primitives\r\n * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)\r\n * @param verticesStart defines the index of first vertex to draw\r\n * @param verticesCount defines the count of vertices to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n ThinEngine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {\r\n this.drawArraysType(useTriangles ? 0 : 1, verticesStart, verticesCount, instancesCount);\r\n };\r\n /**\r\n * Draw a list of indexed primitives\r\n * @param fillMode defines the primitive to use\r\n * @param indexStart defines the starting index\r\n * @param indexCount defines the number of index to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n ThinEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {\r\n // Apply states\r\n this.applyStates();\r\n this._reportDrawCall();\r\n // Render\r\n var drawMode = this._drawMode(fillMode);\r\n var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;\r\n var mult = this._uintIndicesCurrentlySet ? 4 : 2;\r\n if (instancesCount) {\r\n this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);\r\n }\r\n else {\r\n this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);\r\n }\r\n };\r\n /**\r\n * Draw a list of unindexed primitives\r\n * @param fillMode defines the primitive to use\r\n * @param verticesStart defines the index of first vertex to draw\r\n * @param verticesCount defines the count of vertices to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n ThinEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {\r\n // Apply states\r\n this.applyStates();\r\n this._reportDrawCall();\r\n var drawMode = this._drawMode(fillMode);\r\n if (instancesCount) {\r\n this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);\r\n }\r\n else {\r\n this._gl.drawArrays(drawMode, verticesStart, verticesCount);\r\n }\r\n };\r\n ThinEngine.prototype._drawMode = function (fillMode) {\r\n switch (fillMode) {\r\n // Triangle views\r\n case 0:\r\n return this._gl.TRIANGLES;\r\n case 2:\r\n return this._gl.POINTS;\r\n case 1:\r\n return this._gl.LINES;\r\n // Draw modes\r\n case 3:\r\n return this._gl.POINTS;\r\n case 4:\r\n return this._gl.LINES;\r\n case 5:\r\n return this._gl.LINE_LOOP;\r\n case 6:\r\n return this._gl.LINE_STRIP;\r\n case 7:\r\n return this._gl.TRIANGLE_STRIP;\r\n case 8:\r\n return this._gl.TRIANGLE_FAN;\r\n default:\r\n return this._gl.TRIANGLES;\r\n }\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._reportDrawCall = function () {\r\n // Will be implemented by children\r\n };\r\n // Shaders\r\n /** @hidden */\r\n ThinEngine.prototype._releaseEffect = function (effect) {\r\n if (this._compiledEffects[effect._key]) {\r\n delete this._compiledEffects[effect._key];\r\n this._deletePipelineContext(effect.getPipelineContext());\r\n }\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._deletePipelineContext = function (pipelineContext) {\r\n var webGLPipelineContext = pipelineContext;\r\n if (webGLPipelineContext && webGLPipelineContext.program) {\r\n webGLPipelineContext.program.__SPECTOR_rebuildProgram = null;\r\n this._gl.deleteProgram(webGLPipelineContext.program);\r\n }\r\n };\r\n /**\r\n * Create a new effect (used to store vertex/fragment shaders)\r\n * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)\r\n * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object\r\n * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use\r\n * @param samplers defines an array of string used to represent textures\r\n * @param defines defines the string containing the defines to use to compile the shaders\r\n * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails\r\n * @param onCompiled defines a function to call when the effect creation is successful\r\n * @param onError defines a function to call when the effect creation has failed\r\n * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)\r\n * @returns the new Effect\r\n */\r\n ThinEngine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {\r\n var vertex = baseName.vertexElement || baseName.vertex || baseName;\r\n var fragment = baseName.fragmentElement || baseName.fragment || baseName;\r\n var name = vertex + \"+\" + fragment + \"@\" + (defines ? defines : attributesNamesOrOptions.defines);\r\n if (this._compiledEffects[name]) {\r\n var compiledEffect = this._compiledEffects[name];\r\n if (onCompiled && compiledEffect.isReady()) {\r\n onCompiled(compiledEffect);\r\n }\r\n return compiledEffect;\r\n }\r\n var effect = new Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);\r\n effect._key = name;\r\n this._compiledEffects[name] = effect;\r\n return effect;\r\n };\r\n ThinEngine._ConcatenateShader = function (source, defines, shaderVersion) {\r\n if (shaderVersion === void 0) { shaderVersion = \"\"; }\r\n return shaderVersion + (defines ? defines + \"\\n\" : \"\") + source;\r\n };\r\n ThinEngine.prototype._compileShader = function (source, type, defines, shaderVersion) {\r\n return this._compileRawShader(ThinEngine._ConcatenateShader(source, defines, shaderVersion), type);\r\n };\r\n ThinEngine.prototype._compileRawShader = function (source, type) {\r\n var gl = this._gl;\r\n var shader = gl.createShader(type === \"vertex\" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);\r\n if (!shader) {\r\n throw new Error(\"Something went wrong while compile the shader.\");\r\n }\r\n gl.shaderSource(shader, source);\r\n gl.compileShader(shader);\r\n return shader;\r\n };\r\n /**\r\n * Directly creates a webGL program\r\n * @param pipelineContext defines the pipeline context to attach to\r\n * @param vertexCode defines the vertex shader code to use\r\n * @param fragmentCode defines the fragment shader code to use\r\n * @param context defines the webGL context to use (if not set, the current one will be used)\r\n * @param transformFeedbackVaryings defines the list of transform feedback varyings to use\r\n * @returns the new webGL program\r\n */\r\n ThinEngine.prototype.createRawShaderProgram = function (pipelineContext, vertexCode, fragmentCode, context, transformFeedbackVaryings) {\r\n if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }\r\n context = context || this._gl;\r\n var vertexShader = this._compileRawShader(vertexCode, \"vertex\");\r\n var fragmentShader = this._compileRawShader(fragmentCode, \"fragment\");\r\n return this._createShaderProgram(pipelineContext, vertexShader, fragmentShader, context, transformFeedbackVaryings);\r\n };\r\n /**\r\n * Creates a webGL program\r\n * @param pipelineContext defines the pipeline context to attach to\r\n * @param vertexCode defines the vertex shader code to use\r\n * @param fragmentCode defines the fragment shader code to use\r\n * @param defines defines the string containing the defines to use to compile the shaders\r\n * @param context defines the webGL context to use (if not set, the current one will be used)\r\n * @param transformFeedbackVaryings defines the list of transform feedback varyings to use\r\n * @returns the new webGL program\r\n */\r\n ThinEngine.prototype.createShaderProgram = function (pipelineContext, vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {\r\n if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }\r\n context = context || this._gl;\r\n var shaderVersion = (this._webGLVersion > 1) ? \"#version 300 es\\n#define WEBGL2 \\n\" : \"\";\r\n var vertexShader = this._compileShader(vertexCode, \"vertex\", defines, shaderVersion);\r\n var fragmentShader = this._compileShader(fragmentCode, \"fragment\", defines, shaderVersion);\r\n return this._createShaderProgram(pipelineContext, vertexShader, fragmentShader, context, transformFeedbackVaryings);\r\n };\r\n /**\r\n * Creates a new pipeline context\r\n * @returns the new pipeline\r\n */\r\n ThinEngine.prototype.createPipelineContext = function () {\r\n var pipelineContext = new WebGLPipelineContext();\r\n pipelineContext.engine = this;\r\n if (this._caps.parallelShaderCompile) {\r\n pipelineContext.isParallelCompiled = true;\r\n }\r\n return pipelineContext;\r\n };\r\n ThinEngine.prototype._createShaderProgram = function (pipelineContext, vertexShader, fragmentShader, context, transformFeedbackVaryings) {\r\n if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }\r\n var shaderProgram = context.createProgram();\r\n pipelineContext.program = shaderProgram;\r\n if (!shaderProgram) {\r\n throw new Error(\"Unable to create program\");\r\n }\r\n context.attachShader(shaderProgram, vertexShader);\r\n context.attachShader(shaderProgram, fragmentShader);\r\n context.linkProgram(shaderProgram);\r\n pipelineContext.context = context;\r\n pipelineContext.vertexShader = vertexShader;\r\n pipelineContext.fragmentShader = fragmentShader;\r\n if (!pipelineContext.isParallelCompiled) {\r\n this._finalizePipelineContext(pipelineContext);\r\n }\r\n return shaderProgram;\r\n };\r\n ThinEngine.prototype._finalizePipelineContext = function (pipelineContext) {\r\n var context = pipelineContext.context;\r\n var vertexShader = pipelineContext.vertexShader;\r\n var fragmentShader = pipelineContext.fragmentShader;\r\n var program = pipelineContext.program;\r\n var linked = context.getProgramParameter(program, context.LINK_STATUS);\r\n if (!linked) { // Get more info\r\n // Vertex\r\n if (!this._gl.getShaderParameter(vertexShader, this._gl.COMPILE_STATUS)) {\r\n var log = this._gl.getShaderInfoLog(vertexShader);\r\n if (log) {\r\n pipelineContext.vertexCompilationError = log;\r\n throw new Error(\"VERTEX SHADER \" + log);\r\n }\r\n }\r\n // Fragment\r\n if (!this._gl.getShaderParameter(fragmentShader, this._gl.COMPILE_STATUS)) {\r\n var log = this._gl.getShaderInfoLog(fragmentShader);\r\n if (log) {\r\n pipelineContext.fragmentCompilationError = log;\r\n throw new Error(\"FRAGMENT SHADER \" + log);\r\n }\r\n }\r\n var error = context.getProgramInfoLog(program);\r\n if (error) {\r\n pipelineContext.programLinkError = error;\r\n throw new Error(error);\r\n }\r\n }\r\n if (this.validateShaderPrograms) {\r\n context.validateProgram(program);\r\n var validated = context.getProgramParameter(program, context.VALIDATE_STATUS);\r\n if (!validated) {\r\n var error = context.getProgramInfoLog(program);\r\n if (error) {\r\n pipelineContext.programValidationError = error;\r\n throw new Error(error);\r\n }\r\n }\r\n }\r\n context.deleteShader(vertexShader);\r\n context.deleteShader(fragmentShader);\r\n pipelineContext.vertexShader = undefined;\r\n pipelineContext.fragmentShader = undefined;\r\n if (pipelineContext.onCompiled) {\r\n pipelineContext.onCompiled();\r\n pipelineContext.onCompiled = undefined;\r\n }\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._preparePipelineContext = function (pipelineContext, vertexSourceCode, fragmentSourceCode, createAsRaw, rebuildRebind, defines, transformFeedbackVaryings) {\r\n var webGLRenderingState = pipelineContext;\r\n if (createAsRaw) {\r\n webGLRenderingState.program = this.createRawShaderProgram(webGLRenderingState, vertexSourceCode, fragmentSourceCode, undefined, transformFeedbackVaryings);\r\n }\r\n else {\r\n webGLRenderingState.program = this.createShaderProgram(webGLRenderingState, vertexSourceCode, fragmentSourceCode, defines, undefined, transformFeedbackVaryings);\r\n }\r\n webGLRenderingState.program.__SPECTOR_rebuildProgram = rebuildRebind;\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._isRenderingStateCompiled = function (pipelineContext) {\r\n var webGLPipelineContext = pipelineContext;\r\n if (this._gl.getProgramParameter(webGLPipelineContext.program, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {\r\n this._finalizePipelineContext(webGLPipelineContext);\r\n return true;\r\n }\r\n return false;\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._executeWhenRenderingStateIsCompiled = function (pipelineContext, action) {\r\n var webGLPipelineContext = pipelineContext;\r\n if (!webGLPipelineContext.isParallelCompiled) {\r\n action();\r\n return;\r\n }\r\n var oldHandler = webGLPipelineContext.onCompiled;\r\n if (oldHandler) {\r\n webGLPipelineContext.onCompiled = function () {\r\n oldHandler();\r\n action();\r\n };\r\n }\r\n else {\r\n webGLPipelineContext.onCompiled = action;\r\n }\r\n };\r\n /**\r\n * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names\r\n * @param pipelineContext defines the pipeline context to use\r\n * @param uniformsNames defines the list of uniform names\r\n * @returns an array of webGL uniform locations\r\n */\r\n ThinEngine.prototype.getUniforms = function (pipelineContext, uniformsNames) {\r\n var results = new Array();\r\n var webGLPipelineContext = pipelineContext;\r\n for (var index = 0; index < uniformsNames.length; index++) {\r\n results.push(this._gl.getUniformLocation(webGLPipelineContext.program, uniformsNames[index]));\r\n }\r\n return results;\r\n };\r\n /**\r\n * Gets the lsit of active attributes for a given webGL program\r\n * @param pipelineContext defines the pipeline context to use\r\n * @param attributesNames defines the list of attribute names to get\r\n * @returns an array of indices indicating the offset of each attribute\r\n */\r\n ThinEngine.prototype.getAttributes = function (pipelineContext, attributesNames) {\r\n var results = [];\r\n var webGLPipelineContext = pipelineContext;\r\n for (var index = 0; index < attributesNames.length; index++) {\r\n try {\r\n results.push(this._gl.getAttribLocation(webGLPipelineContext.program, attributesNames[index]));\r\n }\r\n catch (e) {\r\n results.push(-1);\r\n }\r\n }\r\n return results;\r\n };\r\n /**\r\n * Activates an effect, mkaing it the current one (ie. the one used for rendering)\r\n * @param effect defines the effect to activate\r\n */\r\n ThinEngine.prototype.enableEffect = function (effect) {\r\n if (!effect || effect === this._currentEffect) {\r\n return;\r\n }\r\n // Use program\r\n this.bindSamplers(effect);\r\n this._currentEffect = effect;\r\n if (effect.onBind) {\r\n effect.onBind(effect);\r\n }\r\n if (effect._onBindObservable) {\r\n effect._onBindObservable.notifyObservers(effect);\r\n }\r\n };\r\n /**\r\n * Set the value of an uniform to a number (int)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param value defines the int number to store\r\n */\r\n ThinEngine.prototype.setInt = function (uniform, value) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform1i(uniform, value);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of int32\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of int32 to store\r\n */\r\n ThinEngine.prototype.setIntArray = function (uniform, array) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform1iv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of int32 (stored as vec2)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of int32 to store\r\n */\r\n ThinEngine.prototype.setIntArray2 = function (uniform, array) {\r\n if (!uniform || array.length % 2 !== 0) {\r\n return;\r\n }\r\n this._gl.uniform2iv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of int32 (stored as vec3)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of int32 to store\r\n */\r\n ThinEngine.prototype.setIntArray3 = function (uniform, array) {\r\n if (!uniform || array.length % 3 !== 0) {\r\n return;\r\n }\r\n this._gl.uniform3iv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of int32 (stored as vec4)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of int32 to store\r\n */\r\n ThinEngine.prototype.setIntArray4 = function (uniform, array) {\r\n if (!uniform || array.length % 4 !== 0) {\r\n return;\r\n }\r\n this._gl.uniform4iv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of number\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of number to store\r\n */\r\n ThinEngine.prototype.setArray = function (uniform, array) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform1fv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of number (stored as vec2)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of number to store\r\n */\r\n ThinEngine.prototype.setArray2 = function (uniform, array) {\r\n if (!uniform || array.length % 2 !== 0) {\r\n return;\r\n }\r\n this._gl.uniform2fv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of number (stored as vec3)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of number to store\r\n */\r\n ThinEngine.prototype.setArray3 = function (uniform, array) {\r\n if (!uniform || array.length % 3 !== 0) {\r\n return;\r\n }\r\n this._gl.uniform3fv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of number (stored as vec4)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of number to store\r\n */\r\n ThinEngine.prototype.setArray4 = function (uniform, array) {\r\n if (!uniform || array.length % 4 !== 0) {\r\n return;\r\n }\r\n this._gl.uniform4fv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of float32 (stored as matrices)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param matrices defines the array of float32 to store\r\n */\r\n ThinEngine.prototype.setMatrices = function (uniform, matrices) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniformMatrix4fv(uniform, false, matrices);\r\n };\r\n /**\r\n * Set the value of an uniform to a matrix (3x3)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param matrix defines the Float32Array representing the 3x3 matrix to store\r\n */\r\n ThinEngine.prototype.setMatrix3x3 = function (uniform, matrix) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniformMatrix3fv(uniform, false, matrix);\r\n };\r\n /**\r\n * Set the value of an uniform to a matrix (2x2)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param matrix defines the Float32Array representing the 2x2 matrix to store\r\n */\r\n ThinEngine.prototype.setMatrix2x2 = function (uniform, matrix) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniformMatrix2fv(uniform, false, matrix);\r\n };\r\n /**\r\n * Set the value of an uniform to a number (float)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param value defines the float number to store\r\n */\r\n ThinEngine.prototype.setFloat = function (uniform, value) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform1f(uniform, value);\r\n };\r\n /**\r\n * Set the value of an uniform to a vec2\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param x defines the 1st component of the value\r\n * @param y defines the 2nd component of the value\r\n */\r\n ThinEngine.prototype.setFloat2 = function (uniform, x, y) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform2f(uniform, x, y);\r\n };\r\n /**\r\n * Set the value of an uniform to a vec3\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param x defines the 1st component of the value\r\n * @param y defines the 2nd component of the value\r\n * @param z defines the 3rd component of the value\r\n */\r\n ThinEngine.prototype.setFloat3 = function (uniform, x, y, z) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform3f(uniform, x, y, z);\r\n };\r\n /**\r\n * Set the value of an uniform to a vec4\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param x defines the 1st component of the value\r\n * @param y defines the 2nd component of the value\r\n * @param z defines the 3rd component of the value\r\n * @param w defines the 4th component of the value\r\n */\r\n ThinEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform4f(uniform, x, y, z, w);\r\n };\r\n // States\r\n /**\r\n * Apply all cached states (depth, culling, stencil and alpha)\r\n */\r\n ThinEngine.prototype.applyStates = function () {\r\n this._depthCullingState.apply(this._gl);\r\n this._stencilState.apply(this._gl);\r\n this._alphaState.apply(this._gl);\r\n if (this._colorWriteChanged) {\r\n this._colorWriteChanged = false;\r\n var enable = this._colorWrite;\r\n this._gl.colorMask(enable, enable, enable, enable);\r\n }\r\n };\r\n /**\r\n * Enable or disable color writing\r\n * @param enable defines the state to set\r\n */\r\n ThinEngine.prototype.setColorWrite = function (enable) {\r\n if (enable !== this._colorWrite) {\r\n this._colorWriteChanged = true;\r\n this._colorWrite = enable;\r\n }\r\n };\r\n /**\r\n * Gets a boolean indicating if color writing is enabled\r\n * @returns the current color writing state\r\n */\r\n ThinEngine.prototype.getColorWrite = function () {\r\n return this._colorWrite;\r\n };\r\n Object.defineProperty(ThinEngine.prototype, \"depthCullingState\", {\r\n /**\r\n * Gets the depth culling state manager\r\n */\r\n get: function () {\r\n return this._depthCullingState;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"alphaState\", {\r\n /**\r\n * Gets the alpha state manager\r\n */\r\n get: function () {\r\n return this._alphaState;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ThinEngine.prototype, \"stencilState\", {\r\n /**\r\n * Gets the stencil state manager\r\n */\r\n get: function () {\r\n return this._stencilState;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Textures\r\n /**\r\n * Clears the list of texture accessible through engine.\r\n * This can help preventing texture load conflict due to name collision.\r\n */\r\n ThinEngine.prototype.clearInternalTexturesCache = function () {\r\n this._internalTexturesCache = [];\r\n };\r\n /**\r\n * Force the entire cache to be cleared\r\n * You should not have to use this function unless your engine needs to share the webGL context with another engine\r\n * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)\r\n */\r\n ThinEngine.prototype.wipeCaches = function (bruteForce) {\r\n if (this.preventCacheWipeBetweenFrames && !bruteForce) {\r\n return;\r\n }\r\n this._currentEffect = null;\r\n this._viewportCached.x = 0;\r\n this._viewportCached.y = 0;\r\n this._viewportCached.z = 0;\r\n this._viewportCached.w = 0;\r\n // Done before in case we clean the attributes\r\n this._unbindVertexArrayObject();\r\n if (bruteForce) {\r\n this._currentProgram = null;\r\n this.resetTextureCache();\r\n this._stencilState.reset();\r\n this._depthCullingState.reset();\r\n this._depthCullingState.depthFunc = this._gl.LEQUAL;\r\n this._alphaState.reset();\r\n this._alphaMode = 1;\r\n this._alphaEquation = 0;\r\n this._colorWrite = true;\r\n this._colorWriteChanged = true;\r\n this._unpackFlipYCached = null;\r\n this._gl.pixelStorei(this._gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, this._gl.NONE);\r\n this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);\r\n this._mustWipeVertexAttributes = true;\r\n this.unbindAllAttributes();\r\n }\r\n this._resetVertexBufferBinding();\r\n this._cachedIndexBuffer = null;\r\n this._cachedEffectForVertexBuffers = null;\r\n this.bindIndexBuffer(null);\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {\r\n var gl = this._gl;\r\n var magFilter = gl.NEAREST;\r\n var minFilter = gl.NEAREST;\r\n switch (samplingMode) {\r\n case 11:\r\n magFilter = gl.LINEAR;\r\n if (generateMipMaps) {\r\n minFilter = gl.LINEAR_MIPMAP_NEAREST;\r\n }\r\n else {\r\n minFilter = gl.LINEAR;\r\n }\r\n break;\r\n case 3:\r\n magFilter = gl.LINEAR;\r\n if (generateMipMaps) {\r\n minFilter = gl.LINEAR_MIPMAP_LINEAR;\r\n }\r\n else {\r\n minFilter = gl.LINEAR;\r\n }\r\n break;\r\n case 8:\r\n magFilter = gl.NEAREST;\r\n if (generateMipMaps) {\r\n minFilter = gl.NEAREST_MIPMAP_LINEAR;\r\n }\r\n else {\r\n minFilter = gl.NEAREST;\r\n }\r\n break;\r\n case 4:\r\n magFilter = gl.NEAREST;\r\n if (generateMipMaps) {\r\n minFilter = gl.NEAREST_MIPMAP_NEAREST;\r\n }\r\n else {\r\n minFilter = gl.NEAREST;\r\n }\r\n break;\r\n case 5:\r\n magFilter = gl.NEAREST;\r\n if (generateMipMaps) {\r\n minFilter = gl.LINEAR_MIPMAP_NEAREST;\r\n }\r\n else {\r\n minFilter = gl.LINEAR;\r\n }\r\n break;\r\n case 6:\r\n magFilter = gl.NEAREST;\r\n if (generateMipMaps) {\r\n minFilter = gl.LINEAR_MIPMAP_LINEAR;\r\n }\r\n else {\r\n minFilter = gl.LINEAR;\r\n }\r\n break;\r\n case 7:\r\n magFilter = gl.NEAREST;\r\n minFilter = gl.LINEAR;\r\n break;\r\n case 1:\r\n magFilter = gl.NEAREST;\r\n minFilter = gl.NEAREST;\r\n break;\r\n case 9:\r\n magFilter = gl.LINEAR;\r\n if (generateMipMaps) {\r\n minFilter = gl.NEAREST_MIPMAP_NEAREST;\r\n }\r\n else {\r\n minFilter = gl.NEAREST;\r\n }\r\n break;\r\n case 10:\r\n magFilter = gl.LINEAR;\r\n if (generateMipMaps) {\r\n minFilter = gl.NEAREST_MIPMAP_LINEAR;\r\n }\r\n else {\r\n minFilter = gl.NEAREST;\r\n }\r\n break;\r\n case 2:\r\n magFilter = gl.LINEAR;\r\n minFilter = gl.LINEAR;\r\n break;\r\n case 12:\r\n magFilter = gl.LINEAR;\r\n minFilter = gl.NEAREST;\r\n break;\r\n }\r\n return {\r\n min: minFilter,\r\n mag: magFilter\r\n };\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._createTexture = function () {\r\n var texture = this._gl.createTexture();\r\n if (!texture) {\r\n throw new Error(\"Unable to create texture\");\r\n }\r\n return texture;\r\n };\r\n /**\r\n * Usually called from Texture.ts.\r\n * Passed information to create a WebGLTexture\r\n * @param urlArg defines a value which contains one of the following:\r\n * * A conventional http URL, e.g. 'http://...' or 'file://...'\r\n * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'\r\n * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file\r\n * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)\r\n * @param scene needed for loading to the correct scene\r\n * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)\r\n * @param onLoad optional callback to be called upon successful completion\r\n * @param onError optional callback to be called upon failure\r\n * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob\r\n * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities\r\n * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param mimeType defines an optional mime type\r\n * @returns a InternalTexture for assignment back into BABYLON.Texture\r\n */\r\n ThinEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension, mimeType) {\r\n var _this = this;\r\n if (samplingMode === void 0) { samplingMode = 3; }\r\n if (onLoad === void 0) { onLoad = null; }\r\n if (onError === void 0) { onError = null; }\r\n if (buffer === void 0) { buffer = null; }\r\n if (fallback === void 0) { fallback = null; }\r\n if (format === void 0) { format = null; }\r\n if (forcedExtension === void 0) { forcedExtension = null; }\r\n var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback\r\n var fromData = url.substr(0, 5) === \"data:\";\r\n var fromBlob = url.substr(0, 5) === \"blob:\";\r\n var isBase64 = fromData && url.indexOf(\";base64,\") !== -1;\r\n var texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Url);\r\n // establish the file extension, if possible\r\n var lastDot = url.lastIndexOf('.');\r\n var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : \"\");\r\n var loader = null;\r\n for (var _i = 0, _a = ThinEngine._TextureLoaders; _i < _a.length; _i++) {\r\n var availableLoader = _a[_i];\r\n if (availableLoader.canLoad(extension)) {\r\n loader = availableLoader;\r\n break;\r\n }\r\n }\r\n if (scene) {\r\n scene._addPendingData(texture);\r\n }\r\n texture.url = url;\r\n texture.generateMipMaps = !noMipmap;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n if (!this._doNotHandleContextLost) {\r\n // Keep a link to the buffer only if we plan to handle context lost\r\n texture._buffer = buffer;\r\n }\r\n var onLoadObserver = null;\r\n if (onLoad && !fallback) {\r\n onLoadObserver = texture.onLoadedObservable.add(onLoad);\r\n }\r\n if (!fallback) {\r\n this._internalTexturesCache.push(texture);\r\n }\r\n var onInternalError = function (message, exception) {\r\n if (scene) {\r\n scene._removePendingData(texture);\r\n }\r\n if (onLoadObserver) {\r\n texture.onLoadedObservable.remove(onLoadObserver);\r\n }\r\n if (EngineStore.UseFallbackTexture) {\r\n _this.createTexture(EngineStore.FallbackTexture, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture);\r\n return;\r\n }\r\n if (onError) {\r\n onError(message || \"Unknown error\", exception);\r\n }\r\n };\r\n // processing for non-image formats\r\n if (loader) {\r\n var callback = function (data) {\r\n loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done, loadFailed) {\r\n if (loadFailed) {\r\n onInternalError(\"TextureLoader failed to load data\");\r\n }\r\n else {\r\n _this._prepareWebGLTexture(texture, scene, width, height, texture.invertY, !loadMipmap, isCompressed, function () {\r\n done();\r\n return false;\r\n }, samplingMode);\r\n }\r\n });\r\n };\r\n if (!buffer) {\r\n this._loadFile(url, function (data) { return callback(new Uint8Array(data)); }, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {\r\n onInternalError(\"Unable to load \" + (request ? request.responseURL : url, exception));\r\n });\r\n }\r\n else {\r\n if (buffer instanceof ArrayBuffer) {\r\n callback(new Uint8Array(buffer));\r\n }\r\n else if (ArrayBuffer.isView(buffer)) {\r\n callback(buffer);\r\n }\r\n else {\r\n if (onError) {\r\n onError(\"Unable to load: only ArrayBuffer or ArrayBufferView is supported\", null);\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n var onload = function (img) {\r\n if (fromBlob && !_this._doNotHandleContextLost) {\r\n // We need to store the image if we need to rebuild the texture\r\n // in case of a webgl context lost\r\n texture._buffer = img;\r\n }\r\n _this._prepareWebGLTexture(texture, scene, img.width, img.height, texture.invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {\r\n var gl = _this._gl;\r\n var isPot = (img.width === potWidth && img.height === potHeight);\r\n var internalFormat = format ? _this._getInternalFormat(format) : ((extension === \".jpg\") ? gl.RGB : gl.RGBA);\r\n if (isPot) {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);\r\n return false;\r\n }\r\n var maxTextureSize = _this._caps.maxTextureSize;\r\n if (img.width > maxTextureSize || img.height > maxTextureSize || !_this._supportsHardwareTextureRescaling) {\r\n _this._prepareWorkingCanvas();\r\n if (!_this._workingCanvas || !_this._workingContext) {\r\n return false;\r\n }\r\n _this._workingCanvas.width = potWidth;\r\n _this._workingCanvas.height = potHeight;\r\n _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);\r\n texture.width = potWidth;\r\n texture.height = potHeight;\r\n return false;\r\n }\r\n else {\r\n // Using shaders when possible to rescale because canvas.drawImage is lossy\r\n var source_1 = new InternalTexture(_this, InternalTextureSource.Temp);\r\n _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);\r\n _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {\r\n _this._releaseTexture(source_1);\r\n _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n continuationCallback();\r\n });\r\n }\r\n return true;\r\n }, samplingMode);\r\n };\r\n if (!fromData || isBase64) {\r\n if (buffer && (buffer.decoding || buffer.close)) {\r\n onload(buffer);\r\n }\r\n else {\r\n ThinEngine._FileToolsLoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null, mimeType);\r\n }\r\n }\r\n else if (typeof buffer === \"string\" || buffer instanceof ArrayBuffer || ArrayBuffer.isView(buffer) || buffer instanceof Blob) {\r\n ThinEngine._FileToolsLoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null, mimeType);\r\n }\r\n else if (buffer) {\r\n onload(buffer);\r\n }\r\n }\r\n return texture;\r\n };\r\n /**\r\n * Loads an image as an HTMLImageElement.\r\n * @param input url string, ArrayBuffer, or Blob to load\r\n * @param onLoad callback called when the image successfully loads\r\n * @param onError callback called when the image fails to load\r\n * @param offlineProvider offline provider for caching\r\n * @param mimeType optional mime type\r\n * @returns the HTMLImageElement of the loaded image\r\n * @hidden\r\n */\r\n ThinEngine._FileToolsLoadImage = function (input, onLoad, onError, offlineProvider, mimeType) {\r\n throw _DevTools.WarnImport(\"FileTools\");\r\n };\r\n /**\r\n * @hidden\r\n */\r\n ThinEngine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {\r\n };\r\n /**\r\n * Creates a raw texture\r\n * @param data defines the data to store in the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param format defines the format of the data\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)\r\n * @param compression defines the compression used (null by default)\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @returns the raw texture inside an InternalTexture\r\n */\r\n ThinEngine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {\r\n if (compression === void 0) { compression = null; }\r\n if (type === void 0) { type = 0; }\r\n throw _DevTools.WarnImport(\"Engine.RawTexture\");\r\n };\r\n /**\r\n * Creates a new raw cube texture\r\n * @param data defines the array of data to use to create each face\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compression used (null by default)\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n ThinEngine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {\r\n if (compression === void 0) { compression = null; }\r\n throw _DevTools.WarnImport(\"Engine.RawTexture\");\r\n };\r\n /**\r\n * Creates a new raw 3D texture\r\n * @param data defines the data used to create the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param depth defines the depth of the texture\r\n * @param format defines the format of the texture\r\n * @param generateMipMaps defines if the engine must generate mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compressed used (can be null)\r\n * @param textureType defines the compressed used (can be null)\r\n * @returns a new raw 3D texture (stored in an InternalTexture)\r\n */\r\n ThinEngine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {\r\n if (compression === void 0) { compression = null; }\r\n if (textureType === void 0) { textureType = 0; }\r\n throw _DevTools.WarnImport(\"Engine.RawTexture\");\r\n };\r\n /**\r\n * Creates a new raw 2D array texture\r\n * @param data defines the data used to create the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param depth defines the number of layers of the texture\r\n * @param format defines the format of the texture\r\n * @param generateMipMaps defines if the engine must generate mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compressed used (can be null)\r\n * @param textureType defines the compressed used (can be null)\r\n * @returns a new raw 2D array texture (stored in an InternalTexture)\r\n */\r\n ThinEngine.prototype.createRawTexture2DArray = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {\r\n if (compression === void 0) { compression = null; }\r\n if (textureType === void 0) { textureType = 0; }\r\n throw _DevTools.WarnImport(\"Engine.RawTexture\");\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._unpackFlipY = function (value) {\r\n if (this._unpackFlipYCached !== value) {\r\n this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);\r\n if (this.enableUnpackFlipYCached) {\r\n this._unpackFlipYCached = value;\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._getUnpackAlignement = function () {\r\n return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);\r\n };\r\n ThinEngine.prototype._getTextureTarget = function (texture) {\r\n if (texture.isCube) {\r\n return this._gl.TEXTURE_CUBE_MAP;\r\n }\r\n else if (texture.is3D) {\r\n return this._gl.TEXTURE_3D;\r\n }\r\n else if (texture.is2DArray || texture.isMultiview) {\r\n return this._gl.TEXTURE_2D_ARRAY;\r\n }\r\n return this._gl.TEXTURE_2D;\r\n };\r\n /**\r\n * Update the sampling mode of a given texture\r\n * @param samplingMode defines the required sampling mode\r\n * @param texture defines the texture to update\r\n * @param generateMipMaps defines whether to generate mipmaps for the texture\r\n */\r\n ThinEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture, generateMipMaps) {\r\n if (generateMipMaps === void 0) { generateMipMaps = false; }\r\n var target = this._getTextureTarget(texture);\r\n var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps || generateMipMaps);\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_MIN_FILTER, filters.min);\r\n if (generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n this._gl.generateMipmap(target);\r\n }\r\n this._bindTextureDirectly(target, null);\r\n texture.samplingMode = samplingMode;\r\n };\r\n /**\r\n * Update the sampling mode of a given texture\r\n * @param texture defines the texture to update\r\n * @param wrapU defines the texture wrap mode of the u coordinates\r\n * @param wrapV defines the texture wrap mode of the v coordinates\r\n * @param wrapR defines the texture wrap mode of the r coordinates\r\n */\r\n ThinEngine.prototype.updateTextureWrappingMode = function (texture, wrapU, wrapV, wrapR) {\r\n if (wrapV === void 0) { wrapV = null; }\r\n if (wrapR === void 0) { wrapR = null; }\r\n var target = this._getTextureTarget(texture);\r\n if (wrapU !== null) {\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(wrapU), texture);\r\n texture._cachedWrapU = wrapU;\r\n }\r\n if (wrapV !== null) {\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(wrapV), texture);\r\n texture._cachedWrapV = wrapV;\r\n }\r\n if ((texture.is2DArray || texture.is3D) && (wrapR !== null)) {\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(wrapR), texture);\r\n texture._cachedWrapR = wrapR;\r\n }\r\n this._bindTextureDirectly(target, null);\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {\r\n var width = size.width || size;\r\n var height = size.height || size;\r\n var layers = size.layers || 0;\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.is2DArray = layers > 0;\r\n internalTexture.depth = layers;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = 1;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture._generateDepthBuffer = true;\r\n internalTexture._generateStencilBuffer = generateStencil;\r\n internalTexture.samplingMode = bilinearFiltering ? 2 : 1;\r\n internalTexture.type = 0;\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n var gl = this._gl;\r\n var target = this._getTextureTarget(internalTexture);\r\n var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);\r\n gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);\r\n gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n if (comparisonFunction === 0) {\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, 515);\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);\r\n }\r\n else {\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);\r\n }\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {\r\n if (faceIndex === void 0) { faceIndex = 0; }\r\n if (lod === void 0) { lod = 0; }\r\n var gl = this._gl;\r\n var target = gl.TEXTURE_2D;\r\n if (texture.isCube) {\r\n target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;\r\n }\r\n this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod, babylonInternalFormat, useTextureWidthAndHeight) {\r\n if (faceIndex === void 0) { faceIndex = 0; }\r\n if (lod === void 0) { lod = 0; }\r\n if (useTextureWidthAndHeight === void 0) { useTextureWidthAndHeight = false; }\r\n var gl = this._gl;\r\n var textureType = this._getWebGLTextureType(texture.type);\r\n var format = this._getInternalFormat(texture.format);\r\n var internalFormat = babylonInternalFormat === undefined ? this._getRGBABufferInternalSizedFormat(texture.type, texture.format) : this._getInternalFormat(babylonInternalFormat);\r\n this._unpackFlipY(texture.invertY);\r\n var target = gl.TEXTURE_2D;\r\n if (texture.isCube) {\r\n target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;\r\n }\r\n var lodMaxWidth = Math.round(Math.log(texture.width) * Math.LOG2E);\r\n var lodMaxHeight = Math.round(Math.log(texture.height) * Math.LOG2E);\r\n var width = useTextureWidthAndHeight ? texture.width : Math.pow(2, Math.max(lodMaxWidth - lod, 0));\r\n var height = useTextureWidthAndHeight ? texture.height : Math.pow(2, Math.max(lodMaxHeight - lod, 0));\r\n gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);\r\n };\r\n /**\r\n * Update a portion of an internal texture\r\n * @param texture defines the texture to update\r\n * @param imageData defines the data to store into the texture\r\n * @param xOffset defines the x coordinates of the update rectangle\r\n * @param yOffset defines the y coordinates of the update rectangle\r\n * @param width defines the width of the update rectangle\r\n * @param height defines the height of the update rectangle\r\n * @param faceIndex defines the face index if texture is a cube (0 by default)\r\n * @param lod defines the lod level to update (0 by default)\r\n */\r\n ThinEngine.prototype.updateTextureData = function (texture, imageData, xOffset, yOffset, width, height, faceIndex, lod) {\r\n if (faceIndex === void 0) { faceIndex = 0; }\r\n if (lod === void 0) { lod = 0; }\r\n var gl = this._gl;\r\n var textureType = this._getWebGLTextureType(texture.type);\r\n var format = this._getInternalFormat(texture.format);\r\n this._unpackFlipY(texture.invertY);\r\n var target = gl.TEXTURE_2D;\r\n if (texture.isCube) {\r\n target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;\r\n }\r\n gl.texSubImage2D(target, lod, xOffset, yOffset, width, height, format, textureType, imageData);\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {\r\n if (faceIndex === void 0) { faceIndex = 0; }\r\n if (lod === void 0) { lod = 0; }\r\n var gl = this._gl;\r\n var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;\r\n this._bindTextureDirectly(bindTarget, texture, true);\r\n this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);\r\n this._bindTextureDirectly(bindTarget, null, true);\r\n };\r\n ThinEngine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {\r\n var gl = this._gl;\r\n if (!gl) {\r\n return;\r\n }\r\n var filters = this._getSamplingParameters(samplingMode, !noMipmap);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);\r\n if (!noMipmap && !isCompressed) {\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n }\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n // this.resetTextureCache();\r\n if (scene) {\r\n scene._removePendingData(texture);\r\n }\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n };\r\n ThinEngine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {\r\n var _this = this;\r\n if (samplingMode === void 0) { samplingMode = 3; }\r\n var maxTextureSize = this.getCaps().maxTextureSize;\r\n var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? ThinEngine.GetExponentOfTwo(width, maxTextureSize) : width);\r\n var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? ThinEngine.GetExponentOfTwo(height, maxTextureSize) : height);\r\n var gl = this._gl;\r\n if (!gl) {\r\n return;\r\n }\r\n if (!texture._webGLTexture) {\r\n // this.resetTextureCache();\r\n if (scene) {\r\n scene._removePendingData(texture);\r\n }\r\n return;\r\n }\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = potWidth;\r\n texture.height = potHeight;\r\n texture.isReady = true;\r\n if (processFunction(potWidth, potHeight, function () {\r\n _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);\r\n })) {\r\n // Returning as texture needs extra async steps\r\n return;\r\n }\r\n this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {\r\n if (samples === void 0) { samples = 1; }\r\n var gl = this._gl;\r\n // Create the depth/stencil buffer\r\n if (generateStencilBuffer && generateDepthBuffer) {\r\n return this._getDepthStencilBuffer(width, height, samples, gl.DEPTH_STENCIL, gl.DEPTH24_STENCIL8, gl.DEPTH_STENCIL_ATTACHMENT);\r\n }\r\n if (generateDepthBuffer) {\r\n var depthFormat = gl.DEPTH_COMPONENT16;\r\n if (this._webGLVersion > 1) {\r\n depthFormat = gl.DEPTH_COMPONENT32F;\r\n }\r\n return this._getDepthStencilBuffer(width, height, samples, depthFormat, depthFormat, gl.DEPTH_ATTACHMENT);\r\n }\r\n if (generateStencilBuffer) {\r\n return this._getDepthStencilBuffer(width, height, samples, gl.STENCIL_INDEX8, gl.STENCIL_INDEX8, gl.STENCIL_ATTACHMENT);\r\n }\r\n return null;\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._releaseFramebufferObjects = function (texture) {\r\n var gl = this._gl;\r\n if (texture._framebuffer) {\r\n gl.deleteFramebuffer(texture._framebuffer);\r\n texture._framebuffer = null;\r\n }\r\n if (texture._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(texture._depthStencilBuffer);\r\n texture._depthStencilBuffer = null;\r\n }\r\n if (texture._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(texture._MSAAFramebuffer);\r\n texture._MSAAFramebuffer = null;\r\n }\r\n if (texture._MSAARenderBuffer) {\r\n gl.deleteRenderbuffer(texture._MSAARenderBuffer);\r\n texture._MSAARenderBuffer = null;\r\n }\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._releaseTexture = function (texture) {\r\n this._releaseFramebufferObjects(texture);\r\n this._deleteTexture(texture._webGLTexture);\r\n // Unbind channels\r\n this.unbindAllTextures();\r\n var index = this._internalTexturesCache.indexOf(texture);\r\n if (index !== -1) {\r\n this._internalTexturesCache.splice(index, 1);\r\n }\r\n // Integrated fixed lod samplers.\r\n if (texture._lodTextureHigh) {\r\n texture._lodTextureHigh.dispose();\r\n }\r\n if (texture._lodTextureMid) {\r\n texture._lodTextureMid.dispose();\r\n }\r\n if (texture._lodTextureLow) {\r\n texture._lodTextureLow.dispose();\r\n }\r\n // Integrated irradiance map.\r\n if (texture._irradianceTexture) {\r\n texture._irradianceTexture.dispose();\r\n }\r\n };\r\n ThinEngine.prototype._deleteTexture = function (texture) {\r\n this._gl.deleteTexture(texture);\r\n };\r\n ThinEngine.prototype._setProgram = function (program) {\r\n if (this._currentProgram !== program) {\r\n this._gl.useProgram(program);\r\n this._currentProgram = program;\r\n }\r\n };\r\n /**\r\n * Binds an effect to the webGL context\r\n * @param effect defines the effect to bind\r\n */\r\n ThinEngine.prototype.bindSamplers = function (effect) {\r\n var webGLPipelineContext = effect.getPipelineContext();\r\n this._setProgram(webGLPipelineContext.program);\r\n var samplers = effect.getSamplers();\r\n for (var index = 0; index < samplers.length; index++) {\r\n var uniform = effect.getUniform(samplers[index]);\r\n if (uniform) {\r\n this._boundUniforms[index] = uniform;\r\n }\r\n }\r\n this._currentEffect = null;\r\n };\r\n ThinEngine.prototype._activateCurrentTexture = function () {\r\n if (this._currentTextureChannel !== this._activeChannel) {\r\n this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);\r\n this._currentTextureChannel = this._activeChannel;\r\n }\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {\r\n if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }\r\n if (force === void 0) { force = false; }\r\n var wasPreviouslyBound = false;\r\n var isTextureForRendering = texture && texture._associatedChannel > -1;\r\n if (forTextureDataUpdate && isTextureForRendering) {\r\n this._activeChannel = texture._associatedChannel;\r\n }\r\n var currentTextureBound = this._boundTexturesCache[this._activeChannel];\r\n if (currentTextureBound !== texture || force) {\r\n this._activateCurrentTexture();\r\n if (texture && texture.isMultiview) {\r\n this._gl.bindTexture(target, texture ? texture._colorTextureArray : null);\r\n }\r\n else {\r\n this._gl.bindTexture(target, texture ? texture._webGLTexture : null);\r\n }\r\n this._boundTexturesCache[this._activeChannel] = texture;\r\n if (texture) {\r\n texture._associatedChannel = this._activeChannel;\r\n }\r\n }\r\n else if (forTextureDataUpdate) {\r\n wasPreviouslyBound = true;\r\n this._activateCurrentTexture();\r\n }\r\n if (isTextureForRendering && !forTextureDataUpdate) {\r\n this._bindSamplerUniformToChannel(texture._associatedChannel, this._activeChannel);\r\n }\r\n return wasPreviouslyBound;\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._bindTexture = function (channel, texture) {\r\n if (channel === undefined) {\r\n return;\r\n }\r\n if (texture) {\r\n texture._associatedChannel = channel;\r\n }\r\n this._activeChannel = channel;\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);\r\n };\r\n /**\r\n * Unbind all textures from the webGL context\r\n */\r\n ThinEngine.prototype.unbindAllTextures = function () {\r\n for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {\r\n this._activeChannel = channel;\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);\r\n if (this.webGLVersion > 1) {\r\n this._bindTextureDirectly(this._gl.TEXTURE_3D, null);\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D_ARRAY, null);\r\n }\r\n }\r\n };\r\n /**\r\n * Sets a texture to the according uniform.\r\n * @param channel The texture channel\r\n * @param uniform The uniform to set\r\n * @param texture The texture to apply\r\n */\r\n ThinEngine.prototype.setTexture = function (channel, uniform, texture) {\r\n if (channel === undefined) {\r\n return;\r\n }\r\n if (uniform) {\r\n this._boundUniforms[channel] = uniform;\r\n }\r\n this._setTexture(channel, texture);\r\n };\r\n ThinEngine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {\r\n var uniform = this._boundUniforms[sourceSlot];\r\n if (!uniform || uniform._currentState === destination) {\r\n return;\r\n }\r\n this._gl.uniform1i(uniform, destination);\r\n uniform._currentState = destination;\r\n };\r\n ThinEngine.prototype._getTextureWrapMode = function (mode) {\r\n switch (mode) {\r\n case 1:\r\n return this._gl.REPEAT;\r\n case 0:\r\n return this._gl.CLAMP_TO_EDGE;\r\n case 2:\r\n return this._gl.MIRRORED_REPEAT;\r\n }\r\n return this._gl.REPEAT;\r\n };\r\n ThinEngine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {\r\n if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }\r\n if (depthStencilTexture === void 0) { depthStencilTexture = false; }\r\n // Not ready?\r\n if (!texture) {\r\n if (this._boundTexturesCache[channel] != null) {\r\n this._activeChannel = channel;\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);\r\n if (this.webGLVersion > 1) {\r\n this._bindTextureDirectly(this._gl.TEXTURE_3D, null);\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D_ARRAY, null);\r\n }\r\n }\r\n return false;\r\n }\r\n // Video\r\n if (texture.video) {\r\n this._activeChannel = channel;\r\n texture.update();\r\n }\r\n else if (texture.delayLoadState === 4) { // Delay loading\r\n texture.delayLoad();\r\n return false;\r\n }\r\n var internalTexture;\r\n if (depthStencilTexture) {\r\n internalTexture = texture.depthStencilTexture;\r\n }\r\n else if (texture.isReady()) {\r\n internalTexture = texture.getInternalTexture();\r\n }\r\n else if (texture.isCube) {\r\n internalTexture = this.emptyCubeTexture;\r\n }\r\n else if (texture.is3D) {\r\n internalTexture = this.emptyTexture3D;\r\n }\r\n else if (texture.is2DArray) {\r\n internalTexture = this.emptyTexture2DArray;\r\n }\r\n else {\r\n internalTexture = this.emptyTexture;\r\n }\r\n if (!isPartOfTextureArray && internalTexture) {\r\n internalTexture._associatedChannel = channel;\r\n }\r\n var needToBind = true;\r\n if (this._boundTexturesCache[channel] === internalTexture) {\r\n if (!isPartOfTextureArray) {\r\n this._bindSamplerUniformToChannel(internalTexture._associatedChannel, channel);\r\n }\r\n needToBind = false;\r\n }\r\n this._activeChannel = channel;\r\n var target = this._getTextureTarget(internalTexture);\r\n if (needToBind) {\r\n this._bindTextureDirectly(target, internalTexture, isPartOfTextureArray);\r\n }\r\n if (internalTexture && !internalTexture.isMultiview) {\r\n // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.\r\n if (internalTexture.isCube && internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {\r\n internalTexture._cachedCoordinatesMode = texture.coordinatesMode;\r\n var textureWrapMode = (texture.coordinatesMode !== 3 && texture.coordinatesMode !== 5) ? 1 : 0;\r\n texture.wrapU = textureWrapMode;\r\n texture.wrapV = textureWrapMode;\r\n }\r\n if (internalTexture._cachedWrapU !== texture.wrapU) {\r\n internalTexture._cachedWrapU = texture.wrapU;\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);\r\n }\r\n if (internalTexture._cachedWrapV !== texture.wrapV) {\r\n internalTexture._cachedWrapV = texture.wrapV;\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);\r\n }\r\n if (internalTexture.is3D && internalTexture._cachedWrapR !== texture.wrapR) {\r\n internalTexture._cachedWrapR = texture.wrapR;\r\n this._setTextureParameterInteger(target, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);\r\n }\r\n this._setAnisotropicLevel(target, internalTexture, texture.anisotropicFilteringLevel);\r\n }\r\n return true;\r\n };\r\n /**\r\n * Sets an array of texture to the webGL context\r\n * @param channel defines the channel where the texture array must be set\r\n * @param uniform defines the associated uniform location\r\n * @param textures defines the array of textures to bind\r\n */\r\n ThinEngine.prototype.setTextureArray = function (channel, uniform, textures) {\r\n if (channel === undefined || !uniform) {\r\n return;\r\n }\r\n if (!this._textureUnits || this._textureUnits.length !== textures.length) {\r\n this._textureUnits = new Int32Array(textures.length);\r\n }\r\n for (var i = 0; i < textures.length; i++) {\r\n var texture = textures[i].getInternalTexture();\r\n if (texture) {\r\n this._textureUnits[i] = channel + i;\r\n texture._associatedChannel = channel + i;\r\n }\r\n else {\r\n this._textureUnits[i] = -1;\r\n }\r\n }\r\n this._gl.uniform1iv(uniform, this._textureUnits);\r\n for (var index = 0; index < textures.length; index++) {\r\n this._setTexture(this._textureUnits[index], textures[index], true);\r\n }\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._setAnisotropicLevel = function (target, internalTexture, anisotropicFilteringLevel) {\r\n var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;\r\n if (internalTexture.samplingMode !== 11\r\n && internalTexture.samplingMode !== 3\r\n && internalTexture.samplingMode !== 2) {\r\n anisotropicFilteringLevel = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear\r\n }\r\n if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== anisotropicFilteringLevel) {\r\n this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(anisotropicFilteringLevel, this._caps.maxAnisotropy), internalTexture);\r\n internalTexture._cachedAnisotropicFilteringLevel = anisotropicFilteringLevel;\r\n }\r\n };\r\n ThinEngine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {\r\n this._bindTextureDirectly(target, texture, true, true);\r\n this._gl.texParameterf(target, parameter, value);\r\n };\r\n ThinEngine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {\r\n if (texture) {\r\n this._bindTextureDirectly(target, texture, true, true);\r\n }\r\n this._gl.texParameteri(target, parameter, value);\r\n };\r\n /**\r\n * Unbind all vertex attributes from the webGL context\r\n */\r\n ThinEngine.prototype.unbindAllAttributes = function () {\r\n if (this._mustWipeVertexAttributes) {\r\n this._mustWipeVertexAttributes = false;\r\n for (var i = 0; i < this._caps.maxVertexAttribs; i++) {\r\n this.disableAttributeByIndex(i);\r\n }\r\n return;\r\n }\r\n for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {\r\n if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {\r\n continue;\r\n }\r\n this.disableAttributeByIndex(i);\r\n }\r\n };\r\n /**\r\n * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled\r\n */\r\n ThinEngine.prototype.releaseEffects = function () {\r\n for (var name in this._compiledEffects) {\r\n var webGLPipelineContext = this._compiledEffects[name].getPipelineContext();\r\n this._deletePipelineContext(webGLPipelineContext);\r\n }\r\n this._compiledEffects = {};\r\n };\r\n /**\r\n * Dispose and release all associated resources\r\n */\r\n ThinEngine.prototype.dispose = function () {\r\n this.stopRenderLoop();\r\n // Clear observables\r\n if (this.onBeforeTextureInitObservable) {\r\n this.onBeforeTextureInitObservable.clear();\r\n }\r\n // Empty texture\r\n if (this._emptyTexture) {\r\n this._releaseTexture(this._emptyTexture);\r\n this._emptyTexture = null;\r\n }\r\n if (this._emptyCubeTexture) {\r\n this._releaseTexture(this._emptyCubeTexture);\r\n this._emptyCubeTexture = null;\r\n }\r\n // Release effects\r\n this.releaseEffects();\r\n // Unbind\r\n this.unbindAllAttributes();\r\n this._boundUniforms = [];\r\n // Events\r\n if (DomManagement.IsWindowObjectExist()) {\r\n if (this._renderingCanvas) {\r\n if (!this._doNotHandleContextLost) {\r\n this._renderingCanvas.removeEventListener(\"webglcontextlost\", this._onContextLost);\r\n this._renderingCanvas.removeEventListener(\"webglcontextrestored\", this._onContextRestored);\r\n }\r\n }\r\n }\r\n this._workingCanvas = null;\r\n this._workingContext = null;\r\n this._currentBufferPointers = [];\r\n this._renderingCanvas = null;\r\n this._currentProgram = null;\r\n this._boundRenderFunction = null;\r\n Effect.ResetCache();\r\n // Abort active requests\r\n for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {\r\n var request = _a[_i];\r\n request.abort();\r\n }\r\n };\r\n /**\r\n * Attach a new callback raised when context lost event is fired\r\n * @param callback defines the callback to call\r\n */\r\n ThinEngine.prototype.attachContextLostEvent = function (callback) {\r\n if (this._renderingCanvas) {\r\n this._renderingCanvas.addEventListener(\"webglcontextlost\", callback, false);\r\n }\r\n };\r\n /**\r\n * Attach a new callback raised when context restored event is fired\r\n * @param callback defines the callback to call\r\n */\r\n ThinEngine.prototype.attachContextRestoredEvent = function (callback) {\r\n if (this._renderingCanvas) {\r\n this._renderingCanvas.addEventListener(\"webglcontextrestored\", callback, false);\r\n }\r\n };\r\n /**\r\n * Get the current error code of the webGL context\r\n * @returns the error code\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError\r\n */\r\n ThinEngine.prototype.getError = function () {\r\n return this._gl.getError();\r\n };\r\n ThinEngine.prototype._canRenderToFloatFramebuffer = function () {\r\n if (this._webGLVersion > 1) {\r\n return this._caps.colorBufferFloat;\r\n }\r\n return this._canRenderToFramebuffer(1);\r\n };\r\n ThinEngine.prototype._canRenderToHalfFloatFramebuffer = function () {\r\n if (this._webGLVersion > 1) {\r\n return this._caps.colorBufferFloat;\r\n }\r\n return this._canRenderToFramebuffer(2);\r\n };\r\n // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture\r\n ThinEngine.prototype._canRenderToFramebuffer = function (type) {\r\n var gl = this._gl;\r\n //clear existing errors\r\n while (gl.getError() !== gl.NO_ERROR) { }\r\n var successful = true;\r\n var texture = gl.createTexture();\r\n gl.bindTexture(gl.TEXTURE_2D, texture);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\r\n var fb = gl.createFramebuffer();\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, fb);\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);\r\n var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);\r\n successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);\r\n successful = successful && (gl.getError() === gl.NO_ERROR);\r\n //try render by clearing frame buffer's color buffer\r\n if (successful) {\r\n gl.clear(gl.COLOR_BUFFER_BIT);\r\n successful = successful && (gl.getError() === gl.NO_ERROR);\r\n }\r\n //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)\r\n if (successful) {\r\n //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\r\n var readFormat = gl.RGBA;\r\n var readType = gl.UNSIGNED_BYTE;\r\n var buffer = new Uint8Array(4);\r\n gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);\r\n successful = successful && (gl.getError() === gl.NO_ERROR);\r\n }\r\n //clean up\r\n gl.deleteTexture(texture);\r\n gl.deleteFramebuffer(fb);\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\r\n //clear accumulated errors\r\n while (!successful && (gl.getError() !== gl.NO_ERROR)) { }\r\n return successful;\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._getWebGLTextureType = function (type) {\r\n if (this._webGLVersion === 1) {\r\n switch (type) {\r\n case 1:\r\n return this._gl.FLOAT;\r\n case 2:\r\n return this._gl.HALF_FLOAT_OES;\r\n case 0:\r\n return this._gl.UNSIGNED_BYTE;\r\n case 8:\r\n return this._gl.UNSIGNED_SHORT_4_4_4_4;\r\n case 9:\r\n return this._gl.UNSIGNED_SHORT_5_5_5_1;\r\n case 10:\r\n return this._gl.UNSIGNED_SHORT_5_6_5;\r\n }\r\n return this._gl.UNSIGNED_BYTE;\r\n }\r\n switch (type) {\r\n case 3:\r\n return this._gl.BYTE;\r\n case 0:\r\n return this._gl.UNSIGNED_BYTE;\r\n case 4:\r\n return this._gl.SHORT;\r\n case 5:\r\n return this._gl.UNSIGNED_SHORT;\r\n case 6:\r\n return this._gl.INT;\r\n case 7: // Refers to UNSIGNED_INT\r\n return this._gl.UNSIGNED_INT;\r\n case 1:\r\n return this._gl.FLOAT;\r\n case 2:\r\n return this._gl.HALF_FLOAT;\r\n case 8:\r\n return this._gl.UNSIGNED_SHORT_4_4_4_4;\r\n case 9:\r\n return this._gl.UNSIGNED_SHORT_5_5_5_1;\r\n case 10:\r\n return this._gl.UNSIGNED_SHORT_5_6_5;\r\n case 11:\r\n return this._gl.UNSIGNED_INT_2_10_10_10_REV;\r\n case 12:\r\n return this._gl.UNSIGNED_INT_24_8;\r\n case 13:\r\n return this._gl.UNSIGNED_INT_10F_11F_11F_REV;\r\n case 14:\r\n return this._gl.UNSIGNED_INT_5_9_9_9_REV;\r\n case 15:\r\n return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n }\r\n return this._gl.UNSIGNED_BYTE;\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._getInternalFormat = function (format) {\r\n var internalFormat = this._gl.RGBA;\r\n switch (format) {\r\n case 0:\r\n internalFormat = this._gl.ALPHA;\r\n break;\r\n case 1:\r\n internalFormat = this._gl.LUMINANCE;\r\n break;\r\n case 2:\r\n internalFormat = this._gl.LUMINANCE_ALPHA;\r\n break;\r\n case 6:\r\n internalFormat = this._gl.RED;\r\n break;\r\n case 7:\r\n internalFormat = this._gl.RG;\r\n break;\r\n case 4:\r\n internalFormat = this._gl.RGB;\r\n break;\r\n case 5:\r\n internalFormat = this._gl.RGBA;\r\n break;\r\n }\r\n if (this._webGLVersion > 1) {\r\n switch (format) {\r\n case 8:\r\n internalFormat = this._gl.RED_INTEGER;\r\n break;\r\n case 9:\r\n internalFormat = this._gl.RG_INTEGER;\r\n break;\r\n case 10:\r\n internalFormat = this._gl.RGB_INTEGER;\r\n break;\r\n case 11:\r\n internalFormat = this._gl.RGBA_INTEGER;\r\n break;\r\n }\r\n }\r\n return internalFormat;\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {\r\n if (this._webGLVersion === 1) {\r\n if (format !== undefined) {\r\n switch (format) {\r\n case 0:\r\n return this._gl.ALPHA;\r\n case 1:\r\n return this._gl.LUMINANCE;\r\n case 2:\r\n return this._gl.LUMINANCE_ALPHA;\r\n case 4:\r\n return this._gl.RGB;\r\n }\r\n }\r\n return this._gl.RGBA;\r\n }\r\n switch (type) {\r\n case 3:\r\n switch (format) {\r\n case 6:\r\n return this._gl.R8_SNORM;\r\n case 7:\r\n return this._gl.RG8_SNORM;\r\n case 4:\r\n return this._gl.RGB8_SNORM;\r\n case 8:\r\n return this._gl.R8I;\r\n case 9:\r\n return this._gl.RG8I;\r\n case 10:\r\n return this._gl.RGB8I;\r\n case 11:\r\n return this._gl.RGBA8I;\r\n default:\r\n return this._gl.RGBA8_SNORM;\r\n }\r\n case 0:\r\n switch (format) {\r\n case 6:\r\n return this._gl.R8;\r\n case 7:\r\n return this._gl.RG8;\r\n case 4:\r\n return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.\r\n case 5:\r\n return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.\r\n case 8:\r\n return this._gl.R8UI;\r\n case 9:\r\n return this._gl.RG8UI;\r\n case 10:\r\n return this._gl.RGB8UI;\r\n case 11:\r\n return this._gl.RGBA8UI;\r\n case 0:\r\n return this._gl.ALPHA;\r\n case 1:\r\n return this._gl.LUMINANCE;\r\n case 2:\r\n return this._gl.LUMINANCE_ALPHA;\r\n default:\r\n return this._gl.RGBA8;\r\n }\r\n case 4:\r\n switch (format) {\r\n case 8:\r\n return this._gl.R16I;\r\n case 9:\r\n return this._gl.RG16I;\r\n case 10:\r\n return this._gl.RGB16I;\r\n case 11:\r\n return this._gl.RGBA16I;\r\n default:\r\n return this._gl.RGBA16I;\r\n }\r\n case 5:\r\n switch (format) {\r\n case 8:\r\n return this._gl.R16UI;\r\n case 9:\r\n return this._gl.RG16UI;\r\n case 10:\r\n return this._gl.RGB16UI;\r\n case 11:\r\n return this._gl.RGBA16UI;\r\n default:\r\n return this._gl.RGBA16UI;\r\n }\r\n case 6:\r\n switch (format) {\r\n case 8:\r\n return this._gl.R32I;\r\n case 9:\r\n return this._gl.RG32I;\r\n case 10:\r\n return this._gl.RGB32I;\r\n case 11:\r\n return this._gl.RGBA32I;\r\n default:\r\n return this._gl.RGBA32I;\r\n }\r\n case 7: // Refers to UNSIGNED_INT\r\n switch (format) {\r\n case 8:\r\n return this._gl.R32UI;\r\n case 9:\r\n return this._gl.RG32UI;\r\n case 10:\r\n return this._gl.RGB32UI;\r\n case 11:\r\n return this._gl.RGBA32UI;\r\n default:\r\n return this._gl.RGBA32UI;\r\n }\r\n case 1:\r\n switch (format) {\r\n case 6:\r\n return this._gl.R32F; // By default. Other possibility is R16F.\r\n case 7:\r\n return this._gl.RG32F; // By default. Other possibility is RG16F.\r\n case 4:\r\n return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.\r\n case 5:\r\n return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.\r\n default:\r\n return this._gl.RGBA32F;\r\n }\r\n case 2:\r\n switch (format) {\r\n case 6:\r\n return this._gl.R16F;\r\n case 7:\r\n return this._gl.RG16F;\r\n case 4:\r\n return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.\r\n case 5:\r\n return this._gl.RGBA16F;\r\n default:\r\n return this._gl.RGBA16F;\r\n }\r\n case 10:\r\n return this._gl.RGB565;\r\n case 13:\r\n return this._gl.R11F_G11F_B10F;\r\n case 14:\r\n return this._gl.RGB9_E5;\r\n case 8:\r\n return this._gl.RGBA4;\r\n case 9:\r\n return this._gl.RGB5_A1;\r\n case 11:\r\n switch (format) {\r\n case 5:\r\n return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.\r\n case 11:\r\n return this._gl.RGB10_A2UI;\r\n default:\r\n return this._gl.RGB10_A2;\r\n }\r\n }\r\n return this._gl.RGBA8;\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._getRGBAMultiSampleBufferFormat = function (type) {\r\n if (type === 1) {\r\n return this._gl.RGBA32F;\r\n }\r\n else if (type === 2) {\r\n return this._gl.RGBA16F;\r\n }\r\n return this._gl.RGBA8;\r\n };\r\n /** @hidden */\r\n ThinEngine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {\r\n var _this = this;\r\n var request = ThinEngine._FileToolsLoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);\r\n this._activeRequests.push(request);\r\n request.onCompleteObservable.add(function (request) {\r\n _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);\r\n });\r\n return request;\r\n };\r\n /**\r\n * Loads a file from a url\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n * @hidden\r\n */\r\n ThinEngine._FileToolsLoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {\r\n throw _DevTools.WarnImport(\"FileTools\");\r\n };\r\n /**\r\n * Reads pixels from the current frame buffer. Please note that this function can be slow\r\n * @param x defines the x coordinate of the rectangle where pixels must be read\r\n * @param y defines the y coordinate of the rectangle where pixels must be read\r\n * @param width defines the width of the rectangle where pixels must be read\r\n * @param height defines the height of the rectangle where pixels must be read\r\n * @param hasAlpha defines whether the output should have alpha or not (defaults to true)\r\n * @returns a Uint8Array containing RGBA colors\r\n */\r\n ThinEngine.prototype.readPixels = function (x, y, width, height, hasAlpha) {\r\n if (hasAlpha === void 0) { hasAlpha = true; }\r\n var numChannels = hasAlpha ? 4 : 3;\r\n var format = hasAlpha ? this._gl.RGBA : this._gl.RGB;\r\n var data = new Uint8Array(height * width * numChannels);\r\n this._gl.readPixels(x, y, width, height, format, this._gl.UNSIGNED_BYTE, data);\r\n return data;\r\n };\r\n /**\r\n * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)\r\n * @returns true if the engine can be created\r\n * @ignorenaming\r\n */\r\n ThinEngine.isSupported = function () {\r\n if (this._isSupported === null) {\r\n try {\r\n var tempcanvas = CanvasGenerator.CreateCanvas(1, 1);\r\n var gl = tempcanvas.getContext(\"webgl\") || tempcanvas.getContext(\"experimental-webgl\");\r\n this._isSupported = gl != null && !!window.WebGLRenderingContext;\r\n }\r\n catch (e) {\r\n this._isSupported = false;\r\n }\r\n }\r\n return this._isSupported;\r\n };\r\n /**\r\n * Find the next highest power of two.\r\n * @param x Number to start search from.\r\n * @return Next highest power of two.\r\n */\r\n ThinEngine.CeilingPOT = function (x) {\r\n x--;\r\n x |= x >> 1;\r\n x |= x >> 2;\r\n x |= x >> 4;\r\n x |= x >> 8;\r\n x |= x >> 16;\r\n x++;\r\n return x;\r\n };\r\n /**\r\n * Find the next lowest power of two.\r\n * @param x Number to start search from.\r\n * @return Next lowest power of two.\r\n */\r\n ThinEngine.FloorPOT = function (x) {\r\n x = x | (x >> 1);\r\n x = x | (x >> 2);\r\n x = x | (x >> 4);\r\n x = x | (x >> 8);\r\n x = x | (x >> 16);\r\n return x - (x >> 1);\r\n };\r\n /**\r\n * Find the nearest power of two.\r\n * @param x Number to start search from.\r\n * @return Next nearest power of two.\r\n */\r\n ThinEngine.NearestPOT = function (x) {\r\n var c = ThinEngine.CeilingPOT(x);\r\n var f = ThinEngine.FloorPOT(x);\r\n return (c - x) > (x - f) ? f : c;\r\n };\r\n /**\r\n * Get the closest exponent of two\r\n * @param value defines the value to approximate\r\n * @param max defines the maximum value to return\r\n * @param mode defines how to define the closest value\r\n * @returns closest exponent of two of the given value\r\n */\r\n ThinEngine.GetExponentOfTwo = function (value, max, mode) {\r\n if (mode === void 0) { mode = 2; }\r\n var pot;\r\n switch (mode) {\r\n case 1:\r\n pot = ThinEngine.FloorPOT(value);\r\n break;\r\n case 2:\r\n pot = ThinEngine.NearestPOT(value);\r\n break;\r\n case 3:\r\n default:\r\n pot = ThinEngine.CeilingPOT(value);\r\n break;\r\n }\r\n return Math.min(pot, max);\r\n };\r\n /**\r\n * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)\r\n * @param func - the function to be called\r\n * @param requester - the object that will request the next frame. Falls back to window.\r\n * @returns frame number\r\n */\r\n ThinEngine.QueueNewFrame = function (func, requester) {\r\n if (!DomManagement.IsWindowObjectExist()) {\r\n if (typeof requestAnimationFrame !== \"undefined\") {\r\n return requestAnimationFrame(func);\r\n }\r\n return setTimeout(func, 16);\r\n }\r\n if (!requester) {\r\n requester = window;\r\n }\r\n if (requester.requestAnimationFrame) {\r\n return requester.requestAnimationFrame(func);\r\n }\r\n else if (requester.msRequestAnimationFrame) {\r\n return requester.msRequestAnimationFrame(func);\r\n }\r\n else if (requester.webkitRequestAnimationFrame) {\r\n return requester.webkitRequestAnimationFrame(func);\r\n }\r\n else if (requester.mozRequestAnimationFrame) {\r\n return requester.mozRequestAnimationFrame(func);\r\n }\r\n else if (requester.oRequestAnimationFrame) {\r\n return requester.oRequestAnimationFrame(func);\r\n }\r\n else {\r\n return window.setTimeout(func, 16);\r\n }\r\n };\r\n /**\r\n * Gets host document\r\n * @returns the host document object\r\n */\r\n ThinEngine.prototype.getHostDocument = function () {\r\n if (this._renderingCanvas && this._renderingCanvas.ownerDocument) {\r\n return this._renderingCanvas.ownerDocument;\r\n }\r\n return document;\r\n };\r\n /** Use this array to turn off some WebGL2 features on known buggy browsers version */\r\n ThinEngine.ExceptionList = [\r\n { key: \"Chrome\\/63\\.0\", capture: \"63\\\\.0\\\\.3239\\\\.(\\\\d+)\", captureConstraint: 108, targets: [\"uniformBuffer\"] },\r\n { key: \"Firefox\\/58\", capture: null, captureConstraint: null, targets: [\"uniformBuffer\"] },\r\n { key: \"Firefox\\/59\", capture: null, captureConstraint: null, targets: [\"uniformBuffer\"] },\r\n { key: \"Chrome\\/72.+?Mobile\", capture: null, captureConstraint: null, targets: [\"vao\"] },\r\n { key: \"Chrome\\/73.+?Mobile\", capture: null, captureConstraint: null, targets: [\"vao\"] },\r\n { key: \"Chrome\\/74.+?Mobile\", capture: null, captureConstraint: null, targets: [\"vao\"] },\r\n { key: \"Mac OS.+Chrome\\/71\", capture: null, captureConstraint: null, targets: [\"vao\"] },\r\n { key: \"Mac OS.+Chrome\\/72\", capture: null, captureConstraint: null, targets: [\"vao\"] }\r\n ];\r\n /** @hidden */\r\n ThinEngine._TextureLoaders = [];\r\n // Updatable statics so stick with vars here\r\n /**\r\n * Gets or sets the epsilon value used by collision engine\r\n */\r\n ThinEngine.CollisionsEpsilon = 0.001;\r\n // Statics\r\n ThinEngine._isSupported = null;\r\n return ThinEngine;\r\n}());\r\nexport { ThinEngine };\r\n//# sourceMappingURL=thinEngine.js.map","/**\r\n * Sets of helpers dealing with the DOM and some of the recurrent functions needed in\r\n * Babylon.js\r\n */\r\nvar DomManagement = /** @class */ (function () {\r\n function DomManagement() {\r\n }\r\n /**\r\n * Checks if the window object exists\r\n * @returns true if the window object exists\r\n */\r\n DomManagement.IsWindowObjectExist = function () {\r\n return (typeof window) !== \"undefined\";\r\n };\r\n /**\r\n * Checks if the navigator object exists\r\n * @returns true if the navigator object exists\r\n */\r\n DomManagement.IsNavigatorAvailable = function () {\r\n return (typeof navigator) !== \"undefined\";\r\n };\r\n /**\r\n * Extracts text content from a DOM element hierarchy\r\n * @param element defines the root element\r\n * @returns a string\r\n */\r\n DomManagement.GetDOMTextContent = function (element) {\r\n var result = \"\";\r\n var child = element.firstChild;\r\n while (child) {\r\n if (child.nodeType === 3) {\r\n result += child.textContent;\r\n }\r\n child = (child.nextSibling);\r\n }\r\n return result;\r\n };\r\n return DomManagement;\r\n}());\r\nexport { DomManagement };\r\n//# sourceMappingURL=domManagement.js.map","import { PrecisionDate } from \"./precisionDate\";\r\n/**\r\n * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window\r\n */\r\nvar PerformanceMonitor = /** @class */ (function () {\r\n /**\r\n * constructor\r\n * @param frameSampleSize The number of samples required to saturate the sliding window\r\n */\r\n function PerformanceMonitor(frameSampleSize) {\r\n if (frameSampleSize === void 0) { frameSampleSize = 30; }\r\n this._enabled = true;\r\n this._rollingFrameTime = new RollingAverage(frameSampleSize);\r\n }\r\n /**\r\n * Samples current frame\r\n * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames\r\n */\r\n PerformanceMonitor.prototype.sampleFrame = function (timeMs) {\r\n if (timeMs === void 0) { timeMs = PrecisionDate.Now; }\r\n if (!this._enabled) {\r\n return;\r\n }\r\n if (this._lastFrameTimeMs != null) {\r\n var dt = timeMs - this._lastFrameTimeMs;\r\n this._rollingFrameTime.add(dt);\r\n }\r\n this._lastFrameTimeMs = timeMs;\r\n };\r\n Object.defineProperty(PerformanceMonitor.prototype, \"averageFrameTime\", {\r\n /**\r\n * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)\r\n */\r\n get: function () {\r\n return this._rollingFrameTime.average;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PerformanceMonitor.prototype, \"averageFrameTimeVariance\", {\r\n /**\r\n * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)\r\n */\r\n get: function () {\r\n return this._rollingFrameTime.variance;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PerformanceMonitor.prototype, \"instantaneousFrameTime\", {\r\n /**\r\n * Returns the frame time of the most recent frame\r\n */\r\n get: function () {\r\n return this._rollingFrameTime.history(0);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PerformanceMonitor.prototype, \"averageFPS\", {\r\n /**\r\n * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)\r\n */\r\n get: function () {\r\n return 1000.0 / this._rollingFrameTime.average;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PerformanceMonitor.prototype, \"instantaneousFPS\", {\r\n /**\r\n * Returns the average framerate in frames per second using the most recent frame time\r\n */\r\n get: function () {\r\n var history = this._rollingFrameTime.history(0);\r\n if (history === 0) {\r\n return 0;\r\n }\r\n return 1000.0 / history;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PerformanceMonitor.prototype, \"isSaturated\", {\r\n /**\r\n * Returns true if enough samples have been taken to completely fill the sliding window\r\n */\r\n get: function () {\r\n return this._rollingFrameTime.isSaturated();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Enables contributions to the sliding window sample set\r\n */\r\n PerformanceMonitor.prototype.enable = function () {\r\n this._enabled = true;\r\n };\r\n /**\r\n * Disables contributions to the sliding window sample set\r\n * Samples will not be interpolated over the disabled period\r\n */\r\n PerformanceMonitor.prototype.disable = function () {\r\n this._enabled = false;\r\n //clear last sample to avoid interpolating over the disabled period when next enabled\r\n this._lastFrameTimeMs = null;\r\n };\r\n Object.defineProperty(PerformanceMonitor.prototype, \"isEnabled\", {\r\n /**\r\n * Returns true if sampling is enabled\r\n */\r\n get: function () {\r\n return this._enabled;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Resets performance monitor\r\n */\r\n PerformanceMonitor.prototype.reset = function () {\r\n //clear last sample to avoid interpolating over the disabled period when next enabled\r\n this._lastFrameTimeMs = null;\r\n //wipe record\r\n this._rollingFrameTime.reset();\r\n };\r\n return PerformanceMonitor;\r\n}());\r\nexport { PerformanceMonitor };\r\n/**\r\n * RollingAverage\r\n *\r\n * Utility to efficiently compute the rolling average and variance over a sliding window of samples\r\n */\r\nvar RollingAverage = /** @class */ (function () {\r\n /**\r\n * constructor\r\n * @param length The number of samples required to saturate the sliding window\r\n */\r\n function RollingAverage(length) {\r\n this._samples = new Array(length);\r\n this.reset();\r\n }\r\n /**\r\n * Adds a sample to the sample set\r\n * @param v The sample value\r\n */\r\n RollingAverage.prototype.add = function (v) {\r\n //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance\r\n var delta;\r\n //we need to check if we've already wrapped round\r\n if (this.isSaturated()) {\r\n //remove bottom of stack from mean\r\n var bottomValue = this._samples[this._pos];\r\n delta = bottomValue - this.average;\r\n this.average -= delta / (this._sampleCount - 1);\r\n this._m2 -= delta * (bottomValue - this.average);\r\n }\r\n else {\r\n this._sampleCount++;\r\n }\r\n //add new value to mean\r\n delta = v - this.average;\r\n this.average += delta / (this._sampleCount);\r\n this._m2 += delta * (v - this.average);\r\n //set the new variance\r\n this.variance = this._m2 / (this._sampleCount - 1);\r\n this._samples[this._pos] = v;\r\n this._pos++;\r\n this._pos %= this._samples.length; //positive wrap around\r\n };\r\n /**\r\n * Returns previously added values or null if outside of history or outside the sliding window domain\r\n * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that\r\n * @return Value previously recorded with add() or null if outside of range\r\n */\r\n RollingAverage.prototype.history = function (i) {\r\n if ((i >= this._sampleCount) || (i >= this._samples.length)) {\r\n return 0;\r\n }\r\n var i0 = this._wrapPosition(this._pos - 1.0);\r\n return this._samples[this._wrapPosition(i0 - i)];\r\n };\r\n /**\r\n * Returns true if enough samples have been taken to completely fill the sliding window\r\n * @return true if sample-set saturated\r\n */\r\n RollingAverage.prototype.isSaturated = function () {\r\n return this._sampleCount >= this._samples.length;\r\n };\r\n /**\r\n * Resets the rolling average (equivalent to 0 samples taken so far)\r\n */\r\n RollingAverage.prototype.reset = function () {\r\n this.average = 0;\r\n this.variance = 0;\r\n this._sampleCount = 0;\r\n this._pos = 0;\r\n this._m2 = 0;\r\n };\r\n /**\r\n * Wraps a value around the sample range boundaries\r\n * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.\r\n * @return Wrapped position in sample range\r\n */\r\n RollingAverage.prototype._wrapPosition = function (i) {\r\n var max = this._samples.length;\r\n return ((i % max) + max) % max;\r\n };\r\n return RollingAverage;\r\n}());\r\nexport { RollingAverage };\r\n//# sourceMappingURL=performanceMonitor.js.map","import { ThinEngine } from \"../../Engines/thinEngine\";\r\nThinEngine.prototype.setAlphaConstants = function (r, g, b, a) {\r\n this._alphaState.setAlphaBlendConstants(r, g, b, a);\r\n};\r\nThinEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {\r\n if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }\r\n if (this._alphaMode === mode) {\r\n return;\r\n }\r\n switch (mode) {\r\n case 0:\r\n this._alphaState.alphaBlend = false;\r\n break;\r\n case 7:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 8:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 2:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 6:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 1:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 3:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 4:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 5:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 9:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 10:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 11:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 12:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ZERO);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 13:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE_MINUS_DST_COLOR, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE_MINUS_DST_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 14:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 15:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ONE, this._gl.ZERO);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case 16:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE_MINUS_DST_COLOR, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ZERO, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n }\r\n if (!noDepthWriteChange) {\r\n this.depthCullingState.depthMask = (mode === 0);\r\n }\r\n this._alphaMode = mode;\r\n};\r\nThinEngine.prototype.getAlphaMode = function () {\r\n return this._alphaMode;\r\n};\r\nThinEngine.prototype.setAlphaEquation = function (equation) {\r\n if (this._alphaEquation === equation) {\r\n return;\r\n }\r\n switch (equation) {\r\n case 0:\r\n this._alphaState.setAlphaEquationParameters(this._gl.FUNC_ADD, this._gl.FUNC_ADD);\r\n break;\r\n case 1:\r\n this._alphaState.setAlphaEquationParameters(this._gl.FUNC_SUBTRACT, this._gl.FUNC_SUBTRACT);\r\n break;\r\n case 2:\r\n this._alphaState.setAlphaEquationParameters(this._gl.FUNC_REVERSE_SUBTRACT, this._gl.FUNC_REVERSE_SUBTRACT);\r\n break;\r\n case 3:\r\n this._alphaState.setAlphaEquationParameters(this._gl.MAX, this._gl.MAX);\r\n break;\r\n case 4:\r\n this._alphaState.setAlphaEquationParameters(this._gl.MIN, this._gl.MIN);\r\n break;\r\n case 5:\r\n this._alphaState.setAlphaEquationParameters(this._gl.MIN, this._gl.FUNC_ADD);\r\n break;\r\n }\r\n this._alphaEquation = equation;\r\n};\r\nThinEngine.prototype.getAlphaEquation = function () {\r\n return this._alphaEquation;\r\n};\r\n//# sourceMappingURL=engine.alpha.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { DomManagement } from \"../Misc/domManagement\";\r\nimport { EngineStore } from \"./engineStore\";\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { ThinEngine } from './thinEngine';\r\nimport { PerformanceMonitor } from '../Misc/performanceMonitor';\r\nimport { PerfCounter } from '../Misc/perfCounter';\r\nimport { WebGLDataBuffer } from '../Meshes/WebGL/webGLDataBuffer';\r\nimport { Logger } from '../Misc/logger';\r\nimport \"./Extensions/engine.alpha\";\r\n/**\r\n * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio\r\n */\r\nvar Engine = /** @class */ (function (_super) {\r\n __extends(Engine, _super);\r\n /**\r\n * Creates a new engine\r\n * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context\r\n * @param antialias defines enable antialiasing (default: false)\r\n * @param options defines further options to be sent to the getContext() function\r\n * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)\r\n */\r\n function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {\r\n if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }\r\n var _this = _super.call(this, canvasOrContext, antialias, options, adaptToDeviceRatio) || this;\r\n // Members\r\n /**\r\n * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest\r\n **/\r\n _this.enableOfflineSupport = false;\r\n /**\r\n * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)\r\n **/\r\n _this.disableManifestCheck = false;\r\n /**\r\n * Gets the list of created scenes\r\n */\r\n _this.scenes = new Array();\r\n /**\r\n * Event raised when a new scene is created\r\n */\r\n _this.onNewSceneAddedObservable = new Observable();\r\n /**\r\n * Gets the list of created postprocesses\r\n */\r\n _this.postProcesses = new Array();\r\n /**\r\n * Gets a boolean indicating if the pointer is currently locked\r\n */\r\n _this.isPointerLock = false;\r\n // Observables\r\n /**\r\n * Observable event triggered each time the rendering canvas is resized\r\n */\r\n _this.onResizeObservable = new Observable();\r\n /**\r\n * Observable event triggered each time the canvas loses focus\r\n */\r\n _this.onCanvasBlurObservable = new Observable();\r\n /**\r\n * Observable event triggered each time the canvas gains focus\r\n */\r\n _this.onCanvasFocusObservable = new Observable();\r\n /**\r\n * Observable event triggered each time the canvas receives pointerout event\r\n */\r\n _this.onCanvasPointerOutObservable = new Observable();\r\n /**\r\n * Observable raised when the engine begins a new frame\r\n */\r\n _this.onBeginFrameObservable = new Observable();\r\n /**\r\n * If set, will be used to request the next animation frame for the render loop\r\n */\r\n _this.customAnimationFrameRequester = null;\r\n /**\r\n * Observable raised when the engine ends the current frame\r\n */\r\n _this.onEndFrameObservable = new Observable();\r\n /**\r\n * Observable raised when the engine is about to compile a shader\r\n */\r\n _this.onBeforeShaderCompilationObservable = new Observable();\r\n /**\r\n * Observable raised when the engine has jsut compiled a shader\r\n */\r\n _this.onAfterShaderCompilationObservable = new Observable();\r\n // Deterministic lockstepMaxSteps\r\n _this._deterministicLockstep = false;\r\n _this._lockstepMaxSteps = 4;\r\n _this._timeStep = 1 / 60;\r\n // FPS\r\n _this._fps = 60;\r\n _this._deltaTime = 0;\r\n /** @hidden */\r\n _this._drawCalls = new PerfCounter();\r\n /** Gets or sets the tab index to set to the rendering canvas. 1 is the minimum value to set to be able to capture keyboard events */\r\n _this.canvasTabIndex = 1;\r\n /**\r\n * Turn this value on if you want to pause FPS computation when in background\r\n */\r\n _this.disablePerformanceMonitorInBackground = false;\r\n _this._performanceMonitor = new PerformanceMonitor();\r\n if (!canvasOrContext) {\r\n return _this;\r\n }\r\n options = _this._creationOptions;\r\n Engine.Instances.push(_this);\r\n if (canvasOrContext.getContext) {\r\n var canvas_1 = canvasOrContext;\r\n _this._onCanvasFocus = function () {\r\n _this.onCanvasFocusObservable.notifyObservers(_this);\r\n };\r\n _this._onCanvasBlur = function () {\r\n _this.onCanvasBlurObservable.notifyObservers(_this);\r\n };\r\n canvas_1.addEventListener(\"focus\", _this._onCanvasFocus);\r\n canvas_1.addEventListener(\"blur\", _this._onCanvasBlur);\r\n _this._onBlur = function () {\r\n if (_this.disablePerformanceMonitorInBackground) {\r\n _this._performanceMonitor.disable();\r\n }\r\n _this._windowIsBackground = true;\r\n };\r\n _this._onFocus = function () {\r\n if (_this.disablePerformanceMonitorInBackground) {\r\n _this._performanceMonitor.enable();\r\n }\r\n _this._windowIsBackground = false;\r\n };\r\n _this._onCanvasPointerOut = function (ev) {\r\n _this.onCanvasPointerOutObservable.notifyObservers(ev);\r\n };\r\n canvas_1.addEventListener(\"pointerout\", _this._onCanvasPointerOut);\r\n if (DomManagement.IsWindowObjectExist()) {\r\n var hostWindow = _this.getHostWindow();\r\n hostWindow.addEventListener(\"blur\", _this._onBlur);\r\n hostWindow.addEventListener(\"focus\", _this._onFocus);\r\n var anyDoc_1 = document;\r\n // Fullscreen\r\n _this._onFullscreenChange = function () {\r\n if (anyDoc_1.fullscreen !== undefined) {\r\n _this.isFullscreen = anyDoc_1.fullscreen;\r\n }\r\n else if (anyDoc_1.mozFullScreen !== undefined) {\r\n _this.isFullscreen = anyDoc_1.mozFullScreen;\r\n }\r\n else if (anyDoc_1.webkitIsFullScreen !== undefined) {\r\n _this.isFullscreen = anyDoc_1.webkitIsFullScreen;\r\n }\r\n else if (anyDoc_1.msIsFullScreen !== undefined) {\r\n _this.isFullscreen = anyDoc_1.msIsFullScreen;\r\n }\r\n // Pointer lock\r\n if (_this.isFullscreen && _this._pointerLockRequested && canvas_1) {\r\n Engine._RequestPointerlock(canvas_1);\r\n }\r\n };\r\n document.addEventListener(\"fullscreenchange\", _this._onFullscreenChange, false);\r\n document.addEventListener(\"mozfullscreenchange\", _this._onFullscreenChange, false);\r\n document.addEventListener(\"webkitfullscreenchange\", _this._onFullscreenChange, false);\r\n document.addEventListener(\"msfullscreenchange\", _this._onFullscreenChange, false);\r\n // Pointer lock\r\n _this._onPointerLockChange = function () {\r\n _this.isPointerLock = (anyDoc_1.mozPointerLockElement === canvas_1 ||\r\n anyDoc_1.webkitPointerLockElement === canvas_1 ||\r\n anyDoc_1.msPointerLockElement === canvas_1 ||\r\n anyDoc_1.pointerLockElement === canvas_1);\r\n };\r\n document.addEventListener(\"pointerlockchange\", _this._onPointerLockChange, false);\r\n document.addEventListener(\"mspointerlockchange\", _this._onPointerLockChange, false);\r\n document.addEventListener(\"mozpointerlockchange\", _this._onPointerLockChange, false);\r\n document.addEventListener(\"webkitpointerlockchange\", _this._onPointerLockChange, false);\r\n // Create Audio Engine if needed.\r\n if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {\r\n Engine.audioEngine = Engine.AudioEngineFactory(_this.getRenderingCanvas());\r\n }\r\n }\r\n _this._connectVREvents();\r\n _this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;\r\n if (!options.doNotHandleTouchAction) {\r\n _this._disableTouchAction();\r\n }\r\n _this._deterministicLockstep = !!options.deterministicLockstep;\r\n _this._lockstepMaxSteps = options.lockstepMaxSteps || 0;\r\n _this._timeStep = options.timeStep || 1 / 60;\r\n }\r\n // Load WebVR Devices\r\n _this._prepareVRComponent();\r\n if (options.autoEnableWebVR) {\r\n _this.initWebVR();\r\n }\r\n return _this;\r\n }\r\n Object.defineProperty(Engine, \"NpmPackage\", {\r\n /**\r\n * Returns the current npm package of the sdk\r\n */\r\n // Not mixed with Version for tooling purpose.\r\n get: function () {\r\n return ThinEngine.NpmPackage;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine, \"Version\", {\r\n /**\r\n * Returns the current version of the framework\r\n */\r\n get: function () {\r\n return ThinEngine.Version;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine, \"Instances\", {\r\n /** Gets the list of created engines */\r\n get: function () {\r\n return EngineStore.Instances;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine, \"LastCreatedEngine\", {\r\n /**\r\n * Gets the latest created engine\r\n */\r\n get: function () {\r\n return EngineStore.LastCreatedEngine;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine, \"LastCreatedScene\", {\r\n /**\r\n * Gets the latest created scene\r\n */\r\n get: function () {\r\n return EngineStore.LastCreatedScene;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation\r\n * @param flag defines which part of the materials must be marked as dirty\r\n * @param predicate defines a predicate used to filter which materials should be affected\r\n */\r\n Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {\r\n for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {\r\n var engine = Engine.Instances[engineIndex];\r\n for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {\r\n engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);\r\n }\r\n }\r\n };\r\n /**\r\n * Method called to create the default loading screen.\r\n * This can be overriden in your own app.\r\n * @param canvas The rendering canvas element\r\n * @returns The loading screen\r\n */\r\n Engine.DefaultLoadingScreenFactory = function (canvas) {\r\n throw _DevTools.WarnImport(\"LoadingScreen\");\r\n };\r\n Object.defineProperty(Engine.prototype, \"_supportsHardwareTextureRescaling\", {\r\n get: function () {\r\n return !!Engine._RescalePostProcessFactory;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine.prototype, \"performanceMonitor\", {\r\n /**\r\n * Gets the performance monitor attached to this engine\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation\r\n */\r\n get: function () {\r\n return this._performanceMonitor;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Events\r\n /**\r\n * Gets the HTML element used to attach event listeners\r\n * @returns a HTML element\r\n */\r\n Engine.prototype.getInputElement = function () {\r\n return this._renderingCanvas;\r\n };\r\n /**\r\n * Gets current aspect ratio\r\n * @param viewportOwner defines the camera to use to get the aspect ratio\r\n * @param useScreen defines if screen size must be used (or the current render target if any)\r\n * @returns a number defining the aspect ratio\r\n */\r\n Engine.prototype.getAspectRatio = function (viewportOwner, useScreen) {\r\n if (useScreen === void 0) { useScreen = false; }\r\n var viewport = viewportOwner.viewport;\r\n return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);\r\n };\r\n /**\r\n * Gets current screen aspect ratio\r\n * @returns a number defining the aspect ratio\r\n */\r\n Engine.prototype.getScreenAspectRatio = function () {\r\n return (this.getRenderWidth(true)) / (this.getRenderHeight(true));\r\n };\r\n /**\r\n * Gets the client rect of the HTML canvas attached with the current webGL context\r\n * @returns a client rectanglee\r\n */\r\n Engine.prototype.getRenderingCanvasClientRect = function () {\r\n if (!this._renderingCanvas) {\r\n return null;\r\n }\r\n return this._renderingCanvas.getBoundingClientRect();\r\n };\r\n /**\r\n * Gets the client rect of the HTML element used for events\r\n * @returns a client rectanglee\r\n */\r\n Engine.prototype.getInputElementClientRect = function () {\r\n if (!this._renderingCanvas) {\r\n return null;\r\n }\r\n return this.getInputElement().getBoundingClientRect();\r\n };\r\n /**\r\n * Gets a boolean indicating that the engine is running in deterministic lock step mode\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n * @returns true if engine is in deterministic lock step mode\r\n */\r\n Engine.prototype.isDeterministicLockStep = function () {\r\n return this._deterministicLockstep;\r\n };\r\n /**\r\n * Gets the max steps when engine is running in deterministic lock step\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n * @returns the max steps\r\n */\r\n Engine.prototype.getLockstepMaxSteps = function () {\r\n return this._lockstepMaxSteps;\r\n };\r\n /**\r\n * Returns the time in ms between steps when using deterministic lock step.\r\n * @returns time step in (ms)\r\n */\r\n Engine.prototype.getTimeStep = function () {\r\n return this._timeStep * 1000;\r\n };\r\n /**\r\n * Force the mipmap generation for the given render target texture\r\n * @param texture defines the render target texture to use\r\n * @param unbind defines whether or not to unbind the texture after generation. Defaults to true.\r\n */\r\n Engine.prototype.generateMipMapsForCubemap = function (texture, unbind) {\r\n if (unbind === void 0) { unbind = true; }\r\n if (texture.generateMipMaps) {\r\n var gl = this._gl;\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_CUBE_MAP);\r\n if (unbind) {\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n }\r\n }\r\n };\r\n /** States */\r\n /**\r\n * Set various states to the webGL context\r\n * @param culling defines backface culling state\r\n * @param zOffset defines the value to apply to zOffset (0 by default)\r\n * @param force defines if states must be applied even if cache is up to date\r\n * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)\r\n */\r\n Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {\r\n if (zOffset === void 0) { zOffset = 0; }\r\n if (reverseSide === void 0) { reverseSide = false; }\r\n // Culling\r\n if (this._depthCullingState.cull !== culling || force) {\r\n this._depthCullingState.cull = culling;\r\n }\r\n // Cull face\r\n var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;\r\n if (this._depthCullingState.cullFace !== cullFace || force) {\r\n this._depthCullingState.cullFace = cullFace;\r\n }\r\n // Z offset\r\n this.setZOffset(zOffset);\r\n // Front face\r\n var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;\r\n if (this._depthCullingState.frontFace !== frontFace || force) {\r\n this._depthCullingState.frontFace = frontFace;\r\n }\r\n };\r\n /**\r\n * Set the z offset to apply to current rendering\r\n * @param value defines the offset to apply\r\n */\r\n Engine.prototype.setZOffset = function (value) {\r\n this._depthCullingState.zOffset = value;\r\n };\r\n /**\r\n * Gets the current value of the zOffset\r\n * @returns the current zOffset state\r\n */\r\n Engine.prototype.getZOffset = function () {\r\n return this._depthCullingState.zOffset;\r\n };\r\n /**\r\n * Enable or disable depth buffering\r\n * @param enable defines the state to set\r\n */\r\n Engine.prototype.setDepthBuffer = function (enable) {\r\n this._depthCullingState.depthTest = enable;\r\n };\r\n /**\r\n * Gets a boolean indicating if depth writing is enabled\r\n * @returns the current depth writing state\r\n */\r\n Engine.prototype.getDepthWrite = function () {\r\n return this._depthCullingState.depthMask;\r\n };\r\n /**\r\n * Enable or disable depth writing\r\n * @param enable defines the state to set\r\n */\r\n Engine.prototype.setDepthWrite = function (enable) {\r\n this._depthCullingState.depthMask = enable;\r\n };\r\n /**\r\n * Gets a boolean indicating if stencil buffer is enabled\r\n * @returns the current stencil buffer state\r\n */\r\n Engine.prototype.getStencilBuffer = function () {\r\n return this._stencilState.stencilTest;\r\n };\r\n /**\r\n * Enable or disable the stencil buffer\r\n * @param enable defines if the stencil buffer must be enabled or disabled\r\n */\r\n Engine.prototype.setStencilBuffer = function (enable) {\r\n this._stencilState.stencilTest = enable;\r\n };\r\n /**\r\n * Gets the current stencil mask\r\n * @returns a number defining the new stencil mask to use\r\n */\r\n Engine.prototype.getStencilMask = function () {\r\n return this._stencilState.stencilMask;\r\n };\r\n /**\r\n * Sets the current stencil mask\r\n * @param mask defines the new stencil mask to use\r\n */\r\n Engine.prototype.setStencilMask = function (mask) {\r\n this._stencilState.stencilMask = mask;\r\n };\r\n /**\r\n * Gets the current stencil function\r\n * @returns a number defining the stencil function to use\r\n */\r\n Engine.prototype.getStencilFunction = function () {\r\n return this._stencilState.stencilFunc;\r\n };\r\n /**\r\n * Gets the current stencil reference value\r\n * @returns a number defining the stencil reference value to use\r\n */\r\n Engine.prototype.getStencilFunctionReference = function () {\r\n return this._stencilState.stencilFuncRef;\r\n };\r\n /**\r\n * Gets the current stencil mask\r\n * @returns a number defining the stencil mask to use\r\n */\r\n Engine.prototype.getStencilFunctionMask = function () {\r\n return this._stencilState.stencilFuncMask;\r\n };\r\n /**\r\n * Sets the current stencil function\r\n * @param stencilFunc defines the new stencil function to use\r\n */\r\n Engine.prototype.setStencilFunction = function (stencilFunc) {\r\n this._stencilState.stencilFunc = stencilFunc;\r\n };\r\n /**\r\n * Sets the current stencil reference\r\n * @param reference defines the new stencil reference to use\r\n */\r\n Engine.prototype.setStencilFunctionReference = function (reference) {\r\n this._stencilState.stencilFuncRef = reference;\r\n };\r\n /**\r\n * Sets the current stencil mask\r\n * @param mask defines the new stencil mask to use\r\n */\r\n Engine.prototype.setStencilFunctionMask = function (mask) {\r\n this._stencilState.stencilFuncMask = mask;\r\n };\r\n /**\r\n * Gets the current stencil operation when stencil fails\r\n * @returns a number defining stencil operation to use when stencil fails\r\n */\r\n Engine.prototype.getStencilOperationFail = function () {\r\n return this._stencilState.stencilOpStencilFail;\r\n };\r\n /**\r\n * Gets the current stencil operation when depth fails\r\n * @returns a number defining stencil operation to use when depth fails\r\n */\r\n Engine.prototype.getStencilOperationDepthFail = function () {\r\n return this._stencilState.stencilOpDepthFail;\r\n };\r\n /**\r\n * Gets the current stencil operation when stencil passes\r\n * @returns a number defining stencil operation to use when stencil passes\r\n */\r\n Engine.prototype.getStencilOperationPass = function () {\r\n return this._stencilState.stencilOpStencilDepthPass;\r\n };\r\n /**\r\n * Sets the stencil operation to use when stencil fails\r\n * @param operation defines the stencil operation to use when stencil fails\r\n */\r\n Engine.prototype.setStencilOperationFail = function (operation) {\r\n this._stencilState.stencilOpStencilFail = operation;\r\n };\r\n /**\r\n * Sets the stencil operation to use when depth fails\r\n * @param operation defines the stencil operation to use when depth fails\r\n */\r\n Engine.prototype.setStencilOperationDepthFail = function (operation) {\r\n this._stencilState.stencilOpDepthFail = operation;\r\n };\r\n /**\r\n * Sets the stencil operation to use when stencil passes\r\n * @param operation defines the stencil operation to use when stencil passes\r\n */\r\n Engine.prototype.setStencilOperationPass = function (operation) {\r\n this._stencilState.stencilOpStencilDepthPass = operation;\r\n };\r\n /**\r\n * Sets a boolean indicating if the dithering state is enabled or disabled\r\n * @param value defines the dithering state\r\n */\r\n Engine.prototype.setDitheringState = function (value) {\r\n if (value) {\r\n this._gl.enable(this._gl.DITHER);\r\n }\r\n else {\r\n this._gl.disable(this._gl.DITHER);\r\n }\r\n };\r\n /**\r\n * Sets a boolean indicating if the rasterizer state is enabled or disabled\r\n * @param value defines the rasterizer state\r\n */\r\n Engine.prototype.setRasterizerState = function (value) {\r\n if (value) {\r\n this._gl.disable(this._gl.RASTERIZER_DISCARD);\r\n }\r\n else {\r\n this._gl.enable(this._gl.RASTERIZER_DISCARD);\r\n }\r\n };\r\n /**\r\n * Gets the current depth function\r\n * @returns a number defining the depth function\r\n */\r\n Engine.prototype.getDepthFunction = function () {\r\n return this._depthCullingState.depthFunc;\r\n };\r\n /**\r\n * Sets the current depth function\r\n * @param depthFunc defines the function to use\r\n */\r\n Engine.prototype.setDepthFunction = function (depthFunc) {\r\n this._depthCullingState.depthFunc = depthFunc;\r\n };\r\n /**\r\n * Sets the current depth function to GREATER\r\n */\r\n Engine.prototype.setDepthFunctionToGreater = function () {\r\n this._depthCullingState.depthFunc = this._gl.GREATER;\r\n };\r\n /**\r\n * Sets the current depth function to GEQUAL\r\n */\r\n Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {\r\n this._depthCullingState.depthFunc = this._gl.GEQUAL;\r\n };\r\n /**\r\n * Sets the current depth function to LESS\r\n */\r\n Engine.prototype.setDepthFunctionToLess = function () {\r\n this._depthCullingState.depthFunc = this._gl.LESS;\r\n };\r\n /**\r\n * Sets the current depth function to LEQUAL\r\n */\r\n Engine.prototype.setDepthFunctionToLessOrEqual = function () {\r\n this._depthCullingState.depthFunc = this._gl.LEQUAL;\r\n };\r\n /**\r\n * Caches the the state of the stencil buffer\r\n */\r\n Engine.prototype.cacheStencilState = function () {\r\n this._cachedStencilBuffer = this.getStencilBuffer();\r\n this._cachedStencilFunction = this.getStencilFunction();\r\n this._cachedStencilMask = this.getStencilMask();\r\n this._cachedStencilOperationPass = this.getStencilOperationPass();\r\n this._cachedStencilOperationFail = this.getStencilOperationFail();\r\n this._cachedStencilOperationDepthFail = this.getStencilOperationDepthFail();\r\n this._cachedStencilReference = this.getStencilFunctionReference();\r\n };\r\n /**\r\n * Restores the state of the stencil buffer\r\n */\r\n Engine.prototype.restoreStencilState = function () {\r\n this.setStencilFunction(this._cachedStencilFunction);\r\n this.setStencilMask(this._cachedStencilMask);\r\n this.setStencilBuffer(this._cachedStencilBuffer);\r\n this.setStencilOperationPass(this._cachedStencilOperationPass);\r\n this.setStencilOperationFail(this._cachedStencilOperationFail);\r\n this.setStencilOperationDepthFail(this._cachedStencilOperationDepthFail);\r\n this.setStencilFunctionReference(this._cachedStencilReference);\r\n };\r\n /**\r\n * Directly set the WebGL Viewport\r\n * @param x defines the x coordinate of the viewport (in screen space)\r\n * @param y defines the y coordinate of the viewport (in screen space)\r\n * @param width defines the width of the viewport (in screen space)\r\n * @param height defines the height of the viewport (in screen space)\r\n * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state\r\n */\r\n Engine.prototype.setDirectViewport = function (x, y, width, height) {\r\n var currentViewport = this._cachedViewport;\r\n this._cachedViewport = null;\r\n this._viewport(x, y, width, height);\r\n return currentViewport;\r\n };\r\n /**\r\n * Executes a scissor clear (ie. a clear on a specific portion of the screen)\r\n * @param x defines the x-coordinate of the top left corner of the clear rectangle\r\n * @param y defines the y-coordinate of the corner of the clear rectangle\r\n * @param width defines the width of the clear rectangle\r\n * @param height defines the height of the clear rectangle\r\n * @param clearColor defines the clear color\r\n */\r\n Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {\r\n this.enableScissor(x, y, width, height);\r\n this.clear(clearColor, true, true, true);\r\n this.disableScissor();\r\n };\r\n /**\r\n * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)\r\n * @param x defines the x-coordinate of the top left corner of the clear rectangle\r\n * @param y defines the y-coordinate of the corner of the clear rectangle\r\n * @param width defines the width of the clear rectangle\r\n * @param height defines the height of the clear rectangle\r\n */\r\n Engine.prototype.enableScissor = function (x, y, width, height) {\r\n var gl = this._gl;\r\n // Change state\r\n gl.enable(gl.SCISSOR_TEST);\r\n gl.scissor(x, y, width, height);\r\n };\r\n /**\r\n * Disable previously set scissor test rectangle\r\n */\r\n Engine.prototype.disableScissor = function () {\r\n var gl = this._gl;\r\n gl.disable(gl.SCISSOR_TEST);\r\n };\r\n Engine.prototype._reportDrawCall = function () {\r\n this._drawCalls.addCount(1, false);\r\n };\r\n /**\r\n * Initializes a webVR display and starts listening to display change events\r\n * The onVRDisplayChangedObservable will be notified upon these changes\r\n * @returns The onVRDisplayChangedObservable\r\n */\r\n Engine.prototype.initWebVR = function () {\r\n throw _DevTools.WarnImport(\"WebVRCamera\");\r\n };\r\n /** @hidden */\r\n Engine.prototype._prepareVRComponent = function () {\r\n // Do nothing as the engine side effect will overload it\r\n };\r\n /** @hidden */\r\n Engine.prototype._connectVREvents = function (canvas, document) {\r\n // Do nothing as the engine side effect will overload it\r\n };\r\n /** @hidden */\r\n Engine.prototype._submitVRFrame = function () {\r\n // Do nothing as the engine side effect will overload it\r\n };\r\n /**\r\n * Call this function to leave webVR mode\r\n * Will do nothing if webVR is not supported or if there is no webVR device\r\n * @see http://doc.babylonjs.com/how_to/webvr_camera\r\n */\r\n Engine.prototype.disableVR = function () {\r\n // Do nothing as the engine side effect will overload it\r\n };\r\n /**\r\n * Gets a boolean indicating that the system is in VR mode and is presenting\r\n * @returns true if VR mode is engaged\r\n */\r\n Engine.prototype.isVRPresenting = function () {\r\n return false;\r\n };\r\n /** @hidden */\r\n Engine.prototype._requestVRFrame = function () {\r\n // Do nothing as the engine side effect will overload it\r\n };\r\n /** @hidden */\r\n Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {\r\n var _this = this;\r\n return new Promise(function (resolve, reject) {\r\n _this._loadFile(url, function (data) {\r\n resolve(data);\r\n }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {\r\n reject(exception);\r\n });\r\n });\r\n };\r\n /**\r\n * Gets the source code of the vertex shader associated with a specific webGL program\r\n * @param program defines the program to use\r\n * @returns a string containing the source code of the vertex shader associated with the program\r\n */\r\n Engine.prototype.getVertexShaderSource = function (program) {\r\n var shaders = this._gl.getAttachedShaders(program);\r\n if (!shaders) {\r\n return null;\r\n }\r\n return this._gl.getShaderSource(shaders[0]);\r\n };\r\n /**\r\n * Gets the source code of the fragment shader associated with a specific webGL program\r\n * @param program defines the program to use\r\n * @returns a string containing the source code of the fragment shader associated with the program\r\n */\r\n Engine.prototype.getFragmentShaderSource = function (program) {\r\n var shaders = this._gl.getAttachedShaders(program);\r\n if (!shaders) {\r\n return null;\r\n }\r\n return this._gl.getShaderSource(shaders[1]);\r\n };\r\n /**\r\n * Sets a depth stencil texture from a render target to the according uniform.\r\n * @param channel The texture channel\r\n * @param uniform The uniform to set\r\n * @param texture The render target texture containing the depth stencil texture to apply\r\n */\r\n Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {\r\n if (channel === undefined) {\r\n return;\r\n }\r\n if (uniform) {\r\n this._boundUniforms[channel] = uniform;\r\n }\r\n if (!texture || !texture.depthStencilTexture) {\r\n this._setTexture(channel, null);\r\n }\r\n else {\r\n this._setTexture(channel, texture, false, true);\r\n }\r\n };\r\n /**\r\n * Sets a texture to the webGL context from a postprocess\r\n * @param channel defines the channel to use\r\n * @param postProcess defines the source postprocess\r\n */\r\n Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {\r\n this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);\r\n };\r\n /**\r\n * Binds the output of the passed in post process to the texture channel specified\r\n * @param channel The channel the texture should be bound to\r\n * @param postProcess The post process which's output should be bound\r\n */\r\n Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {\r\n this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);\r\n };\r\n /** @hidden */\r\n Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {\r\n // Create new RGBA data container.\r\n var rgbaData;\r\n if (textureType === 1) {\r\n rgbaData = new Float32Array(width * height * 4);\r\n }\r\n else {\r\n rgbaData = new Uint32Array(width * height * 4);\r\n }\r\n // Convert each pixel.\r\n for (var x = 0; x < width; x++) {\r\n for (var y = 0; y < height; y++) {\r\n var index = (y * width + x) * 3;\r\n var newIndex = (y * width + x) * 4;\r\n // Map Old Value to new value.\r\n rgbaData[newIndex + 0] = rgbData[index + 0];\r\n rgbaData[newIndex + 1] = rgbData[index + 1];\r\n rgbaData[newIndex + 2] = rgbData[index + 2];\r\n // Add fully opaque alpha channel.\r\n rgbaData[newIndex + 3] = 1;\r\n }\r\n }\r\n return rgbaData;\r\n };\r\n Engine.prototype._rebuildBuffers = function () {\r\n // Index / Vertex\r\n for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {\r\n var scene = _a[_i];\r\n scene.resetCachedMaterial();\r\n scene._rebuildGeometries();\r\n scene._rebuildTextures();\r\n }\r\n _super.prototype._rebuildBuffers.call(this);\r\n };\r\n /** @hidden */\r\n Engine.prototype._renderFrame = function () {\r\n for (var index = 0; index < this._activeRenderLoops.length; index++) {\r\n var renderFunction = this._activeRenderLoops[index];\r\n renderFunction();\r\n }\r\n };\r\n Engine.prototype._renderLoop = function () {\r\n if (!this._contextWasLost) {\r\n var shouldRender = true;\r\n if (!this.renderEvenInBackground && this._windowIsBackground) {\r\n shouldRender = false;\r\n }\r\n if (shouldRender) {\r\n // Start new frame\r\n this.beginFrame();\r\n // Child canvases\r\n if (!this._renderViews()) {\r\n // Main frame\r\n this._renderFrame();\r\n }\r\n // Present\r\n this.endFrame();\r\n }\r\n }\r\n if (this._activeRenderLoops.length > 0) {\r\n // Register new frame\r\n if (this.customAnimationFrameRequester) {\r\n this.customAnimationFrameRequester.requestID = this._queueNewFrame(this.customAnimationFrameRequester.renderFunction || this._boundRenderFunction, this.customAnimationFrameRequester);\r\n this._frameHandler = this.customAnimationFrameRequester.requestID;\r\n }\r\n else if (this.isVRPresenting()) {\r\n this._requestVRFrame();\r\n }\r\n else {\r\n this._frameHandler = this._queueNewFrame(this._boundRenderFunction, this.getHostWindow());\r\n }\r\n }\r\n else {\r\n this._renderingQueueLaunched = false;\r\n }\r\n };\r\n /** @hidden */\r\n Engine.prototype._renderViews = function () {\r\n return false;\r\n };\r\n /**\r\n * Toggle full screen mode\r\n * @param requestPointerLock defines if a pointer lock should be requested from the user\r\n */\r\n Engine.prototype.switchFullscreen = function (requestPointerLock) {\r\n if (this.isFullscreen) {\r\n this.exitFullscreen();\r\n }\r\n else {\r\n this.enterFullscreen(requestPointerLock);\r\n }\r\n };\r\n /**\r\n * Enters full screen mode\r\n * @param requestPointerLock defines if a pointer lock should be requested from the user\r\n */\r\n Engine.prototype.enterFullscreen = function (requestPointerLock) {\r\n if (!this.isFullscreen) {\r\n this._pointerLockRequested = requestPointerLock;\r\n if (this._renderingCanvas) {\r\n Engine._RequestFullscreen(this._renderingCanvas);\r\n }\r\n }\r\n };\r\n /**\r\n * Exits full screen mode\r\n */\r\n Engine.prototype.exitFullscreen = function () {\r\n if (this.isFullscreen) {\r\n Engine._ExitFullscreen();\r\n }\r\n };\r\n /**\r\n * Enters Pointerlock mode\r\n */\r\n Engine.prototype.enterPointerlock = function () {\r\n if (this._renderingCanvas) {\r\n Engine._RequestPointerlock(this._renderingCanvas);\r\n }\r\n };\r\n /**\r\n * Exits Pointerlock mode\r\n */\r\n Engine.prototype.exitPointerlock = function () {\r\n Engine._ExitPointerlock();\r\n };\r\n /**\r\n * Begin a new frame\r\n */\r\n Engine.prototype.beginFrame = function () {\r\n this._measureFps();\r\n this.onBeginFrameObservable.notifyObservers(this);\r\n _super.prototype.beginFrame.call(this);\r\n };\r\n /**\r\n * Enf the current frame\r\n */\r\n Engine.prototype.endFrame = function () {\r\n _super.prototype.endFrame.call(this);\r\n this._submitVRFrame();\r\n this.onEndFrameObservable.notifyObservers(this);\r\n };\r\n Engine.prototype.resize = function () {\r\n // We're not resizing the size of the canvas while in VR mode & presenting\r\n if (this.isVRPresenting()) {\r\n return;\r\n }\r\n _super.prototype.resize.call(this);\r\n };\r\n /**\r\n * Force a specific size of the canvas\r\n * @param width defines the new canvas' width\r\n * @param height defines the new canvas' height\r\n */\r\n Engine.prototype.setSize = function (width, height) {\r\n if (!this._renderingCanvas) {\r\n return;\r\n }\r\n _super.prototype.setSize.call(this, width, height);\r\n if (this.scenes) {\r\n for (var index = 0; index < this.scenes.length; index++) {\r\n var scene = this.scenes[index];\r\n for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {\r\n var cam = scene.cameras[camIndex];\r\n cam._currentRenderId = 0;\r\n }\r\n }\r\n if (this.onResizeObservable.hasObservers) {\r\n this.onResizeObservable.notifyObservers(this);\r\n }\r\n }\r\n };\r\n /**\r\n * Updates a dynamic vertex buffer.\r\n * @param vertexBuffer the vertex buffer to update\r\n * @param data the data used to update the vertex buffer\r\n * @param byteOffset the byte offset of the data\r\n * @param byteLength the byte length of the data\r\n */\r\n Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {\r\n this.bindArrayBuffer(vertexBuffer);\r\n if (byteOffset === undefined) {\r\n byteOffset = 0;\r\n }\r\n var dataLength = data.length || data.byteLength;\r\n if (byteLength === undefined || byteLength >= dataLength && byteOffset === 0) {\r\n if (data instanceof Array) {\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));\r\n }\r\n else {\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);\r\n }\r\n }\r\n else {\r\n if (data instanceof Array) {\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));\r\n }\r\n else {\r\n if (data instanceof ArrayBuffer) {\r\n data = new Uint8Array(data, byteOffset, byteLength);\r\n }\r\n else {\r\n data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);\r\n }\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);\r\n }\r\n }\r\n this._resetVertexBufferBinding();\r\n };\r\n Engine.prototype._deletePipelineContext = function (pipelineContext) {\r\n var webGLPipelineContext = pipelineContext;\r\n if (webGLPipelineContext && webGLPipelineContext.program) {\r\n if (webGLPipelineContext.transformFeedback) {\r\n this.deleteTransformFeedback(webGLPipelineContext.transformFeedback);\r\n webGLPipelineContext.transformFeedback = null;\r\n }\r\n }\r\n _super.prototype._deletePipelineContext.call(this, pipelineContext);\r\n };\r\n Engine.prototype.createShaderProgram = function (pipelineContext, vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {\r\n if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }\r\n context = context || this._gl;\r\n this.onBeforeShaderCompilationObservable.notifyObservers(this);\r\n var program = _super.prototype.createShaderProgram.call(this, pipelineContext, vertexCode, fragmentCode, defines, context, transformFeedbackVaryings);\r\n this.onAfterShaderCompilationObservable.notifyObservers(this);\r\n return program;\r\n };\r\n Engine.prototype._createShaderProgram = function (pipelineContext, vertexShader, fragmentShader, context, transformFeedbackVaryings) {\r\n if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }\r\n var shaderProgram = context.createProgram();\r\n pipelineContext.program = shaderProgram;\r\n if (!shaderProgram) {\r\n throw new Error(\"Unable to create program\");\r\n }\r\n context.attachShader(shaderProgram, vertexShader);\r\n context.attachShader(shaderProgram, fragmentShader);\r\n if (this.webGLVersion > 1 && transformFeedbackVaryings) {\r\n var transformFeedback = this.createTransformFeedback();\r\n this.bindTransformFeedback(transformFeedback);\r\n this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);\r\n pipelineContext.transformFeedback = transformFeedback;\r\n }\r\n context.linkProgram(shaderProgram);\r\n if (this.webGLVersion > 1 && transformFeedbackVaryings) {\r\n this.bindTransformFeedback(null);\r\n }\r\n pipelineContext.context = context;\r\n pipelineContext.vertexShader = vertexShader;\r\n pipelineContext.fragmentShader = fragmentShader;\r\n if (!pipelineContext.isParallelCompiled) {\r\n this._finalizePipelineContext(pipelineContext);\r\n }\r\n return shaderProgram;\r\n };\r\n Engine.prototype._releaseTexture = function (texture) {\r\n _super.prototype._releaseTexture.call(this, texture);\r\n // Set output texture of post process to null if the texture has been released/disposed\r\n this.scenes.forEach(function (scene) {\r\n scene.postProcesses.forEach(function (postProcess) {\r\n if (postProcess._outputTexture == texture) {\r\n postProcess._outputTexture = null;\r\n }\r\n });\r\n scene.cameras.forEach(function (camera) {\r\n camera._postProcesses.forEach(function (postProcess) {\r\n if (postProcess) {\r\n if (postProcess._outputTexture == texture) {\r\n postProcess._outputTexture = null;\r\n }\r\n }\r\n });\r\n });\r\n });\r\n };\r\n /**\r\n * @hidden\r\n * Rescales a texture\r\n * @param source input texutre\r\n * @param destination destination texture\r\n * @param scene scene to use to render the resize\r\n * @param internalFormat format to use when resizing\r\n * @param onComplete callback to be called when resize has completed\r\n */\r\n Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {\r\n var _this = this;\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, this._gl.LINEAR);\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, this._gl.LINEAR);\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.CLAMP_TO_EDGE);\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.CLAMP_TO_EDGE);\r\n var rtt = this.createRenderTargetTexture({\r\n width: destination.width,\r\n height: destination.height,\r\n }, {\r\n generateMipMaps: false,\r\n type: 0,\r\n samplingMode: 2,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false\r\n });\r\n if (!this._rescalePostProcess && Engine._RescalePostProcessFactory) {\r\n this._rescalePostProcess = Engine._RescalePostProcessFactory(this);\r\n }\r\n this._rescalePostProcess.getEffect().executeWhenCompiled(function () {\r\n _this._rescalePostProcess.onApply = function (effect) {\r\n effect._bindTexture(\"textureSampler\", source);\r\n };\r\n var hostingScene = scene;\r\n if (!hostingScene) {\r\n hostingScene = _this.scenes[_this.scenes.length - 1];\r\n }\r\n hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);\r\n _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);\r\n _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);\r\n _this.unBindFramebuffer(rtt);\r\n _this._releaseTexture(rtt);\r\n if (onComplete) {\r\n onComplete();\r\n }\r\n });\r\n };\r\n // FPS\r\n /**\r\n * Gets the current framerate\r\n * @returns a number representing the framerate\r\n */\r\n Engine.prototype.getFps = function () {\r\n return this._fps;\r\n };\r\n /**\r\n * Gets the time spent between current and previous frame\r\n * @returns a number representing the delta time in ms\r\n */\r\n Engine.prototype.getDeltaTime = function () {\r\n return this._deltaTime;\r\n };\r\n Engine.prototype._measureFps = function () {\r\n this._performanceMonitor.sampleFrame();\r\n this._fps = this._performanceMonitor.averageFPS;\r\n this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;\r\n };\r\n /** @hidden */\r\n Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {\r\n if (faceIndex === void 0) { faceIndex = 0; }\r\n if (lod === void 0) { lod = 0; }\r\n var gl = this._gl;\r\n var textureType = this._getWebGLTextureType(texture.type);\r\n var format = this._getInternalFormat(texture.format);\r\n var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);\r\n var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;\r\n this._bindTextureDirectly(bindTarget, texture, true);\r\n this._unpackFlipY(texture.invertY);\r\n var target = gl.TEXTURE_2D;\r\n if (texture.isCube) {\r\n target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;\r\n }\r\n gl.texImage2D(target, lod, internalFormat, format, textureType, image);\r\n this._bindTextureDirectly(bindTarget, null, true);\r\n };\r\n /**\r\n * Update a dynamic index buffer\r\n * @param indexBuffer defines the target index buffer\r\n * @param indices defines the data to update\r\n * @param offset defines the offset in the target index buffer where update should start\r\n */\r\n Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n // Force cache update\r\n this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;\r\n this.bindIndexBuffer(indexBuffer);\r\n var arrayBuffer;\r\n if (indices instanceof Uint16Array || indices instanceof Uint32Array) {\r\n arrayBuffer = indices;\r\n }\r\n else {\r\n arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);\r\n }\r\n this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);\r\n this._resetIndexBufferBinding();\r\n };\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets\r\n * @param texture defines the texture to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {\r\n if (this.webGLVersion < 2 || !texture) {\r\n return 1;\r\n }\r\n if (texture.samples === samples) {\r\n return samples;\r\n }\r\n var gl = this._gl;\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n // Dispose previous render buffers\r\n if (texture._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(texture._depthStencilBuffer);\r\n texture._depthStencilBuffer = null;\r\n }\r\n if (texture._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(texture._MSAAFramebuffer);\r\n texture._MSAAFramebuffer = null;\r\n }\r\n if (texture._MSAARenderBuffer) {\r\n gl.deleteRenderbuffer(texture._MSAARenderBuffer);\r\n texture._MSAARenderBuffer = null;\r\n }\r\n if (samples > 1 && gl.renderbufferStorageMultisample) {\r\n var framebuffer = gl.createFramebuffer();\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n texture._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(texture._MSAAFramebuffer);\r\n var colorRenderbuffer = gl.createRenderbuffer();\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);\r\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);\r\n texture._MSAARenderBuffer = colorRenderbuffer;\r\n }\r\n else {\r\n this._bindUnboundFramebuffer(texture._framebuffer);\r\n }\r\n texture.samples = samples;\r\n texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);\r\n this._bindUnboundFramebuffer(null);\r\n return samples;\r\n };\r\n /**\r\n * Updates a depth texture Comparison Mode and Function.\r\n * If the comparison Function is equal to 0, the mode will be set to none.\r\n * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.\r\n * @param texture The texture to set the comparison function for\r\n * @param comparisonFunction The comparison function to set, 0 if no comparison required\r\n */\r\n Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {\r\n if (this.webGLVersion === 1) {\r\n Logger.Error(\"WebGL 1 does not support texture comparison.\");\r\n return;\r\n }\r\n var gl = this._gl;\r\n if (texture.isCube) {\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);\r\n if (comparisonFunction === 0) {\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, 515);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);\r\n }\r\n else {\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);\r\n }\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);\r\n }\r\n else {\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);\r\n if (comparisonFunction === 0) {\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, 515);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);\r\n }\r\n else {\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);\r\n }\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n }\r\n texture._comparisonFunction = comparisonFunction;\r\n };\r\n /**\r\n * Creates a webGL buffer to use with instanciation\r\n * @param capacity defines the size of the buffer\r\n * @returns the webGL buffer\r\n */\r\n Engine.prototype.createInstancesBuffer = function (capacity) {\r\n var buffer = this._gl.createBuffer();\r\n if (!buffer) {\r\n throw new Error(\"Unable to create instance buffer\");\r\n }\r\n var result = new WebGLDataBuffer(buffer);\r\n result.capacity = capacity;\r\n this.bindArrayBuffer(result);\r\n this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);\r\n return result;\r\n };\r\n /**\r\n * Delete a webGL buffer used with instanciation\r\n * @param buffer defines the webGL buffer to delete\r\n */\r\n Engine.prototype.deleteInstancesBuffer = function (buffer) {\r\n this._gl.deleteBuffer(buffer);\r\n };\r\n Engine.prototype._clientWaitAsync = function (sync, flags, interval_ms) {\r\n if (flags === void 0) { flags = 0; }\r\n if (interval_ms === void 0) { interval_ms = 10; }\r\n var gl = this._gl;\r\n return new Promise(function (resolve, reject) {\r\n var check = function () {\r\n var res = gl.clientWaitSync(sync, flags, 0);\r\n if (res == gl.WAIT_FAILED) {\r\n reject();\r\n return;\r\n }\r\n if (res == gl.TIMEOUT_EXPIRED) {\r\n setTimeout(check, interval_ms);\r\n return;\r\n }\r\n resolve();\r\n };\r\n check();\r\n });\r\n };\r\n /** @hidden */\r\n Engine.prototype._readPixelsAsync = function (x, y, w, h, format, type, outputBuffer) {\r\n if (this._webGLVersion < 2) {\r\n throw new Error(\"_readPixelsAsync only work on WebGL2+\");\r\n }\r\n var gl = this._gl;\r\n var buf = gl.createBuffer();\r\n gl.bindBuffer(gl.PIXEL_PACK_BUFFER, buf);\r\n gl.bufferData(gl.PIXEL_PACK_BUFFER, outputBuffer.byteLength, gl.STREAM_READ);\r\n gl.readPixels(x, y, w, h, format, type, 0);\r\n gl.bindBuffer(gl.PIXEL_PACK_BUFFER, null);\r\n var sync = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0);\r\n if (!sync) {\r\n return null;\r\n }\r\n gl.flush();\r\n return this._clientWaitAsync(sync, 0, 10).then(function () {\r\n gl.deleteSync(sync);\r\n gl.bindBuffer(gl.PIXEL_PACK_BUFFER, buf);\r\n gl.getBufferSubData(gl.PIXEL_PACK_BUFFER, 0, outputBuffer);\r\n gl.bindBuffer(gl.PIXEL_PACK_BUFFER, null);\r\n gl.deleteBuffer(buf);\r\n return outputBuffer;\r\n });\r\n };\r\n /** @hidden */\r\n Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {\r\n if (faceIndex === void 0) { faceIndex = -1; }\r\n if (level === void 0) { level = 0; }\r\n if (buffer === void 0) { buffer = null; }\r\n var gl = this._gl;\r\n if (!this._dummyFramebuffer) {\r\n var dummy = gl.createFramebuffer();\r\n if (!dummy) {\r\n throw new Error(\"Unable to create dummy framebuffer\");\r\n }\r\n this._dummyFramebuffer = dummy;\r\n }\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);\r\n if (faceIndex > -1) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);\r\n }\r\n else {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);\r\n }\r\n var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;\r\n switch (readType) {\r\n case gl.UNSIGNED_BYTE:\r\n if (!buffer) {\r\n buffer = new Uint8Array(4 * width * height);\r\n }\r\n readType = gl.UNSIGNED_BYTE;\r\n break;\r\n default:\r\n if (!buffer) {\r\n buffer = new Float32Array(4 * width * height);\r\n }\r\n readType = gl.FLOAT;\r\n break;\r\n }\r\n gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);\r\n return buffer;\r\n };\r\n Engine.prototype.dispose = function () {\r\n this.hideLoadingUI();\r\n this.onNewSceneAddedObservable.clear();\r\n // Release postProcesses\r\n while (this.postProcesses.length) {\r\n this.postProcesses[0].dispose();\r\n }\r\n // Rescale PP\r\n if (this._rescalePostProcess) {\r\n this._rescalePostProcess.dispose();\r\n }\r\n // Release scenes\r\n while (this.scenes.length) {\r\n this.scenes[0].dispose();\r\n }\r\n // Release audio engine\r\n if (Engine.Instances.length === 1 && Engine.audioEngine) {\r\n Engine.audioEngine.dispose();\r\n }\r\n if (this._dummyFramebuffer) {\r\n this._gl.deleteFramebuffer(this._dummyFramebuffer);\r\n }\r\n //WebVR\r\n this.disableVR();\r\n // Events\r\n if (DomManagement.IsWindowObjectExist()) {\r\n window.removeEventListener(\"blur\", this._onBlur);\r\n window.removeEventListener(\"focus\", this._onFocus);\r\n if (this._renderingCanvas) {\r\n this._renderingCanvas.removeEventListener(\"focus\", this._onCanvasFocus);\r\n this._renderingCanvas.removeEventListener(\"blur\", this._onCanvasBlur);\r\n this._renderingCanvas.removeEventListener(\"pointerout\", this._onCanvasPointerOut);\r\n }\r\n document.removeEventListener(\"fullscreenchange\", this._onFullscreenChange);\r\n document.removeEventListener(\"mozfullscreenchange\", this._onFullscreenChange);\r\n document.removeEventListener(\"webkitfullscreenchange\", this._onFullscreenChange);\r\n document.removeEventListener(\"msfullscreenchange\", this._onFullscreenChange);\r\n document.removeEventListener(\"pointerlockchange\", this._onPointerLockChange);\r\n document.removeEventListener(\"mspointerlockchange\", this._onPointerLockChange);\r\n document.removeEventListener(\"mozpointerlockchange\", this._onPointerLockChange);\r\n document.removeEventListener(\"webkitpointerlockchange\", this._onPointerLockChange);\r\n }\r\n _super.prototype.dispose.call(this);\r\n // Remove from Instances\r\n var index = Engine.Instances.indexOf(this);\r\n if (index >= 0) {\r\n Engine.Instances.splice(index, 1);\r\n }\r\n // Observables\r\n this.onResizeObservable.clear();\r\n this.onCanvasBlurObservable.clear();\r\n this.onCanvasFocusObservable.clear();\r\n this.onCanvasPointerOutObservable.clear();\r\n this.onBeginFrameObservable.clear();\r\n this.onEndFrameObservable.clear();\r\n };\r\n Engine.prototype._disableTouchAction = function () {\r\n if (!this._renderingCanvas || !this._renderingCanvas.setAttribute) {\r\n return;\r\n }\r\n this._renderingCanvas.setAttribute(\"touch-action\", \"none\");\r\n this._renderingCanvas.style.touchAction = \"none\";\r\n this._renderingCanvas.style.msTouchAction = \"none\";\r\n };\r\n // Loading screen\r\n /**\r\n * Display the loading screen\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n Engine.prototype.displayLoadingUI = function () {\r\n if (!DomManagement.IsWindowObjectExist()) {\r\n return;\r\n }\r\n var loadingScreen = this.loadingScreen;\r\n if (loadingScreen) {\r\n loadingScreen.displayLoadingUI();\r\n }\r\n };\r\n /**\r\n * Hide the loading screen\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n Engine.prototype.hideLoadingUI = function () {\r\n if (!DomManagement.IsWindowObjectExist()) {\r\n return;\r\n }\r\n var loadingScreen = this._loadingScreen;\r\n if (loadingScreen) {\r\n loadingScreen.hideLoadingUI();\r\n }\r\n };\r\n Object.defineProperty(Engine.prototype, \"loadingScreen\", {\r\n /**\r\n * Gets the current loading screen object\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n get: function () {\r\n if (!this._loadingScreen && this._renderingCanvas) {\r\n this._loadingScreen = Engine.DefaultLoadingScreenFactory(this._renderingCanvas);\r\n }\r\n return this._loadingScreen;\r\n },\r\n /**\r\n * Sets the current loading screen object\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n set: function (loadingScreen) {\r\n this._loadingScreen = loadingScreen;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine.prototype, \"loadingUIText\", {\r\n /**\r\n * Sets the current loading screen text\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n set: function (text) {\r\n this.loadingScreen.loadingUIText = text;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine.prototype, \"loadingUIBackgroundColor\", {\r\n /**\r\n * Sets the current loading screen background color\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n set: function (color) {\r\n this.loadingScreen.loadingUIBackgroundColor = color;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** Pointerlock and fullscreen */\r\n /**\r\n * Ask the browser to promote the current element to pointerlock mode\r\n * @param element defines the DOM element to promote\r\n */\r\n Engine._RequestPointerlock = function (element) {\r\n element.requestPointerLock = element.requestPointerLock || element.msRequestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;\r\n if (element.requestPointerLock) {\r\n element.requestPointerLock();\r\n }\r\n };\r\n /**\r\n * Asks the browser to exit pointerlock mode\r\n */\r\n Engine._ExitPointerlock = function () {\r\n var anyDoc = document;\r\n document.exitPointerLock = document.exitPointerLock || anyDoc.msExitPointerLock || anyDoc.mozExitPointerLock || anyDoc.webkitExitPointerLock;\r\n if (document.exitPointerLock) {\r\n document.exitPointerLock();\r\n }\r\n };\r\n /**\r\n * Ask the browser to promote the current element to fullscreen rendering mode\r\n * @param element defines the DOM element to promote\r\n */\r\n Engine._RequestFullscreen = function (element) {\r\n var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;\r\n if (!requestFunction) {\r\n return;\r\n }\r\n requestFunction.call(element);\r\n };\r\n /**\r\n * Asks the browser to exit fullscreen mode\r\n */\r\n Engine._ExitFullscreen = function () {\r\n var anyDoc = document;\r\n if (document.exitFullscreen) {\r\n document.exitFullscreen();\r\n }\r\n else if (anyDoc.mozCancelFullScreen) {\r\n anyDoc.mozCancelFullScreen();\r\n }\r\n else if (anyDoc.webkitCancelFullScreen) {\r\n anyDoc.webkitCancelFullScreen();\r\n }\r\n else if (anyDoc.msCancelFullScreen) {\r\n anyDoc.msCancelFullScreen();\r\n }\r\n };\r\n // Const statics\r\n /** Defines that alpha blending is disabled */\r\n Engine.ALPHA_DISABLE = 0;\r\n /** Defines that alpha blending to SRC ALPHA * SRC + DEST */\r\n Engine.ALPHA_ADD = 1;\r\n /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */\r\n Engine.ALPHA_COMBINE = 2;\r\n /** Defines that alpha blending to DEST - SRC * DEST */\r\n Engine.ALPHA_SUBTRACT = 3;\r\n /** Defines that alpha blending to SRC * DEST */\r\n Engine.ALPHA_MULTIPLY = 4;\r\n /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */\r\n Engine.ALPHA_MAXIMIZED = 5;\r\n /** Defines that alpha blending to SRC + DEST */\r\n Engine.ALPHA_ONEONE = 6;\r\n /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */\r\n Engine.ALPHA_PREMULTIPLIED = 7;\r\n /**\r\n * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST\r\n * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA\r\n */\r\n Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;\r\n /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */\r\n Engine.ALPHA_INTERPOLATE = 9;\r\n /**\r\n * Defines that alpha blending to SRC + (1 - SRC) * DEST\r\n * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA\r\n */\r\n Engine.ALPHA_SCREENMODE = 10;\r\n /** Defines that the ressource is not delayed*/\r\n Engine.DELAYLOADSTATE_NONE = 0;\r\n /** Defines that the ressource was successfully delay loaded */\r\n Engine.DELAYLOADSTATE_LOADED = 1;\r\n /** Defines that the ressource is currently delay loading */\r\n Engine.DELAYLOADSTATE_LOADING = 2;\r\n /** Defines that the ressource is delayed and has not started loading */\r\n Engine.DELAYLOADSTATE_NOTLOADED = 4;\r\n // Depht or Stencil test Constants.\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */\r\n Engine.NEVER = 512;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */\r\n Engine.ALWAYS = 519;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */\r\n Engine.LESS = 513;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */\r\n Engine.EQUAL = 514;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */\r\n Engine.LEQUAL = 515;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */\r\n Engine.GREATER = 516;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */\r\n Engine.GEQUAL = 518;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */\r\n Engine.NOTEQUAL = 517;\r\n // Stencil Actions Constants.\r\n /** Passed to stencilOperation to specify that stencil value must be kept */\r\n Engine.KEEP = 7680;\r\n /** Passed to stencilOperation to specify that stencil value must be replaced */\r\n Engine.REPLACE = 7681;\r\n /** Passed to stencilOperation to specify that stencil value must be incremented */\r\n Engine.INCR = 7682;\r\n /** Passed to stencilOperation to specify that stencil value must be decremented */\r\n Engine.DECR = 7683;\r\n /** Passed to stencilOperation to specify that stencil value must be inverted */\r\n Engine.INVERT = 5386;\r\n /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */\r\n Engine.INCR_WRAP = 34055;\r\n /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */\r\n Engine.DECR_WRAP = 34056;\r\n /** Texture is not repeating outside of 0..1 UVs */\r\n Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;\r\n /** Texture is repeating outside of 0..1 UVs */\r\n Engine.TEXTURE_WRAP_ADDRESSMODE = 1;\r\n /** Texture is repeating and mirrored */\r\n Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;\r\n /** ALPHA */\r\n Engine.TEXTUREFORMAT_ALPHA = 0;\r\n /** LUMINANCE */\r\n Engine.TEXTUREFORMAT_LUMINANCE = 1;\r\n /** LUMINANCE_ALPHA */\r\n Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;\r\n /** RGB */\r\n Engine.TEXTUREFORMAT_RGB = 4;\r\n /** RGBA */\r\n Engine.TEXTUREFORMAT_RGBA = 5;\r\n /** RED */\r\n Engine.TEXTUREFORMAT_RED = 6;\r\n /** RED (2nd reference) */\r\n Engine.TEXTUREFORMAT_R = 6;\r\n /** RG */\r\n Engine.TEXTUREFORMAT_RG = 7;\r\n /** RED_INTEGER */\r\n Engine.TEXTUREFORMAT_RED_INTEGER = 8;\r\n /** RED_INTEGER (2nd reference) */\r\n Engine.TEXTUREFORMAT_R_INTEGER = 8;\r\n /** RG_INTEGER */\r\n Engine.TEXTUREFORMAT_RG_INTEGER = 9;\r\n /** RGB_INTEGER */\r\n Engine.TEXTUREFORMAT_RGB_INTEGER = 10;\r\n /** RGBA_INTEGER */\r\n Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;\r\n /** UNSIGNED_BYTE */\r\n Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;\r\n /** UNSIGNED_BYTE (2nd reference) */\r\n Engine.TEXTURETYPE_UNSIGNED_INT = 0;\r\n /** FLOAT */\r\n Engine.TEXTURETYPE_FLOAT = 1;\r\n /** HALF_FLOAT */\r\n Engine.TEXTURETYPE_HALF_FLOAT = 2;\r\n /** BYTE */\r\n Engine.TEXTURETYPE_BYTE = 3;\r\n /** SHORT */\r\n Engine.TEXTURETYPE_SHORT = 4;\r\n /** UNSIGNED_SHORT */\r\n Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;\r\n /** INT */\r\n Engine.TEXTURETYPE_INT = 6;\r\n /** UNSIGNED_INT */\r\n Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;\r\n /** UNSIGNED_SHORT_4_4_4_4 */\r\n Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;\r\n /** UNSIGNED_SHORT_5_5_5_1 */\r\n Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;\r\n /** UNSIGNED_SHORT_5_6_5 */\r\n Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;\r\n /** UNSIGNED_INT_2_10_10_10_REV */\r\n Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;\r\n /** UNSIGNED_INT_24_8 */\r\n Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;\r\n /** UNSIGNED_INT_10F_11F_11F_REV */\r\n Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;\r\n /** UNSIGNED_INT_5_9_9_9_REV */\r\n Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;\r\n /** FLOAT_32_UNSIGNED_INT_24_8_REV */\r\n Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;\r\n /** nearest is mag = nearest and min = nearest and mip = linear */\r\n Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;\r\n /** Bilinear is mag = linear and min = linear and mip = nearest */\r\n Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;\r\n /** nearest is mag = nearest and min = nearest and mip = linear */\r\n Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 8;\r\n /** Bilinear is mag = linear and min = linear and mip = nearest */\r\n Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 11;\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;\r\n /** mag = nearest and min = nearest and mip = nearest */\r\n Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;\r\n /** mag = nearest and min = linear and mip = nearest */\r\n Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;\r\n /** mag = nearest and min = linear and mip = linear */\r\n Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;\r\n /** mag = nearest and min = linear and mip = none */\r\n Engine.TEXTURE_NEAREST_LINEAR = 7;\r\n /** mag = nearest and min = nearest and mip = none */\r\n Engine.TEXTURE_NEAREST_NEAREST = 1;\r\n /** mag = linear and min = nearest and mip = nearest */\r\n Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;\r\n /** mag = linear and min = nearest and mip = linear */\r\n Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;\r\n /** mag = linear and min = linear and mip = none */\r\n Engine.TEXTURE_LINEAR_LINEAR = 2;\r\n /** mag = linear and min = nearest and mip = none */\r\n Engine.TEXTURE_LINEAR_NEAREST = 12;\r\n /** Explicit coordinates mode */\r\n Engine.TEXTURE_EXPLICIT_MODE = 0;\r\n /** Spherical coordinates mode */\r\n Engine.TEXTURE_SPHERICAL_MODE = 1;\r\n /** Planar coordinates mode */\r\n Engine.TEXTURE_PLANAR_MODE = 2;\r\n /** Cubic coordinates mode */\r\n Engine.TEXTURE_CUBIC_MODE = 3;\r\n /** Projection coordinates mode */\r\n Engine.TEXTURE_PROJECTION_MODE = 4;\r\n /** Skybox coordinates mode */\r\n Engine.TEXTURE_SKYBOX_MODE = 5;\r\n /** Inverse Cubic coordinates mode */\r\n Engine.TEXTURE_INVCUBIC_MODE = 6;\r\n /** Equirectangular coordinates mode */\r\n Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;\r\n /** Equirectangular Fixed coordinates mode */\r\n Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;\r\n /** Equirectangular Fixed Mirrored coordinates mode */\r\n Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;\r\n // Texture rescaling mode\r\n /** Defines that texture rescaling will use a floor to find the closer power of 2 size */\r\n Engine.SCALEMODE_FLOOR = 1;\r\n /** Defines that texture rescaling will look for the nearest power of 2 size */\r\n Engine.SCALEMODE_NEAREST = 2;\r\n /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */\r\n Engine.SCALEMODE_CEILING = 3;\r\n /**\r\n * Method called to create the default rescale post process on each engine.\r\n */\r\n Engine._RescalePostProcessFactory = null;\r\n return Engine;\r\n}(ThinEngine));\r\nexport { Engine };\r\n//# sourceMappingURL=engine.js.map","import { __assign, __decorate } from \"tslib\";\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { BaseSubMesh } from \"../Meshes/subMesh\";\r\nimport { UniformBuffer } from \"./uniformBuffer\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Plane } from '../Maths/math.plane';\r\n/**\r\n * Base class for the main features of a material in Babylon.js\r\n */\r\nvar Material = /** @class */ (function () {\r\n /**\r\n * Creates a material instance\r\n * @param name defines the name of the material\r\n * @param scene defines the scene to reference\r\n * @param doNotAdd specifies if the material should be added to the scene\r\n */\r\n function Material(name, scene, doNotAdd) {\r\n /**\r\n * Gets or sets user defined metadata\r\n */\r\n this.metadata = null;\r\n /**\r\n * For internal use only. Please do not use.\r\n */\r\n this.reservedDataStore = null;\r\n /**\r\n * Specifies if the ready state should be checked on each call\r\n */\r\n this.checkReadyOnEveryCall = false;\r\n /**\r\n * Specifies if the ready state should be checked once\r\n */\r\n this.checkReadyOnlyOnce = false;\r\n /**\r\n * The state of the material\r\n */\r\n this.state = \"\";\r\n /**\r\n * The alpha value of the material\r\n */\r\n this._alpha = 1.0;\r\n /**\r\n * Specifies if back face culling is enabled\r\n */\r\n this._backFaceCulling = true;\r\n /**\r\n * Callback triggered when the material is compiled\r\n */\r\n this.onCompiled = null;\r\n /**\r\n * Callback triggered when an error occurs\r\n */\r\n this.onError = null;\r\n /**\r\n * Callback triggered to get the render target textures\r\n */\r\n this.getRenderTargetTextures = null;\r\n /**\r\n * Specifies if the material should be serialized\r\n */\r\n this.doNotSerialize = false;\r\n /**\r\n * @hidden\r\n */\r\n this._storeEffectOnSubMeshes = false;\r\n /**\r\n * Stores the animations for the material\r\n */\r\n this.animations = null;\r\n /**\r\n * An event triggered when the material is disposed\r\n */\r\n this.onDisposeObservable = new Observable();\r\n /**\r\n * An observer which watches for dispose events\r\n */\r\n this._onDisposeObserver = null;\r\n this._onUnBindObservable = null;\r\n /**\r\n * An observer which watches for bind events\r\n */\r\n this._onBindObserver = null;\r\n /**\r\n * Stores the value of the alpha mode\r\n */\r\n this._alphaMode = 2;\r\n /**\r\n * Stores the state of the need depth pre-pass value\r\n */\r\n this._needDepthPrePass = false;\r\n /**\r\n * Specifies if depth writing should be disabled\r\n */\r\n this.disableDepthWrite = false;\r\n /**\r\n * Specifies if depth writing should be forced\r\n */\r\n this.forceDepthWrite = false;\r\n /**\r\n * Specifies the depth function that should be used. 0 means the default engine function\r\n */\r\n this.depthFunction = 0;\r\n /**\r\n * Specifies if there should be a separate pass for culling\r\n */\r\n this.separateCullingPass = false;\r\n /**\r\n * Stores the state specifing if fog should be enabled\r\n */\r\n this._fogEnabled = true;\r\n /**\r\n * Stores the size of points\r\n */\r\n this.pointSize = 1.0;\r\n /**\r\n * Stores the z offset value\r\n */\r\n this.zOffset = 0;\r\n /**\r\n * @hidden\r\n * Stores the effects for the material\r\n */\r\n this._effect = null;\r\n /**\r\n * Specifies if uniform buffers should be used\r\n */\r\n this._useUBO = false;\r\n /**\r\n * Stores the fill mode state\r\n */\r\n this._fillMode = Material.TriangleFillMode;\r\n /**\r\n * Specifies if the depth write state should be cached\r\n */\r\n this._cachedDepthWriteState = false;\r\n /**\r\n * Specifies if the depth function state should be cached\r\n */\r\n this._cachedDepthFunctionState = 0;\r\n /** @hidden */\r\n this._indexInSceneMaterialArray = -1;\r\n /** @hidden */\r\n this.meshMap = null;\r\n this.name = name;\r\n this.id = name || Tools.RandomId();\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this.uniqueId = this._scene.getUniqueId();\r\n if (this._scene.useRightHandedSystem) {\r\n this.sideOrientation = Material.ClockWiseSideOrientation;\r\n }\r\n else {\r\n this.sideOrientation = Material.CounterClockWiseSideOrientation;\r\n }\r\n this._uniformBuffer = new UniformBuffer(this._scene.getEngine());\r\n this._useUBO = this.getScene().getEngine().supportsUniformBuffers;\r\n if (!doNotAdd) {\r\n this._scene.addMaterial(this);\r\n }\r\n if (this._scene.useMaterialMeshMap) {\r\n this.meshMap = {};\r\n }\r\n }\r\n Object.defineProperty(Material.prototype, \"alpha\", {\r\n /**\r\n * Gets the alpha value of the material\r\n */\r\n get: function () {\r\n return this._alpha;\r\n },\r\n /**\r\n * Sets the alpha value of the material\r\n */\r\n set: function (value) {\r\n if (this._alpha === value) {\r\n return;\r\n }\r\n this._alpha = value;\r\n this.markAsDirty(Material.MiscDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"backFaceCulling\", {\r\n /**\r\n * Gets the back-face culling state\r\n */\r\n get: function () {\r\n return this._backFaceCulling;\r\n },\r\n /**\r\n * Sets the back-face culling state\r\n */\r\n set: function (value) {\r\n if (this._backFaceCulling === value) {\r\n return;\r\n }\r\n this._backFaceCulling = value;\r\n this.markAsDirty(Material.TextureDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"hasRenderTargetTextures\", {\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"onDispose\", {\r\n /**\r\n * Called during a dispose event\r\n */\r\n set: function (callback) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"onBindObservable\", {\r\n /**\r\n * An event triggered when the material is bound\r\n */\r\n get: function () {\r\n if (!this._onBindObservable) {\r\n this._onBindObservable = new Observable();\r\n }\r\n return this._onBindObservable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"onBind\", {\r\n /**\r\n * Called during a bind event\r\n */\r\n set: function (callback) {\r\n if (this._onBindObserver) {\r\n this.onBindObservable.remove(this._onBindObserver);\r\n }\r\n this._onBindObserver = this.onBindObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"onUnBindObservable\", {\r\n /**\r\n * An event triggered when the material is unbound\r\n */\r\n get: function () {\r\n if (!this._onUnBindObservable) {\r\n this._onUnBindObservable = new Observable();\r\n }\r\n return this._onUnBindObservable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"alphaMode\", {\r\n /**\r\n * Gets the value of the alpha mode\r\n */\r\n get: function () {\r\n return this._alphaMode;\r\n },\r\n /**\r\n * Sets the value of the alpha mode.\r\n *\r\n * | Value | Type | Description |\r\n * | --- | --- | --- |\r\n * | 0 | ALPHA_DISABLE | |\r\n * | 1 | ALPHA_ADD | |\r\n * | 2 | ALPHA_COMBINE | |\r\n * | 3 | ALPHA_SUBTRACT | |\r\n * | 4 | ALPHA_MULTIPLY | |\r\n * | 5 | ALPHA_MAXIMIZED | |\r\n * | 6 | ALPHA_ONEONE | |\r\n * | 7 | ALPHA_PREMULTIPLIED | |\r\n * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |\r\n * | 9 | ALPHA_INTERPOLATE | |\r\n * | 10 | ALPHA_SCREENMODE | |\r\n *\r\n */\r\n set: function (value) {\r\n if (this._alphaMode === value) {\r\n return;\r\n }\r\n this._alphaMode = value;\r\n this.markAsDirty(Material.TextureDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"needDepthPrePass\", {\r\n /**\r\n * Gets the depth pre-pass value\r\n */\r\n get: function () {\r\n return this._needDepthPrePass;\r\n },\r\n /**\r\n * Sets the need depth pre-pass value\r\n */\r\n set: function (value) {\r\n if (this._needDepthPrePass === value) {\r\n return;\r\n }\r\n this._needDepthPrePass = value;\r\n if (this._needDepthPrePass) {\r\n this.checkReadyOnEveryCall = true;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"fogEnabled\", {\r\n /**\r\n * Gets the value of the fog enabled state\r\n */\r\n get: function () {\r\n return this._fogEnabled;\r\n },\r\n /**\r\n * Sets the state for enabling fog\r\n */\r\n set: function (value) {\r\n if (this._fogEnabled === value) {\r\n return;\r\n }\r\n this._fogEnabled = value;\r\n this.markAsDirty(Material.MiscDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"wireframe\", {\r\n /**\r\n * Gets a value specifying if wireframe mode is enabled\r\n */\r\n get: function () {\r\n switch (this._fillMode) {\r\n case Material.WireFrameFillMode:\r\n case Material.LineListDrawMode:\r\n case Material.LineLoopDrawMode:\r\n case Material.LineStripDrawMode:\r\n return true;\r\n }\r\n return this._scene.forceWireframe;\r\n },\r\n /**\r\n * Sets the state of wireframe mode\r\n */\r\n set: function (value) {\r\n this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"pointsCloud\", {\r\n /**\r\n * Gets the value specifying if point clouds are enabled\r\n */\r\n get: function () {\r\n switch (this._fillMode) {\r\n case Material.PointFillMode:\r\n case Material.PointListDrawMode:\r\n return true;\r\n }\r\n return this._scene.forcePointsCloud;\r\n },\r\n /**\r\n * Sets the state of point cloud mode\r\n */\r\n set: function (value) {\r\n this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"fillMode\", {\r\n /**\r\n * Gets the material fill mode\r\n */\r\n get: function () {\r\n return this._fillMode;\r\n },\r\n /**\r\n * Sets the material fill mode\r\n */\r\n set: function (value) {\r\n if (this._fillMode === value) {\r\n return;\r\n }\r\n this._fillMode = value;\r\n this.markAsDirty(Material.MiscDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns a string representation of the current material\r\n * @param fullDetails defines a boolean indicating which levels of logging is desired\r\n * @returns a string with material information\r\n */\r\n Material.prototype.toString = function (fullDetails) {\r\n var ret = \"Name: \" + this.name;\r\n if (fullDetails) {\r\n }\r\n return ret;\r\n };\r\n /**\r\n * Gets the class name of the material\r\n * @returns a string with the class name of the material\r\n */\r\n Material.prototype.getClassName = function () {\r\n return \"Material\";\r\n };\r\n Object.defineProperty(Material.prototype, \"isFrozen\", {\r\n /**\r\n * Specifies if updates for the material been locked\r\n */\r\n get: function () {\r\n return this.checkReadyOnlyOnce;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Locks updates for the material\r\n */\r\n Material.prototype.freeze = function () {\r\n this.markDirty();\r\n this.checkReadyOnlyOnce = true;\r\n };\r\n /**\r\n * Unlocks updates for the material\r\n */\r\n Material.prototype.unfreeze = function () {\r\n this.markDirty();\r\n this.checkReadyOnlyOnce = false;\r\n };\r\n /**\r\n * Specifies if the material is ready to be used\r\n * @param mesh defines the mesh to check\r\n * @param useInstances specifies if instances should be used\r\n * @returns a boolean indicating if the material is ready to be used\r\n */\r\n Material.prototype.isReady = function (mesh, useInstances) {\r\n return true;\r\n };\r\n /**\r\n * Specifies that the submesh is ready to be used\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @param useInstances specifies that instances should be used\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {\r\n return false;\r\n };\r\n /**\r\n * Returns the material effect\r\n * @returns the effect associated with the material\r\n */\r\n Material.prototype.getEffect = function () {\r\n return this._effect;\r\n };\r\n /**\r\n * Returns the current scene\r\n * @returns a Scene\r\n */\r\n Material.prototype.getScene = function () {\r\n return this._scene;\r\n };\r\n /**\r\n * Specifies if the material will require alpha blending\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n Material.prototype.needAlphaBlending = function () {\r\n return (this.alpha < 1.0);\r\n };\r\n /**\r\n * Specifies if the mesh will require alpha blending\r\n * @param mesh defines the mesh to check\r\n * @returns a boolean specifying if alpha blending is needed for the mesh\r\n */\r\n Material.prototype.needAlphaBlendingForMesh = function (mesh) {\r\n return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;\r\n };\r\n /**\r\n * Specifies if this material should be rendered in alpha test mode\r\n * @returns a boolean specifying if an alpha test is needed.\r\n */\r\n Material.prototype.needAlphaTesting = function () {\r\n return false;\r\n };\r\n /**\r\n * Gets the texture used for the alpha test\r\n * @returns the texture to use for alpha testing\r\n */\r\n Material.prototype.getAlphaTestTexture = function () {\r\n return null;\r\n };\r\n /**\r\n * Marks the material to indicate that it needs to be re-calculated\r\n */\r\n Material.prototype.markDirty = function () {\r\n var meshes = this.getScene().meshes;\r\n for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {\r\n var mesh = meshes_1[_i];\r\n if (!mesh.subMeshes) {\r\n continue;\r\n }\r\n for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {\r\n var subMesh = _b[_a];\r\n if (subMesh.getMaterial() !== this) {\r\n continue;\r\n }\r\n if (!subMesh.effect) {\r\n continue;\r\n }\r\n subMesh.effect._wasPreviouslyReady = false;\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n Material.prototype._preBind = function (effect, overrideOrientation) {\r\n if (overrideOrientation === void 0) { overrideOrientation = null; }\r\n var engine = this._scene.getEngine();\r\n var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;\r\n var reverse = orientation === Material.ClockWiseSideOrientation;\r\n engine.enableEffect(effect ? effect : this._effect);\r\n engine.setState(this.backFaceCulling, this.zOffset, false, reverse);\r\n return reverse;\r\n };\r\n /**\r\n * Binds the material to the mesh\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh to bind the material to\r\n */\r\n Material.prototype.bind = function (world, mesh) {\r\n };\r\n /**\r\n * Binds the submesh to the material\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {\r\n };\r\n /**\r\n * Binds the world matrix to the material\r\n * @param world defines the world transformation matrix\r\n */\r\n Material.prototype.bindOnlyWorldMatrix = function (world) {\r\n };\r\n /**\r\n * Binds the scene's uniform buffer to the effect.\r\n * @param effect defines the effect to bind to the scene uniform buffer\r\n * @param sceneUbo defines the uniform buffer storing scene data\r\n */\r\n Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {\r\n sceneUbo.bindToEffect(effect, \"Scene\");\r\n };\r\n /**\r\n * Binds the view matrix to the effect\r\n * @param effect defines the effect to bind the view matrix to\r\n */\r\n Material.prototype.bindView = function (effect) {\r\n if (!this._useUBO) {\r\n effect.setMatrix(\"view\", this.getScene().getViewMatrix());\r\n }\r\n else {\r\n this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());\r\n }\r\n };\r\n /**\r\n * Binds the view projection matrix to the effect\r\n * @param effect defines the effect to bind the view projection matrix to\r\n */\r\n Material.prototype.bindViewProjection = function (effect) {\r\n if (!this._useUBO) {\r\n effect.setMatrix(\"viewProjection\", this.getScene().getTransformMatrix());\r\n }\r\n else {\r\n this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());\r\n }\r\n };\r\n /**\r\n * Specifies if material alpha testing should be turned on for the mesh\r\n * @param mesh defines the mesh to check\r\n */\r\n Material.prototype._shouldTurnAlphaTestOn = function (mesh) {\r\n return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());\r\n };\r\n /**\r\n * Processes to execute after binding the material to a mesh\r\n * @param mesh defines the rendered mesh\r\n */\r\n Material.prototype._afterBind = function (mesh) {\r\n this._scene._cachedMaterial = this;\r\n if (mesh) {\r\n this._scene._cachedVisibility = mesh.visibility;\r\n }\r\n else {\r\n this._scene._cachedVisibility = 1;\r\n }\r\n if (this._onBindObservable && mesh) {\r\n this._onBindObservable.notifyObservers(mesh);\r\n }\r\n if (this.disableDepthWrite) {\r\n var engine = this._scene.getEngine();\r\n this._cachedDepthWriteState = engine.getDepthWrite();\r\n engine.setDepthWrite(false);\r\n }\r\n if (this.depthFunction !== 0) {\r\n var engine = this._scene.getEngine();\r\n this._cachedDepthFunctionState = engine.getDepthFunction() || 0;\r\n engine.setDepthFunction(this.depthFunction);\r\n }\r\n };\r\n /**\r\n * Unbinds the material from the mesh\r\n */\r\n Material.prototype.unbind = function () {\r\n if (this._onUnBindObservable) {\r\n this._onUnBindObservable.notifyObservers(this);\r\n }\r\n if (this.depthFunction !== 0) {\r\n var engine = this._scene.getEngine();\r\n engine.setDepthFunction(this._cachedDepthFunctionState);\r\n }\r\n if (this.disableDepthWrite) {\r\n var engine = this._scene.getEngine();\r\n engine.setDepthWrite(this._cachedDepthWriteState);\r\n }\r\n };\r\n /**\r\n * Gets the active textures from the material\r\n * @returns an array of textures\r\n */\r\n Material.prototype.getActiveTextures = function () {\r\n return [];\r\n };\r\n /**\r\n * Specifies if the material uses a texture\r\n * @param texture defines the texture to check against the material\r\n * @returns a boolean specifying if the material uses the texture\r\n */\r\n Material.prototype.hasTexture = function (texture) {\r\n return false;\r\n };\r\n /**\r\n * Makes a duplicate of the material, and gives it a new name\r\n * @param name defines the new name for the duplicated material\r\n * @returns the cloned material\r\n */\r\n Material.prototype.clone = function (name) {\r\n return null;\r\n };\r\n /**\r\n * Gets the meshes bound to the material\r\n * @returns an array of meshes bound to the material\r\n */\r\n Material.prototype.getBindedMeshes = function () {\r\n var _this = this;\r\n if (this.meshMap) {\r\n var result = new Array();\r\n for (var meshId in this.meshMap) {\r\n var mesh = this.meshMap[meshId];\r\n if (mesh) {\r\n result.push(mesh);\r\n }\r\n }\r\n return result;\r\n }\r\n else {\r\n var meshes = this._scene.meshes;\r\n return meshes.filter(function (mesh) { return mesh.material === _this; });\r\n }\r\n };\r\n /**\r\n * Force shader compilation\r\n * @param mesh defines the mesh associated with this material\r\n * @param onCompiled defines a function to execute once the material is compiled\r\n * @param options defines the options to configure the compilation\r\n * @param onError defines a function to execute if the material fails compiling\r\n */\r\n Material.prototype.forceCompilation = function (mesh, onCompiled, options, onError) {\r\n var _this = this;\r\n var localOptions = __assign({ clipPlane: false, useInstances: false }, options);\r\n var subMesh = new BaseSubMesh();\r\n var scene = this.getScene();\r\n var checkReady = function () {\r\n if (!_this._scene || !_this._scene.getEngine()) {\r\n return;\r\n }\r\n if (subMesh._materialDefines) {\r\n subMesh._materialDefines._renderId = -1;\r\n }\r\n var clipPlaneState = scene.clipPlane;\r\n if (localOptions.clipPlane) {\r\n scene.clipPlane = new Plane(0, 0, 0, 1);\r\n }\r\n if (_this._storeEffectOnSubMeshes) {\r\n if (_this.isReadyForSubMesh(mesh, subMesh, localOptions.useInstances)) {\r\n if (onCompiled) {\r\n onCompiled(_this);\r\n }\r\n }\r\n else {\r\n if (subMesh.effect && subMesh.effect.getCompilationError() && subMesh.effect.allFallbacksProcessed()) {\r\n if (onError) {\r\n onError(subMesh.effect.getCompilationError());\r\n }\r\n }\r\n else {\r\n setTimeout(checkReady, 16);\r\n }\r\n }\r\n }\r\n else {\r\n if (_this.isReady()) {\r\n if (onCompiled) {\r\n onCompiled(_this);\r\n }\r\n }\r\n else {\r\n setTimeout(checkReady, 16);\r\n }\r\n }\r\n if (localOptions.clipPlane) {\r\n scene.clipPlane = clipPlaneState;\r\n }\r\n };\r\n checkReady();\r\n };\r\n /**\r\n * Force shader compilation\r\n * @param mesh defines the mesh that will use this material\r\n * @param options defines additional options for compiling the shaders\r\n * @returns a promise that resolves when the compilation completes\r\n */\r\n Material.prototype.forceCompilationAsync = function (mesh, options) {\r\n var _this = this;\r\n return new Promise(function (resolve, reject) {\r\n _this.forceCompilation(mesh, function () {\r\n resolve();\r\n }, options, function (reason) {\r\n reject(reason);\r\n });\r\n });\r\n };\r\n /**\r\n * Marks a define in the material to indicate that it needs to be re-computed\r\n * @param flag defines a flag used to determine which parts of the material have to be marked as dirty\r\n */\r\n Material.prototype.markAsDirty = function (flag) {\r\n if (this.getScene().blockMaterialDirtyMechanism) {\r\n return;\r\n }\r\n Material._DirtyCallbackArray.length = 0;\r\n if (flag & Material.TextureDirtyFlag) {\r\n Material._DirtyCallbackArray.push(Material._TextureDirtyCallBack);\r\n }\r\n if (flag & Material.LightDirtyFlag) {\r\n Material._DirtyCallbackArray.push(Material._LightsDirtyCallBack);\r\n }\r\n if (flag & Material.FresnelDirtyFlag) {\r\n Material._DirtyCallbackArray.push(Material._FresnelDirtyCallBack);\r\n }\r\n if (flag & Material.AttributesDirtyFlag) {\r\n Material._DirtyCallbackArray.push(Material._AttributeDirtyCallBack);\r\n }\r\n if (flag & Material.MiscDirtyFlag) {\r\n Material._DirtyCallbackArray.push(Material._MiscDirtyCallBack);\r\n }\r\n if (Material._DirtyCallbackArray.length) {\r\n this._markAllSubMeshesAsDirty(Material._RunDirtyCallBacks);\r\n }\r\n this.getScene().resetCachedMaterial();\r\n };\r\n /**\r\n * Marks all submeshes of a material to indicate that their material defines need to be re-calculated\r\n * @param func defines a function which checks material defines against the submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsDirty = function (func) {\r\n if (this.getScene().blockMaterialDirtyMechanism) {\r\n return;\r\n }\r\n var meshes = this.getScene().meshes;\r\n for (var _i = 0, meshes_2 = meshes; _i < meshes_2.length; _i++) {\r\n var mesh = meshes_2[_i];\r\n if (!mesh.subMeshes) {\r\n continue;\r\n }\r\n for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {\r\n var subMesh = _b[_a];\r\n if (subMesh.getMaterial() !== this) {\r\n continue;\r\n }\r\n if (!subMesh._materialDefines) {\r\n continue;\r\n }\r\n func(subMesh._materialDefines);\r\n }\r\n }\r\n };\r\n /**\r\n * Indicates that we need to re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsAllDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._AllDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that image processing needs to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._ImageProcessingDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that textures need to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsTexturesDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._TextureDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that fresnel needs to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsFresnelDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._FresnelDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that fresnel and misc need to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._FresnelAndMiscDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that lights need to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsLightsDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._LightsDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that attributes need to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsAttributesDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._AttributeDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that misc needs to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsMiscDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._MiscDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that textures and misc need to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._TextureAndMiscDirtyCallBack);\r\n };\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n * @param forceDisposeTextures specifies if textures should be forcefully disposed\r\n * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh\r\n */\r\n Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {\r\n var scene = this.getScene();\r\n // Animations\r\n scene.stopAnimation(this);\r\n scene.freeProcessedMaterials();\r\n // Remove from scene\r\n scene.removeMaterial(this);\r\n if (notBoundToMesh !== true) {\r\n // Remove from meshes\r\n if (this.meshMap) {\r\n for (var meshId in this.meshMap) {\r\n var mesh = this.meshMap[meshId];\r\n if (mesh) {\r\n mesh.material = null; // will set the entry in the map to undefined\r\n this.releaseVertexArrayObject(mesh, forceDisposeEffect);\r\n }\r\n }\r\n }\r\n else {\r\n var meshes = scene.meshes;\r\n for (var _i = 0, meshes_3 = meshes; _i < meshes_3.length; _i++) {\r\n var mesh = meshes_3[_i];\r\n if (mesh.material === this && !mesh.sourceMesh) {\r\n mesh.material = null;\r\n this.releaseVertexArrayObject(mesh, forceDisposeEffect);\r\n }\r\n }\r\n }\r\n }\r\n this._uniformBuffer.dispose();\r\n // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect\r\n if (forceDisposeEffect && this._effect) {\r\n if (!this._storeEffectOnSubMeshes) {\r\n this._effect.dispose();\r\n }\r\n this._effect = null;\r\n }\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n if (this._onBindObservable) {\r\n this._onBindObservable.clear();\r\n }\r\n if (this._onUnBindObservable) {\r\n this._onUnBindObservable.clear();\r\n }\r\n };\r\n /** @hidden */\r\n Material.prototype.releaseVertexArrayObject = function (mesh, forceDisposeEffect) {\r\n if (mesh.geometry) {\r\n var geometry = (mesh.geometry);\r\n if (this._storeEffectOnSubMeshes) {\r\n for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {\r\n var subMesh = _a[_i];\r\n geometry._releaseVertexArrayObject(subMesh._materialEffect);\r\n if (forceDisposeEffect && subMesh._materialEffect) {\r\n subMesh._materialEffect.dispose();\r\n }\r\n }\r\n }\r\n else {\r\n geometry._releaseVertexArrayObject(this._effect);\r\n }\r\n }\r\n };\r\n /**\r\n * Serializes this material\r\n * @returns the serialized material object\r\n */\r\n Material.prototype.serialize = function () {\r\n return SerializationHelper.Serialize(this);\r\n };\r\n /**\r\n * Creates a material from parsed material data\r\n * @param parsedMaterial defines parsed material data\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures\r\n * @returns a new material\r\n */\r\n Material.Parse = function (parsedMaterial, scene, rootUrl) {\r\n if (!parsedMaterial.customType) {\r\n parsedMaterial.customType = \"BABYLON.StandardMaterial\";\r\n }\r\n else if (parsedMaterial.customType === \"BABYLON.PBRMaterial\" && parsedMaterial.overloadedAlbedo) {\r\n parsedMaterial.customType = \"BABYLON.LegacyPBRMaterial\";\r\n if (!BABYLON.LegacyPBRMaterial) {\r\n Logger.Error(\"Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.\");\r\n return null;\r\n }\r\n }\r\n var materialType = Tools.Instantiate(parsedMaterial.customType);\r\n return materialType.Parse(parsedMaterial, scene, rootUrl);\r\n };\r\n /**\r\n * Returns the triangle fill mode\r\n */\r\n Material.TriangleFillMode = 0;\r\n /**\r\n * Returns the wireframe mode\r\n */\r\n Material.WireFrameFillMode = 1;\r\n /**\r\n * Returns the point fill mode\r\n */\r\n Material.PointFillMode = 2;\r\n /**\r\n * Returns the point list draw mode\r\n */\r\n Material.PointListDrawMode = 3;\r\n /**\r\n * Returns the line list draw mode\r\n */\r\n Material.LineListDrawMode = 4;\r\n /**\r\n * Returns the line loop draw mode\r\n */\r\n Material.LineLoopDrawMode = 5;\r\n /**\r\n * Returns the line strip draw mode\r\n */\r\n Material.LineStripDrawMode = 6;\r\n /**\r\n * Returns the triangle strip draw mode\r\n */\r\n Material.TriangleStripDrawMode = 7;\r\n /**\r\n * Returns the triangle fan draw mode\r\n */\r\n Material.TriangleFanDrawMode = 8;\r\n /**\r\n * Stores the clock-wise side orientation\r\n */\r\n Material.ClockWiseSideOrientation = 0;\r\n /**\r\n * Stores the counter clock-wise side orientation\r\n */\r\n Material.CounterClockWiseSideOrientation = 1;\r\n /**\r\n * The dirty texture flag value\r\n */\r\n Material.TextureDirtyFlag = 1;\r\n /**\r\n * The dirty light flag value\r\n */\r\n Material.LightDirtyFlag = 2;\r\n /**\r\n * The dirty fresnel flag value\r\n */\r\n Material.FresnelDirtyFlag = 4;\r\n /**\r\n * The dirty attribute flag value\r\n */\r\n Material.AttributesDirtyFlag = 8;\r\n /**\r\n * The dirty misc flag value\r\n */\r\n Material.MiscDirtyFlag = 16;\r\n /**\r\n * The all dirty flag value\r\n */\r\n Material.AllDirtyFlag = 31;\r\n Material._AllDirtyCallBack = function (defines) { return defines.markAllAsDirty(); };\r\n Material._ImageProcessingDirtyCallBack = function (defines) { return defines.markAsImageProcessingDirty(); };\r\n Material._TextureDirtyCallBack = function (defines) { return defines.markAsTexturesDirty(); };\r\n Material._FresnelDirtyCallBack = function (defines) { return defines.markAsFresnelDirty(); };\r\n Material._MiscDirtyCallBack = function (defines) { return defines.markAsMiscDirty(); };\r\n Material._LightsDirtyCallBack = function (defines) { return defines.markAsLightDirty(); };\r\n Material._AttributeDirtyCallBack = function (defines) { return defines.markAsAttributesDirty(); };\r\n Material._FresnelAndMiscDirtyCallBack = function (defines) {\r\n Material._FresnelDirtyCallBack(defines);\r\n Material._MiscDirtyCallBack(defines);\r\n };\r\n Material._TextureAndMiscDirtyCallBack = function (defines) {\r\n Material._TextureDirtyCallBack(defines);\r\n Material._MiscDirtyCallBack(defines);\r\n };\r\n Material._DirtyCallbackArray = [];\r\n Material._RunDirtyCallBacks = function (defines) {\r\n for (var _i = 0, _a = Material._DirtyCallbackArray; _i < _a.length; _i++) {\r\n var cb = _a[_i];\r\n cb(defines);\r\n }\r\n };\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"id\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"uniqueId\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"name\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"checkReadyOnEveryCall\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"checkReadyOnlyOnce\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"state\", void 0);\r\n __decorate([\r\n serialize(\"alpha\")\r\n ], Material.prototype, \"_alpha\", void 0);\r\n __decorate([\r\n serialize(\"backFaceCulling\")\r\n ], Material.prototype, \"_backFaceCulling\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"sideOrientation\", void 0);\r\n __decorate([\r\n serialize(\"alphaMode\")\r\n ], Material.prototype, \"_alphaMode\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"_needDepthPrePass\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"disableDepthWrite\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"forceDepthWrite\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"depthFunction\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"separateCullingPass\", void 0);\r\n __decorate([\r\n serialize(\"fogEnabled\")\r\n ], Material.prototype, \"_fogEnabled\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"pointSize\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"zOffset\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"wireframe\", null);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"pointsCloud\", null);\r\n __decorate([\r\n serialize()\r\n ], Material.prototype, \"fillMode\", null);\r\n return Material;\r\n}());\r\nexport { Material };\r\n//# sourceMappingURL=material.js.map","import { __extends } from \"tslib\";\r\n/**\r\n * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.\r\n */\r\nvar SmartArray = /** @class */ (function () {\r\n /**\r\n * Instantiates a Smart Array.\r\n * @param capacity defines the default capacity of the array.\r\n */\r\n function SmartArray(capacity) {\r\n /**\r\n * The active length of the array.\r\n */\r\n this.length = 0;\r\n this.data = new Array(capacity);\r\n this._id = SmartArray._GlobalId++;\r\n }\r\n /**\r\n * Pushes a value at the end of the active data.\r\n * @param value defines the object to push in the array.\r\n */\r\n SmartArray.prototype.push = function (value) {\r\n this.data[this.length++] = value;\r\n if (this.length > this.data.length) {\r\n this.data.length *= 2;\r\n }\r\n };\r\n /**\r\n * Iterates over the active data and apply the lambda to them.\r\n * @param func defines the action to apply on each value.\r\n */\r\n SmartArray.prototype.forEach = function (func) {\r\n for (var index = 0; index < this.length; index++) {\r\n func(this.data[index]);\r\n }\r\n };\r\n /**\r\n * Sorts the full sets of data.\r\n * @param compareFn defines the comparison function to apply.\r\n */\r\n SmartArray.prototype.sort = function (compareFn) {\r\n this.data.sort(compareFn);\r\n };\r\n /**\r\n * Resets the active data to an empty array.\r\n */\r\n SmartArray.prototype.reset = function () {\r\n this.length = 0;\r\n };\r\n /**\r\n * Releases all the data from the array as well as the array.\r\n */\r\n SmartArray.prototype.dispose = function () {\r\n this.reset();\r\n if (this.data) {\r\n this.data.length = 0;\r\n this.data = [];\r\n }\r\n };\r\n /**\r\n * Concats the active data with a given array.\r\n * @param array defines the data to concatenate with.\r\n */\r\n SmartArray.prototype.concat = function (array) {\r\n if (array.length === 0) {\r\n return;\r\n }\r\n if (this.length + array.length > this.data.length) {\r\n this.data.length = (this.length + array.length) * 2;\r\n }\r\n for (var index = 0; index < array.length; index++) {\r\n this.data[this.length++] = (array.data || array)[index];\r\n }\r\n };\r\n /**\r\n * Returns the position of a value in the active data.\r\n * @param value defines the value to find the index for\r\n * @returns the index if found in the active data otherwise -1\r\n */\r\n SmartArray.prototype.indexOf = function (value) {\r\n var position = this.data.indexOf(value);\r\n if (position >= this.length) {\r\n return -1;\r\n }\r\n return position;\r\n };\r\n /**\r\n * Returns whether an element is part of the active data.\r\n * @param value defines the value to look for\r\n * @returns true if found in the active data otherwise false\r\n */\r\n SmartArray.prototype.contains = function (value) {\r\n return this.indexOf(value) !== -1;\r\n };\r\n // Statics\r\n SmartArray._GlobalId = 0;\r\n return SmartArray;\r\n}());\r\nexport { SmartArray };\r\n/**\r\n * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.\r\n * The data in this array can only be present once\r\n */\r\nvar SmartArrayNoDuplicate = /** @class */ (function (_super) {\r\n __extends(SmartArrayNoDuplicate, _super);\r\n function SmartArrayNoDuplicate() {\r\n var _this = _super !== null && _super.apply(this, arguments) || this;\r\n _this._duplicateId = 0;\r\n return _this;\r\n }\r\n /**\r\n * Pushes a value at the end of the active data.\r\n * THIS DOES NOT PREVENT DUPPLICATE DATA\r\n * @param value defines the object to push in the array.\r\n */\r\n SmartArrayNoDuplicate.prototype.push = function (value) {\r\n _super.prototype.push.call(this, value);\r\n if (!value.__smartArrayFlags) {\r\n value.__smartArrayFlags = {};\r\n }\r\n value.__smartArrayFlags[this._id] = this._duplicateId;\r\n };\r\n /**\r\n * Pushes a value at the end of the active data.\r\n * If the data is already present, it won t be added again\r\n * @param value defines the object to push in the array.\r\n * @returns true if added false if it was already present\r\n */\r\n SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {\r\n if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {\r\n return false;\r\n }\r\n this.push(value);\r\n return true;\r\n };\r\n /**\r\n * Resets the active data to an empty array.\r\n */\r\n SmartArrayNoDuplicate.prototype.reset = function () {\r\n _super.prototype.reset.call(this);\r\n this._duplicateId++;\r\n };\r\n /**\r\n * Concats the active data with a given array.\r\n * This ensures no dupplicate will be present in the result.\r\n * @param array defines the data to concatenate with.\r\n */\r\n SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {\r\n if (array.length === 0) {\r\n return;\r\n }\r\n if (this.length + array.length > this.data.length) {\r\n this.data.length = (this.length + array.length) * 2;\r\n }\r\n for (var index = 0; index < array.length; index++) {\r\n var item = (array.data || array)[index];\r\n this.pushNoDuplicate(item);\r\n }\r\n };\r\n return SmartArrayNoDuplicate;\r\n}(SmartArray));\r\nexport { SmartArrayNoDuplicate };\r\n//# sourceMappingURL=smartArray.js.map","import { Vector2 } from \"@babylonjs/core/Maths/math.vector\";\r\nvar tmpRect = [\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n];\r\nvar tmpRect2 = [\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n new Vector2(0, 0),\r\n];\r\nvar tmpV1 = new Vector2(0, 0);\r\nvar tmpV2 = new Vector2(0, 0);\r\n/**\r\n * Class used to store 2D control sizes\r\n */\r\nvar Measure = /** @class */ (function () {\r\n /**\r\n * Creates a new measure\r\n * @param left defines left coordinate\r\n * @param top defines top coordinate\r\n * @param width defines width dimension\r\n * @param height defines height dimension\r\n */\r\n function Measure(\r\n /** defines left coordinate */\r\n left, \r\n /** defines top coordinate */\r\n top, \r\n /** defines width dimension */\r\n width, \r\n /** defines height dimension */\r\n height) {\r\n this.left = left;\r\n this.top = top;\r\n this.width = width;\r\n this.height = height;\r\n }\r\n /**\r\n * Copy from another measure\r\n * @param other defines the other measure to copy from\r\n */\r\n Measure.prototype.copyFrom = function (other) {\r\n this.left = other.left;\r\n this.top = other.top;\r\n this.width = other.width;\r\n this.height = other.height;\r\n };\r\n /**\r\n * Copy from a group of 4 floats\r\n * @param left defines left coordinate\r\n * @param top defines top coordinate\r\n * @param width defines width dimension\r\n * @param height defines height dimension\r\n */\r\n Measure.prototype.copyFromFloats = function (left, top, width, height) {\r\n this.left = left;\r\n this.top = top;\r\n this.width = width;\r\n this.height = height;\r\n };\r\n /**\r\n * Computes the axis aligned bounding box measure for two given measures\r\n * @param a Input measure\r\n * @param b Input measure\r\n * @param result the resulting bounding measure\r\n */\r\n Measure.CombineToRef = function (a, b, result) {\r\n var left = Math.min(a.left, b.left);\r\n var top = Math.min(a.top, b.top);\r\n var right = Math.max(a.left + a.width, b.left + b.width);\r\n var bottom = Math.max(a.top + a.height, b.top + b.height);\r\n result.left = left;\r\n result.top = top;\r\n result.width = right - left;\r\n result.height = bottom - top;\r\n };\r\n /**\r\n * Computes the axis aligned bounding box of the measure after it is modified by a given transform\r\n * @param transform the matrix to transform the measure before computing the AABB\r\n * @param result the resulting AABB\r\n */\r\n Measure.prototype.transformToRef = function (transform, result) {\r\n tmpRect[0].copyFromFloats(this.left, this.top);\r\n tmpRect[1].copyFromFloats(this.left + this.width, this.top);\r\n tmpRect[2].copyFromFloats(this.left + this.width, this.top + this.height);\r\n tmpRect[3].copyFromFloats(this.left, this.top + this.height);\r\n tmpV1.copyFromFloats(Number.MAX_VALUE, Number.MAX_VALUE);\r\n tmpV2.copyFromFloats(0, 0);\r\n for (var i = 0; i < 4; i++) {\r\n transform.transformCoordinates(tmpRect[i].x, tmpRect[i].y, tmpRect2[i]);\r\n tmpV1.x = Math.floor(Math.min(tmpV1.x, tmpRect2[i].x));\r\n tmpV1.y = Math.floor(Math.min(tmpV1.y, tmpRect2[i].y));\r\n tmpV2.x = Math.ceil(Math.max(tmpV2.x, tmpRect2[i].x));\r\n tmpV2.y = Math.ceil(Math.max(tmpV2.y, tmpRect2[i].y));\r\n }\r\n result.left = tmpV1.x;\r\n result.top = tmpV1.y;\r\n result.width = tmpV2.x - tmpV1.x;\r\n result.height = tmpV2.y - tmpV1.y;\r\n };\r\n /**\r\n * Check equality between this measure and another one\r\n * @param other defines the other measures\r\n * @returns true if both measures are equals\r\n */\r\n Measure.prototype.isEqualsTo = function (other) {\r\n if (this.left !== other.left) {\r\n return false;\r\n }\r\n if (this.top !== other.top) {\r\n return false;\r\n }\r\n if (this.width !== other.width) {\r\n return false;\r\n }\r\n if (this.height !== other.height) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n /**\r\n * Creates an empty measure\r\n * @returns a new measure\r\n */\r\n Measure.Empty = function () {\r\n return new Measure(0, 0, 0, 0);\r\n };\r\n return Measure;\r\n}());\r\nexport { Measure };\r\n//# sourceMappingURL=measure.js.map","/**\r\n * Class containing a set of static utilities functions for arrays.\r\n */\r\nvar ArrayTools = /** @class */ (function () {\r\n function ArrayTools() {\r\n }\r\n /**\r\n * Returns an array of the given size filled with element built from the given constructor and the paramters\r\n * @param size the number of element to construct and put in the array\r\n * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.\r\n * @returns a new array filled with new objects\r\n */\r\n ArrayTools.BuildArray = function (size, itemBuilder) {\r\n var a = [];\r\n for (var i = 0; i < size; ++i) {\r\n a.push(itemBuilder());\r\n }\r\n return a;\r\n };\r\n return ArrayTools;\r\n}());\r\nexport { ArrayTools };\r\n//# sourceMappingURL=arrayTools.js.map","import { __extends } from \"tslib\";\r\nimport { Logger } from \"@babylonjs/core/Misc/logger\";\r\nimport { Control } from \"./control\";\r\nimport { Measure } from \"../measure\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Root class for 2D containers\r\n * @see http://doc.babylonjs.com/how_to/gui#containers\r\n */\r\nvar Container = /** @class */ (function (_super) {\r\n __extends(Container, _super);\r\n /**\r\n * Creates a new Container\r\n * @param name defines the name of the container\r\n */\r\n function Container(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n /** @hidden */\r\n _this._children = new Array();\r\n /** @hidden */\r\n _this._measureForChildren = Measure.Empty();\r\n /** @hidden */\r\n _this._background = \"\";\r\n /** @hidden */\r\n _this._adaptWidthToChildren = false;\r\n /** @hidden */\r\n _this._adaptHeightToChildren = false;\r\n /**\r\n * Gets or sets a boolean indicating that layout cycle errors should be displayed on the console\r\n */\r\n _this.logLayoutCycleErrors = false;\r\n /**\r\n * Gets or sets the number of layout cycles (a change involved by a control while evaluating the layout) allowed\r\n */\r\n _this.maxLayoutCycle = 3;\r\n return _this;\r\n }\r\n Object.defineProperty(Container.prototype, \"adaptHeightToChildren\", {\r\n /** Gets or sets a boolean indicating if the container should try to adapt to its children height */\r\n get: function () {\r\n return this._adaptHeightToChildren;\r\n },\r\n set: function (value) {\r\n if (this._adaptHeightToChildren === value) {\r\n return;\r\n }\r\n this._adaptHeightToChildren = value;\r\n if (value) {\r\n this.height = \"100%\";\r\n }\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Container.prototype, \"adaptWidthToChildren\", {\r\n /** Gets or sets a boolean indicating if the container should try to adapt to its children width */\r\n get: function () {\r\n return this._adaptWidthToChildren;\r\n },\r\n set: function (value) {\r\n if (this._adaptWidthToChildren === value) {\r\n return;\r\n }\r\n this._adaptWidthToChildren = value;\r\n if (value) {\r\n this.width = \"100%\";\r\n }\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Container.prototype, \"background\", {\r\n /** Gets or sets background color */\r\n get: function () {\r\n return this._background;\r\n },\r\n set: function (value) {\r\n if (this._background === value) {\r\n return;\r\n }\r\n this._background = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Container.prototype, \"children\", {\r\n /** Gets the list of children */\r\n get: function () {\r\n return this._children;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Container.prototype._getTypeName = function () {\r\n return \"Container\";\r\n };\r\n Container.prototype._flagDescendantsAsMatrixDirty = function () {\r\n for (var _i = 0, _a = this.children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n child._markMatrixAsDirty();\r\n }\r\n };\r\n /**\r\n * Gets a child using its name\r\n * @param name defines the child name to look for\r\n * @returns the child control if found\r\n */\r\n Container.prototype.getChildByName = function (name) {\r\n for (var _i = 0, _a = this.children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n if (child.name === name) {\r\n return child;\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a child using its type and its name\r\n * @param name defines the child name to look for\r\n * @param type defines the child type to look for\r\n * @returns the child control if found\r\n */\r\n Container.prototype.getChildByType = function (name, type) {\r\n for (var _i = 0, _a = this.children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n if (child.typeName === type) {\r\n return child;\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Search for a specific control in children\r\n * @param control defines the control to look for\r\n * @returns true if the control is in child list\r\n */\r\n Container.prototype.containsControl = function (control) {\r\n return this.children.indexOf(control) !== -1;\r\n };\r\n /**\r\n * Adds a new control to the current container\r\n * @param control defines the control to add\r\n * @returns the current container\r\n */\r\n Container.prototype.addControl = function (control) {\r\n if (!control) {\r\n return this;\r\n }\r\n var index = this._children.indexOf(control);\r\n if (index !== -1) {\r\n return this;\r\n }\r\n control._link(this._host);\r\n control._markAllAsDirty();\r\n this._reOrderControl(control);\r\n this._markAsDirty();\r\n return this;\r\n };\r\n /**\r\n * Removes all controls from the current container\r\n * @returns the current container\r\n */\r\n Container.prototype.clearControls = function () {\r\n var children = this.children.slice();\r\n for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {\r\n var child = children_1[_i];\r\n this.removeControl(child);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Removes a control from the current container\r\n * @param control defines the control to remove\r\n * @returns the current container\r\n */\r\n Container.prototype.removeControl = function (control) {\r\n var index = this._children.indexOf(control);\r\n if (index !== -1) {\r\n this._children.splice(index, 1);\r\n control.parent = null;\r\n }\r\n control.linkWithMesh(null);\r\n if (this._host) {\r\n this._host._cleanControlAfterRemoval(control);\r\n }\r\n this._markAsDirty();\r\n return this;\r\n };\r\n /** @hidden */\r\n Container.prototype._reOrderControl = function (control) {\r\n this.removeControl(control);\r\n var wasAdded = false;\r\n for (var index = 0; index < this._children.length; index++) {\r\n if (this._children[index].zIndex > control.zIndex) {\r\n this._children.splice(index, 0, control);\r\n wasAdded = true;\r\n break;\r\n }\r\n }\r\n if (!wasAdded) {\r\n this._children.push(control);\r\n }\r\n control.parent = this;\r\n this._markAsDirty();\r\n };\r\n /** @hidden */\r\n Container.prototype._offsetLeft = function (offset) {\r\n _super.prototype._offsetLeft.call(this, offset);\r\n for (var _i = 0, _a = this._children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n child._offsetLeft(offset);\r\n }\r\n };\r\n /** @hidden */\r\n Container.prototype._offsetTop = function (offset) {\r\n _super.prototype._offsetTop.call(this, offset);\r\n for (var _i = 0, _a = this._children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n child._offsetTop(offset);\r\n }\r\n };\r\n /** @hidden */\r\n Container.prototype._markAllAsDirty = function () {\r\n _super.prototype._markAllAsDirty.call(this);\r\n for (var index = 0; index < this._children.length; index++) {\r\n this._children[index]._markAllAsDirty();\r\n }\r\n };\r\n /** @hidden */\r\n Container.prototype._localDraw = function (context) {\r\n if (this._background) {\r\n context.save();\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n context.fillStyle = this._background;\r\n context.fillRect(this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n context.restore();\r\n }\r\n };\r\n /** @hidden */\r\n Container.prototype._link = function (host) {\r\n _super.prototype._link.call(this, host);\r\n for (var _i = 0, _a = this._children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n child._link(host);\r\n }\r\n };\r\n /** @hidden */\r\n Container.prototype._beforeLayout = function () {\r\n // Do nothing\r\n };\r\n /** @hidden */\r\n Container.prototype._processMeasures = function (parentMeasure, context) {\r\n if (this._isDirty || !this._cachedParentMeasure.isEqualsTo(parentMeasure)) {\r\n _super.prototype._processMeasures.call(this, parentMeasure, context);\r\n this._evaluateClippingState(parentMeasure);\r\n }\r\n };\r\n /** @hidden */\r\n Container.prototype._layout = function (parentMeasure, context) {\r\n if (!this.isDirty && (!this.isVisible || this.notRenderable)) {\r\n return false;\r\n }\r\n this.host._numLayoutCalls++;\r\n if (this._isDirty) {\r\n this._currentMeasure.transformToRef(this._transformMatrix, this._prevCurrentMeasureTransformedIntoGlobalSpace);\r\n }\r\n var rebuildCount = 0;\r\n context.save();\r\n this._applyStates(context);\r\n this._beforeLayout();\r\n do {\r\n var computedWidth = -1;\r\n var computedHeight = -1;\r\n this._rebuildLayout = false;\r\n this._processMeasures(parentMeasure, context);\r\n if (!this._isClipped) {\r\n for (var _i = 0, _a = this._children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n child._tempParentMeasure.copyFrom(this._measureForChildren);\r\n if (child._layout(this._measureForChildren, context)) {\r\n if (this.adaptWidthToChildren && child._width.isPixel) {\r\n computedWidth = Math.max(computedWidth, child._currentMeasure.width);\r\n }\r\n if (this.adaptHeightToChildren && child._height.isPixel) {\r\n computedHeight = Math.max(computedHeight, child._currentMeasure.height);\r\n }\r\n }\r\n }\r\n if (this.adaptWidthToChildren && computedWidth >= 0) {\r\n if (this.width !== computedWidth + \"px\") {\r\n this.width = computedWidth + \"px\";\r\n this._rebuildLayout = true;\r\n }\r\n }\r\n if (this.adaptHeightToChildren && computedHeight >= 0) {\r\n if (this.height !== computedHeight + \"px\") {\r\n this.height = computedHeight + \"px\";\r\n this._rebuildLayout = true;\r\n }\r\n }\r\n this._postMeasure();\r\n }\r\n rebuildCount++;\r\n } while (this._rebuildLayout && rebuildCount < this.maxLayoutCycle);\r\n if (rebuildCount >= 3 && this.logLayoutCycleErrors) {\r\n Logger.Error(\"Layout cycle detected in GUI (Container name=\" + this.name + \", uniqueId=\" + this.uniqueId + \")\");\r\n }\r\n context.restore();\r\n if (this._isDirty) {\r\n this.invalidateRect();\r\n this._isDirty = false;\r\n }\r\n return true;\r\n };\r\n Container.prototype._postMeasure = function () {\r\n // Do nothing by default\r\n };\r\n /** @hidden */\r\n Container.prototype._draw = function (context, invalidatedRectangle) {\r\n this._localDraw(context);\r\n if (this.clipChildren) {\r\n this._clipForChildren(context);\r\n }\r\n for (var _i = 0, _a = this._children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n // Only redraw parts of the screen that are invalidated\r\n if (invalidatedRectangle) {\r\n if (!child._intersectsRect(invalidatedRectangle)) {\r\n continue;\r\n }\r\n }\r\n child._render(context, invalidatedRectangle);\r\n }\r\n };\r\n Container.prototype.getDescendantsToRef = function (results, directDescendantsOnly, predicate) {\r\n if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }\r\n if (!this.children) {\r\n return;\r\n }\r\n for (var index = 0; index < this.children.length; index++) {\r\n var item = this.children[index];\r\n if (!predicate || predicate(item)) {\r\n results.push(item);\r\n }\r\n if (!directDescendantsOnly) {\r\n item.getDescendantsToRef(results, false, predicate);\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n Container.prototype._processPicking = function (x, y, type, pointerId, buttonIndex, deltaX, deltaY) {\r\n if (!this._isEnabled || !this.isVisible || this.notRenderable) {\r\n return false;\r\n }\r\n if (!_super.prototype.contains.call(this, x, y)) {\r\n return false;\r\n }\r\n // Checking backwards to pick closest first\r\n for (var index = this._children.length - 1; index >= 0; index--) {\r\n var child = this._children[index];\r\n if (child._processPicking(x, y, type, pointerId, buttonIndex, deltaX, deltaY)) {\r\n if (child.hoverCursor) {\r\n this._host._changeCursor(child.hoverCursor);\r\n }\r\n return true;\r\n }\r\n }\r\n if (!this.isHitTestVisible) {\r\n return false;\r\n }\r\n return this._processObservables(type, x, y, pointerId, buttonIndex, deltaX, deltaY);\r\n };\r\n /** @hidden */\r\n Container.prototype._additionalProcessing = function (parentMeasure, context) {\r\n _super.prototype._additionalProcessing.call(this, parentMeasure, context);\r\n this._measureForChildren.copyFrom(this._currentMeasure);\r\n };\r\n /** Releases associated resources */\r\n Container.prototype.dispose = function () {\r\n _super.prototype.dispose.call(this);\r\n for (var index = this.children.length - 1; index >= 0; index--) {\r\n this.children[index].dispose();\r\n }\r\n };\r\n return Container;\r\n}(Control));\r\nexport { Container };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.Container\"] = Container;\r\n//# sourceMappingURL=container.js.map","import { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Epsilon } from '../Maths/math.constants';\r\n/**\r\n * Class used to store bounding box information\r\n */\r\nvar BoundingBox = /** @class */ (function () {\r\n /**\r\n * Creates a new bounding box\r\n * @param min defines the minimum vector (in local space)\r\n * @param max defines the maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n function BoundingBox(min, max, worldMatrix) {\r\n /**\r\n * Gets the 8 vectors representing the bounding box in local space\r\n */\r\n this.vectors = ArrayTools.BuildArray(8, Vector3.Zero);\r\n /**\r\n * Gets the center of the bounding box in local space\r\n */\r\n this.center = Vector3.Zero();\r\n /**\r\n * Gets the center of the bounding box in world space\r\n */\r\n this.centerWorld = Vector3.Zero();\r\n /**\r\n * Gets the extend size in local space\r\n */\r\n this.extendSize = Vector3.Zero();\r\n /**\r\n * Gets the extend size in world space\r\n */\r\n this.extendSizeWorld = Vector3.Zero();\r\n /**\r\n * Gets the OBB (object bounding box) directions\r\n */\r\n this.directions = ArrayTools.BuildArray(3, Vector3.Zero);\r\n /**\r\n * Gets the 8 vectors representing the bounding box in world space\r\n */\r\n this.vectorsWorld = ArrayTools.BuildArray(8, Vector3.Zero);\r\n /**\r\n * Gets the minimum vector in world space\r\n */\r\n this.minimumWorld = Vector3.Zero();\r\n /**\r\n * Gets the maximum vector in world space\r\n */\r\n this.maximumWorld = Vector3.Zero();\r\n /**\r\n * Gets the minimum vector in local space\r\n */\r\n this.minimum = Vector3.Zero();\r\n /**\r\n * Gets the maximum vector in local space\r\n */\r\n this.maximum = Vector3.Zero();\r\n this.reConstruct(min, max, worldMatrix);\r\n }\r\n // Methods\r\n /**\r\n * Recreates the entire bounding box from scratch as if we call the constructor in place\r\n * @param min defines the new minimum vector (in local space)\r\n * @param max defines the new maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {\r\n var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;\r\n var vectors = this.vectors;\r\n this.minimum.copyFromFloats(minX, minY, minZ);\r\n this.maximum.copyFromFloats(maxX, maxY, maxZ);\r\n vectors[0].copyFromFloats(minX, minY, minZ);\r\n vectors[1].copyFromFloats(maxX, maxY, maxZ);\r\n vectors[2].copyFromFloats(maxX, minY, minZ);\r\n vectors[3].copyFromFloats(minX, maxY, minZ);\r\n vectors[4].copyFromFloats(minX, minY, maxZ);\r\n vectors[5].copyFromFloats(maxX, maxY, minZ);\r\n vectors[6].copyFromFloats(minX, maxY, maxZ);\r\n vectors[7].copyFromFloats(maxX, minY, maxZ);\r\n // OBB\r\n max.addToRef(min, this.center).scaleInPlace(0.5);\r\n max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);\r\n this._worldMatrix = worldMatrix || Matrix.IdentityReadOnly;\r\n this._update(this._worldMatrix);\r\n };\r\n /**\r\n * Scale the current bounding box by applying a scale factor\r\n * @param factor defines the scale factor to apply\r\n * @returns the current bounding box\r\n */\r\n BoundingBox.prototype.scale = function (factor) {\r\n var tmpVectors = BoundingBox.TmpVector3;\r\n var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);\r\n var len = diff.length();\r\n diff.normalizeFromLength(len);\r\n var distance = len * factor;\r\n var newRadius = diff.scaleInPlace(distance * 0.5);\r\n var min = this.center.subtractToRef(newRadius, tmpVectors[1]);\r\n var max = this.center.addToRef(newRadius, tmpVectors[2]);\r\n this.reConstruct(min, max, this._worldMatrix);\r\n return this;\r\n };\r\n /**\r\n * Gets the world matrix of the bounding box\r\n * @returns a matrix\r\n */\r\n BoundingBox.prototype.getWorldMatrix = function () {\r\n return this._worldMatrix;\r\n };\r\n /** @hidden */\r\n BoundingBox.prototype._update = function (world) {\r\n var minWorld = this.minimumWorld;\r\n var maxWorld = this.maximumWorld;\r\n var directions = this.directions;\r\n var vectorsWorld = this.vectorsWorld;\r\n var vectors = this.vectors;\r\n if (!world.isIdentity()) {\r\n minWorld.setAll(Number.MAX_VALUE);\r\n maxWorld.setAll(-Number.MAX_VALUE);\r\n for (var index = 0; index < 8; ++index) {\r\n var v = vectorsWorld[index];\r\n Vector3.TransformCoordinatesToRef(vectors[index], world, v);\r\n minWorld.minimizeInPlace(v);\r\n maxWorld.maximizeInPlace(v);\r\n }\r\n // Extend\r\n maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);\r\n maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);\r\n }\r\n else {\r\n minWorld.copyFrom(this.minimum);\r\n maxWorld.copyFrom(this.maximum);\r\n for (var index = 0; index < 8; ++index) {\r\n vectorsWorld[index].copyFrom(vectors[index]);\r\n }\r\n // Extend\r\n this.extendSizeWorld.copyFrom(this.extendSize);\r\n this.centerWorld.copyFrom(this.center);\r\n }\r\n Vector3.FromArrayToRef(world.m, 0, directions[0]);\r\n Vector3.FromArrayToRef(world.m, 4, directions[1]);\r\n Vector3.FromArrayToRef(world.m, 8, directions[2]);\r\n this._worldMatrix = world;\r\n };\r\n /**\r\n * Tests if the bounding box is intersecting the frustum planes\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if there is an intersection\r\n */\r\n BoundingBox.prototype.isInFrustum = function (frustumPlanes) {\r\n return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);\r\n };\r\n /**\r\n * Tests if the bounding box is entirely inside the frustum planes\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if there is an inclusion\r\n */\r\n BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {\r\n return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);\r\n };\r\n /**\r\n * Tests if a point is inside the bounding box\r\n * @param point defines the point to test\r\n * @returns true if the point is inside the bounding box\r\n */\r\n BoundingBox.prototype.intersectsPoint = function (point) {\r\n var min = this.minimumWorld;\r\n var max = this.maximumWorld;\r\n var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;\r\n var pointX = point.x, pointY = point.y, pointZ = point.z;\r\n var delta = -Epsilon;\r\n if (maxX - pointX < delta || delta > pointX - minX) {\r\n return false;\r\n }\r\n if (maxY - pointY < delta || delta > pointY - minY) {\r\n return false;\r\n }\r\n if (maxZ - pointZ < delta || delta > pointZ - minZ) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n /**\r\n * Tests if the bounding box intersects with a bounding sphere\r\n * @param sphere defines the sphere to test\r\n * @returns true if there is an intersection\r\n */\r\n BoundingBox.prototype.intersectsSphere = function (sphere) {\r\n return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);\r\n };\r\n /**\r\n * Tests if the bounding box intersects with a box defined by a min and max vectors\r\n * @param min defines the min vector to use\r\n * @param max defines the max vector to use\r\n * @returns true if there is an intersection\r\n */\r\n BoundingBox.prototype.intersectsMinMax = function (min, max) {\r\n var myMin = this.minimumWorld;\r\n var myMax = this.maximumWorld;\r\n var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;\r\n var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;\r\n if (myMaxX < minX || myMinX > maxX) {\r\n return false;\r\n }\r\n if (myMaxY < minY || myMinY > maxY) {\r\n return false;\r\n }\r\n if (myMaxZ < minZ || myMinZ > maxZ) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n // Statics\r\n /**\r\n * Tests if two bounding boxes are intersections\r\n * @param box0 defines the first box to test\r\n * @param box1 defines the second box to test\r\n * @returns true if there is an intersection\r\n */\r\n BoundingBox.Intersects = function (box0, box1) {\r\n return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);\r\n };\r\n /**\r\n * Tests if a bounding box defines by a min/max vectors intersects a sphere\r\n * @param minPoint defines the minimum vector of the bounding box\r\n * @param maxPoint defines the maximum vector of the bounding box\r\n * @param sphereCenter defines the sphere center\r\n * @param sphereRadius defines the sphere radius\r\n * @returns true if there is an intersection\r\n */\r\n BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {\r\n var vector = BoundingBox.TmpVector3[0];\r\n Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);\r\n var num = Vector3.DistanceSquared(sphereCenter, vector);\r\n return (num <= (sphereRadius * sphereRadius));\r\n };\r\n /**\r\n * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes\r\n * @param boundingVectors defines an array of 8 vectors representing a bounding box\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @return true if there is an inclusion\r\n */\r\n BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {\r\n for (var p = 0; p < 6; ++p) {\r\n var frustumPlane = frustumPlanes[p];\r\n for (var i = 0; i < 8; ++i) {\r\n if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {\r\n return false;\r\n }\r\n }\r\n }\r\n return true;\r\n };\r\n /**\r\n * Tests if a bounding box defined with 8 vectors intersects frustum planes\r\n * @param boundingVectors defines an array of 8 vectors representing a bounding box\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @return true if there is an intersection\r\n */\r\n BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {\r\n for (var p = 0; p < 6; ++p) {\r\n var canReturnFalse = true;\r\n var frustumPlane = frustumPlanes[p];\r\n for (var i = 0; i < 8; ++i) {\r\n if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {\r\n canReturnFalse = false;\r\n break;\r\n }\r\n }\r\n if (canReturnFalse) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n BoundingBox.TmpVector3 = ArrayTools.BuildArray(3, Vector3.Zero);\r\n return BoundingBox;\r\n}());\r\nexport { BoundingBox };\r\n//# sourceMappingURL=boundingBox.js.map","import { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { BoundingBox } from \"./boundingBox\";\r\nimport { BoundingSphere } from \"./boundingSphere\";\r\nvar _result0 = { min: 0, max: 0 };\r\nvar _result1 = { min: 0, max: 0 };\r\nvar computeBoxExtents = function (axis, box, result) {\r\n var p = Vector3.Dot(box.centerWorld, axis);\r\n var r0 = Math.abs(Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;\r\n var r1 = Math.abs(Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;\r\n var r2 = Math.abs(Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;\r\n var r = r0 + r1 + r2;\r\n result.min = p - r;\r\n result.max = p + r;\r\n};\r\nvar axisOverlap = function (axis, box0, box1) {\r\n computeBoxExtents(axis, box0, _result0);\r\n computeBoxExtents(axis, box1, _result1);\r\n return !(_result0.min > _result1.max || _result1.min > _result0.max);\r\n};\r\n/**\r\n * Info for a bounding data of a mesh\r\n */\r\nvar BoundingInfo = /** @class */ (function () {\r\n /**\r\n * Constructs bounding info\r\n * @param minimum min vector of the bounding box/sphere\r\n * @param maximum max vector of the bounding box/sphere\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n function BoundingInfo(minimum, maximum, worldMatrix) {\r\n this._isLocked = false;\r\n this.boundingBox = new BoundingBox(minimum, maximum, worldMatrix);\r\n this.boundingSphere = new BoundingSphere(minimum, maximum, worldMatrix);\r\n }\r\n /**\r\n * Recreates the entire bounding info from scratch as if we call the constructor in place\r\n * @param min defines the new minimum vector (in local space)\r\n * @param max defines the new maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {\r\n this.boundingBox.reConstruct(min, max, worldMatrix);\r\n this.boundingSphere.reConstruct(min, max, worldMatrix);\r\n };\r\n Object.defineProperty(BoundingInfo.prototype, \"minimum\", {\r\n /**\r\n * min vector of the bounding box/sphere\r\n */\r\n get: function () {\r\n return this.boundingBox.minimum;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BoundingInfo.prototype, \"maximum\", {\r\n /**\r\n * max vector of the bounding box/sphere\r\n */\r\n get: function () {\r\n return this.boundingBox.maximum;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BoundingInfo.prototype, \"isLocked\", {\r\n /**\r\n * If the info is locked and won't be updated to avoid perf overhead\r\n */\r\n get: function () {\r\n return this._isLocked;\r\n },\r\n set: function (value) {\r\n this._isLocked = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Methods\r\n /**\r\n * Updates the bounding sphere and box\r\n * @param world world matrix to be used to update\r\n */\r\n BoundingInfo.prototype.update = function (world) {\r\n if (this._isLocked) {\r\n return;\r\n }\r\n this.boundingBox._update(world);\r\n this.boundingSphere._update(world);\r\n };\r\n /**\r\n * Recreate the bounding info to be centered around a specific point given a specific extend.\r\n * @param center New center of the bounding info\r\n * @param extend New extend of the bounding info\r\n * @returns the current bounding info\r\n */\r\n BoundingInfo.prototype.centerOn = function (center, extend) {\r\n var minimum = BoundingInfo.TmpVector3[0].copyFrom(center).subtractInPlace(extend);\r\n var maximum = BoundingInfo.TmpVector3[1].copyFrom(center).addInPlace(extend);\r\n this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());\r\n this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());\r\n return this;\r\n };\r\n /**\r\n * Scale the current bounding info by applying a scale factor\r\n * @param factor defines the scale factor to apply\r\n * @returns the current bounding info\r\n */\r\n BoundingInfo.prototype.scale = function (factor) {\r\n this.boundingBox.scale(factor);\r\n this.boundingSphere.scale(factor);\r\n return this;\r\n };\r\n /**\r\n * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.\r\n * @param frustumPlanes defines the frustum to test\r\n * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)\r\n * @returns true if the bounding info is in the frustum planes\r\n */\r\n BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {\r\n if (strategy === void 0) { strategy = 0; }\r\n var inclusionTest = (strategy === 2 || strategy === 3);\r\n if (inclusionTest) {\r\n if (this.boundingSphere.isCenterInFrustum(frustumPlanes)) {\r\n return true;\r\n }\r\n }\r\n if (!this.boundingSphere.isInFrustum(frustumPlanes)) {\r\n return false;\r\n }\r\n var bSphereOnlyTest = (strategy === 1 || strategy === 3);\r\n if (bSphereOnlyTest) {\r\n return true;\r\n }\r\n return this.boundingBox.isInFrustum(frustumPlanes);\r\n };\r\n Object.defineProperty(BoundingInfo.prototype, \"diagonalLength\", {\r\n /**\r\n * Gets the world distance between the min and max points of the bounding box\r\n */\r\n get: function () {\r\n var boundingBox = this.boundingBox;\r\n var diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo.TmpVector3[0]);\r\n return diag.length();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Checks if a cullable object (mesh...) is in the camera frustum\r\n * Unlike isInFrustum this cheks the full bounding box\r\n * @param frustumPlanes Camera near/planes\r\n * @returns true if the object is in frustum otherwise false\r\n */\r\n BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {\r\n return this.boundingBox.isCompletelyInFrustum(frustumPlanes);\r\n };\r\n /** @hidden */\r\n BoundingInfo.prototype._checkCollision = function (collider) {\r\n return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);\r\n };\r\n /**\r\n * Checks if a point is inside the bounding box and bounding sphere or the mesh\r\n * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh\r\n * @param point the point to check intersection with\r\n * @returns if the point intersects\r\n */\r\n BoundingInfo.prototype.intersectsPoint = function (point) {\r\n if (!this.boundingSphere.centerWorld) {\r\n return false;\r\n }\r\n if (!this.boundingSphere.intersectsPoint(point)) {\r\n return false;\r\n }\r\n if (!this.boundingBox.intersectsPoint(point)) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n /**\r\n * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh\r\n * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh\r\n * @param boundingInfo the bounding info to check intersection with\r\n * @param precise if the intersection should be done using OBB\r\n * @returns if the bounding info intersects\r\n */\r\n BoundingInfo.prototype.intersects = function (boundingInfo, precise) {\r\n if (!BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {\r\n return false;\r\n }\r\n if (!BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {\r\n return false;\r\n }\r\n if (!precise) {\r\n return true;\r\n }\r\n var box0 = this.boundingBox;\r\n var box1 = boundingInfo.boundingBox;\r\n if (!axisOverlap(box0.directions[0], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box0.directions[1], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box0.directions[2], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box1.directions[0], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box1.directions[1], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box1.directions[2], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n BoundingInfo.TmpVector3 = ArrayTools.BuildArray(2, Vector3.Zero);\r\n return BoundingInfo;\r\n}());\r\nexport { BoundingInfo };\r\n//# sourceMappingURL=boundingInfo.js.map","/**\r\n * This class implement a typical dictionary using a string as key and the generic type T as value.\r\n * The underlying implementation relies on an associative array to ensure the best performances.\r\n * The value can be anything including 'null' but except 'undefined'\r\n */\r\nvar StringDictionary = /** @class */ (function () {\r\n function StringDictionary() {\r\n this._count = 0;\r\n this._data = {};\r\n }\r\n /**\r\n * This will clear this dictionary and copy the content from the 'source' one.\r\n * If the T value is a custom object, it won't be copied/cloned, the same object will be used\r\n * @param source the dictionary to take the content from and copy to this dictionary\r\n */\r\n StringDictionary.prototype.copyFrom = function (source) {\r\n var _this = this;\r\n this.clear();\r\n source.forEach(function (t, v) { return _this.add(t, v); });\r\n };\r\n /**\r\n * Get a value based from its key\r\n * @param key the given key to get the matching value from\r\n * @return the value if found, otherwise undefined is returned\r\n */\r\n StringDictionary.prototype.get = function (key) {\r\n var val = this._data[key];\r\n if (val !== undefined) {\r\n return val;\r\n }\r\n return undefined;\r\n };\r\n /**\r\n * Get a value from its key or add it if it doesn't exist.\r\n * This method will ensure you that a given key/data will be present in the dictionary.\r\n * @param key the given key to get the matching value from\r\n * @param factory the factory that will create the value if the key is not present in the dictionary.\r\n * The factory will only be invoked if there's no data for the given key.\r\n * @return the value corresponding to the key.\r\n */\r\n StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {\r\n var val = this.get(key);\r\n if (val !== undefined) {\r\n return val;\r\n }\r\n val = factory(key);\r\n if (val) {\r\n this.add(key, val);\r\n }\r\n return val;\r\n };\r\n /**\r\n * Get a value from its key if present in the dictionary otherwise add it\r\n * @param key the key to get the value from\r\n * @param val if there's no such key/value pair in the dictionary add it with this value\r\n * @return the value corresponding to the key\r\n */\r\n StringDictionary.prototype.getOrAdd = function (key, val) {\r\n var curVal = this.get(key);\r\n if (curVal !== undefined) {\r\n return curVal;\r\n }\r\n this.add(key, val);\r\n return val;\r\n };\r\n /**\r\n * Check if there's a given key in the dictionary\r\n * @param key the key to check for\r\n * @return true if the key is present, false otherwise\r\n */\r\n StringDictionary.prototype.contains = function (key) {\r\n return this._data[key] !== undefined;\r\n };\r\n /**\r\n * Add a new key and its corresponding value\r\n * @param key the key to add\r\n * @param value the value corresponding to the key\r\n * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary\r\n */\r\n StringDictionary.prototype.add = function (key, value) {\r\n if (this._data[key] !== undefined) {\r\n return false;\r\n }\r\n this._data[key] = value;\r\n ++this._count;\r\n return true;\r\n };\r\n /**\r\n * Update a specific value associated to a key\r\n * @param key defines the key to use\r\n * @param value defines the value to store\r\n * @returns true if the value was updated (or false if the key was not found)\r\n */\r\n StringDictionary.prototype.set = function (key, value) {\r\n if (this._data[key] === undefined) {\r\n return false;\r\n }\r\n this._data[key] = value;\r\n return true;\r\n };\r\n /**\r\n * Get the element of the given key and remove it from the dictionary\r\n * @param key defines the key to search\r\n * @returns the value associated with the key or null if not found\r\n */\r\n StringDictionary.prototype.getAndRemove = function (key) {\r\n var val = this.get(key);\r\n if (val !== undefined) {\r\n delete this._data[key];\r\n --this._count;\r\n return val;\r\n }\r\n return null;\r\n };\r\n /**\r\n * Remove a key/value from the dictionary.\r\n * @param key the key to remove\r\n * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary\r\n */\r\n StringDictionary.prototype.remove = function (key) {\r\n if (this.contains(key)) {\r\n delete this._data[key];\r\n --this._count;\r\n return true;\r\n }\r\n return false;\r\n };\r\n /**\r\n * Clear the whole content of the dictionary\r\n */\r\n StringDictionary.prototype.clear = function () {\r\n this._data = {};\r\n this._count = 0;\r\n };\r\n Object.defineProperty(StringDictionary.prototype, \"count\", {\r\n /**\r\n * Gets the current count\r\n */\r\n get: function () {\r\n return this._count;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Execute a callback on each key/val of the dictionary.\r\n * Note that you can remove any element in this dictionary in the callback implementation\r\n * @param callback the callback to execute on a given key/value pair\r\n */\r\n StringDictionary.prototype.forEach = function (callback) {\r\n for (var cur in this._data) {\r\n var val = this._data[cur];\r\n callback(cur, val);\r\n }\r\n };\r\n /**\r\n * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.\r\n * If the callback returns null or undefined the method will iterate to the next key/value pair\r\n * Note that you can remove any element in this dictionary in the callback implementation\r\n * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned\r\n * @returns the first item\r\n */\r\n StringDictionary.prototype.first = function (callback) {\r\n for (var cur in this._data) {\r\n var val = this._data[cur];\r\n var res = callback(cur, val);\r\n if (res) {\r\n return res;\r\n }\r\n }\r\n return null;\r\n };\r\n return StringDictionary;\r\n}());\r\nexport { StringDictionary };\r\n//# sourceMappingURL=stringDictionary.js.map","/**\r\n * Base class of the scene acting as a container for the different elements composing a scene.\r\n * This class is dynamically extended by the different components of the scene increasing\r\n * flexibility and reducing coupling\r\n */\r\nvar AbstractScene = /** @class */ (function () {\r\n function AbstractScene() {\r\n /**\r\n * Gets the list of root nodes (ie. nodes with no parent)\r\n */\r\n this.rootNodes = new Array();\r\n /** All of the cameras added to this scene\r\n * @see http://doc.babylonjs.com/babylon101/cameras\r\n */\r\n this.cameras = new Array();\r\n /**\r\n * All of the lights added to this scene\r\n * @see http://doc.babylonjs.com/babylon101/lights\r\n */\r\n this.lights = new Array();\r\n /**\r\n * All of the (abstract) meshes added to this scene\r\n */\r\n this.meshes = new Array();\r\n /**\r\n * The list of skeletons added to the scene\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons\r\n */\r\n this.skeletons = new Array();\r\n /**\r\n * All of the particle systems added to this scene\r\n * @see http://doc.babylonjs.com/babylon101/particles\r\n */\r\n this.particleSystems = new Array();\r\n /**\r\n * Gets a list of Animations associated with the scene\r\n */\r\n this.animations = [];\r\n /**\r\n * All of the animation groups added to this scene\r\n * @see http://doc.babylonjs.com/how_to/group\r\n */\r\n this.animationGroups = new Array();\r\n /**\r\n * All of the multi-materials added to this scene\r\n * @see http://doc.babylonjs.com/how_to/multi_materials\r\n */\r\n this.multiMaterials = new Array();\r\n /**\r\n * All of the materials added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.\r\n * Note also that the order of the Material within the array is not significant and might change.\r\n * @see http://doc.babylonjs.com/babylon101/materials\r\n */\r\n this.materials = new Array();\r\n /**\r\n * The list of morph target managers added to the scene\r\n * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh\r\n */\r\n this.morphTargetManagers = new Array();\r\n /**\r\n * The list of geometries used in the scene.\r\n */\r\n this.geometries = new Array();\r\n /**\r\n * All of the tranform nodes added to this scene\r\n * In the context of a Scene, it is not supposed to be modified manually.\r\n * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.\r\n * Note also that the order of the TransformNode wihin the array is not significant and might change.\r\n * @see http://doc.babylonjs.com/how_to/transformnode\r\n */\r\n this.transformNodes = new Array();\r\n /**\r\n * ActionManagers available on the scene.\r\n */\r\n this.actionManagers = new Array();\r\n /**\r\n * Textures to keep.\r\n */\r\n this.textures = new Array();\r\n /**\r\n * Environment texture for the scene\r\n */\r\n this.environmentTexture = null;\r\n }\r\n /**\r\n * Adds a parser in the list of available ones\r\n * @param name Defines the name of the parser\r\n * @param parser Defines the parser to add\r\n */\r\n AbstractScene.AddParser = function (name, parser) {\r\n this._BabylonFileParsers[name] = parser;\r\n };\r\n /**\r\n * Gets a general parser from the list of avaialble ones\r\n * @param name Defines the name of the parser\r\n * @returns the requested parser or null\r\n */\r\n AbstractScene.GetParser = function (name) {\r\n if (this._BabylonFileParsers[name]) {\r\n return this._BabylonFileParsers[name];\r\n }\r\n return null;\r\n };\r\n /**\r\n * Adds n individual parser in the list of available ones\r\n * @param name Defines the name of the parser\r\n * @param parser Defines the parser to add\r\n */\r\n AbstractScene.AddIndividualParser = function (name, parser) {\r\n this._IndividualBabylonFileParsers[name] = parser;\r\n };\r\n /**\r\n * Gets an individual parser from the list of avaialble ones\r\n * @param name Defines the name of the parser\r\n * @returns the requested parser or null\r\n */\r\n AbstractScene.GetIndividualParser = function (name) {\r\n if (this._IndividualBabylonFileParsers[name]) {\r\n return this._IndividualBabylonFileParsers[name];\r\n }\r\n return null;\r\n };\r\n /**\r\n * Parser json data and populate both a scene and its associated container object\r\n * @param jsonData Defines the data to parse\r\n * @param scene Defines the scene to parse the data for\r\n * @param container Defines the container attached to the parsing sequence\r\n * @param rootUrl Defines the root url of the data\r\n */\r\n AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {\r\n for (var parserName in this._BabylonFileParsers) {\r\n if (this._BabylonFileParsers.hasOwnProperty(parserName)) {\r\n this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);\r\n }\r\n }\r\n };\r\n /**\r\n * @returns all meshes, lights, cameras, transformNodes and bones\r\n */\r\n AbstractScene.prototype.getNodes = function () {\r\n var nodes = new Array();\r\n nodes = nodes.concat(this.meshes);\r\n nodes = nodes.concat(this.lights);\r\n nodes = nodes.concat(this.cameras);\r\n nodes = nodes.concat(this.transformNodes); // dummies\r\n this.skeletons.forEach(function (skeleton) { return nodes = nodes.concat(skeleton.bones); });\r\n return nodes;\r\n };\r\n /**\r\n * Stores the list of available parsers in the application.\r\n */\r\n AbstractScene._BabylonFileParsers = {};\r\n /**\r\n * Stores the list of available individual parsers in the application.\r\n */\r\n AbstractScene._IndividualBabylonFileParsers = {};\r\n return AbstractScene;\r\n}());\r\nexport { AbstractScene };\r\n//# sourceMappingURL=abstractScene.js.map","/**\r\n * ActionEvent is the event being sent when an action is triggered.\r\n */\r\nvar ActionEvent = /** @class */ (function () {\r\n /**\r\n * Creates a new ActionEvent\r\n * @param source The mesh or sprite that triggered the action\r\n * @param pointerX The X mouse cursor position at the time of the event\r\n * @param pointerY The Y mouse cursor position at the time of the event\r\n * @param meshUnderPointer The mesh that is currently pointed at (can be null)\r\n * @param sourceEvent the original (browser) event that triggered the ActionEvent\r\n * @param additionalData additional data for the event\r\n */\r\n function ActionEvent(\r\n /** The mesh or sprite that triggered the action */\r\n source, \r\n /** The X mouse cursor position at the time of the event */\r\n pointerX, \r\n /** The Y mouse cursor position at the time of the event */\r\n pointerY, \r\n /** The mesh that is currently pointed at (can be null) */\r\n meshUnderPointer, \r\n /** the original (browser) event that triggered the ActionEvent */\r\n sourceEvent, \r\n /** additional data for the event */\r\n additionalData) {\r\n this.source = source;\r\n this.pointerX = pointerX;\r\n this.pointerY = pointerY;\r\n this.meshUnderPointer = meshUnderPointer;\r\n this.sourceEvent = sourceEvent;\r\n this.additionalData = additionalData;\r\n }\r\n /**\r\n * Helper function to auto-create an ActionEvent from a source mesh.\r\n * @param source The source mesh that triggered the event\r\n * @param evt The original (browser) event\r\n * @param additionalData additional data for the event\r\n * @returns the new ActionEvent\r\n */\r\n ActionEvent.CreateNew = function (source, evt, additionalData) {\r\n var scene = source.getScene();\r\n return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer || source, evt, additionalData);\r\n };\r\n /**\r\n * Helper function to auto-create an ActionEvent from a source sprite\r\n * @param source The source sprite that triggered the event\r\n * @param scene Scene associated with the sprite\r\n * @param evt The original (browser) event\r\n * @param additionalData additional data for the event\r\n * @returns the new ActionEvent\r\n */\r\n ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {\r\n return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);\r\n };\r\n /**\r\n * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew\r\n * @param scene the scene where the event occurred\r\n * @param evt The original (browser) event\r\n * @returns the new ActionEvent\r\n */\r\n ActionEvent.CreateNewFromScene = function (scene, evt) {\r\n return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);\r\n };\r\n /**\r\n * Helper function to auto-create an ActionEvent from a primitive\r\n * @param prim defines the target primitive\r\n * @param pointerPos defines the pointer position\r\n * @param evt The original (browser) event\r\n * @param additionalData additional data for the event\r\n * @returns the new ActionEvent\r\n */\r\n ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {\r\n return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);\r\n };\r\n return ActionEvent;\r\n}());\r\nexport { ActionEvent };\r\n//# sourceMappingURL=actionEvent.js.map","/**\r\n * Abstract class used to decouple action Manager from scene and meshes.\r\n * Do not instantiate.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\nvar AbstractActionManager = /** @class */ (function () {\r\n function AbstractActionManager() {\r\n /** Gets the cursor to use when hovering items */\r\n this.hoverCursor = '';\r\n /** Gets the list of actions */\r\n this.actions = new Array();\r\n /**\r\n * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children\r\n */\r\n this.isRecursive = false;\r\n }\r\n Object.defineProperty(AbstractActionManager, \"HasTriggers\", {\r\n /**\r\n * Does exist one action manager with at least one trigger\r\n **/\r\n get: function () {\r\n for (var t in AbstractActionManager.Triggers) {\r\n if (AbstractActionManager.Triggers.hasOwnProperty(t)) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractActionManager, \"HasPickTriggers\", {\r\n /**\r\n * Does exist one action manager with at least one pick trigger\r\n **/\r\n get: function () {\r\n for (var t in AbstractActionManager.Triggers) {\r\n if (AbstractActionManager.Triggers.hasOwnProperty(t)) {\r\n var t_int = parseInt(t);\r\n if (t_int >= 1 && t_int <= 7) {\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Does exist one action manager that handles actions of a given trigger\r\n * @param trigger defines the trigger to be tested\r\n * @return a boolean indicating whether the trigger is handeled by at least one action manager\r\n **/\r\n AbstractActionManager.HasSpecificTrigger = function (trigger) {\r\n for (var t in AbstractActionManager.Triggers) {\r\n if (AbstractActionManager.Triggers.hasOwnProperty(t)) {\r\n var t_int = parseInt(t);\r\n if (t_int === trigger) {\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n };\r\n /** Gets the list of active triggers */\r\n AbstractActionManager.Triggers = {};\r\n return AbstractActionManager;\r\n}());\r\nexport { AbstractActionManager };\r\n//# sourceMappingURL=abstractActionManager.js.map","import { PointerInfoPre, PointerInfo, PointerEventTypes } from '../Events/pointerEvents';\r\nimport { AbstractActionManager } from '../Actions/abstractActionManager';\r\nimport { Vector2, Matrix } from '../Maths/math.vector';\r\nimport { ActionEvent } from '../Actions/actionEvent';\r\nimport { Tools } from '../Misc/tools';\r\nimport { KeyboardEventTypes, KeyboardInfoPre, KeyboardInfo } from '../Events/keyboardEvents';\r\n/** @hidden */\r\nvar _ClickInfo = /** @class */ (function () {\r\n function _ClickInfo() {\r\n this._singleClick = false;\r\n this._doubleClick = false;\r\n this._hasSwiped = false;\r\n this._ignore = false;\r\n }\r\n Object.defineProperty(_ClickInfo.prototype, \"singleClick\", {\r\n get: function () {\r\n return this._singleClick;\r\n },\r\n set: function (b) {\r\n this._singleClick = b;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(_ClickInfo.prototype, \"doubleClick\", {\r\n get: function () {\r\n return this._doubleClick;\r\n },\r\n set: function (b) {\r\n this._doubleClick = b;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(_ClickInfo.prototype, \"hasSwiped\", {\r\n get: function () {\r\n return this._hasSwiped;\r\n },\r\n set: function (b) {\r\n this._hasSwiped = b;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(_ClickInfo.prototype, \"ignore\", {\r\n get: function () {\r\n return this._ignore;\r\n },\r\n set: function (b) {\r\n this._ignore = b;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n return _ClickInfo;\r\n}());\r\n/**\r\n * Class used to manage all inputs for the scene.\r\n */\r\nvar InputManager = /** @class */ (function () {\r\n /**\r\n * Creates a new InputManager\r\n * @param scene defines the hosting scene\r\n */\r\n function InputManager(scene) {\r\n // Pointers\r\n this._wheelEventName = \"\";\r\n this._meshPickProceed = false;\r\n this._currentPickResult = null;\r\n this._previousPickResult = null;\r\n this._totalPointersPressed = 0;\r\n this._doubleClickOccured = false;\r\n this._pointerX = 0;\r\n this._pointerY = 0;\r\n this._startingPointerPosition = new Vector2(0, 0);\r\n this._previousStartingPointerPosition = new Vector2(0, 0);\r\n this._startingPointerTime = 0;\r\n this._previousStartingPointerTime = 0;\r\n this._pointerCaptures = {};\r\n this._scene = scene;\r\n }\r\n Object.defineProperty(InputManager.prototype, \"meshUnderPointer\", {\r\n /**\r\n * Gets the mesh that is currently under the pointer\r\n */\r\n get: function () {\r\n return this._pointerOverMesh;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputManager.prototype, \"unTranslatedPointer\", {\r\n /**\r\n * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)\r\n */\r\n get: function () {\r\n return new Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputManager.prototype, \"pointerX\", {\r\n /**\r\n * Gets or sets the current on-screen X position of the pointer\r\n */\r\n get: function () {\r\n return this._pointerX;\r\n },\r\n set: function (value) {\r\n this._pointerX = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputManager.prototype, \"pointerY\", {\r\n /**\r\n * Gets or sets the current on-screen Y position of the pointer\r\n */\r\n get: function () {\r\n return this._pointerY;\r\n },\r\n set: function (value) {\r\n this._pointerY = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n InputManager.prototype._updatePointerPosition = function (evt) {\r\n var canvasRect = this._scene.getEngine().getInputElementClientRect();\r\n if (!canvasRect) {\r\n return;\r\n }\r\n this._pointerX = evt.clientX - canvasRect.left;\r\n this._pointerY = evt.clientY - canvasRect.top;\r\n this._unTranslatedPointerX = this._pointerX;\r\n this._unTranslatedPointerY = this._pointerY;\r\n };\r\n InputManager.prototype._processPointerMove = function (pickResult, evt) {\r\n var scene = this._scene;\r\n var engine = scene.getEngine();\r\n var canvas = engine.getInputElement();\r\n if (!canvas) {\r\n return;\r\n }\r\n canvas.tabIndex = engine.canvasTabIndex;\r\n // Restore pointer\r\n if (!scene.doNotHandleCursors) {\r\n canvas.style.cursor = scene.defaultCursor;\r\n }\r\n var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;\r\n if (isMeshPicked) {\r\n scene.setPointerOverMesh(pickResult.pickedMesh);\r\n if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {\r\n if (!scene.doNotHandleCursors) {\r\n if (this._pointerOverMesh.actionManager.hoverCursor) {\r\n canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;\r\n }\r\n else {\r\n canvas.style.cursor = scene.hoverCursor;\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n scene.setPointerOverMesh(null);\r\n }\r\n for (var _i = 0, _a = scene._pointerMoveStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);\r\n }\r\n if (pickResult) {\r\n var type = evt.type === this._wheelEventName ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE;\r\n if (scene.onPointerMove) {\r\n scene.onPointerMove(evt, pickResult, type);\r\n }\r\n if (scene.onPointerObservable.hasObservers()) {\r\n var pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n };\r\n // Pointers handling\r\n InputManager.prototype._setRayOnPointerInfo = function (pointerInfo) {\r\n var scene = this._scene;\r\n if (pointerInfo.pickInfo && !pointerInfo.pickInfo._pickingUnavailable) {\r\n if (!pointerInfo.pickInfo.ray) {\r\n pointerInfo.pickInfo.ray = scene.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, Matrix.Identity(), scene.activeCamera);\r\n }\r\n }\r\n };\r\n InputManager.prototype._checkPrePointerObservable = function (pickResult, evt, type) {\r\n var scene = this._scene;\r\n var pi = new PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);\r\n if (pickResult) {\r\n pi.ray = pickResult.ray;\r\n }\r\n scene.onPrePointerObservable.notifyObservers(pi, type);\r\n if (pi.skipOnPointerObservable) {\r\n return true;\r\n }\r\n else {\r\n return false;\r\n }\r\n };\r\n /**\r\n * Use this method to simulate a pointer move on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n */\r\n InputManager.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {\r\n var evt = new PointerEvent(\"pointermove\", pointerEventInit);\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERMOVE)) {\r\n return;\r\n }\r\n this._processPointerMove(pickResult, evt);\r\n };\r\n /**\r\n * Use this method to simulate a pointer down on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n */\r\n InputManager.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {\r\n var evt = new PointerEvent(\"pointerdown\", pointerEventInit);\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERDOWN)) {\r\n return;\r\n }\r\n this._processPointerDown(pickResult, evt);\r\n };\r\n InputManager.prototype._processPointerDown = function (pickResult, evt) {\r\n var _this = this;\r\n var scene = this._scene;\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh) {\r\n this._pickedDownMesh = pickResult.pickedMesh;\r\n var actionManager = pickResult.pickedMesh._getActionManagerForTrigger();\r\n if (actionManager) {\r\n if (actionManager.hasPickTriggers) {\r\n actionManager.processTrigger(5, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n switch (evt.button) {\r\n case 0:\r\n actionManager.processTrigger(2, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n case 1:\r\n actionManager.processTrigger(4, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n case 2:\r\n actionManager.processTrigger(3, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n }\r\n }\r\n if (actionManager.hasSpecificTrigger(8)) {\r\n window.setTimeout(function () {\r\n var pickResult = scene.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, function (mesh) { return (mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasSpecificTrigger(8) && mesh == _this._pickedDownMesh); }, false, scene.cameraToUseForPointers);\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {\r\n if (_this._totalPointersPressed !== 0 &&\r\n ((Date.now() - _this._startingPointerTime) > InputManager.LongPressDelay) &&\r\n !_this._isPointerSwiping()) {\r\n _this._startingPointerTime = 0;\r\n actionManager.processTrigger(8, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n }\r\n }\r\n }, InputManager.LongPressDelay);\r\n }\r\n }\r\n }\r\n else {\r\n for (var _i = 0, _a = scene._pointerDownStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);\r\n }\r\n }\r\n if (pickResult) {\r\n var type = PointerEventTypes.POINTERDOWN;\r\n if (scene.onPointerDown) {\r\n scene.onPointerDown(evt, pickResult, type);\r\n }\r\n if (scene.onPointerObservable.hasObservers()) {\r\n var pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n InputManager.prototype._isPointerSwiping = function () {\r\n return Math.abs(this._startingPointerPosition.x - this._pointerX) > InputManager.DragMovementThreshold ||\r\n Math.abs(this._startingPointerPosition.y - this._pointerY) > InputManager.DragMovementThreshold;\r\n };\r\n /**\r\n * Use this method to simulate a pointer up on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)\r\n */\r\n InputManager.prototype.simulatePointerUp = function (pickResult, pointerEventInit, doubleTap) {\r\n var evt = new PointerEvent(\"pointerup\", pointerEventInit);\r\n var clickInfo = new _ClickInfo();\r\n if (doubleTap) {\r\n clickInfo.doubleClick = true;\r\n }\r\n else {\r\n clickInfo.singleClick = true;\r\n }\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERUP)) {\r\n return;\r\n }\r\n this._processPointerUp(pickResult, evt, clickInfo);\r\n };\r\n InputManager.prototype._processPointerUp = function (pickResult, evt, clickInfo) {\r\n var scene = this._scene;\r\n if (pickResult && pickResult && pickResult.pickedMesh) {\r\n this._pickedUpMesh = pickResult.pickedMesh;\r\n if (this._pickedDownMesh === this._pickedUpMesh) {\r\n if (scene.onPointerPick) {\r\n scene.onPointerPick(evt, pickResult);\r\n }\r\n if (clickInfo.singleClick && !clickInfo.ignore && scene.onPointerObservable.hasObservers()) {\r\n var type_1 = PointerEventTypes.POINTERPICK;\r\n var pi = new PointerInfo(type_1, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type_1);\r\n }\r\n }\r\n var actionManager = pickResult.pickedMesh._getActionManagerForTrigger();\r\n if (actionManager && !clickInfo.ignore) {\r\n actionManager.processTrigger(7, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n if (!clickInfo.hasSwiped && clickInfo.singleClick) {\r\n actionManager.processTrigger(1, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n }\r\n var doubleClickActionManager = pickResult.pickedMesh._getActionManagerForTrigger(6);\r\n if (clickInfo.doubleClick && doubleClickActionManager) {\r\n doubleClickActionManager.processTrigger(6, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n }\r\n }\r\n }\r\n else {\r\n if (!clickInfo.ignore) {\r\n for (var _i = 0, _a = scene._pointerUpStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);\r\n }\r\n }\r\n }\r\n if (this._pickedDownMesh && this._pickedDownMesh !== this._pickedUpMesh) {\r\n var pickedDownActionManager = this._pickedDownMesh._getActionManagerForTrigger(16);\r\n if (pickedDownActionManager) {\r\n pickedDownActionManager.processTrigger(16, ActionEvent.CreateNew(this._pickedDownMesh, evt));\r\n }\r\n }\r\n var type = 0;\r\n if (scene.onPointerObservable.hasObservers()) {\r\n if (!clickInfo.ignore && !clickInfo.hasSwiped) {\r\n if (clickInfo.singleClick && scene.onPointerObservable.hasSpecificMask(PointerEventTypes.POINTERTAP)) {\r\n type = PointerEventTypes.POINTERTAP;\r\n }\r\n else if (clickInfo.doubleClick && scene.onPointerObservable.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP)) {\r\n type = PointerEventTypes.POINTERDOUBLETAP;\r\n }\r\n if (type) {\r\n var pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n if (!clickInfo.ignore) {\r\n type = PointerEventTypes.POINTERUP;\r\n var pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n if (scene.onPointerUp && !clickInfo.ignore) {\r\n scene.onPointerUp(evt, pickResult, type);\r\n }\r\n };\r\n /**\r\n * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)\r\n * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)\r\n * @returns true if the pointer was captured\r\n */\r\n InputManager.prototype.isPointerCaptured = function (pointerId) {\r\n if (pointerId === void 0) { pointerId = 0; }\r\n return this._pointerCaptures[pointerId];\r\n };\r\n /**\r\n * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp\r\n * @param attachUp defines if you want to attach events to pointerup\r\n * @param attachDown defines if you want to attach events to pointerdown\r\n * @param attachMove defines if you want to attach events to pointermove\r\n * @param elementToAttachTo defines the target DOM element to attach to (will use the canvas by default)\r\n */\r\n InputManager.prototype.attachControl = function (attachUp, attachDown, attachMove, elementToAttachTo) {\r\n var _this = this;\r\n if (attachUp === void 0) { attachUp = true; }\r\n if (attachDown === void 0) { attachDown = true; }\r\n if (attachMove === void 0) { attachMove = true; }\r\n if (elementToAttachTo === void 0) { elementToAttachTo = null; }\r\n var scene = this._scene;\r\n if (!elementToAttachTo) {\r\n elementToAttachTo = scene.getEngine().getInputElement();\r\n }\r\n if (!elementToAttachTo) {\r\n return;\r\n }\r\n var engine = scene.getEngine();\r\n this._initActionManager = function (act, clickInfo) {\r\n if (!_this._meshPickProceed) {\r\n var pickResult = scene.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, scene.pointerDownPredicate, false, scene.cameraToUseForPointers);\r\n _this._currentPickResult = pickResult;\r\n if (pickResult) {\r\n act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh._getActionManagerForTrigger() : null;\r\n }\r\n _this._meshPickProceed = true;\r\n }\r\n return act;\r\n };\r\n this._delayedSimpleClick = function (btn, clickInfo, cb) {\r\n // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different\r\n if ((Date.now() - _this._previousStartingPointerTime > InputManager.DoubleClickDelay && !_this._doubleClickOccured) ||\r\n btn !== _this._previousButtonPressed) {\r\n _this._doubleClickOccured = false;\r\n clickInfo.singleClick = true;\r\n clickInfo.ignore = false;\r\n cb(clickInfo, _this._currentPickResult);\r\n }\r\n };\r\n this._initClickEvent = function (obs1, obs2, evt, cb) {\r\n var clickInfo = new _ClickInfo();\r\n _this._currentPickResult = null;\r\n var act = null;\r\n var checkPicking = obs1.hasSpecificMask(PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(PointerEventTypes.POINTERPICK)\r\n || obs1.hasSpecificMask(PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(PointerEventTypes.POINTERTAP)\r\n || obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkPicking && AbstractActionManager) {\r\n act = _this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkPicking = act.hasPickTriggers;\r\n }\r\n }\r\n var needToIgnoreNext = false;\r\n if (checkPicking) {\r\n var btn = evt.button;\r\n clickInfo.hasSwiped = _this._isPointerSwiping();\r\n if (!clickInfo.hasSwiped) {\r\n var checkSingleClickImmediately = !InputManager.ExclusiveDoubleClickMode;\r\n if (!checkSingleClickImmediately) {\r\n checkSingleClickImmediately = !obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) &&\r\n !obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (checkSingleClickImmediately && !AbstractActionManager.HasSpecificTrigger(6)) {\r\n act = _this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkSingleClickImmediately = !act.hasSpecificTrigger(6);\r\n }\r\n }\r\n }\r\n if (checkSingleClickImmediately) {\r\n // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required\r\n if (Date.now() - _this._previousStartingPointerTime > InputManager.DoubleClickDelay ||\r\n btn !== _this._previousButtonPressed) {\r\n clickInfo.singleClick = true;\r\n cb(clickInfo, _this._currentPickResult);\r\n needToIgnoreNext = true;\r\n }\r\n }\r\n // at least one double click is required to be check and exclusive double click is enabled\r\n else {\r\n // wait that no double click has been raised during the double click delay\r\n _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;\r\n _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), InputManager.DoubleClickDelay);\r\n }\r\n var checkDoubleClick = obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkDoubleClick && AbstractActionManager.HasSpecificTrigger(6)) {\r\n act = _this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkDoubleClick = act.hasSpecificTrigger(6);\r\n }\r\n }\r\n if (checkDoubleClick) {\r\n // two successive keys pressed are equal, double click delay is not over and double click has not just occurred\r\n if (btn === _this._previousButtonPressed &&\r\n Date.now() - _this._previousStartingPointerTime < InputManager.DoubleClickDelay &&\r\n !_this._doubleClickOccured) {\r\n // pointer has not moved for 2 clicks, it's a double click\r\n if (!clickInfo.hasSwiped &&\r\n !_this._isPointerSwiping()) {\r\n _this._previousStartingPointerTime = 0;\r\n _this._doubleClickOccured = true;\r\n clickInfo.doubleClick = true;\r\n clickInfo.ignore = false;\r\n if (InputManager.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {\r\n clearTimeout(_this._previousDelayedSimpleClickTimeout);\r\n }\r\n _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;\r\n cb(clickInfo, _this._currentPickResult);\r\n }\r\n // if the two successive clicks are too far, it's just two simple clicks\r\n else {\r\n _this._doubleClickOccured = false;\r\n _this._previousStartingPointerTime = _this._startingPointerTime;\r\n _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;\r\n _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;\r\n _this._previousButtonPressed = btn;\r\n if (InputManager.ExclusiveDoubleClickMode) {\r\n if (_this._previousDelayedSimpleClickTimeout) {\r\n clearTimeout(_this._previousDelayedSimpleClickTimeout);\r\n }\r\n _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;\r\n cb(clickInfo, _this._previousPickResult);\r\n }\r\n else {\r\n cb(clickInfo, _this._currentPickResult);\r\n }\r\n }\r\n needToIgnoreNext = true;\r\n }\r\n // just the first click of the double has been raised\r\n else {\r\n _this._doubleClickOccured = false;\r\n _this._previousStartingPointerTime = _this._startingPointerTime;\r\n _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;\r\n _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;\r\n _this._previousButtonPressed = btn;\r\n }\r\n }\r\n }\r\n }\r\n if (!needToIgnoreNext) {\r\n cb(clickInfo, _this._currentPickResult);\r\n }\r\n };\r\n this._onPointerMove = function (evt) {\r\n _this._updatePointerPosition(evt);\r\n // PreObservable support\r\n if (_this._checkPrePointerObservable(null, evt, evt.type === _this._wheelEventName ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE)) {\r\n return;\r\n }\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n if (!scene.pointerMovePredicate) {\r\n scene.pointerMovePredicate = function (mesh) { return (mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || scene.constantlyUpdateMeshUnderPointer || (mesh._getActionManagerForTrigger() != null)) && (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0)); };\r\n }\r\n // Meshes\r\n var pickResult = scene.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, scene.pointerMovePredicate, false, scene.cameraToUseForPointers);\r\n _this._processPointerMove(pickResult, evt);\r\n };\r\n this._onPointerDown = function (evt) {\r\n _this._totalPointersPressed++;\r\n _this._pickedDownMesh = null;\r\n _this._meshPickProceed = false;\r\n _this._updatePointerPosition(evt);\r\n if (scene.preventDefaultOnPointerDown && elementToAttachTo) {\r\n evt.preventDefault();\r\n elementToAttachTo.focus();\r\n }\r\n _this._startingPointerPosition.x = _this._pointerX;\r\n _this._startingPointerPosition.y = _this._pointerY;\r\n _this._startingPointerTime = Date.now();\r\n // PreObservable support\r\n if (_this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERDOWN)) {\r\n return;\r\n }\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n _this._pointerCaptures[evt.pointerId] = true;\r\n if (!scene.pointerDownPredicate) {\r\n scene.pointerDownPredicate = function (mesh) {\r\n return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0);\r\n };\r\n }\r\n // Meshes\r\n _this._pickedDownMesh = null;\r\n var pickResult = scene.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, scene.pointerDownPredicate, false, scene.cameraToUseForPointers);\r\n _this._processPointerDown(pickResult, evt);\r\n };\r\n this._onPointerUp = function (evt) {\r\n if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF\r\n return; // So we need to test it the pointer down was pressed before.\r\n }\r\n _this._totalPointersPressed--;\r\n _this._pickedUpMesh = null;\r\n _this._meshPickProceed = false;\r\n _this._updatePointerPosition(evt);\r\n if (scene.preventDefaultOnPointerUp && elementToAttachTo) {\r\n evt.preventDefault();\r\n elementToAttachTo.focus();\r\n }\r\n _this._initClickEvent(scene.onPrePointerObservable, scene.onPointerObservable, evt, function (clickInfo, pickResult) {\r\n // PreObservable support\r\n if (scene.onPrePointerObservable.hasObservers()) {\r\n if (!clickInfo.ignore) {\r\n if (!clickInfo.hasSwiped) {\r\n if (clickInfo.singleClick && scene.onPrePointerObservable.hasSpecificMask(PointerEventTypes.POINTERTAP)) {\r\n if (_this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERTAP)) {\r\n return;\r\n }\r\n }\r\n if (clickInfo.doubleClick && scene.onPrePointerObservable.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP)) {\r\n if (_this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERDOUBLETAP)) {\r\n return;\r\n }\r\n }\r\n }\r\n if (_this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERUP)) {\r\n return;\r\n }\r\n }\r\n }\r\n if (!_this._pointerCaptures[evt.pointerId]) {\r\n return;\r\n }\r\n _this._pointerCaptures[evt.pointerId] = false;\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n if (!scene.pointerUpPredicate) {\r\n scene.pointerUpPredicate = function (mesh) {\r\n return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0);\r\n };\r\n }\r\n // Meshes\r\n if (!_this._meshPickProceed && (AbstractActionManager && AbstractActionManager.HasTriggers || scene.onPointerObservable.hasObservers())) {\r\n _this._initActionManager(null, clickInfo);\r\n }\r\n if (!pickResult) {\r\n pickResult = _this._currentPickResult;\r\n }\r\n _this._processPointerUp(pickResult, evt, clickInfo);\r\n _this._previousPickResult = _this._currentPickResult;\r\n });\r\n };\r\n this._onKeyDown = function (evt) {\r\n var type = KeyboardEventTypes.KEYDOWN;\r\n if (scene.onPreKeyboardObservable.hasObservers()) {\r\n var pi = new KeyboardInfoPre(type, evt);\r\n scene.onPreKeyboardObservable.notifyObservers(pi, type);\r\n if (pi.skipOnPointerObservable) {\r\n return;\r\n }\r\n }\r\n if (scene.onKeyboardObservable.hasObservers()) {\r\n var pi = new KeyboardInfo(type, evt);\r\n scene.onKeyboardObservable.notifyObservers(pi, type);\r\n }\r\n if (scene.actionManager) {\r\n scene.actionManager.processTrigger(14, ActionEvent.CreateNewFromScene(scene, evt));\r\n }\r\n };\r\n this._onKeyUp = function (evt) {\r\n var type = KeyboardEventTypes.KEYUP;\r\n if (scene.onPreKeyboardObservable.hasObservers()) {\r\n var pi = new KeyboardInfoPre(type, evt);\r\n scene.onPreKeyboardObservable.notifyObservers(pi, type);\r\n if (pi.skipOnPointerObservable) {\r\n return;\r\n }\r\n }\r\n if (scene.onKeyboardObservable.hasObservers()) {\r\n var pi = new KeyboardInfo(type, evt);\r\n scene.onKeyboardObservable.notifyObservers(pi, type);\r\n }\r\n if (scene.actionManager) {\r\n scene.actionManager.processTrigger(15, ActionEvent.CreateNewFromScene(scene, evt));\r\n }\r\n };\r\n // Keyboard events\r\n this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add((function () {\r\n var fn = function () {\r\n if (!elementToAttachTo) {\r\n return;\r\n }\r\n elementToAttachTo.addEventListener(\"keydown\", _this._onKeyDown, false);\r\n elementToAttachTo.addEventListener(\"keyup\", _this._onKeyUp, false);\r\n };\r\n if (document.activeElement === elementToAttachTo) {\r\n fn();\r\n }\r\n return fn;\r\n })());\r\n this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {\r\n if (!elementToAttachTo) {\r\n return;\r\n }\r\n elementToAttachTo.removeEventListener(\"keydown\", _this._onKeyDown);\r\n elementToAttachTo.removeEventListener(\"keyup\", _this._onKeyUp);\r\n });\r\n // Pointer events\r\n var eventPrefix = Tools.GetPointerPrefix();\r\n if (attachMove) {\r\n elementToAttachTo.addEventListener(eventPrefix + \"move\", this._onPointerMove, false);\r\n // Wheel\r\n this._wheelEventName = \"onwheel\" in document.createElement(\"div\") ? \"wheel\" : // Modern browsers support \"wheel\"\r\n document.onmousewheel !== undefined ? \"mousewheel\" : // Webkit and IE support at least \"mousewheel\"\r\n \"DOMMouseScroll\"; // let's assume that remaining browsers are older Firefox\r\n elementToAttachTo.addEventListener(this._wheelEventName, this._onPointerMove, false);\r\n }\r\n if (attachDown) {\r\n elementToAttachTo.addEventListener(eventPrefix + \"down\", this._onPointerDown, false);\r\n }\r\n if (attachUp) {\r\n var hostWindow = scene.getEngine().getHostWindow();\r\n if (hostWindow) {\r\n hostWindow.addEventListener(eventPrefix + \"up\", this._onPointerUp, false);\r\n }\r\n }\r\n };\r\n /**\r\n * Detaches all event handlers\r\n */\r\n InputManager.prototype.detachControl = function () {\r\n var eventPrefix = Tools.GetPointerPrefix();\r\n var canvas = this._scene.getEngine().getInputElement();\r\n var engine = this._scene.getEngine();\r\n if (!canvas) {\r\n return;\r\n }\r\n // Pointer\r\n canvas.removeEventListener(eventPrefix + \"move\", this._onPointerMove);\r\n canvas.removeEventListener(this._wheelEventName, this._onPointerMove);\r\n canvas.removeEventListener(eventPrefix + \"down\", this._onPointerDown);\r\n window.removeEventListener(eventPrefix + \"up\", this._onPointerUp);\r\n // Blur / Focus\r\n if (this._onCanvasBlurObserver) {\r\n engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n if (this._onCanvasFocusObserver) {\r\n engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);\r\n }\r\n // Keyboard\r\n canvas.removeEventListener(\"keydown\", this._onKeyDown);\r\n canvas.removeEventListener(\"keyup\", this._onKeyUp);\r\n // Cursor\r\n if (!this._scene.doNotHandleCursors) {\r\n canvas.style.cursor = this._scene.defaultCursor;\r\n }\r\n };\r\n /**\r\n * Force the value of meshUnderPointer\r\n * @param mesh defines the mesh to use\r\n */\r\n InputManager.prototype.setPointerOverMesh = function (mesh) {\r\n if (this._pointerOverMesh === mesh) {\r\n return;\r\n }\r\n var actionManager;\r\n if (this._pointerOverMesh) {\r\n actionManager = this._pointerOverMesh._getActionManagerForTrigger(10);\r\n if (actionManager) {\r\n actionManager.processTrigger(10, ActionEvent.CreateNew(this._pointerOverMesh));\r\n }\r\n }\r\n this._pointerOverMesh = mesh;\r\n if (this._pointerOverMesh) {\r\n actionManager = this._pointerOverMesh._getActionManagerForTrigger(9);\r\n if (actionManager) {\r\n actionManager.processTrigger(9, ActionEvent.CreateNew(this._pointerOverMesh));\r\n }\r\n }\r\n };\r\n /**\r\n * Gets the mesh under the pointer\r\n * @returns a Mesh or null if no mesh is under the pointer\r\n */\r\n InputManager.prototype.getPointerOverMesh = function () {\r\n return this._pointerOverMesh;\r\n };\r\n /** The distance in pixel that you have to move to prevent some events */\r\n InputManager.DragMovementThreshold = 10; // in pixels\r\n /** Time in milliseconds to wait to raise long press events if button is still pressed */\r\n InputManager.LongPressDelay = 500; // in milliseconds\r\n /** Time in milliseconds with two consecutive clicks will be considered as a double click */\r\n InputManager.DoubleClickDelay = 300; // in milliseconds\r\n /** If you need to check double click without raising a single click at first click, enable this flag */\r\n InputManager.ExclusiveDoubleClickMode = false;\r\n return InputManager;\r\n}());\r\nexport { InputManager };\r\n//# sourceMappingURL=scene.inputManager.js.map","/**\r\n * Helper class used to generate session unique ID\r\n */\r\nvar UniqueIdGenerator = /** @class */ (function () {\r\n function UniqueIdGenerator() {\r\n }\r\n Object.defineProperty(UniqueIdGenerator, \"UniqueId\", {\r\n /**\r\n * Gets an unique (relatively to the current scene) Id\r\n */\r\n get: function () {\r\n var result = this._UniqueIdCounter;\r\n this._UniqueIdCounter++;\r\n return result;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Statics\r\n UniqueIdGenerator._UniqueIdCounter = 0;\r\n return UniqueIdGenerator;\r\n}());\r\nexport { UniqueIdGenerator };\r\n//# sourceMappingURL=uniqueIdGenerator.js.map","import { __assign, __extends } from \"tslib\";\r\nimport { Tools } from \"./Misc/tools\";\r\nimport { PrecisionDate } from \"./Misc/precisionDate\";\r\nimport { Observable } from \"./Misc/observable\";\r\nimport { SmartArrayNoDuplicate, SmartArray } from \"./Misc/smartArray\";\r\nimport { StringDictionary } from \"./Misc/stringDictionary\";\r\nimport { Tags } from \"./Misc/tags\";\r\nimport { Vector3, Matrix } from \"./Maths/math.vector\";\r\nimport { TransformNode } from \"./Meshes/transformNode\";\r\nimport { AbstractMesh } from \"./Meshes/abstractMesh\";\r\nimport { Camera } from \"./Cameras/camera\";\r\nimport { AbstractScene } from \"./abstractScene\";\r\nimport { ImageProcessingConfiguration } from \"./Materials/imageProcessingConfiguration\";\r\nimport { UniformBuffer } from \"./Materials/uniformBuffer\";\r\nimport { Light } from \"./Lights/light\";\r\nimport { PickingInfo } from \"./Collisions/pickingInfo\";\r\nimport { ActionEvent } from \"./Actions/actionEvent\";\r\nimport { PostProcessManager } from \"./PostProcesses/postProcessManager\";\r\nimport { RenderingManager } from \"./Rendering/renderingManager\";\r\nimport { Stage } from \"./sceneComponent\";\r\nimport { DomManagement } from \"./Misc/domManagement\";\r\nimport { Logger } from \"./Misc/logger\";\r\nimport { EngineStore } from \"./Engines/engineStore\";\r\nimport { _DevTools } from './Misc/devTools';\r\nimport { InputManager } from './Inputs/scene.inputManager';\r\nimport { PerfCounter } from './Misc/perfCounter';\r\nimport { Color4, Color3 } from './Maths/math.color';\r\nimport { Frustum } from './Maths/math.frustum';\r\nimport { UniqueIdGenerator } from './Misc/uniqueIdGenerator';\r\nimport { FileTools } from './Misc/fileTools';\r\n/**\r\n * Represents a scene to be rendered by the engine.\r\n * @see http://doc.babylonjs.com/features/scene\r\n */\r\nvar Scene = /** @class */ (function (_super) {\r\n __extends(Scene, _super);\r\n /**\r\n * Creates a new Scene\r\n * @param engine defines the engine to use to render this scene\r\n * @param options defines the scene options\r\n */\r\n function Scene(engine, options) {\r\n var _this = _super.call(this) || this;\r\n // Members\r\n /** @hidden */\r\n _this._inputManager = new InputManager(_this);\r\n /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */\r\n _this.cameraToUseForPointers = null;\r\n /** @hidden */\r\n _this._isScene = true;\r\n /** @hidden */\r\n _this._blockEntityCollection = false;\r\n /**\r\n * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame\r\n */\r\n _this.autoClear = true;\r\n /**\r\n * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame\r\n */\r\n _this.autoClearDepthAndStencil = true;\r\n /**\r\n * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))\r\n */\r\n _this.clearColor = new Color4(0.2, 0.2, 0.3, 1.0);\r\n /**\r\n * Defines the color used to simulate the ambient color (Default is (0, 0, 0))\r\n */\r\n _this.ambientColor = new Color3(0, 0, 0);\r\n /** @hidden */\r\n _this._environmentIntensity = 1;\r\n _this._forceWireframe = false;\r\n _this._skipFrustumClipping = false;\r\n _this._forcePointsCloud = false;\r\n /**\r\n * Gets or sets a boolean indicating if animations are enabled\r\n */\r\n _this.animationsEnabled = true;\r\n _this._animationPropertiesOverride = null;\r\n /**\r\n * Gets or sets a boolean indicating if a constant deltatime has to be used\r\n * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate\r\n */\r\n _this.useConstantAnimationDeltaTime = false;\r\n /**\r\n * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated\r\n * Please note that it requires to run a ray cast through the scene on every frame\r\n */\r\n _this.constantlyUpdateMeshUnderPointer = false;\r\n /**\r\n * Defines the HTML cursor to use when hovering over interactive elements\r\n */\r\n _this.hoverCursor = \"pointer\";\r\n /**\r\n * Defines the HTML default cursor to use (empty by default)\r\n */\r\n _this.defaultCursor = \"\";\r\n /**\r\n * Defines whether cursors are handled by the scene.\r\n */\r\n _this.doNotHandleCursors = false;\r\n /**\r\n * This is used to call preventDefault() on pointer down\r\n * in order to block unwanted artifacts like system double clicks\r\n */\r\n _this.preventDefaultOnPointerDown = true;\r\n /**\r\n * This is used to call preventDefault() on pointer up\r\n * in order to block unwanted artifacts like system double clicks\r\n */\r\n _this.preventDefaultOnPointerUp = true;\r\n // Metadata\r\n /**\r\n * Gets or sets user defined metadata\r\n */\r\n _this.metadata = null;\r\n /**\r\n * For internal use only. Please do not use.\r\n */\r\n _this.reservedDataStore = null;\r\n /**\r\n * Use this array to add regular expressions used to disable offline support for specific urls\r\n */\r\n _this.disableOfflineSupportExceptionRules = new Array();\r\n /**\r\n * An event triggered when the scene is disposed.\r\n */\r\n _this.onDisposeObservable = new Observable();\r\n _this._onDisposeObserver = null;\r\n /**\r\n * An event triggered before rendering the scene (right after animations and physics)\r\n */\r\n _this.onBeforeRenderObservable = new Observable();\r\n _this._onBeforeRenderObserver = null;\r\n /**\r\n * An event triggered after rendering the scene\r\n */\r\n _this.onAfterRenderObservable = new Observable();\r\n /**\r\n * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)\r\n */\r\n _this.onAfterRenderCameraObservable = new Observable();\r\n _this._onAfterRenderObserver = null;\r\n /**\r\n * An event triggered before animating the scene\r\n */\r\n _this.onBeforeAnimationsObservable = new Observable();\r\n /**\r\n * An event triggered after animations processing\r\n */\r\n _this.onAfterAnimationsObservable = new Observable();\r\n /**\r\n * An event triggered before draw calls are ready to be sent\r\n */\r\n _this.onBeforeDrawPhaseObservable = new Observable();\r\n /**\r\n * An event triggered after draw calls have been sent\r\n */\r\n _this.onAfterDrawPhaseObservable = new Observable();\r\n /**\r\n * An event triggered when the scene is ready\r\n */\r\n _this.onReadyObservable = new Observable();\r\n /**\r\n * An event triggered before rendering a camera\r\n */\r\n _this.onBeforeCameraRenderObservable = new Observable();\r\n _this._onBeforeCameraRenderObserver = null;\r\n /**\r\n * An event triggered after rendering a camera\r\n */\r\n _this.onAfterCameraRenderObservable = new Observable();\r\n _this._onAfterCameraRenderObserver = null;\r\n /**\r\n * An event triggered when active meshes evaluation is about to start\r\n */\r\n _this.onBeforeActiveMeshesEvaluationObservable = new Observable();\r\n /**\r\n * An event triggered when active meshes evaluation is done\r\n */\r\n _this.onAfterActiveMeshesEvaluationObservable = new Observable();\r\n /**\r\n * An event triggered when particles rendering is about to start\r\n * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)\r\n */\r\n _this.onBeforeParticlesRenderingObservable = new Observable();\r\n /**\r\n * An event triggered when particles rendering is done\r\n * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)\r\n */\r\n _this.onAfterParticlesRenderingObservable = new Observable();\r\n /**\r\n * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed\r\n */\r\n _this.onDataLoadedObservable = new Observable();\r\n /**\r\n * An event triggered when a camera is created\r\n */\r\n _this.onNewCameraAddedObservable = new Observable();\r\n /**\r\n * An event triggered when a camera is removed\r\n */\r\n _this.onCameraRemovedObservable = new Observable();\r\n /**\r\n * An event triggered when a light is created\r\n */\r\n _this.onNewLightAddedObservable = new Observable();\r\n /**\r\n * An event triggered when a light is removed\r\n */\r\n _this.onLightRemovedObservable = new Observable();\r\n /**\r\n * An event triggered when a geometry is created\r\n */\r\n _this.onNewGeometryAddedObservable = new Observable();\r\n /**\r\n * An event triggered when a geometry is removed\r\n */\r\n _this.onGeometryRemovedObservable = new Observable();\r\n /**\r\n * An event triggered when a transform node is created\r\n */\r\n _this.onNewTransformNodeAddedObservable = new Observable();\r\n /**\r\n * An event triggered when a transform node is removed\r\n */\r\n _this.onTransformNodeRemovedObservable = new Observable();\r\n /**\r\n * An event triggered when a mesh is created\r\n */\r\n _this.onNewMeshAddedObservable = new Observable();\r\n /**\r\n * An event triggered when a mesh is removed\r\n */\r\n _this.onMeshRemovedObservable = new Observable();\r\n /**\r\n * An event triggered when a skeleton is created\r\n */\r\n _this.onNewSkeletonAddedObservable = new Observable();\r\n /**\r\n * An event triggered when a skeleton is removed\r\n */\r\n _this.onSkeletonRemovedObservable = new Observable();\r\n /**\r\n * An event triggered when a material is created\r\n */\r\n _this.onNewMaterialAddedObservable = new Observable();\r\n /**\r\n * An event triggered when a material is removed\r\n */\r\n _this.onMaterialRemovedObservable = new Observable();\r\n /**\r\n * An event triggered when a texture is created\r\n */\r\n _this.onNewTextureAddedObservable = new Observable();\r\n /**\r\n * An event triggered when a texture is removed\r\n */\r\n _this.onTextureRemovedObservable = new Observable();\r\n /**\r\n * An event triggered when render targets are about to be rendered\r\n * Can happen multiple times per frame.\r\n */\r\n _this.onBeforeRenderTargetsRenderObservable = new Observable();\r\n /**\r\n * An event triggered when render targets were rendered.\r\n * Can happen multiple times per frame.\r\n */\r\n _this.onAfterRenderTargetsRenderObservable = new Observable();\r\n /**\r\n * An event triggered before calculating deterministic simulation step\r\n */\r\n _this.onBeforeStepObservable = new Observable();\r\n /**\r\n * An event triggered after calculating deterministic simulation step\r\n */\r\n _this.onAfterStepObservable = new Observable();\r\n /**\r\n * An event triggered when the activeCamera property is updated\r\n */\r\n _this.onActiveCameraChanged = new Observable();\r\n /**\r\n * This Observable will be triggered before rendering each renderingGroup of each rendered camera.\r\n * The RenderinGroupInfo class contains all the information about the context in which the observable is called\r\n * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)\r\n */\r\n _this.onBeforeRenderingGroupObservable = new Observable();\r\n /**\r\n * This Observable will be triggered after rendering each renderingGroup of each rendered camera.\r\n * The RenderinGroupInfo class contains all the information about the context in which the observable is called\r\n * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)\r\n */\r\n _this.onAfterRenderingGroupObservable = new Observable();\r\n /**\r\n * This Observable will when a mesh has been imported into the scene.\r\n */\r\n _this.onMeshImportedObservable = new Observable();\r\n /**\r\n * This Observable will when an animation file has been imported into the scene.\r\n */\r\n _this.onAnimationFileImportedObservable = new Observable();\r\n // Animations\r\n /** @hidden */\r\n _this._registeredForLateAnimationBindings = new SmartArrayNoDuplicate(256);\r\n /**\r\n * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).\r\n * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true\r\n */\r\n _this.onPrePointerObservable = new Observable();\r\n /**\r\n * Observable event triggered each time an input event is received from the rendering canvas\r\n */\r\n _this.onPointerObservable = new Observable();\r\n // Keyboard\r\n /**\r\n * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()\r\n * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true\r\n */\r\n _this.onPreKeyboardObservable = new Observable();\r\n /**\r\n * Observable event triggered each time an keyboard event is received from the hosting window\r\n */\r\n _this.onKeyboardObservable = new Observable();\r\n // Coordinates system\r\n _this._useRightHandedSystem = false;\r\n // Deterministic lockstep\r\n _this._timeAccumulator = 0;\r\n _this._currentStepId = 0;\r\n _this._currentInternalStep = 0;\r\n // Fog\r\n _this._fogEnabled = true;\r\n _this._fogMode = Scene.FOGMODE_NONE;\r\n /**\r\n * Gets or sets the fog color to use\r\n * @see http://doc.babylonjs.com/babylon101/environment#fog\r\n * (Default is Color3(0.2, 0.2, 0.3))\r\n */\r\n _this.fogColor = new Color3(0.2, 0.2, 0.3);\r\n /**\r\n * Gets or sets the fog density to use\r\n * @see http://doc.babylonjs.com/babylon101/environment#fog\r\n * (Default is 0.1)\r\n */\r\n _this.fogDensity = 0.1;\r\n /**\r\n * Gets or sets the fog start distance to use\r\n * @see http://doc.babylonjs.com/babylon101/environment#fog\r\n * (Default is 0)\r\n */\r\n _this.fogStart = 0;\r\n /**\r\n * Gets or sets the fog end distance to use\r\n * @see http://doc.babylonjs.com/babylon101/environment#fog\r\n * (Default is 1000)\r\n */\r\n _this.fogEnd = 1000.0;\r\n // Lights\r\n _this._shadowsEnabled = true;\r\n _this._lightsEnabled = true;\r\n /** All of the active cameras added to this scene. */\r\n _this.activeCameras = new Array();\r\n // Textures\r\n _this._texturesEnabled = true;\r\n // Particles\r\n /**\r\n * Gets or sets a boolean indicating if particles are enabled on this scene\r\n */\r\n _this.particlesEnabled = true;\r\n // Sprites\r\n /**\r\n * Gets or sets a boolean indicating if sprites are enabled on this scene\r\n */\r\n _this.spritesEnabled = true;\r\n // Skeletons\r\n _this._skeletonsEnabled = true;\r\n // Lens flares\r\n /**\r\n * Gets or sets a boolean indicating if lens flares are enabled on this scene\r\n */\r\n _this.lensFlaresEnabled = true;\r\n // Collisions\r\n /**\r\n * Gets or sets a boolean indicating if collisions are enabled on this scene\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n */\r\n _this.collisionsEnabled = true;\r\n /**\r\n * Defines the gravity applied to this scene (used only for collisions)\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n */\r\n _this.gravity = new Vector3(0, -9.807, 0);\r\n // Postprocesses\r\n /**\r\n * Gets or sets a boolean indicating if postprocesses are enabled on this scene\r\n */\r\n _this.postProcessesEnabled = true;\r\n /**\r\n * The list of postprocesses added to the scene\r\n */\r\n _this.postProcesses = new Array();\r\n // Customs render targets\r\n /**\r\n * Gets or sets a boolean indicating if render targets are enabled on this scene\r\n */\r\n _this.renderTargetsEnabled = true;\r\n /**\r\n * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes\r\n * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com\r\n */\r\n _this.dumpNextRenderTargets = false;\r\n /**\r\n * The list of user defined render targets added to the scene\r\n */\r\n _this.customRenderTargets = new Array();\r\n /**\r\n * Gets the list of meshes imported to the scene through SceneLoader\r\n */\r\n _this.importedMeshesFiles = new Array();\r\n // Probes\r\n /**\r\n * Gets or sets a boolean indicating if probes are enabled on this scene\r\n */\r\n _this.probesEnabled = true;\r\n _this._meshesForIntersections = new SmartArrayNoDuplicate(256);\r\n // Procedural textures\r\n /**\r\n * Gets or sets a boolean indicating if procedural textures are enabled on this scene\r\n */\r\n _this.proceduralTexturesEnabled = true;\r\n // Performance counters\r\n _this._totalVertices = new PerfCounter();\r\n /** @hidden */\r\n _this._activeIndices = new PerfCounter();\r\n /** @hidden */\r\n _this._activeParticles = new PerfCounter();\r\n /** @hidden */\r\n _this._activeBones = new PerfCounter();\r\n /** @hidden */\r\n _this._animationTime = 0;\r\n /**\r\n * Gets or sets a general scale for animation speed\r\n * @see https://www.babylonjs-playground.com/#IBU2W7#3\r\n */\r\n _this.animationTimeScale = 1;\r\n _this._renderId = 0;\r\n _this._frameId = 0;\r\n _this._executeWhenReadyTimeoutId = -1;\r\n _this._intermediateRendering = false;\r\n _this._viewUpdateFlag = -1;\r\n _this._projectionUpdateFlag = -1;\r\n /** @hidden */\r\n _this._toBeDisposed = new Array(256);\r\n _this._activeRequests = new Array();\r\n /** @hidden */\r\n _this._pendingData = new Array();\r\n _this._isDisposed = false;\r\n /**\r\n * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered\r\n * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)\r\n */\r\n _this.dispatchAllSubMeshesOfActiveMeshes = false;\r\n _this._activeMeshes = new SmartArray(256);\r\n _this._processedMaterials = new SmartArray(256);\r\n _this._renderTargets = new SmartArrayNoDuplicate(256);\r\n /** @hidden */\r\n _this._activeParticleSystems = new SmartArray(256);\r\n _this._activeSkeletons = new SmartArrayNoDuplicate(32);\r\n _this._softwareSkinnedMeshes = new SmartArrayNoDuplicate(32);\r\n /** @hidden */\r\n _this._activeAnimatables = new Array();\r\n _this._transformMatrix = Matrix.Zero();\r\n /**\r\n * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)\r\n * This is useful if there are more lights that the maximum simulteanous authorized\r\n */\r\n _this.requireLightSorting = false;\r\n /**\r\n * @hidden\r\n * Backing store of defined scene components.\r\n */\r\n _this._components = [];\r\n /**\r\n * @hidden\r\n * Backing store of defined scene components.\r\n */\r\n _this._serializableComponents = [];\r\n /**\r\n * List of components to register on the next registration step.\r\n */\r\n _this._transientComponents = [];\r\n /**\r\n * @hidden\r\n * Defines the actions happening before camera updates.\r\n */\r\n _this._beforeCameraUpdateStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening before clear the canvas.\r\n */\r\n _this._beforeClearStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions when collecting render targets for the frame.\r\n */\r\n _this._gatherRenderTargetsStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening for one camera in the frame.\r\n */\r\n _this._gatherActiveCameraRenderTargetsStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening during the per mesh ready checks.\r\n */\r\n _this._isReadyForMeshStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening before evaluate active mesh checks.\r\n */\r\n _this._beforeEvaluateActiveMeshStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening during the evaluate sub mesh checks.\r\n */\r\n _this._evaluateSubMeshStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening during the active mesh stage.\r\n */\r\n _this._activeMeshStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening during the per camera render target step.\r\n */\r\n _this._cameraDrawRenderTargetStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just before the active camera is drawing.\r\n */\r\n _this._beforeCameraDrawStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just before a render target is drawing.\r\n */\r\n _this._beforeRenderTargetDrawStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just before a rendering group is drawing.\r\n */\r\n _this._beforeRenderingGroupDrawStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just before a mesh is drawing.\r\n */\r\n _this._beforeRenderingMeshStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just after a mesh has been drawn.\r\n */\r\n _this._afterRenderingMeshStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just after a rendering group has been drawn.\r\n */\r\n _this._afterRenderingGroupDrawStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just after the active camera has been drawn.\r\n */\r\n _this._afterCameraDrawStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just after a render target has been drawn.\r\n */\r\n _this._afterRenderTargetDrawStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening just after rendering all cameras and computing intersections.\r\n */\r\n _this._afterRenderStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening when a pointer move event happens.\r\n */\r\n _this._pointerMoveStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening when a pointer down event happens.\r\n */\r\n _this._pointerDownStage = Stage.Create();\r\n /**\r\n * @hidden\r\n * Defines the actions happening when a pointer up event happens.\r\n */\r\n _this._pointerUpStage = Stage.Create();\r\n /**\r\n * an optional map from Geometry Id to Geometry index in the 'geometries' array\r\n */\r\n _this.geometriesByUniqueId = null;\r\n _this._defaultMeshCandidates = {\r\n data: [],\r\n length: 0\r\n };\r\n _this._defaultSubMeshCandidates = {\r\n data: [],\r\n length: 0\r\n };\r\n _this._preventFreeActiveMeshesAndRenderingGroups = false;\r\n _this._activeMeshesFrozen = false;\r\n _this._skipEvaluateActiveMeshesCompletely = false;\r\n /** @hidden */\r\n _this._allowPostProcessClearColor = true;\r\n /**\r\n * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode\r\n */\r\n _this.getDeterministicFrameTime = function () {\r\n return _this._engine.getTimeStep();\r\n };\r\n _this._blockMaterialDirtyMechanism = false;\r\n var fullOptions = __assign({ useGeometryUniqueIdsMap: true, useMaterialMeshMap: true, useClonedMeshMap: true, virtual: false }, options);\r\n _this._engine = engine || EngineStore.LastCreatedEngine;\r\n if (!fullOptions.virtual) {\r\n EngineStore._LastCreatedScene = _this;\r\n _this._engine.scenes.push(_this);\r\n }\r\n _this._uid = null;\r\n _this._renderingManager = new RenderingManager(_this);\r\n if (PostProcessManager) {\r\n _this.postProcessManager = new PostProcessManager(_this);\r\n }\r\n if (DomManagement.IsWindowObjectExist()) {\r\n _this.attachControl();\r\n }\r\n // Uniform Buffer\r\n _this._createUbo();\r\n // Default Image processing definition\r\n if (ImageProcessingConfiguration) {\r\n _this._imageProcessingConfiguration = new ImageProcessingConfiguration();\r\n }\r\n _this.setDefaultCandidateProviders();\r\n if (fullOptions.useGeometryUniqueIdsMap) {\r\n _this.geometriesByUniqueId = {};\r\n }\r\n _this.useMaterialMeshMap = fullOptions.useMaterialMeshMap;\r\n _this.useClonedMeshMap = fullOptions.useClonedMeshMap;\r\n if (!options || !options.virtual) {\r\n _this._engine.onNewSceneAddedObservable.notifyObservers(_this);\r\n }\r\n return _this;\r\n }\r\n /**\r\n * Factory used to create the default material.\r\n * @param name The name of the material to create\r\n * @param scene The scene to create the material for\r\n * @returns The default material\r\n */\r\n Scene.DefaultMaterialFactory = function (scene) {\r\n throw _DevTools.WarnImport(\"StandardMaterial\");\r\n };\r\n /**\r\n * Factory used to create the a collision coordinator.\r\n * @returns The collision coordinator\r\n */\r\n Scene.CollisionCoordinatorFactory = function () {\r\n throw _DevTools.WarnImport(\"DefaultCollisionCoordinator\");\r\n };\r\n Object.defineProperty(Scene.prototype, \"environmentTexture\", {\r\n /**\r\n * Texture used in all pbr material as the reflection texture.\r\n * As in the majority of the scene they are the same (exception for multi room and so on),\r\n * this is easier to reference from here than from all the materials.\r\n */\r\n get: function () {\r\n return this._environmentTexture;\r\n },\r\n /**\r\n * Texture used in all pbr material as the reflection texture.\r\n * As in the majority of the scene they are the same (exception for multi room and so on),\r\n * this is easier to set here than in all the materials.\r\n */\r\n set: function (value) {\r\n if (this._environmentTexture === value) {\r\n return;\r\n }\r\n this._environmentTexture = value;\r\n this.markAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"environmentIntensity\", {\r\n /**\r\n * Intensity of the environment in all pbr material.\r\n * This dims or reinforces the IBL lighting overall (reflection and diffuse).\r\n * As in the majority of the scene they are the same (exception for multi room and so on),\r\n * this is easier to reference from here than from all the materials.\r\n */\r\n get: function () {\r\n return this._environmentIntensity;\r\n },\r\n /**\r\n * Intensity of the environment in all pbr material.\r\n * This dims or reinforces the IBL lighting overall (reflection and diffuse).\r\n * As in the majority of the scene they are the same (exception for multi room and so on),\r\n * this is easier to set here than in all the materials.\r\n */\r\n set: function (value) {\r\n if (this._environmentIntensity === value) {\r\n return;\r\n }\r\n this._environmentIntensity = value;\r\n this.markAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"imageProcessingConfiguration\", {\r\n /**\r\n * Default image processing configuration used either in the rendering\r\n * Forward main pass or through the imageProcessingPostProcess if present.\r\n * As in the majority of the scene they are the same (exception for multi camera),\r\n * this is easier to reference from here than from all the materials and post process.\r\n *\r\n * No setter as we it is a shared configuration, you can set the values instead.\r\n */\r\n get: function () {\r\n return this._imageProcessingConfiguration;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"forceWireframe\", {\r\n get: function () {\r\n return this._forceWireframe;\r\n },\r\n /**\r\n * Gets or sets a boolean indicating if all rendering must be done in wireframe\r\n */\r\n set: function (value) {\r\n if (this._forceWireframe === value) {\r\n return;\r\n }\r\n this._forceWireframe = value;\r\n this.markAllMaterialsAsDirty(16);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"skipFrustumClipping\", {\r\n get: function () {\r\n return this._skipFrustumClipping;\r\n },\r\n /**\r\n * Gets or sets a boolean indicating if we should skip the frustum clipping part of the active meshes selection\r\n */\r\n set: function (value) {\r\n if (this._skipFrustumClipping === value) {\r\n return;\r\n }\r\n this._skipFrustumClipping = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"forcePointsCloud\", {\r\n get: function () {\r\n return this._forcePointsCloud;\r\n },\r\n /**\r\n * Gets or sets a boolean indicating if all rendering must be done in point cloud\r\n */\r\n set: function (value) {\r\n if (this._forcePointsCloud === value) {\r\n return;\r\n }\r\n this._forcePointsCloud = value;\r\n this.markAllMaterialsAsDirty(16);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"animationPropertiesOverride\", {\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n get: function () {\r\n return this._animationPropertiesOverride;\r\n },\r\n set: function (value) {\r\n this._animationPropertiesOverride = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"onDispose\", {\r\n /** Sets a function to be executed when this scene is disposed. */\r\n set: function (callback) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"beforeRender\", {\r\n /** Sets a function to be executed before rendering this scene */\r\n set: function (callback) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n if (callback) {\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"afterRender\", {\r\n /** Sets a function to be executed after rendering this scene */\r\n set: function (callback) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n if (callback) {\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"beforeCameraRender\", {\r\n /** Sets a function to be executed before rendering a camera*/\r\n set: function (callback) {\r\n if (this._onBeforeCameraRenderObserver) {\r\n this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n }\r\n this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"afterCameraRender\", {\r\n /** Sets a function to be executed after rendering a camera*/\r\n set: function (callback) {\r\n if (this._onAfterCameraRenderObserver) {\r\n this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);\r\n }\r\n this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"unTranslatedPointer\", {\r\n /**\r\n * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)\r\n */\r\n get: function () {\r\n return this._inputManager.unTranslatedPointer;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene, \"DragMovementThreshold\", {\r\n /**\r\n * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels\r\n */\r\n get: function () {\r\n return InputManager.DragMovementThreshold;\r\n },\r\n set: function (value) {\r\n InputManager.DragMovementThreshold = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene, \"LongPressDelay\", {\r\n /**\r\n * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms\r\n */\r\n get: function () {\r\n return InputManager.LongPressDelay;\r\n },\r\n set: function (value) {\r\n InputManager.LongPressDelay = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene, \"DoubleClickDelay\", {\r\n /**\r\n * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms\r\n */\r\n get: function () {\r\n return InputManager.DoubleClickDelay;\r\n },\r\n set: function (value) {\r\n InputManager.DoubleClickDelay = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene, \"ExclusiveDoubleClickMode\", {\r\n /** If you need to check double click without raising a single click at first click, enable this flag */\r\n get: function () {\r\n return InputManager.ExclusiveDoubleClickMode;\r\n },\r\n set: function (value) {\r\n InputManager.ExclusiveDoubleClickMode = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"useRightHandedSystem\", {\r\n get: function () {\r\n return this._useRightHandedSystem;\r\n },\r\n /**\r\n * Gets or sets a boolean indicating if the scene must use right-handed coordinates system\r\n */\r\n set: function (value) {\r\n if (this._useRightHandedSystem === value) {\r\n return;\r\n }\r\n this._useRightHandedSystem = value;\r\n this.markAllMaterialsAsDirty(16);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Sets the step Id used by deterministic lock step\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n * @param newStepId defines the step Id\r\n */\r\n Scene.prototype.setStepId = function (newStepId) {\r\n this._currentStepId = newStepId;\r\n };\r\n /**\r\n * Gets the step Id used by deterministic lock step\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n * @returns the step Id\r\n */\r\n Scene.prototype.getStepId = function () {\r\n return this._currentStepId;\r\n };\r\n /**\r\n * Gets the internal step used by deterministic lock step\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n * @returns the internal step\r\n */\r\n Scene.prototype.getInternalStep = function () {\r\n return this._currentInternalStep;\r\n };\r\n Object.defineProperty(Scene.prototype, \"fogEnabled\", {\r\n get: function () {\r\n return this._fogEnabled;\r\n },\r\n /**\r\n * Gets or sets a boolean indicating if fog is enabled on this scene\r\n * @see http://doc.babylonjs.com/babylon101/environment#fog\r\n * (Default is true)\r\n */\r\n set: function (value) {\r\n if (this._fogEnabled === value) {\r\n return;\r\n }\r\n this._fogEnabled = value;\r\n this.markAllMaterialsAsDirty(16);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"fogMode\", {\r\n get: function () {\r\n return this._fogMode;\r\n },\r\n /**\r\n * Gets or sets the fog mode to use\r\n * @see http://doc.babylonjs.com/babylon101/environment#fog\r\n * | mode | value |\r\n * | --- | --- |\r\n * | FOGMODE_NONE | 0 |\r\n * | FOGMODE_EXP | 1 |\r\n * | FOGMODE_EXP2 | 2 |\r\n * | FOGMODE_LINEAR | 3 |\r\n */\r\n set: function (value) {\r\n if (this._fogMode === value) {\r\n return;\r\n }\r\n this._fogMode = value;\r\n this.markAllMaterialsAsDirty(16);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"shadowsEnabled\", {\r\n get: function () {\r\n return this._shadowsEnabled;\r\n },\r\n /**\r\n * Gets or sets a boolean indicating if shadows are enabled on this scene\r\n */\r\n set: function (value) {\r\n if (this._shadowsEnabled === value) {\r\n return;\r\n }\r\n this._shadowsEnabled = value;\r\n this.markAllMaterialsAsDirty(2);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"lightsEnabled\", {\r\n get: function () {\r\n return this._lightsEnabled;\r\n },\r\n /**\r\n * Gets or sets a boolean indicating if lights are enabled on this scene\r\n */\r\n set: function (value) {\r\n if (this._lightsEnabled === value) {\r\n return;\r\n }\r\n this._lightsEnabled = value;\r\n this.markAllMaterialsAsDirty(2);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"activeCamera\", {\r\n /** Gets or sets the current active camera */\r\n get: function () {\r\n return this._activeCamera;\r\n },\r\n set: function (value) {\r\n if (value === this._activeCamera) {\r\n return;\r\n }\r\n this._activeCamera = value;\r\n this.onActiveCameraChanged.notifyObservers(this);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"defaultMaterial\", {\r\n /** The default material used on meshes when no material is affected */\r\n get: function () {\r\n if (!this._defaultMaterial) {\r\n this._defaultMaterial = Scene.DefaultMaterialFactory(this);\r\n }\r\n return this._defaultMaterial;\r\n },\r\n /** The default material used on meshes when no material is affected */\r\n set: function (value) {\r\n this._defaultMaterial = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"texturesEnabled\", {\r\n get: function () {\r\n return this._texturesEnabled;\r\n },\r\n /**\r\n * Gets or sets a boolean indicating if textures are enabled on this scene\r\n */\r\n set: function (value) {\r\n if (this._texturesEnabled === value) {\r\n return;\r\n }\r\n this._texturesEnabled = value;\r\n this.markAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"skeletonsEnabled\", {\r\n get: function () {\r\n return this._skeletonsEnabled;\r\n },\r\n /**\r\n * Gets or sets a boolean indicating if skeletons are enabled on this scene\r\n */\r\n set: function (value) {\r\n if (this._skeletonsEnabled === value) {\r\n return;\r\n }\r\n this._skeletonsEnabled = value;\r\n this.markAllMaterialsAsDirty(8);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"collisionCoordinator\", {\r\n /** @hidden */\r\n get: function () {\r\n if (!this._collisionCoordinator) {\r\n this._collisionCoordinator = Scene.CollisionCoordinatorFactory();\r\n this._collisionCoordinator.init(this);\r\n }\r\n return this._collisionCoordinator;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"frustumPlanes\", {\r\n /**\r\n * Gets the list of frustum planes (built from the active camera)\r\n */\r\n get: function () {\r\n return this._frustumPlanes;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Registers the transient components if needed.\r\n */\r\n Scene.prototype._registerTransientComponents = function () {\r\n // Register components that have been associated lately to the scene.\r\n if (this._transientComponents.length > 0) {\r\n for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {\r\n var component = _a[_i];\r\n component.register();\r\n }\r\n this._transientComponents = [];\r\n }\r\n };\r\n /**\r\n * @hidden\r\n * Add a component to the scene.\r\n * Note that the ccomponent could be registered on th next frame if this is called after\r\n * the register component stage.\r\n * @param component Defines the component to add to the scene\r\n */\r\n Scene.prototype._addComponent = function (component) {\r\n this._components.push(component);\r\n this._transientComponents.push(component);\r\n var serializableComponent = component;\r\n if (serializableComponent.addFromContainer && serializableComponent.serialize) {\r\n this._serializableComponents.push(serializableComponent);\r\n }\r\n };\r\n /**\r\n * @hidden\r\n * Gets a component from the scene.\r\n * @param name defines the name of the component to retrieve\r\n * @returns the component or null if not present\r\n */\r\n Scene.prototype._getComponent = function (name) {\r\n for (var _i = 0, _a = this._components; _i < _a.length; _i++) {\r\n var component = _a[_i];\r\n if (component.name === name) {\r\n return component;\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a string idenfifying the name of the class\r\n * @returns \"Scene\" string\r\n */\r\n Scene.prototype.getClassName = function () {\r\n return \"Scene\";\r\n };\r\n /**\r\n * @hidden\r\n */\r\n Scene.prototype._getDefaultMeshCandidates = function () {\r\n this._defaultMeshCandidates.data = this.meshes;\r\n this._defaultMeshCandidates.length = this.meshes.length;\r\n return this._defaultMeshCandidates;\r\n };\r\n /**\r\n * @hidden\r\n */\r\n Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {\r\n this._defaultSubMeshCandidates.data = mesh.subMeshes;\r\n this._defaultSubMeshCandidates.length = mesh.subMeshes.length;\r\n return this._defaultSubMeshCandidates;\r\n };\r\n /**\r\n * Sets the default candidate providers for the scene.\r\n * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates\r\n * and getCollidingSubMeshCandidates to their default function\r\n */\r\n Scene.prototype.setDefaultCandidateProviders = function () {\r\n this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);\r\n this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);\r\n this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);\r\n this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);\r\n };\r\n Object.defineProperty(Scene.prototype, \"meshUnderPointer\", {\r\n /**\r\n * Gets the mesh that is currently under the pointer\r\n */\r\n get: function () {\r\n return this._inputManager.meshUnderPointer;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"pointerX\", {\r\n /**\r\n * Gets or sets the current on-screen X position of the pointer\r\n */\r\n get: function () {\r\n return this._inputManager.pointerX;\r\n },\r\n set: function (value) {\r\n this._inputManager.pointerX = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Scene.prototype, \"pointerY\", {\r\n /**\r\n * Gets or sets the current on-screen Y position of the pointer\r\n */\r\n get: function () {\r\n return this._inputManager.pointerY;\r\n },\r\n set: function (value) {\r\n this._inputManager.pointerY = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the cached material (ie. the latest rendered one)\r\n * @returns the cached material\r\n */\r\n Scene.prototype.getCachedMaterial = function () {\r\n return this._cachedMaterial;\r\n };\r\n /**\r\n * Gets the cached effect (ie. the latest rendered one)\r\n * @returns the cached effect\r\n */\r\n Scene.prototype.getCachedEffect = function () {\r\n return this._cachedEffect;\r\n };\r\n /**\r\n * Gets the cached visibility state (ie. the latest rendered one)\r\n * @returns the cached visibility state\r\n */\r\n Scene.prototype.getCachedVisibility = function () {\r\n return this._cachedVisibility;\r\n };\r\n /**\r\n * Gets a boolean indicating if the current material / effect / visibility must be bind again\r\n * @param material defines the current material\r\n * @param effect defines the current effect\r\n * @param visibility defines the current visibility state\r\n * @returns true if one parameter is not cached\r\n */\r\n Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {\r\n if (visibility === void 0) { visibility = 1; }\r\n return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;\r\n };\r\n /**\r\n * Gets the engine associated with the scene\r\n * @returns an Engine\r\n */\r\n Scene.prototype.getEngine = function () {\r\n return this._engine;\r\n };\r\n /**\r\n * Gets the total number of vertices rendered per frame\r\n * @returns the total number of vertices rendered per frame\r\n */\r\n Scene.prototype.getTotalVertices = function () {\r\n return this._totalVertices.current;\r\n };\r\n Object.defineProperty(Scene.prototype, \"totalVerticesPerfCounter\", {\r\n /**\r\n * Gets the performance counter for total vertices\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation\r\n */\r\n get: function () {\r\n return this._totalVertices;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)\r\n * @returns the total number of active indices rendered per frame\r\n */\r\n Scene.prototype.getActiveIndices = function () {\r\n return this._activeIndices.current;\r\n };\r\n Object.defineProperty(Scene.prototype, \"totalActiveIndicesPerfCounter\", {\r\n /**\r\n * Gets the performance counter for active indices\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation\r\n */\r\n get: function () {\r\n return this._activeIndices;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the total number of active particles rendered per frame\r\n * @returns the total number of active particles rendered per frame\r\n */\r\n Scene.prototype.getActiveParticles = function () {\r\n return this._activeParticles.current;\r\n };\r\n Object.defineProperty(Scene.prototype, \"activeParticlesPerfCounter\", {\r\n /**\r\n * Gets the performance counter for active particles\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation\r\n */\r\n get: function () {\r\n return this._activeParticles;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the total number of active bones rendered per frame\r\n * @returns the total number of active bones rendered per frame\r\n */\r\n Scene.prototype.getActiveBones = function () {\r\n return this._activeBones.current;\r\n };\r\n Object.defineProperty(Scene.prototype, \"activeBonesPerfCounter\", {\r\n /**\r\n * Gets the performance counter for active bones\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation\r\n */\r\n get: function () {\r\n return this._activeBones;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the array of active meshes\r\n * @returns an array of AbstractMesh\r\n */\r\n Scene.prototype.getActiveMeshes = function () {\r\n return this._activeMeshes;\r\n };\r\n /**\r\n * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)\r\n * @returns a number\r\n */\r\n Scene.prototype.getAnimationRatio = function () {\r\n return this._animationRatio !== undefined ? this._animationRatio : 1;\r\n };\r\n /**\r\n * Gets an unique Id for the current render phase\r\n * @returns a number\r\n */\r\n Scene.prototype.getRenderId = function () {\r\n return this._renderId;\r\n };\r\n /**\r\n * Gets an unique Id for the current frame\r\n * @returns a number\r\n */\r\n Scene.prototype.getFrameId = function () {\r\n return this._frameId;\r\n };\r\n /** Call this function if you want to manually increment the render Id*/\r\n Scene.prototype.incrementRenderId = function () {\r\n this._renderId++;\r\n };\r\n Scene.prototype._createUbo = function () {\r\n this._sceneUbo = new UniformBuffer(this._engine, undefined, true);\r\n this._sceneUbo.addUniform(\"viewProjection\", 16);\r\n this._sceneUbo.addUniform(\"view\", 16);\r\n };\r\n /**\r\n * Use this method to simulate a pointer move on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n * @returns the current scene\r\n */\r\n Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {\r\n this._inputManager.simulatePointerMove(pickResult, pointerEventInit);\r\n return this;\r\n };\r\n /**\r\n * Use this method to simulate a pointer down on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n * @returns the current scene\r\n */\r\n Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {\r\n this._inputManager.simulatePointerDown(pickResult, pointerEventInit);\r\n return this;\r\n };\r\n /**\r\n * Use this method to simulate a pointer up on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)\r\n * @returns the current scene\r\n */\r\n Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit, doubleTap) {\r\n this._inputManager.simulatePointerUp(pickResult, pointerEventInit, doubleTap);\r\n return this;\r\n };\r\n /**\r\n * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)\r\n * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)\r\n * @returns true if the pointer was captured\r\n */\r\n Scene.prototype.isPointerCaptured = function (pointerId) {\r\n if (pointerId === void 0) { pointerId = 0; }\r\n return this._inputManager.isPointerCaptured(pointerId);\r\n };\r\n /**\r\n * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp\r\n * @param attachUp defines if you want to attach events to pointerup\r\n * @param attachDown defines if you want to attach events to pointerdown\r\n * @param attachMove defines if you want to attach events to pointermove\r\n */\r\n Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {\r\n if (attachUp === void 0) { attachUp = true; }\r\n if (attachDown === void 0) { attachDown = true; }\r\n if (attachMove === void 0) { attachMove = true; }\r\n this._inputManager.attachControl(attachUp, attachDown, attachMove);\r\n };\r\n /** Detaches all event handlers*/\r\n Scene.prototype.detachControl = function () {\r\n this._inputManager.detachControl();\r\n };\r\n /**\r\n * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)\r\n * Delay loaded resources are not taking in account\r\n * @return true if all required resources are ready\r\n */\r\n Scene.prototype.isReady = function () {\r\n if (this._isDisposed) {\r\n return false;\r\n }\r\n var index;\r\n var engine = this.getEngine();\r\n // Effects\r\n if (!engine.areAllEffectsReady()) {\r\n return false;\r\n }\r\n // Pending data\r\n if (this._pendingData.length > 0) {\r\n return false;\r\n }\r\n // Meshes\r\n for (index = 0; index < this.meshes.length; index++) {\r\n var mesh = this.meshes[index];\r\n if (!mesh.isEnabled()) {\r\n continue;\r\n }\r\n if (!mesh.subMeshes || mesh.subMeshes.length === 0) {\r\n continue;\r\n }\r\n if (!mesh.isReady(true)) {\r\n return false;\r\n }\r\n var hardwareInstancedRendering = mesh.getClassName() === \"InstancedMesh\" || mesh.getClassName() === \"InstancedLinesMesh\" || engine.getCaps().instancedArrays && mesh.instances.length > 0;\r\n // Is Ready For Mesh\r\n for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n if (!step.action(mesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n // Geometries\r\n for (index = 0; index < this.geometries.length; index++) {\r\n var geometry = this.geometries[index];\r\n if (geometry.delayLoadState === 2) {\r\n return false;\r\n }\r\n }\r\n // Post-processes\r\n if (this.activeCameras && this.activeCameras.length > 0) {\r\n for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {\r\n var camera = _c[_b];\r\n if (!camera.isReady(true)) {\r\n return false;\r\n }\r\n }\r\n }\r\n else if (this.activeCamera) {\r\n if (!this.activeCamera.isReady(true)) {\r\n return false;\r\n }\r\n }\r\n // Particles\r\n for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {\r\n var particleSystem = _e[_d];\r\n if (!particleSystem.isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n /** Resets all cached information relative to material (including effect and visibility) */\r\n Scene.prototype.resetCachedMaterial = function () {\r\n this._cachedMaterial = null;\r\n this._cachedEffect = null;\r\n this._cachedVisibility = null;\r\n };\r\n /**\r\n * Registers a function to be called before every frame render\r\n * @param func defines the function to register\r\n */\r\n Scene.prototype.registerBeforeRender = function (func) {\r\n this.onBeforeRenderObservable.add(func);\r\n };\r\n /**\r\n * Unregisters a function called before every frame render\r\n * @param func defines the function to unregister\r\n */\r\n Scene.prototype.unregisterBeforeRender = function (func) {\r\n this.onBeforeRenderObservable.removeCallback(func);\r\n };\r\n /**\r\n * Registers a function to be called after every frame render\r\n * @param func defines the function to register\r\n */\r\n Scene.prototype.registerAfterRender = function (func) {\r\n this.onAfterRenderObservable.add(func);\r\n };\r\n /**\r\n * Unregisters a function called after every frame render\r\n * @param func defines the function to unregister\r\n */\r\n Scene.prototype.unregisterAfterRender = function (func) {\r\n this.onAfterRenderObservable.removeCallback(func);\r\n };\r\n Scene.prototype._executeOnceBeforeRender = function (func) {\r\n var _this = this;\r\n var execFunc = function () {\r\n func();\r\n setTimeout(function () {\r\n _this.unregisterBeforeRender(execFunc);\r\n });\r\n };\r\n this.registerBeforeRender(execFunc);\r\n };\r\n /**\r\n * The provided function will run before render once and will be disposed afterwards.\r\n * A timeout delay can be provided so that the function will be executed in N ms.\r\n * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.\r\n * @param func The function to be executed.\r\n * @param timeout optional delay in ms\r\n */\r\n Scene.prototype.executeOnceBeforeRender = function (func, timeout) {\r\n var _this = this;\r\n if (timeout !== undefined) {\r\n setTimeout(function () {\r\n _this._executeOnceBeforeRender(func);\r\n }, timeout);\r\n }\r\n else {\r\n this._executeOnceBeforeRender(func);\r\n }\r\n };\r\n /** @hidden */\r\n Scene.prototype._addPendingData = function (data) {\r\n this._pendingData.push(data);\r\n };\r\n /** @hidden */\r\n Scene.prototype._removePendingData = function (data) {\r\n var wasLoading = this.isLoading;\r\n var index = this._pendingData.indexOf(data);\r\n if (index !== -1) {\r\n this._pendingData.splice(index, 1);\r\n }\r\n if (wasLoading && !this.isLoading) {\r\n this.onDataLoadedObservable.notifyObservers(this);\r\n }\r\n };\r\n /**\r\n * Returns the number of items waiting to be loaded\r\n * @returns the number of items waiting to be loaded\r\n */\r\n Scene.prototype.getWaitingItemsCount = function () {\r\n return this._pendingData.length;\r\n };\r\n Object.defineProperty(Scene.prototype, \"isLoading\", {\r\n /**\r\n * Returns a boolean indicating if the scene is still loading data\r\n */\r\n get: function () {\r\n return this._pendingData.length > 0;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Registers a function to be executed when the scene is ready\r\n * @param {Function} func - the function to be executed\r\n */\r\n Scene.prototype.executeWhenReady = function (func) {\r\n var _this = this;\r\n this.onReadyObservable.add(func);\r\n if (this._executeWhenReadyTimeoutId !== -1) {\r\n return;\r\n }\r\n this._executeWhenReadyTimeoutId = setTimeout(function () {\r\n _this._checkIsReady();\r\n }, 150);\r\n };\r\n /**\r\n * Returns a promise that resolves when the scene is ready\r\n * @returns A promise that resolves when the scene is ready\r\n */\r\n Scene.prototype.whenReadyAsync = function () {\r\n var _this = this;\r\n return new Promise(function (resolve) {\r\n _this.executeWhenReady(function () {\r\n resolve();\r\n });\r\n });\r\n };\r\n /** @hidden */\r\n Scene.prototype._checkIsReady = function () {\r\n var _this = this;\r\n this._registerTransientComponents();\r\n if (this.isReady()) {\r\n this.onReadyObservable.notifyObservers(this);\r\n this.onReadyObservable.clear();\r\n this._executeWhenReadyTimeoutId = -1;\r\n return;\r\n }\r\n if (this._isDisposed) {\r\n this.onReadyObservable.clear();\r\n this._executeWhenReadyTimeoutId = -1;\r\n return;\r\n }\r\n this._executeWhenReadyTimeoutId = setTimeout(function () {\r\n _this._checkIsReady();\r\n }, 150);\r\n };\r\n Object.defineProperty(Scene.prototype, \"animatables\", {\r\n /**\r\n * Gets all animatable attached to the scene\r\n */\r\n get: function () {\r\n return this._activeAnimatables;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Resets the last animation time frame.\r\n * Useful to override when animations start running when loading a scene for the first time.\r\n */\r\n Scene.prototype.resetLastAnimationTimeFrame = function () {\r\n this._animationTimeLast = PrecisionDate.Now;\r\n };\r\n // Matrix\r\n /**\r\n * Gets the current view matrix\r\n * @returns a Matrix\r\n */\r\n Scene.prototype.getViewMatrix = function () {\r\n return this._viewMatrix;\r\n };\r\n /**\r\n * Gets the current projection matrix\r\n * @returns a Matrix\r\n */\r\n Scene.prototype.getProjectionMatrix = function () {\r\n return this._projectionMatrix;\r\n };\r\n /**\r\n * Gets the current transform matrix\r\n * @returns a Matrix made of View * Projection\r\n */\r\n Scene.prototype.getTransformMatrix = function () {\r\n return this._transformMatrix;\r\n };\r\n /**\r\n * Sets the current transform matrix\r\n * @param viewL defines the View matrix to use\r\n * @param projectionL defines the Projection matrix to use\r\n * @param viewR defines the right View matrix to use (if provided)\r\n * @param projectionR defines the right Projection matrix to use (if provided)\r\n */\r\n Scene.prototype.setTransformMatrix = function (viewL, projectionL, viewR, projectionR) {\r\n if (this._viewUpdateFlag === viewL.updateFlag && this._projectionUpdateFlag === projectionL.updateFlag) {\r\n return;\r\n }\r\n this._viewUpdateFlag = viewL.updateFlag;\r\n this._projectionUpdateFlag = projectionL.updateFlag;\r\n this._viewMatrix = viewL;\r\n this._projectionMatrix = projectionL;\r\n this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);\r\n // Update frustum\r\n if (!this._frustumPlanes) {\r\n this._frustumPlanes = Frustum.GetPlanes(this._transformMatrix);\r\n }\r\n else {\r\n Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);\r\n }\r\n if (this._multiviewSceneUbo && this._multiviewSceneUbo.useUbo) {\r\n this._updateMultiviewUbo(viewR, projectionR);\r\n }\r\n else if (this._sceneUbo.useUbo) {\r\n this._sceneUbo.updateMatrix(\"viewProjection\", this._transformMatrix);\r\n this._sceneUbo.updateMatrix(\"view\", this._viewMatrix);\r\n this._sceneUbo.update();\r\n }\r\n };\r\n /**\r\n * Gets the uniform buffer used to store scene data\r\n * @returns a UniformBuffer\r\n */\r\n Scene.prototype.getSceneUniformBuffer = function () {\r\n return this._multiviewSceneUbo ? this._multiviewSceneUbo : this._sceneUbo;\r\n };\r\n /**\r\n * Gets an unique (relatively to the current scene) Id\r\n * @returns an unique number for the scene\r\n */\r\n Scene.prototype.getUniqueId = function () {\r\n return UniqueIdGenerator.UniqueId;\r\n };\r\n /**\r\n * Add a mesh to the list of scene's meshes\r\n * @param newMesh defines the mesh to add\r\n * @param recursive if all child meshes should also be added to the scene\r\n */\r\n Scene.prototype.addMesh = function (newMesh, recursive) {\r\n var _this = this;\r\n if (recursive === void 0) { recursive = false; }\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.meshes.push(newMesh);\r\n newMesh._resyncLightSources();\r\n if (!newMesh.parent) {\r\n newMesh._addToSceneRootNodes();\r\n }\r\n this.onNewMeshAddedObservable.notifyObservers(newMesh);\r\n if (recursive) {\r\n newMesh.getChildMeshes().forEach(function (m) {\r\n _this.addMesh(m);\r\n });\r\n }\r\n };\r\n /**\r\n * Remove a mesh for the list of scene's meshes\r\n * @param toRemove defines the mesh to remove\r\n * @param recursive if all child meshes should also be removed from the scene\r\n * @returns the index where the mesh was in the mesh list\r\n */\r\n Scene.prototype.removeMesh = function (toRemove, recursive) {\r\n var _this = this;\r\n if (recursive === void 0) { recursive = false; }\r\n var index = this.meshes.indexOf(toRemove);\r\n if (index !== -1) {\r\n // Remove from the scene if mesh found\r\n this.meshes[index] = this.meshes[this.meshes.length - 1];\r\n this.meshes.pop();\r\n if (!toRemove.parent) {\r\n toRemove._removeFromSceneRootNodes();\r\n }\r\n }\r\n this.onMeshRemovedObservable.notifyObservers(toRemove);\r\n if (recursive) {\r\n toRemove.getChildMeshes().forEach(function (m) {\r\n _this.removeMesh(m);\r\n });\r\n }\r\n return index;\r\n };\r\n /**\r\n * Add a transform node to the list of scene's transform nodes\r\n * @param newTransformNode defines the transform node to add\r\n */\r\n Scene.prototype.addTransformNode = function (newTransformNode) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;\r\n this.transformNodes.push(newTransformNode);\r\n if (!newTransformNode.parent) {\r\n newTransformNode._addToSceneRootNodes();\r\n }\r\n this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);\r\n };\r\n /**\r\n * Remove a transform node for the list of scene's transform nodes\r\n * @param toRemove defines the transform node to remove\r\n * @returns the index where the transform node was in the transform node list\r\n */\r\n Scene.prototype.removeTransformNode = function (toRemove) {\r\n var index = toRemove._indexInSceneTransformNodesArray;\r\n if (index !== -1) {\r\n if (index !== this.transformNodes.length - 1) {\r\n var lastNode = this.transformNodes[this.transformNodes.length - 1];\r\n this.transformNodes[index] = lastNode;\r\n lastNode._indexInSceneTransformNodesArray = index;\r\n }\r\n toRemove._indexInSceneTransformNodesArray = -1;\r\n this.transformNodes.pop();\r\n if (!toRemove.parent) {\r\n toRemove._removeFromSceneRootNodes();\r\n }\r\n }\r\n this.onTransformNodeRemovedObservable.notifyObservers(toRemove);\r\n return index;\r\n };\r\n /**\r\n * Remove a skeleton for the list of scene's skeletons\r\n * @param toRemove defines the skeleton to remove\r\n * @returns the index where the skeleton was in the skeleton list\r\n */\r\n Scene.prototype.removeSkeleton = function (toRemove) {\r\n var index = this.skeletons.indexOf(toRemove);\r\n if (index !== -1) {\r\n // Remove from the scene if found\r\n this.skeletons.splice(index, 1);\r\n this.onSkeletonRemovedObservable.notifyObservers(toRemove);\r\n }\r\n return index;\r\n };\r\n /**\r\n * Remove a morph target for the list of scene's morph targets\r\n * @param toRemove defines the morph target to remove\r\n * @returns the index where the morph target was in the morph target list\r\n */\r\n Scene.prototype.removeMorphTargetManager = function (toRemove) {\r\n var index = this.morphTargetManagers.indexOf(toRemove);\r\n if (index !== -1) {\r\n // Remove from the scene if found\r\n this.morphTargetManagers.splice(index, 1);\r\n }\r\n return index;\r\n };\r\n /**\r\n * Remove a light for the list of scene's lights\r\n * @param toRemove defines the light to remove\r\n * @returns the index where the light was in the light list\r\n */\r\n Scene.prototype.removeLight = function (toRemove) {\r\n var index = this.lights.indexOf(toRemove);\r\n if (index !== -1) {\r\n // Remove from meshes\r\n for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {\r\n var mesh = _a[_i];\r\n mesh._removeLightSource(toRemove, false);\r\n }\r\n // Remove from the scene if mesh found\r\n this.lights.splice(index, 1);\r\n this.sortLightsByPriority();\r\n if (!toRemove.parent) {\r\n toRemove._removeFromSceneRootNodes();\r\n }\r\n }\r\n this.onLightRemovedObservable.notifyObservers(toRemove);\r\n return index;\r\n };\r\n /**\r\n * Remove a camera for the list of scene's cameras\r\n * @param toRemove defines the camera to remove\r\n * @returns the index where the camera was in the camera list\r\n */\r\n Scene.prototype.removeCamera = function (toRemove) {\r\n var index = this.cameras.indexOf(toRemove);\r\n if (index !== -1) {\r\n // Remove from the scene if mesh found\r\n this.cameras.splice(index, 1);\r\n if (!toRemove.parent) {\r\n toRemove._removeFromSceneRootNodes();\r\n }\r\n }\r\n // Remove from activeCameras\r\n var index2 = this.activeCameras.indexOf(toRemove);\r\n if (index2 !== -1) {\r\n // Remove from the scene if mesh found\r\n this.activeCameras.splice(index2, 1);\r\n }\r\n // Reset the activeCamera\r\n if (this.activeCamera === toRemove) {\r\n if (this.cameras.length > 0) {\r\n this.activeCamera = this.cameras[0];\r\n }\r\n else {\r\n this.activeCamera = null;\r\n }\r\n }\r\n this.onCameraRemovedObservable.notifyObservers(toRemove);\r\n return index;\r\n };\r\n /**\r\n * Remove a particle system for the list of scene's particle systems\r\n * @param toRemove defines the particle system to remove\r\n * @returns the index where the particle system was in the particle system list\r\n */\r\n Scene.prototype.removeParticleSystem = function (toRemove) {\r\n var index = this.particleSystems.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.particleSystems.splice(index, 1);\r\n }\r\n return index;\r\n };\r\n /**\r\n * Remove a animation for the list of scene's animations\r\n * @param toRemove defines the animation to remove\r\n * @returns the index where the animation was in the animation list\r\n */\r\n Scene.prototype.removeAnimation = function (toRemove) {\r\n var index = this.animations.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.animations.splice(index, 1);\r\n }\r\n return index;\r\n };\r\n /**\r\n * Will stop the animation of the given target\r\n * @param target - the target\r\n * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)\r\n * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)\r\n */\r\n Scene.prototype.stopAnimation = function (target, animationName, targetMask) {\r\n // Do nothing as code will be provided by animation component\r\n };\r\n /**\r\n * Removes the given animation group from this scene.\r\n * @param toRemove The animation group to remove\r\n * @returns The index of the removed animation group\r\n */\r\n Scene.prototype.removeAnimationGroup = function (toRemove) {\r\n var index = this.animationGroups.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.animationGroups.splice(index, 1);\r\n }\r\n return index;\r\n };\r\n /**\r\n * Removes the given multi-material from this scene.\r\n * @param toRemove The multi-material to remove\r\n * @returns The index of the removed multi-material\r\n */\r\n Scene.prototype.removeMultiMaterial = function (toRemove) {\r\n var index = this.multiMaterials.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.multiMaterials.splice(index, 1);\r\n }\r\n return index;\r\n };\r\n /**\r\n * Removes the given material from this scene.\r\n * @param toRemove The material to remove\r\n * @returns The index of the removed material\r\n */\r\n Scene.prototype.removeMaterial = function (toRemove) {\r\n var index = toRemove._indexInSceneMaterialArray;\r\n if (index !== -1 && index < this.materials.length) {\r\n if (index !== this.materials.length - 1) {\r\n var lastMaterial = this.materials[this.materials.length - 1];\r\n this.materials[index] = lastMaterial;\r\n lastMaterial._indexInSceneMaterialArray = index;\r\n }\r\n toRemove._indexInSceneMaterialArray = -1;\r\n this.materials.pop();\r\n }\r\n this.onMaterialRemovedObservable.notifyObservers(toRemove);\r\n return index;\r\n };\r\n /**\r\n * Removes the given action manager from this scene.\r\n * @param toRemove The action manager to remove\r\n * @returns The index of the removed action manager\r\n */\r\n Scene.prototype.removeActionManager = function (toRemove) {\r\n var index = this.actionManagers.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.actionManagers.splice(index, 1);\r\n }\r\n return index;\r\n };\r\n /**\r\n * Removes the given texture from this scene.\r\n * @param toRemove The texture to remove\r\n * @returns The index of the removed texture\r\n */\r\n Scene.prototype.removeTexture = function (toRemove) {\r\n var index = this.textures.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.textures.splice(index, 1);\r\n }\r\n this.onTextureRemovedObservable.notifyObservers(toRemove);\r\n return index;\r\n };\r\n /**\r\n * Adds the given light to this scene\r\n * @param newLight The light to add\r\n */\r\n Scene.prototype.addLight = function (newLight) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.lights.push(newLight);\r\n this.sortLightsByPriority();\r\n if (!newLight.parent) {\r\n newLight._addToSceneRootNodes();\r\n }\r\n // Add light to all meshes (To support if the light is removed and then re-added)\r\n for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {\r\n var mesh = _a[_i];\r\n if (mesh.lightSources.indexOf(newLight) === -1) {\r\n mesh.lightSources.push(newLight);\r\n mesh._resyncLightSources();\r\n }\r\n }\r\n this.onNewLightAddedObservable.notifyObservers(newLight);\r\n };\r\n /**\r\n * Sorts the list list based on light priorities\r\n */\r\n Scene.prototype.sortLightsByPriority = function () {\r\n if (this.requireLightSorting) {\r\n this.lights.sort(Light.CompareLightsPriority);\r\n }\r\n };\r\n /**\r\n * Adds the given camera to this scene\r\n * @param newCamera The camera to add\r\n */\r\n Scene.prototype.addCamera = function (newCamera) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.cameras.push(newCamera);\r\n this.onNewCameraAddedObservable.notifyObservers(newCamera);\r\n if (!newCamera.parent) {\r\n newCamera._addToSceneRootNodes();\r\n }\r\n };\r\n /**\r\n * Adds the given skeleton to this scene\r\n * @param newSkeleton The skeleton to add\r\n */\r\n Scene.prototype.addSkeleton = function (newSkeleton) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.skeletons.push(newSkeleton);\r\n this.onNewSkeletonAddedObservable.notifyObservers(newSkeleton);\r\n };\r\n /**\r\n * Adds the given particle system to this scene\r\n * @param newParticleSystem The particle system to add\r\n */\r\n Scene.prototype.addParticleSystem = function (newParticleSystem) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.particleSystems.push(newParticleSystem);\r\n };\r\n /**\r\n * Adds the given animation to this scene\r\n * @param newAnimation The animation to add\r\n */\r\n Scene.prototype.addAnimation = function (newAnimation) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.animations.push(newAnimation);\r\n };\r\n /**\r\n * Adds the given animation group to this scene.\r\n * @param newAnimationGroup The animation group to add\r\n */\r\n Scene.prototype.addAnimationGroup = function (newAnimationGroup) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.animationGroups.push(newAnimationGroup);\r\n };\r\n /**\r\n * Adds the given multi-material to this scene\r\n * @param newMultiMaterial The multi-material to add\r\n */\r\n Scene.prototype.addMultiMaterial = function (newMultiMaterial) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.multiMaterials.push(newMultiMaterial);\r\n };\r\n /**\r\n * Adds the given material to this scene\r\n * @param newMaterial The material to add\r\n */\r\n Scene.prototype.addMaterial = function (newMaterial) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n newMaterial._indexInSceneMaterialArray = this.materials.length;\r\n this.materials.push(newMaterial);\r\n this.onNewMaterialAddedObservable.notifyObservers(newMaterial);\r\n };\r\n /**\r\n * Adds the given morph target to this scene\r\n * @param newMorphTargetManager The morph target to add\r\n */\r\n Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.morphTargetManagers.push(newMorphTargetManager);\r\n };\r\n /**\r\n * Adds the given geometry to this scene\r\n * @param newGeometry The geometry to add\r\n */\r\n Scene.prototype.addGeometry = function (newGeometry) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n if (this.geometriesByUniqueId) {\r\n this.geometriesByUniqueId[newGeometry.uniqueId] = this.geometries.length;\r\n }\r\n this.geometries.push(newGeometry);\r\n };\r\n /**\r\n * Adds the given action manager to this scene\r\n * @param newActionManager The action manager to add\r\n */\r\n Scene.prototype.addActionManager = function (newActionManager) {\r\n this.actionManagers.push(newActionManager);\r\n };\r\n /**\r\n * Adds the given texture to this scene.\r\n * @param newTexture The texture to add\r\n */\r\n Scene.prototype.addTexture = function (newTexture) {\r\n if (this._blockEntityCollection) {\r\n return;\r\n }\r\n this.textures.push(newTexture);\r\n this.onNewTextureAddedObservable.notifyObservers(newTexture);\r\n };\r\n /**\r\n * Switch active camera\r\n * @param newCamera defines the new active camera\r\n * @param attachControl defines if attachControl must be called for the new active camera (default: true)\r\n */\r\n Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {\r\n if (attachControl === void 0) { attachControl = true; }\r\n var canvas = this._engine.getInputElement();\r\n if (!canvas) {\r\n return;\r\n }\r\n if (this.activeCamera) {\r\n this.activeCamera.detachControl(canvas);\r\n }\r\n this.activeCamera = newCamera;\r\n if (attachControl) {\r\n newCamera.attachControl(canvas);\r\n }\r\n };\r\n /**\r\n * sets the active camera of the scene using its ID\r\n * @param id defines the camera's ID\r\n * @return the new active camera or null if none found.\r\n */\r\n Scene.prototype.setActiveCameraByID = function (id) {\r\n var camera = this.getCameraByID(id);\r\n if (camera) {\r\n this.activeCamera = camera;\r\n return camera;\r\n }\r\n return null;\r\n };\r\n /**\r\n * sets the active camera of the scene using its name\r\n * @param name defines the camera's name\r\n * @returns the new active camera or null if none found.\r\n */\r\n Scene.prototype.setActiveCameraByName = function (name) {\r\n var camera = this.getCameraByName(name);\r\n if (camera) {\r\n this.activeCamera = camera;\r\n return camera;\r\n }\r\n return null;\r\n };\r\n /**\r\n * get an animation group using its name\r\n * @param name defines the material's name\r\n * @return the animation group or null if none found.\r\n */\r\n Scene.prototype.getAnimationGroupByName = function (name) {\r\n for (var index = 0; index < this.animationGroups.length; index++) {\r\n if (this.animationGroups[index].name === name) {\r\n return this.animationGroups[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Get a material using its unique id\r\n * @param uniqueId defines the material's unique id\r\n * @return the material or null if none found.\r\n */\r\n Scene.prototype.getMaterialByUniqueID = function (uniqueId) {\r\n for (var index = 0; index < this.materials.length; index++) {\r\n if (this.materials[index].uniqueId === uniqueId) {\r\n return this.materials[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * get a material using its id\r\n * @param id defines the material's ID\r\n * @return the material or null if none found.\r\n */\r\n Scene.prototype.getMaterialByID = function (id) {\r\n for (var index = 0; index < this.materials.length; index++) {\r\n if (this.materials[index].id === id) {\r\n return this.materials[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a the last added material using a given id\r\n * @param id defines the material's ID\r\n * @return the last material with the given id or null if none found.\r\n */\r\n Scene.prototype.getLastMaterialByID = function (id) {\r\n for (var index = this.materials.length - 1; index >= 0; index--) {\r\n if (this.materials[index].id === id) {\r\n return this.materials[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a material using its name\r\n * @param name defines the material's name\r\n * @return the material or null if none found.\r\n */\r\n Scene.prototype.getMaterialByName = function (name) {\r\n for (var index = 0; index < this.materials.length; index++) {\r\n if (this.materials[index].name === name) {\r\n return this.materials[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Get a texture using its unique id\r\n * @param uniqueId defines the texture's unique id\r\n * @return the texture or null if none found.\r\n */\r\n Scene.prototype.getTextureByUniqueID = function (uniqueId) {\r\n for (var index = 0; index < this.textures.length; index++) {\r\n if (this.textures[index].uniqueId === uniqueId) {\r\n return this.textures[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a camera using its id\r\n * @param id defines the id to look for\r\n * @returns the camera or null if not found\r\n */\r\n Scene.prototype.getCameraByID = function (id) {\r\n for (var index = 0; index < this.cameras.length; index++) {\r\n if (this.cameras[index].id === id) {\r\n return this.cameras[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a camera using its unique id\r\n * @param uniqueId defines the unique id to look for\r\n * @returns the camera or null if not found\r\n */\r\n Scene.prototype.getCameraByUniqueID = function (uniqueId) {\r\n for (var index = 0; index < this.cameras.length; index++) {\r\n if (this.cameras[index].uniqueId === uniqueId) {\r\n return this.cameras[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a camera using its name\r\n * @param name defines the camera's name\r\n * @return the camera or null if none found.\r\n */\r\n Scene.prototype.getCameraByName = function (name) {\r\n for (var index = 0; index < this.cameras.length; index++) {\r\n if (this.cameras[index].name === name) {\r\n return this.cameras[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a bone using its id\r\n * @param id defines the bone's id\r\n * @return the bone or null if not found\r\n */\r\n Scene.prototype.getBoneByID = function (id) {\r\n for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {\r\n var skeleton = this.skeletons[skeletonIndex];\r\n for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {\r\n if (skeleton.bones[boneIndex].id === id) {\r\n return skeleton.bones[boneIndex];\r\n }\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a bone using its id\r\n * @param name defines the bone's name\r\n * @return the bone or null if not found\r\n */\r\n Scene.prototype.getBoneByName = function (name) {\r\n for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {\r\n var skeleton = this.skeletons[skeletonIndex];\r\n for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {\r\n if (skeleton.bones[boneIndex].name === name) {\r\n return skeleton.bones[boneIndex];\r\n }\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a light node using its name\r\n * @param name defines the the light's name\r\n * @return the light or null if none found.\r\n */\r\n Scene.prototype.getLightByName = function (name) {\r\n for (var index = 0; index < this.lights.length; index++) {\r\n if (this.lights[index].name === name) {\r\n return this.lights[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a light node using its id\r\n * @param id defines the light's id\r\n * @return the light or null if none found.\r\n */\r\n Scene.prototype.getLightByID = function (id) {\r\n for (var index = 0; index < this.lights.length; index++) {\r\n if (this.lights[index].id === id) {\r\n return this.lights[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a light node using its scene-generated unique ID\r\n * @param uniqueId defines the light's unique id\r\n * @return the light or null if none found.\r\n */\r\n Scene.prototype.getLightByUniqueID = function (uniqueId) {\r\n for (var index = 0; index < this.lights.length; index++) {\r\n if (this.lights[index].uniqueId === uniqueId) {\r\n return this.lights[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a particle system by id\r\n * @param id defines the particle system id\r\n * @return the corresponding system or null if none found\r\n */\r\n Scene.prototype.getParticleSystemByID = function (id) {\r\n for (var index = 0; index < this.particleSystems.length; index++) {\r\n if (this.particleSystems[index].id === id) {\r\n return this.particleSystems[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a geometry using its ID\r\n * @param id defines the geometry's id\r\n * @return the geometry or null if none found.\r\n */\r\n Scene.prototype.getGeometryByID = function (id) {\r\n for (var index = 0; index < this.geometries.length; index++) {\r\n if (this.geometries[index].id === id) {\r\n return this.geometries[index];\r\n }\r\n }\r\n return null;\r\n };\r\n Scene.prototype._getGeometryByUniqueID = function (uniqueId) {\r\n if (this.geometriesByUniqueId) {\r\n var index_1 = this.geometriesByUniqueId[uniqueId];\r\n if (index_1 !== undefined) {\r\n return this.geometries[index_1];\r\n }\r\n }\r\n else {\r\n for (var index = 0; index < this.geometries.length; index++) {\r\n if (this.geometries[index].uniqueId === uniqueId) {\r\n return this.geometries[index];\r\n }\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Add a new geometry to this scene\r\n * @param geometry defines the geometry to be added to the scene.\r\n * @param force defines if the geometry must be pushed even if a geometry with this id already exists\r\n * @return a boolean defining if the geometry was added or not\r\n */\r\n Scene.prototype.pushGeometry = function (geometry, force) {\r\n if (!force && this._getGeometryByUniqueID(geometry.uniqueId)) {\r\n return false;\r\n }\r\n this.addGeometry(geometry);\r\n this.onNewGeometryAddedObservable.notifyObservers(geometry);\r\n return true;\r\n };\r\n /**\r\n * Removes an existing geometry\r\n * @param geometry defines the geometry to be removed from the scene\r\n * @return a boolean defining if the geometry was removed or not\r\n */\r\n Scene.prototype.removeGeometry = function (geometry) {\r\n var index;\r\n if (this.geometriesByUniqueId) {\r\n index = this.geometriesByUniqueId[geometry.uniqueId];\r\n if (index === undefined) {\r\n return false;\r\n }\r\n }\r\n else {\r\n index = this.geometries.indexOf(geometry);\r\n if (index < 0) {\r\n return false;\r\n }\r\n }\r\n if (index !== this.geometries.length - 1) {\r\n var lastGeometry = this.geometries[this.geometries.length - 1];\r\n this.geometries[index] = lastGeometry;\r\n if (this.geometriesByUniqueId) {\r\n this.geometriesByUniqueId[lastGeometry.uniqueId] = index;\r\n this.geometriesByUniqueId[geometry.uniqueId] = undefined;\r\n }\r\n }\r\n this.geometries.pop();\r\n this.onGeometryRemovedObservable.notifyObservers(geometry);\r\n return true;\r\n };\r\n /**\r\n * Gets the list of geometries attached to the scene\r\n * @returns an array of Geometry\r\n */\r\n Scene.prototype.getGeometries = function () {\r\n return this.geometries;\r\n };\r\n /**\r\n * Gets the first added mesh found of a given ID\r\n * @param id defines the id to search for\r\n * @return the mesh found or null if not found at all\r\n */\r\n Scene.prototype.getMeshByID = function (id) {\r\n for (var index = 0; index < this.meshes.length; index++) {\r\n if (this.meshes[index].id === id) {\r\n return this.meshes[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a list of meshes using their id\r\n * @param id defines the id to search for\r\n * @returns a list of meshes\r\n */\r\n Scene.prototype.getMeshesByID = function (id) {\r\n return this.meshes.filter(function (m) {\r\n return m.id === id;\r\n });\r\n };\r\n /**\r\n * Gets the first added transform node found of a given ID\r\n * @param id defines the id to search for\r\n * @return the found transform node or null if not found at all.\r\n */\r\n Scene.prototype.getTransformNodeByID = function (id) {\r\n for (var index = 0; index < this.transformNodes.length; index++) {\r\n if (this.transformNodes[index].id === id) {\r\n return this.transformNodes[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a transform node with its auto-generated unique id\r\n * @param uniqueId efines the unique id to search for\r\n * @return the found transform node or null if not found at all.\r\n */\r\n Scene.prototype.getTransformNodeByUniqueID = function (uniqueId) {\r\n for (var index = 0; index < this.transformNodes.length; index++) {\r\n if (this.transformNodes[index].uniqueId === uniqueId) {\r\n return this.transformNodes[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a list of transform nodes using their id\r\n * @param id defines the id to search for\r\n * @returns a list of transform nodes\r\n */\r\n Scene.prototype.getTransformNodesByID = function (id) {\r\n return this.transformNodes.filter(function (m) {\r\n return m.id === id;\r\n });\r\n };\r\n /**\r\n * Gets a mesh with its auto-generated unique id\r\n * @param uniqueId defines the unique id to search for\r\n * @return the found mesh or null if not found at all.\r\n */\r\n Scene.prototype.getMeshByUniqueID = function (uniqueId) {\r\n for (var index = 0; index < this.meshes.length; index++) {\r\n if (this.meshes[index].uniqueId === uniqueId) {\r\n return this.meshes[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a the last added mesh using a given id\r\n * @param id defines the id to search for\r\n * @return the found mesh or null if not found at all.\r\n */\r\n Scene.prototype.getLastMeshByID = function (id) {\r\n for (var index = this.meshes.length - 1; index >= 0; index--) {\r\n if (this.meshes[index].id === id) {\r\n return this.meshes[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a the last added node (Mesh, Camera, Light) using a given id\r\n * @param id defines the id to search for\r\n * @return the found node or null if not found at all\r\n */\r\n Scene.prototype.getLastEntryByID = function (id) {\r\n var index;\r\n for (index = this.meshes.length - 1; index >= 0; index--) {\r\n if (this.meshes[index].id === id) {\r\n return this.meshes[index];\r\n }\r\n }\r\n for (index = this.transformNodes.length - 1; index >= 0; index--) {\r\n if (this.transformNodes[index].id === id) {\r\n return this.transformNodes[index];\r\n }\r\n }\r\n for (index = this.cameras.length - 1; index >= 0; index--) {\r\n if (this.cameras[index].id === id) {\r\n return this.cameras[index];\r\n }\r\n }\r\n for (index = this.lights.length - 1; index >= 0; index--) {\r\n if (this.lights[index].id === id) {\r\n return this.lights[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a node (Mesh, Camera, Light) using a given id\r\n * @param id defines the id to search for\r\n * @return the found node or null if not found at all\r\n */\r\n Scene.prototype.getNodeByID = function (id) {\r\n var mesh = this.getMeshByID(id);\r\n if (mesh) {\r\n return mesh;\r\n }\r\n var transformNode = this.getTransformNodeByID(id);\r\n if (transformNode) {\r\n return transformNode;\r\n }\r\n var light = this.getLightByID(id);\r\n if (light) {\r\n return light;\r\n }\r\n var camera = this.getCameraByID(id);\r\n if (camera) {\r\n return camera;\r\n }\r\n var bone = this.getBoneByID(id);\r\n if (bone) {\r\n return bone;\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a node (Mesh, Camera, Light) using a given name\r\n * @param name defines the name to search for\r\n * @return the found node or null if not found at all.\r\n */\r\n Scene.prototype.getNodeByName = function (name) {\r\n var mesh = this.getMeshByName(name);\r\n if (mesh) {\r\n return mesh;\r\n }\r\n var transformNode = this.getTransformNodeByName(name);\r\n if (transformNode) {\r\n return transformNode;\r\n }\r\n var light = this.getLightByName(name);\r\n if (light) {\r\n return light;\r\n }\r\n var camera = this.getCameraByName(name);\r\n if (camera) {\r\n return camera;\r\n }\r\n var bone = this.getBoneByName(name);\r\n if (bone) {\r\n return bone;\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a mesh using a given name\r\n * @param name defines the name to search for\r\n * @return the found mesh or null if not found at all.\r\n */\r\n Scene.prototype.getMeshByName = function (name) {\r\n for (var index = 0; index < this.meshes.length; index++) {\r\n if (this.meshes[index].name === name) {\r\n return this.meshes[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a transform node using a given name\r\n * @param name defines the name to search for\r\n * @return the found transform node or null if not found at all.\r\n */\r\n Scene.prototype.getTransformNodeByName = function (name) {\r\n for (var index = 0; index < this.transformNodes.length; index++) {\r\n if (this.transformNodes[index].name === name) {\r\n return this.transformNodes[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a skeleton using a given id (if many are found, this function will pick the last one)\r\n * @param id defines the id to search for\r\n * @return the found skeleton or null if not found at all.\r\n */\r\n Scene.prototype.getLastSkeletonByID = function (id) {\r\n for (var index = this.skeletons.length - 1; index >= 0; index--) {\r\n if (this.skeletons[index].id === id) {\r\n return this.skeletons[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a skeleton using a given auto generated unique id\r\n * @param uniqueId defines the unique id to search for\r\n * @return the found skeleton or null if not found at all.\r\n */\r\n Scene.prototype.getSkeletonByUniqueId = function (uniqueId) {\r\n for (var index = 0; index < this.skeletons.length; index++) {\r\n if (this.skeletons[index].uniqueId === uniqueId) {\r\n return this.skeletons[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a skeleton using a given id (if many are found, this function will pick the first one)\r\n * @param id defines the id to search for\r\n * @return the found skeleton or null if not found at all.\r\n */\r\n Scene.prototype.getSkeletonById = function (id) {\r\n for (var index = 0; index < this.skeletons.length; index++) {\r\n if (this.skeletons[index].id === id) {\r\n return this.skeletons[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a skeleton using a given name\r\n * @param name defines the name to search for\r\n * @return the found skeleton or null if not found at all.\r\n */\r\n Scene.prototype.getSkeletonByName = function (name) {\r\n for (var index = 0; index < this.skeletons.length; index++) {\r\n if (this.skeletons[index].name === name) {\r\n return this.skeletons[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a morph target manager using a given id (if many are found, this function will pick the last one)\r\n * @param id defines the id to search for\r\n * @return the found morph target manager or null if not found at all.\r\n */\r\n Scene.prototype.getMorphTargetManagerById = function (id) {\r\n for (var index = 0; index < this.morphTargetManagers.length; index++) {\r\n if (this.morphTargetManagers[index].uniqueId === id) {\r\n return this.morphTargetManagers[index];\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a morph target using a given id (if many are found, this function will pick the first one)\r\n * @param id defines the id to search for\r\n * @return the found morph target or null if not found at all.\r\n */\r\n Scene.prototype.getMorphTargetById = function (id) {\r\n for (var managerIndex = 0; managerIndex < this.morphTargetManagers.length; ++managerIndex) {\r\n var morphTargetManager = this.morphTargetManagers[managerIndex];\r\n for (var index = 0; index < morphTargetManager.numTargets; ++index) {\r\n var target = morphTargetManager.getTarget(index);\r\n if (target.id === id) {\r\n return target;\r\n }\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Gets a boolean indicating if the given mesh is active\r\n * @param mesh defines the mesh to look for\r\n * @returns true if the mesh is in the active list\r\n */\r\n Scene.prototype.isActiveMesh = function (mesh) {\r\n return (this._activeMeshes.indexOf(mesh) !== -1);\r\n };\r\n Object.defineProperty(Scene.prototype, \"uid\", {\r\n /**\r\n * Return a unique id as a string which can serve as an identifier for the scene\r\n */\r\n get: function () {\r\n if (!this._uid) {\r\n this._uid = Tools.RandomId();\r\n }\r\n return this._uid;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Add an externaly attached data from its key.\r\n * This method call will fail and return false, if such key already exists.\r\n * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.\r\n * @param key the unique key that identifies the data\r\n * @param data the data object to associate to the key for this Engine instance\r\n * @return true if no such key were already present and the data was added successfully, false otherwise\r\n */\r\n Scene.prototype.addExternalData = function (key, data) {\r\n if (!this._externalData) {\r\n this._externalData = new StringDictionary();\r\n }\r\n return this._externalData.add(key, data);\r\n };\r\n /**\r\n * Get an externaly attached data from its key\r\n * @param key the unique key that identifies the data\r\n * @return the associated data, if present (can be null), or undefined if not present\r\n */\r\n Scene.prototype.getExternalData = function (key) {\r\n if (!this._externalData) {\r\n return null;\r\n }\r\n return this._externalData.get(key);\r\n };\r\n /**\r\n * Get an externaly attached data from its key, create it using a factory if it's not already present\r\n * @param key the unique key that identifies the data\r\n * @param factory the factory that will be called to create the instance if and only if it doesn't exists\r\n * @return the associated data, can be null if the factory returned null.\r\n */\r\n Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {\r\n if (!this._externalData) {\r\n this._externalData = new StringDictionary();\r\n }\r\n return this._externalData.getOrAddWithFactory(key, factory);\r\n };\r\n /**\r\n * Remove an externaly attached data from the Engine instance\r\n * @param key the unique key that identifies the data\r\n * @return true if the data was successfully removed, false if it doesn't exist\r\n */\r\n Scene.prototype.removeExternalData = function (key) {\r\n return this._externalData.remove(key);\r\n };\r\n Scene.prototype._evaluateSubMesh = function (subMesh, mesh, initialMesh) {\r\n if (initialMesh.hasInstances || initialMesh.isAnInstance || this.dispatchAllSubMeshesOfActiveMeshes || this._skipFrustumClipping || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {\r\n for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n step.action(mesh, subMesh);\r\n }\r\n var material = subMesh.getMaterial();\r\n if (material !== null && material !== undefined) {\r\n // Render targets\r\n if (material.hasRenderTargetTextures && material.getRenderTargetTextures != null) {\r\n if (this._processedMaterials.indexOf(material) === -1) {\r\n this._processedMaterials.push(material);\r\n this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());\r\n }\r\n }\r\n // Dispatch\r\n this._renderingManager.dispatch(subMesh, mesh, material);\r\n }\r\n }\r\n };\r\n /**\r\n * Clear the processed materials smart array preventing retention point in material dispose.\r\n */\r\n Scene.prototype.freeProcessedMaterials = function () {\r\n this._processedMaterials.dispose();\r\n };\r\n Object.defineProperty(Scene.prototype, \"blockfreeActiveMeshesAndRenderingGroups\", {\r\n /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups\r\n * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance\r\n * when disposing several meshes in a row or a hierarchy of meshes.\r\n * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.\r\n */\r\n get: function () {\r\n return this._preventFreeActiveMeshesAndRenderingGroups;\r\n },\r\n set: function (value) {\r\n if (this._preventFreeActiveMeshesAndRenderingGroups === value) {\r\n return;\r\n }\r\n if (value) {\r\n this.freeActiveMeshes();\r\n this.freeRenderingGroups();\r\n }\r\n this._preventFreeActiveMeshesAndRenderingGroups = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Clear the active meshes smart array preventing retention point in mesh dispose.\r\n */\r\n Scene.prototype.freeActiveMeshes = function () {\r\n if (this.blockfreeActiveMeshesAndRenderingGroups) {\r\n return;\r\n }\r\n this._activeMeshes.dispose();\r\n if (this.activeCamera && this.activeCamera._activeMeshes) {\r\n this.activeCamera._activeMeshes.dispose();\r\n }\r\n if (this.activeCameras) {\r\n for (var i = 0; i < this.activeCameras.length; i++) {\r\n var activeCamera = this.activeCameras[i];\r\n if (activeCamera && activeCamera._activeMeshes) {\r\n activeCamera._activeMeshes.dispose();\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * Clear the info related to rendering groups preventing retention points during dispose.\r\n */\r\n Scene.prototype.freeRenderingGroups = function () {\r\n if (this.blockfreeActiveMeshesAndRenderingGroups) {\r\n return;\r\n }\r\n if (this._renderingManager) {\r\n this._renderingManager.freeRenderingGroups();\r\n }\r\n if (this.textures) {\r\n for (var i = 0; i < this.textures.length; i++) {\r\n var texture = this.textures[i];\r\n if (texture && texture.renderList) {\r\n texture.freeRenderingGroups();\r\n }\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n Scene.prototype._isInIntermediateRendering = function () {\r\n return this._intermediateRendering;\r\n };\r\n /**\r\n * Use this function to stop evaluating active meshes. The current list will be keep alive between frames\r\n * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped\r\n * @returns the current scene\r\n */\r\n Scene.prototype.freezeActiveMeshes = function (skipEvaluateActiveMeshes) {\r\n var _this = this;\r\n if (skipEvaluateActiveMeshes === void 0) { skipEvaluateActiveMeshes = false; }\r\n this.executeWhenReady(function () {\r\n if (!_this.activeCamera) {\r\n return;\r\n }\r\n if (!_this._frustumPlanes) {\r\n _this.setTransformMatrix(_this.activeCamera.getViewMatrix(), _this.activeCamera.getProjectionMatrix());\r\n }\r\n _this._evaluateActiveMeshes();\r\n _this._activeMeshesFrozen = true;\r\n _this._skipEvaluateActiveMeshesCompletely = skipEvaluateActiveMeshes;\r\n for (var index = 0; index < _this._activeMeshes.length; index++) {\r\n _this._activeMeshes.data[index]._freeze();\r\n }\r\n });\r\n return this;\r\n };\r\n /**\r\n * Use this function to restart evaluating active meshes on every frame\r\n * @returns the current scene\r\n */\r\n Scene.prototype.unfreezeActiveMeshes = function () {\r\n for (var index = 0; index < this.meshes.length; index++) {\r\n var mesh = this.meshes[index];\r\n if (mesh._internalAbstractMeshDataInfo) {\r\n mesh._internalAbstractMeshDataInfo._isActive = false;\r\n }\r\n }\r\n for (var index = 0; index < this._activeMeshes.length; index++) {\r\n this._activeMeshes.data[index]._unFreeze();\r\n }\r\n this._activeMeshesFrozen = false;\r\n return this;\r\n };\r\n Scene.prototype._evaluateActiveMeshes = function () {\r\n if (this._activeMeshesFrozen && this._activeMeshes.length) {\r\n if (!this._skipEvaluateActiveMeshesCompletely) {\r\n var len_1 = this._activeMeshes.length;\r\n for (var i = 0; i < len_1; i++) {\r\n var mesh = this._activeMeshes.data[i];\r\n mesh.computeWorldMatrix();\r\n }\r\n }\r\n return;\r\n }\r\n if (!this.activeCamera) {\r\n return;\r\n }\r\n this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);\r\n this.activeCamera._activeMeshes.reset();\r\n this._activeMeshes.reset();\r\n this._renderingManager.reset();\r\n this._processedMaterials.reset();\r\n this._activeParticleSystems.reset();\r\n this._activeSkeletons.reset();\r\n this._softwareSkinnedMeshes.reset();\r\n for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n step.action();\r\n }\r\n // Determine mesh candidates\r\n var meshes = this.getActiveMeshCandidates();\r\n // Check each mesh\r\n var len = meshes.length;\r\n for (var i = 0; i < len; i++) {\r\n var mesh = meshes.data[i];\r\n if (mesh.isBlocked) {\r\n continue;\r\n }\r\n this._totalVertices.addCount(mesh.getTotalVertices(), false);\r\n if (!mesh.isReady() || !mesh.isEnabled() || mesh.scaling.lengthSquared() === 0) {\r\n continue;\r\n }\r\n mesh.computeWorldMatrix();\r\n // Intersections\r\n if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(12, 13)) {\r\n this._meshesForIntersections.pushNoDuplicate(mesh);\r\n }\r\n // Switch to current LOD\r\n var meshToRender = this.customLODSelector ? this.customLODSelector(mesh, this.activeCamera) : mesh.getLOD(this.activeCamera);\r\n if (meshToRender === undefined || meshToRender === null) {\r\n continue;\r\n }\r\n // Compute world matrix if LOD is billboard\r\n if (meshToRender !== mesh && meshToRender.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {\r\n meshToRender.computeWorldMatrix();\r\n }\r\n mesh._preActivate();\r\n if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (this._skipFrustumClipping || mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {\r\n this._activeMeshes.push(mesh);\r\n this.activeCamera._activeMeshes.push(mesh);\r\n if (meshToRender !== mesh) {\r\n meshToRender._activate(this._renderId, false);\r\n }\r\n if (mesh._activate(this._renderId, false)) {\r\n if (!mesh.isAnInstance) {\r\n meshToRender._internalAbstractMeshDataInfo._onlyForInstances = false;\r\n }\r\n else {\r\n if (mesh._internalAbstractMeshDataInfo._actAsRegularMesh) {\r\n meshToRender = mesh;\r\n }\r\n }\r\n meshToRender._internalAbstractMeshDataInfo._isActive = true;\r\n this._activeMesh(mesh, meshToRender);\r\n }\r\n mesh._postActivate();\r\n }\r\n }\r\n this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);\r\n // Particle systems\r\n if (this.particlesEnabled) {\r\n this.onBeforeParticlesRenderingObservable.notifyObservers(this);\r\n for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {\r\n var particleSystem = this.particleSystems[particleIndex];\r\n if (!particleSystem.isStarted() || !particleSystem.emitter) {\r\n continue;\r\n }\r\n var emitter = particleSystem.emitter;\r\n if (!emitter.position || emitter.isEnabled()) {\r\n this._activeParticleSystems.push(particleSystem);\r\n particleSystem.animate();\r\n this._renderingManager.dispatchParticles(particleSystem);\r\n }\r\n }\r\n this.onAfterParticlesRenderingObservable.notifyObservers(this);\r\n }\r\n };\r\n Scene.prototype._activeMesh = function (sourceMesh, mesh) {\r\n if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {\r\n if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {\r\n mesh.skeleton.prepare();\r\n }\r\n if (!mesh.computeBonesUsingShaders) {\r\n this._softwareSkinnedMeshes.pushNoDuplicate(mesh);\r\n }\r\n }\r\n for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n step.action(sourceMesh, mesh);\r\n }\r\n if (mesh !== undefined && mesh !== null\r\n && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {\r\n var subMeshes = this.getActiveSubMeshCandidates(mesh);\r\n var len = subMeshes.length;\r\n for (var i = 0; i < len; i++) {\r\n var subMesh = subMeshes.data[i];\r\n this._evaluateSubMesh(subMesh, mesh, sourceMesh);\r\n }\r\n }\r\n };\r\n /**\r\n * Update the transform matrix to update from the current active camera\r\n * @param force defines a boolean used to force the update even if cache is up to date\r\n */\r\n Scene.prototype.updateTransformMatrix = function (force) {\r\n if (!this.activeCamera) {\r\n return;\r\n }\r\n this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));\r\n };\r\n Scene.prototype._bindFrameBuffer = function () {\r\n if (this.activeCamera && this.activeCamera._multiviewTexture) {\r\n this.activeCamera._multiviewTexture._bindFrameBuffer();\r\n }\r\n else if (this.activeCamera && this.activeCamera.outputRenderTarget) {\r\n var useMultiview = this.getEngine().getCaps().multiview && this.activeCamera.outputRenderTarget && this.activeCamera.outputRenderTarget.getViewCount() > 1;\r\n if (useMultiview) {\r\n this.activeCamera.outputRenderTarget._bindFrameBuffer();\r\n }\r\n else {\r\n var internalTexture = this.activeCamera.outputRenderTarget.getInternalTexture();\r\n if (internalTexture) {\r\n this.getEngine().bindFramebuffer(internalTexture);\r\n }\r\n else {\r\n Logger.Error(\"Camera contains invalid customDefaultRenderTarget\");\r\n }\r\n }\r\n }\r\n else {\r\n this.getEngine().restoreDefaultFramebuffer(); // Restore back buffer if needed\r\n }\r\n };\r\n /** @hidden */\r\n Scene.prototype._renderForCamera = function (camera, rigParent) {\r\n if (camera && camera._skipRendering) {\r\n return;\r\n }\r\n var engine = this._engine;\r\n // Use _activeCamera instead of activeCamera to avoid onActiveCameraChanged\r\n this._activeCamera = camera;\r\n if (!this.activeCamera) {\r\n throw new Error(\"Active camera not set\");\r\n }\r\n // Viewport\r\n engine.setViewport(this.activeCamera.viewport);\r\n // Camera\r\n this.resetCachedMaterial();\r\n this._renderId++;\r\n var useMultiview = this.getEngine().getCaps().multiview && camera.outputRenderTarget && camera.outputRenderTarget.getViewCount() > 1;\r\n if (useMultiview) {\r\n this.setTransformMatrix(camera._rigCameras[0].getViewMatrix(), camera._rigCameras[0].getProjectionMatrix(), camera._rigCameras[1].getViewMatrix(), camera._rigCameras[1].getProjectionMatrix());\r\n }\r\n else {\r\n this.updateTransformMatrix();\r\n }\r\n this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);\r\n // Meshes\r\n this._evaluateActiveMeshes();\r\n // Software skinning\r\n for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {\r\n var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];\r\n mesh.applySkeleton(mesh.skeleton);\r\n }\r\n // Render targets\r\n this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);\r\n if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {\r\n this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);\r\n }\r\n if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {\r\n this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);\r\n }\r\n // Collects render targets from external components.\r\n for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n step.action(this._renderTargets);\r\n }\r\n if (this.renderTargetsEnabled) {\r\n this._intermediateRendering = true;\r\n var needRebind = false;\r\n if (this._renderTargets.length > 0) {\r\n Tools.StartPerformanceCounter(\"Render targets\", this._renderTargets.length > 0);\r\n for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {\r\n var renderTarget = this._renderTargets.data[renderIndex];\r\n if (renderTarget._shouldRender()) {\r\n this._renderId++;\r\n var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;\r\n renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);\r\n needRebind = true;\r\n }\r\n }\r\n Tools.EndPerformanceCounter(\"Render targets\", this._renderTargets.length > 0);\r\n this._renderId++;\r\n }\r\n for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {\r\n var step = _c[_b];\r\n needRebind = step.action(this.activeCamera) || needRebind;\r\n }\r\n this._intermediateRendering = false;\r\n // Need to bind if sub-camera has an outputRenderTarget eg. for webXR\r\n if (this.activeCamera && this.activeCamera.outputRenderTarget) {\r\n needRebind = true;\r\n }\r\n // Restore framebuffer after rendering to targets\r\n if (needRebind) {\r\n this._bindFrameBuffer();\r\n }\r\n }\r\n this.onAfterRenderTargetsRenderObservable.notifyObservers(this);\r\n // Prepare Frame\r\n if (this.postProcessManager && !camera._multiviewTexture) {\r\n this.postProcessManager._prepareFrame();\r\n }\r\n // Before Camera Draw\r\n for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {\r\n var step = _e[_d];\r\n step.action(this.activeCamera);\r\n }\r\n // Render\r\n this.onBeforeDrawPhaseObservable.notifyObservers(this);\r\n this._renderingManager.render(null, null, true, true);\r\n this.onAfterDrawPhaseObservable.notifyObservers(this);\r\n // After Camera Draw\r\n for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {\r\n var step = _g[_f];\r\n step.action(this.activeCamera);\r\n }\r\n // Finalize frame\r\n if (this.postProcessManager && !camera._multiviewTexture) {\r\n this.postProcessManager._finalizeFrame(camera.isIntermediate);\r\n }\r\n // Reset some special arrays\r\n this._renderTargets.reset();\r\n this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);\r\n };\r\n Scene.prototype._processSubCameras = function (camera) {\r\n if (camera.cameraRigMode === Camera.RIG_MODE_NONE || (camera.outputRenderTarget && camera.outputRenderTarget.getViewCount() > 1 && this.getEngine().getCaps().multiview)) {\r\n this._renderForCamera(camera);\r\n this.onAfterRenderCameraObservable.notifyObservers(camera);\r\n return;\r\n }\r\n if (camera._useMultiviewToSingleView) {\r\n this._renderMultiviewToSingleView(camera);\r\n }\r\n else {\r\n // rig cameras\r\n for (var index = 0; index < camera._rigCameras.length; index++) {\r\n this._renderForCamera(camera._rigCameras[index], camera);\r\n }\r\n }\r\n // Use _activeCamera instead of activeCamera to avoid onActiveCameraChanged\r\n this._activeCamera = camera;\r\n this.setTransformMatrix(this._activeCamera.getViewMatrix(), this._activeCamera.getProjectionMatrix());\r\n this.onAfterRenderCameraObservable.notifyObservers(camera);\r\n };\r\n Scene.prototype._checkIntersections = function () {\r\n for (var index = 0; index < this._meshesForIntersections.length; index++) {\r\n var sourceMesh = this._meshesForIntersections.data[index];\r\n if (!sourceMesh.actionManager) {\r\n continue;\r\n }\r\n for (var actionIndex = 0; sourceMesh.actionManager && actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {\r\n var action = sourceMesh.actionManager.actions[actionIndex];\r\n if (action.trigger === 12 || action.trigger === 13) {\r\n var parameters = action.getTriggerParameter();\r\n var otherMesh = parameters instanceof AbstractMesh ? parameters : parameters.mesh;\r\n var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);\r\n var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);\r\n if (areIntersecting && currentIntersectionInProgress === -1) {\r\n if (action.trigger === 12) {\r\n action._executeCurrent(ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));\r\n sourceMesh._intersectionsInProgress.push(otherMesh);\r\n }\r\n else if (action.trigger === 13) {\r\n sourceMesh._intersectionsInProgress.push(otherMesh);\r\n }\r\n }\r\n else if (!areIntersecting && currentIntersectionInProgress > -1) {\r\n //They intersected, and now they don't.\r\n //is this trigger an exit trigger? execute an event.\r\n if (action.trigger === 13) {\r\n action._executeCurrent(ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));\r\n }\r\n //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.\r\n if (!sourceMesh.actionManager.hasSpecificTrigger(13, function (parameter) {\r\n var parameterMesh = parameter instanceof AbstractMesh ? parameter : parameter.mesh;\r\n return otherMesh === parameterMesh;\r\n }) || action.trigger === 13) {\r\n sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n Scene.prototype._advancePhysicsEngineStep = function (step) {\r\n // Do nothing. Code will be replaced if physics engine component is referenced\r\n };\r\n /** @hidden */\r\n Scene.prototype._animate = function () {\r\n // Nothing to do as long as Animatable have not been imported.\r\n };\r\n /** Execute all animations (for a frame) */\r\n Scene.prototype.animate = function () {\r\n if (this._engine.isDeterministicLockStep()) {\r\n var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;\r\n var defaultFrameTime = this._engine.getTimeStep();\r\n var defaultFPS = (1000.0 / defaultFrameTime) / 1000.0;\r\n var stepsTaken = 0;\r\n var maxSubSteps = this._engine.getLockstepMaxSteps();\r\n var internalSteps = Math.floor(deltaTime / defaultFrameTime);\r\n internalSteps = Math.min(internalSteps, maxSubSteps);\r\n while (deltaTime > 0 && stepsTaken < internalSteps) {\r\n this.onBeforeStepObservable.notifyObservers(this);\r\n // Animations\r\n this._animationRatio = defaultFrameTime * defaultFPS;\r\n this._animate();\r\n this.onAfterAnimationsObservable.notifyObservers(this);\r\n // Physics\r\n this._advancePhysicsEngineStep(defaultFrameTime);\r\n this.onAfterStepObservable.notifyObservers(this);\r\n this._currentStepId++;\r\n stepsTaken++;\r\n deltaTime -= defaultFrameTime;\r\n }\r\n this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;\r\n }\r\n else {\r\n // Animations\r\n var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));\r\n this._animationRatio = deltaTime * (60.0 / 1000.0);\r\n this._animate();\r\n this.onAfterAnimationsObservable.notifyObservers(this);\r\n // Physics\r\n this._advancePhysicsEngineStep(deltaTime);\r\n }\r\n };\r\n /**\r\n * Render the scene\r\n * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)\r\n * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)\r\n */\r\n Scene.prototype.render = function (updateCameras, ignoreAnimations) {\r\n if (updateCameras === void 0) { updateCameras = true; }\r\n if (ignoreAnimations === void 0) { ignoreAnimations = false; }\r\n if (this.isDisposed) {\r\n return;\r\n }\r\n this._frameId++;\r\n // Register components that have been associated lately to the scene.\r\n this._registerTransientComponents();\r\n this._activeParticles.fetchNewFrame();\r\n this._totalVertices.fetchNewFrame();\r\n this._activeIndices.fetchNewFrame();\r\n this._activeBones.fetchNewFrame();\r\n this._meshesForIntersections.reset();\r\n this.resetCachedMaterial();\r\n this.onBeforeAnimationsObservable.notifyObservers(this);\r\n // Actions\r\n if (this.actionManager) {\r\n this.actionManager.processTrigger(11);\r\n }\r\n // Animations\r\n if (!ignoreAnimations) {\r\n this.animate();\r\n }\r\n // Before camera update steps\r\n for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n step.action();\r\n }\r\n // Update Cameras\r\n if (updateCameras) {\r\n if (this.activeCameras.length > 0) {\r\n for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {\r\n var camera = this.activeCameras[cameraIndex];\r\n camera.update();\r\n if (camera.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n // rig cameras\r\n for (var index = 0; index < camera._rigCameras.length; index++) {\r\n camera._rigCameras[index].update();\r\n }\r\n }\r\n }\r\n }\r\n else if (this.activeCamera) {\r\n this.activeCamera.update();\r\n if (this.activeCamera.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n // rig cameras\r\n for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {\r\n this.activeCamera._rigCameras[index].update();\r\n }\r\n }\r\n }\r\n }\r\n // Before render\r\n this.onBeforeRenderObservable.notifyObservers(this);\r\n // Customs render targets\r\n this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);\r\n var engine = this.getEngine();\r\n var currentActiveCamera = this.activeCamera;\r\n if (this.renderTargetsEnabled) {\r\n Tools.StartPerformanceCounter(\"Custom render targets\", this.customRenderTargets.length > 0);\r\n this._intermediateRendering = true;\r\n for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {\r\n var renderTarget = this.customRenderTargets[customIndex];\r\n if (renderTarget._shouldRender()) {\r\n this._renderId++;\r\n this.activeCamera = renderTarget.activeCamera || this.activeCamera;\r\n if (!this.activeCamera) {\r\n throw new Error(\"Active camera not set\");\r\n }\r\n // Viewport\r\n engine.setViewport(this.activeCamera.viewport);\r\n // Camera\r\n this.updateTransformMatrix();\r\n renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);\r\n }\r\n }\r\n Tools.EndPerformanceCounter(\"Custom render targets\", this.customRenderTargets.length > 0);\r\n this._intermediateRendering = false;\r\n this._renderId++;\r\n }\r\n // Restore back buffer\r\n this.activeCamera = currentActiveCamera;\r\n this._bindFrameBuffer();\r\n this.onAfterRenderTargetsRenderObservable.notifyObservers(this);\r\n for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {\r\n var step = _c[_b];\r\n step.action();\r\n }\r\n // Clear\r\n if (this.autoClearDepthAndStencil || this.autoClear) {\r\n this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);\r\n }\r\n // Collects render targets from external components.\r\n for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {\r\n var step = _e[_d];\r\n step.action(this._renderTargets);\r\n }\r\n // Multi-cameras?\r\n if (this.activeCameras.length > 0) {\r\n for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {\r\n if (cameraIndex > 0) {\r\n this._engine.clear(null, false, true, true);\r\n }\r\n this._processSubCameras(this.activeCameras[cameraIndex]);\r\n }\r\n }\r\n else {\r\n if (!this.activeCamera) {\r\n throw new Error(\"No camera defined\");\r\n }\r\n this._processSubCameras(this.activeCamera);\r\n }\r\n // Intersection checks\r\n this._checkIntersections();\r\n // Executes the after render stage actions.\r\n for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {\r\n var step = _g[_f];\r\n step.action();\r\n }\r\n // After render\r\n if (this.afterRender) {\r\n this.afterRender();\r\n }\r\n this.onAfterRenderObservable.notifyObservers(this);\r\n // Cleaning\r\n if (this._toBeDisposed.length) {\r\n for (var index = 0; index < this._toBeDisposed.length; index++) {\r\n var data = this._toBeDisposed[index];\r\n if (data) {\r\n data.dispose();\r\n }\r\n }\r\n this._toBeDisposed = [];\r\n }\r\n if (this.dumpNextRenderTargets) {\r\n this.dumpNextRenderTargets = false;\r\n }\r\n this._activeBones.addCount(0, true);\r\n this._activeIndices.addCount(0, true);\r\n this._activeParticles.addCount(0, true);\r\n };\r\n /**\r\n * Freeze all materials\r\n * A frozen material will not be updatable but should be faster to render\r\n */\r\n Scene.prototype.freezeMaterials = function () {\r\n for (var i = 0; i < this.materials.length; i++) {\r\n this.materials[i].freeze();\r\n }\r\n };\r\n /**\r\n * Unfreeze all materials\r\n * A frozen material will not be updatable but should be faster to render\r\n */\r\n Scene.prototype.unfreezeMaterials = function () {\r\n for (var i = 0; i < this.materials.length; i++) {\r\n this.materials[i].unfreeze();\r\n }\r\n };\r\n /**\r\n * Releases all held ressources\r\n */\r\n Scene.prototype.dispose = function () {\r\n this.beforeRender = null;\r\n this.afterRender = null;\r\n if (EngineStore._LastCreatedScene === this) {\r\n EngineStore._LastCreatedScene = null;\r\n }\r\n this.skeletons = [];\r\n this.morphTargetManagers = [];\r\n this._transientComponents = [];\r\n this._isReadyForMeshStage.clear();\r\n this._beforeEvaluateActiveMeshStage.clear();\r\n this._evaluateSubMeshStage.clear();\r\n this._activeMeshStage.clear();\r\n this._cameraDrawRenderTargetStage.clear();\r\n this._beforeCameraDrawStage.clear();\r\n this._beforeRenderTargetDrawStage.clear();\r\n this._beforeRenderingGroupDrawStage.clear();\r\n this._beforeRenderingMeshStage.clear();\r\n this._afterRenderingMeshStage.clear();\r\n this._afterRenderingGroupDrawStage.clear();\r\n this._afterCameraDrawStage.clear();\r\n this._afterRenderTargetDrawStage.clear();\r\n this._afterRenderStage.clear();\r\n this._beforeCameraUpdateStage.clear();\r\n this._beforeClearStage.clear();\r\n this._gatherRenderTargetsStage.clear();\r\n this._gatherActiveCameraRenderTargetsStage.clear();\r\n this._pointerMoveStage.clear();\r\n this._pointerDownStage.clear();\r\n this._pointerUpStage.clear();\r\n for (var _i = 0, _a = this._components; _i < _a.length; _i++) {\r\n var component = _a[_i];\r\n component.dispose();\r\n }\r\n this.importedMeshesFiles = new Array();\r\n if (this.stopAllAnimations) {\r\n this.stopAllAnimations();\r\n }\r\n this.resetCachedMaterial();\r\n // Smart arrays\r\n if (this.activeCamera) {\r\n this.activeCamera._activeMeshes.dispose();\r\n this.activeCamera = null;\r\n }\r\n this._activeMeshes.dispose();\r\n this._renderingManager.dispose();\r\n this._processedMaterials.dispose();\r\n this._activeParticleSystems.dispose();\r\n this._activeSkeletons.dispose();\r\n this._softwareSkinnedMeshes.dispose();\r\n this._renderTargets.dispose();\r\n this._registeredForLateAnimationBindings.dispose();\r\n this._meshesForIntersections.dispose();\r\n this._toBeDisposed = [];\r\n // Abort active requests\r\n for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {\r\n var request = _c[_b];\r\n request.abort();\r\n }\r\n // Events\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderTargetsRenderObservable.clear();\r\n this.onAfterRenderTargetsRenderObservable.clear();\r\n this.onAfterStepObservable.clear();\r\n this.onBeforeStepObservable.clear();\r\n this.onBeforeActiveMeshesEvaluationObservable.clear();\r\n this.onAfterActiveMeshesEvaluationObservable.clear();\r\n this.onBeforeParticlesRenderingObservable.clear();\r\n this.onAfterParticlesRenderingObservable.clear();\r\n this.onBeforeDrawPhaseObservable.clear();\r\n this.onAfterDrawPhaseObservable.clear();\r\n this.onBeforeAnimationsObservable.clear();\r\n this.onAfterAnimationsObservable.clear();\r\n this.onDataLoadedObservable.clear();\r\n this.onBeforeRenderingGroupObservable.clear();\r\n this.onAfterRenderingGroupObservable.clear();\r\n this.onMeshImportedObservable.clear();\r\n this.onBeforeCameraRenderObservable.clear();\r\n this.onAfterCameraRenderObservable.clear();\r\n this.onReadyObservable.clear();\r\n this.onNewCameraAddedObservable.clear();\r\n this.onCameraRemovedObservable.clear();\r\n this.onNewLightAddedObservable.clear();\r\n this.onLightRemovedObservable.clear();\r\n this.onNewGeometryAddedObservable.clear();\r\n this.onGeometryRemovedObservable.clear();\r\n this.onNewTransformNodeAddedObservable.clear();\r\n this.onTransformNodeRemovedObservable.clear();\r\n this.onNewMeshAddedObservable.clear();\r\n this.onMeshRemovedObservable.clear();\r\n this.onNewSkeletonAddedObservable.clear();\r\n this.onSkeletonRemovedObservable.clear();\r\n this.onNewMaterialAddedObservable.clear();\r\n this.onMaterialRemovedObservable.clear();\r\n this.onNewTextureAddedObservable.clear();\r\n this.onTextureRemovedObservable.clear();\r\n this.onPrePointerObservable.clear();\r\n this.onPointerObservable.clear();\r\n this.onPreKeyboardObservable.clear();\r\n this.onKeyboardObservable.clear();\r\n this.onActiveCameraChanged.clear();\r\n this.detachControl();\r\n // Detach cameras\r\n var canvas = this._engine.getInputElement();\r\n if (canvas) {\r\n var index;\r\n for (index = 0; index < this.cameras.length; index++) {\r\n this.cameras[index].detachControl(canvas);\r\n }\r\n }\r\n // Release animation groups\r\n while (this.animationGroups.length) {\r\n this.animationGroups[0].dispose();\r\n }\r\n // Release lights\r\n while (this.lights.length) {\r\n this.lights[0].dispose();\r\n }\r\n // Release meshes\r\n while (this.meshes.length) {\r\n this.meshes[0].dispose(true);\r\n }\r\n while (this.transformNodes.length) {\r\n this.transformNodes[0].dispose(true);\r\n }\r\n // Release cameras\r\n while (this.cameras.length) {\r\n this.cameras[0].dispose();\r\n }\r\n // Release materials\r\n if (this._defaultMaterial) {\r\n this._defaultMaterial.dispose();\r\n }\r\n while (this.multiMaterials.length) {\r\n this.multiMaterials[0].dispose();\r\n }\r\n while (this.materials.length) {\r\n this.materials[0].dispose();\r\n }\r\n // Release particles\r\n while (this.particleSystems.length) {\r\n this.particleSystems[0].dispose();\r\n }\r\n // Release postProcesses\r\n while (this.postProcesses.length) {\r\n this.postProcesses[0].dispose();\r\n }\r\n // Release textures\r\n while (this.textures.length) {\r\n this.textures[0].dispose();\r\n }\r\n // Release UBO\r\n this._sceneUbo.dispose();\r\n if (this._multiviewSceneUbo) {\r\n this._multiviewSceneUbo.dispose();\r\n }\r\n // Post-processes\r\n this.postProcessManager.dispose();\r\n // Remove from engine\r\n index = this._engine.scenes.indexOf(this);\r\n if (index > -1) {\r\n this._engine.scenes.splice(index, 1);\r\n }\r\n this._engine.wipeCaches(true);\r\n this._isDisposed = true;\r\n };\r\n Object.defineProperty(Scene.prototype, \"isDisposed\", {\r\n /**\r\n * Gets if the scene is already disposed\r\n */\r\n get: function () {\r\n return this._isDisposed;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Call this function to reduce memory footprint of the scene.\r\n * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)\r\n */\r\n Scene.prototype.clearCachedVertexData = function () {\r\n for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {\r\n var mesh = this.meshes[meshIndex];\r\n var geometry = mesh.geometry;\r\n if (geometry) {\r\n geometry._indices = [];\r\n for (var vbName in geometry._vertexBuffers) {\r\n if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {\r\n continue;\r\n }\r\n geometry._vertexBuffers[vbName]._buffer._data = null;\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * This function will remove the local cached buffer data from texture.\r\n * It will save memory but will prevent the texture from being rebuilt\r\n */\r\n Scene.prototype.cleanCachedTextureBuffer = function () {\r\n for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {\r\n var baseTexture = _a[_i];\r\n var buffer = baseTexture._buffer;\r\n if (buffer) {\r\n baseTexture._buffer = null;\r\n }\r\n }\r\n };\r\n /**\r\n * Get the world extend vectors with an optional filter\r\n *\r\n * @param filterPredicate the predicate - which meshes should be included when calculating the world size\r\n * @returns {{ min: Vector3; max: Vector3 }} min and max vectors\r\n */\r\n Scene.prototype.getWorldExtends = function (filterPredicate) {\r\n var min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n var max = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n filterPredicate = filterPredicate || (function () { return true; });\r\n this.meshes.filter(filterPredicate).forEach(function (mesh) {\r\n mesh.computeWorldMatrix(true);\r\n if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {\r\n return;\r\n }\r\n var boundingInfo = mesh.getBoundingInfo();\r\n var minBox = boundingInfo.boundingBox.minimumWorld;\r\n var maxBox = boundingInfo.boundingBox.maximumWorld;\r\n Vector3.CheckExtends(minBox, min, max);\r\n Vector3.CheckExtends(maxBox, min, max);\r\n });\r\n return {\r\n min: min,\r\n max: max\r\n };\r\n };\r\n // Picking\r\n /**\r\n * Creates a ray that can be used to pick in the scene\r\n * @param x defines the x coordinate of the origin (on-screen)\r\n * @param y defines the y coordinate of the origin (on-screen)\r\n * @param world defines the world matrix to use if you want to pick in object space (instead of world space)\r\n * @param camera defines the camera to use for the picking\r\n * @param cameraViewSpace defines if picking will be done in view space (false by default)\r\n * @returns a Ray\r\n */\r\n Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {\r\n if (cameraViewSpace === void 0) { cameraViewSpace = false; }\r\n throw _DevTools.WarnImport(\"Ray\");\r\n };\r\n /**\r\n * Creates a ray that can be used to pick in the scene\r\n * @param x defines the x coordinate of the origin (on-screen)\r\n * @param y defines the y coordinate of the origin (on-screen)\r\n * @param world defines the world matrix to use if you want to pick in object space (instead of world space)\r\n * @param result defines the ray where to store the picking ray\r\n * @param camera defines the camera to use for the picking\r\n * @param cameraViewSpace defines if picking will be done in view space (false by default)\r\n * @returns the current scene\r\n */\r\n Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {\r\n if (cameraViewSpace === void 0) { cameraViewSpace = false; }\r\n throw _DevTools.WarnImport(\"Ray\");\r\n };\r\n /**\r\n * Creates a ray that can be used to pick in the scene\r\n * @param x defines the x coordinate of the origin (on-screen)\r\n * @param y defines the y coordinate of the origin (on-screen)\r\n * @param camera defines the camera to use for the picking\r\n * @returns a Ray\r\n */\r\n Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {\r\n throw _DevTools.WarnImport(\"Ray\");\r\n };\r\n /**\r\n * Creates a ray that can be used to pick in the scene\r\n * @param x defines the x coordinate of the origin (on-screen)\r\n * @param y defines the y coordinate of the origin (on-screen)\r\n * @param result defines the ray where to store the picking ray\r\n * @param camera defines the camera to use for the picking\r\n * @returns the current scene\r\n */\r\n Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {\r\n throw _DevTools.WarnImport(\"Ray\");\r\n };\r\n /** Launch a ray to try to pick a mesh in the scene\r\n * @param x position on screen\r\n * @param y position on screen\r\n * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true\r\n * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.\r\n * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns a PickingInfo\r\n */\r\n Scene.prototype.pick = function (x, y, predicate, fastCheck, camera, trianglePredicate) {\r\n // Dummy info if picking as not been imported\r\n var pi = new PickingInfo();\r\n pi._pickingUnavailable = true;\r\n return pi;\r\n };\r\n /** Use the given ray to pick a mesh in the scene\r\n * @param ray The ray to use to pick meshes\r\n * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true\r\n * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns a PickingInfo\r\n */\r\n Scene.prototype.pickWithRay = function (ray, predicate, fastCheck, trianglePredicate) {\r\n throw _DevTools.WarnImport(\"Ray\");\r\n };\r\n /**\r\n * Launch a ray to try to pick a mesh in the scene\r\n * @param x X position on screen\r\n * @param y Y position on screen\r\n * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true\r\n * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns an array of PickingInfo\r\n */\r\n Scene.prototype.multiPick = function (x, y, predicate, camera, trianglePredicate) {\r\n throw _DevTools.WarnImport(\"Ray\");\r\n };\r\n /**\r\n * Launch a ray to try to pick a mesh in the scene\r\n * @param ray Ray to use\r\n * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns an array of PickingInfo\r\n */\r\n Scene.prototype.multiPickWithRay = function (ray, predicate, trianglePredicate) {\r\n throw _DevTools.WarnImport(\"Ray\");\r\n };\r\n /**\r\n * Force the value of meshUnderPointer\r\n * @param mesh defines the mesh to use\r\n */\r\n Scene.prototype.setPointerOverMesh = function (mesh) {\r\n this._inputManager.setPointerOverMesh(mesh);\r\n };\r\n /**\r\n * Gets the mesh under the pointer\r\n * @returns a Mesh or null if no mesh is under the pointer\r\n */\r\n Scene.prototype.getPointerOverMesh = function () {\r\n return this._inputManager.getPointerOverMesh();\r\n };\r\n // Misc.\r\n /** @hidden */\r\n Scene.prototype._rebuildGeometries = function () {\r\n for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {\r\n var geometry = _a[_i];\r\n geometry._rebuild();\r\n }\r\n for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {\r\n var mesh = _c[_b];\r\n mesh._rebuild();\r\n }\r\n if (this.postProcessManager) {\r\n this.postProcessManager._rebuild();\r\n }\r\n for (var _d = 0, _e = this._components; _d < _e.length; _d++) {\r\n var component = _e[_d];\r\n component.rebuild();\r\n }\r\n for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {\r\n var system = _g[_f];\r\n system.rebuild();\r\n }\r\n };\r\n /** @hidden */\r\n Scene.prototype._rebuildTextures = function () {\r\n for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {\r\n var texture = _a[_i];\r\n texture._rebuild();\r\n }\r\n this.markAllMaterialsAsDirty(1);\r\n };\r\n // Tags\r\n Scene.prototype._getByTags = function (list, tagsQuery, forEach) {\r\n if (tagsQuery === undefined) {\r\n // returns the complete list (could be done with Tags.MatchesQuery but no need to have a for-loop here)\r\n return list;\r\n }\r\n var listByTags = [];\r\n forEach = forEach || (function (item) { return; });\r\n for (var i in list) {\r\n var item = list[i];\r\n if (Tags && Tags.MatchesQuery(item, tagsQuery)) {\r\n listByTags.push(item);\r\n forEach(item);\r\n }\r\n }\r\n return listByTags;\r\n };\r\n /**\r\n * Get a list of meshes by tags\r\n * @param tagsQuery defines the tags query to use\r\n * @param forEach defines a predicate used to filter results\r\n * @returns an array of Mesh\r\n */\r\n Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {\r\n return this._getByTags(this.meshes, tagsQuery, forEach);\r\n };\r\n /**\r\n * Get a list of cameras by tags\r\n * @param tagsQuery defines the tags query to use\r\n * @param forEach defines a predicate used to filter results\r\n * @returns an array of Camera\r\n */\r\n Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {\r\n return this._getByTags(this.cameras, tagsQuery, forEach);\r\n };\r\n /**\r\n * Get a list of lights by tags\r\n * @param tagsQuery defines the tags query to use\r\n * @param forEach defines a predicate used to filter results\r\n * @returns an array of Light\r\n */\r\n Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {\r\n return this._getByTags(this.lights, tagsQuery, forEach);\r\n };\r\n /**\r\n * Get a list of materials by tags\r\n * @param tagsQuery defines the tags query to use\r\n * @param forEach defines a predicate used to filter results\r\n * @returns an array of Material\r\n */\r\n Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {\r\n return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));\r\n };\r\n /**\r\n * Overrides the default sort function applied in the renderging group to prepare the meshes.\r\n * This allowed control for front to back rendering or reversly depending of the special needs.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\r\n * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\r\n * @param transparentSortCompareFn The transparent queue comparison function use to sort.\r\n */\r\n Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {\r\n if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }\r\n if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }\r\n if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }\r\n this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);\r\n };\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n * @param depth Automatically clears depth between groups if true and autoClear is true.\r\n * @param stencil Automatically clears stencil between groups if true and autoClear is true.\r\n */\r\n Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {\r\n if (depth === void 0) { depth = true; }\r\n if (stencil === void 0) { stencil = true; }\r\n this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);\r\n };\r\n /**\r\n * Gets the current auto clear configuration for one rendering group of the rendering\r\n * manager.\r\n * @param index the rendering group index to get the information for\r\n * @returns The auto clear setup for the requested rendering group\r\n */\r\n Scene.prototype.getAutoClearDepthStencilSetup = function (index) {\r\n return this._renderingManager.getAutoClearDepthStencilSetup(index);\r\n };\r\n Object.defineProperty(Scene.prototype, \"blockMaterialDirtyMechanism\", {\r\n /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */\r\n get: function () {\r\n return this._blockMaterialDirtyMechanism;\r\n },\r\n set: function (value) {\r\n if (this._blockMaterialDirtyMechanism === value) {\r\n return;\r\n }\r\n this._blockMaterialDirtyMechanism = value;\r\n if (!value) { // Do a complete update\r\n this.markAllMaterialsAsDirty(31);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Will flag all materials as dirty to trigger new shader compilation\r\n * @param flag defines the flag used to specify which material part must be marked as dirty\r\n * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty\r\n */\r\n Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {\r\n if (this._blockMaterialDirtyMechanism) {\r\n return;\r\n }\r\n for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {\r\n var material = _a[_i];\r\n if (predicate && !predicate(material)) {\r\n continue;\r\n }\r\n material.markAsDirty(flag);\r\n }\r\n };\r\n /** @hidden */\r\n Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {\r\n var _this = this;\r\n var request = FileTools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);\r\n this._activeRequests.push(request);\r\n request.onCompleteObservable.add(function (request) {\r\n _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);\r\n });\r\n return request;\r\n };\r\n /** @hidden */\r\n Scene.prototype._loadFileAsync = function (url, onProgress, useOfflineSupport, useArrayBuffer) {\r\n var _this = this;\r\n return new Promise(function (resolve, reject) {\r\n _this._loadFile(url, function (data) {\r\n resolve(data);\r\n }, onProgress, useOfflineSupport, useArrayBuffer, function (request, exception) {\r\n reject(exception);\r\n });\r\n });\r\n };\r\n /** @hidden */\r\n Scene.prototype._requestFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError, onOpened) {\r\n var _this = this;\r\n var request = FileTools.RequestFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError, onOpened);\r\n this._activeRequests.push(request);\r\n request.onCompleteObservable.add(function (request) {\r\n _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);\r\n });\r\n return request;\r\n };\r\n /** @hidden */\r\n Scene.prototype._requestFileAsync = function (url, onProgress, useOfflineSupport, useArrayBuffer, onOpened) {\r\n var _this = this;\r\n return new Promise(function (resolve, reject) {\r\n _this._requestFile(url, function (data) {\r\n resolve(data);\r\n }, onProgress, useOfflineSupport, useArrayBuffer, function (error) {\r\n reject(error);\r\n }, onOpened);\r\n });\r\n };\r\n /** @hidden */\r\n Scene.prototype._readFile = function (file, onSuccess, onProgress, useArrayBuffer, onError) {\r\n var _this = this;\r\n var request = FileTools.ReadFile(file, onSuccess, onProgress, useArrayBuffer, onError);\r\n this._activeRequests.push(request);\r\n request.onCompleteObservable.add(function (request) {\r\n _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);\r\n });\r\n return request;\r\n };\r\n /** @hidden */\r\n Scene.prototype._readFileAsync = function (file, onProgress, useArrayBuffer) {\r\n var _this = this;\r\n return new Promise(function (resolve, reject) {\r\n _this._readFile(file, function (data) {\r\n resolve(data);\r\n }, onProgress, useArrayBuffer, function (error) {\r\n reject(error);\r\n });\r\n });\r\n };\r\n /** The fog is deactivated */\r\n Scene.FOGMODE_NONE = 0;\r\n /** The fog density is following an exponential function */\r\n Scene.FOGMODE_EXP = 1;\r\n /** The fog density is following an exponential function faster than FOGMODE_EXP */\r\n Scene.FOGMODE_EXP2 = 2;\r\n /** The fog density is following a linear function. */\r\n Scene.FOGMODE_LINEAR = 3;\r\n /**\r\n * Gets or sets the minimum deltatime when deterministic lock step is enabled\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n */\r\n Scene.MinDeltaTime = 1.0;\r\n /**\r\n * Gets or sets the maximum deltatime when deterministic lock step is enabled\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n */\r\n Scene.MaxDeltaTime = 1000.0;\r\n return Scene;\r\n}(AbstractScene));\r\nexport { Scene };\r\n//# sourceMappingURL=scene.js.map","import { __decorate } from \"tslib\";\r\nimport { Matrix, Vector3 } from \"./Maths/math.vector\";\r\nimport { serialize } from \"./Misc/decorators\";\r\nimport { Observable } from \"./Misc/observable\";\r\nimport { EngineStore } from \"./Engines/engineStore\";\r\nimport { _DevTools } from './Misc/devTools';\r\n/**\r\n * Node is the basic class for all scene objects (Mesh, Light, Camera.)\r\n */\r\nvar Node = /** @class */ (function () {\r\n /**\r\n * Creates a new Node\r\n * @param name the name and id to be given to this node\r\n * @param scene the scene this node will be added to\r\n */\r\n function Node(name, scene) {\r\n if (scene === void 0) { scene = null; }\r\n /**\r\n * Gets or sets a string used to store user defined state for the node\r\n */\r\n this.state = \"\";\r\n /**\r\n * Gets or sets an object used to store user defined information for the node\r\n */\r\n this.metadata = null;\r\n /**\r\n * For internal use only. Please do not use.\r\n */\r\n this.reservedDataStore = null;\r\n this._doNotSerialize = false;\r\n /** @hidden */\r\n this._isDisposed = false;\r\n /**\r\n * Gets a list of Animations associated with the node\r\n */\r\n this.animations = new Array();\r\n this._ranges = {};\r\n /**\r\n * Callback raised when the node is ready to be used\r\n */\r\n this.onReady = null;\r\n this._isEnabled = true;\r\n this._isParentEnabled = true;\r\n this._isReady = true;\r\n /** @hidden */\r\n this._currentRenderId = -1;\r\n this._parentUpdateId = -1;\r\n /** @hidden */\r\n this._childUpdateId = -1;\r\n /** @hidden */\r\n this._waitingParentId = null;\r\n /** @hidden */\r\n this._cache = {};\r\n this._parentNode = null;\r\n this._children = null;\r\n /** @hidden */\r\n this._worldMatrix = Matrix.Identity();\r\n /** @hidden */\r\n this._worldMatrixDeterminant = 0;\r\n /** @hidden */\r\n this._worldMatrixDeterminantIsDirty = true;\r\n /** @hidden */\r\n this._sceneRootNodesIndex = -1;\r\n this._animationPropertiesOverride = null;\r\n /** @hidden */\r\n this._isNode = true;\r\n /**\r\n * An event triggered when the mesh is disposed\r\n */\r\n this.onDisposeObservable = new Observable();\r\n this._onDisposeObserver = null;\r\n // Behaviors\r\n this._behaviors = new Array();\r\n this.name = name;\r\n this.id = name;\r\n this._scene = (scene || EngineStore.LastCreatedScene);\r\n this.uniqueId = this._scene.getUniqueId();\r\n this._initCache();\r\n }\r\n /**\r\n * Add a new node constructor\r\n * @param type defines the type name of the node to construct\r\n * @param constructorFunc defines the constructor function\r\n */\r\n Node.AddNodeConstructor = function (type, constructorFunc) {\r\n this._NodeConstructors[type] = constructorFunc;\r\n };\r\n /**\r\n * Returns a node constructor based on type name\r\n * @param type defines the type name\r\n * @param name defines the new node name\r\n * @param scene defines the hosting scene\r\n * @param options defines optional options to transmit to constructors\r\n * @returns the new constructor or null\r\n */\r\n Node.Construct = function (type, name, scene, options) {\r\n var constructorFunc = this._NodeConstructors[type];\r\n if (!constructorFunc) {\r\n return null;\r\n }\r\n return constructorFunc(name, scene, options);\r\n };\r\n Object.defineProperty(Node.prototype, \"doNotSerialize\", {\r\n /**\r\n * Gets or sets a boolean used to define if the node must be serialized\r\n */\r\n get: function () {\r\n if (this._doNotSerialize) {\r\n return true;\r\n }\r\n if (this._parentNode) {\r\n return this._parentNode.doNotSerialize;\r\n }\r\n return false;\r\n },\r\n set: function (value) {\r\n this._doNotSerialize = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets a boolean indicating if the node has been disposed\r\n * @returns true if the node was disposed\r\n */\r\n Node.prototype.isDisposed = function () {\r\n return this._isDisposed;\r\n };\r\n Object.defineProperty(Node.prototype, \"parent\", {\r\n get: function () {\r\n return this._parentNode;\r\n },\r\n /**\r\n * Gets or sets the parent of the node (without keeping the current position in the scene)\r\n * @see https://doc.babylonjs.com/how_to/parenting\r\n */\r\n set: function (parent) {\r\n if (this._parentNode === parent) {\r\n return;\r\n }\r\n var previousParentNode = this._parentNode;\r\n // Remove self from list of children of parent\r\n if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {\r\n var index = this._parentNode._children.indexOf(this);\r\n if (index !== -1) {\r\n this._parentNode._children.splice(index, 1);\r\n }\r\n if (!parent && !this._isDisposed) {\r\n this._addToSceneRootNodes();\r\n }\r\n }\r\n // Store new parent\r\n this._parentNode = parent;\r\n // Add as child to new parent\r\n if (this._parentNode) {\r\n if (this._parentNode._children === undefined || this._parentNode._children === null) {\r\n this._parentNode._children = new Array();\r\n }\r\n this._parentNode._children.push(this);\r\n if (!previousParentNode) {\r\n this._removeFromSceneRootNodes();\r\n }\r\n }\r\n // Enabled state\r\n this._syncParentEnabledState();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n Node.prototype._addToSceneRootNodes = function () {\r\n if (this._sceneRootNodesIndex === -1) {\r\n this._sceneRootNodesIndex = this._scene.rootNodes.length;\r\n this._scene.rootNodes.push(this);\r\n }\r\n };\r\n /** @hidden */\r\n Node.prototype._removeFromSceneRootNodes = function () {\r\n if (this._sceneRootNodesIndex !== -1) {\r\n var rootNodes = this._scene.rootNodes;\r\n var lastIdx = rootNodes.length - 1;\r\n rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];\r\n rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;\r\n this._scene.rootNodes.pop();\r\n this._sceneRootNodesIndex = -1;\r\n }\r\n };\r\n Object.defineProperty(Node.prototype, \"animationPropertiesOverride\", {\r\n /**\r\n * Gets or sets the animation properties override\r\n */\r\n get: function () {\r\n if (!this._animationPropertiesOverride) {\r\n return this._scene.animationPropertiesOverride;\r\n }\r\n return this._animationPropertiesOverride;\r\n },\r\n set: function (value) {\r\n this._animationPropertiesOverride = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets a string idenfifying the name of the class\r\n * @returns \"Node\" string\r\n */\r\n Node.prototype.getClassName = function () {\r\n return \"Node\";\r\n };\r\n Object.defineProperty(Node.prototype, \"onDispose\", {\r\n /**\r\n * Sets a callback that will be raised when the node will be disposed\r\n */\r\n set: function (callback) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the scene of the node\r\n * @returns a scene\r\n */\r\n Node.prototype.getScene = function () {\r\n return this._scene;\r\n };\r\n /**\r\n * Gets the engine of the node\r\n * @returns a Engine\r\n */\r\n Node.prototype.getEngine = function () {\r\n return this._scene.getEngine();\r\n };\r\n /**\r\n * Attach a behavior to the node\r\n * @see http://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @param attachImmediately defines that the behavior must be attached even if the scene is still loading\r\n * @returns the current Node\r\n */\r\n Node.prototype.addBehavior = function (behavior, attachImmediately) {\r\n var _this = this;\r\n if (attachImmediately === void 0) { attachImmediately = false; }\r\n var index = this._behaviors.indexOf(behavior);\r\n if (index !== -1) {\r\n return this;\r\n }\r\n behavior.init();\r\n if (this._scene.isLoading && !attachImmediately) {\r\n // We defer the attach when the scene will be loaded\r\n this._scene.onDataLoadedObservable.addOnce(function () {\r\n behavior.attach(_this);\r\n });\r\n }\r\n else {\r\n behavior.attach(this);\r\n }\r\n this._behaviors.push(behavior);\r\n return this;\r\n };\r\n /**\r\n * Remove an attached behavior\r\n * @see http://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current Node\r\n */\r\n Node.prototype.removeBehavior = function (behavior) {\r\n var index = this._behaviors.indexOf(behavior);\r\n if (index === -1) {\r\n return this;\r\n }\r\n this._behaviors[index].detach();\r\n this._behaviors.splice(index, 1);\r\n return this;\r\n };\r\n Object.defineProperty(Node.prototype, \"behaviors\", {\r\n /**\r\n * Gets the list of attached behaviors\r\n * @see http://doc.babylonjs.com/features/behaviour\r\n */\r\n get: function () {\r\n return this._behaviors;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets an attached behavior by name\r\n * @param name defines the name of the behavior to look for\r\n * @see http://doc.babylonjs.com/features/behaviour\r\n * @returns null if behavior was not found else the requested behavior\r\n */\r\n Node.prototype.getBehaviorByName = function (name) {\r\n for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {\r\n var behavior = _a[_i];\r\n if (behavior.name === name) {\r\n return behavior;\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Returns the latest update of the World matrix\r\n * @returns a Matrix\r\n */\r\n Node.prototype.getWorldMatrix = function () {\r\n if (this._currentRenderId !== this._scene.getRenderId()) {\r\n this.computeWorldMatrix();\r\n }\r\n return this._worldMatrix;\r\n };\r\n /** @hidden */\r\n Node.prototype._getWorldMatrixDeterminant = function () {\r\n if (this._worldMatrixDeterminantIsDirty) {\r\n this._worldMatrixDeterminantIsDirty = false;\r\n this._worldMatrixDeterminant = this._worldMatrix.determinant();\r\n }\r\n return this._worldMatrixDeterminant;\r\n };\r\n Object.defineProperty(Node.prototype, \"worldMatrixFromCache\", {\r\n /**\r\n * Returns directly the latest state of the mesh World matrix.\r\n * A Matrix is returned.\r\n */\r\n get: function () {\r\n return this._worldMatrix;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // override it in derived class if you add new variables to the cache\r\n // and call the parent class method\r\n /** @hidden */\r\n Node.prototype._initCache = function () {\r\n this._cache = {};\r\n this._cache.parent = undefined;\r\n };\r\n /** @hidden */\r\n Node.prototype.updateCache = function (force) {\r\n if (!force && this.isSynchronized()) {\r\n return;\r\n }\r\n this._cache.parent = this.parent;\r\n this._updateCache();\r\n };\r\n /** @hidden */\r\n Node.prototype._getActionManagerForTrigger = function (trigger, initialCall) {\r\n if (initialCall === void 0) { initialCall = true; }\r\n if (!this.parent) {\r\n return null;\r\n }\r\n return this.parent._getActionManagerForTrigger(trigger, false);\r\n };\r\n // override it in derived class if you add new variables to the cache\r\n // and call the parent class method if !ignoreParentClass\r\n /** @hidden */\r\n Node.prototype._updateCache = function (ignoreParentClass) {\r\n };\r\n // override it in derived class if you add new variables to the cache\r\n /** @hidden */\r\n Node.prototype._isSynchronized = function () {\r\n return true;\r\n };\r\n /** @hidden */\r\n Node.prototype._markSyncedWithParent = function () {\r\n if (this._parentNode) {\r\n this._parentUpdateId = this._parentNode._childUpdateId;\r\n }\r\n };\r\n /** @hidden */\r\n Node.prototype.isSynchronizedWithParent = function () {\r\n if (!this._parentNode) {\r\n return true;\r\n }\r\n if (this._parentUpdateId !== this._parentNode._childUpdateId) {\r\n return false;\r\n }\r\n return this._parentNode.isSynchronized();\r\n };\r\n /** @hidden */\r\n Node.prototype.isSynchronized = function () {\r\n if (this._cache.parent != this._parentNode) {\r\n this._cache.parent = this._parentNode;\r\n return false;\r\n }\r\n if (this._parentNode && !this.isSynchronizedWithParent()) {\r\n return false;\r\n }\r\n return this._isSynchronized();\r\n };\r\n /**\r\n * Is this node ready to be used/rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @return true if the node is ready\r\n */\r\n Node.prototype.isReady = function (completeCheck) {\r\n if (completeCheck === void 0) { completeCheck = false; }\r\n return this._isReady;\r\n };\r\n /**\r\n * Is this node enabled?\r\n * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true\r\n * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors\r\n * @return whether this node (and its parent) is enabled\r\n */\r\n Node.prototype.isEnabled = function (checkAncestors) {\r\n if (checkAncestors === void 0) { checkAncestors = true; }\r\n if (checkAncestors === false) {\r\n return this._isEnabled;\r\n }\r\n if (!this._isEnabled) {\r\n return false;\r\n }\r\n return this._isParentEnabled;\r\n };\r\n /** @hidden */\r\n Node.prototype._syncParentEnabledState = function () {\r\n this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;\r\n if (this._children) {\r\n this._children.forEach(function (c) {\r\n c._syncParentEnabledState(); // Force children to update accordingly\r\n });\r\n }\r\n };\r\n /**\r\n * Set the enabled state of this node\r\n * @param value defines the new enabled state\r\n */\r\n Node.prototype.setEnabled = function (value) {\r\n this._isEnabled = value;\r\n this._syncParentEnabledState();\r\n };\r\n /**\r\n * Is this node a descendant of the given node?\r\n * The function will iterate up the hierarchy until the ancestor was found or no more parents defined\r\n * @param ancestor defines the parent node to inspect\r\n * @returns a boolean indicating if this node is a descendant of the given node\r\n */\r\n Node.prototype.isDescendantOf = function (ancestor) {\r\n if (this.parent) {\r\n if (this.parent === ancestor) {\r\n return true;\r\n }\r\n return this.parent.isDescendantOf(ancestor);\r\n }\r\n return false;\r\n };\r\n /** @hidden */\r\n Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {\r\n if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }\r\n if (!this._children) {\r\n return;\r\n }\r\n for (var index = 0; index < this._children.length; index++) {\r\n var item = this._children[index];\r\n if (!predicate || predicate(item)) {\r\n results.push(item);\r\n }\r\n if (!directDescendantsOnly) {\r\n item._getDescendants(results, false, predicate);\r\n }\r\n }\r\n };\r\n /**\r\n * Will return all nodes that have this node as ascendant\r\n * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered\r\n * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\r\n * @return all children nodes of all types\r\n */\r\n Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {\r\n var results = new Array();\r\n this._getDescendants(results, directDescendantsOnly, predicate);\r\n return results;\r\n };\r\n /**\r\n * Get all child-meshes of this node\r\n * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)\r\n * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\r\n * @returns an array of AbstractMesh\r\n */\r\n Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {\r\n var results = [];\r\n this._getDescendants(results, directDescendantsOnly, function (node) {\r\n return ((!predicate || predicate(node)) && (node.cullingStrategy !== undefined));\r\n });\r\n return results;\r\n };\r\n /**\r\n * Get all direct children of this node\r\n * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\r\n * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)\r\n * @returns an array of Node\r\n */\r\n Node.prototype.getChildren = function (predicate, directDescendantsOnly) {\r\n if (directDescendantsOnly === void 0) { directDescendantsOnly = true; }\r\n return this.getDescendants(directDescendantsOnly, predicate);\r\n };\r\n /** @hidden */\r\n Node.prototype._setReady = function (state) {\r\n if (state === this._isReady) {\r\n return;\r\n }\r\n if (!state) {\r\n this._isReady = false;\r\n return;\r\n }\r\n if (this.onReady) {\r\n this.onReady(this);\r\n }\r\n this._isReady = true;\r\n };\r\n /**\r\n * Get an animation by name\r\n * @param name defines the name of the animation to look for\r\n * @returns null if not found else the requested animation\r\n */\r\n Node.prototype.getAnimationByName = function (name) {\r\n for (var i = 0; i < this.animations.length; i++) {\r\n var animation = this.animations[i];\r\n if (animation.name === name) {\r\n return animation;\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Creates an animation range for this node\r\n * @param name defines the name of the range\r\n * @param from defines the starting key\r\n * @param to defines the end key\r\n */\r\n Node.prototype.createAnimationRange = function (name, from, to) {\r\n // check name not already in use\r\n if (!this._ranges[name]) {\r\n this._ranges[name] = Node._AnimationRangeFactory(name, from, to);\r\n for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {\r\n if (this.animations[i]) {\r\n this.animations[i].createRange(name, from, to);\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * Delete a specific animation range\r\n * @param name defines the name of the range to delete\r\n * @param deleteFrames defines if animation frames from the range must be deleted as well\r\n */\r\n Node.prototype.deleteAnimationRange = function (name, deleteFrames) {\r\n if (deleteFrames === void 0) { deleteFrames = true; }\r\n for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {\r\n if (this.animations[i]) {\r\n this.animations[i].deleteRange(name, deleteFrames);\r\n }\r\n }\r\n this._ranges[name] = null; // said much faster than 'delete this._range[name]'\r\n };\r\n /**\r\n * Get an animation range by name\r\n * @param name defines the name of the animation range to look for\r\n * @returns null if not found else the requested animation range\r\n */\r\n Node.prototype.getAnimationRange = function (name) {\r\n return this._ranges[name];\r\n };\r\n /**\r\n * Gets the list of all animation ranges defined on this node\r\n * @returns an array\r\n */\r\n Node.prototype.getAnimationRanges = function () {\r\n var animationRanges = [];\r\n var name;\r\n for (name in this._ranges) {\r\n animationRanges.push(this._ranges[name]);\r\n }\r\n return animationRanges;\r\n };\r\n /**\r\n * Will start the animation sequence\r\n * @param name defines the range frames for animation sequence\r\n * @param loop defines if the animation should loop (false by default)\r\n * @param speedRatio defines the speed factor in which to run the animation (1 by default)\r\n * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)\r\n * @returns the object created for this animation. If range does not exist, it will return null\r\n */\r\n Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {\r\n var range = this.getAnimationRange(name);\r\n if (!range) {\r\n return null;\r\n }\r\n return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);\r\n };\r\n /**\r\n * Serialize animation ranges into a JSON compatible object\r\n * @returns serialization object\r\n */\r\n Node.prototype.serializeAnimationRanges = function () {\r\n var serializationRanges = [];\r\n for (var name in this._ranges) {\r\n var localRange = this._ranges[name];\r\n if (!localRange) {\r\n continue;\r\n }\r\n var range = {};\r\n range.name = name;\r\n range.from = localRange.from;\r\n range.to = localRange.to;\r\n serializationRanges.push(range);\r\n }\r\n return serializationRanges;\r\n };\r\n /**\r\n * Computes the world matrix of the node\r\n * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch\r\n * @returns the world matrix\r\n */\r\n Node.prototype.computeWorldMatrix = function (force) {\r\n if (!this._worldMatrix) {\r\n this._worldMatrix = Matrix.Identity();\r\n }\r\n return this._worldMatrix;\r\n };\r\n /**\r\n * Releases resources associated with this node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {\r\n if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }\r\n this._isDisposed = true;\r\n if (!doNotRecurse) {\r\n var nodes = this.getDescendants(true);\r\n for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {\r\n var node = nodes_1[_i];\r\n node.dispose(doNotRecurse, disposeMaterialAndTextures);\r\n }\r\n }\r\n if (!this.parent) {\r\n this._removeFromSceneRootNodes();\r\n }\r\n else {\r\n this.parent = null;\r\n }\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n // Behaviors\r\n for (var _a = 0, _b = this._behaviors; _a < _b.length; _a++) {\r\n var behavior = _b[_a];\r\n behavior.detach();\r\n }\r\n this._behaviors = [];\r\n };\r\n /**\r\n * Parse animation range data from a serialization object and store them into a given node\r\n * @param node defines where to store the animation ranges\r\n * @param parsedNode defines the serialization object to read data from\r\n * @param scene defines the hosting scene\r\n */\r\n Node.ParseAnimationRanges = function (node, parsedNode, scene) {\r\n if (parsedNode.ranges) {\r\n for (var index = 0; index < parsedNode.ranges.length; index++) {\r\n var data = parsedNode.ranges[index];\r\n node.createAnimationRange(data.name, data.from, data.to);\r\n }\r\n }\r\n };\r\n /**\r\n * Return the minimum and maximum world vectors of the entire hierarchy under current node\r\n * @param includeDescendants Include bounding info from descendants as well (true by default)\r\n * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors\r\n * @returns the new bounding vectors\r\n */\r\n Node.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {\r\n if (includeDescendants === void 0) { includeDescendants = true; }\r\n if (predicate === void 0) { predicate = null; }\r\n // Ensures that all world matrix will be recomputed.\r\n this.getScene().incrementRenderId();\r\n this.computeWorldMatrix(true);\r\n var min;\r\n var max;\r\n var thisAbstractMesh = this;\r\n if (thisAbstractMesh.getBoundingInfo && thisAbstractMesh.subMeshes) {\r\n // If this is an abstract mesh get its bounding info\r\n var boundingInfo = thisAbstractMesh.getBoundingInfo();\r\n min = boundingInfo.boundingBox.minimumWorld.clone();\r\n max = boundingInfo.boundingBox.maximumWorld.clone();\r\n }\r\n else {\r\n min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n max = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n }\r\n if (includeDescendants) {\r\n var descendants = this.getDescendants(false);\r\n for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {\r\n var descendant = descendants_1[_i];\r\n var childMesh = descendant;\r\n childMesh.computeWorldMatrix(true);\r\n // Filters meshes based on custom predicate function.\r\n if (predicate && !predicate(childMesh)) {\r\n continue;\r\n }\r\n //make sure we have the needed params to get mix and max\r\n if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {\r\n continue;\r\n }\r\n var childBoundingInfo = childMesh.getBoundingInfo();\r\n var boundingBox = childBoundingInfo.boundingBox;\r\n var minBox = boundingBox.minimumWorld;\r\n var maxBox = boundingBox.maximumWorld;\r\n Vector3.CheckExtends(minBox, min, max);\r\n Vector3.CheckExtends(maxBox, min, max);\r\n }\r\n }\r\n return {\r\n min: min,\r\n max: max\r\n };\r\n };\r\n /** @hidden */\r\n Node._AnimationRangeFactory = function (name, from, to) {\r\n throw _DevTools.WarnImport(\"AnimationRange\");\r\n };\r\n Node._NodeConstructors = {};\r\n __decorate([\r\n serialize()\r\n ], Node.prototype, \"name\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Node.prototype, \"id\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Node.prototype, \"uniqueId\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Node.prototype, \"state\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Node.prototype, \"metadata\", void 0);\r\n return Node;\r\n}());\r\nexport { Node };\r\n//# sourceMappingURL=node.js.map","import { Vector3 } from './math.vector';\r\n/** Defines supported spaces */\r\nexport var Space;\r\n(function (Space) {\r\n /** Local (object) space */\r\n Space[Space[\"LOCAL\"] = 0] = \"LOCAL\";\r\n /** World space */\r\n Space[Space[\"WORLD\"] = 1] = \"WORLD\";\r\n /** Bone space */\r\n Space[Space[\"BONE\"] = 2] = \"BONE\";\r\n})(Space || (Space = {}));\r\n/** Defines the 3 main axes */\r\nvar Axis = /** @class */ (function () {\r\n function Axis() {\r\n }\r\n /** X axis */\r\n Axis.X = new Vector3(1.0, 0.0, 0.0);\r\n /** Y axis */\r\n Axis.Y = new Vector3(0.0, 1.0, 0.0);\r\n /** Z axis */\r\n Axis.Z = new Vector3(0.0, 0.0, 1.0);\r\n return Axis;\r\n}());\r\nexport { Axis };\r\n//# sourceMappingURL=math.axis.js.map","/**\r\n * Class used to help managing file picking and drag'n'drop\r\n * File Storage\r\n */\r\nvar FilesInputStore = /** @class */ (function () {\r\n function FilesInputStore() {\r\n }\r\n /**\r\n * List of files ready to be loaded\r\n */\r\n FilesInputStore.FilesToLoad = {};\r\n return FilesInputStore;\r\n}());\r\nexport { FilesInputStore };\r\n//# sourceMappingURL=filesInputStore.js.map","/**\r\n * Class used to define a retry strategy when error happens while loading assets\r\n */\r\nvar RetryStrategy = /** @class */ (function () {\r\n function RetryStrategy() {\r\n }\r\n /**\r\n * Function used to defines an exponential back off strategy\r\n * @param maxRetries defines the maximum number of retries (3 by default)\r\n * @param baseInterval defines the interval between retries\r\n * @returns the strategy function to use\r\n */\r\n RetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {\r\n if (maxRetries === void 0) { maxRetries = 3; }\r\n if (baseInterval === void 0) { baseInterval = 500; }\r\n return function (url, request, retryIndex) {\r\n if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf(\"file:\") !== -1) {\r\n return -1;\r\n }\r\n return Math.pow(2, retryIndex) * baseInterval;\r\n };\r\n };\r\n return RetryStrategy;\r\n}());\r\nexport { RetryStrategy };\r\n//# sourceMappingURL=retryStrategy.js.map","import { __extends } from \"tslib\";\r\n/**\r\n * @ignore\r\n * Application error to support additional information when loading a file\r\n */\r\nvar BaseError = /** @class */ (function (_super) {\r\n __extends(BaseError, _super);\r\n function BaseError() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript\r\n // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work\r\n // Polyfill for Object.setPrototypeOf if necessary.\r\n BaseError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });\r\n return BaseError;\r\n}(Error));\r\nexport { BaseError };\r\n//# sourceMappingURL=baseError.js.map","import { __extends } from \"tslib\";\r\nimport { WebRequest } from './webRequest';\r\nimport { DomManagement } from './domManagement';\r\nimport { Observable } from './observable';\r\nimport { FilesInputStore } from './filesInputStore';\r\nimport { RetryStrategy } from './retryStrategy';\r\nimport { BaseError } from './baseError';\r\nimport { StringTools } from './stringTools';\r\nimport { ThinEngine } from '../Engines/thinEngine';\r\nimport { ShaderProcessor } from '../Engines/Processors/shaderProcessor';\r\n/** @ignore */\r\nvar LoadFileError = /** @class */ (function (_super) {\r\n __extends(LoadFileError, _super);\r\n /**\r\n * Creates a new LoadFileError\r\n * @param message defines the message of the error\r\n * @param request defines the optional web request\r\n * @param file defines the optional file\r\n */\r\n function LoadFileError(message, object) {\r\n var _this = _super.call(this, message) || this;\r\n _this.name = \"LoadFileError\";\r\n BaseError._setPrototypeOf(_this, LoadFileError.prototype);\r\n if (object instanceof WebRequest) {\r\n _this.request = object;\r\n }\r\n else {\r\n _this.file = object;\r\n }\r\n return _this;\r\n }\r\n return LoadFileError;\r\n}(BaseError));\r\nexport { LoadFileError };\r\n/** @ignore */\r\nvar RequestFileError = /** @class */ (function (_super) {\r\n __extends(RequestFileError, _super);\r\n /**\r\n * Creates a new LoadFileError\r\n * @param message defines the message of the error\r\n * @param request defines the optional web request\r\n */\r\n function RequestFileError(message, request) {\r\n var _this = _super.call(this, message) || this;\r\n _this.request = request;\r\n _this.name = \"RequestFileError\";\r\n BaseError._setPrototypeOf(_this, RequestFileError.prototype);\r\n return _this;\r\n }\r\n return RequestFileError;\r\n}(BaseError));\r\nexport { RequestFileError };\r\n/** @ignore */\r\nvar ReadFileError = /** @class */ (function (_super) {\r\n __extends(ReadFileError, _super);\r\n /**\r\n * Creates a new ReadFileError\r\n * @param message defines the message of the error\r\n * @param file defines the optional file\r\n */\r\n function ReadFileError(message, file) {\r\n var _this = _super.call(this, message) || this;\r\n _this.file = file;\r\n _this.name = \"ReadFileError\";\r\n BaseError._setPrototypeOf(_this, ReadFileError.prototype);\r\n return _this;\r\n }\r\n return ReadFileError;\r\n}(BaseError));\r\nexport { ReadFileError };\r\n/**\r\n * @hidden\r\n */\r\nvar FileTools = /** @class */ (function () {\r\n function FileTools() {\r\n }\r\n /**\r\n * Removes unwanted characters from an url\r\n * @param url defines the url to clean\r\n * @returns the cleaned url\r\n */\r\n FileTools._CleanUrl = function (url) {\r\n url = url.replace(/#/mg, \"%23\");\r\n return url;\r\n };\r\n /**\r\n * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.\r\n * @param url define the url we are trying\r\n * @param element define the dom element where to configure the cors policy\r\n */\r\n FileTools.SetCorsBehavior = function (url, element) {\r\n if (url && url.indexOf(\"data:\") === 0) {\r\n return;\r\n }\r\n if (FileTools.CorsBehavior) {\r\n if (typeof (FileTools.CorsBehavior) === 'string' || this.CorsBehavior instanceof String) {\r\n element.crossOrigin = FileTools.CorsBehavior;\r\n }\r\n else {\r\n var result = FileTools.CorsBehavior(url);\r\n if (result) {\r\n element.crossOrigin = result;\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * Loads an image as an HTMLImageElement.\r\n * @param input url string, ArrayBuffer, or Blob to load\r\n * @param onLoad callback called when the image successfully loads\r\n * @param onError callback called when the image fails to load\r\n * @param offlineProvider offline provider for caching\r\n * @param mimeType optional mime type\r\n * @returns the HTMLImageElement of the loaded image\r\n */\r\n FileTools.LoadImage = function (input, onLoad, onError, offlineProvider, mimeType) {\r\n if (mimeType === void 0) { mimeType = \"\"; }\r\n var url;\r\n var usingObjectURL = false;\r\n if (input instanceof ArrayBuffer || ArrayBuffer.isView(input)) {\r\n if (typeof Blob !== 'undefined') {\r\n url = URL.createObjectURL(new Blob([input], { type: mimeType }));\r\n usingObjectURL = true;\r\n }\r\n else {\r\n url = \"data:\" + mimeType + \";base64,\" + StringTools.EncodeArrayBufferToBase64(input);\r\n }\r\n }\r\n else if (input instanceof Blob) {\r\n url = URL.createObjectURL(input);\r\n usingObjectURL = true;\r\n }\r\n else {\r\n url = FileTools._CleanUrl(input);\r\n url = FileTools.PreprocessUrl(input);\r\n }\r\n if (typeof Image === \"undefined\") {\r\n FileTools.LoadFile(url, function (data) {\r\n createImageBitmap(new Blob([data], { type: mimeType })).then(function (imgBmp) {\r\n onLoad(imgBmp);\r\n if (usingObjectURL) {\r\n URL.revokeObjectURL(url);\r\n }\r\n }).catch(function (reason) {\r\n if (onError) {\r\n onError(\"Error while trying to load image: \" + input, reason);\r\n }\r\n });\r\n }, undefined, offlineProvider || undefined, true, function (request, exception) {\r\n if (onError) {\r\n onError(\"Error while trying to load image: \" + input, exception);\r\n }\r\n });\r\n return null;\r\n }\r\n var img = new Image();\r\n FileTools.SetCorsBehavior(url, img);\r\n var loadHandler = function () {\r\n img.removeEventListener(\"load\", loadHandler);\r\n img.removeEventListener(\"error\", errorHandler);\r\n onLoad(img);\r\n // Must revoke the URL after calling onLoad to avoid security exceptions in\r\n // certain scenarios (e.g. when hosted in vscode).\r\n if (usingObjectURL && img.src) {\r\n URL.revokeObjectURL(img.src);\r\n }\r\n };\r\n var errorHandler = function (err) {\r\n img.removeEventListener(\"load\", loadHandler);\r\n img.removeEventListener(\"error\", errorHandler);\r\n if (onError) {\r\n onError(\"Error while trying to load image: \" + input, err);\r\n }\r\n if (usingObjectURL && img.src) {\r\n URL.revokeObjectURL(img.src);\r\n }\r\n };\r\n img.addEventListener(\"load\", loadHandler);\r\n img.addEventListener(\"error\", errorHandler);\r\n var noOfflineSupport = function () {\r\n img.src = url;\r\n };\r\n var loadFromOfflineSupport = function () {\r\n if (offlineProvider) {\r\n offlineProvider.loadImage(url, img);\r\n }\r\n };\r\n if (url.substr(0, 5) !== \"data:\" && offlineProvider && offlineProvider.enableTexturesOffline) {\r\n offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);\r\n }\r\n else {\r\n if (url.indexOf(\"file:\") !== -1) {\r\n var textureName = decodeURIComponent(url.substring(5).toLowerCase());\r\n if (FilesInputStore.FilesToLoad[textureName]) {\r\n try {\r\n var blobURL;\r\n try {\r\n blobURL = URL.createObjectURL(FilesInputStore.FilesToLoad[textureName]);\r\n }\r\n catch (ex) {\r\n // Chrome doesn't support oneTimeOnly parameter\r\n blobURL = URL.createObjectURL(FilesInputStore.FilesToLoad[textureName]);\r\n }\r\n img.src = blobURL;\r\n usingObjectURL = true;\r\n }\r\n catch (e) {\r\n img.src = \"\";\r\n }\r\n return img;\r\n }\r\n }\r\n noOfflineSupport();\r\n }\r\n return img;\r\n };\r\n /**\r\n * Reads a file from a File object\r\n * @param file defines the file to load\r\n * @param onSuccess defines the callback to call when data is loaded\r\n * @param onProgress defines the callback to call during loading process\r\n * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer\r\n * @param onError defines the callback to call when an error occurs\r\n * @returns a file request object\r\n */\r\n FileTools.ReadFile = function (file, onSuccess, onProgress, useArrayBuffer, onError) {\r\n var reader = new FileReader();\r\n var request = {\r\n onCompleteObservable: new Observable(),\r\n abort: function () { return reader.abort(); },\r\n };\r\n reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };\r\n if (onError) {\r\n reader.onerror = function (e) {\r\n onError(new ReadFileError(\"Unable to read \" + file.name, file));\r\n };\r\n }\r\n reader.onload = function (e) {\r\n //target doesn't have result from ts 1.3\r\n onSuccess(e.target['result']);\r\n };\r\n if (onProgress) {\r\n reader.onprogress = onProgress;\r\n }\r\n if (!useArrayBuffer) {\r\n // Asynchronous read\r\n reader.readAsText(file);\r\n }\r\n else {\r\n reader.readAsArrayBuffer(file);\r\n }\r\n return request;\r\n };\r\n /**\r\n * Loads a file from a url\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n */\r\n FileTools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {\r\n // If file and file input are set\r\n if (url.indexOf(\"file:\") !== -1) {\r\n var fileName = decodeURIComponent(url.substring(5).toLowerCase());\r\n if (fileName.indexOf('./') === 0) {\r\n fileName = fileName.substring(2);\r\n }\r\n var file = FilesInputStore.FilesToLoad[fileName];\r\n if (file) {\r\n return FileTools.ReadFile(file, onSuccess, onProgress, useArrayBuffer, onError ? function (error) { return onError(undefined, new LoadFileError(error.message, error.file)); } : undefined);\r\n }\r\n }\r\n return FileTools.RequestFile(url, function (data, request) {\r\n onSuccess(data, request ? request.responseURL : undefined);\r\n }, onProgress, offlineProvider, useArrayBuffer, onError ? function (error) {\r\n onError(error.request, new LoadFileError(error.message, error.request));\r\n } : undefined);\r\n };\r\n /**\r\n * Loads a file\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @param onOpened callback called when the web request is opened\r\n * @returns a file request object\r\n */\r\n FileTools.RequestFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError, onOpened) {\r\n url = FileTools._CleanUrl(url);\r\n url = FileTools.PreprocessUrl(url);\r\n var loadUrl = FileTools.BaseUrl + url;\r\n var aborted = false;\r\n var fileRequest = {\r\n onCompleteObservable: new Observable(),\r\n abort: function () { return aborted = true; },\r\n };\r\n var requestFile = function () {\r\n var request = new WebRequest();\r\n var retryHandle = null;\r\n fileRequest.abort = function () {\r\n aborted = true;\r\n if (request.readyState !== (XMLHttpRequest.DONE || 4)) {\r\n request.abort();\r\n }\r\n if (retryHandle !== null) {\r\n clearTimeout(retryHandle);\r\n retryHandle = null;\r\n }\r\n };\r\n var retryLoop = function (retryIndex) {\r\n request.open('GET', loadUrl);\r\n if (onOpened) {\r\n onOpened(request);\r\n }\r\n if (useArrayBuffer) {\r\n request.responseType = \"arraybuffer\";\r\n }\r\n if (onProgress) {\r\n request.addEventListener(\"progress\", onProgress);\r\n }\r\n var onLoadEnd = function () {\r\n request.removeEventListener(\"loadend\", onLoadEnd);\r\n fileRequest.onCompleteObservable.notifyObservers(fileRequest);\r\n fileRequest.onCompleteObservable.clear();\r\n };\r\n request.addEventListener(\"loadend\", onLoadEnd);\r\n var onReadyStateChange = function () {\r\n if (aborted) {\r\n return;\r\n }\r\n // In case of undefined state in some browsers.\r\n if (request.readyState === (XMLHttpRequest.DONE || 4)) {\r\n // Some browsers have issues where onreadystatechange can be called multiple times with the same value.\r\n request.removeEventListener(\"readystatechange\", onReadyStateChange);\r\n if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!DomManagement.IsWindowObjectExist() || FileTools.IsFileURL()))) {\r\n onSuccess(useArrayBuffer ? request.response : request.responseText, request);\r\n return;\r\n }\r\n var retryStrategy = FileTools.DefaultRetryStrategy;\r\n if (retryStrategy) {\r\n var waitTime = retryStrategy(loadUrl, request, retryIndex);\r\n if (waitTime !== -1) {\r\n // Prevent the request from completing for retry.\r\n request.removeEventListener(\"loadend\", onLoadEnd);\r\n request = new WebRequest();\r\n retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);\r\n return;\r\n }\r\n }\r\n var error = new RequestFileError(\"Error status: \" + request.status + \" \" + request.statusText + \" - Unable to load \" + loadUrl, request);\r\n if (onError) {\r\n onError(error);\r\n }\r\n }\r\n };\r\n request.addEventListener(\"readystatechange\", onReadyStateChange);\r\n request.send();\r\n };\r\n retryLoop(0);\r\n };\r\n // Caching all files\r\n if (offlineProvider && offlineProvider.enableSceneOffline) {\r\n var noOfflineSupport_1 = function (request) {\r\n if (request && request.status > 400) {\r\n if (onError) {\r\n onError(request);\r\n }\r\n }\r\n else {\r\n requestFile();\r\n }\r\n };\r\n var loadFromOfflineSupport = function () {\r\n // TODO: database needs to support aborting and should return a IFileRequest\r\n if (offlineProvider) {\r\n offlineProvider.loadFile(FileTools.BaseUrl + url, function (data) {\r\n if (!aborted) {\r\n onSuccess(data);\r\n }\r\n fileRequest.onCompleteObservable.notifyObservers(fileRequest);\r\n }, onProgress ? function (event) {\r\n if (!aborted) {\r\n onProgress(event);\r\n }\r\n } : undefined, noOfflineSupport_1, useArrayBuffer);\r\n }\r\n };\r\n offlineProvider.open(loadFromOfflineSupport, noOfflineSupport_1);\r\n }\r\n else {\r\n requestFile();\r\n }\r\n return fileRequest;\r\n };\r\n /**\r\n * Checks if the loaded document was accessed via `file:`-Protocol.\r\n * @returns boolean\r\n */\r\n FileTools.IsFileURL = function () {\r\n return location.protocol === \"file:\";\r\n };\r\n /**\r\n * Gets or sets the retry strategy to apply when an error happens while loading an asset\r\n */\r\n FileTools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();\r\n /**\r\n * Gets or sets the base URL to use to load assets\r\n */\r\n FileTools.BaseUrl = \"\";\r\n /**\r\n * Default behaviour for cors in the application.\r\n * It can be a string if the expected behavior is identical in the entire app.\r\n * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)\r\n */\r\n FileTools.CorsBehavior = \"anonymous\";\r\n /**\r\n * Gets or sets a function used to pre-process url before using them to load assets\r\n */\r\n FileTools.PreprocessUrl = function (url) {\r\n return url;\r\n };\r\n return FileTools;\r\n}());\r\nexport { FileTools };\r\nThinEngine._FileToolsLoadImage = FileTools.LoadImage.bind(FileTools);\r\nThinEngine._FileToolsLoadFile = FileTools.LoadFile.bind(FileTools);\r\nShaderProcessor._FileToolsLoadFile = FileTools.LoadFile.bind(FileTools);\r\n//# sourceMappingURL=fileTools.js.map","import { DomManagement } from './domManagement';\r\n/**\r\n * Class containing a set of static utilities functions for precision date\r\n */\r\nvar PrecisionDate = /** @class */ (function () {\r\n function PrecisionDate() {\r\n }\r\n Object.defineProperty(PrecisionDate, \"Now\", {\r\n /**\r\n * Gets either window.performance.now() if supported or Date.now() else\r\n */\r\n get: function () {\r\n if (DomManagement.IsWindowObjectExist() && window.performance && window.performance.now) {\r\n return window.performance.now();\r\n }\r\n return Date.now();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n return PrecisionDate;\r\n}());\r\nexport { PrecisionDate };\r\n//# sourceMappingURL=precisionDate.js.map","import { Observable } from \"../../Misc/observable\";\r\nimport { RenderTargetCreationOptions } from \"../../Materials/Textures/renderTargetCreationOptions\";\r\nimport { _DevTools } from '../../Misc/devTools';\r\n/**\r\n * Defines the source of the internal texture\r\n */\r\nexport var InternalTextureSource;\r\n(function (InternalTextureSource) {\r\n /**\r\n * The source of the texture data is unknown\r\n */\r\n InternalTextureSource[InternalTextureSource[\"Unknown\"] = 0] = \"Unknown\";\r\n /**\r\n * Texture data comes from an URL\r\n */\r\n InternalTextureSource[InternalTextureSource[\"Url\"] = 1] = \"Url\";\r\n /**\r\n * Texture data is only used for temporary storage\r\n */\r\n InternalTextureSource[InternalTextureSource[\"Temp\"] = 2] = \"Temp\";\r\n /**\r\n * Texture data comes from raw data (ArrayBuffer)\r\n */\r\n InternalTextureSource[InternalTextureSource[\"Raw\"] = 3] = \"Raw\";\r\n /**\r\n * Texture content is dynamic (video or dynamic texture)\r\n */\r\n InternalTextureSource[InternalTextureSource[\"Dynamic\"] = 4] = \"Dynamic\";\r\n /**\r\n * Texture content is generated by rendering to it\r\n */\r\n InternalTextureSource[InternalTextureSource[\"RenderTarget\"] = 5] = \"RenderTarget\";\r\n /**\r\n * Texture content is part of a multi render target process\r\n */\r\n InternalTextureSource[InternalTextureSource[\"MultiRenderTarget\"] = 6] = \"MultiRenderTarget\";\r\n /**\r\n * Texture data comes from a cube data file\r\n */\r\n InternalTextureSource[InternalTextureSource[\"Cube\"] = 7] = \"Cube\";\r\n /**\r\n * Texture data comes from a raw cube data\r\n */\r\n InternalTextureSource[InternalTextureSource[\"CubeRaw\"] = 8] = \"CubeRaw\";\r\n /**\r\n * Texture data come from a prefiltered cube data file\r\n */\r\n InternalTextureSource[InternalTextureSource[\"CubePrefiltered\"] = 9] = \"CubePrefiltered\";\r\n /**\r\n * Texture content is raw 3D data\r\n */\r\n InternalTextureSource[InternalTextureSource[\"Raw3D\"] = 10] = \"Raw3D\";\r\n /**\r\n * Texture content is raw 2D array data\r\n */\r\n InternalTextureSource[InternalTextureSource[\"Raw2DArray\"] = 11] = \"Raw2DArray\";\r\n /**\r\n * Texture content is a depth texture\r\n */\r\n InternalTextureSource[InternalTextureSource[\"Depth\"] = 12] = \"Depth\";\r\n /**\r\n * Texture data comes from a raw cube data encoded with RGBD\r\n */\r\n InternalTextureSource[InternalTextureSource[\"CubeRawRGBD\"] = 13] = \"CubeRawRGBD\";\r\n})(InternalTextureSource || (InternalTextureSource = {}));\r\n/**\r\n * Class used to store data associated with WebGL texture data for the engine\r\n * This class should not be used directly\r\n */\r\nvar InternalTexture = /** @class */ (function () {\r\n /**\r\n * Creates a new InternalTexture\r\n * @param engine defines the engine to use\r\n * @param source defines the type of data that will be used\r\n * @param delayAllocation if the texture allocation should be delayed (default: false)\r\n */\r\n function InternalTexture(engine, source, delayAllocation) {\r\n if (delayAllocation === void 0) { delayAllocation = false; }\r\n /**\r\n * Defines if the texture is ready\r\n */\r\n this.isReady = false;\r\n /**\r\n * Defines if the texture is a cube texture\r\n */\r\n this.isCube = false;\r\n /**\r\n * Defines if the texture contains 3D data\r\n */\r\n this.is3D = false;\r\n /**\r\n * Defines if the texture contains 2D array data\r\n */\r\n this.is2DArray = false;\r\n /**\r\n * Defines if the texture contains multiview data\r\n */\r\n this.isMultiview = false;\r\n /**\r\n * Gets the URL used to load this texture\r\n */\r\n this.url = \"\";\r\n /**\r\n * Gets the sampling mode of the texture\r\n */\r\n this.samplingMode = -1;\r\n /**\r\n * Gets a boolean indicating if the texture needs mipmaps generation\r\n */\r\n this.generateMipMaps = false;\r\n /**\r\n * Gets the number of samples used by the texture (WebGL2+ only)\r\n */\r\n this.samples = 0;\r\n /**\r\n * Gets the type of the texture (int, float...)\r\n */\r\n this.type = -1;\r\n /**\r\n * Gets the format of the texture (RGB, RGBA...)\r\n */\r\n this.format = -1;\r\n /**\r\n * Observable called when the texture is loaded\r\n */\r\n this.onLoadedObservable = new Observable();\r\n /**\r\n * Gets the width of the texture\r\n */\r\n this.width = 0;\r\n /**\r\n * Gets the height of the texture\r\n */\r\n this.height = 0;\r\n /**\r\n * Gets the depth of the texture\r\n */\r\n this.depth = 0;\r\n /**\r\n * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n this.baseWidth = 0;\r\n /**\r\n * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n this.baseHeight = 0;\r\n /**\r\n * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n this.baseDepth = 0;\r\n /**\r\n * Gets a boolean indicating if the texture is inverted on Y axis\r\n */\r\n this.invertY = false;\r\n // Private\r\n /** @hidden */\r\n this._invertVScale = false;\r\n /** @hidden */\r\n this._associatedChannel = -1;\r\n /** @hidden */\r\n this._source = InternalTextureSource.Unknown;\r\n /** @hidden */\r\n this._buffer = null;\r\n /** @hidden */\r\n this._bufferView = null;\r\n /** @hidden */\r\n this._bufferViewArray = null;\r\n /** @hidden */\r\n this._bufferViewArrayArray = null;\r\n /** @hidden */\r\n this._size = 0;\r\n /** @hidden */\r\n this._extension = \"\";\r\n /** @hidden */\r\n this._files = null;\r\n /** @hidden */\r\n this._workingCanvas = null;\r\n /** @hidden */\r\n this._workingContext = null;\r\n /** @hidden */\r\n this._framebuffer = null;\r\n /** @hidden */\r\n this._depthStencilBuffer = null;\r\n /** @hidden */\r\n this._MSAAFramebuffer = null;\r\n /** @hidden */\r\n this._MSAARenderBuffer = null;\r\n /** @hidden */\r\n this._attachments = null;\r\n /** @hidden */\r\n this._cachedCoordinatesMode = null;\r\n /** @hidden */\r\n this._cachedWrapU = null;\r\n /** @hidden */\r\n this._cachedWrapV = null;\r\n /** @hidden */\r\n this._cachedWrapR = null;\r\n /** @hidden */\r\n this._cachedAnisotropicFilteringLevel = null;\r\n /** @hidden */\r\n this._isDisabled = false;\r\n /** @hidden */\r\n this._compression = null;\r\n /** @hidden */\r\n this._generateStencilBuffer = false;\r\n /** @hidden */\r\n this._generateDepthBuffer = false;\r\n /** @hidden */\r\n this._comparisonFunction = 0;\r\n /** @hidden */\r\n this._sphericalPolynomial = null;\r\n /** @hidden */\r\n this._lodGenerationScale = 0;\r\n /** @hidden */\r\n this._lodGenerationOffset = 0;\r\n // Multiview\r\n /** @hidden */\r\n this._colorTextureArray = null;\r\n /** @hidden */\r\n this._depthStencilTextureArray = null;\r\n // The following three fields helps sharing generated fixed LODs for texture filtering\r\n // In environment not supporting the textureLOD extension like EDGE. They are for internal use only.\r\n // They are at the level of the gl texture to benefit from the cache.\r\n /** @hidden */\r\n this._lodTextureHigh = null;\r\n /** @hidden */\r\n this._lodTextureMid = null;\r\n /** @hidden */\r\n this._lodTextureLow = null;\r\n /** @hidden */\r\n this._isRGBD = false;\r\n /** @hidden */\r\n this._linearSpecularLOD = false;\r\n /** @hidden */\r\n this._irradianceTexture = null;\r\n /** @hidden */\r\n this._webGLTexture = null;\r\n /** @hidden */\r\n this._references = 1;\r\n this._engine = engine;\r\n this._source = source;\r\n if (!delayAllocation) {\r\n this._webGLTexture = engine._createTexture();\r\n }\r\n }\r\n /**\r\n * Gets the Engine the texture belongs to.\r\n * @returns The babylon engine\r\n */\r\n InternalTexture.prototype.getEngine = function () {\r\n return this._engine;\r\n };\r\n Object.defineProperty(InternalTexture.prototype, \"source\", {\r\n /**\r\n * Gets the data source type of the texture\r\n */\r\n get: function () {\r\n return this._source;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Increments the number of references (ie. the number of Texture that point to it)\r\n */\r\n InternalTexture.prototype.incrementReferences = function () {\r\n this._references++;\r\n };\r\n /**\r\n * Change the size of the texture (not the size of the content)\r\n * @param width defines the new width\r\n * @param height defines the new height\r\n * @param depth defines the new depth (1 by default)\r\n */\r\n InternalTexture.prototype.updateSize = function (width, height, depth) {\r\n if (depth === void 0) { depth = 1; }\r\n this.width = width;\r\n this.height = height;\r\n this.depth = depth;\r\n this.baseWidth = width;\r\n this.baseHeight = height;\r\n this.baseDepth = depth;\r\n this._size = width * height * depth;\r\n };\r\n /** @hidden */\r\n InternalTexture.prototype._rebuild = function () {\r\n var _this = this;\r\n var proxy;\r\n this.isReady = false;\r\n this._cachedCoordinatesMode = null;\r\n this._cachedWrapU = null;\r\n this._cachedWrapV = null;\r\n this._cachedAnisotropicFilteringLevel = null;\r\n switch (this.source) {\r\n case InternalTextureSource.Temp:\r\n return;\r\n case InternalTextureSource.Url:\r\n proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {\r\n proxy._swapAndDie(_this);\r\n _this.isReady = true;\r\n }, null, this._buffer, undefined, this.format);\r\n return;\r\n case InternalTextureSource.Raw:\r\n proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);\r\n proxy._swapAndDie(this);\r\n this.isReady = true;\r\n return;\r\n case InternalTextureSource.Raw3D:\r\n proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);\r\n proxy._swapAndDie(this);\r\n this.isReady = true;\r\n return;\r\n case InternalTextureSource.Raw2DArray:\r\n proxy = this._engine.createRawTexture2DArray(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);\r\n proxy._swapAndDie(this);\r\n this.isReady = true;\r\n return;\r\n case InternalTextureSource.Dynamic:\r\n proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);\r\n proxy._swapAndDie(this);\r\n this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas(), this.invertY, undefined, undefined, true);\r\n // The engine will make sure to update content so no need to flag it as isReady = true\r\n return;\r\n case InternalTextureSource.RenderTarget:\r\n var options = new RenderTargetCreationOptions();\r\n options.generateDepthBuffer = this._generateDepthBuffer;\r\n options.generateMipMaps = this.generateMipMaps;\r\n options.generateStencilBuffer = this._generateStencilBuffer;\r\n options.samplingMode = this.samplingMode;\r\n options.type = this.type;\r\n if (this.isCube) {\r\n proxy = this._engine.createRenderTargetCubeTexture(this.width, options);\r\n }\r\n else {\r\n var size_1 = {\r\n width: this.width,\r\n height: this.height,\r\n layers: this.is2DArray ? this.depth : undefined\r\n };\r\n proxy = this._engine.createRenderTargetTexture(size_1, options);\r\n }\r\n proxy._swapAndDie(this);\r\n this.isReady = true;\r\n return;\r\n case InternalTextureSource.Depth:\r\n var depthTextureOptions = {\r\n bilinearFiltering: this.samplingMode !== 2,\r\n comparisonFunction: this._comparisonFunction,\r\n generateStencil: this._generateStencilBuffer,\r\n isCube: this.isCube\r\n };\r\n var size = {\r\n width: this.width,\r\n height: this.height,\r\n layers: this.is2DArray ? this.depth : undefined\r\n };\r\n proxy = this._engine.createDepthStencilTexture(size, depthTextureOptions);\r\n proxy._swapAndDie(this);\r\n this.isReady = true;\r\n return;\r\n case InternalTextureSource.Cube:\r\n proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {\r\n proxy._swapAndDie(_this);\r\n _this.isReady = true;\r\n }, null, this.format, this._extension);\r\n return;\r\n case InternalTextureSource.CubeRaw:\r\n proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);\r\n proxy._swapAndDie(this);\r\n this.isReady = true;\r\n return;\r\n case InternalTextureSource.CubeRawRGBD:\r\n proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);\r\n InternalTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {\r\n proxy._swapAndDie(_this);\r\n _this.isReady = true;\r\n });\r\n return;\r\n case InternalTextureSource.CubePrefiltered:\r\n proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {\r\n if (proxy) {\r\n proxy._swapAndDie(_this);\r\n }\r\n _this.isReady = true;\r\n }, null, this.format, this._extension);\r\n proxy._sphericalPolynomial = this._sphericalPolynomial;\r\n return;\r\n }\r\n };\r\n /** @hidden */\r\n InternalTexture.prototype._swapAndDie = function (target) {\r\n target._webGLTexture = this._webGLTexture;\r\n target._isRGBD = this._isRGBD;\r\n if (this._framebuffer) {\r\n target._framebuffer = this._framebuffer;\r\n }\r\n if (this._depthStencilBuffer) {\r\n target._depthStencilBuffer = this._depthStencilBuffer;\r\n }\r\n target._depthStencilTexture = this._depthStencilTexture;\r\n if (this._lodTextureHigh) {\r\n if (target._lodTextureHigh) {\r\n target._lodTextureHigh.dispose();\r\n }\r\n target._lodTextureHigh = this._lodTextureHigh;\r\n }\r\n if (this._lodTextureMid) {\r\n if (target._lodTextureMid) {\r\n target._lodTextureMid.dispose();\r\n }\r\n target._lodTextureMid = this._lodTextureMid;\r\n }\r\n if (this._lodTextureLow) {\r\n if (target._lodTextureLow) {\r\n target._lodTextureLow.dispose();\r\n }\r\n target._lodTextureLow = this._lodTextureLow;\r\n }\r\n if (this._irradianceTexture) {\r\n if (target._irradianceTexture) {\r\n target._irradianceTexture.dispose();\r\n }\r\n target._irradianceTexture = this._irradianceTexture;\r\n }\r\n var cache = this._engine.getLoadedTexturesCache();\r\n var index = cache.indexOf(this);\r\n if (index !== -1) {\r\n cache.splice(index, 1);\r\n }\r\n var index = cache.indexOf(target);\r\n if (index === -1) {\r\n cache.push(target);\r\n }\r\n };\r\n /**\r\n * Dispose the current allocated resources\r\n */\r\n InternalTexture.prototype.dispose = function () {\r\n if (!this._webGLTexture) {\r\n return;\r\n }\r\n this._references--;\r\n if (this._references === 0) {\r\n this._engine._releaseTexture(this);\r\n this._webGLTexture = null;\r\n }\r\n };\r\n /** @hidden */\r\n InternalTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {\r\n throw _DevTools.WarnImport(\"environmentTextureTools\");\r\n };\r\n return InternalTexture;\r\n}());\r\nexport { InternalTexture };\r\n//# sourceMappingURL=internalTexture.js.map","import { __decorate, __extends } from \"tslib\";\r\nimport { serialize, serializeAsVector3, serializeAsQuaternion, SerializationHelper } from \"../Misc/decorators\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Quaternion, Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport { Space } from '../Maths/math.axis';\r\n/**\r\n * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.\r\n * @see https://doc.babylonjs.com/how_to/transformnode\r\n */\r\nvar TransformNode = /** @class */ (function (_super) {\r\n __extends(TransformNode, _super);\r\n function TransformNode(name, scene, isPure) {\r\n if (scene === void 0) { scene = null; }\r\n if (isPure === void 0) { isPure = true; }\r\n var _this = _super.call(this, name, scene) || this;\r\n _this._forward = new Vector3(0, 0, 1);\r\n _this._forwardInverted = new Vector3(0, 0, -1);\r\n _this._up = new Vector3(0, 1, 0);\r\n _this._right = new Vector3(1, 0, 0);\r\n _this._rightInverted = new Vector3(-1, 0, 0);\r\n // Properties\r\n _this._position = Vector3.Zero();\r\n _this._rotation = Vector3.Zero();\r\n _this._rotationQuaternion = null;\r\n _this._scaling = Vector3.One();\r\n _this._isDirty = false;\r\n _this._transformToBoneReferal = null;\r\n _this._isAbsoluteSynced = false;\r\n _this._billboardMode = TransformNode.BILLBOARDMODE_NONE;\r\n _this._preserveParentRotationForBillboard = false;\r\n /**\r\n * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube\r\n */\r\n _this.scalingDeterminant = 1;\r\n _this._infiniteDistance = false;\r\n /**\r\n * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.\r\n * By default the system will update normals to compensate\r\n */\r\n _this.ignoreNonUniformScaling = false;\r\n /**\r\n * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both\r\n */\r\n _this.reIntegrateRotationIntoRotationQuaternion = false;\r\n // Cache\r\n /** @hidden */\r\n _this._poseMatrix = null;\r\n /** @hidden */\r\n _this._localMatrix = Matrix.Zero();\r\n _this._usePivotMatrix = false;\r\n _this._absolutePosition = Vector3.Zero();\r\n _this._absoluteScaling = Vector3.Zero();\r\n _this._absoluteRotationQuaternion = Quaternion.Identity();\r\n _this._pivotMatrix = Matrix.Identity();\r\n _this._postMultiplyPivotMatrix = false;\r\n _this._isWorldMatrixFrozen = false;\r\n /** @hidden */\r\n _this._indexInSceneTransformNodesArray = -1;\r\n /**\r\n * An event triggered after the world matrix is updated\r\n */\r\n _this.onAfterWorldMatrixUpdateObservable = new Observable();\r\n _this._nonUniformScaling = false;\r\n if (isPure) {\r\n _this.getScene().addTransformNode(_this);\r\n }\r\n return _this;\r\n }\r\n Object.defineProperty(TransformNode.prototype, \"billboardMode\", {\r\n /**\r\n * Gets or sets the billboard mode. Default is 0.\r\n *\r\n * | Value | Type | Description |\r\n * | --- | --- | --- |\r\n * | 0 | BILLBOARDMODE_NONE | |\r\n * | 1 | BILLBOARDMODE_X | |\r\n * | 2 | BILLBOARDMODE_Y | |\r\n * | 4 | BILLBOARDMODE_Z | |\r\n * | 7 | BILLBOARDMODE_ALL | |\r\n *\r\n */\r\n get: function () {\r\n return this._billboardMode;\r\n },\r\n set: function (value) {\r\n if (this._billboardMode === value) {\r\n return;\r\n }\r\n this._billboardMode = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"preserveParentRotationForBillboard\", {\r\n /**\r\n * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.\r\n * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed\r\n */\r\n get: function () {\r\n return this._preserveParentRotationForBillboard;\r\n },\r\n set: function (value) {\r\n if (value === this._preserveParentRotationForBillboard) {\r\n return;\r\n }\r\n this._preserveParentRotationForBillboard = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"infiniteDistance\", {\r\n /**\r\n * Gets or sets the distance of the object to max, often used by skybox\r\n */\r\n get: function () {\r\n return this._infiniteDistance;\r\n },\r\n set: function (value) {\r\n if (this._infiniteDistance === value) {\r\n return;\r\n }\r\n this._infiniteDistance = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"TransformNode\" string\r\n */\r\n TransformNode.prototype.getClassName = function () {\r\n return \"TransformNode\";\r\n };\r\n Object.defineProperty(TransformNode.prototype, \"position\", {\r\n /**\r\n * Gets or set the node position (default is (0.0, 0.0, 0.0))\r\n */\r\n get: function () {\r\n return this._position;\r\n },\r\n set: function (newPosition) {\r\n this._position = newPosition;\r\n this._isDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"rotation\", {\r\n /**\r\n * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).\r\n * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion\r\n */\r\n get: function () {\r\n return this._rotation;\r\n },\r\n set: function (newRotation) {\r\n this._rotation = newRotation;\r\n this._rotationQuaternion = null;\r\n this._isDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"scaling\", {\r\n /**\r\n * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).\r\n */\r\n get: function () {\r\n return this._scaling;\r\n },\r\n set: function (newScaling) {\r\n this._scaling = newScaling;\r\n this._isDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"rotationQuaternion\", {\r\n /**\r\n * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).\r\n * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)\r\n */\r\n get: function () {\r\n return this._rotationQuaternion;\r\n },\r\n set: function (quaternion) {\r\n this._rotationQuaternion = quaternion;\r\n //reset the rotation vector.\r\n if (quaternion) {\r\n this._rotation.setAll(0.0);\r\n }\r\n this._isDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"forward\", {\r\n /**\r\n * The forward direction of that transform in world space.\r\n */\r\n get: function () {\r\n return Vector3.Normalize(Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"up\", {\r\n /**\r\n * The up direction of that transform in world space.\r\n */\r\n get: function () {\r\n return Vector3.Normalize(Vector3.TransformNormal(this._up, this.getWorldMatrix()));\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"right\", {\r\n /**\r\n * The right direction of that transform in world space.\r\n */\r\n get: function () {\r\n return Vector3.Normalize(Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Copies the parameter passed Matrix into the mesh Pose matrix.\r\n * @param matrix the matrix to copy the pose from\r\n * @returns this TransformNode.\r\n */\r\n TransformNode.prototype.updatePoseMatrix = function (matrix) {\r\n if (!this._poseMatrix) {\r\n this._poseMatrix = matrix.clone();\r\n return this;\r\n }\r\n this._poseMatrix.copyFrom(matrix);\r\n return this;\r\n };\r\n /**\r\n * Returns the mesh Pose matrix.\r\n * @returns the pose matrix\r\n */\r\n TransformNode.prototype.getPoseMatrix = function () {\r\n if (!this._poseMatrix) {\r\n this._poseMatrix = Matrix.Identity();\r\n }\r\n return this._poseMatrix;\r\n };\r\n /** @hidden */\r\n TransformNode.prototype._isSynchronized = function () {\r\n var cache = this._cache;\r\n if (this.billboardMode !== cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {\r\n return false;\r\n }\r\n if (cache.pivotMatrixUpdated) {\r\n return false;\r\n }\r\n if (this.infiniteDistance) {\r\n return false;\r\n }\r\n if (!cache.position.equals(this._position)) {\r\n return false;\r\n }\r\n if (this._rotationQuaternion) {\r\n if (!cache.rotationQuaternion.equals(this._rotationQuaternion)) {\r\n return false;\r\n }\r\n }\r\n else if (!cache.rotation.equals(this._rotation)) {\r\n return false;\r\n }\r\n if (!cache.scaling.equals(this._scaling)) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n /** @hidden */\r\n TransformNode.prototype._initCache = function () {\r\n _super.prototype._initCache.call(this);\r\n var cache = this._cache;\r\n cache.localMatrixUpdated = false;\r\n cache.position = Vector3.Zero();\r\n cache.scaling = Vector3.Zero();\r\n cache.rotation = Vector3.Zero();\r\n cache.rotationQuaternion = new Quaternion(0, 0, 0, 0);\r\n cache.billboardMode = -1;\r\n cache.infiniteDistance = false;\r\n };\r\n /**\r\n * Flag the transform node as dirty (Forcing it to update everything)\r\n * @param property if set to \"rotation\" the objects rotationQuaternion will be set to null\r\n * @returns this transform node\r\n */\r\n TransformNode.prototype.markAsDirty = function (property) {\r\n this._currentRenderId = Number.MAX_VALUE;\r\n this._isDirty = true;\r\n return this;\r\n };\r\n Object.defineProperty(TransformNode.prototype, \"absolutePosition\", {\r\n /**\r\n * Returns the current mesh absolute position.\r\n * Returns a Vector3.\r\n */\r\n get: function () {\r\n return this._absolutePosition;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"absoluteScaling\", {\r\n /**\r\n * Returns the current mesh absolute scaling.\r\n * Returns a Vector3.\r\n */\r\n get: function () {\r\n this._syncAbsoluteScalingAndRotation();\r\n return this._absoluteScaling;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"absoluteRotationQuaternion\", {\r\n /**\r\n * Returns the current mesh absolute rotation.\r\n * Returns a Quaternion.\r\n */\r\n get: function () {\r\n this._syncAbsoluteScalingAndRotation();\r\n return this._absoluteRotationQuaternion;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Sets a new matrix to apply before all other transformation\r\n * @param matrix defines the transform matrix\r\n * @returns the current TransformNode\r\n */\r\n TransformNode.prototype.setPreTransformMatrix = function (matrix) {\r\n return this.setPivotMatrix(matrix, false);\r\n };\r\n /**\r\n * Sets a new pivot matrix to the current node\r\n * @param matrix defines the new pivot matrix to use\r\n * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect\r\n * @returns the current TransformNode\r\n */\r\n TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {\r\n if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }\r\n this._pivotMatrix.copyFrom(matrix);\r\n this._usePivotMatrix = !this._pivotMatrix.isIdentity();\r\n this._cache.pivotMatrixUpdated = true;\r\n this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;\r\n if (this._postMultiplyPivotMatrix) {\r\n if (!this._pivotMatrixInverse) {\r\n this._pivotMatrixInverse = Matrix.Invert(this._pivotMatrix);\r\n }\r\n else {\r\n this._pivotMatrix.invertToRef(this._pivotMatrixInverse);\r\n }\r\n }\r\n return this;\r\n };\r\n /**\r\n * Returns the mesh pivot matrix.\r\n * Default : Identity.\r\n * @returns the matrix\r\n */\r\n TransformNode.prototype.getPivotMatrix = function () {\r\n return this._pivotMatrix;\r\n };\r\n /**\r\n * Instantiate (when possible) or clone that node with its hierarchy\r\n * @param newParent defines the new parent to use for the instance (or clone)\r\n * @param options defines options to configure how copy is done\r\n * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created\r\n * @returns an instance (or a clone) of the current node with its hiearchy\r\n */\r\n TransformNode.prototype.instantiateHierarchy = function (newParent, options, onNewNodeCreated) {\r\n if (newParent === void 0) { newParent = null; }\r\n var clone = this.clone(\"Clone of \" + (this.name || this.id), newParent || this.parent, true);\r\n if (clone) {\r\n if (onNewNodeCreated) {\r\n onNewNodeCreated(this, clone);\r\n }\r\n }\r\n for (var _i = 0, _a = this.getChildTransformNodes(true); _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n child.instantiateHierarchy(clone, options, onNewNodeCreated);\r\n }\r\n return clone;\r\n };\r\n /**\r\n * Prevents the World matrix to be computed any longer\r\n * @param newWorldMatrix defines an optional matrix to use as world matrix\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.freezeWorldMatrix = function (newWorldMatrix) {\r\n if (newWorldMatrix === void 0) { newWorldMatrix = null; }\r\n if (newWorldMatrix) {\r\n this._worldMatrix = newWorldMatrix;\r\n }\r\n else {\r\n this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily\r\n this.computeWorldMatrix(true);\r\n }\r\n this._isDirty = false;\r\n this._isWorldMatrixFrozen = true;\r\n return this;\r\n };\r\n /**\r\n * Allows back the World matrix computation.\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.unfreezeWorldMatrix = function () {\r\n this._isWorldMatrixFrozen = false;\r\n this.computeWorldMatrix(true);\r\n return this;\r\n };\r\n Object.defineProperty(TransformNode.prototype, \"isWorldMatrixFrozen\", {\r\n /**\r\n * True if the World matrix has been frozen.\r\n */\r\n get: function () {\r\n return this._isWorldMatrixFrozen;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Retuns the mesh absolute position in the World.\r\n * @returns a Vector3.\r\n */\r\n TransformNode.prototype.getAbsolutePosition = function () {\r\n this.computeWorldMatrix();\r\n return this._absolutePosition;\r\n };\r\n /**\r\n * Sets the mesh absolute position in the World from a Vector3 or an Array(3).\r\n * @param absolutePosition the absolute position to set\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {\r\n if (!absolutePosition) {\r\n return this;\r\n }\r\n var absolutePositionX;\r\n var absolutePositionY;\r\n var absolutePositionZ;\r\n if (absolutePosition.x === undefined) {\r\n if (arguments.length < 3) {\r\n return this;\r\n }\r\n absolutePositionX = arguments[0];\r\n absolutePositionY = arguments[1];\r\n absolutePositionZ = arguments[2];\r\n }\r\n else {\r\n absolutePositionX = absolutePosition.x;\r\n absolutePositionY = absolutePosition.y;\r\n absolutePositionZ = absolutePosition.z;\r\n }\r\n if (this.parent) {\r\n var invertParentWorldMatrix = TmpVectors.Matrix[0];\r\n this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);\r\n Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);\r\n }\r\n else {\r\n this.position.x = absolutePositionX;\r\n this.position.y = absolutePositionY;\r\n this.position.z = absolutePositionZ;\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets the mesh position in its local space.\r\n * @param vector3 the position to set in localspace\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.setPositionWithLocalVector = function (vector3) {\r\n this.computeWorldMatrix();\r\n this.position = Vector3.TransformNormal(vector3, this._localMatrix);\r\n return this;\r\n };\r\n /**\r\n * Returns the mesh position in the local space from the current World matrix values.\r\n * @returns a new Vector3.\r\n */\r\n TransformNode.prototype.getPositionExpressedInLocalSpace = function () {\r\n this.computeWorldMatrix();\r\n var invLocalWorldMatrix = TmpVectors.Matrix[0];\r\n this._localMatrix.invertToRef(invLocalWorldMatrix);\r\n return Vector3.TransformNormal(this.position, invLocalWorldMatrix);\r\n };\r\n /**\r\n * Translates the mesh along the passed Vector3 in its local space.\r\n * @param vector3 the distance to translate in localspace\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.locallyTranslate = function (vector3) {\r\n this.computeWorldMatrix(true);\r\n this.position = Vector3.TransformCoordinates(vector3, this._localMatrix);\r\n return this;\r\n };\r\n /**\r\n * Orients a mesh towards a target point. Mesh must be drawn facing user.\r\n * @param targetPoint the position (must be in same space as current mesh) to look at\r\n * @param yawCor optional yaw (y-axis) correction in radians\r\n * @param pitchCor optional pitch (x-axis) correction in radians\r\n * @param rollCor optional roll (z-axis) correction in radians\r\n * @param space the choosen space of the target\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {\r\n if (yawCor === void 0) { yawCor = 0; }\r\n if (pitchCor === void 0) { pitchCor = 0; }\r\n if (rollCor === void 0) { rollCor = 0; }\r\n if (space === void 0) { space = Space.LOCAL; }\r\n var dv = TransformNode._lookAtVectorCache;\r\n var pos = space === Space.LOCAL ? this.position : this.getAbsolutePosition();\r\n targetPoint.subtractToRef(pos, dv);\r\n this.setDirection(dv, yawCor, pitchCor, rollCor);\r\n // Correct for parent's rotation offset\r\n if (space === Space.WORLD && this.parent) {\r\n if (this.rotationQuaternion) {\r\n // Get local rotation matrix of the looking object\r\n var rotationMatrix = TmpVectors.Matrix[0];\r\n this.rotationQuaternion.toRotationMatrix(rotationMatrix);\r\n // Offset rotation by parent's inverted rotation matrix to correct in world space\r\n var parentRotationMatrix = TmpVectors.Matrix[1];\r\n this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);\r\n parentRotationMatrix.invert();\r\n rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);\r\n this.rotationQuaternion.fromRotationMatrix(rotationMatrix);\r\n }\r\n else {\r\n // Get local rotation matrix of the looking object\r\n var quaternionRotation = TmpVectors.Quaternion[0];\r\n Quaternion.FromEulerVectorToRef(this.rotation, quaternionRotation);\r\n var rotationMatrix = TmpVectors.Matrix[0];\r\n quaternionRotation.toRotationMatrix(rotationMatrix);\r\n // Offset rotation by parent's inverted rotation matrix to correct in world space\r\n var parentRotationMatrix = TmpVectors.Matrix[1];\r\n this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);\r\n parentRotationMatrix.invert();\r\n rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);\r\n quaternionRotation.fromRotationMatrix(rotationMatrix);\r\n quaternionRotation.toEulerAnglesToRef(this.rotation);\r\n }\r\n }\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.\r\n * This Vector3 is expressed in the World space.\r\n * @param localAxis axis to rotate\r\n * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.\r\n */\r\n TransformNode.prototype.getDirection = function (localAxis) {\r\n var result = Vector3.Zero();\r\n this.getDirectionToRef(localAxis, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the Vector3 \"result\" as the rotated Vector3 \"localAxis\" in the same rotation than the mesh.\r\n * localAxis is expressed in the mesh local space.\r\n * result is computed in the Wordl space from the mesh World matrix.\r\n * @param localAxis axis to rotate\r\n * @param result the resulting transformnode\r\n * @returns this TransformNode.\r\n */\r\n TransformNode.prototype.getDirectionToRef = function (localAxis, result) {\r\n Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);\r\n return this;\r\n };\r\n /**\r\n * Sets this transform node rotation to the given local axis.\r\n * @param localAxis the axis in local space\r\n * @param yawCor optional yaw (y-axis) correction in radians\r\n * @param pitchCor optional pitch (x-axis) correction in radians\r\n * @param rollCor optional roll (z-axis) correction in radians\r\n * @returns this TransformNode\r\n */\r\n TransformNode.prototype.setDirection = function (localAxis, yawCor, pitchCor, rollCor) {\r\n if (yawCor === void 0) { yawCor = 0; }\r\n if (pitchCor === void 0) { pitchCor = 0; }\r\n if (rollCor === void 0) { rollCor = 0; }\r\n var yaw = -Math.atan2(localAxis.z, localAxis.x) + Math.PI / 2;\r\n var len = Math.sqrt(localAxis.x * localAxis.x + localAxis.z * localAxis.z);\r\n var pitch = -Math.atan2(localAxis.y, len);\r\n if (this.rotationQuaternion) {\r\n Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);\r\n }\r\n else {\r\n this.rotation.x = pitch + pitchCor;\r\n this.rotation.y = yaw + yawCor;\r\n this.rotation.z = rollCor;\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a new pivot point to the current node\r\n * @param point defines the new pivot point to use\r\n * @param space defines if the point is in world or local space (local by default)\r\n * @returns the current TransformNode\r\n */\r\n TransformNode.prototype.setPivotPoint = function (point, space) {\r\n if (space === void 0) { space = Space.LOCAL; }\r\n if (this.getScene().getRenderId() == 0) {\r\n this.computeWorldMatrix(true);\r\n }\r\n var wm = this.getWorldMatrix();\r\n if (space == Space.WORLD) {\r\n var tmat = TmpVectors.Matrix[0];\r\n wm.invertToRef(tmat);\r\n point = Vector3.TransformCoordinates(point, tmat);\r\n }\r\n return this.setPivotMatrix(Matrix.Translation(-point.x, -point.y, -point.z), true);\r\n };\r\n /**\r\n * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.\r\n * @returns the pivot point\r\n */\r\n TransformNode.prototype.getPivotPoint = function () {\r\n var point = Vector3.Zero();\r\n this.getPivotPointToRef(point);\r\n return point;\r\n };\r\n /**\r\n * Sets the passed Vector3 \"result\" with the coordinates of the mesh pivot point in the local space.\r\n * @param result the vector3 to store the result\r\n * @returns this TransformNode.\r\n */\r\n TransformNode.prototype.getPivotPointToRef = function (result) {\r\n result.x = -this._pivotMatrix.m[12];\r\n result.y = -this._pivotMatrix.m[13];\r\n result.z = -this._pivotMatrix.m[14];\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector3 set with the mesh pivot point World coordinates.\r\n * @returns a new Vector3 set with the mesh pivot point World coordinates.\r\n */\r\n TransformNode.prototype.getAbsolutePivotPoint = function () {\r\n var point = Vector3.Zero();\r\n this.getAbsolutePivotPointToRef(point);\r\n return point;\r\n };\r\n /**\r\n * Sets the Vector3 \"result\" coordinates with the mesh pivot point World coordinates.\r\n * @param result vector3 to store the result\r\n * @returns this TransformNode.\r\n */\r\n TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {\r\n result.x = this._pivotMatrix.m[12];\r\n result.y = this._pivotMatrix.m[13];\r\n result.z = this._pivotMatrix.m[14];\r\n this.getPivotPointToRef(result);\r\n Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);\r\n return this;\r\n };\r\n /**\r\n * Defines the passed node as the parent of the current node.\r\n * The node will remain exactly where it is and its position / rotation will be updated accordingly\r\n * @see https://doc.babylonjs.com/how_to/parenting\r\n * @param node the node ot set as the parent\r\n * @returns this TransformNode.\r\n */\r\n TransformNode.prototype.setParent = function (node) {\r\n if (!node && !this.parent) {\r\n return this;\r\n }\r\n var quatRotation = TmpVectors.Quaternion[0];\r\n var position = TmpVectors.Vector3[0];\r\n var scale = TmpVectors.Vector3[1];\r\n if (!node) {\r\n this.computeWorldMatrix(true);\r\n this.getWorldMatrix().decompose(scale, quatRotation, position);\r\n }\r\n else {\r\n var diffMatrix = TmpVectors.Matrix[0];\r\n var invParentMatrix = TmpVectors.Matrix[1];\r\n this.computeWorldMatrix(true);\r\n node.computeWorldMatrix(true);\r\n node.getWorldMatrix().invertToRef(invParentMatrix);\r\n this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);\r\n diffMatrix.decompose(scale, quatRotation, position);\r\n }\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.copyFrom(quatRotation);\r\n }\r\n else {\r\n quatRotation.toEulerAnglesToRef(this.rotation);\r\n }\r\n this.scaling.copyFrom(scale);\r\n this.position.copyFrom(position);\r\n this.parent = node;\r\n return this;\r\n };\r\n Object.defineProperty(TransformNode.prototype, \"nonUniformScaling\", {\r\n /**\r\n * True if the scaling property of this object is non uniform eg. (1,2,1)\r\n */\r\n get: function () {\r\n return this._nonUniformScaling;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n TransformNode.prototype._updateNonUniformScalingState = function (value) {\r\n if (this._nonUniformScaling === value) {\r\n return false;\r\n }\r\n this._nonUniformScaling = value;\r\n return true;\r\n };\r\n /**\r\n * Attach the current TransformNode to another TransformNode associated with a bone\r\n * @param bone Bone affecting the TransformNode\r\n * @param affectedTransformNode TransformNode associated with the bone\r\n * @returns this object\r\n */\r\n TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {\r\n this._transformToBoneReferal = affectedTransformNode;\r\n this.parent = bone;\r\n if (bone.getWorldMatrix().determinant() < 0) {\r\n this.scalingDeterminant *= -1;\r\n }\r\n return this;\r\n };\r\n /**\r\n * Detach the transform node if its associated with a bone\r\n * @returns this object\r\n */\r\n TransformNode.prototype.detachFromBone = function () {\r\n if (!this.parent) {\r\n return this;\r\n }\r\n if (this.parent.getWorldMatrix().determinant() < 0) {\r\n this.scalingDeterminant *= -1;\r\n }\r\n this._transformToBoneReferal = null;\r\n this.parent = null;\r\n return this;\r\n };\r\n /**\r\n * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.\r\n * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.\r\n * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.\r\n * The passed axis is also normalized.\r\n * @param axis the axis to rotate around\r\n * @param amount the amount to rotate in radians\r\n * @param space Space to rotate in (Default: local)\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.rotate = function (axis, amount, space) {\r\n axis.normalize();\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = this.rotation.toQuaternion();\r\n this.rotation.setAll(0);\r\n }\r\n var rotationQuaternion;\r\n if (!space || space === Space.LOCAL) {\r\n rotationQuaternion = Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);\r\n this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);\r\n }\r\n else {\r\n if (this.parent) {\r\n var invertParentWorldMatrix = TmpVectors.Matrix[0];\r\n this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);\r\n axis = Vector3.TransformNormal(axis, invertParentWorldMatrix);\r\n }\r\n rotationQuaternion = Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);\r\n rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.\r\n * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.\r\n * The passed axis is also normalized. .\r\n * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm\r\n * @param point the point to rotate around\r\n * @param axis the axis to rotate around\r\n * @param amount the amount to rotate in radians\r\n * @returns the TransformNode\r\n */\r\n TransformNode.prototype.rotateAround = function (point, axis, amount) {\r\n axis.normalize();\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);\r\n this.rotation.setAll(0);\r\n }\r\n var tmpVector = TmpVectors.Vector3[0];\r\n var finalScale = TmpVectors.Vector3[1];\r\n var finalTranslation = TmpVectors.Vector3[2];\r\n var finalRotation = TmpVectors.Quaternion[0];\r\n var translationMatrix = TmpVectors.Matrix[0]; // T\r\n var translationMatrixInv = TmpVectors.Matrix[1]; // T'\r\n var rotationMatrix = TmpVectors.Matrix[2]; // R\r\n var finalMatrix = TmpVectors.Matrix[3]; // T' x R x T\r\n point.subtractToRef(this.position, tmpVector);\r\n Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T\r\n Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'\r\n Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R\r\n translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R\r\n finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T\r\n finalMatrix.decompose(finalScale, finalRotation, finalTranslation);\r\n this.position.addInPlace(finalTranslation);\r\n finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);\r\n return this;\r\n };\r\n /**\r\n * Translates the mesh along the axis vector for the passed distance in the given space.\r\n * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.\r\n * @param axis the axis to translate in\r\n * @param distance the distance to translate\r\n * @param space Space to rotate in (Default: local)\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.translate = function (axis, distance, space) {\r\n var displacementVector = axis.scale(distance);\r\n if (!space || space === Space.LOCAL) {\r\n var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);\r\n this.setPositionWithLocalVector(tempV3);\r\n }\r\n else {\r\n this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));\r\n }\r\n return this;\r\n };\r\n /**\r\n * Adds a rotation step to the mesh current rotation.\r\n * x, y, z are Euler angles expressed in radians.\r\n * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.\r\n * This means this rotation is made in the mesh local space only.\r\n * It's useful to set a custom rotation order different from the BJS standard one YXZ.\r\n * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.\r\n * ```javascript\r\n * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);\r\n * ```\r\n * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.\r\n * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.\r\n * @param x Rotation to add\r\n * @param y Rotation to add\r\n * @param z Rotation to add\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.addRotation = function (x, y, z) {\r\n var rotationQuaternion;\r\n if (this.rotationQuaternion) {\r\n rotationQuaternion = this.rotationQuaternion;\r\n }\r\n else {\r\n rotationQuaternion = TmpVectors.Quaternion[1];\r\n Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);\r\n }\r\n var accumulation = TmpVectors.Quaternion[0];\r\n Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);\r\n rotationQuaternion.multiplyInPlace(accumulation);\r\n if (!this.rotationQuaternion) {\r\n rotationQuaternion.toEulerAnglesToRef(this.rotation);\r\n }\r\n return this;\r\n };\r\n /**\r\n * @hidden\r\n */\r\n TransformNode.prototype._getEffectiveParent = function () {\r\n return this.parent;\r\n };\r\n /**\r\n * Computes the world matrix of the node\r\n * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch\r\n * @returns the world matrix\r\n */\r\n TransformNode.prototype.computeWorldMatrix = function (force) {\r\n if (this._isWorldMatrixFrozen && !this._isDirty) {\r\n return this._worldMatrix;\r\n }\r\n var currentRenderId = this.getScene().getRenderId();\r\n if (!this._isDirty && !force && this.isSynchronized()) {\r\n this._currentRenderId = currentRenderId;\r\n return this._worldMatrix;\r\n }\r\n var camera = this.getScene().activeCamera;\r\n var useBillboardPosition = (this._billboardMode & TransformNode.BILLBOARDMODE_USE_POSITION) !== 0;\r\n var useBillboardPath = this._billboardMode !== TransformNode.BILLBOARDMODE_NONE && !this.preserveParentRotationForBillboard;\r\n // Billboarding based on camera position\r\n if (useBillboardPath && camera && useBillboardPosition) {\r\n this.lookAt(camera.position);\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) !== TransformNode.BILLBOARDMODE_X) {\r\n this.rotation.x = 0;\r\n }\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) !== TransformNode.BILLBOARDMODE_Y) {\r\n this.rotation.y = 0;\r\n }\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) !== TransformNode.BILLBOARDMODE_Z) {\r\n this.rotation.z = 0;\r\n }\r\n }\r\n this._updateCache();\r\n var cache = this._cache;\r\n cache.pivotMatrixUpdated = false;\r\n cache.billboardMode = this.billboardMode;\r\n cache.infiniteDistance = this.infiniteDistance;\r\n this._currentRenderId = currentRenderId;\r\n this._childUpdateId++;\r\n this._isDirty = false;\r\n var parent = this._getEffectiveParent();\r\n // Scaling\r\n var scaling = cache.scaling;\r\n var translation = cache.position;\r\n // Translation\r\n if (this._infiniteDistance) {\r\n if (!this.parent && camera) {\r\n var cameraWorldMatrix = camera.getWorldMatrix();\r\n var cameraGlobalPosition = new Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);\r\n translation.copyFromFloats(this._position.x + cameraGlobalPosition.x, this._position.y + cameraGlobalPosition.y, this._position.z + cameraGlobalPosition.z);\r\n }\r\n else {\r\n translation.copyFrom(this._position);\r\n }\r\n }\r\n else {\r\n translation.copyFrom(this._position);\r\n }\r\n // Scaling\r\n scaling.copyFromFloats(this._scaling.x * this.scalingDeterminant, this._scaling.y * this.scalingDeterminant, this._scaling.z * this.scalingDeterminant);\r\n // Rotation\r\n var rotation = cache.rotationQuaternion;\r\n if (this._rotationQuaternion) {\r\n if (this.reIntegrateRotationIntoRotationQuaternion) {\r\n var len = this.rotation.lengthSquared();\r\n if (len) {\r\n this._rotationQuaternion.multiplyInPlace(Quaternion.RotationYawPitchRoll(this._rotation.y, this._rotation.x, this._rotation.z));\r\n this._rotation.copyFromFloats(0, 0, 0);\r\n }\r\n }\r\n rotation.copyFrom(this._rotationQuaternion);\r\n }\r\n else {\r\n Quaternion.RotationYawPitchRollToRef(this._rotation.y, this._rotation.x, this._rotation.z, rotation);\r\n cache.rotation.copyFrom(this._rotation);\r\n }\r\n // Compose\r\n if (this._usePivotMatrix) {\r\n var scaleMatrix = TmpVectors.Matrix[1];\r\n Matrix.ScalingToRef(scaling.x, scaling.y, scaling.z, scaleMatrix);\r\n // Rotation\r\n var rotationMatrix = TmpVectors.Matrix[0];\r\n rotation.toRotationMatrix(rotationMatrix);\r\n // Composing transformations\r\n this._pivotMatrix.multiplyToRef(scaleMatrix, TmpVectors.Matrix[4]);\r\n TmpVectors.Matrix[4].multiplyToRef(rotationMatrix, this._localMatrix);\r\n // Post multiply inverse of pivotMatrix\r\n if (this._postMultiplyPivotMatrix) {\r\n this._localMatrix.multiplyToRef(this._pivotMatrixInverse, this._localMatrix);\r\n }\r\n this._localMatrix.addTranslationFromFloats(translation.x, translation.y, translation.z);\r\n }\r\n else {\r\n Matrix.ComposeToRef(scaling, rotation, translation, this._localMatrix);\r\n }\r\n // Parent\r\n if (parent && parent.getWorldMatrix) {\r\n if (force) {\r\n parent.computeWorldMatrix();\r\n }\r\n if (useBillboardPath) {\r\n if (this._transformToBoneReferal) {\r\n parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), TmpVectors.Matrix[7]);\r\n }\r\n else {\r\n TmpVectors.Matrix[7].copyFrom(parent.getWorldMatrix());\r\n }\r\n // Extract scaling and translation from parent\r\n var translation_1 = TmpVectors.Vector3[5];\r\n var scale = TmpVectors.Vector3[6];\r\n TmpVectors.Matrix[7].decompose(scale, undefined, translation_1);\r\n Matrix.ScalingToRef(scale.x, scale.y, scale.z, TmpVectors.Matrix[7]);\r\n TmpVectors.Matrix[7].setTranslation(translation_1);\r\n this._localMatrix.multiplyToRef(TmpVectors.Matrix[7], this._worldMatrix);\r\n }\r\n else {\r\n if (this._transformToBoneReferal) {\r\n this._localMatrix.multiplyToRef(parent.getWorldMatrix(), TmpVectors.Matrix[6]);\r\n TmpVectors.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);\r\n }\r\n else {\r\n this._localMatrix.multiplyToRef(parent.getWorldMatrix(), this._worldMatrix);\r\n }\r\n }\r\n this._markSyncedWithParent();\r\n }\r\n else {\r\n this._worldMatrix.copyFrom(this._localMatrix);\r\n }\r\n // Billboarding based on camera orientation (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)\r\n if (useBillboardPath && camera && this.billboardMode && !useBillboardPosition) {\r\n var storedTranslation = TmpVectors.Vector3[0];\r\n this._worldMatrix.getTranslationToRef(storedTranslation); // Save translation\r\n // Cancel camera rotation\r\n TmpVectors.Matrix[1].copyFrom(camera.getViewMatrix());\r\n TmpVectors.Matrix[1].setTranslationFromFloats(0, 0, 0);\r\n TmpVectors.Matrix[1].invertToRef(TmpVectors.Matrix[0]);\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {\r\n TmpVectors.Matrix[0].decompose(undefined, TmpVectors.Quaternion[0], undefined);\r\n var eulerAngles = TmpVectors.Vector3[1];\r\n TmpVectors.Quaternion[0].toEulerAnglesToRef(eulerAngles);\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) !== TransformNode.BILLBOARDMODE_X) {\r\n eulerAngles.x = 0;\r\n }\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) !== TransformNode.BILLBOARDMODE_Y) {\r\n eulerAngles.y = 0;\r\n }\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) !== TransformNode.BILLBOARDMODE_Z) {\r\n eulerAngles.z = 0;\r\n }\r\n Matrix.RotationYawPitchRollToRef(eulerAngles.y, eulerAngles.x, eulerAngles.z, TmpVectors.Matrix[0]);\r\n }\r\n this._worldMatrix.setTranslationFromFloats(0, 0, 0);\r\n this._worldMatrix.multiplyToRef(TmpVectors.Matrix[0], this._worldMatrix);\r\n // Restore translation\r\n this._worldMatrix.setTranslation(TmpVectors.Vector3[0]);\r\n }\r\n // Normal matrix\r\n if (!this.ignoreNonUniformScaling) {\r\n if (this._scaling.isNonUniform) {\r\n this._updateNonUniformScalingState(true);\r\n }\r\n else if (parent && parent._nonUniformScaling) {\r\n this._updateNonUniformScalingState(parent._nonUniformScaling);\r\n }\r\n else {\r\n this._updateNonUniformScalingState(false);\r\n }\r\n }\r\n else {\r\n this._updateNonUniformScalingState(false);\r\n }\r\n this._afterComputeWorldMatrix();\r\n // Absolute position\r\n this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);\r\n this._isAbsoluteSynced = false;\r\n // Callbacks\r\n this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);\r\n if (!this._poseMatrix) {\r\n this._poseMatrix = Matrix.Invert(this._worldMatrix);\r\n }\r\n // Cache the determinant\r\n this._worldMatrixDeterminantIsDirty = true;\r\n return this._worldMatrix;\r\n };\r\n /**\r\n * Resets this nodeTransform's local matrix to Matrix.Identity().\r\n * @param independentOfChildren indicates if all child nodeTransform's world-space transform should be preserved.\r\n */\r\n TransformNode.prototype.resetLocalMatrix = function (independentOfChildren) {\r\n if (independentOfChildren === void 0) { independentOfChildren = true; }\r\n this.computeWorldMatrix();\r\n if (independentOfChildren) {\r\n var children = this.getChildren();\r\n for (var i = 0; i < children.length; ++i) {\r\n var child = children[i];\r\n if (child) {\r\n child.computeWorldMatrix();\r\n var bakedMatrix = TmpVectors.Matrix[0];\r\n child._localMatrix.multiplyToRef(this._localMatrix, bakedMatrix);\r\n var tmpRotationQuaternion = TmpVectors.Quaternion[0];\r\n bakedMatrix.decompose(child.scaling, tmpRotationQuaternion, child.position);\r\n if (child.rotationQuaternion) {\r\n child.rotationQuaternion = tmpRotationQuaternion;\r\n }\r\n else {\r\n tmpRotationQuaternion.toEulerAnglesToRef(child.rotation);\r\n }\r\n }\r\n }\r\n }\r\n this.scaling.copyFromFloats(1, 1, 1);\r\n this.position.copyFromFloats(0, 0, 0);\r\n this.rotation.copyFromFloats(0, 0, 0);\r\n //only if quaternion is already set\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion = Quaternion.Identity();\r\n }\r\n this._worldMatrix = Matrix.Identity();\r\n };\r\n TransformNode.prototype._afterComputeWorldMatrix = function () {\r\n };\r\n /**\r\n * If you'd like to be called back after the mesh position, rotation or scaling has been updated.\r\n * @param func callback function to add\r\n *\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {\r\n this.onAfterWorldMatrixUpdateObservable.add(func);\r\n return this;\r\n };\r\n /**\r\n * Removes a registered callback function.\r\n * @param func callback function to remove\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {\r\n this.onAfterWorldMatrixUpdateObservable.removeCallback(func);\r\n return this;\r\n };\r\n /**\r\n * Gets the position of the current mesh in camera space\r\n * @param camera defines the camera to use\r\n * @returns a position\r\n */\r\n TransformNode.prototype.getPositionInCameraSpace = function (camera) {\r\n if (camera === void 0) { camera = null; }\r\n if (!camera) {\r\n camera = this.getScene().activeCamera;\r\n }\r\n return Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());\r\n };\r\n /**\r\n * Returns the distance from the mesh to the active camera\r\n * @param camera defines the camera to use\r\n * @returns the distance\r\n */\r\n TransformNode.prototype.getDistanceToCamera = function (camera) {\r\n if (camera === void 0) { camera = null; }\r\n if (!camera) {\r\n camera = this.getScene().activeCamera;\r\n }\r\n return this.absolutePosition.subtract(camera.globalPosition).length();\r\n };\r\n /**\r\n * Clone the current transform node\r\n * @param name Name of the new clone\r\n * @param newParent New parent for the clone\r\n * @param doNotCloneChildren Do not clone children hierarchy\r\n * @returns the new transform node\r\n */\r\n TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {\r\n var _this = this;\r\n var result = SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);\r\n result.name = name;\r\n result.id = name;\r\n if (newParent) {\r\n result.parent = newParent;\r\n }\r\n if (!doNotCloneChildren) {\r\n // Children\r\n var directDescendants = this.getDescendants(true);\r\n for (var index = 0; index < directDescendants.length; index++) {\r\n var child = directDescendants[index];\r\n if (child.clone) {\r\n child.clone(name + \".\" + child.name, result);\r\n }\r\n }\r\n }\r\n return result;\r\n };\r\n /**\r\n * Serializes the objects information.\r\n * @param currentSerializationObject defines the object to serialize in\r\n * @returns the serialized object\r\n */\r\n TransformNode.prototype.serialize = function (currentSerializationObject) {\r\n var serializationObject = SerializationHelper.Serialize(this, currentSerializationObject);\r\n serializationObject.type = this.getClassName();\r\n // Parent\r\n if (this.parent) {\r\n serializationObject.parentId = this.parent.id;\r\n }\r\n serializationObject.localMatrix = this.getPivotMatrix().asArray();\r\n serializationObject.isEnabled = this.isEnabled();\r\n // Parent\r\n if (this.parent) {\r\n serializationObject.parentId = this.parent.id;\r\n }\r\n return serializationObject;\r\n };\r\n // Statics\r\n /**\r\n * Returns a new TransformNode object parsed from the source provided.\r\n * @param parsedTransformNode is the source.\r\n * @param scene the scne the object belongs to\r\n * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with\r\n * @returns a new TransformNode object parsed from the source provided.\r\n */\r\n TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {\r\n var transformNode = SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);\r\n if (parsedTransformNode.localMatrix) {\r\n transformNode.setPreTransformMatrix(Matrix.FromArray(parsedTransformNode.localMatrix));\r\n }\r\n else if (parsedTransformNode.pivotMatrix) {\r\n transformNode.setPivotMatrix(Matrix.FromArray(parsedTransformNode.pivotMatrix));\r\n }\r\n transformNode.setEnabled(parsedTransformNode.isEnabled);\r\n // Parent\r\n if (parsedTransformNode.parentId) {\r\n transformNode._waitingParentId = parsedTransformNode.parentId;\r\n }\r\n return transformNode;\r\n };\r\n /**\r\n * Get all child-transformNodes of this node\r\n * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered\r\n * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\r\n * @returns an array of TransformNode\r\n */\r\n TransformNode.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {\r\n var results = [];\r\n this._getDescendants(results, directDescendantsOnly, function (node) {\r\n return ((!predicate || predicate(node)) && (node instanceof TransformNode));\r\n });\r\n return results;\r\n };\r\n /**\r\n * Releases resources associated with this transform node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {\r\n if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n // Remove from scene\r\n this.getScene().removeTransformNode(this);\r\n this.onAfterWorldMatrixUpdateObservable.clear();\r\n if (doNotRecurse) {\r\n var transformNodes = this.getChildTransformNodes(true);\r\n for (var _i = 0, transformNodes_1 = transformNodes; _i < transformNodes_1.length; _i++) {\r\n var transformNode = transformNodes_1[_i];\r\n transformNode.parent = null;\r\n transformNode.computeWorldMatrix(true);\r\n }\r\n }\r\n _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);\r\n };\r\n /**\r\n * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)\r\n * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false\r\n * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false\r\n * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling\r\n * @returns the current mesh\r\n */\r\n TransformNode.prototype.normalizeToUnitCube = function (includeDescendants, ignoreRotation, predicate) {\r\n if (includeDescendants === void 0) { includeDescendants = true; }\r\n if (ignoreRotation === void 0) { ignoreRotation = false; }\r\n var storedRotation = null;\r\n var storedRotationQuaternion = null;\r\n if (ignoreRotation) {\r\n if (this.rotationQuaternion) {\r\n storedRotationQuaternion = this.rotationQuaternion.clone();\r\n this.rotationQuaternion.copyFromFloats(0, 0, 0, 1);\r\n }\r\n else if (this.rotation) {\r\n storedRotation = this.rotation.clone();\r\n this.rotation.copyFromFloats(0, 0, 0);\r\n }\r\n }\r\n var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants, predicate);\r\n var sizeVec = boundingVectors.max.subtract(boundingVectors.min);\r\n var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);\r\n if (maxDimension === 0) {\r\n return this;\r\n }\r\n var scale = 1 / maxDimension;\r\n this.scaling.scaleInPlace(scale);\r\n if (ignoreRotation) {\r\n if (this.rotationQuaternion && storedRotationQuaternion) {\r\n this.rotationQuaternion.copyFrom(storedRotationQuaternion);\r\n }\r\n else if (this.rotation && storedRotation) {\r\n this.rotation.copyFrom(storedRotation);\r\n }\r\n }\r\n return this;\r\n };\r\n TransformNode.prototype._syncAbsoluteScalingAndRotation = function () {\r\n if (!this._isAbsoluteSynced) {\r\n this._worldMatrix.decompose(this._absoluteScaling, this._absoluteRotationQuaternion);\r\n this._isAbsoluteSynced = true;\r\n }\r\n };\r\n // Statics\r\n /**\r\n * Object will not rotate to face the camera\r\n */\r\n TransformNode.BILLBOARDMODE_NONE = 0;\r\n /**\r\n * Object will rotate to face the camera but only on the x axis\r\n */\r\n TransformNode.BILLBOARDMODE_X = 1;\r\n /**\r\n * Object will rotate to face the camera but only on the y axis\r\n */\r\n TransformNode.BILLBOARDMODE_Y = 2;\r\n /**\r\n * Object will rotate to face the camera but only on the z axis\r\n */\r\n TransformNode.BILLBOARDMODE_Z = 4;\r\n /**\r\n * Object will rotate to face the camera\r\n */\r\n TransformNode.BILLBOARDMODE_ALL = 7;\r\n /**\r\n * Object will rotate to face the camera's position instead of orientation\r\n */\r\n TransformNode.BILLBOARDMODE_USE_POSITION = 128;\r\n TransformNode._lookAtVectorCache = new Vector3(0, 0, 0);\r\n TransformNode._rotationAxisCache = new Quaternion();\r\n __decorate([\r\n serializeAsVector3(\"position\")\r\n ], TransformNode.prototype, \"_position\", void 0);\r\n __decorate([\r\n serializeAsVector3(\"rotation\")\r\n ], TransformNode.prototype, \"_rotation\", void 0);\r\n __decorate([\r\n serializeAsQuaternion(\"rotationQuaternion\")\r\n ], TransformNode.prototype, \"_rotationQuaternion\", void 0);\r\n __decorate([\r\n serializeAsVector3(\"scaling\")\r\n ], TransformNode.prototype, \"_scaling\", void 0);\r\n __decorate([\r\n serialize(\"billboardMode\")\r\n ], TransformNode.prototype, \"_billboardMode\", void 0);\r\n __decorate([\r\n serialize()\r\n ], TransformNode.prototype, \"scalingDeterminant\", void 0);\r\n __decorate([\r\n serialize(\"infiniteDistance\")\r\n ], TransformNode.prototype, \"_infiniteDistance\", void 0);\r\n __decorate([\r\n serialize()\r\n ], TransformNode.prototype, \"ignoreNonUniformScaling\", void 0);\r\n __decorate([\r\n serialize()\r\n ], TransformNode.prototype, \"reIntegrateRotationIntoRotationQuaternion\", void 0);\r\n return TransformNode;\r\n}(Node));\r\nexport { TransformNode };\r\n//# sourceMappingURL=transformNode.js.map","/**\r\n * Helper to manipulate strings\r\n */\r\nvar StringTools = /** @class */ (function () {\r\n function StringTools() {\r\n }\r\n /**\r\n * Checks for a matching suffix at the end of a string (for ES5 and lower)\r\n * @param str Source string\r\n * @param suffix Suffix to search for in the source string\r\n * @returns Boolean indicating whether the suffix was found (true) or not (false)\r\n */\r\n StringTools.EndsWith = function (str, suffix) {\r\n return str.indexOf(suffix, str.length - suffix.length) !== -1;\r\n };\r\n /**\r\n * Checks for a matching suffix at the beginning of a string (for ES5 and lower)\r\n * @param str Source string\r\n * @param suffix Suffix to search for in the source string\r\n * @returns Boolean indicating whether the suffix was found (true) or not (false)\r\n */\r\n StringTools.StartsWith = function (str, suffix) {\r\n return str.indexOf(suffix) === 0;\r\n };\r\n /**\r\n * Decodes a buffer into a string\r\n * @param buffer The buffer to decode\r\n * @returns The decoded string\r\n */\r\n StringTools.Decode = function (buffer) {\r\n if (typeof TextDecoder !== \"undefined\") {\r\n return new TextDecoder().decode(buffer);\r\n }\r\n var result = \"\";\r\n for (var i = 0; i < buffer.byteLength; i++) {\r\n result += String.fromCharCode(buffer[i]);\r\n }\r\n return result;\r\n };\r\n /**\r\n * Encode a buffer to a base64 string\r\n * @param buffer defines the buffer to encode\r\n * @returns the encoded string\r\n */\r\n StringTools.EncodeArrayBufferToBase64 = function (buffer) {\r\n var keyStr = \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=\";\r\n var output = \"\";\r\n var chr1, chr2, chr3, enc1, enc2, enc3, enc4;\r\n var i = 0;\r\n var bytes = ArrayBuffer.isView(buffer) ? new Uint8Array(buffer.buffer, buffer.byteOffset, buffer.byteLength) : new Uint8Array(buffer);\r\n while (i < bytes.length) {\r\n chr1 = bytes[i++];\r\n chr2 = i < bytes.length ? bytes[i++] : Number.NaN;\r\n chr3 = i < bytes.length ? bytes[i++] : Number.NaN;\r\n enc1 = chr1 >> 2;\r\n enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);\r\n enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);\r\n enc4 = chr3 & 63;\r\n if (isNaN(chr2)) {\r\n enc3 = enc4 = 64;\r\n }\r\n else if (isNaN(chr3)) {\r\n enc4 = 64;\r\n }\r\n output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +\r\n keyStr.charAt(enc3) + keyStr.charAt(enc4);\r\n }\r\n return output;\r\n };\r\n return StringTools;\r\n}());\r\nexport { StringTools };\r\n//# sourceMappingURL=stringTools.js.map","import { __extends } from \"tslib\";\r\nimport { VertexBuffer } from \"./buffer\";\r\nimport { IntersectionInfo } from \"../Collisions/intersectionInfo\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { extractMinAndMaxIndexed } from '../Maths/math.functions';\r\n/**\r\n * Base class for submeshes\r\n */\r\nvar BaseSubMesh = /** @class */ (function () {\r\n function BaseSubMesh() {\r\n /** @hidden */\r\n this._materialDefines = null;\r\n /** @hidden */\r\n this._materialEffect = null;\r\n }\r\n Object.defineProperty(BaseSubMesh.prototype, \"materialDefines\", {\r\n /**\r\n * Gets material defines used by the effect associated to the sub mesh\r\n */\r\n get: function () {\r\n return this._materialDefines;\r\n },\r\n /**\r\n * Sets material defines used by the effect associated to the sub mesh\r\n */\r\n set: function (defines) {\r\n this._materialDefines = defines;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseSubMesh.prototype, \"effect\", {\r\n /**\r\n * Gets associated effect\r\n */\r\n get: function () {\r\n return this._materialEffect;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Sets associated effect (effect used to render this submesh)\r\n * @param effect defines the effect to associate with\r\n * @param defines defines the set of defines used to compile this effect\r\n */\r\n BaseSubMesh.prototype.setEffect = function (effect, defines) {\r\n if (defines === void 0) { defines = null; }\r\n if (this._materialEffect === effect) {\r\n if (!effect) {\r\n this._materialDefines = null;\r\n }\r\n return;\r\n }\r\n this._materialDefines = defines;\r\n this._materialEffect = effect;\r\n };\r\n return BaseSubMesh;\r\n}());\r\nexport { BaseSubMesh };\r\n/**\r\n * Defines a subdivision inside a mesh\r\n */\r\nvar SubMesh = /** @class */ (function (_super) {\r\n __extends(SubMesh, _super);\r\n /**\r\n * Creates a new submesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n */\r\n function SubMesh(\r\n /** the material index to use */\r\n materialIndex, \r\n /** vertex index start */\r\n verticesStart, \r\n /** vertices count */\r\n verticesCount, \r\n /** index start */\r\n indexStart, \r\n /** indices count */\r\n indexCount, mesh, renderingMesh, createBoundingBox) {\r\n if (createBoundingBox === void 0) { createBoundingBox = true; }\r\n var _this = _super.call(this) || this;\r\n _this.materialIndex = materialIndex;\r\n _this.verticesStart = verticesStart;\r\n _this.verticesCount = verticesCount;\r\n _this.indexStart = indexStart;\r\n _this.indexCount = indexCount;\r\n /** @hidden */\r\n _this._linesIndexCount = 0;\r\n _this._linesIndexBuffer = null;\r\n /** @hidden */\r\n _this._lastColliderWorldVertices = null;\r\n /** @hidden */\r\n _this._lastColliderTransformMatrix = null;\r\n /** @hidden */\r\n _this._renderId = 0;\r\n /** @hidden */\r\n _this._alphaIndex = 0;\r\n /** @hidden */\r\n _this._distanceToCamera = 0;\r\n _this._currentMaterial = null;\r\n _this._mesh = mesh;\r\n _this._renderingMesh = renderingMesh || mesh;\r\n mesh.subMeshes.push(_this);\r\n _this._trianglePlanes = [];\r\n _this._id = mesh.subMeshes.length - 1;\r\n if (createBoundingBox) {\r\n _this.refreshBoundingInfo();\r\n mesh.computeWorldMatrix(true);\r\n }\r\n return _this;\r\n }\r\n /**\r\n * Add a new submesh to a mesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns the new submesh\r\n */\r\n SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {\r\n if (createBoundingBox === void 0) { createBoundingBox = true; }\r\n return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);\r\n };\r\n Object.defineProperty(SubMesh.prototype, \"IsGlobal\", {\r\n /**\r\n * Returns true if this submesh covers the entire parent mesh\r\n * @ignorenaming\r\n */\r\n get: function () {\r\n return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns the submesh BoudingInfo object\r\n * @returns current bounding info (or mesh's one if the submesh is global)\r\n */\r\n SubMesh.prototype.getBoundingInfo = function () {\r\n if (this.IsGlobal) {\r\n return this._mesh.getBoundingInfo();\r\n }\r\n return this._boundingInfo;\r\n };\r\n /**\r\n * Sets the submesh BoundingInfo\r\n * @param boundingInfo defines the new bounding info to use\r\n * @returns the SubMesh\r\n */\r\n SubMesh.prototype.setBoundingInfo = function (boundingInfo) {\r\n this._boundingInfo = boundingInfo;\r\n return this;\r\n };\r\n /**\r\n * Returns the mesh of the current submesh\r\n * @return the parent mesh\r\n */\r\n SubMesh.prototype.getMesh = function () {\r\n return this._mesh;\r\n };\r\n /**\r\n * Returns the rendering mesh of the submesh\r\n * @returns the rendering mesh (could be different from parent mesh)\r\n */\r\n SubMesh.prototype.getRenderingMesh = function () {\r\n return this._renderingMesh;\r\n };\r\n /**\r\n * Returns the submesh material\r\n * @returns null or the current material\r\n */\r\n SubMesh.prototype.getMaterial = function () {\r\n var rootMaterial = this._renderingMesh.material;\r\n if (rootMaterial === null || rootMaterial === undefined) {\r\n return this._mesh.getScene().defaultMaterial;\r\n }\r\n else if (rootMaterial.getSubMaterial) {\r\n var multiMaterial = rootMaterial;\r\n var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);\r\n if (this._currentMaterial !== effectiveMaterial) {\r\n this._currentMaterial = effectiveMaterial;\r\n this._materialDefines = null;\r\n }\r\n return effectiveMaterial;\r\n }\r\n return rootMaterial;\r\n };\r\n // Methods\r\n /**\r\n * Sets a new updated BoundingInfo object to the submesh\r\n * @param data defines an optional position array to use to determine the bounding info\r\n * @returns the SubMesh\r\n */\r\n SubMesh.prototype.refreshBoundingInfo = function (data) {\r\n if (data === void 0) { data = null; }\r\n this._lastColliderWorldVertices = null;\r\n if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {\r\n return this;\r\n }\r\n if (!data) {\r\n data = this._renderingMesh.getVerticesData(VertexBuffer.PositionKind);\r\n }\r\n if (!data) {\r\n this._boundingInfo = this._mesh.getBoundingInfo();\r\n return this;\r\n }\r\n var indices = this._renderingMesh.getIndices();\r\n var extend;\r\n //is this the only submesh?\r\n if (this.indexStart === 0 && this.indexCount === indices.length) {\r\n var boundingInfo = this._renderingMesh.getBoundingInfo();\r\n //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.\r\n extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };\r\n }\r\n else {\r\n extend = extractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);\r\n }\r\n if (this._boundingInfo) {\r\n this._boundingInfo.reConstruct(extend.minimum, extend.maximum);\r\n }\r\n else {\r\n this._boundingInfo = new BoundingInfo(extend.minimum, extend.maximum);\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n SubMesh.prototype._checkCollision = function (collider) {\r\n var boundingInfo = this.getBoundingInfo();\r\n return boundingInfo._checkCollision(collider);\r\n };\r\n /**\r\n * Updates the submesh BoundingInfo\r\n * @param world defines the world matrix to use to update the bounding info\r\n * @returns the submesh\r\n */\r\n SubMesh.prototype.updateBoundingInfo = function (world) {\r\n var boundingInfo = this.getBoundingInfo();\r\n if (!boundingInfo) {\r\n this.refreshBoundingInfo();\r\n boundingInfo = this.getBoundingInfo();\r\n }\r\n if (boundingInfo) {\r\n boundingInfo.update(world);\r\n }\r\n return this;\r\n };\r\n /**\r\n * True is the submesh bounding box intersects the frustum defined by the passed array of planes.\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is intersecting with the frustum\r\n */\r\n SubMesh.prototype.isInFrustum = function (frustumPlanes) {\r\n var boundingInfo = this.getBoundingInfo();\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);\r\n };\r\n /**\r\n * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is inside the frustum\r\n */\r\n SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {\r\n var boundingInfo = this.getBoundingInfo();\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isCompletelyInFrustum(frustumPlanes);\r\n };\r\n /**\r\n * Renders the submesh\r\n * @param enableAlphaMode defines if alpha needs to be used\r\n * @returns the submesh\r\n */\r\n SubMesh.prototype.render = function (enableAlphaMode) {\r\n this._renderingMesh.render(this, enableAlphaMode, this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh ? this._mesh : undefined);\r\n return this;\r\n };\r\n /**\r\n * @hidden\r\n */\r\n SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {\r\n if (!this._linesIndexBuffer) {\r\n var linesIndices = [];\r\n for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {\r\n linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);\r\n }\r\n this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);\r\n this._linesIndexCount = linesIndices.length;\r\n }\r\n return this._linesIndexBuffer;\r\n };\r\n /**\r\n * Checks if the submesh intersects with a ray\r\n * @param ray defines the ray to test\r\n * @returns true is the passed ray intersects the submesh bounding box\r\n */\r\n SubMesh.prototype.canIntersects = function (ray) {\r\n var boundingInfo = this.getBoundingInfo();\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return ray.intersectsBox(boundingInfo.boundingBox);\r\n };\r\n /**\r\n * Intersects current submesh with a ray\r\n * @param ray defines the ray to test\r\n * @param positions defines mesh's positions array\r\n * @param indices defines mesh's indices array\r\n * @param fastCheck defines if only bounding info should be used\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns intersection info or null if no intersection\r\n */\r\n SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck, trianglePredicate) {\r\n var material = this.getMaterial();\r\n if (!material) {\r\n return null;\r\n }\r\n var step = 3;\r\n var checkStopper = false;\r\n switch (material.fillMode) {\r\n case 3:\r\n case 4:\r\n case 5:\r\n case 6:\r\n case 8:\r\n return null;\r\n case 7:\r\n step = 1;\r\n checkStopper = true;\r\n break;\r\n default:\r\n break;\r\n }\r\n // LineMesh first as it's also a Mesh...\r\n if (this._mesh.getClassName() === \"InstancedLinesMesh\" || this._mesh.getClassName() === \"LinesMesh\") {\r\n // Check if mesh is unindexed\r\n if (!indices.length) {\r\n return this._intersectUnIndexedLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);\r\n }\r\n return this._intersectLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);\r\n }\r\n else {\r\n // Check if mesh is unindexed\r\n if (!indices.length && this._mesh._unIndexed) {\r\n return this._intersectUnIndexedTriangles(ray, positions, indices, fastCheck, trianglePredicate);\r\n }\r\n return this._intersectTriangles(ray, positions, indices, step, checkStopper, fastCheck, trianglePredicate);\r\n }\r\n };\r\n /** @hidden */\r\n SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {\r\n var intersectInfo = null;\r\n // Line test\r\n for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {\r\n var p0 = positions[indices[index]];\r\n var p1 = positions[indices[index + 1]];\r\n var length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n };\r\n /** @hidden */\r\n SubMesh.prototype._intersectUnIndexedLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {\r\n var intersectInfo = null;\r\n // Line test\r\n for (var index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 2) {\r\n var p0 = positions[index];\r\n var p1 = positions[index + 1];\r\n var length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n };\r\n /** @hidden */\r\n SubMesh.prototype._intersectTriangles = function (ray, positions, indices, step, checkStopper, fastCheck, trianglePredicate) {\r\n var intersectInfo = null;\r\n // Triangles test\r\n var faceID = -1;\r\n for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += step) {\r\n faceID++;\r\n var indexA = indices[index];\r\n var indexB = indices[index + 1];\r\n var indexC = indices[index + 2];\r\n if (checkStopper && indexC === 0xFFFFFFFF) {\r\n index += 2;\r\n continue;\r\n }\r\n var p0 = positions[indexA];\r\n var p1 = positions[indexB];\r\n var p2 = positions[indexC];\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray)) {\r\n continue;\r\n }\r\n var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = faceID;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n };\r\n /** @hidden */\r\n SubMesh.prototype._intersectUnIndexedTriangles = function (ray, positions, indices, fastCheck, trianglePredicate) {\r\n var intersectInfo = null;\r\n // Triangles test\r\n for (var index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 3) {\r\n var p0 = positions[index];\r\n var p1 = positions[index + 1];\r\n var p2 = positions[index + 2];\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray)) {\r\n continue;\r\n }\r\n var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = index / 3;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n };\r\n /** @hidden */\r\n SubMesh.prototype._rebuild = function () {\r\n if (this._linesIndexBuffer) {\r\n this._linesIndexBuffer = null;\r\n }\r\n };\r\n // Clone\r\n /**\r\n * Creates a new submesh from the passed mesh\r\n * @param newMesh defines the new hosting mesh\r\n * @param newRenderingMesh defines an optional rendering mesh\r\n * @returns the new submesh\r\n */\r\n SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {\r\n var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);\r\n if (!this.IsGlobal) {\r\n var boundingInfo = this.getBoundingInfo();\r\n if (!boundingInfo) {\r\n return result;\r\n }\r\n result._boundingInfo = new BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);\r\n }\r\n return result;\r\n };\r\n // Dispose\r\n /**\r\n * Release associated resources\r\n */\r\n SubMesh.prototype.dispose = function () {\r\n if (this._linesIndexBuffer) {\r\n this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);\r\n this._linesIndexBuffer = null;\r\n }\r\n // Remove from mesh\r\n var index = this._mesh.subMeshes.indexOf(this);\r\n this._mesh.subMeshes.splice(index, 1);\r\n };\r\n /**\r\n * Gets the class name\r\n * @returns the string \"SubMesh\".\r\n */\r\n SubMesh.prototype.getClassName = function () {\r\n return \"SubMesh\";\r\n };\r\n // Statics\r\n /**\r\n * Creates a new submesh from indices data\r\n * @param materialIndex the index of the main mesh material\r\n * @param startIndex the index where to start the copy in the mesh indices array\r\n * @param indexCount the number of indices to copy then from the startIndex\r\n * @param mesh the main mesh to create the submesh from\r\n * @param renderingMesh the optional rendering mesh\r\n * @returns a new submesh\r\n */\r\n SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {\r\n var minVertexIndex = Number.MAX_VALUE;\r\n var maxVertexIndex = -Number.MAX_VALUE;\r\n var whatWillRender = (renderingMesh || mesh);\r\n var indices = whatWillRender.getIndices();\r\n for (var index = startIndex; index < startIndex + indexCount; index++) {\r\n var vertexIndex = indices[index];\r\n if (vertexIndex < minVertexIndex) {\r\n minVertexIndex = vertexIndex;\r\n }\r\n if (vertexIndex > maxVertexIndex) {\r\n maxVertexIndex = vertexIndex;\r\n }\r\n }\r\n return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);\r\n };\r\n return SubMesh;\r\n}(BaseSubMesh));\r\nexport { SubMesh };\r\n//# sourceMappingURL=subMesh.js.map","import { Vector3 } from '../Maths/math.vector';\r\n/**\r\n * @hidden\r\n */\r\nvar _MeshCollisionData = /** @class */ (function () {\r\n function _MeshCollisionData() {\r\n this._checkCollisions = false;\r\n this._collisionMask = -1;\r\n this._collisionGroup = -1;\r\n this._collider = null;\r\n this._oldPositionForCollisions = new Vector3(0, 0, 0);\r\n this._diffPositionForCollisions = new Vector3(0, 0, 0);\r\n }\r\n return _MeshCollisionData;\r\n}());\r\nexport { _MeshCollisionData };\r\n//# sourceMappingURL=meshCollisionData.js.map","import { __extends } from \"tslib\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Quaternion, Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { _MeshCollisionData } from '../Collisions/meshCollisionData';\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { extractMinAndMax } from '../Maths/math.functions';\r\nimport { Color3, Color4 } from '../Maths/math.color';\r\nimport { Epsilon } from '../Maths/math.constants';\r\nimport { Axis } from '../Maths/math.axis';\r\n/** @hidden */\r\nvar _FacetDataStorage = /** @class */ (function () {\r\n function _FacetDataStorage() {\r\n this.facetNb = 0; // facet number\r\n this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space\r\n this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box\r\n this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?\r\n this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation\r\n this.bbSize = Vector3.Zero(); // bbox size approximated for facet data\r\n this.subDiv = {\r\n max: 1,\r\n X: 1,\r\n Y: 1,\r\n Z: 1\r\n };\r\n this.facetDepthSort = false; // is the facet depth sort to be computed\r\n this.facetDepthSortEnabled = false; // is the facet depth sort initialized\r\n }\r\n return _FacetDataStorage;\r\n}());\r\n/**\r\n * @hidden\r\n **/\r\nvar _InternalAbstractMeshDataInfo = /** @class */ (function () {\r\n function _InternalAbstractMeshDataInfo() {\r\n this._hasVertexAlpha = false;\r\n this._useVertexColors = true;\r\n this._numBoneInfluencers = 4;\r\n this._applyFog = true;\r\n this._receiveShadows = false;\r\n this._facetData = new _FacetDataStorage();\r\n this._visibility = 1.0;\r\n this._skeleton = null;\r\n this._layerMask = 0x0FFFFFFF;\r\n this._computeBonesUsingShaders = true;\r\n this._isActive = false;\r\n this._onlyForInstances = false;\r\n this._isActiveIntermediate = false;\r\n this._onlyForInstancesIntermediate = false;\r\n this._actAsRegularMesh = false;\r\n }\r\n return _InternalAbstractMeshDataInfo;\r\n}());\r\n/**\r\n * Class used to store all common mesh properties\r\n */\r\nvar AbstractMesh = /** @class */ (function (_super) {\r\n __extends(AbstractMesh, _super);\r\n // Constructor\r\n /**\r\n * Creates a new AbstractMesh\r\n * @param name defines the name of the mesh\r\n * @param scene defines the hosting scene\r\n */\r\n function AbstractMesh(name, scene) {\r\n if (scene === void 0) { scene = null; }\r\n var _this = _super.call(this, name, scene, false) || this;\r\n // Internal data\r\n /** @hidden */\r\n _this._internalAbstractMeshDataInfo = new _InternalAbstractMeshDataInfo();\r\n /**\r\n * The culling strategy to use to check whether the mesh must be rendered or not.\r\n * This value can be changed at any time and will be used on the next render mesh selection.\r\n * The possible values are :\r\n * - AbstractMesh.CULLINGSTRATEGY_STANDARD\r\n * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY\r\n * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION\r\n * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY\r\n * Please read each static variable documentation to get details about the culling process.\r\n * */\r\n _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY;\r\n // Events\r\n /**\r\n * An event triggered when this mesh collides with another one\r\n */\r\n _this.onCollideObservable = new Observable();\r\n /**\r\n * An event triggered when the collision's position changes\r\n */\r\n _this.onCollisionPositionChangeObservable = new Observable();\r\n /**\r\n * An event triggered when material is changed\r\n */\r\n _this.onMaterialChangedObservable = new Observable();\r\n // Properties\r\n /**\r\n * Gets or sets the orientation for POV movement & rotation\r\n */\r\n _this.definedFacingForward = true;\r\n /** @hidden */\r\n _this._occlusionQuery = null;\r\n /** @hidden */\r\n _this._renderingGroup = null;\r\n /** Gets or sets the alpha index used to sort transparent meshes\r\n * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index\r\n */\r\n _this.alphaIndex = Number.MAX_VALUE;\r\n /**\r\n * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true\r\n */\r\n _this.isVisible = true;\r\n /**\r\n * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true\r\n */\r\n _this.isPickable = true;\r\n /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */\r\n _this.showSubMeshesBoundingBox = false;\r\n /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares\r\n */\r\n _this.isBlocker = false;\r\n /**\r\n * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)\r\n */\r\n _this.enablePointerMoveEvents = false;\r\n /**\r\n * Specifies the rendering group id for this mesh (0 by default)\r\n * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups\r\n */\r\n _this.renderingGroupId = 0;\r\n _this._material = null;\r\n /** Defines color to use when rendering outline */\r\n _this.outlineColor = Color3.Red();\r\n /** Define width to use when rendering outline */\r\n _this.outlineWidth = 0.02;\r\n /** Defines color to use when rendering overlay */\r\n _this.overlayColor = Color3.Red();\r\n /** Defines alpha to use when rendering overlay */\r\n _this.overlayAlpha = 0.5;\r\n /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */\r\n _this.useOctreeForRenderingSelection = true;\r\n /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */\r\n _this.useOctreeForPicking = true;\r\n /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */\r\n _this.useOctreeForCollisions = true;\r\n /**\r\n * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)\r\n */\r\n _this.alwaysSelectAsActiveMesh = false;\r\n /**\r\n * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)\r\n */\r\n _this.doNotSyncBoundingInfo = false;\r\n /**\r\n * Gets or sets the current action manager\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\n _this.actionManager = null;\r\n // Collisions\r\n _this._meshCollisionData = new _MeshCollisionData();\r\n /**\r\n * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n */\r\n _this.ellipsoid = new Vector3(0.5, 1, 0.5);\r\n /**\r\n * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n */\r\n _this.ellipsoidOffset = new Vector3(0, 0, 0);\r\n // Edges\r\n /**\r\n * Defines edge width used when edgesRenderer is enabled\r\n * @see https://www.babylonjs-playground.com/#10OJSG#13\r\n */\r\n _this.edgesWidth = 1;\r\n /**\r\n * Defines edge color used when edgesRenderer is enabled\r\n * @see https://www.babylonjs-playground.com/#10OJSG#13\r\n */\r\n _this.edgesColor = new Color4(1, 0, 0, 1);\r\n /** @hidden */\r\n _this._edgesRenderer = null;\r\n /** @hidden */\r\n _this._masterMesh = null;\r\n /** @hidden */\r\n _this._boundingInfo = null;\r\n /** @hidden */\r\n _this._renderId = 0;\r\n /** @hidden */\r\n _this._intersectionsInProgress = new Array();\r\n /** @hidden */\r\n _this._unIndexed = false;\r\n /** @hidden */\r\n _this._lightSources = new Array();\r\n // Loading properties\r\n /** @hidden */\r\n _this._waitingData = {\r\n lods: null,\r\n actions: null,\r\n freezeWorldMatrix: null\r\n };\r\n /** @hidden */\r\n _this._bonesTransformMatrices = null;\r\n /** @hidden */\r\n _this._transformMatrixTexture = null;\r\n /**\r\n * An event triggered when the mesh is rebuilt.\r\n */\r\n _this.onRebuildObservable = new Observable();\r\n _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {\r\n if (collidedMesh === void 0) { collidedMesh = null; }\r\n newPosition.subtractToRef(_this._meshCollisionData._oldPositionForCollisions, _this._meshCollisionData._diffPositionForCollisions);\r\n if (_this._meshCollisionData._diffPositionForCollisions.length() > Engine.CollisionsEpsilon) {\r\n _this.position.addInPlace(_this._meshCollisionData._diffPositionForCollisions);\r\n }\r\n if (collidedMesh) {\r\n _this.onCollideObservable.notifyObservers(collidedMesh);\r\n }\r\n _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);\r\n };\r\n _this.getScene().addMesh(_this);\r\n _this._resyncLightSources();\r\n return _this;\r\n }\r\n Object.defineProperty(AbstractMesh, \"BILLBOARDMODE_NONE\", {\r\n /**\r\n * No billboard\r\n */\r\n get: function () {\r\n return TransformNode.BILLBOARDMODE_NONE;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh, \"BILLBOARDMODE_X\", {\r\n /** Billboard on X axis */\r\n get: function () {\r\n return TransformNode.BILLBOARDMODE_X;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh, \"BILLBOARDMODE_Y\", {\r\n /** Billboard on Y axis */\r\n get: function () {\r\n return TransformNode.BILLBOARDMODE_Y;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh, \"BILLBOARDMODE_Z\", {\r\n /** Billboard on Z axis */\r\n get: function () {\r\n return TransformNode.BILLBOARDMODE_Z;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh, \"BILLBOARDMODE_ALL\", {\r\n /** Billboard on all axes */\r\n get: function () {\r\n return TransformNode.BILLBOARDMODE_ALL;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh, \"BILLBOARDMODE_USE_POSITION\", {\r\n /** Billboard on using position instead of orientation */\r\n get: function () {\r\n return TransformNode.BILLBOARDMODE_USE_POSITION;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"facetNb\", {\r\n /**\r\n * Gets the number of facets in the mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._facetData.facetNb;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"partitioningSubdivisions\", {\r\n /**\r\n * Gets or set the number (integer) of subdivisions per axis in the partioning space\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._facetData.partitioningSubdivisions;\r\n },\r\n set: function (nb) {\r\n this._internalAbstractMeshDataInfo._facetData.partitioningSubdivisions = nb;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"partitioningBBoxRatio\", {\r\n /**\r\n * The ratio (float) to apply to the bouding box size to set to the partioning space.\r\n * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._facetData.partitioningBBoxRatio;\r\n },\r\n set: function (ratio) {\r\n this._internalAbstractMeshDataInfo._facetData.partitioningBBoxRatio = ratio;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"mustDepthSortFacets\", {\r\n /**\r\n * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.\r\n * Works only for updatable meshes.\r\n * Doesn't work with multi-materials\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._facetData.facetDepthSort;\r\n },\r\n set: function (sort) {\r\n this._internalAbstractMeshDataInfo._facetData.facetDepthSort = sort;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"facetDepthSortFrom\", {\r\n /**\r\n * The location (Vector3) where the facet depth sort must be computed from.\r\n * By default, the active camera position.\r\n * Used only when facet depth sort is enabled\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._facetData.facetDepthSortFrom;\r\n },\r\n set: function (location) {\r\n this._internalAbstractMeshDataInfo._facetData.facetDepthSortFrom = location;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"isFacetDataEnabled\", {\r\n /**\r\n * gets a boolean indicating if facetData is enabled\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._facetData.facetDataEnabled;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n AbstractMesh.prototype._updateNonUniformScalingState = function (value) {\r\n if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {\r\n return false;\r\n }\r\n this._markSubMeshesAsMiscDirty();\r\n return true;\r\n };\r\n Object.defineProperty(AbstractMesh.prototype, \"onCollide\", {\r\n /** Set a function to call when this mesh collides with another one */\r\n set: function (callback) {\r\n if (this._meshCollisionData._onCollideObserver) {\r\n this.onCollideObservable.remove(this._meshCollisionData._onCollideObserver);\r\n }\r\n this._meshCollisionData._onCollideObserver = this.onCollideObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"onCollisionPositionChange\", {\r\n /** Set a function to call when the collision's position changes */\r\n set: function (callback) {\r\n if (this._meshCollisionData._onCollisionPositionChangeObserver) {\r\n this.onCollisionPositionChangeObservable.remove(this._meshCollisionData._onCollisionPositionChangeObserver);\r\n }\r\n this._meshCollisionData._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"visibility\", {\r\n /**\r\n * Gets or sets mesh visibility between 0 and 1 (default is 1)\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._visibility;\r\n },\r\n /**\r\n * Gets or sets mesh visibility between 0 and 1 (default is 1)\r\n */\r\n set: function (value) {\r\n if (this._internalAbstractMeshDataInfo._visibility === value) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._visibility = value;\r\n this._markSubMeshesAsMiscDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"material\", {\r\n /** Gets or sets current material */\r\n get: function () {\r\n return this._material;\r\n },\r\n set: function (value) {\r\n if (this._material === value) {\r\n return;\r\n }\r\n // remove from material mesh map id needed\r\n if (this._material && this._material.meshMap) {\r\n this._material.meshMap[this.uniqueId] = undefined;\r\n }\r\n this._material = value;\r\n if (value && value.meshMap) {\r\n value.meshMap[this.uniqueId] = this;\r\n }\r\n if (this.onMaterialChangedObservable.hasObservers()) {\r\n this.onMaterialChangedObservable.notifyObservers(this);\r\n }\r\n if (!this.subMeshes) {\r\n return;\r\n }\r\n this._unBindEffect();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"receiveShadows\", {\r\n /**\r\n * Gets or sets a boolean indicating that this mesh can receive realtime shadows\r\n * @see http://doc.babylonjs.com/babylon101/shadows\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._receiveShadows;\r\n },\r\n set: function (value) {\r\n if (this._internalAbstractMeshDataInfo._receiveShadows === value) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._receiveShadows = value;\r\n this._markSubMeshesAsLightDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"hasVertexAlpha\", {\r\n /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._hasVertexAlpha;\r\n },\r\n set: function (value) {\r\n if (this._internalAbstractMeshDataInfo._hasVertexAlpha === value) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._hasVertexAlpha = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n this._markSubMeshesAsMiscDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"useVertexColors\", {\r\n /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._useVertexColors;\r\n },\r\n set: function (value) {\r\n if (this._internalAbstractMeshDataInfo._useVertexColors === value) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._useVertexColors = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"computeBonesUsingShaders\", {\r\n /**\r\n * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._computeBonesUsingShaders;\r\n },\r\n set: function (value) {\r\n if (this._internalAbstractMeshDataInfo._computeBonesUsingShaders === value) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._computeBonesUsingShaders = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"numBoneInfluencers\", {\r\n /** Gets or sets the number of allowed bone influences per vertex (4 by default) */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._numBoneInfluencers;\r\n },\r\n set: function (value) {\r\n if (this._internalAbstractMeshDataInfo._numBoneInfluencers === value) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._numBoneInfluencers = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"applyFog\", {\r\n /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._applyFog;\r\n },\r\n set: function (value) {\r\n if (this._internalAbstractMeshDataInfo._applyFog === value) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._applyFog = value;\r\n this._markSubMeshesAsMiscDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"layerMask\", {\r\n /**\r\n * Gets or sets the current layer mask (default is 0x0FFFFFFF)\r\n * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._layerMask;\r\n },\r\n set: function (value) {\r\n if (value === this._internalAbstractMeshDataInfo._layerMask) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._layerMask = value;\r\n this._resyncLightSources();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"collisionMask\", {\r\n /**\r\n * Gets or sets a collision mask used to mask collisions (default is -1).\r\n * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0\r\n */\r\n get: function () {\r\n return this._meshCollisionData._collisionMask;\r\n },\r\n set: function (mask) {\r\n this._meshCollisionData._collisionMask = !isNaN(mask) ? mask : -1;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"collisionGroup\", {\r\n /**\r\n * Gets or sets the current collision group mask (-1 by default).\r\n * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0\r\n */\r\n get: function () {\r\n return this._meshCollisionData._collisionGroup;\r\n },\r\n set: function (mask) {\r\n this._meshCollisionData._collisionGroup = !isNaN(mask) ? mask : -1;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"lightSources\", {\r\n /** Gets the list of lights affecting that mesh */\r\n get: function () {\r\n return this._lightSources;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"_positions\", {\r\n /** @hidden */\r\n get: function () {\r\n return null;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"skeleton\", {\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._skeleton;\r\n },\r\n /**\r\n * Gets or sets a skeleton to apply skining transformations\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons\r\n */\r\n set: function (value) {\r\n var skeleton = this._internalAbstractMeshDataInfo._skeleton;\r\n if (skeleton && skeleton.needInitialSkinMatrix) {\r\n skeleton._unregisterMeshWithPoseMatrix(this);\r\n }\r\n if (value && value.needInitialSkinMatrix) {\r\n value._registerMeshWithPoseMatrix(this);\r\n }\r\n this._internalAbstractMeshDataInfo._skeleton = value;\r\n if (!this._internalAbstractMeshDataInfo._skeleton) {\r\n this._bonesTransformMatrices = null;\r\n }\r\n this._markSubMeshesAsAttributesDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns the string \"AbstractMesh\"\r\n * @returns \"AbstractMesh\"\r\n */\r\n AbstractMesh.prototype.getClassName = function () {\r\n return \"AbstractMesh\";\r\n };\r\n /**\r\n * Gets a string representation of the current mesh\r\n * @param fullDetails defines a boolean indicating if full details must be included\r\n * @returns a string representation of the current mesh\r\n */\r\n AbstractMesh.prototype.toString = function (fullDetails) {\r\n var ret = \"Name: \" + this.name + \", isInstance: \" + (this.getClassName() !== \"InstancedMesh\" ? \"YES\" : \"NO\");\r\n ret += \", # of submeshes: \" + (this.subMeshes ? this.subMeshes.length : 0);\r\n var skeleton = this._internalAbstractMeshDataInfo._skeleton;\r\n if (skeleton) {\r\n ret += \", skeleton: \" + skeleton.name;\r\n }\r\n if (fullDetails) {\r\n ret += \", billboard mode: \" + ([\"NONE\", \"X\", \"Y\", null, \"Z\", null, null, \"ALL\"])[this.billboardMode];\r\n ret += \", freeze wrld mat: \" + (this._isWorldMatrixFrozen || this._waitingData.freezeWorldMatrix ? \"YES\" : \"NO\");\r\n }\r\n return ret;\r\n };\r\n /**\r\n * @hidden\r\n */\r\n AbstractMesh.prototype._getEffectiveParent = function () {\r\n if (this._masterMesh && this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {\r\n return this._masterMesh;\r\n }\r\n return _super.prototype._getEffectiveParent.call(this);\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._getActionManagerForTrigger = function (trigger, initialCall) {\r\n if (initialCall === void 0) { initialCall = true; }\r\n if (this.actionManager && (initialCall || this.actionManager.isRecursive)) {\r\n if (trigger) {\r\n if (this.actionManager.hasSpecificTrigger(trigger)) {\r\n return this.actionManager;\r\n }\r\n }\r\n else {\r\n return this.actionManager;\r\n }\r\n }\r\n if (!this.parent) {\r\n return null;\r\n }\r\n return this.parent._getActionManagerForTrigger(trigger, false);\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._rebuild = function () {\r\n this.onRebuildObservable.notifyObservers(this);\r\n if (this._occlusionQuery) {\r\n this._occlusionQuery = null;\r\n }\r\n if (!this.subMeshes) {\r\n return;\r\n }\r\n for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {\r\n var subMesh = _a[_i];\r\n subMesh._rebuild();\r\n }\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._resyncLightSources = function () {\r\n this._lightSources.length = 0;\r\n for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {\r\n var light = _a[_i];\r\n if (!light.isEnabled()) {\r\n continue;\r\n }\r\n if (light.canAffectMesh(this)) {\r\n this._lightSources.push(light);\r\n }\r\n }\r\n this._markSubMeshesAsLightDirty();\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._resyncLightSource = function (light) {\r\n var isIn = light.isEnabled() && light.canAffectMesh(this);\r\n var index = this._lightSources.indexOf(light);\r\n if (index === -1) {\r\n if (!isIn) {\r\n return;\r\n }\r\n this._lightSources.push(light);\r\n }\r\n else {\r\n if (isIn) {\r\n return;\r\n }\r\n this._lightSources.splice(index, 1);\r\n }\r\n this._markSubMeshesAsLightDirty();\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._unBindEffect = function () {\r\n for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {\r\n var subMesh = _a[_i];\r\n subMesh.setEffect(null);\r\n }\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._removeLightSource = function (light, dispose) {\r\n var index = this._lightSources.indexOf(light);\r\n if (index === -1) {\r\n return;\r\n }\r\n this._lightSources.splice(index, 1);\r\n this._markSubMeshesAsLightDirty(dispose);\r\n };\r\n AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {\r\n if (!this.subMeshes) {\r\n return;\r\n }\r\n for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {\r\n var subMesh = _a[_i];\r\n if (subMesh._materialDefines) {\r\n func(subMesh._materialDefines);\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._markSubMeshesAsLightDirty = function (dispose) {\r\n if (dispose === void 0) { dispose = false; }\r\n this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(dispose); });\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {\r\n this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {\r\n if (!this.subMeshes) {\r\n return;\r\n }\r\n for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {\r\n var subMesh = _a[_i];\r\n var material = subMesh.getMaterial();\r\n if (material) {\r\n material.markAsDirty(16);\r\n }\r\n }\r\n };\r\n Object.defineProperty(AbstractMesh.prototype, \"scaling\", {\r\n /**\r\n * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)\r\n */\r\n get: function () {\r\n return this._scaling;\r\n },\r\n set: function (newScaling) {\r\n this._scaling = newScaling;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"isBlocked\", {\r\n // Methods\r\n /**\r\n * Returns true if the mesh is blocked. Implemented by child classes\r\n */\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns the mesh itself by default. Implemented by child classes\r\n * @param camera defines the camera to use to pick the right LOD level\r\n * @returns the currentAbstractMesh\r\n */\r\n AbstractMesh.prototype.getLOD = function (camera) {\r\n return this;\r\n };\r\n /**\r\n * Returns 0 by default. Implemented by child classes\r\n * @returns an integer\r\n */\r\n AbstractMesh.prototype.getTotalVertices = function () {\r\n return 0;\r\n };\r\n /**\r\n * Returns a positive integer : the total number of indices in this mesh geometry.\r\n * @returns the numner of indices or zero if the mesh has no geometry.\r\n */\r\n AbstractMesh.prototype.getTotalIndices = function () {\r\n return 0;\r\n };\r\n /**\r\n * Returns null by default. Implemented by child classes\r\n * @returns null\r\n */\r\n AbstractMesh.prototype.getIndices = function () {\r\n return null;\r\n };\r\n /**\r\n * Returns the array of the requested vertex data kind. Implemented by child classes\r\n * @param kind defines the vertex data kind to use\r\n * @returns null\r\n */\r\n AbstractMesh.prototype.getVerticesData = function (kind) {\r\n return null;\r\n };\r\n /**\r\n * Sets the vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.\r\n * Note that a new underlying VertexBuffer object is created each call.\r\n * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n * @param kind defines vertex data kind:\r\n * * VertexBuffer.PositionKind\r\n * * VertexBuffer.UVKind\r\n * * VertexBuffer.UV2Kind\r\n * * VertexBuffer.UV3Kind\r\n * * VertexBuffer.UV4Kind\r\n * * VertexBuffer.UV5Kind\r\n * * VertexBuffer.UV6Kind\r\n * * VertexBuffer.ColorKind\r\n * * VertexBuffer.MatricesIndicesKind\r\n * * VertexBuffer.MatricesIndicesExtraKind\r\n * * VertexBuffer.MatricesWeightsKind\r\n * * VertexBuffer.MatricesWeightsExtraKind\r\n * @param data defines the data source\r\n * @param updatable defines if the data must be flagged as updatable (or static)\r\n * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {\r\n return this;\r\n };\r\n /**\r\n * Updates the existing vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, it is simply returned as it is.\r\n * @param kind defines vertex data kind:\r\n * * VertexBuffer.PositionKind\r\n * * VertexBuffer.UVKind\r\n * * VertexBuffer.UV2Kind\r\n * * VertexBuffer.UV3Kind\r\n * * VertexBuffer.UV4Kind\r\n * * VertexBuffer.UV5Kind\r\n * * VertexBuffer.UV6Kind\r\n * * VertexBuffer.ColorKind\r\n * * VertexBuffer.MatricesIndicesKind\r\n * * VertexBuffer.MatricesIndicesExtraKind\r\n * * VertexBuffer.MatricesWeightsKind\r\n * * VertexBuffer.MatricesWeightsExtraKind\r\n * @param data defines the data source\r\n * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed\r\n * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {\r\n return this;\r\n };\r\n /**\r\n * Sets the mesh indices,\r\n * If the mesh has no geometry, a new Geometry object is created and set to the mesh.\r\n * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)\r\n * @param totalVertices Defines the total number of vertices\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.setIndices = function (indices, totalVertices) {\r\n return this;\r\n };\r\n /**\r\n * Gets a boolean indicating if specific vertex data is present\r\n * @param kind defines the vertex data kind to use\r\n * @returns true is data kind is present\r\n */\r\n AbstractMesh.prototype.isVerticesDataPresent = function (kind) {\r\n return false;\r\n };\r\n /**\r\n * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.\r\n * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).\r\n * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.\r\n * @returns a BoundingInfo\r\n */\r\n AbstractMesh.prototype.getBoundingInfo = function () {\r\n if (this._masterMesh) {\r\n return this._masterMesh.getBoundingInfo();\r\n }\r\n if (!this._boundingInfo) {\r\n // this._boundingInfo is being created here\r\n this._updateBoundingInfo();\r\n }\r\n // cannot be null.\r\n return this._boundingInfo;\r\n };\r\n /**\r\n * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)\r\n * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false\r\n * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false\r\n * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants, ignoreRotation, predicate) {\r\n if (includeDescendants === void 0) { includeDescendants = true; }\r\n if (ignoreRotation === void 0) { ignoreRotation = false; }\r\n return _super.prototype.normalizeToUnitCube.call(this, includeDescendants, ignoreRotation, predicate);\r\n };\r\n /**\r\n * Overwrite the current bounding info\r\n * @param boundingInfo defines the new bounding info\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {\r\n this._boundingInfo = boundingInfo;\r\n return this;\r\n };\r\n Object.defineProperty(AbstractMesh.prototype, \"useBones\", {\r\n /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */\r\n get: function () {\r\n return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind));\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n AbstractMesh.prototype._preActivate = function () {\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._activate = function (renderId, intermediateRendering) {\r\n this._renderId = renderId;\r\n return true;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._postActivate = function () {\r\n // Do nothing\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._freeze = function () {\r\n // Do nothing\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._unFreeze = function () {\r\n // Do nothing\r\n };\r\n /**\r\n * Gets the current world matrix\r\n * @returns a Matrix\r\n */\r\n AbstractMesh.prototype.getWorldMatrix = function () {\r\n if (this._masterMesh && this.billboardMode === TransformNode.BILLBOARDMODE_NONE) {\r\n return this._masterMesh.getWorldMatrix();\r\n }\r\n return _super.prototype.getWorldMatrix.call(this);\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._getWorldMatrixDeterminant = function () {\r\n if (this._masterMesh) {\r\n return this._masterMesh._getWorldMatrixDeterminant();\r\n }\r\n return _super.prototype._getWorldMatrixDeterminant.call(this);\r\n };\r\n Object.defineProperty(AbstractMesh.prototype, \"isAnInstance\", {\r\n /**\r\n * Gets a boolean indicating if this mesh is an instance or a regular mesh\r\n */\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"hasInstances\", {\r\n /**\r\n * Gets a boolean indicating if this mesh has instances\r\n */\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // ================================== Point of View Movement =================================\r\n /**\r\n * Perform relative position change from the point of view of behind the front of the mesh.\r\n * This is performed taking into account the meshes current rotation, so you do not have to care.\r\n * Supports definition of mesh facing forward or backward\r\n * @param amountRight defines the distance on the right axis\r\n * @param amountUp defines the distance on the up axis\r\n * @param amountForward defines the distance on the forward axis\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {\r\n this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));\r\n return this;\r\n };\r\n /**\r\n * Calculate relative position change from the point of view of behind the front of the mesh.\r\n * This is performed taking into account the meshes current rotation, so you do not have to care.\r\n * Supports definition of mesh facing forward or backward\r\n * @param amountRight defines the distance on the right axis\r\n * @param amountUp defines the distance on the up axis\r\n * @param amountForward defines the distance on the forward axis\r\n * @returns the new displacement vector\r\n */\r\n AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {\r\n var rotMatrix = new Matrix();\r\n var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);\r\n rotQuaternion.toRotationMatrix(rotMatrix);\r\n var translationDelta = Vector3.Zero();\r\n var defForwardMult = this.definedFacingForward ? -1 : 1;\r\n Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);\r\n return translationDelta;\r\n };\r\n // ================================== Point of View Rotation =================================\r\n /**\r\n * Perform relative rotation change from the point of view of behind the front of the mesh.\r\n * Supports definition of mesh facing forward or backward\r\n * @param flipBack defines the flip\r\n * @param twirlClockwise defines the twirl\r\n * @param tiltRight defines the tilt\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {\r\n this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));\r\n return this;\r\n };\r\n /**\r\n * Calculate relative rotation change from the point of view of behind the front of the mesh.\r\n * Supports definition of mesh facing forward or backward.\r\n * @param flipBack defines the flip\r\n * @param twirlClockwise defines the twirl\r\n * @param tiltRight defines the tilt\r\n * @returns the new rotation vector\r\n */\r\n AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {\r\n var defForwardMult = this.definedFacingForward ? 1 : -1;\r\n return new Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);\r\n };\r\n /**\r\n * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.\r\n * This means the mesh underlying bounding box and sphere are recomputed.\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.refreshBoundingInfo = function (applySkeleton) {\r\n if (applySkeleton === void 0) { applySkeleton = false; }\r\n if (this._boundingInfo && this._boundingInfo.isLocked) {\r\n return this;\r\n }\r\n this._refreshBoundingInfo(this._getPositionData(applySkeleton), null);\r\n return this;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._refreshBoundingInfo = function (data, bias) {\r\n if (data) {\r\n var extend = extractMinAndMax(data, 0, this.getTotalVertices(), bias);\r\n if (this._boundingInfo) {\r\n this._boundingInfo.reConstruct(extend.minimum, extend.maximum);\r\n }\r\n else {\r\n this._boundingInfo = new BoundingInfo(extend.minimum, extend.maximum);\r\n }\r\n }\r\n if (this.subMeshes) {\r\n for (var index = 0; index < this.subMeshes.length; index++) {\r\n this.subMeshes[index].refreshBoundingInfo(data);\r\n }\r\n }\r\n this._updateBoundingInfo();\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._getPositionData = function (applySkeleton) {\r\n var data = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (data && applySkeleton && this.skeleton) {\r\n data = Tools.Slice(data);\r\n this._generatePointsArray();\r\n var matricesIndicesData = this.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n var matricesWeightsData = this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n if (matricesWeightsData && matricesIndicesData) {\r\n var needExtras = this.numBoneInfluencers > 4;\r\n var matricesIndicesExtraData = needExtras ? this.getVerticesData(VertexBuffer.MatricesIndicesExtraKind) : null;\r\n var matricesWeightsExtraData = needExtras ? this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind) : null;\r\n this.skeleton.prepare();\r\n var skeletonMatrices = this.skeleton.getTransformMatrices(this);\r\n var tempVector = TmpVectors.Vector3[0];\r\n var finalMatrix = TmpVectors.Matrix[0];\r\n var tempMatrix = TmpVectors.Matrix[1];\r\n var matWeightIdx = 0;\r\n for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {\r\n finalMatrix.reset();\r\n var inf;\r\n var weight;\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsData[matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n if (needExtras) {\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsExtraData[matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n }\r\n Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);\r\n tempVector.toArray(data, index);\r\n if (this._positions) {\r\n this._positions[index / 3].copyFrom(tempVector);\r\n }\r\n }\r\n }\r\n }\r\n return data;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._updateBoundingInfo = function () {\r\n var effectiveMesh = this._effectiveMesh;\r\n if (this._boundingInfo) {\r\n this._boundingInfo.update(effectiveMesh.worldMatrixFromCache);\r\n }\r\n else {\r\n this._boundingInfo = new BoundingInfo(this.absolutePosition, this.absolutePosition, effectiveMesh.worldMatrixFromCache);\r\n }\r\n this._updateSubMeshesBoundingInfo(effectiveMesh.worldMatrixFromCache);\r\n return this;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {\r\n if (!this.subMeshes) {\r\n return this;\r\n }\r\n var count = this.subMeshes.length;\r\n for (var subIndex = 0; subIndex < count; subIndex++) {\r\n var subMesh = this.subMeshes[subIndex];\r\n if (count > 1 || !subMesh.IsGlobal) {\r\n subMesh.updateBoundingInfo(matrix);\r\n }\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._afterComputeWorldMatrix = function () {\r\n if (this.doNotSyncBoundingInfo) {\r\n return;\r\n }\r\n // Bounding info\r\n this._updateBoundingInfo();\r\n };\r\n Object.defineProperty(AbstractMesh.prototype, \"_effectiveMesh\", {\r\n /** @hidden */\r\n get: function () {\r\n return (this.skeleton && this.skeleton.overrideMesh) || this;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns `true` if the mesh is within the frustum defined by the passed array of planes.\r\n * A mesh is in the frustum if its bounding box intersects the frustum\r\n * @param frustumPlanes defines the frustum to test\r\n * @returns true if the mesh is in the frustum planes\r\n */\r\n AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {\r\n return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);\r\n };\r\n /**\r\n * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.\r\n * A mesh is completely in the frustum if its bounding box it completely inside the frustum.\r\n * @param frustumPlanes defines the frustum to test\r\n * @returns true if the mesh is completely in the frustum planes\r\n */\r\n AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {\r\n return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);\r\n };\r\n /**\r\n * True if the mesh intersects another mesh or a SolidParticle object\r\n * @param mesh defines a target mesh or SolidParticle to test\r\n * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)\r\n * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes\r\n * @returns true if there is an intersection\r\n */\r\n AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {\r\n if (precise === void 0) { precise = false; }\r\n if (!this._boundingInfo || !mesh._boundingInfo) {\r\n return false;\r\n }\r\n if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {\r\n return true;\r\n }\r\n if (includeDescendants) {\r\n for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n if (child.intersectsMesh(mesh, precise, true)) {\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n };\r\n /**\r\n * Returns true if the passed point (Vector3) is inside the mesh bounding box\r\n * @param point defines the point to test\r\n * @returns true if there is an intersection\r\n */\r\n AbstractMesh.prototype.intersectsPoint = function (point) {\r\n if (!this._boundingInfo) {\r\n return false;\r\n }\r\n return this._boundingInfo.intersectsPoint(point);\r\n };\r\n Object.defineProperty(AbstractMesh.prototype, \"checkCollisions\", {\r\n // Collisions\r\n /**\r\n * Gets or sets a boolean indicating that this mesh can be used in the collision engine\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n */\r\n get: function () {\r\n return this._meshCollisionData._checkCollisions;\r\n },\r\n set: function (collisionEnabled) {\r\n this._meshCollisionData._checkCollisions = collisionEnabled;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"collider\", {\r\n /**\r\n * Gets Collider object used to compute collisions (not physics)\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n */\r\n get: function () {\r\n return this._meshCollisionData._collider;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Move the mesh using collision engine\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n * @param displacement defines the requested displacement vector\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.moveWithCollisions = function (displacement) {\r\n var globalPosition = this.getAbsolutePosition();\r\n globalPosition.addToRef(this.ellipsoidOffset, this._meshCollisionData._oldPositionForCollisions);\r\n var coordinator = this.getScene().collisionCoordinator;\r\n if (!this._meshCollisionData._collider) {\r\n this._meshCollisionData._collider = coordinator.createCollider();\r\n }\r\n this._meshCollisionData._collider._radius = this.ellipsoid;\r\n coordinator.getNewPosition(this._meshCollisionData._oldPositionForCollisions, displacement, this._meshCollisionData._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);\r\n return this;\r\n };\r\n // Collisions\r\n /** @hidden */\r\n AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {\r\n this._generatePointsArray();\r\n if (!this._positions) {\r\n return this;\r\n }\r\n // Transformation\r\n if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {\r\n subMesh._lastColliderTransformMatrix = transformMatrix.clone();\r\n subMesh._lastColliderWorldVertices = [];\r\n subMesh._trianglePlanes = [];\r\n var start = subMesh.verticesStart;\r\n var end = (subMesh.verticesStart + subMesh.verticesCount);\r\n for (var i = start; i < end; i++) {\r\n subMesh._lastColliderWorldVertices.push(Vector3.TransformCoordinates(this._positions[i], transformMatrix));\r\n }\r\n }\r\n // Collide\r\n collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial(), this);\r\n return this;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {\r\n var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);\r\n var len = subMeshes.length;\r\n for (var index = 0; index < len; index++) {\r\n var subMesh = subMeshes.data[index];\r\n // Bounding test\r\n if (len > 1 && !subMesh._checkCollision(collider)) {\r\n continue;\r\n }\r\n this._collideForSubMesh(subMesh, transformMatrix, collider);\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._checkCollision = function (collider) {\r\n // Bounding box test\r\n if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {\r\n return this;\r\n }\r\n // Transformation matrix\r\n var collisionsScalingMatrix = TmpVectors.Matrix[0];\r\n var collisionsTransformMatrix = TmpVectors.Matrix[1];\r\n Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);\r\n this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);\r\n this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);\r\n return this;\r\n };\r\n // Picking\r\n /** @hidden */\r\n AbstractMesh.prototype._generatePointsArray = function () {\r\n return false;\r\n };\r\n /**\r\n * Checks if the passed Ray intersects with the mesh\r\n * @param ray defines the ray to use\r\n * @param fastCheck defines if fast mode (but less precise) must be used (false by default)\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns the picking info\r\n * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh\r\n */\r\n AbstractMesh.prototype.intersects = function (ray, fastCheck, trianglePredicate) {\r\n var pickingInfo = new PickingInfo();\r\n var intersectionThreshold = this.getClassName() === \"InstancedLinesMesh\" || this.getClassName() === \"LinesMesh\" ? this.intersectionThreshold : 0;\r\n var boundingInfo = this._boundingInfo;\r\n if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionThreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionThreshold)) {\r\n return pickingInfo;\r\n }\r\n if (!this._generatePointsArray()) {\r\n return pickingInfo;\r\n }\r\n var intersectInfo = null;\r\n var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);\r\n var len = subMeshes.length;\r\n for (var index = 0; index < len; index++) {\r\n var subMesh = subMeshes.data[index];\r\n // Bounding test\r\n if (len > 1 && !subMesh.canIntersects(ray)) {\r\n continue;\r\n }\r\n var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck, trianglePredicate);\r\n if (currentIntersectInfo) {\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.subMeshId = index;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n if (intersectInfo) {\r\n // Get picked point\r\n var world = this.getWorldMatrix();\r\n var worldOrigin = TmpVectors.Vector3[0];\r\n var direction = TmpVectors.Vector3[1];\r\n Vector3.TransformCoordinatesToRef(ray.origin, world, worldOrigin);\r\n ray.direction.scaleToRef(intersectInfo.distance, direction);\r\n var worldDirection = Vector3.TransformNormal(direction, world);\r\n var pickedPoint = worldDirection.addInPlace(worldOrigin);\r\n // Return result\r\n pickingInfo.hit = true;\r\n pickingInfo.distance = Vector3.Distance(worldOrigin, pickedPoint);\r\n pickingInfo.pickedPoint = pickedPoint;\r\n pickingInfo.pickedMesh = this;\r\n pickingInfo.bu = intersectInfo.bu || 0;\r\n pickingInfo.bv = intersectInfo.bv || 0;\r\n pickingInfo.faceId = intersectInfo.faceId;\r\n pickingInfo.subMeshId = intersectInfo.subMeshId;\r\n return pickingInfo;\r\n }\r\n return pickingInfo;\r\n };\r\n /**\r\n * Clones the current mesh\r\n * @param name defines the mesh name\r\n * @param newParent defines the new mesh parent\r\n * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)\r\n * @returns the new mesh\r\n */\r\n AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {\r\n return null;\r\n };\r\n /**\r\n * Disposes all the submeshes of the current meshnp\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.releaseSubMeshes = function () {\r\n if (this.subMeshes) {\r\n while (this.subMeshes.length) {\r\n this.subMeshes[0].dispose();\r\n }\r\n }\r\n else {\r\n this.subMeshes = new Array();\r\n }\r\n return this;\r\n };\r\n /**\r\n * Releases resources associated with this abstract mesh.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {\r\n var _this = this;\r\n if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }\r\n var index;\r\n // mesh map release.\r\n if (this._scene.useMaterialMeshMap) {\r\n // remove from material mesh map id needed\r\n if (this._material && this._material.meshMap) {\r\n this._material.meshMap[this.uniqueId] = undefined;\r\n }\r\n }\r\n // Smart Array Retainers.\r\n this.getScene().freeActiveMeshes();\r\n this.getScene().freeRenderingGroups();\r\n // Action manager\r\n if (this.actionManager !== undefined && this.actionManager !== null) {\r\n this.actionManager.dispose();\r\n this.actionManager = null;\r\n }\r\n // Skeleton\r\n this._internalAbstractMeshDataInfo._skeleton = null;\r\n if (this._transformMatrixTexture) {\r\n this._transformMatrixTexture.dispose();\r\n this._transformMatrixTexture = null;\r\n }\r\n // Intersections in progress\r\n for (index = 0; index < this._intersectionsInProgress.length; index++) {\r\n var other = this._intersectionsInProgress[index];\r\n var pos = other._intersectionsInProgress.indexOf(this);\r\n other._intersectionsInProgress.splice(pos, 1);\r\n }\r\n this._intersectionsInProgress = [];\r\n // Lights\r\n var lights = this.getScene().lights;\r\n lights.forEach(function (light) {\r\n var meshIndex = light.includedOnlyMeshes.indexOf(_this);\r\n if (meshIndex !== -1) {\r\n light.includedOnlyMeshes.splice(meshIndex, 1);\r\n }\r\n meshIndex = light.excludedMeshes.indexOf(_this);\r\n if (meshIndex !== -1) {\r\n light.excludedMeshes.splice(meshIndex, 1);\r\n }\r\n // Shadow generators\r\n var generator = light.getShadowGenerator();\r\n if (generator) {\r\n var shadowMap = generator.getShadowMap();\r\n if (shadowMap && shadowMap.renderList) {\r\n meshIndex = shadowMap.renderList.indexOf(_this);\r\n if (meshIndex !== -1) {\r\n shadowMap.renderList.splice(meshIndex, 1);\r\n }\r\n }\r\n }\r\n });\r\n // SubMeshes\r\n if (this.getClassName() !== \"InstancedMesh\" || this.getClassName() !== \"InstancedLinesMesh\") {\r\n this.releaseSubMeshes();\r\n }\r\n // Query\r\n var engine = this.getScene().getEngine();\r\n if (this._occlusionQuery) {\r\n this.isOcclusionQueryInProgress = false;\r\n engine.deleteQuery(this._occlusionQuery);\r\n this._occlusionQuery = null;\r\n }\r\n // Engine\r\n engine.wipeCaches();\r\n // Remove from scene\r\n this.getScene().removeMesh(this);\r\n if (disposeMaterialAndTextures) {\r\n if (this.material) {\r\n if (this.material.getClassName() === \"MultiMaterial\") {\r\n this.material.dispose(false, true, true);\r\n }\r\n else {\r\n this.material.dispose(false, true);\r\n }\r\n }\r\n }\r\n if (!doNotRecurse) {\r\n // Particles\r\n for (index = 0; index < this.getScene().particleSystems.length; index++) {\r\n if (this.getScene().particleSystems[index].emitter === this) {\r\n this.getScene().particleSystems[index].dispose();\r\n index--;\r\n }\r\n }\r\n }\r\n // facet data\r\n if (this._internalAbstractMeshDataInfo._facetData.facetDataEnabled) {\r\n this.disableFacetData();\r\n }\r\n this.onAfterWorldMatrixUpdateObservable.clear();\r\n this.onCollideObservable.clear();\r\n this.onCollisionPositionChangeObservable.clear();\r\n this.onRebuildObservable.clear();\r\n _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);\r\n };\r\n /**\r\n * Adds the passed mesh as a child to the current mesh\r\n * @param mesh defines the child mesh\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.addChild = function (mesh) {\r\n mesh.setParent(this);\r\n return this;\r\n };\r\n /**\r\n * Removes the passed mesh from the current mesh children list\r\n * @param mesh defines the child mesh\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.removeChild = function (mesh) {\r\n mesh.setParent(null);\r\n return this;\r\n };\r\n // Facet data\r\n /** @hidden */\r\n AbstractMesh.prototype._initFacetData = function () {\r\n var data = this._internalAbstractMeshDataInfo._facetData;\r\n if (!data.facetNormals) {\r\n data.facetNormals = new Array();\r\n }\r\n if (!data.facetPositions) {\r\n data.facetPositions = new Array();\r\n }\r\n if (!data.facetPartitioning) {\r\n data.facetPartitioning = new Array();\r\n }\r\n data.facetNb = (this.getIndices().length / 3) | 0;\r\n data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10\r\n data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box\r\n for (var f = 0; f < data.facetNb; f++) {\r\n data.facetNormals[f] = Vector3.Zero();\r\n data.facetPositions[f] = Vector3.Zero();\r\n }\r\n data.facetDataEnabled = true;\r\n return this;\r\n };\r\n /**\r\n * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.\r\n * This method can be called within the render loop.\r\n * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation\r\n * @returns the current mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.updateFacetData = function () {\r\n var data = this._internalAbstractMeshDataInfo._facetData;\r\n if (!data.facetDataEnabled) {\r\n this._initFacetData();\r\n }\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n var indices = this.getIndices();\r\n var normals = this.getVerticesData(VertexBuffer.NormalKind);\r\n var bInfo = this.getBoundingInfo();\r\n if (data.facetDepthSort && !data.facetDepthSortEnabled) {\r\n // init arrays, matrix and sort function on first call\r\n data.facetDepthSortEnabled = true;\r\n if (indices instanceof Uint16Array) {\r\n data.depthSortedIndices = new Uint16Array(indices);\r\n }\r\n else if (indices instanceof Uint32Array) {\r\n data.depthSortedIndices = new Uint32Array(indices);\r\n }\r\n else {\r\n var needs32bits = false;\r\n for (var i = 0; i < indices.length; i++) {\r\n if (indices[i] > 65535) {\r\n needs32bits = true;\r\n break;\r\n }\r\n }\r\n if (needs32bits) {\r\n data.depthSortedIndices = new Uint32Array(indices);\r\n }\r\n else {\r\n data.depthSortedIndices = new Uint16Array(indices);\r\n }\r\n }\r\n data.facetDepthSortFunction = function (f1, f2) {\r\n return (f2.sqDistance - f1.sqDistance);\r\n };\r\n if (!data.facetDepthSortFrom) {\r\n var camera = this.getScene().activeCamera;\r\n data.facetDepthSortFrom = (camera) ? camera.position : Vector3.Zero();\r\n }\r\n data.depthSortedFacets = [];\r\n for (var f = 0; f < data.facetNb; f++) {\r\n var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };\r\n data.depthSortedFacets.push(depthSortedFacet);\r\n }\r\n data.invertedMatrix = Matrix.Identity();\r\n data.facetDepthSortOrigin = Vector3.Zero();\r\n }\r\n data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : Epsilon;\r\n data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : Epsilon;\r\n data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : Epsilon;\r\n var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;\r\n bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;\r\n data.subDiv.max = data.partitioningSubdivisions;\r\n data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis\r\n data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis\r\n data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);\r\n data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision\r\n data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;\r\n data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;\r\n // set the parameters for ComputeNormals()\r\n data.facetParameters.facetNormals = this.getFacetLocalNormals();\r\n data.facetParameters.facetPositions = this.getFacetLocalPositions();\r\n data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();\r\n data.facetParameters.bInfo = bInfo;\r\n data.facetParameters.bbSize = data.bbSize;\r\n data.facetParameters.subDiv = data.subDiv;\r\n data.facetParameters.ratio = this.partitioningBBoxRatio;\r\n data.facetParameters.depthSort = data.facetDepthSort;\r\n if (data.facetDepthSort && data.facetDepthSortEnabled) {\r\n this.computeWorldMatrix(true);\r\n this._worldMatrix.invertToRef(data.invertedMatrix);\r\n Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);\r\n data.facetParameters.distanceTo = data.facetDepthSortOrigin;\r\n }\r\n data.facetParameters.depthSortedFacets = data.depthSortedFacets;\r\n VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);\r\n if (data.facetDepthSort && data.facetDepthSortEnabled) {\r\n data.depthSortedFacets.sort(data.facetDepthSortFunction);\r\n var l = (data.depthSortedIndices.length / 3) | 0;\r\n for (var f = 0; f < l; f++) {\r\n var sind = data.depthSortedFacets[f].ind;\r\n data.depthSortedIndices[f * 3] = indices[sind];\r\n data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];\r\n data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];\r\n }\r\n this.updateIndices(data.depthSortedIndices, undefined, true);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Returns the facetLocalNormals array.\r\n * The normals are expressed in the mesh local spac\r\n * @returns an array of Vector3\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetLocalNormals = function () {\r\n var facetData = this._internalAbstractMeshDataInfo._facetData;\r\n if (!facetData.facetNormals) {\r\n this.updateFacetData();\r\n }\r\n return facetData.facetNormals;\r\n };\r\n /**\r\n * Returns the facetLocalPositions array.\r\n * The facet positions are expressed in the mesh local space\r\n * @returns an array of Vector3\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetLocalPositions = function () {\r\n var facetData = this._internalAbstractMeshDataInfo._facetData;\r\n if (!facetData.facetPositions) {\r\n this.updateFacetData();\r\n }\r\n return facetData.facetPositions;\r\n };\r\n /**\r\n * Returns the facetLocalPartioning array\r\n * @returns an array of array of numbers\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetLocalPartitioning = function () {\r\n var facetData = this._internalAbstractMeshDataInfo._facetData;\r\n if (!facetData.facetPartitioning) {\r\n this.updateFacetData();\r\n }\r\n return facetData.facetPartitioning;\r\n };\r\n /**\r\n * Returns the i-th facet position in the world system.\r\n * This method allocates a new Vector3 per call\r\n * @param i defines the facet index\r\n * @returns a new Vector3\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetPosition = function (i) {\r\n var pos = Vector3.Zero();\r\n this.getFacetPositionToRef(i, pos);\r\n return pos;\r\n };\r\n /**\r\n * Sets the reference Vector3 with the i-th facet position in the world system\r\n * @param i defines the facet index\r\n * @param ref defines the target vector\r\n * @returns the current mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {\r\n var localPos = (this.getFacetLocalPositions())[i];\r\n var world = this.getWorldMatrix();\r\n Vector3.TransformCoordinatesToRef(localPos, world, ref);\r\n return this;\r\n };\r\n /**\r\n * Returns the i-th facet normal in the world system.\r\n * This method allocates a new Vector3 per call\r\n * @param i defines the facet index\r\n * @returns a new Vector3\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetNormal = function (i) {\r\n var norm = Vector3.Zero();\r\n this.getFacetNormalToRef(i, norm);\r\n return norm;\r\n };\r\n /**\r\n * Sets the reference Vector3 with the i-th facet normal in the world system\r\n * @param i defines the facet index\r\n * @param ref defines the target vector\r\n * @returns the current mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {\r\n var localNorm = (this.getFacetLocalNormals())[i];\r\n Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);\r\n return this;\r\n };\r\n /**\r\n * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)\r\n * @param x defines x coordinate\r\n * @param y defines y coordinate\r\n * @param z defines z coordinate\r\n * @returns the array of facet indexes\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {\r\n var bInfo = this.getBoundingInfo();\r\n var data = this._internalAbstractMeshDataInfo._facetData;\r\n var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);\r\n var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);\r\n var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);\r\n if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {\r\n return null;\r\n }\r\n return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];\r\n };\r\n /**\r\n * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found\r\n * @param projected sets as the (x,y,z) world projection on the facet\r\n * @param checkFace if true (default false), only the facet \"facing\" to (x,y,z) or only the ones \"turning their backs\", according to the parameter \"facing\" are returned\r\n * @param facing if facing and checkFace are true, only the facet \"facing\" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet \"turning their backs\" to (x, y, z) are returned : negative dot (x, y, z) * facet position\r\n * @param x defines x coordinate\r\n * @param y defines y coordinate\r\n * @param z defines z coordinate\r\n * @returns the face index if found (or null instead)\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {\r\n if (checkFace === void 0) { checkFace = false; }\r\n if (facing === void 0) { facing = true; }\r\n var world = this.getWorldMatrix();\r\n var invMat = TmpVectors.Matrix[5];\r\n world.invertToRef(invMat);\r\n var invVect = TmpVectors.Vector3[8];\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space\r\n var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);\r\n if (projected) {\r\n // tranform the local computed projected vector to world coordinates\r\n Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);\r\n }\r\n return closest;\r\n };\r\n /**\r\n * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found\r\n * @param projected sets as the (x,y,z) local projection on the facet\r\n * @param checkFace if true (default false), only the facet \"facing\" to (x,y,z) or only the ones \"turning their backs\", according to the parameter \"facing\" are returned\r\n * @param facing if facing and checkFace are true, only the facet \"facing\" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet \"turning their backs\" to (x, y, z) are returned : negative dot (x, y, z) * facet position\r\n * @param x defines x coordinate\r\n * @param y defines y coordinate\r\n * @param z defines z coordinate\r\n * @returns the face index if found (or null instead)\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {\r\n if (checkFace === void 0) { checkFace = false; }\r\n if (facing === void 0) { facing = true; }\r\n var closest = null;\r\n var tmpx = 0.0;\r\n var tmpy = 0.0;\r\n var tmpz = 0.0;\r\n var d = 0.0; // tmp dot facet normal * facet position\r\n var t0 = 0.0;\r\n var projx = 0.0;\r\n var projy = 0.0;\r\n var projz = 0.0;\r\n // Get all the facets in the same partitioning block than (x, y, z)\r\n var facetPositions = this.getFacetLocalPositions();\r\n var facetNormals = this.getFacetLocalNormals();\r\n var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);\r\n if (!facetsInBlock) {\r\n return null;\r\n }\r\n // Get the closest facet to (x, y, z)\r\n var shortest = Number.MAX_VALUE; // init distance vars\r\n var tmpDistance = shortest;\r\n var fib; // current facet in the block\r\n var norm; // current facet normal\r\n var p0; // current facet barycenter position\r\n // loop on all the facets in the current partitioning block\r\n for (var idx = 0; idx < facetsInBlock.length; idx++) {\r\n fib = facetsInBlock[idx];\r\n norm = facetNormals[fib];\r\n p0 = facetPositions[fib];\r\n d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;\r\n if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {\r\n // compute (x,y,z) projection on the facet = (projx, projy, projz)\r\n d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;\r\n t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);\r\n projx = x + norm.x * t0;\r\n projy = y + norm.y * t0;\r\n projz = z + norm.z * t0;\r\n tmpx = projx - x;\r\n tmpy = projy - y;\r\n tmpz = projz - z;\r\n tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet\r\n if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)\r\n shortest = tmpDistance;\r\n closest = fib;\r\n if (projected) {\r\n projected.x = projx;\r\n projected.y = projy;\r\n projected.z = projz;\r\n }\r\n }\r\n }\r\n }\r\n return closest;\r\n };\r\n /**\r\n * Returns the object \"parameter\" set with all the expected parameters for facetData computation by ComputeNormals()\r\n * @returns the parameters\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetDataParameters = function () {\r\n return this._internalAbstractMeshDataInfo._facetData.facetParameters;\r\n };\r\n /**\r\n * Disables the feature FacetData and frees the related memory\r\n * @returns the current mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.disableFacetData = function () {\r\n var facetData = this._internalAbstractMeshDataInfo._facetData;\r\n if (facetData.facetDataEnabled) {\r\n facetData.facetDataEnabled = false;\r\n facetData.facetPositions = new Array();\r\n facetData.facetNormals = new Array();\r\n facetData.facetPartitioning = new Array();\r\n facetData.facetParameters = null;\r\n facetData.depthSortedIndices = new Uint32Array(0);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Updates the AbstractMesh indices array\r\n * @param indices defines the data source\r\n * @param offset defines the offset in the index buffer where to store the new data (can be null)\r\n * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.updateIndices = function (indices, offset, gpuMemoryOnly) {\r\n if (gpuMemoryOnly === void 0) { gpuMemoryOnly = false; }\r\n return this;\r\n };\r\n /**\r\n * Creates new normals data for the mesh\r\n * @param updatable defines if the normal vertex buffer must be flagged as updatable\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.createNormals = function (updatable) {\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n var indices = this.getIndices();\r\n var normals;\r\n if (this.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n normals = this.getVerticesData(VertexBuffer.NormalKind);\r\n }\r\n else {\r\n normals = [];\r\n }\r\n VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });\r\n this.setVerticesData(VertexBuffer.NormalKind, normals, updatable);\r\n return this;\r\n };\r\n /**\r\n * Align the mesh with a normal\r\n * @param normal defines the normal to use\r\n * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {\r\n if (!upDirection) {\r\n upDirection = Axis.Y;\r\n }\r\n var axisX = TmpVectors.Vector3[0];\r\n var axisZ = TmpVectors.Vector3[1];\r\n Vector3.CrossToRef(upDirection, normal, axisZ);\r\n Vector3.CrossToRef(normal, axisZ, axisX);\r\n if (this.rotationQuaternion) {\r\n Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);\r\n }\r\n else {\r\n Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._checkOcclusionQuery = function () {\r\n return false;\r\n };\r\n /**\r\n * Disables the mesh edge rendering mode\r\n * @returns the currentAbstractMesh\r\n */\r\n AbstractMesh.prototype.disableEdgesRendering = function () {\r\n throw _DevTools.WarnImport(\"EdgesRenderer\");\r\n };\r\n /**\r\n * Enables the edge rendering mode on the mesh.\r\n * This mode makes the mesh edges visible\r\n * @param epsilon defines the maximal distance between two angles to detect a face\r\n * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces\r\n * @returns the currentAbstractMesh\r\n * @see https://www.babylonjs-playground.com/#19O9TU#0\r\n */\r\n AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {\r\n throw _DevTools.WarnImport(\"EdgesRenderer\");\r\n };\r\n /** No occlusion */\r\n AbstractMesh.OCCLUSION_TYPE_NONE = 0;\r\n /** Occlusion set to optimisitic */\r\n AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;\r\n /** Occlusion set to strict */\r\n AbstractMesh.OCCLUSION_TYPE_STRICT = 2;\r\n /** Use an accurante occlusion algorithm */\r\n AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;\r\n /** Use a conservative occlusion algorithm */\r\n AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;\r\n /** Default culling strategy : this is an exclusion test and it's the more accurate.\r\n * Test order :\r\n * Is the bounding sphere outside the frustum ?\r\n * If not, are the bounding box vertices outside the frustum ?\r\n * It not, then the cullable object is in the frustum.\r\n */\r\n AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;\r\n /** Culling strategy : Bounding Sphere Only.\r\n * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.\r\n * It's also less accurate than the standard because some not visible objects can still be selected.\r\n * Test : is the bounding sphere outside the frustum ?\r\n * If not, then the cullable object is in the frustum.\r\n */\r\n AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;\r\n /** Culling strategy : Optimistic Inclusion.\r\n * This in an inclusion test first, then the standard exclusion test.\r\n * This can be faster when a cullable object is expected to be almost always in the camera frustum.\r\n * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.\r\n * Anyway, it's as accurate as the standard strategy.\r\n * Test :\r\n * Is the cullable object bounding sphere center in the frustum ?\r\n * If not, apply the default culling strategy.\r\n */\r\n AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION = 2;\r\n /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.\r\n * This in an inclusion test first, then the bounding sphere only exclusion test.\r\n * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.\r\n * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.\r\n * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.\r\n * Test :\r\n * Is the cullable object bounding sphere center in the frustum ?\r\n * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.\r\n */\r\n AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY = 3;\r\n return AbstractMesh;\r\n}(TransformNode));\r\nexport { AbstractMesh };\r\n//# sourceMappingURL=abstractMesh.js.map","import { __decorate, __extends } from \"tslib\";\r\nimport { serialize, SerializationHelper, serializeAsColor3, expandToProperty } from \"../Misc/decorators\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3, TmpColors } from \"../Maths/math.color\";\r\nimport { Node } from \"../node\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\n/**\r\n * Base class of all the lights in Babylon. It groups all the generic information about lights.\r\n * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.\r\n * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.\r\n */\r\nvar Light = /** @class */ (function (_super) {\r\n __extends(Light, _super);\r\n /**\r\n * Creates a Light object in the scene.\r\n * Documentation : https://doc.babylonjs.com/babylon101/lights\r\n * @param name The firendly name of the light\r\n * @param scene The scene the light belongs too\r\n */\r\n function Light(name, scene) {\r\n var _this = _super.call(this, name, scene) || this;\r\n /**\r\n * Diffuse gives the basic color to an object.\r\n */\r\n _this.diffuse = new Color3(1.0, 1.0, 1.0);\r\n /**\r\n * Specular produces a highlight color on an object.\r\n * Note: This is note affecting PBR materials.\r\n */\r\n _this.specular = new Color3(1.0, 1.0, 1.0);\r\n /**\r\n * Defines the falloff type for this light. This lets overrriding how punctual light are\r\n * falling off base on range or angle.\r\n * This can be set to any values in Light.FALLOFF_x.\r\n *\r\n * Note: This is only useful for PBR Materials at the moment. This could be extended if required to\r\n * other types of materials.\r\n */\r\n _this.falloffType = Light.FALLOFF_DEFAULT;\r\n /**\r\n * Strength of the light.\r\n * Note: By default it is define in the framework own unit.\r\n * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.\r\n */\r\n _this.intensity = 1.0;\r\n _this._range = Number.MAX_VALUE;\r\n _this._inverseSquaredRange = 0;\r\n /**\r\n * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type\r\n * of light.\r\n */\r\n _this._photometricScale = 1.0;\r\n _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;\r\n _this._radius = 0.00001;\r\n /**\r\n * Defines the rendering priority of the lights. It can help in case of fallback or number of lights\r\n * exceeding the number allowed of the materials.\r\n */\r\n _this.renderPriority = 0;\r\n _this._shadowEnabled = true;\r\n _this._excludeWithLayerMask = 0;\r\n _this._includeOnlyWithLayerMask = 0;\r\n _this._lightmapMode = 0;\r\n /**\r\n * @hidden Internal use only.\r\n */\r\n _this._excludedMeshesIds = new Array();\r\n /**\r\n * @hidden Internal use only.\r\n */\r\n _this._includedOnlyMeshesIds = new Array();\r\n /** @hidden */\r\n _this._isLight = true;\r\n _this.getScene().addLight(_this);\r\n _this._uniformBuffer = new UniformBuffer(_this.getScene().getEngine());\r\n _this._buildUniformLayout();\r\n _this.includedOnlyMeshes = new Array();\r\n _this.excludedMeshes = new Array();\r\n _this._resyncMeshes();\r\n return _this;\r\n }\r\n Object.defineProperty(Light.prototype, \"range\", {\r\n /**\r\n * Defines how far from the source the light is impacting in scene units.\r\n * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.\r\n */\r\n get: function () {\r\n return this._range;\r\n },\r\n /**\r\n * Defines how far from the source the light is impacting in scene units.\r\n * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.\r\n */\r\n set: function (value) {\r\n this._range = value;\r\n this._inverseSquaredRange = 1.0 / (this.range * this.range);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"intensityMode\", {\r\n /**\r\n * Gets the photometric scale used to interpret the intensity.\r\n * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.\r\n */\r\n get: function () {\r\n return this._intensityMode;\r\n },\r\n /**\r\n * Sets the photometric scale used to interpret the intensity.\r\n * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.\r\n */\r\n set: function (value) {\r\n this._intensityMode = value;\r\n this._computePhotometricScale();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"radius\", {\r\n /**\r\n * Gets the light radius used by PBR Materials to simulate soft area lights.\r\n */\r\n get: function () {\r\n return this._radius;\r\n },\r\n /**\r\n * sets the light radius used by PBR Materials to simulate soft area lights.\r\n */\r\n set: function (value) {\r\n this._radius = value;\r\n this._computePhotometricScale();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"shadowEnabled\", {\r\n /**\r\n * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching\r\n * the current shadow generator.\r\n */\r\n get: function () {\r\n return this._shadowEnabled;\r\n },\r\n /**\r\n * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching\r\n * the current shadow generator.\r\n */\r\n set: function (value) {\r\n if (this._shadowEnabled === value) {\r\n return;\r\n }\r\n this._shadowEnabled = value;\r\n this._markMeshesAsLightDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"includedOnlyMeshes\", {\r\n /**\r\n * Gets the only meshes impacted by this light.\r\n */\r\n get: function () {\r\n return this._includedOnlyMeshes;\r\n },\r\n /**\r\n * Sets the only meshes impacted by this light.\r\n */\r\n set: function (value) {\r\n this._includedOnlyMeshes = value;\r\n this._hookArrayForIncludedOnly(value);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"excludedMeshes\", {\r\n /**\r\n * Gets the meshes not impacted by this light.\r\n */\r\n get: function () {\r\n return this._excludedMeshes;\r\n },\r\n /**\r\n * Sets the meshes not impacted by this light.\r\n */\r\n set: function (value) {\r\n this._excludedMeshes = value;\r\n this._hookArrayForExcluded(value);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"excludeWithLayerMask\", {\r\n /**\r\n * Gets the layer id use to find what meshes are not impacted by the light.\r\n * Inactive if 0\r\n */\r\n get: function () {\r\n return this._excludeWithLayerMask;\r\n },\r\n /**\r\n * Sets the layer id use to find what meshes are not impacted by the light.\r\n * Inactive if 0\r\n */\r\n set: function (value) {\r\n this._excludeWithLayerMask = value;\r\n this._resyncMeshes();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"includeOnlyWithLayerMask\", {\r\n /**\r\n * Gets the layer id use to find what meshes are impacted by the light.\r\n * Inactive if 0\r\n */\r\n get: function () {\r\n return this._includeOnlyWithLayerMask;\r\n },\r\n /**\r\n * Sets the layer id use to find what meshes are impacted by the light.\r\n * Inactive if 0\r\n */\r\n set: function (value) {\r\n this._includeOnlyWithLayerMask = value;\r\n this._resyncMeshes();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"lightmapMode\", {\r\n /**\r\n * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)\r\n */\r\n get: function () {\r\n return this._lightmapMode;\r\n },\r\n /**\r\n * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)\r\n */\r\n set: function (value) {\r\n if (this._lightmapMode === value) {\r\n return;\r\n }\r\n this._lightmapMode = value;\r\n this._markMeshesAsLightDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light textures.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The light\r\n */\r\n Light.prototype.transferTexturesToEffect = function (effect, lightIndex) {\r\n // Do nothing by default.\r\n return this;\r\n };\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param lightIndex Light index\r\n * @param scene The scene where the light belongs to\r\n * @param effect The effect we are binding the data to\r\n * @param useSpecular Defines if specular is supported\r\n * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel\r\n */\r\n Light.prototype._bindLight = function (lightIndex, scene, effect, useSpecular, rebuildInParallel) {\r\n if (rebuildInParallel === void 0) { rebuildInParallel = false; }\r\n var iAsString = lightIndex.toString();\r\n var needUpdate = false;\r\n if (rebuildInParallel && this._uniformBuffer._alreadyBound) {\r\n return;\r\n }\r\n this._uniformBuffer.bindToEffect(effect, \"Light\" + iAsString);\r\n if (this._renderId !== scene.getRenderId() || !this._uniformBuffer.useUbo) {\r\n this._renderId = scene.getRenderId();\r\n var scaledIntensity = this.getScaledIntensity();\r\n this.transferToEffect(effect, iAsString);\r\n this.diffuse.scaleToRef(scaledIntensity, TmpColors.Color3[0]);\r\n this._uniformBuffer.updateColor4(\"vLightDiffuse\", TmpColors.Color3[0], this.range, iAsString);\r\n if (useSpecular) {\r\n this.specular.scaleToRef(scaledIntensity, TmpColors.Color3[1]);\r\n this._uniformBuffer.updateColor4(\"vLightSpecular\", TmpColors.Color3[1], this.radius, iAsString);\r\n }\r\n needUpdate = true;\r\n }\r\n // Textures might still need to be rebound.\r\n this.transferTexturesToEffect(effect, iAsString);\r\n // Shadows\r\n if (scene.shadowsEnabled && this.shadowEnabled) {\r\n var shadowGenerator = this.getShadowGenerator();\r\n if (shadowGenerator) {\r\n shadowGenerator.bindShadowLight(iAsString, effect);\r\n needUpdate = true;\r\n }\r\n }\r\n if (needUpdate) {\r\n this._uniformBuffer.update();\r\n }\r\n };\r\n /**\r\n * Returns the string \"Light\".\r\n * @returns the class name\r\n */\r\n Light.prototype.getClassName = function () {\r\n return \"Light\";\r\n };\r\n /**\r\n * Converts the light information to a readable string for debug purpose.\r\n * @param fullDetails Supports for multiple levels of logging within scene loading\r\n * @returns the human readable light info\r\n */\r\n Light.prototype.toString = function (fullDetails) {\r\n var ret = \"Name: \" + this.name;\r\n ret += \", type: \" + ([\"Point\", \"Directional\", \"Spot\", \"Hemispheric\"])[this.getTypeID()];\r\n if (this.animations) {\r\n for (var i = 0; i < this.animations.length; i++) {\r\n ret += \", animation[0]: \" + this.animations[i].toString(fullDetails);\r\n }\r\n }\r\n if (fullDetails) {\r\n }\r\n return ret;\r\n };\r\n /** @hidden */\r\n Light.prototype._syncParentEnabledState = function () {\r\n _super.prototype._syncParentEnabledState.call(this);\r\n if (!this.isDisposed()) {\r\n this._resyncMeshes();\r\n }\r\n };\r\n /**\r\n * Set the enabled state of this node.\r\n * @param value - the new enabled state\r\n */\r\n Light.prototype.setEnabled = function (value) {\r\n _super.prototype.setEnabled.call(this, value);\r\n this._resyncMeshes();\r\n };\r\n /**\r\n * Returns the Light associated shadow generator if any.\r\n * @return the associated shadow generator.\r\n */\r\n Light.prototype.getShadowGenerator = function () {\r\n return this._shadowGenerator;\r\n };\r\n /**\r\n * Returns a Vector3, the absolute light position in the World.\r\n * @returns the world space position of the light\r\n */\r\n Light.prototype.getAbsolutePosition = function () {\r\n return Vector3.Zero();\r\n };\r\n /**\r\n * Specifies if the light will affect the passed mesh.\r\n * @param mesh The mesh to test against the light\r\n * @return true the mesh is affected otherwise, false.\r\n */\r\n Light.prototype.canAffectMesh = function (mesh) {\r\n if (!mesh) {\r\n return true;\r\n }\r\n if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {\r\n return false;\r\n }\r\n if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {\r\n return false;\r\n }\r\n if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {\r\n return false;\r\n }\r\n if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n /**\r\n * Sort function to order lights for rendering.\r\n * @param a First Light object to compare to second.\r\n * @param b Second Light object to compare first.\r\n * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.\r\n */\r\n Light.CompareLightsPriority = function (a, b) {\r\n //shadow-casting lights have priority over non-shadow-casting lights\r\n //the renderPrioirty is a secondary sort criterion\r\n if (a.shadowEnabled !== b.shadowEnabled) {\r\n return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);\r\n }\r\n return b.renderPriority - a.renderPriority;\r\n };\r\n /**\r\n * Releases resources associated with this node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {\r\n if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.dispose();\r\n this._shadowGenerator = null;\r\n }\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n // Remove from meshes\r\n for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {\r\n var mesh = _a[_i];\r\n mesh._removeLightSource(this, true);\r\n }\r\n this._uniformBuffer.dispose();\r\n // Remove from scene\r\n this.getScene().removeLight(this);\r\n _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);\r\n };\r\n /**\r\n * Returns the light type ID (integer).\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n Light.prototype.getTypeID = function () {\r\n return 0;\r\n };\r\n /**\r\n * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.\r\n * @returns the scaled intensity in intensity mode unit\r\n */\r\n Light.prototype.getScaledIntensity = function () {\r\n return this._photometricScale * this.intensity;\r\n };\r\n /**\r\n * Returns a new Light object, named \"name\", from the current one.\r\n * @param name The name of the cloned light\r\n * @returns the new created light\r\n */\r\n Light.prototype.clone = function (name) {\r\n var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());\r\n if (!constructor) {\r\n return null;\r\n }\r\n return SerializationHelper.Clone(constructor, this);\r\n };\r\n /**\r\n * Serializes the current light into a Serialization object.\r\n * @returns the serialized object.\r\n */\r\n Light.prototype.serialize = function () {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n // Type\r\n serializationObject.type = this.getTypeID();\r\n // Parent\r\n if (this.parent) {\r\n serializationObject.parentId = this.parent.id;\r\n }\r\n // Inclusion / exclusions\r\n if (this.excludedMeshes.length > 0) {\r\n serializationObject.excludedMeshesIds = [];\r\n this.excludedMeshes.forEach(function (mesh) {\r\n serializationObject.excludedMeshesIds.push(mesh.id);\r\n });\r\n }\r\n if (this.includedOnlyMeshes.length > 0) {\r\n serializationObject.includedOnlyMeshesIds = [];\r\n this.includedOnlyMeshes.forEach(function (mesh) {\r\n serializationObject.includedOnlyMeshesIds.push(mesh.id);\r\n });\r\n }\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n serializationObject.ranges = this.serializeAnimationRanges();\r\n return serializationObject;\r\n };\r\n /**\r\n * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.\r\n * This new light is named \"name\" and added to the passed scene.\r\n * @param type Type according to the types available in Light.LIGHTTYPEID_x\r\n * @param name The friendly name of the light\r\n * @param scene The scene the new light will belong to\r\n * @returns the constructor function\r\n */\r\n Light.GetConstructorFromName = function (type, name, scene) {\r\n var constructorFunc = Node.Construct(\"Light_Type_\" + type, name, scene);\r\n if (constructorFunc) {\r\n return constructorFunc;\r\n }\r\n // Default to no light for none present once.\r\n return null;\r\n };\r\n /**\r\n * Parses the passed \"parsedLight\" and returns a new instanced Light from this parsing.\r\n * @param parsedLight The JSON representation of the light\r\n * @param scene The scene to create the parsed light in\r\n * @returns the created light after parsing\r\n */\r\n Light.Parse = function (parsedLight, scene) {\r\n var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);\r\n if (!constructor) {\r\n return null;\r\n }\r\n var light = SerializationHelper.Parse(constructor, parsedLight, scene);\r\n // Inclusion / exclusions\r\n if (parsedLight.excludedMeshesIds) {\r\n light._excludedMeshesIds = parsedLight.excludedMeshesIds;\r\n }\r\n if (parsedLight.includedOnlyMeshesIds) {\r\n light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;\r\n }\r\n // Parent\r\n if (parsedLight.parentId) {\r\n light._waitingParentId = parsedLight.parentId;\r\n }\r\n // Falloff\r\n if (parsedLight.falloffType !== undefined) {\r\n light.falloffType = parsedLight.falloffType;\r\n }\r\n // Lightmaps\r\n if (parsedLight.lightmapMode !== undefined) {\r\n light.lightmapMode = parsedLight.lightmapMode;\r\n }\r\n // Animations\r\n if (parsedLight.animations) {\r\n for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {\r\n var parsedAnimation = parsedLight.animations[animationIndex];\r\n var internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n light.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n Node.ParseAnimationRanges(light, parsedLight, scene);\r\n }\r\n if (parsedLight.autoAnimate) {\r\n scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);\r\n }\r\n return light;\r\n };\r\n Light.prototype._hookArrayForExcluded = function (array) {\r\n var _this = this;\r\n var oldPush = array.push;\r\n array.push = function () {\r\n var items = [];\r\n for (var _i = 0; _i < arguments.length; _i++) {\r\n items[_i] = arguments[_i];\r\n }\r\n var result = oldPush.apply(array, items);\r\n for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {\r\n var item = items_1[_a];\r\n item._resyncLightSource(_this);\r\n }\r\n return result;\r\n };\r\n var oldSplice = array.splice;\r\n array.splice = function (index, deleteCount) {\r\n var deleted = oldSplice.apply(array, [index, deleteCount]);\r\n for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {\r\n var item = deleted_1[_i];\r\n item._resyncLightSource(_this);\r\n }\r\n return deleted;\r\n };\r\n for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {\r\n var item = array_1[_i];\r\n item._resyncLightSource(this);\r\n }\r\n };\r\n Light.prototype._hookArrayForIncludedOnly = function (array) {\r\n var _this = this;\r\n var oldPush = array.push;\r\n array.push = function () {\r\n var items = [];\r\n for (var _i = 0; _i < arguments.length; _i++) {\r\n items[_i] = arguments[_i];\r\n }\r\n var result = oldPush.apply(array, items);\r\n _this._resyncMeshes();\r\n return result;\r\n };\r\n var oldSplice = array.splice;\r\n array.splice = function (index, deleteCount) {\r\n var deleted = oldSplice.apply(array, [index, deleteCount]);\r\n _this._resyncMeshes();\r\n return deleted;\r\n };\r\n this._resyncMeshes();\r\n };\r\n Light.prototype._resyncMeshes = function () {\r\n for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {\r\n var mesh = _a[_i];\r\n mesh._resyncLightSource(this);\r\n }\r\n };\r\n /**\r\n * Forces the meshes to update their light related information in their rendering used effects\r\n * @hidden Internal Use Only\r\n */\r\n Light.prototype._markMeshesAsLightDirty = function () {\r\n for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {\r\n var mesh = _a[_i];\r\n if (mesh.lightSources.indexOf(this) !== -1) {\r\n mesh._markSubMeshesAsLightDirty();\r\n }\r\n }\r\n };\r\n /**\r\n * Recomputes the cached photometric scale if needed.\r\n */\r\n Light.prototype._computePhotometricScale = function () {\r\n this._photometricScale = this._getPhotometricScale();\r\n this.getScene().resetCachedMaterial();\r\n };\r\n /**\r\n * Returns the Photometric Scale according to the light type and intensity mode.\r\n */\r\n Light.prototype._getPhotometricScale = function () {\r\n var photometricScale = 0.0;\r\n var lightTypeID = this.getTypeID();\r\n //get photometric mode\r\n var photometricMode = this.intensityMode;\r\n if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {\r\n if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {\r\n photometricMode = Light.INTENSITYMODE_ILLUMINANCE;\r\n }\r\n else {\r\n photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;\r\n }\r\n }\r\n //compute photometric scale\r\n switch (lightTypeID) {\r\n case Light.LIGHTTYPEID_POINTLIGHT:\r\n case Light.LIGHTTYPEID_SPOTLIGHT:\r\n switch (photometricMode) {\r\n case Light.INTENSITYMODE_LUMINOUSPOWER:\r\n photometricScale = 1.0 / (4.0 * Math.PI);\r\n break;\r\n case Light.INTENSITYMODE_LUMINOUSINTENSITY:\r\n photometricScale = 1.0;\r\n break;\r\n case Light.INTENSITYMODE_LUMINANCE:\r\n photometricScale = this.radius * this.radius;\r\n break;\r\n }\r\n break;\r\n case Light.LIGHTTYPEID_DIRECTIONALLIGHT:\r\n switch (photometricMode) {\r\n case Light.INTENSITYMODE_ILLUMINANCE:\r\n photometricScale = 1.0;\r\n break;\r\n case Light.INTENSITYMODE_LUMINANCE:\r\n // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.\r\n // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).\r\n var apexAngleRadians = this.radius;\r\n // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).\r\n apexAngleRadians = Math.max(apexAngleRadians, 0.001);\r\n var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));\r\n photometricScale = solidAngle;\r\n break;\r\n }\r\n break;\r\n case Light.LIGHTTYPEID_HEMISPHERICLIGHT:\r\n // No fall off in hemisperic light.\r\n photometricScale = 1.0;\r\n break;\r\n }\r\n return photometricScale;\r\n };\r\n /**\r\n * Reorder the light in the scene according to their defined priority.\r\n * @hidden Internal Use Only\r\n */\r\n Light.prototype._reorderLightsInScene = function () {\r\n var scene = this.getScene();\r\n if (this._renderPriority != 0) {\r\n scene.requireLightSorting = true;\r\n }\r\n this.getScene().sortLightsByPriority();\r\n };\r\n /**\r\n * Falloff Default: light is falling off following the material specification:\r\n * standard material is using standard falloff whereas pbr material can request special falloff per materials.\r\n */\r\n Light.FALLOFF_DEFAULT = 0;\r\n /**\r\n * Falloff Physical: light is falling off following the inverse squared distance law.\r\n */\r\n Light.FALLOFF_PHYSICAL = 1;\r\n /**\r\n * Falloff gltf: light is falling off as described in the gltf moving to PBR document\r\n * to enhance interoperability with other engines.\r\n */\r\n Light.FALLOFF_GLTF = 2;\r\n /**\r\n * Falloff Standard: light is falling off like in the standard material\r\n * to enhance interoperability with other materials.\r\n */\r\n Light.FALLOFF_STANDARD = 3;\r\n //lightmapMode Consts\r\n /**\r\n * If every light affecting the material is in this lightmapMode,\r\n * material.lightmapTexture adds or multiplies\r\n * (depends on material.useLightmapAsShadowmap)\r\n * after every other light calculations.\r\n */\r\n Light.LIGHTMAP_DEFAULT = 0;\r\n /**\r\n * material.lightmapTexture as only diffuse lighting from this light\r\n * adds only specular lighting from this light\r\n * adds dynamic shadows\r\n */\r\n Light.LIGHTMAP_SPECULAR = 1;\r\n /**\r\n * material.lightmapTexture as only lighting\r\n * no light calculation from this light\r\n * only adds dynamic shadows from this light\r\n */\r\n Light.LIGHTMAP_SHADOWSONLY = 2;\r\n // Intensity Mode Consts\r\n /**\r\n * Each light type uses the default quantity according to its type:\r\n * point/spot lights use luminous intensity\r\n * directional lights use illuminance\r\n */\r\n Light.INTENSITYMODE_AUTOMATIC = 0;\r\n /**\r\n * lumen (lm)\r\n */\r\n Light.INTENSITYMODE_LUMINOUSPOWER = 1;\r\n /**\r\n * candela (lm/sr)\r\n */\r\n Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;\r\n /**\r\n * lux (lm/m^2)\r\n */\r\n Light.INTENSITYMODE_ILLUMINANCE = 3;\r\n /**\r\n * nit (cd/m^2)\r\n */\r\n Light.INTENSITYMODE_LUMINANCE = 4;\r\n // Light types ids const.\r\n /**\r\n * Light type const id of the point light.\r\n */\r\n Light.LIGHTTYPEID_POINTLIGHT = 0;\r\n /**\r\n * Light type const id of the directional light.\r\n */\r\n Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;\r\n /**\r\n * Light type const id of the spot light.\r\n */\r\n Light.LIGHTTYPEID_SPOTLIGHT = 2;\r\n /**\r\n * Light type const id of the hemispheric light.\r\n */\r\n Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;\r\n __decorate([\r\n serializeAsColor3()\r\n ], Light.prototype, \"diffuse\", void 0);\r\n __decorate([\r\n serializeAsColor3()\r\n ], Light.prototype, \"specular\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Light.prototype, \"falloffType\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Light.prototype, \"intensity\", void 0);\r\n __decorate([\r\n serialize()\r\n ], Light.prototype, \"range\", null);\r\n __decorate([\r\n serialize()\r\n ], Light.prototype, \"intensityMode\", null);\r\n __decorate([\r\n serialize()\r\n ], Light.prototype, \"radius\", null);\r\n __decorate([\r\n serialize()\r\n ], Light.prototype, \"_renderPriority\", void 0);\r\n __decorate([\r\n expandToProperty(\"_reorderLightsInScene\")\r\n ], Light.prototype, \"renderPriority\", void 0);\r\n __decorate([\r\n serialize(\"shadowEnabled\")\r\n ], Light.prototype, \"_shadowEnabled\", void 0);\r\n __decorate([\r\n serialize(\"excludeWithLayerMask\")\r\n ], Light.prototype, \"_excludeWithLayerMask\", void 0);\r\n __decorate([\r\n serialize(\"includeOnlyWithLayerMask\")\r\n ], Light.prototype, \"_includeOnlyWithLayerMask\", void 0);\r\n __decorate([\r\n serialize(\"lightmapMode\")\r\n ], Light.prototype, \"_lightmapMode\", void 0);\r\n return Light;\r\n}(Node));\r\nexport { Light };\r\n//# sourceMappingURL=light.js.map","import { __extends } from \"tslib\";\r\n/**\r\n * Gather the list of keyboard event types as constants.\r\n */\r\nvar KeyboardEventTypes = /** @class */ (function () {\r\n function KeyboardEventTypes() {\r\n }\r\n /**\r\n * The keydown event is fired when a key becomes active (pressed).\r\n */\r\n KeyboardEventTypes.KEYDOWN = 0x01;\r\n /**\r\n * The keyup event is fired when a key has been released.\r\n */\r\n KeyboardEventTypes.KEYUP = 0x02;\r\n return KeyboardEventTypes;\r\n}());\r\nexport { KeyboardEventTypes };\r\n/**\r\n * This class is used to store keyboard related info for the onKeyboardObservable event.\r\n */\r\nvar KeyboardInfo = /** @class */ (function () {\r\n /**\r\n * Instantiates a new keyboard info.\r\n * This class is used to store keyboard related info for the onKeyboardObservable event.\r\n * @param type Defines the type of event (KeyboardEventTypes)\r\n * @param event Defines the related dom event\r\n */\r\n function KeyboardInfo(\r\n /**\r\n * Defines the type of event (KeyboardEventTypes)\r\n */\r\n type, \r\n /**\r\n * Defines the related dom event\r\n */\r\n event) {\r\n this.type = type;\r\n this.event = event;\r\n }\r\n return KeyboardInfo;\r\n}());\r\nexport { KeyboardInfo };\r\n/**\r\n * This class is used to store keyboard related info for the onPreKeyboardObservable event.\r\n * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable\r\n */\r\nvar KeyboardInfoPre = /** @class */ (function (_super) {\r\n __extends(KeyboardInfoPre, _super);\r\n /**\r\n * Instantiates a new keyboard pre info.\r\n * This class is used to store keyboard related info for the onPreKeyboardObservable event.\r\n * @param type Defines the type of event (KeyboardEventTypes)\r\n * @param event Defines the related dom event\r\n */\r\n function KeyboardInfoPre(\r\n /**\r\n * Defines the type of event (KeyboardEventTypes)\r\n */\r\n type, \r\n /**\r\n * Defines the related dom event\r\n */\r\n event) {\r\n var _this = _super.call(this, type, event) || this;\r\n _this.type = type;\r\n _this.event = event;\r\n _this.skipOnPointerObservable = false;\r\n return _this;\r\n }\r\n return KeyboardInfoPre;\r\n}(KeyboardInfo));\r\nexport { KeyboardInfoPre };\r\n//# sourceMappingURL=keyboardEvents.js.map","/**\r\n * Gather the list of clipboard event types as constants.\r\n */\r\nvar ClipboardEventTypes = /** @class */ (function () {\r\n function ClipboardEventTypes() {\r\n }\r\n /**\r\n * The clipboard event is fired when a copy command is active (pressed).\r\n */\r\n ClipboardEventTypes.COPY = 0x01; //\r\n /**\r\n * The clipboard event is fired when a cut command is active (pressed).\r\n */\r\n ClipboardEventTypes.CUT = 0x02;\r\n /**\r\n * The clipboard event is fired when a paste command is active (pressed).\r\n */\r\n ClipboardEventTypes.PASTE = 0x03;\r\n return ClipboardEventTypes;\r\n}());\r\nexport { ClipboardEventTypes };\r\n/**\r\n * This class is used to store clipboard related info for the onClipboardObservable event.\r\n */\r\nvar ClipboardInfo = /** @class */ (function () {\r\n /**\r\n *Creates an instance of ClipboardInfo.\r\n * @param type Defines the type of event (BABYLON.ClipboardEventTypes)\r\n * @param event Defines the related dom event\r\n */\r\n function ClipboardInfo(\r\n /**\r\n * Defines the type of event (BABYLON.ClipboardEventTypes)\r\n */\r\n type, \r\n /**\r\n * Defines the related dom event\r\n */\r\n event) {\r\n this.type = type;\r\n this.event = event;\r\n }\r\n /**\r\n * Get the clipboard event's type from the keycode.\r\n * @param keyCode Defines the keyCode for the current keyboard event.\r\n * @return {number}\r\n */\r\n ClipboardInfo.GetTypeFromCharacter = function (keyCode) {\r\n var charCode = keyCode;\r\n //TODO: add codes for extended ASCII\r\n switch (charCode) {\r\n case 67: return ClipboardEventTypes.COPY;\r\n case 86: return ClipboardEventTypes.PASTE;\r\n case 88: return ClipboardEventTypes.CUT;\r\n default: return -1;\r\n }\r\n };\r\n return ClipboardInfo;\r\n}());\r\nexport { ClipboardInfo };\r\n//# sourceMappingURL=clipboardEvents.js.map","/**\r\n * Size containing widht and height\r\n */\r\nvar Size = /** @class */ (function () {\r\n /**\r\n * Creates a Size object from the given width and height (floats).\r\n * @param width width of the new size\r\n * @param height height of the new size\r\n */\r\n function Size(width, height) {\r\n this.width = width;\r\n this.height = height;\r\n }\r\n /**\r\n * Returns a string with the Size width and height\r\n * @returns a string with the Size width and height\r\n */\r\n Size.prototype.toString = function () {\r\n return \"{W: \" + this.width + \", H: \" + this.height + \"}\";\r\n };\r\n /**\r\n * \"Size\"\r\n * @returns the string \"Size\"\r\n */\r\n Size.prototype.getClassName = function () {\r\n return \"Size\";\r\n };\r\n /**\r\n * Returns the Size hash code.\r\n * @returns a hash code for a unique width and height\r\n */\r\n Size.prototype.getHashCode = function () {\r\n var hash = this.width | 0;\r\n hash = (hash * 397) ^ (this.height | 0);\r\n return hash;\r\n };\r\n /**\r\n * Updates the current size from the given one.\r\n * @param src the given size\r\n */\r\n Size.prototype.copyFrom = function (src) {\r\n this.width = src.width;\r\n this.height = src.height;\r\n };\r\n /**\r\n * Updates in place the current Size from the given floats.\r\n * @param width width of the new size\r\n * @param height height of the new size\r\n * @returns the updated Size.\r\n */\r\n Size.prototype.copyFromFloats = function (width, height) {\r\n this.width = width;\r\n this.height = height;\r\n return this;\r\n };\r\n /**\r\n * Updates in place the current Size from the given floats.\r\n * @param width width to set\r\n * @param height height to set\r\n * @returns the updated Size.\r\n */\r\n Size.prototype.set = function (width, height) {\r\n return this.copyFromFloats(width, height);\r\n };\r\n /**\r\n * Multiplies the width and height by numbers\r\n * @param w factor to multiple the width by\r\n * @param h factor to multiple the height by\r\n * @returns a new Size set with the multiplication result of the current Size and the given floats.\r\n */\r\n Size.prototype.multiplyByFloats = function (w, h) {\r\n return new Size(this.width * w, this.height * h);\r\n };\r\n /**\r\n * Clones the size\r\n * @returns a new Size copied from the given one.\r\n */\r\n Size.prototype.clone = function () {\r\n return new Size(this.width, this.height);\r\n };\r\n /**\r\n * True if the current Size and the given one width and height are strictly equal.\r\n * @param other the other size to compare against\r\n * @returns True if the current Size and the given one width and height are strictly equal.\r\n */\r\n Size.prototype.equals = function (other) {\r\n if (!other) {\r\n return false;\r\n }\r\n return (this.width === other.width) && (this.height === other.height);\r\n };\r\n Object.defineProperty(Size.prototype, \"surface\", {\r\n /**\r\n * The surface of the Size : width * height (float).\r\n */\r\n get: function () {\r\n return this.width * this.height;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Create a new size of zero\r\n * @returns a new Size set to (0.0, 0.0)\r\n */\r\n Size.Zero = function () {\r\n return new Size(0.0, 0.0);\r\n };\r\n /**\r\n * Sums the width and height of two sizes\r\n * @param otherSize size to add to this size\r\n * @returns a new Size set as the addition result of the current Size and the given one.\r\n */\r\n Size.prototype.add = function (otherSize) {\r\n var r = new Size(this.width + otherSize.width, this.height + otherSize.height);\r\n return r;\r\n };\r\n /**\r\n * Subtracts the width and height of two\r\n * @param otherSize size to subtract to this size\r\n * @returns a new Size set as the subtraction result of the given one from the current Size.\r\n */\r\n Size.prototype.subtract = function (otherSize) {\r\n var r = new Size(this.width - otherSize.width, this.height - otherSize.height);\r\n return r;\r\n };\r\n /**\r\n * Creates a new Size set at the linear interpolation \"amount\" between \"start\" and \"end\"\r\n * @param start starting size to lerp between\r\n * @param end end size to lerp between\r\n * @param amount amount to lerp between the start and end values\r\n * @returns a new Size set at the linear interpolation \"amount\" between \"start\" and \"end\"\r\n */\r\n Size.Lerp = function (start, end, amount) {\r\n var w = start.width + ((end.width - start.width) * amount);\r\n var h = start.height + ((end.height - start.height) * amount);\r\n return new Size(w, h);\r\n };\r\n return Size;\r\n}());\r\nexport { Size };\r\n//# sourceMappingURL=math.size.js.map","import { Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\n/**\r\n * Information about the result of picking within a scene\r\n * @see https://doc.babylonjs.com/babylon101/picking_collisions\r\n */\r\nvar PickingInfo = /** @class */ (function () {\r\n function PickingInfo() {\r\n /** @hidden */\r\n this._pickingUnavailable = false;\r\n /**\r\n * If the pick collided with an object\r\n */\r\n this.hit = false;\r\n /**\r\n * Distance away where the pick collided\r\n */\r\n this.distance = 0;\r\n /**\r\n * The location of pick collision\r\n */\r\n this.pickedPoint = null;\r\n /**\r\n * The mesh corresponding the the pick collision\r\n */\r\n this.pickedMesh = null;\r\n /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/\r\n this.bu = 0;\r\n /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/\r\n this.bv = 0;\r\n /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */\r\n this.faceId = -1;\r\n /** Id of the the submesh that was picked */\r\n this.subMeshId = 0;\r\n /** If a sprite was picked, this will be the sprite the pick collided with */\r\n this.pickedSprite = null;\r\n /**\r\n * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.\r\n */\r\n this.originMesh = null;\r\n /**\r\n * The ray that was used to perform the picking.\r\n */\r\n this.ray = null;\r\n }\r\n /**\r\n * Gets the normal correspodning to the face the pick collided with\r\n * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)\r\n * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map\r\n * @returns The normal correspodning to the face the pick collided with\r\n */\r\n PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {\r\n if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }\r\n if (useVerticesNormals === void 0) { useVerticesNormals = true; }\r\n if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n return null;\r\n }\r\n var indices = this.pickedMesh.getIndices();\r\n if (!indices) {\r\n return null;\r\n }\r\n var result;\r\n if (useVerticesNormals) {\r\n var normals = this.pickedMesh.getVerticesData(VertexBuffer.NormalKind);\r\n var normal0 = Vector3.FromArray(normals, indices[this.faceId * 3] * 3);\r\n var normal1 = Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);\r\n var normal2 = Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);\r\n normal0 = normal0.scale(this.bu);\r\n normal1 = normal1.scale(this.bv);\r\n normal2 = normal2.scale(1.0 - this.bu - this.bv);\r\n result = new Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);\r\n }\r\n else {\r\n var positions = this.pickedMesh.getVerticesData(VertexBuffer.PositionKind);\r\n var vertex1 = Vector3.FromArray(positions, indices[this.faceId * 3] * 3);\r\n var vertex2 = Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);\r\n var vertex3 = Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);\r\n var p1p2 = vertex1.subtract(vertex2);\r\n var p3p2 = vertex3.subtract(vertex2);\r\n result = Vector3.Cross(p1p2, p3p2);\r\n }\r\n if (useWorldCoordinates) {\r\n var wm = this.pickedMesh.getWorldMatrix();\r\n if (this.pickedMesh.nonUniformScaling) {\r\n TmpVectors.Matrix[0].copyFrom(wm);\r\n wm = TmpVectors.Matrix[0];\r\n wm.setTranslationFromFloats(0, 0, 0);\r\n wm.invert();\r\n wm.transposeToRef(TmpVectors.Matrix[1]);\r\n wm = TmpVectors.Matrix[1];\r\n }\r\n result = Vector3.TransformNormal(result, wm);\r\n }\r\n result.normalize();\r\n return result;\r\n };\r\n /**\r\n * Gets the texture coordinates of where the pick occured\r\n * @returns the vector containing the coordnates of the texture\r\n */\r\n PickingInfo.prototype.getTextureCoordinates = function () {\r\n if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n return null;\r\n }\r\n var indices = this.pickedMesh.getIndices();\r\n if (!indices) {\r\n return null;\r\n }\r\n var uvs = this.pickedMesh.getVerticesData(VertexBuffer.UVKind);\r\n if (!uvs) {\r\n return null;\r\n }\r\n var uv0 = Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);\r\n var uv1 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);\r\n var uv2 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);\r\n uv0 = uv0.scale(this.bu);\r\n uv1 = uv1.scale(this.bv);\r\n uv2 = uv2.scale(1.0 - this.bu - this.bv);\r\n return new Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);\r\n };\r\n return PickingInfo;\r\n}());\r\nexport { PickingInfo };\r\n//# sourceMappingURL=pickingInfo.js.map","import { __extends } from \"tslib\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport { Material } from \"../Materials/material\";\r\n/**\r\n * Base class of materials working in push mode in babylon JS\r\n * @hidden\r\n */\r\nvar PushMaterial = /** @class */ (function (_super) {\r\n __extends(PushMaterial, _super);\r\n function PushMaterial(name, scene) {\r\n var _this = _super.call(this, name, scene) || this;\r\n _this._normalMatrix = new Matrix();\r\n /**\r\n * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.\r\n * This means that the material can keep using a previous shader while a new one is being compiled.\r\n * This is mostly used when shader parallel compilation is supported (true by default)\r\n */\r\n _this.allowShaderHotSwapping = true;\r\n _this._storeEffectOnSubMeshes = true;\r\n return _this;\r\n }\r\n PushMaterial.prototype.getEffect = function () {\r\n return this._activeEffect;\r\n };\r\n PushMaterial.prototype.isReady = function (mesh, useInstances) {\r\n if (!mesh) {\r\n return false;\r\n }\r\n if (!mesh.subMeshes || mesh.subMeshes.length === 0) {\r\n return true;\r\n }\r\n return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);\r\n };\r\n /**\r\n * Binds the given world matrix to the active effect\r\n *\r\n * @param world the matrix to bind\r\n */\r\n PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {\r\n this._activeEffect.setMatrix(\"world\", world);\r\n };\r\n /**\r\n * Binds the given normal matrix to the active effect\r\n *\r\n * @param normalMatrix the matrix to bind\r\n */\r\n PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {\r\n this._activeEffect.setMatrix(\"normalMatrix\", normalMatrix);\r\n };\r\n PushMaterial.prototype.bind = function (world, mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);\r\n };\r\n PushMaterial.prototype._afterBind = function (mesh, effect) {\r\n if (effect === void 0) { effect = null; }\r\n _super.prototype._afterBind.call(this, mesh);\r\n this.getScene()._cachedEffect = effect;\r\n };\r\n PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {\r\n if (visibility === void 0) { visibility = 1; }\r\n return scene.isCachedMaterialInvalid(this, effect, visibility);\r\n };\r\n return PushMaterial;\r\n}(Material));\r\nexport { PushMaterial };\r\n//# sourceMappingURL=pushMaterial.js.map","import { Engine } from \"../Engines/engine\";\r\n/**\r\n * This groups all the flags used to control the materials channel.\r\n */\r\nvar MaterialFlags = /** @class */ (function () {\r\n function MaterialFlags() {\r\n }\r\n Object.defineProperty(MaterialFlags, \"DiffuseTextureEnabled\", {\r\n /**\r\n * Are diffuse textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._DiffuseTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._DiffuseTextureEnabled === value) {\r\n return;\r\n }\r\n this._DiffuseTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"AmbientTextureEnabled\", {\r\n /**\r\n * Are ambient textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._AmbientTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._AmbientTextureEnabled === value) {\r\n return;\r\n }\r\n this._AmbientTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"OpacityTextureEnabled\", {\r\n /**\r\n * Are opacity textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._OpacityTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._OpacityTextureEnabled === value) {\r\n return;\r\n }\r\n this._OpacityTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"ReflectionTextureEnabled\", {\r\n /**\r\n * Are reflection textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._ReflectionTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._ReflectionTextureEnabled === value) {\r\n return;\r\n }\r\n this._ReflectionTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"EmissiveTextureEnabled\", {\r\n /**\r\n * Are emissive textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._EmissiveTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._EmissiveTextureEnabled === value) {\r\n return;\r\n }\r\n this._EmissiveTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"SpecularTextureEnabled\", {\r\n /**\r\n * Are specular textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._SpecularTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._SpecularTextureEnabled === value) {\r\n return;\r\n }\r\n this._SpecularTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"BumpTextureEnabled\", {\r\n /**\r\n * Are bump textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._BumpTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._BumpTextureEnabled === value) {\r\n return;\r\n }\r\n this._BumpTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"LightmapTextureEnabled\", {\r\n /**\r\n * Are lightmap textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._LightmapTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._LightmapTextureEnabled === value) {\r\n return;\r\n }\r\n this._LightmapTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"RefractionTextureEnabled\", {\r\n /**\r\n * Are refraction textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._RefractionTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._RefractionTextureEnabled === value) {\r\n return;\r\n }\r\n this._RefractionTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"ColorGradingTextureEnabled\", {\r\n /**\r\n * Are color grading textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._ColorGradingTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._ColorGradingTextureEnabled === value) {\r\n return;\r\n }\r\n this._ColorGradingTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"FresnelEnabled\", {\r\n /**\r\n * Are fresnels enabled in the application.\r\n */\r\n get: function () {\r\n return this._FresnelEnabled;\r\n },\r\n set: function (value) {\r\n if (this._FresnelEnabled === value) {\r\n return;\r\n }\r\n this._FresnelEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(4);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"ClearCoatTextureEnabled\", {\r\n /**\r\n * Are clear coat textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._ClearCoatTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._ClearCoatTextureEnabled === value) {\r\n return;\r\n }\r\n this._ClearCoatTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"ClearCoatBumpTextureEnabled\", {\r\n /**\r\n * Are clear coat bump textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._ClearCoatBumpTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._ClearCoatBumpTextureEnabled === value) {\r\n return;\r\n }\r\n this._ClearCoatBumpTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"ClearCoatTintTextureEnabled\", {\r\n /**\r\n * Are clear coat tint textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._ClearCoatTintTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._ClearCoatTintTextureEnabled === value) {\r\n return;\r\n }\r\n this._ClearCoatTintTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"SheenTextureEnabled\", {\r\n /**\r\n * Are sheen textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._SheenTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._SheenTextureEnabled === value) {\r\n return;\r\n }\r\n this._SheenTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"AnisotropicTextureEnabled\", {\r\n /**\r\n * Are anisotropic textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._AnisotropicTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._AnisotropicTextureEnabled === value) {\r\n return;\r\n }\r\n this._AnisotropicTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"ThicknessTextureEnabled\", {\r\n /**\r\n * Are thickness textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._ThicknessTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._ThicknessTextureEnabled === value) {\r\n return;\r\n }\r\n this._ThicknessTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(1);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Flags used to enable or disable a type of texture for all Standard Materials\r\n MaterialFlags._DiffuseTextureEnabled = true;\r\n MaterialFlags._AmbientTextureEnabled = true;\r\n MaterialFlags._OpacityTextureEnabled = true;\r\n MaterialFlags._ReflectionTextureEnabled = true;\r\n MaterialFlags._EmissiveTextureEnabled = true;\r\n MaterialFlags._SpecularTextureEnabled = true;\r\n MaterialFlags._BumpTextureEnabled = true;\r\n MaterialFlags._LightmapTextureEnabled = true;\r\n MaterialFlags._RefractionTextureEnabled = true;\r\n MaterialFlags._ColorGradingTextureEnabled = true;\r\n MaterialFlags._FresnelEnabled = true;\r\n MaterialFlags._ClearCoatTextureEnabled = true;\r\n MaterialFlags._ClearCoatBumpTextureEnabled = true;\r\n MaterialFlags._ClearCoatTintTextureEnabled = true;\r\n MaterialFlags._SheenTextureEnabled = true;\r\n MaterialFlags._AnisotropicTextureEnabled = true;\r\n MaterialFlags._ThicknessTextureEnabled = true;\r\n return MaterialFlags;\r\n}());\r\nexport { MaterialFlags };\r\n//# sourceMappingURL=materialFlags.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'defaultFragmentDeclaration';\r\nvar shader = \"uniform vec4 vDiffuseColor;\\n#ifdef SPECULARTERM\\nuniform vec4 vSpecularColor;\\n#endif\\nuniform vec3 vEmissiveColor;\\nuniform float visibility;\\n\\n#ifdef DIFFUSE\\nuniform vec2 vDiffuseInfos;\\n#endif\\n#ifdef AMBIENT\\nuniform vec2 vAmbientInfos;\\n#endif\\n#ifdef OPACITY\\nuniform vec2 vOpacityInfos;\\n#endif\\n#ifdef EMISSIVE\\nuniform vec2 vEmissiveInfos;\\n#endif\\n#ifdef LIGHTMAP\\nuniform vec2 vLightmapInfos;\\n#endif\\n#ifdef BUMP\\nuniform vec3 vBumpInfos;\\nuniform vec2 vTangentSpaceParams;\\n#endif\\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\\nuniform mat4 view;\\n#endif\\n#ifdef REFRACTION\\nuniform vec4 vRefractionInfos;\\n#ifndef REFRACTIONMAP_3D\\nuniform mat4 refractionMatrix;\\n#endif\\n#ifdef REFRACTIONFRESNEL\\nuniform vec4 refractionLeftColor;\\nuniform vec4 refractionRightColor;\\n#endif\\n#endif\\n#if defined(SPECULAR) && defined(SPECULARTERM)\\nuniform vec2 vSpecularInfos;\\n#endif\\n#ifdef DIFFUSEFRESNEL\\nuniform vec4 diffuseLeftColor;\\nuniform vec4 diffuseRightColor;\\n#endif\\n#ifdef OPACITYFRESNEL\\nuniform vec4 opacityParts;\\n#endif\\n#ifdef EMISSIVEFRESNEL\\nuniform vec4 emissiveLeftColor;\\nuniform vec4 emissiveRightColor;\\n#endif\\n\\n#ifdef REFLECTION\\nuniform vec2 vReflectionInfos;\\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION) || defined(REFLECTIONMAP_EQUIRECTANGULAR) || defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_SKYBOX)\\nuniform mat4 reflectionMatrix;\\n#endif\\n#ifndef REFLECTIONMAP_SKYBOX\\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\\nuniform vec3 vReflectionPosition;\\nuniform vec3 vReflectionSize;\\n#endif\\n#endif\\n#ifdef REFLECTIONFRESNEL\\nuniform vec4 reflectionLeftColor;\\nuniform vec4 reflectionRightColor;\\n#endif\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var defaultFragmentDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=defaultFragmentDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'defaultUboDeclaration';\r\nvar shader = \"layout(std140,column_major) uniform;\\nuniform Material\\n{\\nvec4 diffuseLeftColor;\\nvec4 diffuseRightColor;\\nvec4 opacityParts;\\nvec4 reflectionLeftColor;\\nvec4 reflectionRightColor;\\nvec4 refractionLeftColor;\\nvec4 refractionRightColor;\\nvec4 emissiveLeftColor;\\nvec4 emissiveRightColor;\\nvec2 vDiffuseInfos;\\nvec2 vAmbientInfos;\\nvec2 vOpacityInfos;\\nvec2 vReflectionInfos;\\nvec3 vReflectionPosition;\\nvec3 vReflectionSize;\\nvec2 vEmissiveInfos;\\nvec2 vLightmapInfos;\\nvec2 vSpecularInfos;\\nvec3 vBumpInfos;\\nmat4 diffuseMatrix;\\nmat4 ambientMatrix;\\nmat4 opacityMatrix;\\nmat4 reflectionMatrix;\\nmat4 emissiveMatrix;\\nmat4 lightmapMatrix;\\nmat4 specularMatrix;\\nmat4 bumpMatrix;\\nvec2 vTangentSpaceParams;\\nfloat pointSize;\\nmat4 refractionMatrix;\\nvec4 vRefractionInfos;\\nvec4 vSpecularColor;\\nvec3 vEmissiveColor;\\nfloat visibility;\\nvec4 vDiffuseColor;\\n};\\nuniform Scene {\\nmat4 viewProjection;\\n#ifdef MULTIVIEW\\nmat4 viewProjectionR;\\n#endif\\nmat4 view;\\n};\\n\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var defaultUboDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=defaultUboDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'lightFragmentDeclaration';\r\nvar shader = \"#ifdef LIGHT{X}\\nuniform vec4 vLightData{X};\\nuniform vec4 vLightDiffuse{X};\\n#ifdef SPECULARTERM\\nuniform vec4 vLightSpecular{X};\\n#else\\nvec4 vLightSpecular{X}=vec4(0.);\\n#endif\\n#ifdef SHADOW{X}\\n#ifdef SHADOWCSM{X}\\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];\\nuniform float viewFrustumZ{X}[SHADOWCSMNUM_CASCADES{X}];\\nuniform float frustumLengths{X}[SHADOWCSMNUM_CASCADES{X}];\\nuniform float cascadeBlendFactor{X};\\nvarying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];\\nvarying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];\\nvarying vec4 vPositionFromCamera{X};\\n#if defined(SHADOWPCSS{X})\\nuniform highp sampler2DArrayShadow shadowSampler{X};\\nuniform highp sampler2DArray depthSampler{X};\\nuniform vec2 lightSizeUVCorrection{X}[SHADOWCSMNUM_CASCADES{X}];\\nuniform float depthCorrection{X}[SHADOWCSMNUM_CASCADES{X}];\\nuniform float penumbraDarkness{X};\\n#elif defined(SHADOWPCF{X})\\nuniform highp sampler2DArrayShadow shadowSampler{X};\\n#else\\nuniform highp sampler2DArray shadowSampler{X};\\n#endif\\n#ifdef SHADOWCSMDEBUG{X}\\nconst vec3 vCascadeColorsMultiplier{X}[8]=vec3[8]\\n(\\nvec3 ( 1.5,0.0,0.0 ),\\nvec3 ( 0.0,1.5,0.0 ),\\nvec3 ( 0.0,0.0,5.5 ),\\nvec3 ( 1.5,0.0,5.5 ),\\nvec3 ( 1.5,1.5,0.0 ),\\nvec3 ( 1.0,1.0,1.0 ),\\nvec3 ( 0.0,1.0,5.5 ),\\nvec3 ( 0.5,3.5,0.75 )\\n);\\nvec3 shadowDebug{X};\\n#endif\\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\\nint index{X}=-1;\\n#else\\nint index{X}=SHADOWCSMNUM_CASCADES{X}-1;\\n#endif\\nfloat diff{X}=0.;\\n#elif defined(SHADOWCUBE{X})\\nuniform samplerCube shadowSampler{X};\\n#else\\nvarying vec4 vPositionFromLight{X};\\nvarying float vDepthMetric{X};\\n#if defined(SHADOWPCSS{X})\\nuniform highp sampler2DShadow shadowSampler{X};\\nuniform highp sampler2D depthSampler{X};\\n#elif defined(SHADOWPCF{X})\\nuniform highp sampler2DShadow shadowSampler{X};\\n#else\\nuniform sampler2D shadowSampler{X};\\n#endif\\nuniform mat4 lightMatrix{X};\\n#endif\\nuniform vec4 shadowsInfo{X};\\nuniform vec2 depthValues{X};\\n#endif\\n#ifdef SPOTLIGHT{X}\\nuniform vec4 vLightDirection{X};\\nuniform vec4 vLightFalloff{X};\\n#elif defined(POINTLIGHT{X})\\nuniform vec4 vLightFalloff{X};\\n#elif defined(HEMILIGHT{X})\\nuniform vec3 vLightGround{X};\\n#endif\\n#ifdef PROJECTEDLIGHTTEXTURE{X}\\nuniform mat4 textureProjectionMatrix{X};\\nuniform sampler2D projectionLightSampler{X};\\n#endif\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var lightFragmentDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=lightFragmentDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'lightUboDeclaration';\r\nvar shader = \"#ifdef LIGHT{X}\\nuniform Light{X}\\n{\\nvec4 vLightData;\\nvec4 vLightDiffuse;\\nvec4 vLightSpecular;\\n#ifdef SPOTLIGHT{X}\\nvec4 vLightDirection;\\nvec4 vLightFalloff;\\n#elif defined(POINTLIGHT{X})\\nvec4 vLightFalloff;\\n#elif defined(HEMILIGHT{X})\\nvec3 vLightGround;\\n#endif\\nvec4 shadowsInfo;\\nvec2 depthValues;\\n} light{X};\\n#ifdef PROJECTEDLIGHTTEXTURE{X}\\nuniform mat4 textureProjectionMatrix{X};\\nuniform sampler2D projectionLightSampler{X};\\n#endif\\n#ifdef SHADOW{X}\\n#ifdef SHADOWCSM{X}\\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];\\nuniform float viewFrustumZ{X}[SHADOWCSMNUM_CASCADES{X}];\\nuniform float frustumLengths{X}[SHADOWCSMNUM_CASCADES{X}];\\nuniform float cascadeBlendFactor{X};\\nvarying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];\\nvarying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];\\nvarying vec4 vPositionFromCamera{X};\\n#if defined(SHADOWPCSS{X})\\nuniform highp sampler2DArrayShadow shadowSampler{X};\\nuniform highp sampler2DArray depthSampler{X};\\nuniform vec2 lightSizeUVCorrection{X}[SHADOWCSMNUM_CASCADES{X}];\\nuniform float depthCorrection{X}[SHADOWCSMNUM_CASCADES{X}];\\nuniform float penumbraDarkness{X};\\n#elif defined(SHADOWPCF{X})\\nuniform highp sampler2DArrayShadow shadowSampler{X};\\n#else\\nuniform highp sampler2DArray shadowSampler{X};\\n#endif\\n#ifdef SHADOWCSMDEBUG{X}\\nconst vec3 vCascadeColorsMultiplier{X}[8]=vec3[8]\\n(\\nvec3 ( 1.5,0.0,0.0 ),\\nvec3 ( 0.0,1.5,0.0 ),\\nvec3 ( 0.0,0.0,5.5 ),\\nvec3 ( 1.5,0.0,5.5 ),\\nvec3 ( 1.5,1.5,0.0 ),\\nvec3 ( 1.0,1.0,1.0 ),\\nvec3 ( 0.0,1.0,5.5 ),\\nvec3 ( 0.5,3.5,0.75 )\\n);\\nvec3 shadowDebug{X};\\n#endif\\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\\nint index{X}=-1;\\n#else\\nint index{X}=SHADOWCSMNUM_CASCADES{X}-1;\\n#endif\\nfloat diff{X}=0.;\\n#elif defined(SHADOWCUBE{X})\\nuniform samplerCube shadowSampler{X};\\n#else\\nvarying vec4 vPositionFromLight{X};\\nvarying float vDepthMetric{X};\\n#if defined(SHADOWPCSS{X})\\nuniform highp sampler2DShadow shadowSampler{X};\\nuniform highp sampler2D depthSampler{X};\\n#elif defined(SHADOWPCF{X})\\nuniform highp sampler2DShadow shadowSampler{X};\\n#else\\nuniform sampler2D shadowSampler{X};\\n#endif\\nuniform mat4 lightMatrix{X};\\n#endif\\n#endif\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var lightUboDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=lightUboDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'lightsFragmentFunctions';\r\nvar shader = \"\\nstruct lightingInfo\\n{\\nvec3 diffuse;\\n#ifdef SPECULARTERM\\nvec3 specular;\\n#endif\\n#ifdef NDOTL\\nfloat ndl;\\n#endif\\n};\\nlightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\\nlightingInfo result;\\nvec3 lightVectorW;\\nfloat attenuation=1.0;\\nif (lightData.w == 0.)\\n{\\nvec3 direction=lightData.xyz-vPositionW;\\nattenuation=max(0.,1.0-length(direction)/range);\\nlightVectorW=normalize(direction);\\n}\\nelse\\n{\\nlightVectorW=normalize(-lightData.xyz);\\n}\\n\\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\\n#ifdef NDOTL\\nresult.ndl=ndl;\\n#endif\\nresult.diffuse=ndl*diffuseColor*attenuation;\\n#ifdef SPECULARTERM\\n\\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\\nfloat specComp=max(0.,dot(vNormal,angleW));\\nspecComp=pow(specComp,max(1.,glossiness));\\nresult.specular=specComp*specularColor*attenuation;\\n#endif\\nreturn result;\\n}\\nlightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\\nlightingInfo result;\\nvec3 direction=lightData.xyz-vPositionW;\\nvec3 lightVectorW=normalize(direction);\\nfloat attenuation=max(0.,1.0-length(direction)/range);\\n\\nfloat cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));\\nif (cosAngle>=lightDirection.w)\\n{\\ncosAngle=max(0.,pow(cosAngle,lightData.w));\\nattenuation*=cosAngle;\\n\\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\\n#ifdef NDOTL\\nresult.ndl=ndl;\\n#endif\\nresult.diffuse=ndl*diffuseColor*attenuation;\\n#ifdef SPECULARTERM\\n\\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\\nfloat specComp=max(0.,dot(vNormal,angleW));\\nspecComp=pow(specComp,max(1.,glossiness));\\nresult.specular=specComp*specularColor*attenuation;\\n#endif\\nreturn result;\\n}\\nresult.diffuse=vec3(0.);\\n#ifdef SPECULARTERM\\nresult.specular=vec3(0.);\\n#endif\\n#ifdef NDOTL\\nresult.ndl=0.;\\n#endif\\nreturn result;\\n}\\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {\\nlightingInfo result;\\n\\nfloat ndl=dot(vNormal,lightData.xyz)*0.5+0.5;\\n#ifdef NDOTL\\nresult.ndl=ndl;\\n#endif\\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\\n#ifdef SPECULARTERM\\n\\nvec3 angleW=normalize(viewDirectionW+lightData.xyz);\\nfloat specComp=max(0.,dot(vNormal,angleW));\\nspecComp=pow(specComp,max(1.,glossiness));\\nresult.specular=specComp*specularColor;\\n#endif\\nreturn result;\\n}\\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\\nvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\\nstrq/=strq.w;\\nvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\\nreturn textureColor;\\n}\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var lightsFragmentFunctions = { name: name, shader: shader };\r\n//# sourceMappingURL=lightsFragmentFunctions.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'shadowsFragmentFunctions';\r\nvar shader = \"#ifdef SHADOWS\\n#ifndef SHADOWFLOAT\\n\\nfloat unpack(vec4 color)\\n{\\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\\nreturn dot(color,bit_shift);\\n}\\n#endif\\nfloat computeFallOff(float value,vec2 clipSpace,float frustumEdgeFalloff)\\n{\\nfloat mask=smoothstep(1.0-frustumEdgeFalloff,1.00000012,clamp(dot(clipSpace,clipSpace),0.,1.));\\nreturn mix(value,1.0,mask);\\n}\\nfloat computeShadowCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,vec2 depthValues)\\n{\\nvec3 directionToLight=vPositionW-lightPosition;\\nfloat depth=length(directionToLight);\\ndepth=(depth+depthValues.x)/(depthValues.y);\\ndepth=clamp(depth,0.,1.0);\\ndirectionToLight=normalize(directionToLight);\\ndirectionToLight.y=-directionToLight.y;\\n#ifndef SHADOWFLOAT\\nfloat shadow=unpack(textureCube(shadowSampler,directionToLight));\\n#else\\nfloat shadow=textureCube(shadowSampler,directionToLight).x;\\n#endif\\nif (depth>shadow)\\n{\\nreturn darkness;\\n}\\nreturn 1.0;\\n}\\nfloat computeShadowWithPoissonSamplingCube(vec3 lightPosition,samplerCube shadowSampler,float mapSize,float darkness,vec2 depthValues)\\n{\\nvec3 directionToLight=vPositionW-lightPosition;\\nfloat depth=length(directionToLight);\\ndepth=(depth+depthValues.x)/(depthValues.y);\\ndepth=clamp(depth,0.,1.0);\\ndirectionToLight=normalize(directionToLight);\\ndirectionToLight.y=-directionToLight.y;\\nfloat visibility=1.;\\nvec3 poissonDisk[4];\\npoissonDisk[0]=vec3(-1.0,1.0,-1.0);\\npoissonDisk[1]=vec3(1.0,-1.0,-1.0);\\npoissonDisk[2]=vec3(-1.0,-1.0,-1.0);\\npoissonDisk[3]=vec3(1.0,-1.0,1.0);\\n\\n#ifndef SHADOWFLOAT\\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize))shadow)\\n{\\nreturn computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff);\\n}\\nreturn 1.;\\n}\\n#endif\\nfloat computeShadow(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float frustumEdgeFalloff)\\n{\\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\\n{\\nreturn 1.0;\\n}\\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\\n#ifndef SHADOWFLOAT\\nfloat shadow=unpack(texture2D(shadowSampler,uv));\\n#else\\nfloat shadow=texture2D(shadowSampler,uv).x;\\n#endif\\nif (shadowPixelDepth>shadow)\\n{\\nreturn computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff);\\n}\\nreturn 1.;\\n}\\nfloat computeShadowWithPoissonSampling(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float mapSize,float darkness,float frustumEdgeFalloff)\\n{\\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\\n{\\nreturn 1.0;\\n}\\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\\nfloat visibility=1.;\\nvec2 poissonDisk[4];\\npoissonDisk[0]=vec2(-0.94201624,-0.39906216);\\npoissonDisk[1]=vec2(0.94558609,-0.76890725);\\npoissonDisk[2]=vec2(-0.094184101,-0.92938870);\\npoissonDisk[3]=vec2(0.34495938,0.29387760);\\n\\n#ifndef SHADOWFLOAT\\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[0]*mapSize))1.0 || uv.y<0. || uv.y>1.0)\\n{\\nreturn 1.0;\\n}\\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\\n#ifndef SHADOWFLOAT\\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\\n#else\\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\\n#endif\\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);\\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\\n}\\nfloat computeShadowWithCloseESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\\n{\\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\\n{\\nreturn 1.0;\\n}\\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\\n#ifndef SHADOWFLOAT\\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\\n#else\\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\\n#endif\\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\\n}\\n#ifdef WEBGL2\\n#define GREATEST_LESS_THAN_ONE 0.99999994\\n\\nfloat computeShadowWithCSMPCF1(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,float darkness,float frustumEdgeFalloff)\\n{\\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\\nuvDepth.z=clamp(uvDepth.z,0.,GREATEST_LESS_THAN_ONE);\\nvec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);\\nfloat shadow=texture(shadowSampler,uvDepthLayer);\\nshadow=mix(darkness,1.,shadow);\\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\\n}\\n\\n\\n\\nfloat computeShadowWithCSMPCF3(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\\n{\\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\\nuvDepth.z=clamp(uvDepth.z,0.,GREATEST_LESS_THAN_ONE);\\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x;\\nuv+=0.5;\\nvec2 st=fract(uv);\\nvec2 base_uv=floor(uv)-0.5;\\nbase_uv*=shadowMapSizeAndInverse.y;\\n\\n\\n\\n\\nvec2 uvw0=3.-2.*st;\\nvec2 uvw1=1.+2.*st;\\nvec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;\\nvec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;\\nfloat shadow=0.;\\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));\\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));\\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));\\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));\\nshadow=shadow/16.;\\nshadow=mix(darkness,1.,shadow);\\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\\n}\\n\\n\\n\\nfloat computeShadowWithCSMPCF5(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\\n{\\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\\nuvDepth.z=clamp(uvDepth.z,0.,GREATEST_LESS_THAN_ONE);\\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x;\\nuv+=0.5;\\nvec2 st=fract(uv);\\nvec2 base_uv=floor(uv)-0.5;\\nbase_uv*=shadowMapSizeAndInverse.y;\\n\\n\\nvec2 uvw0=4.-3.*st;\\nvec2 uvw1=vec2(7.);\\nvec2 uvw2=1.+3.*st;\\nvec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;\\nvec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;\\nfloat shadow=0.;\\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));\\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));\\nshadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[0]),layer,uvDepth.z));\\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));\\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));\\nshadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[1]),layer,uvDepth.z));\\nshadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[2]),layer,uvDepth.z));\\nshadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[2]),layer,uvDepth.z));\\nshadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[2]),layer,uvDepth.z));\\nshadow=shadow/144.;\\nshadow=mix(darkness,1.,shadow);\\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\\n}\\n\\nfloat computeShadowWithPCF1(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,float darkness,float frustumEdgeFalloff)\\n{\\nif (depthMetric>1.0 || depthMetric<0.0) {\\nreturn 1.0;\\n}\\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\\nfloat shadow=texture2D(shadowSampler,uvDepth);\\nshadow=mix(darkness,1.,shadow);\\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\\n}\\n\\n\\n\\nfloat computeShadowWithPCF3(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\\n{\\nif (depthMetric>1.0 || depthMetric<0.0) {\\nreturn 1.0;\\n}\\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x;\\nuv+=0.5;\\nvec2 st=fract(uv);\\nvec2 base_uv=floor(uv)-0.5;\\nbase_uv*=shadowMapSizeAndInverse.y;\\n\\n\\n\\n\\nvec2 uvw0=3.-2.*st;\\nvec2 uvw1=1.+2.*st;\\nvec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;\\nvec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;\\nfloat shadow=0.;\\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\\nshadow=shadow/16.;\\nshadow=mix(darkness,1.,shadow);\\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\\n}\\n\\n\\n\\nfloat computeShadowWithPCF5(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\\n{\\nif (depthMetric>1.0 || depthMetric<0.0) {\\nreturn 1.0;\\n}\\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x;\\nuv+=0.5;\\nvec2 st=fract(uv);\\nvec2 base_uv=floor(uv)-0.5;\\nbase_uv*=shadowMapSizeAndInverse.y;\\n\\n\\nvec2 uvw0=4.-3.*st;\\nvec2 uvw1=vec2(7.);\\nvec2 uvw2=1.+3.*st;\\nvec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;\\nvec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;\\nfloat shadow=0.;\\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\\nshadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[0]),uvDepth.z));\\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\\nshadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[1]),uvDepth.z));\\nshadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[2]),uvDepth.z));\\nshadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[2]),uvDepth.z));\\nshadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[2]),uvDepth.z));\\nshadow=shadow/144.;\\nshadow=mix(darkness,1.,shadow);\\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\\n}\\nconst vec3 PoissonSamplers32[64]=vec3[64](\\nvec3(0.06407013,0.05409927,0.),\\nvec3(0.7366577,0.5789394,0.),\\nvec3(-0.6270542,-0.5320278,0.),\\nvec3(-0.4096107,0.8411095,0.),\\nvec3(0.6849564,-0.4990818,0.),\\nvec3(-0.874181,-0.04579735,0.),\\nvec3(0.9989998,0.0009880066,0.),\\nvec3(-0.004920578,-0.9151649,0.),\\nvec3(0.1805763,0.9747483,0.),\\nvec3(-0.2138451,0.2635818,0.),\\nvec3(0.109845,0.3884785,0.),\\nvec3(0.06876755,-0.3581074,0.),\\nvec3(0.374073,-0.7661266,0.),\\nvec3(0.3079132,-0.1216763,0.),\\nvec3(-0.3794335,-0.8271583,0.),\\nvec3(-0.203878,-0.07715034,0.),\\nvec3(0.5912697,0.1469799,0.),\\nvec3(-0.88069,0.3031784,0.),\\nvec3(0.5040108,0.8283722,0.),\\nvec3(-0.5844124,0.5494877,0.),\\nvec3(0.6017799,-0.1726654,0.),\\nvec3(-0.5554981,0.1559997,0.),\\nvec3(-0.3016369,-0.3900928,0.),\\nvec3(-0.5550632,-0.1723762,0.),\\nvec3(0.925029,0.2995041,0.),\\nvec3(-0.2473137,0.5538505,0.),\\nvec3(0.9183037,-0.2862392,0.),\\nvec3(0.2469421,0.6718712,0.),\\nvec3(0.3916397,-0.4328209,0.),\\nvec3(-0.03576927,-0.6220032,0.),\\nvec3(-0.04661255,0.7995201,0.),\\nvec3(0.4402924,0.3640312,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.),\\nvec3(0.,0.,0.)\\n);\\nconst vec3 PoissonSamplers64[64]=vec3[64](\\nvec3(-0.613392,0.617481,0.),\\nvec3(0.170019,-0.040254,0.),\\nvec3(-0.299417,0.791925,0.),\\nvec3(0.645680,0.493210,0.),\\nvec3(-0.651784,0.717887,0.),\\nvec3(0.421003,0.027070,0.),\\nvec3(-0.817194,-0.271096,0.),\\nvec3(-0.705374,-0.668203,0.),\\nvec3(0.977050,-0.108615,0.),\\nvec3(0.063326,0.142369,0.),\\nvec3(0.203528,0.214331,0.),\\nvec3(-0.667531,0.326090,0.),\\nvec3(-0.098422,-0.295755,0.),\\nvec3(-0.885922,0.215369,0.),\\nvec3(0.566637,0.605213,0.),\\nvec3(0.039766,-0.396100,0.),\\nvec3(0.751946,0.453352,0.),\\nvec3(0.078707,-0.715323,0.),\\nvec3(-0.075838,-0.529344,0.),\\nvec3(0.724479,-0.580798,0.),\\nvec3(0.222999,-0.215125,0.),\\nvec3(-0.467574,-0.405438,0.),\\nvec3(-0.248268,-0.814753,0.),\\nvec3(0.354411,-0.887570,0.),\\nvec3(0.175817,0.382366,0.),\\nvec3(0.487472,-0.063082,0.),\\nvec3(-0.084078,0.898312,0.),\\nvec3(0.488876,-0.783441,0.),\\nvec3(0.470016,0.217933,0.),\\nvec3(-0.696890,-0.549791,0.),\\nvec3(-0.149693,0.605762,0.),\\nvec3(0.034211,0.979980,0.),\\nvec3(0.503098,-0.308878,0.),\\nvec3(-0.016205,-0.872921,0.),\\nvec3(0.385784,-0.393902,0.),\\nvec3(-0.146886,-0.859249,0.),\\nvec3(0.643361,0.164098,0.),\\nvec3(0.634388,-0.049471,0.),\\nvec3(-0.688894,0.007843,0.),\\nvec3(0.464034,-0.188818,0.),\\nvec3(-0.440840,0.137486,0.),\\nvec3(0.364483,0.511704,0.),\\nvec3(0.034028,0.325968,0.),\\nvec3(0.099094,-0.308023,0.),\\nvec3(0.693960,-0.366253,0.),\\nvec3(0.678884,-0.204688,0.),\\nvec3(0.001801,0.780328,0.),\\nvec3(0.145177,-0.898984,0.),\\nvec3(0.062655,-0.611866,0.),\\nvec3(0.315226,-0.604297,0.),\\nvec3(-0.780145,0.486251,0.),\\nvec3(-0.371868,0.882138,0.),\\nvec3(0.200476,0.494430,0.),\\nvec3(-0.494552,-0.711051,0.),\\nvec3(0.612476,0.705252,0.),\\nvec3(-0.578845,-0.768792,0.),\\nvec3(-0.772454,-0.090976,0.),\\nvec3(0.504440,0.372295,0.),\\nvec3(0.155736,0.065157,0.),\\nvec3(0.391522,0.849605,0.),\\nvec3(-0.620106,-0.328104,0.),\\nvec3(0.789239,-0.419965,0.),\\nvec3(-0.545396,0.538133,0.),\\nvec3(-0.178564,-0.596057,0.)\\n);\\n\\n\\n\\n\\n\\nfloat computeShadowWithCSMPCSS(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\\n{\\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\\nuvDepth.z=clamp(uvDepth.z,0.,GREATEST_LESS_THAN_ONE);\\nvec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);\\nfloat blockerDepth=0.0;\\nfloat sumBlockerDepth=0.0;\\nfloat numBlocker=0.0;\\nfor (int i=0; i1.0 || depthMetric<0.0) {\\nreturn 1.0;\\n}\\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\\nfloat blockerDepth=0.0;\\nfloat sumBlockerDepth=0.0;\\nfloat numBlocker=0.0;\\nfor (int i=0; icurrRayHeight)\\n{\\nfloat delta1=currSampledHeight-currRayHeight;\\nfloat delta2=(currRayHeight+stepSize)-lastSampledHeight;\\nfloat ratio=delta1/(delta1+delta2);\\nvCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;\\n\\nbreak;\\n}\\nelse\\n{\\ncurrRayHeight-=stepSize;\\nvLastOffset=vCurrOffset;\\nvCurrOffset+=stepSize*vMaxOffset;\\nlastSampledHeight=currSampledHeight;\\n}\\n}\\nreturn vCurrOffset;\\n}\\nvec2 parallaxOffset(vec3 viewDir,float heightScale)\\n{\\n\\nfloat height=texture2D(bumpSampler,vBumpUV).w;\\nvec2 texCoordOffset=heightScale*viewDir.xy*height;\\nreturn -texCoordOffset;\\n}\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var bumpFragmentFunctions = { name: name, shader: shader };\r\n//# sourceMappingURL=bumpFragmentFunctions.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'logDepthDeclaration';\r\nvar shader = \"#ifdef LOGARITHMICDEPTH\\nuniform float logarithmicDepthConstant;\\nvarying float vFragmentDepth;\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var logDepthDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=logDepthDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'fogFragmentDeclaration';\r\nvar shader = \"#ifdef FOG\\n#define FOGMODE_NONE 0.\\n#define FOGMODE_EXP 1.\\n#define FOGMODE_EXP2 2.\\n#define FOGMODE_LINEAR 3.\\n#define E 2.71828\\nuniform vec4 vFogInfos;\\nuniform vec3 vFogColor;\\nvarying vec3 vFogDistance;\\nfloat CalcFogFactor()\\n{\\nfloat fogCoeff=1.0;\\nfloat fogStart=vFogInfos.y;\\nfloat fogEnd=vFogInfos.z;\\nfloat fogDensity=vFogInfos.w;\\nfloat fogDistance=length(vFogDistance);\\nif (FOGMODE_LINEAR == vFogInfos.x)\\n{\\nfogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);\\n}\\nelse if (FOGMODE_EXP == vFogInfos.x)\\n{\\nfogCoeff=1.0/pow(E,fogDistance*fogDensity);\\n}\\nelse if (FOGMODE_EXP2 == vFogInfos.x)\\n{\\nfogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);\\n}\\nreturn clamp(fogCoeff,0.0,1.0);\\n}\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var fogFragmentDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=fogFragmentDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'bumpFragment';\r\nvar shader = \"vec2 uvOffset=vec2(0.0,0.0);\\n#if defined(BUMP) || defined(PARALLAX)\\n#ifdef NORMALXYSCALE\\nfloat normalScale=1.0;\\n#else\\nfloat normalScale=vBumpInfos.y;\\n#endif\\n#if defined(TANGENT) && defined(NORMAL)\\nmat3 TBN=vTBN;\\n#else\\nmat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,vBumpUV);\\n#endif\\n#elif defined(ANISOTROPIC)\\n#if defined(TANGENT) && defined(NORMAL)\\nmat3 TBN=vTBN;\\n#else\\nmat3 TBN=cotangent_frame(normalW,vPositionW,vMainUV1,vec2(1.,1.));\\n#endif\\n#endif\\n#ifdef PARALLAX\\nmat3 invTBN=transposeMat3(TBN);\\n#ifdef PARALLAXOCCLUSION\\nuvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,vBumpUV,vBumpInfos.z);\\n#else\\nuvOffset=parallaxOffset(invTBN*viewDirectionW,vBumpInfos.z);\\n#endif\\n#endif\\n#ifdef BUMP\\n#ifdef OBJECTSPACE_NORMALMAP\\nnormalW=normalize(texture2D(bumpSampler,vBumpUV).xyz*2.0-1.0);\\nnormalW=normalize(mat3(normalMatrix)*normalW);\\n#else\\nnormalW=perturbNormal(TBN,vBumpUV+uvOffset);\\n#endif\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var bumpFragment = { name: name, shader: shader };\r\n//# sourceMappingURL=bumpFragment.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'depthPrePass';\r\nvar shader = \"#ifdef DEPTHPREPASS\\ngl_FragColor=vec4(0.,0.,0.,1.0);\\nreturn;\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var depthPrePass = { name: name, shader: shader };\r\n//# sourceMappingURL=depthPrePass.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'lightFragment';\r\nvar shader = \"#ifdef LIGHT{X}\\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\\n\\n#else\\n#ifdef PBR\\n\\n#ifdef SPOTLIGHT{X}\\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\\n#elif defined(POINTLIGHT{X})\\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\\n#elif defined(HEMILIGHT{X})\\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\\n#elif defined(DIRLIGHT{X})\\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\\n#endif\\npreInfo.NdotV=NdotV;\\n\\n#ifdef SPOTLIGHT{X}\\n#ifdef LIGHT_FALLOFF_GLTF{X}\\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\\npreInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\\npreInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\\npreInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\\n#else\\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\\npreInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\\n#endif\\n#elif defined(POINTLIGHT{X})\\n#ifdef LIGHT_FALLOFF_GLTF{X}\\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\\n#else\\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\\n#endif\\n#else\\npreInfo.attenuation=1.0;\\n#endif\\n\\n\\n#ifdef HEMILIGHT{X}\\npreInfo.roughness=roughness;\\n#else\\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\\n#endif\\n\\n#ifdef HEMILIGHT{X}\\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb,light{X}.vLightGround);\\n#elif defined(SS_TRANSLUCENCY)\\ninfo.diffuse=computeDiffuseAndTransmittedLighting(preInfo,light{X}.vLightDiffuse.rgb,transmittance);\\n#else\\ninfo.diffuse=computeDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb);\\n#endif\\n\\n#ifdef SPECULARTERM\\n#ifdef ANISOTROPIC\\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicTangent,anisotropicBitangent,anisotropy,specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\\n#else\\ninfo.specular=computeSpecularLighting(preInfo,normalW,specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\\n#endif\\n#endif\\n\\n#ifdef SHEEN\\n#ifdef SHEEN_LINKWITHALBEDO\\n\\npreInfo.roughness=sheenIntensity;\\n#endif\\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenColor,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\\n#endif\\n\\n#ifdef CLEARCOAT\\n\\n#ifdef HEMILIGHT{X}\\npreInfo.roughness=clearCoatRoughness;\\n#else\\npreInfo.roughness=adjustRoughnessFromLightProperties(clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\\n#endif\\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearCoatNormalW,clearCoatAARoughnessFactors.x,clearCoatIntensity,light{X}.vLightDiffuse.rgb);\\n#ifdef CLEARCOAT_TINT\\n\\nabsorption=computeClearCoatLightingAbsorption(clearCoatNdotVRefract,preInfo.L,clearCoatNormalW,clearCoatColor,clearCoatThickness,clearCoatIntensity);\\ninfo.diffuse*=absorption;\\n#ifdef SPECULARTERM\\ninfo.specular*=absorption;\\n#endif\\n#endif\\n\\ninfo.diffuse*=info.clearCoat.w;\\n#ifdef SPECULARTERM\\ninfo.specular*=info.clearCoat.w;\\n#endif\\n#ifdef SHEEN\\ninfo.sheen*=info.clearCoat.w;\\n#endif\\n#endif\\n#else\\n#ifdef SPOTLIGHT{X}\\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\\n#elif defined(HEMILIGHT{X})\\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\\n#endif\\n#endif\\n#ifdef PROJECTEDLIGHTTEXTURE{X}\\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightSampler{X},textureProjectionMatrix{X});\\n#endif\\n#endif\\n#ifdef SHADOW{X}\\n#ifdef SHADOWCSM{X}\\nfor (int i=0; i=0.) {\\nindex{X}=i;\\nbreak;\\n}\\n}\\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\\nif (index{X}>=0)\\n#endif\\n{\\n#if defined(SHADOWPCF{X})\\n#if defined(SHADOWLOWQUALITY{X})\\nshadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#elif defined(SHADOWMEDIUMQUALITY{X})\\nshadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#else\\nshadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#endif\\n#elif defined(SHADOWPCSS{X})\\n#if defined(SHADOWLOWQUALITY{X})\\nshadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\\n#elif defined(SHADOWMEDIUMQUALITY{X})\\nshadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\\n#else\\nshadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\\n#endif\\n#else\\nshadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#endif\\n#ifdef SHADOWCSMDEBUG{X}\\nshadowDebug{X}=vec3(shadow)*vCascadeColorsMultiplier{X}[index{X}];\\n#endif\\n#ifndef SHADOWCSMNOBLEND{X}\\nfloat frustumLength=frustumLengths{X}[index{X}];\\nfloat diffRatio=clamp(diff{X}/frustumLength,0.,1.)*cascadeBlendFactor{X};\\nif (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\\n{\\nindex{X}+=1;\\nfloat nextShadow=0.;\\n#if defined(SHADOWPCF{X})\\n#if defined(SHADOWLOWQUALITY{X})\\nnextShadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#elif defined(SHADOWMEDIUMQUALITY{X})\\nnextShadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#else\\nnextShadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#endif\\n#elif defined(SHADOWPCSS{X})\\n#if defined(SHADOWLOWQUALITY{X})\\nnextShadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\\n#elif defined(SHADOWMEDIUMQUALITY{X})\\nnextShadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\\n#else\\nnextShadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\\n#endif\\n#else\\nnextShadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#endif\\nshadow=mix(nextShadow,shadow,diffRatio);\\n#ifdef SHADOWCSMDEBUG{X}\\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\\n#endif\\n}\\n#endif\\n}\\n#elif defined(SHADOWCLOSEESM{X})\\n#if defined(SHADOWCUBE{X})\\nshadow=computeShadowWithCloseESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\\n#else\\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\\n#endif\\n#elif defined(SHADOWESM{X})\\n#if defined(SHADOWCUBE{X})\\nshadow=computeShadowWithESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\\n#else\\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\\n#endif\\n#elif defined(SHADOWPOISSON{X})\\n#if defined(SHADOWCUBE{X})\\nshadow=computeShadowWithPoissonSamplingCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\\n#else\\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#endif\\n#elif defined(SHADOWPCF{X})\\n#if defined(SHADOWLOWQUALITY{X})\\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#elif defined(SHADOWMEDIUMQUALITY{X})\\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#else\\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#endif\\n#elif defined(SHADOWPCSS{X})\\n#if defined(SHADOWLOWQUALITY{X})\\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#elif defined(SHADOWMEDIUMQUALITY{X})\\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#else\\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#endif\\n#else\\n#if defined(SHADOWCUBE{X})\\nshadow=computeShadowCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.depthValues);\\n#else\\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\\n#endif\\n#endif\\n#ifdef SHADOWONLY\\n#ifndef SHADOWINUSE\\n#define SHADOWINUSE\\n#endif\\nglobalShadow+=shadow;\\nshadowLightCount+=1.0;\\n#endif\\n#else\\nshadow=1.;\\n#endif\\n#ifndef SHADOWONLY\\n#ifdef CUSTOMUSERLIGHTING\\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\\n#ifdef SPECULARTERM\\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\\n#endif\\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\\ndiffuseBase+=lightmapColor.rgb*shadow;\\n#ifdef SPECULARTERM\\n#ifndef LIGHTMAPNOSPECULAR{X}\\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\\n#endif\\n#endif\\n#ifdef CLEARCOAT\\n#ifndef LIGHTMAPNOSPECULAR{X}\\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\\n#endif\\n#endif\\n#ifdef SHEEN\\n#ifndef LIGHTMAPNOSPECULAR{X}\\nsheenBase+=info.sheen.rgb*shadow;\\n#endif\\n#endif\\n#else\\n#ifdef SHADOWCSMDEBUG{X}\\ndiffuseBase+=info.diffuse*shadowDebug{X};\\n#else\\ndiffuseBase+=info.diffuse*shadow;\\n#endif\\n#ifdef SPECULARTERM\\nspecularBase+=info.specular*shadow;\\n#endif\\n#ifdef CLEARCOAT\\nclearCoatBase+=info.clearCoat.rgb*shadow;\\n#endif\\n#ifdef SHEEN\\nsheenBase+=info.sheen.rgb*shadow;\\n#endif\\n#endif\\n#endif\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var lightFragment = { name: name, shader: shader };\r\n//# sourceMappingURL=lightFragment.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'logDepthFragment';\r\nvar shader = \"#ifdef LOGARITHMICDEPTH\\ngl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var logDepthFragment = { name: name, shader: shader };\r\n//# sourceMappingURL=logDepthFragment.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'fogFragment';\r\nvar shader = \"#ifdef FOG\\nfloat fog=CalcFogFactor();\\ncolor.rgb=fog*color.rgb+(1.0-fog)*vFogColor;\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var fogFragment = { name: name, shader: shader };\r\n//# sourceMappingURL=fogFragment.js.map","import { Effect } from \"../Materials/effect\";\r\nimport \"./ShadersInclude/defaultFragmentDeclaration\";\r\nimport \"./ShadersInclude/defaultUboDeclaration\";\r\nimport \"./ShadersInclude/helperFunctions\";\r\nimport \"./ShadersInclude/lightFragmentDeclaration\";\r\nimport \"./ShadersInclude/lightUboDeclaration\";\r\nimport \"./ShadersInclude/lightsFragmentFunctions\";\r\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\r\nimport \"./ShadersInclude/fresnelFunction\";\r\nimport \"./ShadersInclude/reflectionFunction\";\r\nimport \"./ShadersInclude/imageProcessingDeclaration\";\r\nimport \"./ShadersInclude/imageProcessingFunctions\";\r\nimport \"./ShadersInclude/bumpFragmentFunctions\";\r\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\r\nimport \"./ShadersInclude/logDepthDeclaration\";\r\nimport \"./ShadersInclude/fogFragmentDeclaration\";\r\nimport \"./ShadersInclude/clipPlaneFragment\";\r\nimport \"./ShadersInclude/bumpFragment\";\r\nimport \"./ShadersInclude/depthPrePass\";\r\nimport \"./ShadersInclude/lightFragment\";\r\nimport \"./ShadersInclude/logDepthFragment\";\r\nimport \"./ShadersInclude/fogFragment\";\r\nvar name = 'defaultPixelShader';\r\nvar shader = \"#include<__decl__defaultFragment>\\n#if defined(BUMP) || !defined(NORMAL)\\n#extension GL_OES_standard_derivatives : enable\\n#endif\\n#define CUSTOM_FRAGMENT_BEGIN\\n#ifdef LOGARITHMICDEPTH\\n#extension GL_EXT_frag_depth : enable\\n#endif\\n\\n#define RECIPROCAL_PI2 0.15915494\\nuniform vec3 vEyePosition;\\nuniform vec3 vAmbientColor;\\n\\nvarying vec3 vPositionW;\\n#ifdef NORMAL\\nvarying vec3 vNormalW;\\n#endif\\n#ifdef VERTEXCOLOR\\nvarying vec4 vColor;\\n#endif\\n#ifdef MAINUV1\\nvarying vec2 vMainUV1;\\n#endif\\n#ifdef MAINUV2\\nvarying vec2 vMainUV2;\\n#endif\\n\\n#include\\n\\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\\n#include\\n#include\\n\\n#ifdef DIFFUSE\\n#if DIFFUSEDIRECTUV == 1\\n#define vDiffuseUV vMainUV1\\n#elif DIFFUSEDIRECTUV == 2\\n#define vDiffuseUV vMainUV2\\n#else\\nvarying vec2 vDiffuseUV;\\n#endif\\nuniform sampler2D diffuseSampler;\\n#endif\\n#ifdef AMBIENT\\n#if AMBIENTDIRECTUV == 1\\n#define vAmbientUV vMainUV1\\n#elif AMBIENTDIRECTUV == 2\\n#define vAmbientUV vMainUV2\\n#else\\nvarying vec2 vAmbientUV;\\n#endif\\nuniform sampler2D ambientSampler;\\n#endif\\n#ifdef OPACITY\\n#if OPACITYDIRECTUV == 1\\n#define vOpacityUV vMainUV1\\n#elif OPACITYDIRECTUV == 2\\n#define vOpacityUV vMainUV2\\n#else\\nvarying vec2 vOpacityUV;\\n#endif\\nuniform sampler2D opacitySampler;\\n#endif\\n#ifdef EMISSIVE\\n#if EMISSIVEDIRECTUV == 1\\n#define vEmissiveUV vMainUV1\\n#elif EMISSIVEDIRECTUV == 2\\n#define vEmissiveUV vMainUV2\\n#else\\nvarying vec2 vEmissiveUV;\\n#endif\\nuniform sampler2D emissiveSampler;\\n#endif\\n#ifdef LIGHTMAP\\n#if LIGHTMAPDIRECTUV == 1\\n#define vLightmapUV vMainUV1\\n#elif LIGHTMAPDIRECTUV == 2\\n#define vLightmapUV vMainUV2\\n#else\\nvarying vec2 vLightmapUV;\\n#endif\\nuniform sampler2D lightmapSampler;\\n#endif\\n#ifdef REFRACTION\\n#ifdef REFRACTIONMAP_3D\\nuniform samplerCube refractionCubeSampler;\\n#else\\nuniform sampler2D refraction2DSampler;\\n#endif\\n#endif\\n#if defined(SPECULAR) && defined(SPECULARTERM)\\n#if SPECULARDIRECTUV == 1\\n#define vSpecularUV vMainUV1\\n#elif SPECULARDIRECTUV == 2\\n#define vSpecularUV vMainUV2\\n#else\\nvarying vec2 vSpecularUV;\\n#endif\\nuniform sampler2D specularSampler;\\n#endif\\n#ifdef ALPHATEST\\nuniform float alphaCutOff;\\n#endif\\n\\n#include\\n\\n#ifdef REFLECTION\\n#ifdef REFLECTIONMAP_3D\\nuniform samplerCube reflectionCubeSampler;\\n#else\\nuniform sampler2D reflection2DSampler;\\n#endif\\n#ifdef REFLECTIONMAP_SKYBOX\\nvarying vec3 vPositionUVW;\\n#else\\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\\nvarying vec3 vDirectionW;\\n#endif\\n#endif\\n#include\\n#endif\\n#include\\n#include\\n#include\\n#include\\n#include\\n#include\\n#define CUSTOM_FRAGMENT_DEFINITIONS\\nvoid main(void) {\\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\\n#include\\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\\n\\nvec4 baseColor=vec4(1.,1.,1.,1.);\\nvec3 diffuseColor=vDiffuseColor.rgb;\\n\\nfloat alpha=vDiffuseColor.a;\\n\\n#ifdef NORMAL\\nvec3 normalW=normalize(vNormalW);\\n#else\\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\\n#endif\\n#include\\n#ifdef TWOSIDEDLIGHTING\\nnormalW=gl_FrontFacing ? normalW : -normalW;\\n#endif\\n#ifdef DIFFUSE\\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\\n#ifdef ALPHATEST\\nif (baseColor.a\\n#ifdef VERTEXCOLOR\\nbaseColor.rgb*=vColor.rgb;\\n#endif\\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\\n\\nvec3 baseAmbientColor=vec3(1.,1.,1.);\\n#ifdef AMBIENT\\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\\n#endif\\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\\n\\n#ifdef SPECULARTERM\\nfloat glossiness=vSpecularColor.a;\\nvec3 specularColor=vSpecularColor.rgb;\\n#ifdef SPECULAR\\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);\\nspecularColor=specularMapColor.rgb;\\n#ifdef GLOSSINESS\\nglossiness=glossiness*specularMapColor.a;\\n#endif\\n#endif\\n#else\\nfloat glossiness=0.;\\n#endif\\n\\nvec3 diffuseBase=vec3(0.,0.,0.);\\nlightingInfo info;\\n#ifdef SPECULARTERM\\nvec3 specularBase=vec3(0.,0.,0.);\\n#endif\\nfloat shadow=1.;\\n#ifdef LIGHTMAP\\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb*vLightmapInfos.y;\\n#endif\\n#include[0..maxSimultaneousLights]\\n\\nvec3 refractionColor=vec3(0.,0.,0.);\\n#ifdef REFRACTION\\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\\n#ifdef REFRACTIONMAP_3D\\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\\nif (dot(refractionVector,viewDirectionW)<1.0) {\\nrefractionColor=textureCube(refractionCubeSampler,refractionVector).rgb;\\n}\\n#else\\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\\nrefractionCoords.y=1.0-refractionCoords.y;\\nrefractionColor=texture2D(refraction2DSampler,refractionCoords).rgb;\\n#endif\\n#ifdef IS_REFRACTION_LINEAR\\nrefractionColor=toGammaSpace(refractionColor);\\n#endif\\nrefractionColor*=vRefractionInfos.x;\\n#endif\\n\\nvec3 reflectionColor=vec3(0.,0.,0.);\\n#ifdef REFLECTION\\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\\n#ifdef REFLECTIONMAP_3D\\n#ifdef ROUGHNESS\\nfloat bias=vReflectionInfos.y;\\n#ifdef SPECULARTERM\\n#ifdef SPECULAR\\n#ifdef GLOSSINESS\\nbias*=(1.0-specularMapColor.a);\\n#endif\\n#endif\\n#endif\\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias).rgb;\\n#else\\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW).rgb;\\n#endif\\n#else\\nvec2 coords=vReflectionUVW.xy;\\n#ifdef REFLECTIONMAP_PROJECTION\\ncoords/=vReflectionUVW.z;\\n#endif\\ncoords.y=1.0-coords.y;\\nreflectionColor=texture2D(reflection2DSampler,coords).rgb;\\n#endif\\n#ifdef IS_REFLECTION_LINEAR\\nreflectionColor=toGammaSpace(reflectionColor);\\n#endif\\nreflectionColor*=vReflectionInfos.x;\\n#ifdef REFLECTIONFRESNEL\\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\\n#ifdef REFLECTIONFRESNELFROMSPECULAR\\n#ifdef SPECULARTERM\\nreflectionColor*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\\n#else\\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\\n#endif\\n#else\\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\\n#endif\\n#endif\\n#endif\\n#ifdef REFRACTIONFRESNEL\\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);\\nrefractionColor*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\\n#endif\\n#ifdef OPACITY\\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\\n#ifdef OPACITYRGB\\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);\\nalpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\\n#else\\nalpha*=opacityMap.a*vOpacityInfos.y;\\n#endif\\n#endif\\n#ifdef VERTEXALPHA\\nalpha*=vColor.a;\\n#endif\\n#ifdef OPACITYFRESNEL\\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);\\nalpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\\n#endif\\n\\nvec3 emissiveColor=vEmissiveColor;\\n#ifdef EMISSIVE\\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\\n#endif\\n#ifdef EMISSIVEFRESNEL\\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);\\nemissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\\n#endif\\n\\n#ifdef DIFFUSEFRESNEL\\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);\\ndiffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\\n#endif\\n\\n#ifdef EMISSIVEASILLUMINATION\\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\\n#else\\n#ifdef LINKEMISSIVEWITHDIFFUSE\\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\\n#else\\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\\n#endif\\n#endif\\n#ifdef SPECULARTERM\\nvec3 finalSpecular=specularBase*specularColor;\\n#ifdef SPECULAROVERALPHA\\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\\n#endif\\n#else\\nvec3 finalSpecular=vec3(0.0);\\n#endif\\n#ifdef REFLECTIONOVERALPHA\\nalpha=clamp(alpha+dot(reflectionColor,vec3(0.3,0.59,0.11)),0.,1.);\\n#endif\\n\\n#ifdef EMISSIVEASILLUMINATION\\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+emissiveColor+refractionColor,0.0,1.0),alpha);\\n#else\\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+refractionColor,alpha);\\n#endif\\n\\n#ifdef LIGHTMAP\\n#ifndef LIGHTMAPEXCLUDED\\n#ifdef USELIGHTMAPASSHADOWMAP\\ncolor.rgb*=lightmapColor;\\n#else\\ncolor.rgb+=lightmapColor;\\n#endif\\n#endif\\n#endif\\n#define CUSTOM_FRAGMENT_BEFORE_FOG\\ncolor.rgb=max(color.rgb,0.);\\n#include\\n#include\\n\\n\\n#ifdef IMAGEPROCESSINGPOSTPROCESS\\ncolor.rgb=toLinearSpace(color.rgb);\\n#else\\n#ifdef IMAGEPROCESSING\\ncolor.rgb=toLinearSpace(color.rgb);\\ncolor=applyImageProcessing(color);\\n#endif\\n#endif\\ncolor.a*=visibility;\\n#ifdef PREMULTIPLYALPHA\\n\\ncolor.rgb*=color.a;\\n#endif\\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\\ngl_FragColor=color;\\n}\\n\";\r\nEffect.ShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var defaultPixelShader = { name: name, shader: shader };\r\n//# sourceMappingURL=default.fragment.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'defaultVertexDeclaration';\r\nvar shader = \"\\nuniform mat4 viewProjection;\\nuniform mat4 view;\\n#ifdef DIFFUSE\\nuniform mat4 diffuseMatrix;\\nuniform vec2 vDiffuseInfos;\\n#endif\\n#ifdef AMBIENT\\nuniform mat4 ambientMatrix;\\nuniform vec2 vAmbientInfos;\\n#endif\\n#ifdef OPACITY\\nuniform mat4 opacityMatrix;\\nuniform vec2 vOpacityInfos;\\n#endif\\n#ifdef EMISSIVE\\nuniform vec2 vEmissiveInfos;\\nuniform mat4 emissiveMatrix;\\n#endif\\n#ifdef LIGHTMAP\\nuniform vec2 vLightmapInfos;\\nuniform mat4 lightmapMatrix;\\n#endif\\n#if defined(SPECULAR) && defined(SPECULARTERM)\\nuniform vec2 vSpecularInfos;\\nuniform mat4 specularMatrix;\\n#endif\\n#ifdef BUMP\\nuniform vec3 vBumpInfos;\\nuniform mat4 bumpMatrix;\\n#endif\\n#ifdef REFLECTION\\nuniform mat4 reflectionMatrix;\\n#endif\\n#ifdef POINTSIZE\\nuniform float pointSize;\\n#endif\\n\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var defaultVertexDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=defaultVertexDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'bumpVertexDeclaration';\r\nvar shader = \"#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP)\\n#if defined(TANGENT) && defined(NORMAL)\\nvarying mat3 vTBN;\\n#endif\\n#endif\\n\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var bumpVertexDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=bumpVertexDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'fogVertexDeclaration';\r\nvar shader = \"#ifdef FOG\\nvarying vec3 vFogDistance;\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var fogVertexDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=fogVertexDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'morphTargetsVertexGlobalDeclaration';\r\nvar shader = \"#ifdef MORPHTARGETS\\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var morphTargetsVertexGlobalDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=morphTargetsVertexGlobalDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'morphTargetsVertexDeclaration';\r\nvar shader = \"#ifdef MORPHTARGETS\\nattribute vec3 position{X};\\n#ifdef MORPHTARGETS_NORMAL\\nattribute vec3 normal{X};\\n#endif\\n#ifdef MORPHTARGETS_TANGENT\\nattribute vec3 tangent{X};\\n#endif\\n#ifdef MORPHTARGETS_UV\\nattribute vec2 uv_{X};\\n#endif\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var morphTargetsVertexDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=morphTargetsVertexDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'morphTargetsVertex';\r\nvar shader = \"#ifdef MORPHTARGETS\\npositionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];\\n#ifdef MORPHTARGETS_NORMAL\\nnormalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];\\n#endif\\n#ifdef MORPHTARGETS_TANGENT\\ntangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];\\n#endif\\n#ifdef MORPHTARGETS_UV\\nuvUpdated+=(uv_{X}-uv)*morphTargetInfluences[{X}];\\n#endif\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var morphTargetsVertex = { name: name, shader: shader };\r\n//# sourceMappingURL=morphTargetsVertex.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'bumpVertex';\r\nvar shader = \"#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP)\\n#if defined(TANGENT) && defined(NORMAL)\\nvec3 tbnNormal=normalize(normalUpdated);\\nvec3 tbnTangent=normalize(tangentUpdated.xyz);\\nvec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;\\nvTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);\\n#endif\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var bumpVertex = { name: name, shader: shader };\r\n//# sourceMappingURL=bumpVertex.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'fogVertex';\r\nvar shader = \"#ifdef FOG\\nvFogDistance=(view*worldPos).xyz;\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var fogVertex = { name: name, shader: shader };\r\n//# sourceMappingURL=fogVertex.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'shadowsVertex';\r\nvar shader = \"#ifdef SHADOWS\\n#if defined(SHADOWCSM{X})\\nvPositionFromCamera{X}=view*worldPos;\\nfor (int i=0; i\\n\\n#define CUSTOM_VERTEX_BEGIN\\nattribute vec3 position;\\n#ifdef NORMAL\\nattribute vec3 normal;\\n#endif\\n#ifdef TANGENT\\nattribute vec4 tangent;\\n#endif\\n#ifdef UV1\\nattribute vec2 uv;\\n#endif\\n#ifdef UV2\\nattribute vec2 uv2;\\n#endif\\n#ifdef VERTEXCOLOR\\nattribute vec4 color;\\n#endif\\n#include\\n#include\\n\\n#include\\n#ifdef MAINUV1\\nvarying vec2 vMainUV1;\\n#endif\\n#ifdef MAINUV2\\nvarying vec2 vMainUV2;\\n#endif\\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\\nvarying vec2 vDiffuseUV;\\n#endif\\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\\nvarying vec2 vAmbientUV;\\n#endif\\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\\nvarying vec2 vOpacityUV;\\n#endif\\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\\nvarying vec2 vEmissiveUV;\\n#endif\\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\\nvarying vec2 vLightmapUV;\\n#endif\\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\\nvarying vec2 vSpecularUV;\\n#endif\\n#if defined(BUMP) && BUMPDIRECTUV == 0\\nvarying vec2 vBumpUV;\\n#endif\\n\\nvarying vec3 vPositionW;\\n#ifdef NORMAL\\nvarying vec3 vNormalW;\\n#endif\\n#ifdef VERTEXCOLOR\\nvarying vec4 vColor;\\n#endif\\n#include\\n#include\\n#include\\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\\n#include\\n#include[0..maxSimultaneousMorphTargets]\\n#ifdef REFLECTIONMAP_SKYBOX\\nvarying vec3 vPositionUVW;\\n#endif\\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\\nvarying vec3 vDirectionW;\\n#endif\\n#include\\n#define CUSTOM_VERTEX_DEFINITIONS\\nvoid main(void) {\\n#define CUSTOM_VERTEX_MAIN_BEGIN\\nvec3 positionUpdated=position;\\n#ifdef NORMAL\\nvec3 normalUpdated=normal;\\n#endif\\n#ifdef TANGENT\\nvec4 tangentUpdated=tangent;\\n#endif\\n#ifdef UV1\\nvec2 uvUpdated=uv;\\n#endif\\n#include[0..maxSimultaneousMorphTargets]\\n#ifdef REFLECTIONMAP_SKYBOX\\nvPositionUVW=positionUpdated;\\n#endif\\n#define CUSTOM_VERTEX_UPDATE_POSITION\\n#define CUSTOM_VERTEX_UPDATE_NORMAL\\n#include\\n#include\\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\\n#ifdef MULTIVIEW\\nif (gl_ViewID_OVR == 0u) {\\ngl_Position=viewProjection*worldPos;\\n} else {\\ngl_Position=viewProjectionR*worldPos;\\n}\\n#else\\ngl_Position=viewProjection*worldPos;\\n#endif\\nvPositionW=vec3(worldPos);\\n#ifdef NORMAL\\nmat3 normalWorld=mat3(finalWorld);\\n#ifdef NONUNIFORMSCALING\\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\\n#endif\\nvNormalW=normalize(normalWorld*normalUpdated);\\n#endif\\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\\n#endif\\n\\n#ifndef UV1\\nvec2 uvUpdated=vec2(0.,0.);\\n#endif\\n#ifndef UV2\\nvec2 uv2=vec2(0.,0.);\\n#endif\\n#ifdef MAINUV1\\nvMainUV1=uvUpdated;\\n#endif\\n#ifdef MAINUV2\\nvMainUV2=uv2;\\n#endif\\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\\nif (vDiffuseInfos.x == 0.)\\n{\\nvDiffuseUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\\n}\\nelse\\n{\\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\\n}\\n#endif\\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\\nif (vAmbientInfos.x == 0.)\\n{\\nvAmbientUV=vec2(ambientMatrix*vec4(uvUpdated,1.0,0.0));\\n}\\nelse\\n{\\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\\n}\\n#endif\\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\\nif (vOpacityInfos.x == 0.)\\n{\\nvOpacityUV=vec2(opacityMatrix*vec4(uvUpdated,1.0,0.0));\\n}\\nelse\\n{\\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\\n}\\n#endif\\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\\nif (vEmissiveInfos.x == 0.)\\n{\\nvEmissiveUV=vec2(emissiveMatrix*vec4(uvUpdated,1.0,0.0));\\n}\\nelse\\n{\\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\\n}\\n#endif\\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\\nif (vLightmapInfos.x == 0.)\\n{\\nvLightmapUV=vec2(lightmapMatrix*vec4(uvUpdated,1.0,0.0));\\n}\\nelse\\n{\\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\\n}\\n#endif\\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\\nif (vSpecularInfos.x == 0.)\\n{\\nvSpecularUV=vec2(specularMatrix*vec4(uvUpdated,1.0,0.0));\\n}\\nelse\\n{\\nvSpecularUV=vec2(specularMatrix*vec4(uv2,1.0,0.0));\\n}\\n#endif\\n#if defined(BUMP) && BUMPDIRECTUV == 0\\nif (vBumpInfos.x == 0.)\\n{\\nvBumpUV=vec2(bumpMatrix*vec4(uvUpdated,1.0,0.0));\\n}\\nelse\\n{\\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\\n}\\n#endif\\n#include\\n#include\\n#include\\n#include[0..maxSimultaneousLights]\\n#ifdef VERTEXCOLOR\\n\\nvColor=color;\\n#endif\\n#include\\n#include\\n#define CUSTOM_VERTEX_MAIN_END\\n}\\n\";\r\nEffect.ShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var defaultVertexShader = { name: name, shader: shader };\r\n//# sourceMappingURL=default.vertex.js.map","import { __decorate, __extends } from \"tslib\";\r\nimport { serialize, SerializationHelper, serializeAsColor3, expandToProperty, serializeAsFresnelParameters, serializeAsTexture } from \"../Misc/decorators\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Scene } from \"../scene\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { ImageProcessingConfiguration } from \"./imageProcessingConfiguration\";\r\nimport { MaterialDefines } from \"../Materials/materialDefines\";\r\nimport { PushMaterial } from \"./pushMaterial\";\r\nimport { MaterialHelper } from \"./materialHelper\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { _TypeStore } from \"../Misc/typeStore\";\r\nimport { MaterialFlags } from \"./materialFlags\";\r\nimport \"../Shaders/default.fragment\";\r\nimport \"../Shaders/default.vertex\";\r\nimport { EffectFallbacks } from './effectFallbacks';\r\n/** @hidden */\r\nvar StandardMaterialDefines = /** @class */ (function (_super) {\r\n __extends(StandardMaterialDefines, _super);\r\n function StandardMaterialDefines() {\r\n var _this = _super.call(this) || this;\r\n _this.MAINUV1 = false;\r\n _this.MAINUV2 = false;\r\n _this.DIFFUSE = false;\r\n _this.DIFFUSEDIRECTUV = 0;\r\n _this.AMBIENT = false;\r\n _this.AMBIENTDIRECTUV = 0;\r\n _this.OPACITY = false;\r\n _this.OPACITYDIRECTUV = 0;\r\n _this.OPACITYRGB = false;\r\n _this.REFLECTION = false;\r\n _this.EMISSIVE = false;\r\n _this.EMISSIVEDIRECTUV = 0;\r\n _this.SPECULAR = false;\r\n _this.SPECULARDIRECTUV = 0;\r\n _this.BUMP = false;\r\n _this.BUMPDIRECTUV = 0;\r\n _this.PARALLAX = false;\r\n _this.PARALLAXOCCLUSION = false;\r\n _this.SPECULAROVERALPHA = false;\r\n _this.CLIPPLANE = false;\r\n _this.CLIPPLANE2 = false;\r\n _this.CLIPPLANE3 = false;\r\n _this.CLIPPLANE4 = false;\r\n _this.CLIPPLANE5 = false;\r\n _this.CLIPPLANE6 = false;\r\n _this.ALPHATEST = false;\r\n _this.DEPTHPREPASS = false;\r\n _this.ALPHAFROMDIFFUSE = false;\r\n _this.POINTSIZE = false;\r\n _this.FOG = false;\r\n _this.SPECULARTERM = false;\r\n _this.DIFFUSEFRESNEL = false;\r\n _this.OPACITYFRESNEL = false;\r\n _this.REFLECTIONFRESNEL = false;\r\n _this.REFRACTIONFRESNEL = false;\r\n _this.EMISSIVEFRESNEL = false;\r\n _this.FRESNEL = false;\r\n _this.NORMAL = false;\r\n _this.UV1 = false;\r\n _this.UV2 = false;\r\n _this.VERTEXCOLOR = false;\r\n _this.VERTEXALPHA = false;\r\n _this.NUM_BONE_INFLUENCERS = 0;\r\n _this.BonesPerMesh = 0;\r\n _this.BONETEXTURE = false;\r\n _this.INSTANCES = false;\r\n _this.GLOSSINESS = false;\r\n _this.ROUGHNESS = false;\r\n _this.EMISSIVEASILLUMINATION = false;\r\n _this.LINKEMISSIVEWITHDIFFUSE = false;\r\n _this.REFLECTIONFRESNELFROMSPECULAR = false;\r\n _this.LIGHTMAP = false;\r\n _this.LIGHTMAPDIRECTUV = 0;\r\n _this.OBJECTSPACE_NORMALMAP = false;\r\n _this.USELIGHTMAPASSHADOWMAP = false;\r\n _this.REFLECTIONMAP_3D = false;\r\n _this.REFLECTIONMAP_SPHERICAL = false;\r\n _this.REFLECTIONMAP_PLANAR = false;\r\n _this.REFLECTIONMAP_CUBIC = false;\r\n _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;\r\n _this.REFLECTIONMAP_PROJECTION = false;\r\n _this.REFLECTIONMAP_SKYBOX = false;\r\n _this.REFLECTIONMAP_EXPLICIT = false;\r\n _this.REFLECTIONMAP_EQUIRECTANGULAR = false;\r\n _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;\r\n _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;\r\n _this.INVERTCUBICMAP = false;\r\n _this.LOGARITHMICDEPTH = false;\r\n _this.REFRACTION = false;\r\n _this.REFRACTIONMAP_3D = false;\r\n _this.REFLECTIONOVERALPHA = false;\r\n _this.TWOSIDEDLIGHTING = false;\r\n _this.SHADOWFLOAT = false;\r\n _this.MORPHTARGETS = false;\r\n _this.MORPHTARGETS_NORMAL = false;\r\n _this.MORPHTARGETS_TANGENT = false;\r\n _this.MORPHTARGETS_UV = false;\r\n _this.NUM_MORPH_INFLUENCERS = 0;\r\n _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH\r\n _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7\r\n _this.IMAGEPROCESSING = false;\r\n _this.VIGNETTE = false;\r\n _this.VIGNETTEBLENDMODEMULTIPLY = false;\r\n _this.VIGNETTEBLENDMODEOPAQUE = false;\r\n _this.TONEMAPPING = false;\r\n _this.TONEMAPPING_ACES = false;\r\n _this.CONTRAST = false;\r\n _this.COLORCURVES = false;\r\n _this.COLORGRADING = false;\r\n _this.COLORGRADING3D = false;\r\n _this.SAMPLER3DGREENDEPTH = false;\r\n _this.SAMPLER3DBGRMAP = false;\r\n _this.IMAGEPROCESSINGPOSTPROCESS = false;\r\n _this.MULTIVIEW = false;\r\n /**\r\n * If the reflection texture on this material is in linear color space\r\n * @hidden\r\n */\r\n _this.IS_REFLECTION_LINEAR = false;\r\n /**\r\n * If the refraction texture on this material is in linear color space\r\n * @hidden\r\n */\r\n _this.IS_REFRACTION_LINEAR = false;\r\n _this.EXPOSURE = false;\r\n _this.rebuild();\r\n return _this;\r\n }\r\n StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {\r\n var modes = [\r\n \"REFLECTIONMAP_CUBIC\", \"REFLECTIONMAP_EXPLICIT\", \"REFLECTIONMAP_PLANAR\",\r\n \"REFLECTIONMAP_PROJECTION\", \"REFLECTIONMAP_PROJECTION\", \"REFLECTIONMAP_SKYBOX\",\r\n \"REFLECTIONMAP_SPHERICAL\", \"REFLECTIONMAP_EQUIRECTANGULAR\", \"REFLECTIONMAP_EQUIRECTANGULAR_FIXED\",\r\n \"REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\"\r\n ];\r\n for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {\r\n var mode = modes_1[_i];\r\n this[mode] = (mode === modeToEnable);\r\n }\r\n };\r\n return StandardMaterialDefines;\r\n}(MaterialDefines));\r\nexport { StandardMaterialDefines };\r\n/**\r\n * This is the default material used in Babylon. It is the best trade off between quality\r\n * and performances.\r\n * @see http://doc.babylonjs.com/babylon101/materials\r\n */\r\nvar StandardMaterial = /** @class */ (function (_super) {\r\n __extends(StandardMaterial, _super);\r\n /**\r\n * Instantiates a new standard material.\r\n * This is the default material used in Babylon. It is the best trade off between quality\r\n * and performances.\r\n * @see http://doc.babylonjs.com/babylon101/materials\r\n * @param name Define the name of the material in the scene\r\n * @param scene Define the scene the material belong to\r\n */\r\n function StandardMaterial(name, scene) {\r\n var _this = _super.call(this, name, scene) || this;\r\n _this._diffuseTexture = null;\r\n _this._ambientTexture = null;\r\n _this._opacityTexture = null;\r\n _this._reflectionTexture = null;\r\n _this._emissiveTexture = null;\r\n _this._specularTexture = null;\r\n _this._bumpTexture = null;\r\n _this._lightmapTexture = null;\r\n _this._refractionTexture = null;\r\n /**\r\n * The color of the material lit by the environmental background lighting.\r\n * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example\r\n */\r\n _this.ambientColor = new Color3(0, 0, 0);\r\n /**\r\n * The basic color of the material as viewed under a light.\r\n */\r\n _this.diffuseColor = new Color3(1, 1, 1);\r\n /**\r\n * Define how the color and intensity of the highlight given by the light in the material.\r\n */\r\n _this.specularColor = new Color3(1, 1, 1);\r\n /**\r\n * Define the color of the material as if self lit.\r\n * This will be mixed in the final result even in the absence of light.\r\n */\r\n _this.emissiveColor = new Color3(0, 0, 0);\r\n /**\r\n * Defines how sharp are the highlights in the material.\r\n * The bigger the value the sharper giving a more glossy feeling to the result.\r\n * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.\r\n */\r\n _this.specularPower = 64;\r\n _this._useAlphaFromDiffuseTexture = false;\r\n _this._useEmissiveAsIllumination = false;\r\n _this._linkEmissiveWithDiffuse = false;\r\n _this._useSpecularOverAlpha = false;\r\n _this._useReflectionOverAlpha = false;\r\n _this._disableLighting = false;\r\n _this._useObjectSpaceNormalMap = false;\r\n _this._useParallax = false;\r\n _this._useParallaxOcclusion = false;\r\n /**\r\n * Apply a scaling factor that determine which \"depth\" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.\r\n */\r\n _this.parallaxScaleBias = 0.05;\r\n _this._roughness = 0;\r\n /**\r\n * In case of refraction, define the value of the index of refraction.\r\n * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions\r\n */\r\n _this.indexOfRefraction = 0.98;\r\n /**\r\n * Invert the refraction texture alongside the y axis.\r\n * It can be useful with procedural textures or probe for instance.\r\n * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions\r\n */\r\n _this.invertRefractionY = true;\r\n /**\r\n * Defines the alpha limits in alpha test mode.\r\n */\r\n _this.alphaCutOff = 0.4;\r\n _this._useLightmapAsShadowmap = false;\r\n _this._useReflectionFresnelFromSpecular = false;\r\n _this._useGlossinessFromSpecularMapAlpha = false;\r\n _this._maxSimultaneousLights = 4;\r\n _this._invertNormalMapX = false;\r\n _this._invertNormalMapY = false;\r\n _this._twoSidedLighting = false;\r\n _this._renderTargets = new SmartArray(16);\r\n _this._worldViewProjectionMatrix = Matrix.Zero();\r\n _this._globalAmbientColor = new Color3(0, 0, 0);\r\n _this._rebuildInParallel = false;\r\n // Setup the default processing configuration to the scene.\r\n _this._attachImageProcessingConfiguration(null);\r\n _this.getRenderTargetTextures = function () {\r\n _this._renderTargets.reset();\r\n if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {\r\n _this._renderTargets.push(_this._reflectionTexture);\r\n }\r\n if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {\r\n _this._renderTargets.push(_this._refractionTexture);\r\n }\r\n return _this._renderTargets;\r\n };\r\n return _this;\r\n }\r\n Object.defineProperty(StandardMaterial.prototype, \"imageProcessingConfiguration\", {\r\n /**\r\n * Gets the image processing configuration used either in this material.\r\n */\r\n get: function () {\r\n return this._imageProcessingConfiguration;\r\n },\r\n /**\r\n * Sets the Default image processing configuration used either in the this material.\r\n *\r\n * If sets to null, the scene one is in use.\r\n */\r\n set: function (value) {\r\n this._attachImageProcessingConfiguration(value);\r\n // Ensure the effect will be rebuilt.\r\n this._markAllSubMeshesAsTexturesDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Attaches a new image processing configuration to the Standard Material.\r\n * @param configuration\r\n */\r\n StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {\r\n var _this = this;\r\n if (configuration === this._imageProcessingConfiguration) {\r\n return;\r\n }\r\n // Detaches observer\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n // Pick the scene configuration if needed\r\n if (!configuration) {\r\n this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;\r\n }\r\n else {\r\n this._imageProcessingConfiguration = configuration;\r\n }\r\n // Attaches observer\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function () {\r\n _this._markAllSubMeshesAsImageProcessingDirty();\r\n });\r\n }\r\n };\r\n Object.defineProperty(StandardMaterial.prototype, \"cameraColorCurvesEnabled\", {\r\n /**\r\n * Gets wether the color curves effect is enabled.\r\n */\r\n get: function () {\r\n return this.imageProcessingConfiguration.colorCurvesEnabled;\r\n },\r\n /**\r\n * Sets wether the color curves effect is enabled.\r\n */\r\n set: function (value) {\r\n this.imageProcessingConfiguration.colorCurvesEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial.prototype, \"cameraColorGradingEnabled\", {\r\n /**\r\n * Gets wether the color grading effect is enabled.\r\n */\r\n get: function () {\r\n return this.imageProcessingConfiguration.colorGradingEnabled;\r\n },\r\n /**\r\n * Gets wether the color grading effect is enabled.\r\n */\r\n set: function (value) {\r\n this.imageProcessingConfiguration.colorGradingEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial.prototype, \"cameraToneMappingEnabled\", {\r\n /**\r\n * Gets wether tonemapping is enabled or not.\r\n */\r\n get: function () {\r\n return this._imageProcessingConfiguration.toneMappingEnabled;\r\n },\r\n /**\r\n * Sets wether tonemapping is enabled or not\r\n */\r\n set: function (value) {\r\n this._imageProcessingConfiguration.toneMappingEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial.prototype, \"cameraExposure\", {\r\n /**\r\n * The camera exposure used on this material.\r\n * This property is here and not in the camera to allow controlling exposure without full screen post process.\r\n * This corresponds to a photographic exposure.\r\n */\r\n get: function () {\r\n return this._imageProcessingConfiguration.exposure;\r\n },\r\n /**\r\n * The camera exposure used on this material.\r\n * This property is here and not in the camera to allow controlling exposure without full screen post process.\r\n * This corresponds to a photographic exposure.\r\n */\r\n set: function (value) {\r\n this._imageProcessingConfiguration.exposure = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial.prototype, \"cameraContrast\", {\r\n /**\r\n * Gets The camera contrast used on this material.\r\n */\r\n get: function () {\r\n return this._imageProcessingConfiguration.contrast;\r\n },\r\n /**\r\n * Sets The camera contrast used on this material.\r\n */\r\n set: function (value) {\r\n this._imageProcessingConfiguration.contrast = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial.prototype, \"cameraColorGradingTexture\", {\r\n /**\r\n * Gets the Color Grading 2D Lookup Texture.\r\n */\r\n get: function () {\r\n return this._imageProcessingConfiguration.colorGradingTexture;\r\n },\r\n /**\r\n * Sets the Color Grading 2D Lookup Texture.\r\n */\r\n set: function (value) {\r\n this._imageProcessingConfiguration.colorGradingTexture = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial.prototype, \"cameraColorCurves\", {\r\n /**\r\n * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\n get: function () {\r\n return this._imageProcessingConfiguration.colorCurves;\r\n },\r\n /**\r\n * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\n set: function (value) {\r\n this._imageProcessingConfiguration.colorCurves = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial.prototype, \"hasRenderTargetTextures\", {\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n get: function () {\r\n if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {\r\n return true;\r\n }\r\n if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n return true;\r\n }\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the current class name of the material e.g. \"StandardMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n StandardMaterial.prototype.getClassName = function () {\r\n return \"StandardMaterial\";\r\n };\r\n Object.defineProperty(StandardMaterial.prototype, \"useLogarithmicDepth\", {\r\n /**\r\n * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)\r\n * You can try switching to logarithmic depth.\r\n * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer\r\n */\r\n get: function () {\r\n return this._useLogarithmicDepth;\r\n },\r\n set: function (value) {\r\n this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;\r\n this._markAllSubMeshesAsMiscDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Specifies if the material will require alpha blending\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n StandardMaterial.prototype.needAlphaBlending = function () {\r\n return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;\r\n };\r\n /**\r\n * Specifies if this material should be rendered in alpha test mode\r\n * @returns a boolean specifying if an alpha test is needed.\r\n */\r\n StandardMaterial.prototype.needAlphaTesting = function () {\r\n return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;\r\n };\r\n StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {\r\n return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;\r\n };\r\n /**\r\n * Get the texture used for alpha test purpose.\r\n * @returns the diffuse texture in case of the standard material.\r\n */\r\n StandardMaterial.prototype.getAlphaTestTexture = function () {\r\n return this._diffuseTexture;\r\n };\r\n /**\r\n * Get if the submesh is ready to be used and all its information available.\r\n * Child classes can use it to update shaders\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @param useInstances specifies that instances should be used\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {\r\n if (useInstances === void 0) { useInstances = false; }\r\n if (subMesh.effect && this.isFrozen) {\r\n if (subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n if (!subMesh._materialDefines) {\r\n subMesh._materialDefines = new StandardMaterialDefines();\r\n }\r\n var scene = this.getScene();\r\n var defines = subMesh._materialDefines;\r\n if (!this.checkReadyOnEveryCall && subMesh.effect) {\r\n if (defines._renderId === scene.getRenderId()) {\r\n return true;\r\n }\r\n }\r\n var engine = scene.getEngine();\r\n // Lights\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);\r\n // Multiview\r\n MaterialHelper.PrepareDefinesForMultiview(scene, defines);\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n defines.MAINUV1 = false;\r\n defines.MAINUV2 = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, \"DIFFUSE\");\r\n }\r\n }\r\n else {\r\n defines.DIFFUSE = false;\r\n }\r\n if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {\r\n if (!this._ambientTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, \"AMBIENT\");\r\n }\r\n }\r\n else {\r\n defines.AMBIENT = false;\r\n }\r\n if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {\r\n if (!this._opacityTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, \"OPACITY\");\r\n defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;\r\n }\r\n }\r\n else {\r\n defines.OPACITY = false;\r\n }\r\n if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {\r\n if (!this._reflectionTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n defines._needNormals = true;\r\n defines.REFLECTION = true;\r\n defines.ROUGHNESS = (this._roughness > 0);\r\n defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;\r\n defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === Texture.INVCUBIC_MODE);\r\n defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;\r\n switch (this._reflectionTexture.coordinatesMode) {\r\n case Texture.EXPLICIT_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_EXPLICIT\");\r\n break;\r\n case Texture.PLANAR_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_PLANAR\");\r\n break;\r\n case Texture.PROJECTION_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_PROJECTION\");\r\n break;\r\n case Texture.SKYBOX_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_SKYBOX\");\r\n break;\r\n case Texture.SPHERICAL_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_SPHERICAL\");\r\n break;\r\n case Texture.EQUIRECTANGULAR_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_EQUIRECTANGULAR\");\r\n break;\r\n case Texture.FIXED_EQUIRECTANGULAR_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_EQUIRECTANGULAR_FIXED\");\r\n break;\r\n case Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\");\r\n break;\r\n case Texture.CUBIC_MODE:\r\n case Texture.INVCUBIC_MODE:\r\n default:\r\n defines.setReflectionMode(\"REFLECTIONMAP_CUBIC\");\r\n break;\r\n }\r\n defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;\r\n }\r\n }\r\n else {\r\n defines.REFLECTION = false;\r\n }\r\n if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {\r\n if (!this._emissiveTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, \"EMISSIVE\");\r\n }\r\n }\r\n else {\r\n defines.EMISSIVE = false;\r\n }\r\n if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {\r\n if (!this._lightmapTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, \"LIGHTMAP\");\r\n defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;\r\n }\r\n }\r\n else {\r\n defines.LIGHTMAP = false;\r\n }\r\n if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {\r\n if (!this._specularTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, \"SPECULAR\");\r\n defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;\r\n }\r\n }\r\n else {\r\n defines.SPECULAR = false;\r\n }\r\n if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {\r\n // Bump texure can not be not blocking.\r\n if (!this._bumpTexture.isReady()) {\r\n return false;\r\n }\r\n else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, \"BUMP\");\r\n defines.PARALLAX = this._useParallax;\r\n defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;\r\n }\r\n defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;\r\n }\r\n else {\r\n defines.BUMP = false;\r\n }\r\n if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {\r\n if (!this._refractionTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n defines._needUVs = true;\r\n defines.REFRACTION = true;\r\n defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;\r\n }\r\n }\r\n else {\r\n defines.REFRACTION = false;\r\n }\r\n defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;\r\n }\r\n else {\r\n defines.DIFFUSE = false;\r\n defines.AMBIENT = false;\r\n defines.OPACITY = false;\r\n defines.REFLECTION = false;\r\n defines.EMISSIVE = false;\r\n defines.LIGHTMAP = false;\r\n defines.BUMP = false;\r\n defines.REFRACTION = false;\r\n }\r\n defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();\r\n defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;\r\n defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;\r\n defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;\r\n defines.PREMULTIPLYALPHA = (this.alphaMode === 7 || this.alphaMode === 8);\r\n }\r\n if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {\r\n if (!this._imageProcessingConfiguration.isReady()) {\r\n return false;\r\n }\r\n this._imageProcessingConfiguration.prepareDefines(defines);\r\n defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);\r\n defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);\r\n }\r\n if (defines._areFresnelDirty) {\r\n if (StandardMaterial.FresnelEnabled) {\r\n // Fresnel\r\n if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||\r\n this._emissiveFresnelParameters || this._refractionFresnelParameters ||\r\n this._reflectionFresnelParameters) {\r\n defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);\r\n defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);\r\n defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);\r\n defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;\r\n defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);\r\n defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);\r\n defines._needNormals = true;\r\n defines.FRESNEL = true;\r\n }\r\n }\r\n else {\r\n defines.FRESNEL = false;\r\n }\r\n }\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n var lightDisposed = defines._areLightsDisposed;\r\n defines.markAsProcessed();\r\n // Fallbacks\r\n var fallbacks = new EffectFallbacks();\r\n if (defines.REFLECTION) {\r\n fallbacks.addFallback(0, \"REFLECTION\");\r\n }\r\n if (defines.SPECULAR) {\r\n fallbacks.addFallback(0, \"SPECULAR\");\r\n }\r\n if (defines.BUMP) {\r\n fallbacks.addFallback(0, \"BUMP\");\r\n }\r\n if (defines.PARALLAX) {\r\n fallbacks.addFallback(1, \"PARALLAX\");\r\n }\r\n if (defines.PARALLAXOCCLUSION) {\r\n fallbacks.addFallback(0, \"PARALLAXOCCLUSION\");\r\n }\r\n if (defines.SPECULAROVERALPHA) {\r\n fallbacks.addFallback(0, \"SPECULAROVERALPHA\");\r\n }\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n if (defines.POINTSIZE) {\r\n fallbacks.addFallback(0, \"POINTSIZE\");\r\n }\r\n if (defines.LOGARITHMICDEPTH) {\r\n fallbacks.addFallback(0, \"LOGARITHMICDEPTH\");\r\n }\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);\r\n if (defines.SPECULARTERM) {\r\n fallbacks.addFallback(0, \"SPECULARTERM\");\r\n }\r\n if (defines.DIFFUSEFRESNEL) {\r\n fallbacks.addFallback(1, \"DIFFUSEFRESNEL\");\r\n }\r\n if (defines.OPACITYFRESNEL) {\r\n fallbacks.addFallback(2, \"OPACITYFRESNEL\");\r\n }\r\n if (defines.REFLECTIONFRESNEL) {\r\n fallbacks.addFallback(3, \"REFLECTIONFRESNEL\");\r\n }\r\n if (defines.EMISSIVEFRESNEL) {\r\n fallbacks.addFallback(4, \"EMISSIVEFRESNEL\");\r\n }\r\n if (defines.FRESNEL) {\r\n fallbacks.addFallback(4, \"FRESNEL\");\r\n }\r\n if (defines.MULTIVIEW) {\r\n fallbacks.addFallback(0, \"MULTIVIEW\");\r\n }\r\n //Attributes\r\n var attribs = [VertexBuffer.PositionKind];\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);\r\n var shaderName = \"default\";\r\n var uniforms = [\"world\", \"view\", \"viewProjection\", \"vEyePosition\", \"vLightsType\", \"vAmbientColor\", \"vDiffuseColor\", \"vSpecularColor\", \"vEmissiveColor\", \"visibility\",\r\n \"vFogInfos\", \"vFogColor\", \"pointSize\",\r\n \"vDiffuseInfos\", \"vAmbientInfos\", \"vOpacityInfos\", \"vReflectionInfos\", \"vEmissiveInfos\", \"vSpecularInfos\", \"vBumpInfos\", \"vLightmapInfos\", \"vRefractionInfos\",\r\n \"mBones\",\r\n \"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"vClipPlane5\", \"vClipPlane6\", \"diffuseMatrix\", \"ambientMatrix\", \"opacityMatrix\", \"reflectionMatrix\", \"emissiveMatrix\", \"specularMatrix\", \"bumpMatrix\", \"normalMatrix\", \"lightmapMatrix\", \"refractionMatrix\",\r\n \"diffuseLeftColor\", \"diffuseRightColor\", \"opacityParts\", \"reflectionLeftColor\", \"reflectionRightColor\", \"emissiveLeftColor\", \"emissiveRightColor\", \"refractionLeftColor\", \"refractionRightColor\",\r\n \"vReflectionPosition\", \"vReflectionSize\",\r\n \"logarithmicDepthConstant\", \"vTangentSpaceParams\", \"alphaCutOff\", \"boneTextureWidth\"\r\n ];\r\n var samplers = [\"diffuseSampler\", \"ambientSampler\", \"opacitySampler\", \"reflectionCubeSampler\",\r\n \"reflection2DSampler\", \"emissiveSampler\", \"specularSampler\", \"bumpSampler\", \"lightmapSampler\",\r\n \"refractionCubeSampler\", \"refraction2DSampler\", \"boneSampler\"];\r\n var uniformBuffers = [\"Material\", \"Scene\"];\r\n if (ImageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, defines);\r\n }\r\n MaterialHelper.PrepareUniformsAndSamplersList({\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this._maxSimultaneousLights\r\n });\r\n if (this.customShaderNameResolve) {\r\n shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);\r\n }\r\n var join = defines.toString();\r\n var previousEffect = subMesh.effect;\r\n var effect = scene.getEngine().createEffect(shaderName, {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }\r\n }, engine);\r\n if (effect) {\r\n // Use previous effect while new one is compiling\r\n if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {\r\n effect = previousEffect;\r\n this._rebuildInParallel = true;\r\n defines.markAsUnprocessed();\r\n if (lightDisposed) {\r\n // re register in case it takes more than one frame.\r\n defines._areLightsDisposed = true;\r\n return false;\r\n }\r\n }\r\n else {\r\n this._rebuildInParallel = false;\r\n scene.resetCachedMaterial();\r\n subMesh.setEffect(effect, defines);\r\n this.buildUniformLayout();\r\n }\r\n }\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n return true;\r\n };\r\n /**\r\n * Builds the material UBO layouts.\r\n * Used internally during the effect preparation.\r\n */\r\n StandardMaterial.prototype.buildUniformLayout = function () {\r\n // Order is important !\r\n var ubo = this._uniformBuffer;\r\n ubo.addUniform(\"diffuseLeftColor\", 4);\r\n ubo.addUniform(\"diffuseRightColor\", 4);\r\n ubo.addUniform(\"opacityParts\", 4);\r\n ubo.addUniform(\"reflectionLeftColor\", 4);\r\n ubo.addUniform(\"reflectionRightColor\", 4);\r\n ubo.addUniform(\"refractionLeftColor\", 4);\r\n ubo.addUniform(\"refractionRightColor\", 4);\r\n ubo.addUniform(\"emissiveLeftColor\", 4);\r\n ubo.addUniform(\"emissiveRightColor\", 4);\r\n ubo.addUniform(\"vDiffuseInfos\", 2);\r\n ubo.addUniform(\"vAmbientInfos\", 2);\r\n ubo.addUniform(\"vOpacityInfos\", 2);\r\n ubo.addUniform(\"vReflectionInfos\", 2);\r\n ubo.addUniform(\"vReflectionPosition\", 3);\r\n ubo.addUniform(\"vReflectionSize\", 3);\r\n ubo.addUniform(\"vEmissiveInfos\", 2);\r\n ubo.addUniform(\"vLightmapInfos\", 2);\r\n ubo.addUniform(\"vSpecularInfos\", 2);\r\n ubo.addUniform(\"vBumpInfos\", 3);\r\n ubo.addUniform(\"diffuseMatrix\", 16);\r\n ubo.addUniform(\"ambientMatrix\", 16);\r\n ubo.addUniform(\"opacityMatrix\", 16);\r\n ubo.addUniform(\"reflectionMatrix\", 16);\r\n ubo.addUniform(\"emissiveMatrix\", 16);\r\n ubo.addUniform(\"lightmapMatrix\", 16);\r\n ubo.addUniform(\"specularMatrix\", 16);\r\n ubo.addUniform(\"bumpMatrix\", 16);\r\n ubo.addUniform(\"vTangentSpaceParams\", 2);\r\n ubo.addUniform(\"pointSize\", 1);\r\n ubo.addUniform(\"refractionMatrix\", 16);\r\n ubo.addUniform(\"vRefractionInfos\", 4);\r\n ubo.addUniform(\"vSpecularColor\", 4);\r\n ubo.addUniform(\"vEmissiveColor\", 3);\r\n ubo.addUniform(\"visibility\", 1);\r\n ubo.addUniform(\"vDiffuseColor\", 4);\r\n ubo.create();\r\n };\r\n /**\r\n * Unbinds the material from the mesh\r\n */\r\n StandardMaterial.prototype.unbind = function () {\r\n if (this._activeEffect) {\r\n var needFlag = false;\r\n if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {\r\n this._activeEffect.setTexture(\"reflection2DSampler\", null);\r\n needFlag = true;\r\n }\r\n if (this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n this._activeEffect.setTexture(\"refraction2DSampler\", null);\r\n needFlag = true;\r\n }\r\n if (needFlag) {\r\n this._markAllSubMeshesAsTexturesDirty();\r\n }\r\n }\r\n _super.prototype.unbind.call(this);\r\n };\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {\r\n var scene = this.getScene();\r\n var defines = subMesh._materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n var effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n // Matrices\r\n if (!defines.INSTANCES) {\r\n this.bindOnlyWorldMatrix(world);\r\n }\r\n // Normal Matrix\r\n if (defines.OBJECTSPACE_NORMALMAP) {\r\n world.toNormalMatrix(this._normalMatrix);\r\n this.bindOnlyNormalMatrix(this._normalMatrix);\r\n }\r\n var mustRebind = this._mustRebind(scene, effect, mesh.visibility);\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, effect);\r\n var ubo = this._uniformBuffer;\r\n if (mustRebind) {\r\n ubo.bindToEffect(effect, \"Material\");\r\n this.bindViewProjection(effect);\r\n if (!ubo.useUbo || !this.isFrozen || !ubo.isSync) {\r\n if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {\r\n // Fresnel\r\n if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {\r\n ubo.updateColor4(\"diffuseLeftColor\", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);\r\n ubo.updateColor4(\"diffuseRightColor\", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);\r\n }\r\n if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {\r\n ubo.updateColor4(\"opacityParts\", new Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);\r\n }\r\n if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {\r\n ubo.updateColor4(\"reflectionLeftColor\", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);\r\n ubo.updateColor4(\"reflectionRightColor\", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);\r\n }\r\n if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {\r\n ubo.updateColor4(\"refractionLeftColor\", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);\r\n ubo.updateColor4(\"refractionRightColor\", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);\r\n }\r\n if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {\r\n ubo.updateColor4(\"emissiveLeftColor\", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);\r\n ubo.updateColor4(\"emissiveRightColor\", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);\r\n }\r\n }\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {\r\n ubo.updateFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._diffuseTexture, ubo, \"diffuse\");\r\n if (this._diffuseTexture.hasAlpha) {\r\n effect.setFloat(\"alphaCutOff\", this.alphaCutOff);\r\n }\r\n }\r\n if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {\r\n ubo.updateFloat2(\"vAmbientInfos\", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._ambientTexture, ubo, \"ambient\");\r\n }\r\n if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {\r\n ubo.updateFloat2(\"vOpacityInfos\", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._opacityTexture, ubo, \"opacity\");\r\n }\r\n if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {\r\n ubo.updateFloat2(\"vReflectionInfos\", this._reflectionTexture.level, this.roughness);\r\n ubo.updateMatrix(\"reflectionMatrix\", this._reflectionTexture.getReflectionTextureMatrix());\r\n if (this._reflectionTexture.boundingBoxSize) {\r\n var cubeTexture = this._reflectionTexture;\r\n ubo.updateVector3(\"vReflectionPosition\", cubeTexture.boundingBoxPosition);\r\n ubo.updateVector3(\"vReflectionSize\", cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {\r\n ubo.updateFloat2(\"vEmissiveInfos\", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._emissiveTexture, ubo, \"emissive\");\r\n }\r\n if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {\r\n ubo.updateFloat2(\"vLightmapInfos\", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._lightmapTexture, ubo, \"lightmap\");\r\n }\r\n if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {\r\n ubo.updateFloat2(\"vSpecularInfos\", this._specularTexture.coordinatesIndex, this._specularTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._specularTexture, ubo, \"specular\");\r\n }\r\n if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {\r\n ubo.updateFloat3(\"vBumpInfos\", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);\r\n MaterialHelper.BindTextureMatrix(this._bumpTexture, ubo, \"bump\");\r\n if (scene._mirroredCameraPosition) {\r\n ubo.updateFloat2(\"vTangentSpaceParams\", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);\r\n }\r\n else {\r\n ubo.updateFloat2(\"vTangentSpaceParams\", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);\r\n }\r\n }\r\n if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {\r\n var depth = 1.0;\r\n if (!this._refractionTexture.isCube) {\r\n ubo.updateMatrix(\"refractionMatrix\", this._refractionTexture.getReflectionTextureMatrix());\r\n if (this._refractionTexture.depth) {\r\n depth = this._refractionTexture.depth;\r\n }\r\n }\r\n ubo.updateFloat4(\"vRefractionInfos\", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);\r\n }\r\n }\r\n // Point size\r\n if (this.pointsCloud) {\r\n ubo.updateFloat(\"pointSize\", this.pointSize);\r\n }\r\n if (defines.SPECULARTERM) {\r\n ubo.updateColor4(\"vSpecularColor\", this.specularColor, this.specularPower);\r\n }\r\n ubo.updateColor3(\"vEmissiveColor\", StandardMaterial.EmissiveTextureEnabled ? this.emissiveColor : Color3.BlackReadOnly);\r\n // Visibility\r\n ubo.updateFloat(\"visibility\", mesh.visibility);\r\n // Diffuse\r\n ubo.updateColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha);\r\n }\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {\r\n effect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n }\r\n if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {\r\n effect.setTexture(\"ambientSampler\", this._ambientTexture);\r\n }\r\n if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {\r\n effect.setTexture(\"opacitySampler\", this._opacityTexture);\r\n }\r\n if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {\r\n if (this._reflectionTexture.isCube) {\r\n effect.setTexture(\"reflectionCubeSampler\", this._reflectionTexture);\r\n }\r\n else {\r\n effect.setTexture(\"reflection2DSampler\", this._reflectionTexture);\r\n }\r\n }\r\n if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {\r\n effect.setTexture(\"emissiveSampler\", this._emissiveTexture);\r\n }\r\n if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {\r\n effect.setTexture(\"lightmapSampler\", this._lightmapTexture);\r\n }\r\n if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {\r\n effect.setTexture(\"specularSampler\", this._specularTexture);\r\n }\r\n if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {\r\n effect.setTexture(\"bumpSampler\", this._bumpTexture);\r\n }\r\n if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {\r\n var depth = 1.0;\r\n if (this._refractionTexture.isCube) {\r\n effect.setTexture(\"refractionCubeSampler\", this._refractionTexture);\r\n }\r\n else {\r\n effect.setTexture(\"refraction2DSampler\", this._refractionTexture);\r\n }\r\n }\r\n }\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(effect, scene);\r\n // Colors\r\n scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);\r\n MaterialHelper.BindEyePosition(effect, scene);\r\n effect.setColor3(\"vAmbientColor\", this._globalAmbientColor);\r\n }\r\n if (mustRebind || !this.isFrozen) {\r\n // Lights\r\n if (scene.lightsEnabled && !this._disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights, this._rebuildInParallel);\r\n }\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {\r\n this.bindView(effect);\r\n }\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, effect);\r\n // Morph targets\r\n if (defines.NUM_MORPH_INFLUENCERS) {\r\n MaterialHelper.BindMorphTargetParameters(mesh, effect);\r\n }\r\n // Log. depth\r\n if (this.useLogarithmicDepth) {\r\n MaterialHelper.BindLogDepth(defines, effect, scene);\r\n }\r\n // image processing\r\n if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {\r\n this._imageProcessingConfiguration.bind(this._activeEffect);\r\n }\r\n }\r\n ubo.update();\r\n this._afterBind(mesh, this._activeEffect);\r\n };\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n StandardMaterial.prototype.getAnimatables = function () {\r\n var results = [];\r\n if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {\r\n results.push(this._diffuseTexture);\r\n }\r\n if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {\r\n results.push(this._ambientTexture);\r\n }\r\n if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {\r\n results.push(this._opacityTexture);\r\n }\r\n if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {\r\n results.push(this._reflectionTexture);\r\n }\r\n if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {\r\n results.push(this._emissiveTexture);\r\n }\r\n if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {\r\n results.push(this._specularTexture);\r\n }\r\n if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {\r\n results.push(this._bumpTexture);\r\n }\r\n if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {\r\n results.push(this._lightmapTexture);\r\n }\r\n if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {\r\n results.push(this._refractionTexture);\r\n }\r\n return results;\r\n };\r\n /**\r\n * Gets the active textures from the material\r\n * @returns an array of textures\r\n */\r\n StandardMaterial.prototype.getActiveTextures = function () {\r\n var activeTextures = _super.prototype.getActiveTextures.call(this);\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n if (this._ambientTexture) {\r\n activeTextures.push(this._ambientTexture);\r\n }\r\n if (this._opacityTexture) {\r\n activeTextures.push(this._opacityTexture);\r\n }\r\n if (this._reflectionTexture) {\r\n activeTextures.push(this._reflectionTexture);\r\n }\r\n if (this._emissiveTexture) {\r\n activeTextures.push(this._emissiveTexture);\r\n }\r\n if (this._specularTexture) {\r\n activeTextures.push(this._specularTexture);\r\n }\r\n if (this._bumpTexture) {\r\n activeTextures.push(this._bumpTexture);\r\n }\r\n if (this._lightmapTexture) {\r\n activeTextures.push(this._lightmapTexture);\r\n }\r\n if (this._refractionTexture) {\r\n activeTextures.push(this._refractionTexture);\r\n }\r\n return activeTextures;\r\n };\r\n /**\r\n * Specifies if the material uses a texture\r\n * @param texture defines the texture to check against the material\r\n * @returns a boolean specifying if the material uses the texture\r\n */\r\n StandardMaterial.prototype.hasTexture = function (texture) {\r\n if (_super.prototype.hasTexture.call(this, texture)) {\r\n return true;\r\n }\r\n if (this._diffuseTexture === texture) {\r\n return true;\r\n }\r\n if (this._ambientTexture === texture) {\r\n return true;\r\n }\r\n if (this._opacityTexture === texture) {\r\n return true;\r\n }\r\n if (this._reflectionTexture === texture) {\r\n return true;\r\n }\r\n if (this._emissiveTexture === texture) {\r\n return true;\r\n }\r\n if (this._specularTexture === texture) {\r\n return true;\r\n }\r\n if (this._bumpTexture === texture) {\r\n return true;\r\n }\r\n if (this._lightmapTexture === texture) {\r\n return true;\r\n }\r\n if (this._refractionTexture === texture) {\r\n return true;\r\n }\r\n return false;\r\n };\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n * @param forceDisposeTextures specifies if textures should be forcefully disposed\r\n */\r\n StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {\r\n if (forceDisposeTextures) {\r\n if (this._diffuseTexture) {\r\n this._diffuseTexture.dispose();\r\n }\r\n if (this._ambientTexture) {\r\n this._ambientTexture.dispose();\r\n }\r\n if (this._opacityTexture) {\r\n this._opacityTexture.dispose();\r\n }\r\n if (this._reflectionTexture) {\r\n this._reflectionTexture.dispose();\r\n }\r\n if (this._emissiveTexture) {\r\n this._emissiveTexture.dispose();\r\n }\r\n if (this._specularTexture) {\r\n this._specularTexture.dispose();\r\n }\r\n if (this._bumpTexture) {\r\n this._bumpTexture.dispose();\r\n }\r\n if (this._lightmapTexture) {\r\n this._lightmapTexture.dispose();\r\n }\r\n if (this._refractionTexture) {\r\n this._refractionTexture.dispose();\r\n }\r\n }\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);\r\n };\r\n /**\r\n * Makes a duplicate of the material, and gives it a new name\r\n * @param name defines the new name for the duplicated material\r\n * @returns the cloned material\r\n */\r\n StandardMaterial.prototype.clone = function (name) {\r\n var _this = this;\r\n var result = SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);\r\n result.name = name;\r\n result.id = name;\r\n return result;\r\n };\r\n /**\r\n * Serializes this material in a JSON representation\r\n * @returns the serialized material object\r\n */\r\n StandardMaterial.prototype.serialize = function () {\r\n return SerializationHelper.Serialize(this);\r\n };\r\n /**\r\n * Creates a standard material from parsed material data\r\n * @param source defines the JSON representation of the material\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new standard material\r\n */\r\n StandardMaterial.Parse = function (source, scene, rootUrl) {\r\n return SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);\r\n };\r\n Object.defineProperty(StandardMaterial, \"DiffuseTextureEnabled\", {\r\n // Flags used to enable or disable a type of texture for all Standard Materials\r\n /**\r\n * Are diffuse textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.DiffuseTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.DiffuseTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"AmbientTextureEnabled\", {\r\n /**\r\n * Are ambient textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.AmbientTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.AmbientTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"OpacityTextureEnabled\", {\r\n /**\r\n * Are opacity textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.OpacityTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.OpacityTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"ReflectionTextureEnabled\", {\r\n /**\r\n * Are reflection textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.ReflectionTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.ReflectionTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"EmissiveTextureEnabled\", {\r\n /**\r\n * Are emissive textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.EmissiveTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.EmissiveTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"SpecularTextureEnabled\", {\r\n /**\r\n * Are specular textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.SpecularTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.SpecularTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"BumpTextureEnabled\", {\r\n /**\r\n * Are bump textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.BumpTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.BumpTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"LightmapTextureEnabled\", {\r\n /**\r\n * Are lightmap textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.LightmapTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.LightmapTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"RefractionTextureEnabled\", {\r\n /**\r\n * Are refraction textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.RefractionTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.RefractionTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"ColorGradingTextureEnabled\", {\r\n /**\r\n * Are color grading textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.ColorGradingTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.ColorGradingTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"FresnelEnabled\", {\r\n /**\r\n * Are fresnels enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.FresnelEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.FresnelEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n __decorate([\r\n serializeAsTexture(\"diffuseTexture\")\r\n ], StandardMaterial.prototype, \"_diffuseTexture\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n ], StandardMaterial.prototype, \"diffuseTexture\", void 0);\r\n __decorate([\r\n serializeAsTexture(\"ambientTexture\")\r\n ], StandardMaterial.prototype, \"_ambientTexture\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"ambientTexture\", void 0);\r\n __decorate([\r\n serializeAsTexture(\"opacityTexture\")\r\n ], StandardMaterial.prototype, \"_opacityTexture\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n ], StandardMaterial.prototype, \"opacityTexture\", void 0);\r\n __decorate([\r\n serializeAsTexture(\"reflectionTexture\")\r\n ], StandardMaterial.prototype, \"_reflectionTexture\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"reflectionTexture\", void 0);\r\n __decorate([\r\n serializeAsTexture(\"emissiveTexture\")\r\n ], StandardMaterial.prototype, \"_emissiveTexture\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"emissiveTexture\", void 0);\r\n __decorate([\r\n serializeAsTexture(\"specularTexture\")\r\n ], StandardMaterial.prototype, \"_specularTexture\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"specularTexture\", void 0);\r\n __decorate([\r\n serializeAsTexture(\"bumpTexture\")\r\n ], StandardMaterial.prototype, \"_bumpTexture\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"bumpTexture\", void 0);\r\n __decorate([\r\n serializeAsTexture(\"lightmapTexture\")\r\n ], StandardMaterial.prototype, \"_lightmapTexture\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"lightmapTexture\", void 0);\r\n __decorate([\r\n serializeAsTexture(\"refractionTexture\")\r\n ], StandardMaterial.prototype, \"_refractionTexture\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"refractionTexture\", void 0);\r\n __decorate([\r\n serializeAsColor3(\"ambient\")\r\n ], StandardMaterial.prototype, \"ambientColor\", void 0);\r\n __decorate([\r\n serializeAsColor3(\"diffuse\")\r\n ], StandardMaterial.prototype, \"diffuseColor\", void 0);\r\n __decorate([\r\n serializeAsColor3(\"specular\")\r\n ], StandardMaterial.prototype, \"specularColor\", void 0);\r\n __decorate([\r\n serializeAsColor3(\"emissive\")\r\n ], StandardMaterial.prototype, \"emissiveColor\", void 0);\r\n __decorate([\r\n serialize()\r\n ], StandardMaterial.prototype, \"specularPower\", void 0);\r\n __decorate([\r\n serialize(\"useAlphaFromDiffuseTexture\")\r\n ], StandardMaterial.prototype, \"_useAlphaFromDiffuseTexture\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useAlphaFromDiffuseTexture\", void 0);\r\n __decorate([\r\n serialize(\"useEmissiveAsIllumination\")\r\n ], StandardMaterial.prototype, \"_useEmissiveAsIllumination\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useEmissiveAsIllumination\", void 0);\r\n __decorate([\r\n serialize(\"linkEmissiveWithDiffuse\")\r\n ], StandardMaterial.prototype, \"_linkEmissiveWithDiffuse\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"linkEmissiveWithDiffuse\", void 0);\r\n __decorate([\r\n serialize(\"useSpecularOverAlpha\")\r\n ], StandardMaterial.prototype, \"_useSpecularOverAlpha\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useSpecularOverAlpha\", void 0);\r\n __decorate([\r\n serialize(\"useReflectionOverAlpha\")\r\n ], StandardMaterial.prototype, \"_useReflectionOverAlpha\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useReflectionOverAlpha\", void 0);\r\n __decorate([\r\n serialize(\"disableLighting\")\r\n ], StandardMaterial.prototype, \"_disableLighting\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n ], StandardMaterial.prototype, \"disableLighting\", void 0);\r\n __decorate([\r\n serialize(\"useObjectSpaceNormalMap\")\r\n ], StandardMaterial.prototype, \"_useObjectSpaceNormalMap\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useObjectSpaceNormalMap\", void 0);\r\n __decorate([\r\n serialize(\"useParallax\")\r\n ], StandardMaterial.prototype, \"_useParallax\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useParallax\", void 0);\r\n __decorate([\r\n serialize(\"useParallaxOcclusion\")\r\n ], StandardMaterial.prototype, \"_useParallaxOcclusion\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useParallaxOcclusion\", void 0);\r\n __decorate([\r\n serialize()\r\n ], StandardMaterial.prototype, \"parallaxScaleBias\", void 0);\r\n __decorate([\r\n serialize(\"roughness\")\r\n ], StandardMaterial.prototype, \"_roughness\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"roughness\", void 0);\r\n __decorate([\r\n serialize()\r\n ], StandardMaterial.prototype, \"indexOfRefraction\", void 0);\r\n __decorate([\r\n serialize()\r\n ], StandardMaterial.prototype, \"invertRefractionY\", void 0);\r\n __decorate([\r\n serialize()\r\n ], StandardMaterial.prototype, \"alphaCutOff\", void 0);\r\n __decorate([\r\n serialize(\"useLightmapAsShadowmap\")\r\n ], StandardMaterial.prototype, \"_useLightmapAsShadowmap\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useLightmapAsShadowmap\", void 0);\r\n __decorate([\r\n serializeAsFresnelParameters(\"diffuseFresnelParameters\")\r\n ], StandardMaterial.prototype, \"_diffuseFresnelParameters\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsFresnelDirty\")\r\n ], StandardMaterial.prototype, \"diffuseFresnelParameters\", void 0);\r\n __decorate([\r\n serializeAsFresnelParameters(\"opacityFresnelParameters\")\r\n ], StandardMaterial.prototype, \"_opacityFresnelParameters\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsFresnelAndMiscDirty\")\r\n ], StandardMaterial.prototype, \"opacityFresnelParameters\", void 0);\r\n __decorate([\r\n serializeAsFresnelParameters(\"reflectionFresnelParameters\")\r\n ], StandardMaterial.prototype, \"_reflectionFresnelParameters\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsFresnelDirty\")\r\n ], StandardMaterial.prototype, \"reflectionFresnelParameters\", void 0);\r\n __decorate([\r\n serializeAsFresnelParameters(\"refractionFresnelParameters\")\r\n ], StandardMaterial.prototype, \"_refractionFresnelParameters\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsFresnelDirty\")\r\n ], StandardMaterial.prototype, \"refractionFresnelParameters\", void 0);\r\n __decorate([\r\n serializeAsFresnelParameters(\"emissiveFresnelParameters\")\r\n ], StandardMaterial.prototype, \"_emissiveFresnelParameters\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsFresnelDirty\")\r\n ], StandardMaterial.prototype, \"emissiveFresnelParameters\", void 0);\r\n __decorate([\r\n serialize(\"useReflectionFresnelFromSpecular\")\r\n ], StandardMaterial.prototype, \"_useReflectionFresnelFromSpecular\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsFresnelDirty\")\r\n ], StandardMaterial.prototype, \"useReflectionFresnelFromSpecular\", void 0);\r\n __decorate([\r\n serialize(\"useGlossinessFromSpecularMapAlpha\")\r\n ], StandardMaterial.prototype, \"_useGlossinessFromSpecularMapAlpha\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useGlossinessFromSpecularMapAlpha\", void 0);\r\n __decorate([\r\n serialize(\"maxSimultaneousLights\")\r\n ], StandardMaterial.prototype, \"_maxSimultaneousLights\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n ], StandardMaterial.prototype, \"maxSimultaneousLights\", void 0);\r\n __decorate([\r\n serialize(\"invertNormalMapX\")\r\n ], StandardMaterial.prototype, \"_invertNormalMapX\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"invertNormalMapX\", void 0);\r\n __decorate([\r\n serialize(\"invertNormalMapY\")\r\n ], StandardMaterial.prototype, \"_invertNormalMapY\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"invertNormalMapY\", void 0);\r\n __decorate([\r\n serialize(\"twoSidedLighting\")\r\n ], StandardMaterial.prototype, \"_twoSidedLighting\", void 0);\r\n __decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"twoSidedLighting\", void 0);\r\n __decorate([\r\n serialize()\r\n ], StandardMaterial.prototype, \"useLogarithmicDepth\", null);\r\n return StandardMaterial;\r\n}(PushMaterial));\r\nexport { StandardMaterial };\r\n_TypeStore.RegisteredTypes[\"BABYLON.StandardMaterial\"] = StandardMaterial;\r\nScene.DefaultMaterialFactory = function (scene) {\r\n return new StandardMaterial(\"default material\", scene);\r\n};\r\n//# sourceMappingURL=standardMaterial.js.map","import { Vector3, Matrix } from './math.vector';\r\n/**\r\n * Represens a plane by the equation ax + by + cz + d = 0\r\n */\r\nvar Plane = /** @class */ (function () {\r\n /**\r\n * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0\r\n * @param a a component of the plane\r\n * @param b b component of the plane\r\n * @param c c component of the plane\r\n * @param d d component of the plane\r\n */\r\n function Plane(a, b, c, d) {\r\n this.normal = new Vector3(a, b, c);\r\n this.d = d;\r\n }\r\n /**\r\n * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].\r\n */\r\n Plane.prototype.asArray = function () {\r\n return [this.normal.x, this.normal.y, this.normal.z, this.d];\r\n };\r\n // Methods\r\n /**\r\n * @returns a new plane copied from the current Plane.\r\n */\r\n Plane.prototype.clone = function () {\r\n return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);\r\n };\r\n /**\r\n * @returns the string \"Plane\".\r\n */\r\n Plane.prototype.getClassName = function () {\r\n return \"Plane\";\r\n };\r\n /**\r\n * @returns the Plane hash code.\r\n */\r\n Plane.prototype.getHashCode = function () {\r\n var hash = this.normal.getHashCode();\r\n hash = (hash * 397) ^ (this.d | 0);\r\n return hash;\r\n };\r\n /**\r\n * Normalize the current Plane in place.\r\n * @returns the updated Plane.\r\n */\r\n Plane.prototype.normalize = function () {\r\n var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));\r\n var magnitude = 0.0;\r\n if (norm !== 0) {\r\n magnitude = 1.0 / norm;\r\n }\r\n this.normal.x *= magnitude;\r\n this.normal.y *= magnitude;\r\n this.normal.z *= magnitude;\r\n this.d *= magnitude;\r\n return this;\r\n };\r\n /**\r\n * Applies a transformation the plane and returns the result\r\n * @param transformation the transformation matrix to be applied to the plane\r\n * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.\r\n */\r\n Plane.prototype.transform = function (transformation) {\r\n var transposedMatrix = Plane._TmpMatrix;\r\n Matrix.TransposeToRef(transformation, transposedMatrix);\r\n var m = transposedMatrix.m;\r\n var x = this.normal.x;\r\n var y = this.normal.y;\r\n var z = this.normal.z;\r\n var d = this.d;\r\n var normalX = x * m[0] + y * m[1] + z * m[2] + d * m[3];\r\n var normalY = x * m[4] + y * m[5] + z * m[6] + d * m[7];\r\n var normalZ = x * m[8] + y * m[9] + z * m[10] + d * m[11];\r\n var finalD = x * m[12] + y * m[13] + z * m[14] + d * m[15];\r\n return new Plane(normalX, normalY, normalZ, finalD);\r\n };\r\n /**\r\n * Calcualtte the dot product between the point and the plane normal\r\n * @param point point to calculate the dot product with\r\n * @returns the dot product (float) of the point coordinates and the plane normal.\r\n */\r\n Plane.prototype.dotCoordinate = function (point) {\r\n return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);\r\n };\r\n /**\r\n * Updates the current Plane from the plane defined by the three given points.\r\n * @param point1 one of the points used to contruct the plane\r\n * @param point2 one of the points used to contruct the plane\r\n * @param point3 one of the points used to contruct the plane\r\n * @returns the updated Plane.\r\n */\r\n Plane.prototype.copyFromPoints = function (point1, point2, point3) {\r\n var x1 = point2.x - point1.x;\r\n var y1 = point2.y - point1.y;\r\n var z1 = point2.z - point1.z;\r\n var x2 = point3.x - point1.x;\r\n var y2 = point3.y - point1.y;\r\n var z2 = point3.z - point1.z;\r\n var yz = (y1 * z2) - (z1 * y2);\r\n var xz = (z1 * x2) - (x1 * z2);\r\n var xy = (x1 * y2) - (y1 * x2);\r\n var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));\r\n var invPyth;\r\n if (pyth !== 0) {\r\n invPyth = 1.0 / pyth;\r\n }\r\n else {\r\n invPyth = 0.0;\r\n }\r\n this.normal.x = yz * invPyth;\r\n this.normal.y = xz * invPyth;\r\n this.normal.z = xy * invPyth;\r\n this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));\r\n return this;\r\n };\r\n /**\r\n * Checks if the plane is facing a given direction\r\n * @param direction the direction to check if the plane is facing\r\n * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)\r\n * @returns True is the vector \"direction\" is the same side than the plane normal.\r\n */\r\n Plane.prototype.isFrontFacingTo = function (direction, epsilon) {\r\n var dot = Vector3.Dot(this.normal, direction);\r\n return (dot <= epsilon);\r\n };\r\n /**\r\n * Calculates the distance to a point\r\n * @param point point to calculate distance to\r\n * @returns the signed distance (float) from the given point to the Plane.\r\n */\r\n Plane.prototype.signedDistanceTo = function (point) {\r\n return Vector3.Dot(point, this.normal) + this.d;\r\n };\r\n // Statics\r\n /**\r\n * Creates a plane from an array\r\n * @param array the array to create a plane from\r\n * @returns a new Plane from the given array.\r\n */\r\n Plane.FromArray = function (array) {\r\n return new Plane(array[0], array[1], array[2], array[3]);\r\n };\r\n /**\r\n * Creates a plane from three points\r\n * @param point1 point used to create the plane\r\n * @param point2 point used to create the plane\r\n * @param point3 point used to create the plane\r\n * @returns a new Plane defined by the three given points.\r\n */\r\n Plane.FromPoints = function (point1, point2, point3) {\r\n var result = new Plane(0.0, 0.0, 0.0, 0.0);\r\n result.copyFromPoints(point1, point2, point3);\r\n return result;\r\n };\r\n /**\r\n * Creates a plane from an origin point and a normal\r\n * @param origin origin of the plane to be constructed\r\n * @param normal normal of the plane to be constructed\r\n * @returns a new Plane the normal vector to this plane at the given origin point.\r\n * Note : the vector \"normal\" is updated because normalized.\r\n */\r\n Plane.FromPositionAndNormal = function (origin, normal) {\r\n var result = new Plane(0.0, 0.0, 0.0, 0.0);\r\n normal.normalize();\r\n result.normal = normal;\r\n result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);\r\n return result;\r\n };\r\n /**\r\n * Calculates the distance from a plane and a point\r\n * @param origin origin of the plane to be constructed\r\n * @param normal normal of the plane to be constructed\r\n * @param point point to calculate distance to\r\n * @returns the signed distance between the plane defined by the normal vector at the \"origin\"\" point and the given other point.\r\n */\r\n Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {\r\n var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);\r\n return Vector3.Dot(point, normal) + d;\r\n };\r\n Plane._TmpMatrix = Matrix.Identity();\r\n return Plane;\r\n}());\r\nexport { Plane };\r\n//# sourceMappingURL=math.plane.js.map","import { Plane } from './math.plane';\r\n/**\r\n * Represents a camera frustum\r\n */\r\nvar Frustum = /** @class */ (function () {\r\n function Frustum() {\r\n }\r\n /**\r\n * Gets the planes representing the frustum\r\n * @param transform matrix to be applied to the returned planes\r\n * @returns a new array of 6 Frustum planes computed by the given transformation matrix.\r\n */\r\n Frustum.GetPlanes = function (transform) {\r\n var frustumPlanes = [];\r\n for (var index = 0; index < 6; index++) {\r\n frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));\r\n }\r\n Frustum.GetPlanesToRef(transform, frustumPlanes);\r\n return frustumPlanes;\r\n };\r\n /**\r\n * Gets the near frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {\r\n var m = transform.m;\r\n frustumPlane.normal.x = m[3] + m[2];\r\n frustumPlane.normal.y = m[7] + m[6];\r\n frustumPlane.normal.z = m[11] + m[10];\r\n frustumPlane.d = m[15] + m[14];\r\n frustumPlane.normalize();\r\n };\r\n /**\r\n * Gets the far frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {\r\n var m = transform.m;\r\n frustumPlane.normal.x = m[3] - m[2];\r\n frustumPlane.normal.y = m[7] - m[6];\r\n frustumPlane.normal.z = m[11] - m[10];\r\n frustumPlane.d = m[15] - m[14];\r\n frustumPlane.normalize();\r\n };\r\n /**\r\n * Gets the left frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {\r\n var m = transform.m;\r\n frustumPlane.normal.x = m[3] + m[0];\r\n frustumPlane.normal.y = m[7] + m[4];\r\n frustumPlane.normal.z = m[11] + m[8];\r\n frustumPlane.d = m[15] + m[12];\r\n frustumPlane.normalize();\r\n };\r\n /**\r\n * Gets the right frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {\r\n var m = transform.m;\r\n frustumPlane.normal.x = m[3] - m[0];\r\n frustumPlane.normal.y = m[7] - m[4];\r\n frustumPlane.normal.z = m[11] - m[8];\r\n frustumPlane.d = m[15] - m[12];\r\n frustumPlane.normalize();\r\n };\r\n /**\r\n * Gets the top frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {\r\n var m = transform.m;\r\n frustumPlane.normal.x = m[3] - m[1];\r\n frustumPlane.normal.y = m[7] - m[5];\r\n frustumPlane.normal.z = m[11] - m[9];\r\n frustumPlane.d = m[15] - m[13];\r\n frustumPlane.normalize();\r\n };\r\n /**\r\n * Gets the bottom frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {\r\n var m = transform.m;\r\n frustumPlane.normal.x = m[3] + m[1];\r\n frustumPlane.normal.y = m[7] + m[5];\r\n frustumPlane.normal.z = m[11] + m[9];\r\n frustumPlane.d = m[15] + m[13];\r\n frustumPlane.normalize();\r\n };\r\n /**\r\n * Sets the given array \"frustumPlanes\" with the 6 Frustum planes computed by the given transformation matrix.\r\n * @param transform transformation matrix to be applied to the resulting frustum planes\r\n * @param frustumPlanes the resuling frustum planes\r\n */\r\n Frustum.GetPlanesToRef = function (transform, frustumPlanes) {\r\n // Near\r\n Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);\r\n // Far\r\n Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);\r\n // Left\r\n Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);\r\n // Right\r\n Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);\r\n // Top\r\n Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);\r\n // Bottom\r\n Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);\r\n };\r\n return Frustum;\r\n}());\r\nexport { Frustum };\r\n//# sourceMappingURL=math.frustum.js.map","import { __extends } from \"tslib\";\r\nimport { DataBuffer } from '../dataBuffer';\r\n/** @hidden */\r\nvar WebGLDataBuffer = /** @class */ (function (_super) {\r\n __extends(WebGLDataBuffer, _super);\r\n function WebGLDataBuffer(resource) {\r\n var _this = _super.call(this) || this;\r\n _this._buffer = resource;\r\n return _this;\r\n }\r\n Object.defineProperty(WebGLDataBuffer.prototype, \"underlyingResource\", {\r\n get: function () {\r\n return this._buffer;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n return WebGLDataBuffer;\r\n}(DataBuffer));\r\nexport { WebGLDataBuffer };\r\n//# sourceMappingURL=webGLDataBuffer.js.map","/**\r\n * Class used to store gfx data (like WebGLBuffer)\r\n */\r\nvar DataBuffer = /** @class */ (function () {\r\n function DataBuffer() {\r\n /**\r\n * Gets or sets the number of objects referencing this buffer\r\n */\r\n this.references = 0;\r\n /** Gets or sets the size of the underlying buffer */\r\n this.capacity = 0;\r\n /**\r\n * Gets or sets a boolean indicating if the buffer contains 32bits indices\r\n */\r\n this.is32Bits = false;\r\n }\r\n Object.defineProperty(DataBuffer.prototype, \"underlyingResource\", {\r\n /**\r\n * Gets the underlying buffer\r\n */\r\n get: function () {\r\n return null;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n return DataBuffer;\r\n}());\r\nexport { DataBuffer };\r\n//# sourceMappingURL=dataBuffer.js.map","/**\r\n * Class used to represent a viewport on screen\r\n */\r\nvar Viewport = /** @class */ (function () {\r\n /**\r\n * Creates a Viewport object located at (x, y) and sized (width, height)\r\n * @param x defines viewport left coordinate\r\n * @param y defines viewport top coordinate\r\n * @param width defines the viewport width\r\n * @param height defines the viewport height\r\n */\r\n function Viewport(\r\n /** viewport left coordinate */\r\n x, \r\n /** viewport top coordinate */\r\n y, \r\n /**viewport width */\r\n width, \r\n /** viewport height */\r\n height) {\r\n this.x = x;\r\n this.y = y;\r\n this.width = width;\r\n this.height = height;\r\n }\r\n /**\r\n * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)\r\n * @param renderWidth defines the rendering width\r\n * @param renderHeight defines the rendering height\r\n * @returns a new Viewport\r\n */\r\n Viewport.prototype.toGlobal = function (renderWidth, renderHeight) {\r\n return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);\r\n };\r\n /**\r\n * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)\r\n * @param renderWidth defines the rendering width\r\n * @param renderHeight defines the rendering height\r\n * @param ref defines the target viewport\r\n * @returns the current viewport\r\n */\r\n Viewport.prototype.toGlobalToRef = function (renderWidth, renderHeight, ref) {\r\n ref.x = this.x * renderWidth;\r\n ref.y = this.y * renderHeight;\r\n ref.width = this.width * renderWidth;\r\n ref.height = this.height * renderHeight;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Viewport copied from the current one\r\n * @returns a new Viewport\r\n */\r\n Viewport.prototype.clone = function () {\r\n return new Viewport(this.x, this.y, this.width, this.height);\r\n };\r\n return Viewport;\r\n}());\r\nexport { Viewport };\r\n//# sourceMappingURL=math.viewport.js.map","/**\r\n * Helper class used to generate a canvas to manipulate images\r\n */\r\nvar CanvasGenerator = /** @class */ (function () {\r\n function CanvasGenerator() {\r\n }\r\n /**\r\n * Create a new canvas (or offscreen canvas depending on the context)\r\n * @param width defines the expected width\r\n * @param height defines the expected height\r\n * @return a new canvas or offscreen canvas\r\n */\r\n CanvasGenerator.CreateCanvas = function (width, height) {\r\n if (typeof document === \"undefined\") {\r\n return new OffscreenCanvas(width, height);\r\n }\r\n var canvas = document.createElement(\"canvas\");\r\n canvas.width = width;\r\n canvas.height = height;\r\n return canvas;\r\n };\r\n return CanvasGenerator;\r\n}());\r\nexport { CanvasGenerator };\r\n//# sourceMappingURL=canvasGenerator.js.map","import { PrecisionDate } from './precisionDate';\r\n/**\r\n * This class is used to track a performance counter which is number based.\r\n * The user has access to many properties which give statistics of different nature.\r\n *\r\n * The implementer can track two kinds of Performance Counter: time and count.\r\n * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.\r\n * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.\r\n */\r\nvar PerfCounter = /** @class */ (function () {\r\n /**\r\n * Creates a new counter\r\n */\r\n function PerfCounter() {\r\n this._startMonitoringTime = 0;\r\n this._min = 0;\r\n this._max = 0;\r\n this._average = 0;\r\n this._lastSecAverage = 0;\r\n this._current = 0;\r\n this._totalValueCount = 0;\r\n this._totalAccumulated = 0;\r\n this._lastSecAccumulated = 0;\r\n this._lastSecTime = 0;\r\n this._lastSecValueCount = 0;\r\n }\r\n Object.defineProperty(PerfCounter.prototype, \"min\", {\r\n /**\r\n * Returns the smallest value ever\r\n */\r\n get: function () {\r\n return this._min;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PerfCounter.prototype, \"max\", {\r\n /**\r\n * Returns the biggest value ever\r\n */\r\n get: function () {\r\n return this._max;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PerfCounter.prototype, \"average\", {\r\n /**\r\n * Returns the average value since the performance counter is running\r\n */\r\n get: function () {\r\n return this._average;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PerfCounter.prototype, \"lastSecAverage\", {\r\n /**\r\n * Returns the average value of the last second the counter was monitored\r\n */\r\n get: function () {\r\n return this._lastSecAverage;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PerfCounter.prototype, \"current\", {\r\n /**\r\n * Returns the current value\r\n */\r\n get: function () {\r\n return this._current;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PerfCounter.prototype, \"total\", {\r\n /**\r\n * Gets the accumulated total\r\n */\r\n get: function () {\r\n return this._totalAccumulated;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PerfCounter.prototype, \"count\", {\r\n /**\r\n * Gets the total value count\r\n */\r\n get: function () {\r\n return this._totalValueCount;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Call this method to start monitoring a new frame.\r\n * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.\r\n */\r\n PerfCounter.prototype.fetchNewFrame = function () {\r\n this._totalValueCount++;\r\n this._current = 0;\r\n this._lastSecValueCount++;\r\n };\r\n /**\r\n * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)\r\n * @param newCount the count value to add to the monitored count\r\n * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.\r\n */\r\n PerfCounter.prototype.addCount = function (newCount, fetchResult) {\r\n if (!PerfCounter.Enabled) {\r\n return;\r\n }\r\n this._current += newCount;\r\n if (fetchResult) {\r\n this._fetchResult();\r\n }\r\n };\r\n /**\r\n * Start monitoring this performance counter\r\n */\r\n PerfCounter.prototype.beginMonitoring = function () {\r\n if (!PerfCounter.Enabled) {\r\n return;\r\n }\r\n this._startMonitoringTime = PrecisionDate.Now;\r\n };\r\n /**\r\n * Compute the time lapsed since the previous beginMonitoring() call.\r\n * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter\r\n */\r\n PerfCounter.prototype.endMonitoring = function (newFrame) {\r\n if (newFrame === void 0) { newFrame = true; }\r\n if (!PerfCounter.Enabled) {\r\n return;\r\n }\r\n if (newFrame) {\r\n this.fetchNewFrame();\r\n }\r\n var currentTime = PrecisionDate.Now;\r\n this._current = currentTime - this._startMonitoringTime;\r\n if (newFrame) {\r\n this._fetchResult();\r\n }\r\n };\r\n PerfCounter.prototype._fetchResult = function () {\r\n this._totalAccumulated += this._current;\r\n this._lastSecAccumulated += this._current;\r\n // Min/Max update\r\n this._min = Math.min(this._min, this._current);\r\n this._max = Math.max(this._max, this._current);\r\n this._average = this._totalAccumulated / this._totalValueCount;\r\n // Reset last sec?\r\n var now = PrecisionDate.Now;\r\n if ((now - this._lastSecTime) > 1000) {\r\n this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;\r\n this._lastSecTime = now;\r\n this._lastSecAccumulated = 0;\r\n this._lastSecValueCount = 0;\r\n }\r\n };\r\n /**\r\n * Gets or sets a global boolean to turn on and off all the counters\r\n */\r\n PerfCounter.Enabled = true;\r\n return PerfCounter;\r\n}());\r\nexport { PerfCounter };\r\n//# sourceMappingURL=perfCounter.js.map","import { __decorate } from \"tslib\";\r\nimport { SerializationHelper, serialize } from \"../Misc/decorators\";\r\nimport { Color4 } from '../Maths/math.color';\r\n/**\r\n * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\nvar ColorCurves = /** @class */ (function () {\r\n function ColorCurves() {\r\n this._dirty = true;\r\n this._tempColor = new Color4(0, 0, 0, 0);\r\n this._globalCurve = new Color4(0, 0, 0, 0);\r\n this._highlightsCurve = new Color4(0, 0, 0, 0);\r\n this._midtonesCurve = new Color4(0, 0, 0, 0);\r\n this._shadowsCurve = new Color4(0, 0, 0, 0);\r\n this._positiveCurve = new Color4(0, 0, 0, 0);\r\n this._negativeCurve = new Color4(0, 0, 0, 0);\r\n this._globalHue = 30;\r\n this._globalDensity = 0;\r\n this._globalSaturation = 0;\r\n this._globalExposure = 0;\r\n this._highlightsHue = 30;\r\n this._highlightsDensity = 0;\r\n this._highlightsSaturation = 0;\r\n this._highlightsExposure = 0;\r\n this._midtonesHue = 30;\r\n this._midtonesDensity = 0;\r\n this._midtonesSaturation = 0;\r\n this._midtonesExposure = 0;\r\n this._shadowsHue = 30;\r\n this._shadowsDensity = 0;\r\n this._shadowsSaturation = 0;\r\n this._shadowsExposure = 0;\r\n }\r\n Object.defineProperty(ColorCurves.prototype, \"globalHue\", {\r\n /**\r\n * Gets the global Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n get: function () {\r\n return this._globalHue;\r\n },\r\n /**\r\n * Sets the global Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n set: function (value) {\r\n this._globalHue = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"globalDensity\", {\r\n /**\r\n * Gets the global Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n get: function () {\r\n return this._globalDensity;\r\n },\r\n /**\r\n * Sets the global Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n set: function (value) {\r\n this._globalDensity = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"globalSaturation\", {\r\n /**\r\n * Gets the global Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n get: function () {\r\n return this._globalSaturation;\r\n },\r\n /**\r\n * Sets the global Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n set: function (value) {\r\n this._globalSaturation = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"globalExposure\", {\r\n /**\r\n * Gets the global Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n get: function () {\r\n return this._globalExposure;\r\n },\r\n /**\r\n * Sets the global Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n set: function (value) {\r\n this._globalExposure = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"highlightsHue\", {\r\n /**\r\n * Gets the highlights Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n get: function () {\r\n return this._highlightsHue;\r\n },\r\n /**\r\n * Sets the highlights Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n set: function (value) {\r\n this._highlightsHue = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"highlightsDensity\", {\r\n /**\r\n * Gets the highlights Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n get: function () {\r\n return this._highlightsDensity;\r\n },\r\n /**\r\n * Sets the highlights Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n set: function (value) {\r\n this._highlightsDensity = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"highlightsSaturation\", {\r\n /**\r\n * Gets the highlights Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n get: function () {\r\n return this._highlightsSaturation;\r\n },\r\n /**\r\n * Sets the highlights Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n set: function (value) {\r\n this._highlightsSaturation = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"highlightsExposure\", {\r\n /**\r\n * Gets the highlights Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n get: function () {\r\n return this._highlightsExposure;\r\n },\r\n /**\r\n * Sets the highlights Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n set: function (value) {\r\n this._highlightsExposure = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"midtonesHue\", {\r\n /**\r\n * Gets the midtones Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n get: function () {\r\n return this._midtonesHue;\r\n },\r\n /**\r\n * Sets the midtones Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n set: function (value) {\r\n this._midtonesHue = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"midtonesDensity\", {\r\n /**\r\n * Gets the midtones Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n get: function () {\r\n return this._midtonesDensity;\r\n },\r\n /**\r\n * Sets the midtones Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n set: function (value) {\r\n this._midtonesDensity = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"midtonesSaturation\", {\r\n /**\r\n * Gets the midtones Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n get: function () {\r\n return this._midtonesSaturation;\r\n },\r\n /**\r\n * Sets the midtones Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n set: function (value) {\r\n this._midtonesSaturation = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"midtonesExposure\", {\r\n /**\r\n * Gets the midtones Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n get: function () {\r\n return this._midtonesExposure;\r\n },\r\n /**\r\n * Sets the midtones Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n set: function (value) {\r\n this._midtonesExposure = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"shadowsHue\", {\r\n /**\r\n * Gets the shadows Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n get: function () {\r\n return this._shadowsHue;\r\n },\r\n /**\r\n * Sets the shadows Hue value.\r\n * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).\r\n */\r\n set: function (value) {\r\n this._shadowsHue = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"shadowsDensity\", {\r\n /**\r\n * Gets the shadows Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n get: function () {\r\n return this._shadowsDensity;\r\n },\r\n /**\r\n * Sets the shadows Density value.\r\n * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n set: function (value) {\r\n this._shadowsDensity = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"shadowsSaturation\", {\r\n /**\r\n * Gets the shadows Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n get: function () {\r\n return this._shadowsSaturation;\r\n },\r\n /**\r\n * Sets the shadows Saturation value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.\r\n */\r\n set: function (value) {\r\n this._shadowsSaturation = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"shadowsExposure\", {\r\n /**\r\n * Gets the shadows Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n get: function () {\r\n return this._shadowsExposure;\r\n },\r\n /**\r\n * Sets the shadows Exposure value.\r\n * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.\r\n */\r\n set: function (value) {\r\n this._shadowsExposure = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns the class name\r\n * @returns The class name\r\n */\r\n ColorCurves.prototype.getClassName = function () {\r\n return \"ColorCurves\";\r\n };\r\n /**\r\n * Binds the color curves to the shader.\r\n * @param colorCurves The color curve to bind\r\n * @param effect The effect to bind to\r\n * @param positiveUniform The positive uniform shader parameter\r\n * @param neutralUniform The neutral uniform shader parameter\r\n * @param negativeUniform The negative uniform shader parameter\r\n */\r\n ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {\r\n if (positiveUniform === void 0) { positiveUniform = \"vCameraColorCurvePositive\"; }\r\n if (neutralUniform === void 0) { neutralUniform = \"vCameraColorCurveNeutral\"; }\r\n if (negativeUniform === void 0) { negativeUniform = \"vCameraColorCurveNegative\"; }\r\n if (colorCurves._dirty) {\r\n colorCurves._dirty = false;\r\n // Fill in global info.\r\n colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);\r\n // Compute highlights info.\r\n colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);\r\n colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);\r\n // Compute midtones info.\r\n colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);\r\n colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);\r\n // Compute shadows info.\r\n colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);\r\n colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);\r\n // Compute deltas (neutral is midtones).\r\n colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);\r\n colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);\r\n }\r\n if (effect) {\r\n effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);\r\n effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);\r\n effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);\r\n }\r\n };\r\n /**\r\n * Prepare the list of uniforms associated with the ColorCurves effects.\r\n * @param uniformsList The list of uniforms used in the effect\r\n */\r\n ColorCurves.PrepareUniforms = function (uniformsList) {\r\n uniformsList.push(\"vCameraColorCurveNeutral\", \"vCameraColorCurvePositive\", \"vCameraColorCurveNegative\");\r\n };\r\n /**\r\n * Returns color grading data based on a hue, density, saturation and exposure value.\r\n * @param filterHue The hue of the color filter.\r\n * @param filterDensity The density of the color filter.\r\n * @param saturation The saturation.\r\n * @param exposure The exposure.\r\n * @param result The result data container.\r\n */\r\n ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {\r\n if (hue == null) {\r\n return;\r\n }\r\n hue = ColorCurves.clamp(hue, 0, 360);\r\n density = ColorCurves.clamp(density, -100, 100);\r\n saturation = ColorCurves.clamp(saturation, -100, 100);\r\n exposure = ColorCurves.clamp(exposure, -100, 100);\r\n // Remap the slider/config filter density with non-linear mapping and also scale by half\r\n // so that the maximum filter density is only 50% control. This provides fine control\r\n // for small values and reasonable range.\r\n density = ColorCurves.applyColorGradingSliderNonlinear(density);\r\n density *= 0.5;\r\n exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);\r\n if (density < 0) {\r\n density *= -1;\r\n hue = (hue + 180) % 360;\r\n }\r\n ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);\r\n result.scaleToRef(2, result);\r\n result.a = 1 + 0.01 * saturation;\r\n };\r\n /**\r\n * Takes an input slider value and returns an adjusted value that provides extra control near the centre.\r\n * @param value The input slider value in range [-100,100].\r\n * @returns Adjusted value.\r\n */\r\n ColorCurves.applyColorGradingSliderNonlinear = function (value) {\r\n value /= 100;\r\n var x = Math.abs(value);\r\n x = Math.pow(x, 2);\r\n if (value < 0) {\r\n x *= -1;\r\n }\r\n x *= 100;\r\n return x;\r\n };\r\n /**\r\n * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).\r\n * @param hue The hue (H) input.\r\n * @param saturation The saturation (S) input.\r\n * @param brightness The brightness (B) input.\r\n * @result An RGBA color represented as Vector4.\r\n */\r\n ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {\r\n var h = ColorCurves.clamp(hue, 0, 360);\r\n var s = ColorCurves.clamp(saturation / 100, 0, 1);\r\n var v = ColorCurves.clamp(brightness / 100, 0, 1);\r\n if (s === 0) {\r\n result.r = v;\r\n result.g = v;\r\n result.b = v;\r\n }\r\n else {\r\n // sector 0 to 5\r\n h /= 60;\r\n var i = Math.floor(h);\r\n // fractional part of h\r\n var f = h - i;\r\n var p = v * (1 - s);\r\n var q = v * (1 - s * f);\r\n var t = v * (1 - s * (1 - f));\r\n switch (i) {\r\n case 0:\r\n result.r = v;\r\n result.g = t;\r\n result.b = p;\r\n break;\r\n case 1:\r\n result.r = q;\r\n result.g = v;\r\n result.b = p;\r\n break;\r\n case 2:\r\n result.r = p;\r\n result.g = v;\r\n result.b = t;\r\n break;\r\n case 3:\r\n result.r = p;\r\n result.g = q;\r\n result.b = v;\r\n break;\r\n case 4:\r\n result.r = t;\r\n result.g = p;\r\n result.b = v;\r\n break;\r\n default: // case 5:\r\n result.r = v;\r\n result.g = p;\r\n result.b = q;\r\n break;\r\n }\r\n }\r\n result.a = 1;\r\n };\r\n /**\r\n * Returns a value clamped between min and max\r\n * @param value The value to clamp\r\n * @param min The minimum of value\r\n * @param max The maximum of value\r\n * @returns The clamped value.\r\n */\r\n ColorCurves.clamp = function (value, min, max) {\r\n return Math.min(Math.max(value, min), max);\r\n };\r\n /**\r\n * Clones the current color curve instance.\r\n * @return The cloned curves\r\n */\r\n ColorCurves.prototype.clone = function () {\r\n return SerializationHelper.Clone(function () { return new ColorCurves(); }, this);\r\n };\r\n /**\r\n * Serializes the current color curve instance to a json representation.\r\n * @return a JSON representation\r\n */\r\n ColorCurves.prototype.serialize = function () {\r\n return SerializationHelper.Serialize(this);\r\n };\r\n /**\r\n * Parses the color curve from a json representation.\r\n * @param source the JSON source to parse\r\n * @return The parsed curves\r\n */\r\n ColorCurves.Parse = function (source) {\r\n return SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);\r\n };\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_globalHue\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_globalDensity\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_globalSaturation\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_globalExposure\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_highlightsHue\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_highlightsDensity\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_highlightsSaturation\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_highlightsExposure\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_midtonesHue\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_midtonesDensity\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_midtonesSaturation\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_midtonesExposure\", void 0);\r\n return ColorCurves;\r\n}());\r\nexport { ColorCurves };\r\n// References the dependencies.\r\nSerializationHelper._ColorCurvesParser = ColorCurves.Parse;\r\n//# sourceMappingURL=colorCurves.js.map","import { __decorate, __extends } from \"tslib\";\r\nimport { serialize, SerializationHelper, serializeAsTexture, serializeAsColorCurves, serializeAsColor4 } from \"../Misc/decorators\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { MaterialDefines } from \"../Materials/materialDefines\";\r\nimport { ColorCurves } from \"../Materials/colorCurves\";\r\n/**\r\n * @hidden\r\n */\r\nvar ImageProcessingConfigurationDefines = /** @class */ (function (_super) {\r\n __extends(ImageProcessingConfigurationDefines, _super);\r\n function ImageProcessingConfigurationDefines() {\r\n var _this = _super.call(this) || this;\r\n _this.IMAGEPROCESSING = false;\r\n _this.VIGNETTE = false;\r\n _this.VIGNETTEBLENDMODEMULTIPLY = false;\r\n _this.VIGNETTEBLENDMODEOPAQUE = false;\r\n _this.TONEMAPPING = false;\r\n _this.TONEMAPPING_ACES = false;\r\n _this.CONTRAST = false;\r\n _this.COLORCURVES = false;\r\n _this.COLORGRADING = false;\r\n _this.COLORGRADING3D = false;\r\n _this.SAMPLER3DGREENDEPTH = false;\r\n _this.SAMPLER3DBGRMAP = false;\r\n _this.IMAGEPROCESSINGPOSTPROCESS = false;\r\n _this.EXPOSURE = false;\r\n _this.rebuild();\r\n return _this;\r\n }\r\n return ImageProcessingConfigurationDefines;\r\n}(MaterialDefines));\r\nexport { ImageProcessingConfigurationDefines };\r\n/**\r\n * This groups together the common properties used for image processing either in direct forward pass\r\n * or through post processing effect depending on the use of the image processing pipeline in your scene\r\n * or not.\r\n */\r\nvar ImageProcessingConfiguration = /** @class */ (function () {\r\n function ImageProcessingConfiguration() {\r\n /**\r\n * Color curves setup used in the effect if colorCurvesEnabled is set to true\r\n */\r\n this.colorCurves = new ColorCurves();\r\n this._colorCurvesEnabled = false;\r\n this._colorGradingEnabled = false;\r\n this._colorGradingWithGreenDepth = true;\r\n this._colorGradingBGR = true;\r\n /** @hidden */\r\n this._exposure = 1.0;\r\n this._toneMappingEnabled = false;\r\n this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;\r\n this._contrast = 1.0;\r\n /**\r\n * Vignette stretch size.\r\n */\r\n this.vignetteStretch = 0;\r\n /**\r\n * Vignette centre X Offset.\r\n */\r\n this.vignetteCentreX = 0;\r\n /**\r\n * Vignette centre Y Offset.\r\n */\r\n this.vignetteCentreY = 0;\r\n /**\r\n * Vignette weight or intensity of the vignette effect.\r\n */\r\n this.vignetteWeight = 1.5;\r\n /**\r\n * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n this.vignetteColor = new Color4(0, 0, 0, 0);\r\n /**\r\n * Camera field of view used by the Vignette effect.\r\n */\r\n this.vignetteCameraFov = 0.5;\r\n this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;\r\n this._vignetteEnabled = false;\r\n this._applyByPostProcess = false;\r\n this._isEnabled = true;\r\n /**\r\n * An event triggered when the configuration changes and requires Shader to Update some parameters.\r\n */\r\n this.onUpdateParameters = new Observable();\r\n }\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"colorCurvesEnabled\", {\r\n /**\r\n * Gets wether the color curves effect is enabled.\r\n */\r\n get: function () {\r\n return this._colorCurvesEnabled;\r\n },\r\n /**\r\n * Sets wether the color curves effect is enabled.\r\n */\r\n set: function (value) {\r\n if (this._colorCurvesEnabled === value) {\r\n return;\r\n }\r\n this._colorCurvesEnabled = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"colorGradingTexture\", {\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n get: function () {\r\n return this._colorGradingTexture;\r\n },\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n set: function (value) {\r\n if (this._colorGradingTexture === value) {\r\n return;\r\n }\r\n this._colorGradingTexture = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"colorGradingEnabled\", {\r\n /**\r\n * Gets wether the color grading effect is enabled.\r\n */\r\n get: function () {\r\n return this._colorGradingEnabled;\r\n },\r\n /**\r\n * Sets wether the color grading effect is enabled.\r\n */\r\n set: function (value) {\r\n if (this._colorGradingEnabled === value) {\r\n return;\r\n }\r\n this._colorGradingEnabled = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"colorGradingWithGreenDepth\", {\r\n /**\r\n * Gets wether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n get: function () {\r\n return this._colorGradingWithGreenDepth;\r\n },\r\n /**\r\n * Sets wether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n set: function (value) {\r\n if (this._colorGradingWithGreenDepth === value) {\r\n return;\r\n }\r\n this._colorGradingWithGreenDepth = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"colorGradingBGR\", {\r\n /**\r\n * Gets wether the color grading texture contains BGR values.\r\n */\r\n get: function () {\r\n return this._colorGradingBGR;\r\n },\r\n /**\r\n * Sets wether the color grading texture contains BGR values.\r\n */\r\n set: function (value) {\r\n if (this._colorGradingBGR === value) {\r\n return;\r\n }\r\n this._colorGradingBGR = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"exposure\", {\r\n /**\r\n * Gets the Exposure used in the effect.\r\n */\r\n get: function () {\r\n return this._exposure;\r\n },\r\n /**\r\n * Sets the Exposure used in the effect.\r\n */\r\n set: function (value) {\r\n if (this._exposure === value) {\r\n return;\r\n }\r\n this._exposure = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"toneMappingEnabled\", {\r\n /**\r\n * Gets wether the tone mapping effect is enabled.\r\n */\r\n get: function () {\r\n return this._toneMappingEnabled;\r\n },\r\n /**\r\n * Sets wether the tone mapping effect is enabled.\r\n */\r\n set: function (value) {\r\n if (this._toneMappingEnabled === value) {\r\n return;\r\n }\r\n this._toneMappingEnabled = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"toneMappingType\", {\r\n /**\r\n * Gets the type of tone mapping effect.\r\n */\r\n get: function () {\r\n return this._toneMappingType;\r\n },\r\n /**\r\n * Sets the type of tone mapping effect used in BabylonJS.\r\n */\r\n set: function (value) {\r\n if (this._toneMappingType === value) {\r\n return;\r\n }\r\n this._toneMappingType = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"contrast\", {\r\n /**\r\n * Gets the contrast used in the effect.\r\n */\r\n get: function () {\r\n return this._contrast;\r\n },\r\n /**\r\n * Sets the contrast used in the effect.\r\n */\r\n set: function (value) {\r\n if (this._contrast === value) {\r\n return;\r\n }\r\n this._contrast = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"vignetteBlendMode\", {\r\n /**\r\n * Gets the vignette blend mode allowing different kind of effect.\r\n */\r\n get: function () {\r\n return this._vignetteBlendMode;\r\n },\r\n /**\r\n * Sets the vignette blend mode allowing different kind of effect.\r\n */\r\n set: function (value) {\r\n if (this._vignetteBlendMode === value) {\r\n return;\r\n }\r\n this._vignetteBlendMode = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"vignetteEnabled\", {\r\n /**\r\n * Gets wether the vignette effect is enabled.\r\n */\r\n get: function () {\r\n return this._vignetteEnabled;\r\n },\r\n /**\r\n * Sets wether the vignette effect is enabled.\r\n */\r\n set: function (value) {\r\n if (this._vignetteEnabled === value) {\r\n return;\r\n }\r\n this._vignetteEnabled = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"applyByPostProcess\", {\r\n /**\r\n * Gets wether the image processing is applied through a post process or not.\r\n */\r\n get: function () {\r\n return this._applyByPostProcess;\r\n },\r\n /**\r\n * Sets wether the image processing is applied through a post process or not.\r\n */\r\n set: function (value) {\r\n if (this._applyByPostProcess === value) {\r\n return;\r\n }\r\n this._applyByPostProcess = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"isEnabled\", {\r\n /**\r\n * Gets wether the image processing is enabled or not.\r\n */\r\n get: function () {\r\n return this._isEnabled;\r\n },\r\n /**\r\n * Sets wether the image processing is enabled or not.\r\n */\r\n set: function (value) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n this._isEnabled = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Method called each time the image processing information changes requires to recompile the effect.\r\n */\r\n ImageProcessingConfiguration.prototype._updateParameters = function () {\r\n this.onUpdateParameters.notifyObservers(this);\r\n };\r\n /**\r\n * Gets the current class name.\r\n * @return \"ImageProcessingConfiguration\"\r\n */\r\n ImageProcessingConfiguration.prototype.getClassName = function () {\r\n return \"ImageProcessingConfiguration\";\r\n };\r\n /**\r\n * Prepare the list of uniforms associated with the Image Processing effects.\r\n * @param uniforms The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {\r\n if (defines.EXPOSURE) {\r\n uniforms.push(\"exposureLinear\");\r\n }\r\n if (defines.CONTRAST) {\r\n uniforms.push(\"contrast\");\r\n }\r\n if (defines.COLORGRADING) {\r\n uniforms.push(\"colorTransformSettings\");\r\n }\r\n if (defines.VIGNETTE) {\r\n uniforms.push(\"vInverseScreenSize\");\r\n uniforms.push(\"vignetteSettings1\");\r\n uniforms.push(\"vignetteSettings2\");\r\n }\r\n if (defines.COLORCURVES) {\r\n ColorCurves.PrepareUniforms(uniforms);\r\n }\r\n };\r\n /**\r\n * Prepare the list of samplers associated with the Image Processing effects.\r\n * @param samplersList The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {\r\n if (defines.COLORGRADING) {\r\n samplersList.push(\"txColorTransform\");\r\n }\r\n };\r\n /**\r\n * Prepare the list of defines associated to the shader.\r\n * @param defines the list of defines to complete\r\n * @param forPostProcess Define if we are currently in post process mode or not\r\n */\r\n ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {\r\n if (forPostProcess === void 0) { forPostProcess = false; }\r\n if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {\r\n defines.VIGNETTE = false;\r\n defines.TONEMAPPING = false;\r\n defines.TONEMAPPING_ACES = false;\r\n defines.CONTRAST = false;\r\n defines.EXPOSURE = false;\r\n defines.COLORCURVES = false;\r\n defines.COLORGRADING = false;\r\n defines.COLORGRADING3D = false;\r\n defines.IMAGEPROCESSING = false;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;\r\n return;\r\n }\r\n defines.VIGNETTE = this.vignetteEnabled;\r\n defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);\r\n defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;\r\n defines.TONEMAPPING = this.toneMappingEnabled;\r\n switch (this._toneMappingType) {\r\n case ImageProcessingConfiguration.TONEMAPPING_ACES:\r\n defines.TONEMAPPING_ACES = true;\r\n break;\r\n default:\r\n defines.TONEMAPPING_ACES = false;\r\n break;\r\n }\r\n defines.CONTRAST = (this.contrast !== 1.0);\r\n defines.EXPOSURE = (this.exposure !== 1.0);\r\n defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);\r\n defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);\r\n if (defines.COLORGRADING) {\r\n defines.COLORGRADING3D = this.colorGradingTexture.is3D;\r\n }\r\n else {\r\n defines.COLORGRADING3D = false;\r\n }\r\n defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;\r\n defines.SAMPLER3DBGRMAP = this.colorGradingBGR;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;\r\n defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;\r\n };\r\n /**\r\n * Returns true if all the image processing information are ready.\r\n * @returns True if ready, otherwise, false\r\n */\r\n ImageProcessingConfiguration.prototype.isReady = function () {\r\n // Color Grading texure can not be none blocking.\r\n return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();\r\n };\r\n /**\r\n * Binds the image processing to the shader.\r\n * @param effect The effect to bind to\r\n * @param overrideAspectRatio Override the aspect ratio of the effect\r\n */\r\n ImageProcessingConfiguration.prototype.bind = function (effect, overrideAspectRatio) {\r\n // Color Curves\r\n if (this._colorCurvesEnabled && this.colorCurves) {\r\n ColorCurves.Bind(this.colorCurves, effect);\r\n }\r\n // Vignette\r\n if (this._vignetteEnabled) {\r\n var inverseWidth = 1 / effect.getEngine().getRenderWidth();\r\n var inverseHeight = 1 / effect.getEngine().getRenderHeight();\r\n effect.setFloat2(\"vInverseScreenSize\", inverseWidth, inverseHeight);\r\n var aspectRatio = overrideAspectRatio != null ? overrideAspectRatio : (inverseHeight / inverseWidth);\r\n var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);\r\n var vignetteScaleX = vignetteScaleY * aspectRatio;\r\n var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);\r\n vignetteScaleX = Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);\r\n vignetteScaleY = Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);\r\n effect.setFloat4(\"vignetteSettings1\", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);\r\n var vignettePower = -2.0 * this.vignetteWeight;\r\n effect.setFloat4(\"vignetteSettings2\", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);\r\n }\r\n // Exposure\r\n effect.setFloat(\"exposureLinear\", this.exposure);\r\n // Contrast\r\n effect.setFloat(\"contrast\", this.contrast);\r\n // Color transform settings\r\n if (this.colorGradingTexture) {\r\n effect.setTexture(\"txColorTransform\", this.colorGradingTexture);\r\n var textureSize = this.colorGradingTexture.getSize().height;\r\n effect.setFloat4(\"colorTransformSettings\", (textureSize - 1) / textureSize, // textureScale\r\n 0.5 / textureSize, // textureOffset\r\n textureSize, // textureSize\r\n this.colorGradingTexture.level // weight\r\n );\r\n }\r\n };\r\n /**\r\n * Clones the current image processing instance.\r\n * @return The cloned image processing\r\n */\r\n ImageProcessingConfiguration.prototype.clone = function () {\r\n return SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);\r\n };\r\n /**\r\n * Serializes the current image processing instance to a json representation.\r\n * @return a JSON representation\r\n */\r\n ImageProcessingConfiguration.prototype.serialize = function () {\r\n return SerializationHelper.Serialize(this);\r\n };\r\n /**\r\n * Parses the image processing from a json representation.\r\n * @param source the JSON source to parse\r\n * @return The parsed image processing\r\n */\r\n ImageProcessingConfiguration.Parse = function (source) {\r\n return SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);\r\n };\r\n Object.defineProperty(ImageProcessingConfiguration, \"VIGNETTEMODE_MULTIPLY\", {\r\n /**\r\n * Used to apply the vignette as a mix with the pixel color.\r\n */\r\n get: function () {\r\n return this._VIGNETTEMODE_MULTIPLY;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration, \"VIGNETTEMODE_OPAQUE\", {\r\n /**\r\n * Used to apply the vignette as a replacement of the pixel color.\r\n */\r\n get: function () {\r\n return this._VIGNETTEMODE_OPAQUE;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Default tone mapping applied in BabylonJS.\r\n */\r\n ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;\r\n /**\r\n * ACES Tone mapping (used by default in unreal and unity). This can help getting closer\r\n * to other engines rendering to increase portability.\r\n */\r\n ImageProcessingConfiguration.TONEMAPPING_ACES = 1;\r\n // Static constants associated to the image processing.\r\n ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;\r\n ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;\r\n __decorate([\r\n serializeAsColorCurves()\r\n ], ImageProcessingConfiguration.prototype, \"colorCurves\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_colorCurvesEnabled\", void 0);\r\n __decorate([\r\n serializeAsTexture(\"colorGradingTexture\")\r\n ], ImageProcessingConfiguration.prototype, \"_colorGradingTexture\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_colorGradingEnabled\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_colorGradingWithGreenDepth\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_colorGradingBGR\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_exposure\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_toneMappingEnabled\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_toneMappingType\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_contrast\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"vignetteStretch\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"vignetteCentreX\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"vignetteCentreY\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"vignetteWeight\", void 0);\r\n __decorate([\r\n serializeAsColor4()\r\n ], ImageProcessingConfiguration.prototype, \"vignetteColor\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"vignetteCameraFov\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_vignetteBlendMode\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_vignetteEnabled\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_applyByPostProcess\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_isEnabled\", void 0);\r\n return ImageProcessingConfiguration;\r\n}());\r\nexport { ImageProcessingConfiguration };\r\n// References the dependencies.\r\nSerializationHelper._ImageProcessingConfigurationParser = ImageProcessingConfiguration.Parse;\r\n//# sourceMappingURL=imageProcessingConfiguration.js.map","import { Vector3, Vector2 } from './math.vector';\r\n/**\r\n * Contains position and normal vectors for a vertex\r\n */\r\nvar PositionNormalVertex = /** @class */ (function () {\r\n /**\r\n * Creates a PositionNormalVertex\r\n * @param position the position of the vertex (defaut: 0,0,0)\r\n * @param normal the normal of the vertex (defaut: 0,1,0)\r\n */\r\n function PositionNormalVertex(\r\n /** the position of the vertex (defaut: 0,0,0) */\r\n position, \r\n /** the normal of the vertex (defaut: 0,1,0) */\r\n normal) {\r\n if (position === void 0) { position = Vector3.Zero(); }\r\n if (normal === void 0) { normal = Vector3.Up(); }\r\n this.position = position;\r\n this.normal = normal;\r\n }\r\n /**\r\n * Clones the PositionNormalVertex\r\n * @returns the cloned PositionNormalVertex\r\n */\r\n PositionNormalVertex.prototype.clone = function () {\r\n return new PositionNormalVertex(this.position.clone(), this.normal.clone());\r\n };\r\n return PositionNormalVertex;\r\n}());\r\nexport { PositionNormalVertex };\r\n/**\r\n * Contains position, normal and uv vectors for a vertex\r\n */\r\nvar PositionNormalTextureVertex = /** @class */ (function () {\r\n /**\r\n * Creates a PositionNormalTextureVertex\r\n * @param position the position of the vertex (defaut: 0,0,0)\r\n * @param normal the normal of the vertex (defaut: 0,1,0)\r\n * @param uv the uv of the vertex (default: 0,0)\r\n */\r\n function PositionNormalTextureVertex(\r\n /** the position of the vertex (defaut: 0,0,0) */\r\n position, \r\n /** the normal of the vertex (defaut: 0,1,0) */\r\n normal, \r\n /** the uv of the vertex (default: 0,0) */\r\n uv) {\r\n if (position === void 0) { position = Vector3.Zero(); }\r\n if (normal === void 0) { normal = Vector3.Up(); }\r\n if (uv === void 0) { uv = Vector2.Zero(); }\r\n this.position = position;\r\n this.normal = normal;\r\n this.uv = uv;\r\n }\r\n /**\r\n * Clones the PositionNormalTextureVertex\r\n * @returns the cloned PositionNormalTextureVertex\r\n */\r\n PositionNormalTextureVertex.prototype.clone = function () {\r\n return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());\r\n };\r\n return PositionNormalTextureVertex;\r\n}());\r\nexport { PositionNormalTextureVertex };\r\n//# sourceMappingURL=math.vertexFormat.js.map","import { StringTools } from './stringTools';\r\nvar cloneValue = function (source, destinationObject) {\r\n if (!source) {\r\n return null;\r\n }\r\n if (source.getClassName && source.getClassName() === \"Mesh\") {\r\n return null;\r\n }\r\n if (source.getClassName && source.getClassName() === \"SubMesh\") {\r\n return source.clone(destinationObject);\r\n }\r\n else if (source.clone) {\r\n return source.clone();\r\n }\r\n return null;\r\n};\r\n/**\r\n * Class containing a set of static utilities functions for deep copy.\r\n */\r\nvar DeepCopier = /** @class */ (function () {\r\n function DeepCopier() {\r\n }\r\n /**\r\n * Tries to copy an object by duplicating every property\r\n * @param source defines the source object\r\n * @param destination defines the target object\r\n * @param doNotCopyList defines a list of properties to avoid\r\n * @param mustCopyList defines a list of properties to copy (even if they start with _)\r\n */\r\n DeepCopier.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {\r\n for (var prop in source) {\r\n if (prop[0] === \"_\" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {\r\n continue;\r\n }\r\n if (StringTools.EndsWith(prop, \"Observable\")) {\r\n continue;\r\n }\r\n if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {\r\n continue;\r\n }\r\n var sourceValue = source[prop];\r\n var typeOfSourceValue = typeof sourceValue;\r\n if (typeOfSourceValue === \"function\") {\r\n continue;\r\n }\r\n try {\r\n if (typeOfSourceValue === \"object\") {\r\n if (sourceValue instanceof Array) {\r\n destination[prop] = [];\r\n if (sourceValue.length > 0) {\r\n if (typeof sourceValue[0] == \"object\") {\r\n for (var index = 0; index < sourceValue.length; index++) {\r\n var clonedValue = cloneValue(sourceValue[index], destination);\r\n if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done\r\n destination[prop].push(clonedValue);\r\n }\r\n }\r\n }\r\n else {\r\n destination[prop] = sourceValue.slice(0);\r\n }\r\n }\r\n }\r\n else {\r\n destination[prop] = cloneValue(sourceValue, destination);\r\n }\r\n }\r\n else {\r\n destination[prop] = sourceValue;\r\n }\r\n }\r\n catch (e) {\r\n // Just ignore error (it could be because of a read-only property)\r\n }\r\n }\r\n };\r\n return DeepCopier;\r\n}());\r\nexport { DeepCopier };\r\n//# sourceMappingURL=deepCopier.js.map","import { Vector3 } from './math.vector';\r\n/**\r\n * Extracts minimum and maximum values from a list of indexed positions\r\n * @param positions defines the positions to use\r\n * @param indices defines the indices to the positions\r\n * @param indexStart defines the start index\r\n * @param indexCount defines the end index\r\n * @param bias defines bias value to add to the result\r\n * @return minimum and maximum values\r\n */\r\nexport function extractMinAndMaxIndexed(positions, indices, indexStart, indexCount, bias) {\r\n if (bias === void 0) { bias = null; }\r\n var minimum = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n var maximum = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n for (var index = indexStart; index < indexStart + indexCount; index++) {\r\n var offset = indices[index] * 3;\r\n var x = positions[offset];\r\n var y = positions[offset + 1];\r\n var z = positions[offset + 2];\r\n minimum.minimizeInPlaceFromFloats(x, y, z);\r\n maximum.maximizeInPlaceFromFloats(x, y, z);\r\n }\r\n if (bias) {\r\n minimum.x -= minimum.x * bias.x + bias.y;\r\n minimum.y -= minimum.y * bias.x + bias.y;\r\n minimum.z -= minimum.z * bias.x + bias.y;\r\n maximum.x += maximum.x * bias.x + bias.y;\r\n maximum.y += maximum.y * bias.x + bias.y;\r\n maximum.z += maximum.z * bias.x + bias.y;\r\n }\r\n return {\r\n minimum: minimum,\r\n maximum: maximum\r\n };\r\n}\r\n/**\r\n * Extracts minimum and maximum values from a list of positions\r\n * @param positions defines the positions to use\r\n * @param start defines the start index in the positions array\r\n * @param count defines the number of positions to handle\r\n * @param bias defines bias value to add to the result\r\n * @param stride defines the stride size to use (distance between two positions in the positions array)\r\n * @return minimum and maximum values\r\n */\r\nexport function extractMinAndMax(positions, start, count, bias, stride) {\r\n if (bias === void 0) { bias = null; }\r\n var minimum = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n var maximum = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n if (!stride) {\r\n stride = 3;\r\n }\r\n for (var index = start, offset = start * stride; index < start + count; index++, offset += stride) {\r\n var x = positions[offset];\r\n var y = positions[offset + 1];\r\n var z = positions[offset + 2];\r\n minimum.minimizeInPlaceFromFloats(x, y, z);\r\n maximum.maximizeInPlaceFromFloats(x, y, z);\r\n }\r\n if (bias) {\r\n minimum.x -= minimum.x * bias.x + bias.y;\r\n minimum.y -= minimum.y * bias.x + bias.y;\r\n minimum.z -= minimum.z * bias.x + bias.y;\r\n maximum.x += maximum.x * bias.x + bias.y;\r\n maximum.y += maximum.y * bias.x + bias.y;\r\n maximum.z += maximum.z * bias.x + bias.y;\r\n }\r\n return {\r\n minimum: minimum,\r\n maximum: maximum\r\n };\r\n}\r\n//# sourceMappingURL=math.functions.js.map","import { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { WebGLDataBuffer } from '../../Meshes/WebGL/webGLDataBuffer';\r\nThinEngine.prototype.createUniformBuffer = function (elements) {\r\n var ubo = this._gl.createBuffer();\r\n if (!ubo) {\r\n throw new Error(\"Unable to create uniform buffer\");\r\n }\r\n var result = new WebGLDataBuffer(ubo);\r\n this.bindUniformBuffer(result);\r\n if (elements instanceof Float32Array) {\r\n this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);\r\n }\r\n else {\r\n this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);\r\n }\r\n this.bindUniformBuffer(null);\r\n result.references = 1;\r\n return result;\r\n};\r\nThinEngine.prototype.createDynamicUniformBuffer = function (elements) {\r\n var ubo = this._gl.createBuffer();\r\n if (!ubo) {\r\n throw new Error(\"Unable to create dynamic uniform buffer\");\r\n }\r\n var result = new WebGLDataBuffer(ubo);\r\n this.bindUniformBuffer(result);\r\n if (elements instanceof Float32Array) {\r\n this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);\r\n }\r\n else {\r\n this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);\r\n }\r\n this.bindUniformBuffer(null);\r\n result.references = 1;\r\n return result;\r\n};\r\nThinEngine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {\r\n this.bindUniformBuffer(uniformBuffer);\r\n if (offset === undefined) {\r\n offset = 0;\r\n }\r\n if (count === undefined) {\r\n if (elements instanceof Float32Array) {\r\n this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);\r\n }\r\n else {\r\n this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));\r\n }\r\n }\r\n else {\r\n if (elements instanceof Float32Array) {\r\n this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));\r\n }\r\n else {\r\n this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));\r\n }\r\n }\r\n this.bindUniformBuffer(null);\r\n};\r\nThinEngine.prototype.bindUniformBuffer = function (buffer) {\r\n this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer ? buffer.underlyingResource : null);\r\n};\r\nThinEngine.prototype.bindUniformBufferBase = function (buffer, location) {\r\n this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer ? buffer.underlyingResource : null);\r\n};\r\nThinEngine.prototype.bindUniformBlock = function (pipelineContext, blockName, index) {\r\n var program = pipelineContext.program;\r\n var uniformLocation = this._gl.getUniformBlockIndex(program, blockName);\r\n this._gl.uniformBlockBinding(program, uniformLocation, index);\r\n};\r\n//# sourceMappingURL=engine.uniformBuffer.js.map","import { Logger } from \"../Misc/logger\";\r\nimport \"../Engines/Extensions/engine.uniformBuffer\";\r\n/**\r\n * Uniform buffer objects.\r\n *\r\n * Handles blocks of uniform on the GPU.\r\n *\r\n * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.\r\n *\r\n * For more information, please refer to :\r\n * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object\r\n */\r\nvar UniformBuffer = /** @class */ (function () {\r\n /**\r\n * Instantiates a new Uniform buffer objects.\r\n *\r\n * Handles blocks of uniform on the GPU.\r\n *\r\n * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.\r\n *\r\n * For more information, please refer to :\r\n * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object\r\n * @param engine Define the engine the buffer is associated with\r\n * @param data Define the data contained in the buffer\r\n * @param dynamic Define if the buffer is updatable\r\n */\r\n function UniformBuffer(engine, data, dynamic) {\r\n /** @hidden */\r\n this._alreadyBound = false;\r\n // Matrix cache\r\n this._valueCache = {};\r\n this._engine = engine;\r\n this._noUBO = !engine.supportsUniformBuffers;\r\n this._dynamic = dynamic;\r\n this._data = data || [];\r\n this._uniformLocations = {};\r\n this._uniformSizes = {};\r\n this._uniformLocationPointer = 0;\r\n this._needSync = false;\r\n if (this._noUBO) {\r\n this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;\r\n this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;\r\n this.updateFloat = this._updateFloatForEffect;\r\n this.updateFloat2 = this._updateFloat2ForEffect;\r\n this.updateFloat3 = this._updateFloat3ForEffect;\r\n this.updateFloat4 = this._updateFloat4ForEffect;\r\n this.updateMatrix = this._updateMatrixForEffect;\r\n this.updateVector3 = this._updateVector3ForEffect;\r\n this.updateVector4 = this._updateVector4ForEffect;\r\n this.updateColor3 = this._updateColor3ForEffect;\r\n this.updateColor4 = this._updateColor4ForEffect;\r\n }\r\n else {\r\n this._engine._uniformBuffers.push(this);\r\n this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;\r\n this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;\r\n this.updateFloat = this._updateFloatForUniform;\r\n this.updateFloat2 = this._updateFloat2ForUniform;\r\n this.updateFloat3 = this._updateFloat3ForUniform;\r\n this.updateFloat4 = this._updateFloat4ForUniform;\r\n this.updateMatrix = this._updateMatrixForUniform;\r\n this.updateVector3 = this._updateVector3ForUniform;\r\n this.updateVector4 = this._updateVector4ForUniform;\r\n this.updateColor3 = this._updateColor3ForUniform;\r\n this.updateColor4 = this._updateColor4ForUniform;\r\n }\r\n }\r\n Object.defineProperty(UniformBuffer.prototype, \"useUbo\", {\r\n /**\r\n * Indicates if the buffer is using the WebGL2 UBO implementation,\r\n * or just falling back on setUniformXXX calls.\r\n */\r\n get: function () {\r\n return !this._noUBO;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(UniformBuffer.prototype, \"isSync\", {\r\n /**\r\n * Indicates if the WebGL underlying uniform buffer is in sync\r\n * with the javascript cache data.\r\n */\r\n get: function () {\r\n return !this._needSync;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Indicates if the WebGL underlying uniform buffer is dynamic.\r\n * Also, a dynamic UniformBuffer will disable cache verification and always\r\n * update the underlying WebGL uniform buffer to the GPU.\r\n * @returns if Dynamic, otherwise false\r\n */\r\n UniformBuffer.prototype.isDynamic = function () {\r\n return this._dynamic !== undefined;\r\n };\r\n /**\r\n * The data cache on JS side.\r\n * @returns the underlying data as a float array\r\n */\r\n UniformBuffer.prototype.getData = function () {\r\n return this._bufferData;\r\n };\r\n /**\r\n * The underlying WebGL Uniform buffer.\r\n * @returns the webgl buffer\r\n */\r\n UniformBuffer.prototype.getBuffer = function () {\r\n return this._buffer;\r\n };\r\n /**\r\n * std140 layout specifies how to align data within an UBO structure.\r\n * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159\r\n * for specs.\r\n */\r\n UniformBuffer.prototype._fillAlignment = function (size) {\r\n // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components\r\n // and 4x4 matrices\r\n // TODO : change if other types are used\r\n var alignment;\r\n if (size <= 2) {\r\n alignment = size;\r\n }\r\n else {\r\n alignment = 4;\r\n }\r\n if ((this._uniformLocationPointer % alignment) !== 0) {\r\n var oldPointer = this._uniformLocationPointer;\r\n this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);\r\n var diff = this._uniformLocationPointer - oldPointer;\r\n for (var i = 0; i < diff; i++) {\r\n this._data.push(0);\r\n }\r\n }\r\n };\r\n /**\r\n * Adds an uniform in the buffer.\r\n * Warning : the subsequents calls of this function must be in the same order as declared in the shader\r\n * for the layout to be correct !\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param size Data size, or data directly.\r\n */\r\n UniformBuffer.prototype.addUniform = function (name, size) {\r\n if (this._noUBO) {\r\n return;\r\n }\r\n if (this._uniformLocations[name] !== undefined) {\r\n // Already existing uniform\r\n return;\r\n }\r\n // This function must be called in the order of the shader layout !\r\n // size can be the size of the uniform, or data directly\r\n var data;\r\n if (size instanceof Array) {\r\n data = size;\r\n size = data.length;\r\n }\r\n else {\r\n size = size;\r\n data = [];\r\n // Fill with zeros\r\n for (var i = 0; i < size; i++) {\r\n data.push(0);\r\n }\r\n }\r\n this._fillAlignment(size);\r\n this._uniformSizes[name] = size;\r\n this._uniformLocations[name] = this._uniformLocationPointer;\r\n this._uniformLocationPointer += size;\r\n for (var i = 0; i < size; i++) {\r\n this._data.push(data[i]);\r\n }\r\n this._needSync = true;\r\n };\r\n /**\r\n * Adds a Matrix 4x4 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param mat A 4x4 matrix.\r\n */\r\n UniformBuffer.prototype.addMatrix = function (name, mat) {\r\n this.addUniform(name, Array.prototype.slice.call(mat.toArray()));\r\n };\r\n /**\r\n * Adds a vec2 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param x Define the x component value of the vec2\r\n * @param y Define the y component value of the vec2\r\n */\r\n UniformBuffer.prototype.addFloat2 = function (name, x, y) {\r\n var temp = [x, y];\r\n this.addUniform(name, temp);\r\n };\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param x Define the x component value of the vec3\r\n * @param y Define the y component value of the vec3\r\n * @param z Define the z component value of the vec3\r\n */\r\n UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {\r\n var temp = [x, y, z];\r\n this.addUniform(name, temp);\r\n };\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param color Define the vec3 from a Color\r\n */\r\n UniformBuffer.prototype.addColor3 = function (name, color) {\r\n var temp = new Array();\r\n color.toArray(temp);\r\n this.addUniform(name, temp);\r\n };\r\n /**\r\n * Adds a vec4 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param color Define the rgb components from a Color\r\n * @param alpha Define the a component of the vec4\r\n */\r\n UniformBuffer.prototype.addColor4 = function (name, color, alpha) {\r\n var temp = new Array();\r\n color.toArray(temp);\r\n temp.push(alpha);\r\n this.addUniform(name, temp);\r\n };\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param vector Define the vec3 components from a Vector\r\n */\r\n UniformBuffer.prototype.addVector3 = function (name, vector) {\r\n var temp = new Array();\r\n vector.toArray(temp);\r\n this.addUniform(name, temp);\r\n };\r\n /**\r\n * Adds a Matrix 3x3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n */\r\n UniformBuffer.prototype.addMatrix3x3 = function (name) {\r\n this.addUniform(name, 12);\r\n };\r\n /**\r\n * Adds a Matrix 2x2 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n */\r\n UniformBuffer.prototype.addMatrix2x2 = function (name) {\r\n this.addUniform(name, 8);\r\n };\r\n /**\r\n * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.\r\n */\r\n UniformBuffer.prototype.create = function () {\r\n if (this._noUBO) {\r\n return;\r\n }\r\n if (this._buffer) {\r\n return; // nothing to do\r\n }\r\n // See spec, alignment must be filled as a vec4\r\n this._fillAlignment(4);\r\n this._bufferData = new Float32Array(this._data);\r\n this._rebuild();\r\n this._needSync = true;\r\n };\r\n /** @hidden */\r\n UniformBuffer.prototype._rebuild = function () {\r\n if (this._noUBO || !this._bufferData) {\r\n return;\r\n }\r\n if (this._dynamic) {\r\n this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);\r\n }\r\n else {\r\n this._buffer = this._engine.createUniformBuffer(this._bufferData);\r\n }\r\n };\r\n /**\r\n * Updates the WebGL Uniform Buffer on the GPU.\r\n * If the `dynamic` flag is set to true, no cache comparison is done.\r\n * Otherwise, the buffer will be updated only if the cache differs.\r\n */\r\n UniformBuffer.prototype.update = function () {\r\n if (!this._buffer) {\r\n this.create();\r\n return;\r\n }\r\n if (!this._dynamic && !this._needSync) {\r\n return;\r\n }\r\n this._engine.updateUniformBuffer(this._buffer, this._bufferData);\r\n this._needSync = false;\r\n };\r\n /**\r\n * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.\r\n * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.\r\n * @param data Define the flattened data\r\n * @param size Define the size of the data.\r\n */\r\n UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {\r\n var location = this._uniformLocations[uniformName];\r\n if (location === undefined) {\r\n if (this._buffer) {\r\n // Cannot add an uniform if the buffer is already created\r\n Logger.Error(\"Cannot add an uniform after UBO has been created.\");\r\n return;\r\n }\r\n this.addUniform(uniformName, size);\r\n location = this._uniformLocations[uniformName];\r\n }\r\n if (!this._buffer) {\r\n this.create();\r\n }\r\n if (!this._dynamic) {\r\n // Cache for static uniform buffers\r\n var changed = false;\r\n for (var i = 0; i < size; i++) {\r\n if (size === 16 || this._bufferData[location + i] !== data[i]) {\r\n changed = true;\r\n this._bufferData[location + i] = data[i];\r\n }\r\n }\r\n this._needSync = this._needSync || changed;\r\n }\r\n else {\r\n // No cache for dynamic\r\n for (var i = 0; i < size; i++) {\r\n this._bufferData[location + i] = data[i];\r\n }\r\n }\r\n };\r\n UniformBuffer.prototype._cacheMatrix = function (name, matrix) {\r\n var cache = this._valueCache[name];\r\n var flag = matrix.updateFlag;\r\n if (cache !== undefined && cache === flag) {\r\n return false;\r\n }\r\n this._valueCache[name] = flag;\r\n return true;\r\n };\r\n // Update methods\r\n UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {\r\n // To match std140, matrix must be realigned\r\n for (var i = 0; i < 3; i++) {\r\n UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];\r\n UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];\r\n UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];\r\n UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;\r\n }\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 12);\r\n };\r\n UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {\r\n this._currentEffect.setMatrix3x3(name, matrix);\r\n };\r\n UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {\r\n this._currentEffect.setMatrix2x2(name, matrix);\r\n };\r\n UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {\r\n // To match std140, matrix must be realigned\r\n for (var i = 0; i < 2; i++) {\r\n UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];\r\n UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];\r\n UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;\r\n UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;\r\n }\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 8);\r\n };\r\n UniformBuffer.prototype._updateFloatForEffect = function (name, x) {\r\n this._currentEffect.setFloat(name, x);\r\n };\r\n UniformBuffer.prototype._updateFloatForUniform = function (name, x) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 1);\r\n };\r\n UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {\r\n if (suffix === void 0) { suffix = \"\"; }\r\n this._currentEffect.setFloat2(name + suffix, x, y);\r\n };\r\n UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n UniformBuffer._tempBuffer[1] = y;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 2);\r\n };\r\n UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {\r\n if (suffix === void 0) { suffix = \"\"; }\r\n this._currentEffect.setFloat3(name + suffix, x, y, z);\r\n };\r\n UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n UniformBuffer._tempBuffer[1] = y;\r\n UniformBuffer._tempBuffer[2] = z;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 3);\r\n };\r\n UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {\r\n if (suffix === void 0) { suffix = \"\"; }\r\n this._currentEffect.setFloat4(name + suffix, x, y, z, w);\r\n };\r\n UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n UniformBuffer._tempBuffer[1] = y;\r\n UniformBuffer._tempBuffer[2] = z;\r\n UniformBuffer._tempBuffer[3] = w;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 4);\r\n };\r\n UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {\r\n this._currentEffect.setMatrix(name, mat);\r\n };\r\n UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {\r\n if (this._cacheMatrix(name, mat)) {\r\n this.updateUniform(name, mat.toArray(), 16);\r\n }\r\n };\r\n UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {\r\n this._currentEffect.setVector3(name, vector);\r\n };\r\n UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {\r\n vector.toArray(UniformBuffer._tempBuffer);\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 3);\r\n };\r\n UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {\r\n this._currentEffect.setVector4(name, vector);\r\n };\r\n UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {\r\n vector.toArray(UniformBuffer._tempBuffer);\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 4);\r\n };\r\n UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {\r\n if (suffix === void 0) { suffix = \"\"; }\r\n this._currentEffect.setColor3(name + suffix, color);\r\n };\r\n UniformBuffer.prototype._updateColor3ForUniform = function (name, color) {\r\n color.toArray(UniformBuffer._tempBuffer);\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 3);\r\n };\r\n UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {\r\n if (suffix === void 0) { suffix = \"\"; }\r\n this._currentEffect.setColor4(name + suffix, color, alpha);\r\n };\r\n UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha) {\r\n color.toArray(UniformBuffer._tempBuffer);\r\n UniformBuffer._tempBuffer[3] = alpha;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 4);\r\n };\r\n /**\r\n * Sets a sampler uniform on the effect.\r\n * @param name Define the name of the sampler.\r\n * @param texture Define the texture to set in the sampler\r\n */\r\n UniformBuffer.prototype.setTexture = function (name, texture) {\r\n this._currentEffect.setTexture(name, texture);\r\n };\r\n /**\r\n * Directly updates the value of the uniform in the cache AND on the GPU.\r\n * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.\r\n * @param data Define the flattened data\r\n */\r\n UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {\r\n this.updateUniform(uniformName, data, data.length);\r\n this.update();\r\n };\r\n /**\r\n * Binds this uniform buffer to an effect.\r\n * @param effect Define the effect to bind the buffer to\r\n * @param name Name of the uniform block in the shader.\r\n */\r\n UniformBuffer.prototype.bindToEffect = function (effect, name) {\r\n this._currentEffect = effect;\r\n if (this._noUBO || !this._buffer) {\r\n return;\r\n }\r\n this._alreadyBound = true;\r\n effect.bindUniformBuffer(this._buffer, name);\r\n };\r\n /**\r\n * Disposes the uniform buffer.\r\n */\r\n UniformBuffer.prototype.dispose = function () {\r\n if (this._noUBO) {\r\n return;\r\n }\r\n var uniformBuffers = this._engine._uniformBuffers;\r\n var index = uniformBuffers.indexOf(this);\r\n if (index !== -1) {\r\n uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];\r\n uniformBuffers.pop();\r\n }\r\n if (!this._buffer) {\r\n return;\r\n }\r\n if (this._engine._releaseBuffer(this._buffer)) {\r\n this._buffer = null;\r\n }\r\n };\r\n // Pool for avoiding memory leaks\r\n UniformBuffer._MAX_UNIFORM_SIZE = 256;\r\n UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);\r\n return UniformBuffer;\r\n}());\r\nexport { UniformBuffer };\r\n//# sourceMappingURL=uniformBuffer.js.map","/**\r\n * Extended version of XMLHttpRequest with support for customizations (headers, ...)\r\n */\r\nvar WebRequest = /** @class */ (function () {\r\n function WebRequest() {\r\n this._xhr = new XMLHttpRequest();\r\n }\r\n WebRequest.prototype._injectCustomRequestHeaders = function () {\r\n for (var key in WebRequest.CustomRequestHeaders) {\r\n var val = WebRequest.CustomRequestHeaders[key];\r\n if (val) {\r\n this._xhr.setRequestHeader(key, val);\r\n }\r\n }\r\n };\r\n Object.defineProperty(WebRequest.prototype, \"onprogress\", {\r\n /**\r\n * Gets or sets a function to be called when loading progress changes\r\n */\r\n get: function () {\r\n return this._xhr.onprogress;\r\n },\r\n set: function (value) {\r\n this._xhr.onprogress = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(WebRequest.prototype, \"readyState\", {\r\n /**\r\n * Returns client's state\r\n */\r\n get: function () {\r\n return this._xhr.readyState;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(WebRequest.prototype, \"status\", {\r\n /**\r\n * Returns client's status\r\n */\r\n get: function () {\r\n return this._xhr.status;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(WebRequest.prototype, \"statusText\", {\r\n /**\r\n * Returns client's status as a text\r\n */\r\n get: function () {\r\n return this._xhr.statusText;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(WebRequest.prototype, \"response\", {\r\n /**\r\n * Returns client's response\r\n */\r\n get: function () {\r\n return this._xhr.response;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(WebRequest.prototype, \"responseURL\", {\r\n /**\r\n * Returns client's response url\r\n */\r\n get: function () {\r\n return this._xhr.responseURL;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(WebRequest.prototype, \"responseText\", {\r\n /**\r\n * Returns client's response as text\r\n */\r\n get: function () {\r\n return this._xhr.responseText;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(WebRequest.prototype, \"responseType\", {\r\n /**\r\n * Gets or sets the expected response type\r\n */\r\n get: function () {\r\n return this._xhr.responseType;\r\n },\r\n set: function (value) {\r\n this._xhr.responseType = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n WebRequest.prototype.addEventListener = function (type, listener, options) {\r\n this._xhr.addEventListener(type, listener, options);\r\n };\r\n WebRequest.prototype.removeEventListener = function (type, listener, options) {\r\n this._xhr.removeEventListener(type, listener, options);\r\n };\r\n /**\r\n * Cancels any network activity\r\n */\r\n WebRequest.prototype.abort = function () {\r\n this._xhr.abort();\r\n };\r\n /**\r\n * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD\r\n * @param body defines an optional request body\r\n */\r\n WebRequest.prototype.send = function (body) {\r\n if (WebRequest.CustomRequestHeaders) {\r\n this._injectCustomRequestHeaders();\r\n }\r\n this._xhr.send(body);\r\n };\r\n /**\r\n * Sets the request method, request URL\r\n * @param method defines the method to use (GET, POST, etc..)\r\n * @param url defines the url to connect with\r\n */\r\n WebRequest.prototype.open = function (method, url) {\r\n for (var _i = 0, _a = WebRequest.CustomRequestModifiers; _i < _a.length; _i++) {\r\n var update = _a[_i];\r\n update(this._xhr, url);\r\n }\r\n // Clean url\r\n url = url.replace(\"file:http:\", \"http:\");\r\n url = url.replace(\"file:https:\", \"https:\");\r\n return this._xhr.open(method, url, true);\r\n };\r\n /**\r\n * Sets the value of a request header.\r\n * @param name The name of the header whose value is to be set\r\n * @param value The value to set as the body of the header\r\n */\r\n WebRequest.prototype.setRequestHeader = function (name, value) {\r\n this._xhr.setRequestHeader(name, value);\r\n };\r\n /**\r\n * Get the string containing the text of a particular header's value.\r\n * @param name The name of the header\r\n * @returns The string containing the text of the given header name\r\n */\r\n WebRequest.prototype.getResponseHeader = function (name) {\r\n return this._xhr.getResponseHeader(name);\r\n };\r\n /**\r\n * Custom HTTP Request Headers to be sent with XMLHttpRequests\r\n * i.e. when loading files, where the server/service expects an Authorization header\r\n */\r\n WebRequest.CustomRequestHeaders = {};\r\n /**\r\n * Add callback functions in this array to update all the requests before they get sent to the network\r\n */\r\n WebRequest.CustomRequestModifiers = new Array();\r\n return WebRequest;\r\n}());\r\nexport { WebRequest };\r\n//# sourceMappingURL=webRequest.js.map","import { Logger } from './logger';\r\nimport { _TypeStore } from './typeStore';\r\n/**\r\n * Class used to enable instatition of objects by class name\r\n */\r\nvar InstantiationTools = /** @class */ (function () {\r\n function InstantiationTools() {\r\n }\r\n /**\r\n * Tries to instantiate a new object from a given class name\r\n * @param className defines the class name to instantiate\r\n * @returns the new object or null if the system was not able to do the instantiation\r\n */\r\n InstantiationTools.Instantiate = function (className) {\r\n if (this.RegisteredExternalClasses && this.RegisteredExternalClasses[className]) {\r\n return this.RegisteredExternalClasses[className];\r\n }\r\n var internalClass = _TypeStore.GetClass(className);\r\n if (internalClass) {\r\n return internalClass;\r\n }\r\n Logger.Warn(className + \" not found, you may have missed an import.\");\r\n var arr = className.split(\".\");\r\n var fn = (window || this);\r\n for (var i = 0, len = arr.length; i < len; i++) {\r\n fn = fn[arr[i]];\r\n }\r\n if (typeof fn !== \"function\") {\r\n return null;\r\n }\r\n return fn;\r\n };\r\n /**\r\n * Use this object to register external classes like custom textures or material\r\n * to allow the laoders to instantiate them\r\n */\r\n InstantiationTools.RegisteredExternalClasses = {};\r\n return InstantiationTools;\r\n}());\r\nexport { InstantiationTools };\r\n//# sourceMappingURL=instantiationTools.js.map","import { __extends } from \"tslib\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Tags } from \"../Misc/tags\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\n/**\r\n * A multi-material is used to apply different materials to different parts of the same object without the need of\r\n * separate meshes. This can be use to improve performances.\r\n * @see http://doc.babylonjs.com/how_to/multi_materials\r\n */\r\nvar MultiMaterial = /** @class */ (function (_super) {\r\n __extends(MultiMaterial, _super);\r\n /**\r\n * Instantiates a new Multi Material\r\n * A multi-material is used to apply different materials to different parts of the same object without the need of\r\n * separate meshes. This can be use to improve performances.\r\n * @see http://doc.babylonjs.com/how_to/multi_materials\r\n * @param name Define the name in the scene\r\n * @param scene Define the scene the material belongs to\r\n */\r\n function MultiMaterial(name, scene) {\r\n var _this = _super.call(this, name, scene, true) || this;\r\n scene.multiMaterials.push(_this);\r\n _this.subMaterials = new Array();\r\n _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material\r\n return _this;\r\n }\r\n Object.defineProperty(MultiMaterial.prototype, \"subMaterials\", {\r\n /**\r\n * Gets or Sets the list of Materials used within the multi material.\r\n * They need to be ordered according to the submeshes order in the associated mesh\r\n */\r\n get: function () {\r\n return this._subMaterials;\r\n },\r\n set: function (value) {\r\n this._subMaterials = value;\r\n this._hookArray(value);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Function used to align with Node.getChildren()\r\n * @returns the list of Materials used within the multi material\r\n */\r\n MultiMaterial.prototype.getChildren = function () {\r\n return this.subMaterials;\r\n };\r\n MultiMaterial.prototype._hookArray = function (array) {\r\n var _this = this;\r\n var oldPush = array.push;\r\n array.push = function () {\r\n var items = [];\r\n for (var _i = 0; _i < arguments.length; _i++) {\r\n items[_i] = arguments[_i];\r\n }\r\n var result = oldPush.apply(array, items);\r\n _this._markAllSubMeshesAsTexturesDirty();\r\n return result;\r\n };\r\n var oldSplice = array.splice;\r\n array.splice = function (index, deleteCount) {\r\n var deleted = oldSplice.apply(array, [index, deleteCount]);\r\n _this._markAllSubMeshesAsTexturesDirty();\r\n return deleted;\r\n };\r\n };\r\n /**\r\n * Get one of the submaterial by its index in the submaterials array\r\n * @param index The index to look the sub material at\r\n * @returns The Material if the index has been defined\r\n */\r\n MultiMaterial.prototype.getSubMaterial = function (index) {\r\n if (index < 0 || index >= this.subMaterials.length) {\r\n return this.getScene().defaultMaterial;\r\n }\r\n return this.subMaterials[index];\r\n };\r\n /**\r\n * Get the list of active textures for the whole sub materials list.\r\n * @returns All the textures that will be used during the rendering\r\n */\r\n MultiMaterial.prototype.getActiveTextures = function () {\r\n var _a;\r\n return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {\r\n if (subMaterial) {\r\n return subMaterial.getActiveTextures();\r\n }\r\n else {\r\n return [];\r\n }\r\n }));\r\n };\r\n /**\r\n * Gets the current class name of the material e.g. \"MultiMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n MultiMaterial.prototype.getClassName = function () {\r\n return \"MultiMaterial\";\r\n };\r\n /**\r\n * Checks if the material is ready to render the requested sub mesh\r\n * @param mesh Define the mesh the submesh belongs to\r\n * @param subMesh Define the sub mesh to look readyness for\r\n * @param useInstances Define whether or not the material is used with instances\r\n * @returns true if ready, otherwise false\r\n */\r\n MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {\r\n for (var index = 0; index < this.subMaterials.length; index++) {\r\n var subMaterial = this.subMaterials[index];\r\n if (subMaterial) {\r\n if (subMaterial._storeEffectOnSubMeshes) {\r\n if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {\r\n return false;\r\n }\r\n continue;\r\n }\r\n if (!subMaterial.isReady(mesh)) {\r\n return false;\r\n }\r\n }\r\n }\r\n return true;\r\n };\r\n /**\r\n * Clones the current material and its related sub materials\r\n * @param name Define the name of the newly cloned material\r\n * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance\r\n * @returns the cloned material\r\n */\r\n MultiMaterial.prototype.clone = function (name, cloneChildren) {\r\n var newMultiMaterial = new MultiMaterial(name, this.getScene());\r\n for (var index = 0; index < this.subMaterials.length; index++) {\r\n var subMaterial = null;\r\n var current = this.subMaterials[index];\r\n if (cloneChildren && current) {\r\n subMaterial = current.clone(name + \"-\" + current.name);\r\n }\r\n else {\r\n subMaterial = this.subMaterials[index];\r\n }\r\n newMultiMaterial.subMaterials.push(subMaterial);\r\n }\r\n return newMultiMaterial;\r\n };\r\n /**\r\n * Serializes the materials into a JSON representation.\r\n * @returns the JSON representation\r\n */\r\n MultiMaterial.prototype.serialize = function () {\r\n var serializationObject = {};\r\n serializationObject.name = this.name;\r\n serializationObject.id = this.id;\r\n if (Tags) {\r\n serializationObject.tags = Tags.GetTags(this);\r\n }\r\n serializationObject.materials = [];\r\n for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {\r\n var subMat = this.subMaterials[matIndex];\r\n if (subMat) {\r\n serializationObject.materials.push(subMat.id);\r\n }\r\n else {\r\n serializationObject.materials.push(null);\r\n }\r\n }\r\n return serializationObject;\r\n };\r\n /**\r\n * Dispose the material and release its associated resources\r\n * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)\r\n * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)\r\n * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)\r\n */\r\n MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, forceDisposeChildren) {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n if (forceDisposeChildren) {\r\n for (var index = 0; index < this.subMaterials.length; index++) {\r\n var subMaterial = this.subMaterials[index];\r\n if (subMaterial) {\r\n subMaterial.dispose(forceDisposeEffect, forceDisposeTextures);\r\n }\r\n }\r\n }\r\n var index = scene.multiMaterials.indexOf(this);\r\n if (index >= 0) {\r\n scene.multiMaterials.splice(index, 1);\r\n }\r\n _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);\r\n };\r\n /**\r\n * Creates a MultiMaterial from parsed MultiMaterial data.\r\n * @param parsedMultiMaterial defines parsed MultiMaterial data.\r\n * @param scene defines the hosting scene\r\n * @returns a new MultiMaterial\r\n */\r\n MultiMaterial.ParseMultiMaterial = function (parsedMultiMaterial, scene) {\r\n var multiMaterial = new MultiMaterial(parsedMultiMaterial.name, scene);\r\n multiMaterial.id = parsedMultiMaterial.id;\r\n if (Tags) {\r\n Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);\r\n }\r\n for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {\r\n var subMatId = parsedMultiMaterial.materials[matIndex];\r\n if (subMatId) {\r\n // If the same multimaterial is loaded twice, the 2nd multimaterial needs to reference the latest material by that id which\r\n // is why this lookup should use getLastMaterialByID instead of getMaterialByID\r\n multiMaterial.subMaterials.push(scene.getLastMaterialByID(subMatId));\r\n }\r\n else {\r\n multiMaterial.subMaterials.push(null);\r\n }\r\n }\r\n return multiMaterial;\r\n };\r\n return MultiMaterial;\r\n}(Material));\r\nexport { MultiMaterial };\r\n_TypeStore.RegisteredTypes[\"BABYLON.MultiMaterial\"] = MultiMaterial;\r\n//# sourceMappingURL=multiMaterial.js.map","import { Scene } from \"@babylonjs/core/scene\";\r\nimport { Engine } from \"@babylonjs/core/Engines/engine\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { ArcRotateCamera } from \"@babylonjs/core/Cameras/arcRotateCamera\";\r\nimport { HemisphericLight } from \"@babylonjs/core/Lights/hemisphericLight\";\r\nimport { Vector3, Color4, Color3 } from \"@babylonjs/core/Maths/math\";\r\nimport { BoxBuilder } from \"@babylonjs/core/Meshes/Builders/boxBuilder\";\r\nimport { AdvancedDynamicTexture } from \"@babylonjs/gui/2D/advancedDynamicTexture\";\r\nimport { Rectangle, TextBlock, Grid, Control } from \"@babylonjs/gui/2D/controls\";\r\nimport { ScreenshotTools } from \"@babylonjs/core/Misc/screenshotTools\";\r\nimport chroma from \"chroma-js\";\r\nimport download from \"downloadjs\";\r\n\r\nimport { LabelManager } from \"./Label\";\r\n\r\n/**\r\n * Interface for object containing information about axis setup.\r\n */\r\nexport interface AxisData {\r\n showAxes: boolean[];\r\n static: boolean;\r\n axisLabels: string[];\r\n range: number[][];\r\n color: string[];\r\n scale: number[];\r\n tickBreaks: number[];\r\n showTickLines: boolean[][];\r\n tickLineColor: string[][];\r\n showPlanes: boolean[];\r\n planeColor: string[];\r\n plotType: string;\r\n colnames: string[];\r\n rownames: string[];\r\n}\r\n\r\nimport { Axes } from \"./Axes\";\r\n\r\nexport const buttonSVGs = {\r\n logo: '',\r\n toJson: '',\r\n labels: '',\r\n publish: '',\r\n replay: '',\r\n record: ''\r\n}\r\n\r\nexport const styleText = [\r\n \".bbp.button-bar { position: absolute; z-index: 2; overflow: hidden; padding: 0 10px 4px 0; }\",\r\n \".bbp.button-bar > .button { float: right; width: 75px; height: 30px; cursor: pointer; border-radius: 2px; background-color: #f0f0f0; margin: 0 4px 0 0; }\",\r\n \".bbp.button-bar > .button:hover { background-color: #ddd; }\",\r\n \".bbp.button-bar > .button > svg { width: 75px; height: 30px; }\",\r\n \".bbp.label-control { position: absolute; z-index: 3; font-family: sans-serif; width: 200px; background-color: #f0f0f0; padding: 5px; border-radius: 2px; }\",\r\n \".bbp.label-control > label { font-size: 11pt; }\",\r\n \".bbp.label-control > .edit-container { overflow: auto; }\",\r\n \".bbp.label-control > .edit-container > .label-form { margin-top: 5px; padding-top: 20px; border-top: solid thin #ccc; }\",\r\n \".bbp.label-control .label-form > input { width: 100%; box-sizing: border-box; }\",\r\n \".bbp.label-control .label-form > button { border: none; font-weight: bold; background-color: white; padding: 5px 10px; margin: 5px 0 2px 0; width: 100%; cursor: pointer; }\",\r\n \".bbp.label-control .label-form > button:hover { background-color: #ddd; }\",\r\n \".bbp.overlay { position: absolute; z-index: 3; overflow: hidden; top: 0; left: 0; right: 0; bottom: 0; width: 100%; height: 100%; background-color: #fff5; display: flex; justify-content: center; align-items: center;}\",\r\n \".bbp.overlay > h5.loading-message { color: #000; font-family: Verdana, sans-serif;}\",\r\n].join(\" \");\r\n\r\nexport function matrixMax(matrix: number[][]): number {\r\n let maxRow = matrix.map(function (row) { return Math.max.apply(Math, row); });\r\n let max = Math.max.apply(null, maxRow);\r\n return max\r\n}\r\n\r\nexport interface LegendData {\r\n showLegend: boolean;\r\n discrete: boolean;\r\n breaks: string[];\r\n colorScale: string;\r\n inverted: boolean;\r\n customColorScale?: string[];\r\n fontSize?: number;\r\n fontColor?: string;\r\n legendTitle?: string;\r\n legendTitleFontSize?: number;\r\n}\r\n\r\nexport abstract class Plot {\r\n protected _coords: number[][];\r\n protected _coordColors: string[];\r\n protected _groups: string[];\r\n protected _groupNames: string[];\r\n protected _size: number = 1;\r\n protected _scene: Scene;\r\n\r\n mesh: Mesh;\r\n meshes: Mesh[];\r\n selection: number[]; // contains indices of cells in selection cube\r\n legendData: LegendData;\r\n\r\n constructor(scene: Scene, coordinates: number[][], colorVar: string[], size: number, legendData: LegendData) {\r\n this._scene = scene;\r\n this._coords = coordinates;\r\n this._coordColors = colorVar;\r\n this._size = size;\r\n this.legendData = legendData;\r\n }\r\n\r\n updateSize(): void { }\r\n update(): boolean { return false }\r\n resetAnimation(): void { }\r\n}\r\n\r\n\r\ndeclare global {\r\n interface Array {\r\n min(): number;\r\n max(): number;\r\n }\r\n}\r\n\r\nArray.prototype.min = function (): number {\r\n if (this.length > 65536) {\r\n let r = this[0];\r\n this.forEach(function (v: number, _i: any, _a: any) { if (v < r) r = v; });\r\n return r;\r\n } else {\r\n return Math.min.apply(null, this);\r\n }\r\n}\r\n\r\nArray.prototype.max = function (): number {\r\n if (this.length > 65536) {\r\n let r = this[0];\r\n this.forEach(function (v: number, _i: any, _a: any) { if (v > r) r = v; });\r\n return r;\r\n } else {\r\n return Math.max.apply(null, this);\r\n }\r\n}\r\n\r\nexport function getUniqueVals(source: string[]): string[] {\r\n let length = source.length;\r\n let result: string[] = [];\r\n let seen = new Set();\r\n\r\n outer:\r\n for (let index = 0; index < length; index++) {\r\n let value = source[index];\r\n if (seen.has(value)) continue outer;\r\n seen.add(value);\r\n result.push(value);\r\n }\r\n\r\n return result;\r\n}\r\n\r\nimport { ImgStack } from \"./ImgStack\";\r\nimport { PointCloud } from \"./PointCloud\";\r\nimport { Surface } from \"./Surface\";\r\nimport { HeatMap } from \"./HeatMap\";\r\n\r\nexport const PLOTTYPES = {\r\n 'pointCloud': ['coordinates', 'colorBy', 'colorVar'],\r\n 'surface': ['coordinates', 'colorBy', 'colorVar'],\r\n 'heatMap': ['coordinates', 'colorBy', 'colorVar'],\r\n 'imgStack': ['values', 'indices', 'attributes']\r\n}\r\n\r\n/**\r\n * Takes a reasonable guess if a plot can be created from the provided object\r\n * @param plotData Object containing data to be checked for valid plot information\r\n */\r\nexport function isValidPlot(plotData: {}): boolean {\r\n if (plotData[\"plotType\"]) {\r\n let pltType = plotData[\"plotType\"]\r\n if (PLOTTYPES.hasOwnProperty(pltType)) {\r\n for (let i = 0; i < PLOTTYPES[pltType].length; i++) {\r\n const prop = PLOTTYPES[pltType][i];\r\n if (plotData[prop] === undefined) {\r\n console.log('missing ' + prop);\r\n return false;\r\n }\r\n }\r\n return true;\r\n } else {\r\n console.log('unrecognized plot type')\r\n return false;\r\n }\r\n } else {\r\n for (let i = 0; i < PLOTTYPES['imgStack'].length; i++) {\r\n const prop = PLOTTYPES['imgStack'][i];\r\n if (plotData[prop] === undefined) {\r\n console.log('missing ' + prop);\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n}\r\n\r\nexport class Plots {\r\n private _engine: Engine;\r\n private _hl1: HemisphericLight;\r\n private _hl2: HemisphericLight;\r\n protected _legend: AdvancedDynamicTexture;\r\n protected _showLegend: boolean = true;\r\n private _hasAnim: boolean = false;\r\n private _axes: Axes;\r\n private _downloadObj: {} = {};\r\n private _buttonBar: HTMLDivElement;\r\n private _labelManager: LabelManager;\r\n private _backgroundColor: string;\r\n private _recording: boolean = false;\r\n private _turned: number = 0;\r\n private _capturer: CCapture;\r\n private _wasTurning: boolean = false;\r\n\r\n canvas: HTMLCanvasElement;\r\n scene: Scene;\r\n camera: ArcRotateCamera;\r\n plots: Plot[] = [];\r\n turntable: boolean = false;\r\n rotationRate: number = 0.01;\r\n fixedSize = false;\r\n ymax: number = 0;\r\n R: boolean = false;\r\n\r\n /**\r\n * Initialize the 3d visualization\r\n * @param canvasElement ID of the canvas element in the dom\r\n * @param backgroundColor Background color of the plot\r\n */\r\n constructor(canvasElement: string, backgroundColor: string = \"#ffffffff\") {\r\n // setup enginge and scene\r\n this._backgroundColor = backgroundColor;\r\n this.canvas = document.getElementById(canvasElement) as HTMLCanvasElement;\r\n this._engine = new Engine(this.canvas, true, { preserveDrawingBuffer: true, stencil: true });\r\n this.scene = new Scene(this._engine);\r\n\r\n // camera\r\n this.camera = new ArcRotateCamera(\"Camera\", 0, 0, 10, Vector3.Zero(), this.scene);\r\n this.camera.attachControl(this.canvas, true);\r\n this.scene.activeCamera = this.camera;\r\n this.camera.inputs.attached.keyboard.detachControl(this.canvas);\r\n this.camera.wheelPrecision = 50;\r\n\r\n // background color\r\n this.scene.clearColor = Color4.FromHexString(backgroundColor);\r\n\r\n // two lights to illuminate the cells uniformly (top and bottom)\r\n this._hl1 = new HemisphericLight(\"HemiLight\", new Vector3(0, 1, 0), this.scene);\r\n this._hl1.diffuse = new Color3(1, 1, 1);\r\n this._hl1.specular = new Color3(0, 0, 0);\r\n // bottom light slightly weaker for better depth perception and orientation\r\n this._hl2 = new HemisphericLight(\"HemiLight\", new Vector3(0, -1, 0), this.scene);\r\n this._hl2.diffuse = new Color3(0.8, 0.8, 0.8);\r\n this._hl2.specular = new Color3(0, 0, 0);\r\n\r\n this._labelManager = new LabelManager(this.canvas, this.scene, this.ymax, this.camera);\r\n\r\n this.scene.registerBeforeRender(this._prepRender.bind(this));\r\n\r\n this.scene.registerAfterRender(this._afterRender.bind(this));\r\n\r\n // create container for buttons\r\n // create css style\r\n let styleElem = document.createElement(\"style\");\r\n styleElem.appendChild(document.createTextNode(styleText));\r\n document.getElementsByTagName('head')[0].appendChild(styleElem);\r\n // create ui elements\r\n let buttonBar = document.createElement(\"div\");\r\n buttonBar.className = \"bbp button-bar\"\r\n buttonBar.style.top = this.canvas.clientTop + 5 + \"px\";\r\n buttonBar.style.left = this.canvas.clientLeft + 5 + \"px\";\r\n this.canvas.parentNode.appendChild(buttonBar);\r\n this._buttonBar = buttonBar;\r\n }\r\n\r\n fromJSON(plotData: {}): void {\r\n if (plotData[\"turntable\"] !== undefined) {\r\n this.turntable = plotData[\"turntable\"];\r\n }\r\n if (plotData[\"rotationRate\"] !== undefined) {\r\n this.rotationRate = plotData[\"rotationRate\"];\r\n }\r\n if (plotData[\"backgroundColor\"]) {\r\n this._backgroundColor = plotData[\"backgroundColor\"];\r\n this.scene.clearColor = Color4.FromHexString(this._backgroundColor);\r\n }\r\n if (plotData[\"coordinates\"] && plotData[\"plotType\"] && plotData[\"colorBy\"]) {\r\n console.log(plotData);\r\n this.addPlot(\r\n plotData[\"coordinates\"],\r\n plotData[\"plotType\"],\r\n plotData[\"colorBy\"],\r\n plotData[\"colorVar\"],\r\n {\r\n size: plotData[\"size\"],\r\n scaleColumn: plotData[\"scaleColumn\"],\r\n scaleRow: plotData[\"scaleRow\"],\r\n colorScale: plotData[\"colorScale\"],\r\n customColorScale: plotData[\"customColorScale\"],\r\n colorScaleInverted: plotData[\"colorScaleInverted\"],\r\n sortedCategories: plotData[\"sortedCategories\"],\r\n showLegend: plotData[\"showLegend\"],\r\n fontSize: plotData[\"fontSize\"],\r\n fontColor: plotData[\"fontColor\"],\r\n legendTitle: plotData[\"legendTitle\"],\r\n legendTitleFontSize: plotData[\"legendTitleFontSize\"],\r\n showAxes: plotData[\"showAxes\"],\r\n axisLabels: plotData[\"axisLabels\"],\r\n axisColors: plotData[\"axisColors\"],\r\n tickBreaks: plotData[\"tickBreaks\"],\r\n showTickLines: plotData[\"showTickLines\"],\r\n tickLineColors: plotData[\"tickLineColors\"],\r\n folded: plotData[\"folded\"],\r\n foldedEmbedding: plotData[\"foldedEmbedding\"],\r\n foldAnimDelay: plotData[\"foldAnimDelay\"],\r\n foldAnimDuration: plotData[\"foldAnimDuration\"],\r\n colnames: plotData[\"colnames\"],\r\n rownames: plotData[\"rownames\"]\r\n }\r\n )\r\n } else if (plotData[\"values\"] && plotData[\"indices\"] && plotData[\"attributes\"]) {\r\n this.addImgStack(\r\n plotData[\"values\"],\r\n plotData[\"indices\"],\r\n plotData[\"attributes\"],\r\n {\r\n size: plotData[\"size\"],\r\n colorScale: plotData[\"colorScale\"],\r\n showLegend: plotData[\"showLegend\"],\r\n fontSize: plotData[\"fontSize\"],\r\n fontColor: plotData[\"fontColor\"],\r\n legendTitle: plotData[\"legendTitle\"],\r\n legendTitleFontSize: plotData[\"legendTitleFontSize\"],\r\n showAxes: plotData[\"showAxes\"],\r\n axisLabels: plotData[\"axisLabels\"],\r\n axisColors: plotData[\"axisColors\"],\r\n tickBreaks: plotData[\"tickBreaks\"],\r\n showTickLines: plotData[\"showTickLines\"],\r\n tickLineColors: plotData[\"tickLineColors\"],\r\n intensityMode: plotData[\"intensityMode\"]\r\n }\r\n )\r\n }\r\n if (plotData[\"labels\"]) {\r\n this._labelManager.fixed = true;\r\n let labelData = plotData[\"labels\"];\r\n for (let i = 0; i < labelData.length; i++) {\r\n const label = labelData[i];\r\n if (label[\"text\"] && label[\"position\"]) {\r\n this._labelManager.addLabel(label[\"text\"], label[\"position\"]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n createButtons(whichBtns = [\"json\", \"label\", \"publish\", \"record\"]): void {\r\n if (whichBtns.indexOf(\"json\") !== -1) {\r\n let jsonBtn = document.createElement(\"div\");\r\n jsonBtn.className = \"button\";\r\n jsonBtn.onclick = this._downloadJson.bind(this);\r\n jsonBtn.innerHTML = buttonSVGs.toJson;\r\n this._buttonBar.appendChild(jsonBtn);\r\n }\r\n if (whichBtns.indexOf(\"label\") !== -1) {\r\n let labelBtn = document.createElement(\"div\");\r\n labelBtn.className = \"button\";\r\n labelBtn.onclick = this._labelManager.toggleLabelControl.bind(this._labelManager);\r\n labelBtn.innerHTML = buttonSVGs.labels;\r\n this._buttonBar.appendChild(labelBtn);\r\n }\r\n if (whichBtns.indexOf(\"record\") !== -1) {\r\n let recordBtn = document.createElement(\"div\");\r\n recordBtn.className = \"button\";\r\n recordBtn.onclick = this._startRecording.bind(this);\r\n recordBtn.innerHTML = buttonSVGs.record;\r\n this._buttonBar.appendChild(recordBtn);\r\n }\r\n }\r\n\r\n private _downloadJson() {\r\n let dlElement = document.createElement(\"a\");\r\n this._downloadObj[\"labels\"] = this._labelManager.exportLabels();\r\n let dlContent = encodeURIComponent(JSON.stringify(this._downloadObj));\r\n dlElement.setAttribute(\"href\", \"data:text/plain;charset=utf-8,\" + dlContent);\r\n dlElement.setAttribute(\"download\", \"babyplots_export.json\");\r\n dlElement.style.display = \"none\";\r\n document.body.appendChild(dlElement);\r\n dlElement.click();\r\n document.body.removeChild(dlElement);\r\n }\r\n\r\n private _resetAnimation() {\r\n this._hasAnim = true;\r\n this.plots[0].resetAnimation();\r\n let boundingBox = this.plots[0].mesh.getBoundingInfo().boundingBox;\r\n let rangeX = [\r\n boundingBox.minimumWorld.x,\r\n boundingBox.maximumWorld.x\r\n ]\r\n let rangeY = [\r\n boundingBox.minimumWorld.y,\r\n boundingBox.maximumWorld.y\r\n ]\r\n let rangeZ = [\r\n boundingBox.minimumWorld.z,\r\n boundingBox.maximumWorld.z\r\n ]\r\n this._axes.axisData.range = [rangeX, rangeY, rangeZ]\r\n this._axes.update(this.camera, true);\r\n }\r\n\r\n private _startRecording() {\r\n this._recording = true;\r\n }\r\n\r\n /**\r\n * Register before render\r\n */\r\n private _prepRender(): void {\r\n // rotate camera around plot if turntable is true\r\n if (this.turntable) {\r\n this.camera.alpha += this.rotationRate;\r\n }\r\n // update plots with animations\r\n if (this._hasAnim) {\r\n this._hasAnim = this.plots[0].update();\r\n if (!this._hasAnim) {\r\n let boundingBox = this.plots[0].mesh.getBoundingInfo().boundingBox;\r\n let rangeX = [\r\n boundingBox.minimumWorld.x,\r\n boundingBox.maximumWorld.x\r\n ]\r\n let rangeY = [\r\n boundingBox.minimumWorld.y,\r\n boundingBox.maximumWorld.y\r\n ]\r\n let rangeZ = [\r\n boundingBox.minimumWorld.z,\r\n boundingBox.maximumWorld.z\r\n ]\r\n this._axes.axisData.range = [rangeX, rangeY, rangeZ]\r\n this._axes.update(this.camera, true);\r\n }\r\n }\r\n // update axis drawing\r\n if (this._axes) {\r\n this._axes.update(this.camera);\r\n }\r\n\r\n // update labels\r\n this._labelManager.update();\r\n\r\n // for (let pltIdx = 0; pltIdx < this.plots.length; pltIdx++) {\r\n // const plot = this.plots[pltIdx];\r\n // plot.update(); \r\n // }\r\n // if (this._mouseOverCheck) {\r\n // const pickResult = this._scene.pick(this._scene.pointerX, this._scene.pointerY);\r\n // const faceId = pickResult.faceId;\r\n // if (faceId == -1) {\r\n // return;\r\n // }\r\n // const idx = this._SPS.pickedParticles[faceId].idx;\r\n // this._mouseOverCallback(idx);\r\n // }\r\n }\r\n\r\n /**\r\n * Currently not used\r\n */\r\n private _afterRender(): void {\r\n if (this._recording) {\r\n // start recording:\r\n if (this._turned === 0) {\r\n let worker = \"./\";\r\n if (this.R) {\r\n worker = \"lib/babyplots-1/\";\r\n }\r\n this._capturer = new CCapture({\r\n format: \"gif\",\r\n framerate: 30,\r\n verbose: false,\r\n display: false,\r\n quality: 50,\r\n workersPath: worker\r\n });\r\n // create capturer, enable turning\r\n this._capturer.start();\r\n this.rotationRate = 0.02;\r\n // to return turntable option to its initial state after recording\r\n if (this.turntable) {\r\n this._wasTurning = true;\r\n } else {\r\n this.turntable = true;\r\n }\r\n let loadingOverlay = document.createElement(\"div\");\r\n loadingOverlay.className = \"bbp overlay\";\r\n loadingOverlay.id = \"GIFloadingOverlay\"\r\n let loadingText = document.createElement(\"h5\");\r\n loadingText.className = \".loading-message\";\r\n loadingText.innerText = \"Recording GIF...\";\r\n loadingText.id = \"GIFloadingText\"\r\n loadingOverlay.appendChild(loadingText);\r\n this.canvas.parentNode.appendChild(loadingOverlay);\r\n }\r\n // recording in progress:\r\n if (this._turned < 2 * Math.PI) {\r\n // while recording, count rotation and capture screenshots\r\n this._turned += this.rotationRate;\r\n this._capturer.capture(this.canvas);\r\n } else {\r\n // after capturing 360°, stop capturing and save gif\r\n this._recording = false;\r\n this._capturer.stop();\r\n let loadingText = document.getElementById(\"GIFloadingText\");\r\n loadingText.innerText = \"Saving GIF...\";\r\n this._capturer.save(function (blob) {\r\n download(blob, \"babyplots.gif\", 'image/gif');\r\n document.getElementById(\"GIFloadingText\").remove();\r\n document.getElementById(\"GIFloadingOverlay\").remove();\r\n });\r\n this._turned = 0;\r\n this.rotationRate = 0.01;\r\n this._hl2.diffuse = new Color3(0.8, 0.8, 0.8);\r\n if (!this._wasTurning) {\r\n this.turntable = false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Zoom camera to fit the complete SPS into the field of view\r\n */\r\n private _cameraFitPlot(xRange: number[], yRange: number[], zRange: number[]): void {\r\n let xSize = xRange[1] - xRange[0];\r\n let ySize = yRange[1] - yRange[0];\r\n let zSize = zRange[1] - zRange[0];\r\n let box = BoxBuilder.CreateBox('bdbx', {\r\n width: xSize, height: ySize, depth: zSize\r\n }, this.scene);\r\n let xCenter = xRange[1] - xSize / 2;\r\n let yCenter = yRange[1] - ySize / 2;\r\n let zCenter = zRange[1] - zSize / 2;\r\n box.position = new Vector3(xCenter, yCenter, zCenter);\r\n this.camera.position = new Vector3(xCenter, ySize, zCenter);\r\n this.camera.target = new Vector3(xCenter, yCenter, zCenter);\r\n let radius = box.getBoundingInfo().boundingSphere.radiusWorld;\r\n let aspectRatio = this._engine.getAspectRatio(this.camera);\r\n let halfMinFov = this.camera.fov / 2;\r\n if (aspectRatio < 1) {\r\n halfMinFov = Math.atan(aspectRatio * Math.tan(this.camera.fov / 2));\r\n }\r\n let viewRadius = Math.abs(radius / Math.sin(halfMinFov));\r\n this.camera.radius = viewRadius;\r\n box.dispose();\r\n this.camera.alpha = 0;\r\n this.camera.beta = 1; // 0 is top view, Pi is bottom\r\n this.ymax = yRange[1];\r\n }\r\n\r\n addImgStack(\r\n values: number[],\r\n indices: number[],\r\n attributes: { dim: number[] },\r\n options: {}\r\n ) {\r\n // default options\r\n let opts = {\r\n size: 1,\r\n colorScale: null,\r\n showLegend: true,\r\n fontSize: 11,\r\n fontColor: \"black\",\r\n legendTitle: null,\r\n legendTitleFontSize: 16,\r\n showAxes: [false, false, false],\r\n axisLabels: [\"X\", \"Y\", \"Z\"],\r\n axisColors: [\"#666666\", \"#666666\", \"#666666\"],\r\n tickBreaks: [2, 2, 2],\r\n showTickLines: [[false, false], [false, false], [false, false]],\r\n tickLineColors: [[\"#aaaaaa\", \"#aaaaaa\"], [\"#aaaaaa\", \"#aaaaaa\"], [\"#aaaaaa\", \"#aaaaaa\"]],\r\n intensityMode: \"alpha\"\r\n }\r\n // apply user options\r\n Object.assign(opts, options);\r\n // prepare object for download as json button\r\n this._downloadObj = {\r\n values: values,\r\n indices: indices,\r\n attributes: attributes,\r\n size: opts.size,\r\n colorScale: opts.colorScale,\r\n showLegend: opts.showLegend,\r\n fontSize: opts.fontSize,\r\n fontColor: opts.fontColor,\r\n legendTitle: opts.legendTitle,\r\n legendTitleFontSize: opts.legendTitleFontSize,\r\n showAxes: opts.showAxes,\r\n axisLabels: opts.axisLabels,\r\n axisColors: opts.axisColors,\r\n tickBreaks: opts.tickBreaks,\r\n showTickLines: opts.showTickLines,\r\n tickLineColors: opts.tickLineColors,\r\n turntable: this.turntable,\r\n rotationRate: this.rotationRate,\r\n labels: [],\r\n backgroundColor: this._backgroundColor,\r\n intensityMode: opts.intensityMode\r\n }\r\n let legendData: LegendData = {\r\n showLegend: false,\r\n discrete: false,\r\n breaks: [],\r\n colorScale: \"\",\r\n inverted: false\r\n }\r\n legendData.fontSize = opts.fontSize;\r\n legendData.fontColor = opts.fontColor;\r\n legendData.legendTitle = opts.legendTitle;\r\n legendData.legendTitleFontSize = opts.legendTitleFontSize;\r\n\r\n let plot = new ImgStack(this.scene, values, indices, attributes, legendData, opts.size, this._backgroundColor, opts.intensityMode);\r\n this.plots.push(plot);\r\n this._updateLegend();\r\n this._cameraFitPlot([0, attributes.dim[2]], [0, attributes.dim[0]], [0, attributes.dim[1]]);\r\n this.camera.wheelPrecision = 1;\r\n return this;\r\n }\r\n\r\n addPlot(\r\n coordinates: number[][],\r\n plotType: string,\r\n colorBy: string,\r\n colorVar: string[] | number[],\r\n options = {}\r\n ): Plots {\r\n // default options\r\n let opts = {\r\n size: 1,\r\n scaleColumn: 1,\r\n scaleRow: 1,\r\n colorScale: \"Oranges\",\r\n customColorScale: [],\r\n colorScaleInverted: false,\r\n sortedCategories: [],\r\n showLegend: true,\r\n fontSize: 11,\r\n fontColor: \"black\",\r\n legendTitle: null,\r\n legendTitleFontSize: 16,\r\n showAxes: [false, false, false],\r\n axisLabels: [\"X\", \"Y\", \"Z\"],\r\n axisColors: [\"#666666\", \"#666666\", \"#666666\"],\r\n tickBreaks: [2, 2, 2],\r\n showTickLines: [[false, false], [false, false], [false, false]],\r\n tickLineColors: [[\"#aaaaaa\", \"#aaaaaa\"], [\"#aaaaaa\", \"#aaaaaa\"], [\"#aaaaaa\", \"#aaaaaa\"]],\r\n folded: false,\r\n foldedEmbedding: null,\r\n foldAnimDelay: null,\r\n foldAnimDuration: null,\r\n colnames: null,\r\n rownames: null\r\n }\r\n // apply user options\r\n Object.assign(opts, options);\r\n console.log(opts);\r\n // create plot data object for download as json button\r\n this._downloadObj = {\r\n coordinates: coordinates,\r\n plotType: plotType,\r\n colorBy: colorBy,\r\n colorVar: colorVar,\r\n size: opts.size,\r\n scaleColumn: opts.scaleColumn,\r\n scaleRow: opts.scaleRow,\r\n colorScale: opts.colorScale,\r\n customColorScale: opts.customColorScale,\r\n colorScaleInverted: opts.colorScaleInverted,\r\n sortedCategories: opts.sortedCategories,\r\n showLegend: opts.showLegend,\r\n fontSize: opts.fontSize,\r\n fontColor: opts.fontColor,\r\n legendTitle: opts.legendTitle,\r\n legendTitleFontSize: opts.legendTitleFontSize,\r\n showAxes: opts.showAxes,\r\n axisLabels: opts.axisLabels,\r\n axisColors: opts.axisColors,\r\n tickBreaks: opts.tickBreaks,\r\n showTickLines: opts.showTickLines,\r\n tickLineColors: opts.tickLineColors,\r\n folded: opts.folded,\r\n foldedEmbedding: opts.foldedEmbedding,\r\n foldAnimDelay: opts.foldAnimDelay,\r\n foldAnimDuration: opts.foldAnimDuration,\r\n turntable: this.turntable,\r\n rotationRate: this.rotationRate,\r\n colnames: opts.colnames,\r\n rownames: opts.rownames,\r\n labels: [],\r\n backgroundColor: this._backgroundColor\r\n }\r\n\r\n let coordColors: string[] = [];\r\n var legendData: LegendData;\r\n let rangeX: number[];\r\n let rangeY: number[];\r\n let rangeZ: number[];\r\n this._hasAnim = opts.folded;\r\n if (opts.folded) {\r\n let replayBtn = document.createElement(\"div\");\r\n replayBtn.className = \"button\"\r\n replayBtn.innerHTML = buttonSVGs.replay;\r\n replayBtn.onclick = this._resetAnimation.bind(this);\r\n this._buttonBar.appendChild(replayBtn);\r\n }\r\n\r\n switch (colorBy) {\r\n case \"categories\":\r\n // color plot by discrete categories\r\n let groups = colorVar as string[];\r\n let uniqueGroups = getUniqueVals(groups);\r\n // sortedCategories can contain an array of category names to order the groups for coloring.\r\n // sortedCategories must be of same length as unique groups in colorVar.\r\n // if no custom ordering is performed through sortedCategories, groups will be sorted alphabetically.\r\n uniqueGroups.sort();\r\n if (opts.sortedCategories) {\r\n if (uniqueGroups.length === opts.sortedCategories.length) {\r\n // sortedCategories must contain the same category names as those present in colorVar.\r\n if (JSON.stringify(uniqueGroups) === JSON.stringify(opts.sortedCategories.slice(0).sort())) {\r\n uniqueGroups = opts.sortedCategories;\r\n }\r\n }\r\n }\r\n let nColors = uniqueGroups.length;\r\n // Paired is default color scale for discrete variable coloring\r\n let colors = chroma.scale(chroma.brewer.Paired).mode('lch').colors(nColors);\r\n // check if color scale should be custom\r\n if (opts.colorScale === \"custom\") {\r\n if (opts.customColorScale !== undefined && opts.customColorScale.length !== 0) {\r\n if (opts.colorScaleInverted) {\r\n colors = chroma.scale(opts.customColorScale).domain([1, 0]).mode('lch').colors(nColors);\r\n } else {\r\n colors = chroma.scale(opts.customColorScale).mode('lch').colors(nColors);\r\n }\r\n } else {\r\n // set colorScale variable to default for legend if custom color scale is invalid\r\n opts.colorScale = \"Paired\";\r\n }\r\n } else {\r\n // check if user selected color scale is a valid chromajs color brewer name\r\n if (opts.colorScale && chroma.brewer.hasOwnProperty(opts.colorScale)) {\r\n if (opts.colorScaleInverted) {\r\n colors = chroma.scale(chroma.brewer[opts.colorScale]).domain([1, 0]).mode('lch').colors(nColors);\r\n } else {\r\n colors = chroma.scale(chroma.brewer[opts.colorScale]).mode('lch').colors(nColors);\r\n }\r\n } else {\r\n // set colorScale variable to default for legend if user selected is not valid\r\n opts.colorScale = \"Paired\";\r\n }\r\n }\r\n for (let i = 0; i < nColors; i++) {\r\n colors[i] += \"ff\";\r\n }\r\n // apply colors to plot points\r\n for (let i = 0; i < colorVar.length; i++) {\r\n let colorIndex = uniqueGroups.indexOf(groups[i]);\r\n coordColors.push(colors[colorIndex]);\r\n }\r\n // prepare object for legend drawing\r\n legendData = {\r\n showLegend: opts.showLegend,\r\n discrete: true,\r\n breaks: uniqueGroups,\r\n colorScale: opts.colorScale,\r\n customColorScale: opts.customColorScale,\r\n inverted: false\r\n }\r\n break;\r\n case \"values\":\r\n // color by a continuous variable\r\n let min = colorVar.min();\r\n let max = colorVar.max();\r\n // Oranges is default color scale for continuous variable coloring\r\n let colorfunc = chroma.scale(chroma.brewer.Oranges).mode('lch');\r\n // check if color scale should be custom\r\n if (opts.colorScale === \"custom\") {\r\n // check if custom color scale is valid\r\n if (opts.customColorScale !== undefined && opts.customColorScale.length !== 0) {\r\n if (opts.colorScaleInverted) {\r\n colorfunc = chroma.scale(opts.customColorScale).domain([1, 0]).mode('lch');\r\n } else {\r\n colorfunc = chroma.scale(opts.customColorScale).mode('lch');\r\n }\r\n } else {\r\n // set colorScale variable to default for legend if custom color scale is invalid\r\n opts.colorScale = \"Oranges\";\r\n }\r\n } else {\r\n // check if user selected color scale is a valid chromajs color brewer name\r\n if (opts.colorScale && chroma.brewer.hasOwnProperty(opts.colorScale)) {\r\n if (opts.colorScaleInverted) {\r\n colorfunc = chroma.scale(chroma.brewer[opts.colorScale]).domain([1, 0]).mode('lch');\r\n } else {\r\n colorfunc = chroma.scale(chroma.brewer[opts.colorScale]).mode('lch');\r\n }\r\n } else {\r\n // set colorScale variable to default for legend if user selected is not valid\r\n opts.colorScale = \"Oranges\";\r\n }\r\n }\r\n // normalize the values to 0-1 range\r\n let norm = (colorVar as number[]).slice().map(v => (v - min) / (max - min));\r\n // apply colors to plot points\r\n coordColors = norm.map(v => colorfunc(v).alpha(1).hex(\"rgba\"));\r\n // prepare object for legend drawing\r\n legendData = {\r\n showLegend: opts.showLegend,\r\n discrete: false,\r\n breaks: [min.toString(), max.toString()],\r\n colorScale: opts.colorScale,\r\n customColorScale: opts.customColorScale,\r\n inverted: opts.colorScaleInverted\r\n }\r\n break;\r\n case \"direct\":\r\n // color by color hex strings in colorVar\r\n for (let i = 0; i < colorVar.length; i++) {\r\n let cl = colorVar[i];\r\n cl = chroma(cl).hex();\r\n if (cl.length == 7) {\r\n cl += \"ff\";\r\n }\r\n coordColors.push(cl);\r\n }\r\n // prepare object for legend drawing\r\n legendData = {\r\n showLegend: false,\r\n discrete: false,\r\n breaks: [],\r\n colorScale: \"\",\r\n customColorScale: opts.customColorScale,\r\n inverted: false\r\n }\r\n break;\r\n }\r\n // add remaining properties to legend object\r\n legendData.fontSize = opts.fontSize;\r\n legendData.fontColor = opts.fontColor;\r\n legendData.legendTitle = opts.legendTitle;\r\n legendData.legendTitleFontSize = opts.legendTitleFontSize;\r\n\r\n let plot: Plot;\r\n let scale: number[];\r\n switch (plotType) {\r\n case \"pointCloud\":\r\n plot = new PointCloud(this.scene, coordinates, coordColors, opts.size, legendData, opts.folded, opts.foldedEmbedding, opts.foldAnimDelay, opts.foldAnimDuration);\r\n let boundingBox = plot.mesh.getBoundingInfo().boundingBox;\r\n rangeX = [\r\n boundingBox.minimumWorld.x,\r\n boundingBox.maximumWorld.x\r\n ]\r\n rangeY = [\r\n boundingBox.minimumWorld.y,\r\n boundingBox.maximumWorld.y\r\n ]\r\n rangeZ = [\r\n boundingBox.minimumWorld.z,\r\n boundingBox.maximumWorld.z\r\n ]\r\n scale = [1, 1, 1]\r\n break;\r\n case \"surface\":\r\n plot = new Surface(this.scene, coordinates, coordColors, opts.size, opts.scaleColumn, opts.scaleRow, legendData);\r\n rangeX = [0, coordinates.length * opts.scaleColumn];\r\n rangeZ = [0, coordinates[0].length * opts.scaleRow];\r\n rangeY = [0, opts.size];\r\n scale = [\r\n opts.scaleColumn,\r\n opts.size / matrixMax(coordinates),\r\n opts.scaleRow\r\n ]\r\n break\r\n case \"heatMap\":\r\n plot = new HeatMap(this.scene, coordinates, coordColors, opts.size, opts.scaleColumn, opts.scaleRow, legendData);\r\n rangeX = [0, coordinates.length * opts.scaleColumn];\r\n rangeZ = [0, coordinates[0].length * opts.scaleRow];\r\n rangeY = [0, opts.size];\r\n scale = [\r\n opts.scaleColumn,\r\n opts.size / matrixMax(coordinates),\r\n opts.scaleRow\r\n ]\r\n break\r\n }\r\n\r\n this.plots.push(plot);\r\n this._updateLegend();\r\n let axisData: AxisData = {\r\n showAxes: opts.showAxes,\r\n static: true,\r\n axisLabels: opts.axisLabels,\r\n range: [rangeX, rangeY, rangeZ],\r\n color: opts.axisColors,\r\n scale: scale,\r\n tickBreaks: opts.tickBreaks,\r\n showTickLines: opts.showTickLines,\r\n tickLineColor: opts.tickLineColors,\r\n showPlanes: [false, false, false],\r\n planeColor: [\"#cccccc88\", \"#cccccc88\", \"#cccccc88\"],\r\n plotType: plotType,\r\n colnames: opts.colnames,\r\n rownames: opts.rownames\r\n }\r\n this._axes = new Axes(axisData, this.scene, plotType == \"heatMap\");\r\n this._cameraFitPlot(rangeX, rangeY, rangeZ);\r\n return this\r\n }\r\n\r\n /**\r\n * Creates a color legend for the plot\r\n */\r\n private _updateLegend(): void {\r\n if (this._legend) { this._legend.dispose(); }\r\n let legendData = this.plots[0].legendData;\r\n let n: number;\r\n let breakN = 20;\r\n if (legendData.showLegend) {\r\n\r\n // create fullscreen GUI texture\r\n let advancedTexture = AdvancedDynamicTexture.CreateFullscreenUI(\"UI\");\r\n // create grid for placing legend in correct position\r\n let grid = new Grid();\r\n advancedTexture.addControl(grid);\r\n\r\n // main position of legend (right middle)\r\n\r\n let legendWidth = 0.2;\r\n\r\n if (legendData.discrete) {\r\n // number of clusters\r\n n = legendData.breaks.length;\r\n\r\n if (n > breakN * 2) {\r\n legendWidth = 0.4;\r\n } else if (n > breakN) {\r\n legendWidth = 0.3;\r\n }\r\n }\r\n\r\n grid.addColumnDefinition(1 - legendWidth);\r\n grid.addColumnDefinition(legendWidth);\r\n if (legendData.legendTitle && legendData.legendTitle !== \"\") {\r\n grid.addRowDefinition(0.1);\r\n grid.addRowDefinition(0.85);\r\n grid.addRowDefinition(0.05)\r\n } else {\r\n grid.addRowDefinition(0.05);\r\n grid.addRowDefinition(0.9);\r\n grid.addRowDefinition(0.05);\r\n }\r\n\r\n if (legendData.legendTitle) {\r\n let legendTitle = new TextBlock();\r\n legendTitle.text = legendData.legendTitle;\r\n legendTitle.color = legendData.fontColor;\r\n legendTitle.fontWeight = \"bold\";\r\n if (legendData.legendTitleFontSize) {\r\n legendTitle.fontSize = legendData.legendTitleFontSize + \"px\";\r\n } else {\r\n legendTitle.fontSize = \"20px\";\r\n }\r\n legendTitle.verticalAlignment = Control.VERTICAL_ALIGNMENT_BOTTOM;\r\n legendTitle.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n grid.addControl(legendTitle, 0, 1);\r\n }\r\n\r\n // for continuous measures display color bar and max and min values.\r\n if (!legendData.discrete) {\r\n\r\n let innerGrid = new Grid();\r\n innerGrid.addColumnDefinition(0.2);\r\n innerGrid.addColumnDefinition(0.8);\r\n innerGrid.addRowDefinition(1);\r\n grid.addControl(innerGrid, 1, 1);\r\n\r\n let nBreaks = 265;\r\n let labelSpace = 0.05;\r\n if (this.canvas.height < 70) {\r\n nBreaks = 10;\r\n labelSpace = 0.45;\r\n } else if (this.canvas.height < 130) {\r\n nBreaks = 50;\r\n labelSpace = 0.3;\r\n } else if (this.canvas.height < 350) {\r\n nBreaks = 100;\r\n labelSpace = 0.15\r\n }\r\n // color bar\r\n let colors: string[];\r\n if (legendData.colorScale === \"custom\") {\r\n colors = chroma.scale(legendData.customColorScale).mode('lch').colors(nBreaks);\r\n } else {\r\n colors = chroma.scale(chroma.brewer[legendData.colorScale]).mode('lch').colors(nBreaks);\r\n }\r\n let scaleGrid = new Grid();\r\n for (let i = 0; i < nBreaks; i++) {\r\n scaleGrid.addRowDefinition(1 / nBreaks);\r\n let legendColor = new Rectangle();\r\n if (legendData.inverted) {\r\n legendColor.background = colors[i];\r\n } else {\r\n legendColor.background = colors[colors.length - i - 1];\r\n }\r\n legendColor.thickness = 0;\r\n legendColor.width = 0.5;\r\n legendColor.height = 1;\r\n scaleGrid.addControl(legendColor, i, 0);\r\n }\r\n innerGrid.addControl(scaleGrid, 0, 0);\r\n\r\n // label text\r\n let labelGrid = new Grid();\r\n labelGrid.addColumnDefinition(1);\r\n labelGrid.addRowDefinition(labelSpace);\r\n labelGrid.addRowDefinition(1 - labelSpace * 2);\r\n labelGrid.addRowDefinition(labelSpace);\r\n innerGrid.addControl(labelGrid, 0, 1);\r\n\r\n let minText = new TextBlock();\r\n minText.text = parseFloat(legendData.breaks[0]).toFixed(4).toString();\r\n minText.color = legendData.fontColor;\r\n minText.fontSize = legendData.fontSize + \"px\";\r\n minText.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n labelGrid.addControl(minText, 2, 0);\r\n\r\n let maxText = new TextBlock();\r\n maxText.text = parseFloat(legendData.breaks[1]).toFixed(4).toString();\r\n maxText.color = legendData.fontColor;\r\n maxText.fontSize = legendData.fontSize + \"px\";\r\n maxText.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n labelGrid.addControl(maxText, 0, 0);\r\n } else {\r\n // inner Grid contains legend rows and columns for color and text\r\n var innerGrid = new Grid();\r\n // two legend columns when more than 15 colors\r\n if (n > breakN * 2) {\r\n innerGrid.addColumnDefinition(0.1);\r\n innerGrid.addColumnDefinition(0.4);\r\n innerGrid.addColumnDefinition(0.1);\r\n innerGrid.addColumnDefinition(0.4);\r\n innerGrid.addColumnDefinition(0.1);\r\n innerGrid.addColumnDefinition(0.4);\r\n } else if (n > breakN) {\r\n innerGrid.addColumnDefinition(0.1);\r\n innerGrid.addColumnDefinition(0.4);\r\n innerGrid.addColumnDefinition(0.1);\r\n innerGrid.addColumnDefinition(0.4);\r\n } else {\r\n innerGrid.addColumnDefinition(0.2);\r\n innerGrid.addColumnDefinition(0.8);\r\n }\r\n for (let i = 0; i < n && i < breakN; i++) {\r\n if (n > breakN) {\r\n innerGrid.addRowDefinition(1 / breakN);\r\n } else {\r\n innerGrid.addRowDefinition(1 / n);\r\n }\r\n }\r\n grid.addControl(innerGrid, 1, 1);\r\n\r\n let colors: string[];\r\n if (legendData.colorScale === \"custom\") {\r\n colors = chroma.scale(legendData.customColorScale).mode('lch').colors(n);\r\n } else {\r\n colors = chroma.scale(chroma.brewer[legendData.colorScale]).mode('lch').colors(n);\r\n }\r\n\r\n // add color box and legend text\r\n for (let i = 0; i < n; i++) {\r\n // color\r\n var legendColor = new Rectangle();\r\n legendColor.background = colors[i];\r\n legendColor.thickness = 0;\r\n legendColor.width = legendData.fontSize + \"px\";\r\n legendColor.height = legendData.fontSize + \"px\";\r\n // use second column for many entries\r\n if (i > breakN * 2 - 1) {\r\n innerGrid.addControl(legendColor, i - breakN * 2, 4);\r\n } else if (i > breakN - 1) {\r\n innerGrid.addControl(legendColor, i - breakN, 2);\r\n } else {\r\n innerGrid.addControl(legendColor, i, 0);\r\n }\r\n // text\r\n var legendText = new TextBlock();\r\n legendText.text = legendData.breaks[i].toString();\r\n legendText.color = legendData.fontColor;\r\n legendText.fontSize = legendData.fontSize + \"px\";\r\n legendText.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n // use second column for many entries\r\n if (i > breakN * 2 - 1) {\r\n innerGrid.addControl(legendText, i - breakN * 2, 5);\r\n }\r\n if (i > breakN - 1) {\r\n innerGrid.addControl(legendText, i - breakN, 3);\r\n } else {\r\n innerGrid.addControl(legendText, i, 1);\r\n }\r\n }\r\n }\r\n this._legend = advancedTexture;\r\n }\r\n }\r\n\r\n /**\r\n * Start rendering the scene\r\n */\r\n doRender(): Plots {\r\n this._engine.runRenderLoop(() => {\r\n this.scene.render();\r\n });\r\n return this;\r\n }\r\n\r\n resize(width?: number, height?: number): Plots {\r\n if (width !== undefined && height !== undefined) {\r\n if (this.R) {\r\n let pad = parseInt(document.body.style.padding.substring(0, document.body.style.padding.length - 2));\r\n this.canvas.width = width - 2 * pad;\r\n this.canvas.height = height - 2 * pad;\r\n } else {\r\n this.canvas.width = width;\r\n this.canvas.height = height;\r\n }\r\n }\r\n this._updateLegend();\r\n this._engine.resize();\r\n return this\r\n }\r\n\r\n thumbnail(size: number, saveCallback: (data: string) => void): void {\r\n ScreenshotTools.CreateScreenshot(this._engine, this.camera, size, saveCallback);\r\n }\r\n\r\n dispose(): void {\r\n this.scene.dispose();\r\n this._engine.dispose();\r\n }\r\n\r\n}\r\n","import { DomManagement } from './domManagement';\r\n/**\r\n * Class used to provide helper for timing\r\n */\r\nvar TimingTools = /** @class */ (function () {\r\n function TimingTools() {\r\n }\r\n /**\r\n * Polyfill for setImmediate\r\n * @param action defines the action to execute after the current execution block\r\n */\r\n TimingTools.SetImmediate = function (action) {\r\n if (DomManagement.IsWindowObjectExist() && window.setImmediate) {\r\n window.setImmediate(action);\r\n }\r\n else {\r\n setTimeout(action, 1);\r\n }\r\n };\r\n return TimingTools;\r\n}());\r\nexport { TimingTools };\r\n//# sourceMappingURL=timingTools.js.map","import { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\n/**\r\n * Class used to store bounding sphere information\r\n */\r\nvar BoundingSphere = /** @class */ (function () {\r\n /**\r\n * Creates a new bounding sphere\r\n * @param min defines the minimum vector (in local space)\r\n * @param max defines the maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n function BoundingSphere(min, max, worldMatrix) {\r\n /**\r\n * Gets the center of the bounding sphere in local space\r\n */\r\n this.center = Vector3.Zero();\r\n /**\r\n * Gets the center of the bounding sphere in world space\r\n */\r\n this.centerWorld = Vector3.Zero();\r\n /**\r\n * Gets the minimum vector in local space\r\n */\r\n this.minimum = Vector3.Zero();\r\n /**\r\n * Gets the maximum vector in local space\r\n */\r\n this.maximum = Vector3.Zero();\r\n this.reConstruct(min, max, worldMatrix);\r\n }\r\n /**\r\n * Recreates the entire bounding sphere from scratch as if we call the constructor in place\r\n * @param min defines the new minimum vector (in local space)\r\n * @param max defines the new maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {\r\n this.minimum.copyFrom(min);\r\n this.maximum.copyFrom(max);\r\n var distance = Vector3.Distance(min, max);\r\n max.addToRef(min, this.center).scaleInPlace(0.5);\r\n this.radius = distance * 0.5;\r\n this._update(worldMatrix || Matrix.IdentityReadOnly);\r\n };\r\n /**\r\n * Scale the current bounding sphere by applying a scale factor\r\n * @param factor defines the scale factor to apply\r\n * @returns the current bounding box\r\n */\r\n BoundingSphere.prototype.scale = function (factor) {\r\n var newRadius = this.radius * factor;\r\n var tmpVectors = BoundingSphere.TmpVector3;\r\n var tempRadiusVector = tmpVectors[0].setAll(newRadius);\r\n var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);\r\n var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);\r\n this.reConstruct(min, max, this._worldMatrix);\r\n return this;\r\n };\r\n /**\r\n * Gets the world matrix of the bounding box\r\n * @returns a matrix\r\n */\r\n BoundingSphere.prototype.getWorldMatrix = function () {\r\n return this._worldMatrix;\r\n };\r\n // Methods\r\n /** @hidden */\r\n BoundingSphere.prototype._update = function (worldMatrix) {\r\n if (!worldMatrix.isIdentity()) {\r\n Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);\r\n var tempVector = BoundingSphere.TmpVector3[0];\r\n Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);\r\n this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;\r\n }\r\n else {\r\n this.centerWorld.copyFrom(this.center);\r\n this.radiusWorld = this.radius;\r\n }\r\n };\r\n /**\r\n * Tests if the bounding sphere is intersecting the frustum planes\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if there is an intersection\r\n */\r\n BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {\r\n var center = this.centerWorld;\r\n var radius = this.radiusWorld;\r\n for (var i = 0; i < 6; i++) {\r\n if (frustumPlanes[i].dotCoordinate(center) <= -radius) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n /**\r\n * Tests if the bounding sphere center is in between the frustum planes.\r\n * Used for optimistic fast inclusion.\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if the sphere center is in between the frustum planes\r\n */\r\n BoundingSphere.prototype.isCenterInFrustum = function (frustumPlanes) {\r\n var center = this.centerWorld;\r\n for (var i = 0; i < 6; i++) {\r\n if (frustumPlanes[i].dotCoordinate(center) < 0) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n /**\r\n * Tests if a point is inside the bounding sphere\r\n * @param point defines the point to test\r\n * @returns true if the point is inside the bounding sphere\r\n */\r\n BoundingSphere.prototype.intersectsPoint = function (point) {\r\n var squareDistance = Vector3.DistanceSquared(this.centerWorld, point);\r\n if (this.radiusWorld * this.radiusWorld < squareDistance) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n // Statics\r\n /**\r\n * Checks if two sphere intersct\r\n * @param sphere0 sphere 0\r\n * @param sphere1 sphere 1\r\n * @returns true if the speres intersect\r\n */\r\n BoundingSphere.Intersects = function (sphere0, sphere1) {\r\n var squareDistance = Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);\r\n var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;\r\n if (radiusSum * radiusSum < squareDistance) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n BoundingSphere.TmpVector3 = ArrayTools.BuildArray(3, Vector3.Zero);\r\n return BoundingSphere;\r\n}());\r\nexport { BoundingSphere };\r\n//# sourceMappingURL=boundingSphere.js.map","import { Material } from \"../Materials/material\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\n/**\r\n * PostProcessManager is used to manage one or more post processes or post process pipelines\r\n * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses\r\n */\r\nvar PostProcessManager = /** @class */ (function () {\r\n /**\r\n * Creates a new instance PostProcess\r\n * @param scene The scene that the post process is associated with.\r\n */\r\n function PostProcessManager(scene) {\r\n this._vertexBuffers = {};\r\n this._scene = scene;\r\n }\r\n PostProcessManager.prototype._prepareBuffers = function () {\r\n if (this._vertexBuffers[VertexBuffer.PositionKind]) {\r\n return;\r\n }\r\n // VBO\r\n var vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(this._scene.getEngine(), vertices, VertexBuffer.PositionKind, false, false, 2);\r\n this._buildIndexBuffer();\r\n };\r\n PostProcessManager.prototype._buildIndexBuffer = function () {\r\n // Indices\r\n var indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);\r\n };\r\n /**\r\n * Rebuilds the vertex buffers of the manager.\r\n * @hidden\r\n */\r\n PostProcessManager.prototype._rebuild = function () {\r\n var vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (!vb) {\r\n return;\r\n }\r\n vb._rebuild();\r\n this._buildIndexBuffer();\r\n };\r\n // Methods\r\n /**\r\n * Prepares a frame to be run through a post process.\r\n * @param sourceTexture The input texture to the post procesess. (default: null)\r\n * @param postProcesses An array of post processes to be run. (default: null)\r\n * @returns True if the post processes were able to be run.\r\n * @hidden\r\n */\r\n PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {\r\n if (sourceTexture === void 0) { sourceTexture = null; }\r\n if (postProcesses === void 0) { postProcesses = null; }\r\n var camera = this._scene.activeCamera;\r\n if (!camera) {\r\n return false;\r\n }\r\n postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });\r\n if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {\r\n return false;\r\n }\r\n postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);\r\n return true;\r\n };\r\n /**\r\n * Manually render a set of post processes to a texture.\r\n * @param postProcesses An array of post processes to be run.\r\n * @param targetTexture The target texture to render to.\r\n * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight\r\n * @param faceIndex defines the face to render to if a cubemap is defined as the target\r\n * @param lodLevel defines which lod of the texture to render to\r\n */\r\n PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {\r\n if (targetTexture === void 0) { targetTexture = null; }\r\n if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }\r\n if (faceIndex === void 0) { faceIndex = 0; }\r\n if (lodLevel === void 0) { lodLevel = 0; }\r\n var engine = this._scene.getEngine();\r\n for (var index = 0; index < postProcesses.length; index++) {\r\n if (index < postProcesses.length - 1) {\r\n postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);\r\n }\r\n else {\r\n if (targetTexture) {\r\n engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, lodLevel);\r\n }\r\n else {\r\n engine.restoreDefaultFramebuffer();\r\n }\r\n }\r\n var pp = postProcesses[index];\r\n var effect = pp.apply();\r\n if (effect) {\r\n pp.onBeforeRenderObservable.notifyObservers(effect);\r\n // VBOs\r\n this._prepareBuffers();\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n pp.onAfterRenderObservable.notifyObservers(effect);\r\n }\r\n }\r\n // Restore depth buffer\r\n engine.setDepthBuffer(true);\r\n engine.setDepthWrite(true);\r\n };\r\n /**\r\n * Finalize the result of the output of the postprocesses.\r\n * @param doNotPresent If true the result will not be displayed to the screen.\r\n * @param targetTexture The target texture to render to.\r\n * @param faceIndex The index of the face to bind the target texture to.\r\n * @param postProcesses The array of post processes to render.\r\n * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)\r\n * @hidden\r\n */\r\n PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {\r\n if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }\r\n var camera = this._scene.activeCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });\r\n if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {\r\n return;\r\n }\r\n var engine = this._scene.getEngine();\r\n for (var index = 0, len = postProcesses.length; index < len; index++) {\r\n var pp = postProcesses[index];\r\n if (index < len - 1) {\r\n pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);\r\n }\r\n else {\r\n if (targetTexture) {\r\n engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);\r\n pp._outputTexture = targetTexture;\r\n }\r\n else {\r\n engine.restoreDefaultFramebuffer();\r\n pp._outputTexture = null;\r\n }\r\n }\r\n if (doNotPresent) {\r\n break;\r\n }\r\n var effect = pp.apply();\r\n if (effect) {\r\n pp.onBeforeRenderObservable.notifyObservers(effect);\r\n // VBOs\r\n this._prepareBuffers();\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n pp.onAfterRenderObservable.notifyObservers(effect);\r\n }\r\n }\r\n // Restore states\r\n engine.setDepthBuffer(true);\r\n engine.setDepthWrite(true);\r\n engine.setAlphaMode(0);\r\n };\r\n /**\r\n * Disposes of the post process manager.\r\n */\r\n PostProcessManager.prototype.dispose = function () {\r\n var buffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n };\r\n return PostProcessManager;\r\n}());\r\nexport { PostProcessManager };\r\n//# sourceMappingURL=postProcessManager.js.map","/**\r\n * @hidden\r\n */\r\nvar IntersectionInfo = /** @class */ (function () {\r\n function IntersectionInfo(bu, bv, distance) {\r\n this.bu = bu;\r\n this.bv = bv;\r\n this.distance = distance;\r\n this.faceId = 0;\r\n this.subMeshId = 0;\r\n }\r\n return IntersectionInfo;\r\n}());\r\nexport { IntersectionInfo };\r\n//# sourceMappingURL=intersectionInfo.js.map","import { StringTools } from '../../Misc/stringTools';\r\n/** @hidden */\r\nvar ShaderCodeNode = /** @class */ (function () {\r\n function ShaderCodeNode() {\r\n this.children = [];\r\n }\r\n ShaderCodeNode.prototype.isValid = function (preprocessors) {\r\n return true;\r\n };\r\n ShaderCodeNode.prototype.process = function (preprocessors, options) {\r\n var result = \"\";\r\n if (this.line) {\r\n var value = this.line;\r\n var processor = options.processor;\r\n if (processor) {\r\n // This must be done before other replacements to avoid mistakenly changing something that was already changed.\r\n if (processor.lineProcessor) {\r\n value = processor.lineProcessor(value, options.isFragment);\r\n }\r\n if (processor.attributeProcessor && StringTools.StartsWith(this.line, \"attribute\")) {\r\n value = processor.attributeProcessor(this.line);\r\n }\r\n else if (processor.varyingProcessor && StringTools.StartsWith(this.line, \"varying\")) {\r\n value = processor.varyingProcessor(this.line, options.isFragment);\r\n }\r\n else if ((processor.uniformProcessor || processor.uniformBufferProcessor) && StringTools.StartsWith(this.line, \"uniform\")) {\r\n var regex = /uniform (.+) (.+)/;\r\n if (regex.test(this.line)) { // uniform\r\n if (processor.uniformProcessor) {\r\n value = processor.uniformProcessor(this.line, options.isFragment);\r\n }\r\n }\r\n else { // Uniform buffer\r\n if (processor.uniformBufferProcessor) {\r\n value = processor.uniformBufferProcessor(this.line, options.isFragment);\r\n options.lookForClosingBracketForUniformBuffer = true;\r\n }\r\n }\r\n }\r\n if (processor.endOfUniformBufferProcessor) {\r\n if (options.lookForClosingBracketForUniformBuffer && this.line.indexOf(\"}\") !== -1) {\r\n options.lookForClosingBracketForUniformBuffer = false;\r\n value = processor.endOfUniformBufferProcessor(this.line, options.isFragment);\r\n }\r\n }\r\n }\r\n result += value + \"\\r\\n\";\r\n }\r\n this.children.forEach(function (child) {\r\n result += child.process(preprocessors, options);\r\n });\r\n if (this.additionalDefineKey) {\r\n preprocessors[this.additionalDefineKey] = this.additionalDefineValue || \"true\";\r\n }\r\n return result;\r\n };\r\n return ShaderCodeNode;\r\n}());\r\nexport { ShaderCodeNode };\r\n//# sourceMappingURL=shaderCodeNode.js.map","/** @hidden */\r\nvar ShaderCodeCursor = /** @class */ (function () {\r\n function ShaderCodeCursor() {\r\n }\r\n Object.defineProperty(ShaderCodeCursor.prototype, \"currentLine\", {\r\n get: function () {\r\n return this._lines[this.lineIndex];\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ShaderCodeCursor.prototype, \"canRead\", {\r\n get: function () {\r\n return this.lineIndex < this._lines.length - 1;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ShaderCodeCursor.prototype, \"lines\", {\r\n set: function (value) {\r\n this._lines = [];\r\n for (var _i = 0, value_1 = value; _i < value_1.length; _i++) {\r\n var line = value_1[_i];\r\n // Prevent removing line break in macros.\r\n if (line[0] === \"#\") {\r\n this._lines.push(line);\r\n continue;\r\n }\r\n var split = line.split(\";\");\r\n for (var index = 0; index < split.length; index++) {\r\n var subLine = split[index];\r\n subLine = subLine.trim();\r\n if (!subLine) {\r\n continue;\r\n }\r\n this._lines.push(subLine + (index !== split.length - 1 ? \";\" : \"\"));\r\n }\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n return ShaderCodeCursor;\r\n}());\r\nexport { ShaderCodeCursor };\r\n//# sourceMappingURL=shaderCodeCursor.js.map","import { __extends } from \"tslib\";\r\nimport { ShaderCodeNode } from './shaderCodeNode';\r\n/** @hidden */\r\nvar ShaderCodeConditionNode = /** @class */ (function (_super) {\r\n __extends(ShaderCodeConditionNode, _super);\r\n function ShaderCodeConditionNode() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n ShaderCodeConditionNode.prototype.process = function (preprocessors, options) {\r\n for (var index = 0; index < this.children.length; index++) {\r\n var node = this.children[index];\r\n if (node.isValid(preprocessors)) {\r\n return node.process(preprocessors, options);\r\n }\r\n }\r\n return \"\";\r\n };\r\n return ShaderCodeConditionNode;\r\n}(ShaderCodeNode));\r\nexport { ShaderCodeConditionNode };\r\n//# sourceMappingURL=shaderCodeConditionNode.js.map","import { __extends } from \"tslib\";\r\nimport { ShaderCodeNode } from './shaderCodeNode';\r\n/** @hidden */\r\nvar ShaderCodeTestNode = /** @class */ (function (_super) {\r\n __extends(ShaderCodeTestNode, _super);\r\n function ShaderCodeTestNode() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n ShaderCodeTestNode.prototype.isValid = function (preprocessors) {\r\n return this.testExpression.isTrue(preprocessors);\r\n };\r\n return ShaderCodeTestNode;\r\n}(ShaderCodeNode));\r\nexport { ShaderCodeTestNode };\r\n//# sourceMappingURL=shaderCodeTestNode.js.map","/** @hidden */\r\nvar ShaderDefineExpression = /** @class */ (function () {\r\n function ShaderDefineExpression() {\r\n }\r\n ShaderDefineExpression.prototype.isTrue = function (preprocessors) {\r\n return true;\r\n };\r\n return ShaderDefineExpression;\r\n}());\r\nexport { ShaderDefineExpression };\r\n//# sourceMappingURL=shaderDefineExpression.js.map","import { __extends } from \"tslib\";\r\nimport { ShaderDefineExpression } from \"../shaderDefineExpression\";\r\n/** @hidden */\r\nvar ShaderDefineIsDefinedOperator = /** @class */ (function (_super) {\r\n __extends(ShaderDefineIsDefinedOperator, _super);\r\n function ShaderDefineIsDefinedOperator(define, not) {\r\n if (not === void 0) { not = false; }\r\n var _this = _super.call(this) || this;\r\n _this.define = define;\r\n _this.not = not;\r\n return _this;\r\n }\r\n ShaderDefineIsDefinedOperator.prototype.isTrue = function (preprocessors) {\r\n var condition = preprocessors[this.define] !== undefined;\r\n if (this.not) {\r\n condition = !condition;\r\n }\r\n return condition;\r\n };\r\n return ShaderDefineIsDefinedOperator;\r\n}(ShaderDefineExpression));\r\nexport { ShaderDefineIsDefinedOperator };\r\n//# sourceMappingURL=shaderDefineIsDefinedOperator.js.map","import { __extends } from \"tslib\";\r\nimport { ShaderDefineExpression } from '../shaderDefineExpression';\r\n/** @hidden */\r\nvar ShaderDefineOrOperator = /** @class */ (function (_super) {\r\n __extends(ShaderDefineOrOperator, _super);\r\n function ShaderDefineOrOperator() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n ShaderDefineOrOperator.prototype.isTrue = function (preprocessors) {\r\n return this.leftOperand.isTrue(preprocessors) || this.rightOperand.isTrue(preprocessors);\r\n };\r\n return ShaderDefineOrOperator;\r\n}(ShaderDefineExpression));\r\nexport { ShaderDefineOrOperator };\r\n//# sourceMappingURL=shaderDefineOrOperator.js.map","import { __extends } from \"tslib\";\r\nimport { ShaderDefineExpression } from '../shaderDefineExpression';\r\n/** @hidden */\r\nvar ShaderDefineAndOperator = /** @class */ (function (_super) {\r\n __extends(ShaderDefineAndOperator, _super);\r\n function ShaderDefineAndOperator() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n ShaderDefineAndOperator.prototype.isTrue = function (preprocessors) {\r\n return this.leftOperand.isTrue(preprocessors) && this.rightOperand.isTrue(preprocessors);\r\n };\r\n return ShaderDefineAndOperator;\r\n}(ShaderDefineExpression));\r\nexport { ShaderDefineAndOperator };\r\n//# sourceMappingURL=shaderDefineAndOperator.js.map","import { __extends } from \"tslib\";\r\nimport { ShaderDefineExpression } from '../shaderDefineExpression';\r\n/** @hidden */\r\nvar ShaderDefineArithmeticOperator = /** @class */ (function (_super) {\r\n __extends(ShaderDefineArithmeticOperator, _super);\r\n function ShaderDefineArithmeticOperator(define, operand, testValue) {\r\n var _this = _super.call(this) || this;\r\n _this.define = define;\r\n _this.operand = operand;\r\n _this.testValue = testValue;\r\n return _this;\r\n }\r\n ShaderDefineArithmeticOperator.prototype.isTrue = function (preprocessors) {\r\n var value = preprocessors[this.define];\r\n if (value === undefined) {\r\n value = this.define;\r\n }\r\n var condition = false;\r\n var left = parseInt(value);\r\n var right = parseInt(this.testValue);\r\n switch (this.operand) {\r\n case \">\":\r\n condition = left > right;\r\n break;\r\n case \"<\":\r\n condition = left < right;\r\n break;\r\n case \"<=\":\r\n condition = left <= right;\r\n break;\r\n case \">=\":\r\n condition = left >= right;\r\n break;\r\n case \"==\":\r\n condition = left === right;\r\n break;\r\n }\r\n return condition;\r\n };\r\n return ShaderDefineArithmeticOperator;\r\n}(ShaderDefineExpression));\r\nexport { ShaderDefineArithmeticOperator };\r\n//# sourceMappingURL=shaderDefineArithmeticOperator.js.map","import { ShaderCodeNode } from './shaderCodeNode';\r\nimport { ShaderCodeCursor } from './shaderCodeCursor';\r\nimport { ShaderCodeConditionNode } from './shaderCodeConditionNode';\r\nimport { ShaderCodeTestNode } from './shaderCodeTestNode';\r\nimport { ShaderDefineIsDefinedOperator } from './Expressions/Operators/shaderDefineIsDefinedOperator';\r\nimport { ShaderDefineOrOperator } from './Expressions/Operators/shaderDefineOrOperator';\r\nimport { ShaderDefineAndOperator } from './Expressions/Operators/shaderDefineAndOperator';\r\nimport { ShaderDefineArithmeticOperator } from './Expressions/Operators/shaderDefineArithmeticOperator';\r\nimport { _DevTools } from '../../Misc/devTools';\r\n/** @hidden */\r\nvar ShaderProcessor = /** @class */ (function () {\r\n function ShaderProcessor() {\r\n }\r\n ShaderProcessor.Process = function (sourceCode, options, callback) {\r\n var _this = this;\r\n this._ProcessIncludes(sourceCode, options, function (codeWithIncludes) {\r\n var migratedCode = _this._ProcessShaderConversion(codeWithIncludes, options);\r\n callback(migratedCode);\r\n });\r\n };\r\n ShaderProcessor._ProcessPrecision = function (source, options) {\r\n var shouldUseHighPrecisionShader = options.shouldUseHighPrecisionShader;\r\n if (source.indexOf(\"precision highp float\") === -1) {\r\n if (!shouldUseHighPrecisionShader) {\r\n source = \"precision mediump float;\\n\" + source;\r\n }\r\n else {\r\n source = \"precision highp float;\\n\" + source;\r\n }\r\n }\r\n else {\r\n if (!shouldUseHighPrecisionShader) { // Moving highp to mediump\r\n source = source.replace(\"precision highp float\", \"precision mediump float\");\r\n }\r\n }\r\n return source;\r\n };\r\n ShaderProcessor._ExtractOperation = function (expression) {\r\n var regex = /defined\\((.+)\\)/;\r\n var match = regex.exec(expression);\r\n if (match && match.length) {\r\n return new ShaderDefineIsDefinedOperator(match[1].trim(), expression[0] === \"!\");\r\n }\r\n var operators = [\"==\", \">=\", \"<=\", \"<\", \">\"];\r\n var operator = \"\";\r\n var indexOperator = 0;\r\n for (var _i = 0, operators_1 = operators; _i < operators_1.length; _i++) {\r\n operator = operators_1[_i];\r\n indexOperator = expression.indexOf(operator);\r\n if (indexOperator > -1) {\r\n break;\r\n }\r\n }\r\n if (indexOperator === -1) {\r\n return new ShaderDefineIsDefinedOperator(expression);\r\n }\r\n var define = expression.substring(0, indexOperator).trim();\r\n var value = expression.substring(indexOperator + operator.length).trim();\r\n return new ShaderDefineArithmeticOperator(define, operator, value);\r\n };\r\n ShaderProcessor._BuildSubExpression = function (expression) {\r\n var indexOr = expression.indexOf(\"||\");\r\n if (indexOr === -1) {\r\n var indexAnd = expression.indexOf(\"&&\");\r\n if (indexAnd > -1) {\r\n var andOperator = new ShaderDefineAndOperator();\r\n var leftPart = expression.substring(0, indexAnd).trim();\r\n var rightPart = expression.substring(indexAnd + 2).trim();\r\n andOperator.leftOperand = this._BuildSubExpression(leftPart);\r\n andOperator.rightOperand = this._BuildSubExpression(rightPart);\r\n return andOperator;\r\n }\r\n else {\r\n return this._ExtractOperation(expression);\r\n }\r\n }\r\n else {\r\n var orOperator = new ShaderDefineOrOperator();\r\n var leftPart = expression.substring(0, indexOr).trim();\r\n var rightPart = expression.substring(indexOr + 2).trim();\r\n orOperator.leftOperand = this._BuildSubExpression(leftPart);\r\n orOperator.rightOperand = this._BuildSubExpression(rightPart);\r\n return orOperator;\r\n }\r\n };\r\n ShaderProcessor._BuildExpression = function (line, start) {\r\n var node = new ShaderCodeTestNode();\r\n var command = line.substring(0, start);\r\n var expression = line.substring(start).trim();\r\n if (command === \"#ifdef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression);\r\n }\r\n else if (command === \"#ifndef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression, true);\r\n }\r\n else {\r\n node.testExpression = this._BuildSubExpression(expression);\r\n }\r\n return node;\r\n };\r\n ShaderProcessor._MoveCursorWithinIf = function (cursor, rootNode, ifNode) {\r\n var line = cursor.currentLine;\r\n while (this._MoveCursor(cursor, ifNode)) {\r\n line = cursor.currentLine;\r\n var first5 = line.substring(0, 5).toLowerCase();\r\n if (first5 === \"#else\") {\r\n var elseNode = new ShaderCodeNode();\r\n rootNode.children.push(elseNode);\r\n this._MoveCursor(cursor, elseNode);\r\n return;\r\n }\r\n else if (first5 === \"#elif\") {\r\n var elifNode = this._BuildExpression(line, 5);\r\n rootNode.children.push(elifNode);\r\n ifNode = elifNode;\r\n }\r\n }\r\n };\r\n ShaderProcessor._MoveCursor = function (cursor, rootNode) {\r\n while (cursor.canRead) {\r\n cursor.lineIndex++;\r\n var line = cursor.currentLine;\r\n var keywords = /(#ifdef)|(#else)|(#elif)|(#endif)|(#ifndef)|(#if)/;\r\n var matches = keywords.exec(line);\r\n if (matches && matches.length) {\r\n var keyword = matches[0];\r\n switch (keyword) {\r\n case \"#ifdef\": {\r\n var newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n var ifNode = this._BuildExpression(line, 6);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#else\":\r\n case \"#elif\":\r\n return true;\r\n case \"#endif\":\r\n return false;\r\n case \"#ifndef\": {\r\n var newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n var ifNode = this._BuildExpression(line, 7);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#if\": {\r\n var newRootNode = new ShaderCodeConditionNode();\r\n var ifNode = this._BuildExpression(line, 3);\r\n rootNode.children.push(newRootNode);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n }\r\n }\r\n else {\r\n var newNode = new ShaderCodeNode();\r\n newNode.line = line;\r\n rootNode.children.push(newNode);\r\n // Detect additional defines\r\n if (line[0] === \"#\" && line[1] === \"d\") {\r\n var split = line.replace(\";\", \"\").split(\" \");\r\n newNode.additionalDefineKey = split[1];\r\n if (split.length === 3) {\r\n newNode.additionalDefineValue = split[2];\r\n }\r\n }\r\n }\r\n }\r\n return false;\r\n };\r\n ShaderProcessor._EvaluatePreProcessors = function (sourceCode, preprocessors, options) {\r\n var rootNode = new ShaderCodeNode();\r\n var cursor = new ShaderCodeCursor();\r\n cursor.lineIndex = -1;\r\n cursor.lines = sourceCode.split(\"\\n\");\r\n // Decompose (We keep it in 2 steps so it is easier to maintain and perf hit is insignificant)\r\n this._MoveCursor(cursor, rootNode);\r\n // Recompose\r\n return rootNode.process(preprocessors, options);\r\n };\r\n ShaderProcessor._PreparePreProcessors = function (options) {\r\n var defines = options.defines;\r\n var preprocessors = {};\r\n for (var _i = 0, defines_1 = defines; _i < defines_1.length; _i++) {\r\n var define = defines_1[_i];\r\n var keyValue = define.replace(\"#define\", \"\").replace(\";\", \"\").trim();\r\n var split = keyValue.split(\" \");\r\n preprocessors[split[0]] = split.length > 1 ? split[1] : \"\";\r\n }\r\n preprocessors[\"GL_ES\"] = \"true\";\r\n preprocessors[\"__VERSION__\"] = options.version;\r\n preprocessors[options.platformName] = \"true\";\r\n return preprocessors;\r\n };\r\n ShaderProcessor._ProcessShaderConversion = function (sourceCode, options) {\r\n var preparedSourceCode = this._ProcessPrecision(sourceCode, options);\r\n if (!options.processor) {\r\n return preparedSourceCode;\r\n }\r\n // Already converted\r\n if (preparedSourceCode.indexOf(\"#version 3\") !== -1) {\r\n return preparedSourceCode.replace(\"#version 300 es\", \"\");\r\n }\r\n var defines = options.defines;\r\n var preprocessors = this._PreparePreProcessors(options);\r\n // General pre processing\r\n if (options.processor.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, options.isFragment);\r\n }\r\n preparedSourceCode = this._EvaluatePreProcessors(preparedSourceCode, preprocessors, options);\r\n // Post processing\r\n if (options.processor.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(preparedSourceCode, defines, options.isFragment);\r\n }\r\n return preparedSourceCode;\r\n };\r\n ShaderProcessor._ProcessIncludes = function (sourceCode, options, callback) {\r\n var _this = this;\r\n var regex = /#include<(.+)>(\\((.*)\\))*(\\[(.*)\\])*/g;\r\n var match = regex.exec(sourceCode);\r\n var returnValue = new String(sourceCode);\r\n while (match != null) {\r\n var includeFile = match[1];\r\n // Uniform declaration\r\n if (includeFile.indexOf(\"__decl__\") !== -1) {\r\n includeFile = includeFile.replace(/__decl__/, \"\");\r\n if (options.supportsUniformBuffers) {\r\n includeFile = includeFile.replace(/Vertex/, \"Ubo\");\r\n includeFile = includeFile.replace(/Fragment/, \"Ubo\");\r\n }\r\n includeFile = includeFile + \"Declaration\";\r\n }\r\n if (options.includesShadersStore[includeFile]) {\r\n // Substitution\r\n var includeContent = options.includesShadersStore[includeFile];\r\n if (match[2]) {\r\n var splits = match[3].split(\",\");\r\n for (var index = 0; index < splits.length; index += 2) {\r\n var source = new RegExp(splits[index], \"g\");\r\n var dest = splits[index + 1];\r\n includeContent = includeContent.replace(source, dest);\r\n }\r\n }\r\n if (match[4]) {\r\n var indexString = match[5];\r\n if (indexString.indexOf(\"..\") !== -1) {\r\n var indexSplits = indexString.split(\"..\");\r\n var minIndex = parseInt(indexSplits[0]);\r\n var maxIndex = parseInt(indexSplits[1]);\r\n var sourceIncludeContent = includeContent.slice(0);\r\n includeContent = \"\";\r\n if (isNaN(maxIndex)) {\r\n maxIndex = options.indexParameters[indexSplits[1]];\r\n }\r\n for (var i = minIndex; i < maxIndex; i++) {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n sourceIncludeContent = sourceIncludeContent.replace(/light\\{X\\}.(\\w*)/g, function (str, p1) {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent += sourceIncludeContent.replace(/\\{X\\}/g, i.toString()) + \"\\n\";\r\n }\r\n }\r\n else {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n includeContent = includeContent.replace(/light\\{X\\}.(\\w*)/g, function (str, p1) {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent = includeContent.replace(/\\{X\\}/g, indexString);\r\n }\r\n }\r\n // Replace\r\n returnValue = returnValue.replace(match[0], includeContent);\r\n }\r\n else {\r\n var includeShaderUrl = options.shadersRepository + \"ShadersInclude/\" + includeFile + \".fx\";\r\n ShaderProcessor._FileToolsLoadFile(includeShaderUrl, function (fileContent) {\r\n options.includesShadersStore[includeFile] = fileContent;\r\n _this._ProcessIncludes(returnValue, options, callback);\r\n });\r\n return;\r\n }\r\n match = regex.exec(sourceCode);\r\n }\r\n callback(returnValue);\r\n };\r\n /**\r\n * Loads a file from a url\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n * @hidden\r\n */\r\n ShaderProcessor._FileToolsLoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {\r\n throw _DevTools.WarnImport(\"FileTools\");\r\n };\r\n return ShaderProcessor;\r\n}());\r\nexport { ShaderProcessor };\r\n//# sourceMappingURL=shaderProcessor.js.map","import { Scalar } from './math.scalar';\r\nimport { Vector2, Vector3, Quaternion, Matrix } from './math.vector';\r\nimport { Epsilon } from './math.constants';\r\n/**\r\n * Defines potential orientation for back face culling\r\n */\r\nexport var Orientation;\r\n(function (Orientation) {\r\n /**\r\n * Clockwise\r\n */\r\n Orientation[Orientation[\"CW\"] = 0] = \"CW\";\r\n /** Counter clockwise */\r\n Orientation[Orientation[\"CCW\"] = 1] = \"CCW\";\r\n})(Orientation || (Orientation = {}));\r\n/** Class used to represent a Bezier curve */\r\nvar BezierCurve = /** @class */ (function () {\r\n function BezierCurve() {\r\n }\r\n /**\r\n * Returns the cubic Bezier interpolated value (float) at \"t\" (float) from the given x1, y1, x2, y2 floats\r\n * @param t defines the time\r\n * @param x1 defines the left coordinate on X axis\r\n * @param y1 defines the left coordinate on Y axis\r\n * @param x2 defines the right coordinate on X axis\r\n * @param y2 defines the right coordinate on Y axis\r\n * @returns the interpolated value\r\n */\r\n BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {\r\n // Extract X (which is equal to time here)\r\n var f0 = 1 - 3 * x2 + 3 * x1;\r\n var f1 = 3 * x2 - 6 * x1;\r\n var f2 = 3 * x1;\r\n var refinedT = t;\r\n for (var i = 0; i < 5; i++) {\r\n var refinedT2 = refinedT * refinedT;\r\n var refinedT3 = refinedT2 * refinedT;\r\n var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;\r\n var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);\r\n refinedT -= (x - t) * slope;\r\n refinedT = Math.min(1, Math.max(0, refinedT));\r\n }\r\n // Resolve cubic bezier for the given x\r\n return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +\r\n 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +\r\n Math.pow(refinedT, 3);\r\n };\r\n return BezierCurve;\r\n}());\r\nexport { BezierCurve };\r\n/**\r\n * Defines angle representation\r\n */\r\nvar Angle = /** @class */ (function () {\r\n /**\r\n * Creates an Angle object of \"radians\" radians (float).\r\n * @param radians the angle in radians\r\n */\r\n function Angle(radians) {\r\n this._radians = radians;\r\n if (this._radians < 0.0) {\r\n this._radians += (2.0 * Math.PI);\r\n }\r\n }\r\n /**\r\n * Get value in degrees\r\n * @returns the Angle value in degrees (float)\r\n */\r\n Angle.prototype.degrees = function () {\r\n return this._radians * 180.0 / Math.PI;\r\n };\r\n /**\r\n * Get value in radians\r\n * @returns the Angle value in radians (float)\r\n */\r\n Angle.prototype.radians = function () {\r\n return this._radians;\r\n };\r\n /**\r\n * Gets a new Angle object valued with the angle value in radians between the two given vectors\r\n * @param a defines first vector\r\n * @param b defines second vector\r\n * @returns a new Angle\r\n */\r\n Angle.BetweenTwoPoints = function (a, b) {\r\n var delta = b.subtract(a);\r\n var theta = Math.atan2(delta.y, delta.x);\r\n return new Angle(theta);\r\n };\r\n /**\r\n * Gets a new Angle object from the given float in radians\r\n * @param radians defines the angle value in radians\r\n * @returns a new Angle\r\n */\r\n Angle.FromRadians = function (radians) {\r\n return new Angle(radians);\r\n };\r\n /**\r\n * Gets a new Angle object from the given float in degrees\r\n * @param degrees defines the angle value in degrees\r\n * @returns a new Angle\r\n */\r\n Angle.FromDegrees = function (degrees) {\r\n return new Angle(degrees * Math.PI / 180.0);\r\n };\r\n return Angle;\r\n}());\r\nexport { Angle };\r\n/**\r\n * This represents an arc in a 2d space.\r\n */\r\nvar Arc2 = /** @class */ (function () {\r\n /**\r\n * Creates an Arc object from the three given points : start, middle and end.\r\n * @param startPoint Defines the start point of the arc\r\n * @param midPoint Defines the midlle point of the arc\r\n * @param endPoint Defines the end point of the arc\r\n */\r\n function Arc2(\r\n /** Defines the start point of the arc */\r\n startPoint, \r\n /** Defines the mid point of the arc */\r\n midPoint, \r\n /** Defines the end point of the arc */\r\n endPoint) {\r\n this.startPoint = startPoint;\r\n this.midPoint = midPoint;\r\n this.endPoint = endPoint;\r\n var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);\r\n var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;\r\n var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;\r\n var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);\r\n this.centerPoint = new Vector2((startToMid * (midPoint.y - endPoint.y) - midToEnd * (startPoint.y - midPoint.y)) / det, ((startPoint.x - midPoint.x) * midToEnd - (midPoint.x - endPoint.x) * startToMid) / det);\r\n this.radius = this.centerPoint.subtract(this.startPoint).length();\r\n this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);\r\n var a1 = this.startAngle.degrees();\r\n var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();\r\n var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();\r\n // angles correction\r\n if (a2 - a1 > +180.0) {\r\n a2 -= 360.0;\r\n }\r\n if (a2 - a1 < -180.0) {\r\n a2 += 360.0;\r\n }\r\n if (a3 - a2 > +180.0) {\r\n a3 -= 360.0;\r\n }\r\n if (a3 - a2 < -180.0) {\r\n a3 += 360.0;\r\n }\r\n this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;\r\n this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);\r\n }\r\n return Arc2;\r\n}());\r\nexport { Arc2 };\r\n/**\r\n * Represents a 2D path made up of multiple 2D points\r\n */\r\nvar Path2 = /** @class */ (function () {\r\n /**\r\n * Creates a Path2 object from the starting 2D coordinates x and y.\r\n * @param x the starting points x value\r\n * @param y the starting points y value\r\n */\r\n function Path2(x, y) {\r\n this._points = new Array();\r\n this._length = 0.0;\r\n /**\r\n * If the path start and end point are the same\r\n */\r\n this.closed = false;\r\n this._points.push(new Vector2(x, y));\r\n }\r\n /**\r\n * Adds a new segment until the given coordinates (x, y) to the current Path2.\r\n * @param x the added points x value\r\n * @param y the added points y value\r\n * @returns the updated Path2.\r\n */\r\n Path2.prototype.addLineTo = function (x, y) {\r\n if (this.closed) {\r\n return this;\r\n }\r\n var newPoint = new Vector2(x, y);\r\n var previousPoint = this._points[this._points.length - 1];\r\n this._points.push(newPoint);\r\n this._length += newPoint.subtract(previousPoint).length();\r\n return this;\r\n };\r\n /**\r\n * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.\r\n * @param midX middle point x value\r\n * @param midY middle point y value\r\n * @param endX end point x value\r\n * @param endY end point y value\r\n * @param numberOfSegments (default: 36)\r\n * @returns the updated Path2.\r\n */\r\n Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {\r\n if (numberOfSegments === void 0) { numberOfSegments = 36; }\r\n if (this.closed) {\r\n return this;\r\n }\r\n var startPoint = this._points[this._points.length - 1];\r\n var midPoint = new Vector2(midX, midY);\r\n var endPoint = new Vector2(endX, endY);\r\n var arc = new Arc2(startPoint, midPoint, endPoint);\r\n var increment = arc.angle.radians() / numberOfSegments;\r\n if (arc.orientation === Orientation.CW) {\r\n increment *= -1;\r\n }\r\n var currentAngle = arc.startAngle.radians() + increment;\r\n for (var i = 0; i < numberOfSegments; i++) {\r\n var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;\r\n var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;\r\n this.addLineTo(x, y);\r\n currentAngle += increment;\r\n }\r\n return this;\r\n };\r\n /**\r\n * Closes the Path2.\r\n * @returns the Path2.\r\n */\r\n Path2.prototype.close = function () {\r\n this.closed = true;\r\n return this;\r\n };\r\n /**\r\n * Gets the sum of the distance between each sequential point in the path\r\n * @returns the Path2 total length (float).\r\n */\r\n Path2.prototype.length = function () {\r\n var result = this._length;\r\n if (this.closed) {\r\n var lastPoint = this._points[this._points.length - 1];\r\n var firstPoint = this._points[0];\r\n result += (firstPoint.subtract(lastPoint).length());\r\n }\r\n return result;\r\n };\r\n /**\r\n * Gets the points which construct the path\r\n * @returns the Path2 internal array of points.\r\n */\r\n Path2.prototype.getPoints = function () {\r\n return this._points;\r\n };\r\n /**\r\n * Retreives the point at the distance aways from the starting point\r\n * @param normalizedLengthPosition the length along the path to retreive the point from\r\n * @returns a new Vector2 located at a percentage of the Path2 total length on this path.\r\n */\r\n Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {\r\n if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {\r\n return Vector2.Zero();\r\n }\r\n var lengthPosition = normalizedLengthPosition * this.length();\r\n var previousOffset = 0;\r\n for (var i = 0; i < this._points.length; i++) {\r\n var j = (i + 1) % this._points.length;\r\n var a = this._points[i];\r\n var b = this._points[j];\r\n var bToA = b.subtract(a);\r\n var nextOffset = (bToA.length() + previousOffset);\r\n if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {\r\n var dir = bToA.normalize();\r\n var localOffset = lengthPosition - previousOffset;\r\n return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));\r\n }\r\n previousOffset = nextOffset;\r\n }\r\n return Vector2.Zero();\r\n };\r\n /**\r\n * Creates a new path starting from an x and y position\r\n * @param x starting x value\r\n * @param y starting y value\r\n * @returns a new Path2 starting at the coordinates (x, y).\r\n */\r\n Path2.StartingAt = function (x, y) {\r\n return new Path2(x, y);\r\n };\r\n return Path2;\r\n}());\r\nexport { Path2 };\r\n/**\r\n * Represents a 3D path made up of multiple 3D points\r\n */\r\nvar Path3D = /** @class */ (function () {\r\n /**\r\n * new Path3D(path, normal, raw)\r\n * Creates a Path3D. A Path3D is a logical math object, so not a mesh.\r\n * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d\r\n * @param path an array of Vector3, the curve axis of the Path3D\r\n * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.\r\n * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.\r\n * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path.\r\n */\r\n function Path3D(\r\n /**\r\n * an array of Vector3, the curve axis of the Path3D\r\n */\r\n path, firstNormal, raw, alignTangentsWithPath) {\r\n if (firstNormal === void 0) { firstNormal = null; }\r\n if (alignTangentsWithPath === void 0) { alignTangentsWithPath = false; }\r\n this.path = path;\r\n this._curve = new Array();\r\n this._distances = new Array();\r\n this._tangents = new Array();\r\n this._normals = new Array();\r\n this._binormals = new Array();\r\n // holds interpolated point data\r\n this._pointAtData = {\r\n id: 0,\r\n point: Vector3.Zero(),\r\n previousPointArrayIndex: 0,\r\n position: 0,\r\n subPosition: 0,\r\n interpolateReady: false,\r\n interpolationMatrix: Matrix.Identity(),\r\n };\r\n for (var p = 0; p < path.length; p++) {\r\n this._curve[p] = path[p].clone(); // hard copy\r\n }\r\n this._raw = raw || false;\r\n this._alignTangentsWithPath = alignTangentsWithPath;\r\n this._compute(firstNormal, alignTangentsWithPath);\r\n }\r\n /**\r\n * Returns the Path3D array of successive Vector3 designing its curve.\r\n * @returns the Path3D array of successive Vector3 designing its curve.\r\n */\r\n Path3D.prototype.getCurve = function () {\r\n return this._curve;\r\n };\r\n /**\r\n * Returns the Path3D array of successive Vector3 designing its curve.\r\n * @returns the Path3D array of successive Vector3 designing its curve.\r\n */\r\n Path3D.prototype.getPoints = function () {\r\n return this._curve;\r\n };\r\n /**\r\n * @returns the computed length (float) of the path.\r\n */\r\n Path3D.prototype.length = function () {\r\n return this._distances[this._distances.length - 1];\r\n };\r\n /**\r\n * Returns an array populated with tangent vectors on each Path3D curve point.\r\n * @returns an array populated with tangent vectors on each Path3D curve point.\r\n */\r\n Path3D.prototype.getTangents = function () {\r\n return this._tangents;\r\n };\r\n /**\r\n * Returns an array populated with normal vectors on each Path3D curve point.\r\n * @returns an array populated with normal vectors on each Path3D curve point.\r\n */\r\n Path3D.prototype.getNormals = function () {\r\n return this._normals;\r\n };\r\n /**\r\n * Returns an array populated with binormal vectors on each Path3D curve point.\r\n * @returns an array populated with binormal vectors on each Path3D curve point.\r\n */\r\n Path3D.prototype.getBinormals = function () {\r\n return this._binormals;\r\n };\r\n /**\r\n * Returns an array populated with distances (float) of the i-th point from the first curve point.\r\n * @returns an array populated with distances (float) of the i-th point from the first curve point.\r\n */\r\n Path3D.prototype.getDistances = function () {\r\n return this._distances;\r\n };\r\n /**\r\n * Returns an interpolated point along this path\r\n * @param position the position of the point along this path, from 0.0 to 1.0\r\n * @returns a new Vector3 as the point\r\n */\r\n Path3D.prototype.getPointAt = function (position) {\r\n return this._updatePointAtData(position).point;\r\n };\r\n /**\r\n * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.\r\n * @param position the position of the point along this path, from 0.0 to 1.0\r\n * @param interpolated (optional, default false) : boolean, if true returns an interpolated tangent instead of the tangent of the previous path point.\r\n * @returns a tangent vector corresponding to the interpolated Path3D curve point, if not interpolated, the tangent is taken from the precomputed tangents array.\r\n */\r\n Path3D.prototype.getTangentAt = function (position, interpolated) {\r\n if (interpolated === void 0) { interpolated = false; }\r\n this._updatePointAtData(position, interpolated);\r\n return interpolated ? Vector3.TransformCoordinates(Vector3.Forward(), this._pointAtData.interpolationMatrix) : this._tangents[this._pointAtData.previousPointArrayIndex];\r\n };\r\n /**\r\n * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.\r\n * @param position the position of the point along this path, from 0.0 to 1.0\r\n * @param interpolated (optional, default false) : boolean, if true returns an interpolated normal instead of the normal of the previous path point.\r\n * @returns a normal vector corresponding to the interpolated Path3D curve point, if not interpolated, the normal is taken from the precomputed normals array.\r\n */\r\n Path3D.prototype.getNormalAt = function (position, interpolated) {\r\n if (interpolated === void 0) { interpolated = false; }\r\n this._updatePointAtData(position, interpolated);\r\n return interpolated ? Vector3.TransformCoordinates(Vector3.Right(), this._pointAtData.interpolationMatrix) : this._normals[this._pointAtData.previousPointArrayIndex];\r\n };\r\n /**\r\n * Returns the binormal vector of an interpolated Path3D curve point at the specified position along this path.\r\n * @param position the position of the point along this path, from 0.0 to 1.0\r\n * @param interpolated (optional, default false) : boolean, if true returns an interpolated binormal instead of the binormal of the previous path point.\r\n * @returns a binormal vector corresponding to the interpolated Path3D curve point, if not interpolated, the binormal is taken from the precomputed binormals array.\r\n */\r\n Path3D.prototype.getBinormalAt = function (position, interpolated) {\r\n if (interpolated === void 0) { interpolated = false; }\r\n this._updatePointAtData(position, interpolated);\r\n return interpolated ? Vector3.TransformCoordinates(Vector3.UpReadOnly, this._pointAtData.interpolationMatrix) : this._binormals[this._pointAtData.previousPointArrayIndex];\r\n };\r\n /**\r\n * Returns the distance (float) of an interpolated Path3D curve point at the specified position along this path.\r\n * @param position the position of the point along this path, from 0.0 to 1.0\r\n * @returns the distance of the interpolated Path3D curve point at the specified position along this path.\r\n */\r\n Path3D.prototype.getDistanceAt = function (position) {\r\n return this.length() * position;\r\n };\r\n /**\r\n * Returns the array index of the previous point of an interpolated point along this path\r\n * @param position the position of the point to interpolate along this path, from 0.0 to 1.0\r\n * @returns the array index\r\n */\r\n Path3D.prototype.getPreviousPointIndexAt = function (position) {\r\n this._updatePointAtData(position);\r\n return this._pointAtData.previousPointArrayIndex;\r\n };\r\n /**\r\n * Returns the position of an interpolated point relative to the two path points it lies between, from 0.0 (point A) to 1.0 (point B)\r\n * @param position the position of the point to interpolate along this path, from 0.0 to 1.0\r\n * @returns the sub position\r\n */\r\n Path3D.prototype.getSubPositionAt = function (position) {\r\n this._updatePointAtData(position);\r\n return this._pointAtData.subPosition;\r\n };\r\n /**\r\n * Returns the position of the closest virtual point on this path to an arbitrary Vector3, from 0.0 to 1.0\r\n * @param target the vector of which to get the closest position to\r\n * @returns the position of the closest virtual point on this path to the target vector\r\n */\r\n Path3D.prototype.getClosestPositionTo = function (target) {\r\n var smallestDistance = Number.MAX_VALUE;\r\n var closestPosition = 0.0;\r\n for (var i = 0; i < this._curve.length - 1; i++) {\r\n var point = this._curve[i + 0];\r\n var tangent = this._curve[i + 1].subtract(point).normalize();\r\n var subLength = this._distances[i + 1] - this._distances[i + 0];\r\n var subPosition = Math.min(Math.max(Vector3.Dot(tangent, target.subtract(point).normalize()), 0.0) * Vector3.Distance(point, target) / subLength, 1.0);\r\n var distance = Vector3.Distance(point.add(tangent.scale(subPosition * subLength)), target);\r\n if (distance < smallestDistance) {\r\n smallestDistance = distance;\r\n closestPosition = (this._distances[i + 0] + subLength * subPosition) / this.length();\r\n }\r\n }\r\n return closestPosition;\r\n };\r\n /**\r\n * Returns a sub path (slice) of this path\r\n * @param start the position of the fist path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values\r\n * @param end the position of the last path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values\r\n * @returns a sub path (slice) of this path\r\n */\r\n Path3D.prototype.slice = function (start, end) {\r\n if (start === void 0) { start = 0.0; }\r\n if (end === void 0) { end = 1.0; }\r\n if (start < 0.0) {\r\n start = 1 - (start * -1.0) % 1.0;\r\n }\r\n if (end < 0.0) {\r\n end = 1 - (end * -1.0) % 1.0;\r\n }\r\n if (start > end) {\r\n var _start = start;\r\n start = end;\r\n end = _start;\r\n }\r\n var curvePoints = this.getCurve();\r\n var startPoint = this.getPointAt(start);\r\n var startIndex = this.getPreviousPointIndexAt(start);\r\n var endPoint = this.getPointAt(end);\r\n var endIndex = this.getPreviousPointIndexAt(end) + 1;\r\n var slicePoints = [];\r\n if (start !== 0.0) {\r\n startIndex++;\r\n slicePoints.push(startPoint);\r\n }\r\n slicePoints.push.apply(slicePoints, curvePoints.slice(startIndex, endIndex));\r\n if (end !== 1.0 || start === 1.0) {\r\n slicePoints.push(endPoint);\r\n }\r\n return new Path3D(slicePoints, this.getNormalAt(start), this._raw, this._alignTangentsWithPath);\r\n };\r\n /**\r\n * Forces the Path3D tangent, normal, binormal and distance recomputation.\r\n * @param path path which all values are copied into the curves points\r\n * @param firstNormal which should be projected onto the curve\r\n * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path\r\n * @returns the same object updated.\r\n */\r\n Path3D.prototype.update = function (path, firstNormal, alignTangentsWithPath) {\r\n if (firstNormal === void 0) { firstNormal = null; }\r\n if (alignTangentsWithPath === void 0) { alignTangentsWithPath = false; }\r\n for (var p = 0; p < path.length; p++) {\r\n this._curve[p].x = path[p].x;\r\n this._curve[p].y = path[p].y;\r\n this._curve[p].z = path[p].z;\r\n }\r\n this._compute(firstNormal, alignTangentsWithPath);\r\n return this;\r\n };\r\n // private function compute() : computes tangents, normals and binormals\r\n Path3D.prototype._compute = function (firstNormal, alignTangentsWithPath) {\r\n if (alignTangentsWithPath === void 0) { alignTangentsWithPath = false; }\r\n var l = this._curve.length;\r\n // first and last tangents\r\n this._tangents[0] = this._getFirstNonNullVector(0);\r\n if (!this._raw) {\r\n this._tangents[0].normalize();\r\n }\r\n this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);\r\n if (!this._raw) {\r\n this._tangents[l - 1].normalize();\r\n }\r\n // normals and binormals at first point : arbitrary vector with _normalVector()\r\n var tg0 = this._tangents[0];\r\n var pp0 = this._normalVector(tg0, firstNormal);\r\n this._normals[0] = pp0;\r\n if (!this._raw) {\r\n this._normals[0].normalize();\r\n }\r\n this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);\r\n if (!this._raw) {\r\n this._binormals[0].normalize();\r\n }\r\n this._distances[0] = 0.0;\r\n // normals and binormals : next points\r\n var prev; // previous vector (segment)\r\n var cur; // current vector (segment)\r\n var curTang; // current tangent\r\n // previous normal\r\n var prevNor; // previous normal\r\n var prevBinor; // previous binormal\r\n for (var i = 1; i < l; i++) {\r\n // tangents\r\n prev = this._getLastNonNullVector(i);\r\n if (i < l - 1) {\r\n cur = this._getFirstNonNullVector(i);\r\n this._tangents[i] = alignTangentsWithPath ? cur : prev.add(cur);\r\n this._tangents[i].normalize();\r\n }\r\n this._distances[i] = this._distances[i - 1] + prev.length();\r\n // normals and binormals\r\n // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html\r\n curTang = this._tangents[i];\r\n prevBinor = this._binormals[i - 1];\r\n this._normals[i] = Vector3.Cross(prevBinor, curTang);\r\n if (!this._raw) {\r\n if (this._normals[i].length() === 0) {\r\n prevNor = this._normals[i - 1];\r\n this._normals[i] = prevNor.clone();\r\n }\r\n else {\r\n this._normals[i].normalize();\r\n }\r\n }\r\n this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);\r\n if (!this._raw) {\r\n this._binormals[i].normalize();\r\n }\r\n }\r\n this._pointAtData.id = NaN;\r\n };\r\n // private function getFirstNonNullVector(index)\r\n // returns the first non null vector from index : curve[index + N].subtract(curve[index])\r\n Path3D.prototype._getFirstNonNullVector = function (index) {\r\n var i = 1;\r\n var nNVector = this._curve[index + i].subtract(this._curve[index]);\r\n while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {\r\n i++;\r\n nNVector = this._curve[index + i].subtract(this._curve[index]);\r\n }\r\n return nNVector;\r\n };\r\n // private function getLastNonNullVector(index)\r\n // returns the last non null vector from index : curve[index].subtract(curve[index - N])\r\n Path3D.prototype._getLastNonNullVector = function (index) {\r\n var i = 1;\r\n var nLVector = this._curve[index].subtract(this._curve[index - i]);\r\n while (nLVector.length() === 0 && index > i + 1) {\r\n i++;\r\n nLVector = this._curve[index].subtract(this._curve[index - i]);\r\n }\r\n return nLVector;\r\n };\r\n // private function normalVector(v0, vt, va) :\r\n // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane\r\n // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0\r\n Path3D.prototype._normalVector = function (vt, va) {\r\n var normal0;\r\n var tgl = vt.length();\r\n if (tgl === 0.0) {\r\n tgl = 1.0;\r\n }\r\n if (va === undefined || va === null) {\r\n var point;\r\n if (!Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, Epsilon)) { // search for a point in the plane\r\n point = new Vector3(0.0, -1.0, 0.0);\r\n }\r\n else if (!Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, Epsilon)) {\r\n point = new Vector3(1.0, 0.0, 0.0);\r\n }\r\n else if (!Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, Epsilon)) {\r\n point = new Vector3(0.0, 0.0, 1.0);\r\n }\r\n else {\r\n point = Vector3.Zero();\r\n }\r\n normal0 = Vector3.Cross(vt, point);\r\n }\r\n else {\r\n normal0 = Vector3.Cross(vt, va);\r\n Vector3.CrossToRef(normal0, vt, normal0);\r\n }\r\n normal0.normalize();\r\n return normal0;\r\n };\r\n /**\r\n * Updates the point at data for an interpolated point along this curve\r\n * @param position the position of the point along this curve, from 0.0 to 1.0\r\n * @interpolateTNB wether to compute the interpolated tangent, normal and binormal\r\n * @returns the (updated) point at data\r\n */\r\n Path3D.prototype._updatePointAtData = function (position, interpolateTNB) {\r\n if (interpolateTNB === void 0) { interpolateTNB = false; }\r\n // set an id for caching the result\r\n if (this._pointAtData.id === position) {\r\n if (!this._pointAtData.interpolateReady) {\r\n this._updateInterpolationMatrix();\r\n }\r\n return this._pointAtData;\r\n }\r\n else {\r\n this._pointAtData.id = position;\r\n }\r\n var curvePoints = this.getPoints();\r\n // clamp position between 0.0 and 1.0\r\n if (position <= 0.0) {\r\n return this._setPointAtData(0.0, 0.0, curvePoints[0], 0, interpolateTNB);\r\n }\r\n else if (position >= 1.0) {\r\n return this._setPointAtData(1.0, 1.0, curvePoints[curvePoints.length - 1], curvePoints.length - 1, interpolateTNB);\r\n }\r\n var previousPoint = curvePoints[0];\r\n var currentPoint;\r\n var currentLength = 0.0;\r\n var targetLength = position * this.length();\r\n for (var i = 1; i < curvePoints.length; i++) {\r\n currentPoint = curvePoints[i];\r\n var distance = Vector3.Distance(previousPoint, currentPoint);\r\n currentLength += distance;\r\n if (currentLength === targetLength) {\r\n return this._setPointAtData(position, 1.0, currentPoint, i, interpolateTNB);\r\n }\r\n else if (currentLength > targetLength) {\r\n var toLength = currentLength - targetLength;\r\n var diff = toLength / distance;\r\n var dir = previousPoint.subtract(currentPoint);\r\n var point = currentPoint.add(dir.scaleInPlace(diff));\r\n return this._setPointAtData(position, 1 - diff, point, i - 1, interpolateTNB);\r\n }\r\n previousPoint = currentPoint;\r\n }\r\n return this._pointAtData;\r\n };\r\n /**\r\n * Updates the point at data from the specified parameters\r\n * @param position where along the path the interpolated point is, from 0.0 to 1.0\r\n * @param point the interpolated point\r\n * @param parentIndex the index of an existing curve point that is on, or else positionally the first behind, the interpolated point\r\n */\r\n Path3D.prototype._setPointAtData = function (position, subPosition, point, parentIndex, interpolateTNB) {\r\n this._pointAtData.point = point;\r\n this._pointAtData.position = position;\r\n this._pointAtData.subPosition = subPosition;\r\n this._pointAtData.previousPointArrayIndex = parentIndex;\r\n this._pointAtData.interpolateReady = interpolateTNB;\r\n if (interpolateTNB) {\r\n this._updateInterpolationMatrix();\r\n }\r\n return this._pointAtData;\r\n };\r\n /**\r\n * Updates the point at interpolation matrix for the tangents, normals and binormals\r\n */\r\n Path3D.prototype._updateInterpolationMatrix = function () {\r\n this._pointAtData.interpolationMatrix = Matrix.Identity();\r\n var parentIndex = this._pointAtData.previousPointArrayIndex;\r\n if (parentIndex !== this._tangents.length - 1) {\r\n var index = parentIndex + 1;\r\n var tangentFrom = this._tangents[parentIndex].clone();\r\n var normalFrom = this._normals[parentIndex].clone();\r\n var binormalFrom = this._binormals[parentIndex].clone();\r\n var tangentTo = this._tangents[index].clone();\r\n var normalTo = this._normals[index].clone();\r\n var binormalTo = this._binormals[index].clone();\r\n var quatFrom = Quaternion.RotationQuaternionFromAxis(normalFrom, binormalFrom, tangentFrom);\r\n var quatTo = Quaternion.RotationQuaternionFromAxis(normalTo, binormalTo, tangentTo);\r\n var quatAt = Quaternion.Slerp(quatFrom, quatTo, this._pointAtData.subPosition);\r\n quatAt.toRotationMatrix(this._pointAtData.interpolationMatrix);\r\n }\r\n };\r\n return Path3D;\r\n}());\r\nexport { Path3D };\r\n/**\r\n * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.\r\n * A Curve3 is designed from a series of successive Vector3.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_curve3\r\n */\r\nvar Curve3 = /** @class */ (function () {\r\n /**\r\n * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.\r\n * A Curve3 is designed from a series of successive Vector3.\r\n * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object\r\n * @param points points which make up the curve\r\n */\r\n function Curve3(points) {\r\n this._length = 0.0;\r\n this._points = points;\r\n this._length = this._computeLength(points);\r\n }\r\n /**\r\n * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve\r\n * @param v0 (Vector3) the origin point of the Quadratic Bezier\r\n * @param v1 (Vector3) the control point\r\n * @param v2 (Vector3) the end point of the Quadratic Bezier\r\n * @param nbPoints (integer) the wanted number of points in the curve\r\n * @returns the created Curve3\r\n */\r\n Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {\r\n nbPoints = nbPoints > 2 ? nbPoints : 3;\r\n var bez = new Array();\r\n var equation = function (t, val0, val1, val2) {\r\n var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;\r\n return res;\r\n };\r\n for (var i = 0; i <= nbPoints; i++) {\r\n bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x), equation(i / nbPoints, v0.y, v1.y, v2.y), equation(i / nbPoints, v0.z, v1.z, v2.z)));\r\n }\r\n return new Curve3(bez);\r\n };\r\n /**\r\n * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve\r\n * @param v0 (Vector3) the origin point of the Cubic Bezier\r\n * @param v1 (Vector3) the first control point\r\n * @param v2 (Vector3) the second control point\r\n * @param v3 (Vector3) the end point of the Cubic Bezier\r\n * @param nbPoints (integer) the wanted number of points in the curve\r\n * @returns the created Curve3\r\n */\r\n Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {\r\n nbPoints = nbPoints > 3 ? nbPoints : 4;\r\n var bez = new Array();\r\n var equation = function (t, val0, val1, val2, val3) {\r\n var res = (1.0 - t) * (1.0 - t) * (1.0 - t) * val0 + 3.0 * t * (1.0 - t) * (1.0 - t) * val1 + 3.0 * t * t * (1.0 - t) * val2 + t * t * t * val3;\r\n return res;\r\n };\r\n for (var i = 0; i <= nbPoints; i++) {\r\n bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x, v3.x), equation(i / nbPoints, v0.y, v1.y, v2.y, v3.y), equation(i / nbPoints, v0.z, v1.z, v2.z, v3.z)));\r\n }\r\n return new Curve3(bez);\r\n };\r\n /**\r\n * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline\r\n * @param p1 (Vector3) the origin point of the Hermite Spline\r\n * @param t1 (Vector3) the tangent vector at the origin point\r\n * @param p2 (Vector3) the end point of the Hermite Spline\r\n * @param t2 (Vector3) the tangent vector at the end point\r\n * @param nbPoints (integer) the wanted number of points in the curve\r\n * @returns the created Curve3\r\n */\r\n Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {\r\n var hermite = new Array();\r\n var step = 1.0 / nbPoints;\r\n for (var i = 0; i <= nbPoints; i++) {\r\n hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));\r\n }\r\n return new Curve3(hermite);\r\n };\r\n /**\r\n * Returns a Curve3 object along a CatmullRom Spline curve :\r\n * @param points (array of Vector3) the points the spline must pass through. At least, four points required\r\n * @param nbPoints (integer) the wanted number of points between each curve control points\r\n * @param closed (boolean) optional with default false, when true forms a closed loop from the points\r\n * @returns the created Curve3\r\n */\r\n Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {\r\n var catmullRom = new Array();\r\n var step = 1.0 / nbPoints;\r\n var amount = 0.0;\r\n if (closed) {\r\n var pointsCount = points.length;\r\n for (var i = 0; i < pointsCount; i++) {\r\n amount = 0;\r\n for (var c = 0; c < nbPoints; c++) {\r\n catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));\r\n amount += step;\r\n }\r\n }\r\n catmullRom.push(catmullRom[0]);\r\n }\r\n else {\r\n var totalPoints = new Array();\r\n totalPoints.push(points[0].clone());\r\n Array.prototype.push.apply(totalPoints, points);\r\n totalPoints.push(points[points.length - 1].clone());\r\n for (var i = 0; i < totalPoints.length - 3; i++) {\r\n amount = 0;\r\n for (var c = 0; c < nbPoints; c++) {\r\n catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));\r\n amount += step;\r\n }\r\n }\r\n i--;\r\n catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));\r\n }\r\n return new Curve3(catmullRom);\r\n };\r\n /**\r\n * @returns the Curve3 stored array of successive Vector3\r\n */\r\n Curve3.prototype.getPoints = function () {\r\n return this._points;\r\n };\r\n /**\r\n * @returns the computed length (float) of the curve.\r\n */\r\n Curve3.prototype.length = function () {\r\n return this._length;\r\n };\r\n /**\r\n * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);\r\n * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.\r\n * curveA and curveB keep unchanged.\r\n * @param curve the curve to continue from this curve\r\n * @returns the newly constructed curve\r\n */\r\n Curve3.prototype.continue = function (curve) {\r\n var lastPoint = this._points[this._points.length - 1];\r\n var continuedPoints = this._points.slice();\r\n var curvePoints = curve.getPoints();\r\n for (var i = 1; i < curvePoints.length; i++) {\r\n continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));\r\n }\r\n var continuedCurve = new Curve3(continuedPoints);\r\n return continuedCurve;\r\n };\r\n Curve3.prototype._computeLength = function (path) {\r\n var l = 0;\r\n for (var i = 1; i < path.length; i++) {\r\n l += (path[i].subtract(path[i - 1])).length();\r\n }\r\n return l;\r\n };\r\n return Curve3;\r\n}());\r\nexport { Curve3 };\r\n//# sourceMappingURL=math.path.js.map","/**\r\n * Define options used to create a render target texture\r\n */\r\nvar RenderTargetCreationOptions = /** @class */ (function () {\r\n function RenderTargetCreationOptions() {\r\n }\r\n return RenderTargetCreationOptions;\r\n}());\r\nexport { RenderTargetCreationOptions };\r\n//# sourceMappingURL=renderTargetCreationOptions.js.map","/**\r\n * Class used to manipulate GUIDs\r\n */\r\nvar GUID = /** @class */ (function () {\r\n function GUID() {\r\n }\r\n /**\r\n * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523\r\n * Be aware Math.random() could cause collisions, but:\r\n * \"All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide\"\r\n * @returns a pseudo random id\r\n */\r\n GUID.RandomId = function () {\r\n return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {\r\n var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);\r\n return v.toString(16);\r\n });\r\n };\r\n return GUID;\r\n}());\r\nexport { GUID };\r\n//# sourceMappingURL=guid.js.map","/**\r\n * Manages the defines for the Material\r\n */\r\nvar MaterialDefines = /** @class */ (function () {\r\n function MaterialDefines() {\r\n this._isDirty = true;\r\n /** @hidden */\r\n this._areLightsDirty = true;\r\n /** @hidden */\r\n this._areLightsDisposed = false;\r\n /** @hidden */\r\n this._areAttributesDirty = true;\r\n /** @hidden */\r\n this._areTexturesDirty = true;\r\n /** @hidden */\r\n this._areFresnelDirty = true;\r\n /** @hidden */\r\n this._areMiscDirty = true;\r\n /** @hidden */\r\n this._areImageProcessingDirty = true;\r\n /** @hidden */\r\n this._normals = false;\r\n /** @hidden */\r\n this._uvs = false;\r\n /** @hidden */\r\n this._needNormals = false;\r\n /** @hidden */\r\n this._needUVs = false;\r\n }\r\n Object.defineProperty(MaterialDefines.prototype, \"isDirty\", {\r\n /**\r\n * Specifies if the material needs to be re-calculated\r\n */\r\n get: function () {\r\n return this._isDirty;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Marks the material to indicate that it has been re-calculated\r\n */\r\n MaterialDefines.prototype.markAsProcessed = function () {\r\n this._isDirty = false;\r\n this._areAttributesDirty = false;\r\n this._areTexturesDirty = false;\r\n this._areFresnelDirty = false;\r\n this._areLightsDirty = false;\r\n this._areLightsDisposed = false;\r\n this._areMiscDirty = false;\r\n this._areImageProcessingDirty = false;\r\n };\r\n /**\r\n * Marks the material to indicate that it needs to be re-calculated\r\n */\r\n MaterialDefines.prototype.markAsUnprocessed = function () {\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Marks the material to indicate all of its defines need to be re-calculated\r\n */\r\n MaterialDefines.prototype.markAllAsDirty = function () {\r\n this._areTexturesDirty = true;\r\n this._areAttributesDirty = true;\r\n this._areLightsDirty = true;\r\n this._areFresnelDirty = true;\r\n this._areMiscDirty = true;\r\n this._areImageProcessingDirty = true;\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Marks the material to indicate that image processing needs to be re-calculated\r\n */\r\n MaterialDefines.prototype.markAsImageProcessingDirty = function () {\r\n this._areImageProcessingDirty = true;\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Marks the material to indicate the lights need to be re-calculated\r\n * @param disposed Defines whether the light is dirty due to dispose or not\r\n */\r\n MaterialDefines.prototype.markAsLightDirty = function (disposed) {\r\n if (disposed === void 0) { disposed = false; }\r\n this._areLightsDirty = true;\r\n this._areLightsDisposed = this._areLightsDisposed || disposed;\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Marks the attribute state as changed\r\n */\r\n MaterialDefines.prototype.markAsAttributesDirty = function () {\r\n this._areAttributesDirty = true;\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Marks the texture state as changed\r\n */\r\n MaterialDefines.prototype.markAsTexturesDirty = function () {\r\n this._areTexturesDirty = true;\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Marks the fresnel state as changed\r\n */\r\n MaterialDefines.prototype.markAsFresnelDirty = function () {\r\n this._areFresnelDirty = true;\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Marks the misc state as changed\r\n */\r\n MaterialDefines.prototype.markAsMiscDirty = function () {\r\n this._areMiscDirty = true;\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Rebuilds the material defines\r\n */\r\n MaterialDefines.prototype.rebuild = function () {\r\n if (this._keys) {\r\n delete this._keys;\r\n }\r\n this._keys = [];\r\n for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {\r\n var key = _a[_i];\r\n if (key[0] === \"_\") {\r\n continue;\r\n }\r\n this._keys.push(key);\r\n }\r\n };\r\n /**\r\n * Specifies if two material defines are equal\r\n * @param other - A material define instance to compare to\r\n * @returns - Boolean indicating if the material defines are equal (true) or not (false)\r\n */\r\n MaterialDefines.prototype.isEqual = function (other) {\r\n if (this._keys.length !== other._keys.length) {\r\n return false;\r\n }\r\n for (var index = 0; index < this._keys.length; index++) {\r\n var prop = this._keys[index];\r\n if (this[prop] !== other[prop]) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n /**\r\n * Clones this instance's defines to another instance\r\n * @param other - material defines to clone values to\r\n */\r\n MaterialDefines.prototype.cloneTo = function (other) {\r\n if (this._keys.length !== other._keys.length) {\r\n other._keys = this._keys.slice(0);\r\n }\r\n for (var index = 0; index < this._keys.length; index++) {\r\n var prop = this._keys[index];\r\n other[prop] = this[prop];\r\n }\r\n };\r\n /**\r\n * Resets the material define values\r\n */\r\n MaterialDefines.prototype.reset = function () {\r\n for (var index = 0; index < this._keys.length; index++) {\r\n var prop = this._keys[index];\r\n var type = typeof this[prop];\r\n switch (type) {\r\n case \"number\":\r\n this[prop] = 0;\r\n break;\r\n case \"string\":\r\n this[prop] = \"\";\r\n break;\r\n default:\r\n this[prop] = false;\r\n break;\r\n }\r\n }\r\n };\r\n /**\r\n * Converts the material define values to a string\r\n * @returns - String of material define information\r\n */\r\n MaterialDefines.prototype.toString = function () {\r\n var result = \"\";\r\n for (var index = 0; index < this._keys.length; index++) {\r\n var prop = this._keys[index];\r\n var value = this[prop];\r\n var type = typeof value;\r\n switch (type) {\r\n case \"number\":\r\n case \"string\":\r\n result += \"#define \" + prop + \" \" + value + \"\\n\";\r\n break;\r\n default:\r\n if (value) {\r\n result += \"#define \" + prop + \"\\n\";\r\n }\r\n break;\r\n }\r\n }\r\n return result;\r\n };\r\n return MaterialDefines;\r\n}());\r\nexport { MaterialDefines };\r\n//# sourceMappingURL=materialDefines.js.map","/**\r\n * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.\r\n * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)\r\n */\r\nvar EffectFallbacks = /** @class */ (function () {\r\n function EffectFallbacks() {\r\n this._defines = {};\r\n this._currentRank = 32;\r\n this._maxRank = -1;\r\n this._mesh = null;\r\n }\r\n /**\r\n * Removes the fallback from the bound mesh.\r\n */\r\n EffectFallbacks.prototype.unBindMesh = function () {\r\n this._mesh = null;\r\n };\r\n /**\r\n * Adds a fallback on the specified property.\r\n * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)\r\n * @param define The name of the define in the shader\r\n */\r\n EffectFallbacks.prototype.addFallback = function (rank, define) {\r\n if (!this._defines[rank]) {\r\n if (rank < this._currentRank) {\r\n this._currentRank = rank;\r\n }\r\n if (rank > this._maxRank) {\r\n this._maxRank = rank;\r\n }\r\n this._defines[rank] = new Array();\r\n }\r\n this._defines[rank].push(define);\r\n };\r\n /**\r\n * Sets the mesh to use CPU skinning when needing to fallback.\r\n * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)\r\n * @param mesh The mesh to use the fallbacks.\r\n */\r\n EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {\r\n this._mesh = mesh;\r\n if (rank < this._currentRank) {\r\n this._currentRank = rank;\r\n }\r\n if (rank > this._maxRank) {\r\n this._maxRank = rank;\r\n }\r\n };\r\n Object.defineProperty(EffectFallbacks.prototype, \"hasMoreFallbacks\", {\r\n /**\r\n * Checks to see if more fallbacks are still availible.\r\n */\r\n get: function () {\r\n return this._currentRank <= this._maxRank;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Removes the defines that should be removed when falling back.\r\n * @param currentDefines defines the current define statements for the shader.\r\n * @param effect defines the current effect we try to compile\r\n * @returns The resulting defines with defines of the current rank removed.\r\n */\r\n EffectFallbacks.prototype.reduce = function (currentDefines, effect) {\r\n // First we try to switch to CPU skinning\r\n if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0) {\r\n this._mesh.computeBonesUsingShaders = false;\r\n currentDefines = currentDefines.replace(\"#define NUM_BONE_INFLUENCERS \" + this._mesh.numBoneInfluencers, \"#define NUM_BONE_INFLUENCERS 0\");\r\n effect._bonesComputationForcedToCPU = true;\r\n var scene = this._mesh.getScene();\r\n for (var index = 0; index < scene.meshes.length; index++) {\r\n var otherMesh = scene.meshes[index];\r\n if (!otherMesh.material) {\r\n if (!this._mesh.material && otherMesh.computeBonesUsingShaders && otherMesh.numBoneInfluencers > 0) {\r\n otherMesh.computeBonesUsingShaders = false;\r\n }\r\n continue;\r\n }\r\n if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {\r\n continue;\r\n }\r\n if (otherMesh.material.getEffect() === effect) {\r\n otherMesh.computeBonesUsingShaders = false;\r\n }\r\n else if (otherMesh.subMeshes) {\r\n for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {\r\n var subMesh = _a[_i];\r\n var subMeshEffect = subMesh.effect;\r\n if (subMeshEffect === effect) {\r\n otherMesh.computeBonesUsingShaders = false;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n var currentFallbacks = this._defines[this._currentRank];\r\n if (currentFallbacks) {\r\n for (var index = 0; index < currentFallbacks.length; index++) {\r\n currentDefines = currentDefines.replace(\"#define \" + currentFallbacks[index], \"\");\r\n }\r\n }\r\n this._currentRank++;\r\n }\r\n return currentDefines;\r\n };\r\n return EffectFallbacks;\r\n}());\r\nexport { EffectFallbacks };\r\n//# sourceMappingURL=effectFallbacks.js.map","import { SmartArray } from \"../Misc/smartArray\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\n/**\r\n * This represents the object necessary to create a rendering group.\r\n * This is exclusively used and created by the rendering manager.\r\n * To modify the behavior, you use the available helpers in your scene or meshes.\r\n * @hidden\r\n */\r\nvar RenderingGroup = /** @class */ (function () {\r\n /**\r\n * Creates a new rendering group.\r\n * @param index The rendering group index\r\n * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied\r\n * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied\r\n * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied\r\n */\r\n function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {\r\n if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }\r\n if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }\r\n if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }\r\n this.index = index;\r\n this._opaqueSubMeshes = new SmartArray(256);\r\n this._transparentSubMeshes = new SmartArray(256);\r\n this._alphaTestSubMeshes = new SmartArray(256);\r\n this._depthOnlySubMeshes = new SmartArray(256);\r\n this._particleSystems = new SmartArray(256);\r\n this._spriteManagers = new SmartArray(256);\r\n /** @hidden */\r\n this._edgesRenderers = new SmartArray(16);\r\n this._scene = scene;\r\n this.opaqueSortCompareFn = opaqueSortCompareFn;\r\n this.alphaTestSortCompareFn = alphaTestSortCompareFn;\r\n this.transparentSortCompareFn = transparentSortCompareFn;\r\n }\r\n Object.defineProperty(RenderingGroup.prototype, \"opaqueSortCompareFn\", {\r\n /**\r\n * Set the opaque sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n set: function (value) {\r\n this._opaqueSortCompareFn = value;\r\n if (value) {\r\n this._renderOpaque = this.renderOpaqueSorted;\r\n }\r\n else {\r\n this._renderOpaque = RenderingGroup.renderUnsorted;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(RenderingGroup.prototype, \"alphaTestSortCompareFn\", {\r\n /**\r\n * Set the alpha test sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n set: function (value) {\r\n this._alphaTestSortCompareFn = value;\r\n if (value) {\r\n this._renderAlphaTest = this.renderAlphaTestSorted;\r\n }\r\n else {\r\n this._renderAlphaTest = RenderingGroup.renderUnsorted;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(RenderingGroup.prototype, \"transparentSortCompareFn\", {\r\n /**\r\n * Set the transparent sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n set: function (value) {\r\n if (value) {\r\n this._transparentSortCompareFn = value;\r\n }\r\n else {\r\n this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;\r\n }\r\n this._renderTransparent = this.renderTransparentSorted;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Render all the sub meshes contained in the group.\r\n * @param customRenderFunction Used to override the default render behaviour of the group.\r\n * @returns true if rendered some submeshes.\r\n */\r\n RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {\r\n if (customRenderFunction) {\r\n customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);\r\n return;\r\n }\r\n var engine = this._scene.getEngine();\r\n // Depth only\r\n if (this._depthOnlySubMeshes.length !== 0) {\r\n engine.setColorWrite(false);\r\n this._renderAlphaTest(this._depthOnlySubMeshes);\r\n engine.setColorWrite(true);\r\n }\r\n // Opaque\r\n if (this._opaqueSubMeshes.length !== 0) {\r\n this._renderOpaque(this._opaqueSubMeshes);\r\n }\r\n // Alpha test\r\n if (this._alphaTestSubMeshes.length !== 0) {\r\n this._renderAlphaTest(this._alphaTestSubMeshes);\r\n }\r\n var stencilState = engine.getStencilBuffer();\r\n engine.setStencilBuffer(false);\r\n // Sprites\r\n if (renderSprites) {\r\n this._renderSprites();\r\n }\r\n // Particles\r\n if (renderParticles) {\r\n this._renderParticles(activeMeshes);\r\n }\r\n if (this.onBeforeTransparentRendering) {\r\n this.onBeforeTransparentRendering();\r\n }\r\n // Transparent\r\n if (this._transparentSubMeshes.length !== 0) {\r\n this._renderTransparent(this._transparentSubMeshes);\r\n engine.setAlphaMode(0);\r\n }\r\n // Set back stencil to false in case it changes before the edge renderer.\r\n engine.setStencilBuffer(false);\r\n // Edges\r\n if (this._edgesRenderers.length) {\r\n for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {\r\n this._edgesRenderers.data[edgesRendererIndex].render();\r\n }\r\n engine.setAlphaMode(0);\r\n }\r\n // Restore Stencil state.\r\n engine.setStencilBuffer(stencilState);\r\n };\r\n /**\r\n * Renders the opaque submeshes in the order from the opaqueSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {\r\n return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);\r\n };\r\n /**\r\n * Renders the opaque submeshes in the order from the alphatestSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {\r\n return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);\r\n };\r\n /**\r\n * Renders the opaque submeshes in the order from the transparentSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {\r\n return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);\r\n };\r\n /**\r\n * Renders the submeshes in a specified order.\r\n * @param subMeshes The submeshes to sort before render\r\n * @param sortCompareFn The comparison function use to sort\r\n * @param cameraPosition The camera position use to preprocess the submeshes to help sorting\r\n * @param transparent Specifies to activate blending if true\r\n */\r\n RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {\r\n var subIndex = 0;\r\n var subMesh;\r\n var cameraPosition = camera ? camera.globalPosition : RenderingGroup._zeroVector;\r\n for (; subIndex < subMeshes.length; subIndex++) {\r\n subMesh = subMeshes.data[subIndex];\r\n subMesh._alphaIndex = subMesh.getMesh().alphaIndex;\r\n subMesh._distanceToCamera = Vector3.Distance(subMesh.getBoundingInfo().boundingSphere.centerWorld, cameraPosition);\r\n }\r\n var sortedArray = subMeshes.data.slice(0, subMeshes.length);\r\n if (sortCompareFn) {\r\n sortedArray.sort(sortCompareFn);\r\n }\r\n for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {\r\n subMesh = sortedArray[subIndex];\r\n if (transparent) {\r\n var material = subMesh.getMaterial();\r\n if (material && material.needDepthPrePass) {\r\n var engine = material.getScene().getEngine();\r\n engine.setColorWrite(false);\r\n engine.setAlphaMode(0);\r\n subMesh.render(false);\r\n engine.setColorWrite(true);\r\n }\r\n }\r\n subMesh.render(transparent);\r\n }\r\n };\r\n /**\r\n * Renders the submeshes in the order they were dispatched (no sort applied).\r\n * @param subMeshes The submeshes to render\r\n */\r\n RenderingGroup.renderUnsorted = function (subMeshes) {\r\n for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {\r\n var submesh = subMeshes.data[subIndex];\r\n submesh.render(false);\r\n }\r\n };\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered back to front if in the same alpha index.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n RenderingGroup.defaultTransparentSortCompare = function (a, b) {\r\n // Alpha index first\r\n if (a._alphaIndex > b._alphaIndex) {\r\n return 1;\r\n }\r\n if (a._alphaIndex < b._alphaIndex) {\r\n return -1;\r\n }\r\n // Then distance to camera\r\n return RenderingGroup.backToFrontSortCompare(a, b);\r\n };\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered back to front.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n RenderingGroup.backToFrontSortCompare = function (a, b) {\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return 1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return -1;\r\n }\r\n return 0;\r\n };\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered front to back (prevent overdraw).\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n RenderingGroup.frontToBackSortCompare = function (a, b) {\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return -1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return 1;\r\n }\r\n return 0;\r\n };\r\n /**\r\n * Resets the different lists of submeshes to prepare a new frame.\r\n */\r\n RenderingGroup.prototype.prepare = function () {\r\n this._opaqueSubMeshes.reset();\r\n this._transparentSubMeshes.reset();\r\n this._alphaTestSubMeshes.reset();\r\n this._depthOnlySubMeshes.reset();\r\n this._particleSystems.reset();\r\n this._spriteManagers.reset();\r\n this._edgesRenderers.reset();\r\n };\r\n RenderingGroup.prototype.dispose = function () {\r\n this._opaqueSubMeshes.dispose();\r\n this._transparentSubMeshes.dispose();\r\n this._alphaTestSubMeshes.dispose();\r\n this._depthOnlySubMeshes.dispose();\r\n this._particleSystems.dispose();\r\n this._spriteManagers.dispose();\r\n this._edgesRenderers.dispose();\r\n };\r\n /**\r\n * Inserts the submesh in its correct queue depending on its material.\r\n * @param subMesh The submesh to dispatch\r\n * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.\r\n * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.\r\n */\r\n RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {\r\n // Get mesh and materials if not provided\r\n if (mesh === undefined) {\r\n mesh = subMesh.getMesh();\r\n }\r\n if (material === undefined) {\r\n material = subMesh.getMaterial();\r\n }\r\n if (material === null || material === undefined) {\r\n return;\r\n }\r\n if (material.needAlphaBlendingForMesh(mesh)) { // Transparent\r\n this._transparentSubMeshes.push(subMesh);\r\n }\r\n else if (material.needAlphaTesting()) { // Alpha test\r\n if (material.needDepthPrePass) {\r\n this._depthOnlySubMeshes.push(subMesh);\r\n }\r\n this._alphaTestSubMeshes.push(subMesh);\r\n }\r\n else {\r\n if (material.needDepthPrePass) {\r\n this._depthOnlySubMeshes.push(subMesh);\r\n }\r\n this._opaqueSubMeshes.push(subMesh); // Opaque\r\n }\r\n mesh._renderingGroup = this;\r\n if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {\r\n this._edgesRenderers.push(mesh._edgesRenderer);\r\n }\r\n };\r\n RenderingGroup.prototype.dispatchSprites = function (spriteManager) {\r\n this._spriteManagers.push(spriteManager);\r\n };\r\n RenderingGroup.prototype.dispatchParticles = function (particleSystem) {\r\n this._particleSystems.push(particleSystem);\r\n };\r\n RenderingGroup.prototype._renderParticles = function (activeMeshes) {\r\n if (this._particleSystems.length === 0) {\r\n return;\r\n }\r\n // Particles\r\n var activeCamera = this._scene.activeCamera;\r\n this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);\r\n for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {\r\n var particleSystem = this._particleSystems.data[particleIndex];\r\n if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {\r\n continue;\r\n }\r\n var emitter = particleSystem.emitter;\r\n if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {\r\n this._scene._activeParticles.addCount(particleSystem.render(), false);\r\n }\r\n }\r\n this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);\r\n };\r\n RenderingGroup.prototype._renderSprites = function () {\r\n if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {\r\n return;\r\n }\r\n // Sprites\r\n var activeCamera = this._scene.activeCamera;\r\n this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);\r\n for (var id = 0; id < this._spriteManagers.length; id++) {\r\n var spriteManager = this._spriteManagers.data[id];\r\n if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {\r\n spriteManager.render();\r\n }\r\n }\r\n this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);\r\n };\r\n RenderingGroup._zeroVector = Vector3.Zero();\r\n return RenderingGroup;\r\n}());\r\nexport { RenderingGroup };\r\n//# sourceMappingURL=renderingGroup.js.map","import { RenderingGroup } from \"./renderingGroup\";\r\n/**\r\n * This class is used by the onRenderingGroupObservable\r\n */\r\nvar RenderingGroupInfo = /** @class */ (function () {\r\n function RenderingGroupInfo() {\r\n }\r\n return RenderingGroupInfo;\r\n}());\r\nexport { RenderingGroupInfo };\r\n/**\r\n * This is the manager responsible of all the rendering for meshes sprites and particles.\r\n * It is enable to manage the different groups as well as the different necessary sort functions.\r\n * This should not be used directly aside of the few static configurations\r\n */\r\nvar RenderingManager = /** @class */ (function () {\r\n /**\r\n * Instantiates a new rendering group for a particular scene\r\n * @param scene Defines the scene the groups belongs to\r\n */\r\n function RenderingManager(scene) {\r\n /**\r\n * @hidden\r\n */\r\n this._useSceneAutoClearSetup = false;\r\n this._renderingGroups = new Array();\r\n this._autoClearDepthStencil = {};\r\n this._customOpaqueSortCompareFn = {};\r\n this._customAlphaTestSortCompareFn = {};\r\n this._customTransparentSortCompareFn = {};\r\n this._renderingGroupInfo = new RenderingGroupInfo();\r\n this._scene = scene;\r\n for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {\r\n this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };\r\n }\r\n }\r\n RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {\r\n if (depth === void 0) { depth = true; }\r\n if (stencil === void 0) { stencil = true; }\r\n if (this._depthStencilBufferAlreadyCleaned) {\r\n return;\r\n }\r\n this._scene.getEngine().clear(null, false, depth, stencil);\r\n this._depthStencilBufferAlreadyCleaned = true;\r\n };\r\n /**\r\n * Renders the entire managed groups. This is used by the scene or the different rennder targets.\r\n * @hidden\r\n */\r\n RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {\r\n // Update the observable context (not null as it only goes away on dispose)\r\n var info = this._renderingGroupInfo;\r\n info.scene = this._scene;\r\n info.camera = this._scene.activeCamera;\r\n // Dispatch sprites\r\n if (this._scene.spriteManagers && renderSprites) {\r\n for (var index = 0; index < this._scene.spriteManagers.length; index++) {\r\n var manager = this._scene.spriteManagers[index];\r\n this.dispatchSprites(manager);\r\n }\r\n }\r\n // Render\r\n for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;\r\n var renderingGroup = this._renderingGroups[index];\r\n if (!renderingGroup) {\r\n continue;\r\n }\r\n var renderingGroupMask = Math.pow(2, index);\r\n info.renderingGroupId = index;\r\n // Before Observable\r\n this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);\r\n // Clear depth/stencil if needed\r\n if (RenderingManager.AUTOCLEAR) {\r\n var autoClear = this._useSceneAutoClearSetup ?\r\n this._scene.getAutoClearDepthStencilSetup(index) :\r\n this._autoClearDepthStencil[index];\r\n if (autoClear && autoClear.autoClear) {\r\n this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);\r\n }\r\n }\r\n // Render\r\n for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n step.action(index);\r\n }\r\n renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);\r\n for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {\r\n var step = _c[_b];\r\n step.action(index);\r\n }\r\n // After Observable\r\n this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);\r\n }\r\n };\r\n /**\r\n * Resets the different information of the group to prepare a new frame\r\n * @hidden\r\n */\r\n RenderingManager.prototype.reset = function () {\r\n for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n var renderingGroup = this._renderingGroups[index];\r\n if (renderingGroup) {\r\n renderingGroup.prepare();\r\n }\r\n }\r\n };\r\n /**\r\n * Dispose and release the group and its associated resources.\r\n * @hidden\r\n */\r\n RenderingManager.prototype.dispose = function () {\r\n this.freeRenderingGroups();\r\n this._renderingGroups.length = 0;\r\n this._renderingGroupInfo = null;\r\n };\r\n /**\r\n * Clear the info related to rendering groups preventing retention points during dispose.\r\n */\r\n RenderingManager.prototype.freeRenderingGroups = function () {\r\n for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {\r\n var renderingGroup = this._renderingGroups[index];\r\n if (renderingGroup) {\r\n renderingGroup.dispose();\r\n }\r\n }\r\n };\r\n RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {\r\n if (this._renderingGroups[renderingGroupId] === undefined) {\r\n this._renderingGroups[renderingGroupId] = new RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);\r\n }\r\n };\r\n /**\r\n * Add a sprite manager to the rendering manager in order to render it this frame.\r\n * @param spriteManager Define the sprite manager to render\r\n */\r\n RenderingManager.prototype.dispatchSprites = function (spriteManager) {\r\n var renderingGroupId = spriteManager.renderingGroupId || 0;\r\n this._prepareRenderingGroup(renderingGroupId);\r\n this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);\r\n };\r\n /**\r\n * Add a particle system to the rendering manager in order to render it this frame.\r\n * @param particleSystem Define the particle system to render\r\n */\r\n RenderingManager.prototype.dispatchParticles = function (particleSystem) {\r\n var renderingGroupId = particleSystem.renderingGroupId || 0;\r\n this._prepareRenderingGroup(renderingGroupId);\r\n this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);\r\n };\r\n /**\r\n * Add a submesh to the manager in order to render it this frame\r\n * @param subMesh The submesh to dispatch\r\n * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.\r\n * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.\r\n */\r\n RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {\r\n if (mesh === undefined) {\r\n mesh = subMesh.getMesh();\r\n }\r\n var renderingGroupId = mesh.renderingGroupId || 0;\r\n this._prepareRenderingGroup(renderingGroupId);\r\n this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);\r\n };\r\n /**\r\n * Overrides the default sort function applied in the renderging group to prepare the meshes.\r\n * This allowed control for front to back rendering or reversly depending of the special needs.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\r\n * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\r\n * @param transparentSortCompareFn The transparent queue comparison function use to sort.\r\n */\r\n RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {\r\n if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }\r\n if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }\r\n if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }\r\n this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;\r\n this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;\r\n this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;\r\n if (this._renderingGroups[renderingGroupId]) {\r\n var group = this._renderingGroups[renderingGroupId];\r\n group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];\r\n group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];\r\n group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];\r\n }\r\n };\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n * @param depth Automatically clears depth between groups if true and autoClear is true.\r\n * @param stencil Automatically clears stencil between groups if true and autoClear is true.\r\n */\r\n RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {\r\n if (depth === void 0) { depth = true; }\r\n if (stencil === void 0) { stencil = true; }\r\n this._autoClearDepthStencil[renderingGroupId] = {\r\n autoClear: autoClearDepthStencil,\r\n depth: depth,\r\n stencil: stencil\r\n };\r\n };\r\n /**\r\n * Gets the current auto clear configuration for one rendering group of the rendering\r\n * manager.\r\n * @param index the rendering group index to get the information for\r\n * @returns The auto clear setup for the requested rendering group\r\n */\r\n RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {\r\n return this._autoClearDepthStencil[index];\r\n };\r\n /**\r\n * The max id used for rendering groups (not included)\r\n */\r\n RenderingManager.MAX_RENDERINGGROUPS = 4;\r\n /**\r\n * The min id used for rendering groups (included)\r\n */\r\n RenderingManager.MIN_RENDERINGGROUPS = 0;\r\n /**\r\n * Used to globally prevent autoclearing scenes.\r\n */\r\n RenderingManager.AUTOCLEAR = true;\r\n return RenderingManager;\r\n}());\r\nexport { RenderingManager };\r\n//# sourceMappingURL=renderingManager.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'helperFunctions';\r\nvar shader = \"const float PI=3.1415926535897932384626433832795;\\nconst float LinearEncodePowerApprox=2.2;\\nconst float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;\\nconst vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);\\nconst float Epsilon=0.0000001;\\n#define saturate(x) clamp(x,0.0,1.0)\\n#define absEps(x) abs(x)+Epsilon\\n#define maxEps(x) max(x,Epsilon)\\n#define saturateEps(x) clamp(x,Epsilon,1.0)\\nmat3 transposeMat3(mat3 inMatrix) {\\nvec3 i0=inMatrix[0];\\nvec3 i1=inMatrix[1];\\nvec3 i2=inMatrix[2];\\nmat3 outMatrix=mat3(\\nvec3(i0.x,i1.x,i2.x),\\nvec3(i0.y,i1.y,i2.y),\\nvec3(i0.z,i1.z,i2.z)\\n);\\nreturn outMatrix;\\n}\\n\\nmat3 inverseMat3(mat3 inMatrix) {\\nfloat a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];\\nfloat a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];\\nfloat a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];\\nfloat b01=a22*a11-a12*a21;\\nfloat b11=-a22*a10+a12*a20;\\nfloat b21=a21*a10-a11*a20;\\nfloat det=a00*b01+a01*b11+a02*b21;\\nreturn mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\\nb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\\nb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;\\n}\\nvec3 toLinearSpace(vec3 color)\\n{\\nreturn pow(color,vec3(LinearEncodePowerApprox));\\n}\\nvec3 toGammaSpace(vec3 color)\\n{\\nreturn pow(color,vec3(GammaEncodePowerApprox));\\n}\\nfloat toGammaSpace(float color)\\n{\\nreturn pow(color,GammaEncodePowerApprox);\\n}\\nfloat square(float value)\\n{\\nreturn value*value;\\n}\\nfloat pow5(float value) {\\nfloat sq=value*value;\\nreturn sq*sq*value;\\n}\\nfloat getLuminance(vec3 color)\\n{\\nreturn clamp(dot(color,LuminanceEncodeApprox),0.,1.);\\n}\\n\\nfloat getRand(vec2 seed) {\\nreturn fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);\\n}\\nfloat dither(vec2 seed,float varianceAmount) {\\nfloat rand=getRand(seed);\\nfloat dither=mix(-varianceAmount/255.0,varianceAmount/255.0,rand);\\nreturn dither;\\n}\\n\\nconst float rgbdMaxRange=255.0;\\nvec4 toRGBD(vec3 color) {\\nfloat maxRGB=maxEps(max(color.r,max(color.g,color.b)));\\nfloat D=max(rgbdMaxRange/maxRGB,1.);\\nD=clamp(floor(D)/255.0,0.,1.);\\n\\nvec3 rgb=color.rgb*D;\\n\\nrgb=toGammaSpace(rgb);\\nreturn vec4(rgb,D);\\n}\\nvec3 fromRGBD(vec4 rgbd) {\\n\\nrgbd.rgb=toLinearSpace(rgbd.rgb);\\n\\nreturn rgbd.rgb/rgbd.a;\\n}\\n\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var helperFunctions = { name: name, shader: shader };\r\n//# sourceMappingURL=helperFunctions.js.map","/**\n * chroma.js - JavaScript library for color conversions\n *\n * Copyright (c) 2011-2019, Gregor Aisch\n * All rights reserved.\n *\n * Redistribution and use in source and binary forms, with or without\n * modification, are permitted provided that the following conditions are met:\n *\n * 1. Redistributions of source code must retain the above copyright notice, this\n * list of conditions and the following disclaimer.\n *\n * 2. Redistributions in binary form must reproduce the above copyright notice,\n * this list of conditions and the following disclaimer in the documentation\n * and/or other materials provided with the distribution.\n *\n * 3. The name Gregor Aisch may not be used to endorse or promote products\n * derived from this software without specific prior written permission.\n *\n * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\"\n * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE\n * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n * DISCLAIMED. IN NO EVENT SHALL GREGOR AISCH OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,\n * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,\n * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY\n * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING\n * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,\n * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n *\n * -------------------------------------------------------\n *\n * chroma.js includes colors from colorbrewer2.org, which are released under\n * the following license:\n *\n * Copyright (c) 2002 Cynthia Brewer, Mark Harrower,\n * and The Pennsylvania State University.\n *\n * Licensed under the Apache License, Version 2.0 (the \"License\");\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing,\n * software distributed under the License is distributed on an\n * \"AS IS\" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,\n * either express or implied. See the License for the specific\n * language governing permissions and limitations under the License.\n *\n * ------------------------------------------------------\n *\n * Named colors are taken from X11 Color Names.\n * http://www.w3.org/TR/css3-color/#svg-color\n *\n * @preserve\n */\n\n(function (global, factory) {\n typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :\n typeof define === 'function' && define.amd ? define(factory) :\n (global.chroma = factory());\n}(this, (function () { 'use strict';\n\n var limit = function (x, min, max) {\n if ( min === void 0 ) min=0;\n if ( max === void 0 ) max=1;\n\n return x < min ? min : x > max ? max : x;\n };\n\n var clip_rgb = function (rgb) {\n rgb._clipped = false;\n rgb._unclipped = rgb.slice(0);\n for (var i=0; i<=3; i++) {\n if (i < 3) {\n if (rgb[i] < 0 || rgb[i] > 255) { rgb._clipped = true; }\n rgb[i] = limit(rgb[i], 0, 255);\n } else if (i === 3) {\n rgb[i] = limit(rgb[i], 0, 1);\n }\n }\n return rgb;\n };\n\n // ported from jQuery's $.type\n var classToType = {};\n for (var i = 0, list = ['Boolean', 'Number', 'String', 'Function', 'Array', 'Date', 'RegExp', 'Undefined', 'Null']; i < list.length; i += 1) {\n var name = list[i];\n\n classToType[(\"[object \" + name + \"]\")] = name.toLowerCase();\n }\n var type = function(obj) {\n return classToType[Object.prototype.toString.call(obj)] || \"object\";\n };\n\n var unpack = function (args, keyOrder) {\n if ( keyOrder === void 0 ) keyOrder=null;\n\n \t// if called with more than 3 arguments, we return the arguments\n if (args.length >= 3) { return Array.prototype.slice.call(args); }\n // with less than 3 args we check if first arg is object\n // and use the keyOrder string to extract and sort properties\n \tif (type(args[0]) == 'object' && keyOrder) {\n \t\treturn keyOrder.split('')\n \t\t\t.filter(function (k) { return args[0][k] !== undefined; })\n \t\t\t.map(function (k) { return args[0][k]; });\n \t}\n \t// otherwise we just return the first argument\n \t// (which we suppose is an array of args)\n return args[0];\n };\n\n var last = function (args) {\n if (args.length < 2) { return null; }\n var l = args.length-1;\n if (type(args[l]) == 'string') { return args[l].toLowerCase(); }\n return null;\n };\n\n var PI = Math.PI;\n\n var utils = {\n \tclip_rgb: clip_rgb,\n \tlimit: limit,\n \ttype: type,\n \tunpack: unpack,\n \tlast: last,\n \tPI: PI,\n \tTWOPI: PI*2,\n \tPITHIRD: PI/3,\n \tDEG2RAD: PI / 180,\n \tRAD2DEG: 180 / PI\n };\n\n var input = {\n \tformat: {},\n \tautodetect: []\n };\n\n var last$1 = utils.last;\n var clip_rgb$1 = utils.clip_rgb;\n var type$1 = utils.type;\n\n\n var Color = function Color() {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var me = this;\n if (type$1(args[0]) === 'object' &&\n args[0].constructor &&\n args[0].constructor === this.constructor) {\n // the argument is already a Color instance\n return args[0];\n }\n\n // last argument could be the mode\n var mode = last$1(args);\n var autodetect = false;\n\n if (!mode) {\n autodetect = true;\n if (!input.sorted) {\n input.autodetect = input.autodetect.sort(function (a,b) { return b.p - a.p; });\n input.sorted = true;\n }\n // auto-detect format\n for (var i = 0, list = input.autodetect; i < list.length; i += 1) {\n var chk = list[i];\n\n mode = chk.test.apply(chk, args);\n if (mode) { break; }\n }\n }\n\n if (input.format[mode]) {\n var rgb = input.format[mode].apply(null, autodetect ? args : args.slice(0,-1));\n me._rgb = clip_rgb$1(rgb);\n } else {\n throw new Error('unknown format: '+args);\n }\n\n // add alpha channel\n if (me._rgb.length === 3) { me._rgb.push(1); }\n };\n\n Color.prototype.toString = function toString () {\n if (type$1(this.hex) == 'function') { return this.hex(); }\n return (\"[\" + (this._rgb.join(',')) + \"]\");\n };\n\n var Color_1 = Color;\n\n var chroma = function () {\n \tvar args = [], len = arguments.length;\n \twhile ( len-- ) args[ len ] = arguments[ len ];\n\n \treturn new (Function.prototype.bind.apply( chroma.Color, [ null ].concat( args) ));\n };\n\n chroma.Color = Color_1;\n chroma.version = '2.1.0';\n\n var chroma_1 = chroma;\n\n var unpack$1 = utils.unpack;\n var max = Math.max;\n\n var rgb2cmyk = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var ref = unpack$1(args, 'rgb');\n var r = ref[0];\n var g = ref[1];\n var b = ref[2];\n r = r / 255;\n g = g / 255;\n b = b / 255;\n var k = 1 - max(r,max(g,b));\n var f = k < 1 ? 1 / (1-k) : 0;\n var c = (1-r-k) * f;\n var m = (1-g-k) * f;\n var y = (1-b-k) * f;\n return [c,m,y,k];\n };\n\n var rgb2cmyk_1 = rgb2cmyk;\n\n var unpack$2 = utils.unpack;\n\n var cmyk2rgb = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$2(args, 'cmyk');\n var c = args[0];\n var m = args[1];\n var y = args[2];\n var k = args[3];\n var alpha = args.length > 4 ? args[4] : 1;\n if (k === 1) { return [0,0,0,alpha]; }\n return [\n c >= 1 ? 0 : 255 * (1-c) * (1-k), // r\n m >= 1 ? 0 : 255 * (1-m) * (1-k), // g\n y >= 1 ? 0 : 255 * (1-y) * (1-k), // b\n alpha\n ];\n };\n\n var cmyk2rgb_1 = cmyk2rgb;\n\n var unpack$3 = utils.unpack;\n var type$2 = utils.type;\n\n\n\n Color_1.prototype.cmyk = function() {\n return rgb2cmyk_1(this._rgb);\n };\n\n chroma_1.cmyk = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['cmyk']) ));\n };\n\n input.format.cmyk = cmyk2rgb_1;\n\n input.autodetect.push({\n p: 2,\n test: function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$3(args, 'cmyk');\n if (type$2(args) === 'array' && args.length === 4) {\n return 'cmyk';\n }\n }\n });\n\n var unpack$4 = utils.unpack;\n var last$2 = utils.last;\n var rnd = function (a) { return Math.round(a*100)/100; };\n\n /*\n * supported arguments:\n * - hsl2css(h,s,l)\n * - hsl2css(h,s,l,a)\n * - hsl2css([h,s,l], mode)\n * - hsl2css([h,s,l,a], mode)\n * - hsl2css({h,s,l,a}, mode)\n */\n var hsl2css = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var hsla = unpack$4(args, 'hsla');\n var mode = last$2(args) || 'lsa';\n hsla[0] = rnd(hsla[0] || 0);\n hsla[1] = rnd(hsla[1]*100) + '%';\n hsla[2] = rnd(hsla[2]*100) + '%';\n if (mode === 'hsla' || (hsla.length > 3 && hsla[3]<1)) {\n hsla[3] = hsla.length > 3 ? hsla[3] : 1;\n mode = 'hsla';\n } else {\n hsla.length = 3;\n }\n return (mode + \"(\" + (hsla.join(',')) + \")\");\n };\n\n var hsl2css_1 = hsl2css;\n\n var unpack$5 = utils.unpack;\n\n /*\n * supported arguments:\n * - rgb2hsl(r,g,b)\n * - rgb2hsl(r,g,b,a)\n * - rgb2hsl([r,g,b])\n * - rgb2hsl([r,g,b,a])\n * - rgb2hsl({r,g,b,a})\n */\n var rgb2hsl = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$5(args, 'rgba');\n var r = args[0];\n var g = args[1];\n var b = args[2];\n\n r /= 255;\n g /= 255;\n b /= 255;\n\n var min = Math.min(r, g, b);\n var max = Math.max(r, g, b);\n\n var l = (max + min) / 2;\n var s, h;\n\n if (max === min){\n s = 0;\n h = Number.NaN;\n } else {\n s = l < 0.5 ? (max - min) / (max + min) : (max - min) / (2 - max - min);\n }\n\n if (r == max) { h = (g - b) / (max - min); }\n else if (g == max) { h = 2 + (b - r) / (max - min); }\n else if (b == max) { h = 4 + (r - g) / (max - min); }\n\n h *= 60;\n if (h < 0) { h += 360; }\n if (args.length>3 && args[3]!==undefined) { return [h,s,l,args[3]]; }\n return [h,s,l];\n };\n\n var rgb2hsl_1 = rgb2hsl;\n\n var unpack$6 = utils.unpack;\n var last$3 = utils.last;\n\n\n var round = Math.round;\n\n /*\n * supported arguments:\n * - rgb2css(r,g,b)\n * - rgb2css(r,g,b,a)\n * - rgb2css([r,g,b], mode)\n * - rgb2css([r,g,b,a], mode)\n * - rgb2css({r,g,b,a}, mode)\n */\n var rgb2css = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var rgba = unpack$6(args, 'rgba');\n var mode = last$3(args) || 'rgb';\n if (mode.substr(0,3) == 'hsl') {\n return hsl2css_1(rgb2hsl_1(rgba), mode);\n }\n rgba[0] = round(rgba[0]);\n rgba[1] = round(rgba[1]);\n rgba[2] = round(rgba[2]);\n if (mode === 'rgba' || (rgba.length > 3 && rgba[3]<1)) {\n rgba[3] = rgba.length > 3 ? rgba[3] : 1;\n mode = 'rgba';\n }\n return (mode + \"(\" + (rgba.slice(0,mode==='rgb'?3:4).join(',')) + \")\");\n };\n\n var rgb2css_1 = rgb2css;\n\n var unpack$7 = utils.unpack;\n var round$1 = Math.round;\n\n var hsl2rgb = function () {\n var assign;\n\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n args = unpack$7(args, 'hsl');\n var h = args[0];\n var s = args[1];\n var l = args[2];\n var r,g,b;\n if (s === 0) {\n r = g = b = l*255;\n } else {\n var t3 = [0,0,0];\n var c = [0,0,0];\n var t2 = l < 0.5 ? l * (1+s) : l+s-l*s;\n var t1 = 2 * l - t2;\n var h_ = h / 360;\n t3[0] = h_ + 1/3;\n t3[1] = h_;\n t3[2] = h_ - 1/3;\n for (var i=0; i<3; i++) {\n if (t3[i] < 0) { t3[i] += 1; }\n if (t3[i] > 1) { t3[i] -= 1; }\n if (6 * t3[i] < 1)\n { c[i] = t1 + (t2 - t1) * 6 * t3[i]; }\n else if (2 * t3[i] < 1)\n { c[i] = t2; }\n else if (3 * t3[i] < 2)\n { c[i] = t1 + (t2 - t1) * ((2 / 3) - t3[i]) * 6; }\n else\n { c[i] = t1; }\n }\n (assign = [round$1(c[0]*255),round$1(c[1]*255),round$1(c[2]*255)], r = assign[0], g = assign[1], b = assign[2]);\n }\n if (args.length > 3) {\n // keep alpha channel\n return [r,g,b,args[3]];\n }\n return [r,g,b,1];\n };\n\n var hsl2rgb_1 = hsl2rgb;\n\n var RE_RGB = /^rgb\\(\\s*(-?\\d+),\\s*(-?\\d+)\\s*,\\s*(-?\\d+)\\s*\\)$/;\n var RE_RGBA = /^rgba\\(\\s*(-?\\d+),\\s*(-?\\d+)\\s*,\\s*(-?\\d+)\\s*,\\s*([01]|[01]?\\.\\d+)\\)$/;\n var RE_RGB_PCT = /^rgb\\(\\s*(-?\\d+(?:\\.\\d+)?)%,\\s*(-?\\d+(?:\\.\\d+)?)%\\s*,\\s*(-?\\d+(?:\\.\\d+)?)%\\s*\\)$/;\n var RE_RGBA_PCT = /^rgba\\(\\s*(-?\\d+(?:\\.\\d+)?)%,\\s*(-?\\d+(?:\\.\\d+)?)%\\s*,\\s*(-?\\d+(?:\\.\\d+)?)%\\s*,\\s*([01]|[01]?\\.\\d+)\\)$/;\n var RE_HSL = /^hsl\\(\\s*(-?\\d+(?:\\.\\d+)?),\\s*(-?\\d+(?:\\.\\d+)?)%\\s*,\\s*(-?\\d+(?:\\.\\d+)?)%\\s*\\)$/;\n var RE_HSLA = /^hsla\\(\\s*(-?\\d+(?:\\.\\d+)?),\\s*(-?\\d+(?:\\.\\d+)?)%\\s*,\\s*(-?\\d+(?:\\.\\d+)?)%\\s*,\\s*([01]|[01]?\\.\\d+)\\)$/;\n\n var round$2 = Math.round;\n\n var css2rgb = function (css) {\n css = css.toLowerCase().trim();\n var m;\n\n if (input.format.named) {\n try {\n return input.format.named(css);\n } catch (e) {\n // eslint-disable-next-line\n }\n }\n\n // rgb(250,20,0)\n if ((m = css.match(RE_RGB))) {\n var rgb = m.slice(1,4);\n for (var i=0; i<3; i++) {\n rgb[i] = +rgb[i];\n }\n rgb[3] = 1; // default alpha\n return rgb;\n }\n\n // rgba(250,20,0,0.4)\n if ((m = css.match(RE_RGBA))) {\n var rgb$1 = m.slice(1,5);\n for (var i$1=0; i$1<4; i$1++) {\n rgb$1[i$1] = +rgb$1[i$1];\n }\n return rgb$1;\n }\n\n // rgb(100%,0%,0%)\n if ((m = css.match(RE_RGB_PCT))) {\n var rgb$2 = m.slice(1,4);\n for (var i$2=0; i$2<3; i$2++) {\n rgb$2[i$2] = round$2(rgb$2[i$2] * 2.55);\n }\n rgb$2[3] = 1; // default alpha\n return rgb$2;\n }\n\n // rgba(100%,0%,0%,0.4)\n if ((m = css.match(RE_RGBA_PCT))) {\n var rgb$3 = m.slice(1,5);\n for (var i$3=0; i$3<3; i$3++) {\n rgb$3[i$3] = round$2(rgb$3[i$3] * 2.55);\n }\n rgb$3[3] = +rgb$3[3];\n return rgb$3;\n }\n\n // hsl(0,100%,50%)\n if ((m = css.match(RE_HSL))) {\n var hsl = m.slice(1,4);\n hsl[1] *= 0.01;\n hsl[2] *= 0.01;\n var rgb$4 = hsl2rgb_1(hsl);\n rgb$4[3] = 1;\n return rgb$4;\n }\n\n // hsla(0,100%,50%,0.5)\n if ((m = css.match(RE_HSLA))) {\n var hsl$1 = m.slice(1,4);\n hsl$1[1] *= 0.01;\n hsl$1[2] *= 0.01;\n var rgb$5 = hsl2rgb_1(hsl$1);\n rgb$5[3] = +m[4]; // default alpha = 1\n return rgb$5;\n }\n };\n\n css2rgb.test = function (s) {\n return RE_RGB.test(s) ||\n RE_RGBA.test(s) ||\n RE_RGB_PCT.test(s) ||\n RE_RGBA_PCT.test(s) ||\n RE_HSL.test(s) ||\n RE_HSLA.test(s);\n };\n\n var css2rgb_1 = css2rgb;\n\n var type$3 = utils.type;\n\n\n\n\n Color_1.prototype.css = function(mode) {\n return rgb2css_1(this._rgb, mode);\n };\n\n chroma_1.css = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['css']) ));\n };\n\n input.format.css = css2rgb_1;\n\n input.autodetect.push({\n p: 5,\n test: function (h) {\n var rest = [], len = arguments.length - 1;\n while ( len-- > 0 ) rest[ len ] = arguments[ len + 1 ];\n\n if (!rest.length && type$3(h) === 'string' && css2rgb_1.test(h)) {\n return 'css';\n }\n }\n });\n\n var unpack$8 = utils.unpack;\n\n input.format.gl = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var rgb = unpack$8(args, 'rgba');\n rgb[0] *= 255;\n rgb[1] *= 255;\n rgb[2] *= 255;\n return rgb;\n };\n\n chroma_1.gl = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['gl']) ));\n };\n\n Color_1.prototype.gl = function() {\n var rgb = this._rgb;\n return [rgb[0]/255, rgb[1]/255, rgb[2]/255, rgb[3]];\n };\n\n var unpack$9 = utils.unpack;\n\n var rgb2hcg = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var ref = unpack$9(args, 'rgb');\n var r = ref[0];\n var g = ref[1];\n var b = ref[2];\n var min = Math.min(r, g, b);\n var max = Math.max(r, g, b);\n var delta = max - min;\n var c = delta * 100 / 255;\n var _g = min / (255 - delta) * 100;\n var h;\n if (delta === 0) {\n h = Number.NaN;\n } else {\n if (r === max) { h = (g - b) / delta; }\n if (g === max) { h = 2+(b - r) / delta; }\n if (b === max) { h = 4+(r - g) / delta; }\n h *= 60;\n if (h < 0) { h += 360; }\n }\n return [h, c, _g];\n };\n\n var rgb2hcg_1 = rgb2hcg;\n\n var unpack$a = utils.unpack;\n var floor = Math.floor;\n\n /*\n * this is basically just HSV with some minor tweaks\n *\n * hue.. [0..360]\n * chroma .. [0..1]\n * grayness .. [0..1]\n */\n\n var hcg2rgb = function () {\n var assign, assign$1, assign$2, assign$3, assign$4, assign$5;\n\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n args = unpack$a(args, 'hcg');\n var h = args[0];\n var c = args[1];\n var _g = args[2];\n var r,g,b;\n _g = _g * 255;\n var _c = c * 255;\n if (c === 0) {\n r = g = b = _g;\n } else {\n if (h === 360) { h = 0; }\n if (h > 360) { h -= 360; }\n if (h < 0) { h += 360; }\n h /= 60;\n var i = floor(h);\n var f = h - i;\n var p = _g * (1 - c);\n var q = p + _c * (1 - f);\n var t = p + _c * f;\n var v = p + _c;\n switch (i) {\n case 0: (assign = [v, t, p], r = assign[0], g = assign[1], b = assign[2]); break\n case 1: (assign$1 = [q, v, p], r = assign$1[0], g = assign$1[1], b = assign$1[2]); break\n case 2: (assign$2 = [p, v, t], r = assign$2[0], g = assign$2[1], b = assign$2[2]); break\n case 3: (assign$3 = [p, q, v], r = assign$3[0], g = assign$3[1], b = assign$3[2]); break\n case 4: (assign$4 = [t, p, v], r = assign$4[0], g = assign$4[1], b = assign$4[2]); break\n case 5: (assign$5 = [v, p, q], r = assign$5[0], g = assign$5[1], b = assign$5[2]); break\n }\n }\n return [r, g, b, args.length > 3 ? args[3] : 1];\n };\n\n var hcg2rgb_1 = hcg2rgb;\n\n var unpack$b = utils.unpack;\n var type$4 = utils.type;\n\n\n\n\n\n\n Color_1.prototype.hcg = function() {\n return rgb2hcg_1(this._rgb);\n };\n\n chroma_1.hcg = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['hcg']) ));\n };\n\n input.format.hcg = hcg2rgb_1;\n\n input.autodetect.push({\n p: 1,\n test: function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$b(args, 'hcg');\n if (type$4(args) === 'array' && args.length === 3) {\n return 'hcg';\n }\n }\n });\n\n var unpack$c = utils.unpack;\n var last$4 = utils.last;\n var round$3 = Math.round;\n\n var rgb2hex = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var ref = unpack$c(args, 'rgba');\n var r = ref[0];\n var g = ref[1];\n var b = ref[2];\n var a = ref[3];\n var mode = last$4(args) || 'auto';\n if (a === undefined) { a = 1; }\n if (mode === 'auto') {\n mode = a < 1 ? 'rgba' : 'rgb';\n }\n r = round$3(r);\n g = round$3(g);\n b = round$3(b);\n var u = r << 16 | g << 8 | b;\n var str = \"000000\" + u.toString(16); //#.toUpperCase();\n str = str.substr(str.length - 6);\n var hxa = '0' + round$3(a * 255).toString(16);\n hxa = hxa.substr(hxa.length - 2);\n switch (mode.toLowerCase()) {\n case 'rgba': return (\"#\" + str + hxa);\n case 'argb': return (\"#\" + hxa + str);\n default: return (\"#\" + str);\n }\n };\n\n var rgb2hex_1 = rgb2hex;\n\n var RE_HEX = /^#?([A-Fa-f0-9]{6}|[A-Fa-f0-9]{3})$/;\n var RE_HEXA = /^#?([A-Fa-f0-9]{8}|[A-Fa-f0-9]{4})$/;\n\n var hex2rgb = function (hex) {\n if (hex.match(RE_HEX)) {\n // remove optional leading #\n if (hex.length === 4 || hex.length === 7) {\n hex = hex.substr(1);\n }\n // expand short-notation to full six-digit\n if (hex.length === 3) {\n hex = hex.split('');\n hex = hex[0]+hex[0]+hex[1]+hex[1]+hex[2]+hex[2];\n }\n var u = parseInt(hex, 16);\n var r = u >> 16;\n var g = u >> 8 & 0xFF;\n var b = u & 0xFF;\n return [r,g,b,1];\n }\n\n // match rgba hex format, eg #FF000077\n if (hex.match(RE_HEXA)) {\n if (hex.length === 5 || hex.length === 9) {\n // remove optional leading #\n hex = hex.substr(1);\n }\n // expand short-notation to full eight-digit\n if (hex.length === 4) {\n hex = hex.split('');\n hex = hex[0]+hex[0]+hex[1]+hex[1]+hex[2]+hex[2]+hex[3]+hex[3];\n }\n var u$1 = parseInt(hex, 16);\n var r$1 = u$1 >> 24 & 0xFF;\n var g$1 = u$1 >> 16 & 0xFF;\n var b$1 = u$1 >> 8 & 0xFF;\n var a = Math.round((u$1 & 0xFF) / 0xFF * 100) / 100;\n return [r$1,g$1,b$1,a];\n }\n\n // we used to check for css colors here\n // if _input.css? and rgb = _input.css hex\n // return rgb\n\n throw new Error((\"unknown hex color: \" + hex));\n };\n\n var hex2rgb_1 = hex2rgb;\n\n var type$5 = utils.type;\n\n\n\n\n Color_1.prototype.hex = function(mode) {\n return rgb2hex_1(this._rgb, mode);\n };\n\n chroma_1.hex = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['hex']) ));\n };\n\n input.format.hex = hex2rgb_1;\n input.autodetect.push({\n p: 4,\n test: function (h) {\n var rest = [], len = arguments.length - 1;\n while ( len-- > 0 ) rest[ len ] = arguments[ len + 1 ];\n\n if (!rest.length && type$5(h) === 'string' && [3,4,5,6,7,8,9].indexOf(h.length) >= 0) {\n return 'hex';\n }\n }\n });\n\n var unpack$d = utils.unpack;\n var TWOPI = utils.TWOPI;\n var min = Math.min;\n var sqrt = Math.sqrt;\n var acos = Math.acos;\n\n var rgb2hsi = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n /*\n borrowed from here:\n http://hummer.stanford.edu/museinfo/doc/examples/humdrum/keyscape2/rgb2hsi.cpp\n */\n var ref = unpack$d(args, 'rgb');\n var r = ref[0];\n var g = ref[1];\n var b = ref[2];\n r /= 255;\n g /= 255;\n b /= 255;\n var h;\n var min_ = min(r,g,b);\n var i = (r+g+b) / 3;\n var s = i > 0 ? 1 - min_/i : 0;\n if (s === 0) {\n h = NaN;\n } else {\n h = ((r-g)+(r-b)) / 2;\n h /= sqrt((r-g)*(r-g) + (r-b)*(g-b));\n h = acos(h);\n if (b > g) {\n h = TWOPI - h;\n }\n h /= TWOPI;\n }\n return [h*360,s,i];\n };\n\n var rgb2hsi_1 = rgb2hsi;\n\n var unpack$e = utils.unpack;\n var limit$1 = utils.limit;\n var TWOPI$1 = utils.TWOPI;\n var PITHIRD = utils.PITHIRD;\n var cos = Math.cos;\n\n /*\n * hue [0..360]\n * saturation [0..1]\n * intensity [0..1]\n */\n var hsi2rgb = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n /*\n borrowed from here:\n http://hummer.stanford.edu/museinfo/doc/examples/humdrum/keyscape2/hsi2rgb.cpp\n */\n args = unpack$e(args, 'hsi');\n var h = args[0];\n var s = args[1];\n var i = args[2];\n var r,g,b;\n\n if (isNaN(h)) { h = 0; }\n if (isNaN(s)) { s = 0; }\n // normalize hue\n if (h > 360) { h -= 360; }\n if (h < 0) { h += 360; }\n h /= 360;\n if (h < 1/3) {\n b = (1-s)/3;\n r = (1+s*cos(TWOPI$1*h)/cos(PITHIRD-TWOPI$1*h))/3;\n g = 1 - (b+r);\n } else if (h < 2/3) {\n h -= 1/3;\n r = (1-s)/3;\n g = (1+s*cos(TWOPI$1*h)/cos(PITHIRD-TWOPI$1*h))/3;\n b = 1 - (r+g);\n } else {\n h -= 2/3;\n g = (1-s)/3;\n b = (1+s*cos(TWOPI$1*h)/cos(PITHIRD-TWOPI$1*h))/3;\n r = 1 - (g+b);\n }\n r = limit$1(i*r*3);\n g = limit$1(i*g*3);\n b = limit$1(i*b*3);\n return [r*255, g*255, b*255, args.length > 3 ? args[3] : 1];\n };\n\n var hsi2rgb_1 = hsi2rgb;\n\n var unpack$f = utils.unpack;\n var type$6 = utils.type;\n\n\n\n\n\n\n Color_1.prototype.hsi = function() {\n return rgb2hsi_1(this._rgb);\n };\n\n chroma_1.hsi = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['hsi']) ));\n };\n\n input.format.hsi = hsi2rgb_1;\n\n input.autodetect.push({\n p: 2,\n test: function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$f(args, 'hsi');\n if (type$6(args) === 'array' && args.length === 3) {\n return 'hsi';\n }\n }\n });\n\n var unpack$g = utils.unpack;\n var type$7 = utils.type;\n\n\n\n\n\n\n Color_1.prototype.hsl = function() {\n return rgb2hsl_1(this._rgb);\n };\n\n chroma_1.hsl = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['hsl']) ));\n };\n\n input.format.hsl = hsl2rgb_1;\n\n input.autodetect.push({\n p: 2,\n test: function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$g(args, 'hsl');\n if (type$7(args) === 'array' && args.length === 3) {\n return 'hsl';\n }\n }\n });\n\n var unpack$h = utils.unpack;\n var min$1 = Math.min;\n var max$1 = Math.max;\n\n /*\n * supported arguments:\n * - rgb2hsv(r,g,b)\n * - rgb2hsv([r,g,b])\n * - rgb2hsv({r,g,b})\n */\n var rgb2hsl$1 = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$h(args, 'rgb');\n var r = args[0];\n var g = args[1];\n var b = args[2];\n var min_ = min$1(r, g, b);\n var max_ = max$1(r, g, b);\n var delta = max_ - min_;\n var h,s,v;\n v = max_ / 255.0;\n if (max_ === 0) {\n h = Number.NaN;\n s = 0;\n } else {\n s = delta / max_;\n if (r === max_) { h = (g - b) / delta; }\n if (g === max_) { h = 2+(b - r) / delta; }\n if (b === max_) { h = 4+(r - g) / delta; }\n h *= 60;\n if (h < 0) { h += 360; }\n }\n return [h, s, v]\n };\n\n var rgb2hsv = rgb2hsl$1;\n\n var unpack$i = utils.unpack;\n var floor$1 = Math.floor;\n\n var hsv2rgb = function () {\n var assign, assign$1, assign$2, assign$3, assign$4, assign$5;\n\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n args = unpack$i(args, 'hsv');\n var h = args[0];\n var s = args[1];\n var v = args[2];\n var r,g,b;\n v *= 255;\n if (s === 0) {\n r = g = b = v;\n } else {\n if (h === 360) { h = 0; }\n if (h > 360) { h -= 360; }\n if (h < 0) { h += 360; }\n h /= 60;\n\n var i = floor$1(h);\n var f = h - i;\n var p = v * (1 - s);\n var q = v * (1 - s * f);\n var t = v * (1 - s * (1 - f));\n\n switch (i) {\n case 0: (assign = [v, t, p], r = assign[0], g = assign[1], b = assign[2]); break\n case 1: (assign$1 = [q, v, p], r = assign$1[0], g = assign$1[1], b = assign$1[2]); break\n case 2: (assign$2 = [p, v, t], r = assign$2[0], g = assign$2[1], b = assign$2[2]); break\n case 3: (assign$3 = [p, q, v], r = assign$3[0], g = assign$3[1], b = assign$3[2]); break\n case 4: (assign$4 = [t, p, v], r = assign$4[0], g = assign$4[1], b = assign$4[2]); break\n case 5: (assign$5 = [v, p, q], r = assign$5[0], g = assign$5[1], b = assign$5[2]); break\n }\n }\n return [r,g,b,args.length > 3?args[3]:1];\n };\n\n var hsv2rgb_1 = hsv2rgb;\n\n var unpack$j = utils.unpack;\n var type$8 = utils.type;\n\n\n\n\n\n\n Color_1.prototype.hsv = function() {\n return rgb2hsv(this._rgb);\n };\n\n chroma_1.hsv = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['hsv']) ));\n };\n\n input.format.hsv = hsv2rgb_1;\n\n input.autodetect.push({\n p: 2,\n test: function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$j(args, 'hsv');\n if (type$8(args) === 'array' && args.length === 3) {\n return 'hsv';\n }\n }\n });\n\n var labConstants = {\n // Corresponds roughly to RGB brighter/darker\n Kn: 18,\n\n // D65 standard referent\n Xn: 0.950470,\n Yn: 1,\n Zn: 1.088830,\n\n t0: 0.137931034, // 4 / 29\n t1: 0.206896552, // 6 / 29\n t2: 0.12841855, // 3 * t1 * t1\n t3: 0.008856452, // t1 * t1 * t1\n };\n\n var unpack$k = utils.unpack;\n var pow = Math.pow;\n\n var rgb2lab = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var ref = unpack$k(args, 'rgb');\n var r = ref[0];\n var g = ref[1];\n var b = ref[2];\n var ref$1 = rgb2xyz(r,g,b);\n var x = ref$1[0];\n var y = ref$1[1];\n var z = ref$1[2];\n var l = 116 * y - 16;\n return [l < 0 ? 0 : l, 500 * (x - y), 200 * (y - z)];\n };\n\n var rgb_xyz = function (r) {\n if ((r /= 255) <= 0.04045) { return r / 12.92; }\n return pow((r + 0.055) / 1.055, 2.4);\n };\n\n var xyz_lab = function (t) {\n if (t > labConstants.t3) { return pow(t, 1 / 3); }\n return t / labConstants.t2 + labConstants.t0;\n };\n\n var rgb2xyz = function (r,g,b) {\n r = rgb_xyz(r);\n g = rgb_xyz(g);\n b = rgb_xyz(b);\n var x = xyz_lab((0.4124564 * r + 0.3575761 * g + 0.1804375 * b) / labConstants.Xn);\n var y = xyz_lab((0.2126729 * r + 0.7151522 * g + 0.0721750 * b) / labConstants.Yn);\n var z = xyz_lab((0.0193339 * r + 0.1191920 * g + 0.9503041 * b) / labConstants.Zn);\n return [x,y,z];\n };\n\n var rgb2lab_1 = rgb2lab;\n\n var unpack$l = utils.unpack;\n var pow$1 = Math.pow;\n\n /*\n * L* [0..100]\n * a [-100..100]\n * b [-100..100]\n */\n var lab2rgb = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$l(args, 'lab');\n var l = args[0];\n var a = args[1];\n var b = args[2];\n var x,y,z, r,g,b_;\n\n y = (l + 16) / 116;\n x = isNaN(a) ? y : y + a / 500;\n z = isNaN(b) ? y : y - b / 200;\n\n y = labConstants.Yn * lab_xyz(y);\n x = labConstants.Xn * lab_xyz(x);\n z = labConstants.Zn * lab_xyz(z);\n\n r = xyz_rgb(3.2404542 * x - 1.5371385 * y - 0.4985314 * z); // D65 -> sRGB\n g = xyz_rgb(-0.9692660 * x + 1.8760108 * y + 0.0415560 * z);\n b_ = xyz_rgb(0.0556434 * x - 0.2040259 * y + 1.0572252 * z);\n\n return [r,g,b_,args.length > 3 ? args[3] : 1];\n };\n\n var xyz_rgb = function (r) {\n return 255 * (r <= 0.00304 ? 12.92 * r : 1.055 * pow$1(r, 1 / 2.4) - 0.055)\n };\n\n var lab_xyz = function (t) {\n return t > labConstants.t1 ? t * t * t : labConstants.t2 * (t - labConstants.t0)\n };\n\n var lab2rgb_1 = lab2rgb;\n\n var unpack$m = utils.unpack;\n var type$9 = utils.type;\n\n\n\n\n\n\n Color_1.prototype.lab = function() {\n return rgb2lab_1(this._rgb);\n };\n\n chroma_1.lab = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['lab']) ));\n };\n\n input.format.lab = lab2rgb_1;\n\n input.autodetect.push({\n p: 2,\n test: function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$m(args, 'lab');\n if (type$9(args) === 'array' && args.length === 3) {\n return 'lab';\n }\n }\n });\n\n var unpack$n = utils.unpack;\n var RAD2DEG = utils.RAD2DEG;\n var sqrt$1 = Math.sqrt;\n var atan2 = Math.atan2;\n var round$4 = Math.round;\n\n var lab2lch = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var ref = unpack$n(args, 'lab');\n var l = ref[0];\n var a = ref[1];\n var b = ref[2];\n var c = sqrt$1(a * a + b * b);\n var h = (atan2(b, a) * RAD2DEG + 360) % 360;\n if (round$4(c*10000) === 0) { h = Number.NaN; }\n return [l, c, h];\n };\n\n var lab2lch_1 = lab2lch;\n\n var unpack$o = utils.unpack;\n\n\n\n var rgb2lch = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var ref = unpack$o(args, 'rgb');\n var r = ref[0];\n var g = ref[1];\n var b = ref[2];\n var ref$1 = rgb2lab_1(r,g,b);\n var l = ref$1[0];\n var a = ref$1[1];\n var b_ = ref$1[2];\n return lab2lch_1(l,a,b_);\n };\n\n var rgb2lch_1 = rgb2lch;\n\n var unpack$p = utils.unpack;\n var DEG2RAD = utils.DEG2RAD;\n var sin = Math.sin;\n var cos$1 = Math.cos;\n\n var lch2lab = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n /*\n Convert from a qualitative parameter h and a quantitative parameter l to a 24-bit pixel.\n These formulas were invented by David Dalrymple to obtain maximum contrast without going\n out of gamut if the parameters are in the range 0-1.\n\n A saturation multiplier was added by Gregor Aisch\n */\n var ref = unpack$p(args, 'lch');\n var l = ref[0];\n var c = ref[1];\n var h = ref[2];\n if (isNaN(h)) { h = 0; }\n h = h * DEG2RAD;\n return [l, cos$1(h) * c, sin(h) * c]\n };\n\n var lch2lab_1 = lch2lab;\n\n var unpack$q = utils.unpack;\n\n\n\n var lch2rgb = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$q(args, 'lch');\n var l = args[0];\n var c = args[1];\n var h = args[2];\n var ref = lch2lab_1 (l,c,h);\n var L = ref[0];\n var a = ref[1];\n var b_ = ref[2];\n var ref$1 = lab2rgb_1 (L,a,b_);\n var r = ref$1[0];\n var g = ref$1[1];\n var b = ref$1[2];\n return [r, g, b, args.length > 3 ? args[3] : 1];\n };\n\n var lch2rgb_1 = lch2rgb;\n\n var unpack$r = utils.unpack;\n\n\n var hcl2rgb = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var hcl = unpack$r(args, 'hcl').reverse();\n return lch2rgb_1.apply(void 0, hcl);\n };\n\n var hcl2rgb_1 = hcl2rgb;\n\n var unpack$s = utils.unpack;\n var type$a = utils.type;\n\n\n\n\n\n\n Color_1.prototype.lch = function() { return rgb2lch_1(this._rgb); };\n Color_1.prototype.hcl = function() { return rgb2lch_1(this._rgb).reverse(); };\n\n chroma_1.lch = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['lch']) ));\n };\n chroma_1.hcl = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['hcl']) ));\n };\n\n input.format.lch = lch2rgb_1;\n input.format.hcl = hcl2rgb_1;\n\n ['lch','hcl'].forEach(function (m) { return input.autodetect.push({\n p: 2,\n test: function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$s(args, m);\n if (type$a(args) === 'array' && args.length === 3) {\n return m;\n }\n }\n }); });\n\n /**\n \tX11 color names\n\n \thttp://www.w3.org/TR/css3-color/#svg-color\n */\n\n var w3cx11 = {\n aliceblue: '#f0f8ff',\n antiquewhite: '#faebd7',\n aqua: '#00ffff',\n aquamarine: '#7fffd4',\n azure: '#f0ffff',\n beige: '#f5f5dc',\n bisque: '#ffe4c4',\n black: '#000000',\n blanchedalmond: '#ffebcd',\n blue: '#0000ff',\n blueviolet: '#8a2be2',\n brown: '#a52a2a',\n burlywood: '#deb887',\n cadetblue: '#5f9ea0',\n chartreuse: '#7fff00',\n chocolate: '#d2691e',\n coral: '#ff7f50',\n cornflower: '#6495ed',\n cornflowerblue: '#6495ed',\n cornsilk: '#fff8dc',\n crimson: '#dc143c',\n cyan: '#00ffff',\n darkblue: '#00008b',\n darkcyan: '#008b8b',\n darkgoldenrod: '#b8860b',\n darkgray: '#a9a9a9',\n darkgreen: '#006400',\n darkgrey: '#a9a9a9',\n darkkhaki: '#bdb76b',\n darkmagenta: '#8b008b',\n darkolivegreen: '#556b2f',\n darkorange: '#ff8c00',\n darkorchid: '#9932cc',\n darkred: '#8b0000',\n darksalmon: '#e9967a',\n darkseagreen: '#8fbc8f',\n darkslateblue: '#483d8b',\n darkslategray: '#2f4f4f',\n darkslategrey: '#2f4f4f',\n darkturquoise: '#00ced1',\n darkviolet: '#9400d3',\n deeppink: '#ff1493',\n deepskyblue: '#00bfff',\n dimgray: '#696969',\n dimgrey: '#696969',\n dodgerblue: '#1e90ff',\n firebrick: '#b22222',\n floralwhite: '#fffaf0',\n forestgreen: '#228b22',\n fuchsia: '#ff00ff',\n gainsboro: '#dcdcdc',\n ghostwhite: '#f8f8ff',\n gold: '#ffd700',\n goldenrod: '#daa520',\n gray: '#808080',\n green: '#008000',\n greenyellow: '#adff2f',\n grey: '#808080',\n honeydew: '#f0fff0',\n hotpink: '#ff69b4',\n indianred: '#cd5c5c',\n indigo: '#4b0082',\n ivory: '#fffff0',\n khaki: '#f0e68c',\n laserlemon: '#ffff54',\n lavender: '#e6e6fa',\n lavenderblush: '#fff0f5',\n lawngreen: '#7cfc00',\n lemonchiffon: '#fffacd',\n lightblue: '#add8e6',\n lightcoral: '#f08080',\n lightcyan: '#e0ffff',\n lightgoldenrod: '#fafad2',\n lightgoldenrodyellow: '#fafad2',\n lightgray: '#d3d3d3',\n lightgreen: '#90ee90',\n lightgrey: '#d3d3d3',\n lightpink: '#ffb6c1',\n lightsalmon: '#ffa07a',\n lightseagreen: '#20b2aa',\n lightskyblue: '#87cefa',\n lightslategray: '#778899',\n lightslategrey: '#778899',\n lightsteelblue: '#b0c4de',\n lightyellow: '#ffffe0',\n lime: '#00ff00',\n limegreen: '#32cd32',\n linen: '#faf0e6',\n magenta: '#ff00ff',\n maroon: '#800000',\n maroon2: '#7f0000',\n maroon3: '#b03060',\n mediumaquamarine: '#66cdaa',\n mediumblue: '#0000cd',\n mediumorchid: '#ba55d3',\n mediumpurple: '#9370db',\n mediumseagreen: '#3cb371',\n mediumslateblue: '#7b68ee',\n mediumspringgreen: '#00fa9a',\n mediumturquoise: '#48d1cc',\n mediumvioletred: '#c71585',\n midnightblue: '#191970',\n mintcream: '#f5fffa',\n mistyrose: '#ffe4e1',\n moccasin: '#ffe4b5',\n navajowhite: '#ffdead',\n navy: '#000080',\n oldlace: '#fdf5e6',\n olive: '#808000',\n olivedrab: '#6b8e23',\n orange: '#ffa500',\n orangered: '#ff4500',\n orchid: '#da70d6',\n palegoldenrod: '#eee8aa',\n palegreen: '#98fb98',\n paleturquoise: '#afeeee',\n palevioletred: '#db7093',\n papayawhip: '#ffefd5',\n peachpuff: '#ffdab9',\n peru: '#cd853f',\n pink: '#ffc0cb',\n plum: '#dda0dd',\n powderblue: '#b0e0e6',\n purple: '#800080',\n purple2: '#7f007f',\n purple3: '#a020f0',\n rebeccapurple: '#663399',\n red: '#ff0000',\n rosybrown: '#bc8f8f',\n royalblue: '#4169e1',\n saddlebrown: '#8b4513',\n salmon: '#fa8072',\n sandybrown: '#f4a460',\n seagreen: '#2e8b57',\n seashell: '#fff5ee',\n sienna: '#a0522d',\n silver: '#c0c0c0',\n skyblue: '#87ceeb',\n slateblue: '#6a5acd',\n slategray: '#708090',\n slategrey: '#708090',\n snow: '#fffafa',\n springgreen: '#00ff7f',\n steelblue: '#4682b4',\n tan: '#d2b48c',\n teal: '#008080',\n thistle: '#d8bfd8',\n tomato: '#ff6347',\n turquoise: '#40e0d0',\n violet: '#ee82ee',\n wheat: '#f5deb3',\n white: '#ffffff',\n whitesmoke: '#f5f5f5',\n yellow: '#ffff00',\n yellowgreen: '#9acd32'\n };\n\n var w3cx11_1 = w3cx11;\n\n var type$b = utils.type;\n\n\n\n\n\n Color_1.prototype.name = function() {\n var hex = rgb2hex_1(this._rgb, 'rgb');\n for (var i = 0, list = Object.keys(w3cx11_1); i < list.length; i += 1) {\n var n = list[i];\n\n if (w3cx11_1[n] === hex) { return n.toLowerCase(); }\n }\n return hex;\n };\n\n input.format.named = function (name) {\n name = name.toLowerCase();\n if (w3cx11_1[name]) { return hex2rgb_1(w3cx11_1[name]); }\n throw new Error('unknown color name: '+name);\n };\n\n input.autodetect.push({\n p: 5,\n test: function (h) {\n var rest = [], len = arguments.length - 1;\n while ( len-- > 0 ) rest[ len ] = arguments[ len + 1 ];\n\n if (!rest.length && type$b(h) === 'string' && w3cx11_1[h.toLowerCase()]) {\n return 'named';\n }\n }\n });\n\n var unpack$t = utils.unpack;\n\n var rgb2num = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var ref = unpack$t(args, 'rgb');\n var r = ref[0];\n var g = ref[1];\n var b = ref[2];\n return (r << 16) + (g << 8) + b;\n };\n\n var rgb2num_1 = rgb2num;\n\n var type$c = utils.type;\n\n var num2rgb = function (num) {\n if (type$c(num) == \"number\" && num >= 0 && num <= 0xFFFFFF) {\n var r = num >> 16;\n var g = (num >> 8) & 0xFF;\n var b = num & 0xFF;\n return [r,g,b,1];\n }\n throw new Error(\"unknown num color: \"+num);\n };\n\n var num2rgb_1 = num2rgb;\n\n var type$d = utils.type;\n\n\n\n Color_1.prototype.num = function() {\n return rgb2num_1(this._rgb);\n };\n\n chroma_1.num = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['num']) ));\n };\n\n input.format.num = num2rgb_1;\n\n input.autodetect.push({\n p: 5,\n test: function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n if (args.length === 1 && type$d(args[0]) === 'number' && args[0] >= 0 && args[0] <= 0xFFFFFF) {\n return 'num';\n }\n }\n });\n\n var unpack$u = utils.unpack;\n var type$e = utils.type;\n var round$5 = Math.round;\n\n Color_1.prototype.rgb = function(rnd) {\n if ( rnd === void 0 ) rnd=true;\n\n if (rnd === false) { return this._rgb.slice(0,3); }\n return this._rgb.slice(0,3).map(round$5);\n };\n\n Color_1.prototype.rgba = function(rnd) {\n if ( rnd === void 0 ) rnd=true;\n\n return this._rgb.slice(0,4).map(function (v,i) {\n return i<3 ? (rnd === false ? v : round$5(v)) : v;\n });\n };\n\n chroma_1.rgb = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['rgb']) ));\n };\n\n input.format.rgb = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var rgba = unpack$u(args, 'rgba');\n if (rgba[3] === undefined) { rgba[3] = 1; }\n return rgba;\n };\n\n input.autodetect.push({\n p: 3,\n test: function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n args = unpack$u(args, 'rgba');\n if (type$e(args) === 'array' && (args.length === 3 ||\n args.length === 4 && type$e(args[3]) == 'number' && args[3] >= 0 && args[3] <= 1)) {\n return 'rgb';\n }\n }\n });\n\n /*\n * Based on implementation by Neil Bartlett\n * https://github.com/neilbartlett/color-temperature\n */\n\n var log = Math.log;\n\n var temperature2rgb = function (kelvin) {\n var temp = kelvin / 100;\n var r,g,b;\n if (temp < 66) {\n r = 255;\n g = -155.25485562709179 - 0.44596950469579133 * (g = temp-2) + 104.49216199393888 * log(g);\n b = temp < 20 ? 0 : -254.76935184120902 + 0.8274096064007395 * (b = temp-10) + 115.67994401066147 * log(b);\n } else {\n r = 351.97690566805693 + 0.114206453784165 * (r = temp-55) - 40.25366309332127 * log(r);\n g = 325.4494125711974 + 0.07943456536662342 * (g = temp-50) - 28.0852963507957 * log(g);\n b = 255;\n }\n return [r,g,b,1];\n };\n\n var temperature2rgb_1 = temperature2rgb;\n\n /*\n * Based on implementation by Neil Bartlett\n * https://github.com/neilbartlett/color-temperature\n **/\n\n\n var unpack$v = utils.unpack;\n var round$6 = Math.round;\n\n var rgb2temperature = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n var rgb = unpack$v(args, 'rgb');\n var r = rgb[0], b = rgb[2];\n var minTemp = 1000;\n var maxTemp = 40000;\n var eps = 0.4;\n var temp;\n while (maxTemp - minTemp > eps) {\n temp = (maxTemp + minTemp) * 0.5;\n var rgb$1 = temperature2rgb_1(temp);\n if ((rgb$1[2] / rgb$1[0]) >= (b / r)) {\n maxTemp = temp;\n } else {\n minTemp = temp;\n }\n }\n return round$6(temp);\n };\n\n var rgb2temperature_1 = rgb2temperature;\n\n Color_1.prototype.temp =\n Color_1.prototype.kelvin =\n Color_1.prototype.temperature = function() {\n return rgb2temperature_1(this._rgb);\n };\n\n chroma_1.temp =\n chroma_1.kelvin =\n chroma_1.temperature = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n return new (Function.prototype.bind.apply( Color_1, [ null ].concat( args, ['temp']) ));\n };\n\n input.format.temp =\n input.format.kelvin =\n input.format.temperature = temperature2rgb_1;\n\n var type$f = utils.type;\n\n Color_1.prototype.alpha = function(a, mutate) {\n if ( mutate === void 0 ) mutate=false;\n\n if (a !== undefined && type$f(a) === 'number') {\n if (mutate) {\n this._rgb[3] = a;\n return this;\n }\n return new Color_1([this._rgb[0], this._rgb[1], this._rgb[2], a], 'rgb');\n }\n return this._rgb[3];\n };\n\n Color_1.prototype.clipped = function() {\n return this._rgb._clipped || false;\n };\n\n Color_1.prototype.darken = function(amount) {\n \tif ( amount === void 0 ) amount=1;\n\n \tvar me = this;\n \tvar lab = me.lab();\n \tlab[0] -= labConstants.Kn * amount;\n \treturn new Color_1(lab, 'lab').alpha(me.alpha(), true);\n };\n\n Color_1.prototype.brighten = function(amount) {\n \tif ( amount === void 0 ) amount=1;\n\n \treturn this.darken(-amount);\n };\n\n Color_1.prototype.darker = Color_1.prototype.darken;\n Color_1.prototype.brighter = Color_1.prototype.brighten;\n\n Color_1.prototype.get = function(mc) {\n var ref = mc.split('.');\n var mode = ref[0];\n var channel = ref[1];\n var src = this[mode]();\n if (channel) {\n var i = mode.indexOf(channel);\n if (i > -1) { return src[i]; }\n throw new Error((\"unknown channel \" + channel + \" in mode \" + mode));\n } else {\n return src;\n }\n };\n\n var type$g = utils.type;\n var pow$2 = Math.pow;\n\n var EPS = 1e-7;\n var MAX_ITER = 20;\n\n Color_1.prototype.luminance = function(lum) {\n if (lum !== undefined && type$g(lum) === 'number') {\n if (lum === 0) {\n // return pure black\n return new Color_1([0,0,0,this._rgb[3]], 'rgb');\n }\n if (lum === 1) {\n // return pure white\n return new Color_1([255,255,255,this._rgb[3]], 'rgb');\n }\n // compute new color using...\n var cur_lum = this.luminance();\n var mode = 'rgb';\n var max_iter = MAX_ITER;\n\n var test = function (low, high) {\n var mid = low.interpolate(high, 0.5, mode);\n var lm = mid.luminance();\n if (Math.abs(lum - lm) < EPS || !max_iter--) {\n // close enough\n return mid;\n }\n return lm > lum ? test(low, mid) : test(mid, high);\n };\n\n var rgb = (cur_lum > lum ? test(new Color_1([0,0,0]), this) : test(this, new Color_1([255,255,255]))).rgb();\n return new Color_1(rgb.concat( [this._rgb[3]]));\n }\n return rgb2luminance.apply(void 0, (this._rgb).slice(0,3));\n };\n\n\n var rgb2luminance = function (r,g,b) {\n // relative luminance\n // see http://www.w3.org/TR/2008/REC-WCAG20-20081211/#relativeluminancedef\n r = luminance_x(r);\n g = luminance_x(g);\n b = luminance_x(b);\n return 0.2126 * r + 0.7152 * g + 0.0722 * b;\n };\n\n var luminance_x = function (x) {\n x /= 255;\n return x <= 0.03928 ? x/12.92 : pow$2((x+0.055)/1.055, 2.4);\n };\n\n var interpolator = {};\n\n var type$h = utils.type;\n\n\n var mix = function (col1, col2, f) {\n if ( f === void 0 ) f=0.5;\n var rest = [], len = arguments.length - 3;\n while ( len-- > 0 ) rest[ len ] = arguments[ len + 3 ];\n\n var mode = rest[0] || 'lrgb';\n if (!interpolator[mode] && !rest.length) {\n // fall back to the first supported mode\n mode = Object.keys(interpolator)[0];\n }\n if (!interpolator[mode]) {\n throw new Error((\"interpolation mode \" + mode + \" is not defined\"));\n }\n if (type$h(col1) !== 'object') { col1 = new Color_1(col1); }\n if (type$h(col2) !== 'object') { col2 = new Color_1(col2); }\n return interpolator[mode](col1, col2, f)\n .alpha(col1.alpha() + f * (col2.alpha() - col1.alpha()));\n };\n\n Color_1.prototype.mix =\n Color_1.prototype.interpolate = function(col2, f) {\n \tif ( f === void 0 ) f=0.5;\n \tvar rest = [], len = arguments.length - 2;\n \twhile ( len-- > 0 ) rest[ len ] = arguments[ len + 2 ];\n\n \treturn mix.apply(void 0, [ this, col2, f ].concat( rest ));\n };\n\n Color_1.prototype.premultiply = function(mutate) {\n \tif ( mutate === void 0 ) mutate=false;\n\n \tvar rgb = this._rgb;\n \tvar a = rgb[3];\n \tif (mutate) {\n \t\tthis._rgb = [rgb[0]*a, rgb[1]*a, rgb[2]*a, a];\n \t\treturn this;\n \t} else {\n \t\treturn new Color_1([rgb[0]*a, rgb[1]*a, rgb[2]*a, a], 'rgb');\n \t}\n };\n\n Color_1.prototype.saturate = function(amount) {\n \tif ( amount === void 0 ) amount=1;\n\n \tvar me = this;\n \tvar lch = me.lch();\n \tlch[1] += labConstants.Kn * amount;\n \tif (lch[1] < 0) { lch[1] = 0; }\n \treturn new Color_1(lch, 'lch').alpha(me.alpha(), true);\n };\n\n Color_1.prototype.desaturate = function(amount) {\n \tif ( amount === void 0 ) amount=1;\n\n \treturn this.saturate(-amount);\n };\n\n var type$i = utils.type;\n\n Color_1.prototype.set = function(mc, value, mutate) {\n if ( mutate === void 0 ) mutate=false;\n\n var ref = mc.split('.');\n var mode = ref[0];\n var channel = ref[1];\n var src = this[mode]();\n if (channel) {\n var i = mode.indexOf(channel);\n if (i > -1) {\n if (type$i(value) == 'string') {\n switch(value.charAt(0)) {\n case '+': src[i] += +value; break;\n case '-': src[i] += +value; break;\n case '*': src[i] *= +(value.substr(1)); break;\n case '/': src[i] /= +(value.substr(1)); break;\n default: src[i] = +value;\n }\n } else if (type$i(value) === 'number') {\n src[i] = value;\n } else {\n throw new Error(\"unsupported value for Color.set\");\n }\n var out = new Color_1(src, mode);\n if (mutate) {\n this._rgb = out._rgb;\n return this;\n }\n return out;\n }\n throw new Error((\"unknown channel \" + channel + \" in mode \" + mode));\n } else {\n return src;\n }\n };\n\n var rgb$1 = function (col1, col2, f) {\n var xyz0 = col1._rgb;\n var xyz1 = col2._rgb;\n return new Color_1(\n xyz0[0] + f * (xyz1[0]-xyz0[0]),\n xyz0[1] + f * (xyz1[1]-xyz0[1]),\n xyz0[2] + f * (xyz1[2]-xyz0[2]),\n 'rgb'\n )\n };\n\n // register interpolator\n interpolator.rgb = rgb$1;\n\n var sqrt$2 = Math.sqrt;\n var pow$3 = Math.pow;\n\n var lrgb = function (col1, col2, f) {\n var ref = col1._rgb;\n var x1 = ref[0];\n var y1 = ref[1];\n var z1 = ref[2];\n var ref$1 = col2._rgb;\n var x2 = ref$1[0];\n var y2 = ref$1[1];\n var z2 = ref$1[2];\n return new Color_1(\n sqrt$2(pow$3(x1,2) * (1-f) + pow$3(x2,2) * f),\n sqrt$2(pow$3(y1,2) * (1-f) + pow$3(y2,2) * f),\n sqrt$2(pow$3(z1,2) * (1-f) + pow$3(z2,2) * f),\n 'rgb'\n )\n };\n\n // register interpolator\n interpolator.lrgb = lrgb;\n\n var lab$1 = function (col1, col2, f) {\n var xyz0 = col1.lab();\n var xyz1 = col2.lab();\n return new Color_1(\n xyz0[0] + f * (xyz1[0]-xyz0[0]),\n xyz0[1] + f * (xyz1[1]-xyz0[1]),\n xyz0[2] + f * (xyz1[2]-xyz0[2]),\n 'lab'\n )\n };\n\n // register interpolator\n interpolator.lab = lab$1;\n\n var _hsx = function (col1, col2, f, m) {\n var assign, assign$1;\n\n var xyz0, xyz1;\n if (m === 'hsl') {\n xyz0 = col1.hsl();\n xyz1 = col2.hsl();\n } else if (m === 'hsv') {\n xyz0 = col1.hsv();\n xyz1 = col2.hsv();\n } else if (m === 'hcg') {\n xyz0 = col1.hcg();\n xyz1 = col2.hcg();\n } else if (m === 'hsi') {\n xyz0 = col1.hsi();\n xyz1 = col2.hsi();\n } else if (m === 'lch' || m === 'hcl') {\n m = 'hcl';\n xyz0 = col1.hcl();\n xyz1 = col2.hcl();\n }\n\n var hue0, hue1, sat0, sat1, lbv0, lbv1;\n if (m.substr(0, 1) === 'h') {\n (assign = xyz0, hue0 = assign[0], sat0 = assign[1], lbv0 = assign[2]);\n (assign$1 = xyz1, hue1 = assign$1[0], sat1 = assign$1[1], lbv1 = assign$1[2]);\n }\n\n var sat, hue, lbv, dh;\n\n if (!isNaN(hue0) && !isNaN(hue1)) {\n // both colors have hue\n if (hue1 > hue0 && hue1 - hue0 > 180) {\n dh = hue1-(hue0+360);\n } else if (hue1 < hue0 && hue0 - hue1 > 180) {\n dh = hue1+360-hue0;\n } else{\n dh = hue1 - hue0;\n }\n hue = hue0 + f * dh;\n } else if (!isNaN(hue0)) {\n hue = hue0;\n if ((lbv1 == 1 || lbv1 == 0) && m != 'hsv') { sat = sat0; }\n } else if (!isNaN(hue1)) {\n hue = hue1;\n if ((lbv0 == 1 || lbv0 == 0) && m != 'hsv') { sat = sat1; }\n } else {\n hue = Number.NaN;\n }\n\n if (sat === undefined) { sat = sat0 + f * (sat1 - sat0); }\n lbv = lbv0 + f * (lbv1-lbv0);\n return new Color_1([hue, sat, lbv], m);\n };\n\n var lch$1 = function (col1, col2, f) {\n \treturn _hsx(col1, col2, f, 'lch');\n };\n\n // register interpolator\n interpolator.lch = lch$1;\n interpolator.hcl = lch$1;\n\n var num$1 = function (col1, col2, f) {\n var c1 = col1.num();\n var c2 = col2.num();\n return new Color_1(c1 + f * (c2-c1), 'num')\n };\n\n // register interpolator\n interpolator.num = num$1;\n\n var hcg$1 = function (col1, col2, f) {\n \treturn _hsx(col1, col2, f, 'hcg');\n };\n\n // register interpolator\n interpolator.hcg = hcg$1;\n\n var hsi$1 = function (col1, col2, f) {\n \treturn _hsx(col1, col2, f, 'hsi');\n };\n\n // register interpolator\n interpolator.hsi = hsi$1;\n\n var hsl$1 = function (col1, col2, f) {\n \treturn _hsx(col1, col2, f, 'hsl');\n };\n\n // register interpolator\n interpolator.hsl = hsl$1;\n\n var hsv$1 = function (col1, col2, f) {\n \treturn _hsx(col1, col2, f, 'hsv');\n };\n\n // register interpolator\n interpolator.hsv = hsv$1;\n\n var clip_rgb$2 = utils.clip_rgb;\n var pow$4 = Math.pow;\n var sqrt$3 = Math.sqrt;\n var PI$1 = Math.PI;\n var cos$2 = Math.cos;\n var sin$1 = Math.sin;\n var atan2$1 = Math.atan2;\n\n var average = function (colors, mode, weights) {\n if ( mode === void 0 ) mode='lrgb';\n if ( weights === void 0 ) weights=null;\n\n var l = colors.length;\n if (!weights) { weights = Array.from(new Array(l)).map(function () { return 1; }); }\n // normalize weights\n var k = l / weights.reduce(function(a, b) { return a + b; });\n weights.forEach(function (w,i) { weights[i] *= k; });\n // convert colors to Color objects\n colors = colors.map(function (c) { return new Color_1(c); });\n if (mode === 'lrgb') {\n return _average_lrgb(colors, weights)\n }\n var first = colors.shift();\n var xyz = first.get(mode);\n var cnt = [];\n var dx = 0;\n var dy = 0;\n // initial color\n for (var i=0; i= 360) { A$1 -= 360; }\n xyz[i$1] = A$1;\n } else {\n xyz[i$1] = xyz[i$1]/cnt[i$1];\n }\n }\n alpha /= l;\n return (new Color_1(xyz, mode)).alpha(alpha > 0.99999 ? 1 : alpha, true);\n };\n\n\n var _average_lrgb = function (colors, weights) {\n var l = colors.length;\n var xyz = [0,0,0,0];\n for (var i=0; i < colors.length; i++) {\n var col = colors[i];\n var f = weights[i] / l;\n var rgb = col._rgb;\n xyz[0] += pow$4(rgb[0],2) * f;\n xyz[1] += pow$4(rgb[1],2) * f;\n xyz[2] += pow$4(rgb[2],2) * f;\n xyz[3] += rgb[3] * f;\n }\n xyz[0] = sqrt$3(xyz[0]);\n xyz[1] = sqrt$3(xyz[1]);\n xyz[2] = sqrt$3(xyz[2]);\n if (xyz[3] > 0.9999999) { xyz[3] = 1; }\n return new Color_1(clip_rgb$2(xyz));\n };\n\n // minimal multi-purpose interface\n\n // @requires utils color analyze\n\n\n var type$j = utils.type;\n\n var pow$5 = Math.pow;\n\n var scale = function(colors) {\n\n // constructor\n var _mode = 'rgb';\n var _nacol = chroma_1('#ccc');\n var _spread = 0;\n // const _fixed = false;\n var _domain = [0, 1];\n var _pos = [];\n var _padding = [0,0];\n var _classes = false;\n var _colors = [];\n var _out = false;\n var _min = 0;\n var _max = 1;\n var _correctLightness = false;\n var _colorCache = {};\n var _useCache = true;\n var _gamma = 1;\n\n // private methods\n\n var setColors = function(colors) {\n colors = colors || ['#fff', '#000'];\n if (colors && type$j(colors) === 'string' && chroma_1.brewer &&\n chroma_1.brewer[colors.toLowerCase()]) {\n colors = chroma_1.brewer[colors.toLowerCase()];\n }\n if (type$j(colors) === 'array') {\n // handle single color\n if (colors.length === 1) {\n colors = [colors[0], colors[0]];\n }\n // make a copy of the colors\n colors = colors.slice(0);\n // convert to chroma classes\n for (var c=0; c= _classes[i]) {\n i++;\n }\n return i-1;\n }\n return 0;\n };\n\n var tMapLightness = function (t) { return t; };\n var tMapDomain = function (t) { return t; };\n\n // const classifyValue = function(value) {\n // let val = value;\n // if (_classes.length > 2) {\n // const n = _classes.length-1;\n // const i = getClass(value);\n // const minc = _classes[0] + ((_classes[1]-_classes[0]) * (0 + (_spread * 0.5))); // center of 1st class\n // const maxc = _classes[n-1] + ((_classes[n]-_classes[n-1]) * (1 - (_spread * 0.5))); // center of last class\n // val = _min + ((((_classes[i] + ((_classes[i+1] - _classes[i]) * 0.5)) - minc) / (maxc-minc)) * (_max - _min));\n // }\n // return val;\n // };\n\n var getColor = function(val, bypassMap) {\n var col, t;\n if (bypassMap == null) { bypassMap = false; }\n if (isNaN(val) || (val === null)) { return _nacol; }\n if (!bypassMap) {\n if (_classes && (_classes.length > 2)) {\n // find the class\n var c = getClass(val);\n t = c / (_classes.length-2);\n } else if (_max !== _min) {\n // just interpolate between min/max\n t = (val - _min) / (_max - _min);\n } else {\n t = 1;\n }\n } else {\n t = val;\n }\n\n // domain map\n t = tMapDomain(t);\n\n if (!bypassMap) {\n t = tMapLightness(t); // lightness correction\n }\n\n if (_gamma !== 1) { t = pow$5(t, _gamma); }\n\n t = _padding[0] + (t * (1 - _padding[0] - _padding[1]));\n\n t = Math.min(1, Math.max(0, t));\n\n var k = Math.floor(t * 10000);\n\n if (_useCache && _colorCache[k]) {\n col = _colorCache[k];\n } else {\n if (type$j(_colors) === 'array') {\n //for i in [0.._pos.length-1]\n for (var i=0; i<_pos.length; i++) {\n var p = _pos[i];\n if (t <= p) {\n col = _colors[i];\n break;\n }\n if ((t >= p) && (i === (_pos.length-1))) {\n col = _colors[i];\n break;\n }\n if (t > p && t < _pos[i+1]) {\n t = (t-p)/(_pos[i+1]-p);\n col = chroma_1.interpolate(_colors[i], _colors[i+1], t, _mode);\n break;\n }\n }\n } else if (type$j(_colors) === 'function') {\n col = _colors(t);\n }\n if (_useCache) { _colorCache[k] = col; }\n }\n return col;\n };\n\n var resetCache = function () { return _colorCache = {}; };\n\n setColors(colors);\n\n // public interface\n\n var f = function(v) {\n var c = chroma_1(getColor(v));\n if (_out && c[_out]) { return c[_out](); } else { return c; }\n };\n\n f.classes = function(classes) {\n if (classes != null) {\n if (type$j(classes) === 'array') {\n _classes = classes;\n _domain = [classes[0], classes[classes.length-1]];\n } else {\n var d = chroma_1.analyze(_domain);\n if (classes === 0) {\n _classes = [d.min, d.max];\n } else {\n _classes = chroma_1.limits(d, 'e', classes);\n }\n }\n return f;\n }\n return _classes;\n };\n\n\n f.domain = function(domain) {\n if (!arguments.length) {\n return _domain;\n }\n _min = domain[0];\n _max = domain[domain.length-1];\n _pos = [];\n var k = _colors.length;\n if ((domain.length === k) && (_min !== _max)) {\n // update positions\n for (var i = 0, list = Array.from(domain); i < list.length; i += 1) {\n var d = list[i];\n\n _pos.push((d-_min) / (_max-_min));\n }\n } else {\n for (var c=0; c 2) {\n // set domain map\n var tOut = domain.map(function (d,i) { return i/(domain.length-1); });\n var tBreaks = domain.map(function (d) { return (d - _min) / (_max - _min); });\n if (!tBreaks.every(function (val, i) { return tOut[i] === val; })) {\n tMapDomain = function (t) {\n if (t <= 0 || t >= 1) { return t; }\n var i = 0;\n while (t >= tBreaks[i+1]) { i++; }\n var f = (t - tBreaks[i]) / (tBreaks[i+1] - tBreaks[i]);\n var out = tOut[i] + f * (tOut[i+1] - tOut[i]);\n return out;\n };\n }\n\n }\n }\n _domain = [_min, _max];\n return f;\n };\n\n f.mode = function(_m) {\n if (!arguments.length) {\n return _mode;\n }\n _mode = _m;\n resetCache();\n return f;\n };\n\n f.range = function(colors, _pos) {\n setColors(colors, _pos);\n return f;\n };\n\n f.out = function(_o) {\n _out = _o;\n return f;\n };\n\n f.spread = function(val) {\n if (!arguments.length) {\n return _spread;\n }\n _spread = val;\n return f;\n };\n\n f.correctLightness = function(v) {\n if (v == null) { v = true; }\n _correctLightness = v;\n resetCache();\n if (_correctLightness) {\n tMapLightness = function(t) {\n var L0 = getColor(0, true).lab()[0];\n var L1 = getColor(1, true).lab()[0];\n var pol = L0 > L1;\n var L_actual = getColor(t, true).lab()[0];\n var L_ideal = L0 + ((L1 - L0) * t);\n var L_diff = L_actual - L_ideal;\n var t0 = 0;\n var t1 = 1;\n var max_iter = 20;\n while ((Math.abs(L_diff) > 1e-2) && (max_iter-- > 0)) {\n (function() {\n if (pol) { L_diff *= -1; }\n if (L_diff < 0) {\n t0 = t;\n t += (t1 - t) * 0.5;\n } else {\n t1 = t;\n t += (t0 - t) * 0.5;\n }\n L_actual = getColor(t, true).lab()[0];\n return L_diff = L_actual - L_ideal;\n })();\n }\n return t;\n };\n } else {\n tMapLightness = function (t) { return t; };\n }\n return f;\n };\n\n f.padding = function(p) {\n if (p != null) {\n if (type$j(p) === 'number') {\n p = [p,p];\n }\n _padding = p;\n return f;\n } else {\n return _padding;\n }\n };\n\n f.colors = function(numColors, out) {\n // If no arguments are given, return the original colors that were provided\n if (arguments.length < 2) { out = 'hex'; }\n var result = [];\n\n if (arguments.length === 0) {\n result = _colors.slice(0);\n\n } else if (numColors === 1) {\n result = [f(0.5)];\n\n } else if (numColors > 1) {\n var dm = _domain[0];\n var dd = _domain[1] - dm;\n result = __range__(0, numColors, false).map(function (i) { return f( dm + ((i/(numColors-1)) * dd) ); });\n\n } else { // returns all colors based on the defined classes\n colors = [];\n var samples = [];\n if (_classes && (_classes.length > 2)) {\n for (var i = 1, end = _classes.length, asc = 1 <= end; asc ? i < end : i > end; asc ? i++ : i--) {\n samples.push((_classes[i-1]+_classes[i])*0.5);\n }\n } else {\n samples = _domain;\n }\n result = samples.map(function (v) { return f(v); });\n }\n\n if (chroma_1[out]) {\n result = result.map(function (c) { return c[out](); });\n }\n return result;\n };\n\n f.cache = function(c) {\n if (c != null) {\n _useCache = c;\n return f;\n } else {\n return _useCache;\n }\n };\n\n f.gamma = function(g) {\n if (g != null) {\n _gamma = g;\n return f;\n } else {\n return _gamma;\n }\n };\n\n f.nodata = function(d) {\n if (d != null) {\n _nacol = chroma_1(d);\n return f;\n } else {\n return _nacol;\n }\n };\n\n return f;\n };\n\n function __range__(left, right, inclusive) {\n var range = [];\n var ascending = left < right;\n var end = !inclusive ? right : ascending ? right + 1 : right - 1;\n for (var i = left; ascending ? i < end : i > end; ascending ? i++ : i--) {\n range.push(i);\n }\n return range;\n }\n\n //\n // interpolates between a set of colors uzing a bezier spline\n //\n\n // @requires utils lab\n\n\n\n\n var bezier = function(colors) {\n var assign, assign$1, assign$2;\n\n var I, lab0, lab1, lab2;\n colors = colors.map(function (c) { return new Color_1(c); });\n if (colors.length === 2) {\n // linear interpolation\n (assign = colors.map(function (c) { return c.lab(); }), lab0 = assign[0], lab1 = assign[1]);\n I = function(t) {\n var lab = ([0, 1, 2].map(function (i) { return lab0[i] + (t * (lab1[i] - lab0[i])); }));\n return new Color_1(lab, 'lab');\n };\n } else if (colors.length === 3) {\n // quadratic bezier interpolation\n (assign$1 = colors.map(function (c) { return c.lab(); }), lab0 = assign$1[0], lab1 = assign$1[1], lab2 = assign$1[2]);\n I = function(t) {\n var lab = ([0, 1, 2].map(function (i) { return ((1-t)*(1-t) * lab0[i]) + (2 * (1-t) * t * lab1[i]) + (t * t * lab2[i]); }));\n return new Color_1(lab, 'lab');\n };\n } else if (colors.length === 4) {\n // cubic bezier interpolation\n var lab3;\n (assign$2 = colors.map(function (c) { return c.lab(); }), lab0 = assign$2[0], lab1 = assign$2[1], lab2 = assign$2[2], lab3 = assign$2[3]);\n I = function(t) {\n var lab = ([0, 1, 2].map(function (i) { return ((1-t)*(1-t)*(1-t) * lab0[i]) + (3 * (1-t) * (1-t) * t * lab1[i]) + (3 * (1-t) * t * t * lab2[i]) + (t*t*t * lab3[i]); }));\n return new Color_1(lab, 'lab');\n };\n } else if (colors.length === 5) {\n var I0 = bezier(colors.slice(0, 3));\n var I1 = bezier(colors.slice(2, 5));\n I = function(t) {\n if (t < 0.5) {\n return I0(t*2);\n } else {\n return I1((t-0.5)*2);\n }\n };\n }\n return I;\n };\n\n var bezier_1 = function (colors) {\n var f = bezier(colors);\n f.scale = function () { return scale(f); };\n return f;\n };\n\n /*\n * interpolates between a set of colors uzing a bezier spline\n * blend mode formulas taken from http://www.venture-ware.com/kevin/coding/lets-learn-math-photoshop-blend-modes/\n */\n\n\n\n\n var blend = function (bottom, top, mode) {\n if (!blend[mode]) {\n throw new Error('unknown blend mode ' + mode);\n }\n return blend[mode](bottom, top);\n };\n\n var blend_f = function (f) { return function (bottom,top) {\n var c0 = chroma_1(top).rgb();\n var c1 = chroma_1(bottom).rgb();\n return chroma_1.rgb(f(c0, c1));\n }; };\n\n var each = function (f) { return function (c0, c1) {\n var out = [];\n out[0] = f(c0[0], c1[0]);\n out[1] = f(c0[1], c1[1]);\n out[2] = f(c0[2], c1[2]);\n return out;\n }; };\n\n var normal = function (a) { return a; };\n var multiply = function (a,b) { return a * b / 255; };\n var darken$1 = function (a,b) { return a > b ? b : a; };\n var lighten = function (a,b) { return a > b ? a : b; };\n var screen = function (a,b) { return 255 * (1 - (1-a/255) * (1-b/255)); };\n var overlay = function (a,b) { return b < 128 ? 2 * a * b / 255 : 255 * (1 - 2 * (1 - a / 255 ) * ( 1 - b / 255 )); };\n var burn = function (a,b) { return 255 * (1 - (1 - b / 255) / (a/255)); };\n var dodge = function (a,b) {\n if (a === 255) { return 255; }\n a = 255 * (b / 255) / (1 - a / 255);\n return a > 255 ? 255 : a\n };\n\n // # add = (a,b) ->\n // # if (a + b > 255) then 255 else a + b\n\n blend.normal = blend_f(each(normal));\n blend.multiply = blend_f(each(multiply));\n blend.screen = blend_f(each(screen));\n blend.overlay = blend_f(each(overlay));\n blend.darken = blend_f(each(darken$1));\n blend.lighten = blend_f(each(lighten));\n blend.dodge = blend_f(each(dodge));\n blend.burn = blend_f(each(burn));\n // blend.add = blend_f(each(add));\n\n var blend_1 = blend;\n\n // cubehelix interpolation\n // based on D.A. Green \"A colour scheme for the display of astronomical intensity images\"\n // http://astron-soc.in/bulletin/11June/289392011.pdf\n\n var type$k = utils.type;\n var clip_rgb$3 = utils.clip_rgb;\n var TWOPI$2 = utils.TWOPI;\n var pow$6 = Math.pow;\n var sin$2 = Math.sin;\n var cos$3 = Math.cos;\n\n\n var cubehelix = function(start, rotations, hue, gamma, lightness) {\n if ( start === void 0 ) start=300;\n if ( rotations === void 0 ) rotations=-1.5;\n if ( hue === void 0 ) hue=1;\n if ( gamma === void 0 ) gamma=1;\n if ( lightness === void 0 ) lightness=[0,1];\n\n var dh = 0, dl;\n if (type$k(lightness) === 'array') {\n dl = lightness[1] - lightness[0];\n } else {\n dl = 0;\n lightness = [lightness, lightness];\n }\n\n var f = function(fract) {\n var a = TWOPI$2 * (((start+120)/360) + (rotations * fract));\n var l = pow$6(lightness[0] + (dl * fract), gamma);\n var h = dh !== 0 ? hue[0] + (fract * dh) : hue;\n var amp = (h * l * (1-l)) / 2;\n var cos_a = cos$3(a);\n var sin_a = sin$2(a);\n var r = l + (amp * ((-0.14861 * cos_a) + (1.78277* sin_a)));\n var g = l + (amp * ((-0.29227 * cos_a) - (0.90649* sin_a)));\n var b = l + (amp * (+1.97294 * cos_a));\n return chroma_1(clip_rgb$3([r*255,g*255,b*255,1]));\n };\n\n f.start = function(s) {\n if ((s == null)) { return start; }\n start = s;\n return f;\n };\n\n f.rotations = function(r) {\n if ((r == null)) { return rotations; }\n rotations = r;\n return f;\n };\n\n f.gamma = function(g) {\n if ((g == null)) { return gamma; }\n gamma = g;\n return f;\n };\n\n f.hue = function(h) {\n if ((h == null)) { return hue; }\n hue = h;\n if (type$k(hue) === 'array') {\n dh = hue[1] - hue[0];\n if (dh === 0) { hue = hue[1]; }\n } else {\n dh = 0;\n }\n return f;\n };\n\n f.lightness = function(h) {\n if ((h == null)) { return lightness; }\n if (type$k(h) === 'array') {\n lightness = h;\n dl = h[1] - h[0];\n } else {\n lightness = [h,h];\n dl = 0;\n }\n return f;\n };\n\n f.scale = function () { return chroma_1.scale(f); };\n\n f.hue(hue);\n\n return f;\n };\n\n var digits = '0123456789abcdef';\n\n var floor$2 = Math.floor;\n var random = Math.random;\n\n var random_1 = function () {\n var code = '#';\n for (var i=0; i<6; i++) {\n code += digits.charAt(floor$2(random() * 16));\n }\n return new Color_1(code, 'hex');\n };\n\n var log$1 = Math.log;\n var pow$7 = Math.pow;\n var floor$3 = Math.floor;\n var abs = Math.abs;\n\n\n var analyze = function (data, key) {\n if ( key === void 0 ) key=null;\n\n var r = {\n min: Number.MAX_VALUE,\n max: Number.MAX_VALUE*-1,\n sum: 0,\n values: [],\n count: 0\n };\n if (type(data) === 'object') {\n data = Object.values(data);\n }\n data.forEach(function (val) {\n if (key && type(val) === 'object') { val = val[key]; }\n if (val !== undefined && val !== null && !isNaN(val)) {\n r.values.push(val);\n r.sum += val;\n if (val < r.min) { r.min = val; }\n if (val > r.max) { r.max = val; }\n r.count += 1;\n }\n });\n\n r.domain = [r.min, r.max];\n\n r.limits = function (mode, num) { return limits(r, mode, num); };\n\n return r;\n };\n\n\n var limits = function (data, mode, num) {\n if ( mode === void 0 ) mode='equal';\n if ( num === void 0 ) num=7;\n\n if (type(data) == 'array') {\n data = analyze(data);\n }\n var min = data.min;\n var max = data.max;\n var values = data.values.sort(function (a,b) { return a-b; });\n\n if (num === 1) { return [min,max]; }\n\n var limits = [];\n\n if (mode.substr(0,1) === 'c') { // continuous\n limits.push(min);\n limits.push(max);\n }\n\n if (mode.substr(0,1) === 'e') { // equal interval\n limits.push(min);\n for (var i=1; i 0');\n }\n var min_log = Math.LOG10E * log$1(min);\n var max_log = Math.LOG10E * log$1(max);\n limits.push(min);\n for (var i$1=1; i$1 pb\n var pr = p - pb;\n limits.push((values[pb]*(1-pr)) + (values[pb+1]*pr));\n }\n }\n limits.push(max);\n\n }\n\n else if (mode.substr(0,1) === 'k') { // k-means clustering\n /*\n implementation based on\n http://code.google.com/p/figue/source/browse/trunk/figue.js#336\n simplified for 1-d input values\n */\n var cluster;\n var n = values.length;\n var assignments = new Array(n);\n var clusterSizes = new Array(num);\n var repeat = true;\n var nb_iters = 0;\n var centroids = null;\n\n // get seed values\n centroids = [];\n centroids.push(min);\n for (var i$3=1; i$3 200) {\n repeat = false;\n }\n }\n\n // finished k-means clustering\n // the next part is borrowed from gabrielflor.it\n var kClusters = {};\n for (var j$5=0; j$5 l2 ? (l1 + 0.05) / (l2 + 0.05) : (l2 + 0.05) / (l1 + 0.05);\n };\n\n var sqrt$4 = Math.sqrt;\n var atan2$2 = Math.atan2;\n var abs$1 = Math.abs;\n var cos$4 = Math.cos;\n var PI$2 = Math.PI;\n\n var deltaE = function(a, b, L, C) {\n if ( L === void 0 ) L=1;\n if ( C === void 0 ) C=1;\n\n // Delta E (CMC)\n // see http://www.brucelindbloom.com/index.html?Eqn_DeltaE_CMC.html\n a = new Color_1(a);\n b = new Color_1(b);\n var ref = Array.from(a.lab());\n var L1 = ref[0];\n var a1 = ref[1];\n var b1 = ref[2];\n var ref$1 = Array.from(b.lab());\n var L2 = ref$1[0];\n var a2 = ref$1[1];\n var b2 = ref$1[2];\n var c1 = sqrt$4((a1 * a1) + (b1 * b1));\n var c2 = sqrt$4((a2 * a2) + (b2 * b2));\n var sl = L1 < 16.0 ? 0.511 : (0.040975 * L1) / (1.0 + (0.01765 * L1));\n var sc = ((0.0638 * c1) / (1.0 + (0.0131 * c1))) + 0.638;\n var h1 = c1 < 0.000001 ? 0.0 : (atan2$2(b1, a1) * 180.0) / PI$2;\n while (h1 < 0) { h1 += 360; }\n while (h1 >= 360) { h1 -= 360; }\n var t = (h1 >= 164.0) && (h1 <= 345.0) ? (0.56 + abs$1(0.2 * cos$4((PI$2 * (h1 + 168.0)) / 180.0))) : (0.36 + abs$1(0.4 * cos$4((PI$2 * (h1 + 35.0)) / 180.0)));\n var c4 = c1 * c1 * c1 * c1;\n var f = sqrt$4(c4 / (c4 + 1900.0));\n var sh = sc * (((f * t) + 1.0) - f);\n var delL = L1 - L2;\n var delC = c1 - c2;\n var delA = a1 - a2;\n var delB = b1 - b2;\n var dH2 = ((delA * delA) + (delB * delB)) - (delC * delC);\n var v1 = delL / (L * sl);\n var v2 = delC / (C * sc);\n var v3 = sh;\n return sqrt$4((v1 * v1) + (v2 * v2) + (dH2 / (v3 * v3)));\n };\n\n // simple Euclidean distance\n var distance = function(a, b, mode) {\n if ( mode === void 0 ) mode='lab';\n\n // Delta E (CIE 1976)\n // see http://www.brucelindbloom.com/index.html?Equations.html\n a = new Color_1(a);\n b = new Color_1(b);\n var l1 = a.get(mode);\n var l2 = b.get(mode);\n var sum_sq = 0;\n for (var i in l1) {\n var d = (l1[i] || 0) - (l2[i] || 0);\n sum_sq += d*d;\n }\n return Math.sqrt(sum_sq);\n };\n\n var valid = function () {\n var args = [], len = arguments.length;\n while ( len-- ) args[ len ] = arguments[ len ];\n\n try {\n new (Function.prototype.bind.apply( Color_1, [ null ].concat( args) ));\n return true;\n } catch (e) {\n return false;\n }\n };\n\n // some pre-defined color scales:\n\n\n\n\n var scales = {\n \tcool: function cool() { return scale([chroma_1.hsl(180,1,.9), chroma_1.hsl(250,.7,.4)]) },\n \thot: function hot() { return scale(['#000','#f00','#ff0','#fff'], [0,.25,.75,1]).mode('rgb') }\n };\n\n /**\n ColorBrewer colors for chroma.js\n\n Copyright (c) 2002 Cynthia Brewer, Mark Harrower, and The\n Pennsylvania State University.\n\n Licensed under the Apache License, Version 2.0 (the \"License\");\n you may not use this file except in compliance with the License.\n You may obtain a copy of the License at\n http://www.apache.org/licenses/LICENSE-2.0\n\n Unless required by applicable law or agreed to in writing, software distributed\n under the License is distributed on an \"AS IS\" BASIS, WITHOUT WARRANTIES OR\n CONDITIONS OF ANY KIND, either express or implied. See the License for the\n specific language governing permissions and limitations under the License.\n */\n\n var colorbrewer = {\n // sequential\n OrRd: ['#fff7ec', '#fee8c8', '#fdd49e', '#fdbb84', '#fc8d59', '#ef6548', '#d7301f', '#b30000', '#7f0000'],\n PuBu: ['#fff7fb', '#ece7f2', '#d0d1e6', '#a6bddb', '#74a9cf', '#3690c0', '#0570b0', '#045a8d', '#023858'],\n BuPu: ['#f7fcfd', '#e0ecf4', '#bfd3e6', '#9ebcda', '#8c96c6', '#8c6bb1', '#88419d', '#810f7c', '#4d004b'],\n Oranges: ['#fff5eb', '#fee6ce', '#fdd0a2', '#fdae6b', '#fd8d3c', '#f16913', '#d94801', '#a63603', '#7f2704'],\n BuGn: ['#f7fcfd', '#e5f5f9', '#ccece6', '#99d8c9', '#66c2a4', '#41ae76', '#238b45', '#006d2c', '#00441b'],\n YlOrBr: ['#ffffe5', '#fff7bc', '#fee391', '#fec44f', '#fe9929', '#ec7014', '#cc4c02', '#993404', '#662506'],\n YlGn: ['#ffffe5', '#f7fcb9', '#d9f0a3', '#addd8e', '#78c679', '#41ab5d', '#238443', '#006837', '#004529'],\n Reds: ['#fff5f0', '#fee0d2', '#fcbba1', '#fc9272', '#fb6a4a', '#ef3b2c', '#cb181d', '#a50f15', '#67000d'],\n RdPu: ['#fff7f3', '#fde0dd', '#fcc5c0', '#fa9fb5', '#f768a1', '#dd3497', '#ae017e', '#7a0177', '#49006a'],\n Greens: ['#f7fcf5', '#e5f5e0', '#c7e9c0', '#a1d99b', '#74c476', '#41ab5d', '#238b45', '#006d2c', '#00441b'],\n YlGnBu: ['#ffffd9', '#edf8b1', '#c7e9b4', '#7fcdbb', '#41b6c4', '#1d91c0', '#225ea8', '#253494', '#081d58'],\n Purples: ['#fcfbfd', '#efedf5', '#dadaeb', '#bcbddc', '#9e9ac8', '#807dba', '#6a51a3', '#54278f', '#3f007d'],\n GnBu: ['#f7fcf0', '#e0f3db', '#ccebc5', '#a8ddb5', '#7bccc4', '#4eb3d3', '#2b8cbe', '#0868ac', '#084081'],\n Greys: ['#ffffff', '#f0f0f0', '#d9d9d9', '#bdbdbd', '#969696', '#737373', '#525252', '#252525', '#000000'],\n YlOrRd: ['#ffffcc', '#ffeda0', '#fed976', '#feb24c', '#fd8d3c', '#fc4e2a', '#e31a1c', '#bd0026', '#800026'],\n PuRd: ['#f7f4f9', '#e7e1ef', '#d4b9da', '#c994c7', '#df65b0', '#e7298a', '#ce1256', '#980043', '#67001f'],\n Blues: ['#f7fbff', '#deebf7', '#c6dbef', '#9ecae1', '#6baed6', '#4292c6', '#2171b5', '#08519c', '#08306b'],\n PuBuGn: ['#fff7fb', '#ece2f0', '#d0d1e6', '#a6bddb', '#67a9cf', '#3690c0', '#02818a', '#016c59', '#014636'],\n Viridis: ['#440154', '#482777', '#3f4a8a', '#31678e', '#26838f', '#1f9d8a', '#6cce5a', '#b6de2b', '#fee825'],\n\n // diverging\n\n Spectral: ['#9e0142', '#d53e4f', '#f46d43', '#fdae61', '#fee08b', '#ffffbf', '#e6f598', '#abdda4', '#66c2a5', '#3288bd', '#5e4fa2'],\n RdYlGn: ['#a50026', '#d73027', '#f46d43', '#fdae61', '#fee08b', '#ffffbf', '#d9ef8b', '#a6d96a', '#66bd63', '#1a9850', '#006837'],\n RdBu: ['#67001f', '#b2182b', '#d6604d', '#f4a582', '#fddbc7', '#f7f7f7', '#d1e5f0', '#92c5de', '#4393c3', '#2166ac', '#053061'],\n PiYG: ['#8e0152', '#c51b7d', '#de77ae', '#f1b6da', '#fde0ef', '#f7f7f7', '#e6f5d0', '#b8e186', '#7fbc41', '#4d9221', '#276419'],\n PRGn: ['#40004b', '#762a83', '#9970ab', '#c2a5cf', '#e7d4e8', '#f7f7f7', '#d9f0d3', '#a6dba0', '#5aae61', '#1b7837', '#00441b'],\n RdYlBu: ['#a50026', '#d73027', '#f46d43', '#fdae61', '#fee090', '#ffffbf', '#e0f3f8', '#abd9e9', '#74add1', '#4575b4', '#313695'],\n BrBG: ['#543005', '#8c510a', '#bf812d', '#dfc27d', '#f6e8c3', '#f5f5f5', '#c7eae5', '#80cdc1', '#35978f', '#01665e', '#003c30'],\n RdGy: ['#67001f', '#b2182b', '#d6604d', '#f4a582', '#fddbc7', '#ffffff', '#e0e0e0', '#bababa', '#878787', '#4d4d4d', '#1a1a1a'],\n PuOr: ['#7f3b08', '#b35806', '#e08214', '#fdb863', '#fee0b6', '#f7f7f7', '#d8daeb', '#b2abd2', '#8073ac', '#542788', '#2d004b'],\n\n // qualitative\n\n Set2: ['#66c2a5', '#fc8d62', '#8da0cb', '#e78ac3', '#a6d854', '#ffd92f', '#e5c494', '#b3b3b3'],\n Accent: ['#7fc97f', '#beaed4', '#fdc086', '#ffff99', '#386cb0', '#f0027f', '#bf5b17', '#666666'],\n Set1: ['#e41a1c', '#377eb8', '#4daf4a', '#984ea3', '#ff7f00', '#ffff33', '#a65628', '#f781bf', '#999999'],\n Set3: ['#8dd3c7', '#ffffb3', '#bebada', '#fb8072', '#80b1d3', '#fdb462', '#b3de69', '#fccde5', '#d9d9d9', '#bc80bd', '#ccebc5', '#ffed6f'],\n Dark2: ['#1b9e77', '#d95f02', '#7570b3', '#e7298a', '#66a61e', '#e6ab02', '#a6761d', '#666666'],\n Paired: ['#a6cee3', '#1f78b4', '#b2df8a', '#33a02c', '#fb9a99', '#e31a1c', '#fdbf6f', '#ff7f00', '#cab2d6', '#6a3d9a', '#ffff99', '#b15928'],\n Pastel2: ['#b3e2cd', '#fdcdac', '#cbd5e8', '#f4cae4', '#e6f5c9', '#fff2ae', '#f1e2cc', '#cccccc'],\n Pastel1: ['#fbb4ae', '#b3cde3', '#ccebc5', '#decbe4', '#fed9a6', '#ffffcc', '#e5d8bd', '#fddaec', '#f2f2f2'],\n };\n\n // add lowercase aliases for case-insensitive matches\n for (var i$1 = 0, list$1 = Object.keys(colorbrewer); i$1 < list$1.length; i$1 += 1) {\n var key = list$1[i$1];\n\n colorbrewer[key.toLowerCase()] = colorbrewer[key];\n }\n\n var colorbrewer_1 = colorbrewer;\n\n // feel free to comment out anything to rollup\n // a smaller chroma.js built\n\n // io --> convert colors\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n // operators --> modify existing Colors\n\n\n\n\n\n\n\n\n\n\n // interpolators\n\n\n\n\n\n\n\n\n\n\n // generators -- > create new colors\n chroma_1.average = average;\n chroma_1.bezier = bezier_1;\n chroma_1.blend = blend_1;\n chroma_1.cubehelix = cubehelix;\n chroma_1.mix = chroma_1.interpolate = mix;\n chroma_1.random = random_1;\n chroma_1.scale = scale;\n\n // other utility methods\n chroma_1.analyze = analyze_1.analyze;\n chroma_1.contrast = contrast;\n chroma_1.deltaE = deltaE;\n chroma_1.distance = distance;\n chroma_1.limits = analyze_1.limits;\n chroma_1.valid = valid;\n\n // scale\n chroma_1.scales = scales;\n\n // colors\n chroma_1.colors = w3cx11_1;\n chroma_1.brewer = colorbrewer_1;\n\n var chroma_js = chroma_1;\n\n return chroma_js;\n\n})));\n","import { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nVertexData.CreatePlane = function (options) {\r\n var indices = [];\r\n var positions = [];\r\n var normals = [];\r\n var uvs = [];\r\n var width = options.width || options.size || 1;\r\n var height = options.height || options.size || 1;\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n // Vertices\r\n var halfWidth = width / 2.0;\r\n var halfHeight = height / 2.0;\r\n positions.push(-halfWidth, -halfHeight, 0);\r\n normals.push(0, 0, -1.0);\r\n uvs.push(0.0, 0.0);\r\n positions.push(halfWidth, -halfHeight, 0);\r\n normals.push(0, 0, -1.0);\r\n uvs.push(1.0, 0.0);\r\n positions.push(halfWidth, halfHeight, 0);\r\n normals.push(0, 0, -1.0);\r\n uvs.push(1.0, 1.0);\r\n positions.push(-halfWidth, halfHeight, 0);\r\n normals.push(0, 0, -1.0);\r\n uvs.push(0.0, 1.0);\r\n // Indices\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n // Result\r\n var vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n return vertexData;\r\n};\r\nMesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {\r\n var options = {\r\n size: size,\r\n width: size,\r\n height: size,\r\n sideOrientation: sideOrientation,\r\n updatable: updatable\r\n };\r\n return PlaneBuilder.CreatePlane(name, options, scene);\r\n};\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nvar PlaneBuilder = /** @class */ (function () {\r\n function PlaneBuilder() {\r\n }\r\n /**\r\n * Creates a plane mesh\r\n * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)\r\n * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)\r\n * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the plane mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#plane\r\n */\r\n PlaneBuilder.CreatePlane = function (name, options, scene) {\r\n if (scene === void 0) { scene = null; }\r\n var plane = new Mesh(name, scene);\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n plane._originalBuilderSideOrientation = options.sideOrientation;\r\n var vertexData = VertexData.CreatePlane(options);\r\n vertexData.applyToMesh(plane, options.updatable);\r\n if (options.sourcePlane) {\r\n plane.translate(options.sourcePlane.normal, -options.sourcePlane.d);\r\n plane.setDirection(options.sourcePlane.normal.scale(-1));\r\n }\r\n return plane;\r\n };\r\n return PlaneBuilder;\r\n}());\r\nexport { PlaneBuilder };\r\n//# sourceMappingURL=planeBuilder.js.map","import { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { InternalTexture, InternalTextureSource } from '../../Materials/Textures/internalTexture';\r\nThinEngine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {\r\n var texture = new InternalTexture(this, InternalTextureSource.Dynamic);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n if (generateMipMaps) {\r\n width = this.needPOTTextures ? ThinEngine.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;\r\n height = this.needPOTTextures ? ThinEngine.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;\r\n }\r\n // this.resetTextureCache();\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = false;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n this.updateTextureSamplingMode(samplingMode, texture);\r\n this._internalTexturesCache.push(texture);\r\n return texture;\r\n};\r\nThinEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format, forceBindTexture) {\r\n if (premulAlpha === void 0) { premulAlpha = false; }\r\n if (forceBindTexture === void 0) { forceBindTexture = false; }\r\n if (!texture) {\r\n return;\r\n }\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true, forceBindTexture);\r\n this._unpackFlipY(invertY);\r\n if (premulAlpha) {\r\n this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);\r\n }\r\n var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;\r\n this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);\r\n if (texture.generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_2D);\r\n }\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n if (premulAlpha) {\r\n this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);\r\n }\r\n texture.isReady = true;\r\n};\r\n//# sourceMappingURL=engine.dynamicTexture.js.map","import { __extends } from \"tslib\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport \"../../Engines/Extensions/engine.dynamicTexture\";\r\nimport { CanvasGenerator } from '../../Misc/canvasGenerator';\r\n/**\r\n * A class extending Texture allowing drawing on a texture\r\n * @see http://doc.babylonjs.com/how_to/dynamictexture\r\n */\r\nvar DynamicTexture = /** @class */ (function (_super) {\r\n __extends(DynamicTexture, _super);\r\n /**\r\n * Creates a DynamicTexture\r\n * @param name defines the name of the texture\r\n * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height\r\n * @param scene defines the scene where you want the texture\r\n * @param generateMipMaps defines the use of MinMaps or not (default is false)\r\n * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)\r\n * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)\r\n */\r\n function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {\r\n if (scene === void 0) { scene = null; }\r\n if (samplingMode === void 0) { samplingMode = 3; }\r\n if (format === void 0) { format = 5; }\r\n var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;\r\n _this.name = name;\r\n _this._engine = _this.getScene().getEngine();\r\n _this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n _this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n _this._generateMipMaps = generateMipMaps;\r\n if (options.getContext) {\r\n _this._canvas = options;\r\n _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n }\r\n else {\r\n _this._canvas = CanvasGenerator.CreateCanvas(1, 1);\r\n if (options.width || options.width === 0) {\r\n _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n }\r\n else {\r\n _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);\r\n }\r\n }\r\n var textureSize = _this.getSize();\r\n _this._canvas.width = textureSize.width;\r\n _this._canvas.height = textureSize.height;\r\n _this._context = _this._canvas.getContext(\"2d\");\r\n return _this;\r\n }\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"DynamicTexture\"\r\n */\r\n DynamicTexture.prototype.getClassName = function () {\r\n return \"DynamicTexture\";\r\n };\r\n Object.defineProperty(DynamicTexture.prototype, \"canRescale\", {\r\n /**\r\n * Gets the current state of canRescale\r\n */\r\n get: function () {\r\n return true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n DynamicTexture.prototype._recreate = function (textureSize) {\r\n this._canvas.width = textureSize.width;\r\n this._canvas.height = textureSize.height;\r\n this.releaseInternalTexture();\r\n this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this.samplingMode);\r\n };\r\n /**\r\n * Scales the texture\r\n * @param ratio the scale factor to apply to both width and height\r\n */\r\n DynamicTexture.prototype.scale = function (ratio) {\r\n var textureSize = this.getSize();\r\n textureSize.width *= ratio;\r\n textureSize.height *= ratio;\r\n this._recreate(textureSize);\r\n };\r\n /**\r\n * Resizes the texture\r\n * @param width the new width\r\n * @param height the new height\r\n */\r\n DynamicTexture.prototype.scaleTo = function (width, height) {\r\n var textureSize = this.getSize();\r\n textureSize.width = width;\r\n textureSize.height = height;\r\n this._recreate(textureSize);\r\n };\r\n /**\r\n * Gets the context of the canvas used by the texture\r\n * @returns the canvas context of the dynamic texture\r\n */\r\n DynamicTexture.prototype.getContext = function () {\r\n return this._context;\r\n };\r\n /**\r\n * Clears the texture\r\n */\r\n DynamicTexture.prototype.clear = function () {\r\n var size = this.getSize();\r\n this._context.fillRect(0, 0, size.width, size.height);\r\n };\r\n /**\r\n * Updates the texture\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param premulAlpha defines if alpha is stored as premultiplied (default is false)\r\n */\r\n DynamicTexture.prototype.update = function (invertY, premulAlpha) {\r\n if (premulAlpha === void 0) { premulAlpha = false; }\r\n this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);\r\n };\r\n /**\r\n * Draws text onto the texture\r\n * @param text defines the text to be drawn\r\n * @param x defines the placement of the text from the left\r\n * @param y defines the placement of the text from the top when invertY is true and from the bottom when false\r\n * @param font defines the font to be used with font-style, font-size, font-name\r\n * @param color defines the color used for the text\r\n * @param clearColor defines the color for the canvas, use null to not overwrite canvas\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param update defines whether texture is immediately update (default is true)\r\n */\r\n DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {\r\n if (update === void 0) { update = true; }\r\n var size = this.getSize();\r\n if (clearColor) {\r\n this._context.fillStyle = clearColor;\r\n this._context.fillRect(0, 0, size.width, size.height);\r\n }\r\n this._context.font = font;\r\n if (x === null || x === undefined) {\r\n var textSize = this._context.measureText(text);\r\n x = (size.width - textSize.width) / 2;\r\n }\r\n if (y === null || y === undefined) {\r\n var fontSize = parseInt((font.replace(/\\D/g, '')));\r\n y = (size.height / 2) + (fontSize / 3.65);\r\n }\r\n this._context.fillStyle = color;\r\n this._context.fillText(text, x, y);\r\n if (update) {\r\n this.update(invertY);\r\n }\r\n };\r\n /**\r\n * Clones the texture\r\n * @returns the clone of the texture.\r\n */\r\n DynamicTexture.prototype.clone = function () {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return this;\r\n }\r\n var textureSize = this.getSize();\r\n var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n // Dynamic Texture\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n return newTexture;\r\n };\r\n /**\r\n * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized\r\n * @returns a serialized dynamic texture object\r\n */\r\n DynamicTexture.prototype.serialize = function () {\r\n var scene = this.getScene();\r\n if (scene && !scene.isReady()) {\r\n Logger.Warn(\"The scene must be ready before serializing the dynamic texture\");\r\n }\r\n var serializationObject = _super.prototype.serialize.call(this);\r\n if (this._canvas.toDataURL) {\r\n serializationObject.base64String = this._canvas.toDataURL();\r\n }\r\n serializationObject.invertY = this._invertY;\r\n serializationObject.samplingMode = this.samplingMode;\r\n return serializationObject;\r\n };\r\n /** @hidden */\r\n DynamicTexture.prototype._rebuild = function () {\r\n this.update();\r\n };\r\n return DynamicTexture;\r\n}(Texture));\r\nexport { DynamicTexture };\r\n//# sourceMappingURL=dynamicTexture.js.map","import { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from '../../Maths/math.color';\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nVertexData.CreateBox = function (options) {\r\n var nbFaces = 6;\r\n var indices = [0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23];\r\n var normals = [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0];\r\n var uvs = [];\r\n var positions = [];\r\n var width = options.width || options.size || 1;\r\n var height = options.height || options.size || 1;\r\n var depth = options.depth || options.size || 1;\r\n var wrap = options.wrap || false;\r\n var topBaseAt = (options.topBaseAt === void 0) ? 1 : options.topBaseAt;\r\n var bottomBaseAt = (options.bottomBaseAt === void 0) ? 0 : options.bottomBaseAt;\r\n topBaseAt = (topBaseAt + 4) % 4; // places values as 0 to 3\r\n bottomBaseAt = (bottomBaseAt + 4) % 4; // places values as 0 to 3\r\n var topOrder = [2, 0, 3, 1];\r\n var bottomOrder = [2, 0, 1, 3];\r\n var topIndex = topOrder[topBaseAt];\r\n var bottomIndex = bottomOrder[bottomBaseAt];\r\n var basePositions = [1, -1, 1, -1, -1, 1, -1, 1, 1, 1, 1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1, 1, 1, -1, 1, -1, -1, 1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1, 1, 1, -1, 1, -1, 1, 1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, -1, -1, -1, -1, -1, 1];\r\n if (wrap) {\r\n indices = [2, 3, 0, 2, 0, 1, 4, 5, 6, 4, 6, 7, 9, 10, 11, 9, 11, 8, 12, 14, 15, 12, 13, 14];\r\n basePositions = [-1, 1, 1, 1, 1, 1, 1, -1, 1, -1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1, 1, 1, 1, 1, 1, -1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1, 1, 1, -1, -1, 1, -1, -1, -1];\r\n var topFaceBase = [[1, 1, 1], [-1, 1, 1], [-1, 1, -1], [1, 1, -1]];\r\n var bottomFaceBase = [[-1, -1, 1], [1, -1, 1], [1, -1, -1], [-1, -1, -1]];\r\n var topFaceOrder = [17, 18, 19, 16];\r\n var bottomFaceOrder = [22, 23, 20, 21];\r\n while (topIndex > 0) {\r\n topFaceBase.unshift(topFaceBase.pop());\r\n topFaceOrder.unshift(topFaceOrder.pop());\r\n topIndex--;\r\n }\r\n while (bottomIndex > 0) {\r\n bottomFaceBase.unshift(bottomFaceBase.pop());\r\n bottomFaceOrder.unshift(bottomFaceOrder.pop());\r\n bottomIndex--;\r\n }\r\n topFaceBase = topFaceBase.flat();\r\n bottomFaceBase = bottomFaceBase.flat();\r\n basePositions = basePositions.concat(topFaceBase).concat(bottomFaceBase);\r\n indices.push(topFaceOrder[0], topFaceOrder[2], topFaceOrder[3], topFaceOrder[0], topFaceOrder[1], topFaceOrder[2]);\r\n indices.push(bottomFaceOrder[0], bottomFaceOrder[2], bottomFaceOrder[3], bottomFaceOrder[0], bottomFaceOrder[1], bottomFaceOrder[2]);\r\n }\r\n var scaleArray = [width / 2, height / 2, depth / 2];\r\n positions = basePositions.reduce(function (accumulator, currentValue, currentIndex) { return accumulator.concat(currentValue * scaleArray[currentIndex % 3]); }, []);\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n var faceUV = options.faceUV || new Array(6);\r\n var faceColors = options.faceColors;\r\n var colors = [];\r\n // default face colors and UV if undefined\r\n for (var f = 0; f < 6; f++) {\r\n if (faceUV[f] === undefined) {\r\n faceUV[f] = new Vector4(0, 0, 1, 1);\r\n }\r\n if (faceColors && faceColors[f] === undefined) {\r\n faceColors[f] = new Color4(1, 1, 1, 1);\r\n }\r\n }\r\n // Create each face in turn.\r\n for (var index = 0; index < nbFaces; index++) {\r\n uvs.push(faceUV[index].z, faceUV[index].w);\r\n uvs.push(faceUV[index].x, faceUV[index].w);\r\n uvs.push(faceUV[index].x, faceUV[index].y);\r\n uvs.push(faceUV[index].z, faceUV[index].y);\r\n if (faceColors) {\r\n for (var c = 0; c < 4; c++) {\r\n colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);\r\n }\r\n }\r\n }\r\n // sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n // Result\r\n var vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n if (faceColors) {\r\n var totalColors = (sideOrientation === VertexData.DOUBLESIDE) ? colors.concat(colors) : colors;\r\n vertexData.colors = totalColors;\r\n }\r\n return vertexData;\r\n};\r\nMesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {\r\n if (scene === void 0) { scene = null; }\r\n var options = {\r\n size: size,\r\n sideOrientation: sideOrientation,\r\n updatable: updatable\r\n };\r\n return BoxBuilder.CreateBox(name, options, scene);\r\n};\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nvar BoxBuilder = /** @class */ (function () {\r\n function BoxBuilder() {\r\n }\r\n /**\r\n * Creates a box mesh\r\n * * The parameter `size` sets the size (float) of each box side (default 1)\r\n * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)\r\n * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)\r\n * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#box\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the box mesh\r\n */\r\n BoxBuilder.CreateBox = function (name, options, scene) {\r\n if (scene === void 0) { scene = null; }\r\n var box = new Mesh(name, scene);\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n box._originalBuilderSideOrientation = options.sideOrientation;\r\n var vertexData = VertexData.CreateBox(options);\r\n vertexData.applyToMesh(box, options.updatable);\r\n return box;\r\n };\r\n return BoxBuilder;\r\n}());\r\nexport { BoxBuilder };\r\n//# sourceMappingURL=boxBuilder.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'clipPlaneFragmentDeclaration';\r\nvar shader = \"#ifdef CLIPPLANE\\nvarying float fClipDistance;\\n#endif\\n#ifdef CLIPPLANE2\\nvarying float fClipDistance2;\\n#endif\\n#ifdef CLIPPLANE3\\nvarying float fClipDistance3;\\n#endif\\n#ifdef CLIPPLANE4\\nvarying float fClipDistance4;\\n#endif\\n#ifdef CLIPPLANE5\\nvarying float fClipDistance5;\\n#endif\\n#ifdef CLIPPLANE6\\nvarying float fClipDistance6;\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var clipPlaneFragmentDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=clipPlaneFragmentDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'clipPlaneFragment';\r\nvar shader = \"#ifdef CLIPPLANE\\nif (fClipDistance>0.0)\\n{\\ndiscard;\\n}\\n#endif\\n#ifdef CLIPPLANE2\\nif (fClipDistance2>0.0)\\n{\\ndiscard;\\n}\\n#endif\\n#ifdef CLIPPLANE3\\nif (fClipDistance3>0.0)\\n{\\ndiscard;\\n}\\n#endif\\n#ifdef CLIPPLANE4\\nif (fClipDistance4>0.0)\\n{\\ndiscard;\\n}\\n#endif\\n#ifdef CLIPPLANE5\\nif (fClipDistance5>0.0)\\n{\\ndiscard;\\n}\\n#endif\\n#ifdef CLIPPLANE6\\nif (fClipDistance6>0.0)\\n{\\ndiscard;\\n}\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var clipPlaneFragment = { name: name, shader: shader };\r\n//# sourceMappingURL=clipPlaneFragment.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'bonesDeclaration';\r\nvar shader = \"#if NUM_BONE_INFLUENCERS>0\\n#ifdef BONETEXTURE\\nuniform sampler2D boneSampler;\\nuniform float boneTextureWidth;\\n#else\\nuniform mat4 mBones[BonesPerMesh];\\n#endif\\nattribute vec4 matricesIndices;\\nattribute vec4 matricesWeights;\\n#if NUM_BONE_INFLUENCERS>4\\nattribute vec4 matricesIndicesExtra;\\nattribute vec4 matricesWeightsExtra;\\n#endif\\n#ifdef BONETEXTURE\\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\\n{\\nfloat offset=index*4.0;\\nfloat dx=1.0/boneTextureWidth;\\nvec4 m0=texture2D(smp,vec2(dx*(offset+0.5),0.));\\nvec4 m1=texture2D(smp,vec2(dx*(offset+1.5),0.));\\nvec4 m2=texture2D(smp,vec2(dx*(offset+2.5),0.));\\nvec4 m3=texture2D(smp,vec2(dx*(offset+3.5),0.));\\nreturn mat4(m0,m1,m2,m3);\\n}\\n#endif\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var bonesDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=bonesDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'instancesDeclaration';\r\nvar shader = \"#ifdef INSTANCES\\nattribute vec4 world0;\\nattribute vec4 world1;\\nattribute vec4 world2;\\nattribute vec4 world3;\\n#else\\nuniform mat4 world;\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var instancesDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=instancesDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'clipPlaneVertexDeclaration';\r\nvar shader = \"#ifdef CLIPPLANE\\nuniform vec4 vClipPlane;\\nvarying float fClipDistance;\\n#endif\\n#ifdef CLIPPLANE2\\nuniform vec4 vClipPlane2;\\nvarying float fClipDistance2;\\n#endif\\n#ifdef CLIPPLANE3\\nuniform vec4 vClipPlane3;\\nvarying float fClipDistance3;\\n#endif\\n#ifdef CLIPPLANE4\\nuniform vec4 vClipPlane4;\\nvarying float fClipDistance4;\\n#endif\\n#ifdef CLIPPLANE5\\nuniform vec4 vClipPlane5;\\nvarying float fClipDistance5;\\n#endif\\n#ifdef CLIPPLANE6\\nuniform vec4 vClipPlane6;\\nvarying float fClipDistance6;\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var clipPlaneVertexDeclaration = { name: name, shader: shader };\r\n//# sourceMappingURL=clipPlaneVertexDeclaration.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'instancesVertex';\r\nvar shader = \"#ifdef INSTANCES\\nmat4 finalWorld=mat4(world0,world1,world2,world3);\\n#else\\nmat4 finalWorld=world;\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var instancesVertex = { name: name, shader: shader };\r\n//# sourceMappingURL=instancesVertex.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'bonesVertex';\r\nvar shader = \"#if NUM_BONE_INFLUENCERS>0\\nmat4 influence;\\n#ifdef BONETEXTURE\\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\\n#if NUM_BONE_INFLUENCERS>1\\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\\n#endif\\n#if NUM_BONE_INFLUENCERS>2\\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\\n#endif\\n#if NUM_BONE_INFLUENCERS>3\\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\\n#endif\\n#if NUM_BONE_INFLUENCERS>4\\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\\n#endif\\n#if NUM_BONE_INFLUENCERS>5\\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\\n#endif\\n#if NUM_BONE_INFLUENCERS>6\\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\\n#endif\\n#if NUM_BONE_INFLUENCERS>7\\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\\n#endif\\n#else\\ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\\n#if NUM_BONE_INFLUENCERS>1\\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\\n#endif\\n#if NUM_BONE_INFLUENCERS>2\\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\\n#endif\\n#if NUM_BONE_INFLUENCERS>3\\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\\n#endif\\n#if NUM_BONE_INFLUENCERS>4\\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\\n#endif\\n#if NUM_BONE_INFLUENCERS>5\\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\\n#endif\\n#if NUM_BONE_INFLUENCERS>6\\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\\n#endif\\n#if NUM_BONE_INFLUENCERS>7\\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\\n#endif\\n#endif\\nfinalWorld=finalWorld*influence;\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var bonesVertex = { name: name, shader: shader };\r\n//# sourceMappingURL=bonesVertex.js.map","import { Effect } from \"../../Materials/effect\";\r\nvar name = 'clipPlaneVertex';\r\nvar shader = \"#ifdef CLIPPLANE\\nfClipDistance=dot(worldPos,vClipPlane);\\n#endif\\n#ifdef CLIPPLANE2\\nfClipDistance2=dot(worldPos,vClipPlane2);\\n#endif\\n#ifdef CLIPPLANE3\\nfClipDistance3=dot(worldPos,vClipPlane3);\\n#endif\\n#ifdef CLIPPLANE4\\nfClipDistance4=dot(worldPos,vClipPlane4);\\n#endif\\n#ifdef CLIPPLANE5\\nfClipDistance5=dot(worldPos,vClipPlane5);\\n#endif\\n#ifdef CLIPPLANE6\\nfClipDistance6=dot(worldPos,vClipPlane6);\\n#endif\";\r\nEffect.IncludesShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var clipPlaneVertex = { name: name, shader: shader };\r\n//# sourceMappingURL=clipPlaneVertex.js.map","import { __extends } from \"tslib\";\r\nimport { Container } from \"./container\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/** Class used to create rectangle container */\r\nvar Rectangle = /** @class */ (function (_super) {\r\n __extends(Rectangle, _super);\r\n /**\r\n * Creates a new Rectangle\r\n * @param name defines the control name\r\n */\r\n function Rectangle(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._thickness = 1;\r\n _this._cornerRadius = 0;\r\n return _this;\r\n }\r\n Object.defineProperty(Rectangle.prototype, \"thickness\", {\r\n /** Gets or sets border thickness */\r\n get: function () {\r\n return this._thickness;\r\n },\r\n set: function (value) {\r\n if (this._thickness === value) {\r\n return;\r\n }\r\n this._thickness = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Rectangle.prototype, \"cornerRadius\", {\r\n /** Gets or sets the corner radius angle */\r\n get: function () {\r\n return this._cornerRadius;\r\n },\r\n set: function (value) {\r\n if (value < 0) {\r\n value = 0;\r\n }\r\n if (this._cornerRadius === value) {\r\n return;\r\n }\r\n this._cornerRadius = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Rectangle.prototype._getTypeName = function () {\r\n return \"Rectangle\";\r\n };\r\n Rectangle.prototype._localDraw = function (context) {\r\n context.save();\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n if (this._background) {\r\n context.fillStyle = this._background;\r\n if (this._cornerRadius) {\r\n this._drawRoundedRect(context, this._thickness / 2);\r\n context.fill();\r\n }\r\n else {\r\n context.fillRect(this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n }\r\n }\r\n if (this._thickness) {\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowBlur = 0;\r\n context.shadowOffsetX = 0;\r\n context.shadowOffsetY = 0;\r\n }\r\n if (this.color) {\r\n context.strokeStyle = this.color;\r\n }\r\n context.lineWidth = this._thickness;\r\n if (this._cornerRadius) {\r\n this._drawRoundedRect(context, this._thickness / 2);\r\n context.stroke();\r\n }\r\n else {\r\n context.strokeRect(this._currentMeasure.left + this._thickness / 2, this._currentMeasure.top + this._thickness / 2, this._currentMeasure.width - this._thickness, this._currentMeasure.height - this._thickness);\r\n }\r\n }\r\n context.restore();\r\n };\r\n Rectangle.prototype._additionalProcessing = function (parentMeasure, context) {\r\n _super.prototype._additionalProcessing.call(this, parentMeasure, context);\r\n this._measureForChildren.width -= 2 * this._thickness;\r\n this._measureForChildren.height -= 2 * this._thickness;\r\n this._measureForChildren.left += this._thickness;\r\n this._measureForChildren.top += this._thickness;\r\n };\r\n Rectangle.prototype._drawRoundedRect = function (context, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n var x = this._currentMeasure.left + offset;\r\n var y = this._currentMeasure.top + offset;\r\n var width = this._currentMeasure.width - offset * 2;\r\n var height = this._currentMeasure.height - offset * 2;\r\n var radius = Math.min(height / 2 - 2, Math.min(width / 2 - 2, this._cornerRadius));\r\n context.beginPath();\r\n context.moveTo(x + radius, y);\r\n context.lineTo(x + width - radius, y);\r\n context.quadraticCurveTo(x + width, y, x + width, y + radius);\r\n context.lineTo(x + width, y + height - radius);\r\n context.quadraticCurveTo(x + width, y + height, x + width - radius, y + height);\r\n context.lineTo(x + radius, y + height);\r\n context.quadraticCurveTo(x, y + height, x, y + height - radius);\r\n context.lineTo(x, y + radius);\r\n context.quadraticCurveTo(x, y, x + radius, y);\r\n context.closePath();\r\n };\r\n Rectangle.prototype._clipForChildren = function (context) {\r\n if (this._cornerRadius) {\r\n this._drawRoundedRect(context, this._thickness);\r\n context.clip();\r\n }\r\n };\r\n return Rectangle;\r\n}(Container));\r\nexport { Rectangle };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.Rectangle\"] = Rectangle;\r\n//# sourceMappingURL=rectangle.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { ValueAndUnit } from \"../valueAndUnit\";\r\nimport { Control } from \"./control\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Enum that determines the text-wrapping mode to use.\r\n */\r\nexport var TextWrapping;\r\n(function (TextWrapping) {\r\n /**\r\n * Clip the text when it's larger than Control.width; this is the default mode.\r\n */\r\n TextWrapping[TextWrapping[\"Clip\"] = 0] = \"Clip\";\r\n /**\r\n * Wrap the text word-wise, i.e. try to add line-breaks at word boundary to fit within Control.width.\r\n */\r\n TextWrapping[TextWrapping[\"WordWrap\"] = 1] = \"WordWrap\";\r\n /**\r\n * Ellipsize the text, i.e. shrink with trailing … when text is larger than Control.width.\r\n */\r\n TextWrapping[TextWrapping[\"Ellipsis\"] = 2] = \"Ellipsis\";\r\n})(TextWrapping || (TextWrapping = {}));\r\n/**\r\n * Class used to create text block control\r\n */\r\nvar TextBlock = /** @class */ (function (_super) {\r\n __extends(TextBlock, _super);\r\n /**\r\n * Creates a new TextBlock object\r\n * @param name defines the name of the control\r\n * @param text defines the text to display (emptry string by default)\r\n */\r\n function TextBlock(\r\n /**\r\n * Defines the name of the control\r\n */\r\n name, text) {\r\n if (text === void 0) { text = \"\"; }\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._text = \"\";\r\n _this._textWrapping = TextWrapping.Clip;\r\n _this._textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;\r\n _this._textVerticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;\r\n _this._resizeToFit = false;\r\n _this._lineSpacing = new ValueAndUnit(0);\r\n _this._outlineWidth = 0;\r\n _this._outlineColor = \"white\";\r\n /**\r\n * An event triggered after the text is changed\r\n */\r\n _this.onTextChangedObservable = new Observable();\r\n /**\r\n * An event triggered after the text was broken up into lines\r\n */\r\n _this.onLinesReadyObservable = new Observable();\r\n _this.text = text;\r\n return _this;\r\n }\r\n Object.defineProperty(TextBlock.prototype, \"lines\", {\r\n /**\r\n * Return the line list (you may need to use the onLinesReadyObservable to make sure the list is ready)\r\n */\r\n get: function () {\r\n return this._lines;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TextBlock.prototype, \"resizeToFit\", {\r\n /**\r\n * Gets or sets an boolean indicating that the TextBlock will be resized to fit container\r\n */\r\n get: function () {\r\n return this._resizeToFit;\r\n },\r\n /**\r\n * Gets or sets an boolean indicating that the TextBlock will be resized to fit container\r\n */\r\n set: function (value) {\r\n if (this._resizeToFit === value) {\r\n return;\r\n }\r\n this._resizeToFit = value;\r\n if (this._resizeToFit) {\r\n this._width.ignoreAdaptiveScaling = true;\r\n this._height.ignoreAdaptiveScaling = true;\r\n }\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TextBlock.prototype, \"textWrapping\", {\r\n /**\r\n * Gets or sets a boolean indicating if text must be wrapped\r\n */\r\n get: function () {\r\n return this._textWrapping;\r\n },\r\n /**\r\n * Gets or sets a boolean indicating if text must be wrapped\r\n */\r\n set: function (value) {\r\n if (this._textWrapping === value) {\r\n return;\r\n }\r\n this._textWrapping = +value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TextBlock.prototype, \"text\", {\r\n /**\r\n * Gets or sets text to display\r\n */\r\n get: function () {\r\n return this._text;\r\n },\r\n /**\r\n * Gets or sets text to display\r\n */\r\n set: function (value) {\r\n if (this._text === value) {\r\n return;\r\n }\r\n this._text = value;\r\n this._markAsDirty();\r\n this.onTextChangedObservable.notifyObservers(this);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TextBlock.prototype, \"textHorizontalAlignment\", {\r\n /**\r\n * Gets or sets text horizontal alignment (BABYLON.GUI.Control.HORIZONTAL_ALIGNMENT_CENTER by default)\r\n */\r\n get: function () {\r\n return this._textHorizontalAlignment;\r\n },\r\n /**\r\n * Gets or sets text horizontal alignment (BABYLON.GUI.Control.HORIZONTAL_ALIGNMENT_CENTER by default)\r\n */\r\n set: function (value) {\r\n if (this._textHorizontalAlignment === value) {\r\n return;\r\n }\r\n this._textHorizontalAlignment = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TextBlock.prototype, \"textVerticalAlignment\", {\r\n /**\r\n * Gets or sets text vertical alignment (BABYLON.GUI.Control.VERTICAL_ALIGNMENT_CENTER by default)\r\n */\r\n get: function () {\r\n return this._textVerticalAlignment;\r\n },\r\n /**\r\n * Gets or sets text vertical alignment (BABYLON.GUI.Control.VERTICAL_ALIGNMENT_CENTER by default)\r\n */\r\n set: function (value) {\r\n if (this._textVerticalAlignment === value) {\r\n return;\r\n }\r\n this._textVerticalAlignment = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TextBlock.prototype, \"lineSpacing\", {\r\n /**\r\n * Gets or sets line spacing value\r\n */\r\n get: function () {\r\n return this._lineSpacing.toString(this._host);\r\n },\r\n /**\r\n * Gets or sets line spacing value\r\n */\r\n set: function (value) {\r\n if (this._lineSpacing.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TextBlock.prototype, \"outlineWidth\", {\r\n /**\r\n * Gets or sets outlineWidth of the text to display\r\n */\r\n get: function () {\r\n return this._outlineWidth;\r\n },\r\n /**\r\n * Gets or sets outlineWidth of the text to display\r\n */\r\n set: function (value) {\r\n if (this._outlineWidth === value) {\r\n return;\r\n }\r\n this._outlineWidth = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TextBlock.prototype, \"outlineColor\", {\r\n /**\r\n * Gets or sets outlineColor of the text to display\r\n */\r\n get: function () {\r\n return this._outlineColor;\r\n },\r\n /**\r\n * Gets or sets outlineColor of the text to display\r\n */\r\n set: function (value) {\r\n if (this._outlineColor === value) {\r\n return;\r\n }\r\n this._outlineColor = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n TextBlock.prototype._getTypeName = function () {\r\n return \"TextBlock\";\r\n };\r\n TextBlock.prototype._processMeasures = function (parentMeasure, context) {\r\n if (!this._fontOffset) {\r\n this._fontOffset = Control._GetFontOffset(context.font);\r\n }\r\n _super.prototype._processMeasures.call(this, parentMeasure, context);\r\n // Prepare lines\r\n this._lines = this._breakLines(this._currentMeasure.width, context);\r\n this.onLinesReadyObservable.notifyObservers(this);\r\n var maxLineWidth = 0;\r\n for (var i = 0; i < this._lines.length; i++) {\r\n var line = this._lines[i];\r\n if (line.width > maxLineWidth) {\r\n maxLineWidth = line.width;\r\n }\r\n }\r\n if (this._resizeToFit) {\r\n if (this._textWrapping === TextWrapping.Clip) {\r\n var newWidth = this.paddingLeftInPixels + this.paddingRightInPixels + maxLineWidth;\r\n if (newWidth !== this._width.internalValue) {\r\n this._width.updateInPlace(newWidth, ValueAndUnit.UNITMODE_PIXEL);\r\n this._rebuildLayout = true;\r\n }\r\n }\r\n var newHeight = this.paddingTopInPixels + this.paddingBottomInPixels + this._fontOffset.height * this._lines.length;\r\n if (this._lines.length > 0 && this._lineSpacing.internalValue !== 0) {\r\n var lineSpacing = 0;\r\n if (this._lineSpacing.isPixel) {\r\n lineSpacing = this._lineSpacing.getValue(this._host);\r\n }\r\n else {\r\n lineSpacing = (this._lineSpacing.getValue(this._host) * this._height.getValueInPixel(this._host, this._cachedParentMeasure.height));\r\n }\r\n newHeight += (this._lines.length - 1) * lineSpacing;\r\n }\r\n if (newHeight !== this._height.internalValue) {\r\n this._height.updateInPlace(newHeight, ValueAndUnit.UNITMODE_PIXEL);\r\n this._rebuildLayout = true;\r\n }\r\n }\r\n };\r\n TextBlock.prototype._drawText = function (text, textWidth, y, context) {\r\n var width = this._currentMeasure.width;\r\n var x = 0;\r\n switch (this._textHorizontalAlignment) {\r\n case Control.HORIZONTAL_ALIGNMENT_LEFT:\r\n x = 0;\r\n break;\r\n case Control.HORIZONTAL_ALIGNMENT_RIGHT:\r\n x = width - textWidth;\r\n break;\r\n case Control.HORIZONTAL_ALIGNMENT_CENTER:\r\n x = (width - textWidth) / 2;\r\n break;\r\n }\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n if (this.outlineWidth) {\r\n context.strokeText(text, this._currentMeasure.left + x, y);\r\n }\r\n context.fillText(text, this._currentMeasure.left + x, y);\r\n };\r\n /** @hidden */\r\n TextBlock.prototype._draw = function (context, invalidatedRectangle) {\r\n context.save();\r\n this._applyStates(context);\r\n // Render lines\r\n this._renderLines(context);\r\n context.restore();\r\n };\r\n TextBlock.prototype._applyStates = function (context) {\r\n _super.prototype._applyStates.call(this, context);\r\n if (this.outlineWidth) {\r\n context.lineWidth = this.outlineWidth;\r\n context.strokeStyle = this.outlineColor;\r\n }\r\n };\r\n TextBlock.prototype._breakLines = function (refWidth, context) {\r\n var lines = [];\r\n var _lines = this.text.split(\"\\n\");\r\n if (this._textWrapping === TextWrapping.Ellipsis) {\r\n for (var _i = 0, _lines_1 = _lines; _i < _lines_1.length; _i++) {\r\n var _line = _lines_1[_i];\r\n lines.push(this._parseLineEllipsis(_line, refWidth, context));\r\n }\r\n }\r\n else if (this._textWrapping === TextWrapping.WordWrap) {\r\n for (var _a = 0, _lines_2 = _lines; _a < _lines_2.length; _a++) {\r\n var _line = _lines_2[_a];\r\n lines.push.apply(lines, this._parseLineWordWrap(_line, refWidth, context));\r\n }\r\n }\r\n else {\r\n for (var _b = 0, _lines_3 = _lines; _b < _lines_3.length; _b++) {\r\n var _line = _lines_3[_b];\r\n lines.push(this._parseLine(_line, context));\r\n }\r\n }\r\n return lines;\r\n };\r\n TextBlock.prototype._parseLine = function (line, context) {\r\n if (line === void 0) { line = ''; }\r\n return { text: line, width: context.measureText(line).width };\r\n };\r\n TextBlock.prototype._parseLineEllipsis = function (line, width, context) {\r\n if (line === void 0) { line = ''; }\r\n var lineWidth = context.measureText(line).width;\r\n if (lineWidth > width) {\r\n line += '…';\r\n }\r\n while (line.length > 2 && lineWidth > width) {\r\n line = line.slice(0, -2) + '…';\r\n lineWidth = context.measureText(line).width;\r\n }\r\n return { text: line, width: lineWidth };\r\n };\r\n TextBlock.prototype._parseLineWordWrap = function (line, width, context) {\r\n if (line === void 0) { line = ''; }\r\n var lines = [];\r\n var words = line.split(' ');\r\n var lineWidth = 0;\r\n for (var n = 0; n < words.length; n++) {\r\n var testLine = n > 0 ? line + \" \" + words[n] : words[0];\r\n var metrics = context.measureText(testLine);\r\n var testWidth = metrics.width;\r\n if (testWidth > width && n > 0) {\r\n lines.push({ text: line, width: lineWidth });\r\n line = words[n];\r\n lineWidth = context.measureText(line).width;\r\n }\r\n else {\r\n lineWidth = testWidth;\r\n line = testLine;\r\n }\r\n }\r\n lines.push({ text: line, width: lineWidth });\r\n return lines;\r\n };\r\n TextBlock.prototype._renderLines = function (context) {\r\n var height = this._currentMeasure.height;\r\n var rootY = 0;\r\n switch (this._textVerticalAlignment) {\r\n case Control.VERTICAL_ALIGNMENT_TOP:\r\n rootY = this._fontOffset.ascent;\r\n break;\r\n case Control.VERTICAL_ALIGNMENT_BOTTOM:\r\n rootY = height - this._fontOffset.height * (this._lines.length - 1) - this._fontOffset.descent;\r\n break;\r\n case Control.VERTICAL_ALIGNMENT_CENTER:\r\n rootY = this._fontOffset.ascent + (height - this._fontOffset.height * this._lines.length) / 2;\r\n break;\r\n }\r\n rootY += this._currentMeasure.top;\r\n for (var i = 0; i < this._lines.length; i++) {\r\n var line = this._lines[i];\r\n if (i !== 0 && this._lineSpacing.internalValue !== 0) {\r\n if (this._lineSpacing.isPixel) {\r\n rootY += this._lineSpacing.getValue(this._host);\r\n }\r\n else {\r\n rootY = rootY + (this._lineSpacing.getValue(this._host) * this._height.getValueInPixel(this._host, this._cachedParentMeasure.height));\r\n }\r\n }\r\n this._drawText(line.text, line.width, rootY, context);\r\n rootY += this._fontOffset.height;\r\n }\r\n };\r\n /**\r\n * Given a width constraint applied on the text block, find the expected height\r\n * @returns expected height\r\n */\r\n TextBlock.prototype.computeExpectedHeight = function () {\r\n if (this.text && this.widthInPixels) {\r\n var context_1 = document.createElement('canvas').getContext('2d');\r\n if (context_1) {\r\n this._applyStates(context_1);\r\n if (!this._fontOffset) {\r\n this._fontOffset = Control._GetFontOffset(context_1.font);\r\n }\r\n var lines = this._lines ? this._lines : this._breakLines(this.widthInPixels - this.paddingLeftInPixels - this.paddingRightInPixels, context_1);\r\n var newHeight = this.paddingTopInPixels + this.paddingBottomInPixels + this._fontOffset.height * lines.length;\r\n if (lines.length > 0 && this._lineSpacing.internalValue !== 0) {\r\n var lineSpacing = 0;\r\n if (this._lineSpacing.isPixel) {\r\n lineSpacing = this._lineSpacing.getValue(this._host);\r\n }\r\n else {\r\n lineSpacing = (this._lineSpacing.getValue(this._host) * this._height.getValueInPixel(this._host, this._cachedParentMeasure.height));\r\n }\r\n newHeight += (lines.length - 1) * lineSpacing;\r\n }\r\n return newHeight;\r\n }\r\n }\r\n return 0;\r\n };\r\n TextBlock.prototype.dispose = function () {\r\n _super.prototype.dispose.call(this);\r\n this.onTextChangedObservable.clear();\r\n };\r\n return TextBlock;\r\n}(Control));\r\nexport { TextBlock };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.TextBlock\"] = TextBlock;\r\n//# sourceMappingURL=textBlock.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { Tools } from \"@babylonjs/core/Misc/tools\";\r\nimport { Control } from \"./control\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to create 2D images\r\n */\r\nvar Image = /** @class */ (function (_super) {\r\n __extends(Image, _super);\r\n /**\r\n * Creates a new Image\r\n * @param name defines the control name\r\n * @param url defines the image url\r\n */\r\n function Image(name, url) {\r\n if (url === void 0) { url = null; }\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._workingCanvas = null;\r\n _this._loaded = false;\r\n _this._stretch = Image.STRETCH_FILL;\r\n _this._autoScale = false;\r\n _this._sourceLeft = 0;\r\n _this._sourceTop = 0;\r\n _this._sourceWidth = 0;\r\n _this._sourceHeight = 0;\r\n _this._svgAttributesComputationCompleted = false;\r\n _this._isSVG = false;\r\n _this._cellWidth = 0;\r\n _this._cellHeight = 0;\r\n _this._cellId = -1;\r\n _this._populateNinePatchSlicesFromImage = false;\r\n /**\r\n * Observable notified when the content is loaded\r\n */\r\n _this.onImageLoadedObservable = new Observable();\r\n /**\r\n * Observable notified when _sourceLeft, _sourceTop, _sourceWidth and _sourceHeight are computed\r\n */\r\n _this.onSVGAttributesComputedObservable = new Observable();\r\n _this.source = url;\r\n return _this;\r\n }\r\n Object.defineProperty(Image.prototype, \"isLoaded\", {\r\n /**\r\n * Gets a boolean indicating that the content is loaded\r\n */\r\n get: function () {\r\n return this._loaded;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"populateNinePatchSlicesFromImage\", {\r\n /**\r\n * Gets or sets a boolean indicating if nine patch slices (left, top, right, bottom) should be read from image data\r\n */\r\n get: function () {\r\n return this._populateNinePatchSlicesFromImage;\r\n },\r\n set: function (value) {\r\n if (this._populateNinePatchSlicesFromImage === value) {\r\n return;\r\n }\r\n this._populateNinePatchSlicesFromImage = value;\r\n if (this._populateNinePatchSlicesFromImage && this._loaded) {\r\n this._extractNinePatchSliceDataFromImage();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"detectPointerOnOpaqueOnly\", {\r\n /**\r\n * Gets or sets a boolean indicating if pointers should only be validated on pixels with alpha > 0.\r\n * Beware using this as this will comsume more memory as the image has to be stored twice\r\n */\r\n get: function () {\r\n return this._detectPointerOnOpaqueOnly;\r\n },\r\n set: function (value) {\r\n if (this._detectPointerOnOpaqueOnly === value) {\r\n return;\r\n }\r\n this._detectPointerOnOpaqueOnly = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"sliceLeft\", {\r\n /**\r\n * Gets or sets the left value for slicing (9-patch)\r\n */\r\n get: function () {\r\n return this._sliceLeft;\r\n },\r\n set: function (value) {\r\n if (this._sliceLeft === value) {\r\n return;\r\n }\r\n this._sliceLeft = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"sliceRight\", {\r\n /**\r\n * Gets or sets the right value for slicing (9-patch)\r\n */\r\n get: function () {\r\n return this._sliceRight;\r\n },\r\n set: function (value) {\r\n if (this._sliceRight === value) {\r\n return;\r\n }\r\n this._sliceRight = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"sliceTop\", {\r\n /**\r\n * Gets or sets the top value for slicing (9-patch)\r\n */\r\n get: function () {\r\n return this._sliceTop;\r\n },\r\n set: function (value) {\r\n if (this._sliceTop === value) {\r\n return;\r\n }\r\n this._sliceTop = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"sliceBottom\", {\r\n /**\r\n * Gets or sets the bottom value for slicing (9-patch)\r\n */\r\n get: function () {\r\n return this._sliceBottom;\r\n },\r\n set: function (value) {\r\n if (this._sliceBottom === value) {\r\n return;\r\n }\r\n this._sliceBottom = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"sourceLeft\", {\r\n /**\r\n * Gets or sets the left coordinate in the source image\r\n */\r\n get: function () {\r\n return this._sourceLeft;\r\n },\r\n set: function (value) {\r\n if (this._sourceLeft === value) {\r\n return;\r\n }\r\n this._sourceLeft = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"sourceTop\", {\r\n /**\r\n * Gets or sets the top coordinate in the source image\r\n */\r\n get: function () {\r\n return this._sourceTop;\r\n },\r\n set: function (value) {\r\n if (this._sourceTop === value) {\r\n return;\r\n }\r\n this._sourceTop = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"sourceWidth\", {\r\n /**\r\n * Gets or sets the width to capture in the source image\r\n */\r\n get: function () {\r\n return this._sourceWidth;\r\n },\r\n set: function (value) {\r\n if (this._sourceWidth === value) {\r\n return;\r\n }\r\n this._sourceWidth = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"sourceHeight\", {\r\n /**\r\n * Gets or sets the height to capture in the source image\r\n */\r\n get: function () {\r\n return this._sourceHeight;\r\n },\r\n set: function (value) {\r\n if (this._sourceHeight === value) {\r\n return;\r\n }\r\n this._sourceHeight = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"isSVG\", {\r\n /** Indicates if the format of the image is SVG */\r\n get: function () {\r\n return this._isSVG;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"svgAttributesComputationCompleted\", {\r\n /** Gets the status of the SVG attributes computation (sourceLeft, sourceTop, sourceWidth, sourceHeight) */\r\n get: function () {\r\n return this._svgAttributesComputationCompleted;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"autoScale\", {\r\n /**\r\n * Gets or sets a boolean indicating if the image can force its container to adapt its size\r\n * @see http://doc.babylonjs.com/how_to/gui#image\r\n */\r\n get: function () {\r\n return this._autoScale;\r\n },\r\n set: function (value) {\r\n if (this._autoScale === value) {\r\n return;\r\n }\r\n this._autoScale = value;\r\n if (value && this._loaded) {\r\n this.synchronizeSizeWithContent();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"stretch\", {\r\n /** Gets or sets the streching mode used by the image */\r\n get: function () {\r\n return this._stretch;\r\n },\r\n set: function (value) {\r\n if (this._stretch === value) {\r\n return;\r\n }\r\n this._stretch = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n Image.prototype._rotate90 = function (n, preserveProperties) {\r\n if (preserveProperties === void 0) { preserveProperties = false; }\r\n var canvas = document.createElement('canvas');\r\n var context = canvas.getContext('2d');\r\n var width = this._domImage.width;\r\n var height = this._domImage.height;\r\n canvas.width = height;\r\n canvas.height = width;\r\n context.translate(canvas.width / 2, canvas.height / 2);\r\n context.rotate(n * Math.PI / 2);\r\n context.drawImage(this._domImage, 0, 0, width, height, -width / 2, -height / 2, width, height);\r\n var dataUrl = canvas.toDataURL(\"image/jpg\");\r\n var rotatedImage = new Image(this.name + \"rotated\", dataUrl);\r\n if (preserveProperties) {\r\n rotatedImage._stretch = this._stretch;\r\n rotatedImage._autoScale = this._autoScale;\r\n rotatedImage._cellId = this._cellId;\r\n rotatedImage._cellWidth = n % 1 ? this._cellHeight : this._cellWidth;\r\n rotatedImage._cellHeight = n % 1 ? this._cellWidth : this._cellHeight;\r\n }\r\n this._handleRotationForSVGImage(this, rotatedImage, n);\r\n return rotatedImage;\r\n };\r\n Image.prototype._handleRotationForSVGImage = function (srcImage, dstImage, n) {\r\n var _this = this;\r\n if (!srcImage._isSVG) {\r\n return;\r\n }\r\n if (srcImage._svgAttributesComputationCompleted) {\r\n this._rotate90SourceProperties(srcImage, dstImage, n);\r\n this._markAsDirty();\r\n }\r\n else {\r\n srcImage.onSVGAttributesComputedObservable.addOnce(function () {\r\n _this._rotate90SourceProperties(srcImage, dstImage, n);\r\n _this._markAsDirty();\r\n });\r\n }\r\n };\r\n Image.prototype._rotate90SourceProperties = function (srcImage, dstImage, n) {\r\n var _a, _b;\r\n var srcLeft = srcImage.sourceLeft, srcTop = srcImage.sourceTop, srcWidth = srcImage.domImage.width, srcHeight = srcImage.domImage.height;\r\n var dstLeft = srcLeft, dstTop = srcTop, dstWidth = srcImage.sourceWidth, dstHeight = srcImage.sourceHeight;\r\n if (n != 0) {\r\n var mult = n < 0 ? -1 : 1;\r\n n = n % 4;\r\n for (var i = 0; i < Math.abs(n); ++i) {\r\n dstLeft = -(srcTop - srcHeight / 2) * mult + srcHeight / 2;\r\n dstTop = (srcLeft - srcWidth / 2) * mult + srcWidth / 2;\r\n _a = [dstHeight, dstWidth], dstWidth = _a[0], dstHeight = _a[1];\r\n if (n < 0) {\r\n dstTop -= dstHeight;\r\n }\r\n else {\r\n dstLeft -= dstWidth;\r\n }\r\n srcLeft = dstLeft;\r\n srcTop = dstTop;\r\n _b = [srcHeight, srcWidth], srcWidth = _b[0], srcHeight = _b[1];\r\n }\r\n }\r\n dstImage.sourceLeft = dstLeft;\r\n dstImage.sourceTop = dstTop;\r\n dstImage.sourceWidth = dstWidth;\r\n dstImage.sourceHeight = dstHeight;\r\n };\r\n Object.defineProperty(Image.prototype, \"domImage\", {\r\n get: function () {\r\n return this._domImage;\r\n },\r\n /**\r\n * Gets or sets the internal DOM image used to render the control\r\n */\r\n set: function (value) {\r\n var _this = this;\r\n this._domImage = value;\r\n this._loaded = false;\r\n if (this._domImage.width) {\r\n this._onImageLoaded();\r\n }\r\n else {\r\n this._domImage.onload = function () {\r\n _this._onImageLoaded();\r\n };\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Image.prototype._onImageLoaded = function () {\r\n this._imageWidth = this._domImage.width;\r\n this._imageHeight = this._domImage.height;\r\n this._loaded = true;\r\n if (this._populateNinePatchSlicesFromImage) {\r\n this._extractNinePatchSliceDataFromImage();\r\n }\r\n if (this._autoScale) {\r\n this.synchronizeSizeWithContent();\r\n }\r\n this.onImageLoadedObservable.notifyObservers(this);\r\n this._markAsDirty();\r\n };\r\n Image.prototype._extractNinePatchSliceDataFromImage = function () {\r\n if (!this._workingCanvas) {\r\n this._workingCanvas = document.createElement('canvas');\r\n }\r\n var canvas = this._workingCanvas;\r\n var context = canvas.getContext('2d');\r\n var width = this._domImage.width;\r\n var height = this._domImage.height;\r\n canvas.width = width;\r\n canvas.height = height;\r\n context.drawImage(this._domImage, 0, 0, width, height);\r\n var imageData = context.getImageData(0, 0, width, height);\r\n // Left and right\r\n this._sliceLeft = -1;\r\n this._sliceRight = -1;\r\n for (var x = 0; x < width; x++) {\r\n var alpha = imageData.data[x * 4 + 3];\r\n if (alpha > 127 && this._sliceLeft === -1) {\r\n this._sliceLeft = x;\r\n continue;\r\n }\r\n if (alpha < 127 && this._sliceLeft > -1) {\r\n this._sliceRight = x;\r\n break;\r\n }\r\n }\r\n // top and bottom\r\n this._sliceTop = -1;\r\n this._sliceBottom = -1;\r\n for (var y = 0; y < height; y++) {\r\n var alpha = imageData.data[y * width * 4 + 3];\r\n if (alpha > 127 && this._sliceTop === -1) {\r\n this._sliceTop = y;\r\n continue;\r\n }\r\n if (alpha < 127 && this._sliceTop > -1) {\r\n this._sliceBottom = y;\r\n break;\r\n }\r\n }\r\n };\r\n Object.defineProperty(Image.prototype, \"source\", {\r\n /**\r\n * Gets or sets image source url\r\n */\r\n set: function (value) {\r\n var _this = this;\r\n if (this._source === value) {\r\n return;\r\n }\r\n this._loaded = false;\r\n this._source = value;\r\n if (value) {\r\n value = this._svgCheck(value);\r\n }\r\n this._domImage = document.createElement(\"img\");\r\n this._domImage.onload = function () {\r\n _this._onImageLoaded();\r\n };\r\n if (value) {\r\n Tools.SetCorsBehavior(value, this._domImage);\r\n this._domImage.src = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Checks for svg document with icon id present\r\n */\r\n Image.prototype._svgCheck = function (value) {\r\n var _this = this;\r\n if (window.SVGSVGElement && (value.search(/.svg#/gi) !== -1) && (value.indexOf(\"#\") === value.lastIndexOf(\"#\"))) {\r\n this._isSVG = true;\r\n var svgsrc = value.split('#')[0];\r\n var elemid = value.split('#')[1];\r\n // check if object alr exist in document\r\n var svgExist = document.body.querySelector('object[data=\"' + svgsrc + '\"]');\r\n if (svgExist) {\r\n var svgDoc = svgExist.contentDocument;\r\n // get viewbox width and height, get svg document width and height in px\r\n if (svgDoc && svgDoc.documentElement) {\r\n var vb = svgDoc.documentElement.getAttribute(\"viewBox\");\r\n var docwidth = Number(svgDoc.documentElement.getAttribute(\"width\"));\r\n var docheight = Number(svgDoc.documentElement.getAttribute(\"height\"));\r\n var elem = svgDoc.getElementById(elemid);\r\n if (elem && vb && docwidth && docheight) {\r\n this._getSVGAttribs(svgExist, elemid);\r\n return value;\r\n }\r\n }\r\n // wait for object to load\r\n svgExist.addEventListener(\"load\", function () {\r\n _this._getSVGAttribs(svgExist, elemid);\r\n });\r\n }\r\n else {\r\n // create document object\r\n var svgImage = document.createElement(\"object\");\r\n svgImage.data = svgsrc;\r\n svgImage.type = \"image/svg+xml\";\r\n svgImage.width = \"0%\";\r\n svgImage.height = \"0%\";\r\n document.body.appendChild(svgImage);\r\n // when the object has loaded, get the element attribs\r\n svgImage.onload = function () {\r\n var svgobj = document.body.querySelector('object[data=\"' + svgsrc + '\"]');\r\n if (svgobj) {\r\n _this._getSVGAttribs(svgobj, elemid);\r\n }\r\n };\r\n }\r\n return svgsrc;\r\n }\r\n else {\r\n return value;\r\n }\r\n };\r\n /**\r\n * Sets sourceLeft, sourceTop, sourceWidth, sourceHeight automatically\r\n * given external svg file and icon id\r\n */\r\n Image.prototype._getSVGAttribs = function (svgsrc, elemid) {\r\n var svgDoc = svgsrc.contentDocument;\r\n // get viewbox width and height, get svg document width and height in px\r\n if (svgDoc && svgDoc.documentElement) {\r\n var vb = svgDoc.documentElement.getAttribute(\"viewBox\");\r\n var docwidth = Number(svgDoc.documentElement.getAttribute(\"width\"));\r\n var docheight = Number(svgDoc.documentElement.getAttribute(\"height\"));\r\n // get element bbox and matrix transform\r\n var elem = svgDoc.getElementById(elemid);\r\n if (vb && docwidth && docheight && elem) {\r\n var vb_width = Number(vb.split(\" \")[2]);\r\n var vb_height = Number(vb.split(\" \")[3]);\r\n var elem_bbox = elem.getBBox();\r\n var elem_matrix_a = 1;\r\n var elem_matrix_d = 1;\r\n var elem_matrix_e = 0;\r\n var elem_matrix_f = 0;\r\n if (elem.transform && elem.transform.baseVal.consolidate()) {\r\n elem_matrix_a = elem.transform.baseVal.consolidate().matrix.a;\r\n elem_matrix_d = elem.transform.baseVal.consolidate().matrix.d;\r\n elem_matrix_e = elem.transform.baseVal.consolidate().matrix.e;\r\n elem_matrix_f = elem.transform.baseVal.consolidate().matrix.f;\r\n }\r\n // compute source coordinates and dimensions\r\n this.sourceLeft = ((elem_matrix_a * elem_bbox.x + elem_matrix_e) * docwidth) / vb_width;\r\n this.sourceTop = ((elem_matrix_d * elem_bbox.y + elem_matrix_f) * docheight) / vb_height;\r\n this.sourceWidth = (elem_bbox.width * elem_matrix_a) * (docwidth / vb_width);\r\n this.sourceHeight = (elem_bbox.height * elem_matrix_d) * (docheight / vb_height);\r\n this._svgAttributesComputationCompleted = true;\r\n this.onSVGAttributesComputedObservable.notifyObservers(this);\r\n }\r\n }\r\n };\r\n Object.defineProperty(Image.prototype, \"cellWidth\", {\r\n /**\r\n * Gets or sets the cell width to use when animation sheet is enabled\r\n * @see http://doc.babylonjs.com/how_to/gui#image\r\n */\r\n get: function () {\r\n return this._cellWidth;\r\n },\r\n set: function (value) {\r\n if (this._cellWidth === value) {\r\n return;\r\n }\r\n this._cellWidth = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"cellHeight\", {\r\n /**\r\n * Gets or sets the cell height to use when animation sheet is enabled\r\n * @see http://doc.babylonjs.com/how_to/gui#image\r\n */\r\n get: function () {\r\n return this._cellHeight;\r\n },\r\n set: function (value) {\r\n if (this._cellHeight === value) {\r\n return;\r\n }\r\n this._cellHeight = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Image.prototype, \"cellId\", {\r\n /**\r\n * Gets or sets the cell id to use (this will turn on the animation sheet mode)\r\n * @see http://doc.babylonjs.com/how_to/gui#image\r\n */\r\n get: function () {\r\n return this._cellId;\r\n },\r\n set: function (value) {\r\n if (this._cellId === value) {\r\n return;\r\n }\r\n this._cellId = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Tests if a given coordinates belong to the current control\r\n * @param x defines x coordinate to test\r\n * @param y defines y coordinate to test\r\n * @returns true if the coordinates are inside the control\r\n */\r\n Image.prototype.contains = function (x, y) {\r\n if (!_super.prototype.contains.call(this, x, y)) {\r\n return false;\r\n }\r\n if (!this._detectPointerOnOpaqueOnly || !this._workingCanvas) {\r\n return true;\r\n }\r\n var canvas = this._workingCanvas;\r\n var context = canvas.getContext(\"2d\");\r\n var width = this._currentMeasure.width | 0;\r\n var height = this._currentMeasure.height | 0;\r\n var imageData = context.getImageData(0, 0, width, height).data;\r\n x = (x - this._currentMeasure.left) | 0;\r\n y = (y - this._currentMeasure.top) | 0;\r\n var pickedPixel = imageData[(x + y * this._currentMeasure.width) * 4 + 3];\r\n return pickedPixel > 0;\r\n };\r\n Image.prototype._getTypeName = function () {\r\n return \"Image\";\r\n };\r\n /** Force the control to synchronize with its content */\r\n Image.prototype.synchronizeSizeWithContent = function () {\r\n if (!this._loaded) {\r\n return;\r\n }\r\n this.width = this._domImage.width + \"px\";\r\n this.height = this._domImage.height + \"px\";\r\n };\r\n Image.prototype._processMeasures = function (parentMeasure, context) {\r\n if (this._loaded) {\r\n switch (this._stretch) {\r\n case Image.STRETCH_NONE:\r\n break;\r\n case Image.STRETCH_FILL:\r\n break;\r\n case Image.STRETCH_UNIFORM:\r\n break;\r\n case Image.STRETCH_NINE_PATCH:\r\n break;\r\n case Image.STRETCH_EXTEND:\r\n if (this._autoScale) {\r\n this.synchronizeSizeWithContent();\r\n }\r\n if (this.parent && this.parent.parent) { // Will update root size if root is not the top root\r\n this.parent.adaptWidthToChildren = true;\r\n this.parent.adaptHeightToChildren = true;\r\n }\r\n break;\r\n }\r\n }\r\n _super.prototype._processMeasures.call(this, parentMeasure, context);\r\n };\r\n Image.prototype._prepareWorkingCanvasForOpaqueDetection = function () {\r\n if (!this._detectPointerOnOpaqueOnly) {\r\n return;\r\n }\r\n if (!this._workingCanvas) {\r\n this._workingCanvas = document.createElement('canvas');\r\n }\r\n var canvas = this._workingCanvas;\r\n var width = this._currentMeasure.width;\r\n var height = this._currentMeasure.height;\r\n var context = canvas.getContext(\"2d\");\r\n canvas.width = width;\r\n canvas.height = height;\r\n context.clearRect(0, 0, width, height);\r\n };\r\n Image.prototype._drawImage = function (context, sx, sy, sw, sh, tx, ty, tw, th) {\r\n context.drawImage(this._domImage, sx, sy, sw, sh, tx, ty, tw, th);\r\n if (!this._detectPointerOnOpaqueOnly) {\r\n return;\r\n }\r\n var canvas = this._workingCanvas;\r\n context = canvas.getContext(\"2d\");\r\n context.drawImage(this._domImage, sx, sy, sw, sh, tx - this._currentMeasure.left, ty - this._currentMeasure.top, tw, th);\r\n };\r\n Image.prototype._draw = function (context) {\r\n context.save();\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n var x, y, width, height;\r\n if (this.cellId == -1) {\r\n x = this._sourceLeft;\r\n y = this._sourceTop;\r\n width = this._sourceWidth ? this._sourceWidth : this._imageWidth;\r\n height = this._sourceHeight ? this._sourceHeight : this._imageHeight;\r\n }\r\n else {\r\n var rowCount = this._domImage.naturalWidth / this.cellWidth;\r\n var column = (this.cellId / rowCount) >> 0;\r\n var row = this.cellId % rowCount;\r\n x = this.cellWidth * row;\r\n y = this.cellHeight * column;\r\n width = this.cellWidth;\r\n height = this.cellHeight;\r\n }\r\n this._prepareWorkingCanvasForOpaqueDetection();\r\n this._applyStates(context);\r\n if (this._loaded) {\r\n switch (this._stretch) {\r\n case Image.STRETCH_NONE:\r\n this._drawImage(context, x, y, width, height, this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n break;\r\n case Image.STRETCH_FILL:\r\n this._drawImage(context, x, y, width, height, this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n break;\r\n case Image.STRETCH_UNIFORM:\r\n var hRatio = this._currentMeasure.width / width;\r\n var vRatio = this._currentMeasure.height / height;\r\n var ratio = Math.min(hRatio, vRatio);\r\n var centerX = (this._currentMeasure.width - width * ratio) / 2;\r\n var centerY = (this._currentMeasure.height - height * ratio) / 2;\r\n this._drawImage(context, x, y, width, height, this._currentMeasure.left + centerX, this._currentMeasure.top + centerY, width * ratio, height * ratio);\r\n break;\r\n case Image.STRETCH_EXTEND:\r\n this._drawImage(context, x, y, width, height, this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n break;\r\n case Image.STRETCH_NINE_PATCH:\r\n this._renderNinePatch(context);\r\n break;\r\n }\r\n }\r\n context.restore();\r\n };\r\n Image.prototype._renderCornerPatch = function (context, x, y, width, height, targetX, targetY) {\r\n this._drawImage(context, x, y, width, height, this._currentMeasure.left + targetX, this._currentMeasure.top + targetY, width, height);\r\n };\r\n Image.prototype._renderNinePatch = function (context) {\r\n var height = this._imageHeight;\r\n var leftWidth = this._sliceLeft;\r\n var topHeight = this._sliceTop;\r\n var bottomHeight = this._imageHeight - this._sliceBottom;\r\n var rightWidth = this._imageWidth - this._sliceRight;\r\n var left = 0;\r\n var top = 0;\r\n if (this._populateNinePatchSlicesFromImage) {\r\n left = 1;\r\n top = 1;\r\n height -= 2;\r\n leftWidth -= 1;\r\n topHeight -= 1;\r\n bottomHeight -= 1;\r\n rightWidth -= 1;\r\n }\r\n var centerWidth = this._sliceRight - this._sliceLeft;\r\n var targetCenterWidth = this._currentMeasure.width - rightWidth - this.sliceLeft;\r\n var targetTopHeight = this._currentMeasure.height - height + this._sliceBottom;\r\n // Corners\r\n this._renderCornerPatch(context, left, top, leftWidth, topHeight, 0, 0);\r\n this._renderCornerPatch(context, left, this._sliceBottom, leftWidth, height - this._sliceBottom, 0, targetTopHeight);\r\n this._renderCornerPatch(context, this._sliceRight, top, rightWidth, topHeight, this._currentMeasure.width - rightWidth, 0);\r\n this._renderCornerPatch(context, this._sliceRight, this._sliceBottom, rightWidth, height - this._sliceBottom, this._currentMeasure.width - rightWidth, targetTopHeight);\r\n // Center\r\n this._drawImage(context, this._sliceLeft, this._sliceTop, centerWidth, this._sliceBottom - this._sliceTop, this._currentMeasure.left + leftWidth, this._currentMeasure.top + topHeight, targetCenterWidth, targetTopHeight - topHeight);\r\n // Borders\r\n this._drawImage(context, left, this._sliceTop, leftWidth, this._sliceBottom - this._sliceTop, this._currentMeasure.left, this._currentMeasure.top + topHeight, leftWidth, targetTopHeight - topHeight);\r\n this._drawImage(context, this._sliceRight, this._sliceTop, leftWidth, this._sliceBottom - this._sliceTop, this._currentMeasure.left + this._currentMeasure.width - rightWidth, this._currentMeasure.top + topHeight, leftWidth, targetTopHeight - topHeight);\r\n this._drawImage(context, this._sliceLeft, top, centerWidth, topHeight, this._currentMeasure.left + leftWidth, this._currentMeasure.top, targetCenterWidth, topHeight);\r\n this._drawImage(context, this._sliceLeft, this._sliceBottom, centerWidth, bottomHeight, this._currentMeasure.left + leftWidth, this._currentMeasure.top + targetTopHeight, targetCenterWidth, bottomHeight);\r\n };\r\n Image.prototype.dispose = function () {\r\n _super.prototype.dispose.call(this);\r\n this.onImageLoadedObservable.clear();\r\n this.onSVGAttributesComputedObservable.clear();\r\n };\r\n // Static\r\n /** STRETCH_NONE */\r\n Image.STRETCH_NONE = 0;\r\n /** STRETCH_FILL */\r\n Image.STRETCH_FILL = 1;\r\n /** STRETCH_UNIFORM */\r\n Image.STRETCH_UNIFORM = 2;\r\n /** STRETCH_EXTEND */\r\n Image.STRETCH_EXTEND = 3;\r\n /** NINE_PATCH */\r\n Image.STRETCH_NINE_PATCH = 4;\r\n return Image;\r\n}(Control));\r\nexport { Image };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.Image\"] = Image;\r\n//# sourceMappingURL=image.js.map","import { __extends } from \"tslib\";\r\nimport { Rectangle } from \"./rectangle\";\r\nimport { Control } from \"./control\";\r\nimport { TextBlock } from \"./textBlock\";\r\nimport { Image } from \"./image\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to create 2D buttons\r\n */\r\nvar Button = /** @class */ (function (_super) {\r\n __extends(Button, _super);\r\n /**\r\n * Creates a new Button\r\n * @param name defines the name of the button\r\n */\r\n function Button(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n /**\r\n * Gets or sets a boolean indicating that the button will let internal controls handle picking instead of doing it directly using its bounding info\r\n */\r\n _this.delegatePickingToChildren = false;\r\n _this.thickness = 1;\r\n _this.isPointerBlocker = true;\r\n var alphaStore = null;\r\n _this.pointerEnterAnimation = function () {\r\n alphaStore = _this.alpha;\r\n _this.alpha -= 0.1;\r\n };\r\n _this.pointerOutAnimation = function () {\r\n if (alphaStore !== null) {\r\n _this.alpha = alphaStore;\r\n }\r\n };\r\n _this.pointerDownAnimation = function () {\r\n _this.scaleX -= 0.05;\r\n _this.scaleY -= 0.05;\r\n };\r\n _this.pointerUpAnimation = function () {\r\n _this.scaleX += 0.05;\r\n _this.scaleY += 0.05;\r\n };\r\n return _this;\r\n }\r\n Object.defineProperty(Button.prototype, \"image\", {\r\n /**\r\n * Returns the image part of the button (if any)\r\n */\r\n get: function () {\r\n return this._image;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Button.prototype, \"textBlock\", {\r\n /**\r\n * Returns the image part of the button (if any)\r\n */\r\n get: function () {\r\n return this._textBlock;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Button.prototype._getTypeName = function () {\r\n return \"Button\";\r\n };\r\n // While being a container, the button behaves like a control.\r\n /** @hidden */\r\n Button.prototype._processPicking = function (x, y, type, pointerId, buttonIndex, deltaX, deltaY) {\r\n if (!this._isEnabled || !this.isHitTestVisible || !this.isVisible || this.notRenderable) {\r\n return false;\r\n }\r\n if (!_super.prototype.contains.call(this, x, y)) {\r\n return false;\r\n }\r\n if (this.delegatePickingToChildren) {\r\n var contains = false;\r\n for (var index = this._children.length - 1; index >= 0; index--) {\r\n var child = this._children[index];\r\n if (child.isEnabled && child.isHitTestVisible && child.isVisible && !child.notRenderable && child.contains(x, y)) {\r\n contains = true;\r\n break;\r\n }\r\n }\r\n if (!contains) {\r\n return false;\r\n }\r\n }\r\n this._processObservables(type, x, y, pointerId, buttonIndex, deltaX, deltaY);\r\n return true;\r\n };\r\n /** @hidden */\r\n Button.prototype._onPointerEnter = function (target) {\r\n if (!_super.prototype._onPointerEnter.call(this, target)) {\r\n return false;\r\n }\r\n if (this.pointerEnterAnimation) {\r\n this.pointerEnterAnimation();\r\n }\r\n return true;\r\n };\r\n /** @hidden */\r\n Button.prototype._onPointerOut = function (target, force) {\r\n if (force === void 0) { force = false; }\r\n if (this.pointerOutAnimation) {\r\n this.pointerOutAnimation();\r\n }\r\n _super.prototype._onPointerOut.call(this, target, force);\r\n };\r\n /** @hidden */\r\n Button.prototype._onPointerDown = function (target, coordinates, pointerId, buttonIndex) {\r\n if (!_super.prototype._onPointerDown.call(this, target, coordinates, pointerId, buttonIndex)) {\r\n return false;\r\n }\r\n if (this.pointerDownAnimation) {\r\n this.pointerDownAnimation();\r\n }\r\n return true;\r\n };\r\n /** @hidden */\r\n Button.prototype._onPointerUp = function (target, coordinates, pointerId, buttonIndex, notifyClick) {\r\n if (this.pointerUpAnimation) {\r\n this.pointerUpAnimation();\r\n }\r\n _super.prototype._onPointerUp.call(this, target, coordinates, pointerId, buttonIndex, notifyClick);\r\n };\r\n // Statics\r\n /**\r\n * Creates a new button made with an image and a text\r\n * @param name defines the name of the button\r\n * @param text defines the text of the button\r\n * @param imageUrl defines the url of the image\r\n * @returns a new Button\r\n */\r\n Button.CreateImageButton = function (name, text, imageUrl) {\r\n var result = new Button(name);\r\n // Adding text\r\n var textBlock = new TextBlock(name + \"_button\", text);\r\n textBlock.textWrapping = true;\r\n textBlock.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;\r\n textBlock.paddingLeft = \"20%\";\r\n result.addControl(textBlock);\r\n // Adding image\r\n var iconImage = new Image(name + \"_icon\", imageUrl);\r\n iconImage.width = \"20%\";\r\n iconImage.stretch = Image.STRETCH_UNIFORM;\r\n iconImage.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n result.addControl(iconImage);\r\n // Store\r\n result._image = iconImage;\r\n result._textBlock = textBlock;\r\n return result;\r\n };\r\n /**\r\n * Creates a new button made with an image\r\n * @param name defines the name of the button\r\n * @param imageUrl defines the url of the image\r\n * @returns a new Button\r\n */\r\n Button.CreateImageOnlyButton = function (name, imageUrl) {\r\n var result = new Button(name);\r\n // Adding image\r\n var iconImage = new Image(name + \"_icon\", imageUrl);\r\n iconImage.stretch = Image.STRETCH_FILL;\r\n iconImage.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n result.addControl(iconImage);\r\n // Store\r\n result._image = iconImage;\r\n return result;\r\n };\r\n /**\r\n * Creates a new button made with a text\r\n * @param name defines the name of the button\r\n * @param text defines the text of the button\r\n * @returns a new Button\r\n */\r\n Button.CreateSimpleButton = function (name, text) {\r\n var result = new Button(name);\r\n // Adding text\r\n var textBlock = new TextBlock(name + \"_button\", text);\r\n textBlock.textWrapping = true;\r\n textBlock.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;\r\n result.addControl(textBlock);\r\n // Store\r\n result._textBlock = textBlock;\r\n return result;\r\n };\r\n /**\r\n * Creates a new button made with an image and a centered text\r\n * @param name defines the name of the button\r\n * @param text defines the text of the button\r\n * @param imageUrl defines the url of the image\r\n * @returns a new Button\r\n */\r\n Button.CreateImageWithCenterTextButton = function (name, text, imageUrl) {\r\n var result = new Button(name);\r\n // Adding image\r\n var iconImage = new Image(name + \"_icon\", imageUrl);\r\n iconImage.stretch = Image.STRETCH_FILL;\r\n result.addControl(iconImage);\r\n // Adding text\r\n var textBlock = new TextBlock(name + \"_button\", text);\r\n textBlock.textWrapping = true;\r\n textBlock.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;\r\n result.addControl(textBlock);\r\n // Store\r\n result._image = iconImage;\r\n result._textBlock = textBlock;\r\n return result;\r\n };\r\n return Button;\r\n}(Rectangle));\r\nexport { Button };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.Button\"] = Button;\r\n//# sourceMappingURL=button.js.map","import { __extends } from \"tslib\";\r\nimport { Tools } from \"@babylonjs/core/Misc/tools\";\r\nimport { Container } from \"./container\";\r\nimport { Control } from \"./control\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to create a 2D stack panel container\r\n */\r\nvar StackPanel = /** @class */ (function (_super) {\r\n __extends(StackPanel, _super);\r\n /**\r\n * Creates a new StackPanel\r\n * @param name defines control name\r\n */\r\n function StackPanel(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._isVertical = true;\r\n _this._manualWidth = false;\r\n _this._manualHeight = false;\r\n _this._doNotTrackManualChanges = false;\r\n /**\r\n * Gets or sets a boolean indicating that layou warnings should be ignored\r\n */\r\n _this.ignoreLayoutWarnings = false;\r\n return _this;\r\n }\r\n Object.defineProperty(StackPanel.prototype, \"isVertical\", {\r\n /** Gets or sets a boolean indicating if the stack panel is vertical or horizontal*/\r\n get: function () {\r\n return this._isVertical;\r\n },\r\n set: function (value) {\r\n if (this._isVertical === value) {\r\n return;\r\n }\r\n this._isVertical = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StackPanel.prototype, \"width\", {\r\n get: function () {\r\n return this._width.toString(this._host);\r\n },\r\n /**\r\n * Gets or sets panel width.\r\n * This value should not be set when in horizontal mode as it will be computed automatically\r\n */\r\n set: function (value) {\r\n if (!this._doNotTrackManualChanges) {\r\n this._manualWidth = true;\r\n }\r\n if (this._width.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._width.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StackPanel.prototype, \"height\", {\r\n get: function () {\r\n return this._height.toString(this._host);\r\n },\r\n /**\r\n * Gets or sets panel height.\r\n * This value should not be set when in vertical mode as it will be computed automatically\r\n */\r\n set: function (value) {\r\n if (!this._doNotTrackManualChanges) {\r\n this._manualHeight = true;\r\n }\r\n if (this._height.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._height.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n StackPanel.prototype._getTypeName = function () {\r\n return \"StackPanel\";\r\n };\r\n /** @hidden */\r\n StackPanel.prototype._preMeasure = function (parentMeasure, context) {\r\n for (var _i = 0, _a = this._children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n if (this._isVertical) {\r\n child.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n }\r\n else {\r\n child.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n }\r\n }\r\n _super.prototype._preMeasure.call(this, parentMeasure, context);\r\n };\r\n StackPanel.prototype._additionalProcessing = function (parentMeasure, context) {\r\n _super.prototype._additionalProcessing.call(this, parentMeasure, context);\r\n this._measureForChildren.copyFrom(parentMeasure);\r\n this._measureForChildren.left = this._currentMeasure.left;\r\n this._measureForChildren.top = this._currentMeasure.top;\r\n if (!this.isVertical || this._manualWidth) {\r\n this._measureForChildren.width = this._currentMeasure.width;\r\n }\r\n if (this.isVertical || this._manualHeight) {\r\n this._measureForChildren.height = this._currentMeasure.height;\r\n }\r\n };\r\n StackPanel.prototype._postMeasure = function () {\r\n var stackWidth = 0;\r\n var stackHeight = 0;\r\n for (var _i = 0, _a = this._children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n if (!child.isVisible || child.notRenderable) {\r\n continue;\r\n }\r\n if (this._isVertical) {\r\n if (child.top !== stackHeight + \"px\") {\r\n child.top = stackHeight + \"px\";\r\n this._rebuildLayout = true;\r\n child._top.ignoreAdaptiveScaling = true;\r\n }\r\n if (child._height.isPercentage && !child._automaticSize) {\r\n if (!this.ignoreLayoutWarnings) {\r\n Tools.Warn(\"Control (Name:\" + child.name + \", UniqueId:\" + child.uniqueId + \") is using height in percentage mode inside a vertical StackPanel\");\r\n }\r\n }\r\n else {\r\n stackHeight += child._currentMeasure.height + child.paddingTopInPixels + child.paddingBottomInPixels;\r\n }\r\n }\r\n else {\r\n if (child.left !== stackWidth + \"px\") {\r\n child.left = stackWidth + \"px\";\r\n this._rebuildLayout = true;\r\n child._left.ignoreAdaptiveScaling = true;\r\n }\r\n if (child._width.isPercentage && !child._automaticSize) {\r\n if (!this.ignoreLayoutWarnings) {\r\n Tools.Warn(\"Control (Name:\" + child.name + \", UniqueId:\" + child.uniqueId + \") is using width in percentage mode inside a horizontal StackPanel\");\r\n }\r\n }\r\n else {\r\n stackWidth += child._currentMeasure.width + child.paddingLeftInPixels + child.paddingRightInPixels;\r\n }\r\n }\r\n }\r\n this._doNotTrackManualChanges = true;\r\n // Let stack panel width or height default to stackHeight and stackWidth if dimensions are not specified.\r\n // User can now define their own height and width for stack panel.\r\n var panelWidthChanged = false;\r\n var panelHeightChanged = false;\r\n if (!this._manualHeight && this._isVertical) { // do not specify height if strictly defined by user\r\n var previousHeight = this.height;\r\n this.height = stackHeight + \"px\";\r\n panelHeightChanged = previousHeight !== this.height || !this._height.ignoreAdaptiveScaling;\r\n }\r\n if (!this._manualWidth && !this._isVertical) { // do not specify width if strictly defined by user\r\n var previousWidth = this.width;\r\n this.width = stackWidth + \"px\";\r\n panelWidthChanged = previousWidth !== this.width || !this._width.ignoreAdaptiveScaling;\r\n }\r\n if (panelHeightChanged) {\r\n this._height.ignoreAdaptiveScaling = true;\r\n }\r\n if (panelWidthChanged) {\r\n this._width.ignoreAdaptiveScaling = true;\r\n }\r\n this._doNotTrackManualChanges = false;\r\n if (panelWidthChanged || panelHeightChanged) {\r\n this._rebuildLayout = true;\r\n }\r\n _super.prototype._postMeasure.call(this);\r\n };\r\n return StackPanel;\r\n}(Container));\r\nexport { StackPanel };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.StackPanel\"] = StackPanel;\r\n//# sourceMappingURL=stackPanel.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { Control } from \"./control\";\r\nimport { StackPanel } from \"./stackPanel\";\r\nimport { TextBlock } from \"./textBlock\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to represent a 2D checkbox\r\n */\r\nvar Checkbox = /** @class */ (function (_super) {\r\n __extends(Checkbox, _super);\r\n /**\r\n * Creates a new CheckBox\r\n * @param name defines the control name\r\n */\r\n function Checkbox(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._isChecked = false;\r\n _this._background = \"black\";\r\n _this._checkSizeRatio = 0.8;\r\n _this._thickness = 1;\r\n /**\r\n * Observable raised when isChecked property changes\r\n */\r\n _this.onIsCheckedChangedObservable = new Observable();\r\n _this.isPointerBlocker = true;\r\n return _this;\r\n }\r\n Object.defineProperty(Checkbox.prototype, \"thickness\", {\r\n /** Gets or sets border thickness */\r\n get: function () {\r\n return this._thickness;\r\n },\r\n set: function (value) {\r\n if (this._thickness === value) {\r\n return;\r\n }\r\n this._thickness = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Checkbox.prototype, \"checkSizeRatio\", {\r\n /** Gets or sets a value indicating the ratio between overall size and check size */\r\n get: function () {\r\n return this._checkSizeRatio;\r\n },\r\n set: function (value) {\r\n value = Math.max(Math.min(1, value), 0);\r\n if (this._checkSizeRatio === value) {\r\n return;\r\n }\r\n this._checkSizeRatio = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Checkbox.prototype, \"background\", {\r\n /** Gets or sets background color */\r\n get: function () {\r\n return this._background;\r\n },\r\n set: function (value) {\r\n if (this._background === value) {\r\n return;\r\n }\r\n this._background = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Checkbox.prototype, \"isChecked\", {\r\n /** Gets or sets a boolean indicating if the checkbox is checked or not */\r\n get: function () {\r\n return this._isChecked;\r\n },\r\n set: function (value) {\r\n if (this._isChecked === value) {\r\n return;\r\n }\r\n this._isChecked = value;\r\n this._markAsDirty();\r\n this.onIsCheckedChangedObservable.notifyObservers(value);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Checkbox.prototype._getTypeName = function () {\r\n return \"Checkbox\";\r\n };\r\n /** @hidden */\r\n Checkbox.prototype._draw = function (context, invalidatedRectangle) {\r\n context.save();\r\n this._applyStates(context);\r\n var actualWidth = this._currentMeasure.width - this._thickness;\r\n var actualHeight = this._currentMeasure.height - this._thickness;\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n context.fillStyle = this._isEnabled ? this._background : this._disabledColor;\r\n context.fillRect(this._currentMeasure.left + this._thickness / 2, this._currentMeasure.top + this._thickness / 2, actualWidth, actualHeight);\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowBlur = 0;\r\n context.shadowOffsetX = 0;\r\n context.shadowOffsetY = 0;\r\n }\r\n if (this._isChecked) {\r\n context.fillStyle = this._isEnabled ? this.color : this._disabledColorItem;\r\n var offsetWidth = actualWidth * this._checkSizeRatio;\r\n var offseHeight = actualHeight * this._checkSizeRatio;\r\n context.fillRect(this._currentMeasure.left + this._thickness / 2 + (actualWidth - offsetWidth) / 2, this._currentMeasure.top + this._thickness / 2 + (actualHeight - offseHeight) / 2, offsetWidth, offseHeight);\r\n }\r\n context.strokeStyle = this.color;\r\n context.lineWidth = this._thickness;\r\n context.strokeRect(this._currentMeasure.left + this._thickness / 2, this._currentMeasure.top + this._thickness / 2, actualWidth, actualHeight);\r\n context.restore();\r\n };\r\n // Events\r\n /** @hidden */\r\n Checkbox.prototype._onPointerDown = function (target, coordinates, pointerId, buttonIndex) {\r\n if (!_super.prototype._onPointerDown.call(this, target, coordinates, pointerId, buttonIndex)) {\r\n return false;\r\n }\r\n this.isChecked = !this.isChecked;\r\n return true;\r\n };\r\n /**\r\n * Utility function to easily create a checkbox with a header\r\n * @param title defines the label to use for the header\r\n * @param onValueChanged defines the callback to call when value changes\r\n * @returns a StackPanel containing the checkbox and a textBlock\r\n */\r\n Checkbox.AddCheckBoxWithHeader = function (title, onValueChanged) {\r\n var panel = new StackPanel();\r\n panel.isVertical = false;\r\n panel.height = \"30px\";\r\n var checkbox = new Checkbox();\r\n checkbox.width = \"20px\";\r\n checkbox.height = \"20px\";\r\n checkbox.isChecked = true;\r\n checkbox.color = \"green\";\r\n checkbox.onIsCheckedChangedObservable.add(onValueChanged);\r\n panel.addControl(checkbox);\r\n var header = new TextBlock();\r\n header.text = title;\r\n header.width = \"180px\";\r\n header.paddingLeft = \"5px\";\r\n header.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n header.color = \"white\";\r\n panel.addControl(header);\r\n return panel;\r\n };\r\n return Checkbox;\r\n}(Control));\r\nexport { Checkbox };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.Checkbox\"] = Checkbox;\r\n//# sourceMappingURL=checkbox.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { ClipboardEventTypes } from \"@babylonjs/core/Events/clipboardEvents\";\r\nimport { PointerEventTypes } from '@babylonjs/core/Events/pointerEvents';\r\nimport { Control } from \"./control\";\r\nimport { ValueAndUnit } from \"../valueAndUnit\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to create input text control\r\n */\r\nvar InputText = /** @class */ (function (_super) {\r\n __extends(InputText, _super);\r\n /**\r\n * Creates a new InputText\r\n * @param name defines the control name\r\n * @param text defines the text of the control\r\n */\r\n function InputText(name, text) {\r\n if (text === void 0) { text = \"\"; }\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._text = \"\";\r\n _this._placeholderText = \"\";\r\n _this._background = \"#222222\";\r\n _this._focusedBackground = \"#000000\";\r\n _this._focusedColor = \"white\";\r\n _this._placeholderColor = \"gray\";\r\n _this._thickness = 1;\r\n _this._margin = new ValueAndUnit(10, ValueAndUnit.UNITMODE_PIXEL);\r\n _this._autoStretchWidth = true;\r\n _this._maxWidth = new ValueAndUnit(1, ValueAndUnit.UNITMODE_PERCENTAGE, false);\r\n _this._isFocused = false;\r\n _this._blinkIsEven = false;\r\n _this._cursorOffset = 0;\r\n _this._deadKey = false;\r\n _this._addKey = true;\r\n _this._currentKey = \"\";\r\n _this._isTextHighlightOn = false;\r\n _this._textHighlightColor = \"#d5e0ff\";\r\n _this._highligherOpacity = 0.4;\r\n _this._highlightedText = \"\";\r\n _this._startHighlightIndex = 0;\r\n _this._endHighlightIndex = 0;\r\n _this._cursorIndex = -1;\r\n _this._onFocusSelectAll = false;\r\n _this._isPointerDown = false;\r\n /** Gets or sets a string representing the message displayed on mobile when the control gets the focus */\r\n _this.promptMessage = \"Please enter text:\";\r\n /** Force disable prompt on mobile device */\r\n _this.disableMobilePrompt = false;\r\n /** Observable raised when the text changes */\r\n _this.onTextChangedObservable = new Observable();\r\n /** Observable raised just before an entered character is to be added */\r\n _this.onBeforeKeyAddObservable = new Observable();\r\n /** Observable raised when the control gets the focus */\r\n _this.onFocusObservable = new Observable();\r\n /** Observable raised when the control loses the focus */\r\n _this.onBlurObservable = new Observable();\r\n /**Observable raised when the text is highlighted */\r\n _this.onTextHighlightObservable = new Observable();\r\n /**Observable raised when copy event is triggered */\r\n _this.onTextCopyObservable = new Observable();\r\n /** Observable raised when cut event is triggered */\r\n _this.onTextCutObservable = new Observable();\r\n /** Observable raised when paste event is triggered */\r\n _this.onTextPasteObservable = new Observable();\r\n /** Observable raised when a key event was processed */\r\n _this.onKeyboardEventProcessedObservable = new Observable();\r\n _this.text = text;\r\n _this.isPointerBlocker = true;\r\n return _this;\r\n }\r\n Object.defineProperty(InputText.prototype, \"maxWidth\", {\r\n /** Gets or sets the maximum width allowed by the control */\r\n get: function () {\r\n return this._maxWidth.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._maxWidth.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._maxWidth.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"maxWidthInPixels\", {\r\n /** Gets the maximum width allowed by the control in pixels */\r\n get: function () {\r\n return this._maxWidth.getValueInPixel(this._host, this._cachedParentMeasure.width);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"highligherOpacity\", {\r\n /** Gets or sets the text highlighter transparency; default: 0.4 */\r\n get: function () {\r\n return this._highligherOpacity;\r\n },\r\n set: function (value) {\r\n if (this._highligherOpacity === value) {\r\n return;\r\n }\r\n this._highligherOpacity = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"onFocusSelectAll\", {\r\n /** Gets or sets a boolean indicating whether to select complete text by default on input focus */\r\n get: function () {\r\n return this._onFocusSelectAll;\r\n },\r\n set: function (value) {\r\n if (this._onFocusSelectAll === value) {\r\n return;\r\n }\r\n this._onFocusSelectAll = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"textHighlightColor\", {\r\n /** Gets or sets the text hightlight color */\r\n get: function () {\r\n return this._textHighlightColor;\r\n },\r\n set: function (value) {\r\n if (this._textHighlightColor === value) {\r\n return;\r\n }\r\n this._textHighlightColor = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"margin\", {\r\n /** Gets or sets control margin */\r\n get: function () {\r\n return this._margin.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._margin.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._margin.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"marginInPixels\", {\r\n /** Gets control margin in pixels */\r\n get: function () {\r\n return this._margin.getValueInPixel(this._host, this._cachedParentMeasure.width);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"autoStretchWidth\", {\r\n /** Gets or sets a boolean indicating if the control can auto stretch its width to adapt to the text */\r\n get: function () {\r\n return this._autoStretchWidth;\r\n },\r\n set: function (value) {\r\n if (this._autoStretchWidth === value) {\r\n return;\r\n }\r\n this._autoStretchWidth = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"thickness\", {\r\n /** Gets or sets border thickness */\r\n get: function () {\r\n return this._thickness;\r\n },\r\n set: function (value) {\r\n if (this._thickness === value) {\r\n return;\r\n }\r\n this._thickness = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"focusedBackground\", {\r\n /** Gets or sets the background color when focused */\r\n get: function () {\r\n return this._focusedBackground;\r\n },\r\n set: function (value) {\r\n if (this._focusedBackground === value) {\r\n return;\r\n }\r\n this._focusedBackground = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"focusedColor\", {\r\n /** Gets or sets the background color when focused */\r\n get: function () {\r\n return this._focusedColor;\r\n },\r\n set: function (value) {\r\n if (this._focusedColor === value) {\r\n return;\r\n }\r\n this._focusedColor = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"background\", {\r\n /** Gets or sets the background color */\r\n get: function () {\r\n return this._background;\r\n },\r\n set: function (value) {\r\n if (this._background === value) {\r\n return;\r\n }\r\n this._background = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"placeholderColor\", {\r\n /** Gets or sets the placeholder color */\r\n get: function () {\r\n return this._placeholderColor;\r\n },\r\n set: function (value) {\r\n if (this._placeholderColor === value) {\r\n return;\r\n }\r\n this._placeholderColor = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"placeholderText\", {\r\n /** Gets or sets the text displayed when the control is empty */\r\n get: function () {\r\n return this._placeholderText;\r\n },\r\n set: function (value) {\r\n if (this._placeholderText === value) {\r\n return;\r\n }\r\n this._placeholderText = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"deadKey\", {\r\n /** Gets or sets the dead key flag */\r\n get: function () {\r\n return this._deadKey;\r\n },\r\n set: function (flag) {\r\n this._deadKey = flag;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"highlightedText\", {\r\n /** Gets or sets the highlight text */\r\n get: function () {\r\n return this._highlightedText;\r\n },\r\n set: function (text) {\r\n if (this._highlightedText === text) {\r\n return;\r\n }\r\n this._highlightedText = text;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"addKey\", {\r\n /** Gets or sets if the current key should be added */\r\n get: function () {\r\n return this._addKey;\r\n },\r\n set: function (flag) {\r\n this._addKey = flag;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"currentKey\", {\r\n /** Gets or sets the value of the current key being entered */\r\n get: function () {\r\n return this._currentKey;\r\n },\r\n set: function (key) {\r\n this._currentKey = key;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"text\", {\r\n /** Gets or sets the text displayed in the control */\r\n get: function () {\r\n return this._text;\r\n },\r\n set: function (value) {\r\n var valueAsString = value.toString(); // Forcing convertion\r\n if (this._text === valueAsString) {\r\n return;\r\n }\r\n this._text = valueAsString;\r\n this._markAsDirty();\r\n this.onTextChangedObservable.notifyObservers(this);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputText.prototype, \"width\", {\r\n /** Gets or sets control width */\r\n get: function () {\r\n return this._width.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._width.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._width.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n this.autoStretchWidth = false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n InputText.prototype.onBlur = function () {\r\n this._isFocused = false;\r\n this._scrollLeft = null;\r\n this._cursorOffset = 0;\r\n clearTimeout(this._blinkTimeout);\r\n this._markAsDirty();\r\n this.onBlurObservable.notifyObservers(this);\r\n this._host.unRegisterClipboardEvents();\r\n if (this._onClipboardObserver) {\r\n this._host.onClipboardObservable.remove(this._onClipboardObserver);\r\n }\r\n var scene = this._host.getScene();\r\n if (this._onPointerDblTapObserver && scene) {\r\n scene.onPointerObservable.remove(this._onPointerDblTapObserver);\r\n }\r\n };\r\n /** @hidden */\r\n InputText.prototype.onFocus = function () {\r\n var _this = this;\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n this._scrollLeft = null;\r\n this._isFocused = true;\r\n this._blinkIsEven = false;\r\n this._cursorOffset = 0;\r\n this._markAsDirty();\r\n this.onFocusObservable.notifyObservers(this);\r\n if (navigator.userAgent.indexOf(\"Mobile\") !== -1 && !this.disableMobilePrompt) {\r\n var value = prompt(this.promptMessage);\r\n if (value !== null) {\r\n this.text = value;\r\n }\r\n this._host.focusedControl = null;\r\n return;\r\n }\r\n this._host.registerClipboardEvents();\r\n this._onClipboardObserver = this._host.onClipboardObservable.add(function (clipboardInfo) {\r\n // process clipboard event, can be configured.\r\n switch (clipboardInfo.type) {\r\n case ClipboardEventTypes.COPY:\r\n _this._onCopyText(clipboardInfo.event);\r\n _this.onTextCopyObservable.notifyObservers(_this);\r\n break;\r\n case ClipboardEventTypes.CUT:\r\n _this._onCutText(clipboardInfo.event);\r\n _this.onTextCutObservable.notifyObservers(_this);\r\n break;\r\n case ClipboardEventTypes.PASTE:\r\n _this._onPasteText(clipboardInfo.event);\r\n _this.onTextPasteObservable.notifyObservers(_this);\r\n break;\r\n default: return;\r\n }\r\n });\r\n var scene = this._host.getScene();\r\n if (scene) {\r\n //register the pointer double tap event\r\n this._onPointerDblTapObserver = scene.onPointerObservable.add(function (pointerInfo) {\r\n if (!_this._isFocused) {\r\n return;\r\n }\r\n if (pointerInfo.type === PointerEventTypes.POINTERDOUBLETAP) {\r\n _this._processDblClick(pointerInfo);\r\n }\r\n });\r\n }\r\n if (this._onFocusSelectAll) {\r\n this._selectAllText();\r\n }\r\n };\r\n InputText.prototype._getTypeName = function () {\r\n return \"InputText\";\r\n };\r\n /**\r\n * Function called to get the list of controls that should not steal the focus from this control\r\n * @returns an array of controls\r\n */\r\n InputText.prototype.keepsFocusWith = function () {\r\n if (!this._connectedVirtualKeyboard) {\r\n return null;\r\n }\r\n return [this._connectedVirtualKeyboard];\r\n };\r\n /** @hidden */\r\n InputText.prototype.processKey = function (keyCode, key, evt) {\r\n //return if clipboard event keys (i.e -ctr/cmd + c,v,x)\r\n if (evt && (evt.ctrlKey || evt.metaKey) && (keyCode === 67 || keyCode === 86 || keyCode === 88)) {\r\n return;\r\n }\r\n //select all\r\n if (evt && (evt.ctrlKey || evt.metaKey) && keyCode === 65) {\r\n this._selectAllText();\r\n evt.preventDefault();\r\n return;\r\n }\r\n // Specific cases\r\n switch (keyCode) {\r\n case 32: //SPACE\r\n key = \" \"; //ie11 key for space is \"Spacebar\"\r\n break;\r\n case 191: //SLASH\r\n if (evt) {\r\n evt.preventDefault();\r\n }\r\n break;\r\n case 8: // BACKSPACE\r\n if (this._text && this._text.length > 0) {\r\n //delete the highlighted text\r\n if (this._isTextHighlightOn) {\r\n this.text = this._text.slice(0, this._startHighlightIndex) + this._text.slice(this._endHighlightIndex);\r\n this._isTextHighlightOn = false;\r\n this._cursorOffset = this.text.length - this._startHighlightIndex;\r\n this._blinkIsEven = false;\r\n if (evt) {\r\n evt.preventDefault();\r\n }\r\n return;\r\n }\r\n //delete single character\r\n if (this._cursorOffset === 0) {\r\n this.text = this._text.substr(0, this._text.length - 1);\r\n }\r\n else {\r\n var deletePosition = this._text.length - this._cursorOffset;\r\n if (deletePosition > 0) {\r\n this.text = this._text.slice(0, deletePosition - 1) + this._text.slice(deletePosition);\r\n }\r\n }\r\n }\r\n if (evt) {\r\n evt.preventDefault();\r\n }\r\n return;\r\n case 46: // DELETE\r\n if (this._isTextHighlightOn) {\r\n this.text = this._text.slice(0, this._startHighlightIndex) + this._text.slice(this._endHighlightIndex);\r\n var decrementor = (this._endHighlightIndex - this._startHighlightIndex);\r\n while (decrementor > 0 && this._cursorOffset > 0) {\r\n this._cursorOffset--;\r\n }\r\n this._isTextHighlightOn = false;\r\n this._cursorOffset = this.text.length - this._startHighlightIndex;\r\n if (evt) {\r\n evt.preventDefault();\r\n }\r\n return;\r\n }\r\n if (this._text && this._text.length > 0 && this._cursorOffset > 0) {\r\n var deletePosition = this._text.length - this._cursorOffset;\r\n this.text = this._text.slice(0, deletePosition) + this._text.slice(deletePosition + 1);\r\n this._cursorOffset--;\r\n }\r\n if (evt) {\r\n evt.preventDefault();\r\n }\r\n return;\r\n case 13: // RETURN\r\n this._host.focusedControl = null;\r\n this._isTextHighlightOn = false;\r\n return;\r\n case 35: // END\r\n this._cursorOffset = 0;\r\n this._blinkIsEven = false;\r\n this._isTextHighlightOn = false;\r\n this._markAsDirty();\r\n return;\r\n case 36: // HOME\r\n this._cursorOffset = this._text.length;\r\n this._blinkIsEven = false;\r\n this._isTextHighlightOn = false;\r\n this._markAsDirty();\r\n return;\r\n case 37: // LEFT\r\n this._cursorOffset++;\r\n if (this._cursorOffset > this._text.length) {\r\n this._cursorOffset = this._text.length;\r\n }\r\n if (evt && evt.shiftKey) {\r\n // update the cursor\r\n this._blinkIsEven = false;\r\n // shift + ctrl/cmd + <-\r\n if (evt.ctrlKey || evt.metaKey) {\r\n if (!this._isTextHighlightOn) {\r\n if (this._text.length === this._cursorOffset) {\r\n return;\r\n }\r\n else {\r\n this._endHighlightIndex = this._text.length - this._cursorOffset + 1;\r\n }\r\n }\r\n this._startHighlightIndex = 0;\r\n this._cursorIndex = this._text.length - this._endHighlightIndex;\r\n this._cursorOffset = this._text.length;\r\n this._isTextHighlightOn = true;\r\n this._markAsDirty();\r\n return;\r\n }\r\n //store the starting point\r\n if (!this._isTextHighlightOn) {\r\n this._isTextHighlightOn = true;\r\n this._cursorIndex = (this._cursorOffset >= this._text.length) ? this._text.length : this._cursorOffset - 1;\r\n }\r\n //if text is already highlighted\r\n else if (this._cursorIndex === -1) {\r\n this._cursorIndex = this._text.length - this._endHighlightIndex;\r\n this._cursorOffset = (this._startHighlightIndex === 0) ? this._text.length : this._text.length - this._startHighlightIndex + 1;\r\n }\r\n //set the highlight indexes\r\n if (this._cursorIndex < this._cursorOffset) {\r\n this._endHighlightIndex = this._text.length - this._cursorIndex;\r\n this._startHighlightIndex = this._text.length - this._cursorOffset;\r\n }\r\n else if (this._cursorIndex > this._cursorOffset) {\r\n this._endHighlightIndex = this._text.length - this._cursorOffset;\r\n this._startHighlightIndex = this._text.length - this._cursorIndex;\r\n }\r\n else {\r\n this._isTextHighlightOn = false;\r\n }\r\n this._markAsDirty();\r\n return;\r\n }\r\n if (this._isTextHighlightOn) {\r\n this._cursorOffset = this._text.length - this._startHighlightIndex;\r\n this._isTextHighlightOn = false;\r\n }\r\n if (evt && (evt.ctrlKey || evt.metaKey)) {\r\n this._cursorOffset = this.text.length;\r\n evt.preventDefault();\r\n }\r\n this._blinkIsEven = false;\r\n this._isTextHighlightOn = false;\r\n this._cursorIndex = -1;\r\n this._markAsDirty();\r\n return;\r\n case 39: // RIGHT\r\n this._cursorOffset--;\r\n if (this._cursorOffset < 0) {\r\n this._cursorOffset = 0;\r\n }\r\n if (evt && evt.shiftKey) {\r\n //update the cursor\r\n this._blinkIsEven = false;\r\n //shift + ctrl/cmd + ->\r\n if (evt.ctrlKey || evt.metaKey) {\r\n if (!this._isTextHighlightOn) {\r\n if (this._cursorOffset === 0) {\r\n return;\r\n }\r\n else {\r\n this._startHighlightIndex = this._text.length - this._cursorOffset - 1;\r\n }\r\n }\r\n this._endHighlightIndex = this._text.length;\r\n this._isTextHighlightOn = true;\r\n this._cursorIndex = this._text.length - this._startHighlightIndex;\r\n this._cursorOffset = 0;\r\n this._markAsDirty();\r\n return;\r\n }\r\n if (!this._isTextHighlightOn) {\r\n this._isTextHighlightOn = true;\r\n this._cursorIndex = (this._cursorOffset <= 0) ? 0 : this._cursorOffset + 1;\r\n }\r\n //if text is already highlighted\r\n else if (this._cursorIndex === -1) {\r\n this._cursorIndex = this._text.length - this._startHighlightIndex;\r\n this._cursorOffset = (this._text.length === this._endHighlightIndex) ? 0 : this._text.length - this._endHighlightIndex - 1;\r\n }\r\n //set the highlight indexes\r\n if (this._cursorIndex < this._cursorOffset) {\r\n this._endHighlightIndex = this._text.length - this._cursorIndex;\r\n this._startHighlightIndex = this._text.length - this._cursorOffset;\r\n }\r\n else if (this._cursorIndex > this._cursorOffset) {\r\n this._endHighlightIndex = this._text.length - this._cursorOffset;\r\n this._startHighlightIndex = this._text.length - this._cursorIndex;\r\n }\r\n else {\r\n this._isTextHighlightOn = false;\r\n }\r\n this._markAsDirty();\r\n return;\r\n }\r\n if (this._isTextHighlightOn) {\r\n this._cursorOffset = this._text.length - this._endHighlightIndex;\r\n this._isTextHighlightOn = false;\r\n }\r\n //ctr + ->\r\n if (evt && (evt.ctrlKey || evt.metaKey)) {\r\n this._cursorOffset = 0;\r\n evt.preventDefault();\r\n }\r\n this._blinkIsEven = false;\r\n this._isTextHighlightOn = false;\r\n this._cursorIndex = -1;\r\n this._markAsDirty();\r\n return;\r\n case 222: // Dead\r\n if (evt) {\r\n evt.preventDefault();\r\n }\r\n this._cursorIndex = -1;\r\n this.deadKey = true;\r\n break;\r\n }\r\n // Printable characters\r\n if (key &&\r\n ((keyCode === -1) || // Direct access\r\n (keyCode === 32) || // Space\r\n (keyCode > 47 && keyCode < 64) || // Numbers\r\n (keyCode > 64 && keyCode < 91) || // Letters\r\n (keyCode > 159 && keyCode < 193) || // Special characters\r\n (keyCode > 218 && keyCode < 223) || // Special characters\r\n (keyCode > 95 && keyCode < 112))) { // Numpad\r\n this._currentKey = key;\r\n this.onBeforeKeyAddObservable.notifyObservers(this);\r\n key = this._currentKey;\r\n if (this._addKey) {\r\n if (this._isTextHighlightOn) {\r\n this.text = this._text.slice(0, this._startHighlightIndex) + key + this._text.slice(this._endHighlightIndex);\r\n this._cursorOffset = this.text.length - (this._startHighlightIndex + 1);\r\n this._isTextHighlightOn = false;\r\n this._blinkIsEven = false;\r\n this._markAsDirty();\r\n }\r\n else if (this._cursorOffset === 0) {\r\n this.text += key;\r\n }\r\n else {\r\n var insertPosition = this._text.length - this._cursorOffset;\r\n this.text = this._text.slice(0, insertPosition) + key + this._text.slice(insertPosition);\r\n }\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n InputText.prototype._updateValueFromCursorIndex = function (offset) {\r\n //update the cursor\r\n this._blinkIsEven = false;\r\n if (this._cursorIndex === -1) {\r\n this._cursorIndex = offset;\r\n }\r\n else {\r\n if (this._cursorIndex < this._cursorOffset) {\r\n this._endHighlightIndex = this._text.length - this._cursorIndex;\r\n this._startHighlightIndex = this._text.length - this._cursorOffset;\r\n }\r\n else if (this._cursorIndex > this._cursorOffset) {\r\n this._endHighlightIndex = this._text.length - this._cursorOffset;\r\n this._startHighlightIndex = this._text.length - this._cursorIndex;\r\n }\r\n else {\r\n this._isTextHighlightOn = false;\r\n this._markAsDirty();\r\n return;\r\n }\r\n }\r\n this._isTextHighlightOn = true;\r\n this._markAsDirty();\r\n };\r\n /** @hidden */\r\n InputText.prototype._processDblClick = function (evt) {\r\n //pre-find the start and end index of the word under cursor, speeds up the rendering\r\n this._startHighlightIndex = this._text.length - this._cursorOffset;\r\n this._endHighlightIndex = this._startHighlightIndex;\r\n var rWord = /\\w+/g, moveLeft, moveRight;\r\n do {\r\n moveRight = this._endHighlightIndex < this._text.length && (this._text[this._endHighlightIndex].search(rWord) !== -1) ? ++this._endHighlightIndex : 0;\r\n moveLeft = this._startHighlightIndex > 0 && (this._text[this._startHighlightIndex - 1].search(rWord) !== -1) ? --this._startHighlightIndex : 0;\r\n } while (moveLeft || moveRight);\r\n this._cursorOffset = this.text.length - this._startHighlightIndex;\r\n this.onTextHighlightObservable.notifyObservers(this);\r\n this._isTextHighlightOn = true;\r\n this._clickedCoordinate = null;\r\n this._blinkIsEven = true;\r\n this._cursorIndex = -1;\r\n this._markAsDirty();\r\n };\r\n /** @hidden */\r\n InputText.prototype._selectAllText = function () {\r\n this._blinkIsEven = true;\r\n this._isTextHighlightOn = true;\r\n this._startHighlightIndex = 0;\r\n this._endHighlightIndex = this._text.length;\r\n this._cursorOffset = this._text.length;\r\n this._cursorIndex = -1;\r\n this._markAsDirty();\r\n };\r\n /**\r\n * Handles the keyboard event\r\n * @param evt Defines the KeyboardEvent\r\n */\r\n InputText.prototype.processKeyboard = function (evt) {\r\n // process pressed key\r\n this.processKey(evt.keyCode, evt.key, evt);\r\n this.onKeyboardEventProcessedObservable.notifyObservers(evt);\r\n };\r\n /** @hidden */\r\n InputText.prototype._onCopyText = function (ev) {\r\n this._isTextHighlightOn = false;\r\n //when write permission to clipbaord data is denied\r\n try {\r\n ev.clipboardData && ev.clipboardData.setData(\"text/plain\", this._highlightedText);\r\n }\r\n catch (_a) { } //pass\r\n this._host.clipboardData = this._highlightedText;\r\n };\r\n /** @hidden */\r\n InputText.prototype._onCutText = function (ev) {\r\n if (!this._highlightedText) {\r\n return;\r\n }\r\n this.text = this._text.slice(0, this._startHighlightIndex) + this._text.slice(this._endHighlightIndex);\r\n this._isTextHighlightOn = false;\r\n this._cursorOffset = this.text.length - this._startHighlightIndex;\r\n //when write permission to clipbaord data is denied\r\n try {\r\n ev.clipboardData && ev.clipboardData.setData(\"text/plain\", this._highlightedText);\r\n }\r\n catch (_a) { } //pass\r\n this._host.clipboardData = this._highlightedText;\r\n this._highlightedText = \"\";\r\n };\r\n /** @hidden */\r\n InputText.prototype._onPasteText = function (ev) {\r\n var data = \"\";\r\n if (ev.clipboardData && ev.clipboardData.types.indexOf(\"text/plain\") !== -1) {\r\n data = ev.clipboardData.getData(\"text/plain\");\r\n }\r\n else {\r\n //get the cached data; returns blank string by default\r\n data = this._host.clipboardData;\r\n }\r\n var insertPosition = this._text.length - this._cursorOffset;\r\n this.text = this._text.slice(0, insertPosition) + data + this._text.slice(insertPosition);\r\n };\r\n InputText.prototype._draw = function (context, invalidatedRectangle) {\r\n var _this = this;\r\n context.save();\r\n this._applyStates(context);\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n // Background\r\n if (this._isFocused) {\r\n if (this._focusedBackground) {\r\n context.fillStyle = this._isEnabled ? this._focusedBackground : this._disabledColor;\r\n context.fillRect(this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n }\r\n }\r\n else if (this._background) {\r\n context.fillStyle = this._isEnabled ? this._background : this._disabledColor;\r\n context.fillRect(this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n }\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowBlur = 0;\r\n context.shadowOffsetX = 0;\r\n context.shadowOffsetY = 0;\r\n }\r\n if (!this._fontOffset) {\r\n this._fontOffset = Control._GetFontOffset(context.font);\r\n }\r\n // Text\r\n var clipTextLeft = this._currentMeasure.left + this._margin.getValueInPixel(this._host, this._tempParentMeasure.width);\r\n if (this.color) {\r\n context.fillStyle = this.color;\r\n }\r\n var text = this._beforeRenderText(this._text);\r\n if (!this._isFocused && !this._text && this._placeholderText) {\r\n text = this._placeholderText;\r\n if (this._placeholderColor) {\r\n context.fillStyle = this._placeholderColor;\r\n }\r\n }\r\n this._textWidth = context.measureText(text).width;\r\n var marginWidth = this._margin.getValueInPixel(this._host, this._tempParentMeasure.width) * 2;\r\n if (this._autoStretchWidth) {\r\n this.width = Math.min(this._maxWidth.getValueInPixel(this._host, this._tempParentMeasure.width), this._textWidth + marginWidth) + \"px\";\r\n }\r\n var rootY = this._fontOffset.ascent + (this._currentMeasure.height - this._fontOffset.height) / 2;\r\n var availableWidth = this._width.getValueInPixel(this._host, this._tempParentMeasure.width) - marginWidth;\r\n context.save();\r\n context.beginPath();\r\n context.rect(clipTextLeft, this._currentMeasure.top + (this._currentMeasure.height - this._fontOffset.height) / 2, availableWidth + 2, this._currentMeasure.height);\r\n context.clip();\r\n if (this._isFocused && this._textWidth > availableWidth) {\r\n var textLeft = clipTextLeft - this._textWidth + availableWidth;\r\n if (!this._scrollLeft) {\r\n this._scrollLeft = textLeft;\r\n }\r\n }\r\n else {\r\n this._scrollLeft = clipTextLeft;\r\n }\r\n context.fillText(text, this._scrollLeft, this._currentMeasure.top + rootY);\r\n // Cursor\r\n if (this._isFocused) {\r\n // Need to move cursor\r\n if (this._clickedCoordinate) {\r\n var rightPosition = this._scrollLeft + this._textWidth;\r\n var absoluteCursorPosition = rightPosition - this._clickedCoordinate;\r\n var currentSize = 0;\r\n this._cursorOffset = 0;\r\n var previousDist = 0;\r\n do {\r\n if (this._cursorOffset) {\r\n previousDist = Math.abs(absoluteCursorPosition - currentSize);\r\n }\r\n this._cursorOffset++;\r\n currentSize = context.measureText(text.substr(text.length - this._cursorOffset, this._cursorOffset)).width;\r\n } while (currentSize < absoluteCursorPosition && (text.length >= this._cursorOffset));\r\n // Find closest move\r\n if (Math.abs(absoluteCursorPosition - currentSize) > previousDist) {\r\n this._cursorOffset--;\r\n }\r\n this._blinkIsEven = false;\r\n this._clickedCoordinate = null;\r\n }\r\n // Render cursor\r\n if (!this._blinkIsEven) {\r\n var cursorOffsetText = this.text.substr(this._text.length - this._cursorOffset);\r\n var cursorOffsetWidth = context.measureText(cursorOffsetText).width;\r\n var cursorLeft = this._scrollLeft + this._textWidth - cursorOffsetWidth;\r\n if (cursorLeft < clipTextLeft) {\r\n this._scrollLeft += (clipTextLeft - cursorLeft);\r\n cursorLeft = clipTextLeft;\r\n this._markAsDirty();\r\n }\r\n else if (cursorLeft > clipTextLeft + availableWidth) {\r\n this._scrollLeft += (clipTextLeft + availableWidth - cursorLeft);\r\n cursorLeft = clipTextLeft + availableWidth;\r\n this._markAsDirty();\r\n }\r\n if (!this._isTextHighlightOn) {\r\n context.fillRect(cursorLeft, this._currentMeasure.top + (this._currentMeasure.height - this._fontOffset.height) / 2, 2, this._fontOffset.height);\r\n }\r\n }\r\n clearTimeout(this._blinkTimeout);\r\n this._blinkTimeout = setTimeout(function () {\r\n _this._blinkIsEven = !_this._blinkIsEven;\r\n _this._markAsDirty();\r\n }, 500);\r\n //show the highlighted text\r\n if (this._isTextHighlightOn) {\r\n clearTimeout(this._blinkTimeout);\r\n var highlightCursorOffsetWidth = context.measureText(this.text.substring(this._startHighlightIndex)).width;\r\n var highlightCursorLeft = this._scrollLeft + this._textWidth - highlightCursorOffsetWidth;\r\n this._highlightedText = this.text.substring(this._startHighlightIndex, this._endHighlightIndex);\r\n var width = context.measureText(this.text.substring(this._startHighlightIndex, this._endHighlightIndex)).width;\r\n if (highlightCursorLeft < clipTextLeft) {\r\n width = width - (clipTextLeft - highlightCursorLeft);\r\n if (!width) {\r\n // when using left arrow on text.length > availableWidth;\r\n // assigns the width of the first letter after clipTextLeft\r\n width = context.measureText(this.text.charAt(this.text.length - this._cursorOffset)).width;\r\n }\r\n highlightCursorLeft = clipTextLeft;\r\n }\r\n //for transparancy\r\n context.globalAlpha = this._highligherOpacity;\r\n context.fillStyle = this._textHighlightColor;\r\n context.fillRect(highlightCursorLeft, this._currentMeasure.top + (this._currentMeasure.height - this._fontOffset.height) / 2, width, this._fontOffset.height);\r\n context.globalAlpha = 1.0;\r\n }\r\n }\r\n context.restore();\r\n // Border\r\n if (this._thickness) {\r\n if (this._isFocused) {\r\n if (this.focusedColor) {\r\n context.strokeStyle = this.focusedColor;\r\n }\r\n }\r\n else {\r\n if (this.color) {\r\n context.strokeStyle = this.color;\r\n }\r\n }\r\n context.lineWidth = this._thickness;\r\n context.strokeRect(this._currentMeasure.left + this._thickness / 2, this._currentMeasure.top + this._thickness / 2, this._currentMeasure.width - this._thickness, this._currentMeasure.height - this._thickness);\r\n }\r\n context.restore();\r\n };\r\n InputText.prototype._onPointerDown = function (target, coordinates, pointerId, buttonIndex) {\r\n if (!_super.prototype._onPointerDown.call(this, target, coordinates, pointerId, buttonIndex)) {\r\n return false;\r\n }\r\n this._clickedCoordinate = coordinates.x;\r\n this._isTextHighlightOn = false;\r\n this._highlightedText = \"\";\r\n this._cursorIndex = -1;\r\n this._isPointerDown = true;\r\n this._host._capturingControl[pointerId] = this;\r\n if (this._host.focusedControl === this) {\r\n // Move cursor\r\n clearTimeout(this._blinkTimeout);\r\n this._markAsDirty();\r\n return true;\r\n }\r\n if (!this._isEnabled) {\r\n return false;\r\n }\r\n this._host.focusedControl = this;\r\n return true;\r\n };\r\n InputText.prototype._onPointerMove = function (target, coordinates, pointerId) {\r\n if (this._host.focusedControl === this && this._isPointerDown) {\r\n this._clickedCoordinate = coordinates.x;\r\n this._markAsDirty();\r\n this._updateValueFromCursorIndex(this._cursorOffset);\r\n }\r\n _super.prototype._onPointerMove.call(this, target, coordinates, pointerId);\r\n };\r\n InputText.prototype._onPointerUp = function (target, coordinates, pointerId, buttonIndex, notifyClick) {\r\n this._isPointerDown = false;\r\n delete this._host._capturingControl[pointerId];\r\n _super.prototype._onPointerUp.call(this, target, coordinates, pointerId, buttonIndex, notifyClick);\r\n };\r\n InputText.prototype._beforeRenderText = function (text) {\r\n return text;\r\n };\r\n InputText.prototype.dispose = function () {\r\n _super.prototype.dispose.call(this);\r\n this.onBlurObservable.clear();\r\n this.onFocusObservable.clear();\r\n this.onTextChangedObservable.clear();\r\n this.onTextCopyObservable.clear();\r\n this.onTextCutObservable.clear();\r\n this.onTextPasteObservable.clear();\r\n this.onTextHighlightObservable.clear();\r\n this.onKeyboardEventProcessedObservable.clear();\r\n };\r\n return InputText;\r\n}(Control));\r\nexport { InputText };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.InputText\"] = InputText;\r\n//# sourceMappingURL=inputText.js.map","import { __extends } from \"tslib\";\r\nimport { Container } from \"./container\";\r\nimport { ValueAndUnit } from \"../valueAndUnit\";\r\nimport { Control } from \"./control\";\r\nimport { Tools } from '@babylonjs/core/Misc/tools';\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to create a 2D grid container\r\n */\r\nvar Grid = /** @class */ (function (_super) {\r\n __extends(Grid, _super);\r\n /**\r\n * Creates a new Grid\r\n * @param name defines control name\r\n */\r\n function Grid(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._rowDefinitions = new Array();\r\n _this._columnDefinitions = new Array();\r\n _this._cells = {};\r\n _this._childControls = new Array();\r\n return _this;\r\n }\r\n Object.defineProperty(Grid.prototype, \"columnCount\", {\r\n /**\r\n * Gets the number of columns\r\n */\r\n get: function () {\r\n return this._columnDefinitions.length;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Grid.prototype, \"rowCount\", {\r\n /**\r\n * Gets the number of rows\r\n */\r\n get: function () {\r\n return this._rowDefinitions.length;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Grid.prototype, \"children\", {\r\n /** Gets the list of children */\r\n get: function () {\r\n return this._childControls;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Grid.prototype, \"cells\", {\r\n /** Gets the list of cells (e.g. the containers) */\r\n get: function () {\r\n return this._cells;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the definition of a specific row\r\n * @param index defines the index of the row\r\n * @returns the row definition\r\n */\r\n Grid.prototype.getRowDefinition = function (index) {\r\n if (index < 0 || index >= this._rowDefinitions.length) {\r\n return null;\r\n }\r\n return this._rowDefinitions[index];\r\n };\r\n /**\r\n * Gets the definition of a specific column\r\n * @param index defines the index of the column\r\n * @returns the column definition\r\n */\r\n Grid.prototype.getColumnDefinition = function (index) {\r\n if (index < 0 || index >= this._columnDefinitions.length) {\r\n return null;\r\n }\r\n return this._columnDefinitions[index];\r\n };\r\n /**\r\n * Adds a new row to the grid\r\n * @param height defines the height of the row (either in pixel or a value between 0 and 1)\r\n * @param isPixel defines if the height is expressed in pixel (or in percentage)\r\n * @returns the current grid\r\n */\r\n Grid.prototype.addRowDefinition = function (height, isPixel) {\r\n if (isPixel === void 0) { isPixel = false; }\r\n this._rowDefinitions.push(new ValueAndUnit(height, isPixel ? ValueAndUnit.UNITMODE_PIXEL : ValueAndUnit.UNITMODE_PERCENTAGE));\r\n this._markAsDirty();\r\n return this;\r\n };\r\n /**\r\n * Adds a new column to the grid\r\n * @param width defines the width of the column (either in pixel or a value between 0 and 1)\r\n * @param isPixel defines if the width is expressed in pixel (or in percentage)\r\n * @returns the current grid\r\n */\r\n Grid.prototype.addColumnDefinition = function (width, isPixel) {\r\n if (isPixel === void 0) { isPixel = false; }\r\n this._columnDefinitions.push(new ValueAndUnit(width, isPixel ? ValueAndUnit.UNITMODE_PIXEL : ValueAndUnit.UNITMODE_PERCENTAGE));\r\n this._markAsDirty();\r\n return this;\r\n };\r\n /**\r\n * Update a row definition\r\n * @param index defines the index of the row to update\r\n * @param height defines the height of the row (either in pixel or a value between 0 and 1)\r\n * @param isPixel defines if the weight is expressed in pixel (or in percentage)\r\n * @returns the current grid\r\n */\r\n Grid.prototype.setRowDefinition = function (index, height, isPixel) {\r\n if (isPixel === void 0) { isPixel = false; }\r\n if (index < 0 || index >= this._rowDefinitions.length) {\r\n return this;\r\n }\r\n var current = this._rowDefinitions[index];\r\n if (current && current.isPixel === isPixel && current.internalValue === height) {\r\n return this;\r\n }\r\n this._rowDefinitions[index] = new ValueAndUnit(height, isPixel ? ValueAndUnit.UNITMODE_PIXEL : ValueAndUnit.UNITMODE_PERCENTAGE);\r\n this._markAsDirty();\r\n return this;\r\n };\r\n /**\r\n * Update a column definition\r\n * @param index defines the index of the column to update\r\n * @param width defines the width of the column (either in pixel or a value between 0 and 1)\r\n * @param isPixel defines if the width is expressed in pixel (or in percentage)\r\n * @returns the current grid\r\n */\r\n Grid.prototype.setColumnDefinition = function (index, width, isPixel) {\r\n if (isPixel === void 0) { isPixel = false; }\r\n if (index < 0 || index >= this._columnDefinitions.length) {\r\n return this;\r\n }\r\n var current = this._columnDefinitions[index];\r\n if (current && current.isPixel === isPixel && current.internalValue === width) {\r\n return this;\r\n }\r\n this._columnDefinitions[index] = new ValueAndUnit(width, isPixel ? ValueAndUnit.UNITMODE_PIXEL : ValueAndUnit.UNITMODE_PERCENTAGE);\r\n this._markAsDirty();\r\n return this;\r\n };\r\n /**\r\n * Gets the list of children stored in a specific cell\r\n * @param row defines the row to check\r\n * @param column defines the column to check\r\n * @returns the list of controls\r\n */\r\n Grid.prototype.getChildrenAt = function (row, column) {\r\n var cell = this._cells[row + \":\" + column];\r\n if (!cell) {\r\n return null;\r\n }\r\n return cell.children;\r\n };\r\n /**\r\n * Gets a string representing the child cell info (row x column)\r\n * @param child defines the control to get info from\r\n * @returns a string containing the child cell info (row x column)\r\n */\r\n Grid.prototype.getChildCellInfo = function (child) {\r\n return child._tag;\r\n };\r\n Grid.prototype._removeCell = function (cell, key) {\r\n if (!cell) {\r\n return;\r\n }\r\n _super.prototype.removeControl.call(this, cell);\r\n for (var _i = 0, _a = cell.children; _i < _a.length; _i++) {\r\n var control = _a[_i];\r\n var childIndex = this._childControls.indexOf(control);\r\n if (childIndex !== -1) {\r\n this._childControls.splice(childIndex, 1);\r\n }\r\n }\r\n delete this._cells[key];\r\n };\r\n Grid.prototype._offsetCell = function (previousKey, key) {\r\n if (!this._cells[key]) {\r\n return;\r\n }\r\n this._cells[previousKey] = this._cells[key];\r\n for (var _i = 0, _a = this._cells[previousKey].children; _i < _a.length; _i++) {\r\n var control = _a[_i];\r\n control._tag = previousKey;\r\n }\r\n delete this._cells[key];\r\n };\r\n /**\r\n * Remove a column definition at specified index\r\n * @param index defines the index of the column to remove\r\n * @returns the current grid\r\n */\r\n Grid.prototype.removeColumnDefinition = function (index) {\r\n if (index < 0 || index >= this._columnDefinitions.length) {\r\n return this;\r\n }\r\n for (var x = 0; x < this._rowDefinitions.length; x++) {\r\n var key = x + \":\" + index;\r\n var cell = this._cells[key];\r\n this._removeCell(cell, key);\r\n }\r\n for (var x = 0; x < this._rowDefinitions.length; x++) {\r\n for (var y = index + 1; y < this._columnDefinitions.length; y++) {\r\n var previousKey = x + \":\" + (y - 1);\r\n var key = x + \":\" + y;\r\n this._offsetCell(previousKey, key);\r\n }\r\n }\r\n this._columnDefinitions.splice(index, 1);\r\n this._markAsDirty();\r\n return this;\r\n };\r\n /**\r\n * Remove a row definition at specified index\r\n * @param index defines the index of the row to remove\r\n * @returns the current grid\r\n */\r\n Grid.prototype.removeRowDefinition = function (index) {\r\n if (index < 0 || index >= this._rowDefinitions.length) {\r\n return this;\r\n }\r\n for (var y = 0; y < this._columnDefinitions.length; y++) {\r\n var key = index + \":\" + y;\r\n var cell = this._cells[key];\r\n this._removeCell(cell, key);\r\n }\r\n for (var y = 0; y < this._columnDefinitions.length; y++) {\r\n for (var x = index + 1; x < this._rowDefinitions.length; x++) {\r\n var previousKey = x - 1 + \":\" + y;\r\n var key = x + \":\" + y;\r\n this._offsetCell(previousKey, key);\r\n }\r\n }\r\n this._rowDefinitions.splice(index, 1);\r\n this._markAsDirty();\r\n return this;\r\n };\r\n /**\r\n * Adds a new control to the current grid\r\n * @param control defines the control to add\r\n * @param row defines the row where to add the control (0 by default)\r\n * @param column defines the column where to add the control (0 by default)\r\n * @returns the current grid\r\n */\r\n Grid.prototype.addControl = function (control, row, column) {\r\n if (row === void 0) { row = 0; }\r\n if (column === void 0) { column = 0; }\r\n if (this._rowDefinitions.length === 0) {\r\n // Add default row definition\r\n this.addRowDefinition(1, false);\r\n }\r\n if (this._columnDefinitions.length === 0) {\r\n // Add default column definition\r\n this.addColumnDefinition(1, false);\r\n }\r\n if (this._childControls.indexOf(control) !== -1) {\r\n Tools.Warn(\"Control (Name:\" + control.name + \", UniqueId:\" + control.uniqueId + \") is already associated with this grid. You must remove it before reattaching it\");\r\n return this;\r\n }\r\n var x = Math.min(row, this._rowDefinitions.length - 1);\r\n var y = Math.min(column, this._columnDefinitions.length - 1);\r\n var key = x + \":\" + y;\r\n var goodContainer = this._cells[key];\r\n if (!goodContainer) {\r\n goodContainer = new Container(key);\r\n this._cells[key] = goodContainer;\r\n goodContainer.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n goodContainer.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n _super.prototype.addControl.call(this, goodContainer);\r\n }\r\n goodContainer.addControl(control);\r\n this._childControls.push(control);\r\n control._tag = key;\r\n control.parent = this;\r\n this._markAsDirty();\r\n return this;\r\n };\r\n /**\r\n * Removes a control from the current container\r\n * @param control defines the control to remove\r\n * @returns the current container\r\n */\r\n Grid.prototype.removeControl = function (control) {\r\n var index = this._childControls.indexOf(control);\r\n if (index !== -1) {\r\n this._childControls.splice(index, 1);\r\n }\r\n var cell = this._cells[control._tag];\r\n if (cell) {\r\n cell.removeControl(control);\r\n control._tag = null;\r\n }\r\n this._markAsDirty();\r\n return this;\r\n };\r\n Grid.prototype._getTypeName = function () {\r\n return \"Grid\";\r\n };\r\n Grid.prototype._getGridDefinitions = function (definitionCallback) {\r\n var widths = [];\r\n var heights = [];\r\n var lefts = [];\r\n var tops = [];\r\n var availableWidth = this._currentMeasure.width;\r\n var globalWidthPercentage = 0;\r\n var availableHeight = this._currentMeasure.height;\r\n var globalHeightPercentage = 0;\r\n // Heights\r\n var index = 0;\r\n for (var _i = 0, _a = this._rowDefinitions; _i < _a.length; _i++) {\r\n var value = _a[_i];\r\n if (value.isPixel) {\r\n var height = value.getValue(this._host);\r\n availableHeight -= height;\r\n heights[index] = height;\r\n }\r\n else {\r\n globalHeightPercentage += value.internalValue;\r\n }\r\n index++;\r\n }\r\n var top = 0;\r\n index = 0;\r\n for (var _b = 0, _c = this._rowDefinitions; _b < _c.length; _b++) {\r\n var value = _c[_b];\r\n tops.push(top);\r\n if (!value.isPixel) {\r\n var height = (value.internalValue / globalHeightPercentage) * availableHeight;\r\n top += height;\r\n heights[index] = height;\r\n }\r\n else {\r\n top += value.getValue(this._host);\r\n }\r\n index++;\r\n }\r\n // Widths\r\n index = 0;\r\n for (var _d = 0, _e = this._columnDefinitions; _d < _e.length; _d++) {\r\n var value = _e[_d];\r\n if (value.isPixel) {\r\n var width = value.getValue(this._host);\r\n availableWidth -= width;\r\n widths[index] = width;\r\n }\r\n else {\r\n globalWidthPercentage += value.internalValue;\r\n }\r\n index++;\r\n }\r\n var left = 0;\r\n index = 0;\r\n for (var _f = 0, _g = this._columnDefinitions; _f < _g.length; _f++) {\r\n var value = _g[_f];\r\n lefts.push(left);\r\n if (!value.isPixel) {\r\n var width = (value.internalValue / globalWidthPercentage) * availableWidth;\r\n left += width;\r\n widths[index] = width;\r\n }\r\n else {\r\n left += value.getValue(this._host);\r\n }\r\n index++;\r\n }\r\n definitionCallback(lefts, tops, widths, heights);\r\n };\r\n Grid.prototype._additionalProcessing = function (parentMeasure, context) {\r\n var _this = this;\r\n this._getGridDefinitions(function (lefts, tops, widths, heights) {\r\n // Setting child sizes\r\n for (var key in _this._cells) {\r\n if (!_this._cells.hasOwnProperty(key)) {\r\n continue;\r\n }\r\n var split = key.split(\":\");\r\n var x = parseInt(split[0]);\r\n var y = parseInt(split[1]);\r\n var cell = _this._cells[key];\r\n cell.left = lefts[y] + \"px\";\r\n cell.top = tops[x] + \"px\";\r\n cell.width = widths[y] + \"px\";\r\n cell.height = heights[x] + \"px\";\r\n cell._left.ignoreAdaptiveScaling = true;\r\n cell._top.ignoreAdaptiveScaling = true;\r\n cell._width.ignoreAdaptiveScaling = true;\r\n cell._height.ignoreAdaptiveScaling = true;\r\n }\r\n });\r\n _super.prototype._additionalProcessing.call(this, parentMeasure, context);\r\n };\r\n Grid.prototype._flagDescendantsAsMatrixDirty = function () {\r\n for (var key in this._cells) {\r\n if (!this._cells.hasOwnProperty(key)) {\r\n continue;\r\n }\r\n var child = this._cells[key];\r\n child._markMatrixAsDirty();\r\n }\r\n };\r\n Grid.prototype._renderHighlightSpecific = function (context) {\r\n var _this = this;\r\n _super.prototype._renderHighlightSpecific.call(this, context);\r\n this._getGridDefinitions(function (lefts, tops, widths, heights) {\r\n // Columns\r\n for (var index = 0; index < lefts.length; index++) {\r\n var left = _this._currentMeasure.left + lefts[index] + widths[index];\r\n context.beginPath();\r\n context.moveTo(left, _this._currentMeasure.top);\r\n context.lineTo(left, _this._currentMeasure.top + _this._currentMeasure.height);\r\n context.stroke();\r\n }\r\n // Rows\r\n for (var index = 0; index < tops.length; index++) {\r\n var top_1 = _this._currentMeasure.top + tops[index] + heights[index];\r\n context.beginPath();\r\n context.moveTo(_this._currentMeasure.left, top_1);\r\n context.lineTo(_this._currentMeasure.left + _this._currentMeasure.width, top_1);\r\n context.stroke();\r\n }\r\n });\r\n context.restore();\r\n };\r\n /** Releases associated resources */\r\n Grid.prototype.dispose = function () {\r\n _super.prototype.dispose.call(this);\r\n for (var _i = 0, _a = this._childControls; _i < _a.length; _i++) {\r\n var control = _a[_i];\r\n control.dispose();\r\n }\r\n this._childControls = [];\r\n };\r\n return Grid;\r\n}(Container));\r\nexport { Grid };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.Grid\"] = Grid;\r\n//# sourceMappingURL=grid.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { Control } from \"./control\";\r\nimport { InputText } from \"./inputText\";\r\nimport { Rectangle } from \"./rectangle\";\r\nimport { Button } from \"./button\";\r\nimport { Grid } from \"./grid\";\r\nimport { TextBlock } from \"../controls/textBlock\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\nimport { Color3 } from '@babylonjs/core/Maths/math.color';\r\n/** Class used to create color pickers */\r\nvar ColorPicker = /** @class */ (function (_super) {\r\n __extends(ColorPicker, _super);\r\n /**\r\n * Creates a new ColorPicker\r\n * @param name defines the control name\r\n */\r\n function ColorPicker(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._value = Color3.Red();\r\n _this._tmpColor = new Color3();\r\n _this._pointerStartedOnSquare = false;\r\n _this._pointerStartedOnWheel = false;\r\n _this._squareLeft = 0;\r\n _this._squareTop = 0;\r\n _this._squareSize = 0;\r\n _this._h = 360;\r\n _this._s = 1;\r\n _this._v = 1;\r\n _this._lastPointerDownID = -1;\r\n /**\r\n * Observable raised when the value changes\r\n */\r\n _this.onValueChangedObservable = new Observable();\r\n // Events\r\n _this._pointerIsDown = false;\r\n _this.value = new Color3(.88, .1, .1);\r\n _this.size = \"200px\";\r\n _this.isPointerBlocker = true;\r\n return _this;\r\n }\r\n Object.defineProperty(ColorPicker.prototype, \"value\", {\r\n /** Gets or sets the color of the color picker */\r\n get: function () {\r\n return this._value;\r\n },\r\n set: function (value) {\r\n if (this._value.equals(value)) {\r\n return;\r\n }\r\n this._value.copyFrom(value);\r\n this._value.toHSVToRef(this._tmpColor);\r\n this._h = this._tmpColor.r;\r\n this._s = Math.max(this._tmpColor.g, 0.00001);\r\n this._v = Math.max(this._tmpColor.b, 0.00001);\r\n this._markAsDirty();\r\n if (this._value.r <= ColorPicker._Epsilon) {\r\n this._value.r = 0;\r\n }\r\n if (this._value.g <= ColorPicker._Epsilon) {\r\n this._value.g = 0;\r\n }\r\n if (this._value.b <= ColorPicker._Epsilon) {\r\n this._value.b = 0;\r\n }\r\n if (this._value.r >= 1.0 - ColorPicker._Epsilon) {\r\n this._value.r = 1.0;\r\n }\r\n if (this._value.g >= 1.0 - ColorPicker._Epsilon) {\r\n this._value.g = 1.0;\r\n }\r\n if (this._value.b >= 1.0 - ColorPicker._Epsilon) {\r\n this._value.b = 1.0;\r\n }\r\n this.onValueChangedObservable.notifyObservers(this._value);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorPicker.prototype, \"width\", {\r\n /**\r\n * Gets or sets control width\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._width.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._width.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._width.fromString(value)) {\r\n this._height.fromString(value);\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorPicker.prototype, \"height\", {\r\n /**\r\n * Gets or sets control height\r\n * @see http://doc.babylonjs.com/how_to/gui#position-and-size\r\n */\r\n get: function () {\r\n return this._height.toString(this._host);\r\n },\r\n /** Gets or sets control height */\r\n set: function (value) {\r\n if (this._height.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._height.fromString(value)) {\r\n this._width.fromString(value);\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorPicker.prototype, \"size\", {\r\n /** Gets or sets control size */\r\n get: function () {\r\n return this.width;\r\n },\r\n set: function (value) {\r\n this.width = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n ColorPicker.prototype._getTypeName = function () {\r\n return \"ColorPicker\";\r\n };\r\n /** @hidden */\r\n ColorPicker.prototype._preMeasure = function (parentMeasure, context) {\r\n if (parentMeasure.width < parentMeasure.height) {\r\n this._currentMeasure.height = parentMeasure.width;\r\n }\r\n else {\r\n this._currentMeasure.width = parentMeasure.height;\r\n }\r\n };\r\n ColorPicker.prototype._updateSquareProps = function () {\r\n var radius = Math.min(this._currentMeasure.width, this._currentMeasure.height) * .5;\r\n var wheelThickness = radius * .2;\r\n var innerDiameter = (radius - wheelThickness) * 2;\r\n var squareSize = innerDiameter / (Math.sqrt(2));\r\n var offset = radius - squareSize * .5;\r\n this._squareLeft = this._currentMeasure.left + offset;\r\n this._squareTop = this._currentMeasure.top + offset;\r\n this._squareSize = squareSize;\r\n };\r\n ColorPicker.prototype._drawGradientSquare = function (hueValue, left, top, width, height, context) {\r\n var lgh = context.createLinearGradient(left, top, width + left, top);\r\n lgh.addColorStop(0, '#fff');\r\n lgh.addColorStop(1, 'hsl(' + hueValue + ', 100%, 50%)');\r\n context.fillStyle = lgh;\r\n context.fillRect(left, top, width, height);\r\n var lgv = context.createLinearGradient(left, top, left, height + top);\r\n lgv.addColorStop(0, 'rgba(0,0,0,0)');\r\n lgv.addColorStop(1, '#000');\r\n context.fillStyle = lgv;\r\n context.fillRect(left, top, width, height);\r\n };\r\n ColorPicker.prototype._drawCircle = function (centerX, centerY, radius, context) {\r\n context.beginPath();\r\n context.arc(centerX, centerY, radius + 1, 0, 2 * Math.PI, false);\r\n context.lineWidth = 3;\r\n context.strokeStyle = '#333333';\r\n context.stroke();\r\n context.beginPath();\r\n context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);\r\n context.lineWidth = 3;\r\n context.strokeStyle = '#ffffff';\r\n context.stroke();\r\n };\r\n ColorPicker.prototype._createColorWheelCanvas = function (radius, thickness) {\r\n var canvas = document.createElement(\"canvas\");\r\n canvas.width = radius * 2;\r\n canvas.height = radius * 2;\r\n var context = canvas.getContext(\"2d\");\r\n var image = context.getImageData(0, 0, radius * 2, radius * 2);\r\n var data = image.data;\r\n var color = this._tmpColor;\r\n var maxDistSq = radius * radius;\r\n var innerRadius = radius - thickness;\r\n var minDistSq = innerRadius * innerRadius;\r\n for (var x = -radius; x < radius; x++) {\r\n for (var y = -radius; y < radius; y++) {\r\n var distSq = x * x + y * y;\r\n if (distSq > maxDistSq || distSq < minDistSq) {\r\n continue;\r\n }\r\n var dist = Math.sqrt(distSq);\r\n var ang = Math.atan2(y, x);\r\n Color3.HSVtoRGBToRef(ang * 180 / Math.PI + 180, dist / radius, 1, color);\r\n var index = ((x + radius) + ((y + radius) * 2 * radius)) * 4;\r\n data[index] = color.r * 255;\r\n data[index + 1] = color.g * 255;\r\n data[index + 2] = color.b * 255;\r\n var alphaRatio = (dist - innerRadius) / (radius - innerRadius);\r\n //apply less alpha to bigger color pickers\r\n var alphaAmount = .2;\r\n var maxAlpha = .2;\r\n var minAlpha = .04;\r\n var lowerRadius = 50;\r\n var upperRadius = 150;\r\n if (radius < lowerRadius) {\r\n alphaAmount = maxAlpha;\r\n }\r\n else if (radius > upperRadius) {\r\n alphaAmount = minAlpha;\r\n }\r\n else {\r\n alphaAmount = (minAlpha - maxAlpha) * (radius - lowerRadius) / (upperRadius - lowerRadius) + maxAlpha;\r\n }\r\n var alphaRatio = (dist - innerRadius) / (radius - innerRadius);\r\n if (alphaRatio < alphaAmount) {\r\n data[index + 3] = 255 * (alphaRatio / alphaAmount);\r\n }\r\n else if (alphaRatio > 1 - alphaAmount) {\r\n data[index + 3] = 255 * (1.0 - ((alphaRatio - (1 - alphaAmount)) / alphaAmount));\r\n }\r\n else {\r\n data[index + 3] = 255;\r\n }\r\n }\r\n }\r\n context.putImageData(image, 0, 0);\r\n return canvas;\r\n };\r\n /** @hidden */\r\n ColorPicker.prototype._draw = function (context) {\r\n context.save();\r\n this._applyStates(context);\r\n var radius = Math.min(this._currentMeasure.width, this._currentMeasure.height) * .5;\r\n var wheelThickness = radius * .2;\r\n var left = this._currentMeasure.left;\r\n var top = this._currentMeasure.top;\r\n if (!this._colorWheelCanvas || this._colorWheelCanvas.width != radius * 2) {\r\n this._colorWheelCanvas = this._createColorWheelCanvas(radius, wheelThickness);\r\n }\r\n this._updateSquareProps();\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n context.fillRect(this._squareLeft, this._squareTop, this._squareSize, this._squareSize);\r\n }\r\n context.drawImage(this._colorWheelCanvas, left, top);\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowBlur = 0;\r\n context.shadowOffsetX = 0;\r\n context.shadowOffsetY = 0;\r\n }\r\n this._drawGradientSquare(this._h, this._squareLeft, this._squareTop, this._squareSize, this._squareSize, context);\r\n var cx = this._squareLeft + this._squareSize * this._s;\r\n var cy = this._squareTop + this._squareSize * (1 - this._v);\r\n this._drawCircle(cx, cy, radius * .04, context);\r\n var dist = radius - wheelThickness * .5;\r\n cx = left + radius + Math.cos((this._h - 180) * Math.PI / 180) * dist;\r\n cy = top + radius + Math.sin((this._h - 180) * Math.PI / 180) * dist;\r\n this._drawCircle(cx, cy, wheelThickness * .35, context);\r\n context.restore();\r\n };\r\n ColorPicker.prototype._updateValueFromPointer = function (x, y) {\r\n if (this._pointerStartedOnWheel) {\r\n var radius = Math.min(this._currentMeasure.width, this._currentMeasure.height) * .5;\r\n var centerX = radius + this._currentMeasure.left;\r\n var centerY = radius + this._currentMeasure.top;\r\n this._h = Math.atan2(y - centerY, x - centerX) * 180 / Math.PI + 180;\r\n }\r\n else if (this._pointerStartedOnSquare) {\r\n this._updateSquareProps();\r\n this._s = (x - this._squareLeft) / this._squareSize;\r\n this._v = 1 - (y - this._squareTop) / this._squareSize;\r\n this._s = Math.min(this._s, 1);\r\n this._s = Math.max(this._s, ColorPicker._Epsilon);\r\n this._v = Math.min(this._v, 1);\r\n this._v = Math.max(this._v, ColorPicker._Epsilon);\r\n }\r\n Color3.HSVtoRGBToRef(this._h, this._s, this._v, this._tmpColor);\r\n this.value = this._tmpColor;\r\n };\r\n ColorPicker.prototype._isPointOnSquare = function (x, y) {\r\n this._updateSquareProps();\r\n var left = this._squareLeft;\r\n var top = this._squareTop;\r\n var size = this._squareSize;\r\n if (x >= left && x <= left + size &&\r\n y >= top && y <= top + size) {\r\n return true;\r\n }\r\n return false;\r\n };\r\n ColorPicker.prototype._isPointOnWheel = function (x, y) {\r\n var radius = Math.min(this._currentMeasure.width, this._currentMeasure.height) * .5;\r\n var centerX = radius + this._currentMeasure.left;\r\n var centerY = radius + this._currentMeasure.top;\r\n var wheelThickness = radius * .2;\r\n var innerRadius = radius - wheelThickness;\r\n var radiusSq = radius * radius;\r\n var innerRadiusSq = innerRadius * innerRadius;\r\n var dx = x - centerX;\r\n var dy = y - centerY;\r\n var distSq = dx * dx + dy * dy;\r\n if (distSq <= radiusSq && distSq >= innerRadiusSq) {\r\n return true;\r\n }\r\n return false;\r\n };\r\n ColorPicker.prototype._onPointerDown = function (target, coordinates, pointerId, buttonIndex) {\r\n if (!_super.prototype._onPointerDown.call(this, target, coordinates, pointerId, buttonIndex)) {\r\n return false;\r\n }\r\n this._pointerIsDown = true;\r\n this._pointerStartedOnSquare = false;\r\n this._pointerStartedOnWheel = false;\r\n // Invert transform\r\n this._invertTransformMatrix.transformCoordinates(coordinates.x, coordinates.y, this._transformedPosition);\r\n var x = this._transformedPosition.x;\r\n var y = this._transformedPosition.y;\r\n if (this._isPointOnSquare(x, y)) {\r\n this._pointerStartedOnSquare = true;\r\n }\r\n else if (this._isPointOnWheel(x, y)) {\r\n this._pointerStartedOnWheel = true;\r\n }\r\n this._updateValueFromPointer(x, y);\r\n this._host._capturingControl[pointerId] = this;\r\n this._lastPointerDownID = pointerId;\r\n return true;\r\n };\r\n ColorPicker.prototype._onPointerMove = function (target, coordinates, pointerId) {\r\n // Only listen to pointer move events coming from the last pointer to click on the element (To support dual vr controller interaction)\r\n if (pointerId != this._lastPointerDownID) {\r\n return;\r\n }\r\n // Invert transform\r\n this._invertTransformMatrix.transformCoordinates(coordinates.x, coordinates.y, this._transformedPosition);\r\n var x = this._transformedPosition.x;\r\n var y = this._transformedPosition.y;\r\n if (this._pointerIsDown) {\r\n this._updateValueFromPointer(x, y);\r\n }\r\n _super.prototype._onPointerMove.call(this, target, coordinates, pointerId);\r\n };\r\n ColorPicker.prototype._onPointerUp = function (target, coordinates, pointerId, buttonIndex, notifyClick) {\r\n this._pointerIsDown = false;\r\n delete this._host._capturingControl[pointerId];\r\n _super.prototype._onPointerUp.call(this, target, coordinates, pointerId, buttonIndex, notifyClick);\r\n };\r\n /**\r\n * This function expands the color picker by creating a color picker dialog with manual\r\n * color value input and the ability to save colors into an array to be used later in\r\n * subsequent launches of the dialogue.\r\n * @param advancedTexture defines the AdvancedDynamicTexture the dialog is assigned to\r\n * @param options defines size for dialog and options for saved colors. Also accepts last color picked as hex string and saved colors array as hex strings.\r\n * @returns picked color as a hex string and the saved colors array as hex strings.\r\n */\r\n ColorPicker.ShowPickerDialogAsync = function (advancedTexture, options) {\r\n return new Promise(function (resolve, reject) {\r\n // Default options\r\n options.pickerWidth = options.pickerWidth || \"640px\";\r\n options.pickerHeight = options.pickerHeight || \"400px\";\r\n options.headerHeight = options.headerHeight || \"35px\";\r\n options.lastColor = options.lastColor || \"#000000\";\r\n options.swatchLimit = options.swatchLimit || 20;\r\n options.numSwatchesPerLine = options.numSwatchesPerLine || 10;\r\n // Window size settings\r\n var drawerMaxRows = options.swatchLimit / options.numSwatchesPerLine;\r\n var rawSwatchSize = parseFloat(options.pickerWidth) / options.numSwatchesPerLine;\r\n var gutterSize = Math.floor(rawSwatchSize * 0.25);\r\n var colGutters = gutterSize * (options.numSwatchesPerLine + 1);\r\n var swatchSize = Math.floor((parseFloat(options.pickerWidth) - colGutters) / options.numSwatchesPerLine);\r\n var drawerMaxSize = (swatchSize * drawerMaxRows) + (gutterSize * (drawerMaxRows + 1));\r\n var containerSize = (parseInt(options.pickerHeight) + drawerMaxSize + Math.floor(swatchSize * 0.25)).toString() + \"px\";\r\n // Button Colors\r\n var buttonColor = \"#c0c0c0\";\r\n var buttonBackgroundColor = \"#535353\";\r\n var buttonBackgroundHoverColor = \"#414141\";\r\n var buttonBackgroundClickColor = \"515151\";\r\n var buttonDisabledColor = \"#555555\";\r\n var buttonDisabledBackgroundColor = \"#454545\";\r\n var currentSwatchesOutlineColor = \"#404040\";\r\n var luminanceLimitColor = Color3.FromHexString(\"#dddddd\");\r\n var luminanceLimit = luminanceLimitColor.r + luminanceLimitColor.g + luminanceLimitColor.b;\r\n var iconColorDark = \"#aaaaaa\";\r\n var iconColorLight = \"#ffffff\";\r\n var closeIconColor;\r\n // Button settings\r\n var buttonFontSize;\r\n var butEdit;\r\n var buttonWidth;\r\n var buttonHeight;\r\n // Input Text Colors\r\n var inputFieldLabels = [\"R\", \"G\", \"B\"];\r\n var inputTextBackgroundColor = \"#454545\";\r\n var inputTextColor = \"#f0f0f0\";\r\n // This is the current color as set by either the picker or by entering a value\r\n var currentColor;\r\n // This int is used for naming swatches and serves as the index for calling them from the list\r\n var swatchNumber;\r\n // Menu Panel options. We need to know if the swatchDrawer exists so we can create it if needed.\r\n var swatchDrawer;\r\n var editSwatchMode = false;\r\n // Color InputText fields that will be updated upon value change\r\n var picker;\r\n var rValInt;\r\n var gValInt;\r\n var bValInt;\r\n var rValDec;\r\n var gValDec;\r\n var bValDec;\r\n var hexVal;\r\n var newSwatch;\r\n var lastVal;\r\n var activeField;\r\n /**\r\n * Will update all values for InputText and ColorPicker controls based on the BABYLON.Color3 passed to this function.\r\n * Each InputText control and the ColorPicker control will be tested to see if they are the activeField and if they\r\n * are will receive no update. This is to prevent the input from the user being overwritten.\r\n */\r\n function updateValues(value, inputField) {\r\n activeField = inputField;\r\n var pickedColor = value.toHexString();\r\n newSwatch.background = pickedColor;\r\n if (rValInt.name != activeField) {\r\n rValInt.text = Math.floor(value.r * 255).toString();\r\n }\r\n if (gValInt.name != activeField) {\r\n gValInt.text = Math.floor(value.g * 255).toString();\r\n }\r\n if (bValInt.name != activeField) {\r\n bValInt.text = Math.floor(value.b * 255).toString();\r\n }\r\n if (rValDec.name != activeField) {\r\n rValDec.text = value.r.toString();\r\n }\r\n if (gValDec.name != activeField) {\r\n gValDec.text = value.g.toString();\r\n }\r\n if (bValDec.name != activeField) {\r\n bValDec.text = value.b.toString();\r\n }\r\n if (hexVal.name != activeField) {\r\n var minusPound = pickedColor.split(\"#\");\r\n hexVal.text = minusPound[1];\r\n }\r\n if (picker.name != activeField) {\r\n picker.value = value;\r\n }\r\n }\r\n // When the user enters an integer for R, G, or B we check to make sure it is a valid number and replace if not.\r\n function updateInt(field, channel) {\r\n var newValue = field.text;\r\n var checkVal = /[^0-9]/g.test(newValue);\r\n if (checkVal) {\r\n field.text = lastVal;\r\n return;\r\n }\r\n else {\r\n if (newValue != \"\") {\r\n if (Math.floor(parseInt(newValue)) < 0) {\r\n newValue = \"0\";\r\n }\r\n else if (Math.floor(parseInt(newValue)) > 255) {\r\n newValue = \"255\";\r\n }\r\n else if (isNaN(parseInt(newValue))) {\r\n newValue = \"0\";\r\n }\r\n }\r\n if (activeField == field.name) {\r\n lastVal = newValue;\r\n }\r\n }\r\n if (newValue != \"\") {\r\n newValue = parseInt(newValue).toString();\r\n field.text = newValue;\r\n var newSwatchRGB = Color3.FromHexString(newSwatch.background);\r\n if (activeField == field.name) {\r\n if (channel == \"r\") {\r\n updateValues(new Color3((parseInt(newValue)) / 255, newSwatchRGB.g, newSwatchRGB.b), field.name);\r\n }\r\n else if (channel == \"g\") {\r\n updateValues(new Color3(newSwatchRGB.r, (parseInt(newValue)) / 255, newSwatchRGB.b), field.name);\r\n }\r\n else {\r\n updateValues(new Color3(newSwatchRGB.r, newSwatchRGB.g, (parseInt(newValue)) / 255), field.name);\r\n }\r\n }\r\n }\r\n }\r\n // When the user enters a float for R, G, or B we check to make sure it is a valid number and replace if not.\r\n function updateFloat(field, channel) {\r\n var newValue = field.text;\r\n var checkVal = /[^0-9\\.]/g.test(newValue);\r\n if (checkVal) {\r\n field.text = lastVal;\r\n return;\r\n }\r\n else {\r\n if (newValue != \"\" && newValue != \".\" && parseFloat(newValue) != 0) {\r\n if (parseFloat(newValue) < 0.0) {\r\n newValue = \"0.0\";\r\n }\r\n else if (parseFloat(newValue) > 1.0) {\r\n newValue = \"1.0\";\r\n }\r\n else if (isNaN(parseFloat(newValue))) {\r\n newValue = \"0.0\";\r\n }\r\n }\r\n if (activeField == field.name) {\r\n lastVal = newValue;\r\n }\r\n }\r\n if (newValue != \"\" && newValue != \".\" && parseFloat(newValue) != 0) {\r\n newValue = parseFloat(newValue).toString();\r\n field.text = newValue;\r\n }\r\n else {\r\n newValue = \"0.0\";\r\n }\r\n var newSwatchRGB = Color3.FromHexString(newSwatch.background);\r\n if (activeField == field.name) {\r\n if (channel == \"r\") {\r\n updateValues(new Color3(parseFloat(newValue), newSwatchRGB.g, newSwatchRGB.b), field.name);\r\n }\r\n else if (channel == \"g\") {\r\n updateValues(new Color3(newSwatchRGB.r, parseFloat(newValue), newSwatchRGB.b), field.name);\r\n }\r\n else {\r\n updateValues(new Color3(newSwatchRGB.r, newSwatchRGB.g, parseFloat(newValue)), field.name);\r\n }\r\n }\r\n }\r\n // Removes the current index from the savedColors array. Drawer can then be regenerated.\r\n function deleteSwatch(index) {\r\n if (options.savedColors) {\r\n options.savedColors.splice(index, 1);\r\n }\r\n if (options.savedColors && options.savedColors.length == 0) {\r\n setEditButtonVisibility(false);\r\n editSwatchMode = false;\r\n }\r\n }\r\n // Creates and styles an individual swatch when updateSwatches is called.\r\n function createSwatch() {\r\n if (options.savedColors && options.savedColors[swatchNumber]) {\r\n if (editSwatchMode) {\r\n var icon = \"b\";\r\n }\r\n else {\r\n var icon = \"\";\r\n }\r\n var swatch = Button.CreateSimpleButton(\"Swatch_\" + swatchNumber, icon);\r\n swatch.fontFamily = \"BabylonJSglyphs\";\r\n var swatchColor = Color3.FromHexString(options.savedColors[swatchNumber]);\r\n var swatchLuminence = swatchColor.r + swatchColor.g + swatchColor.b;\r\n // Set color of outline and textBlock based on luminance of the color swatch so feedback always visible\r\n if (swatchLuminence > luminanceLimit) {\r\n swatch.color = iconColorDark;\r\n }\r\n else {\r\n swatch.color = iconColorLight;\r\n }\r\n swatch.fontSize = Math.floor(swatchSize * 0.7);\r\n swatch.textBlock.verticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;\r\n swatch.height = swatch.width = (swatchSize).toString() + \"px\";\r\n swatch.background = options.savedColors[swatchNumber];\r\n swatch.thickness = 2;\r\n var metadata_1 = swatchNumber;\r\n swatch.pointerDownAnimation = function () {\r\n swatch.thickness = 4;\r\n };\r\n swatch.pointerUpAnimation = function () {\r\n swatch.thickness = 3;\r\n };\r\n swatch.pointerEnterAnimation = function () {\r\n swatch.thickness = 3;\r\n };\r\n swatch.pointerOutAnimation = function () {\r\n swatch.thickness = 2;\r\n };\r\n swatch.onPointerClickObservable.add(function () {\r\n if (!editSwatchMode) {\r\n if (options.savedColors) {\r\n updateValues(Color3.FromHexString(options.savedColors[metadata_1]), swatch.name);\r\n }\r\n }\r\n else {\r\n deleteSwatch(metadata_1);\r\n updateSwatches(\"\", butSave);\r\n }\r\n });\r\n return swatch;\r\n }\r\n else {\r\n return null;\r\n }\r\n }\r\n // Mode switch to render button text and close symbols on swatch controls\r\n function editSwatches(mode) {\r\n if (mode !== undefined) {\r\n editSwatchMode = mode;\r\n }\r\n if (editSwatchMode) {\r\n for (var i = 0; i < swatchDrawer.children.length; i++) {\r\n var thisButton = swatchDrawer.children[i];\r\n thisButton.textBlock.text = \"b\";\r\n }\r\n if (butEdit !== undefined) {\r\n butEdit.textBlock.text = \"Done\";\r\n }\r\n }\r\n else {\r\n for (var i = 0; i < swatchDrawer.children.length; i++) {\r\n var thisButton = swatchDrawer.children[i];\r\n thisButton.textBlock.text = \"\";\r\n }\r\n if (butEdit !== undefined) {\r\n butEdit.textBlock.text = \"Edit\";\r\n }\r\n }\r\n }\r\n /**\r\n * When Save Color button is pressed this function will first create a swatch drawer if one is not already\r\n * made. Then all controls are removed from the drawer and we step through the savedColors array and\r\n * creates one swatch per color. It will also set the height of the drawer control based on how many\r\n * saved colors there are and how many can be stored per row.\r\n */\r\n function updateSwatches(color, button) {\r\n if (options.savedColors) {\r\n if (color != \"\") {\r\n options.savedColors.push(color);\r\n }\r\n swatchNumber = 0;\r\n swatchDrawer.clearControls();\r\n var rowCount = Math.ceil(options.savedColors.length / options.numSwatchesPerLine);\r\n if (rowCount == 0) {\r\n var gutterCount = 0;\r\n }\r\n else {\r\n var gutterCount = rowCount + 1;\r\n }\r\n if (swatchDrawer.rowCount != rowCount + gutterCount) {\r\n var currentRows = swatchDrawer.rowCount;\r\n for (var i = 0; i < currentRows; i++) {\r\n swatchDrawer.removeRowDefinition(0);\r\n }\r\n for (var i = 0; i < rowCount + gutterCount; i++) {\r\n if (i % 2) {\r\n swatchDrawer.addRowDefinition(swatchSize, true);\r\n }\r\n else {\r\n swatchDrawer.addRowDefinition(gutterSize, true);\r\n }\r\n }\r\n }\r\n swatchDrawer.height = ((swatchSize * rowCount) + (gutterCount * gutterSize)).toString() + \"px\";\r\n for (var y = 1, thisRow = 1; y < rowCount + gutterCount; y += 2, thisRow++) {\r\n // Determine number of buttons to create per row based on the button limit per row and number of saved colors\r\n if (options.savedColors.length > thisRow * options.numSwatchesPerLine) {\r\n var totalButtonsThisRow = options.numSwatchesPerLine;\r\n }\r\n else {\r\n var totalButtonsThisRow = options.savedColors.length - ((thisRow - 1) * options.numSwatchesPerLine);\r\n }\r\n var buttonIterations = (Math.min(Math.max(totalButtonsThisRow, 0), options.numSwatchesPerLine));\r\n for (var x = 0, w = 1; x < buttonIterations; x++) {\r\n if (x > options.numSwatchesPerLine) {\r\n continue;\r\n }\r\n var swatch = createSwatch();\r\n if (swatch != null) {\r\n swatchDrawer.addControl(swatch, y, w);\r\n w += 2;\r\n swatchNumber++;\r\n }\r\n else {\r\n continue;\r\n }\r\n }\r\n }\r\n if (options.savedColors.length >= options.swatchLimit) {\r\n disableButton(button, true);\r\n }\r\n else {\r\n disableButton(button, false);\r\n }\r\n }\r\n }\r\n // Shows or hides edit swatches button depending on if there are saved swatches\r\n function setEditButtonVisibility(enableButton) {\r\n if (enableButton) {\r\n butEdit = Button.CreateSimpleButton(\"butEdit\", \"Edit\");\r\n butEdit.width = buttonWidth;\r\n butEdit.height = buttonHeight;\r\n butEdit.left = (Math.floor(parseInt(buttonWidth) * 0.1)).toString() + \"px\";\r\n butEdit.top = (parseFloat(butEdit.left) * -1).toString() + \"px\";\r\n butEdit.verticalAlignment = Control.VERTICAL_ALIGNMENT_BOTTOM;\r\n butEdit.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n butEdit.thickness = 2;\r\n butEdit.color = buttonColor;\r\n butEdit.fontSize = buttonFontSize;\r\n butEdit.background = buttonBackgroundColor;\r\n butEdit.onPointerEnterObservable.add(function () {\r\n butEdit.background = buttonBackgroundHoverColor;\r\n });\r\n butEdit.onPointerOutObservable.add(function () {\r\n butEdit.background = buttonBackgroundColor;\r\n });\r\n butEdit.pointerDownAnimation = function () {\r\n butEdit.background = buttonBackgroundClickColor;\r\n };\r\n butEdit.pointerUpAnimation = function () {\r\n butEdit.background = buttonBackgroundHoverColor;\r\n };\r\n butEdit.onPointerClickObservable.add(function () {\r\n if (editSwatchMode) {\r\n editSwatchMode = false;\r\n }\r\n else {\r\n editSwatchMode = true;\r\n }\r\n editSwatches();\r\n });\r\n pickerGrid.addControl(butEdit, 1, 0);\r\n }\r\n else {\r\n pickerGrid.removeControl(butEdit);\r\n }\r\n }\r\n // Called when the user hits the limit of saved colors in the drawer.\r\n function disableButton(button, disabled) {\r\n if (disabled) {\r\n button.color = buttonDisabledColor;\r\n button.background = buttonDisabledBackgroundColor;\r\n }\r\n else {\r\n button.color = buttonColor;\r\n button.background = buttonBackgroundColor;\r\n }\r\n }\r\n // Passes last chosen color back to scene and kills dialog by removing from AdvancedDynamicTexture\r\n function closePicker(color) {\r\n if (options.savedColors && options.savedColors.length > 0) {\r\n resolve({\r\n savedColors: options.savedColors,\r\n pickedColor: color\r\n });\r\n }\r\n else {\r\n resolve({\r\n pickedColor: color\r\n });\r\n }\r\n advancedTexture.removeControl(dialogContainer);\r\n }\r\n // Dialogue menu container which will contain both the main dialogue window and the swatch drawer which opens once a color is saved.\r\n var dialogContainer = new Grid();\r\n dialogContainer.name = \"Dialog Container\";\r\n dialogContainer.width = options.pickerWidth;\r\n if (options.savedColors) {\r\n dialogContainer.height = containerSize;\r\n var topRow = parseInt(options.pickerHeight) / parseInt(containerSize);\r\n dialogContainer.addRowDefinition(topRow, false);\r\n dialogContainer.addRowDefinition(1.0 - topRow, false);\r\n }\r\n else {\r\n dialogContainer.height = options.pickerHeight;\r\n dialogContainer.addRowDefinition(1.0, false);\r\n }\r\n advancedTexture.addControl(dialogContainer);\r\n // Swatch drawer which contains all saved color buttons\r\n if (options.savedColors) {\r\n swatchDrawer = new Grid();\r\n swatchDrawer.name = \"Swatch Drawer\";\r\n swatchDrawer.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n swatchDrawer.background = buttonBackgroundColor;\r\n swatchDrawer.width = options.pickerWidth;\r\n var initialRows = options.savedColors.length / options.numSwatchesPerLine;\r\n if (initialRows == 0) {\r\n var gutterCount = 0;\r\n }\r\n else {\r\n var gutterCount = initialRows + 1;\r\n }\r\n swatchDrawer.height = ((swatchSize * initialRows) + (gutterCount * gutterSize)).toString() + \"px\";\r\n swatchDrawer.top = Math.floor(swatchSize * 0.25).toString() + \"px\";\r\n for (var i = 0; i < (Math.ceil(options.savedColors.length / options.numSwatchesPerLine) * 2) + 1; i++) {\r\n if (i % 2 != 0) {\r\n swatchDrawer.addRowDefinition(swatchSize, true);\r\n }\r\n else {\r\n swatchDrawer.addRowDefinition(gutterSize, true);\r\n }\r\n }\r\n for (var i = 0; i < options.numSwatchesPerLine * 2 + 1; i++) {\r\n if (i % 2 != 0) {\r\n swatchDrawer.addColumnDefinition(swatchSize, true);\r\n }\r\n else {\r\n swatchDrawer.addColumnDefinition(gutterSize, true);\r\n }\r\n }\r\n dialogContainer.addControl(swatchDrawer, 1, 0);\r\n }\r\n // Picker container\r\n var pickerPanel = new Grid();\r\n pickerPanel.name = \"Picker Panel\";\r\n pickerPanel.height = options.pickerHeight;\r\n var panelHead = parseInt(options.headerHeight) / parseInt(options.pickerHeight);\r\n var pickerPanelRows = [panelHead, 1.0 - panelHead];\r\n pickerPanel.addRowDefinition(pickerPanelRows[0], false);\r\n pickerPanel.addRowDefinition(pickerPanelRows[1], false);\r\n dialogContainer.addControl(pickerPanel, 0, 0);\r\n // Picker container header\r\n var header = new Rectangle();\r\n header.name = \"Dialogue Header Bar\";\r\n header.background = \"#cccccc\";\r\n header.thickness = 0;\r\n pickerPanel.addControl(header, 0, 0);\r\n // Header close button\r\n var closeButton = Button.CreateSimpleButton(\"closeButton\", \"a\");\r\n closeButton.fontFamily = \"BabylonJSglyphs\";\r\n var headerColor3 = Color3.FromHexString(header.background);\r\n closeIconColor = new Color3(1.0 - headerColor3.r, 1.0 - headerColor3.g, 1.0 - headerColor3.b);\r\n closeButton.color = closeIconColor.toHexString();\r\n closeButton.fontSize = Math.floor(parseInt(options.headerHeight) * 0.6);\r\n closeButton.textBlock.textVerticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;\r\n closeButton.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_RIGHT;\r\n closeButton.height = closeButton.width = options.headerHeight;\r\n closeButton.background = header.background;\r\n closeButton.thickness = 0;\r\n closeButton.pointerDownAnimation = function () {\r\n };\r\n closeButton.pointerUpAnimation = function () {\r\n closeButton.background = header.background;\r\n };\r\n closeButton.pointerEnterAnimation = function () {\r\n closeButton.color = header.background;\r\n closeButton.background = \"red\";\r\n };\r\n closeButton.pointerOutAnimation = function () {\r\n closeButton.color = closeIconColor.toHexString();\r\n closeButton.background = header.background;\r\n };\r\n closeButton.onPointerClickObservable.add(function () {\r\n closePicker(currentSwatch.background);\r\n });\r\n pickerPanel.addControl(closeButton, 0, 0);\r\n // Dialog container body\r\n var dialogBody = new Grid();\r\n dialogBody.name = \"Dialogue Body\";\r\n dialogBody.background = buttonBackgroundColor;\r\n var dialogBodyCols = [0.4375, 0.5625];\r\n dialogBody.addRowDefinition(1.0, false);\r\n dialogBody.addColumnDefinition(dialogBodyCols[0], false);\r\n dialogBody.addColumnDefinition(dialogBodyCols[1], false);\r\n pickerPanel.addControl(dialogBody, 1, 0);\r\n // Picker grid\r\n var pickerGrid = new Grid();\r\n pickerGrid.name = \"Picker Grid\";\r\n pickerGrid.addRowDefinition(0.85, false);\r\n pickerGrid.addRowDefinition(0.15, false);\r\n dialogBody.addControl(pickerGrid, 0, 0);\r\n // Picker control\r\n picker = new ColorPicker();\r\n picker.name = \"GUI Color Picker\";\r\n if (options.pickerHeight < options.pickerWidth) {\r\n picker.width = 0.89;\r\n }\r\n else {\r\n picker.height = 0.89;\r\n }\r\n picker.value = Color3.FromHexString(options.lastColor);\r\n picker.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;\r\n picker.verticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;\r\n picker.onPointerDownObservable.add(function () {\r\n activeField = picker.name;\r\n lastVal = \"\";\r\n editSwatches(false);\r\n });\r\n picker.onValueChangedObservable.add(function (value) {\r\n if (activeField == picker.name) {\r\n updateValues(value, picker.name);\r\n }\r\n });\r\n pickerGrid.addControl(picker, 0, 0);\r\n // Picker body right quarant\r\n var pickerBodyRight = new Grid();\r\n pickerBodyRight.name = \"Dialogue Right Half\";\r\n pickerBodyRight.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n var pickerBodyRightRows = [0.514, 0.486];\r\n pickerBodyRight.addRowDefinition(pickerBodyRightRows[0], false);\r\n pickerBodyRight.addRowDefinition(pickerBodyRightRows[1], false);\r\n dialogBody.addControl(pickerBodyRight, 1, 1);\r\n // Picker container swatches and buttons\r\n var pickerSwatchesButtons = new Grid();\r\n pickerSwatchesButtons.name = \"Swatches and Buttons\";\r\n var pickerButtonsCol = [0.417, 0.583];\r\n pickerSwatchesButtons.addRowDefinition(1.0, false);\r\n pickerSwatchesButtons.addColumnDefinition(pickerButtonsCol[0], false);\r\n pickerSwatchesButtons.addColumnDefinition(pickerButtonsCol[1], false);\r\n pickerBodyRight.addControl(pickerSwatchesButtons, 0, 0);\r\n // Picker Swatches quadrant\r\n var pickerSwatches = new Grid();\r\n pickerSwatches.name = \"New and Current Swatches\";\r\n var pickeSwatchesRows = [0.04, 0.16, 0.64, 0.16];\r\n pickerSwatches.addRowDefinition(pickeSwatchesRows[0], false);\r\n pickerSwatches.addRowDefinition(pickeSwatchesRows[1], false);\r\n pickerSwatches.addRowDefinition(pickeSwatchesRows[2], false);\r\n pickerSwatches.addRowDefinition(pickeSwatchesRows[3], false);\r\n pickerSwatchesButtons.addControl(pickerSwatches, 0, 0);\r\n // Active swatches\r\n var activeSwatches = new Grid();\r\n activeSwatches.name = \"Active Swatches\";\r\n activeSwatches.width = 0.67;\r\n activeSwatches.addRowDefinition(0.5, false);\r\n activeSwatches.addRowDefinition(0.5, false);\r\n pickerSwatches.addControl(activeSwatches, 2, 0);\r\n var labelWidth = (Math.floor(parseInt(options.pickerWidth) * dialogBodyCols[1] * pickerButtonsCol[0] * 0.11));\r\n var labelHeight = (Math.floor(parseInt(options.pickerHeight) * pickerPanelRows[1] * pickerBodyRightRows[0] * pickeSwatchesRows[1] * 0.5));\r\n if (options.pickerWidth > options.pickerHeight) {\r\n var labelTextSize = labelHeight;\r\n }\r\n else {\r\n var labelTextSize = labelWidth;\r\n }\r\n // New color swatch and previous color button\r\n var newText = new TextBlock();\r\n newText.text = \"new\";\r\n newText.name = \"New Color Label\";\r\n newText.color = buttonColor;\r\n newText.fontSize = labelTextSize;\r\n pickerSwatches.addControl(newText, 1, 0);\r\n newSwatch = new Rectangle();\r\n newSwatch.name = \"New Color Swatch\";\r\n newSwatch.background = options.lastColor;\r\n newSwatch.thickness = 0;\r\n activeSwatches.addControl(newSwatch, 0, 0);\r\n var currentSwatch = Button.CreateSimpleButton(\"currentSwatch\", \"\");\r\n currentSwatch.background = options.lastColor;\r\n currentSwatch.thickness = 0;\r\n currentSwatch.onPointerClickObservable.add(function () {\r\n var revertColor = Color3.FromHexString(currentSwatch.background);\r\n updateValues(revertColor, currentSwatch.name);\r\n editSwatches(false);\r\n });\r\n currentSwatch.pointerDownAnimation = function () { };\r\n currentSwatch.pointerUpAnimation = function () { };\r\n currentSwatch.pointerEnterAnimation = function () { };\r\n currentSwatch.pointerOutAnimation = function () { };\r\n activeSwatches.addControl(currentSwatch, 1, 0);\r\n var swatchOutline = new Rectangle();\r\n swatchOutline.name = \"Swatch Outline\";\r\n swatchOutline.width = 0.67;\r\n swatchOutline.thickness = 2;\r\n swatchOutline.color = currentSwatchesOutlineColor;\r\n swatchOutline.isHitTestVisible = false;\r\n pickerSwatches.addControl(swatchOutline, 2, 0);\r\n var currentText = new TextBlock();\r\n currentText.name = \"Current Color Label\";\r\n currentText.text = \"current\";\r\n currentText.color = buttonColor;\r\n currentText.fontSize = labelTextSize;\r\n pickerSwatches.addControl(currentText, 3, 0);\r\n // Buttons grid\r\n var buttonGrid = new Grid();\r\n buttonGrid.name = \"Button Grid\";\r\n buttonGrid.height = 0.8;\r\n var buttonGridRows = 1 / 3;\r\n buttonGrid.addRowDefinition(buttonGridRows, false);\r\n buttonGrid.addRowDefinition(buttonGridRows, false);\r\n buttonGrid.addRowDefinition(buttonGridRows, false);\r\n pickerSwatchesButtons.addControl(buttonGrid, 0, 1);\r\n // Determine pixel width and height for all buttons from overall panel dimensions\r\n buttonWidth = (Math.floor(parseInt(options.pickerWidth) * dialogBodyCols[1] * pickerButtonsCol[1] * 0.67)).toString() + \"px\";\r\n buttonHeight = (Math.floor(parseInt(options.pickerHeight) * pickerPanelRows[1] * pickerBodyRightRows[0] * (parseFloat(buttonGrid.height.toString()) / 100) * buttonGridRows * 0.7)).toString() + \"px\";\r\n // Determine button type size\r\n if (parseFloat(buttonWidth) > parseFloat(buttonHeight)) {\r\n buttonFontSize = Math.floor(parseFloat(buttonHeight) * 0.45);\r\n }\r\n else {\r\n buttonFontSize = Math.floor(parseFloat(buttonWidth) * 0.11);\r\n }\r\n // Panel Buttons\r\n var butOK = Button.CreateSimpleButton(\"butOK\", \"OK\");\r\n butOK.width = buttonWidth;\r\n butOK.height = buttonHeight;\r\n butOK.verticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;\r\n butOK.thickness = 2;\r\n butOK.color = buttonColor;\r\n butOK.fontSize = buttonFontSize;\r\n butOK.background = buttonBackgroundColor;\r\n butOK.onPointerEnterObservable.add(function () { butOK.background = buttonBackgroundHoverColor; });\r\n butOK.onPointerOutObservable.add(function () { butOK.background = buttonBackgroundColor; });\r\n butOK.pointerDownAnimation = function () {\r\n butOK.background = buttonBackgroundClickColor;\r\n };\r\n butOK.pointerUpAnimation = function () {\r\n butOK.background = buttonBackgroundHoverColor;\r\n };\r\n butOK.onPointerClickObservable.add(function () {\r\n editSwatches(false);\r\n closePicker(newSwatch.background);\r\n });\r\n buttonGrid.addControl(butOK, 0, 0);\r\n var butCancel = Button.CreateSimpleButton(\"butCancel\", \"Cancel\");\r\n butCancel.width = buttonWidth;\r\n butCancel.height = buttonHeight;\r\n butCancel.verticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;\r\n butCancel.thickness = 2;\r\n butCancel.color = buttonColor;\r\n butCancel.fontSize = buttonFontSize;\r\n butCancel.background = buttonBackgroundColor;\r\n butCancel.onPointerEnterObservable.add(function () { butCancel.background = buttonBackgroundHoverColor; });\r\n butCancel.onPointerOutObservable.add(function () { butCancel.background = buttonBackgroundColor; });\r\n butCancel.pointerDownAnimation = function () {\r\n butCancel.background = buttonBackgroundClickColor;\r\n };\r\n butCancel.pointerUpAnimation = function () {\r\n butCancel.background = buttonBackgroundHoverColor;\r\n };\r\n butCancel.onPointerClickObservable.add(function () {\r\n editSwatches(false);\r\n closePicker(currentSwatch.background);\r\n });\r\n buttonGrid.addControl(butCancel, 1, 0);\r\n if (options.savedColors) {\r\n var butSave = Button.CreateSimpleButton(\"butSave\", \"Save\");\r\n butSave.width = buttonWidth;\r\n butSave.height = buttonHeight;\r\n butSave.verticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;\r\n butSave.thickness = 2;\r\n butSave.fontSize = buttonFontSize;\r\n if (options.savedColors.length < options.swatchLimit) {\r\n butSave.color = buttonColor;\r\n butSave.background = buttonBackgroundColor;\r\n }\r\n else {\r\n disableButton(butSave, true);\r\n }\r\n butSave.onPointerEnterObservable.add(function () {\r\n if (options.savedColors) {\r\n if (options.savedColors.length < options.swatchLimit) {\r\n butSave.background = buttonBackgroundHoverColor;\r\n }\r\n }\r\n });\r\n butSave.onPointerOutObservable.add(function () {\r\n if (options.savedColors) {\r\n if (options.savedColors.length < options.swatchLimit) {\r\n butSave.background = buttonBackgroundColor;\r\n }\r\n }\r\n });\r\n butSave.pointerDownAnimation = function () {\r\n if (options.savedColors) {\r\n if (options.savedColors.length < options.swatchLimit) {\r\n butSave.background = buttonBackgroundClickColor;\r\n }\r\n }\r\n };\r\n butSave.pointerUpAnimation = function () {\r\n if (options.savedColors) {\r\n if (options.savedColors.length < options.swatchLimit) {\r\n butSave.background = buttonBackgroundHoverColor;\r\n }\r\n }\r\n };\r\n butSave.onPointerClickObservable.add(function () {\r\n if (options.savedColors) {\r\n if (options.savedColors.length == 0) {\r\n setEditButtonVisibility(true);\r\n }\r\n if (options.savedColors.length < options.swatchLimit) {\r\n updateSwatches(newSwatch.background, butSave);\r\n }\r\n editSwatches(false);\r\n }\r\n });\r\n if (options.savedColors.length > 0) {\r\n setEditButtonVisibility(true);\r\n }\r\n buttonGrid.addControl(butSave, 2, 0);\r\n }\r\n // Picker color values input\r\n var pickerColorValues = new Grid();\r\n pickerColorValues.name = \"Dialog Lower Right\";\r\n pickerColorValues.addRowDefinition(0.02, false);\r\n pickerColorValues.addRowDefinition(0.63, false);\r\n pickerColorValues.addRowDefinition(0.21, false);\r\n pickerColorValues.addRowDefinition(0.14, false);\r\n pickerBodyRight.addControl(pickerColorValues, 1, 0);\r\n // RGB values text boxes\r\n currentColor = Color3.FromHexString(options.lastColor);\r\n var rgbValuesQuadrant = new Grid();\r\n rgbValuesQuadrant.name = \"RGB Values\";\r\n rgbValuesQuadrant.width = 0.82;\r\n rgbValuesQuadrant.verticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;\r\n rgbValuesQuadrant.addRowDefinition(1 / 3, false);\r\n rgbValuesQuadrant.addRowDefinition(1 / 3, false);\r\n rgbValuesQuadrant.addRowDefinition(1 / 3, false);\r\n rgbValuesQuadrant.addColumnDefinition(0.1, false);\r\n rgbValuesQuadrant.addColumnDefinition(0.2, false);\r\n rgbValuesQuadrant.addColumnDefinition(0.7, false);\r\n pickerColorValues.addControl(rgbValuesQuadrant, 1, 0);\r\n for (var i = 0; i < inputFieldLabels.length; i++) {\r\n var labelText = new TextBlock();\r\n labelText.text = inputFieldLabels[i];\r\n labelText.color = buttonColor;\r\n labelText.fontSize = buttonFontSize;\r\n rgbValuesQuadrant.addControl(labelText, i, 0);\r\n }\r\n // Input fields for RGB values\r\n rValInt = new InputText();\r\n rValInt.width = 0.83;\r\n rValInt.height = 0.72;\r\n rValInt.name = \"rIntField\";\r\n rValInt.fontSize = buttonFontSize;\r\n rValInt.text = (currentColor.r * 255).toString();\r\n rValInt.color = inputTextColor;\r\n rValInt.background = inputTextBackgroundColor;\r\n rValInt.onFocusObservable.add(function () {\r\n activeField = rValInt.name;\r\n lastVal = rValInt.text;\r\n editSwatches(false);\r\n });\r\n rValInt.onBlurObservable.add(function () {\r\n if (rValInt.text == \"\") {\r\n rValInt.text = \"0\";\r\n }\r\n updateInt(rValInt, \"r\");\r\n if (activeField == rValInt.name) {\r\n activeField = \"\";\r\n }\r\n });\r\n rValInt.onTextChangedObservable.add(function () {\r\n if (activeField == rValInt.name) {\r\n updateInt(rValInt, \"r\");\r\n }\r\n });\r\n rgbValuesQuadrant.addControl(rValInt, 0, 1);\r\n gValInt = new InputText();\r\n gValInt.width = 0.83;\r\n gValInt.height = 0.72;\r\n gValInt.name = \"gIntField\";\r\n gValInt.fontSize = buttonFontSize;\r\n gValInt.text = (currentColor.g * 255).toString();\r\n gValInt.color = inputTextColor;\r\n gValInt.background = inputTextBackgroundColor;\r\n gValInt.onFocusObservable.add(function () {\r\n activeField = gValInt.name;\r\n lastVal = gValInt.text;\r\n editSwatches(false);\r\n });\r\n gValInt.onBlurObservable.add(function () {\r\n if (gValInt.text == \"\") {\r\n gValInt.text = \"0\";\r\n }\r\n updateInt(gValInt, \"g\");\r\n if (activeField == gValInt.name) {\r\n activeField = \"\";\r\n }\r\n });\r\n gValInt.onTextChangedObservable.add(function () {\r\n if (activeField == gValInt.name) {\r\n updateInt(gValInt, \"g\");\r\n }\r\n });\r\n rgbValuesQuadrant.addControl(gValInt, 1, 1);\r\n bValInt = new InputText();\r\n bValInt.width = 0.83;\r\n bValInt.height = 0.72;\r\n bValInt.name = \"bIntField\";\r\n bValInt.fontSize = buttonFontSize;\r\n bValInt.text = (currentColor.b * 255).toString();\r\n bValInt.color = inputTextColor;\r\n bValInt.background = inputTextBackgroundColor;\r\n bValInt.onFocusObservable.add(function () {\r\n activeField = bValInt.name;\r\n lastVal = bValInt.text;\r\n editSwatches(false);\r\n });\r\n bValInt.onBlurObservable.add(function () {\r\n if (bValInt.text == \"\") {\r\n bValInt.text = \"0\";\r\n }\r\n updateInt(bValInt, \"b\");\r\n if (activeField == bValInt.name) {\r\n activeField = \"\";\r\n }\r\n });\r\n bValInt.onTextChangedObservable.add(function () {\r\n if (activeField == bValInt.name) {\r\n updateInt(bValInt, \"b\");\r\n }\r\n });\r\n rgbValuesQuadrant.addControl(bValInt, 2, 1);\r\n rValDec = new InputText();\r\n rValDec.width = 0.95;\r\n rValDec.height = 0.72;\r\n rValDec.name = \"rDecField\";\r\n rValDec.fontSize = buttonFontSize;\r\n rValDec.text = currentColor.r.toString();\r\n rValDec.color = inputTextColor;\r\n rValDec.background = inputTextBackgroundColor;\r\n rValDec.onFocusObservable.add(function () {\r\n activeField = rValDec.name;\r\n lastVal = rValDec.text;\r\n editSwatches(false);\r\n });\r\n rValDec.onBlurObservable.add(function () {\r\n if (parseFloat(rValDec.text) == 0 || rValDec.text == \"\") {\r\n rValDec.text = \"0\";\r\n updateFloat(rValDec, \"r\");\r\n }\r\n if (activeField == rValDec.name) {\r\n activeField = \"\";\r\n }\r\n });\r\n rValDec.onTextChangedObservable.add(function () {\r\n if (activeField == rValDec.name) {\r\n updateFloat(rValDec, \"r\");\r\n }\r\n });\r\n rgbValuesQuadrant.addControl(rValDec, 0, 2);\r\n gValDec = new InputText();\r\n gValDec.width = 0.95;\r\n gValDec.height = 0.72;\r\n gValDec.name = \"gDecField\";\r\n gValDec.fontSize = buttonFontSize;\r\n gValDec.text = currentColor.g.toString();\r\n gValDec.color = inputTextColor;\r\n gValDec.background = inputTextBackgroundColor;\r\n gValDec.onFocusObservable.add(function () {\r\n activeField = gValDec.name;\r\n lastVal = gValDec.text;\r\n editSwatches(false);\r\n });\r\n gValDec.onBlurObservable.add(function () {\r\n if (parseFloat(gValDec.text) == 0 || gValDec.text == \"\") {\r\n gValDec.text = \"0\";\r\n updateFloat(gValDec, \"g\");\r\n }\r\n if (activeField == gValDec.name) {\r\n activeField = \"\";\r\n }\r\n });\r\n gValDec.onTextChangedObservable.add(function () {\r\n if (activeField == gValDec.name) {\r\n updateFloat(gValDec, \"g\");\r\n }\r\n });\r\n rgbValuesQuadrant.addControl(gValDec, 1, 2);\r\n bValDec = new InputText();\r\n bValDec.width = 0.95;\r\n bValDec.height = 0.72;\r\n bValDec.name = \"bDecField\";\r\n bValDec.fontSize = buttonFontSize;\r\n bValDec.text = currentColor.b.toString();\r\n bValDec.color = inputTextColor;\r\n bValDec.background = inputTextBackgroundColor;\r\n bValDec.onFocusObservable.add(function () {\r\n activeField = bValDec.name;\r\n lastVal = bValDec.text;\r\n editSwatches(false);\r\n });\r\n bValDec.onBlurObservable.add(function () {\r\n if (parseFloat(bValDec.text) == 0 || bValDec.text == \"\") {\r\n bValDec.text = \"0\";\r\n updateFloat(bValDec, \"b\");\r\n }\r\n if (activeField == bValDec.name) {\r\n activeField = \"\";\r\n }\r\n });\r\n bValDec.onTextChangedObservable.add(function () {\r\n if (activeField == bValDec.name) {\r\n updateFloat(bValDec, \"b\");\r\n }\r\n });\r\n rgbValuesQuadrant.addControl(bValDec, 2, 2);\r\n // Hex value input\r\n var hexValueQuadrant = new Grid();\r\n hexValueQuadrant.name = \"Hex Value\";\r\n hexValueQuadrant.width = 0.82;\r\n hexValueQuadrant.addRowDefinition(1.0, false);\r\n hexValueQuadrant.addColumnDefinition(0.1, false);\r\n hexValueQuadrant.addColumnDefinition(0.9, false);\r\n pickerColorValues.addControl(hexValueQuadrant, 2, 0);\r\n var labelText = new TextBlock();\r\n labelText.text = \"#\";\r\n labelText.color = buttonColor;\r\n labelText.fontSize = buttonFontSize;\r\n hexValueQuadrant.addControl(labelText, 0, 0);\r\n hexVal = new InputText();\r\n hexVal.width = 0.96;\r\n hexVal.height = 0.72;\r\n hexVal.name = \"hexField\";\r\n hexVal.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;\r\n hexVal.fontSize = buttonFontSize;\r\n var minusPound = options.lastColor.split(\"#\");\r\n hexVal.text = minusPound[1];\r\n hexVal.color = inputTextColor;\r\n hexVal.background = inputTextBackgroundColor;\r\n hexVal.onFocusObservable.add(function () {\r\n activeField = hexVal.name;\r\n lastVal = hexVal.text;\r\n editSwatches(false);\r\n });\r\n hexVal.onBlurObservable.add(function () {\r\n if (hexVal.text.length == 3) {\r\n var val = hexVal.text.split(\"\");\r\n hexVal.text = val[0] + val[0] + val[1] + val[1] + val[2] + val[2];\r\n }\r\n if (hexVal.text == \"\") {\r\n hexVal.text = \"000000\";\r\n updateValues(Color3.FromHexString(hexVal.text), \"b\");\r\n }\r\n if (activeField == hexVal.name) {\r\n activeField = \"\";\r\n }\r\n });\r\n hexVal.onTextChangedObservable.add(function () {\r\n var newHexValue = hexVal.text;\r\n var checkHex = /[^0-9A-F]/i.test(newHexValue);\r\n if ((hexVal.text.length > 6 || checkHex) && activeField == hexVal.name) {\r\n hexVal.text = lastVal;\r\n }\r\n else {\r\n if (hexVal.text.length < 6) {\r\n var leadingZero = 6 - hexVal.text.length;\r\n for (var i = 0; i < leadingZero; i++) {\r\n newHexValue = \"0\" + newHexValue;\r\n }\r\n }\r\n if (hexVal.text.length == 3) {\r\n var val = hexVal.text.split(\"\");\r\n newHexValue = val[0] + val[0] + val[1] + val[1] + val[2] + val[2];\r\n }\r\n newHexValue = \"#\" + newHexValue;\r\n if (activeField == hexVal.name) {\r\n lastVal = hexVal.text;\r\n updateValues(Color3.FromHexString(newHexValue), hexVal.name);\r\n }\r\n }\r\n });\r\n hexValueQuadrant.addControl(hexVal, 0, 1);\r\n if (options.savedColors && options.savedColors.length > 0) {\r\n updateSwatches(\"\", butSave);\r\n }\r\n });\r\n };\r\n ColorPicker._Epsilon = 0.000001;\r\n return ColorPicker;\r\n}(Control));\r\nexport { ColorPicker };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.ColorPicker\"] = ColorPicker;\r\n//# sourceMappingURL=colorpicker.js.map","import { __extends } from \"tslib\";\r\nimport { Container } from \"./container\";\r\nimport { Control } from \"./control\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/** Class used to create 2D ellipse containers */\r\nvar Ellipse = /** @class */ (function (_super) {\r\n __extends(Ellipse, _super);\r\n /**\r\n * Creates a new Ellipse\r\n * @param name defines the control name\r\n */\r\n function Ellipse(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._thickness = 1;\r\n return _this;\r\n }\r\n Object.defineProperty(Ellipse.prototype, \"thickness\", {\r\n /** Gets or sets border thickness */\r\n get: function () {\r\n return this._thickness;\r\n },\r\n set: function (value) {\r\n if (this._thickness === value) {\r\n return;\r\n }\r\n this._thickness = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Ellipse.prototype._getTypeName = function () {\r\n return \"Ellipse\";\r\n };\r\n Ellipse.prototype._localDraw = function (context) {\r\n context.save();\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n Control.drawEllipse(this._currentMeasure.left + this._currentMeasure.width / 2, this._currentMeasure.top + this._currentMeasure.height / 2, this._currentMeasure.width / 2 - this._thickness / 2, this._currentMeasure.height / 2 - this._thickness / 2, context);\r\n if (this._background) {\r\n context.fillStyle = this._background;\r\n context.fill();\r\n }\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowBlur = 0;\r\n context.shadowOffsetX = 0;\r\n context.shadowOffsetY = 0;\r\n }\r\n if (this._thickness) {\r\n if (this.color) {\r\n context.strokeStyle = this.color;\r\n }\r\n context.lineWidth = this._thickness;\r\n context.stroke();\r\n }\r\n context.restore();\r\n };\r\n Ellipse.prototype._additionalProcessing = function (parentMeasure, context) {\r\n _super.prototype._additionalProcessing.call(this, parentMeasure, context);\r\n this._measureForChildren.width -= 2 * this._thickness;\r\n this._measureForChildren.height -= 2 * this._thickness;\r\n this._measureForChildren.left += this._thickness;\r\n this._measureForChildren.top += this._thickness;\r\n };\r\n Ellipse.prototype._clipForChildren = function (context) {\r\n Control.drawEllipse(this._currentMeasure.left + this._currentMeasure.width / 2, this._currentMeasure.top + this._currentMeasure.height / 2, this._currentMeasure.width / 2, this._currentMeasure.height / 2, context);\r\n context.clip();\r\n };\r\n return Ellipse;\r\n}(Container));\r\nexport { Ellipse };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.Ellipse\"] = Ellipse;\r\n//# sourceMappingURL=ellipse.js.map","import { __extends } from \"tslib\";\r\nimport { InputText } from \"./inputText\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to create a password control\r\n */\r\nvar InputPassword = /** @class */ (function (_super) {\r\n __extends(InputPassword, _super);\r\n function InputPassword() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n InputPassword.prototype._beforeRenderText = function (text) {\r\n var txt = \"\";\r\n for (var i = 0; i < text.length; i++) {\r\n txt += \"\\u2022\";\r\n }\r\n return txt;\r\n };\r\n return InputPassword;\r\n}(InputText));\r\nexport { InputPassword };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.InputPassword\"] = InputPassword;\r\n//# sourceMappingURL=inputPassword.js.map","import { __extends } from \"tslib\";\r\nimport { Vector3, Matrix } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Tools } from \"@babylonjs/core/Misc/tools\";\r\nimport { Control } from \"./control\";\r\nimport { ValueAndUnit } from \"../valueAndUnit\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/** Class used to render 2D lines */\r\nvar Line = /** @class */ (function (_super) {\r\n __extends(Line, _super);\r\n /**\r\n * Creates a new Line\r\n * @param name defines the control name\r\n */\r\n function Line(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._lineWidth = 1;\r\n _this._x1 = new ValueAndUnit(0);\r\n _this._y1 = new ValueAndUnit(0);\r\n _this._x2 = new ValueAndUnit(0);\r\n _this._y2 = new ValueAndUnit(0);\r\n _this._dash = new Array();\r\n _this._automaticSize = true;\r\n _this.isHitTestVisible = false;\r\n _this._horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n _this._verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n return _this;\r\n }\r\n Object.defineProperty(Line.prototype, \"dash\", {\r\n /** Gets or sets the dash pattern */\r\n get: function () {\r\n return this._dash;\r\n },\r\n set: function (value) {\r\n if (this._dash === value) {\r\n return;\r\n }\r\n this._dash = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Line.prototype, \"connectedControl\", {\r\n /** Gets or sets the control connected with the line end */\r\n get: function () {\r\n return this._connectedControl;\r\n },\r\n set: function (value) {\r\n var _this = this;\r\n if (this._connectedControl === value) {\r\n return;\r\n }\r\n if (this._connectedControlDirtyObserver && this._connectedControl) {\r\n this._connectedControl.onDirtyObservable.remove(this._connectedControlDirtyObserver);\r\n this._connectedControlDirtyObserver = null;\r\n }\r\n if (value) {\r\n this._connectedControlDirtyObserver = value.onDirtyObservable.add(function () { return _this._markAsDirty(); });\r\n }\r\n this._connectedControl = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Line.prototype, \"x1\", {\r\n /** Gets or sets start coordinates on X axis */\r\n get: function () {\r\n return this._x1.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._x1.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._x1.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Line.prototype, \"y1\", {\r\n /** Gets or sets start coordinates on Y axis */\r\n get: function () {\r\n return this._y1.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._y1.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._y1.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Line.prototype, \"x2\", {\r\n /** Gets or sets end coordinates on X axis */\r\n get: function () {\r\n return this._x2.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._x2.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._x2.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Line.prototype, \"y2\", {\r\n /** Gets or sets end coordinates on Y axis */\r\n get: function () {\r\n return this._y2.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._y2.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._y2.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Line.prototype, \"lineWidth\", {\r\n /** Gets or sets line width */\r\n get: function () {\r\n return this._lineWidth;\r\n },\r\n set: function (value) {\r\n if (this._lineWidth === value) {\r\n return;\r\n }\r\n this._lineWidth = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Line.prototype, \"horizontalAlignment\", {\r\n /** Gets or sets horizontal alignment */\r\n set: function (value) {\r\n return;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Line.prototype, \"verticalAlignment\", {\r\n /** Gets or sets vertical alignment */\r\n set: function (value) {\r\n return;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Line.prototype, \"_effectiveX2\", {\r\n get: function () {\r\n return (this._connectedControl ? this._connectedControl.centerX : 0) + this._x2.getValue(this._host);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Line.prototype, \"_effectiveY2\", {\r\n get: function () {\r\n return (this._connectedControl ? this._connectedControl.centerY : 0) + this._y2.getValue(this._host);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Line.prototype._getTypeName = function () {\r\n return \"Line\";\r\n };\r\n Line.prototype._draw = function (context) {\r\n context.save();\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n this._applyStates(context);\r\n context.strokeStyle = this.color;\r\n context.lineWidth = this._lineWidth;\r\n context.setLineDash(this._dash);\r\n context.beginPath();\r\n context.moveTo(this._cachedParentMeasure.left + this._x1.getValue(this._host), this._cachedParentMeasure.top + this._y1.getValue(this._host));\r\n context.lineTo(this._cachedParentMeasure.left + this._effectiveX2, this._cachedParentMeasure.top + this._effectiveY2);\r\n context.stroke();\r\n context.restore();\r\n };\r\n Line.prototype._measure = function () {\r\n // Width / Height\r\n this._currentMeasure.width = Math.abs(this._x1.getValue(this._host) - this._effectiveX2) + this._lineWidth;\r\n this._currentMeasure.height = Math.abs(this._y1.getValue(this._host) - this._effectiveY2) + this._lineWidth;\r\n };\r\n Line.prototype._computeAlignment = function (parentMeasure, context) {\r\n this._currentMeasure.left = parentMeasure.left + Math.min(this._x1.getValue(this._host), this._effectiveX2) - this._lineWidth / 2;\r\n this._currentMeasure.top = parentMeasure.top + Math.min(this._y1.getValue(this._host), this._effectiveY2) - this._lineWidth / 2;\r\n };\r\n /**\r\n * Move one end of the line given 3D cartesian coordinates.\r\n * @param position Targeted world position\r\n * @param scene Scene\r\n * @param end (opt) Set to true to assign x2 and y2 coordinates of the line. Default assign to x1 and y1.\r\n */\r\n Line.prototype.moveToVector3 = function (position, scene, end) {\r\n if (end === void 0) { end = false; }\r\n if (!this._host || this.parent !== this._host._rootContainer) {\r\n Tools.Error(\"Cannot move a control to a vector3 if the control is not at root level\");\r\n return;\r\n }\r\n var globalViewport = this._host._getGlobalViewport(scene);\r\n var projectedPosition = Vector3.Project(position, Matrix.Identity(), scene.getTransformMatrix(), globalViewport);\r\n this._moveToProjectedPosition(projectedPosition, end);\r\n if (projectedPosition.z < 0 || projectedPosition.z > 1) {\r\n this.notRenderable = true;\r\n return;\r\n }\r\n this.notRenderable = false;\r\n };\r\n /**\r\n * Move one end of the line to a position in screen absolute space.\r\n * @param projectedPosition Position in screen absolute space (X, Y)\r\n * @param end (opt) Set to true to assign x2 and y2 coordinates of the line. Default assign to x1 and y1.\r\n */\r\n Line.prototype._moveToProjectedPosition = function (projectedPosition, end) {\r\n if (end === void 0) { end = false; }\r\n var x = (projectedPosition.x + this._linkOffsetX.getValue(this._host)) + \"px\";\r\n var y = (projectedPosition.y + this._linkOffsetY.getValue(this._host)) + \"px\";\r\n if (end) {\r\n this.x2 = x;\r\n this.y2 = y;\r\n this._x2.ignoreAdaptiveScaling = true;\r\n this._y2.ignoreAdaptiveScaling = true;\r\n }\r\n else {\r\n this.x1 = x;\r\n this.y1 = y;\r\n this._x1.ignoreAdaptiveScaling = true;\r\n this._y1.ignoreAdaptiveScaling = true;\r\n }\r\n };\r\n return Line;\r\n}(Control));\r\nexport { Line };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.Line\"] = Line;\r\n//# sourceMappingURL=line.js.map","import { Vector2 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { ValueAndUnit } from \"./valueAndUnit\";\r\n/**\r\n * Class used to store a point for a MultiLine object.\r\n * The point can be pure 2D coordinates, a mesh or a control\r\n */\r\nvar MultiLinePoint = /** @class */ (function () {\r\n /**\r\n * Creates a new MultiLinePoint\r\n * @param multiLine defines the source MultiLine object\r\n */\r\n function MultiLinePoint(multiLine) {\r\n this._multiLine = multiLine;\r\n this._x = new ValueAndUnit(0);\r\n this._y = new ValueAndUnit(0);\r\n this._point = new Vector2(0, 0);\r\n }\r\n Object.defineProperty(MultiLinePoint.prototype, \"x\", {\r\n /** Gets or sets x coordinate */\r\n get: function () {\r\n return this._x.toString(this._multiLine._host);\r\n },\r\n set: function (value) {\r\n if (this._x.toString(this._multiLine._host) === value) {\r\n return;\r\n }\r\n if (this._x.fromString(value)) {\r\n this._multiLine._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MultiLinePoint.prototype, \"y\", {\r\n /** Gets or sets y coordinate */\r\n get: function () {\r\n return this._y.toString(this._multiLine._host);\r\n },\r\n set: function (value) {\r\n if (this._y.toString(this._multiLine._host) === value) {\r\n return;\r\n }\r\n if (this._y.fromString(value)) {\r\n this._multiLine._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MultiLinePoint.prototype, \"control\", {\r\n /** Gets or sets the control associated with this point */\r\n get: function () {\r\n return this._control;\r\n },\r\n set: function (value) {\r\n if (this._control === value) {\r\n return;\r\n }\r\n if (this._control && this._controlObserver) {\r\n this._control.onDirtyObservable.remove(this._controlObserver);\r\n this._controlObserver = null;\r\n }\r\n this._control = value;\r\n if (this._control) {\r\n this._controlObserver = this._control.onDirtyObservable.add(this._multiLine.onPointUpdate);\r\n }\r\n this._multiLine._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MultiLinePoint.prototype, \"mesh\", {\r\n /** Gets or sets the mesh associated with this point */\r\n get: function () {\r\n return this._mesh;\r\n },\r\n set: function (value) {\r\n if (this._mesh === value) {\r\n return;\r\n }\r\n if (this._mesh && this._meshObserver) {\r\n this._mesh.getScene().onAfterCameraRenderObservable.remove(this._meshObserver);\r\n }\r\n this._mesh = value;\r\n if (this._mesh) {\r\n this._meshObserver = this._mesh.getScene().onAfterCameraRenderObservable.add(this._multiLine.onPointUpdate);\r\n }\r\n this._multiLine._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** Resets links */\r\n MultiLinePoint.prototype.resetLinks = function () {\r\n this.control = null;\r\n this.mesh = null;\r\n };\r\n /**\r\n * Gets a translation vector\r\n * @returns the translation vector\r\n */\r\n MultiLinePoint.prototype.translate = function () {\r\n this._point = this._translatePoint();\r\n return this._point;\r\n };\r\n MultiLinePoint.prototype._translatePoint = function () {\r\n if (this._mesh != null) {\r\n return this._multiLine._host.getProjectedPosition(this._mesh.getBoundingInfo().boundingSphere.center, this._mesh.getWorldMatrix());\r\n }\r\n else if (this._control != null) {\r\n return new Vector2(this._control.centerX, this._control.centerY);\r\n }\r\n else {\r\n var host = this._multiLine._host;\r\n var xValue = this._x.getValueInPixel(host, Number(host._canvas.width));\r\n var yValue = this._y.getValueInPixel(host, Number(host._canvas.height));\r\n return new Vector2(xValue, yValue);\r\n }\r\n };\r\n /** Release associated resources */\r\n MultiLinePoint.prototype.dispose = function () {\r\n this.resetLinks();\r\n };\r\n return MultiLinePoint;\r\n}());\r\nexport { MultiLinePoint };\r\n//# sourceMappingURL=multiLinePoint.js.map","import { __extends } from \"tslib\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { Control } from \"./control\";\r\nimport { MultiLinePoint } from \"../multiLinePoint\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to create multi line control\r\n */\r\nvar MultiLine = /** @class */ (function (_super) {\r\n __extends(MultiLine, _super);\r\n /**\r\n * Creates a new MultiLine\r\n * @param name defines the control name\r\n */\r\n function MultiLine(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._lineWidth = 1;\r\n /** Function called when a point is updated */\r\n _this.onPointUpdate = function () {\r\n _this._markAsDirty();\r\n };\r\n _this._automaticSize = true;\r\n _this.isHitTestVisible = false;\r\n _this._horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n _this._verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n _this._dash = [];\r\n _this._points = [];\r\n return _this;\r\n }\r\n Object.defineProperty(MultiLine.prototype, \"dash\", {\r\n /** Gets or sets dash pattern */\r\n get: function () {\r\n return this._dash;\r\n },\r\n set: function (value) {\r\n if (this._dash === value) {\r\n return;\r\n }\r\n this._dash = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets point stored at specified index\r\n * @param index defines the index to look for\r\n * @returns the requested point if found\r\n */\r\n MultiLine.prototype.getAt = function (index) {\r\n if (!this._points[index]) {\r\n this._points[index] = new MultiLinePoint(this);\r\n }\r\n return this._points[index];\r\n };\r\n /**\r\n * Adds new points to the point collection\r\n * @param items defines the list of items (mesh, control or 2d coordiantes) to add\r\n * @returns the list of created MultiLinePoint\r\n */\r\n MultiLine.prototype.add = function () {\r\n var _this = this;\r\n var items = [];\r\n for (var _i = 0; _i < arguments.length; _i++) {\r\n items[_i] = arguments[_i];\r\n }\r\n return items.map(function (item) { return _this.push(item); });\r\n };\r\n /**\r\n * Adds a new point to the point collection\r\n * @param item defines the item (mesh, control or 2d coordiantes) to add\r\n * @returns the created MultiLinePoint\r\n */\r\n MultiLine.prototype.push = function (item) {\r\n var point = this.getAt(this._points.length);\r\n if (item == null) {\r\n return point;\r\n }\r\n if (item instanceof AbstractMesh) {\r\n point.mesh = item;\r\n }\r\n else if (item instanceof Control) {\r\n point.control = item;\r\n }\r\n else if (item.x != null && item.y != null) {\r\n point.x = item.x;\r\n point.y = item.y;\r\n }\r\n return point;\r\n };\r\n /**\r\n * Remove a specific value or point from the active point collection\r\n * @param value defines the value or point to remove\r\n */\r\n MultiLine.prototype.remove = function (value) {\r\n var index;\r\n if (value instanceof MultiLinePoint) {\r\n index = this._points.indexOf(value);\r\n if (index === -1) {\r\n return;\r\n }\r\n }\r\n else {\r\n index = value;\r\n }\r\n var point = this._points[index];\r\n if (!point) {\r\n return;\r\n }\r\n point.dispose();\r\n this._points.splice(index, 1);\r\n };\r\n /**\r\n * Resets this object to initial state (no point)\r\n */\r\n MultiLine.prototype.reset = function () {\r\n while (this._points.length > 0) {\r\n this.remove(this._points.length - 1);\r\n }\r\n };\r\n /**\r\n * Resets all links\r\n */\r\n MultiLine.prototype.resetLinks = function () {\r\n this._points.forEach(function (point) {\r\n if (point != null) {\r\n point.resetLinks();\r\n }\r\n });\r\n };\r\n Object.defineProperty(MultiLine.prototype, \"lineWidth\", {\r\n /** Gets or sets line width */\r\n get: function () {\r\n return this._lineWidth;\r\n },\r\n set: function (value) {\r\n if (this._lineWidth === value) {\r\n return;\r\n }\r\n this._lineWidth = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MultiLine.prototype, \"horizontalAlignment\", {\r\n set: function (value) {\r\n return;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MultiLine.prototype, \"verticalAlignment\", {\r\n set: function (value) {\r\n return;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n MultiLine.prototype._getTypeName = function () {\r\n return \"MultiLine\";\r\n };\r\n MultiLine.prototype._draw = function (context, invalidatedRectangle) {\r\n context.save();\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n this._applyStates(context);\r\n context.strokeStyle = this.color;\r\n context.lineWidth = this._lineWidth;\r\n context.setLineDash(this._dash);\r\n context.beginPath();\r\n var first = true; //first index is not necessarily 0\r\n this._points.forEach(function (point) {\r\n if (!point) {\r\n return;\r\n }\r\n if (first) {\r\n context.moveTo(point._point.x, point._point.y);\r\n first = false;\r\n }\r\n else {\r\n context.lineTo(point._point.x, point._point.y);\r\n }\r\n });\r\n context.stroke();\r\n context.restore();\r\n };\r\n MultiLine.prototype._additionalProcessing = function (parentMeasure, context) {\r\n var _this = this;\r\n this._minX = null;\r\n this._minY = null;\r\n this._maxX = null;\r\n this._maxY = null;\r\n this._points.forEach(function (point, index) {\r\n if (!point) {\r\n return;\r\n }\r\n point.translate();\r\n if (_this._minX == null || point._point.x < _this._minX) {\r\n _this._minX = point._point.x;\r\n }\r\n if (_this._minY == null || point._point.y < _this._minY) {\r\n _this._minY = point._point.y;\r\n }\r\n if (_this._maxX == null || point._point.x > _this._maxX) {\r\n _this._maxX = point._point.x;\r\n }\r\n if (_this._maxY == null || point._point.y > _this._maxY) {\r\n _this._maxY = point._point.y;\r\n }\r\n });\r\n if (this._minX == null) {\r\n this._minX = 0;\r\n }\r\n if (this._minY == null) {\r\n this._minY = 0;\r\n }\r\n if (this._maxX == null) {\r\n this._maxX = 0;\r\n }\r\n if (this._maxY == null) {\r\n this._maxY = 0;\r\n }\r\n };\r\n MultiLine.prototype._measure = function () {\r\n if (this._minX == null || this._maxX == null || this._minY == null || this._maxY == null) {\r\n return;\r\n }\r\n this._currentMeasure.width = Math.abs(this._maxX - this._minX) + this._lineWidth;\r\n this._currentMeasure.height = Math.abs(this._maxY - this._minY) + this._lineWidth;\r\n };\r\n MultiLine.prototype._computeAlignment = function (parentMeasure, context) {\r\n if (this._minX == null || this._minY == null) {\r\n return;\r\n }\r\n this._currentMeasure.left = this._minX - this._lineWidth / 2;\r\n this._currentMeasure.top = this._minY - this._lineWidth / 2;\r\n };\r\n MultiLine.prototype.dispose = function () {\r\n this.reset();\r\n _super.prototype.dispose.call(this);\r\n };\r\n return MultiLine;\r\n}(Control));\r\nexport { MultiLine };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.MultiLine\"] = MultiLine;\r\n//# sourceMappingURL=multiLine.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { Control } from \"./control\";\r\nimport { StackPanel } from \"./stackPanel\";\r\nimport { TextBlock } from \"./textBlock\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to create radio button controls\r\n */\r\nvar RadioButton = /** @class */ (function (_super) {\r\n __extends(RadioButton, _super);\r\n /**\r\n * Creates a new RadioButton\r\n * @param name defines the control name\r\n */\r\n function RadioButton(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._isChecked = false;\r\n _this._background = \"black\";\r\n _this._checkSizeRatio = 0.8;\r\n _this._thickness = 1;\r\n /** Gets or sets group name */\r\n _this.group = \"\";\r\n /** Observable raised when isChecked is changed */\r\n _this.onIsCheckedChangedObservable = new Observable();\r\n _this.isPointerBlocker = true;\r\n return _this;\r\n }\r\n Object.defineProperty(RadioButton.prototype, \"thickness\", {\r\n /** Gets or sets border thickness */\r\n get: function () {\r\n return this._thickness;\r\n },\r\n set: function (value) {\r\n if (this._thickness === value) {\r\n return;\r\n }\r\n this._thickness = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(RadioButton.prototype, \"checkSizeRatio\", {\r\n /** Gets or sets a value indicating the ratio between overall size and check size */\r\n get: function () {\r\n return this._checkSizeRatio;\r\n },\r\n set: function (value) {\r\n value = Math.max(Math.min(1, value), 0);\r\n if (this._checkSizeRatio === value) {\r\n return;\r\n }\r\n this._checkSizeRatio = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(RadioButton.prototype, \"background\", {\r\n /** Gets or sets background color */\r\n get: function () {\r\n return this._background;\r\n },\r\n set: function (value) {\r\n if (this._background === value) {\r\n return;\r\n }\r\n this._background = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(RadioButton.prototype, \"isChecked\", {\r\n /** Gets or sets a boolean indicating if the checkbox is checked or not */\r\n get: function () {\r\n return this._isChecked;\r\n },\r\n set: function (value) {\r\n var _this = this;\r\n if (this._isChecked === value) {\r\n return;\r\n }\r\n this._isChecked = value;\r\n this._markAsDirty();\r\n this.onIsCheckedChangedObservable.notifyObservers(value);\r\n if (this._isChecked && this._host) {\r\n // Update all controls from same group\r\n this._host.executeOnAllControls(function (control) {\r\n if (control === _this) {\r\n return;\r\n }\r\n if (control.group === undefined) {\r\n return;\r\n }\r\n var childRadio = control;\r\n if (childRadio.group === _this.group) {\r\n childRadio.isChecked = false;\r\n }\r\n });\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n RadioButton.prototype._getTypeName = function () {\r\n return \"RadioButton\";\r\n };\r\n RadioButton.prototype._draw = function (context) {\r\n context.save();\r\n this._applyStates(context);\r\n var actualWidth = this._currentMeasure.width - this._thickness;\r\n var actualHeight = this._currentMeasure.height - this._thickness;\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n // Outer\r\n Control.drawEllipse(this._currentMeasure.left + this._currentMeasure.width / 2, this._currentMeasure.top + this._currentMeasure.height / 2, this._currentMeasure.width / 2 - this._thickness / 2, this._currentMeasure.height / 2 - this._thickness / 2, context);\r\n context.fillStyle = this._isEnabled ? this._background : this._disabledColor;\r\n context.fill();\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowBlur = 0;\r\n context.shadowOffsetX = 0;\r\n context.shadowOffsetY = 0;\r\n }\r\n context.strokeStyle = this.color;\r\n context.lineWidth = this._thickness;\r\n context.stroke();\r\n // Inner\r\n if (this._isChecked) {\r\n context.fillStyle = this._isEnabled ? this.color : this._disabledColor;\r\n var offsetWidth = actualWidth * this._checkSizeRatio;\r\n var offseHeight = actualHeight * this._checkSizeRatio;\r\n Control.drawEllipse(this._currentMeasure.left + this._currentMeasure.width / 2, this._currentMeasure.top + this._currentMeasure.height / 2, offsetWidth / 2 - this._thickness / 2, offseHeight / 2 - this._thickness / 2, context);\r\n context.fill();\r\n }\r\n context.restore();\r\n };\r\n // Events\r\n RadioButton.prototype._onPointerDown = function (target, coordinates, pointerId, buttonIndex) {\r\n if (!_super.prototype._onPointerDown.call(this, target, coordinates, pointerId, buttonIndex)) {\r\n return false;\r\n }\r\n if (!this.isChecked) {\r\n this.isChecked = true;\r\n }\r\n return true;\r\n };\r\n /**\r\n * Utility function to easily create a radio button with a header\r\n * @param title defines the label to use for the header\r\n * @param group defines the group to use for the radio button\r\n * @param isChecked defines the initial state of the radio button\r\n * @param onValueChanged defines the callback to call when value changes\r\n * @returns a StackPanel containing the radio button and a textBlock\r\n */\r\n RadioButton.AddRadioButtonWithHeader = function (title, group, isChecked, onValueChanged) {\r\n var panel = new StackPanel();\r\n panel.isVertical = false;\r\n panel.height = \"30px\";\r\n var radio = new RadioButton();\r\n radio.width = \"20px\";\r\n radio.height = \"20px\";\r\n radio.isChecked = isChecked;\r\n radio.color = \"green\";\r\n radio.group = group;\r\n radio.onIsCheckedChangedObservable.add(function (value) { return onValueChanged(radio, value); });\r\n panel.addControl(radio);\r\n var header = new TextBlock();\r\n header.text = title;\r\n header.width = \"180px\";\r\n header.paddingLeft = \"5px\";\r\n header.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n header.color = \"white\";\r\n panel.addControl(header);\r\n return panel;\r\n };\r\n return RadioButton;\r\n}(Control));\r\nexport { RadioButton };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.RadioButton\"] = RadioButton;\r\n//# sourceMappingURL=radioButton.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { Control } from \"../control\";\r\nimport { ValueAndUnit } from \"../../valueAndUnit\";\r\n/**\r\n * Class used to create slider controls\r\n */\r\nvar BaseSlider = /** @class */ (function (_super) {\r\n __extends(BaseSlider, _super);\r\n /**\r\n * Creates a new BaseSlider\r\n * @param name defines the control name\r\n */\r\n function BaseSlider(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._thumbWidth = new ValueAndUnit(20, ValueAndUnit.UNITMODE_PIXEL, false);\r\n _this._minimum = 0;\r\n _this._maximum = 100;\r\n _this._value = 50;\r\n _this._isVertical = false;\r\n _this._barOffset = new ValueAndUnit(5, ValueAndUnit.UNITMODE_PIXEL, false);\r\n _this._isThumbClamped = false;\r\n _this._displayThumb = true;\r\n _this._step = 0;\r\n _this._lastPointerDownID = -1;\r\n // Shared rendering info\r\n _this._effectiveBarOffset = 0;\r\n /** Observable raised when the sldier value changes */\r\n _this.onValueChangedObservable = new Observable();\r\n // Events\r\n _this._pointerIsDown = false;\r\n _this.isPointerBlocker = true;\r\n return _this;\r\n }\r\n Object.defineProperty(BaseSlider.prototype, \"displayThumb\", {\r\n /** Gets or sets a boolean indicating if the thumb must be rendered */\r\n get: function () {\r\n return this._displayThumb;\r\n },\r\n set: function (value) {\r\n if (this._displayThumb === value) {\r\n return;\r\n }\r\n this._displayThumb = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseSlider.prototype, \"step\", {\r\n /** Gets or sets a step to apply to values (0 by default) */\r\n get: function () {\r\n return this._step;\r\n },\r\n set: function (value) {\r\n if (this._step === value) {\r\n return;\r\n }\r\n this._step = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseSlider.prototype, \"barOffset\", {\r\n /** Gets or sets main bar offset (ie. the margin applied to the value bar) */\r\n get: function () {\r\n return this._barOffset.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._barOffset.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._barOffset.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseSlider.prototype, \"barOffsetInPixels\", {\r\n /** Gets main bar offset in pixels*/\r\n get: function () {\r\n return this._barOffset.getValueInPixel(this._host, this._cachedParentMeasure.width);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseSlider.prototype, \"thumbWidth\", {\r\n /** Gets or sets thumb width */\r\n get: function () {\r\n return this._thumbWidth.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._thumbWidth.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._thumbWidth.fromString(value)) {\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseSlider.prototype, \"thumbWidthInPixels\", {\r\n /** Gets thumb width in pixels */\r\n get: function () {\r\n return this._thumbWidth.getValueInPixel(this._host, this._cachedParentMeasure.width);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseSlider.prototype, \"minimum\", {\r\n /** Gets or sets minimum value */\r\n get: function () {\r\n return this._minimum;\r\n },\r\n set: function (value) {\r\n if (this._minimum === value) {\r\n return;\r\n }\r\n this._minimum = value;\r\n this._markAsDirty();\r\n this.value = Math.max(Math.min(this.value, this._maximum), this._minimum);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseSlider.prototype, \"maximum\", {\r\n /** Gets or sets maximum value */\r\n get: function () {\r\n return this._maximum;\r\n },\r\n set: function (value) {\r\n if (this._maximum === value) {\r\n return;\r\n }\r\n this._maximum = value;\r\n this._markAsDirty();\r\n this.value = Math.max(Math.min(this.value, this._maximum), this._minimum);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseSlider.prototype, \"value\", {\r\n /** Gets or sets current value */\r\n get: function () {\r\n return this._value;\r\n },\r\n set: function (value) {\r\n value = Math.max(Math.min(value, this._maximum), this._minimum);\r\n if (this._value === value) {\r\n return;\r\n }\r\n this._value = value;\r\n this._markAsDirty();\r\n this.onValueChangedObservable.notifyObservers(this._value);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseSlider.prototype, \"isVertical\", {\r\n /**Gets or sets a boolean indicating if the slider should be vertical or horizontal */\r\n get: function () {\r\n return this._isVertical;\r\n },\r\n set: function (value) {\r\n if (this._isVertical === value) {\r\n return;\r\n }\r\n this._isVertical = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseSlider.prototype, \"isThumbClamped\", {\r\n /** Gets or sets a value indicating if the thumb can go over main bar extends */\r\n get: function () {\r\n return this._isThumbClamped;\r\n },\r\n set: function (value) {\r\n if (this._isThumbClamped === value) {\r\n return;\r\n }\r\n this._isThumbClamped = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n BaseSlider.prototype._getTypeName = function () {\r\n return \"BaseSlider\";\r\n };\r\n BaseSlider.prototype._getThumbPosition = function () {\r\n if (this.isVertical) {\r\n return ((this.maximum - this.value) / (this.maximum - this.minimum)) * this._backgroundBoxLength;\r\n }\r\n return ((this.value - this.minimum) / (this.maximum - this.minimum)) * this._backgroundBoxLength;\r\n };\r\n BaseSlider.prototype._getThumbThickness = function (type) {\r\n var thumbThickness = 0;\r\n switch (type) {\r\n case \"circle\":\r\n if (this._thumbWidth.isPixel) {\r\n thumbThickness = Math.max(this._thumbWidth.getValue(this._host), this._backgroundBoxThickness);\r\n }\r\n else {\r\n thumbThickness = this._backgroundBoxThickness * this._thumbWidth.getValue(this._host);\r\n }\r\n break;\r\n case \"rectangle\":\r\n if (this._thumbWidth.isPixel) {\r\n thumbThickness = Math.min(this._thumbWidth.getValue(this._host), this._backgroundBoxThickness);\r\n }\r\n else {\r\n thumbThickness = this._backgroundBoxThickness * this._thumbWidth.getValue(this._host);\r\n }\r\n }\r\n return thumbThickness;\r\n };\r\n BaseSlider.prototype._prepareRenderingData = function (type) {\r\n // Main bar\r\n this._effectiveBarOffset = 0;\r\n this._renderLeft = this._currentMeasure.left;\r\n this._renderTop = this._currentMeasure.top;\r\n this._renderWidth = this._currentMeasure.width;\r\n this._renderHeight = this._currentMeasure.height;\r\n this._backgroundBoxLength = Math.max(this._currentMeasure.width, this._currentMeasure.height);\r\n this._backgroundBoxThickness = Math.min(this._currentMeasure.width, this._currentMeasure.height);\r\n this._effectiveThumbThickness = this._getThumbThickness(type);\r\n if (this.displayThumb) {\r\n this._backgroundBoxLength -= this._effectiveThumbThickness;\r\n }\r\n //throw error when height is less than width for vertical slider\r\n if ((this.isVertical && this._currentMeasure.height < this._currentMeasure.width)) {\r\n console.error(\"Height should be greater than width\");\r\n return;\r\n }\r\n if (this._barOffset.isPixel) {\r\n this._effectiveBarOffset = Math.min(this._barOffset.getValue(this._host), this._backgroundBoxThickness);\r\n }\r\n else {\r\n this._effectiveBarOffset = this._backgroundBoxThickness * this._barOffset.getValue(this._host);\r\n }\r\n this._backgroundBoxThickness -= (this._effectiveBarOffset * 2);\r\n if (this.isVertical) {\r\n this._renderLeft += this._effectiveBarOffset;\r\n if (!this.isThumbClamped && this.displayThumb) {\r\n this._renderTop += (this._effectiveThumbThickness / 2);\r\n }\r\n this._renderHeight = this._backgroundBoxLength;\r\n this._renderWidth = this._backgroundBoxThickness;\r\n }\r\n else {\r\n this._renderTop += this._effectiveBarOffset;\r\n if (!this.isThumbClamped && this.displayThumb) {\r\n this._renderLeft += (this._effectiveThumbThickness / 2);\r\n }\r\n this._renderHeight = this._backgroundBoxThickness;\r\n this._renderWidth = this._backgroundBoxLength;\r\n }\r\n };\r\n /** @hidden */\r\n BaseSlider.prototype._updateValueFromPointer = function (x, y) {\r\n if (this.rotation != 0) {\r\n this._invertTransformMatrix.transformCoordinates(x, y, this._transformedPosition);\r\n x = this._transformedPosition.x;\r\n y = this._transformedPosition.y;\r\n }\r\n var value;\r\n if (this._isVertical) {\r\n value = this._minimum + (1 - ((y - this._currentMeasure.top) / this._currentMeasure.height)) * (this._maximum - this._minimum);\r\n }\r\n else {\r\n value = this._minimum + ((x - this._currentMeasure.left) / this._currentMeasure.width) * (this._maximum - this._minimum);\r\n }\r\n var mult = (1 / this._step) | 0;\r\n this.value = this._step ? ((value * mult) | 0) / mult : value;\r\n };\r\n BaseSlider.prototype._onPointerDown = function (target, coordinates, pointerId, buttonIndex) {\r\n if (!_super.prototype._onPointerDown.call(this, target, coordinates, pointerId, buttonIndex)) {\r\n return false;\r\n }\r\n this._pointerIsDown = true;\r\n this._updateValueFromPointer(coordinates.x, coordinates.y);\r\n this._host._capturingControl[pointerId] = this;\r\n this._lastPointerDownID = pointerId;\r\n return true;\r\n };\r\n BaseSlider.prototype._onPointerMove = function (target, coordinates, pointerId) {\r\n // Only listen to pointer move events coming from the last pointer to click on the element (To support dual vr controller interaction)\r\n if (pointerId != this._lastPointerDownID) {\r\n return;\r\n }\r\n if (this._pointerIsDown) {\r\n this._updateValueFromPointer(coordinates.x, coordinates.y);\r\n }\r\n _super.prototype._onPointerMove.call(this, target, coordinates, pointerId);\r\n };\r\n BaseSlider.prototype._onPointerUp = function (target, coordinates, pointerId, buttonIndex, notifyClick) {\r\n this._pointerIsDown = false;\r\n delete this._host._capturingControl[pointerId];\r\n _super.prototype._onPointerUp.call(this, target, coordinates, pointerId, buttonIndex, notifyClick);\r\n };\r\n return BaseSlider;\r\n}(Control));\r\nexport { BaseSlider };\r\n//# sourceMappingURL=baseSlider.js.map","import { __extends } from \"tslib\";\r\nimport { BaseSlider } from \"./baseSlider\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to create slider controls\r\n */\r\nvar Slider = /** @class */ (function (_super) {\r\n __extends(Slider, _super);\r\n /**\r\n * Creates a new Slider\r\n * @param name defines the control name\r\n */\r\n function Slider(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._background = \"black\";\r\n _this._borderColor = \"white\";\r\n _this._isThumbCircle = false;\r\n _this._displayValueBar = true;\r\n return _this;\r\n }\r\n Object.defineProperty(Slider.prototype, \"displayValueBar\", {\r\n /** Gets or sets a boolean indicating if the value bar must be rendered */\r\n get: function () {\r\n return this._displayValueBar;\r\n },\r\n set: function (value) {\r\n if (this._displayValueBar === value) {\r\n return;\r\n }\r\n this._displayValueBar = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Slider.prototype, \"borderColor\", {\r\n /** Gets or sets border color */\r\n get: function () {\r\n return this._borderColor;\r\n },\r\n set: function (value) {\r\n if (this._borderColor === value) {\r\n return;\r\n }\r\n this._borderColor = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Slider.prototype, \"background\", {\r\n /** Gets or sets background color */\r\n get: function () {\r\n return this._background;\r\n },\r\n set: function (value) {\r\n if (this._background === value) {\r\n return;\r\n }\r\n this._background = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Slider.prototype, \"isThumbCircle\", {\r\n /** Gets or sets a boolean indicating if the thumb should be round or square */\r\n get: function () {\r\n return this._isThumbCircle;\r\n },\r\n set: function (value) {\r\n if (this._isThumbCircle === value) {\r\n return;\r\n }\r\n this._isThumbCircle = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Slider.prototype._getTypeName = function () {\r\n return \"Slider\";\r\n };\r\n Slider.prototype._draw = function (context, invalidatedRectangle) {\r\n context.save();\r\n this._applyStates(context);\r\n this._prepareRenderingData(this.isThumbCircle ? \"circle\" : \"rectangle\");\r\n var left = this._renderLeft;\r\n var top = this._renderTop;\r\n var width = this._renderWidth;\r\n var height = this._renderHeight;\r\n var radius = 0;\r\n if (this.isThumbClamped && this.isThumbCircle) {\r\n if (this.isVertical) {\r\n top += (this._effectiveThumbThickness / 2);\r\n }\r\n else {\r\n left += (this._effectiveThumbThickness / 2);\r\n }\r\n radius = this._backgroundBoxThickness / 2;\r\n }\r\n else {\r\n radius = (this._effectiveThumbThickness - this._effectiveBarOffset) / 2;\r\n }\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n var thumbPosition = this._getThumbPosition();\r\n context.fillStyle = this._background;\r\n if (this.isVertical) {\r\n if (this.isThumbClamped) {\r\n if (this.isThumbCircle) {\r\n context.beginPath();\r\n context.arc(left + this._backgroundBoxThickness / 2, top, radius, Math.PI, 2 * Math.PI);\r\n context.fill();\r\n context.fillRect(left, top, width, height);\r\n }\r\n else {\r\n context.fillRect(left, top, width, height + this._effectiveThumbThickness);\r\n }\r\n }\r\n else {\r\n context.fillRect(left, top, width, height);\r\n }\r\n }\r\n else {\r\n if (this.isThumbClamped) {\r\n if (this.isThumbCircle) {\r\n context.beginPath();\r\n context.arc(left + this._backgroundBoxLength, top + (this._backgroundBoxThickness / 2), radius, 0, 2 * Math.PI);\r\n context.fill();\r\n context.fillRect(left, top, width, height);\r\n }\r\n else {\r\n context.fillRect(left, top, width + this._effectiveThumbThickness, height);\r\n }\r\n }\r\n else {\r\n context.fillRect(left, top, width, height);\r\n }\r\n }\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowBlur = 0;\r\n context.shadowOffsetX = 0;\r\n context.shadowOffsetY = 0;\r\n }\r\n // Value bar\r\n context.fillStyle = this.color;\r\n if (this._displayValueBar) {\r\n if (this.isVertical) {\r\n if (this.isThumbClamped) {\r\n if (this.isThumbCircle) {\r\n context.beginPath();\r\n context.arc(left + this._backgroundBoxThickness / 2, top + this._backgroundBoxLength, radius, 0, 2 * Math.PI);\r\n context.fill();\r\n context.fillRect(left, top + thumbPosition, width, height - thumbPosition);\r\n }\r\n else {\r\n context.fillRect(left, top + thumbPosition, width, height - thumbPosition + this._effectiveThumbThickness);\r\n }\r\n }\r\n else {\r\n context.fillRect(left, top + thumbPosition, width, height - thumbPosition);\r\n }\r\n }\r\n else {\r\n if (this.isThumbClamped) {\r\n if (this.isThumbCircle) {\r\n context.beginPath();\r\n context.arc(left, top + this._backgroundBoxThickness / 2, radius, 0, 2 * Math.PI);\r\n context.fill();\r\n context.fillRect(left, top, thumbPosition, height);\r\n }\r\n else {\r\n context.fillRect(left, top, thumbPosition, height);\r\n }\r\n }\r\n else {\r\n context.fillRect(left, top, thumbPosition, height);\r\n }\r\n }\r\n }\r\n // Thumb\r\n if (this.displayThumb) {\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowColor = this.shadowColor;\r\n context.shadowBlur = this.shadowBlur;\r\n context.shadowOffsetX = this.shadowOffsetX;\r\n context.shadowOffsetY = this.shadowOffsetY;\r\n }\r\n if (this._isThumbCircle) {\r\n context.beginPath();\r\n if (this.isVertical) {\r\n context.arc(left + this._backgroundBoxThickness / 2, top + thumbPosition, radius, 0, 2 * Math.PI);\r\n }\r\n else {\r\n context.arc(left + thumbPosition, top + (this._backgroundBoxThickness / 2), radius, 0, 2 * Math.PI);\r\n }\r\n context.fill();\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowBlur = 0;\r\n context.shadowOffsetX = 0;\r\n context.shadowOffsetY = 0;\r\n }\r\n context.strokeStyle = this._borderColor;\r\n context.stroke();\r\n }\r\n else {\r\n if (this.isVertical) {\r\n context.fillRect(left - this._effectiveBarOffset, this._currentMeasure.top + thumbPosition, this._currentMeasure.width, this._effectiveThumbThickness);\r\n }\r\n else {\r\n context.fillRect(this._currentMeasure.left + thumbPosition, this._currentMeasure.top, this._effectiveThumbThickness, this._currentMeasure.height);\r\n }\r\n if (this.shadowBlur || this.shadowOffsetX || this.shadowOffsetY) {\r\n context.shadowBlur = 0;\r\n context.shadowOffsetX = 0;\r\n context.shadowOffsetY = 0;\r\n }\r\n context.strokeStyle = this._borderColor;\r\n if (this.isVertical) {\r\n context.strokeRect(left - this._effectiveBarOffset, this._currentMeasure.top + thumbPosition, this._currentMeasure.width, this._effectiveThumbThickness);\r\n }\r\n else {\r\n context.strokeRect(this._currentMeasure.left + thumbPosition, this._currentMeasure.top, this._effectiveThumbThickness, this._currentMeasure.height);\r\n }\r\n }\r\n }\r\n context.restore();\r\n };\r\n return Slider;\r\n}(BaseSlider));\r\nexport { Slider };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.Slider\"] = Slider;\r\n//# sourceMappingURL=slider.js.map","import { __extends } from \"tslib\";\r\nimport { Rectangle } from \"./rectangle\";\r\nimport { StackPanel } from \"./stackPanel\";\r\nimport { Control } from \"./control\";\r\nimport { TextBlock } from \"./textBlock\";\r\nimport { Checkbox } from \"./checkbox\";\r\nimport { RadioButton } from \"./radioButton\";\r\nimport { Slider } from \"./sliders/slider\";\r\nimport { Container } from \"./container\";\r\n/** Class used to create a RadioGroup\r\n * which contains groups of radio buttons\r\n*/\r\nvar SelectorGroup = /** @class */ (function () {\r\n /**\r\n * Creates a new SelectorGroup\r\n * @param name of group, used as a group heading\r\n */\r\n function SelectorGroup(\r\n /** name of SelectorGroup */\r\n name) {\r\n this.name = name;\r\n this._groupPanel = new StackPanel();\r\n this._selectors = new Array();\r\n this._groupPanel.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n this._groupPanel.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n this._groupHeader = this._addGroupHeader(name);\r\n }\r\n Object.defineProperty(SelectorGroup.prototype, \"groupPanel\", {\r\n /** Gets the groupPanel of the SelectorGroup */\r\n get: function () {\r\n return this._groupPanel;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SelectorGroup.prototype, \"selectors\", {\r\n /** Gets the selectors array */\r\n get: function () {\r\n return this._selectors;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SelectorGroup.prototype, \"header\", {\r\n /** Gets and sets the group header */\r\n get: function () {\r\n return this._groupHeader.text;\r\n },\r\n set: function (label) {\r\n if (this._groupHeader.text === \"label\") {\r\n return;\r\n }\r\n this._groupHeader.text = label;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n SelectorGroup.prototype._addGroupHeader = function (text) {\r\n var groupHeading = new TextBlock(\"groupHead\", text);\r\n groupHeading.width = 0.9;\r\n groupHeading.height = \"30px\";\r\n groupHeading.textWrapping = true;\r\n groupHeading.color = \"black\";\r\n groupHeading.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n groupHeading.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n groupHeading.left = \"2px\";\r\n this._groupPanel.addControl(groupHeading);\r\n return groupHeading;\r\n };\r\n /** @hidden*/\r\n SelectorGroup.prototype._getSelector = function (selectorNb) {\r\n if (selectorNb < 0 || selectorNb >= this._selectors.length) {\r\n return;\r\n }\r\n return this._selectors[selectorNb];\r\n };\r\n /** Removes the selector at the given position\r\n * @param selectorNb the position of the selector within the group\r\n */\r\n SelectorGroup.prototype.removeSelector = function (selectorNb) {\r\n if (selectorNb < 0 || selectorNb >= this._selectors.length) {\r\n return;\r\n }\r\n this._groupPanel.removeControl(this._selectors[selectorNb]);\r\n this._selectors.splice(selectorNb, 1);\r\n };\r\n return SelectorGroup;\r\n}());\r\nexport { SelectorGroup };\r\n/** Class used to create a CheckboxGroup\r\n * which contains groups of checkbox buttons\r\n*/\r\nvar CheckboxGroup = /** @class */ (function (_super) {\r\n __extends(CheckboxGroup, _super);\r\n function CheckboxGroup() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n /** Adds a checkbox as a control\r\n * @param text is the label for the selector\r\n * @param func is the function called when the Selector is checked\r\n * @param checked is true when Selector is checked\r\n */\r\n CheckboxGroup.prototype.addCheckbox = function (text, func, checked) {\r\n if (func === void 0) { func = function (s) { }; }\r\n if (checked === void 0) { checked = false; }\r\n var checked = checked || false;\r\n var button = new Checkbox();\r\n button.width = \"20px\";\r\n button.height = \"20px\";\r\n button.color = \"#364249\";\r\n button.background = \"#CCCCCC\";\r\n button.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n button.onIsCheckedChangedObservable.add(function (state) {\r\n func(state);\r\n });\r\n var _selector = Control.AddHeader(button, text, \"200px\", { isHorizontal: true, controlFirst: true });\r\n _selector.height = \"30px\";\r\n _selector.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n _selector.left = \"4px\";\r\n this.groupPanel.addControl(_selector);\r\n this.selectors.push(_selector);\r\n button.isChecked = checked;\r\n if (this.groupPanel.parent && this.groupPanel.parent.parent) {\r\n button.color = this.groupPanel.parent.parent.buttonColor;\r\n button.background = this.groupPanel.parent.parent.buttonBackground;\r\n }\r\n };\r\n /** @hidden */\r\n CheckboxGroup.prototype._setSelectorLabel = function (selectorNb, label) {\r\n this.selectors[selectorNb].children[1].text = label;\r\n };\r\n /** @hidden */\r\n CheckboxGroup.prototype._setSelectorLabelColor = function (selectorNb, color) {\r\n this.selectors[selectorNb].children[1].color = color;\r\n };\r\n /** @hidden */\r\n CheckboxGroup.prototype._setSelectorButtonColor = function (selectorNb, color) {\r\n this.selectors[selectorNb].children[0].color = color;\r\n };\r\n /** @hidden */\r\n CheckboxGroup.prototype._setSelectorButtonBackground = function (selectorNb, color) {\r\n this.selectors[selectorNb].children[0].background = color;\r\n };\r\n return CheckboxGroup;\r\n}(SelectorGroup));\r\nexport { CheckboxGroup };\r\n/** Class used to create a RadioGroup\r\n * which contains groups of radio buttons\r\n*/\r\nvar RadioGroup = /** @class */ (function (_super) {\r\n __extends(RadioGroup, _super);\r\n function RadioGroup() {\r\n var _this = _super !== null && _super.apply(this, arguments) || this;\r\n _this._selectNb = 0;\r\n return _this;\r\n }\r\n /** Adds a radio button as a control\r\n * @param label is the label for the selector\r\n * @param func is the function called when the Selector is checked\r\n * @param checked is true when Selector is checked\r\n */\r\n RadioGroup.prototype.addRadio = function (label, func, checked) {\r\n if (func === void 0) { func = function (n) { }; }\r\n if (checked === void 0) { checked = false; }\r\n var nb = this._selectNb++;\r\n var button = new RadioButton();\r\n button.name = label;\r\n button.width = \"20px\";\r\n button.height = \"20px\";\r\n button.color = \"#364249\";\r\n button.background = \"#CCCCCC\";\r\n button.group = this.name;\r\n button.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n button.onIsCheckedChangedObservable.add(function (state) {\r\n if (state) {\r\n func(nb);\r\n }\r\n });\r\n var _selector = Control.AddHeader(button, label, \"200px\", { isHorizontal: true, controlFirst: true });\r\n _selector.height = \"30px\";\r\n _selector.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n _selector.left = \"4px\";\r\n this.groupPanel.addControl(_selector);\r\n this.selectors.push(_selector);\r\n button.isChecked = checked;\r\n if (this.groupPanel.parent && this.groupPanel.parent.parent) {\r\n button.color = this.groupPanel.parent.parent.buttonColor;\r\n button.background = this.groupPanel.parent.parent.buttonBackground;\r\n }\r\n };\r\n /** @hidden */\r\n RadioGroup.prototype._setSelectorLabel = function (selectorNb, label) {\r\n this.selectors[selectorNb].children[1].text = label;\r\n };\r\n /** @hidden */\r\n RadioGroup.prototype._setSelectorLabelColor = function (selectorNb, color) {\r\n this.selectors[selectorNb].children[1].color = color;\r\n };\r\n /** @hidden */\r\n RadioGroup.prototype._setSelectorButtonColor = function (selectorNb, color) {\r\n this.selectors[selectorNb].children[0].color = color;\r\n };\r\n /** @hidden */\r\n RadioGroup.prototype._setSelectorButtonBackground = function (selectorNb, color) {\r\n this.selectors[selectorNb].children[0].background = color;\r\n };\r\n return RadioGroup;\r\n}(SelectorGroup));\r\nexport { RadioGroup };\r\n/** Class used to create a SliderGroup\r\n * which contains groups of slider buttons\r\n*/\r\nvar SliderGroup = /** @class */ (function (_super) {\r\n __extends(SliderGroup, _super);\r\n function SliderGroup() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n /**\r\n * Adds a slider to the SelectorGroup\r\n * @param label is the label for the SliderBar\r\n * @param func is the function called when the Slider moves\r\n * @param unit is a string describing the units used, eg degrees or metres\r\n * @param min is the minimum value for the Slider\r\n * @param max is the maximum value for the Slider\r\n * @param value is the start value for the Slider between min and max\r\n * @param onValueChange is the function used to format the value displayed, eg radians to degrees\r\n */\r\n SliderGroup.prototype.addSlider = function (label, func, unit, min, max, value, onValueChange) {\r\n if (func === void 0) { func = function (v) { }; }\r\n if (unit === void 0) { unit = \"Units\"; }\r\n if (min === void 0) { min = 0; }\r\n if (max === void 0) { max = 0; }\r\n if (value === void 0) { value = 0; }\r\n if (onValueChange === void 0) { onValueChange = function (v) { return v | 0; }; }\r\n var button = new Slider();\r\n button.name = unit;\r\n button.value = value;\r\n button.minimum = min;\r\n button.maximum = max;\r\n button.width = 0.9;\r\n button.height = \"20px\";\r\n button.color = \"#364249\";\r\n button.background = \"#CCCCCC\";\r\n button.borderColor = \"black\";\r\n button.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n button.left = \"4px\";\r\n button.paddingBottom = \"4px\";\r\n button.onValueChangedObservable.add(function (value) {\r\n button.parent.children[0].text = button.parent.children[0].name + \": \" + onValueChange(value) + \" \" + button.name;\r\n func(value);\r\n });\r\n var _selector = Control.AddHeader(button, label + \": \" + onValueChange(value) + \" \" + unit, \"30px\", { isHorizontal: false, controlFirst: false });\r\n _selector.height = \"60px\";\r\n _selector.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n _selector.left = \"4px\";\r\n _selector.children[0].name = label;\r\n this.groupPanel.addControl(_selector);\r\n this.selectors.push(_selector);\r\n if (this.groupPanel.parent && this.groupPanel.parent.parent) {\r\n button.color = this.groupPanel.parent.parent.buttonColor;\r\n button.background = this.groupPanel.parent.parent.buttonBackground;\r\n }\r\n };\r\n /** @hidden */\r\n SliderGroup.prototype._setSelectorLabel = function (selectorNb, label) {\r\n this.selectors[selectorNb].children[0].name = label;\r\n this.selectors[selectorNb].children[0].text = label + \": \" + this.selectors[selectorNb].children[1].value + \" \" + this.selectors[selectorNb].children[1].name;\r\n };\r\n /** @hidden */\r\n SliderGroup.prototype._setSelectorLabelColor = function (selectorNb, color) {\r\n this.selectors[selectorNb].children[0].color = color;\r\n };\r\n /** @hidden */\r\n SliderGroup.prototype._setSelectorButtonColor = function (selectorNb, color) {\r\n this.selectors[selectorNb].children[1].color = color;\r\n };\r\n /** @hidden */\r\n SliderGroup.prototype._setSelectorButtonBackground = function (selectorNb, color) {\r\n this.selectors[selectorNb].children[1].background = color;\r\n };\r\n return SliderGroup;\r\n}(SelectorGroup));\r\nexport { SliderGroup };\r\n/** Class used to hold the controls for the checkboxes, radio buttons and sliders\r\n * @see http://doc.babylonjs.com/how_to/selector\r\n*/\r\nvar SelectionPanel = /** @class */ (function (_super) {\r\n __extends(SelectionPanel, _super);\r\n /**\r\n * Creates a new SelectionPanel\r\n * @param name of SelectionPanel\r\n * @param groups is an array of SelectionGroups\r\n */\r\n function SelectionPanel(\r\n /** name of SelectionPanel */\r\n name, \r\n /** an array of SelectionGroups */\r\n groups) {\r\n if (groups === void 0) { groups = []; }\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this.groups = groups;\r\n _this._buttonColor = \"#364249\";\r\n _this._buttonBackground = \"#CCCCCC\";\r\n _this._headerColor = \"black\";\r\n _this._barColor = \"white\";\r\n _this._barHeight = \"2px\";\r\n _this._spacerHeight = \"20px\";\r\n _this._bars = new Array();\r\n _this._groups = groups;\r\n _this.thickness = 2;\r\n _this._panel = new StackPanel();\r\n _this._panel.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n _this._panel.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n _this._panel.top = 5;\r\n _this._panel.left = 5;\r\n _this._panel.width = 0.95;\r\n if (groups.length > 0) {\r\n for (var i = 0; i < groups.length - 1; i++) {\r\n _this._panel.addControl(groups[i].groupPanel);\r\n _this._addSpacer();\r\n }\r\n _this._panel.addControl(groups[groups.length - 1].groupPanel);\r\n }\r\n _this.addControl(_this._panel);\r\n return _this;\r\n }\r\n SelectionPanel.prototype._getTypeName = function () {\r\n return \"SelectionPanel\";\r\n };\r\n Object.defineProperty(SelectionPanel.prototype, \"headerColor\", {\r\n /** Gets or sets the headerColor */\r\n get: function () {\r\n return this._headerColor;\r\n },\r\n set: function (color) {\r\n if (this._headerColor === color) {\r\n return;\r\n }\r\n this._headerColor = color;\r\n this._setHeaderColor();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n SelectionPanel.prototype._setHeaderColor = function () {\r\n for (var i = 0; i < this._groups.length; i++) {\r\n this._groups[i].groupPanel.children[0].color = this._headerColor;\r\n }\r\n };\r\n Object.defineProperty(SelectionPanel.prototype, \"buttonColor\", {\r\n /** Gets or sets the button color */\r\n get: function () {\r\n return this._buttonColor;\r\n },\r\n set: function (color) {\r\n if (this._buttonColor === color) {\r\n return;\r\n }\r\n this._buttonColor = color;\r\n this._setbuttonColor();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n SelectionPanel.prototype._setbuttonColor = function () {\r\n for (var i = 0; i < this._groups.length; i++) {\r\n for (var j = 0; j < this._groups[i].selectors.length; j++) {\r\n this._groups[i]._setSelectorButtonColor(j, this._buttonColor);\r\n }\r\n }\r\n };\r\n Object.defineProperty(SelectionPanel.prototype, \"labelColor\", {\r\n /** Gets or sets the label color */\r\n get: function () {\r\n return this._labelColor;\r\n },\r\n set: function (color) {\r\n if (this._labelColor === color) {\r\n return;\r\n }\r\n this._labelColor = color;\r\n this._setLabelColor();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n SelectionPanel.prototype._setLabelColor = function () {\r\n for (var i = 0; i < this._groups.length; i++) {\r\n for (var j = 0; j < this._groups[i].selectors.length; j++) {\r\n this._groups[i]._setSelectorLabelColor(j, this._labelColor);\r\n }\r\n }\r\n };\r\n Object.defineProperty(SelectionPanel.prototype, \"buttonBackground\", {\r\n /** Gets or sets the button background */\r\n get: function () {\r\n return this._buttonBackground;\r\n },\r\n set: function (color) {\r\n if (this._buttonBackground === color) {\r\n return;\r\n }\r\n this._buttonBackground = color;\r\n this._setButtonBackground();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n SelectionPanel.prototype._setButtonBackground = function () {\r\n for (var i = 0; i < this._groups.length; i++) {\r\n for (var j = 0; j < this._groups[i].selectors.length; j++) {\r\n this._groups[i]._setSelectorButtonBackground(j, this._buttonBackground);\r\n }\r\n }\r\n };\r\n Object.defineProperty(SelectionPanel.prototype, \"barColor\", {\r\n /** Gets or sets the color of separator bar */\r\n get: function () {\r\n return this._barColor;\r\n },\r\n set: function (color) {\r\n if (this._barColor === color) {\r\n return;\r\n }\r\n this._barColor = color;\r\n this._setBarColor();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n SelectionPanel.prototype._setBarColor = function () {\r\n for (var i = 0; i < this._bars.length; i++) {\r\n this._bars[i].children[0].background = this._barColor;\r\n }\r\n };\r\n Object.defineProperty(SelectionPanel.prototype, \"barHeight\", {\r\n /** Gets or sets the height of separator bar */\r\n get: function () {\r\n return this._barHeight;\r\n },\r\n set: function (value) {\r\n if (this._barHeight === value) {\r\n return;\r\n }\r\n this._barHeight = value;\r\n this._setBarHeight();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n SelectionPanel.prototype._setBarHeight = function () {\r\n for (var i = 0; i < this._bars.length; i++) {\r\n this._bars[i].children[0].height = this._barHeight;\r\n }\r\n };\r\n Object.defineProperty(SelectionPanel.prototype, \"spacerHeight\", {\r\n /** Gets or sets the height of spacers*/\r\n get: function () {\r\n return this._spacerHeight;\r\n },\r\n set: function (value) {\r\n if (this._spacerHeight === value) {\r\n return;\r\n }\r\n this._spacerHeight = value;\r\n this._setSpacerHeight();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n SelectionPanel.prototype._setSpacerHeight = function () {\r\n for (var i = 0; i < this._bars.length; i++) {\r\n this._bars[i].height = this._spacerHeight;\r\n }\r\n };\r\n /** Adds a bar between groups */\r\n SelectionPanel.prototype._addSpacer = function () {\r\n var separator = new Container();\r\n separator.width = 1;\r\n separator.height = this._spacerHeight;\r\n separator.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n var bar = new Rectangle();\r\n bar.width = 1;\r\n bar.height = this._barHeight;\r\n bar.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n bar.verticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;\r\n bar.background = this._barColor;\r\n bar.color = \"transparent\";\r\n separator.addControl(bar);\r\n this._panel.addControl(separator);\r\n this._bars.push(separator);\r\n };\r\n /** Add a group to the selection panel\r\n * @param group is the selector group to add\r\n */\r\n SelectionPanel.prototype.addGroup = function (group) {\r\n if (this._groups.length > 0) {\r\n this._addSpacer();\r\n }\r\n this._panel.addControl(group.groupPanel);\r\n this._groups.push(group);\r\n group.groupPanel.children[0].color = this._headerColor;\r\n for (var j = 0; j < group.selectors.length; j++) {\r\n group._setSelectorButtonColor(j, this._buttonColor);\r\n group._setSelectorButtonBackground(j, this._buttonBackground);\r\n }\r\n };\r\n /** Remove the group from the given position\r\n * @param groupNb is the position of the group in the list\r\n */\r\n SelectionPanel.prototype.removeGroup = function (groupNb) {\r\n if (groupNb < 0 || groupNb >= this._groups.length) {\r\n return;\r\n }\r\n var group = this._groups[groupNb];\r\n this._panel.removeControl(group.groupPanel);\r\n this._groups.splice(groupNb, 1);\r\n if (groupNb < this._bars.length) {\r\n this._panel.removeControl(this._bars[groupNb]);\r\n this._bars.splice(groupNb, 1);\r\n }\r\n };\r\n /** Change a group header label\r\n * @param label is the new group header label\r\n * @param groupNb is the number of the group to relabel\r\n * */\r\n SelectionPanel.prototype.setHeaderName = function (label, groupNb) {\r\n if (groupNb < 0 || groupNb >= this._groups.length) {\r\n return;\r\n }\r\n var group = this._groups[groupNb];\r\n group.groupPanel.children[0].text = label;\r\n };\r\n /** Change selector label to the one given\r\n * @param label is the new selector label\r\n * @param groupNb is the number of the groupcontaining the selector\r\n * @param selectorNb is the number of the selector within a group to relabel\r\n * */\r\n SelectionPanel.prototype.relabel = function (label, groupNb, selectorNb) {\r\n if (groupNb < 0 || groupNb >= this._groups.length) {\r\n return;\r\n }\r\n var group = this._groups[groupNb];\r\n if (selectorNb < 0 || selectorNb >= group.selectors.length) {\r\n return;\r\n }\r\n group._setSelectorLabel(selectorNb, label);\r\n };\r\n /** For a given group position remove the selector at the given position\r\n * @param groupNb is the number of the group to remove the selector from\r\n * @param selectorNb is the number of the selector within the group\r\n */\r\n SelectionPanel.prototype.removeFromGroupSelector = function (groupNb, selectorNb) {\r\n if (groupNb < 0 || groupNb >= this._groups.length) {\r\n return;\r\n }\r\n var group = this._groups[groupNb];\r\n if (selectorNb < 0 || selectorNb >= group.selectors.length) {\r\n return;\r\n }\r\n group.removeSelector(selectorNb);\r\n };\r\n /** For a given group position of correct type add a checkbox button\r\n * @param groupNb is the number of the group to remove the selector from\r\n * @param label is the label for the selector\r\n * @param func is the function called when the Selector is checked\r\n * @param checked is true when Selector is checked\r\n */\r\n SelectionPanel.prototype.addToGroupCheckbox = function (groupNb, label, func, checked) {\r\n if (func === void 0) { func = function () { }; }\r\n if (checked === void 0) { checked = false; }\r\n if (groupNb < 0 || groupNb >= this._groups.length) {\r\n return;\r\n }\r\n var group = this._groups[groupNb];\r\n group.addCheckbox(label, func, checked);\r\n };\r\n /** For a given group position of correct type add a radio button\r\n * @param groupNb is the number of the group to remove the selector from\r\n * @param label is the label for the selector\r\n * @param func is the function called when the Selector is checked\r\n * @param checked is true when Selector is checked\r\n */\r\n SelectionPanel.prototype.addToGroupRadio = function (groupNb, label, func, checked) {\r\n if (func === void 0) { func = function () { }; }\r\n if (checked === void 0) { checked = false; }\r\n if (groupNb < 0 || groupNb >= this._groups.length) {\r\n return;\r\n }\r\n var group = this._groups[groupNb];\r\n group.addRadio(label, func, checked);\r\n };\r\n /**\r\n * For a given slider group add a slider\r\n * @param groupNb is the number of the group to add the slider to\r\n * @param label is the label for the Slider\r\n * @param func is the function called when the Slider moves\r\n * @param unit is a string describing the units used, eg degrees or metres\r\n * @param min is the minimum value for the Slider\r\n * @param max is the maximum value for the Slider\r\n * @param value is the start value for the Slider between min and max\r\n * @param onVal is the function used to format the value displayed, eg radians to degrees\r\n */\r\n SelectionPanel.prototype.addToGroupSlider = function (groupNb, label, func, unit, min, max, value, onVal) {\r\n if (func === void 0) { func = function () { }; }\r\n if (unit === void 0) { unit = \"Units\"; }\r\n if (min === void 0) { min = 0; }\r\n if (max === void 0) { max = 0; }\r\n if (value === void 0) { value = 0; }\r\n if (onVal === void 0) { onVal = function (v) { return v | 0; }; }\r\n if (groupNb < 0 || groupNb >= this._groups.length) {\r\n return;\r\n }\r\n var group = this._groups[groupNb];\r\n group.addSlider(label, func, unit, min, max, value, onVal);\r\n };\r\n return SelectionPanel;\r\n}(Rectangle));\r\nexport { SelectionPanel };\r\n//# sourceMappingURL=selector.js.map","import { __extends } from \"tslib\";\r\nimport { Measure } from \"../../measure\";\r\nimport { Container } from \"../container\";\r\nimport { ValueAndUnit } from \"../../valueAndUnit\";\r\nimport { Control } from \"../control\";\r\n/**\r\n * Class used to hold a the container for ScrollViewer\r\n * @hidden\r\n*/\r\nvar _ScrollViewerWindow = /** @class */ (function (_super) {\r\n __extends(_ScrollViewerWindow, _super);\r\n /**\r\n * Creates a new ScrollViewerWindow\r\n * @param name of ScrollViewerWindow\r\n */\r\n function _ScrollViewerWindow(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this._freezeControls = false;\r\n _this._bucketWidth = 0;\r\n _this._bucketHeight = 0;\r\n _this._buckets = {};\r\n return _this;\r\n }\r\n Object.defineProperty(_ScrollViewerWindow.prototype, \"freezeControls\", {\r\n get: function () {\r\n return this._freezeControls;\r\n },\r\n set: function (value) {\r\n if (this._freezeControls === value) {\r\n return;\r\n }\r\n // trigger a full normal layout calculation to be sure all children have their measures up to date\r\n this._freezeControls = false;\r\n var textureSize = this.host.getSize();\r\n var renderWidth = textureSize.width;\r\n var renderHeight = textureSize.height;\r\n var context = this.host.getContext();\r\n var measure = new Measure(0, 0, renderWidth, renderHeight);\r\n this.host._numLayoutCalls = 0;\r\n this.host._rootContainer._layout(measure, context);\r\n // in freeze mode, prepare children measures accordingly\r\n if (value) {\r\n this._updateMeasures();\r\n if (this._useBuckets()) {\r\n this._makeBuckets();\r\n }\r\n }\r\n this._freezeControls = value;\r\n this.host.markAsDirty(); // redraw with the (new) current settings\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(_ScrollViewerWindow.prototype, \"bucketWidth\", {\r\n get: function () {\r\n return this._bucketWidth;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(_ScrollViewerWindow.prototype, \"bucketHeight\", {\r\n get: function () {\r\n return this._bucketHeight;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n _ScrollViewerWindow.prototype.setBucketSizes = function (width, height) {\r\n this._bucketWidth = width;\r\n this._bucketHeight = height;\r\n if (this._useBuckets()) {\r\n if (this._freezeControls) {\r\n this._makeBuckets();\r\n }\r\n }\r\n else {\r\n this._buckets = {};\r\n }\r\n };\r\n _ScrollViewerWindow.prototype._useBuckets = function () {\r\n return this._bucketWidth > 0 && this._bucketHeight > 0;\r\n };\r\n _ScrollViewerWindow.prototype._makeBuckets = function () {\r\n this._buckets = {};\r\n this._bucketLen = Math.ceil(this.widthInPixels / this._bucketWidth);\r\n this._dispatchInBuckets(this._children);\r\n };\r\n _ScrollViewerWindow.prototype._dispatchInBuckets = function (children) {\r\n for (var i = 0; i < children.length; ++i) {\r\n var child = children[i];\r\n var bStartX = Math.max(0, Math.floor((child._currentMeasure.left - this._currentMeasure.left) / this._bucketWidth)), bEndX = Math.floor((child._currentMeasure.left - this._currentMeasure.left + child._currentMeasure.width - 1) / this._bucketWidth), bStartY = Math.max(0, Math.floor((child._currentMeasure.top - this._currentMeasure.top) / this._bucketHeight)), bEndY = Math.floor((child._currentMeasure.top - this._currentMeasure.top + child._currentMeasure.height - 1) / this._bucketHeight);\r\n while (bStartY <= bEndY) {\r\n for (var x = bStartX; x <= bEndX; ++x) {\r\n var bucket = bStartY * this._bucketLen + x, lstc = this._buckets[bucket];\r\n if (!lstc) {\r\n lstc = [];\r\n this._buckets[bucket] = lstc;\r\n }\r\n lstc.push(child);\r\n }\r\n bStartY++;\r\n }\r\n if (child instanceof Container && child._children.length > 0) {\r\n this._dispatchInBuckets(child._children);\r\n }\r\n }\r\n };\r\n // reset left and top measures for the window and all its children\r\n _ScrollViewerWindow.prototype._updateMeasures = function () {\r\n var left = this.leftInPixels | 0, top = this.topInPixels | 0;\r\n this._measureForChildren.left -= left;\r\n this._measureForChildren.top -= top;\r\n this._currentMeasure.left -= left;\r\n this._currentMeasure.top -= top;\r\n this._updateChildrenMeasures(this._children, left, top);\r\n };\r\n _ScrollViewerWindow.prototype._updateChildrenMeasures = function (children, left, top) {\r\n for (var i = 0; i < children.length; ++i) {\r\n var child = children[i];\r\n child._currentMeasure.left -= left;\r\n child._currentMeasure.top -= top;\r\n child._customData._origLeft = child._currentMeasure.left; // save the original left and top values for each child\r\n child._customData._origTop = child._currentMeasure.top;\r\n if (child instanceof Container && child._children.length > 0) {\r\n this._updateChildrenMeasures(child._children, left, top);\r\n }\r\n }\r\n };\r\n _ScrollViewerWindow.prototype._getTypeName = function () {\r\n return \"ScrollViewerWindow\";\r\n };\r\n /** @hidden */\r\n _ScrollViewerWindow.prototype._additionalProcessing = function (parentMeasure, context) {\r\n _super.prototype._additionalProcessing.call(this, parentMeasure, context);\r\n this._parentMeasure = parentMeasure;\r\n this._measureForChildren.left = this._currentMeasure.left;\r\n this._measureForChildren.top = this._currentMeasure.top;\r\n this._measureForChildren.width = parentMeasure.width;\r\n this._measureForChildren.height = parentMeasure.height;\r\n };\r\n /** @hidden */\r\n _ScrollViewerWindow.prototype._layout = function (parentMeasure, context) {\r\n if (this._freezeControls) {\r\n this.invalidateRect(); // will trigger a redraw of the window\r\n return false;\r\n }\r\n return _super.prototype._layout.call(this, parentMeasure, context);\r\n };\r\n _ScrollViewerWindow.prototype._scrollChildren = function (children, left, top) {\r\n for (var i = 0; i < children.length; ++i) {\r\n var child = children[i];\r\n child._currentMeasure.left = child._customData._origLeft + left;\r\n child._currentMeasure.top = child._customData._origTop + top;\r\n child._isClipped = false; // clipping will be handled by _draw and the call to _intersectsRect()\r\n if (child instanceof Container && child._children.length > 0) {\r\n this._scrollChildren(child._children, left, top);\r\n }\r\n }\r\n };\r\n _ScrollViewerWindow.prototype._scrollChildrenWithBuckets = function (left, top, scrollLeft, scrollTop) {\r\n var bStartX = Math.max(0, Math.floor(-left / this._bucketWidth)), bEndX = Math.floor((-left + this._parentMeasure.width - 1) / this._bucketWidth), bStartY = Math.max(0, Math.floor(-top / this._bucketHeight)), bEndY = Math.floor((-top + this._parentMeasure.height - 1) / this._bucketHeight);\r\n while (bStartY <= bEndY) {\r\n for (var x = bStartX; x <= bEndX; ++x) {\r\n var bucket = bStartY * this._bucketLen + x, lstc = this._buckets[bucket];\r\n if (lstc) {\r\n for (var i = 0; i < lstc.length; ++i) {\r\n var child = lstc[i];\r\n child._currentMeasure.left = child._customData._origLeft + scrollLeft;\r\n child._currentMeasure.top = child._customData._origTop + scrollTop;\r\n child._isClipped = false; // clipping will be handled by _draw and the call to _intersectsRect()\r\n }\r\n }\r\n }\r\n bStartY++;\r\n }\r\n };\r\n /** @hidden */\r\n _ScrollViewerWindow.prototype._draw = function (context, invalidatedRectangle) {\r\n if (!this._freezeControls) {\r\n _super.prototype._draw.call(this, context, invalidatedRectangle);\r\n return;\r\n }\r\n this._localDraw(context);\r\n if (this.clipChildren) {\r\n this._clipForChildren(context);\r\n }\r\n var left = this.leftInPixels, top = this.topInPixels;\r\n if (this._useBuckets()) {\r\n this._scrollChildrenWithBuckets(this._oldLeft, this._oldTop, left, top);\r\n this._scrollChildrenWithBuckets(left, top, left, top);\r\n }\r\n else {\r\n this._scrollChildren(this._children, left, top);\r\n }\r\n this._oldLeft = left;\r\n this._oldTop = top;\r\n for (var _i = 0, _a = this._children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n if (!child._intersectsRect(this._parentMeasure)) {\r\n continue;\r\n }\r\n child._render(context, this._parentMeasure);\r\n }\r\n };\r\n _ScrollViewerWindow.prototype._postMeasure = function () {\r\n if (this._freezeControls) {\r\n _super.prototype._postMeasure.call(this);\r\n return;\r\n }\r\n var maxWidth = this.parentClientWidth;\r\n var maxHeight = this.parentClientHeight;\r\n for (var _i = 0, _a = this.children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n if (!child.isVisible || child.notRenderable) {\r\n continue;\r\n }\r\n if (child.horizontalAlignment === Control.HORIZONTAL_ALIGNMENT_CENTER) {\r\n child._offsetLeft(this._currentMeasure.left - child._currentMeasure.left);\r\n }\r\n if (child.verticalAlignment === Control.VERTICAL_ALIGNMENT_CENTER) {\r\n child._offsetTop(this._currentMeasure.top - child._currentMeasure.top);\r\n }\r\n maxWidth = Math.max(maxWidth, child._currentMeasure.left - this._currentMeasure.left + child._currentMeasure.width);\r\n maxHeight = Math.max(maxHeight, child._currentMeasure.top - this._currentMeasure.top + child._currentMeasure.height);\r\n }\r\n if (this._currentMeasure.width !== maxWidth) {\r\n this._width.updateInPlace(maxWidth, ValueAndUnit.UNITMODE_PIXEL);\r\n this._currentMeasure.width = maxWidth;\r\n this._rebuildLayout = true;\r\n this._isDirty = true;\r\n }\r\n if (this._currentMeasure.height !== maxHeight) {\r\n this._height.updateInPlace(maxHeight, ValueAndUnit.UNITMODE_PIXEL);\r\n this._currentMeasure.height = maxHeight;\r\n this._rebuildLayout = true;\r\n this._isDirty = true;\r\n }\r\n _super.prototype._postMeasure.call(this);\r\n };\r\n return _ScrollViewerWindow;\r\n}(Container));\r\nexport { _ScrollViewerWindow };\r\n//# sourceMappingURL=scrollViewerWindow.js.map","import { __extends } from \"tslib\";\r\nimport { BaseSlider } from \"./baseSlider\";\r\nimport { Measure } from \"../../measure\";\r\n/**\r\n * Class used to create slider controls\r\n */\r\nvar ScrollBar = /** @class */ (function (_super) {\r\n __extends(ScrollBar, _super);\r\n /**\r\n * Creates a new Slider\r\n * @param name defines the control name\r\n */\r\n function ScrollBar(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._background = \"black\";\r\n _this._borderColor = \"white\";\r\n _this._tempMeasure = new Measure(0, 0, 0, 0);\r\n return _this;\r\n }\r\n Object.defineProperty(ScrollBar.prototype, \"borderColor\", {\r\n /** Gets or sets border color */\r\n get: function () {\r\n return this._borderColor;\r\n },\r\n set: function (value) {\r\n if (this._borderColor === value) {\r\n return;\r\n }\r\n this._borderColor = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollBar.prototype, \"background\", {\r\n /** Gets or sets background color */\r\n get: function () {\r\n return this._background;\r\n },\r\n set: function (value) {\r\n if (this._background === value) {\r\n return;\r\n }\r\n this._background = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n ScrollBar.prototype._getTypeName = function () {\r\n return \"Scrollbar\";\r\n };\r\n ScrollBar.prototype._getThumbThickness = function () {\r\n var thumbThickness = 0;\r\n if (this._thumbWidth.isPixel) {\r\n thumbThickness = this._thumbWidth.getValue(this._host);\r\n }\r\n else {\r\n thumbThickness = this._backgroundBoxThickness * this._thumbWidth.getValue(this._host);\r\n }\r\n return thumbThickness;\r\n };\r\n ScrollBar.prototype._draw = function (context) {\r\n context.save();\r\n this._applyStates(context);\r\n this._prepareRenderingData(\"rectangle\");\r\n var left = this._renderLeft;\r\n var thumbPosition = this._getThumbPosition();\r\n context.fillStyle = this._background;\r\n context.fillRect(this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n // Value bar\r\n context.fillStyle = this.color;\r\n // Thumb\r\n if (this.isVertical) {\r\n this._tempMeasure.left = left - this._effectiveBarOffset;\r\n this._tempMeasure.top = this._currentMeasure.top + thumbPosition;\r\n this._tempMeasure.width = this._currentMeasure.width;\r\n this._tempMeasure.height = this._effectiveThumbThickness;\r\n }\r\n else {\r\n this._tempMeasure.left = this._currentMeasure.left + thumbPosition;\r\n this._tempMeasure.top = this._currentMeasure.top;\r\n this._tempMeasure.width = this._effectiveThumbThickness;\r\n this._tempMeasure.height = this._currentMeasure.height;\r\n }\r\n context.fillRect(this._tempMeasure.left, this._tempMeasure.top, this._tempMeasure.width, this._tempMeasure.height);\r\n context.restore();\r\n };\r\n /** @hidden */\r\n ScrollBar.prototype._updateValueFromPointer = function (x, y) {\r\n if (this.rotation != 0) {\r\n this._invertTransformMatrix.transformCoordinates(x, y, this._transformedPosition);\r\n x = this._transformedPosition.x;\r\n y = this._transformedPosition.y;\r\n }\r\n if (this._first) {\r\n this._first = false;\r\n this._originX = x;\r\n this._originY = y;\r\n // Check if move is required\r\n if (x < this._tempMeasure.left || x > this._tempMeasure.left + this._tempMeasure.width || y < this._tempMeasure.top || y > this._tempMeasure.top + this._tempMeasure.height) {\r\n if (this.isVertical) {\r\n this.value = this.minimum + (1 - ((y - this._currentMeasure.top) / this._currentMeasure.height)) * (this.maximum - this.minimum);\r\n }\r\n else {\r\n this.value = this.minimum + ((x - this._currentMeasure.left) / this._currentMeasure.width) * (this.maximum - this.minimum);\r\n }\r\n }\r\n }\r\n // Delta mode\r\n var delta = 0;\r\n if (this.isVertical) {\r\n delta = -((y - this._originY) / (this._currentMeasure.height - this._effectiveThumbThickness));\r\n }\r\n else {\r\n delta = (x - this._originX) / (this._currentMeasure.width - this._effectiveThumbThickness);\r\n }\r\n this.value += delta * (this.maximum - this.minimum);\r\n this._originX = x;\r\n this._originY = y;\r\n };\r\n ScrollBar.prototype._onPointerDown = function (target, coordinates, pointerId, buttonIndex) {\r\n this._first = true;\r\n return _super.prototype._onPointerDown.call(this, target, coordinates, pointerId, buttonIndex);\r\n };\r\n return ScrollBar;\r\n}(BaseSlider));\r\nexport { ScrollBar };\r\n//# sourceMappingURL=scrollBar.js.map","import { __extends } from \"tslib\";\r\nimport { BaseSlider } from \"./baseSlider\";\r\nimport { Measure } from \"../../measure\";\r\n/**\r\n * Class used to create slider controls\r\n */\r\nvar ImageScrollBar = /** @class */ (function (_super) {\r\n __extends(ImageScrollBar, _super);\r\n /**\r\n * Creates a new ImageScrollBar\r\n * @param name defines the control name\r\n */\r\n function ImageScrollBar(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._thumbLength = 0.5;\r\n _this._thumbHeight = 1;\r\n _this._barImageHeight = 1;\r\n _this._tempMeasure = new Measure(0, 0, 0, 0);\r\n /** Number of 90° rotation to apply on the images when in vertical mode */\r\n _this.num90RotationInVerticalMode = 1;\r\n return _this;\r\n }\r\n Object.defineProperty(ImageScrollBar.prototype, \"backgroundImage\", {\r\n /**\r\n * Gets or sets the image used to render the background for horizontal bar\r\n */\r\n get: function () {\r\n return this._backgroundBaseImage;\r\n },\r\n set: function (value) {\r\n var _this = this;\r\n if (this._backgroundBaseImage === value) {\r\n return;\r\n }\r\n this._backgroundBaseImage = value;\r\n if (this.isVertical && this.num90RotationInVerticalMode !== 0) {\r\n if (!value.isLoaded) {\r\n value.onImageLoadedObservable.addOnce(function () {\r\n var rotatedValue = value._rotate90(_this.num90RotationInVerticalMode, true);\r\n _this._backgroundImage = rotatedValue;\r\n if (!rotatedValue.isLoaded) {\r\n rotatedValue.onImageLoadedObservable.addOnce(function () {\r\n _this._markAsDirty();\r\n });\r\n }\r\n _this._markAsDirty();\r\n });\r\n }\r\n else {\r\n this._backgroundImage = value._rotate90(this.num90RotationInVerticalMode, true);\r\n this._markAsDirty();\r\n }\r\n }\r\n else {\r\n this._backgroundImage = value;\r\n if (value && !value.isLoaded) {\r\n value.onImageLoadedObservable.addOnce(function () {\r\n _this._markAsDirty();\r\n });\r\n }\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageScrollBar.prototype, \"thumbImage\", {\r\n /**\r\n * Gets or sets the image used to render the thumb\r\n */\r\n get: function () {\r\n return this._thumbBaseImage;\r\n },\r\n set: function (value) {\r\n var _this = this;\r\n if (this._thumbBaseImage === value) {\r\n return;\r\n }\r\n this._thumbBaseImage = value;\r\n if (this.isVertical && this.num90RotationInVerticalMode !== 0) {\r\n if (!value.isLoaded) {\r\n value.onImageLoadedObservable.addOnce(function () {\r\n var rotatedValue = value._rotate90(-_this.num90RotationInVerticalMode, true);\r\n _this._thumbImage = rotatedValue;\r\n if (!rotatedValue.isLoaded) {\r\n rotatedValue.onImageLoadedObservable.addOnce(function () {\r\n _this._markAsDirty();\r\n });\r\n }\r\n _this._markAsDirty();\r\n });\r\n }\r\n else {\r\n this._thumbImage = value._rotate90(-this.num90RotationInVerticalMode, true);\r\n this._markAsDirty();\r\n }\r\n }\r\n else {\r\n this._thumbImage = value;\r\n if (value && !value.isLoaded) {\r\n value.onImageLoadedObservable.addOnce(function () {\r\n _this._markAsDirty();\r\n });\r\n }\r\n this._markAsDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageScrollBar.prototype, \"thumbLength\", {\r\n /**\r\n * Gets or sets the length of the thumb\r\n */\r\n get: function () {\r\n return this._thumbLength;\r\n },\r\n set: function (value) {\r\n if (this._thumbLength === value) {\r\n return;\r\n }\r\n this._thumbLength = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageScrollBar.prototype, \"thumbHeight\", {\r\n /**\r\n * Gets or sets the height of the thumb\r\n */\r\n get: function () {\r\n return this._thumbHeight;\r\n },\r\n set: function (value) {\r\n if (this._thumbLength === value) {\r\n return;\r\n }\r\n this._thumbHeight = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageScrollBar.prototype, \"barImageHeight\", {\r\n /**\r\n * Gets or sets the height of the bar image\r\n */\r\n get: function () {\r\n return this._barImageHeight;\r\n },\r\n set: function (value) {\r\n if (this._barImageHeight === value) {\r\n return;\r\n }\r\n this._barImageHeight = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n ImageScrollBar.prototype._getTypeName = function () {\r\n return \"ImageScrollBar\";\r\n };\r\n ImageScrollBar.prototype._getThumbThickness = function () {\r\n var thumbThickness = 0;\r\n if (this._thumbWidth.isPixel) {\r\n thumbThickness = this._thumbWidth.getValue(this._host);\r\n }\r\n else {\r\n thumbThickness = this._backgroundBoxThickness * this._thumbWidth.getValue(this._host);\r\n }\r\n return thumbThickness;\r\n };\r\n ImageScrollBar.prototype._draw = function (context) {\r\n context.save();\r\n this._applyStates(context);\r\n this._prepareRenderingData(\"rectangle\");\r\n var thumbPosition = this._getThumbPosition();\r\n var left = this._renderLeft;\r\n var top = this._renderTop;\r\n var width = this._renderWidth;\r\n var height = this._renderHeight;\r\n // Background\r\n if (this._backgroundImage) {\r\n this._tempMeasure.copyFromFloats(left, top, width, height);\r\n if (this.isVertical) {\r\n this._tempMeasure.copyFromFloats(left + width * (1 - this._barImageHeight) * 0.5, this._currentMeasure.top, width * this._barImageHeight, height);\r\n this._tempMeasure.height += this._effectiveThumbThickness;\r\n this._backgroundImage._currentMeasure.copyFrom(this._tempMeasure);\r\n }\r\n else {\r\n this._tempMeasure.copyFromFloats(this._currentMeasure.left, top + height * (1 - this._barImageHeight) * 0.5, width, height * this._barImageHeight);\r\n this._tempMeasure.width += this._effectiveThumbThickness;\r\n this._backgroundImage._currentMeasure.copyFrom(this._tempMeasure);\r\n }\r\n this._backgroundImage._draw(context);\r\n }\r\n // Thumb\r\n if (this.isVertical) {\r\n this._tempMeasure.copyFromFloats(left - this._effectiveBarOffset + this._currentMeasure.width * (1 - this._thumbHeight) * 0.5, this._currentMeasure.top + thumbPosition, this._currentMeasure.width * this._thumbHeight, this._effectiveThumbThickness);\r\n }\r\n else {\r\n this._tempMeasure.copyFromFloats(this._currentMeasure.left + thumbPosition, this._currentMeasure.top + this._currentMeasure.height * (1 - this._thumbHeight) * 0.5, this._effectiveThumbThickness, this._currentMeasure.height * this._thumbHeight);\r\n }\r\n if (this._thumbImage) {\r\n this._thumbImage._currentMeasure.copyFrom(this._tempMeasure);\r\n this._thumbImage._draw(context);\r\n }\r\n context.restore();\r\n };\r\n /** @hidden */\r\n ImageScrollBar.prototype._updateValueFromPointer = function (x, y) {\r\n if (this.rotation != 0) {\r\n this._invertTransformMatrix.transformCoordinates(x, y, this._transformedPosition);\r\n x = this._transformedPosition.x;\r\n y = this._transformedPosition.y;\r\n }\r\n if (this._first) {\r\n this._first = false;\r\n this._originX = x;\r\n this._originY = y;\r\n // Check if move is required\r\n if (x < this._tempMeasure.left || x > this._tempMeasure.left + this._tempMeasure.width || y < this._tempMeasure.top || y > this._tempMeasure.top + this._tempMeasure.height) {\r\n if (this.isVertical) {\r\n this.value = this.minimum + (1 - ((y - this._currentMeasure.top) / this._currentMeasure.height)) * (this.maximum - this.minimum);\r\n }\r\n else {\r\n this.value = this.minimum + ((x - this._currentMeasure.left) / this._currentMeasure.width) * (this.maximum - this.minimum);\r\n }\r\n }\r\n }\r\n // Delta mode\r\n var delta = 0;\r\n if (this.isVertical) {\r\n delta = -((y - this._originY) / (this._currentMeasure.height - this._effectiveThumbThickness));\r\n }\r\n else {\r\n delta = (x - this._originX) / (this._currentMeasure.width - this._effectiveThumbThickness);\r\n }\r\n this.value += delta * (this.maximum - this.minimum);\r\n this._originX = x;\r\n this._originY = y;\r\n };\r\n ImageScrollBar.prototype._onPointerDown = function (target, coordinates, pointerId, buttonIndex) {\r\n this._first = true;\r\n return _super.prototype._onPointerDown.call(this, target, coordinates, pointerId, buttonIndex);\r\n };\r\n return ImageScrollBar;\r\n}(BaseSlider));\r\nexport { ImageScrollBar };\r\n//# sourceMappingURL=imageScrollBar.js.map","import { __extends } from \"tslib\";\r\nimport { Rectangle } from \"../rectangle\";\r\nimport { Grid } from \"../grid\";\r\nimport { Control } from \"../control\";\r\nimport { _ScrollViewerWindow } from \"./scrollViewerWindow\";\r\nimport { ScrollBar } from \"../sliders/scrollBar\";\r\nimport { ImageScrollBar } from \"../sliders/imageScrollBar\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to hold a viewer window and sliders in a grid\r\n*/\r\nvar ScrollViewer = /** @class */ (function (_super) {\r\n __extends(ScrollViewer, _super);\r\n /**\r\n * Creates a new ScrollViewer\r\n * @param name of ScrollViewer\r\n */\r\n function ScrollViewer(name, isImageBased) {\r\n var _this = _super.call(this, name) || this;\r\n _this._barSize = 20;\r\n _this._pointerIsOver = false;\r\n _this._wheelPrecision = 0.05;\r\n _this._thumbLength = 0.5;\r\n _this._thumbHeight = 1;\r\n _this._barImageHeight = 1;\r\n _this._horizontalBarImageHeight = 1;\r\n _this._verticalBarImageHeight = 1;\r\n _this._forceHorizontalBar = false;\r\n _this._forceVerticalBar = false;\r\n _this._useImageBar = isImageBased ? isImageBased : false;\r\n _this.onDirtyObservable.add(function () {\r\n _this._horizontalBarSpace.color = _this.color;\r\n _this._verticalBarSpace.color = _this.color;\r\n _this._dragSpace.color = _this.color;\r\n });\r\n _this.onPointerEnterObservable.add(function () {\r\n _this._pointerIsOver = true;\r\n });\r\n _this.onPointerOutObservable.add(function () {\r\n _this._pointerIsOver = false;\r\n });\r\n _this._grid = new Grid();\r\n if (_this._useImageBar) {\r\n _this._horizontalBar = new ImageScrollBar();\r\n _this._verticalBar = new ImageScrollBar();\r\n }\r\n else {\r\n _this._horizontalBar = new ScrollBar();\r\n _this._verticalBar = new ScrollBar();\r\n }\r\n _this._window = new _ScrollViewerWindow(\"scrollViewer_window\");\r\n _this._window.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n _this._window.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n _this._grid.addColumnDefinition(1);\r\n _this._grid.addColumnDefinition(0, true);\r\n _this._grid.addRowDefinition(1);\r\n _this._grid.addRowDefinition(0, true);\r\n _super.prototype.addControl.call(_this, _this._grid);\r\n _this._grid.addControl(_this._window, 0, 0);\r\n _this._verticalBarSpace = new Rectangle();\r\n _this._verticalBarSpace.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n _this._verticalBarSpace.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n _this._verticalBarSpace.thickness = 1;\r\n _this._grid.addControl(_this._verticalBarSpace, 0, 1);\r\n _this._addBar(_this._verticalBar, _this._verticalBarSpace, true, Math.PI);\r\n _this._horizontalBarSpace = new Rectangle();\r\n _this._horizontalBarSpace.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n _this._horizontalBarSpace.verticalAlignment = Control.VERTICAL_ALIGNMENT_TOP;\r\n _this._horizontalBarSpace.thickness = 1;\r\n _this._grid.addControl(_this._horizontalBarSpace, 1, 0);\r\n _this._addBar(_this._horizontalBar, _this._horizontalBarSpace, false, 0);\r\n _this._dragSpace = new Rectangle();\r\n _this._dragSpace.thickness = 1;\r\n _this._grid.addControl(_this._dragSpace, 1, 1);\r\n // Colors\r\n if (!_this._useImageBar) {\r\n _this.barColor = \"grey\";\r\n _this.barBackground = \"transparent\";\r\n }\r\n return _this;\r\n }\r\n Object.defineProperty(ScrollViewer.prototype, \"horizontalBar\", {\r\n /**\r\n * Gets the horizontal scrollbar\r\n */\r\n get: function () {\r\n return this._horizontalBar;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"verticalBar\", {\r\n /**\r\n * Gets the vertical scrollbar\r\n */\r\n get: function () {\r\n return this._verticalBar;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Adds a new control to the current container\r\n * @param control defines the control to add\r\n * @returns the current container\r\n */\r\n ScrollViewer.prototype.addControl = function (control) {\r\n if (!control) {\r\n return this;\r\n }\r\n this._window.addControl(control);\r\n return this;\r\n };\r\n /**\r\n * Removes a control from the current container\r\n * @param control defines the control to remove\r\n * @returns the current container\r\n */\r\n ScrollViewer.prototype.removeControl = function (control) {\r\n this._window.removeControl(control);\r\n return this;\r\n };\r\n Object.defineProperty(ScrollViewer.prototype, \"children\", {\r\n /** Gets the list of children */\r\n get: function () {\r\n return this._window.children;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n ScrollViewer.prototype._flagDescendantsAsMatrixDirty = function () {\r\n for (var _i = 0, _a = this._children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n child._markMatrixAsDirty();\r\n }\r\n };\r\n Object.defineProperty(ScrollViewer.prototype, \"freezeControls\", {\r\n /**\r\n * Freezes or unfreezes the controls in the window.\r\n * When controls are frozen, the scroll viewer can render a lot more quickly but updates to positions/sizes of controls\r\n * are not taken into account. If you want to change positions/sizes, unfreeze, perform the changes then freeze again\r\n */\r\n get: function () {\r\n return this._window.freezeControls;\r\n },\r\n set: function (value) {\r\n this._window.freezeControls = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"bucketWidth\", {\r\n /** Gets the bucket width */\r\n get: function () {\r\n return this._window.bucketWidth;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"bucketHeight\", {\r\n /** Gets the bucket height */\r\n get: function () {\r\n return this._window.bucketHeight;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Sets the bucket sizes.\r\n * When freezeControls is true, setting a non-zero bucket size will improve performances by updating only\r\n * controls that are visible. The bucket sizes is used to subdivide (internally) the window area to smaller areas into which\r\n * controls are dispatched. So, the size should be roughly equals to the mean size of all the controls of\r\n * the window. To disable the usage of buckets, sets either width or height (or both) to 0.\r\n * Please note that using this option will raise the memory usage (the higher the bucket sizes, the less memory\r\n * used), that's why it is not enabled by default.\r\n * @param width width of the bucket\r\n * @param height height of the bucket\r\n */\r\n ScrollViewer.prototype.setBucketSizes = function (width, height) {\r\n this._window.setBucketSizes(width, height);\r\n };\r\n Object.defineProperty(ScrollViewer.prototype, \"forceHorizontalBar\", {\r\n /**\r\n * Forces the horizontal scroll bar to be displayed\r\n */\r\n get: function () {\r\n return this._forceHorizontalBar;\r\n },\r\n set: function (value) {\r\n this._grid.setRowDefinition(1, value ? this._barSize : 0, true);\r\n this._horizontalBar.isVisible = value;\r\n this._forceHorizontalBar = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"forceVerticalBar\", {\r\n /**\r\n * Forces the vertical scroll bar to be displayed\r\n */\r\n get: function () {\r\n return this._forceVerticalBar;\r\n },\r\n set: function (value) {\r\n this._grid.setColumnDefinition(1, value ? this._barSize : 0, true);\r\n this._verticalBar.isVisible = value;\r\n this._forceVerticalBar = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** Reset the scroll viewer window to initial size */\r\n ScrollViewer.prototype.resetWindow = function () {\r\n this._window.width = \"100%\";\r\n this._window.height = \"100%\";\r\n };\r\n ScrollViewer.prototype._getTypeName = function () {\r\n return \"ScrollViewer\";\r\n };\r\n ScrollViewer.prototype._buildClientSizes = function () {\r\n var ratio = this.host.idealRatio;\r\n this._window.parentClientWidth = this._currentMeasure.width - (this._verticalBar.isVisible || this.forceVerticalBar ? this._barSize * ratio : 0) - 2 * this.thickness;\r\n this._window.parentClientHeight = this._currentMeasure.height - (this._horizontalBar.isVisible || this.forceHorizontalBar ? this._barSize * ratio : 0) - 2 * this.thickness;\r\n this._clientWidth = this._window.parentClientWidth;\r\n this._clientHeight = this._window.parentClientHeight;\r\n };\r\n ScrollViewer.prototype._additionalProcessing = function (parentMeasure, context) {\r\n _super.prototype._additionalProcessing.call(this, parentMeasure, context);\r\n this._buildClientSizes();\r\n };\r\n ScrollViewer.prototype._postMeasure = function () {\r\n _super.prototype._postMeasure.call(this);\r\n this._updateScroller();\r\n };\r\n Object.defineProperty(ScrollViewer.prototype, \"wheelPrecision\", {\r\n /**\r\n * Gets or sets the mouse wheel precision\r\n * from 0 to 1 with a default value of 0.05\r\n * */\r\n get: function () {\r\n return this._wheelPrecision;\r\n },\r\n set: function (value) {\r\n if (this._wheelPrecision === value) {\r\n return;\r\n }\r\n if (value < 0) {\r\n value = 0;\r\n }\r\n if (value > 1) {\r\n value = 1;\r\n }\r\n this._wheelPrecision = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"scrollBackground\", {\r\n /** Gets or sets the scroll bar container background color */\r\n get: function () {\r\n return this._horizontalBarSpace.background;\r\n },\r\n set: function (color) {\r\n if (this._horizontalBarSpace.background === color) {\r\n return;\r\n }\r\n this._horizontalBarSpace.background = color;\r\n this._verticalBarSpace.background = color;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"barColor\", {\r\n /** Gets or sets the bar color */\r\n get: function () {\r\n return this._barColor;\r\n },\r\n set: function (color) {\r\n if (this._barColor === color) {\r\n return;\r\n }\r\n this._barColor = color;\r\n this._horizontalBar.color = color;\r\n this._verticalBar.color = color;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"thumbImage\", {\r\n /** Gets or sets the bar image */\r\n get: function () {\r\n return this._barImage;\r\n },\r\n set: function (value) {\r\n if (this._barImage === value) {\r\n return;\r\n }\r\n this._barImage = value;\r\n var hb = this._horizontalBar;\r\n var vb = this._verticalBar;\r\n hb.thumbImage = value;\r\n vb.thumbImage = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"horizontalThumbImage\", {\r\n /** Gets or sets the horizontal bar image */\r\n get: function () {\r\n return this._horizontalBarImage;\r\n },\r\n set: function (value) {\r\n if (this._horizontalBarImage === value) {\r\n return;\r\n }\r\n this._horizontalBarImage = value;\r\n var hb = this._horizontalBar;\r\n hb.thumbImage = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"verticalThumbImage\", {\r\n /** Gets or sets the vertical bar image */\r\n get: function () {\r\n return this._verticalBarImage;\r\n },\r\n set: function (value) {\r\n if (this._verticalBarImage === value) {\r\n return;\r\n }\r\n this._verticalBarImage = value;\r\n var vb = this._verticalBar;\r\n vb.thumbImage = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"barSize\", {\r\n /** Gets or sets the size of the bar */\r\n get: function () {\r\n return this._barSize;\r\n },\r\n set: function (value) {\r\n if (this._barSize === value) {\r\n return;\r\n }\r\n this._barSize = value;\r\n this._markAsDirty();\r\n if (this._horizontalBar.isVisible) {\r\n this._grid.setRowDefinition(1, this._barSize, true);\r\n }\r\n if (this._verticalBar.isVisible) {\r\n this._grid.setColumnDefinition(1, this._barSize, true);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"thumbLength\", {\r\n /** Gets or sets the length of the thumb */\r\n get: function () {\r\n return this._thumbLength;\r\n },\r\n set: function (value) {\r\n if (this._thumbLength === value) {\r\n return;\r\n }\r\n if (value <= 0) {\r\n value = 0.1;\r\n }\r\n if (value > 1) {\r\n value = 1;\r\n }\r\n this._thumbLength = value;\r\n var hb = this._horizontalBar;\r\n var vb = this._verticalBar;\r\n hb.thumbLength = value;\r\n vb.thumbLength = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"thumbHeight\", {\r\n /** Gets or sets the height of the thumb */\r\n get: function () {\r\n return this._thumbHeight;\r\n },\r\n set: function (value) {\r\n if (this._thumbHeight === value) {\r\n return;\r\n }\r\n if (value <= 0) {\r\n value = 0.1;\r\n }\r\n if (value > 1) {\r\n value = 1;\r\n }\r\n this._thumbHeight = value;\r\n var hb = this._horizontalBar;\r\n var vb = this._verticalBar;\r\n hb.thumbHeight = value;\r\n vb.thumbHeight = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"barImageHeight\", {\r\n /** Gets or sets the height of the bar image */\r\n get: function () {\r\n return this._barImageHeight;\r\n },\r\n set: function (value) {\r\n if (this._barImageHeight === value) {\r\n return;\r\n }\r\n if (value <= 0) {\r\n value = 0.1;\r\n }\r\n if (value > 1) {\r\n value = 1;\r\n }\r\n this._barImageHeight = value;\r\n var hb = this._horizontalBar;\r\n var vb = this._verticalBar;\r\n hb.barImageHeight = value;\r\n vb.barImageHeight = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"horizontalBarImageHeight\", {\r\n /** Gets or sets the height of the horizontal bar image */\r\n get: function () {\r\n return this._horizontalBarImageHeight;\r\n },\r\n set: function (value) {\r\n if (this._horizontalBarImageHeight === value) {\r\n return;\r\n }\r\n if (value <= 0) {\r\n value = 0.1;\r\n }\r\n if (value > 1) {\r\n value = 1;\r\n }\r\n this._horizontalBarImageHeight = value;\r\n var hb = this._horizontalBar;\r\n hb.barImageHeight = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"verticalBarImageHeight\", {\r\n /** Gets or sets the height of the vertical bar image */\r\n get: function () {\r\n return this._verticalBarImageHeight;\r\n },\r\n set: function (value) {\r\n if (this._verticalBarImageHeight === value) {\r\n return;\r\n }\r\n if (value <= 0) {\r\n value = 0.1;\r\n }\r\n if (value > 1) {\r\n value = 1;\r\n }\r\n this._verticalBarImageHeight = value;\r\n var vb = this._verticalBar;\r\n vb.barImageHeight = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"barBackground\", {\r\n /** Gets or sets the bar background */\r\n get: function () {\r\n return this._barBackground;\r\n },\r\n set: function (color) {\r\n if (this._barBackground === color) {\r\n return;\r\n }\r\n this._barBackground = color;\r\n var hb = this._horizontalBar;\r\n var vb = this._verticalBar;\r\n hb.background = color;\r\n vb.background = color;\r\n this._dragSpace.background = color;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"barImage\", {\r\n /** Gets or sets the bar background image */\r\n get: function () {\r\n return this._barBackgroundImage;\r\n },\r\n set: function (value) {\r\n if (this._barBackgroundImage === value) {\r\n }\r\n this._barBackgroundImage = value;\r\n var hb = this._horizontalBar;\r\n var vb = this._verticalBar;\r\n hb.backgroundImage = value;\r\n vb.backgroundImage = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"horizontalBarImage\", {\r\n /** Gets or sets the horizontal bar background image */\r\n get: function () {\r\n return this._horizontalBarBackgroundImage;\r\n },\r\n set: function (value) {\r\n if (this._horizontalBarBackgroundImage === value) {\r\n }\r\n this._horizontalBarBackgroundImage = value;\r\n var hb = this._horizontalBar;\r\n hb.backgroundImage = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ScrollViewer.prototype, \"verticalBarImage\", {\r\n /** Gets or sets the vertical bar background image */\r\n get: function () {\r\n return this._verticalBarBackgroundImage;\r\n },\r\n set: function (value) {\r\n if (this._verticalBarBackgroundImage === value) {\r\n }\r\n this._verticalBarBackgroundImage = value;\r\n var vb = this._verticalBar;\r\n vb.backgroundImage = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n ScrollViewer.prototype._setWindowPosition = function () {\r\n var ratio = this.host.idealRatio;\r\n var windowContentsWidth = this._window._currentMeasure.width;\r\n var windowContentsHeight = this._window._currentMeasure.height;\r\n var _endLeft = this._clientWidth - windowContentsWidth;\r\n var _endTop = this._clientHeight - windowContentsHeight;\r\n var newLeft = (this._horizontalBar.value / ratio) * _endLeft + \"px\";\r\n var newTop = (this._verticalBar.value / ratio) * _endTop + \"px\";\r\n if (newLeft !== this._window.left) {\r\n this._window.left = newLeft;\r\n if (!this.freezeControls) {\r\n this._rebuildLayout = true;\r\n }\r\n }\r\n if (newTop !== this._window.top) {\r\n this._window.top = newTop;\r\n if (!this.freezeControls) {\r\n this._rebuildLayout = true;\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n ScrollViewer.prototype._updateScroller = function () {\r\n var windowContentsWidth = this._window._currentMeasure.width;\r\n var windowContentsHeight = this._window._currentMeasure.height;\r\n if (this._horizontalBar.isVisible && windowContentsWidth <= this._clientWidth && !this.forceHorizontalBar) {\r\n this._grid.setRowDefinition(1, 0, true);\r\n this._horizontalBar.isVisible = false;\r\n this._horizontalBar.value = 0;\r\n this._rebuildLayout = true;\r\n }\r\n else if (!this._horizontalBar.isVisible && (windowContentsWidth > this._clientWidth || this.forceHorizontalBar)) {\r\n this._grid.setRowDefinition(1, this._barSize, true);\r\n this._horizontalBar.isVisible = true;\r\n this._rebuildLayout = true;\r\n }\r\n if (this._verticalBar.isVisible && windowContentsHeight <= this._clientHeight && !this.forceVerticalBar) {\r\n this._grid.setColumnDefinition(1, 0, true);\r\n this._verticalBar.isVisible = false;\r\n this._verticalBar.value = 0;\r\n this._rebuildLayout = true;\r\n }\r\n else if (!this._verticalBar.isVisible && (windowContentsHeight > this._clientHeight || this.forceVerticalBar)) {\r\n this._grid.setColumnDefinition(1, this._barSize, true);\r\n this._verticalBar.isVisible = true;\r\n this._rebuildLayout = true;\r\n }\r\n this._buildClientSizes();\r\n var ratio = this.host.idealRatio;\r\n this._horizontalBar.thumbWidth = this._thumbLength * 0.9 * (this._clientWidth / ratio) + \"px\";\r\n this._verticalBar.thumbWidth = this._thumbLength * 0.9 * (this._clientHeight / ratio) + \"px\";\r\n };\r\n ScrollViewer.prototype._link = function (host) {\r\n _super.prototype._link.call(this, host);\r\n this._attachWheel();\r\n };\r\n /** @hidden */\r\n ScrollViewer.prototype._addBar = function (barControl, barContainer, isVertical, rotation) {\r\n var _this = this;\r\n barControl.paddingLeft = 0;\r\n barControl.width = \"100%\";\r\n barControl.height = \"100%\";\r\n barControl.barOffset = 0;\r\n barControl.value = 0;\r\n barControl.maximum = 1;\r\n barControl.horizontalAlignment = Control.HORIZONTAL_ALIGNMENT_CENTER;\r\n barControl.verticalAlignment = Control.VERTICAL_ALIGNMENT_CENTER;\r\n barControl.isVertical = isVertical;\r\n barControl.rotation = rotation;\r\n barControl.isVisible = false;\r\n barContainer.addControl(barControl);\r\n barControl.onValueChangedObservable.add(function (value) {\r\n _this._setWindowPosition();\r\n });\r\n };\r\n /** @hidden */\r\n ScrollViewer.prototype._attachWheel = function () {\r\n var _this = this;\r\n if (!this._host || this._onWheelObserver) {\r\n return;\r\n }\r\n this._onWheelObserver = this.onWheelObservable.add(function (pi) {\r\n if (!_this._pointerIsOver) {\r\n return;\r\n }\r\n if (_this._verticalBar.isVisible == true) {\r\n if (pi.y < 0 && _this._verticalBar.value > 0) {\r\n _this._verticalBar.value -= _this._wheelPrecision;\r\n }\r\n else if (pi.y > 0 && _this._verticalBar.value < _this._verticalBar.maximum) {\r\n _this._verticalBar.value += _this._wheelPrecision;\r\n }\r\n }\r\n if (_this._horizontalBar.isVisible == true) {\r\n if (pi.x < 0 && _this._horizontalBar.value < _this._horizontalBar.maximum) {\r\n _this._horizontalBar.value += _this._wheelPrecision;\r\n }\r\n else if (pi.x > 0 && _this._horizontalBar.value > 0) {\r\n _this._horizontalBar.value -= _this._wheelPrecision;\r\n }\r\n }\r\n });\r\n };\r\n ScrollViewer.prototype._renderHighlightSpecific = function (context) {\r\n if (!this.isHighlighted) {\r\n return;\r\n }\r\n _super.prototype._renderHighlightSpecific.call(this, context);\r\n this._grid._renderHighlightSpecific(context);\r\n context.restore();\r\n };\r\n /** Releases associated resources */\r\n ScrollViewer.prototype.dispose = function () {\r\n this.onWheelObservable.remove(this._onWheelObserver);\r\n this._onWheelObserver = null;\r\n _super.prototype.dispose.call(this);\r\n };\r\n return ScrollViewer;\r\n}(Rectangle));\r\nexport { ScrollViewer };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.ScrollViewer\"] = ScrollViewer;\r\n//# sourceMappingURL=scrollViewer.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { StackPanel } from \"./stackPanel\";\r\nimport { Button } from \"./button\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to store key control properties\r\n */\r\nvar KeyPropertySet = /** @class */ (function () {\r\n function KeyPropertySet() {\r\n }\r\n return KeyPropertySet;\r\n}());\r\nexport { KeyPropertySet };\r\n/**\r\n * Class used to create virtual keyboard\r\n */\r\nvar VirtualKeyboard = /** @class */ (function (_super) {\r\n __extends(VirtualKeyboard, _super);\r\n function VirtualKeyboard() {\r\n var _this = _super !== null && _super.apply(this, arguments) || this;\r\n /** Observable raised when a key is pressed */\r\n _this.onKeyPressObservable = new Observable();\r\n /** Gets or sets default key button width */\r\n _this.defaultButtonWidth = \"40px\";\r\n /** Gets or sets default key button height */\r\n _this.defaultButtonHeight = \"40px\";\r\n /** Gets or sets default key button left padding */\r\n _this.defaultButtonPaddingLeft = \"2px\";\r\n /** Gets or sets default key button right padding */\r\n _this.defaultButtonPaddingRight = \"2px\";\r\n /** Gets or sets default key button top padding */\r\n _this.defaultButtonPaddingTop = \"2px\";\r\n /** Gets or sets default key button bottom padding */\r\n _this.defaultButtonPaddingBottom = \"2px\";\r\n /** Gets or sets default key button foreground color */\r\n _this.defaultButtonColor = \"#DDD\";\r\n /** Gets or sets default key button background color */\r\n _this.defaultButtonBackground = \"#070707\";\r\n /** Gets or sets shift button foreground color */\r\n _this.shiftButtonColor = \"#7799FF\";\r\n /** Gets or sets shift button thickness*/\r\n _this.selectedShiftThickness = 1;\r\n /** Gets shift key state */\r\n _this.shiftState = 0;\r\n _this._currentlyConnectedInputText = null;\r\n _this._connectedInputTexts = [];\r\n _this._onKeyPressObserver = null;\r\n return _this;\r\n }\r\n VirtualKeyboard.prototype._getTypeName = function () {\r\n return \"VirtualKeyboard\";\r\n };\r\n VirtualKeyboard.prototype._createKey = function (key, propertySet) {\r\n var _this = this;\r\n var button = Button.CreateSimpleButton(key, key);\r\n button.width = propertySet && propertySet.width ? propertySet.width : this.defaultButtonWidth;\r\n button.height = propertySet && propertySet.height ? propertySet.height : this.defaultButtonHeight;\r\n button.color = propertySet && propertySet.color ? propertySet.color : this.defaultButtonColor;\r\n button.background = propertySet && propertySet.background ? propertySet.background : this.defaultButtonBackground;\r\n button.paddingLeft = propertySet && propertySet.paddingLeft ? propertySet.paddingLeft : this.defaultButtonPaddingLeft;\r\n button.paddingRight = propertySet && propertySet.paddingRight ? propertySet.paddingRight : this.defaultButtonPaddingRight;\r\n button.paddingTop = propertySet && propertySet.paddingTop ? propertySet.paddingTop : this.defaultButtonPaddingTop;\r\n button.paddingBottom = propertySet && propertySet.paddingBottom ? propertySet.paddingBottom : this.defaultButtonPaddingBottom;\r\n button.thickness = 0;\r\n button.isFocusInvisible = true;\r\n button.shadowColor = this.shadowColor;\r\n button.shadowBlur = this.shadowBlur;\r\n button.shadowOffsetX = this.shadowOffsetX;\r\n button.shadowOffsetY = this.shadowOffsetY;\r\n button.onPointerUpObservable.add(function () {\r\n _this.onKeyPressObservable.notifyObservers(key);\r\n });\r\n return button;\r\n };\r\n /**\r\n * Adds a new row of keys\r\n * @param keys defines the list of keys to add\r\n * @param propertySets defines the associated property sets\r\n */\r\n VirtualKeyboard.prototype.addKeysRow = function (keys, propertySets) {\r\n var panel = new StackPanel();\r\n panel.isVertical = false;\r\n panel.isFocusInvisible = true;\r\n var maxKey = null;\r\n for (var i = 0; i < keys.length; i++) {\r\n var properties = null;\r\n if (propertySets && propertySets.length === keys.length) {\r\n properties = propertySets[i];\r\n }\r\n var key = this._createKey(keys[i], properties);\r\n if (!maxKey || key.heightInPixels > maxKey.heightInPixels) {\r\n maxKey = key;\r\n }\r\n panel.addControl(key);\r\n }\r\n panel.height = maxKey ? maxKey.height : this.defaultButtonHeight;\r\n this.addControl(panel);\r\n };\r\n /**\r\n * Set the shift key to a specific state\r\n * @param shiftState defines the new shift state\r\n */\r\n VirtualKeyboard.prototype.applyShiftState = function (shiftState) {\r\n if (!this.children) {\r\n return;\r\n }\r\n for (var i = 0; i < this.children.length; i++) {\r\n var row = this.children[i];\r\n if (!row || !row.children) {\r\n continue;\r\n }\r\n var rowContainer = row;\r\n for (var j = 0; j < rowContainer.children.length; j++) {\r\n var button = rowContainer.children[j];\r\n if (!button || !button.children[0]) {\r\n continue;\r\n }\r\n var button_tblock = button.children[0];\r\n if (button_tblock.text === \"\\u21E7\") {\r\n button.color = (shiftState ? this.shiftButtonColor : this.defaultButtonColor);\r\n button.thickness = (shiftState > 1 ? this.selectedShiftThickness : 0);\r\n }\r\n button_tblock.text = (shiftState > 0 ? button_tblock.text.toUpperCase() : button_tblock.text.toLowerCase());\r\n }\r\n }\r\n };\r\n Object.defineProperty(VirtualKeyboard.prototype, \"connectedInputText\", {\r\n /** Gets the input text control currently attached to the keyboard */\r\n get: function () {\r\n return this._currentlyConnectedInputText;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Connects the keyboard with an input text control\r\n *\r\n * @param input defines the target control\r\n */\r\n VirtualKeyboard.prototype.connect = function (input) {\r\n var _this = this;\r\n var inputTextAlreadyConnected = this._connectedInputTexts.some(function (a) { return a.input === input; });\r\n if (inputTextAlreadyConnected) {\r\n return;\r\n }\r\n if (this._onKeyPressObserver === null) {\r\n this._onKeyPressObserver = this.onKeyPressObservable.add(function (key) {\r\n if (!_this._currentlyConnectedInputText) {\r\n return;\r\n }\r\n _this._currentlyConnectedInputText._host.focusedControl = _this._currentlyConnectedInputText;\r\n switch (key) {\r\n case \"\\u21E7\":\r\n _this.shiftState++;\r\n if (_this.shiftState > 2) {\r\n _this.shiftState = 0;\r\n }\r\n _this.applyShiftState(_this.shiftState);\r\n return;\r\n case \"\\u2190\":\r\n _this._currentlyConnectedInputText.processKey(8);\r\n return;\r\n case \"\\u21B5\":\r\n _this._currentlyConnectedInputText.processKey(13);\r\n return;\r\n }\r\n _this._currentlyConnectedInputText.processKey(-1, (_this.shiftState ? key.toUpperCase() : key));\r\n if (_this.shiftState === 1) {\r\n _this.shiftState = 0;\r\n _this.applyShiftState(_this.shiftState);\r\n }\r\n });\r\n }\r\n this.isVisible = false;\r\n this._currentlyConnectedInputText = input;\r\n input._connectedVirtualKeyboard = this;\r\n // Events hooking\r\n var onFocusObserver = input.onFocusObservable.add(function () {\r\n _this._currentlyConnectedInputText = input;\r\n input._connectedVirtualKeyboard = _this;\r\n _this.isVisible = true;\r\n });\r\n var onBlurObserver = input.onBlurObservable.add(function () {\r\n input._connectedVirtualKeyboard = null;\r\n _this._currentlyConnectedInputText = null;\r\n _this.isVisible = false;\r\n });\r\n this._connectedInputTexts.push({\r\n input: input,\r\n onBlurObserver: onBlurObserver,\r\n onFocusObserver: onFocusObserver\r\n });\r\n };\r\n /**\r\n * Disconnects the keyboard from connected InputText controls\r\n *\r\n * @param input optionally defines a target control, otherwise all are disconnected\r\n */\r\n VirtualKeyboard.prototype.disconnect = function (input) {\r\n var _this = this;\r\n if (input) {\r\n // .find not available on IE\r\n var filtered = this._connectedInputTexts.filter(function (a) { return a.input === input; });\r\n if (filtered.length === 1) {\r\n this._removeConnectedInputObservables(filtered[0]);\r\n this._connectedInputTexts = this._connectedInputTexts.filter(function (a) { return a.input !== input; });\r\n if (this._currentlyConnectedInputText === input) {\r\n this._currentlyConnectedInputText = null;\r\n }\r\n }\r\n }\r\n else {\r\n this._connectedInputTexts.forEach(function (connectedInputText) {\r\n _this._removeConnectedInputObservables(connectedInputText);\r\n });\r\n this._connectedInputTexts = [];\r\n }\r\n if (this._connectedInputTexts.length === 0) {\r\n this._currentlyConnectedInputText = null;\r\n this.onKeyPressObservable.remove(this._onKeyPressObserver);\r\n this._onKeyPressObserver = null;\r\n }\r\n };\r\n VirtualKeyboard.prototype._removeConnectedInputObservables = function (connectedInputText) {\r\n connectedInputText.input._connectedVirtualKeyboard = null;\r\n connectedInputText.input.onFocusObservable.remove(connectedInputText.onFocusObserver);\r\n connectedInputText.input.onBlurObservable.remove(connectedInputText.onBlurObserver);\r\n };\r\n /**\r\n * Release all resources\r\n */\r\n VirtualKeyboard.prototype.dispose = function () {\r\n _super.prototype.dispose.call(this);\r\n this.disconnect();\r\n };\r\n // Statics\r\n /**\r\n * Creates a new keyboard using a default layout\r\n *\r\n * @param name defines control name\r\n * @returns a new VirtualKeyboard\r\n */\r\n VirtualKeyboard.CreateDefaultLayout = function (name) {\r\n var returnValue = new VirtualKeyboard(name);\r\n returnValue.addKeysRow([\"1\", \"2\", \"3\", \"4\", \"5\", \"6\", \"7\", \"8\", \"9\", \"0\", \"\\u2190\"]);\r\n returnValue.addKeysRow([\"q\", \"w\", \"e\", \"r\", \"t\", \"y\", \"u\", \"i\", \"o\", \"p\"]);\r\n returnValue.addKeysRow([\"a\", \"s\", \"d\", \"f\", \"g\", \"h\", \"j\", \"k\", \"l\", \";\", \"'\", \"\\u21B5\"]);\r\n returnValue.addKeysRow([\"\\u21E7\", \"z\", \"x\", \"c\", \"v\", \"b\", \"n\", \"m\", \",\", \".\", \"/\"]);\r\n returnValue.addKeysRow([\" \"], [{ width: \"200px\" }]);\r\n return returnValue;\r\n };\r\n return VirtualKeyboard;\r\n}(StackPanel));\r\nexport { VirtualKeyboard };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.VirtualKeyboard\"] = VirtualKeyboard;\r\n//# sourceMappingURL=virtualKeyboard.js.map","import { __extends } from \"tslib\";\r\nimport { Control } from \"./control\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/** Class used to render a grid */\r\nvar DisplayGrid = /** @class */ (function (_super) {\r\n __extends(DisplayGrid, _super);\r\n /**\r\n * Creates a new GridDisplayRectangle\r\n * @param name defines the control name\r\n */\r\n function DisplayGrid(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._cellWidth = 20;\r\n _this._cellHeight = 20;\r\n _this._minorLineTickness = 1;\r\n _this._minorLineColor = \"DarkGray\";\r\n _this._majorLineTickness = 2;\r\n _this._majorLineColor = \"White\";\r\n _this._majorLineFrequency = 5;\r\n _this._background = \"Black\";\r\n _this._displayMajorLines = true;\r\n _this._displayMinorLines = true;\r\n return _this;\r\n }\r\n Object.defineProperty(DisplayGrid.prototype, \"displayMinorLines\", {\r\n /** Gets or sets a boolean indicating if minor lines must be rendered (true by default)) */\r\n get: function () {\r\n return this._displayMinorLines;\r\n },\r\n set: function (value) {\r\n if (this._displayMinorLines === value) {\r\n return;\r\n }\r\n this._displayMinorLines = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DisplayGrid.prototype, \"displayMajorLines\", {\r\n /** Gets or sets a boolean indicating if major lines must be rendered (true by default)) */\r\n get: function () {\r\n return this._displayMajorLines;\r\n },\r\n set: function (value) {\r\n if (this._displayMajorLines === value) {\r\n return;\r\n }\r\n this._displayMajorLines = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DisplayGrid.prototype, \"background\", {\r\n /** Gets or sets background color (Black by default) */\r\n get: function () {\r\n return this._background;\r\n },\r\n set: function (value) {\r\n if (this._background === value) {\r\n return;\r\n }\r\n this._background = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DisplayGrid.prototype, \"cellWidth\", {\r\n /** Gets or sets the width of each cell (20 by default) */\r\n get: function () {\r\n return this._cellWidth;\r\n },\r\n set: function (value) {\r\n this._cellWidth = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DisplayGrid.prototype, \"cellHeight\", {\r\n /** Gets or sets the height of each cell (20 by default) */\r\n get: function () {\r\n return this._cellHeight;\r\n },\r\n set: function (value) {\r\n this._cellHeight = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DisplayGrid.prototype, \"minorLineTickness\", {\r\n /** Gets or sets the tickness of minor lines (1 by default) */\r\n get: function () {\r\n return this._minorLineTickness;\r\n },\r\n set: function (value) {\r\n this._minorLineTickness = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DisplayGrid.prototype, \"minorLineColor\", {\r\n /** Gets or sets the color of minor lines (DarkGray by default) */\r\n get: function () {\r\n return this._minorLineColor;\r\n },\r\n set: function (value) {\r\n this._minorLineColor = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DisplayGrid.prototype, \"majorLineTickness\", {\r\n /** Gets or sets the tickness of major lines (2 by default) */\r\n get: function () {\r\n return this._majorLineTickness;\r\n },\r\n set: function (value) {\r\n this._majorLineTickness = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DisplayGrid.prototype, \"majorLineColor\", {\r\n /** Gets or sets the color of major lines (White by default) */\r\n get: function () {\r\n return this._majorLineColor;\r\n },\r\n set: function (value) {\r\n this._majorLineColor = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(DisplayGrid.prototype, \"majorLineFrequency\", {\r\n /** Gets or sets the frequency of major lines (default is 1 every 5 minor lines)*/\r\n get: function () {\r\n return this._majorLineFrequency;\r\n },\r\n set: function (value) {\r\n this._majorLineFrequency = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n DisplayGrid.prototype._draw = function (context, invalidatedRectangle) {\r\n context.save();\r\n this._applyStates(context);\r\n if (this._isEnabled) {\r\n if (this._background) {\r\n context.fillStyle = this._background;\r\n context.fillRect(this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n }\r\n var cellCountX = this._currentMeasure.width / this._cellWidth;\r\n var cellCountY = this._currentMeasure.height / this._cellHeight;\r\n // Minor lines\r\n var left = this._currentMeasure.left + this._currentMeasure.width / 2;\r\n var top_1 = this._currentMeasure.top + this._currentMeasure.height / 2;\r\n if (this._displayMinorLines) {\r\n context.strokeStyle = this._minorLineColor;\r\n context.lineWidth = this._minorLineTickness;\r\n for (var x = -cellCountX / 2; x < cellCountX / 2; x++) {\r\n var cellX = left + x * this.cellWidth;\r\n context.beginPath();\r\n context.moveTo(cellX, this._currentMeasure.top);\r\n context.lineTo(cellX, this._currentMeasure.top + this._currentMeasure.height);\r\n context.stroke();\r\n }\r\n for (var y = -cellCountY / 2; y < cellCountY / 2; y++) {\r\n var cellY = top_1 + y * this.cellHeight;\r\n context.beginPath();\r\n context.moveTo(this._currentMeasure.left, cellY);\r\n context.lineTo(this._currentMeasure.left + this._currentMeasure.width, cellY);\r\n context.stroke();\r\n }\r\n }\r\n // Major lines\r\n if (this._displayMajorLines) {\r\n context.strokeStyle = this._majorLineColor;\r\n context.lineWidth = this._majorLineTickness;\r\n for (var x = -cellCountX / 2 + this._majorLineFrequency; x < cellCountX / 2; x += this._majorLineFrequency) {\r\n var cellX = left + x * this.cellWidth;\r\n context.beginPath();\r\n context.moveTo(cellX, this._currentMeasure.top);\r\n context.lineTo(cellX, this._currentMeasure.top + this._currentMeasure.height);\r\n context.stroke();\r\n }\r\n for (var y = -cellCountY / 2 + this._majorLineFrequency; y < cellCountY / 2; y += this._majorLineFrequency) {\r\n var cellY = top_1 + y * this.cellHeight;\r\n context.moveTo(this._currentMeasure.left, cellY);\r\n context.lineTo(this._currentMeasure.left + this._currentMeasure.width, cellY);\r\n context.closePath();\r\n context.stroke();\r\n }\r\n }\r\n }\r\n context.restore();\r\n };\r\n DisplayGrid.prototype._getTypeName = function () {\r\n return \"DisplayGrid\";\r\n };\r\n return DisplayGrid;\r\n}(Control));\r\nexport { DisplayGrid };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.DisplayGrid\"] = DisplayGrid;\r\n//# sourceMappingURL=displayGrid.js.map","import { __extends } from \"tslib\";\r\nimport { BaseSlider } from \"./baseSlider\";\r\nimport { Measure } from \"../../measure\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n/**\r\n * Class used to create slider controls based on images\r\n */\r\nvar ImageBasedSlider = /** @class */ (function (_super) {\r\n __extends(ImageBasedSlider, _super);\r\n /**\r\n * Creates a new ImageBasedSlider\r\n * @param name defines the control name\r\n */\r\n function ImageBasedSlider(name) {\r\n var _this = _super.call(this, name) || this;\r\n _this.name = name;\r\n _this._tempMeasure = new Measure(0, 0, 0, 0);\r\n return _this;\r\n }\r\n Object.defineProperty(ImageBasedSlider.prototype, \"displayThumb\", {\r\n get: function () {\r\n return this._displayThumb && this.thumbImage != null;\r\n },\r\n set: function (value) {\r\n if (this._displayThumb === value) {\r\n return;\r\n }\r\n this._displayThumb = value;\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageBasedSlider.prototype, \"backgroundImage\", {\r\n /**\r\n * Gets or sets the image used to render the background\r\n */\r\n get: function () {\r\n return this._backgroundImage;\r\n },\r\n set: function (value) {\r\n var _this = this;\r\n if (this._backgroundImage === value) {\r\n return;\r\n }\r\n this._backgroundImage = value;\r\n if (value && !value.isLoaded) {\r\n value.onImageLoadedObservable.addOnce(function () { return _this._markAsDirty(); });\r\n }\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageBasedSlider.prototype, \"valueBarImage\", {\r\n /**\r\n * Gets or sets the image used to render the value bar\r\n */\r\n get: function () {\r\n return this._valueBarImage;\r\n },\r\n set: function (value) {\r\n var _this = this;\r\n if (this._valueBarImage === value) {\r\n return;\r\n }\r\n this._valueBarImage = value;\r\n if (value && !value.isLoaded) {\r\n value.onImageLoadedObservable.addOnce(function () { return _this._markAsDirty(); });\r\n }\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageBasedSlider.prototype, \"thumbImage\", {\r\n /**\r\n * Gets or sets the image used to render the thumb\r\n */\r\n get: function () {\r\n return this._thumbImage;\r\n },\r\n set: function (value) {\r\n var _this = this;\r\n if (this._thumbImage === value) {\r\n return;\r\n }\r\n this._thumbImage = value;\r\n if (value && !value.isLoaded) {\r\n value.onImageLoadedObservable.addOnce(function () { return _this._markAsDirty(); });\r\n }\r\n this._markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n ImageBasedSlider.prototype._getTypeName = function () {\r\n return \"ImageBasedSlider\";\r\n };\r\n ImageBasedSlider.prototype._draw = function (context, invalidatedRectangle) {\r\n context.save();\r\n this._applyStates(context);\r\n this._prepareRenderingData(\"rectangle\");\r\n var thumbPosition = this._getThumbPosition();\r\n var left = this._renderLeft;\r\n var top = this._renderTop;\r\n var width = this._renderWidth;\r\n var height = this._renderHeight;\r\n // Background\r\n if (this._backgroundImage) {\r\n this._tempMeasure.copyFromFloats(left, top, width, height);\r\n if (this.isThumbClamped && this.displayThumb) {\r\n if (this.isVertical) {\r\n this._tempMeasure.height += this._effectiveThumbThickness;\r\n }\r\n else {\r\n this._tempMeasure.width += this._effectiveThumbThickness;\r\n }\r\n }\r\n this._backgroundImage._currentMeasure.copyFrom(this._tempMeasure);\r\n this._backgroundImage._draw(context);\r\n }\r\n // Bar\r\n if (this._valueBarImage) {\r\n if (this.isVertical) {\r\n if (this.isThumbClamped && this.displayThumb) {\r\n this._tempMeasure.copyFromFloats(left, top + thumbPosition, width, height - thumbPosition + this._effectiveThumbThickness);\r\n }\r\n else {\r\n this._tempMeasure.copyFromFloats(left, top + thumbPosition, width, height - thumbPosition);\r\n }\r\n }\r\n else {\r\n if (this.isThumbClamped && this.displayThumb) {\r\n this._tempMeasure.copyFromFloats(left, top, thumbPosition + this._effectiveThumbThickness / 2, height);\r\n }\r\n else {\r\n this._tempMeasure.copyFromFloats(left, top, thumbPosition, height);\r\n }\r\n }\r\n this._valueBarImage._currentMeasure.copyFrom(this._tempMeasure);\r\n this._valueBarImage._draw(context);\r\n }\r\n // Thumb\r\n if (this.displayThumb) {\r\n if (this.isVertical) {\r\n this._tempMeasure.copyFromFloats(left - this._effectiveBarOffset, this._currentMeasure.top + thumbPosition, this._currentMeasure.width, this._effectiveThumbThickness);\r\n }\r\n else {\r\n this._tempMeasure.copyFromFloats(this._currentMeasure.left + thumbPosition, this._currentMeasure.top, this._effectiveThumbThickness, this._currentMeasure.height);\r\n }\r\n this._thumbImage._currentMeasure.copyFrom(this._tempMeasure);\r\n this._thumbImage._draw(context);\r\n }\r\n context.restore();\r\n };\r\n return ImageBasedSlider;\r\n}(BaseSlider));\r\nexport { ImageBasedSlider };\r\n_TypeStore.RegisteredTypes[\"BABYLON.GUI.ImageBasedSlider\"] = ImageBasedSlider;\r\n//# sourceMappingURL=imageBasedSlider.js.map","import { Control } from \"./control\";\r\nimport { StackPanel } from \"./stackPanel\";\r\nimport { TextBlock } from \"./textBlock\";\r\n/**\r\n * Forcing an export so that this code will execute\r\n * @hidden\r\n */\r\nvar name = \"Statics\";\r\nexport { name };\r\n/**\r\n * Creates a stack panel that can be used to render headers\r\n * @param control defines the control to associate with the header\r\n * @param text defines the text of the header\r\n * @param size defines the size of the header\r\n * @param options defines options used to configure the header\r\n * @returns a new StackPanel\r\n */\r\nControl.AddHeader = function (control, text, size, options) {\r\n var panel = new StackPanel(\"panel\");\r\n var isHorizontal = options ? options.isHorizontal : true;\r\n var controlFirst = options ? options.controlFirst : true;\r\n panel.isVertical = !isHorizontal;\r\n var header = new TextBlock(\"header\");\r\n header.text = text;\r\n header.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n if (isHorizontal) {\r\n header.width = size;\r\n }\r\n else {\r\n header.height = size;\r\n }\r\n if (controlFirst) {\r\n panel.addControl(control);\r\n panel.addControl(header);\r\n header.paddingLeft = \"5px\";\r\n }\r\n else {\r\n panel.addControl(header);\r\n panel.addControl(control);\r\n header.paddingRight = \"5px\";\r\n }\r\n header.shadowBlur = control.shadowBlur;\r\n header.shadowColor = control.shadowColor;\r\n header.shadowOffsetX = control.shadowOffsetX;\r\n header.shadowOffsetY = control.shadowOffsetY;\r\n return panel;\r\n};\r\n//# sourceMappingURL=statics.js.map","import { SceneComponentConstants } from \"../sceneComponent\";\r\n/**\r\n * Defines the layer scene component responsible to manage any layers\r\n * in a given scene.\r\n */\r\nvar LayerSceneComponent = /** @class */ (function () {\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n function LayerSceneComponent(scene) {\r\n /**\r\n * The component name helpfull to identify the component in the list of scene components.\r\n */\r\n this.name = SceneComponentConstants.NAME_LAYER;\r\n this.scene = scene;\r\n this._engine = scene.getEngine();\r\n scene.layers = new Array();\r\n }\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n LayerSceneComponent.prototype.register = function () {\r\n this.scene._beforeCameraDrawStage.registerStep(SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawCameraBackground);\r\n this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawCameraForeground);\r\n this.scene._beforeRenderTargetDrawStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER, this, this._drawRenderTargetBackground);\r\n this.scene._afterRenderTargetDrawStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER, this, this._drawRenderTargetForeground);\r\n };\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n LayerSceneComponent.prototype.rebuild = function () {\r\n var layers = this.scene.layers;\r\n for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {\r\n var layer = layers_1[_i];\r\n layer._rebuild();\r\n }\r\n };\r\n /**\r\n * Disposes the component and the associated ressources.\r\n */\r\n LayerSceneComponent.prototype.dispose = function () {\r\n var layers = this.scene.layers;\r\n while (layers.length) {\r\n layers[0].dispose();\r\n }\r\n };\r\n LayerSceneComponent.prototype._draw = function (predicate) {\r\n var layers = this.scene.layers;\r\n if (layers.length) {\r\n this._engine.setDepthBuffer(false);\r\n for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {\r\n var layer = layers_2[_i];\r\n if (predicate(layer)) {\r\n layer.render();\r\n }\r\n }\r\n this._engine.setDepthBuffer(true);\r\n }\r\n };\r\n LayerSceneComponent.prototype._drawCameraPredicate = function (layer, isBackground, cameraLayerMask) {\r\n return !layer.renderOnlyInRenderTargetTextures &&\r\n layer.isBackground === isBackground &&\r\n ((layer.layerMask & cameraLayerMask) !== 0);\r\n };\r\n LayerSceneComponent.prototype._drawCameraBackground = function (camera) {\r\n var _this = this;\r\n this._draw(function (layer) {\r\n return _this._drawCameraPredicate(layer, true, camera.layerMask);\r\n });\r\n };\r\n LayerSceneComponent.prototype._drawCameraForeground = function (camera) {\r\n var _this = this;\r\n this._draw(function (layer) {\r\n return _this._drawCameraPredicate(layer, false, camera.layerMask);\r\n });\r\n };\r\n LayerSceneComponent.prototype._drawRenderTargetPredicate = function (layer, isBackground, cameraLayerMask, renderTargetTexture) {\r\n return (layer.renderTargetTextures.length > 0) &&\r\n layer.isBackground === isBackground &&\r\n (layer.renderTargetTextures.indexOf(renderTargetTexture) > -1) &&\r\n ((layer.layerMask & cameraLayerMask) !== 0);\r\n };\r\n LayerSceneComponent.prototype._drawRenderTargetBackground = function (renderTarget) {\r\n var _this = this;\r\n this._draw(function (layer) {\r\n return _this._drawRenderTargetPredicate(layer, true, _this.scene.activeCamera.layerMask, renderTarget);\r\n });\r\n };\r\n LayerSceneComponent.prototype._drawRenderTargetForeground = function (renderTarget) {\r\n var _this = this;\r\n this._draw(function (layer) {\r\n return _this._drawRenderTargetPredicate(layer, false, _this.scene.activeCamera.layerMask, renderTarget);\r\n });\r\n };\r\n /**\r\n * Adds all the elements from the container to the scene\r\n * @param container the container holding the elements\r\n */\r\n LayerSceneComponent.prototype.addFromContainer = function (container) {\r\n var _this = this;\r\n if (!container.layers) {\r\n return;\r\n }\r\n container.layers.forEach(function (layer) {\r\n _this.scene.layers.push(layer);\r\n });\r\n };\r\n /**\r\n * Removes all the elements in the container from the scene\r\n * @param container contains the elements to remove\r\n * @param dispose if the removed element should be disposed (default: false)\r\n */\r\n LayerSceneComponent.prototype.removeFromContainer = function (container, dispose) {\r\n var _this = this;\r\n if (dispose === void 0) { dispose = false; }\r\n if (!container.layers) {\r\n return;\r\n }\r\n container.layers.forEach(function (layer) {\r\n var index = _this.scene.layers.indexOf(layer);\r\n if (index !== -1) {\r\n _this.scene.layers.splice(index, 1);\r\n }\r\n if (dispose) {\r\n layer.dispose();\r\n }\r\n });\r\n };\r\n return LayerSceneComponent;\r\n}());\r\nexport { LayerSceneComponent };\r\n//# sourceMappingURL=layerSceneComponent.js.map","import { Effect } from \"../Materials/effect\";\r\nimport \"./ShadersInclude/helperFunctions\";\r\nvar name = 'layerPixelShader';\r\nvar shader = \"\\nvarying vec2 vUV;\\nuniform sampler2D textureSampler;\\n\\nuniform vec4 color;\\n\\n#include\\nvoid main(void) {\\nvec4 baseColor=texture2D(textureSampler,vUV);\\n#ifdef LINEAR\\nbaseColor.rgb=toGammaSpace(baseColor.rgb);\\n#endif\\n#ifdef ALPHATEST\\nif (baseColor.a<0.4)\\ndiscard;\\n#endif\\ngl_FragColor=baseColor*color;\\n}\";\r\nEffect.ShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var layerPixelShader = { name: name, shader: shader };\r\n//# sourceMappingURL=layer.fragment.js.map","import { Effect } from \"../Materials/effect\";\r\nvar name = 'layerVertexShader';\r\nvar shader = \"\\nattribute vec2 position;\\n\\nuniform vec2 scale;\\nuniform vec2 offset;\\nuniform mat4 textureMatrix;\\n\\nvarying vec2 vUV;\\nconst vec2 madd=vec2(0.5,0.5);\\nvoid main(void) {\\nvec2 shiftedPosition=position*scale+offset;\\nvUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));\\ngl_Position=vec4(shiftedPosition,0.0,1.0);\\n}\";\r\nEffect.ShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var layerVertexShader = { name: name, shader: shader };\r\n//# sourceMappingURL=layer.vertex.js.map","import { Observable } from \"../Misc/observable\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { Color4 } from '../Maths/math.color';\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { LayerSceneComponent } from \"./layerSceneComponent\";\r\nimport \"../Shaders/layer.fragment\";\r\nimport \"../Shaders/layer.vertex\";\r\n/**\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n */\r\nvar Layer = /** @class */ (function () {\r\n /**\r\n * Instantiates a new layer.\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n * @param name Define the name of the layer in the scene\r\n * @param imgUrl Define the url of the texture to display in the layer\r\n * @param scene Define the scene the layer belongs to\r\n * @param isBackground Defines whether the layer is displayed in front or behind the scene\r\n * @param color Defines a color for the layer\r\n */\r\n function Layer(\r\n /**\r\n * Define the name of the layer.\r\n */\r\n name, imgUrl, scene, isBackground, color) {\r\n this.name = name;\r\n /**\r\n * Define the scale of the layer in order to zoom in out of the texture.\r\n */\r\n this.scale = new Vector2(1, 1);\r\n /**\r\n * Define an offset for the layer in order to shift the texture.\r\n */\r\n this.offset = new Vector2(0, 0);\r\n /**\r\n * Define the alpha blending mode used in the layer in case the texture or color has an alpha.\r\n */\r\n this.alphaBlendingMode = 2;\r\n /**\r\n * Define a mask to restrict the layer to only some of the scene cameras.\r\n */\r\n this.layerMask = 0x0FFFFFFF;\r\n /**\r\n * Define the list of render target the layer is visible into.\r\n */\r\n this.renderTargetTextures = [];\r\n /**\r\n * Define if the layer is only used in renderTarget or if it also\r\n * renders in the main frame buffer of the canvas.\r\n */\r\n this.renderOnlyInRenderTargetTextures = false;\r\n this._vertexBuffers = {};\r\n /**\r\n * An event triggered when the layer is disposed.\r\n */\r\n this.onDisposeObservable = new Observable();\r\n /**\r\n * An event triggered before rendering the scene\r\n */\r\n this.onBeforeRenderObservable = new Observable();\r\n /**\r\n * An event triggered after rendering the scene\r\n */\r\n this.onAfterRenderObservable = new Observable();\r\n this.texture = imgUrl ? new Texture(imgUrl, scene, true) : null;\r\n this.isBackground = isBackground === undefined ? true : isBackground;\r\n this.color = color === undefined ? new Color4(1, 1, 1, 1) : color;\r\n this._scene = (scene || EngineStore.LastCreatedScene);\r\n var layerComponent = this._scene._getComponent(SceneComponentConstants.NAME_LAYER);\r\n if (!layerComponent) {\r\n layerComponent = new LayerSceneComponent(this._scene);\r\n this._scene._addComponent(layerComponent);\r\n }\r\n this._scene.layers.push(this);\r\n var engine = this._scene.getEngine();\r\n // VBO\r\n var vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n var vertexBuffer = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;\r\n this._createIndexBuffer();\r\n }\r\n Object.defineProperty(Layer.prototype, \"onDispose\", {\r\n /**\r\n * Back compatibility with callback before the onDisposeObservable existed.\r\n * The set callback will be triggered when the layer has been disposed.\r\n */\r\n set: function (callback) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Layer.prototype, \"onBeforeRender\", {\r\n /**\r\n * Back compatibility with callback before the onBeforeRenderObservable existed.\r\n * The set callback will be triggered just before rendering the layer.\r\n */\r\n set: function (callback) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Layer.prototype, \"onAfterRender\", {\r\n /**\r\n * Back compatibility with callback before the onAfterRenderObservable existed.\r\n * The set callback will be triggered just after rendering the layer.\r\n */\r\n set: function (callback) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Layer.prototype._createIndexBuffer = function () {\r\n var engine = this._scene.getEngine();\r\n // Indices\r\n var indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n };\r\n /** @hidden */\r\n Layer.prototype._rebuild = function () {\r\n var vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n this._createIndexBuffer();\r\n };\r\n /**\r\n * Renders the layer in the scene.\r\n */\r\n Layer.prototype.render = function () {\r\n var engine = this._scene.getEngine();\r\n var defines = \"\";\r\n if (this.alphaTest) {\r\n defines = \"#define ALPHATEST\";\r\n }\r\n if (this.texture && !this.texture.gammaSpace) {\r\n defines += \"\\r\\n#define LINEAR\";\r\n }\r\n if (this._previousDefines !== defines) {\r\n this._previousDefines = defines;\r\n this._effect = engine.createEffect(\"layer\", [VertexBuffer.PositionKind], [\"textureMatrix\", \"color\", \"scale\", \"offset\"], [\"textureSampler\"], defines);\r\n }\r\n var currentEffect = this._effect;\r\n // Check\r\n if (!currentEffect || !currentEffect.isReady() || !this.texture || !this.texture.isReady()) {\r\n return;\r\n }\r\n var engine = this._scene.getEngine();\r\n this.onBeforeRenderObservable.notifyObservers(this);\r\n // Render\r\n engine.enableEffect(currentEffect);\r\n engine.setState(false);\r\n // Texture\r\n currentEffect.setTexture(\"textureSampler\", this.texture);\r\n currentEffect.setMatrix(\"textureMatrix\", this.texture.getTextureMatrix());\r\n // Color\r\n currentEffect.setFloat4(\"color\", this.color.r, this.color.g, this.color.b, this.color.a);\r\n // Scale / offset\r\n currentEffect.setVector2(\"offset\", this.offset);\r\n currentEffect.setVector2(\"scale\", this.scale);\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);\r\n // Draw order\r\n if (!this.alphaTest) {\r\n engine.setAlphaMode(this.alphaBlendingMode);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n engine.setAlphaMode(0);\r\n }\r\n else {\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n this.onAfterRenderObservable.notifyObservers(this);\r\n };\r\n /**\r\n * Disposes and releases the associated ressources.\r\n */\r\n Layer.prototype.dispose = function () {\r\n var vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n if (this.texture) {\r\n this.texture.dispose();\r\n this.texture = null;\r\n }\r\n // Clean RTT list\r\n this.renderTargetTextures = [];\r\n // Remove from scene\r\n var index = this._scene.layers.indexOf(this);\r\n this._scene.layers.splice(index, 1);\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n };\r\n return Layer;\r\n}());\r\nexport { Layer };\r\n//# sourceMappingURL=layer.js.map","import { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { ValueAndUnit } from \"./valueAndUnit\";\r\n/**\r\n * Define a style used by control to automatically setup properties based on a template.\r\n * Only support font related properties so far\r\n */\r\nvar Style = /** @class */ (function () {\r\n /**\r\n * Creates a new style object\r\n * @param host defines the AdvancedDynamicTexture which hosts this style\r\n */\r\n function Style(host) {\r\n this._fontFamily = \"Arial\";\r\n this._fontStyle = \"\";\r\n this._fontWeight = \"\";\r\n /** @hidden */\r\n this._fontSize = new ValueAndUnit(18, ValueAndUnit.UNITMODE_PIXEL, false);\r\n /**\r\n * Observable raised when the style values are changed\r\n */\r\n this.onChangedObservable = new Observable();\r\n this._host = host;\r\n }\r\n Object.defineProperty(Style.prototype, \"fontSize\", {\r\n /**\r\n * Gets or sets the font size\r\n */\r\n get: function () {\r\n return this._fontSize.toString(this._host);\r\n },\r\n set: function (value) {\r\n if (this._fontSize.toString(this._host) === value) {\r\n return;\r\n }\r\n if (this._fontSize.fromString(value)) {\r\n this.onChangedObservable.notifyObservers(this);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Style.prototype, \"fontFamily\", {\r\n /**\r\n * Gets or sets the font family\r\n */\r\n get: function () {\r\n return this._fontFamily;\r\n },\r\n set: function (value) {\r\n if (this._fontFamily === value) {\r\n return;\r\n }\r\n this._fontFamily = value;\r\n this.onChangedObservable.notifyObservers(this);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Style.prototype, \"fontStyle\", {\r\n /**\r\n * Gets or sets the font style\r\n */\r\n get: function () {\r\n return this._fontStyle;\r\n },\r\n set: function (value) {\r\n if (this._fontStyle === value) {\r\n return;\r\n }\r\n this._fontStyle = value;\r\n this.onChangedObservable.notifyObservers(this);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Style.prototype, \"fontWeight\", {\r\n /** Gets or sets font weight */\r\n get: function () {\r\n return this._fontWeight;\r\n },\r\n set: function (value) {\r\n if (this._fontWeight === value) {\r\n return;\r\n }\r\n this._fontWeight = value;\r\n this.onChangedObservable.notifyObservers(this);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** Dispose all associated resources */\r\n Style.prototype.dispose = function () {\r\n this.onChangedObservable.clear();\r\n };\r\n return Style;\r\n}());\r\nexport { Style };\r\n//# sourceMappingURL=style.js.map","/** Defines the cross module used constants to avoid circular dependncies */\r\nvar Constants = /** @class */ (function () {\r\n function Constants() {\r\n }\r\n /** Defines that alpha blending is disabled */\r\n Constants.ALPHA_DISABLE = 0;\r\n /** Defines that alpha blending is SRC ALPHA * SRC + DEST */\r\n Constants.ALPHA_ADD = 1;\r\n /** Defines that alpha blending is SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */\r\n Constants.ALPHA_COMBINE = 2;\r\n /** Defines that alpha blending is DEST - SRC * DEST */\r\n Constants.ALPHA_SUBTRACT = 3;\r\n /** Defines that alpha blending is SRC * DEST */\r\n Constants.ALPHA_MULTIPLY = 4;\r\n /** Defines that alpha blending is SRC ALPHA * SRC + (1 - SRC) * DEST */\r\n Constants.ALPHA_MAXIMIZED = 5;\r\n /** Defines that alpha blending is SRC + DEST */\r\n Constants.ALPHA_ONEONE = 6;\r\n /** Defines that alpha blending is SRC + (1 - SRC ALPHA) * DEST */\r\n Constants.ALPHA_PREMULTIPLIED = 7;\r\n /**\r\n * Defines that alpha blending is SRC + (1 - SRC ALPHA) * DEST\r\n * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA\r\n */\r\n Constants.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;\r\n /** Defines that alpha blending is CST * SRC + (1 - CST) * DEST */\r\n Constants.ALPHA_INTERPOLATE = 9;\r\n /**\r\n * Defines that alpha blending is SRC + (1 - SRC) * DEST\r\n * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA\r\n */\r\n Constants.ALPHA_SCREENMODE = 10;\r\n /**\r\n * Defines that alpha blending is SRC + DST\r\n * Alpha will be set to SRC ALPHA + DST ALPHA\r\n */\r\n Constants.ALPHA_ONEONE_ONEONE = 11;\r\n /**\r\n * Defines that alpha blending is SRC * DST ALPHA + DST\r\n * Alpha will be set to 0\r\n */\r\n Constants.ALPHA_ALPHATOCOLOR = 12;\r\n /**\r\n * Defines that alpha blending is SRC * (1 - DST) + DST * (1 - SRC)\r\n */\r\n Constants.ALPHA_REVERSEONEMINUS = 13;\r\n /**\r\n * Defines that alpha blending is SRC + DST * (1 - SRC ALPHA)\r\n * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)\r\n */\r\n Constants.ALPHA_SRC_DSTONEMINUSSRCALPHA = 14;\r\n /**\r\n * Defines that alpha blending is SRC + DST\r\n * Alpha will be set to SRC ALPHA\r\n */\r\n Constants.ALPHA_ONEONE_ONEZERO = 15;\r\n /**\r\n * Defines that alpha blending is SRC * (1 - DST) + DST * (1 - SRC)\r\n * Alpha will be set to DST ALPHA\r\n */\r\n Constants.ALPHA_EXCLUSION = 16;\r\n /** Defines that alpha blending equation a SUM */\r\n Constants.ALPHA_EQUATION_ADD = 0;\r\n /** Defines that alpha blending equation a SUBSTRACTION */\r\n Constants.ALPHA_EQUATION_SUBSTRACT = 1;\r\n /** Defines that alpha blending equation a REVERSE SUBSTRACTION */\r\n Constants.ALPHA_EQUATION_REVERSE_SUBTRACT = 2;\r\n /** Defines that alpha blending equation a MAX operation */\r\n Constants.ALPHA_EQUATION_MAX = 3;\r\n /** Defines that alpha blending equation a MIN operation */\r\n Constants.ALPHA_EQUATION_MIN = 4;\r\n /**\r\n * Defines that alpha blending equation a DARKEN operation:\r\n * It takes the min of the src and sums the alpha channels.\r\n */\r\n Constants.ALPHA_EQUATION_DARKEN = 5;\r\n /** Defines that the ressource is not delayed*/\r\n Constants.DELAYLOADSTATE_NONE = 0;\r\n /** Defines that the ressource was successfully delay loaded */\r\n Constants.DELAYLOADSTATE_LOADED = 1;\r\n /** Defines that the ressource is currently delay loading */\r\n Constants.DELAYLOADSTATE_LOADING = 2;\r\n /** Defines that the ressource is delayed and has not started loading */\r\n Constants.DELAYLOADSTATE_NOTLOADED = 4;\r\n // Depht or Stencil test Constants.\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */\r\n Constants.NEVER = 0x0200;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */\r\n Constants.ALWAYS = 0x0207;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */\r\n Constants.LESS = 0x0201;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */\r\n Constants.EQUAL = 0x0202;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */\r\n Constants.LEQUAL = 0x0203;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */\r\n Constants.GREATER = 0x0204;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */\r\n Constants.GEQUAL = 0x0206;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */\r\n Constants.NOTEQUAL = 0x0205;\r\n // Stencil Actions Constants.\r\n /** Passed to stencilOperation to specify that stencil value must be kept */\r\n Constants.KEEP = 0x1E00;\r\n /** Passed to stencilOperation to specify that stencil value must be replaced */\r\n Constants.REPLACE = 0x1E01;\r\n /** Passed to stencilOperation to specify that stencil value must be incremented */\r\n Constants.INCR = 0x1E02;\r\n /** Passed to stencilOperation to specify that stencil value must be decremented */\r\n Constants.DECR = 0x1E03;\r\n /** Passed to stencilOperation to specify that stencil value must be inverted */\r\n Constants.INVERT = 0x150A;\r\n /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */\r\n Constants.INCR_WRAP = 0x8507;\r\n /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */\r\n Constants.DECR_WRAP = 0x8508;\r\n /** Texture is not repeating outside of 0..1 UVs */\r\n Constants.TEXTURE_CLAMP_ADDRESSMODE = 0;\r\n /** Texture is repeating outside of 0..1 UVs */\r\n Constants.TEXTURE_WRAP_ADDRESSMODE = 1;\r\n /** Texture is repeating and mirrored */\r\n Constants.TEXTURE_MIRROR_ADDRESSMODE = 2;\r\n /** ALPHA */\r\n Constants.TEXTUREFORMAT_ALPHA = 0;\r\n /** LUMINANCE */\r\n Constants.TEXTUREFORMAT_LUMINANCE = 1;\r\n /** LUMINANCE_ALPHA */\r\n Constants.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;\r\n /** RGB */\r\n Constants.TEXTUREFORMAT_RGB = 4;\r\n /** RGBA */\r\n Constants.TEXTUREFORMAT_RGBA = 5;\r\n /** RED */\r\n Constants.TEXTUREFORMAT_RED = 6;\r\n /** RED (2nd reference) */\r\n Constants.TEXTUREFORMAT_R = 6;\r\n /** RG */\r\n Constants.TEXTUREFORMAT_RG = 7;\r\n /** RED_INTEGER */\r\n Constants.TEXTUREFORMAT_RED_INTEGER = 8;\r\n /** RED_INTEGER (2nd reference) */\r\n Constants.TEXTUREFORMAT_R_INTEGER = 8;\r\n /** RG_INTEGER */\r\n Constants.TEXTUREFORMAT_RG_INTEGER = 9;\r\n /** RGB_INTEGER */\r\n Constants.TEXTUREFORMAT_RGB_INTEGER = 10;\r\n /** RGBA_INTEGER */\r\n Constants.TEXTUREFORMAT_RGBA_INTEGER = 11;\r\n /** UNSIGNED_BYTE */\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE = 0;\r\n /** UNSIGNED_BYTE (2nd reference) */\r\n Constants.TEXTURETYPE_UNSIGNED_INT = 0;\r\n /** FLOAT */\r\n Constants.TEXTURETYPE_FLOAT = 1;\r\n /** HALF_FLOAT */\r\n Constants.TEXTURETYPE_HALF_FLOAT = 2;\r\n /** BYTE */\r\n Constants.TEXTURETYPE_BYTE = 3;\r\n /** SHORT */\r\n Constants.TEXTURETYPE_SHORT = 4;\r\n /** UNSIGNED_SHORT */\r\n Constants.TEXTURETYPE_UNSIGNED_SHORT = 5;\r\n /** INT */\r\n Constants.TEXTURETYPE_INT = 6;\r\n /** UNSIGNED_INT */\r\n Constants.TEXTURETYPE_UNSIGNED_INTEGER = 7;\r\n /** UNSIGNED_SHORT_4_4_4_4 */\r\n Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;\r\n /** UNSIGNED_SHORT_5_5_5_1 */\r\n Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;\r\n /** UNSIGNED_SHORT_5_6_5 */\r\n Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;\r\n /** UNSIGNED_INT_2_10_10_10_REV */\r\n Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;\r\n /** UNSIGNED_INT_24_8 */\r\n Constants.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;\r\n /** UNSIGNED_INT_10F_11F_11F_REV */\r\n Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;\r\n /** UNSIGNED_INT_5_9_9_9_REV */\r\n Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;\r\n /** FLOAT_32_UNSIGNED_INT_24_8_REV */\r\n Constants.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;\r\n /** nearest is mag = nearest and min = nearest and no mip */\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE = 1;\r\n /** mag = nearest and min = nearest and mip = none */\r\n Constants.TEXTURE_NEAREST_NEAREST = 1;\r\n /** Bilinear is mag = linear and min = linear and no mip */\r\n Constants.TEXTURE_BILINEAR_SAMPLINGMODE = 2;\r\n /** mag = linear and min = linear and mip = none */\r\n Constants.TEXTURE_LINEAR_LINEAR = 2;\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n Constants.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;\r\n /** mag = nearest and min = nearest and mip = nearest */\r\n Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;\r\n /** mag = nearest and min = linear and mip = nearest */\r\n Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;\r\n /** mag = nearest and min = linear and mip = linear */\r\n Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;\r\n /** mag = nearest and min = linear and mip = none */\r\n Constants.TEXTURE_NEAREST_LINEAR = 7;\r\n /** nearest is mag = nearest and min = nearest and mip = linear */\r\n Constants.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 8;\r\n /** mag = linear and min = nearest and mip = nearest */\r\n Constants.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;\r\n /** mag = linear and min = nearest and mip = linear */\r\n Constants.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;\r\n /** Bilinear is mag = linear and min = linear and mip = nearest */\r\n Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 11;\r\n /** mag = linear and min = nearest and mip = none */\r\n Constants.TEXTURE_LINEAR_NEAREST = 12;\r\n /** Explicit coordinates mode */\r\n Constants.TEXTURE_EXPLICIT_MODE = 0;\r\n /** Spherical coordinates mode */\r\n Constants.TEXTURE_SPHERICAL_MODE = 1;\r\n /** Planar coordinates mode */\r\n Constants.TEXTURE_PLANAR_MODE = 2;\r\n /** Cubic coordinates mode */\r\n Constants.TEXTURE_CUBIC_MODE = 3;\r\n /** Projection coordinates mode */\r\n Constants.TEXTURE_PROJECTION_MODE = 4;\r\n /** Skybox coordinates mode */\r\n Constants.TEXTURE_SKYBOX_MODE = 5;\r\n /** Inverse Cubic coordinates mode */\r\n Constants.TEXTURE_INVCUBIC_MODE = 6;\r\n /** Equirectangular coordinates mode */\r\n Constants.TEXTURE_EQUIRECTANGULAR_MODE = 7;\r\n /** Equirectangular Fixed coordinates mode */\r\n Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;\r\n /** Equirectangular Fixed Mirrored coordinates mode */\r\n Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;\r\n // Texture rescaling mode\r\n /** Defines that texture rescaling will use a floor to find the closer power of 2 size */\r\n Constants.SCALEMODE_FLOOR = 1;\r\n /** Defines that texture rescaling will look for the nearest power of 2 size */\r\n Constants.SCALEMODE_NEAREST = 2;\r\n /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */\r\n Constants.SCALEMODE_CEILING = 3;\r\n /**\r\n * The dirty texture flag value\r\n */\r\n Constants.MATERIAL_TextureDirtyFlag = 1;\r\n /**\r\n * The dirty light flag value\r\n */\r\n Constants.MATERIAL_LightDirtyFlag = 2;\r\n /**\r\n * The dirty fresnel flag value\r\n */\r\n Constants.MATERIAL_FresnelDirtyFlag = 4;\r\n /**\r\n * The dirty attribute flag value\r\n */\r\n Constants.MATERIAL_AttributesDirtyFlag = 8;\r\n /**\r\n * The dirty misc flag value\r\n */\r\n Constants.MATERIAL_MiscDirtyFlag = 16;\r\n /**\r\n * The all dirty flag value\r\n */\r\n Constants.MATERIAL_AllDirtyFlag = 31;\r\n /**\r\n * Returns the triangle fill mode\r\n */\r\n Constants.MATERIAL_TriangleFillMode = 0;\r\n /**\r\n * Returns the wireframe mode\r\n */\r\n Constants.MATERIAL_WireFrameFillMode = 1;\r\n /**\r\n * Returns the point fill mode\r\n */\r\n Constants.MATERIAL_PointFillMode = 2;\r\n /**\r\n * Returns the point list draw mode\r\n */\r\n Constants.MATERIAL_PointListDrawMode = 3;\r\n /**\r\n * Returns the line list draw mode\r\n */\r\n Constants.MATERIAL_LineListDrawMode = 4;\r\n /**\r\n * Returns the line loop draw mode\r\n */\r\n Constants.MATERIAL_LineLoopDrawMode = 5;\r\n /**\r\n * Returns the line strip draw mode\r\n */\r\n Constants.MATERIAL_LineStripDrawMode = 6;\r\n /**\r\n * Returns the triangle strip draw mode\r\n */\r\n Constants.MATERIAL_TriangleStripDrawMode = 7;\r\n /**\r\n * Returns the triangle fan draw mode\r\n */\r\n Constants.MATERIAL_TriangleFanDrawMode = 8;\r\n /**\r\n * Stores the clock-wise side orientation\r\n */\r\n Constants.MATERIAL_ClockWiseSideOrientation = 0;\r\n /**\r\n * Stores the counter clock-wise side orientation\r\n */\r\n Constants.MATERIAL_CounterClockWiseSideOrientation = 1;\r\n /**\r\n * Nothing\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_NothingTrigger = 0;\r\n /**\r\n * On pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnPickTrigger = 1;\r\n /**\r\n * On left pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnLeftPickTrigger = 2;\r\n /**\r\n * On right pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnRightPickTrigger = 3;\r\n /**\r\n * On center pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnCenterPickTrigger = 4;\r\n /**\r\n * On pick down\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnPickDownTrigger = 5;\r\n /**\r\n * On double pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnDoublePickTrigger = 6;\r\n /**\r\n * On pick up\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnPickUpTrigger = 7;\r\n /**\r\n * On pick out.\r\n * This trigger will only be raised if you also declared a OnPickDown\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnPickOutTrigger = 16;\r\n /**\r\n * On long press\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnLongPressTrigger = 8;\r\n /**\r\n * On pointer over\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnPointerOverTrigger = 9;\r\n /**\r\n * On pointer out\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnPointerOutTrigger = 10;\r\n /**\r\n * On every frame\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnEveryFrameTrigger = 11;\r\n /**\r\n * On intersection enter\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnIntersectionEnterTrigger = 12;\r\n /**\r\n * On intersection exit\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnIntersectionExitTrigger = 13;\r\n /**\r\n * On key down\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnKeyDownTrigger = 14;\r\n /**\r\n * On key up\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnKeyUpTrigger = 15;\r\n /**\r\n * Billboard mode will only apply to Y axis\r\n */\r\n Constants.PARTICLES_BILLBOARDMODE_Y = 2;\r\n /**\r\n * Billboard mode will apply to all axes\r\n */\r\n Constants.PARTICLES_BILLBOARDMODE_ALL = 7;\r\n /**\r\n * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction\r\n */\r\n Constants.PARTICLES_BILLBOARDMODE_STRETCHED = 8;\r\n /** Default culling strategy : this is an exclusion test and it's the more accurate.\r\n * Test order :\r\n * Is the bounding sphere outside the frustum ?\r\n * If not, are the bounding box vertices outside the frustum ?\r\n * It not, then the cullable object is in the frustum.\r\n */\r\n Constants.MESHES_CULLINGSTRATEGY_STANDARD = 0;\r\n /** Culling strategy : Bounding Sphere Only.\r\n * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.\r\n * It's also less accurate than the standard because some not visible objects can still be selected.\r\n * Test : is the bounding sphere outside the frustum ?\r\n * If not, then the cullable object is in the frustum.\r\n */\r\n Constants.MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;\r\n /** Culling strategy : Optimistic Inclusion.\r\n * This in an inclusion test first, then the standard exclusion test.\r\n * This can be faster when a cullable object is expected to be almost always in the camera frustum.\r\n * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.\r\n * Anyway, it's as accurate as the standard strategy.\r\n * Test :\r\n * Is the cullable object bounding sphere center in the frustum ?\r\n * If not, apply the default culling strategy.\r\n */\r\n Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION = 2;\r\n /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.\r\n * This in an inclusion test first, then the bounding sphere only exclusion test.\r\n * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.\r\n * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.\r\n * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.\r\n * Test :\r\n * Is the cullable object bounding sphere center in the frustum ?\r\n * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.\r\n */\r\n Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY = 3;\r\n /**\r\n * No logging while loading\r\n */\r\n Constants.SCENELOADER_NO_LOGGING = 0;\r\n /**\r\n * Minimal logging while loading\r\n */\r\n Constants.SCENELOADER_MINIMAL_LOGGING = 1;\r\n /**\r\n * Summary logging while loading\r\n */\r\n Constants.SCENELOADER_SUMMARY_LOGGING = 2;\r\n /**\r\n * Detailled logging while loading\r\n */\r\n Constants.SCENELOADER_DETAILED_LOGGING = 3;\r\n return Constants;\r\n}());\r\nexport { Constants };\r\n//# sourceMappingURL=constants.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { Vector2, Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Tools } from \"@babylonjs/core/Misc/tools\";\r\nimport { PointerEventTypes } from '@babylonjs/core/Events/pointerEvents';\r\nimport { ClipboardEventTypes, ClipboardInfo } from \"@babylonjs/core/Events/clipboardEvents\";\r\nimport { KeyboardEventTypes } from \"@babylonjs/core/Events/keyboardEvents\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { DynamicTexture } from \"@babylonjs/core/Materials/Textures/dynamicTexture\";\r\nimport { Layer } from \"@babylonjs/core/Layers/layer\";\r\nimport { Container } from \"./controls/container\";\r\nimport { Style } from \"./style\";\r\nimport { Measure } from \"./measure\";\r\nimport { Constants } from '@babylonjs/core/Engines/constants';\r\nimport { Viewport } from '@babylonjs/core/Maths/math.viewport';\r\nimport { Color3 } from '@babylonjs/core/Maths/math.color';\r\n/**\r\n* Class used to create texture to support 2D GUI elements\r\n* @see http://doc.babylonjs.com/how_to/gui\r\n*/\r\nvar AdvancedDynamicTexture = /** @class */ (function (_super) {\r\n __extends(AdvancedDynamicTexture, _super);\r\n /**\r\n * Creates a new AdvancedDynamicTexture\r\n * @param name defines the name of the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param scene defines the hosting scene\r\n * @param generateMipMaps defines a boolean indicating if mipmaps must be generated (false by default)\r\n * @param samplingMode defines the texture sampling mode (Texture.NEAREST_SAMPLINGMODE by default)\r\n */\r\n function AdvancedDynamicTexture(name, width, height, scene, generateMipMaps, samplingMode) {\r\n if (width === void 0) { width = 0; }\r\n if (height === void 0) { height = 0; }\r\n if (generateMipMaps === void 0) { generateMipMaps = false; }\r\n if (samplingMode === void 0) { samplingMode = Texture.NEAREST_SAMPLINGMODE; }\r\n var _this = _super.call(this, name, { width: width, height: height }, scene, generateMipMaps, samplingMode, Constants.TEXTUREFORMAT_RGBA) || this;\r\n _this._isDirty = false;\r\n /** @hidden */\r\n _this._rootContainer = new Container(\"root\");\r\n /** @hidden */\r\n _this._lastControlOver = {};\r\n /** @hidden */\r\n _this._lastControlDown = {};\r\n /** @hidden */\r\n _this._capturingControl = {};\r\n /** @hidden */\r\n _this._linkedControls = new Array();\r\n _this._isFullscreen = false;\r\n _this._fullscreenViewport = new Viewport(0, 0, 1, 1);\r\n _this._idealWidth = 0;\r\n _this._idealHeight = 0;\r\n _this._useSmallestIdeal = false;\r\n _this._renderAtIdealSize = false;\r\n _this._blockNextFocusCheck = false;\r\n _this._renderScale = 1;\r\n _this._cursorChanged = false;\r\n _this._defaultMousePointerId = 0;\r\n /** @hidden */\r\n _this._numLayoutCalls = 0;\r\n /** @hidden */\r\n _this._numRenderCalls = 0;\r\n /**\r\n * Define type to string to ensure compatibility across browsers\r\n * Safari doesn't support DataTransfer constructor\r\n */\r\n _this._clipboardData = \"\";\r\n /**\r\n * Observable event triggered each time an clipboard event is received from the rendering canvas\r\n */\r\n _this.onClipboardObservable = new Observable();\r\n /**\r\n * Observable event triggered each time a pointer down is intercepted by a control\r\n */\r\n _this.onControlPickedObservable = new Observable();\r\n /**\r\n * Observable event triggered before layout is evaluated\r\n */\r\n _this.onBeginLayoutObservable = new Observable();\r\n /**\r\n * Observable event triggered after the layout was evaluated\r\n */\r\n _this.onEndLayoutObservable = new Observable();\r\n /**\r\n * Observable event triggered before the texture is rendered\r\n */\r\n _this.onBeginRenderObservable = new Observable();\r\n /**\r\n * Observable event triggered after the texture was rendered\r\n */\r\n _this.onEndRenderObservable = new Observable();\r\n /**\r\n * Gets or sets a boolean defining if alpha is stored as premultiplied\r\n */\r\n _this.premulAlpha = false;\r\n _this._useInvalidateRectOptimization = true;\r\n // Invalidated rectangle which is the combination of all invalidated controls after they have been rotated into absolute position\r\n _this._invalidatedRectangle = null;\r\n _this._clearMeasure = new Measure(0, 0, 0, 0);\r\n /** @hidden */\r\n _this.onClipboardCopy = function (rawEvt) {\r\n var evt = rawEvt;\r\n var ev = new ClipboardInfo(ClipboardEventTypes.COPY, evt);\r\n _this.onClipboardObservable.notifyObservers(ev);\r\n evt.preventDefault();\r\n };\r\n /** @hidden */\r\n _this.onClipboardCut = function (rawEvt) {\r\n var evt = rawEvt;\r\n var ev = new ClipboardInfo(ClipboardEventTypes.CUT, evt);\r\n _this.onClipboardObservable.notifyObservers(ev);\r\n evt.preventDefault();\r\n };\r\n /** @hidden */\r\n _this.onClipboardPaste = function (rawEvt) {\r\n var evt = rawEvt;\r\n var ev = new ClipboardInfo(ClipboardEventTypes.PASTE, evt);\r\n _this.onClipboardObservable.notifyObservers(ev);\r\n evt.preventDefault();\r\n };\r\n scene = _this.getScene();\r\n if (!scene || !_this._texture) {\r\n return _this;\r\n }\r\n _this._rootElement = scene.getEngine().getInputElement();\r\n _this._renderObserver = scene.onBeforeCameraRenderObservable.add(function (camera) { return _this._checkUpdate(camera); });\r\n _this._preKeyboardObserver = scene.onPreKeyboardObservable.add(function (info) {\r\n if (!_this._focusedControl) {\r\n return;\r\n }\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n _this._focusedControl.processKeyboard(info.event);\r\n }\r\n info.skipOnPointerObservable = true;\r\n });\r\n _this._rootContainer._link(_this);\r\n _this.hasAlpha = true;\r\n if (!width || !height) {\r\n _this._resizeObserver = scene.getEngine().onResizeObservable.add(function () { return _this._onResize(); });\r\n _this._onResize();\r\n }\r\n _this._texture.isReady = true;\r\n return _this;\r\n }\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"numLayoutCalls\", {\r\n /** Gets the number of layout calls made the last time the ADT has been rendered */\r\n get: function () {\r\n return this._numLayoutCalls;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"numRenderCalls\", {\r\n /** Gets the number of render calls made the last time the ADT has been rendered */\r\n get: function () {\r\n return this._numRenderCalls;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"renderScale\", {\r\n /**\r\n * Gets or sets a number used to scale rendering size (2 means that the texture will be twice bigger).\r\n * Useful when you want more antialiasing\r\n */\r\n get: function () {\r\n return this._renderScale;\r\n },\r\n set: function (value) {\r\n if (value === this._renderScale) {\r\n return;\r\n }\r\n this._renderScale = value;\r\n this._onResize();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"background\", {\r\n /** Gets or sets the background color */\r\n get: function () {\r\n return this._background;\r\n },\r\n set: function (value) {\r\n if (this._background === value) {\r\n return;\r\n }\r\n this._background = value;\r\n this.markAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"idealWidth\", {\r\n /**\r\n * Gets or sets the ideal width used to design controls.\r\n * The GUI will then rescale everything accordingly\r\n * @see http://doc.babylonjs.com/how_to/gui#adaptive-scaling\r\n */\r\n get: function () {\r\n return this._idealWidth;\r\n },\r\n set: function (value) {\r\n if (this._idealWidth === value) {\r\n return;\r\n }\r\n this._idealWidth = value;\r\n this.markAsDirty();\r\n this._rootContainer._markAllAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"idealHeight\", {\r\n /**\r\n * Gets or sets the ideal height used to design controls.\r\n * The GUI will then rescale everything accordingly\r\n * @see http://doc.babylonjs.com/how_to/gui#adaptive-scaling\r\n */\r\n get: function () {\r\n return this._idealHeight;\r\n },\r\n set: function (value) {\r\n if (this._idealHeight === value) {\r\n return;\r\n }\r\n this._idealHeight = value;\r\n this.markAsDirty();\r\n this._rootContainer._markAllAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"useSmallestIdeal\", {\r\n /**\r\n * Gets or sets a boolean indicating if the smallest ideal value must be used if idealWidth and idealHeight are both set\r\n * @see http://doc.babylonjs.com/how_to/gui#adaptive-scaling\r\n */\r\n get: function () {\r\n return this._useSmallestIdeal;\r\n },\r\n set: function (value) {\r\n if (this._useSmallestIdeal === value) {\r\n return;\r\n }\r\n this._useSmallestIdeal = value;\r\n this.markAsDirty();\r\n this._rootContainer._markAllAsDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"renderAtIdealSize\", {\r\n /**\r\n * Gets or sets a boolean indicating if adaptive scaling must be used\r\n * @see http://doc.babylonjs.com/how_to/gui#adaptive-scaling\r\n */\r\n get: function () {\r\n return this._renderAtIdealSize;\r\n },\r\n set: function (value) {\r\n if (this._renderAtIdealSize === value) {\r\n return;\r\n }\r\n this._renderAtIdealSize = value;\r\n this._onResize();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"idealRatio\", {\r\n /**\r\n * Gets the ratio used when in \"ideal mode\"\r\n * @see http://doc.babylonjs.com/how_to/gui#adaptive-scaling\r\n * */\r\n get: function () {\r\n var rwidth = 0;\r\n var rheight = 0;\r\n if (this._idealWidth) {\r\n rwidth = (this.getSize().width) / this._idealWidth;\r\n }\r\n if (this._idealHeight) {\r\n rheight = (this.getSize().height) / this._idealHeight;\r\n }\r\n if (this._useSmallestIdeal && this._idealWidth && this._idealHeight) {\r\n return window.innerWidth < window.innerHeight ? rwidth : rheight;\r\n }\r\n if (this._idealWidth) { // horizontal\r\n return rwidth;\r\n }\r\n if (this._idealHeight) { // vertical\r\n return rheight;\r\n }\r\n return 1;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"layer\", {\r\n /**\r\n * Gets the underlying layer used to render the texture when in fullscreen mode\r\n */\r\n get: function () {\r\n return this._layerToDispose;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"rootContainer\", {\r\n /**\r\n * Gets the root container control\r\n */\r\n get: function () {\r\n return this._rootContainer;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns an array containing the root container.\r\n * This is mostly used to let the Inspector introspects the ADT\r\n * @returns an array containing the rootContainer\r\n */\r\n AdvancedDynamicTexture.prototype.getChildren = function () {\r\n return [this._rootContainer];\r\n };\r\n /**\r\n * Will return all controls that are inside this texture\r\n * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered\r\n * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\r\n * @return all child controls\r\n */\r\n AdvancedDynamicTexture.prototype.getDescendants = function (directDescendantsOnly, predicate) {\r\n return this._rootContainer.getDescendants(directDescendantsOnly, predicate);\r\n };\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"focusedControl\", {\r\n /**\r\n * Gets or sets the current focused control\r\n */\r\n get: function () {\r\n return this._focusedControl;\r\n },\r\n set: function (control) {\r\n if (this._focusedControl == control) {\r\n return;\r\n }\r\n if (this._focusedControl) {\r\n this._focusedControl.onBlur();\r\n }\r\n if (control) {\r\n control.onFocus();\r\n }\r\n this._focusedControl = control;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"isForeground\", {\r\n /**\r\n * Gets or sets a boolean indicating if the texture must be rendered in background or foreground when in fullscreen mode\r\n */\r\n get: function () {\r\n if (!this.layer) {\r\n return true;\r\n }\r\n return (!this.layer.isBackground);\r\n },\r\n set: function (value) {\r\n if (!this.layer) {\r\n return;\r\n }\r\n if (this.layer.isBackground === !value) {\r\n return;\r\n }\r\n this.layer.isBackground = !value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"clipboardData\", {\r\n /**\r\n * Gets or set information about clipboardData\r\n */\r\n get: function () {\r\n return this._clipboardData;\r\n },\r\n set: function (value) {\r\n this._clipboardData = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"AdvancedDynamicTexture\"\r\n */\r\n AdvancedDynamicTexture.prototype.getClassName = function () {\r\n return \"AdvancedDynamicTexture\";\r\n };\r\n /**\r\n * Function used to execute a function on all controls\r\n * @param func defines the function to execute\r\n * @param container defines the container where controls belong. If null the root container will be used\r\n */\r\n AdvancedDynamicTexture.prototype.executeOnAllControls = function (func, container) {\r\n if (!container) {\r\n container = this._rootContainer;\r\n }\r\n func(container);\r\n for (var _i = 0, _a = container.children; _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n if (child.children) {\r\n this.executeOnAllControls(func, child);\r\n continue;\r\n }\r\n func(child);\r\n }\r\n };\r\n Object.defineProperty(AdvancedDynamicTexture.prototype, \"useInvalidateRectOptimization\", {\r\n /**\r\n * Gets or sets a boolean indicating if the InvalidateRect optimization should be turned on\r\n */\r\n get: function () {\r\n return this._useInvalidateRectOptimization;\r\n },\r\n set: function (value) {\r\n this._useInvalidateRectOptimization = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Invalidates a rectangle area on the gui texture\r\n * @param invalidMinX left most position of the rectangle to invalidate in the texture\r\n * @param invalidMinY top most position of the rectangle to invalidate in the texture\r\n * @param invalidMaxX right most position of the rectangle to invalidate in the texture\r\n * @param invalidMaxY bottom most position of the rectangle to invalidate in the texture\r\n */\r\n AdvancedDynamicTexture.prototype.invalidateRect = function (invalidMinX, invalidMinY, invalidMaxX, invalidMaxY) {\r\n if (!this._useInvalidateRectOptimization) {\r\n return;\r\n }\r\n if (!this._invalidatedRectangle) {\r\n this._invalidatedRectangle = new Measure(invalidMinX, invalidMinY, invalidMaxX - invalidMinX + 1, invalidMaxY - invalidMinY + 1);\r\n }\r\n else {\r\n // Compute intersection\r\n var maxX = Math.ceil(Math.max(this._invalidatedRectangle.left + this._invalidatedRectangle.width - 1, invalidMaxX));\r\n var maxY = Math.ceil(Math.max(this._invalidatedRectangle.top + this._invalidatedRectangle.height - 1, invalidMaxY));\r\n this._invalidatedRectangle.left = Math.floor(Math.min(this._invalidatedRectangle.left, invalidMinX));\r\n this._invalidatedRectangle.top = Math.floor(Math.min(this._invalidatedRectangle.top, invalidMinY));\r\n this._invalidatedRectangle.width = maxX - this._invalidatedRectangle.left + 1;\r\n this._invalidatedRectangle.height = maxY - this._invalidatedRectangle.top + 1;\r\n }\r\n };\r\n /**\r\n * Marks the texture as dirty forcing a complete update\r\n */\r\n AdvancedDynamicTexture.prototype.markAsDirty = function () {\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Helper function used to create a new style\r\n * @returns a new style\r\n * @see http://doc.babylonjs.com/how_to/gui#styles\r\n */\r\n AdvancedDynamicTexture.prototype.createStyle = function () {\r\n return new Style(this);\r\n };\r\n /**\r\n * Adds a new control to the root container\r\n * @param control defines the control to add\r\n * @returns the current texture\r\n */\r\n AdvancedDynamicTexture.prototype.addControl = function (control) {\r\n this._rootContainer.addControl(control);\r\n return this;\r\n };\r\n /**\r\n * Removes a control from the root container\r\n * @param control defines the control to remove\r\n * @returns the current texture\r\n */\r\n AdvancedDynamicTexture.prototype.removeControl = function (control) {\r\n this._rootContainer.removeControl(control);\r\n return this;\r\n };\r\n /**\r\n * Release all resources\r\n */\r\n AdvancedDynamicTexture.prototype.dispose = function () {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n this._rootElement = null;\r\n scene.onBeforeCameraRenderObservable.remove(this._renderObserver);\r\n if (this._resizeObserver) {\r\n scene.getEngine().onResizeObservable.remove(this._resizeObserver);\r\n }\r\n if (this._pointerMoveObserver) {\r\n scene.onPrePointerObservable.remove(this._pointerMoveObserver);\r\n }\r\n if (this._pointerObserver) {\r\n scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._preKeyboardObserver) {\r\n scene.onPreKeyboardObservable.remove(this._preKeyboardObserver);\r\n }\r\n if (this._canvasPointerOutObserver) {\r\n scene.getEngine().onCanvasPointerOutObservable.remove(this._canvasPointerOutObserver);\r\n }\r\n if (this._layerToDispose) {\r\n this._layerToDispose.texture = null;\r\n this._layerToDispose.dispose();\r\n this._layerToDispose = null;\r\n }\r\n this._rootContainer.dispose();\r\n this.onClipboardObservable.clear();\r\n this.onControlPickedObservable.clear();\r\n this.onBeginRenderObservable.clear();\r\n this.onEndRenderObservable.clear();\r\n this.onBeginLayoutObservable.clear();\r\n this.onEndLayoutObservable.clear();\r\n _super.prototype.dispose.call(this);\r\n };\r\n AdvancedDynamicTexture.prototype._onResize = function () {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n // Check size\r\n var engine = scene.getEngine();\r\n var textureSize = this.getSize();\r\n var renderWidth = engine.getRenderWidth() * this._renderScale;\r\n var renderHeight = engine.getRenderHeight() * this._renderScale;\r\n if (this._renderAtIdealSize) {\r\n if (this._idealWidth) {\r\n renderHeight = (renderHeight * this._idealWidth) / renderWidth;\r\n renderWidth = this._idealWidth;\r\n }\r\n else if (this._idealHeight) {\r\n renderWidth = (renderWidth * this._idealHeight) / renderHeight;\r\n renderHeight = this._idealHeight;\r\n }\r\n }\r\n if (textureSize.width !== renderWidth || textureSize.height !== renderHeight) {\r\n this.scaleTo(renderWidth, renderHeight);\r\n this.markAsDirty();\r\n if (this._idealWidth || this._idealHeight) {\r\n this._rootContainer._markAllAsDirty();\r\n }\r\n }\r\n this.invalidateRect(0, 0, textureSize.width - 1, textureSize.height - 1);\r\n };\r\n /** @hidden */\r\n AdvancedDynamicTexture.prototype._getGlobalViewport = function (scene) {\r\n var engine = scene.getEngine();\r\n return this._fullscreenViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());\r\n };\r\n /**\r\n * Get screen coordinates for a vector3\r\n * @param position defines the position to project\r\n * @param worldMatrix defines the world matrix to use\r\n * @returns the projected position\r\n */\r\n AdvancedDynamicTexture.prototype.getProjectedPosition = function (position, worldMatrix) {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return Vector2.Zero();\r\n }\r\n var globalViewport = this._getGlobalViewport(scene);\r\n var projectedPosition = Vector3.Project(position, worldMatrix, scene.getTransformMatrix(), globalViewport);\r\n projectedPosition.scaleInPlace(this.renderScale);\r\n return new Vector2(projectedPosition.x, projectedPosition.y);\r\n };\r\n AdvancedDynamicTexture.prototype._checkUpdate = function (camera) {\r\n if (this._layerToDispose) {\r\n if ((camera.layerMask & this._layerToDispose.layerMask) === 0) {\r\n return;\r\n }\r\n }\r\n if (this._isFullscreen && this._linkedControls.length) {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n var globalViewport = this._getGlobalViewport(scene);\r\n for (var _i = 0, _a = this._linkedControls; _i < _a.length; _i++) {\r\n var control = _a[_i];\r\n if (!control.isVisible) {\r\n continue;\r\n }\r\n var mesh = control._linkedMesh;\r\n if (!mesh || mesh.isDisposed()) {\r\n Tools.SetImmediate(function () {\r\n control.linkWithMesh(null);\r\n });\r\n continue;\r\n }\r\n var position = mesh.getBoundingInfo ? mesh.getBoundingInfo().boundingSphere.center : Vector3.ZeroReadOnly;\r\n var projectedPosition = Vector3.Project(position, mesh.getWorldMatrix(), scene.getTransformMatrix(), globalViewport);\r\n if (projectedPosition.z < 0 || projectedPosition.z > 1) {\r\n control.notRenderable = true;\r\n continue;\r\n }\r\n control.notRenderable = false;\r\n // Account for RenderScale.\r\n projectedPosition.scaleInPlace(this.renderScale);\r\n control._moveToProjectedPosition(projectedPosition);\r\n }\r\n }\r\n if (!this._isDirty && !this._rootContainer.isDirty) {\r\n return;\r\n }\r\n this._isDirty = false;\r\n this._render();\r\n this.update(true, this.premulAlpha);\r\n };\r\n AdvancedDynamicTexture.prototype._render = function () {\r\n var textureSize = this.getSize();\r\n var renderWidth = textureSize.width;\r\n var renderHeight = textureSize.height;\r\n var context = this.getContext();\r\n context.font = \"18px Arial\";\r\n context.strokeStyle = \"white\";\r\n // Layout\r\n this.onBeginLayoutObservable.notifyObservers(this);\r\n var measure = new Measure(0, 0, renderWidth, renderHeight);\r\n this._numLayoutCalls = 0;\r\n this._rootContainer._layout(measure, context);\r\n this.onEndLayoutObservable.notifyObservers(this);\r\n this._isDirty = false; // Restoring the dirty state that could have been set by controls during layout processing\r\n // Clear\r\n if (this._invalidatedRectangle) {\r\n this._clearMeasure.copyFrom(this._invalidatedRectangle);\r\n }\r\n else {\r\n this._clearMeasure.copyFromFloats(0, 0, renderWidth, renderHeight);\r\n }\r\n context.clearRect(this._clearMeasure.left, this._clearMeasure.top, this._clearMeasure.width, this._clearMeasure.height);\r\n if (this._background) {\r\n context.save();\r\n context.fillStyle = this._background;\r\n context.fillRect(this._clearMeasure.left, this._clearMeasure.top, this._clearMeasure.width, this._clearMeasure.height);\r\n context.restore();\r\n }\r\n // Render\r\n this.onBeginRenderObservable.notifyObservers(this);\r\n this._numRenderCalls = 0;\r\n this._rootContainer._render(context, this._invalidatedRectangle);\r\n this.onEndRenderObservable.notifyObservers(this);\r\n this._invalidatedRectangle = null;\r\n };\r\n /** @hidden */\r\n AdvancedDynamicTexture.prototype._changeCursor = function (cursor) {\r\n if (this._rootElement) {\r\n this._rootElement.style.cursor = cursor;\r\n this._cursorChanged = true;\r\n }\r\n };\r\n /** @hidden */\r\n AdvancedDynamicTexture.prototype._registerLastControlDown = function (control, pointerId) {\r\n this._lastControlDown[pointerId] = control;\r\n this.onControlPickedObservable.notifyObservers(control);\r\n };\r\n AdvancedDynamicTexture.prototype._doPicking = function (x, y, type, pointerId, buttonIndex, deltaX, deltaY) {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n var engine = scene.getEngine();\r\n var textureSize = this.getSize();\r\n if (this._isFullscreen) {\r\n var camera = scene.cameraToUseForPointers || scene.activeCamera;\r\n var viewport = camera.viewport;\r\n x = x * (textureSize.width / (engine.getRenderWidth() * viewport.width));\r\n y = y * (textureSize.height / (engine.getRenderHeight() * viewport.height));\r\n }\r\n if (this._capturingControl[pointerId]) {\r\n this._capturingControl[pointerId]._processObservables(type, x, y, pointerId, buttonIndex);\r\n return;\r\n }\r\n this._cursorChanged = false;\r\n if (!this._rootContainer._processPicking(x, y, type, pointerId, buttonIndex, deltaX, deltaY)) {\r\n this._changeCursor(\"\");\r\n if (type === PointerEventTypes.POINTERMOVE) {\r\n if (this._lastControlOver[pointerId]) {\r\n this._lastControlOver[pointerId]._onPointerOut(this._lastControlOver[pointerId]);\r\n delete this._lastControlOver[pointerId];\r\n }\r\n }\r\n }\r\n if (!this._cursorChanged) {\r\n this._changeCursor(\"\");\r\n }\r\n this._manageFocus();\r\n };\r\n /** @hidden */\r\n AdvancedDynamicTexture.prototype._cleanControlAfterRemovalFromList = function (list, control) {\r\n for (var pointerId in list) {\r\n if (!list.hasOwnProperty(pointerId)) {\r\n continue;\r\n }\r\n var lastControlOver = list[pointerId];\r\n if (lastControlOver === control) {\r\n delete list[pointerId];\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n AdvancedDynamicTexture.prototype._cleanControlAfterRemoval = function (control) {\r\n this._cleanControlAfterRemovalFromList(this._lastControlDown, control);\r\n this._cleanControlAfterRemovalFromList(this._lastControlOver, control);\r\n };\r\n /** Attach to all scene events required to support pointer events */\r\n AdvancedDynamicTexture.prototype.attach = function () {\r\n var _this = this;\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n var tempViewport = new Viewport(0, 0, 0, 0);\r\n this._pointerMoveObserver = scene.onPrePointerObservable.add(function (pi, state) {\r\n if (scene.isPointerCaptured((pi.event).pointerId)) {\r\n return;\r\n }\r\n if (pi.type !== PointerEventTypes.POINTERMOVE\r\n && pi.type !== PointerEventTypes.POINTERUP\r\n && pi.type !== PointerEventTypes.POINTERDOWN\r\n && pi.type !== PointerEventTypes.POINTERWHEEL) {\r\n return;\r\n }\r\n if (!scene) {\r\n return;\r\n }\r\n if (pi.type === PointerEventTypes.POINTERMOVE && pi.event.pointerId) {\r\n _this._defaultMousePointerId = pi.event.pointerId; // This is required to make sure we have the correct pointer ID for wheel\r\n }\r\n var camera = scene.cameraToUseForPointers || scene.activeCamera;\r\n var engine = scene.getEngine();\r\n if (!camera) {\r\n tempViewport.x = 0;\r\n tempViewport.y = 0;\r\n tempViewport.width = engine.getRenderWidth();\r\n tempViewport.height = engine.getRenderHeight();\r\n }\r\n else {\r\n camera.viewport.toGlobalToRef(engine.getRenderWidth(), engine.getRenderHeight(), tempViewport);\r\n }\r\n var x = scene.pointerX / engine.getHardwareScalingLevel() - tempViewport.x;\r\n var y = scene.pointerY / engine.getHardwareScalingLevel() - (engine.getRenderHeight() - tempViewport.y - tempViewport.height);\r\n _this._shouldBlockPointer = false;\r\n // Do picking modifies _shouldBlockPointer\r\n var pointerId = pi.event.pointerId || _this._defaultMousePointerId;\r\n _this._doPicking(x, y, pi.type, pointerId, pi.event.button, pi.event.deltaX, pi.event.deltaY);\r\n // Avoid overwriting a true skipOnPointerObservable to false\r\n if (_this._shouldBlockPointer) {\r\n pi.skipOnPointerObservable = _this._shouldBlockPointer;\r\n }\r\n });\r\n this._attachToOnPointerOut(scene);\r\n };\r\n /**\r\n * Register the clipboard Events onto the canvas\r\n */\r\n AdvancedDynamicTexture.prototype.registerClipboardEvents = function () {\r\n self.addEventListener(\"copy\", this.onClipboardCopy, false);\r\n self.addEventListener(\"cut\", this.onClipboardCut, false);\r\n self.addEventListener(\"paste\", this.onClipboardPaste, false);\r\n };\r\n /**\r\n * Unregister the clipboard Events from the canvas\r\n */\r\n AdvancedDynamicTexture.prototype.unRegisterClipboardEvents = function () {\r\n self.removeEventListener(\"copy\", this.onClipboardCopy);\r\n self.removeEventListener(\"cut\", this.onClipboardCut);\r\n self.removeEventListener(\"paste\", this.onClipboardPaste);\r\n };\r\n /**\r\n * Connect the texture to a hosting mesh to enable interactions\r\n * @param mesh defines the mesh to attach to\r\n * @param supportPointerMove defines a boolean indicating if pointer move events must be catched as well\r\n */\r\n AdvancedDynamicTexture.prototype.attachToMesh = function (mesh, supportPointerMove) {\r\n var _this = this;\r\n if (supportPointerMove === void 0) { supportPointerMove = true; }\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n this._pointerObserver = scene.onPointerObservable.add(function (pi, state) {\r\n if (pi.type !== PointerEventTypes.POINTERMOVE\r\n && pi.type !== PointerEventTypes.POINTERUP\r\n && pi.type !== PointerEventTypes.POINTERDOWN) {\r\n return;\r\n }\r\n var pointerId = pi.event.pointerId || _this._defaultMousePointerId;\r\n if (pi.pickInfo && pi.pickInfo.hit && pi.pickInfo.pickedMesh === mesh) {\r\n var uv = pi.pickInfo.getTextureCoordinates();\r\n if (uv) {\r\n var size = _this.getSize();\r\n _this._doPicking(uv.x * size.width, (1.0 - uv.y) * size.height, pi.type, pointerId, pi.event.button);\r\n }\r\n }\r\n else if (pi.type === PointerEventTypes.POINTERUP) {\r\n if (_this._lastControlDown[pointerId]) {\r\n _this._lastControlDown[pointerId]._forcePointerUp(pointerId);\r\n }\r\n delete _this._lastControlDown[pointerId];\r\n if (_this.focusedControl) {\r\n var friendlyControls = _this.focusedControl.keepsFocusWith();\r\n var canMoveFocus = true;\r\n if (friendlyControls) {\r\n for (var _i = 0, friendlyControls_1 = friendlyControls; _i < friendlyControls_1.length; _i++) {\r\n var control = friendlyControls_1[_i];\r\n // Same host, no need to keep the focus\r\n if (_this === control._host) {\r\n continue;\r\n }\r\n // Different hosts\r\n var otherHost = control._host;\r\n if (otherHost._lastControlOver[pointerId] && otherHost._lastControlOver[pointerId].isAscendant(control)) {\r\n canMoveFocus = false;\r\n break;\r\n }\r\n }\r\n }\r\n if (canMoveFocus) {\r\n _this.focusedControl = null;\r\n }\r\n }\r\n }\r\n else if (pi.type === PointerEventTypes.POINTERMOVE) {\r\n if (_this._lastControlOver[pointerId]) {\r\n _this._lastControlOver[pointerId]._onPointerOut(_this._lastControlOver[pointerId], true);\r\n }\r\n delete _this._lastControlOver[pointerId];\r\n }\r\n });\r\n mesh.enablePointerMoveEvents = supportPointerMove;\r\n this._attachToOnPointerOut(scene);\r\n };\r\n /**\r\n * Move the focus to a specific control\r\n * @param control defines the control which will receive the focus\r\n */\r\n AdvancedDynamicTexture.prototype.moveFocusToControl = function (control) {\r\n this.focusedControl = control;\r\n this._lastPickedControl = control;\r\n this._blockNextFocusCheck = true;\r\n };\r\n AdvancedDynamicTexture.prototype._manageFocus = function () {\r\n if (this._blockNextFocusCheck) {\r\n this._blockNextFocusCheck = false;\r\n this._lastPickedControl = this._focusedControl;\r\n return;\r\n }\r\n // Focus management\r\n if (this._focusedControl) {\r\n if (this._focusedControl !== this._lastPickedControl) {\r\n if (this._lastPickedControl.isFocusInvisible) {\r\n return;\r\n }\r\n this.focusedControl = null;\r\n }\r\n }\r\n };\r\n AdvancedDynamicTexture.prototype._attachToOnPointerOut = function (scene) {\r\n var _this = this;\r\n this._canvasPointerOutObserver = scene.getEngine().onCanvasPointerOutObservable.add(function (pointerEvent) {\r\n if (_this._lastControlOver[pointerEvent.pointerId]) {\r\n _this._lastControlOver[pointerEvent.pointerId]._onPointerOut(_this._lastControlOver[pointerEvent.pointerId]);\r\n }\r\n delete _this._lastControlOver[pointerEvent.pointerId];\r\n if (_this._lastControlDown[pointerEvent.pointerId] && _this._lastControlDown[pointerEvent.pointerId] !== _this._capturingControl[pointerEvent.pointerId]) {\r\n _this._lastControlDown[pointerEvent.pointerId]._forcePointerUp();\r\n delete _this._lastControlDown[pointerEvent.pointerId];\r\n }\r\n });\r\n };\r\n // Statics\r\n /**\r\n * Creates a new AdvancedDynamicTexture in projected mode (ie. attached to a mesh)\r\n * @param mesh defines the mesh which will receive the texture\r\n * @param width defines the texture width (1024 by default)\r\n * @param height defines the texture height (1024 by default)\r\n * @param supportPointerMove defines a boolean indicating if the texture must capture move events (true by default)\r\n * @param onlyAlphaTesting defines a boolean indicating that alpha blending will not be used (only alpha testing) (false by default)\r\n * @returns a new AdvancedDynamicTexture\r\n */\r\n AdvancedDynamicTexture.CreateForMesh = function (mesh, width, height, supportPointerMove, onlyAlphaTesting) {\r\n if (width === void 0) { width = 1024; }\r\n if (height === void 0) { height = 1024; }\r\n if (supportPointerMove === void 0) { supportPointerMove = true; }\r\n if (onlyAlphaTesting === void 0) { onlyAlphaTesting = false; }\r\n var result = new AdvancedDynamicTexture(mesh.name + \" AdvancedDynamicTexture\", width, height, mesh.getScene(), true, Texture.TRILINEAR_SAMPLINGMODE);\r\n var material = new StandardMaterial(\"AdvancedDynamicTextureMaterial\", mesh.getScene());\r\n material.backFaceCulling = false;\r\n material.diffuseColor = Color3.Black();\r\n material.specularColor = Color3.Black();\r\n if (onlyAlphaTesting) {\r\n material.diffuseTexture = result;\r\n material.emissiveTexture = result;\r\n result.hasAlpha = true;\r\n }\r\n else {\r\n material.emissiveTexture = result;\r\n material.opacityTexture = result;\r\n }\r\n mesh.material = material;\r\n result.attachToMesh(mesh, supportPointerMove);\r\n return result;\r\n };\r\n /**\r\n * Creates a new AdvancedDynamicTexture in fullscreen mode.\r\n * In this mode the texture will rely on a layer for its rendering.\r\n * This allows it to be treated like any other layer.\r\n * As such, if you have a multi camera setup, you can set the layerMask on the GUI as well.\r\n * LayerMask is set through advancedTexture.layer.layerMask\r\n * @param name defines name for the texture\r\n * @param foreground defines a boolean indicating if the texture must be rendered in foreground (default is true)\r\n * @param scene defines the hsoting scene\r\n * @param sampling defines the texture sampling mode (Texture.BILINEAR_SAMPLINGMODE by default)\r\n * @returns a new AdvancedDynamicTexture\r\n */\r\n AdvancedDynamicTexture.CreateFullscreenUI = function (name, foreground, scene, sampling) {\r\n if (foreground === void 0) { foreground = true; }\r\n if (scene === void 0) { scene = null; }\r\n if (sampling === void 0) { sampling = Texture.BILINEAR_SAMPLINGMODE; }\r\n var result = new AdvancedDynamicTexture(name, 0, 0, scene, false, sampling);\r\n // Display\r\n var layer = new Layer(name + \"_layer\", null, scene, !foreground);\r\n layer.texture = result;\r\n result._layerToDispose = layer;\r\n result._isFullscreen = true;\r\n // Attach\r\n result.attach();\r\n return result;\r\n };\r\n return AdvancedDynamicTexture;\r\n}(DynamicTexture));\r\nexport { AdvancedDynamicTexture };\r\n//# sourceMappingURL=advancedDynamicTexture.js.map","import { __decorate, __extends } from \"tslib\";\r\nimport { serializeAsColor3, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Node } from \"../node\";\r\nimport { Light } from \"./light\";\r\nNode.AddNodeConstructor(\"Light_Type_3\", function (name, scene) {\r\n return function () { return new HemisphericLight(name, Vector3.Zero(), scene); };\r\n});\r\n/**\r\n * The HemisphericLight simulates the ambient environment light,\r\n * so the passed direction is the light reflection direction, not the incoming direction.\r\n */\r\nvar HemisphericLight = /** @class */ (function (_super) {\r\n __extends(HemisphericLight, _super);\r\n /**\r\n * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).\r\n * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.\r\n * The HemisphericLight can't cast shadows.\r\n * Documentation : https://doc.babylonjs.com/babylon101/lights\r\n * @param name The friendly name of the light\r\n * @param direction The direction of the light reflection\r\n * @param scene The scene the light belongs to\r\n */\r\n function HemisphericLight(name, direction, scene) {\r\n var _this = _super.call(this, name, scene) || this;\r\n /**\r\n * The groundColor is the light in the opposite direction to the one specified during creation.\r\n * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.\r\n */\r\n _this.groundColor = new Color3(0.0, 0.0, 0.0);\r\n _this.direction = direction || Vector3.Up();\r\n return _this;\r\n }\r\n HemisphericLight.prototype._buildUniformLayout = function () {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"vLightGround\", 3);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n };\r\n /**\r\n * Returns the string \"HemisphericLight\".\r\n * @return The class name\r\n */\r\n HemisphericLight.prototype.getClassName = function () {\r\n return \"HemisphericLight\";\r\n };\r\n /**\r\n * Sets the HemisphericLight direction towards the passed target (Vector3).\r\n * Returns the updated direction.\r\n * @param target The target the direction should point to\r\n * @return The computed direction\r\n */\r\n HemisphericLight.prototype.setDirectionToTarget = function (target) {\r\n this.direction = Vector3.Normalize(target.subtract(Vector3.Zero()));\r\n return this.direction;\r\n };\r\n /**\r\n * Returns the shadow generator associated to the light.\r\n * @returns Always null for hemispheric lights because it does not support shadows.\r\n */\r\n HemisphericLight.prototype.getShadowGenerator = function () {\r\n return null;\r\n };\r\n /**\r\n * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The hemispheric light\r\n */\r\n HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {\r\n var normalizeDirection = Vector3.Normalize(this.direction);\r\n this._uniformBuffer.updateFloat4(\"vLightData\", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);\r\n this._uniformBuffer.updateColor3(\"vLightGround\", this.groundColor.scale(this.intensity), lightIndex);\r\n return this;\r\n };\r\n HemisphericLight.prototype.transferToNodeMaterialEffect = function (effect, lightDataUniformName) {\r\n var normalizeDirection = Vector3.Normalize(this.direction);\r\n effect.setFloat3(lightDataUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z);\r\n return this;\r\n };\r\n /**\r\n * Computes the world matrix of the node\r\n * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch\r\n * @param useWasUpdatedFlag defines a reserved property\r\n * @returns the world matrix\r\n */\r\n HemisphericLight.prototype.computeWorldMatrix = function () {\r\n if (!this._worldMatrix) {\r\n this._worldMatrix = Matrix.Identity();\r\n }\r\n return this._worldMatrix;\r\n };\r\n /**\r\n * Returns the integer 3.\r\n * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n HemisphericLight.prototype.getTypeID = function () {\r\n return Light.LIGHTTYPEID_HEMISPHERICLIGHT;\r\n };\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {\r\n defines[\"HEMILIGHT\" + lightIndex] = true;\r\n };\r\n __decorate([\r\n serializeAsColor3()\r\n ], HemisphericLight.prototype, \"groundColor\", void 0);\r\n __decorate([\r\n serializeAsVector3()\r\n ], HemisphericLight.prototype, \"direction\", void 0);\r\n return HemisphericLight;\r\n}(Light));\r\nexport { HemisphericLight };\r\n//# sourceMappingURL=hemisphericLight.js.map","//download.js v4.2, by dandavis; 2008-2016. [MIT] see http://danml.com/download.html for tests/usage\n// v1 landed a FF+Chrome compat way of downloading strings to local un-named files, upgraded to use a hidden frame and optional mime\n// v2 added named files via a[download], msSaveBlob, IE (10+) support, and window.URL support for larger+faster saves than dataURLs\n// v3 added dataURL and Blob Input, bind-toggle arity, and legacy dataURL fallback was improved with force-download mime and base64 support. 3.1 improved safari handling.\n// v4 adds AMD/UMD, commonJS, and plain browser support\n// v4.1 adds url download capability via solo URL argument (same domain/CORS only)\n// v4.2 adds semantic variable names, long (over 2MB) dataURL support, and hidden by default temp anchors\n// https://github.com/rndme/download\n\n(function (root, factory) {\n\tif (typeof define === 'function' && define.amd) {\n\t\t// AMD. Register as an anonymous module.\n\t\tdefine([], factory);\n\t} else if (typeof exports === 'object') {\n\t\t// Node. Does not work with strict CommonJS, but\n\t\t// only CommonJS-like environments that support module.exports,\n\t\t// like Node.\n\t\tmodule.exports = factory();\n\t} else {\n\t\t// Browser globals (root is window)\n\t\troot.download = factory();\n }\n}(this, function () {\n\n\treturn function download(data, strFileName, strMimeType) {\n\n\t\tvar self = window, // this script is only for browsers anyway...\n\t\t\tdefaultMime = \"application/octet-stream\", // this default mime also triggers iframe downloads\n\t\t\tmimeType = strMimeType || defaultMime,\n\t\t\tpayload = data,\n\t\t\turl = !strFileName && !strMimeType && payload,\n\t\t\tanchor = document.createElement(\"a\"),\n\t\t\ttoString = function(a){return String(a);},\n\t\t\tmyBlob = (self.Blob || self.MozBlob || self.WebKitBlob || toString),\n\t\t\tfileName = strFileName || \"download\",\n\t\t\tblob,\n\t\t\treader;\n\t\t\tmyBlob= myBlob.call ? myBlob.bind(self) : Blob ;\n\t \n\t\tif(String(this)===\"true\"){ //reverse arguments, allowing download.bind(true, \"text/xml\", \"export.xml\") to act as a callback\n\t\t\tpayload=[payload, mimeType];\n\t\t\tmimeType=payload[0];\n\t\t\tpayload=payload[1];\n\t\t}\n\n\n\t\tif(url && url.length< 2048){ // if no filename and no mime, assume a url was passed as the only argument\n\t\t\tfileName = url.split(\"/\").pop().split(\"?\")[0];\n\t\t\tanchor.href = url; // assign href prop to temp anchor\n\t\t \tif(anchor.href.indexOf(url) !== -1){ // if the browser determines that it's a potentially valid url path:\n \t\tvar ajax=new XMLHttpRequest();\n \t\tajax.open( \"GET\", url, true);\n \t\tajax.responseType = 'blob';\n \t\tajax.onload= function(e){ \n\t\t\t\t download(e.target.response, fileName, defaultMime);\n\t\t\t\t};\n \t\tsetTimeout(function(){ ajax.send();}, 0); // allows setting custom ajax headers using the return:\n\t\t\t return ajax;\n\t\t\t} // end if valid url?\n\t\t} // end if url?\n\n\n\t\t//go ahead and download dataURLs right away\n\t\tif(/^data:([\\w+-]+\\/[\\w+.-]+)?[,;]/.test(payload)){\n\t\t\n\t\t\tif(payload.length > (1024*1024*1.999) && myBlob !== toString ){\n\t\t\t\tpayload=dataUrlToBlob(payload);\n\t\t\t\tmimeType=payload.type || defaultMime;\n\t\t\t}else{\t\t\t\n\t\t\t\treturn navigator.msSaveBlob ? // IE10 can't do a[download], only Blobs:\n\t\t\t\t\tnavigator.msSaveBlob(dataUrlToBlob(payload), fileName) :\n\t\t\t\t\tsaver(payload) ; // everyone else can save dataURLs un-processed\n\t\t\t}\n\t\t\t\n\t\t}else{//not data url, is it a string with special needs?\n\t\t\tif(/([\\x80-\\xff])/.test(payload)){\t\t\t \n\t\t\t\tvar i=0, tempUiArr= new Uint8Array(payload.length), mx=tempUiArr.length;\n\t\t\t\tfor(i;i any): number {\r\n this._addLabelTextInput.value = \"\";\r\n let labelIdx = this._labels.length;\r\n let plane = PlaneBuilder.CreatePlane('label_' + labelIdx, {\r\n width: 5,\r\n height: 5\r\n }, this._scene);\r\n\r\n if (position) {\r\n let pos = Vector3.FromArray(position)\r\n plane.position = pos;\r\n } else {\r\n plane.position.y = this._ymax + 2;\r\n }\r\n\r\n let advancedTexture = AdvancedDynamicTexture.CreateForMesh(plane);\r\n\r\n let background = new Rectangle();\r\n background.color = \"red\";\r\n background.alpha = 0\r\n advancedTexture.addControl(background);\r\n this._labelBackgrounds.push(background);\r\n\r\n let textBlock = new TextBlock();\r\n textBlock.text = text;\r\n textBlock.color = \"black\";\r\n textBlock.fontSize = this._labelSize;\r\n advancedTexture.addControl(textBlock);\r\n this._labelTexts.push(textBlock);\r\n\r\n if (!this.fixed) {\r\n let labelDragBehavior = new PointerDragBehavior();\r\n labelDragBehavior.onDragEndObservable.add(() => {\r\n if (moveCallback) {\r\n moveCallback(plane.position);\r\n } else {\r\n console.log([plane.position.x, plane.position.y, plane.position.z])\r\n }\r\n });\r\n plane.addBehavior(labelDragBehavior);\r\n }\r\n\r\n this._labels.push(plane);\r\n\r\n let labelNum = this._labels.length - 1;\r\n\r\n let editLabelForm = document.createElement(\"div\");\r\n editLabelForm.className = \"label-form\";\r\n let editLabelLabel = document.createElement(\"label\");\r\n editLabelLabel.innerText = \"Edit Label Text:\";\r\n editLabelLabel.htmlFor = \"editLabelInput\";\r\n editLabelForm.appendChild(editLabelLabel);\r\n let editLabelInput = document.createElement(\"input\");\r\n editLabelInput.name = \"editLabelInput\";\r\n editLabelInput.type = \"text\";\r\n editLabelInput.value = text;\r\n editLabelInput.dataset.labelnum = labelNum.toString();\r\n editLabelInput.onkeyup = this._editLabelText.bind(this);\r\n editLabelForm.appendChild(editLabelInput);\r\n let rmvLabelBtn = document.createElement(\"button\");\r\n rmvLabelBtn.innerText = \"Remove Label\"\r\n rmvLabelBtn.onclick = this._removeLabel.bind(this);\r\n rmvLabelBtn.dataset.labelnum = labelNum.toString();\r\n editLabelForm.appendChild(rmvLabelBtn);\r\n editLabelForm.dataset.labelnum = labelNum.toString();\r\n this._editLabelForms.push(editLabelForm);\r\n this._editLabelContainer.appendChild(editLabelForm);\r\n\r\n this._showLabels = true;\r\n return labelIdx;\r\n }\r\n\r\n private _editLabelText(ev: Event): void {\r\n let inputElem = ev.target as HTMLInputElement;\r\n this._labelTexts[parseInt(inputElem.dataset.labelnum)].text = inputElem.value;\r\n }\r\n\r\n private _removeLabel(ev: Event) {\r\n let btn = ev.target as HTMLButtonElement;\r\n let labelNum = parseInt(btn.dataset.labelnum);\r\n this._labelTexts[labelNum].dispose();\r\n this._labelTexts.splice(labelNum, 1);\r\n this._labelBackgrounds[labelNum].dispose();\r\n this._labelBackgrounds.splice(labelNum, 1);\r\n this._labels[labelNum].dispose();\r\n this._labels.splice(labelNum, 1);\r\n let thisForm: HTMLDivElement;\r\n this._editLabelForms.forEach(eLabelForm => {\r\n if (parseInt(eLabelForm.dataset.labelnum) == labelNum) {\r\n thisForm = eLabelForm;\r\n } else if (parseInt(eLabelForm.dataset.labelnum) > labelNum) {\r\n let oldNum = parseInt(eLabelForm.dataset.labelnum)\r\n let newNum = (oldNum - 1).toString()\r\n eLabelForm.dataset.labelnum = newNum;\r\n let oInput = eLabelForm.querySelector('input[data-labelnum=\"' + oldNum + '\"]') as HTMLInputElement;\r\n oInput.dataset.labelnum = newNum;\r\n let oBtn = eLabelForm.querySelector('button[data-labelnum=\"' + oldNum + '\"]') as HTMLButtonElement;\r\n oBtn.dataset.labelnum = newNum;\r\n }\r\n });\r\n thisForm.parentNode.removeChild(thisForm);\r\n }\r\n\r\n exportLabels() {\r\n let labels = [];\r\n for (let i = 0; i < this._labelTexts.length; i++) {\r\n const lText = this._labelTexts[i].text;\r\n const lPos = this._labels[i].position;\r\n labels.push({text: lText, position: [lPos.x, lPos.y, lPos.z]});\r\n }\r\n return labels;\r\n }\r\n}","\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { ArcRotateCamera } from \"@babylonjs/core/Cameras/arcRotateCamera\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { LinesBuilder } from \"@babylonjs/core/Meshes/Builders/linesBuilder\";\r\nimport { LinesMesh } from \"@babylonjs/core/Meshes/linesMesh\";\r\nimport { Vector3, Axis, Color3} from \"@babylonjs/core/Maths/math\";\r\nimport { DynamicTexture } from \"@babylonjs/core/Materials/Textures/dynamicTexture\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\nimport { AxisData } from \"./babyplots\";\r\n\r\n/**\r\n * Class to store and update plot axes.\r\n */\r\nexport class Axes {\r\n private _axes: LinesMesh[] = [];\r\n private _axisLabels: Mesh[] = [];\r\n private _ticks: LinesMesh[] = [];\r\n private _tickLabels: Mesh[] = [];\r\n private _tickLines: LinesMesh[] = [];\r\n private _scene: Scene;\r\n axisData: AxisData;\r\n /**\r\n * Create axes for plot.\r\n * @param axisData object containing all information about axis setup.\r\n * @param scene BABYLON scene.\r\n */\r\n constructor(axisData: AxisData, scene: Scene, heatmap: boolean = false) {\r\n this.axisData = axisData;\r\n this._scene = scene;\r\n this._createAxes(heatmap);\r\n }\r\n private _roundTicks(num: number, scale: number = 2): number {\r\n if (!(\"\" + num).includes(\"e\")) {\r\n return +(Math.round(parseFloat(num.toString() + \"e+\" + scale.toString())) + \"e-\" + scale);\r\n }\r\n else {\r\n var arr = (\"\" + num).split(\"e\");\r\n var sig = \"\";\r\n if (+arr[1] + scale > 0) {\r\n sig = \"+\";\r\n }\r\n return +(Math.round(parseFloat(+arr[0].toString() + \"e\" + sig.toString() + (+arr[1].toString() + scale.toString()))) + \"e-\" + scale);\r\n }\r\n }\r\n private _createAxes(heatmap: boolean = false): void {\r\n if (heatmap) {\r\n // Tick breaks for heat map on x and z coordinates have to match columns and rows\r\n this.axisData.tickBreaks[0] = 1;\r\n this.axisData.tickBreaks[2] = 1;\r\n }\r\n // Apply scaling factor to tick break interval to get distance between ticks\r\n let xtickBreaks = this.axisData.tickBreaks[0] * this.axisData.scale[0];\r\n let ytickBreaks = this.axisData.tickBreaks[1] * this.axisData.scale[1];\r\n let ztickBreaks = this.axisData.tickBreaks[2] * this.axisData.scale[2];\r\n // Find minima and maxima of the axes as a multiple of the tick interval distance\r\n let xmin = Math.floor(this.axisData.range[0][0] / xtickBreaks) * xtickBreaks;\r\n let ymin = Math.floor(this.axisData.range[1][0] / ytickBreaks) * ytickBreaks;\r\n let zmin = Math.floor(this.axisData.range[2][0] / ztickBreaks) * ztickBreaks;\r\n let xmax = Math.ceil(this.axisData.range[0][1] / xtickBreaks) * xtickBreaks;\r\n let ymax = Math.ceil(this.axisData.range[1][1] / ytickBreaks) * ytickBreaks;\r\n let zmax = Math.ceil(this.axisData.range[2][1] / ztickBreaks) * ztickBreaks;\r\n // Create X axis\r\n if (this.axisData.showAxes[0]) {\r\n // Create axis line\r\n let axisX = LinesBuilder.CreateLines(\"axisX\", {\r\n points: [\r\n new Vector3(xmin, ymin, zmin),\r\n new Vector3(xmax, ymin, zmin)\r\n ]\r\n }, this._scene);\r\n // Apply axis color\r\n axisX.color = Color3.FromHexString(this.axisData.color[0]);\r\n this._axes.push(axisX);\r\n // Create axis label\r\n let xChar = this._makeTextPlane(this.axisData.axisLabels[0], 1, this.axisData.color[0]);\r\n // Place label near end of the axis\r\n xChar.position = new Vector3(xmax / 2, ymin - 0.5 * ymax, zmin);\r\n this._axisLabels.push(xChar);\r\n // Create ticks and tick lines\r\n let xTicks = [];\r\n // Find x coordinates for ticks\r\n // Negative ticks\r\n for (let i = 0; i < -Math.ceil(this.axisData.range[0][0] / xtickBreaks); i++) {\r\n xTicks.push(-(i + 1) * xtickBreaks);\r\n }\r\n // Positive ticks\r\n for (let i = 0; i <= Math.ceil(this.axisData.range[0][1] / xtickBreaks); i++) {\r\n xTicks.push(i * xtickBreaks);\r\n }\r\n // Usually ticks start with 0, heat map starts with 1\r\n let startTick = 0;\r\n if (heatmap) {\r\n startTick = 1;\r\n }\r\n // Create all ticks\r\n for (let i = startTick; i < xTicks.length; i++) {\r\n let tickPos = xTicks[i];\r\n if (heatmap) {\r\n tickPos = tickPos - 0.5 * this.axisData.scale[0];\r\n }\r\n let tick = LinesBuilder.CreateLines(\"xTicks\", {\r\n points: [\r\n new Vector3(tickPos, ymin, zmin + 0.05 * xmax),\r\n new Vector3(tickPos, ymin, zmin),\r\n new Vector3(tickPos, ymin + 0.05 * ymax, zmin)\r\n ]\r\n }, this._scene);\r\n tick.color = Color3.FromHexString(this.axisData.color[0]);\r\n this._ticks.push(tick);\r\n let tickLabel = this._roundTicks(tickPos / this.axisData.scale[0]).toString();\r\n if (heatmap) {\r\n tickLabel = this.axisData.colnames[i - 1];\r\n }\r\n if (tickLabel === undefined) {\r\n continue;\r\n }\r\n let tickChar = this._makeTextPlane(tickLabel, 0.6, this.axisData.color[0]);\r\n tickChar.position = new Vector3(tickPos, ymin - 0.1 * ymax, zmin);\r\n this._tickLabels.push(tickChar);\r\n if (this.axisData.showTickLines[0][0]) {\r\n let tickLine = LinesBuilder.CreateLines(\"xTickLines\", {\r\n points: [\r\n new Vector3(tickPos, ymax, zmin),\r\n new Vector3(tickPos, ymin, zmin)\r\n ]\r\n }, this._scene);\r\n tickLine.color = Color3.FromHexString(this.axisData.tickLineColor[0][0]);\r\n this._tickLines.push(tickLine);\r\n }\r\n if (this.axisData.showTickLines[0][1]) {\r\n let tickLine = LinesBuilder.CreateLines(\"xTickLines\", {\r\n points: [\r\n new Vector3(tickPos, ymin, zmax),\r\n new Vector3(tickPos, ymin, zmin)\r\n ]\r\n }, this._scene);\r\n tickLine.color = Color3.FromHexString(this.axisData.tickLineColor[0][1]);\r\n this._tickLines.push(tickLine);\r\n }\r\n }\r\n }\r\n // create Y axis\r\n if (this.axisData.showAxes[1]) {\r\n // axis\r\n let axisY = LinesBuilder.CreateLines(\"axisY\", {\r\n points: [\r\n new Vector3(xmin, ymin, zmin),\r\n new Vector3(xmin, ymax, zmin)\r\n ]\r\n }, this._scene);\r\n axisY.color = Color3.FromHexString(this.axisData.color[1]);\r\n this._axes.push(axisY);\r\n // label\r\n let yChar = this._makeTextPlane(this.axisData.axisLabels[1], 1, this.axisData.color[1]);\r\n yChar.position = new Vector3(xmin, ymax / 2, zmin - 0.5 * ymax);\r\n this._axisLabels.push(yChar);\r\n // y ticks and tick lines\r\n let yTicks = [];\r\n for (let i = 0; i < -Math.ceil(this.axisData.range[1][0] / ytickBreaks); i++) {\r\n yTicks.push(-(i + 1) * ytickBreaks);\r\n }\r\n for (let i = 0; i <= Math.ceil(this.axisData.range[1][1] / ytickBreaks); i++) {\r\n yTicks.push(i * ytickBreaks);\r\n }\r\n for (let i = 0; i < yTicks.length; i++) {\r\n let tickPos = yTicks[i];\r\n let tick = LinesBuilder.CreateLines(\"yTicks\", {\r\n points: [\r\n new Vector3(xmin, tickPos, zmin + 0.05 * zmax),\r\n new Vector3(xmin, tickPos, zmin),\r\n new Vector3(xmin + 0.05 * xmax, tickPos, zmin)\r\n ]\r\n }, this._scene);\r\n tick.color = Color3.FromHexString(this.axisData.color[1]);\r\n this._ticks.push(tick);\r\n let tickLabel = this._roundTicks(tickPos / this.axisData.scale[1]);\r\n let tickChar = this._makeTextPlane(tickLabel.toString(), 0.6, this.axisData.color[1]);\r\n tickChar.position = new Vector3(xmin, tickPos, zmin - 0.05 * ymax);\r\n this._tickLabels.push(tickChar);\r\n // tick lines\r\n if (this.axisData.showTickLines[1][0]) {\r\n let tickLine = LinesBuilder.CreateLines(\"yTicksLines\", {\r\n points: [\r\n new Vector3(xmax, tickPos, zmin),\r\n new Vector3(xmin, tickPos, zmin)\r\n ]\r\n }, this._scene);\r\n tickLine.color = Color3.FromHexString(this.axisData.tickLineColor[1][0]);\r\n this._tickLines.push(tickLine);\r\n }\r\n if (this.axisData.showTickLines[1][1]) {\r\n let tickLine = LinesBuilder.CreateLines(\"yTickLines\", {\r\n points: [\r\n new Vector3(xmin, tickPos, zmax),\r\n new Vector3(xmin, tickPos, zmin)\r\n ]\r\n }, this._scene);\r\n tickLine.color = Color3.FromHexString(this.axisData.tickLineColor[1][1]);\r\n this._tickLines.push(tickLine);\r\n }\r\n }\r\n }\r\n // create Z axis\r\n if (this.axisData.showAxes[2]) {\r\n // axis\r\n let axisZ = LinesBuilder.CreateLines(\"axisZ\", {\r\n points: [\r\n new Vector3(xmin, ymin, zmin),\r\n new Vector3(xmin, ymin, zmax)\r\n ]\r\n }, this._scene);\r\n axisZ.color = Color3.FromHexString(this.axisData.color[2]);\r\n this._axes.push(axisZ);\r\n // label\r\n let zChar = this._makeTextPlane(this.axisData.axisLabels[2], 1, this.axisData.color[2]);\r\n zChar.position = new Vector3(xmin, ymin - 0.5 * ymax, zmax / 2);\r\n this._axisLabels.push(zChar);\r\n // z ticks and tick lines\r\n let zTicks = [];\r\n for (let i = 0; i < -Math.ceil(this.axisData.range[2][0] / ztickBreaks); i++) {\r\n zTicks.push(-(i + 1) * ztickBreaks);\r\n }\r\n for (let i = 0; i <= Math.ceil(this.axisData.range[2][1] / ztickBreaks); i++) {\r\n zTicks.push(i * ztickBreaks);\r\n }\r\n let startTick = 0;\r\n if (heatmap) {\r\n startTick = 1;\r\n }\r\n for (let i = startTick; i < zTicks.length; i++) {\r\n let tickPos = zTicks[i];\r\n if (heatmap) {\r\n tickPos = tickPos - 0.5 * this.axisData.scale[2];\r\n }\r\n let tick = LinesBuilder.CreateLines(\"zTicks\", {\r\n points: [\r\n new Vector3(xmin + 0.05 * xmax, ymin, tickPos),\r\n new Vector3(xmin, ymin, tickPos),\r\n new Vector3(xmin, ymin + 0.05 * ymax, tickPos)\r\n ]\r\n }, this._scene);\r\n tick.color = Color3.FromHexString(this.axisData.color[2]);\r\n this._ticks.push(tick);\r\n let tickLabel = this._roundTicks(tickPos / this.axisData.scale[2]).toString();\r\n if (heatmap) {\r\n tickLabel = this.axisData.rownames[i - 1];\r\n }\r\n if (tickLabel === undefined) {\r\n continue;\r\n }\r\n let tickChar = this._makeTextPlane(tickLabel, 0.6, this.axisData.color[2]);\r\n tickChar.position = new Vector3(xmin, ymin - 0.1 * ymax, tickPos);\r\n this._tickLabels.push(tickChar);\r\n // tick lines\r\n if (this.axisData.showTickLines[2][0]) {\r\n let tickLine = LinesBuilder.CreateLines(\"zTickLines\", {\r\n points: [\r\n new Vector3(xmax, ymin, tickPos),\r\n new Vector3(xmin, ymin, tickPos)\r\n ]\r\n }, this._scene);\r\n tickLine.color = Color3.FromHexString(this.axisData.tickLineColor[2][0]);\r\n this._tickLines.push(tickLine);\r\n }\r\n if (this.axisData.showTickLines[2][1]) {\r\n let tickLine = LinesBuilder.CreateLines(\"zTickLines\", {\r\n points: [\r\n new Vector3(xmin, ymax, tickPos),\r\n new Vector3(xmin, ymin, tickPos)\r\n ]\r\n }, this._scene);\r\n tickLine.color = Color3.FromHexString(this.axisData.tickLineColor[2][1]);\r\n this._tickLines.push(tickLine);\r\n }\r\n }\r\n }\r\n }\r\n private _makeTextPlane(text: string, size: number, color: string): Mesh {\r\n var dynamicTexture = new DynamicTexture(\"DynamicTexture\", 75, this._scene, true);\r\n dynamicTexture.hasAlpha = true;\r\n dynamicTexture.drawText(text, 5, 40, (40 - text.length * 4) + \"px Arial\", color, \"transparent\", true);\r\n var plane = Mesh.CreatePlane(\"TextPlane\", size, this._scene, true);\r\n var material = new StandardMaterial(\"TextPlaneMaterial\", this._scene);\r\n material.backFaceCulling = false;\r\n material.specularColor = new Color3(0, 0, 0);\r\n material.diffuseTexture = dynamicTexture;\r\n plane.material = material;\r\n return plane;\r\n }\r\n update(camera: ArcRotateCamera, updateAxisData?: boolean): void {\r\n if (updateAxisData) {\r\n for (let i = 0; i < this._axes.length; i++) {\r\n this._axes[i].dispose();\r\n }\r\n for (let i = 0; i < this._axisLabels.length; i++) {\r\n this._axisLabels[i].dispose();\r\n }\r\n for (let i = 0; i < this._ticks.length; i++) {\r\n this._ticks[i].dispose();\r\n }\r\n for (let i = 0; i < this._tickLabels.length; i++) {\r\n this._tickLabels[i].dispose();\r\n }\r\n for (let i = 0; i < this._tickLines.length; i++) {\r\n this._tickLines[i].dispose();\r\n }\r\n this._createAxes();\r\n }\r\n if (this.axisData.showAxes) {\r\n let axis1 = Vector3.Cross(camera.position, Axis.Y);\r\n let axis2 = Vector3.Cross(axis1, camera.position);\r\n let axis3 = Vector3.Cross(axis1, axis2);\r\n for (let i = 0; i < this._axisLabels.length; i++) {\r\n this._axisLabels[i].rotation = Vector3.RotationFromAxis(axis1, axis2, axis3);\r\n }\r\n for (let i = 0; i < this._tickLabels.length; i++) {\r\n this._tickLabels[i].rotation = Vector3.RotationFromAxis(axis1, axis2, axis3);\r\n }\r\n }\r\n }\r\n}\r\n","import { Scene } from \"@babylonjs/core/scene\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math\";\r\nimport { VertexData } from \"@babylonjs/core/Meshes/mesh.vertexData\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\nimport { Plot, LegendData } from \"./babyplots\";\r\nimport chroma from \"chroma-js\";\r\n\r\n\r\n\r\nexport class ImgStack extends Plot {\r\n private _backgroundColor: string;\r\n private _intensityMode: string;\r\n private _channelCoords: number[][][];\r\n private _channelCoordIntensities: number[][];\r\n constructor(scene: Scene, values: number[], indices: number[], attributes: { dim: number[] }, legendData: LegendData, size: number, backgroundColor: string, intensityMode: string) {\r\n let colSize = attributes.dim[0];\r\n let rowSize = attributes.dim[1];\r\n let channels = attributes.dim[2];\r\n let slices = attributes.dim[3];\r\n let channelSize = colSize * rowSize;\r\n let sliceSize = channelSize * channels;\r\n let coords = [];\r\n let Intensities = [];\r\n for (let i = 0; i < channels; i++) {\r\n coords.push([]);\r\n Intensities.push([]);\r\n }\r\n for (let i = 0; i < indices.length; i++) {\r\n const index = indices[i];\r\n let slice = Math.floor(index / sliceSize);\r\n let sliceIndex = index - sliceSize * slice;\r\n let channel = Math.floor(sliceIndex / channelSize);\r\n let channelIndex = sliceIndex - channelSize * channel;\r\n let row = Math.floor(channelIndex / colSize);\r\n let col = channelIndex % colSize;\r\n coords[channel].push([col, row, slice * size]);\r\n Intensities[channel].push(values[i]);\r\n }\r\n super(scene, [], [], 1, legendData);\r\n this._channelCoords = coords;\r\n this._channelCoordIntensities = Intensities;\r\n this._backgroundColor = backgroundColor;\r\n this._intensityMode = intensityMode;\r\n this.meshes = [];\r\n this._createImgStack();\r\n }\r\n\r\n private _createImgStack(): void {\r\n let positions = [];\r\n let colors = [];\r\n for (let c = 0; c < this._channelCoords.length; c++) {\r\n const channelIntensities = this._channelCoordIntensities[c];\r\n if (channelIntensities.length === 0) {\r\n continue;\r\n }\r\n const channelCoords = this._channelCoords[c];\r\n let channelColor: string;\r\n if (c == 0) {\r\n channelColor = \"#ff0000\";\r\n } else if (c == 1) {\r\n channelColor = \"#00ff00\";\r\n } else {\r\n channelColor = \"#0000ff\";\r\n }\r\n let channelColorRGB = chroma(channelColor).rgb();\r\n channelColorRGB[0] = channelColorRGB[0] / 255;\r\n channelColorRGB[1] = channelColorRGB[1] / 255;\r\n channelColorRGB[2] = channelColorRGB[2] / 255;\r\n if (this._intensityMode === \"alpha\") {\r\n let alphaLevels = 10;\r\n let minIntensity = channelIntensities.min();\r\n let alphaPositions: number[][] = [];\r\n let alphaColors: number[][] = [];\r\n let alphaIntensities: number[] = [];\r\n for (let i = 0; i < alphaLevels; i++) {\r\n alphaPositions.push([]);\r\n alphaColors.push([]);\r\n alphaIntensities.push((i + 1) * (1 / alphaLevels));\r\n }\r\n\r\n for (let p = 0; p < channelCoords.length; p++) {\r\n for (let intens = 0; intens < alphaIntensities.length; intens++) {\r\n const testIntensity = alphaIntensities[intens];\r\n if ((channelIntensities[p] - minIntensity) / (1 - minIntensity) <= testIntensity) {\r\n alphaPositions[intens].push(channelCoords[p][2], channelCoords[p][0], channelCoords[p][1]);\r\n alphaColors[intens].push(channelColorRGB[0], channelColorRGB[1], channelColorRGB[2], 1);\r\n break;\r\n }\r\n }\r\n }\r\n\r\n for (let intensIdx = 0; intensIdx < alphaIntensities.length; intensIdx++) {\r\n if (alphaColors[intensIdx].length <= 4) {\r\n continue;\r\n }\r\n let customMesh = new Mesh(`custom-${c}_${intensIdx}`, this._scene);\r\n const intensity = alphaIntensities[intensIdx];\r\n let vertexData = new VertexData();\r\n vertexData.positions = alphaPositions[intensIdx];\r\n vertexData.colors = alphaColors[intensIdx];\r\n vertexData.applyToMesh(customMesh, true);\r\n let mat = new StandardMaterial(`mat-${c}_${intensIdx}`, this._scene);\r\n mat.emissiveColor = new Color3(1, 1, 1);\r\n mat.disableLighting = true;\r\n mat.pointsCloud = true;\r\n mat.pointSize = this._size;\r\n mat.alpha = intensity;\r\n customMesh.material = mat;\r\n this.meshes.push(customMesh);\r\n }\r\n\r\n } else {\r\n for (let p = 0; p < channelCoords.length; p++) {\r\n positions.push(channelCoords[p][2], channelCoords[p][0], channelCoords[p][1]);\r\n if (this._intensityMode === \"mix\") {\r\n let colormix = chroma.mix(this._backgroundColor, channelColor, channelIntensities[p]).rgb();\r\n colors.push(colormix[0] / 255, colormix[1] / 255, colormix[2] / 255, 1);\r\n } else {;\r\n colors.push(channelColorRGB[0], channelColorRGB[1], channelColorRGB[2], 1);\r\n }\r\n }\r\n let customMesh = new Mesh(`custom-${c}`, this._scene);\r\n let vertexData = new VertexData();\r\n vertexData.positions = positions;\r\n vertexData.colors = colors;\r\n vertexData.applyToMesh(customMesh, true);\r\n let mat = new StandardMaterial(`mat-${c}`, this._scene);\r\n mat.emissiveColor = new Color3(1, 1, 1);\r\n mat.disableLighting = true;\r\n mat.pointsCloud = true;\r\n mat.pointSize = this._size;\r\n customMesh.material = mat;\r\n this.meshes.push(customMesh);\r\n }\r\n }\r\n }\r\n}","import { Scene } from \"@babylonjs/core/scene\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { SphereBuilder } from \"@babylonjs/core/Meshes/Builders/sphereBuilder\";\r\nimport { Vector3, Color4, Color3 } from \"@babylonjs/core/Maths/math\";\r\nimport { SolidParticleSystem } from \"@babylonjs/core/Particles/solidParticleSystem\";\r\nimport { VertexData } from \"@babylonjs/core/Meshes/mesh.vertexData\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\nimport { FloatArray } from \"@babylonjs/core/types\";\r\nimport { PickingInfo } from \"@babylonjs/core/Collisions/pickingInfo\";\r\nimport { Plot, LegendData } from \"./babyplots\";\r\n\r\nexport class PointCloud extends Plot {\r\n private _SPS: SolidParticleSystem;\r\n private _pointPicking: boolean = false;\r\n private _selectionCallback = function (selection: number[]) { return false; };\r\n private _folded: boolean;\r\n private _foldedEmbedding: number[][];\r\n private _foldVectors: Vector3[] = [];\r\n private _foldCounter: number = 0;\r\n private _foldAnimFrames: number = 200;\r\n private _foldVectorFract: Vector3[] = [];\r\n private _foldDelay: number = 100;\r\n constructor(scene: Scene, coordinates: number[][], colorVar: string[], size: number, legendData: LegendData, folded?: boolean, foldedEmbedding?: number[][], foldAnimDelay?: number, foldAnimDuration?: number) {\r\n super(scene, coordinates, colorVar, size, legendData);\r\n this._folded = folded;\r\n if (foldAnimDelay) {\r\n this._foldDelay = foldAnimDelay;\r\n }\r\n if (foldAnimDuration) {\r\n this._foldAnimFrames = foldAnimDuration;\r\n }\r\n if (folded) {\r\n if (foldedEmbedding) {\r\n for (let i = 0; i < foldedEmbedding.length; i++) {\r\n if (foldedEmbedding[i].length == 2) {\r\n foldedEmbedding[i].push(0);\r\n }\r\n let fv = new Vector3(coordinates[i][0], coordinates[i][2], coordinates[i][1]).subtractFromFloats(foldedEmbedding[i][0], 0, foldedEmbedding[i][1]);\r\n this._foldVectors.push(fv);\r\n this._foldVectorFract.push(fv.divide(new Vector3(this._foldAnimFrames, this._foldAnimFrames, this._foldAnimFrames)));\r\n }\r\n this._foldedEmbedding = foldedEmbedding;\r\n }\r\n else {\r\n foldedEmbedding = JSON.parse(JSON.stringify(coordinates));\r\n for (let i = 0; i < foldedEmbedding.length; i++) {\r\n foldedEmbedding[i][2] = 0;\r\n let fv = new Vector3(coordinates[i][0], coordinates[i][2], coordinates[i][1]).subtractFromFloats(foldedEmbedding[i][0], 0, foldedEmbedding[i][1]);\r\n this._foldVectors.push(fv);\r\n this._foldVectorFract.push(fv.divide(new Vector3(this._foldAnimFrames, this._foldAnimFrames, this._foldAnimFrames)));\r\n }\r\n this._foldedEmbedding = foldedEmbedding;\r\n }\r\n }\r\n this._createPointCloud();\r\n }\r\n /**\r\n * Positions spheres according to coordinates in a SPS\r\n */\r\n private _createPointCloud(): void {\r\n // prototype cell\r\n if (this._coords.length > 10000) {\r\n let customMesh = new Mesh(\"custom\", this._scene);\r\n // Set arrays for positions and indices\r\n let positions = [];\r\n let colors = [];\r\n if (this._folded) {\r\n for (let p = 0; p < this._coords.length; p++) {\r\n positions.push(this._foldedEmbedding[p][0], this._foldedEmbedding[p][2], this._foldedEmbedding[p][1]);\r\n let col = Color4.FromHexString(this._coordColors[p]);\r\n colors.push(col.r, col.g, col.b, col.a);\r\n }\r\n }\r\n else {\r\n for (let p = 0; p < this._coords.length; p++) {\r\n positions.push(this._coords[p][0], this._coords[p][2], this._coords[p][1]);\r\n let col = Color4.FromHexString(this._coordColors[p]);\r\n colors.push(col.r, col.g, col.b, col.a);\r\n }\r\n }\r\n var vertexData = new VertexData();\r\n // Assign positions\r\n vertexData.positions = positions;\r\n vertexData.colors = colors;\r\n // Apply vertexData to custom mesh\r\n vertexData.applyToMesh(customMesh, true);\r\n var mat = new StandardMaterial(\"mat\", this._scene);\r\n mat.emissiveColor = new Color3(1, 1, 1);\r\n mat.disableLighting = true;\r\n mat.pointsCloud = true;\r\n mat.pointSize = this._size;\r\n customMesh.material = mat;\r\n this.mesh = customMesh;\r\n }\r\n else {\r\n let cell = SphereBuilder.CreateSphere(\"sphere\", { segments: 2, diameter: this._size * 0.1 }, this._scene);\r\n // let cell = MeshBuilder.CreateDisc(\"disc\", {tessellation: 6, radius: this._size}, this._scene);\r\n // particle system\r\n let SPS = new SolidParticleSystem('SPS', this._scene, {\r\n updatable: true,\r\n isPickable: true\r\n });\r\n // add all cells to SPS\r\n SPS.addShape(cell, this._coords.length);\r\n // position and color cells\r\n if (this._folded) {\r\n for (let i = 0; i < SPS.nbParticles; i++) {\r\n SPS.particles[i].position.x = this._foldedEmbedding[i][0];\r\n SPS.particles[i].position.z = this._foldedEmbedding[i][1];\r\n SPS.particles[i].position.y = this._foldedEmbedding[i][2];\r\n SPS.particles[i].color = Color4.FromHexString(this._coordColors[i]);\r\n }\r\n }\r\n else {\r\n for (let i = 0; i < SPS.nbParticles; i++) {\r\n SPS.particles[i].position.x = this._coords[i][0];\r\n SPS.particles[i].position.z = this._coords[i][1];\r\n SPS.particles[i].position.y = this._coords[i][2];\r\n SPS.particles[i].color = Color4.FromHexString(this._coordColors[i]);\r\n }\r\n }\r\n SPS.buildMesh();\r\n // scale bounding box to actual size of the SPS particles\r\n SPS.computeBoundingBox = true;\r\n // remove prototype cell\r\n cell.dispose();\r\n // calculate SPS particles\r\n SPS.setParticles();\r\n // SPS.billboard = true;\r\n SPS.computeBoundingBox = true;\r\n this._SPS = SPS;\r\n this.mesh = SPS.mesh;\r\n var mat = new StandardMaterial(\"pointMat\", this._scene);\r\n mat.alpha = 1;\r\n this.mesh.material = mat;\r\n }\r\n Object.defineProperty(this, \"alpha\", {\r\n set(newAlpha) {\r\n this.mesh.material.alpha = newAlpha;\r\n }\r\n });\r\n }\r\n\r\n resetAnimation(): void {\r\n this._folded = true;\r\n if (this._SPS) {\r\n for (let i = 0; i < this._SPS.particles.length; i++) {\r\n this._SPS.particles[i].position = new Vector3(this._foldedEmbedding[i][0], this._foldedEmbedding[i][2], this._foldedEmbedding[i][1]);\r\n }\r\n this._SPS.setParticles();\r\n } else {\r\n let positionFunction = function (positions: FloatArray) {\r\n let numberOfVertices = positions.length / 3;\r\n for (let i = 0; i < numberOfVertices; i++) {\r\n positions[i * 3] = this._foldedEmbedding[i][0];\r\n positions[i * 3 + 1] = this._foldedEmbedding[i][2];\r\n positions[i * 3 + 2] = this._foldedEmbedding[i][1];\r\n }\r\n }\r\n this.mesh.updateMeshPositions(positionFunction.bind(this), true);\r\n }\r\n this.mesh.refreshBoundingInfo();\r\n this._foldCounter = 0;\r\n }\r\n\r\n update(): boolean {\r\n if (this._SPS && this._folded) {\r\n if (this._foldCounter < this._foldDelay) {\r\n this._foldCounter += 1;\r\n }\r\n else if (this._foldCounter < this._foldAnimFrames + this._foldDelay) {\r\n for (let i = 0; i < this._SPS.particles.length; i++) {\r\n this._SPS.particles[i].position.addInPlace(this._foldVectorFract[i]);\r\n }\r\n this._foldCounter += 1;\r\n this._SPS.setParticles();\r\n }\r\n else {\r\n this._folded = false;\r\n for (let i = 0; i < this._SPS.particles.length; i++) {\r\n this._SPS.particles[i].position = new Vector3(this._coords[i][0], this._coords[i][2], this._coords[i][1]);\r\n }\r\n this._SPS.setParticles();\r\n this.mesh.refreshBoundingInfo();\r\n }\r\n }\r\n else if (this.mesh && this._folded) {\r\n if (this._foldCounter < this._foldDelay) {\r\n this._foldCounter += 1;\r\n }\r\n else if (this._foldCounter < this._foldAnimFrames + this._foldDelay) {\r\n let positionFunction = function (positions: FloatArray) {\r\n let numberOfVertices = positions.length / 3;\r\n for (let i = 0; i < numberOfVertices; i++) {\r\n let posVector = new Vector3(positions[i * 3], positions[i * 3 + 1], positions[i * 3 + 2]).addInPlace(this._foldVectorFract[i]);\r\n positions[i * 3] = posVector.x;\r\n positions[i * 3 + 1] = posVector.y;\r\n positions[i * 3 + 2] = posVector.z;\r\n }\r\n }\r\n this.mesh.updateMeshPositions(positionFunction.bind(this), true);\r\n this._foldCounter += 1;\r\n }\r\n else {\r\n this._folded = false;\r\n let positionFunction = function (positions: FloatArray) {\r\n let numberOfVertices = positions.length / 3;\r\n for (let i = 0; i < numberOfVertices; i++) {\r\n positions[i * 3] = this._coords[i][0];\r\n positions[i * 3 + 1] = this._coords[i][2];\r\n positions[i * 3 + 2] = this._coords[i][1];\r\n }\r\n }\r\n this.mesh.updateMeshPositions(positionFunction.bind(this), true);\r\n this.mesh.refreshBoundingInfo();\r\n }\r\n }\r\n return this._folded;\r\n }\r\n private _pointPicker(_evt: PointerEvent, pickResult: PickingInfo) {\r\n if (this._pointPicking) {\r\n const faceId = pickResult.faceId;\r\n if (faceId == -1) {\r\n return;\r\n }\r\n const idx = this._SPS.pickedParticles[faceId].idx;\r\n for (let i = 0; i < this._SPS.nbParticles; i++) {\r\n this._SPS.particles[i].color = new Color4(0.3, 0.3, 0.8, 1);\r\n }\r\n let p = this._SPS.particles[idx];\r\n p.color = new Color4(1, 0, 0, 1);\r\n this._SPS.setParticles();\r\n this.selection = [idx];\r\n this._selectionCallback(this.selection);\r\n }\r\n }\r\n updateSize(): void {\r\n for (let i = 0; i < this._SPS.nbParticles; i++) {\r\n this._SPS.particles[i].scale.x = this._size;\r\n this._SPS.particles[i].scale.y = this._size;\r\n this._SPS.particles[i].scale.z = this._size;\r\n }\r\n this._SPS.setParticles();\r\n super.updateSize();\r\n }\r\n}\r\n","import { Vector3, Matrix } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nVertexData.CreateSphere = function (options) {\r\n var segments = options.segments || 32;\r\n var diameterX = options.diameterX || options.diameter || 1;\r\n var diameterY = options.diameterY || options.diameter || 1;\r\n var diameterZ = options.diameterZ || options.diameter || 1;\r\n var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;\r\n var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n var radius = new Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);\r\n var totalZRotationSteps = 2 + segments;\r\n var totalYRotationSteps = 2 * totalZRotationSteps;\r\n var indices = [];\r\n var positions = [];\r\n var normals = [];\r\n var uvs = [];\r\n for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {\r\n var normalizedZ = zRotationStep / totalZRotationSteps;\r\n var angleZ = normalizedZ * Math.PI * slice;\r\n for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {\r\n var normalizedY = yRotationStep / totalYRotationSteps;\r\n var angleY = normalizedY * Math.PI * 2 * arc;\r\n var rotationZ = Matrix.RotationZ(-angleZ);\r\n var rotationY = Matrix.RotationY(angleY);\r\n var afterRotZ = Vector3.TransformCoordinates(Vector3.Up(), rotationZ);\r\n var complete = Vector3.TransformCoordinates(afterRotZ, rotationY);\r\n var vertex = complete.multiply(radius);\r\n var normal = complete.divide(radius).normalize();\r\n positions.push(vertex.x, vertex.y, vertex.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(normalizedY, normalizedZ);\r\n }\r\n if (zRotationStep > 0) {\r\n var verticesCount = positions.length / 3;\r\n for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {\r\n indices.push((firstIndex));\r\n indices.push((firstIndex + 1));\r\n indices.push(firstIndex + totalYRotationSteps + 1);\r\n indices.push((firstIndex + totalYRotationSteps + 1));\r\n indices.push((firstIndex + 1));\r\n indices.push((firstIndex + totalYRotationSteps + 2));\r\n }\r\n }\r\n }\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n // Result\r\n var vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n return vertexData;\r\n};\r\nMesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {\r\n var options = {\r\n segments: segments,\r\n diameterX: diameter,\r\n diameterY: diameter,\r\n diameterZ: diameter,\r\n sideOrientation: sideOrientation,\r\n updatable: updatable\r\n };\r\n return SphereBuilder.CreateSphere(name, options, scene);\r\n};\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nvar SphereBuilder = /** @class */ (function () {\r\n function SphereBuilder() {\r\n }\r\n /**\r\n * Creates a sphere mesh\r\n * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)\r\n * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)\r\n * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)\r\n * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio\r\n * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the sphere mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#sphere\r\n */\r\n SphereBuilder.CreateSphere = function (name, options, scene) {\r\n if (scene === void 0) { scene = null; }\r\n var sphere = new Mesh(name, scene);\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n sphere._originalBuilderSideOrientation = options.sideOrientation;\r\n var vertexData = VertexData.CreateSphere(options);\r\n vertexData.applyToMesh(sphere, options.updatable);\r\n return sphere;\r\n };\r\n return SphereBuilder;\r\n}());\r\nexport { SphereBuilder };\r\n//# sourceMappingURL=sphereBuilder.js.map","import { Scene } from \"@babylonjs/core/scene\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { VertexData } from \"@babylonjs/core/Meshes/mesh.vertexData\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\nimport { Plot, LegendData, matrixMax } from \"./babyplots\";\r\nimport chroma from \"chroma-js\";\r\n\r\n\r\nexport class Surface extends Plot {\r\n scaleColumn: number;\r\n scaleRow: number;\r\n constructor(scene: Scene, coordinates: number[][], colorVar: string[], size: number, scaleColumn: number, scaleRow: number, legendData: LegendData) {\r\n super(scene, coordinates, colorVar, size, legendData);\r\n this.scaleColumn = scaleColumn;\r\n this.scaleRow = scaleRow;\r\n this._createSurface();\r\n }\r\n private _createSurface(): void {\r\n var max = matrixMax(this._coords);\r\n var surface = new Mesh(\"surface\", this._scene);\r\n var positions = [];\r\n var indices = [];\r\n for (let row = 0; row < this._coords.length; row++) {\r\n const rowCoords = this._coords[row];\r\n for (let column = 0; column < rowCoords.length; column++) {\r\n const coord = rowCoords[column];\r\n positions.push(column * this.scaleRow, coord / max * this._size, row * this.scaleColumn);\r\n if (row < this._coords.length - 1 && column < rowCoords.length - 1) {\r\n indices.push(\r\n column + row * rowCoords.length,\r\n rowCoords.length + row * rowCoords.length + column,\r\n column + row * rowCoords.length + 1,\r\n column + row * rowCoords.length + 1,\r\n rowCoords.length + row * rowCoords.length + column,\r\n rowCoords.length + row * rowCoords.length + column + 1\r\n );\r\n }\r\n }\r\n }\r\n var colors = [];\r\n for (let i = 0; i < this._coordColors.length; i++) {\r\n const hex = this._coordColors[i];\r\n let rgba = chroma(hex).rgba();\r\n colors.push(rgba[0] / 255, rgba[1] / 255, rgba[2] / 255, rgba[3]);\r\n }\r\n var normals = [];\r\n var vertexData = new VertexData();\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n vertexData.positions = positions;\r\n vertexData.indices = indices;\r\n vertexData.colors = colors;\r\n vertexData.normals = normals;\r\n vertexData.applyToMesh(surface);\r\n var mat = new StandardMaterial(\"surfaceMat\", this._scene);\r\n mat.backFaceCulling = false;\r\n mat.alpha = 1;\r\n surface.material = mat;\r\n this.mesh = surface;\r\n Object.defineProperty(this, \"alpha\", {\r\n set(newAlpha) {\r\n this.mesh.material.alpha = newAlpha;\r\n }\r\n });\r\n }\r\n}\r\n","import { Scene } from \"@babylonjs/core/scene\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Color3, Vector3 } from \"@babylonjs/core/Maths/math\";\r\nimport { BoxBuilder } from \"@babylonjs/core/Meshes/Builders/boxBuilder\";\r\nimport { PlaneBuilder } from \"@babylonjs/core/Meshes/Builders/planeBuilder\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\nimport { Plot, LegendData, matrixMax } from \"./babyplots\";\r\n\r\nexport class HeatMap extends Plot {\r\n scaleColumn: number;\r\n scaleRow: number;\r\n constructor(scene: Scene, coordinates: number[][], colorVar: string[], size: number, scaleColumn: number, scaleRow: number, legendData: LegendData) {\r\n super(scene, coordinates, colorVar, size, legendData);\r\n this.scaleColumn = scaleColumn;\r\n this.scaleRow = scaleRow;\r\n this._createHeatMap();\r\n }\r\n private _createHeatMap(): void {\r\n let max = matrixMax(this._coords);\r\n let boxes = [];\r\n for (let row = 0; row < this._coords.length; row++) {\r\n const rowCoords = this._coords[row];\r\n for (let column = 0; column < rowCoords.length; column++) {\r\n const coord = rowCoords[column];\r\n if (coord > 0) {\r\n let height = coord / max * this._size;\r\n let box = BoxBuilder.CreateBox(\"box_\" + row + \"-\" + column, {\r\n height: height,\r\n width: this.scaleColumn,\r\n depth: this.scaleRow\r\n }, this._scene);\r\n box.position = new Vector3(\r\n row * this.scaleColumn + 0.5 * this.scaleColumn,\r\n height / 2,\r\n column * this.scaleRow + 0.5 * this.scaleRow\r\n );\r\n let mat = new StandardMaterial(\"box_\" + row + \"-\" + column + \"_color\", this._scene);\r\n mat.alpha = 1;\r\n mat.diffuseColor = Color3.FromHexString(this._coordColors[column + row * rowCoords.length].substring(0, 7));\r\n box.material = mat;\r\n boxes.push(box);\r\n }\r\n else {\r\n let box = PlaneBuilder.CreatePlane(\"box_\" + row + \"-\" + column, { width: this.scaleColumn, height: this.scaleRow }, this._scene);\r\n box.position = new Vector3(\r\n row * this.scaleColumn + 0.5 * this.scaleColumn,\r\n 0,\r\n column * this.scaleRow + 0.5 * this.scaleRow\r\n );\r\n box.rotation.x = Math.PI / 2;\r\n let mat = new StandardMaterial(\"box_\" + row + \"-\" + column + \"_color\", this._scene);\r\n mat.alpha = 1;\r\n mat.diffuseColor = Color3.FromHexString(this._coordColors[column + row * rowCoords.length].substring(0, 7));\r\n mat.backFaceCulling = false;\r\n box.material = mat;\r\n boxes.push(box);\r\n }\r\n }\r\n }\r\n this.meshes = boxes;\r\n Object.defineProperty(this, \"alpha\", {\r\n set(newAlpha) {\r\n for (let i = 0; i < this.meshes.length; i++) {\r\n const box = this.meshes[i] as Mesh;\r\n box.material.alpha = newAlpha;\r\n }\r\n }\r\n });\r\n }\r\n}\r\n","/**\r\n * Enum for the animation key frame interpolation type\r\n */\r\nexport var AnimationKeyInterpolation;\r\n(function (AnimationKeyInterpolation) {\r\n /**\r\n * Do not interpolate between keys and use the start key value only. Tangents are ignored\r\n */\r\n AnimationKeyInterpolation[AnimationKeyInterpolation[\"STEP\"] = 1] = \"STEP\";\r\n})(AnimationKeyInterpolation || (AnimationKeyInterpolation = {}));\r\n//# sourceMappingURL=animationKey.js.map","import { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { PrecisionDate } from \"../../Misc/precisionDate\";\r\n/**\r\n * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior\r\n */\r\nvar AutoRotationBehavior = /** @class */ (function () {\r\n function AutoRotationBehavior() {\r\n this._zoomStopsAnimation = false;\r\n this._idleRotationSpeed = 0.05;\r\n this._idleRotationWaitTime = 2000;\r\n this._idleRotationSpinupTime = 2000;\r\n this._isPointerDown = false;\r\n this._lastFrameTime = null;\r\n this._lastInteractionTime = -Infinity;\r\n this._cameraRotationSpeed = 0;\r\n this._lastFrameRadius = 0;\r\n }\r\n Object.defineProperty(AutoRotationBehavior.prototype, \"name\", {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n get: function () {\r\n return \"AutoRotation\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AutoRotationBehavior.prototype, \"zoomStopsAnimation\", {\r\n /**\r\n * Gets the flag that indicates if user zooming should stop animation.\r\n */\r\n get: function () {\r\n return this._zoomStopsAnimation;\r\n },\r\n /**\r\n * Sets the flag that indicates if user zooming should stop animation.\r\n */\r\n set: function (flag) {\r\n this._zoomStopsAnimation = flag;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AutoRotationBehavior.prototype, \"idleRotationSpeed\", {\r\n /**\r\n * Gets the default speed at which the camera rotates around the model.\r\n */\r\n get: function () {\r\n return this._idleRotationSpeed;\r\n },\r\n /**\r\n * Sets the default speed at which the camera rotates around the model.\r\n */\r\n set: function (speed) {\r\n this._idleRotationSpeed = speed;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AutoRotationBehavior.prototype, \"idleRotationWaitTime\", {\r\n /**\r\n * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.\r\n */\r\n get: function () {\r\n return this._idleRotationWaitTime;\r\n },\r\n /**\r\n * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.\r\n */\r\n set: function (time) {\r\n this._idleRotationWaitTime = time;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AutoRotationBehavior.prototype, \"idleRotationSpinupTime\", {\r\n /**\r\n * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.\r\n */\r\n get: function () {\r\n return this._idleRotationSpinupTime;\r\n },\r\n /**\r\n * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.\r\n */\r\n set: function (time) {\r\n this._idleRotationSpinupTime = time;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AutoRotationBehavior.prototype, \"rotationInProgress\", {\r\n /**\r\n * Gets a value indicating if the camera is currently rotating because of this behavior\r\n */\r\n get: function () {\r\n return Math.abs(this._cameraRotationSpeed) > 0;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Initializes the behavior.\r\n */\r\n AutoRotationBehavior.prototype.init = function () {\r\n // Do notihng\r\n };\r\n /**\r\n * Attaches the behavior to its arc rotate camera.\r\n * @param camera Defines the camera to attach the behavior to\r\n */\r\n AutoRotationBehavior.prototype.attach = function (camera) {\r\n var _this = this;\r\n this._attachedCamera = camera;\r\n var scene = this._attachedCamera.getScene();\r\n this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERDOWN) {\r\n _this._isPointerDown = true;\r\n return;\r\n }\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERUP) {\r\n _this._isPointerDown = false;\r\n }\r\n });\r\n this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {\r\n var now = PrecisionDate.Now;\r\n var dt = 0;\r\n if (_this._lastFrameTime != null) {\r\n dt = now - _this._lastFrameTime;\r\n }\r\n _this._lastFrameTime = now;\r\n // Stop the animation if there is user interaction and the animation should stop for this interaction\r\n _this._applyUserInteraction();\r\n var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;\r\n var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);\r\n _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;\r\n // Step camera rotation by rotation speed\r\n if (_this._attachedCamera) {\r\n _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);\r\n }\r\n });\r\n };\r\n /**\r\n * Detaches the behavior from its current arc rotate camera.\r\n */\r\n AutoRotationBehavior.prototype.detach = function () {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n var scene = this._attachedCamera.getScene();\r\n if (this._onPrePointerObservableObserver) {\r\n scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);\r\n }\r\n this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);\r\n this._attachedCamera = null;\r\n };\r\n /**\r\n * Returns true if user is scrolling.\r\n * @return true if user is scrolling.\r\n */\r\n AutoRotationBehavior.prototype._userIsZooming = function () {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n return this._attachedCamera.inertialRadiusOffset !== 0;\r\n };\r\n AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n var zoomHasHitLimit = false;\r\n if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {\r\n zoomHasHitLimit = true;\r\n }\r\n // Update the record of previous radius - works as an approx. indicator of hitting radius limits\r\n this._lastFrameRadius = this._attachedCamera.radius;\r\n return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();\r\n };\r\n /**\r\n * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.\r\n */\r\n AutoRotationBehavior.prototype._applyUserInteraction = function () {\r\n if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {\r\n this._lastInteractionTime = PrecisionDate.Now;\r\n }\r\n };\r\n // Tools\r\n AutoRotationBehavior.prototype._userIsMoving = function () {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n return this._attachedCamera.inertialAlphaOffset !== 0 ||\r\n this._attachedCamera.inertialBetaOffset !== 0 ||\r\n this._attachedCamera.inertialRadiusOffset !== 0 ||\r\n this._attachedCamera.inertialPanningX !== 0 ||\r\n this._attachedCamera.inertialPanningY !== 0 ||\r\n this._isPointerDown;\r\n };\r\n return AutoRotationBehavior;\r\n}());\r\nexport { AutoRotationBehavior };\r\n//# sourceMappingURL=autoRotationBehavior.js.map","import { __extends } from \"tslib\";\r\nimport { BezierCurve } from \"../Maths/math.path\";\r\n/**\r\n * Base class used for every default easing function.\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar EasingFunction = /** @class */ (function () {\r\n function EasingFunction() {\r\n this._easingMode = EasingFunction.EASINGMODE_EASEIN;\r\n }\r\n /**\r\n * Sets the easing mode of the current function.\r\n * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)\r\n */\r\n EasingFunction.prototype.setEasingMode = function (easingMode) {\r\n var n = Math.min(Math.max(easingMode, 0), 2);\r\n this._easingMode = n;\r\n };\r\n /**\r\n * Gets the current easing mode.\r\n * @returns the easing mode\r\n */\r\n EasingFunction.prototype.getEasingMode = function () {\r\n return this._easingMode;\r\n };\r\n /**\r\n * @hidden\r\n */\r\n EasingFunction.prototype.easeInCore = function (gradient) {\r\n throw new Error('You must implement this method');\r\n };\r\n /**\r\n * Given an input gradient between 0 and 1, this returns the corresponding value\r\n * of the easing function.\r\n * @param gradient Defines the value between 0 and 1 we want the easing value for\r\n * @returns the corresponding value on the curve defined by the easing function\r\n */\r\n EasingFunction.prototype.ease = function (gradient) {\r\n switch (this._easingMode) {\r\n case EasingFunction.EASINGMODE_EASEIN:\r\n return this.easeInCore(gradient);\r\n case EasingFunction.EASINGMODE_EASEOUT:\r\n return (1 - this.easeInCore(1 - gradient));\r\n }\r\n if (gradient >= 0.5) {\r\n return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);\r\n }\r\n return (this.easeInCore(gradient * 2) * 0.5);\r\n };\r\n /**\r\n * Interpolation follows the mathematical formula associated with the easing function.\r\n */\r\n EasingFunction.EASINGMODE_EASEIN = 0;\r\n /**\r\n * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.\r\n */\r\n EasingFunction.EASINGMODE_EASEOUT = 1;\r\n /**\r\n * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.\r\n */\r\n EasingFunction.EASINGMODE_EASEINOUT = 2;\r\n return EasingFunction;\r\n}());\r\nexport { EasingFunction };\r\n/**\r\n * Easing function with a circle shape (see link below).\r\n * @see https://easings.net/#easeInCirc\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar CircleEase = /** @class */ (function (_super) {\r\n __extends(CircleEase, _super);\r\n function CircleEase() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n /** @hidden */\r\n CircleEase.prototype.easeInCore = function (gradient) {\r\n gradient = Math.max(0, Math.min(1, gradient));\r\n return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));\r\n };\r\n return CircleEase;\r\n}(EasingFunction));\r\nexport { CircleEase };\r\n/**\r\n * Easing function with a ease back shape (see link below).\r\n * @see https://easings.net/#easeInBack\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar BackEase = /** @class */ (function (_super) {\r\n __extends(BackEase, _super);\r\n /**\r\n * Instantiates a back ease easing\r\n * @see https://easings.net/#easeInBack\r\n * @param amplitude Defines the amplitude of the function\r\n */\r\n function BackEase(\r\n /** Defines the amplitude of the function */\r\n amplitude) {\r\n if (amplitude === void 0) { amplitude = 1; }\r\n var _this = _super.call(this) || this;\r\n _this.amplitude = amplitude;\r\n return _this;\r\n }\r\n /** @hidden */\r\n BackEase.prototype.easeInCore = function (gradient) {\r\n var num = Math.max(0, this.amplitude);\r\n return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));\r\n };\r\n return BackEase;\r\n}(EasingFunction));\r\nexport { BackEase };\r\n/**\r\n * Easing function with a bouncing shape (see link below).\r\n * @see https://easings.net/#easeInBounce\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar BounceEase = /** @class */ (function (_super) {\r\n __extends(BounceEase, _super);\r\n /**\r\n * Instantiates a bounce easing\r\n * @see https://easings.net/#easeInBounce\r\n * @param bounces Defines the number of bounces\r\n * @param bounciness Defines the amplitude of the bounce\r\n */\r\n function BounceEase(\r\n /** Defines the number of bounces */\r\n bounces, \r\n /** Defines the amplitude of the bounce */\r\n bounciness) {\r\n if (bounces === void 0) { bounces = 3; }\r\n if (bounciness === void 0) { bounciness = 2; }\r\n var _this = _super.call(this) || this;\r\n _this.bounces = bounces;\r\n _this.bounciness = bounciness;\r\n return _this;\r\n }\r\n /** @hidden */\r\n BounceEase.prototype.easeInCore = function (gradient) {\r\n var y = Math.max(0.0, this.bounces);\r\n var bounciness = this.bounciness;\r\n if (bounciness <= 1.0) {\r\n bounciness = 1.001;\r\n }\r\n var num9 = Math.pow(bounciness, y);\r\n var num5 = 1.0 - bounciness;\r\n var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);\r\n var num15 = gradient * num4;\r\n var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);\r\n var num3 = Math.floor(num65);\r\n var num13 = num3 + 1.0;\r\n var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);\r\n var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);\r\n var num7 = (num8 + num12) * 0.5;\r\n var num6 = gradient - num7;\r\n var num2 = num7 - num8;\r\n return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));\r\n };\r\n return BounceEase;\r\n}(EasingFunction));\r\nexport { BounceEase };\r\n/**\r\n * Easing function with a power of 3 shape (see link below).\r\n * @see https://easings.net/#easeInCubic\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar CubicEase = /** @class */ (function (_super) {\r\n __extends(CubicEase, _super);\r\n function CubicEase() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n /** @hidden */\r\n CubicEase.prototype.easeInCore = function (gradient) {\r\n return (gradient * gradient * gradient);\r\n };\r\n return CubicEase;\r\n}(EasingFunction));\r\nexport { CubicEase };\r\n/**\r\n * Easing function with an elastic shape (see link below).\r\n * @see https://easings.net/#easeInElastic\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar ElasticEase = /** @class */ (function (_super) {\r\n __extends(ElasticEase, _super);\r\n /**\r\n * Instantiates an elastic easing function\r\n * @see https://easings.net/#easeInElastic\r\n * @param oscillations Defines the number of oscillations\r\n * @param springiness Defines the amplitude of the oscillations\r\n */\r\n function ElasticEase(\r\n /** Defines the number of oscillations*/\r\n oscillations, \r\n /** Defines the amplitude of the oscillations*/\r\n springiness) {\r\n if (oscillations === void 0) { oscillations = 3; }\r\n if (springiness === void 0) { springiness = 3; }\r\n var _this = _super.call(this) || this;\r\n _this.oscillations = oscillations;\r\n _this.springiness = springiness;\r\n return _this;\r\n }\r\n /** @hidden */\r\n ElasticEase.prototype.easeInCore = function (gradient) {\r\n var num2;\r\n var num3 = Math.max(0.0, this.oscillations);\r\n var num = Math.max(0.0, this.springiness);\r\n if (num == 0) {\r\n num2 = gradient;\r\n }\r\n else {\r\n num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);\r\n }\r\n return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));\r\n };\r\n return ElasticEase;\r\n}(EasingFunction));\r\nexport { ElasticEase };\r\n/**\r\n * Easing function with an exponential shape (see link below).\r\n * @see https://easings.net/#easeInExpo\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar ExponentialEase = /** @class */ (function (_super) {\r\n __extends(ExponentialEase, _super);\r\n /**\r\n * Instantiates an exponential easing function\r\n * @see https://easings.net/#easeInExpo\r\n * @param exponent Defines the exponent of the function\r\n */\r\n function ExponentialEase(\r\n /** Defines the exponent of the function */\r\n exponent) {\r\n if (exponent === void 0) { exponent = 2; }\r\n var _this = _super.call(this) || this;\r\n _this.exponent = exponent;\r\n return _this;\r\n }\r\n /** @hidden */\r\n ExponentialEase.prototype.easeInCore = function (gradient) {\r\n if (this.exponent <= 0) {\r\n return gradient;\r\n }\r\n return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));\r\n };\r\n return ExponentialEase;\r\n}(EasingFunction));\r\nexport { ExponentialEase };\r\n/**\r\n * Easing function with a power shape (see link below).\r\n * @see https://easings.net/#easeInQuad\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar PowerEase = /** @class */ (function (_super) {\r\n __extends(PowerEase, _super);\r\n /**\r\n * Instantiates an power base easing function\r\n * @see https://easings.net/#easeInQuad\r\n * @param power Defines the power of the function\r\n */\r\n function PowerEase(\r\n /** Defines the power of the function */\r\n power) {\r\n if (power === void 0) { power = 2; }\r\n var _this = _super.call(this) || this;\r\n _this.power = power;\r\n return _this;\r\n }\r\n /** @hidden */\r\n PowerEase.prototype.easeInCore = function (gradient) {\r\n var y = Math.max(0.0, this.power);\r\n return Math.pow(gradient, y);\r\n };\r\n return PowerEase;\r\n}(EasingFunction));\r\nexport { PowerEase };\r\n/**\r\n * Easing function with a power of 2 shape (see link below).\r\n * @see https://easings.net/#easeInQuad\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar QuadraticEase = /** @class */ (function (_super) {\r\n __extends(QuadraticEase, _super);\r\n function QuadraticEase() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n /** @hidden */\r\n QuadraticEase.prototype.easeInCore = function (gradient) {\r\n return (gradient * gradient);\r\n };\r\n return QuadraticEase;\r\n}(EasingFunction));\r\nexport { QuadraticEase };\r\n/**\r\n * Easing function with a power of 4 shape (see link below).\r\n * @see https://easings.net/#easeInQuart\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar QuarticEase = /** @class */ (function (_super) {\r\n __extends(QuarticEase, _super);\r\n function QuarticEase() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n /** @hidden */\r\n QuarticEase.prototype.easeInCore = function (gradient) {\r\n return (gradient * gradient * gradient * gradient);\r\n };\r\n return QuarticEase;\r\n}(EasingFunction));\r\nexport { QuarticEase };\r\n/**\r\n * Easing function with a power of 5 shape (see link below).\r\n * @see https://easings.net/#easeInQuint\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar QuinticEase = /** @class */ (function (_super) {\r\n __extends(QuinticEase, _super);\r\n function QuinticEase() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n /** @hidden */\r\n QuinticEase.prototype.easeInCore = function (gradient) {\r\n return (gradient * gradient * gradient * gradient * gradient);\r\n };\r\n return QuinticEase;\r\n}(EasingFunction));\r\nexport { QuinticEase };\r\n/**\r\n * Easing function with a sin shape (see link below).\r\n * @see https://easings.net/#easeInSine\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar SineEase = /** @class */ (function (_super) {\r\n __extends(SineEase, _super);\r\n function SineEase() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n /** @hidden */\r\n SineEase.prototype.easeInCore = function (gradient) {\r\n return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));\r\n };\r\n return SineEase;\r\n}(EasingFunction));\r\nexport { SineEase };\r\n/**\r\n * Easing function with a bezier shape (see link below).\r\n * @see http://cubic-bezier.com/#.17,.67,.83,.67\r\n * @see http://doc.babylonjs.com/babylon101/animations#easing-functions\r\n */\r\nvar BezierCurveEase = /** @class */ (function (_super) {\r\n __extends(BezierCurveEase, _super);\r\n /**\r\n * Instantiates a bezier function\r\n * @see http://cubic-bezier.com/#.17,.67,.83,.67\r\n * @param x1 Defines the x component of the start tangent in the bezier curve\r\n * @param y1 Defines the y component of the start tangent in the bezier curve\r\n * @param x2 Defines the x component of the end tangent in the bezier curve\r\n * @param y2 Defines the y component of the end tangent in the bezier curve\r\n */\r\n function BezierCurveEase(\r\n /** Defines the x component of the start tangent in the bezier curve */\r\n x1, \r\n /** Defines the y component of the start tangent in the bezier curve */\r\n y1, \r\n /** Defines the x component of the end tangent in the bezier curve */\r\n x2, \r\n /** Defines the y component of the end tangent in the bezier curve */\r\n y2) {\r\n if (x1 === void 0) { x1 = 0; }\r\n if (y1 === void 0) { y1 = 0; }\r\n if (x2 === void 0) { x2 = 1; }\r\n if (y2 === void 0) { y2 = 1; }\r\n var _this = _super.call(this) || this;\r\n _this.x1 = x1;\r\n _this.y1 = y1;\r\n _this.x2 = x2;\r\n _this.y2 = y2;\r\n return _this;\r\n }\r\n /** @hidden */\r\n BezierCurveEase.prototype.easeInCore = function (gradient) {\r\n return BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);\r\n };\r\n return BezierCurveEase;\r\n}(EasingFunction));\r\nexport { BezierCurveEase };\r\n//# sourceMappingURL=easing.js.map","/**\r\n * Represents the range of an animation\r\n */\r\nvar AnimationRange = /** @class */ (function () {\r\n /**\r\n * Initializes the range of an animation\r\n * @param name The name of the animation range\r\n * @param from The starting frame of the animation\r\n * @param to The ending frame of the animation\r\n */\r\n function AnimationRange(\r\n /**The name of the animation range**/\r\n name, \r\n /**The starting frame of the animation */\r\n from, \r\n /**The ending frame of the animation*/\r\n to) {\r\n this.name = name;\r\n this.from = from;\r\n this.to = to;\r\n }\r\n /**\r\n * Makes a copy of the animation range\r\n * @returns A copy of the animation range\r\n */\r\n AnimationRange.prototype.clone = function () {\r\n return new AnimationRange(this.name, this.from, this.to);\r\n };\r\n return AnimationRange;\r\n}());\r\nexport { AnimationRange };\r\n//# sourceMappingURL=animationRange.js.map","import { Vector3, Quaternion, Vector2, Matrix } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from '../Maths/math.color';\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\nimport { SerializationHelper } from \"../Misc/decorators\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\nimport { AnimationKeyInterpolation } from './animationKey';\r\nimport { AnimationRange } from './animationRange';\r\nimport { Node } from \"../node\";\r\nimport { Size } from '../Maths/math.size';\r\n/**\r\n * @hidden\r\n */\r\nvar _IAnimationState = /** @class */ (function () {\r\n function _IAnimationState() {\r\n }\r\n return _IAnimationState;\r\n}());\r\nexport { _IAnimationState };\r\n/**\r\n * Class used to store any kind of animation\r\n */\r\nvar Animation = /** @class */ (function () {\r\n /**\r\n * Initializes the animation\r\n * @param name Name of the animation\r\n * @param targetProperty Property to animate\r\n * @param framePerSecond The frames per second of the animation\r\n * @param dataType The data type of the animation\r\n * @param loopMode The loop mode of the animation\r\n * @param enableBlending Specifies if blending should be enabled\r\n */\r\n function Animation(\r\n /**Name of the animation */\r\n name, \r\n /**Property to animate */\r\n targetProperty, \r\n /**The frames per second of the animation */\r\n framePerSecond, \r\n /**The data type of the animation */\r\n dataType, \r\n /**The loop mode of the animation */\r\n loopMode, \r\n /**Specifies if blending should be enabled */\r\n enableBlending) {\r\n this.name = name;\r\n this.targetProperty = targetProperty;\r\n this.framePerSecond = framePerSecond;\r\n this.dataType = dataType;\r\n this.loopMode = loopMode;\r\n this.enableBlending = enableBlending;\r\n /**\r\n * @hidden Internal use only\r\n */\r\n this._runtimeAnimations = new Array();\r\n /**\r\n * The set of event that will be linked to this animation\r\n */\r\n this._events = new Array();\r\n /**\r\n * Stores the blending speed of the animation\r\n */\r\n this.blendingSpeed = 0.01;\r\n /**\r\n * Stores the animation ranges for the animation\r\n */\r\n this._ranges = {};\r\n this.targetPropertyPath = targetProperty.split(\".\");\r\n this.dataType = dataType;\r\n this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;\r\n }\r\n /**\r\n * @hidden Internal use\r\n */\r\n Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {\r\n var dataType = undefined;\r\n if (!isNaN(parseFloat(from)) && isFinite(from)) {\r\n dataType = Animation.ANIMATIONTYPE_FLOAT;\r\n }\r\n else if (from instanceof Quaternion) {\r\n dataType = Animation.ANIMATIONTYPE_QUATERNION;\r\n }\r\n else if (from instanceof Vector3) {\r\n dataType = Animation.ANIMATIONTYPE_VECTOR3;\r\n }\r\n else if (from instanceof Vector2) {\r\n dataType = Animation.ANIMATIONTYPE_VECTOR2;\r\n }\r\n else if (from instanceof Color3) {\r\n dataType = Animation.ANIMATIONTYPE_COLOR3;\r\n }\r\n else if (from instanceof Color4) {\r\n dataType = Animation.ANIMATIONTYPE_COLOR4;\r\n }\r\n else if (from instanceof Size) {\r\n dataType = Animation.ANIMATIONTYPE_SIZE;\r\n }\r\n if (dataType == undefined) {\r\n return null;\r\n }\r\n var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);\r\n var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];\r\n animation.setKeys(keys);\r\n if (easingFunction !== undefined) {\r\n animation.setEasingFunction(easingFunction);\r\n }\r\n return animation;\r\n };\r\n /**\r\n * Sets up an animation\r\n * @param property The property to animate\r\n * @param animationType The animation type to apply\r\n * @param framePerSecond The frames per second of the animation\r\n * @param easingFunction The easing function used in the animation\r\n * @returns The created animation\r\n */\r\n Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {\r\n var animation = new Animation(property + \"Animation\", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);\r\n animation.setEasingFunction(easingFunction);\r\n return animation;\r\n };\r\n /**\r\n * Create and start an animation on a node\r\n * @param name defines the name of the global animation that will be run on all nodes\r\n * @param node defines the root node where the animation will take place\r\n * @param targetProperty defines property to animate\r\n * @param framePerSecond defines the number of frame per second yo use\r\n * @param totalFrame defines the number of frames in total\r\n * @param from defines the initial value\r\n * @param to defines the final value\r\n * @param loopMode defines which loop mode you want to use (off by default)\r\n * @param easingFunction defines the easing function to use (linear by default)\r\n * @param onAnimationEnd defines the callback to call when animation end\r\n * @returns the animatable created for this animation\r\n */\r\n Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {\r\n var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);\r\n if (!animation) {\r\n return null;\r\n }\r\n return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);\r\n };\r\n /**\r\n * Create and start an animation on a node and its descendants\r\n * @param name defines the name of the global animation that will be run on all nodes\r\n * @param node defines the root node where the animation will take place\r\n * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used\r\n * @param targetProperty defines property to animate\r\n * @param framePerSecond defines the number of frame per second to use\r\n * @param totalFrame defines the number of frames in total\r\n * @param from defines the initial value\r\n * @param to defines the final value\r\n * @param loopMode defines which loop mode you want to use (off by default)\r\n * @param easingFunction defines the easing function to use (linear by default)\r\n * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)\r\n * @returns the list of animatables created for all nodes\r\n * @example https://www.babylonjs-playground.com/#MH0VLI\r\n */\r\n Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {\r\n var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);\r\n if (!animation) {\r\n return null;\r\n }\r\n var scene = node.getScene();\r\n return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);\r\n };\r\n /**\r\n * Creates a new animation, merges it with the existing animations and starts it\r\n * @param name Name of the animation\r\n * @param node Node which contains the scene that begins the animations\r\n * @param targetProperty Specifies which property to animate\r\n * @param framePerSecond The frames per second of the animation\r\n * @param totalFrame The total number of frames\r\n * @param from The frame at the beginning of the animation\r\n * @param to The frame at the end of the animation\r\n * @param loopMode Specifies the loop mode of the animation\r\n * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations\r\n * @param onAnimationEnd Callback to run once the animation is complete\r\n * @returns Nullable animation\r\n */\r\n Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {\r\n var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);\r\n if (!animation) {\r\n return null;\r\n }\r\n node.animations.push(animation);\r\n return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);\r\n };\r\n /**\r\n * Transition property of an host to the target Value\r\n * @param property The property to transition\r\n * @param targetValue The target Value of the property\r\n * @param host The object where the property to animate belongs\r\n * @param scene Scene used to run the animation\r\n * @param frameRate Framerate (in frame/s) to use\r\n * @param transition The transition type we want to use\r\n * @param duration The duration of the animation, in milliseconds\r\n * @param onAnimationEnd Callback trigger at the end of the animation\r\n * @returns Nullable animation\r\n */\r\n Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {\r\n if (onAnimationEnd === void 0) { onAnimationEnd = null; }\r\n if (duration <= 0) {\r\n host[property] = targetValue;\r\n if (onAnimationEnd) {\r\n onAnimationEnd();\r\n }\r\n return null;\r\n }\r\n var endFrame = frameRate * (duration / 1000);\r\n transition.setKeys([{\r\n frame: 0,\r\n value: host[property].clone ? host[property].clone() : host[property]\r\n },\r\n {\r\n frame: endFrame,\r\n value: targetValue\r\n }]);\r\n if (!host.animations) {\r\n host.animations = [];\r\n }\r\n host.animations.push(transition);\r\n var animation = scene.beginAnimation(host, 0, endFrame, false);\r\n animation.onAnimationEnd = onAnimationEnd;\r\n return animation;\r\n };\r\n Object.defineProperty(Animation.prototype, \"runtimeAnimations\", {\r\n /**\r\n * Return the array of runtime animations currently using this animation\r\n */\r\n get: function () {\r\n return this._runtimeAnimations;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Animation.prototype, \"hasRunningRuntimeAnimations\", {\r\n /**\r\n * Specifies if any of the runtime animations are currently running\r\n */\r\n get: function () {\r\n for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {\r\n var runtimeAnimation = _a[_i];\r\n if (!runtimeAnimation.isStopped) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Methods\r\n /**\r\n * Converts the animation to a string\r\n * @param fullDetails support for multiple levels of logging within scene loading\r\n * @returns String form of the animation\r\n */\r\n Animation.prototype.toString = function (fullDetails) {\r\n var ret = \"Name: \" + this.name + \", property: \" + this.targetProperty;\r\n ret += \", datatype: \" + ([\"Float\", \"Vector3\", \"Quaternion\", \"Matrix\", \"Color3\", \"Vector2\"])[this.dataType];\r\n ret += \", nKeys: \" + (this._keys ? this._keys.length : \"none\");\r\n ret += \", nRanges: \" + (this._ranges ? Object.keys(this._ranges).length : \"none\");\r\n if (fullDetails) {\r\n ret += \", Ranges: {\";\r\n var first = true;\r\n for (var name in this._ranges) {\r\n if (first) {\r\n ret += \", \";\r\n first = false;\r\n }\r\n ret += name;\r\n }\r\n ret += \"}\";\r\n }\r\n return ret;\r\n };\r\n /**\r\n * Add an event to this animation\r\n * @param event Event to add\r\n */\r\n Animation.prototype.addEvent = function (event) {\r\n this._events.push(event);\r\n };\r\n /**\r\n * Remove all events found at the given frame\r\n * @param frame The frame to remove events from\r\n */\r\n Animation.prototype.removeEvents = function (frame) {\r\n for (var index = 0; index < this._events.length; index++) {\r\n if (this._events[index].frame === frame) {\r\n this._events.splice(index, 1);\r\n index--;\r\n }\r\n }\r\n };\r\n /**\r\n * Retrieves all the events from the animation\r\n * @returns Events from the animation\r\n */\r\n Animation.prototype.getEvents = function () {\r\n return this._events;\r\n };\r\n /**\r\n * Creates an animation range\r\n * @param name Name of the animation range\r\n * @param from Starting frame of the animation range\r\n * @param to Ending frame of the animation\r\n */\r\n Animation.prototype.createRange = function (name, from, to) {\r\n // check name not already in use; could happen for bones after serialized\r\n if (!this._ranges[name]) {\r\n this._ranges[name] = new AnimationRange(name, from, to);\r\n }\r\n };\r\n /**\r\n * Deletes an animation range by name\r\n * @param name Name of the animation range to delete\r\n * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)\r\n */\r\n Animation.prototype.deleteRange = function (name, deleteFrames) {\r\n if (deleteFrames === void 0) { deleteFrames = true; }\r\n var range = this._ranges[name];\r\n if (!range) {\r\n return;\r\n }\r\n if (deleteFrames) {\r\n var from = range.from;\r\n var to = range.to;\r\n // this loop MUST go high to low for multiple splices to work\r\n for (var key = this._keys.length - 1; key >= 0; key--) {\r\n if (this._keys[key].frame >= from && this._keys[key].frame <= to) {\r\n this._keys.splice(key, 1);\r\n }\r\n }\r\n }\r\n this._ranges[name] = null; // said much faster than 'delete this._range[name]'\r\n };\r\n /**\r\n * Gets the animation range by name, or null if not defined\r\n * @param name Name of the animation range\r\n * @returns Nullable animation range\r\n */\r\n Animation.prototype.getRange = function (name) {\r\n return this._ranges[name];\r\n };\r\n /**\r\n * Gets the key frames from the animation\r\n * @returns The key frames of the animation\r\n */\r\n Animation.prototype.getKeys = function () {\r\n return this._keys;\r\n };\r\n /**\r\n * Gets the highest frame rate of the animation\r\n * @returns Highest frame rate of the animation\r\n */\r\n Animation.prototype.getHighestFrame = function () {\r\n var ret = 0;\r\n for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {\r\n if (ret < this._keys[key].frame) {\r\n ret = this._keys[key].frame;\r\n }\r\n }\r\n return ret;\r\n };\r\n /**\r\n * Gets the easing function of the animation\r\n * @returns Easing function of the animation\r\n */\r\n Animation.prototype.getEasingFunction = function () {\r\n return this._easingFunction;\r\n };\r\n /**\r\n * Sets the easing function of the animation\r\n * @param easingFunction A custom mathematical formula for animation\r\n */\r\n Animation.prototype.setEasingFunction = function (easingFunction) {\r\n this._easingFunction = easingFunction;\r\n };\r\n /**\r\n * Interpolates a scalar linearly\r\n * @param startValue Start value of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated scalar value\r\n */\r\n Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {\r\n return Scalar.Lerp(startValue, endValue, gradient);\r\n };\r\n /**\r\n * Interpolates a scalar cubically\r\n * @param startValue Start value of the animation curve\r\n * @param outTangent End tangent of the animation\r\n * @param endValue End value of the animation curve\r\n * @param inTangent Start tangent of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated scalar value\r\n */\r\n Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {\r\n return Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);\r\n };\r\n /**\r\n * Interpolates a quaternion using a spherical linear interpolation\r\n * @param startValue Start value of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated quaternion value\r\n */\r\n Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {\r\n return Quaternion.Slerp(startValue, endValue, gradient);\r\n };\r\n /**\r\n * Interpolates a quaternion cubically\r\n * @param startValue Start value of the animation curve\r\n * @param outTangent End tangent of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param inTangent Start tangent of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated quaternion value\r\n */\r\n Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {\r\n return Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();\r\n };\r\n /**\r\n * Interpolates a Vector3 linearl\r\n * @param startValue Start value of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated scalar value\r\n */\r\n Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {\r\n return Vector3.Lerp(startValue, endValue, gradient);\r\n };\r\n /**\r\n * Interpolates a Vector3 cubically\r\n * @param startValue Start value of the animation curve\r\n * @param outTangent End tangent of the animation\r\n * @param endValue End value of the animation curve\r\n * @param inTangent Start tangent of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns InterpolatedVector3 value\r\n */\r\n Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {\r\n return Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);\r\n };\r\n /**\r\n * Interpolates a Vector2 linearly\r\n * @param startValue Start value of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated Vector2 value\r\n */\r\n Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {\r\n return Vector2.Lerp(startValue, endValue, gradient);\r\n };\r\n /**\r\n * Interpolates a Vector2 cubically\r\n * @param startValue Start value of the animation curve\r\n * @param outTangent End tangent of the animation\r\n * @param endValue End value of the animation curve\r\n * @param inTangent Start tangent of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated Vector2 value\r\n */\r\n Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {\r\n return Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);\r\n };\r\n /**\r\n * Interpolates a size linearly\r\n * @param startValue Start value of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated Size value\r\n */\r\n Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {\r\n return Size.Lerp(startValue, endValue, gradient);\r\n };\r\n /**\r\n * Interpolates a Color3 linearly\r\n * @param startValue Start value of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated Color3 value\r\n */\r\n Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {\r\n return Color3.Lerp(startValue, endValue, gradient);\r\n };\r\n /**\r\n * Interpolates a Color4 linearly\r\n * @param startValue Start value of the animation curve\r\n * @param endValue End value of the animation curve\r\n * @param gradient Scalar amount to interpolate\r\n * @returns Interpolated Color3 value\r\n */\r\n Animation.prototype.color4InterpolateFunction = function (startValue, endValue, gradient) {\r\n return Color4.Lerp(startValue, endValue, gradient);\r\n };\r\n /**\r\n * @hidden Internal use only\r\n */\r\n Animation.prototype._getKeyValue = function (value) {\r\n if (typeof value === \"function\") {\r\n return value();\r\n }\r\n return value;\r\n };\r\n /**\r\n * @hidden Internal use only\r\n */\r\n Animation.prototype._interpolate = function (currentFrame, state) {\r\n if (state.loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && state.repeatCount > 0) {\r\n return state.highLimitValue.clone ? state.highLimitValue.clone() : state.highLimitValue;\r\n }\r\n var keys = this._keys;\r\n if (keys.length === 1) {\r\n return this._getKeyValue(keys[0].value);\r\n }\r\n var startKeyIndex = state.key;\r\n if (keys[startKeyIndex].frame >= currentFrame) {\r\n while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {\r\n startKeyIndex--;\r\n }\r\n }\r\n for (var key = startKeyIndex; key < keys.length; key++) {\r\n var endKey = keys[key + 1];\r\n if (endKey.frame >= currentFrame) {\r\n state.key = key;\r\n var startKey = keys[key];\r\n var startValue = this._getKeyValue(startKey.value);\r\n if (startKey.interpolation === AnimationKeyInterpolation.STEP) {\r\n return startValue;\r\n }\r\n var endValue = this._getKeyValue(endKey.value);\r\n var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;\r\n var frameDelta = endKey.frame - startKey.frame;\r\n // gradient : percent of currentFrame between the frame inf and the frame sup\r\n var gradient = (currentFrame - startKey.frame) / frameDelta;\r\n // check for easingFunction and correction of gradient\r\n var easingFunction = this.getEasingFunction();\r\n if (easingFunction != null) {\r\n gradient = easingFunction.ease(gradient);\r\n }\r\n switch (this.dataType) {\r\n // Float\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n return floatValue;\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return state.offsetValue * state.repeatCount + floatValue;\r\n }\r\n break;\r\n // Quaternion\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n return quatValue;\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return quatValue.addInPlace(state.offsetValue.scale(state.repeatCount));\r\n }\r\n return quatValue;\r\n // Vector3\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n return vec3Value;\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return vec3Value.add(state.offsetValue.scale(state.repeatCount));\r\n }\r\n // Vector2\r\n case Animation.ANIMATIONTYPE_VECTOR2:\r\n var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n return vec2Value;\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return vec2Value.add(state.offsetValue.scale(state.repeatCount));\r\n }\r\n // Size\r\n case Animation.ANIMATIONTYPE_SIZE:\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n return this.sizeInterpolateFunction(startValue, endValue, gradient);\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return this.sizeInterpolateFunction(startValue, endValue, gradient).add(state.offsetValue.scale(state.repeatCount));\r\n }\r\n // Color3\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n return this.color3InterpolateFunction(startValue, endValue, gradient);\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return this.color3InterpolateFunction(startValue, endValue, gradient).add(state.offsetValue.scale(state.repeatCount));\r\n }\r\n // Color4\r\n case Animation.ANIMATIONTYPE_COLOR4:\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n return this.color4InterpolateFunction(startValue, endValue, gradient);\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return this.color4InterpolateFunction(startValue, endValue, gradient).add(state.offsetValue.scale(state.repeatCount));\r\n }\r\n // Matrix\r\n case Animation.ANIMATIONTYPE_MATRIX:\r\n switch (state.loopMode) {\r\n case Animation.ANIMATIONLOOPMODE_CYCLE:\r\n case Animation.ANIMATIONLOOPMODE_CONSTANT:\r\n if (Animation.AllowMatricesInterpolation) {\r\n return this.matrixInterpolateFunction(startValue, endValue, gradient, state.workValue);\r\n }\r\n case Animation.ANIMATIONLOOPMODE_RELATIVE:\r\n return startValue;\r\n }\r\n default:\r\n break;\r\n }\r\n break;\r\n }\r\n }\r\n return this._getKeyValue(keys[keys.length - 1].value);\r\n };\r\n /**\r\n * Defines the function to use to interpolate matrices\r\n * @param startValue defines the start matrix\r\n * @param endValue defines the end matrix\r\n * @param gradient defines the gradient between both matrices\r\n * @param result defines an optional target matrix where to store the interpolation\r\n * @returns the interpolated matrix\r\n */\r\n Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {\r\n if (Animation.AllowMatrixDecomposeForInterpolation) {\r\n if (result) {\r\n Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);\r\n return result;\r\n }\r\n return Matrix.DecomposeLerp(startValue, endValue, gradient);\r\n }\r\n if (result) {\r\n Matrix.LerpToRef(startValue, endValue, gradient, result);\r\n return result;\r\n }\r\n return Matrix.Lerp(startValue, endValue, gradient);\r\n };\r\n /**\r\n * Makes a copy of the animation\r\n * @returns Cloned animation\r\n */\r\n Animation.prototype.clone = function () {\r\n var clone = new Animation(this.name, this.targetPropertyPath.join(\".\"), this.framePerSecond, this.dataType, this.loopMode);\r\n clone.enableBlending = this.enableBlending;\r\n clone.blendingSpeed = this.blendingSpeed;\r\n if (this._keys) {\r\n clone.setKeys(this._keys);\r\n }\r\n if (this._ranges) {\r\n clone._ranges = {};\r\n for (var name in this._ranges) {\r\n var range = this._ranges[name];\r\n if (!range) {\r\n continue;\r\n }\r\n clone._ranges[name] = range.clone();\r\n }\r\n }\r\n return clone;\r\n };\r\n /**\r\n * Sets the key frames of the animation\r\n * @param values The animation key frames to set\r\n */\r\n Animation.prototype.setKeys = function (values) {\r\n this._keys = values.slice(0);\r\n };\r\n /**\r\n * Serializes the animation to an object\r\n * @returns Serialized object\r\n */\r\n Animation.prototype.serialize = function () {\r\n var serializationObject = {};\r\n serializationObject.name = this.name;\r\n serializationObject.property = this.targetProperty;\r\n serializationObject.framePerSecond = this.framePerSecond;\r\n serializationObject.dataType = this.dataType;\r\n serializationObject.loopBehavior = this.loopMode;\r\n serializationObject.enableBlending = this.enableBlending;\r\n serializationObject.blendingSpeed = this.blendingSpeed;\r\n var dataType = this.dataType;\r\n serializationObject.keys = [];\r\n var keys = this.getKeys();\r\n for (var index = 0; index < keys.length; index++) {\r\n var animationKey = keys[index];\r\n var key = {};\r\n key.frame = animationKey.frame;\r\n switch (dataType) {\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n key.values = [animationKey.value];\r\n break;\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n case Animation.ANIMATIONTYPE_MATRIX:\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n case Animation.ANIMATIONTYPE_COLOR4:\r\n key.values = animationKey.value.asArray();\r\n break;\r\n }\r\n serializationObject.keys.push(key);\r\n }\r\n serializationObject.ranges = [];\r\n for (var name in this._ranges) {\r\n var source = this._ranges[name];\r\n if (!source) {\r\n continue;\r\n }\r\n var range = {};\r\n range.name = name;\r\n range.from = source.from;\r\n range.to = source.to;\r\n serializationObject.ranges.push(range);\r\n }\r\n return serializationObject;\r\n };\r\n /** @hidden */\r\n Animation._UniversalLerp = function (left, right, amount) {\r\n var constructor = left.constructor;\r\n if (constructor.Lerp) { // Lerp supported\r\n return constructor.Lerp(left, right, amount);\r\n }\r\n else if (constructor.Slerp) { // Slerp supported\r\n return constructor.Slerp(left, right, amount);\r\n }\r\n else if (left.toFixed) { // Number\r\n return left * (1.0 - amount) + amount * right;\r\n }\r\n else { // Blending not supported\r\n return right;\r\n }\r\n };\r\n /**\r\n * Parses an animation object and creates an animation\r\n * @param parsedAnimation Parsed animation object\r\n * @returns Animation object\r\n */\r\n Animation.Parse = function (parsedAnimation) {\r\n var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);\r\n var dataType = parsedAnimation.dataType;\r\n var keys = [];\r\n var data;\r\n var index;\r\n if (parsedAnimation.enableBlending) {\r\n animation.enableBlending = parsedAnimation.enableBlending;\r\n }\r\n if (parsedAnimation.blendingSpeed) {\r\n animation.blendingSpeed = parsedAnimation.blendingSpeed;\r\n }\r\n for (index = 0; index < parsedAnimation.keys.length; index++) {\r\n var key = parsedAnimation.keys[index];\r\n var inTangent;\r\n var outTangent;\r\n switch (dataType) {\r\n case Animation.ANIMATIONTYPE_FLOAT:\r\n data = key.values[0];\r\n if (key.values.length >= 1) {\r\n inTangent = key.values[1];\r\n }\r\n if (key.values.length >= 2) {\r\n outTangent = key.values[2];\r\n }\r\n break;\r\n case Animation.ANIMATIONTYPE_QUATERNION:\r\n data = Quaternion.FromArray(key.values);\r\n if (key.values.length >= 8) {\r\n var _inTangent = Quaternion.FromArray(key.values.slice(4, 8));\r\n if (!_inTangent.equals(Quaternion.Zero())) {\r\n inTangent = _inTangent;\r\n }\r\n }\r\n if (key.values.length >= 12) {\r\n var _outTangent = Quaternion.FromArray(key.values.slice(8, 12));\r\n if (!_outTangent.equals(Quaternion.Zero())) {\r\n outTangent = _outTangent;\r\n }\r\n }\r\n break;\r\n case Animation.ANIMATIONTYPE_MATRIX:\r\n data = Matrix.FromArray(key.values);\r\n break;\r\n case Animation.ANIMATIONTYPE_COLOR3:\r\n data = Color3.FromArray(key.values);\r\n break;\r\n case Animation.ANIMATIONTYPE_COLOR4:\r\n data = Color4.FromArray(key.values);\r\n break;\r\n case Animation.ANIMATIONTYPE_VECTOR3:\r\n default:\r\n data = Vector3.FromArray(key.values);\r\n break;\r\n }\r\n var keyData = {};\r\n keyData.frame = key.frame;\r\n keyData.value = data;\r\n if (inTangent != undefined) {\r\n keyData.inTangent = inTangent;\r\n }\r\n if (outTangent != undefined) {\r\n keyData.outTangent = outTangent;\r\n }\r\n keys.push(keyData);\r\n }\r\n animation.setKeys(keys);\r\n if (parsedAnimation.ranges) {\r\n for (index = 0; index < parsedAnimation.ranges.length; index++) {\r\n data = parsedAnimation.ranges[index];\r\n animation.createRange(data.name, data.from, data.to);\r\n }\r\n }\r\n return animation;\r\n };\r\n /**\r\n * Appends the serialized animations from the source animations\r\n * @param source Source containing the animations\r\n * @param destination Target to store the animations\r\n */\r\n Animation.AppendSerializedAnimations = function (source, destination) {\r\n SerializationHelper.AppendSerializedAnimations(source, destination);\r\n };\r\n /**\r\n * Use matrix interpolation instead of using direct key value when animating matrices\r\n */\r\n Animation.AllowMatricesInterpolation = false;\r\n /**\r\n * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower\r\n */\r\n Animation.AllowMatrixDecomposeForInterpolation = true;\r\n // Statics\r\n /**\r\n * Float animation type\r\n */\r\n Animation.ANIMATIONTYPE_FLOAT = 0;\r\n /**\r\n * Vector3 animation type\r\n */\r\n Animation.ANIMATIONTYPE_VECTOR3 = 1;\r\n /**\r\n * Quaternion animation type\r\n */\r\n Animation.ANIMATIONTYPE_QUATERNION = 2;\r\n /**\r\n * Matrix animation type\r\n */\r\n Animation.ANIMATIONTYPE_MATRIX = 3;\r\n /**\r\n * Color3 animation type\r\n */\r\n Animation.ANIMATIONTYPE_COLOR3 = 4;\r\n /**\r\n * Color3 animation type\r\n */\r\n Animation.ANIMATIONTYPE_COLOR4 = 7;\r\n /**\r\n * Vector2 animation type\r\n */\r\n Animation.ANIMATIONTYPE_VECTOR2 = 5;\r\n /**\r\n * Size animation type\r\n */\r\n Animation.ANIMATIONTYPE_SIZE = 6;\r\n /**\r\n * Relative Loop Mode\r\n */\r\n Animation.ANIMATIONLOOPMODE_RELATIVE = 0;\r\n /**\r\n * Cycle Loop Mode\r\n */\r\n Animation.ANIMATIONLOOPMODE_CYCLE = 1;\r\n /**\r\n * Constant Loop Mode\r\n */\r\n Animation.ANIMATIONLOOPMODE_CONSTANT = 2;\r\n return Animation;\r\n}());\r\nexport { Animation };\r\n_TypeStore.RegisteredTypes[\"BABYLON.Animation\"] = Animation;\r\nNode._AnimationRangeFactory = function (name, from, to) { return new AnimationRange(name, from, to); };\r\n//# sourceMappingURL=animation.js.map","import { BackEase, EasingFunction } from \"../../Animations/easing\";\r\nimport { Animation } from \"../../Animations/animation\";\r\n/**\r\n * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior\r\n */\r\nvar BouncingBehavior = /** @class */ (function () {\r\n function BouncingBehavior() {\r\n /**\r\n * The duration of the animation, in milliseconds\r\n */\r\n this.transitionDuration = 450;\r\n /**\r\n * Length of the distance animated by the transition when lower radius is reached\r\n */\r\n this.lowerRadiusTransitionRange = 2;\r\n /**\r\n * Length of the distance animated by the transition when upper radius is reached\r\n */\r\n this.upperRadiusTransitionRange = -2;\r\n this._autoTransitionRange = false;\r\n // Animations\r\n this._radiusIsAnimating = false;\r\n this._radiusBounceTransition = null;\r\n this._animatables = new Array();\r\n }\r\n Object.defineProperty(BouncingBehavior.prototype, \"name\", {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n get: function () {\r\n return \"Bouncing\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BouncingBehavior.prototype, \"autoTransitionRange\", {\r\n /**\r\n * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically\r\n */\r\n get: function () {\r\n return this._autoTransitionRange;\r\n },\r\n /**\r\n * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically\r\n * Transition ranges will be set to 5% of the bounding box diagonal in world space\r\n */\r\n set: function (value) {\r\n var _this = this;\r\n if (this._autoTransitionRange === value) {\r\n return;\r\n }\r\n this._autoTransitionRange = value;\r\n var camera = this._attachedCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n if (value) {\r\n this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n mesh.computeWorldMatrix(true);\r\n var diagonal = mesh.getBoundingInfo().diagonalLength;\r\n _this.lowerRadiusTransitionRange = diagonal * 0.05;\r\n _this.upperRadiusTransitionRange = diagonal * 0.05;\r\n });\r\n }\r\n else if (this._onMeshTargetChangedObserver) {\r\n camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Initializes the behavior.\r\n */\r\n BouncingBehavior.prototype.init = function () {\r\n // Do notihng\r\n };\r\n /**\r\n * Attaches the behavior to its arc rotate camera.\r\n * @param camera Defines the camera to attach the behavior to\r\n */\r\n BouncingBehavior.prototype.attach = function (camera) {\r\n var _this = this;\r\n this._attachedCamera = camera;\r\n this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {\r\n if (!_this._attachedCamera) {\r\n return;\r\n }\r\n // Add the bounce animation to the lower radius limit\r\n if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {\r\n _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);\r\n }\r\n // Add the bounce animation to the upper radius limit\r\n if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {\r\n _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);\r\n }\r\n });\r\n };\r\n /**\r\n * Detaches the behavior from its current arc rotate camera.\r\n */\r\n BouncingBehavior.prototype.detach = function () {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n if (this._onAfterCheckInputsObserver) {\r\n this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);\r\n }\r\n if (this._onMeshTargetChangedObserver) {\r\n this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);\r\n }\r\n this._attachedCamera = null;\r\n };\r\n /**\r\n * Checks if the camera radius is at the specified limit. Takes into account animation locks.\r\n * @param radiusLimit The limit to check against.\r\n * @return Bool to indicate if at limit.\r\n */\r\n BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {\r\n return true;\r\n }\r\n return false;\r\n };\r\n /**\r\n * Applies an animation to the radius of the camera, extending by the radiusDelta.\r\n * @param radiusDelta The delta by which to animate to. Can be negative.\r\n */\r\n BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {\r\n var _this = this;\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n if (!this._radiusBounceTransition) {\r\n BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);\r\n this._radiusBounceTransition = Animation.CreateAnimation(\"radius\", Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);\r\n }\r\n // Prevent zoom until bounce has completed\r\n this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;\r\n this._attachedCamera.wheelPrecision = Infinity;\r\n this._attachedCamera.inertialRadiusOffset = 0;\r\n // Animate to the radius limit\r\n this.stopAllAnimations();\r\n this._radiusIsAnimating = true;\r\n var animatable = Animation.TransitionTo(\"radius\", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n };\r\n /**\r\n * Removes all animation locks. Allows new animations to be added to any of the camera properties.\r\n */\r\n BouncingBehavior.prototype._clearAnimationLocks = function () {\r\n this._radiusIsAnimating = false;\r\n if (this._attachedCamera) {\r\n this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;\r\n }\r\n };\r\n /**\r\n * Stops and removes all animations that have been applied to the camera\r\n */\r\n BouncingBehavior.prototype.stopAllAnimations = function () {\r\n if (this._attachedCamera) {\r\n this._attachedCamera.animations = [];\r\n }\r\n while (this._animatables.length) {\r\n this._animatables[0].onAnimationEnd = null;\r\n this._animatables[0].stop();\r\n this._animatables.shift();\r\n }\r\n };\r\n /**\r\n * The easing function used by animations\r\n */\r\n BouncingBehavior.EasingFunction = new BackEase(0.3);\r\n /**\r\n * The easing mode used by animations\r\n */\r\n BouncingBehavior.EasingMode = EasingFunction.EASINGMODE_EASEOUT;\r\n return BouncingBehavior;\r\n}());\r\nexport { BouncingBehavior };\r\n//# sourceMappingURL=bouncingBehavior.js.map","import { ExponentialEase, EasingFunction } from \"../../Animations/easing\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { PrecisionDate } from \"../../Misc/precisionDate\";\r\nimport { Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Animation } from \"../../Animations/animation\";\r\n/**\r\n * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior\r\n */\r\nvar FramingBehavior = /** @class */ (function () {\r\n function FramingBehavior() {\r\n this._mode = FramingBehavior.FitFrustumSidesMode;\r\n this._radiusScale = 1.0;\r\n this._positionScale = 0.5;\r\n this._defaultElevation = 0.3;\r\n this._elevationReturnTime = 1500;\r\n this._elevationReturnWaitTime = 1000;\r\n this._zoomStopsAnimation = false;\r\n this._framingTime = 1500;\r\n /**\r\n * Define if the behavior should automatically change the configured\r\n * camera limits and sensibilities.\r\n */\r\n this.autoCorrectCameraLimitsAndSensibility = true;\r\n this._isPointerDown = false;\r\n this._lastInteractionTime = -Infinity;\r\n // Framing control\r\n this._animatables = new Array();\r\n this._betaIsAnimating = false;\r\n }\r\n Object.defineProperty(FramingBehavior.prototype, \"name\", {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n get: function () {\r\n return \"Framing\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(FramingBehavior.prototype, \"mode\", {\r\n /**\r\n * Gets current mode used by the behavior.\r\n */\r\n get: function () {\r\n return this._mode;\r\n },\r\n /**\r\n * Sets the current mode used by the behavior\r\n */\r\n set: function (mode) {\r\n this._mode = mode;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(FramingBehavior.prototype, \"radiusScale\", {\r\n /**\r\n * Gets the scale applied to the radius\r\n */\r\n get: function () {\r\n return this._radiusScale;\r\n },\r\n /**\r\n * Sets the scale applied to the radius (1 by default)\r\n */\r\n set: function (radius) {\r\n this._radiusScale = radius;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(FramingBehavior.prototype, \"positionScale\", {\r\n /**\r\n * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.\r\n */\r\n get: function () {\r\n return this._positionScale;\r\n },\r\n /**\r\n * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.\r\n */\r\n set: function (scale) {\r\n this._positionScale = scale;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(FramingBehavior.prototype, \"defaultElevation\", {\r\n /**\r\n * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle\r\n * behaviour is triggered, in radians.\r\n */\r\n get: function () {\r\n return this._defaultElevation;\r\n },\r\n /**\r\n * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle\r\n * behaviour is triggered, in radians.\r\n */\r\n set: function (elevation) {\r\n this._defaultElevation = elevation;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(FramingBehavior.prototype, \"elevationReturnTime\", {\r\n /**\r\n * Gets the time (in milliseconds) taken to return to the default beta position.\r\n * Negative value indicates camera should not return to default.\r\n */\r\n get: function () {\r\n return this._elevationReturnTime;\r\n },\r\n /**\r\n * Sets the time (in milliseconds) taken to return to the default beta position.\r\n * Negative value indicates camera should not return to default.\r\n */\r\n set: function (speed) {\r\n this._elevationReturnTime = speed;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(FramingBehavior.prototype, \"elevationReturnWaitTime\", {\r\n /**\r\n * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.\r\n */\r\n get: function () {\r\n return this._elevationReturnWaitTime;\r\n },\r\n /**\r\n * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.\r\n */\r\n set: function (time) {\r\n this._elevationReturnWaitTime = time;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(FramingBehavior.prototype, \"zoomStopsAnimation\", {\r\n /**\r\n * Gets the flag that indicates if user zooming should stop animation.\r\n */\r\n get: function () {\r\n return this._zoomStopsAnimation;\r\n },\r\n /**\r\n * Sets the flag that indicates if user zooming should stop animation.\r\n */\r\n set: function (flag) {\r\n this._zoomStopsAnimation = flag;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(FramingBehavior.prototype, \"framingTime\", {\r\n /**\r\n * Gets the transition time when framing the mesh, in milliseconds\r\n */\r\n get: function () {\r\n return this._framingTime;\r\n },\r\n /**\r\n * Sets the transition time when framing the mesh, in milliseconds\r\n */\r\n set: function (time) {\r\n this._framingTime = time;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Initializes the behavior.\r\n */\r\n FramingBehavior.prototype.init = function () {\r\n // Do notihng\r\n };\r\n /**\r\n * Attaches the behavior to its arc rotate camera.\r\n * @param camera Defines the camera to attach the behavior to\r\n */\r\n FramingBehavior.prototype.attach = function (camera) {\r\n var _this = this;\r\n this._attachedCamera = camera;\r\n var scene = this._attachedCamera.getScene();\r\n FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);\r\n this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERDOWN) {\r\n _this._isPointerDown = true;\r\n return;\r\n }\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERUP) {\r\n _this._isPointerDown = false;\r\n }\r\n });\r\n this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {\r\n if (mesh) {\r\n _this.zoomOnMesh(mesh);\r\n }\r\n });\r\n this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {\r\n // Stop the animation if there is user interaction and the animation should stop for this interaction\r\n _this._applyUserInteraction();\r\n // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it\r\n // back to the default position after a given timeout\r\n _this._maintainCameraAboveGround();\r\n });\r\n };\r\n /**\r\n * Detaches the behavior from its current arc rotate camera.\r\n */\r\n FramingBehavior.prototype.detach = function () {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n var scene = this._attachedCamera.getScene();\r\n if (this._onPrePointerObservableObserver) {\r\n scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);\r\n }\r\n if (this._onAfterCheckInputsObserver) {\r\n this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);\r\n }\r\n if (this._onMeshTargetChangedObserver) {\r\n this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);\r\n }\r\n this._attachedCamera = null;\r\n };\r\n /**\r\n * Targets the given mesh and updates zoom level accordingly.\r\n * @param mesh The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {\r\n if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }\r\n if (onAnimationEnd === void 0) { onAnimationEnd = null; }\r\n mesh.computeWorldMatrix(true);\r\n var boundingBox = mesh.getBoundingInfo().boundingBox;\r\n this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);\r\n };\r\n /**\r\n * Targets the given mesh with its children and updates zoom level accordingly.\r\n * @param mesh The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {\r\n if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }\r\n if (onAnimationEnd === void 0) { onAnimationEnd = null; }\r\n mesh.computeWorldMatrix(true);\r\n var boundingBox = mesh.getHierarchyBoundingVectors(true);\r\n this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);\r\n };\r\n /**\r\n * Targets the given meshes with their children and updates zoom level accordingly.\r\n * @param meshes The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {\r\n if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }\r\n if (onAnimationEnd === void 0) { onAnimationEnd = null; }\r\n var min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n var max = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n for (var i = 0; i < meshes.length; i++) {\r\n var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);\r\n Vector3.CheckExtends(boundingInfo.min, min, max);\r\n Vector3.CheckExtends(boundingInfo.max, min, max);\r\n }\r\n this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);\r\n };\r\n /**\r\n * Targets the bounding box info defined by its extends and updates zoom level accordingly.\r\n * @param minimumWorld Determines the smaller position of the bounding box extend\r\n * @param maximumWorld Determines the bigger position of the bounding box extend\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {\r\n var _this = this;\r\n if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }\r\n if (onAnimationEnd === void 0) { onAnimationEnd = null; }\r\n var zoomTarget;\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY\r\n var bottom = minimumWorld.y;\r\n var top = maximumWorld.y;\r\n var zoomTargetY = bottom + (top - bottom) * this._positionScale;\r\n var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);\r\n if (focusOnOriginXZ) {\r\n zoomTarget = new Vector3(0, zoomTargetY, 0);\r\n }\r\n else {\r\n var centerWorld = minimumWorld.add(radiusWorld);\r\n zoomTarget = new Vector3(centerWorld.x, zoomTargetY, centerWorld.z);\r\n }\r\n if (!this._vectorTransition) {\r\n this._vectorTransition = Animation.CreateAnimation(\"target\", Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);\r\n }\r\n this._betaIsAnimating = true;\r\n var animatable = Animation.TransitionTo(\"target\", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n // sets the radius and lower radius bounds\r\n // Small delta ensures camera is not always at lower zoom limit.\r\n var radius = 0;\r\n if (this._mode === FramingBehavior.FitFrustumSidesMode) {\r\n var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);\r\n if (this.autoCorrectCameraLimitsAndSensibility) {\r\n this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;\r\n }\r\n radius = position;\r\n }\r\n else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {\r\n radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);\r\n if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {\r\n this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;\r\n }\r\n }\r\n // Set sensibilities\r\n if (this.autoCorrectCameraLimitsAndSensibility) {\r\n var extend = maximumWorld.subtract(minimumWorld).length();\r\n this._attachedCamera.panningSensibility = 5000 / extend;\r\n this._attachedCamera.wheelPrecision = 100 / radius;\r\n }\r\n // transition to new radius\r\n if (!this._radiusTransition) {\r\n this._radiusTransition = Animation.CreateAnimation(\"radius\", Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);\r\n }\r\n animatable = Animation.TransitionTo(\"radius\", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {\r\n _this.stopAllAnimations();\r\n if (onAnimationEnd) {\r\n onAnimationEnd();\r\n }\r\n if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {\r\n _this._attachedCamera.storeState();\r\n }\r\n });\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n };\r\n /**\r\n * Calculates the lowest radius for the camera based on the bounding box of the mesh.\r\n * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary\r\n *\t\t\t frustum width.\r\n * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order\r\n *\t\t to fully enclose the mesh in the viewing frustum.\r\n */\r\n FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {\r\n var size = maximumWorld.subtract(minimumWorld);\r\n var boxVectorGlobalDiagonal = size.length();\r\n var frustumSlope = this._getFrustumSlope();\r\n // Formula for setting distance\r\n // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)\r\n var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;\r\n // Horizon distance\r\n var radius = radiusWithoutFraming * this._radiusScale;\r\n var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));\r\n var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));\r\n var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);\r\n var camera = this._attachedCamera;\r\n if (!camera) {\r\n return 0;\r\n }\r\n if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {\r\n // Don't exceed the requested limit\r\n distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;\r\n }\r\n // Don't exceed the upper radius limit\r\n if (camera.upperRadiusLimit) {\r\n distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;\r\n }\r\n return distance;\r\n };\r\n /**\r\n * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera\r\n * is automatically returned to its default position (expected to be above ground plane).\r\n */\r\n FramingBehavior.prototype._maintainCameraAboveGround = function () {\r\n var _this = this;\r\n if (this._elevationReturnTime < 0) {\r\n return;\r\n }\r\n var timeSinceInteraction = PrecisionDate.Now - this._lastInteractionTime;\r\n var defaultBeta = Math.PI * 0.5 - this._defaultElevation;\r\n var limitBeta = Math.PI * 0.5;\r\n // Bring the camera back up if below the ground plane\r\n if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {\r\n this._betaIsAnimating = true;\r\n //Transition to new position\r\n this.stopAllAnimations();\r\n if (!this._betaTransition) {\r\n this._betaTransition = Animation.CreateAnimation(\"beta\", Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);\r\n }\r\n var animatabe = Animation.TransitionTo(\"beta\", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {\r\n _this._clearAnimationLocks();\r\n _this.stopAllAnimations();\r\n });\r\n if (animatabe) {\r\n this._animatables.push(animatabe);\r\n }\r\n }\r\n };\r\n /**\r\n * Returns the frustum slope based on the canvas ratio and camera FOV\r\n * @returns The frustum slope represented as a Vector2 with X and Y slopes\r\n */\r\n FramingBehavior.prototype._getFrustumSlope = function () {\r\n // Calculate the viewport ratio\r\n // Aspect Ratio is Height/Width.\r\n var camera = this._attachedCamera;\r\n if (!camera) {\r\n return Vector2.Zero();\r\n }\r\n var engine = camera.getScene().getEngine();\r\n var aspectRatio = engine.getAspectRatio(camera);\r\n // Camera FOV is the vertical field of view (top-bottom) in radians.\r\n // Slope of the frustum top/bottom planes in view space, relative to the forward vector.\r\n var frustumSlopeY = Math.tan(camera.fov / 2);\r\n // Slope of the frustum left/right planes in view space, relative to the forward vector.\r\n // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit\r\n // along the forward vector.\r\n var frustumSlopeX = frustumSlopeY * aspectRatio;\r\n return new Vector2(frustumSlopeX, frustumSlopeY);\r\n };\r\n /**\r\n * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.\r\n */\r\n FramingBehavior.prototype._clearAnimationLocks = function () {\r\n this._betaIsAnimating = false;\r\n };\r\n /**\r\n * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.\r\n */\r\n FramingBehavior.prototype._applyUserInteraction = function () {\r\n if (this.isUserIsMoving) {\r\n this._lastInteractionTime = PrecisionDate.Now;\r\n this.stopAllAnimations();\r\n this._clearAnimationLocks();\r\n }\r\n };\r\n /**\r\n * Stops and removes all animations that have been applied to the camera\r\n */\r\n FramingBehavior.prototype.stopAllAnimations = function () {\r\n if (this._attachedCamera) {\r\n this._attachedCamera.animations = [];\r\n }\r\n while (this._animatables.length) {\r\n if (this._animatables[0]) {\r\n this._animatables[0].onAnimationEnd = null;\r\n this._animatables[0].stop();\r\n }\r\n this._animatables.shift();\r\n }\r\n };\r\n Object.defineProperty(FramingBehavior.prototype, \"isUserIsMoving\", {\r\n /**\r\n * Gets a value indicating if the user is moving the camera\r\n */\r\n get: function () {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n return this._attachedCamera.inertialAlphaOffset !== 0 ||\r\n this._attachedCamera.inertialBetaOffset !== 0 ||\r\n this._attachedCamera.inertialRadiusOffset !== 0 ||\r\n this._attachedCamera.inertialPanningX !== 0 ||\r\n this._attachedCamera.inertialPanningY !== 0 ||\r\n this._isPointerDown;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * The easing function used by animations\r\n */\r\n FramingBehavior.EasingFunction = new ExponentialEase();\r\n /**\r\n * The easing mode used by animations\r\n */\r\n FramingBehavior.EasingMode = EasingFunction.EASINGMODE_EASEINOUT;\r\n // Statics\r\n /**\r\n * The camera can move all the way towards the mesh.\r\n */\r\n FramingBehavior.IgnoreBoundsSizeMode = 0;\r\n /**\r\n * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides\r\n */\r\n FramingBehavior.FitFrustumSidesMode = 1;\r\n return FramingBehavior;\r\n}());\r\nexport { FramingBehavior };\r\n//# sourceMappingURL=framingBehavior.js.map","import { __decorate, __extends } from \"tslib\";\r\nimport { serialize, serializeAsVector3, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport { Camera } from \"./camera\";\r\nimport { Quaternion, Matrix, Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Epsilon } from '../Maths/math.constants';\r\nimport { Axis } from '../Maths/math.axis';\r\n/**\r\n * A target camera takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see http://doc.babylonjs.com/features/cameras\r\n */\r\nvar TargetCamera = /** @class */ (function (_super) {\r\n __extends(TargetCamera, _super);\r\n /**\r\n * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see http://doc.babylonjs.com/features/cameras\r\n * @param name Defines the name of the camera in the scene\r\n * @param position Defines the start position of the camera in the scene\r\n * @param scene Defines the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined\r\n */\r\n function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {\r\n if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }\r\n var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;\r\n /**\r\n * Define the current direction the camera is moving to\r\n */\r\n _this.cameraDirection = new Vector3(0, 0, 0);\r\n /**\r\n * Define the current rotation the camera is rotating to\r\n */\r\n _this.cameraRotation = new Vector2(0, 0);\r\n /**\r\n * When set, the up vector of the camera will be updated by the rotation of the camera\r\n */\r\n _this.updateUpVectorFromRotation = false;\r\n _this._tmpQuaternion = new Quaternion();\r\n /**\r\n * Define the current rotation of the camera\r\n */\r\n _this.rotation = new Vector3(0, 0, 0);\r\n /**\r\n * Define the current speed of the camera\r\n */\r\n _this.speed = 2.0;\r\n /**\r\n * Add constraint to the camera to prevent it to move freely in all directions and\r\n * around all axis.\r\n */\r\n _this.noRotationConstraint = false;\r\n /**\r\n * Define the current target of the camera as an object or a position.\r\n */\r\n _this.lockedTarget = null;\r\n /** @hidden */\r\n _this._currentTarget = Vector3.Zero();\r\n /** @hidden */\r\n _this._initialFocalDistance = 1;\r\n /** @hidden */\r\n _this._viewMatrix = Matrix.Zero();\r\n /** @hidden */\r\n _this._camMatrix = Matrix.Zero();\r\n /** @hidden */\r\n _this._cameraTransformMatrix = Matrix.Zero();\r\n /** @hidden */\r\n _this._cameraRotationMatrix = Matrix.Zero();\r\n /** @hidden */\r\n _this._referencePoint = new Vector3(0, 0, 1);\r\n /** @hidden */\r\n _this._transformedReferencePoint = Vector3.Zero();\r\n _this._globalCurrentTarget = Vector3.Zero();\r\n _this._globalCurrentUpVector = Vector3.Zero();\r\n _this._defaultUp = Vector3.Up();\r\n _this._cachedRotationZ = 0;\r\n _this._cachedQuaternionRotationZ = 0;\r\n return _this;\r\n }\r\n /**\r\n * Gets the position in front of the camera at a given distance.\r\n * @param distance The distance from the camera we want the position to be\r\n * @returns the position\r\n */\r\n TargetCamera.prototype.getFrontPosition = function (distance) {\r\n this.getWorldMatrix();\r\n var direction = this.getTarget().subtract(this.position);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n return this.globalPosition.add(direction);\r\n };\r\n /** @hidden */\r\n TargetCamera.prototype._getLockedTargetPosition = function () {\r\n if (!this.lockedTarget) {\r\n return null;\r\n }\r\n if (this.lockedTarget.absolutePosition) {\r\n this.lockedTarget.computeWorldMatrix();\r\n }\r\n return this.lockedTarget.absolutePosition || this.lockedTarget;\r\n };\r\n /**\r\n * Store current camera state of the camera (fov, position, rotation, etc..)\r\n * @returns the camera\r\n */\r\n TargetCamera.prototype.storeState = function () {\r\n this._storedPosition = this.position.clone();\r\n this._storedRotation = this.rotation.clone();\r\n if (this.rotationQuaternion) {\r\n this._storedRotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n return _super.prototype.storeState.call(this);\r\n };\r\n /**\r\n * Restored camera state. You must call storeState() first\r\n * @returns whether it was successful or not\r\n * @hidden\r\n */\r\n TargetCamera.prototype._restoreStateValues = function () {\r\n if (!_super.prototype._restoreStateValues.call(this)) {\r\n return false;\r\n }\r\n this.position = this._storedPosition.clone();\r\n this.rotation = this._storedRotation.clone();\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion = this._storedRotationQuaternion.clone();\r\n }\r\n this.cameraDirection.copyFromFloats(0, 0, 0);\r\n this.cameraRotation.copyFromFloats(0, 0);\r\n return true;\r\n };\r\n /** @hidden */\r\n TargetCamera.prototype._initCache = function () {\r\n _super.prototype._initCache.call(this);\r\n this._cache.lockedTarget = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotation = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotationQuaternion = new Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n };\r\n /** @hidden */\r\n TargetCamera.prototype._updateCache = function (ignoreParentClass) {\r\n if (!ignoreParentClass) {\r\n _super.prototype._updateCache.call(this);\r\n }\r\n var lockedTargetPosition = this._getLockedTargetPosition();\r\n if (!lockedTargetPosition) {\r\n this._cache.lockedTarget = null;\r\n }\r\n else {\r\n if (!this._cache.lockedTarget) {\r\n this._cache.lockedTarget = lockedTargetPosition.clone();\r\n }\r\n else {\r\n this._cache.lockedTarget.copyFrom(lockedTargetPosition);\r\n }\r\n }\r\n this._cache.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n }\r\n };\r\n // Synchronized\r\n /** @hidden */\r\n TargetCamera.prototype._isSynchronizedViewMatrix = function () {\r\n if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {\r\n return false;\r\n }\r\n var lockedTargetPosition = this._getLockedTargetPosition();\r\n return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)\r\n && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));\r\n };\r\n // Methods\r\n /** @hidden */\r\n TargetCamera.prototype._computeLocalCameraSpeed = function () {\r\n var engine = this.getEngine();\r\n return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));\r\n };\r\n // Target\r\n /**\r\n * Defines the target the camera should look at.\r\n * @param target Defines the new target as a Vector or a mesh\r\n */\r\n TargetCamera.prototype.setTarget = function (target) {\r\n this.upVector.normalize();\r\n this._initialFocalDistance = target.subtract(this.position).length();\r\n if (this.position.z === target.z) {\r\n this.position.z += Epsilon;\r\n }\r\n Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);\r\n this._camMatrix.invert();\r\n this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);\r\n var vDir = target.subtract(this.position);\r\n if (vDir.x >= 0.0) {\r\n this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);\r\n }\r\n else {\r\n this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);\r\n }\r\n this.rotation.z = 0;\r\n if (isNaN(this.rotation.x)) {\r\n this.rotation.x = 0;\r\n }\r\n if (isNaN(this.rotation.y)) {\r\n this.rotation.y = 0;\r\n }\r\n if (isNaN(this.rotation.z)) {\r\n this.rotation.z = 0;\r\n }\r\n if (this.rotationQuaternion) {\r\n Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);\r\n }\r\n };\r\n /**\r\n * Return the current target position of the camera. This value is expressed in local space.\r\n * @returns the target position\r\n */\r\n TargetCamera.prototype.getTarget = function () {\r\n return this._currentTarget;\r\n };\r\n /** @hidden */\r\n TargetCamera.prototype._decideIfNeedsToMove = function () {\r\n return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n };\r\n /** @hidden */\r\n TargetCamera.prototype._updatePosition = function () {\r\n if (this.parent) {\r\n this.parent.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformNormalToRef(this.cameraDirection, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this.position.addInPlace(TmpVectors.Vector3[0]);\r\n return;\r\n }\r\n this.position.addInPlace(this.cameraDirection);\r\n };\r\n /** @hidden */\r\n TargetCamera.prototype._checkInputs = function () {\r\n var needToMove = this._decideIfNeedsToMove();\r\n var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;\r\n // Move\r\n if (needToMove) {\r\n this._updatePosition();\r\n }\r\n // Rotate\r\n if (needToRotate) {\r\n this.rotation.x += this.cameraRotation.x;\r\n this.rotation.y += this.cameraRotation.y;\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n var len = this.rotation.lengthSquared();\r\n if (len) {\r\n Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);\r\n }\r\n }\r\n if (!this.noRotationConstraint) {\r\n var limit = 1.570796;\r\n if (this.rotation.x > limit) {\r\n this.rotation.x = limit;\r\n }\r\n if (this.rotation.x < -limit) {\r\n this.rotation.x = -limit;\r\n }\r\n }\r\n }\r\n // Inertia\r\n if (needToMove) {\r\n if (Math.abs(this.cameraDirection.x) < this.speed * Epsilon) {\r\n this.cameraDirection.x = 0;\r\n }\r\n if (Math.abs(this.cameraDirection.y) < this.speed * Epsilon) {\r\n this.cameraDirection.y = 0;\r\n }\r\n if (Math.abs(this.cameraDirection.z) < this.speed * Epsilon) {\r\n this.cameraDirection.z = 0;\r\n }\r\n this.cameraDirection.scaleInPlace(this.inertia);\r\n }\r\n if (needToRotate) {\r\n if (Math.abs(this.cameraRotation.x) < this.speed * Epsilon) {\r\n this.cameraRotation.x = 0;\r\n }\r\n if (Math.abs(this.cameraRotation.y) < this.speed * Epsilon) {\r\n this.cameraRotation.y = 0;\r\n }\r\n this.cameraRotation.scaleInPlace(this.inertia);\r\n }\r\n _super.prototype._checkInputs.call(this);\r\n };\r\n TargetCamera.prototype._updateCameraRotationMatrix = function () {\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);\r\n }\r\n else {\r\n Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);\r\n }\r\n };\r\n /**\r\n * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)\r\n * @returns the current camera\r\n */\r\n TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {\r\n Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);\r\n return this;\r\n };\r\n /** @hidden */\r\n TargetCamera.prototype._getViewMatrix = function () {\r\n if (this.lockedTarget) {\r\n this.setTarget(this._getLockedTargetPosition());\r\n }\r\n // Compute\r\n this._updateCameraRotationMatrix();\r\n // Apply the changed rotation to the upVector\r\n if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedQuaternionRotationZ = this.rotationQuaternion.z;\r\n }\r\n else if (this._cachedRotationZ != this.rotation.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedRotationZ = this.rotation.z;\r\n }\r\n Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);\r\n // Computing target and final matrix\r\n this.position.addToRef(this._transformedReferencePoint, this._currentTarget);\r\n if (this.updateUpVectorFromRotation) {\r\n if (this.rotationQuaternion) {\r\n Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);\r\n }\r\n else {\r\n Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);\r\n Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);\r\n }\r\n }\r\n this._computeViewMatrix(this.position, this._currentTarget, this.upVector);\r\n return this._viewMatrix;\r\n };\r\n TargetCamera.prototype._computeViewMatrix = function (position, target, up) {\r\n if (this.parent) {\r\n var parentWorldMatrix = this.parent.getWorldMatrix();\r\n Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);\r\n Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);\r\n Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);\r\n this._markSyncedWithParent();\r\n }\r\n else {\r\n this._globalPosition.copyFrom(position);\r\n this._globalCurrentTarget.copyFrom(target);\r\n this._globalCurrentUpVector.copyFrom(up);\r\n }\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);\r\n }\r\n else {\r\n Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);\r\n }\r\n };\r\n /**\r\n * @hidden\r\n */\r\n TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {\r\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());\r\n rigCamera.isRigCamera = true;\r\n rigCamera.rigParent = this;\r\n if (this.cameraRigMode === Camera.RIG_MODE_VR || this.cameraRigMode === Camera.RIG_MODE_WEBVR) {\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = new Quaternion();\r\n }\r\n rigCamera._cameraRigParams = {};\r\n rigCamera.rotationQuaternion = new Quaternion();\r\n }\r\n return rigCamera;\r\n }\r\n return null;\r\n };\r\n /**\r\n * @hidden\r\n */\r\n TargetCamera.prototype._updateRigCameras = function () {\r\n var camLeft = this._rigCameras[0];\r\n var camRight = this._rigCameras[1];\r\n this.computeWorldMatrix();\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED:\r\n //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:\r\n var leftSign = (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;\r\n var rightSign = (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);\r\n break;\r\n case Camera.RIG_MODE_VR:\r\n if (camLeft.rotationQuaternion) {\r\n camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n }\r\n else {\r\n camLeft.rotation.copyFrom(this.rotation);\r\n camRight.rotation.copyFrom(this.rotation);\r\n }\r\n camLeft.position.copyFrom(this.position);\r\n camRight.position.copyFrom(this.position);\r\n break;\r\n }\r\n _super.prototype._updateRigCameras.call(this);\r\n };\r\n TargetCamera.prototype._getRigCamPositionAndTarget = function (halfSpace, rigCamera) {\r\n var target = this.getTarget();\r\n target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);\r\n TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n var newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);\r\n Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n TargetCamera._TargetTransformMatrix.multiplyToRef(Matrix.RotationY(halfSpace), TargetCamera._RigCamTransformMatrix);\r\n Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);\r\n Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);\r\n rigCamera.setTarget(newFocalTarget);\r\n };\r\n /**\r\n * Gets the current object class name.\r\n * @return the class name\r\n */\r\n TargetCamera.prototype.getClassName = function () {\r\n return \"TargetCamera\";\r\n };\r\n TargetCamera._RigCamTransformMatrix = new Matrix();\r\n TargetCamera._TargetTransformMatrix = new Matrix();\r\n TargetCamera._TargetFocalPoint = new Vector3();\r\n __decorate([\r\n serializeAsVector3()\r\n ], TargetCamera.prototype, \"rotation\", void 0);\r\n __decorate([\r\n serialize()\r\n ], TargetCamera.prototype, \"speed\", void 0);\r\n __decorate([\r\n serializeAsMeshReference(\"lockedTargetId\")\r\n ], TargetCamera.prototype, \"lockedTarget\", void 0);\r\n return TargetCamera;\r\n}(Camera));\r\nexport { TargetCamera };\r\n//# sourceMappingURL=targetCamera.js.map","import { Logger } from \"../Misc/logger\";\r\nimport { SerializationHelper } from \"../Misc/decorators\";\r\nimport { Camera } from \"./camera\";\r\n/**\r\n * @ignore\r\n * This is a list of all the different input types that are available in the application.\r\n * Fo instance: ArcRotateCameraGamepadInput...\r\n */\r\nexport var CameraInputTypes = {};\r\n/**\r\n * This represents the input manager used within a camera.\r\n * It helps dealing with all the different kind of input attached to a camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nvar CameraInputsManager = /** @class */ (function () {\r\n /**\r\n * Instantiate a new Camera Input Manager.\r\n * @param camera Defines the camera the input manager blongs to\r\n */\r\n function CameraInputsManager(camera) {\r\n this.attached = {};\r\n this.camera = camera;\r\n this.checkInputs = function () { };\r\n }\r\n /**\r\n * Add an input method to a camera\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n * @param input camera input method\r\n */\r\n CameraInputsManager.prototype.add = function (input) {\r\n var type = input.getSimpleName();\r\n if (this.attached[type]) {\r\n Logger.Warn(\"camera input of type \" + type + \" already exists on camera\");\r\n return;\r\n }\r\n this.attached[type] = input;\r\n input.camera = this.camera;\r\n //for checkInputs, we are dynamically creating a function\r\n //the goal is to avoid the performance penalty of looping for inputs in the render loop\r\n if (input.checkInputs) {\r\n this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));\r\n }\r\n if (this.attachedElement) {\r\n input.attachControl(this.attachedElement);\r\n }\r\n };\r\n /**\r\n * Remove a specific input method from a camera\r\n * example: camera.inputs.remove(camera.inputs.attached.mouse);\r\n * @param inputToRemove camera input method\r\n */\r\n CameraInputsManager.prototype.remove = function (inputToRemove) {\r\n for (var cam in this.attached) {\r\n var input = this.attached[cam];\r\n if (input === inputToRemove) {\r\n input.detachControl(this.attachedElement);\r\n input.camera = null;\r\n delete this.attached[cam];\r\n this.rebuildInputCheck();\r\n }\r\n }\r\n };\r\n /**\r\n * Remove a specific input type from a camera\r\n * example: camera.inputs.remove(\"ArcRotateCameraGamepadInput\");\r\n * @param inputType the type of the input to remove\r\n */\r\n CameraInputsManager.prototype.removeByType = function (inputType) {\r\n for (var cam in this.attached) {\r\n var input = this.attached[cam];\r\n if (input.getClassName() === inputType) {\r\n input.detachControl(this.attachedElement);\r\n input.camera = null;\r\n delete this.attached[cam];\r\n this.rebuildInputCheck();\r\n }\r\n }\r\n };\r\n CameraInputsManager.prototype._addCheckInputs = function (fn) {\r\n var current = this.checkInputs;\r\n return function () {\r\n current();\r\n fn();\r\n };\r\n };\r\n /**\r\n * Attach the input controls to the currently attached dom element to listen the events from.\r\n * @param input Defines the input to attach\r\n */\r\n CameraInputsManager.prototype.attachInput = function (input) {\r\n if (this.attachedElement) {\r\n input.attachControl(this.attachedElement, this.noPreventDefault);\r\n }\r\n };\r\n /**\r\n * Attach the current manager inputs controls to a specific dom element to listen the events from.\r\n * @param element Defines the dom element to collect the events from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {\r\n if (noPreventDefault === void 0) { noPreventDefault = false; }\r\n if (this.attachedElement) {\r\n return;\r\n }\r\n noPreventDefault = Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;\r\n this.attachedElement = element;\r\n this.noPreventDefault = noPreventDefault;\r\n for (var cam in this.attached) {\r\n this.attached[cam].attachControl(element, noPreventDefault);\r\n }\r\n };\r\n /**\r\n * Detach the current manager inputs controls from a specific dom element.\r\n * @param element Defines the dom element to collect the events from\r\n * @param disconnect Defines whether the input should be removed from the current list of attached inputs\r\n */\r\n CameraInputsManager.prototype.detachElement = function (element, disconnect) {\r\n if (disconnect === void 0) { disconnect = false; }\r\n if (this.attachedElement !== element) {\r\n return;\r\n }\r\n for (var cam in this.attached) {\r\n this.attached[cam].detachControl(element);\r\n if (disconnect) {\r\n this.attached[cam].camera = null;\r\n }\r\n }\r\n this.attachedElement = null;\r\n };\r\n /**\r\n * Rebuild the dynamic inputCheck function from the current list of\r\n * defined inputs in the manager.\r\n */\r\n CameraInputsManager.prototype.rebuildInputCheck = function () {\r\n this.checkInputs = function () { };\r\n for (var cam in this.attached) {\r\n var input = this.attached[cam];\r\n if (input.checkInputs) {\r\n this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));\r\n }\r\n }\r\n };\r\n /**\r\n * Remove all attached input methods from a camera\r\n */\r\n CameraInputsManager.prototype.clear = function () {\r\n if (this.attachedElement) {\r\n this.detachElement(this.attachedElement, true);\r\n }\r\n this.attached = {};\r\n this.attachedElement = null;\r\n this.checkInputs = function () { };\r\n };\r\n /**\r\n * Serialize the current input manager attached to a camera.\r\n * This ensures than once parsed,\r\n * the input associated to the camera will be identical to the current ones\r\n * @param serializedCamera Defines the camera serialization JSON the input serialization should write to\r\n */\r\n CameraInputsManager.prototype.serialize = function (serializedCamera) {\r\n var inputs = {};\r\n for (var cam in this.attached) {\r\n var input = this.attached[cam];\r\n var res = SerializationHelper.Serialize(input);\r\n inputs[input.getClassName()] = res;\r\n }\r\n serializedCamera.inputsmgr = inputs;\r\n };\r\n /**\r\n * Parses an input manager serialized JSON to restore the previous list of inputs\r\n * and states associated to a camera.\r\n * @param parsedCamera Defines the JSON to parse\r\n */\r\n CameraInputsManager.prototype.parse = function (parsedCamera) {\r\n var parsedInputs = parsedCamera.inputsmgr;\r\n if (parsedInputs) {\r\n this.clear();\r\n for (var n in parsedInputs) {\r\n var construct = CameraInputTypes[n];\r\n if (construct) {\r\n var parsedinput = parsedInputs[n];\r\n var input = SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);\r\n this.add(input);\r\n }\r\n }\r\n }\r\n else {\r\n //2016-03-08 this part is for managing backward compatibility\r\n for (var n in this.attached) {\r\n var construct = CameraInputTypes[this.attached[n].getClassName()];\r\n if (construct) {\r\n var input = SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);\r\n this.remove(this.attached[n]);\r\n this.add(input);\r\n }\r\n }\r\n }\r\n };\r\n return CameraInputsManager;\r\n}());\r\nexport { CameraInputsManager };\r\n//# sourceMappingURL=cameraInputsManager.js.map","import { __decorate, __extends } from \"tslib\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { BaseCameraPointersInput } from \"../../Cameras/Inputs/BaseCameraPointersInput\";\r\n/**\r\n * Manage the pointers inputs to control an arc rotate camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nvar ArcRotateCameraPointersInput = /** @class */ (function (_super) {\r\n __extends(ArcRotateCameraPointersInput, _super);\r\n function ArcRotateCameraPointersInput() {\r\n var _this = _super !== null && _super.apply(this, arguments) || this;\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n _this.buttons = [0, 1, 2];\r\n /**\r\n * Defines the pointer angular sensibility along the X axis or how fast is\r\n * the camera rotating.\r\n */\r\n _this.angularSensibilityX = 1000.0;\r\n /**\r\n * Defines the pointer angular sensibility along the Y axis or how fast is\r\n * the camera rotating.\r\n */\r\n _this.angularSensibilityY = 1000.0;\r\n /**\r\n * Defines the pointer pinch precision or how fast is the camera zooming.\r\n */\r\n _this.pinchPrecision = 12.0;\r\n /**\r\n * pinchDeltaPercentage will be used instead of pinchPrecision if different\r\n * from 0.\r\n * It defines the percentage of current camera.radius to use as delta when\r\n * pinch zoom is used.\r\n */\r\n _this.pinchDeltaPercentage = 0;\r\n /**\r\n * When useNaturalPinchZoom is true, multi touch zoom will zoom in such\r\n * that any object in the plane at the camera's target point will scale\r\n * perfectly with finger motion.\r\n * Overrides pinchDeltaPercentage and pinchPrecision.\r\n */\r\n _this.useNaturalPinchZoom = false;\r\n /**\r\n * Defines the pointer panning sensibility or how fast is the camera moving.\r\n */\r\n _this.panningSensibility = 1000.0;\r\n /**\r\n * Defines whether panning (2 fingers swipe) is enabled through multitouch.\r\n */\r\n _this.multiTouchPanning = true;\r\n /**\r\n * Defines whether panning is enabled for both pan (2 fingers swipe) and\r\n * zoom (pinch) through multitouch.\r\n */\r\n _this.multiTouchPanAndZoom = true;\r\n /**\r\n * Revers pinch action direction.\r\n */\r\n _this.pinchInwards = true;\r\n _this._isPanClick = false;\r\n _this._twoFingerActivityCount = 0;\r\n _this._isPinching = false;\r\n return _this;\r\n }\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n ArcRotateCameraPointersInput.prototype.getClassName = function () {\r\n return \"ArcRotateCameraPointersInput\";\r\n };\r\n /**\r\n * Called on pointer POINTERMOVE event if only a single touch is active.\r\n */\r\n ArcRotateCameraPointersInput.prototype.onTouch = function (point, offsetX, offsetY) {\r\n if (this.panningSensibility !== 0 &&\r\n ((this._ctrlKey && this.camera._useCtrlForPanning) || this._isPanClick)) {\r\n this.camera.inertialPanningX += -offsetX / this.panningSensibility;\r\n this.camera.inertialPanningY += offsetY / this.panningSensibility;\r\n }\r\n else {\r\n this.camera.inertialAlphaOffset -= offsetX / this.angularSensibilityX;\r\n this.camera.inertialBetaOffset -= offsetY / this.angularSensibilityY;\r\n }\r\n };\r\n /**\r\n * Called on pointer POINTERDOUBLETAP event.\r\n */\r\n ArcRotateCameraPointersInput.prototype.onDoubleTap = function (type) {\r\n if (this.camera.useInputToRestoreState) {\r\n this.camera.restoreState();\r\n }\r\n };\r\n /**\r\n * Called on pointer POINTERMOVE event if multiple touches are active.\r\n */\r\n ArcRotateCameraPointersInput.prototype.onMultiTouch = function (pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition) {\r\n if (previousPinchSquaredDistance === 0 && previousMultiTouchPanPosition === null) {\r\n // First time this method is called for new pinch.\r\n // Next time this is called there will be a\r\n // previousPinchSquaredDistance and pinchSquaredDistance to compare.\r\n return;\r\n }\r\n if (pinchSquaredDistance === 0 && multiTouchPanPosition === null) {\r\n // Last time this method is called at the end of a pinch.\r\n return;\r\n }\r\n var direction = this.pinchInwards ? 1 : -1;\r\n if (this.multiTouchPanAndZoom) {\r\n if (this.useNaturalPinchZoom) {\r\n this.camera.radius = this.camera.radius *\r\n Math.sqrt(previousPinchSquaredDistance) / Math.sqrt(pinchSquaredDistance);\r\n }\r\n else if (this.pinchDeltaPercentage) {\r\n this.camera.inertialRadiusOffset +=\r\n (pinchSquaredDistance - previousPinchSquaredDistance) * 0.001 *\r\n this.camera.radius * this.pinchDeltaPercentage;\r\n }\r\n else {\r\n this.camera.inertialRadiusOffset +=\r\n (pinchSquaredDistance - previousPinchSquaredDistance) /\r\n (this.pinchPrecision * direction *\r\n (this.angularSensibilityX + this.angularSensibilityY) / 2);\r\n }\r\n if (this.panningSensibility !== 0 &&\r\n previousMultiTouchPanPosition && multiTouchPanPosition) {\r\n var moveDeltaX = multiTouchPanPosition.x - previousMultiTouchPanPosition.x;\r\n var moveDeltaY = multiTouchPanPosition.y - previousMultiTouchPanPosition.y;\r\n this.camera.inertialPanningX += -moveDeltaX / this.panningSensibility;\r\n this.camera.inertialPanningY += moveDeltaY / this.panningSensibility;\r\n }\r\n }\r\n else {\r\n this._twoFingerActivityCount++;\r\n var previousPinchDistance = Math.sqrt(previousPinchSquaredDistance);\r\n var pinchDistance = Math.sqrt(pinchSquaredDistance);\r\n if (this._isPinching ||\r\n (this._twoFingerActivityCount < 20 &&\r\n Math.abs(pinchDistance - previousPinchDistance) >\r\n this.camera.pinchToPanMaxDistance)) {\r\n // Since pinch has not been active long, assume we intend to zoom.\r\n if (this.pinchDeltaPercentage) {\r\n this.camera.inertialRadiusOffset +=\r\n (pinchSquaredDistance - previousPinchSquaredDistance) * 0.001 *\r\n this.camera.radius * this.pinchDeltaPercentage;\r\n }\r\n else {\r\n this.camera.inertialRadiusOffset +=\r\n (pinchSquaredDistance - previousPinchSquaredDistance) /\r\n (this.pinchPrecision * direction *\r\n (this.angularSensibilityX + this.angularSensibilityY) / 2);\r\n }\r\n // Since we are pinching, remain pinching on next iteration.\r\n this._isPinching = true;\r\n }\r\n else {\r\n // Pause between pinch starting and moving implies not a zoom event.\r\n // Pan instead.\r\n if (this.panningSensibility !== 0 && this.multiTouchPanning &&\r\n multiTouchPanPosition && previousMultiTouchPanPosition) {\r\n var moveDeltaX = multiTouchPanPosition.x - previousMultiTouchPanPosition.x;\r\n var moveDeltaY = multiTouchPanPosition.y - previousMultiTouchPanPosition.y;\r\n this.camera.inertialPanningX += -moveDeltaX / this.panningSensibility;\r\n this.camera.inertialPanningY += moveDeltaY / this.panningSensibility;\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\r\n * press.\r\n */\r\n ArcRotateCameraPointersInput.prototype.onButtonDown = function (evt) {\r\n this._isPanClick = evt.button === this.camera._panningMouseButton;\r\n };\r\n /**\r\n * Called each time a new POINTERUP event occurs. Ie, for each button\r\n * release.\r\n */\r\n ArcRotateCameraPointersInput.prototype.onButtonUp = function (evt) {\r\n this._twoFingerActivityCount = 0;\r\n this._isPinching = false;\r\n };\r\n /**\r\n * Called when window becomes inactive.\r\n */\r\n ArcRotateCameraPointersInput.prototype.onLostFocus = function () {\r\n this._isPanClick = false;\r\n this._twoFingerActivityCount = 0;\r\n this._isPinching = false;\r\n };\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraPointersInput.prototype, \"buttons\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraPointersInput.prototype, \"angularSensibilityX\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraPointersInput.prototype, \"angularSensibilityY\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraPointersInput.prototype, \"pinchPrecision\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraPointersInput.prototype, \"pinchDeltaPercentage\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraPointersInput.prototype, \"useNaturalPinchZoom\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraPointersInput.prototype, \"panningSensibility\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraPointersInput.prototype, \"multiTouchPanning\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraPointersInput.prototype, \"multiTouchPanAndZoom\", void 0);\r\n return ArcRotateCameraPointersInput;\r\n}(BaseCameraPointersInput));\r\nexport { ArcRotateCameraPointersInput };\r\nCameraInputTypes[\"ArcRotateCameraPointersInput\"] =\r\n ArcRotateCameraPointersInput;\r\n//# sourceMappingURL=arcRotateCameraPointersInput.js.map","import { __decorate } from \"tslib\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\n/**\r\n * Base class for Camera Pointer Inputs.\r\n * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts\r\n * for example usage.\r\n */\r\nvar BaseCameraPointersInput = /** @class */ (function () {\r\n function BaseCameraPointersInput() {\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n this.buttons = [0, 1, 2];\r\n }\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n BaseCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {\r\n var _this = this;\r\n var engine = this.camera.getEngine();\r\n var previousPinchSquaredDistance = 0;\r\n var previousMultiTouchPanPosition = null;\r\n this.pointA = null;\r\n this.pointB = null;\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n this._pointerInput = function (p, s) {\r\n var evt = p.event;\r\n var isTouch = evt.pointerType === \"touch\";\r\n if (engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n if (p.type !== PointerEventTypes.POINTERMOVE &&\r\n _this.buttons.indexOf(evt.button) === -1) {\r\n return;\r\n }\r\n var srcElement = (evt.srcElement || evt.target);\r\n _this._altKey = evt.altKey;\r\n _this._ctrlKey = evt.ctrlKey;\r\n _this._metaKey = evt.metaKey;\r\n _this._shiftKey = evt.shiftKey;\r\n _this._buttonsPressed = evt.buttons;\r\n if (engine.isPointerLock) {\r\n var offsetX = evt.movementX ||\r\n evt.mozMovementX ||\r\n evt.webkitMovementX ||\r\n evt.msMovementX ||\r\n 0;\r\n var offsetY = evt.movementY ||\r\n evt.mozMovementY ||\r\n evt.webkitMovementY ||\r\n evt.msMovementY ||\r\n 0;\r\n _this.onTouch(null, offsetX, offsetY);\r\n _this.pointA = null;\r\n _this.pointB = null;\r\n }\r\n else if (p.type === PointerEventTypes.POINTERDOWN && srcElement) {\r\n try {\r\n srcElement.setPointerCapture(evt.pointerId);\r\n }\r\n catch (e) {\r\n //Nothing to do with the error. Execution will continue.\r\n }\r\n if (_this.pointA === null) {\r\n _this.pointA = { x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType };\r\n }\r\n else if (_this.pointB === null) {\r\n _this.pointB = { x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType };\r\n }\r\n _this.onButtonDown(evt);\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n element.focus();\r\n }\r\n }\r\n else if (p.type === PointerEventTypes.POINTERDOUBLETAP) {\r\n _this.onDoubleTap(evt.pointerType);\r\n }\r\n else if (p.type === PointerEventTypes.POINTERUP && srcElement) {\r\n try {\r\n srcElement.releasePointerCapture(evt.pointerId);\r\n }\r\n catch (e) {\r\n //Nothing to do with the error.\r\n }\r\n if (!isTouch) {\r\n _this.pointB = null; // Mouse and pen are mono pointer\r\n }\r\n //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,\r\n //but emptying completely pointers collection is required to fix a bug on iPhone :\r\n //when changing orientation while pinching camera,\r\n //one pointer stay pressed forever if we don't release all pointers\r\n //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected\r\n if (engine._badOS) {\r\n _this.pointA = _this.pointB = null;\r\n }\r\n else {\r\n //only remove the impacted pointer in case of multitouch allowing on most\r\n //platforms switching from rotate to zoom and pan seamlessly.\r\n if (_this.pointB && _this.pointA && _this.pointA.pointerId == evt.pointerId) {\r\n _this.pointA = _this.pointB;\r\n _this.pointB = null;\r\n }\r\n else if (_this.pointA && _this.pointB &&\r\n _this.pointB.pointerId == evt.pointerId) {\r\n _this.pointB = null;\r\n }\r\n else {\r\n _this.pointA = _this.pointB = null;\r\n }\r\n }\r\n if (previousPinchSquaredDistance !== 0 || previousMultiTouchPanPosition) {\r\n // Previous pinch data is populated but a button has been lifted\r\n // so pinch has ended.\r\n _this.onMultiTouch(_this.pointA, _this.pointB, previousPinchSquaredDistance, 0, // pinchSquaredDistance\r\n previousMultiTouchPanPosition, null // multiTouchPanPosition\r\n );\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n }\r\n _this.onButtonUp(evt);\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n // One button down\r\n if (_this.pointA && _this.pointB === null) {\r\n var offsetX = evt.clientX - _this.pointA.x;\r\n var offsetY = evt.clientY - _this.pointA.y;\r\n _this.onTouch(_this.pointA, offsetX, offsetY);\r\n _this.pointA.x = evt.clientX;\r\n _this.pointA.y = evt.clientY;\r\n }\r\n // Two buttons down: pinch\r\n else if (_this.pointA && _this.pointB) {\r\n var ed = (_this.pointA.pointerId === evt.pointerId) ?\r\n _this.pointA : _this.pointB;\r\n ed.x = evt.clientX;\r\n ed.y = evt.clientY;\r\n var distX = _this.pointA.x - _this.pointB.x;\r\n var distY = _this.pointA.y - _this.pointB.y;\r\n var pinchSquaredDistance = (distX * distX) + (distY * distY);\r\n var multiTouchPanPosition = { x: (_this.pointA.x + _this.pointB.x) / 2,\r\n y: (_this.pointA.y + _this.pointB.y) / 2,\r\n pointerId: evt.pointerId,\r\n type: p.type };\r\n _this.onMultiTouch(_this.pointA, _this.pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n previousMultiTouchPanPosition = multiTouchPanPosition;\r\n previousPinchSquaredDistance = pinchSquaredDistance;\r\n }\r\n }\r\n };\r\n this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP |\r\n PointerEventTypes.POINTERMOVE);\r\n this._onLostFocus = function () {\r\n _this.pointA = _this.pointB = null;\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n _this.onLostFocus();\r\n };\r\n element.addEventListener(\"contextmenu\", this.onContextMenu.bind(this), false);\r\n var hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n if (hostWindow) {\r\n Tools.RegisterTopRootEvents(hostWindow, [\r\n { name: \"blur\", handler: this._onLostFocus }\r\n ]);\r\n }\r\n };\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n BaseCameraPointersInput.prototype.detachControl = function (element) {\r\n if (this._onLostFocus) {\r\n var hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n if (hostWindow) {\r\n Tools.UnregisterTopRootEvents(hostWindow, [\r\n { name: \"blur\", handler: this._onLostFocus }\r\n ]);\r\n }\r\n }\r\n if (element && this._observer) {\r\n this.camera.getScene().onPointerObservable.remove(this._observer);\r\n this._observer = null;\r\n if (this.onContextMenu) {\r\n element.removeEventListener(\"contextmenu\", this.onContextMenu);\r\n }\r\n this._onLostFocus = null;\r\n }\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n };\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n BaseCameraPointersInput.prototype.getClassName = function () {\r\n return \"BaseCameraPointersInput\";\r\n };\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n BaseCameraPointersInput.prototype.getSimpleName = function () {\r\n return \"pointers\";\r\n };\r\n /**\r\n * Called on pointer POINTERDOUBLETAP event.\r\n * Override this method to provide functionality on POINTERDOUBLETAP event.\r\n */\r\n BaseCameraPointersInput.prototype.onDoubleTap = function (type) {\r\n };\r\n /**\r\n * Called on pointer POINTERMOVE event if only a single touch is active.\r\n * Override this method to provide functionality.\r\n */\r\n BaseCameraPointersInput.prototype.onTouch = function (point, offsetX, offsetY) {\r\n };\r\n /**\r\n * Called on pointer POINTERMOVE event if multiple touches are active.\r\n * Override this method to provide functionality.\r\n */\r\n BaseCameraPointersInput.prototype.onMultiTouch = function (pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition) {\r\n };\r\n /**\r\n * Called on JS contextmenu event.\r\n * Override this method to provide functionality.\r\n */\r\n BaseCameraPointersInput.prototype.onContextMenu = function (evt) {\r\n evt.preventDefault();\r\n };\r\n /**\r\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\r\n * press.\r\n * Override this method to provide functionality.\r\n */\r\n BaseCameraPointersInput.prototype.onButtonDown = function (evt) {\r\n };\r\n /**\r\n * Called each time a new POINTERUP event occurs. Ie, for each button\r\n * release.\r\n * Override this method to provide functionality.\r\n */\r\n BaseCameraPointersInput.prototype.onButtonUp = function (evt) {\r\n };\r\n /**\r\n * Called when window becomes inactive.\r\n * Override this method to provide functionality.\r\n */\r\n BaseCameraPointersInput.prototype.onLostFocus = function () {\r\n };\r\n __decorate([\r\n serialize()\r\n ], BaseCameraPointersInput.prototype, \"buttons\", void 0);\r\n return BaseCameraPointersInput;\r\n}());\r\nexport { BaseCameraPointersInput };\r\n//# sourceMappingURL=BaseCameraPointersInput.js.map","import { __decorate } from \"tslib\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\n/**\r\n * Manage the keyboard inputs to control the movement of an arc rotate camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nvar ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {\r\n function ArcRotateCameraKeyboardMoveInput() {\r\n /**\r\n * Defines the list of key codes associated with the up action (increase alpha)\r\n */\r\n this.keysUp = [38];\r\n /**\r\n * Defines the list of key codes associated with the down action (decrease alpha)\r\n */\r\n this.keysDown = [40];\r\n /**\r\n * Defines the list of key codes associated with the left action (increase beta)\r\n */\r\n this.keysLeft = [37];\r\n /**\r\n * Defines the list of key codes associated with the right action (decrease beta)\r\n */\r\n this.keysRight = [39];\r\n /**\r\n * Defines the list of key codes associated with the reset action.\r\n * Those keys reset the camera to its last stored state (with the method camera.storeState())\r\n */\r\n this.keysReset = [220];\r\n /**\r\n * Defines the panning sensibility of the inputs.\r\n * (How fast is the camera panning)\r\n */\r\n this.panningSensibility = 50.0;\r\n /**\r\n * Defines the zooming sensibility of the inputs.\r\n * (How fast is the camera zooming)\r\n */\r\n this.zoomingSensibility = 25.0;\r\n /**\r\n * Defines whether maintaining the alt key down switch the movement mode from\r\n * orientation to zoom.\r\n */\r\n this.useAltToZoom = true;\r\n /**\r\n * Rotation speed of the camera\r\n */\r\n this.angularSpeed = 0.01;\r\n this._keys = new Array();\r\n }\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {\r\n var _this = this;\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {\r\n _this._keys = [];\r\n });\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {\r\n var evt = info.event;\r\n if (!evt.metaKey) {\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n _this._ctrlPressed = evt.ctrlKey;\r\n _this._altPressed = evt.altKey;\r\n if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n _this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n _this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n _this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n _this.keysReset.indexOf(evt.keyCode) !== -1) {\r\n var index = _this._keys.indexOf(evt.keyCode);\r\n if (index === -1) {\r\n _this._keys.push(evt.keyCode);\r\n }\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n _this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n _this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n _this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n _this.keysReset.indexOf(evt.keyCode) !== -1) {\r\n var index = _this._keys.indexOf(evt.keyCode);\r\n if (index >= 0) {\r\n _this._keys.splice(index, 1);\r\n }\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n });\r\n };\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n this._keys = [];\r\n };\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {\r\n if (this._onKeyboardObserver) {\r\n var camera = this.camera;\r\n for (var index = 0; index < this._keys.length; index++) {\r\n var keyCode = this._keys[index];\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n if (this._ctrlPressed && this.camera._useCtrlForPanning) {\r\n camera.inertialPanningX -= 1 / this.panningSensibility;\r\n }\r\n else {\r\n camera.inertialAlphaOffset -= this.angularSpeed;\r\n }\r\n }\r\n else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n if (this._ctrlPressed && this.camera._useCtrlForPanning) {\r\n camera.inertialPanningY += 1 / this.panningSensibility;\r\n }\r\n else if (this._altPressed && this.useAltToZoom) {\r\n camera.inertialRadiusOffset += 1 / this.zoomingSensibility;\r\n }\r\n else {\r\n camera.inertialBetaOffset -= this.angularSpeed;\r\n }\r\n }\r\n else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n if (this._ctrlPressed && this.camera._useCtrlForPanning) {\r\n camera.inertialPanningX += 1 / this.panningSensibility;\r\n }\r\n else {\r\n camera.inertialAlphaOffset += this.angularSpeed;\r\n }\r\n }\r\n else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n if (this._ctrlPressed && this.camera._useCtrlForPanning) {\r\n camera.inertialPanningY -= 1 / this.panningSensibility;\r\n }\r\n else if (this._altPressed && this.useAltToZoom) {\r\n camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;\r\n }\r\n else {\r\n camera.inertialBetaOffset += this.angularSpeed;\r\n }\r\n }\r\n else if (this.keysReset.indexOf(keyCode) !== -1) {\r\n if (camera.useInputToRestoreState) {\r\n camera.restoreState();\r\n }\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * Gets the class name of the current intput.\r\n * @returns the class name\r\n */\r\n ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {\r\n return \"ArcRotateCameraKeyboardMoveInput\";\r\n };\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {\r\n return \"keyboard\";\r\n };\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraKeyboardMoveInput.prototype, \"keysUp\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraKeyboardMoveInput.prototype, \"keysDown\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraKeyboardMoveInput.prototype, \"keysLeft\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraKeyboardMoveInput.prototype, \"keysRight\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraKeyboardMoveInput.prototype, \"keysReset\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraKeyboardMoveInput.prototype, \"panningSensibility\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraKeyboardMoveInput.prototype, \"zoomingSensibility\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraKeyboardMoveInput.prototype, \"useAltToZoom\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraKeyboardMoveInput.prototype, \"angularSpeed\", void 0);\r\n return ArcRotateCameraKeyboardMoveInput;\r\n}());\r\nexport { ArcRotateCameraKeyboardMoveInput };\r\nCameraInputTypes[\"ArcRotateCameraKeyboardMoveInput\"] = ArcRotateCameraKeyboardMoveInput;\r\n//# sourceMappingURL=arcRotateCameraKeyboardMoveInput.js.map","import { __decorate } from \"tslib\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Scalar } from '../../Maths/math.scalar';\r\n/**\r\n * Manage the mouse wheel inputs to control an arc rotate camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nvar ArcRotateCameraMouseWheelInput = /** @class */ (function () {\r\n function ArcRotateCameraMouseWheelInput() {\r\n /**\r\n * Gets or Set the mouse wheel precision or how fast is the camera zooming.\r\n */\r\n this.wheelPrecision = 3.0;\r\n /**\r\n * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.\r\n * It defines the percentage of current camera.radius to use as delta when wheel is used.\r\n */\r\n this.wheelDeltaPercentage = 0;\r\n }\r\n ArcRotateCameraMouseWheelInput.prototype.computeDeltaFromMouseWheelLegacyEvent = function (mouseWheelDelta, radius) {\r\n var delta = 0;\r\n var wheelDelta = (mouseWheelDelta * 0.01 * this.wheelDeltaPercentage) * radius;\r\n if (mouseWheelDelta > 0) {\r\n delta = wheelDelta / (1.0 + this.wheelDeltaPercentage);\r\n }\r\n else {\r\n delta = wheelDelta * (1.0 + this.wheelDeltaPercentage);\r\n }\r\n return delta;\r\n };\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {\r\n var _this = this;\r\n this._wheel = function (p, s) {\r\n //sanity check - this should be a PointerWheel event.\r\n if (p.type !== PointerEventTypes.POINTERWHEEL) {\r\n return;\r\n }\r\n var event = p.event;\r\n var delta = 0;\r\n var mouseWheelLegacyEvent = event;\r\n var wheelDelta = 0;\r\n if (mouseWheelLegacyEvent.wheelDelta) {\r\n wheelDelta = mouseWheelLegacyEvent.wheelDelta;\r\n }\r\n else {\r\n wheelDelta = -(event.deltaY || event.detail) * 60;\r\n }\r\n if (_this.wheelDeltaPercentage) {\r\n delta = _this.computeDeltaFromMouseWheelLegacyEvent(wheelDelta, _this.camera.radius);\r\n // If zooming in, estimate the target radius and use that to compute the delta for inertia\r\n // this will stop multiple scroll events zooming in from adding too much inertia\r\n if (delta > 0) {\r\n var estimatedTargetRadius = _this.camera.radius;\r\n var targetInertia = _this.camera.inertialRadiusOffset + delta;\r\n for (var i = 0; i < 20 && Math.abs(targetInertia) > 0.001; i++) {\r\n estimatedTargetRadius -= targetInertia;\r\n targetInertia *= _this.camera.inertia;\r\n }\r\n estimatedTargetRadius = Scalar.Clamp(estimatedTargetRadius, 0, Number.MAX_VALUE);\r\n delta = _this.computeDeltaFromMouseWheelLegacyEvent(wheelDelta, estimatedTargetRadius);\r\n }\r\n }\r\n else {\r\n delta = wheelDelta / (_this.wheelPrecision * 40);\r\n }\r\n if (delta) {\r\n _this.camera.inertialRadiusOffset += delta;\r\n }\r\n if (event.preventDefault) {\r\n if (!noPreventDefault) {\r\n event.preventDefault();\r\n }\r\n }\r\n };\r\n this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, PointerEventTypes.POINTERWHEEL);\r\n };\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {\r\n if (this._observer && element) {\r\n this.camera.getScene().onPointerObservable.remove(this._observer);\r\n this._observer = null;\r\n this._wheel = null;\r\n }\r\n };\r\n /**\r\n * Gets the class name of the current intput.\r\n * @returns the class name\r\n */\r\n ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {\r\n return \"ArcRotateCameraMouseWheelInput\";\r\n };\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {\r\n return \"mousewheel\";\r\n };\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraMouseWheelInput.prototype, \"wheelPrecision\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCameraMouseWheelInput.prototype, \"wheelDeltaPercentage\", void 0);\r\n return ArcRotateCameraMouseWheelInput;\r\n}());\r\nexport { ArcRotateCameraMouseWheelInput };\r\nCameraInputTypes[\"ArcRotateCameraMouseWheelInput\"] = ArcRotateCameraMouseWheelInput;\r\n//# sourceMappingURL=arcRotateCameraMouseWheelInput.js.map","import { __extends } from \"tslib\";\r\nimport { ArcRotateCameraPointersInput } from \"../Cameras/Inputs/arcRotateCameraPointersInput\";\r\nimport { ArcRotateCameraKeyboardMoveInput } from \"../Cameras/Inputs/arcRotateCameraKeyboardMoveInput\";\r\nimport { ArcRotateCameraMouseWheelInput } from \"../Cameras/Inputs/arcRotateCameraMouseWheelInput\";\r\nimport { CameraInputsManager } from \"../Cameras/cameraInputsManager\";\r\n/**\r\n * Default Inputs manager for the ArcRotateCamera.\r\n * It groups all the default supported inputs for ease of use.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nvar ArcRotateCameraInputsManager = /** @class */ (function (_super) {\r\n __extends(ArcRotateCameraInputsManager, _super);\r\n /**\r\n * Instantiates a new ArcRotateCameraInputsManager.\r\n * @param camera Defines the camera the inputs belong to\r\n */\r\n function ArcRotateCameraInputsManager(camera) {\r\n return _super.call(this, camera) || this;\r\n }\r\n /**\r\n * Add mouse wheel input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {\r\n this.add(new ArcRotateCameraMouseWheelInput());\r\n return this;\r\n };\r\n /**\r\n * Add pointers input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n ArcRotateCameraInputsManager.prototype.addPointers = function () {\r\n this.add(new ArcRotateCameraPointersInput());\r\n return this;\r\n };\r\n /**\r\n * Add keyboard input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n ArcRotateCameraInputsManager.prototype.addKeyboard = function () {\r\n this.add(new ArcRotateCameraKeyboardMoveInput());\r\n return this;\r\n };\r\n return ArcRotateCameraInputsManager;\r\n}(CameraInputsManager));\r\nexport { ArcRotateCameraInputsManager };\r\n//# sourceMappingURL=arcRotateCameraInputsManager.js.map","import { __decorate, __extends } from \"tslib\";\r\nimport { serialize, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Matrix, Vector3, Vector2 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { AutoRotationBehavior } from \"../Behaviors/Cameras/autoRotationBehavior\";\r\nimport { BouncingBehavior } from \"../Behaviors/Cameras/bouncingBehavior\";\r\nimport { FramingBehavior } from \"../Behaviors/Cameras/framingBehavior\";\r\nimport { Camera } from \"./camera\";\r\nimport { TargetCamera } from \"./targetCamera\";\r\nimport { ArcRotateCameraInputsManager } from \"../Cameras/arcRotateCameraInputsManager\";\r\nimport { Epsilon } from '../Maths/math.constants';\r\nNode.AddNodeConstructor(\"ArcRotateCamera\", function (name, scene) {\r\n return function () { return new ArcRotateCamera(name, 0, 0, 1.0, Vector3.Zero(), scene); };\r\n});\r\n/**\r\n * This represents an orbital type of camera.\r\n *\r\n * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.\r\n * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.\r\n * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera\r\n */\r\nvar ArcRotateCamera = /** @class */ (function (_super) {\r\n __extends(ArcRotateCamera, _super);\r\n /**\r\n * Instantiates a new ArcRotateCamera in a given scene\r\n * @param name Defines the name of the camera\r\n * @param alpha Defines the camera rotation along the logitudinal axis\r\n * @param beta Defines the camera rotation along the latitudinal axis\r\n * @param radius Defines the camera distance from its target\r\n * @param target Defines the camera target\r\n * @param scene Defines the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined\r\n */\r\n function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {\r\n if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }\r\n var _this = _super.call(this, name, Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;\r\n _this._upVector = Vector3.Up();\r\n /**\r\n * Current inertia value on the longitudinal axis.\r\n * The bigger this number the longer it will take for the camera to stop.\r\n */\r\n _this.inertialAlphaOffset = 0;\r\n /**\r\n * Current inertia value on the latitudinal axis.\r\n * The bigger this number the longer it will take for the camera to stop.\r\n */\r\n _this.inertialBetaOffset = 0;\r\n /**\r\n * Current inertia value on the radius axis.\r\n * The bigger this number the longer it will take for the camera to stop.\r\n */\r\n _this.inertialRadiusOffset = 0;\r\n /**\r\n * Minimum allowed angle on the longitudinal axis.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n _this.lowerAlphaLimit = null;\r\n /**\r\n * Maximum allowed angle on the longitudinal axis.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n _this.upperAlphaLimit = null;\r\n /**\r\n * Minimum allowed angle on the latitudinal axis.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n _this.lowerBetaLimit = 0.01;\r\n /**\r\n * Maximum allowed angle on the latitudinal axis.\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n _this.upperBetaLimit = Math.PI - 0.01;\r\n /**\r\n * Minimum allowed distance of the camera to the target (The camera can not get closer).\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n _this.lowerRadiusLimit = null;\r\n /**\r\n * Maximum allowed distance of the camera to the target (The camera can not get further).\r\n * This can help limiting how the Camera is able to move in the scene.\r\n */\r\n _this.upperRadiusLimit = null;\r\n /**\r\n * Defines the current inertia value used during panning of the camera along the X axis.\r\n */\r\n _this.inertialPanningX = 0;\r\n /**\r\n * Defines the current inertia value used during panning of the camera along the Y axis.\r\n */\r\n _this.inertialPanningY = 0;\r\n /**\r\n * Defines the distance used to consider the camera in pan mode vs pinch/zoom.\r\n * Basically if your fingers moves away from more than this distance you will be considered\r\n * in pinch mode.\r\n */\r\n _this.pinchToPanMaxDistance = 20;\r\n /**\r\n * Defines the maximum distance the camera can pan.\r\n * This could help keeping the cammera always in your scene.\r\n */\r\n _this.panningDistanceLimit = null;\r\n /**\r\n * Defines the target of the camera before paning.\r\n */\r\n _this.panningOriginTarget = Vector3.Zero();\r\n /**\r\n * Defines the value of the inertia used during panning.\r\n * 0 would mean stop inertia and one would mean no decelleration at all.\r\n */\r\n _this.panningInertia = 0.9;\r\n //-- end properties for backward compatibility for inputs\r\n /**\r\n * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)\r\n */\r\n _this.zoomOnFactor = 1;\r\n /**\r\n * Defines a screen offset for the camera position.\r\n */\r\n _this.targetScreenOffset = Vector2.Zero();\r\n /**\r\n * Allows the camera to be completely reversed.\r\n * If false the camera can not arrive upside down.\r\n */\r\n _this.allowUpsideDown = true;\r\n /**\r\n * Define if double tap/click is used to restore the previously saved state of the camera.\r\n */\r\n _this.useInputToRestoreState = true;\r\n /** @hidden */\r\n _this._viewMatrix = new Matrix();\r\n /**\r\n * Defines the allowed panning axis.\r\n */\r\n _this.panningAxis = new Vector3(1, 1, 0);\r\n /**\r\n * Observable triggered when the mesh target has been changed on the camera.\r\n */\r\n _this.onMeshTargetChangedObservable = new Observable();\r\n /**\r\n * Defines whether the camera should check collision with the objects oh the scene.\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this\r\n */\r\n _this.checkCollisions = false;\r\n /**\r\n * Defines the collision radius of the camera.\r\n * This simulates a sphere around the camera.\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera\r\n */\r\n _this.collisionRadius = new Vector3(0.5, 0.5, 0.5);\r\n _this._previousPosition = Vector3.Zero();\r\n _this._collisionVelocity = Vector3.Zero();\r\n _this._newPosition = Vector3.Zero();\r\n _this._computationVector = Vector3.Zero();\r\n _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {\r\n if (collidedMesh === void 0) { collidedMesh = null; }\r\n if (!collidedMesh) {\r\n _this._previousPosition.copyFrom(_this._position);\r\n }\r\n else {\r\n _this.setPosition(newPosition);\r\n if (_this.onCollide) {\r\n _this.onCollide(collidedMesh);\r\n }\r\n }\r\n // Recompute because of constraints\r\n var cosa = Math.cos(_this.alpha);\r\n var sina = Math.sin(_this.alpha);\r\n var cosb = Math.cos(_this.beta);\r\n var sinb = Math.sin(_this.beta);\r\n if (sinb === 0) {\r\n sinb = 0.0001;\r\n }\r\n var target = _this._getTargetPosition();\r\n _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);\r\n target.addToRef(_this._computationVector, _this._newPosition);\r\n _this._position.copyFrom(_this._newPosition);\r\n var up = _this.upVector;\r\n if (_this.allowUpsideDown && _this.beta < 0) {\r\n up = up.clone();\r\n up = up.negate();\r\n }\r\n _this._computeViewMatrix(_this._position, target, up);\r\n _this._viewMatrix.addAtIndex(12, _this.targetScreenOffset.x);\r\n _this._viewMatrix.addAtIndex(13, _this.targetScreenOffset.y);\r\n _this._collisionTriggered = false;\r\n };\r\n _this._target = Vector3.Zero();\r\n if (target) {\r\n _this.setTarget(target);\r\n }\r\n _this.alpha = alpha;\r\n _this.beta = beta;\r\n _this.radius = radius;\r\n _this.getViewMatrix();\r\n _this.inputs = new ArcRotateCameraInputsManager(_this);\r\n _this.inputs.addKeyboard().addMouseWheel().addPointers();\r\n return _this;\r\n }\r\n Object.defineProperty(ArcRotateCamera.prototype, \"target\", {\r\n /**\r\n * Defines the target point of the camera.\r\n * The camera looks towards it form the radius distance.\r\n */\r\n get: function () {\r\n return this._target;\r\n },\r\n set: function (value) {\r\n this.setTarget(value);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"position\", {\r\n /**\r\n * Define the current local position of the camera in the scene\r\n */\r\n get: function () {\r\n return this._position;\r\n },\r\n set: function (newPosition) {\r\n this.setPosition(newPosition);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"upVector\", {\r\n get: function () {\r\n return this._upVector;\r\n },\r\n /**\r\n * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())\r\n * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.\r\n * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.\r\n */\r\n set: function (vec) {\r\n if (!this._upToYMatrix) {\r\n this._YToUpMatrix = new Matrix();\r\n this._upToYMatrix = new Matrix();\r\n this._upVector = Vector3.Zero();\r\n }\r\n vec.normalize();\r\n this._upVector.copyFrom(vec);\r\n this.setMatUp();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.\r\n */\r\n ArcRotateCamera.prototype.setMatUp = function () {\r\n // from y-up to custom-up (used in _getViewMatrix)\r\n Matrix.RotationAlignToRef(Vector3.UpReadOnly, this._upVector, this._YToUpMatrix);\r\n // from custom-up to y-up (used in rebuildAnglesAndRadius)\r\n Matrix.RotationAlignToRef(this._upVector, Vector3.UpReadOnly, this._upToYMatrix);\r\n };\r\n Object.defineProperty(ArcRotateCamera.prototype, \"angularSensibilityX\", {\r\n //-- begin properties for backward compatibility for inputs\r\n /**\r\n * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.\r\n */\r\n get: function () {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n return pointers.angularSensibilityX;\r\n }\r\n return 0;\r\n },\r\n set: function (value) {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n pointers.angularSensibilityX = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"angularSensibilityY\", {\r\n /**\r\n * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.\r\n */\r\n get: function () {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n return pointers.angularSensibilityY;\r\n }\r\n return 0;\r\n },\r\n set: function (value) {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n pointers.angularSensibilityY = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"pinchPrecision\", {\r\n /**\r\n * Gets or Set the pointer pinch precision or how fast is the camera zooming.\r\n */\r\n get: function () {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n return pointers.pinchPrecision;\r\n }\r\n return 0;\r\n },\r\n set: function (value) {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n pointers.pinchPrecision = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"pinchDeltaPercentage\", {\r\n /**\r\n * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.\r\n * It will be used instead of pinchDeltaPrecision if different from 0.\r\n * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.\r\n */\r\n get: function () {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n return pointers.pinchDeltaPercentage;\r\n }\r\n return 0;\r\n },\r\n set: function (value) {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n pointers.pinchDeltaPercentage = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"useNaturalPinchZoom\", {\r\n /**\r\n * Gets or Set the pointer use natural pinch zoom to override the pinch precision\r\n * and pinch delta percentage.\r\n * When useNaturalPinchZoom is true, multi touch zoom will zoom in such\r\n * that any object in the plane at the camera's target point will scale\r\n * perfectly with finger motion.\r\n */\r\n get: function () {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n return pointers.useNaturalPinchZoom;\r\n }\r\n return false;\r\n },\r\n set: function (value) {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n pointers.useNaturalPinchZoom = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"panningSensibility\", {\r\n /**\r\n * Gets or Set the pointer panning sensibility or how fast is the camera moving.\r\n */\r\n get: function () {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n return pointers.panningSensibility;\r\n }\r\n return 0;\r\n },\r\n set: function (value) {\r\n var pointers = this.inputs.attached[\"pointers\"];\r\n if (pointers) {\r\n pointers.panningSensibility = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"keysUp\", {\r\n /**\r\n * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.\r\n */\r\n get: function () {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysUp;\r\n }\r\n return [];\r\n },\r\n set: function (value) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysUp = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"keysDown\", {\r\n /**\r\n * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.\r\n */\r\n get: function () {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysDown;\r\n }\r\n return [];\r\n },\r\n set: function (value) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysDown = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"keysLeft\", {\r\n /**\r\n * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.\r\n */\r\n get: function () {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysLeft;\r\n }\r\n return [];\r\n },\r\n set: function (value) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysLeft = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"keysRight\", {\r\n /**\r\n * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.\r\n */\r\n get: function () {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRight;\r\n }\r\n return [];\r\n },\r\n set: function (value) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRight = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"wheelPrecision\", {\r\n /**\r\n * Gets or Set the mouse wheel precision or how fast is the camera zooming.\r\n */\r\n get: function () {\r\n var mousewheel = this.inputs.attached[\"mousewheel\"];\r\n if (mousewheel) {\r\n return mousewheel.wheelPrecision;\r\n }\r\n return 0;\r\n },\r\n set: function (value) {\r\n var mousewheel = this.inputs.attached[\"mousewheel\"];\r\n if (mousewheel) {\r\n mousewheel.wheelPrecision = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"wheelDeltaPercentage\", {\r\n /**\r\n * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.\r\n * It will be used instead of pinchDeltaPrecision if different from 0.\r\n * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.\r\n */\r\n get: function () {\r\n var mousewheel = this.inputs.attached[\"mousewheel\"];\r\n if (mousewheel) {\r\n return mousewheel.wheelDeltaPercentage;\r\n }\r\n return 0;\r\n },\r\n set: function (value) {\r\n var mousewheel = this.inputs.attached[\"mousewheel\"];\r\n if (mousewheel) {\r\n mousewheel.wheelDeltaPercentage = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"bouncingBehavior\", {\r\n /**\r\n * Gets the bouncing behavior of the camera if it has been enabled.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior\r\n */\r\n get: function () {\r\n return this._bouncingBehavior;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"useBouncingBehavior\", {\r\n /**\r\n * Defines if the bouncing behavior of the camera is enabled on the camera.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior\r\n */\r\n get: function () {\r\n return this._bouncingBehavior != null;\r\n },\r\n set: function (value) {\r\n if (value === this.useBouncingBehavior) {\r\n return;\r\n }\r\n if (value) {\r\n this._bouncingBehavior = new BouncingBehavior();\r\n this.addBehavior(this._bouncingBehavior);\r\n }\r\n else if (this._bouncingBehavior) {\r\n this.removeBehavior(this._bouncingBehavior);\r\n this._bouncingBehavior = null;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"framingBehavior\", {\r\n /**\r\n * Gets the framing behavior of the camera if it has been enabled.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior\r\n */\r\n get: function () {\r\n return this._framingBehavior;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"useFramingBehavior\", {\r\n /**\r\n * Defines if the framing behavior of the camera is enabled on the camera.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior\r\n */\r\n get: function () {\r\n return this._framingBehavior != null;\r\n },\r\n set: function (value) {\r\n if (value === this.useFramingBehavior) {\r\n return;\r\n }\r\n if (value) {\r\n this._framingBehavior = new FramingBehavior();\r\n this.addBehavior(this._framingBehavior);\r\n }\r\n else if (this._framingBehavior) {\r\n this.removeBehavior(this._framingBehavior);\r\n this._framingBehavior = null;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"autoRotationBehavior\", {\r\n /**\r\n * Gets the auto rotation behavior of the camera if it has been enabled.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior\r\n */\r\n get: function () {\r\n return this._autoRotationBehavior;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ArcRotateCamera.prototype, \"useAutoRotationBehavior\", {\r\n /**\r\n * Defines if the auto rotation behavior of the camera is enabled on the camera.\r\n * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior\r\n */\r\n get: function () {\r\n return this._autoRotationBehavior != null;\r\n },\r\n set: function (value) {\r\n if (value === this.useAutoRotationBehavior) {\r\n return;\r\n }\r\n if (value) {\r\n this._autoRotationBehavior = new AutoRotationBehavior();\r\n this.addBehavior(this._autoRotationBehavior);\r\n }\r\n else if (this._autoRotationBehavior) {\r\n this.removeBehavior(this._autoRotationBehavior);\r\n this._autoRotationBehavior = null;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Cache\r\n /** @hidden */\r\n ArcRotateCamera.prototype._initCache = function () {\r\n _super.prototype._initCache.call(this);\r\n this._cache._target = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.alpha = undefined;\r\n this._cache.beta = undefined;\r\n this._cache.radius = undefined;\r\n this._cache.targetScreenOffset = Vector2.Zero();\r\n };\r\n /** @hidden */\r\n ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {\r\n if (!ignoreParentClass) {\r\n _super.prototype._updateCache.call(this);\r\n }\r\n this._cache._target.copyFrom(this._getTargetPosition());\r\n this._cache.alpha = this.alpha;\r\n this._cache.beta = this.beta;\r\n this._cache.radius = this.radius;\r\n this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);\r\n };\r\n ArcRotateCamera.prototype._getTargetPosition = function () {\r\n if (this._targetHost && this._targetHost.getAbsolutePosition) {\r\n var pos = this._targetHost.absolutePosition;\r\n if (this._targetBoundingCenter) {\r\n pos.addToRef(this._targetBoundingCenter, this._target);\r\n }\r\n else {\r\n this._target.copyFrom(pos);\r\n }\r\n }\r\n var lockedTargetPosition = this._getLockedTargetPosition();\r\n if (lockedTargetPosition) {\r\n return lockedTargetPosition;\r\n }\r\n return this._target;\r\n };\r\n /**\r\n * Stores the current state of the camera (alpha, beta, radius and target)\r\n * @returns the camera itself\r\n */\r\n ArcRotateCamera.prototype.storeState = function () {\r\n this._storedAlpha = this.alpha;\r\n this._storedBeta = this.beta;\r\n this._storedRadius = this.radius;\r\n this._storedTarget = this._getTargetPosition().clone();\r\n this._storedTargetScreenOffset = this.targetScreenOffset.clone();\r\n return _super.prototype.storeState.call(this);\r\n };\r\n /**\r\n * @hidden\r\n * Restored camera state. You must call storeState() first\r\n */\r\n ArcRotateCamera.prototype._restoreStateValues = function () {\r\n if (!_super.prototype._restoreStateValues.call(this)) {\r\n return false;\r\n }\r\n this.setTarget(this._storedTarget.clone());\r\n this.alpha = this._storedAlpha;\r\n this.beta = this._storedBeta;\r\n this.radius = this._storedRadius;\r\n this.targetScreenOffset = this._storedTargetScreenOffset.clone();\r\n this.inertialAlphaOffset = 0;\r\n this.inertialBetaOffset = 0;\r\n this.inertialRadiusOffset = 0;\r\n this.inertialPanningX = 0;\r\n this.inertialPanningY = 0;\r\n return true;\r\n };\r\n // Synchronized\r\n /** @hidden */\r\n ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {\r\n if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {\r\n return false;\r\n }\r\n return this._cache._target.equals(this._getTargetPosition())\r\n && this._cache.alpha === this.alpha\r\n && this._cache.beta === this.beta\r\n && this._cache.radius === this.radius\r\n && this._cache.targetScreenOffset.equals(this.targetScreenOffset);\r\n };\r\n /**\r\n * Attached controls to the current camera.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls\r\n * @param panningMouseButton Defines whether panning is allowed through mouse click button\r\n */\r\n ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {\r\n var _this = this;\r\n if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }\r\n if (panningMouseButton === void 0) { panningMouseButton = 2; }\r\n this._useCtrlForPanning = useCtrlForPanning;\r\n this._panningMouseButton = panningMouseButton;\r\n this.inputs.attachElement(element, noPreventDefault);\r\n this._reset = function () {\r\n _this.inertialAlphaOffset = 0;\r\n _this.inertialBetaOffset = 0;\r\n _this.inertialRadiusOffset = 0;\r\n _this.inertialPanningX = 0;\r\n _this.inertialPanningY = 0;\r\n };\r\n };\r\n /**\r\n * Detach the current controls from the camera.\r\n * The camera will stop reacting to inputs.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n ArcRotateCamera.prototype.detachControl = function (element) {\r\n this.inputs.detachElement(element);\r\n if (this._reset) {\r\n this._reset();\r\n }\r\n };\r\n /** @hidden */\r\n ArcRotateCamera.prototype._checkInputs = function () {\r\n //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.\r\n if (this._collisionTriggered) {\r\n return;\r\n }\r\n this.inputs.checkInputs();\r\n // Inertia\r\n if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {\r\n var inertialAlphaOffset = this.inertialAlphaOffset;\r\n if (this.beta <= 0) {\r\n inertialAlphaOffset *= -1;\r\n }\r\n if (this.getScene().useRightHandedSystem) {\r\n inertialAlphaOffset *= -1;\r\n }\r\n if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {\r\n inertialAlphaOffset *= -1;\r\n }\r\n this.alpha += inertialAlphaOffset;\r\n this.beta += this.inertialBetaOffset;\r\n this.radius -= this.inertialRadiusOffset;\r\n this.inertialAlphaOffset *= this.inertia;\r\n this.inertialBetaOffset *= this.inertia;\r\n this.inertialRadiusOffset *= this.inertia;\r\n if (Math.abs(this.inertialAlphaOffset) < Epsilon) {\r\n this.inertialAlphaOffset = 0;\r\n }\r\n if (Math.abs(this.inertialBetaOffset) < Epsilon) {\r\n this.inertialBetaOffset = 0;\r\n }\r\n if (Math.abs(this.inertialRadiusOffset) < this.speed * Epsilon) {\r\n this.inertialRadiusOffset = 0;\r\n }\r\n }\r\n // Panning inertia\r\n if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {\r\n if (!this._localDirection) {\r\n this._localDirection = Vector3.Zero();\r\n this._transformedDirection = Vector3.Zero();\r\n }\r\n this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);\r\n this._localDirection.multiplyInPlace(this.panningAxis);\r\n this._viewMatrix.invertToRef(this._cameraTransformMatrix);\r\n Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);\r\n //Eliminate y if map panning is enabled (panningAxis == 1,0,1)\r\n if (!this.panningAxis.y) {\r\n this._transformedDirection.y = 0;\r\n }\r\n if (!this._targetHost) {\r\n if (this.panningDistanceLimit) {\r\n this._transformedDirection.addInPlace(this._target);\r\n var distanceSquared = Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);\r\n if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {\r\n this._target.copyFrom(this._transformedDirection);\r\n }\r\n }\r\n else {\r\n this._target.addInPlace(this._transformedDirection);\r\n }\r\n }\r\n this.inertialPanningX *= this.panningInertia;\r\n this.inertialPanningY *= this.panningInertia;\r\n if (Math.abs(this.inertialPanningX) < this.speed * Epsilon) {\r\n this.inertialPanningX = 0;\r\n }\r\n if (Math.abs(this.inertialPanningY) < this.speed * Epsilon) {\r\n this.inertialPanningY = 0;\r\n }\r\n }\r\n // Limits\r\n this._checkLimits();\r\n _super.prototype._checkInputs.call(this);\r\n };\r\n ArcRotateCamera.prototype._checkLimits = function () {\r\n if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {\r\n if (this.allowUpsideDown && this.beta > Math.PI) {\r\n this.beta = this.beta - (2 * Math.PI);\r\n }\r\n }\r\n else {\r\n if (this.beta < this.lowerBetaLimit) {\r\n this.beta = this.lowerBetaLimit;\r\n }\r\n }\r\n if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {\r\n if (this.allowUpsideDown && this.beta < -Math.PI) {\r\n this.beta = this.beta + (2 * Math.PI);\r\n }\r\n }\r\n else {\r\n if (this.beta > this.upperBetaLimit) {\r\n this.beta = this.upperBetaLimit;\r\n }\r\n }\r\n if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {\r\n this.alpha = this.lowerAlphaLimit;\r\n }\r\n if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {\r\n this.alpha = this.upperAlphaLimit;\r\n }\r\n if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {\r\n this.radius = this.lowerRadiusLimit;\r\n this.inertialRadiusOffset = 0;\r\n }\r\n if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {\r\n this.radius = this.upperRadiusLimit;\r\n this.inertialRadiusOffset = 0;\r\n }\r\n };\r\n /**\r\n * Rebuilds angles (alpha, beta) and radius from the give position and target\r\n */\r\n ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {\r\n this._position.subtractToRef(this._getTargetPosition(), this._computationVector);\r\n // need to rotate to Y up equivalent if up vector not Axis.Y\r\n if (this._upVector.x !== 0 || this._upVector.y !== 1.0 || this._upVector.z !== 0) {\r\n Vector3.TransformCoordinatesToRef(this._computationVector, this._upToYMatrix, this._computationVector);\r\n }\r\n this.radius = this._computationVector.length();\r\n if (this.radius === 0) {\r\n this.radius = 0.0001; // Just to avoid division by zero\r\n }\r\n // Alpha\r\n if (this._computationVector.x === 0 && this._computationVector.z === 0) {\r\n this.alpha = Math.PI / 2; // avoid division by zero when looking along up axis, and set to acos(0)\r\n }\r\n else {\r\n this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));\r\n }\r\n if (this._computationVector.z < 0) {\r\n this.alpha = 2 * Math.PI - this.alpha;\r\n }\r\n // Beta\r\n this.beta = Math.acos(this._computationVector.y / this.radius);\r\n this._checkLimits();\r\n };\r\n /**\r\n * Use a position to define the current camera related information like alpha, beta and radius\r\n * @param position Defines the position to set the camera at\r\n */\r\n ArcRotateCamera.prototype.setPosition = function (position) {\r\n if (this._position.equals(position)) {\r\n return;\r\n }\r\n this._position.copyFrom(position);\r\n this.rebuildAnglesAndRadius();\r\n };\r\n /**\r\n * Defines the target the camera should look at.\r\n * This will automatically adapt alpha beta and radius to fit within the new target.\r\n * @param target Defines the new target as a Vector or a mesh\r\n * @param toBoundingCenter In case of a mesh target, defines whether to target the mesh position or its bounding information center\r\n * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)\r\n */\r\n ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {\r\n if (toBoundingCenter === void 0) { toBoundingCenter = false; }\r\n if (allowSamePosition === void 0) { allowSamePosition = false; }\r\n if (target.getBoundingInfo) {\r\n if (toBoundingCenter) {\r\n this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();\r\n }\r\n else {\r\n this._targetBoundingCenter = null;\r\n }\r\n target.computeWorldMatrix();\r\n this._targetHost = target;\r\n this._target = this._getTargetPosition();\r\n this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);\r\n }\r\n else {\r\n var newTarget = target;\r\n var currentTarget = this._getTargetPosition();\r\n if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {\r\n return;\r\n }\r\n this._targetHost = null;\r\n this._target = newTarget;\r\n this._targetBoundingCenter = null;\r\n this.onMeshTargetChangedObservable.notifyObservers(null);\r\n }\r\n this.rebuildAnglesAndRadius();\r\n };\r\n /** @hidden */\r\n ArcRotateCamera.prototype._getViewMatrix = function () {\r\n // Compute\r\n var cosa = Math.cos(this.alpha);\r\n var sina = Math.sin(this.alpha);\r\n var cosb = Math.cos(this.beta);\r\n var sinb = Math.sin(this.beta);\r\n if (sinb === 0) {\r\n sinb = 0.0001;\r\n }\r\n var target = this._getTargetPosition();\r\n this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);\r\n // Rotate according to up vector\r\n if (this._upVector.x !== 0 || this._upVector.y !== 1.0 || this._upVector.z !== 0) {\r\n Vector3.TransformCoordinatesToRef(this._computationVector, this._YToUpMatrix, this._computationVector);\r\n }\r\n target.addToRef(this._computationVector, this._newPosition);\r\n if (this.getScene().collisionsEnabled && this.checkCollisions) {\r\n var coordinator = this.getScene().collisionCoordinator;\r\n if (!this._collider) {\r\n this._collider = coordinator.createCollider();\r\n }\r\n this._collider._radius = this.collisionRadius;\r\n this._newPosition.subtractToRef(this._position, this._collisionVelocity);\r\n this._collisionTriggered = true;\r\n coordinator.getNewPosition(this._position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);\r\n }\r\n else {\r\n this._position.copyFrom(this._newPosition);\r\n var up = this.upVector;\r\n if (this.allowUpsideDown && sinb < 0) {\r\n up = up.negate();\r\n }\r\n this._computeViewMatrix(this._position, target, up);\r\n this._viewMatrix.addAtIndex(12, this.targetScreenOffset.x);\r\n this._viewMatrix.addAtIndex(13, this.targetScreenOffset.y);\r\n }\r\n this._currentTarget = target;\r\n return this._viewMatrix;\r\n };\r\n /**\r\n * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.\r\n * @param meshes Defines the mesh to zoom on\r\n * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)\r\n */\r\n ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {\r\n if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }\r\n meshes = meshes || this.getScene().meshes;\r\n var minMaxVector = Mesh.MinMax(meshes);\r\n var distance = Vector3.Distance(minMaxVector.min, minMaxVector.max);\r\n this.radius = distance * this.zoomOnFactor;\r\n this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);\r\n };\r\n /**\r\n * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.\r\n * The target will be changed but the radius\r\n * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on\r\n * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)\r\n */\r\n ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {\r\n if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }\r\n var meshesOrMinMaxVector;\r\n var distance;\r\n if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes\r\n var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;\r\n meshesOrMinMaxVector = Mesh.MinMax(meshes);\r\n distance = Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);\r\n }\r\n else { //minMaxVector and distance\r\n var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;\r\n meshesOrMinMaxVector = minMaxVectorAndDistance;\r\n distance = minMaxVectorAndDistance.distance;\r\n }\r\n this._target = Mesh.Center(meshesOrMinMaxVector);\r\n if (!doNotUpdateMaxZ) {\r\n this.maxZ = distance * 2;\r\n }\r\n };\r\n /**\r\n * @override\r\n * Override Camera.createRigCamera\r\n */\r\n ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {\r\n var alphaShift = 0;\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED:\r\n case Camera.RIG_MODE_VR:\r\n alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);\r\n break;\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);\r\n break;\r\n }\r\n var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());\r\n rigCam._cameraRigParams = {};\r\n rigCam.isRigCamera = true;\r\n rigCam.rigParent = this;\r\n return rigCam;\r\n };\r\n /**\r\n * @hidden\r\n * @override\r\n * Override Camera._updateRigCameras\r\n */\r\n ArcRotateCamera.prototype._updateRigCameras = function () {\r\n var camLeft = this._rigCameras[0];\r\n var camRight = this._rigCameras[1];\r\n camLeft.beta = camRight.beta = this.beta;\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED:\r\n case Camera.RIG_MODE_VR:\r\n camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;\r\n camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;\r\n break;\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;\r\n camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;\r\n break;\r\n }\r\n _super.prototype._updateRigCameras.call(this);\r\n };\r\n /**\r\n * Destroy the camera and release the current resources hold by it.\r\n */\r\n ArcRotateCamera.prototype.dispose = function () {\r\n this.inputs.clear();\r\n _super.prototype.dispose.call(this);\r\n };\r\n /**\r\n * Gets the current object class name.\r\n * @return the class name\r\n */\r\n ArcRotateCamera.prototype.getClassName = function () {\r\n return \"ArcRotateCamera\";\r\n };\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"alpha\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"beta\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"radius\", void 0);\r\n __decorate([\r\n serializeAsVector3(\"target\")\r\n ], ArcRotateCamera.prototype, \"_target\", void 0);\r\n __decorate([\r\n serializeAsVector3(\"upVector\")\r\n ], ArcRotateCamera.prototype, \"_upVector\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"inertialAlphaOffset\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"inertialBetaOffset\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"inertialRadiusOffset\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"lowerAlphaLimit\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"upperAlphaLimit\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"lowerBetaLimit\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"upperBetaLimit\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"lowerRadiusLimit\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"upperRadiusLimit\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"inertialPanningX\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"inertialPanningY\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"pinchToPanMaxDistance\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"panningDistanceLimit\", void 0);\r\n __decorate([\r\n serializeAsVector3()\r\n ], ArcRotateCamera.prototype, \"panningOriginTarget\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"panningInertia\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"zoomOnFactor\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"targetScreenOffset\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"allowUpsideDown\", void 0);\r\n __decorate([\r\n serialize()\r\n ], ArcRotateCamera.prototype, \"useInputToRestoreState\", void 0);\r\n return ArcRotateCamera;\r\n}(TargetCamera));\r\nexport { ArcRotateCamera };\r\n//# sourceMappingURL=arcRotateCamera.js.map","import { __assign } from \"tslib\";\r\nimport { InternalTexture, InternalTextureSource } from '../../Materials/Textures/internalTexture';\r\nimport { Logger } from '../../Misc/logger';\r\nimport { RenderTargetCreationOptions } from '../../Materials/Textures/renderTargetCreationOptions';\r\nimport { ThinEngine } from '../thinEngine';\r\nThinEngine.prototype.createRenderTargetTexture = function (size, options) {\r\n var fullOptions = new RenderTargetCreationOptions();\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateMipMaps = options.generateMipMaps;\r\n fullOptions.generateDepthBuffer = !!options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = !!options.generateStencilBuffer;\r\n fullOptions.type = options.type === undefined ? 0 : options.type;\r\n fullOptions.samplingMode = options.samplingMode === undefined ? 3 : options.samplingMode;\r\n fullOptions.format = options.format === undefined ? 5 : options.format;\r\n }\r\n else {\r\n fullOptions.generateMipMaps = options;\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.type = 0;\r\n fullOptions.samplingMode = 3;\r\n fullOptions.format = 5;\r\n }\r\n if (fullOptions.type === 1 && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n fullOptions.samplingMode = 1;\r\n }\r\n else if (fullOptions.type === 2 && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n fullOptions.samplingMode = 1;\r\n }\r\n if (fullOptions.type === 1 && !this._caps.textureFloat) {\r\n fullOptions.type = 0;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n var gl = this._gl;\r\n var texture = new InternalTexture(this, InternalTextureSource.RenderTarget);\r\n var width = size.width || size;\r\n var height = size.height || size;\r\n var layers = size.layers || 0;\r\n var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);\r\n var target = layers !== 0 ? gl.TEXTURE_2D_ARRAY : gl.TEXTURE_2D;\r\n var sizedFormat = this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format);\r\n var internalFormat = this._getInternalFormat(fullOptions.format);\r\n var type = this._getWebGLTextureType(fullOptions.type);\r\n // Bind\r\n this._bindTextureDirectly(target, texture);\r\n if (layers !== 0) {\r\n texture.is2DArray = true;\r\n gl.texImage3D(target, 0, sizedFormat, width, height, layers, 0, internalFormat, type, null);\r\n }\r\n else {\r\n gl.texImage2D(target, 0, sizedFormat, width, height, 0, internalFormat, type, null);\r\n }\r\n gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, filters.min);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n // MipMaps\r\n if (fullOptions.generateMipMaps) {\r\n this._gl.generateMipmap(target);\r\n }\r\n this._bindTextureDirectly(target, null);\r\n // Create the framebuffer\r\n var framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);\r\n // No need to rebind on every frame\r\n if (!texture.is2DArray) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);\r\n }\r\n this._bindUnboundFramebuffer(null);\r\n texture._framebuffer = framebuffer;\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = layers;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;\r\n texture.samplingMode = fullOptions.samplingMode;\r\n texture.type = fullOptions.type;\r\n texture.format = fullOptions.format;\r\n texture._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n this._internalTexturesCache.push(texture);\r\n return texture;\r\n};\r\nThinEngine.prototype.createDepthStencilTexture = function (size, options) {\r\n if (options.isCube) {\r\n var width = size.width || size;\r\n return this._createDepthStencilCubeTexture(width, options);\r\n }\r\n else {\r\n return this._createDepthStencilTexture(size, options);\r\n }\r\n};\r\nThinEngine.prototype._createDepthStencilTexture = function (size, options) {\r\n var gl = this._gl;\r\n var layers = size.layers || 0;\r\n var target = layers !== 0 ? gl.TEXTURE_2D_ARRAY : gl.TEXTURE_2D;\r\n var internalTexture = new InternalTexture(this, InternalTextureSource.Depth);\r\n if (!this._caps.depthTextureExtension) {\r\n Logger.Error(\"Depth texture is not supported by your browser or hardware.\");\r\n return internalTexture;\r\n }\r\n var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);\r\n this._bindTextureDirectly(target, internalTexture, true);\r\n this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);\r\n var type = internalOptions.generateStencil ? gl.UNSIGNED_INT_24_8 : gl.UNSIGNED_INT;\r\n var internalFormat = internalOptions.generateStencil ? gl.DEPTH_STENCIL : gl.DEPTH_COMPONENT;\r\n var sizedFormat = internalFormat;\r\n if (this.webGLVersion > 1) {\r\n sizedFormat = internalOptions.generateStencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;\r\n }\r\n if (internalTexture.is2DArray) {\r\n gl.texImage3D(target, 0, sizedFormat, internalTexture.width, internalTexture.height, layers, 0, internalFormat, type, null);\r\n }\r\n else {\r\n gl.texImage2D(target, 0, sizedFormat, internalTexture.width, internalTexture.height, 0, internalFormat, type, null);\r\n }\r\n this._bindTextureDirectly(target, null);\r\n return internalTexture;\r\n};\r\n//# sourceMappingURL=engine.renderTarget.js.map","import { __assign } from \"tslib\";\r\nimport { InternalTexture, InternalTextureSource } from '../../Materials/Textures/internalTexture';\r\nimport { Logger } from '../../Misc/logger';\r\nimport { ThinEngine } from '../thinEngine';\r\nThinEngine.prototype.createRenderTargetCubeTexture = function (size, options) {\r\n var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: 0, samplingMode: 3, format: 5 }, options);\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;\r\n if (fullOptions.type === 1 && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n fullOptions.samplingMode = 1;\r\n }\r\n else if (fullOptions.type === 2 && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n fullOptions.samplingMode = 1;\r\n }\r\n var gl = this._gl;\r\n var texture = new InternalTexture(this, InternalTextureSource.RenderTarget);\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);\r\n if (fullOptions.type === 1 && !this._caps.textureFloat) {\r\n fullOptions.type = 0;\r\n Logger.Warn(\"Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type\");\r\n }\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n for (var face = 0; face < 6; face++) {\r\n gl.texImage2D((gl.TEXTURE_CUBE_MAP_POSITIVE_X + face), 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), size, size, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);\r\n }\r\n // Create the framebuffer\r\n var framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);\r\n // MipMaps\r\n if (fullOptions.generateMipMaps) {\r\n gl.generateMipmap(gl.TEXTURE_CUBE_MAP);\r\n }\r\n // Unbind\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n this._bindUnboundFramebuffer(null);\r\n texture._framebuffer = framebuffer;\r\n texture.width = size;\r\n texture.height = size;\r\n texture.isReady = true;\r\n texture.isCube = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = fullOptions.generateMipMaps;\r\n texture.samplingMode = fullOptions.samplingMode;\r\n texture.type = fullOptions.type;\r\n texture.format = fullOptions.format;\r\n texture._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n texture._generateStencilBuffer = fullOptions.generateStencilBuffer;\r\n this._internalTexturesCache.push(texture);\r\n return texture;\r\n};\r\n//# sourceMappingURL=engine.renderTargetCube.js.map","import { __extends } from \"tslib\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { PostProcessManager } from \"../../PostProcesses/postProcessManager\";\r\nimport { RenderingManager } from \"../../Rendering/renderingManager\";\r\nimport \"../../Engines/Extensions/engine.renderTarget\";\r\nimport \"../../Engines/Extensions/engine.renderTargetCube\";\r\nimport { Engine } from '../../Engines/engine';\r\n/**\r\n * This Helps creating a texture that will be created from a camera in your scene.\r\n * It is basically a dynamic texture that could be used to create special effects for instance.\r\n * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...\r\n */\r\nvar RenderTargetTexture = /** @class */ (function (_super) {\r\n __extends(RenderTargetTexture, _super);\r\n /**\r\n * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse\r\n * or used a shadow, depth texture...\r\n * @param name The friendly name of the texture\r\n * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)\r\n * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.\r\n * @param generateMipMaps True if mip maps need to be generated after render.\r\n * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT\r\n * @param type The type of the buffer in the RTT (int, half float, float...)\r\n * @param isCube True if a cube texture needs to be created\r\n * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)\r\n * @param generateDepthBuffer True to generate a depth buffer\r\n * @param generateStencilBuffer True to generate a stencil buffer\r\n * @param isMulti True if multiple textures need to be created (Draw Buffers)\r\n * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)\r\n * @param delayAllocation if the texture allocation should be delayed (default: false)\r\n */\r\n function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format, delayAllocation) {\r\n if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }\r\n if (type === void 0) { type = 0; }\r\n if (isCube === void 0) { isCube = false; }\r\n if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }\r\n if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }\r\n if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }\r\n if (isMulti === void 0) { isMulti = false; }\r\n if (format === void 0) { format = 5; }\r\n if (delayAllocation === void 0) { delayAllocation = false; }\r\n var _this = _super.call(this, null, scene, !generateMipMaps) || this;\r\n _this.isCube = isCube;\r\n /**\r\n * Define if particles should be rendered in your texture.\r\n */\r\n _this.renderParticles = true;\r\n /**\r\n * Define if sprites should be rendered in your texture.\r\n */\r\n _this.renderSprites = false;\r\n /**\r\n * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.\r\n */\r\n _this.coordinatesMode = Texture.PROJECTION_MODE;\r\n /**\r\n * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.\r\n */\r\n _this.ignoreCameraViewport = false;\r\n /**\r\n * An event triggered when the texture is unbind.\r\n */\r\n _this.onBeforeBindObservable = new Observable();\r\n /**\r\n * An event triggered when the texture is unbind.\r\n */\r\n _this.onAfterUnbindObservable = new Observable();\r\n /**\r\n * An event triggered before rendering the texture\r\n */\r\n _this.onBeforeRenderObservable = new Observable();\r\n /**\r\n * An event triggered after rendering the texture\r\n */\r\n _this.onAfterRenderObservable = new Observable();\r\n /**\r\n * An event triggered after the texture clear\r\n */\r\n _this.onClearObservable = new Observable();\r\n /**\r\n * An event triggered when the texture is resized.\r\n */\r\n _this.onResizeObservable = new Observable();\r\n _this._currentRefreshId = -1;\r\n _this._refreshRate = 1;\r\n _this._samples = 1;\r\n /**\r\n * Gets or sets the center of the bounding box associated with the texture (when in cube mode)\r\n * It must define where the camera used to render the texture is set\r\n */\r\n _this.boundingBoxPosition = Vector3.Zero();\r\n scene = _this.getScene();\r\n if (!scene) {\r\n return _this;\r\n }\r\n _this.renderList = new Array();\r\n _this._engine = scene.getEngine();\r\n _this.name = name;\r\n _this.isRenderTarget = true;\r\n _this._initialSizeParameter = size;\r\n _this._processSizeParameter(size);\r\n _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {\r\n });\r\n _this._generateMipMaps = generateMipMaps ? true : false;\r\n _this._doNotChangeAspectRatio = doNotChangeAspectRatio;\r\n // Rendering groups\r\n _this._renderingManager = new RenderingManager(scene);\r\n _this._renderingManager._useSceneAutoClearSetup = true;\r\n if (isMulti) {\r\n return _this;\r\n }\r\n _this._renderTargetOptions = {\r\n generateMipMaps: generateMipMaps,\r\n type: type,\r\n format: format,\r\n samplingMode: samplingMode,\r\n generateDepthBuffer: generateDepthBuffer,\r\n generateStencilBuffer: generateStencilBuffer\r\n };\r\n if (samplingMode === Texture.NEAREST_SAMPLINGMODE) {\r\n _this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n _this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n }\r\n if (!delayAllocation) {\r\n if (isCube) {\r\n _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);\r\n _this.coordinatesMode = Texture.INVCUBIC_MODE;\r\n _this._textureMatrix = Matrix.Identity();\r\n }\r\n else {\r\n _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);\r\n }\r\n }\r\n return _this;\r\n }\r\n Object.defineProperty(RenderTargetTexture.prototype, \"renderList\", {\r\n /**\r\n * Use this list to define the list of mesh you want to render.\r\n */\r\n get: function () {\r\n return this._renderList;\r\n },\r\n set: function (value) {\r\n this._renderList = value;\r\n if (this._renderList) {\r\n this._hookArray(this._renderList);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n RenderTargetTexture.prototype._hookArray = function (array) {\r\n var _this = this;\r\n var oldPush = array.push;\r\n array.push = function () {\r\n var items = [];\r\n for (var _i = 0; _i < arguments.length; _i++) {\r\n items[_i] = arguments[_i];\r\n }\r\n var wasEmpty = array.length === 0;\r\n var result = oldPush.apply(array, items);\r\n if (wasEmpty) {\r\n _this.getScene().meshes.forEach(function (mesh) {\r\n mesh._markSubMeshesAsLightDirty();\r\n });\r\n }\r\n return result;\r\n };\r\n var oldSplice = array.splice;\r\n array.splice = function (index, deleteCount) {\r\n var deleted = oldSplice.apply(array, [index, deleteCount]);\r\n if (array.length === 0) {\r\n _this.getScene().meshes.forEach(function (mesh) {\r\n mesh._markSubMeshesAsLightDirty();\r\n });\r\n }\r\n return deleted;\r\n };\r\n };\r\n Object.defineProperty(RenderTargetTexture.prototype, \"onAfterUnbind\", {\r\n /**\r\n * Set a after unbind callback in the texture.\r\n * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.\r\n */\r\n set: function (callback) {\r\n if (this._onAfterUnbindObserver) {\r\n this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);\r\n }\r\n this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(RenderTargetTexture.prototype, \"onBeforeRender\", {\r\n /**\r\n * Set a before render callback in the texture.\r\n * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.\r\n */\r\n set: function (callback) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(RenderTargetTexture.prototype, \"onAfterRender\", {\r\n /**\r\n * Set a after render callback in the texture.\r\n * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.\r\n */\r\n set: function (callback) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(RenderTargetTexture.prototype, \"onClear\", {\r\n /**\r\n * Set a clear callback in the texture.\r\n * This has been kept for backward compatibility and use of onClearObservable is recommended.\r\n */\r\n set: function (callback) {\r\n if (this._onClearObserver) {\r\n this.onClearObservable.remove(this._onClearObserver);\r\n }\r\n this._onClearObserver = this.onClearObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(RenderTargetTexture.prototype, \"renderTargetOptions\", {\r\n /**\r\n * Gets render target creation options that were used.\r\n */\r\n get: function () {\r\n return this._renderTargetOptions;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n RenderTargetTexture.prototype._onRatioRescale = function () {\r\n if (this._sizeRatio) {\r\n this.resize(this._initialSizeParameter);\r\n }\r\n };\r\n Object.defineProperty(RenderTargetTexture.prototype, \"boundingBoxSize\", {\r\n get: function () {\r\n return this._boundingBoxSize;\r\n },\r\n /**\r\n * Gets or sets the size of the bounding box associated with the texture (when in cube mode)\r\n * When defined, the cubemap will switch to local mode\r\n * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity\r\n * @example https://www.babylonjs-playground.com/#RNASML\r\n */\r\n set: function (value) {\r\n if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {\r\n return;\r\n }\r\n this._boundingBoxSize = value;\r\n var scene = this.getScene();\r\n if (scene) {\r\n scene.markAllMaterialsAsDirty(1);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(RenderTargetTexture.prototype, \"depthStencilTexture\", {\r\n /**\r\n * In case the RTT has been created with a depth texture, get the associated\r\n * depth texture.\r\n * Otherwise, return null.\r\n */\r\n get: function () {\r\n var _a;\r\n return ((_a = this.getInternalTexture()) === null || _a === void 0 ? void 0 : _a._depthStencilTexture) || null;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Creates a depth stencil texture.\r\n * This is only available in WebGL 2 or with the depth texture extension available.\r\n * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode\r\n * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture\r\n * @param generateStencil Specifies whether or not a stencil should be allocated in the texture\r\n */\r\n RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {\r\n if (comparisonFunction === void 0) { comparisonFunction = 0; }\r\n if (bilinearFiltering === void 0) { bilinearFiltering = true; }\r\n if (generateStencil === void 0) { generateStencil = false; }\r\n var internalTexture = this.getInternalTexture();\r\n if (!this.getScene() || !internalTexture) {\r\n return;\r\n }\r\n var engine = this.getScene().getEngine();\r\n internalTexture._depthStencilTexture = engine.createDepthStencilTexture(this._size, {\r\n bilinearFiltering: bilinearFiltering,\r\n comparisonFunction: comparisonFunction,\r\n generateStencil: generateStencil,\r\n isCube: this.isCube\r\n });\r\n };\r\n RenderTargetTexture.prototype._processSizeParameter = function (size) {\r\n if (size.ratio) {\r\n this._sizeRatio = size.ratio;\r\n this._size = {\r\n width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),\r\n height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)\r\n };\r\n }\r\n else {\r\n this._size = size;\r\n }\r\n };\r\n Object.defineProperty(RenderTargetTexture.prototype, \"samples\", {\r\n /**\r\n * Define the number of samples to use in case of MSAA.\r\n * It defaults to one meaning no MSAA has been enabled.\r\n */\r\n get: function () {\r\n return this._samples;\r\n },\r\n set: function (value) {\r\n if (this._samples === value) {\r\n return;\r\n }\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Resets the refresh counter of the texture and start bak from scratch.\r\n * Could be useful to regenerate the texture if it is setup to render only once.\r\n */\r\n RenderTargetTexture.prototype.resetRefreshCounter = function () {\r\n this._currentRefreshId = -1;\r\n };\r\n Object.defineProperty(RenderTargetTexture.prototype, \"refreshRate\", {\r\n /**\r\n * Define the refresh rate of the texture or the rendering frequency.\r\n * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...\r\n */\r\n get: function () {\r\n return this._refreshRate;\r\n },\r\n set: function (value) {\r\n this._refreshRate = value;\r\n this.resetRefreshCounter();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Adds a post process to the render target rendering passes.\r\n * @param postProcess define the post process to add\r\n */\r\n RenderTargetTexture.prototype.addPostProcess = function (postProcess) {\r\n if (!this._postProcessManager) {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n this._postProcessManager = new PostProcessManager(scene);\r\n this._postProcesses = new Array();\r\n }\r\n this._postProcesses.push(postProcess);\r\n this._postProcesses[0].autoClear = false;\r\n };\r\n /**\r\n * Clear all the post processes attached to the render target\r\n * @param dispose define if the cleared post processesshould also be disposed (false by default)\r\n */\r\n RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {\r\n if (dispose === void 0) { dispose = false; }\r\n if (!this._postProcesses) {\r\n return;\r\n }\r\n if (dispose) {\r\n for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {\r\n var postProcess = _a[_i];\r\n postProcess.dispose();\r\n }\r\n }\r\n this._postProcesses = [];\r\n };\r\n /**\r\n * Remove one of the post process from the list of attached post processes to the texture\r\n * @param postProcess define the post process to remove from the list\r\n */\r\n RenderTargetTexture.prototype.removePostProcess = function (postProcess) {\r\n if (!this._postProcesses) {\r\n return;\r\n }\r\n var index = this._postProcesses.indexOf(postProcess);\r\n if (index === -1) {\r\n return;\r\n }\r\n this._postProcesses.splice(index, 1);\r\n if (this._postProcesses.length > 0) {\r\n this._postProcesses[0].autoClear = false;\r\n }\r\n };\r\n /** @hidden */\r\n RenderTargetTexture.prototype._shouldRender = function () {\r\n if (this._currentRefreshId === -1) { // At least render once\r\n this._currentRefreshId = 1;\r\n return true;\r\n }\r\n if (this.refreshRate === this._currentRefreshId) {\r\n this._currentRefreshId = 1;\r\n return true;\r\n }\r\n this._currentRefreshId++;\r\n return false;\r\n };\r\n /**\r\n * Gets the actual render size of the texture.\r\n * @returns the width of the render size\r\n */\r\n RenderTargetTexture.prototype.getRenderSize = function () {\r\n return this.getRenderWidth();\r\n };\r\n /**\r\n * Gets the actual render width of the texture.\r\n * @returns the width of the render size\r\n */\r\n RenderTargetTexture.prototype.getRenderWidth = function () {\r\n if (this._size.width) {\r\n return this._size.width;\r\n }\r\n return this._size;\r\n };\r\n /**\r\n * Gets the actual render height of the texture.\r\n * @returns the height of the render size\r\n */\r\n RenderTargetTexture.prototype.getRenderHeight = function () {\r\n if (this._size.width) {\r\n return this._size.height;\r\n }\r\n return this._size;\r\n };\r\n /**\r\n * Gets the actual number of layers of the texture.\r\n * @returns the number of layers\r\n */\r\n RenderTargetTexture.prototype.getRenderLayers = function () {\r\n var layers = this._size.layers;\r\n if (layers) {\r\n return layers;\r\n }\r\n return 0;\r\n };\r\n Object.defineProperty(RenderTargetTexture.prototype, \"canRescale\", {\r\n /**\r\n * Get if the texture can be rescaled or not.\r\n */\r\n get: function () {\r\n return true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Resize the texture using a ratio.\r\n * @param ratio the ratio to apply to the texture size in order to compute the new target size\r\n */\r\n RenderTargetTexture.prototype.scale = function (ratio) {\r\n var newSize = Math.max(1, this.getRenderSize() * ratio);\r\n this.resize(newSize);\r\n };\r\n /**\r\n * Get the texture reflection matrix used to rotate/transform the reflection.\r\n * @returns the reflection matrix\r\n */\r\n RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {\r\n if (this.isCube) {\r\n return this._textureMatrix;\r\n }\r\n return _super.prototype.getReflectionTextureMatrix.call(this);\r\n };\r\n /**\r\n * Resize the texture to a new desired size.\r\n * Be carrefull as it will recreate all the data in the new texture.\r\n * @param size Define the new size. It can be:\r\n * - a number for squared texture,\r\n * - an object containing { width: number, height: number }\r\n * - or an object containing a ratio { ratio: number }\r\n */\r\n RenderTargetTexture.prototype.resize = function (size) {\r\n var wasCube = this.isCube;\r\n this.releaseInternalTexture();\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n this._processSizeParameter(size);\r\n if (wasCube) {\r\n this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);\r\n }\r\n else {\r\n this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);\r\n }\r\n if (this.onResizeObservable.hasObservers()) {\r\n this.onResizeObservable.notifyObservers(this);\r\n }\r\n };\r\n /**\r\n * Renders all the objects from the render list into the texture.\r\n * @param useCameraPostProcess Define if camera post processes should be used during the rendering\r\n * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose\r\n */\r\n RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {\r\n if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }\r\n if (dumpForDebug === void 0) { dumpForDebug = false; }\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n var engine = scene.getEngine();\r\n if (this.useCameraPostProcesses !== undefined) {\r\n useCameraPostProcess = this.useCameraPostProcesses;\r\n }\r\n if (this._waitingRenderList) {\r\n this.renderList = [];\r\n for (var index = 0; index < this._waitingRenderList.length; index++) {\r\n var id = this._waitingRenderList[index];\r\n var mesh_1 = scene.getMeshByID(id);\r\n if (mesh_1) {\r\n this.renderList.push(mesh_1);\r\n }\r\n }\r\n delete this._waitingRenderList;\r\n }\r\n // Is predicate defined?\r\n if (this.renderListPredicate) {\r\n if (this.renderList) {\r\n this.renderList.length = 0; // Clear previous renderList\r\n }\r\n else {\r\n this.renderList = [];\r\n }\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n var sceneMeshes = scene.meshes;\r\n for (var index = 0; index < sceneMeshes.length; index++) {\r\n var mesh = sceneMeshes[index];\r\n if (this.renderListPredicate(mesh)) {\r\n this.renderList.push(mesh);\r\n }\r\n }\r\n }\r\n this.onBeforeBindObservable.notifyObservers(this);\r\n // Set custom projection.\r\n // Needs to be before binding to prevent changing the aspect ratio.\r\n var camera;\r\n if (this.activeCamera) {\r\n camera = this.activeCamera;\r\n engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());\r\n if (this.activeCamera !== scene.activeCamera) {\r\n scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));\r\n }\r\n }\r\n else {\r\n camera = scene.activeCamera;\r\n if (camera) {\r\n engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());\r\n }\r\n }\r\n this._defaultRenderListPrepared = false;\r\n if (this.is2DArray) {\r\n for (var layer = 0; layer < this.getRenderLayers(); layer++) {\r\n this.renderToTarget(0, useCameraPostProcess, dumpForDebug, layer, camera);\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n }\r\n }\r\n else if (this.isCube) {\r\n for (var face = 0; face < 6; face++) {\r\n this.renderToTarget(face, useCameraPostProcess, dumpForDebug, undefined, camera);\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n }\r\n }\r\n else {\r\n this.renderToTarget(0, useCameraPostProcess, dumpForDebug, undefined, camera);\r\n }\r\n this.onAfterUnbindObservable.notifyObservers(this);\r\n if (scene.activeCamera) {\r\n // Do not avoid setting uniforms when multiple scenes are active as another camera may have overwrite these\r\n if (scene.getEngine().scenes.length > 1 || (this.activeCamera && this.activeCamera !== scene.activeCamera)) {\r\n scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));\r\n }\r\n engine.setViewport(scene.activeCamera.viewport);\r\n }\r\n scene.resetCachedMaterial();\r\n };\r\n RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {\r\n var minimum = 128;\r\n var x = renderDimension * scale;\r\n var curved = Engine.NearestPOT(x + (minimum * minimum / (minimum + x)));\r\n // Ensure we don't exceed the render dimension (while staying POT)\r\n return Math.min(Engine.FloorPOT(renderDimension), curved);\r\n };\r\n RenderTargetTexture.prototype._prepareRenderingManager = function (currentRenderList, currentRenderListLength, camera, checkLayerMask) {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n this._renderingManager.reset();\r\n var sceneRenderId = scene.getRenderId();\r\n for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {\r\n var mesh = currentRenderList[meshIndex];\r\n if (mesh) {\r\n if (!mesh.isReady(this.refreshRate === 0)) {\r\n this.resetRefreshCounter();\r\n continue;\r\n }\r\n mesh._preActivateForIntermediateRendering(sceneRenderId);\r\n var isMasked = void 0;\r\n if (checkLayerMask && camera) {\r\n isMasked = ((mesh.layerMask & camera.layerMask) === 0);\r\n }\r\n else {\r\n isMasked = false;\r\n }\r\n if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {\r\n if (mesh._activate(sceneRenderId, true) && mesh.subMeshes.length) {\r\n if (!mesh.isAnInstance) {\r\n mesh._internalAbstractMeshDataInfo._onlyForInstancesIntermediate = false;\r\n }\r\n else {\r\n mesh = mesh.sourceMesh;\r\n }\r\n mesh._internalAbstractMeshDataInfo._isActiveIntermediate = true;\r\n for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {\r\n var subMesh = mesh.subMeshes[subIndex];\r\n this._renderingManager.dispatch(subMesh, mesh);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {\r\n var particleSystem = scene.particleSystems[particleIndex];\r\n var emitter = particleSystem.emitter;\r\n if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {\r\n continue;\r\n }\r\n if (currentRenderList.indexOf(emitter) >= 0) {\r\n this._renderingManager.dispatchParticles(particleSystem);\r\n }\r\n }\r\n };\r\n /**\r\n * @hidden\r\n * @param faceIndex face index to bind to if this is a cubetexture\r\n * @param layer defines the index of the texture to bind in the array\r\n */\r\n RenderTargetTexture.prototype._bindFrameBuffer = function (faceIndex, layer) {\r\n if (faceIndex === void 0) { faceIndex = 0; }\r\n if (layer === void 0) { layer = 0; }\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n var engine = scene.getEngine();\r\n if (this._texture) {\r\n engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, 0, layer);\r\n }\r\n };\r\n RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {\r\n var _this = this;\r\n if (!this._texture) {\r\n return;\r\n }\r\n engine.unBindFramebuffer(this._texture, this.isCube, function () {\r\n _this.onAfterRenderObservable.notifyObservers(faceIndex);\r\n });\r\n };\r\n RenderTargetTexture.prototype.renderToTarget = function (faceIndex, useCameraPostProcess, dumpForDebug, layer, camera) {\r\n if (layer === void 0) { layer = 0; }\r\n if (camera === void 0) { camera = null; }\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n var engine = scene.getEngine();\r\n if (!this._texture) {\r\n return;\r\n }\r\n // Bind\r\n if (this._postProcessManager) {\r\n this._postProcessManager._prepareFrame(this._texture, this._postProcesses);\r\n }\r\n else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {\r\n this._bindFrameBuffer(faceIndex, layer);\r\n }\r\n if (this.is2DArray) {\r\n this.onBeforeRenderObservable.notifyObservers(layer);\r\n }\r\n else {\r\n this.onBeforeRenderObservable.notifyObservers(faceIndex);\r\n }\r\n // Get the list of meshes to render\r\n var currentRenderList = null;\r\n var defaultRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;\r\n var defaultRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;\r\n if (this.getCustomRenderList) {\r\n currentRenderList = this.getCustomRenderList(this.is2DArray ? layer : faceIndex, defaultRenderList, defaultRenderListLength);\r\n }\r\n if (!currentRenderList) {\r\n // No custom render list provided, we prepare the rendering for the default list, but check\r\n // first if we did not already performed the preparation before so as to avoid re-doing it several times\r\n if (!this._defaultRenderListPrepared) {\r\n this._prepareRenderingManager(defaultRenderList, defaultRenderListLength, camera, !this.renderList);\r\n this._defaultRenderListPrepared = true;\r\n }\r\n currentRenderList = defaultRenderList;\r\n }\r\n else {\r\n // Prepare the rendering for the custom render list provided\r\n this._prepareRenderingManager(currentRenderList, currentRenderList.length, camera, false);\r\n }\r\n // Clear\r\n if (this.onClearObservable.hasObservers()) {\r\n this.onClearObservable.notifyObservers(engine);\r\n }\r\n else {\r\n engine.clear(this.clearColor || scene.clearColor, true, true, true);\r\n }\r\n if (!this._doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n // Before Camera Draw\r\n for (var _i = 0, _a = scene._beforeRenderTargetDrawStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n step.action(this);\r\n }\r\n // Render\r\n this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);\r\n // After Camera Draw\r\n for (var _b = 0, _c = scene._afterRenderTargetDrawStage; _b < _c.length; _b++) {\r\n var step = _c[_b];\r\n step.action(this);\r\n }\r\n if (this._postProcessManager) {\r\n this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);\r\n }\r\n else if (useCameraPostProcess) {\r\n scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);\r\n }\r\n if (!this._doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n // Dump ?\r\n if (dumpForDebug) {\r\n Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);\r\n }\r\n // Unbind\r\n if (!this.isCube || faceIndex === 5) {\r\n if (this.isCube) {\r\n if (faceIndex === 5) {\r\n engine.generateMipMapsForCubemap(this._texture);\r\n }\r\n }\r\n this.unbindFrameBuffer(engine, faceIndex);\r\n }\r\n else {\r\n this.onAfterRenderObservable.notifyObservers(faceIndex);\r\n }\r\n };\r\n /**\r\n * Overrides the default sort function applied in the renderging group to prepare the meshes.\r\n * This allowed control for front to back rendering or reversly depending of the special needs.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\r\n * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\r\n * @param transparentSortCompareFn The transparent queue comparison function use to sort.\r\n */\r\n RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {\r\n if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }\r\n if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }\r\n if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }\r\n this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);\r\n };\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n */\r\n RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {\r\n this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);\r\n this._renderingManager._useSceneAutoClearSetup = false;\r\n };\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n RenderTargetTexture.prototype.clone = function () {\r\n var textureSize = this.getSize();\r\n var newTexture = new RenderTargetTexture(this.name, textureSize, this.getScene(), this._renderTargetOptions.generateMipMaps, this._doNotChangeAspectRatio, this._renderTargetOptions.type, this.isCube, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer, this._renderTargetOptions.generateStencilBuffer);\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n // RenderTarget Texture\r\n newTexture.coordinatesMode = this.coordinatesMode;\r\n if (this.renderList) {\r\n newTexture.renderList = this.renderList.slice(0);\r\n }\r\n return newTexture;\r\n };\r\n /**\r\n * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.\r\n * @returns The JSON representation of the texture\r\n */\r\n RenderTargetTexture.prototype.serialize = function () {\r\n if (!this.name) {\r\n return null;\r\n }\r\n var serializationObject = _super.prototype.serialize.call(this);\r\n serializationObject.renderTargetSize = this.getRenderSize();\r\n serializationObject.renderList = [];\r\n if (this.renderList) {\r\n for (var index = 0; index < this.renderList.length; index++) {\r\n serializationObject.renderList.push(this.renderList[index].id);\r\n }\r\n }\r\n return serializationObject;\r\n };\r\n /**\r\n * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore\r\n */\r\n RenderTargetTexture.prototype.disposeFramebufferObjects = function () {\r\n var objBuffer = this.getInternalTexture();\r\n var scene = this.getScene();\r\n if (objBuffer && scene) {\r\n scene.getEngine()._releaseFramebufferObjects(objBuffer);\r\n }\r\n };\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n RenderTargetTexture.prototype.dispose = function () {\r\n this.onResizeObservable.clear();\r\n this.onClearObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onAfterUnbindObservable.clear();\r\n this.onBeforeBindObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n if (this._postProcessManager) {\r\n this._postProcessManager.dispose();\r\n this._postProcessManager = null;\r\n }\r\n this.clearPostProcesses(true);\r\n if (this._resizeObserver) {\r\n this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);\r\n this._resizeObserver = null;\r\n }\r\n this.renderList = null;\r\n // Remove from custom render targets\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n var index = scene.customRenderTargets.indexOf(this);\r\n if (index >= 0) {\r\n scene.customRenderTargets.splice(index, 1);\r\n }\r\n for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {\r\n var camera = _a[_i];\r\n index = camera.customRenderTargets.indexOf(this);\r\n if (index >= 0) {\r\n camera.customRenderTargets.splice(index, 1);\r\n }\r\n }\r\n if (this.depthStencilTexture) {\r\n this.getScene().getEngine()._releaseTexture(this.depthStencilTexture);\r\n }\r\n _super.prototype.dispose.call(this);\r\n };\r\n /** @hidden */\r\n RenderTargetTexture.prototype._rebuild = function () {\r\n if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {\r\n this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;\r\n }\r\n if (this._postProcessManager) {\r\n this._postProcessManager._rebuild();\r\n }\r\n };\r\n /**\r\n * Clear the info related to rendering groups preventing retention point in material dispose.\r\n */\r\n RenderTargetTexture.prototype.freeRenderingGroups = function () {\r\n if (this._renderingManager) {\r\n this._renderingManager.freeRenderingGroups();\r\n }\r\n };\r\n /**\r\n * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)\r\n * @returns the view count\r\n */\r\n RenderTargetTexture.prototype.getViewCount = function () {\r\n return 1;\r\n };\r\n /**\r\n * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.\r\n */\r\n RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;\r\n /**\r\n * The texture will only be rendered rendered every frame and is recomended for dynamic contents.\r\n */\r\n RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;\r\n /**\r\n * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not\r\n * the central point of your effect and can save a lot of performances.\r\n */\r\n RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;\r\n return RenderTargetTexture;\r\n}(Texture));\r\nexport { RenderTargetTexture };\r\nTexture._CreateRenderTargetTexture = function (name, renderTargetSize, scene, generateMipMaps) {\r\n return new RenderTargetTexture(name, renderTargetSize, scene, generateMipMaps);\r\n};\r\n//# sourceMappingURL=renderTargetTexture.js.map","import { Effect } from \"../Materials/effect\";\r\nvar name = 'postprocessVertexShader';\r\nvar shader = \"\\nattribute vec2 position;\\nuniform vec2 scale;\\n\\nvarying vec2 vUV;\\nconst vec2 madd=vec2(0.5,0.5);\\nvoid main(void) {\\nvUV=(position*madd+madd)*scale;\\ngl_Position=vec4(position,0.0,1.0);\\n}\";\r\nEffect.ShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var postprocessVertexShader = { name: name, shader: shader };\r\n//# sourceMappingURL=postprocess.vertex.js.map","import { SmartArray } from \"../Misc/smartArray\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport \"../Shaders/postprocess.vertex\";\r\nimport { Engine } from '../Engines/engine';\r\nimport \"../Engines/Extensions/engine.renderTarget\";\r\n/**\r\n * PostProcess can be used to apply a shader to a texture after it has been rendered\r\n * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses\r\n */\r\nvar PostProcess = /** @class */ (function () {\r\n /**\r\n * Creates a new instance PostProcess\r\n * @param name The name of the PostProcess.\r\n * @param fragmentUrl The url of the fragment shader to be used.\r\n * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.\r\n * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.\r\n * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param defines String of defines that will be set when running the fragment shader. (default: null)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param vertexUrl The url of the vertex shader to be used. (default: \"postprocess\")\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param blockCompilation If the shader should not be compiled imediatly. (default: false)\r\n * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)\r\n */\r\n function PostProcess(\r\n /** Name of the PostProcess. */\r\n name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation, textureFormat) {\r\n if (samplingMode === void 0) { samplingMode = 1; }\r\n if (defines === void 0) { defines = null; }\r\n if (textureType === void 0) { textureType = 0; }\r\n if (vertexUrl === void 0) { vertexUrl = \"postprocess\"; }\r\n if (blockCompilation === void 0) { blockCompilation = false; }\r\n if (textureFormat === void 0) { textureFormat = 5; }\r\n this.name = name;\r\n /**\r\n * Width of the texture to apply the post process on\r\n */\r\n this.width = -1;\r\n /**\r\n * Height of the texture to apply the post process on\r\n */\r\n this.height = -1;\r\n /**\r\n * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)\r\n * @hidden\r\n */\r\n this._outputTexture = null;\r\n /**\r\n * If the buffer needs to be cleared before applying the post process. (default: true)\r\n * Should be set to false if shader will overwrite all previous pixels.\r\n */\r\n this.autoClear = true;\r\n /**\r\n * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)\r\n */\r\n this.alphaMode = 0;\r\n /**\r\n * Animations to be used for the post processing\r\n */\r\n this.animations = new Array();\r\n /**\r\n * Enable Pixel Perfect mode where texture is not scaled to be power of 2.\r\n * Can only be used on a single postprocess or on the last one of a chain. (default: false)\r\n */\r\n this.enablePixelPerfectMode = false;\r\n /**\r\n * Force the postprocess to be applied without taking in account viewport\r\n */\r\n this.forceFullscreenViewport = true;\r\n /**\r\n * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |\r\n * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |\r\n * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |\r\n *\r\n */\r\n this.scaleMode = 1;\r\n /**\r\n * Force textures to be a power of two (default: false)\r\n */\r\n this.alwaysForcePOT = false;\r\n this._samples = 1;\r\n /**\r\n * Modify the scale of the post process to be the same as the viewport (default: false)\r\n */\r\n this.adaptScaleToCurrentViewport = false;\r\n this._reusable = false;\r\n /**\r\n * Smart array of input and output textures for the post process.\r\n * @hidden\r\n */\r\n this._textures = new SmartArray(2);\r\n /**\r\n * The index in _textures that corresponds to the output texture.\r\n * @hidden\r\n */\r\n this._currentRenderTextureInd = 0;\r\n this._scaleRatio = new Vector2(1, 1);\r\n this._texelSize = Vector2.Zero();\r\n // Events\r\n /**\r\n * An event triggered when the postprocess is activated.\r\n */\r\n this.onActivateObservable = new Observable();\r\n /**\r\n * An event triggered when the postprocess changes its size.\r\n */\r\n this.onSizeChangedObservable = new Observable();\r\n /**\r\n * An event triggered when the postprocess applies its effect.\r\n */\r\n this.onApplyObservable = new Observable();\r\n /**\r\n * An event triggered before rendering the postprocess\r\n */\r\n this.onBeforeRenderObservable = new Observable();\r\n /**\r\n * An event triggered after rendering the postprocess\r\n */\r\n this.onAfterRenderObservable = new Observable();\r\n if (camera != null) {\r\n this._camera = camera;\r\n this._scene = camera.getScene();\r\n camera.attachPostProcess(this);\r\n this._engine = this._scene.getEngine();\r\n this._scene.postProcesses.push(this);\r\n this.uniqueId = this._scene.getUniqueId();\r\n }\r\n else if (engine) {\r\n this._engine = engine;\r\n this._engine.postProcesses.push(this);\r\n }\r\n this._options = options;\r\n this.renderTargetSamplingMode = samplingMode ? samplingMode : 1;\r\n this._reusable = reusable || false;\r\n this._textureType = textureType;\r\n this._textureFormat = textureFormat;\r\n this._samplers = samplers || [];\r\n this._samplers.push(\"textureSampler\");\r\n this._fragmentUrl = fragmentUrl;\r\n this._vertexUrl = vertexUrl;\r\n this._parameters = parameters || [];\r\n this._parameters.push(\"scale\");\r\n this._indexParameters = indexParameters;\r\n if (!blockCompilation) {\r\n this.updateEffect(defines);\r\n }\r\n }\r\n Object.defineProperty(PostProcess.prototype, \"samples\", {\r\n /**\r\n * Number of sample textures (default: 1)\r\n */\r\n get: function () {\r\n return this._samples;\r\n },\r\n set: function (n) {\r\n var _this = this;\r\n this._samples = Math.min(n, this._engine.getCaps().maxMSAASamples);\r\n this._textures.forEach(function (texture) {\r\n if (texture.samples !== _this._samples) {\r\n _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);\r\n }\r\n });\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns the fragment url or shader name used in the post process.\r\n * @returns the fragment url or name in the shader store.\r\n */\r\n PostProcess.prototype.getEffectName = function () {\r\n return this._fragmentUrl;\r\n };\r\n Object.defineProperty(PostProcess.prototype, \"onActivate\", {\r\n /**\r\n * A function that is added to the onActivateObservable\r\n */\r\n set: function (callback) {\r\n if (this._onActivateObserver) {\r\n this.onActivateObservable.remove(this._onActivateObserver);\r\n }\r\n if (callback) {\r\n this._onActivateObserver = this.onActivateObservable.add(callback);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PostProcess.prototype, \"onSizeChanged\", {\r\n /**\r\n * A function that is added to the onSizeChangedObservable\r\n */\r\n set: function (callback) {\r\n if (this._onSizeChangedObserver) {\r\n this.onSizeChangedObservable.remove(this._onSizeChangedObserver);\r\n }\r\n this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PostProcess.prototype, \"onApply\", {\r\n /**\r\n * A function that is added to the onApplyObservable\r\n */\r\n set: function (callback) {\r\n if (this._onApplyObserver) {\r\n this.onApplyObservable.remove(this._onApplyObserver);\r\n }\r\n this._onApplyObserver = this.onApplyObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PostProcess.prototype, \"onBeforeRender\", {\r\n /**\r\n * A function that is added to the onBeforeRenderObservable\r\n */\r\n set: function (callback) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PostProcess.prototype, \"onAfterRender\", {\r\n /**\r\n * A function that is added to the onAfterRenderObservable\r\n */\r\n set: function (callback) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PostProcess.prototype, \"inputTexture\", {\r\n /**\r\n * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will\r\n * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.\r\n */\r\n get: function () {\r\n return this._textures.data[this._currentRenderTextureInd];\r\n },\r\n set: function (value) {\r\n this._forcedOutputTexture = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the camera which post process is applied to.\r\n * @returns The camera the post process is applied to.\r\n */\r\n PostProcess.prototype.getCamera = function () {\r\n return this._camera;\r\n };\r\n Object.defineProperty(PostProcess.prototype, \"texelSize\", {\r\n /**\r\n * Gets the texel size of the postprocess.\r\n * See https://en.wikipedia.org/wiki/Texel_(graphics)\r\n */\r\n get: function () {\r\n if (this._shareOutputWithPostProcess) {\r\n return this._shareOutputWithPostProcess.texelSize;\r\n }\r\n if (this._forcedOutputTexture) {\r\n this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);\r\n }\r\n return this._texelSize;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets a string idenfifying the name of the class\r\n * @returns \"PostProcess\" string\r\n */\r\n PostProcess.prototype.getClassName = function () {\r\n return \"PostProcess\";\r\n };\r\n /**\r\n * Gets the engine which this post process belongs to.\r\n * @returns The engine the post process was enabled with.\r\n */\r\n PostProcess.prototype.getEngine = function () {\r\n return this._engine;\r\n };\r\n /**\r\n * The effect that is created when initializing the post process.\r\n * @returns The created effect corresponding the the postprocess.\r\n */\r\n PostProcess.prototype.getEffect = function () {\r\n return this._effect;\r\n };\r\n /**\r\n * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.\r\n * @param postProcess The post process to share the output with.\r\n * @returns This post process.\r\n */\r\n PostProcess.prototype.shareOutputWith = function (postProcess) {\r\n this._disposeTextures();\r\n this._shareOutputWithPostProcess = postProcess;\r\n return this;\r\n };\r\n /**\r\n * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.\r\n * This should be called if the post process that shares output with this post process is disabled/disposed.\r\n */\r\n PostProcess.prototype.useOwnOutput = function () {\r\n if (this._textures.length == 0) {\r\n this._textures = new SmartArray(2);\r\n }\r\n this._shareOutputWithPostProcess = null;\r\n };\r\n /**\r\n * Updates the effect with the current post process compile time values and recompiles the shader.\r\n * @param defines Define statements that should be added at the beginning of the shader. (default: null)\r\n * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)\r\n * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param onCompiled Called when the shader has been compiled.\r\n * @param onError Called if there is an error when compiling a shader.\r\n */\r\n PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {\r\n if (defines === void 0) { defines = null; }\r\n if (uniforms === void 0) { uniforms = null; }\r\n if (samplers === void 0) { samplers = null; }\r\n this._effect = this._engine.createEffect({ vertex: this._vertexUrl, fragment: this._fragmentUrl }, [\"position\"], uniforms || this._parameters, samplers || this._samplers, defines !== null ? defines : \"\", undefined, onCompiled, onError, indexParameters || this._indexParameters);\r\n };\r\n /**\r\n * The post process is reusable if it can be used multiple times within one frame.\r\n * @returns If the post process is reusable\r\n */\r\n PostProcess.prototype.isReusable = function () {\r\n return this._reusable;\r\n };\r\n /** invalidate frameBuffer to hint the postprocess to create a depth buffer */\r\n PostProcess.prototype.markTextureDirty = function () {\r\n this.width = -1;\r\n };\r\n /**\r\n * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.\r\n * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.\r\n * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.\r\n * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)\r\n * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)\r\n * @returns The target texture that was bound to be written to.\r\n */\r\n PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {\r\n var _this = this;\r\n if (sourceTexture === void 0) { sourceTexture = null; }\r\n camera = camera || this._camera;\r\n var scene = camera.getScene();\r\n var engine = scene.getEngine();\r\n var maxSize = engine.getCaps().maxTextureSize;\r\n var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;\r\n var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;\r\n // If rendering to a webvr camera's left or right eye only half the width should be used to avoid resize when rendered to screen\r\n var webVRCamera = camera.parent;\r\n if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {\r\n requiredWidth /= 2;\r\n }\r\n var desiredWidth = (this._options.width || requiredWidth);\r\n var desiredHeight = this._options.height || requiredHeight;\r\n var needMipMaps = this.renderTargetSamplingMode !== 7 &&\r\n this.renderTargetSamplingMode !== 1 &&\r\n this.renderTargetSamplingMode !== 2;\r\n if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {\r\n if (this.adaptScaleToCurrentViewport) {\r\n var currentViewport = engine.currentViewport;\r\n if (currentViewport) {\r\n desiredWidth *= currentViewport.width;\r\n desiredHeight *= currentViewport.height;\r\n }\r\n }\r\n if (needMipMaps || this.alwaysForcePOT) {\r\n if (!this._options.width) {\r\n desiredWidth = engine.needPOTTextures ? Engine.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;\r\n }\r\n if (!this._options.height) {\r\n desiredHeight = engine.needPOTTextures ? Engine.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;\r\n }\r\n }\r\n if (this.width !== desiredWidth || this.height !== desiredHeight) {\r\n if (this._textures.length > 0) {\r\n for (var i = 0; i < this._textures.length; i++) {\r\n this._engine._releaseTexture(this._textures.data[i]);\r\n }\r\n this._textures.reset();\r\n }\r\n this.width = desiredWidth;\r\n this.height = desiredHeight;\r\n var textureSize = { width: this.width, height: this.height };\r\n var textureOptions = {\r\n generateMipMaps: needMipMaps,\r\n generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,\r\n generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,\r\n samplingMode: this.renderTargetSamplingMode,\r\n type: this._textureType,\r\n format: this._textureFormat\r\n };\r\n this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));\r\n if (this._reusable) {\r\n this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));\r\n }\r\n this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);\r\n this.onSizeChangedObservable.notifyObservers(this);\r\n }\r\n this._textures.forEach(function (texture) {\r\n if (texture.samples !== _this.samples) {\r\n _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);\r\n }\r\n });\r\n }\r\n var target;\r\n if (this._shareOutputWithPostProcess) {\r\n target = this._shareOutputWithPostProcess.inputTexture;\r\n }\r\n else if (this._forcedOutputTexture) {\r\n target = this._forcedOutputTexture;\r\n this.width = this._forcedOutputTexture.width;\r\n this.height = this._forcedOutputTexture.height;\r\n }\r\n else {\r\n target = this.inputTexture;\r\n }\r\n // Bind the input of this post process to be used as the output of the previous post process.\r\n if (this.enablePixelPerfectMode) {\r\n this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);\r\n this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);\r\n }\r\n else {\r\n this._scaleRatio.copyFromFloats(1, 1);\r\n this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);\r\n }\r\n this.onActivateObservable.notifyObservers(camera);\r\n // Clear\r\n if (this.autoClear && this.alphaMode === 0) {\r\n this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);\r\n }\r\n if (this._reusable) {\r\n this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;\r\n }\r\n return target;\r\n };\r\n Object.defineProperty(PostProcess.prototype, \"isSupported\", {\r\n /**\r\n * If the post process is supported.\r\n */\r\n get: function () {\r\n return this._effect.isSupported;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PostProcess.prototype, \"aspectRatio\", {\r\n /**\r\n * The aspect ratio of the output texture.\r\n */\r\n get: function () {\r\n if (this._shareOutputWithPostProcess) {\r\n return this._shareOutputWithPostProcess.aspectRatio;\r\n }\r\n if (this._forcedOutputTexture) {\r\n return this._forcedOutputTexture.width / this._forcedOutputTexture.height;\r\n }\r\n return this.width / this.height;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Get a value indicating if the post-process is ready to be used\r\n * @returns true if the post-process is ready (shader is compiled)\r\n */\r\n PostProcess.prototype.isReady = function () {\r\n return this._effect && this._effect.isReady();\r\n };\r\n /**\r\n * Binds all textures and uniforms to the shader, this will be run on every pass.\r\n * @returns the effect corresponding to this post process. Null if not compiled or not ready.\r\n */\r\n PostProcess.prototype.apply = function () {\r\n // Check\r\n if (!this._effect || !this._effect.isReady()) {\r\n return null;\r\n }\r\n // States\r\n this._engine.enableEffect(this._effect);\r\n this._engine.setState(false);\r\n this._engine.setDepthBuffer(false);\r\n this._engine.setDepthWrite(false);\r\n // Alpha\r\n this._engine.setAlphaMode(this.alphaMode);\r\n if (this.alphaConstants) {\r\n this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);\r\n }\r\n // Bind the output texture of the preivous post process as the input to this post process.\r\n var source;\r\n if (this._shareOutputWithPostProcess) {\r\n source = this._shareOutputWithPostProcess.inputTexture;\r\n }\r\n else if (this._forcedOutputTexture) {\r\n source = this._forcedOutputTexture;\r\n }\r\n else {\r\n source = this.inputTexture;\r\n }\r\n this._effect._bindTexture(\"textureSampler\", source);\r\n // Parameters\r\n this._effect.setVector2(\"scale\", this._scaleRatio);\r\n this.onApplyObservable.notifyObservers(this._effect);\r\n return this._effect;\r\n };\r\n PostProcess.prototype._disposeTextures = function () {\r\n if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {\r\n return;\r\n }\r\n if (this._textures.length > 0) {\r\n for (var i = 0; i < this._textures.length; i++) {\r\n this._engine._releaseTexture(this._textures.data[i]);\r\n }\r\n }\r\n this._textures.dispose();\r\n };\r\n /**\r\n * Disposes the post process.\r\n * @param camera The camera to dispose the post process on.\r\n */\r\n PostProcess.prototype.dispose = function (camera) {\r\n camera = camera || this._camera;\r\n this._disposeTextures();\r\n if (this._scene) {\r\n var index_1 = this._scene.postProcesses.indexOf(this);\r\n if (index_1 !== -1) {\r\n this._scene.postProcesses.splice(index_1, 1);\r\n }\r\n }\r\n else {\r\n var index_2 = this._engine.postProcesses.indexOf(this);\r\n if (index_2 !== -1) {\r\n this._engine.postProcesses.splice(index_2, 1);\r\n }\r\n }\r\n if (!camera) {\r\n return;\r\n }\r\n camera.detachPostProcess(this);\r\n var index = camera._postProcesses.indexOf(this);\r\n if (index === 0 && camera._postProcesses.length > 0) {\r\n var firstPostProcess = this._camera._getFirstPostProcess();\r\n if (firstPostProcess) {\r\n firstPostProcess.markTextureDirty();\r\n }\r\n }\r\n this.onActivateObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onApplyObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n this.onSizeChangedObservable.clear();\r\n };\r\n return PostProcess;\r\n}());\r\nexport { PostProcess };\r\n//# sourceMappingURL=postProcess.js.map","import { Effect } from \"../Materials/effect\";\r\nvar name = 'fxaaPixelShader';\r\nvar shader = \"uniform sampler2D textureSampler;\\nuniform vec2 texelSize;\\nvarying vec2 vUV;\\nvarying vec2 sampleCoordS;\\nvarying vec2 sampleCoordE;\\nvarying vec2 sampleCoordN;\\nvarying vec2 sampleCoordW;\\nvarying vec2 sampleCoordNW;\\nvarying vec2 sampleCoordSE;\\nvarying vec2 sampleCoordNE;\\nvarying vec2 sampleCoordSW;\\nconst float fxaaQualitySubpix=1.0;\\nconst float fxaaQualityEdgeThreshold=0.166;\\nconst float fxaaQualityEdgeThresholdMin=0.0833;\\nconst vec3 kLumaCoefficients=vec3(0.2126,0.7152,0.0722);\\n#define FxaaLuma(rgba) dot(rgba.rgb,kLumaCoefficients)\\nvoid main(){\\nvec2 posM;\\nposM.x=vUV.x;\\nposM.y=vUV.y;\\nvec4 rgbyM=texture2D(textureSampler,vUV,0.0);\\nfloat lumaM=FxaaLuma(rgbyM);\\nfloat lumaS=FxaaLuma(texture2D(textureSampler,sampleCoordS,0.0));\\nfloat lumaE=FxaaLuma(texture2D(textureSampler,sampleCoordE,0.0));\\nfloat lumaN=FxaaLuma(texture2D(textureSampler,sampleCoordN,0.0));\\nfloat lumaW=FxaaLuma(texture2D(textureSampler,sampleCoordW,0.0));\\nfloat maxSM=max(lumaS,lumaM);\\nfloat minSM=min(lumaS,lumaM);\\nfloat maxESM=max(lumaE,maxSM);\\nfloat minESM=min(lumaE,minSM);\\nfloat maxWN=max(lumaN,lumaW);\\nfloat minWN=min(lumaN,lumaW);\\nfloat rangeMax=max(maxWN,maxESM);\\nfloat rangeMin=min(minWN,minESM);\\nfloat rangeMaxScaled=rangeMax*fxaaQualityEdgeThreshold;\\nfloat range=rangeMax-rangeMin;\\nfloat rangeMaxClamped=max(fxaaQualityEdgeThresholdMin,rangeMaxScaled);\\n#ifndef MALI\\nif(range=edgeVert;\\nfloat subpixA=subpixNSWE*2.0+subpixNWSWNESE;\\nif (!horzSpan)\\n{\\nlumaN=lumaW;\\n}\\nif (!horzSpan)\\n{\\nlumaS=lumaE;\\n}\\nif (horzSpan)\\n{\\nlengthSign=texelSize.y;\\n}\\nfloat subpixB=(subpixA*(1.0/12.0))-lumaM;\\nfloat gradientN=lumaN-lumaM;\\nfloat gradientS=lumaS-lumaM;\\nfloat lumaNN=lumaN+lumaM;\\nfloat lumaSS=lumaS+lumaM;\\nbool pairN=abs(gradientN)>=abs(gradientS);\\nfloat gradient=max(abs(gradientN),abs(gradientS));\\nif (pairN)\\n{\\nlengthSign=-lengthSign;\\n}\\nfloat subpixC=clamp(abs(subpixB)*subpixRcpRange,0.0,1.0);\\nvec2 posB;\\nposB.x=posM.x;\\nposB.y=posM.y;\\nvec2 offNP;\\noffNP.x=(!horzSpan) ? 0.0 : texelSize.x;\\noffNP.y=(horzSpan) ? 0.0 : texelSize.y;\\nif (!horzSpan)\\n{\\nposB.x+=lengthSign*0.5;\\n}\\nif (horzSpan)\\n{\\nposB.y+=lengthSign*0.5;\\n}\\nvec2 posN;\\nposN.x=posB.x-offNP.x*1.5;\\nposN.y=posB.y-offNP.y*1.5;\\nvec2 posP;\\nposP.x=posB.x+offNP.x*1.5;\\nposP.y=posB.y+offNP.y*1.5;\\nfloat subpixD=((-2.0)*subpixC)+3.0;\\nfloat lumaEndN=FxaaLuma(texture2D(textureSampler,posN,0.0));\\nfloat subpixE=subpixC*subpixC;\\nfloat lumaEndP=FxaaLuma(texture2D(textureSampler,posP,0.0));\\nif (!pairN)\\n{\\nlumaNN=lumaSS;\\n}\\nfloat gradientScaled=gradient*1.0/4.0;\\nfloat lumaMM=lumaM-lumaNN*0.5;\\nfloat subpixF=subpixD*subpixE;\\nbool lumaMLTZero=lumaMM<0.0;\\nlumaEndN-=lumaNN*0.5;\\nlumaEndP-=lumaNN*0.5;\\nbool doneN=abs(lumaEndN)>=gradientScaled;\\nbool doneP=abs(lumaEndP)>=gradientScaled;\\nif (!doneN)\\n{\\nposN.x-=offNP.x*3.0;\\n}\\nif (!doneN)\\n{\\nposN.y-=offNP.y*3.0;\\n}\\nbool doneNP=(!doneN) || (!doneP);\\nif (!doneP)\\n{\\nposP.x+=offNP.x*3.0;\\n}\\nif (!doneP)\\n{\\nposP.y+=offNP.y*3.0;\\n}\\nif (doneNP)\\n{\\nif (!doneN) lumaEndN=FxaaLuma(texture2D(textureSampler,posN.xy,0.0));\\nif (!doneP) lumaEndP=FxaaLuma(texture2D(textureSampler,posP.xy,0.0));\\nif (!doneN) lumaEndN=lumaEndN-lumaNN*0.5;\\nif (!doneP) lumaEndP=lumaEndP-lumaNN*0.5;\\ndoneN=abs(lumaEndN)>=gradientScaled;\\ndoneP=abs(lumaEndP)>=gradientScaled;\\nif (!doneN) posN.x-=offNP.x*12.0;\\nif (!doneN) posN.y-=offNP.y*12.0;\\ndoneNP=(!doneN) || (!doneP);\\nif (!doneP) posP.x+=offNP.x*12.0;\\nif (!doneP) posP.y+=offNP.y*12.0;\\n}\\nfloat dstN=posM.x-posN.x;\\nfloat dstP=posP.x-posM.x;\\nif (!horzSpan)\\n{\\ndstN=posM.y-posN.y;\\n}\\nif (!horzSpan)\\n{\\ndstP=posP.y-posM.y;\\n}\\nbool goodSpanN=(lumaEndN<0.0) != lumaMLTZero;\\nfloat spanLength=(dstP+dstN);\\nbool goodSpanP=(lumaEndP<0.0) != lumaMLTZero;\\nfloat spanLengthRcp=1.0/spanLength;\\nbool directionN=dstN -1) {\r\n return \"#define MALI 1\\n\";\r\n }\r\n return null;\r\n };\r\n return FxaaPostProcess;\r\n}(PostProcess));\r\nexport { FxaaPostProcess };\r\n//# sourceMappingURL=fxaaPostProcess.js.map","import { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { FxaaPostProcess } from \"../PostProcesses/fxaaPostProcess\";\r\nimport { Logger } from \"./logger\";\r\nimport { Tools } from \"./tools\";\r\n/**\r\n * Class containing a set of static utilities functions for screenshots\r\n */\r\nvar ScreenshotTools = /** @class */ (function () {\r\n function ScreenshotTools() {\r\n }\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n */\r\n ScreenshotTools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {\r\n if (mimeType === void 0) { mimeType = \"image/png\"; }\r\n var _a = ScreenshotTools._getScreenshotSize(engine, camera, size), height = _a.height, width = _a.width;\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n if (!Tools._ScreenshotCanvas) {\r\n Tools._ScreenshotCanvas = document.createElement('canvas');\r\n }\r\n Tools._ScreenshotCanvas.width = width;\r\n Tools._ScreenshotCanvas.height = height;\r\n var renderContext = Tools._ScreenshotCanvas.getContext(\"2d\");\r\n var ratio = engine.getRenderWidth() / engine.getRenderHeight();\r\n var newWidth = width;\r\n var newHeight = newWidth / ratio;\r\n if (newHeight > height) {\r\n newHeight = height;\r\n newWidth = newHeight * ratio;\r\n }\r\n var offsetX = Math.max(0, width - newWidth) / 2;\r\n var offsetY = Math.max(0, height - newHeight) / 2;\r\n var renderingCanvas = engine.getRenderingCanvas();\r\n if (renderContext && renderingCanvas) {\r\n renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);\r\n }\r\n Tools.EncodeScreenshotCanvasData(successCallback, mimeType);\r\n };\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an to display it\r\n */\r\n ScreenshotTools.CreateScreenshotAsync = function (engine, camera, size, mimeType) {\r\n if (mimeType === void 0) { mimeType = \"image/png\"; }\r\n return new Promise(function (resolve, reject) {\r\n ScreenshotTools.CreateScreenshot(engine, camera, size, function (data) {\r\n if (typeof (data) !== \"undefined\") {\r\n resolve(data);\r\n }\r\n else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n }, mimeType);\r\n });\r\n };\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n */\r\n ScreenshotTools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName, renderSprites) {\r\n if (mimeType === void 0) { mimeType = \"image/png\"; }\r\n if (samples === void 0) { samples = 1; }\r\n if (antialiasing === void 0) { antialiasing = false; }\r\n if (renderSprites === void 0) { renderSprites = false; }\r\n var _a = ScreenshotTools._getScreenshotSize(engine, camera, size), height = _a.height, width = _a.width;\r\n var targetTextureSize = { width: width, height: height };\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n var scene = camera.getScene();\r\n var previousCamera = null;\r\n if (scene.activeCamera !== camera) {\r\n previousCamera = scene.activeCamera;\r\n scene.activeCamera = camera;\r\n }\r\n var renderCanvas = engine.getRenderingCanvas();\r\n if (!renderCanvas) {\r\n Logger.Error(\"No rendering canvas found !\");\r\n return;\r\n }\r\n var originalSize = { width: renderCanvas.width, height: renderCanvas.height };\r\n engine.setSize(width, height);\r\n scene.render();\r\n // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)\r\n var texture = new RenderTargetTexture(\"screenShot\", targetTextureSize, scene, false, false, 0, false, Texture.NEAREST_SAMPLINGMODE);\r\n texture.renderList = null;\r\n texture.samples = samples;\r\n texture.renderSprites = renderSprites;\r\n texture.onAfterRenderObservable.add(function () {\r\n Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);\r\n });\r\n var renderToTexture = function () {\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n texture.render(true);\r\n texture.dispose();\r\n if (previousCamera) {\r\n scene.activeCamera = previousCamera;\r\n }\r\n engine.setSize(originalSize.width, originalSize.height);\r\n camera.getProjectionMatrix(true); // Force cache refresh;\r\n };\r\n if (antialiasing) {\r\n var fxaaPostProcess = new FxaaPostProcess('antialiasing', 1.0, scene.activeCamera);\r\n texture.addPostProcess(fxaaPostProcess);\r\n // Async Shader Compilation can lead to none ready effects in synchronous code\r\n if (!fxaaPostProcess.getEffect().isReady()) {\r\n fxaaPostProcess.getEffect().onCompiled = function () {\r\n renderToTexture();\r\n };\r\n }\r\n // The effect is ready we can render\r\n else {\r\n renderToTexture();\r\n }\r\n }\r\n else {\r\n // No need to wait for extra resources to be ready\r\n renderToTexture();\r\n }\r\n };\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an to display it\r\n */\r\n ScreenshotTools.CreateScreenshotUsingRenderTargetAsync = function (engine, camera, size, mimeType, samples, antialiasing, fileName, renderSprites) {\r\n if (mimeType === void 0) { mimeType = \"image/png\"; }\r\n if (samples === void 0) { samples = 1; }\r\n if (antialiasing === void 0) { antialiasing = false; }\r\n if (renderSprites === void 0) { renderSprites = false; }\r\n return new Promise(function (resolve, reject) {\r\n ScreenshotTools.CreateScreenshotUsingRenderTarget(engine, camera, size, function (data) {\r\n if (typeof (data) !== \"undefined\") {\r\n resolve(data);\r\n }\r\n else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n }, mimeType, samples, antialiasing, fileName, renderSprites);\r\n });\r\n };\r\n /**\r\n * Gets height and width for screenshot size\r\n * @private\r\n */\r\n ScreenshotTools._getScreenshotSize = function (engine, camera, size) {\r\n var height = 0;\r\n var width = 0;\r\n //If a size value defined as object\r\n if (typeof (size) === 'object') {\r\n var precision = size.precision\r\n ? Math.abs(size.precision) // prevent GL_INVALID_VALUE : glViewport: negative width/height\r\n : 1;\r\n //If a width and height values is specified\r\n if (size.width && size.height) {\r\n height = size.height * precision;\r\n width = size.width * precision;\r\n }\r\n //If passing only width, computing height to keep display canvas ratio.\r\n else if (size.width && !size.height) {\r\n width = size.width * precision;\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n //If passing only height, computing width to keep display canvas ratio.\r\n else if (size.height && !size.width) {\r\n height = size.height * precision;\r\n width = Math.round(height * engine.getAspectRatio(camera));\r\n }\r\n else {\r\n width = Math.round(engine.getRenderWidth() * precision);\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n }\r\n //Assuming here that \"size\" parameter is a number\r\n else if (!isNaN(size)) {\r\n height = size;\r\n width = size;\r\n }\r\n // When creating the image data from the CanvasRenderingContext2D, the width and height is clamped to the size of the _gl context\r\n // On certain GPUs, it seems as if the _gl context truncates to an integer automatically. Therefore, if a user tries to pass the width of their canvas element\r\n // and it happens to be a float (1000.5 x 600.5 px), the engine.readPixels will return a different size array than context.createImageData\r\n // to resolve this, we truncate the floats here to ensure the same size\r\n if (width) {\r\n width = Math.floor(width);\r\n }\r\n if (height) {\r\n height = Math.floor(height);\r\n }\r\n return { height: height | 0, width: width | 0 };\r\n };\r\n return ScreenshotTools;\r\n}());\r\nexport { ScreenshotTools };\r\nTools.CreateScreenshot = ScreenshotTools.CreateScreenshot;\r\nTools.CreateScreenshotAsync = ScreenshotTools.CreateScreenshotAsync;\r\nTools.CreateScreenshotUsingRenderTarget = ScreenshotTools.CreateScreenshotUsingRenderTarget;\r\nTools.CreateScreenshotUsingRenderTargetAsync = ScreenshotTools.CreateScreenshotUsingRenderTargetAsync;\r\n//# sourceMappingURL=screenshotTools.js.map","import { __extends } from \"tslib\";\r\nimport { TmpVectors } from \"../Maths/math.vector\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { TransformNode } from './transformNode';\r\nimport { VertexBuffer } from './buffer';\r\nMesh._instancedMeshFactory = function (name, mesh) {\r\n var instance = new InstancedMesh(name, mesh);\r\n if (mesh.instancedBuffers) {\r\n instance.instancedBuffers = {};\r\n for (var key in mesh.instancedBuffers) {\r\n instance.instancedBuffers[key] = mesh.instancedBuffers[key];\r\n }\r\n }\r\n return instance;\r\n};\r\n/**\r\n * Creates an instance based on a source mesh.\r\n */\r\nvar InstancedMesh = /** @class */ (function (_super) {\r\n __extends(InstancedMesh, _super);\r\n function InstancedMesh(name, source) {\r\n var _this = _super.call(this, name, source.getScene()) || this;\r\n /** @hidden */\r\n _this._indexInSourceMeshInstanceArray = -1;\r\n source.addInstance(_this);\r\n _this._sourceMesh = source;\r\n _this._unIndexed = source._unIndexed;\r\n _this.position.copyFrom(source.position);\r\n _this.rotation.copyFrom(source.rotation);\r\n _this.scaling.copyFrom(source.scaling);\r\n if (source.rotationQuaternion) {\r\n _this.rotationQuaternion = source.rotationQuaternion.clone();\r\n }\r\n _this.animations = source.animations;\r\n for (var _i = 0, _a = source.getAnimationRanges(); _i < _a.length; _i++) {\r\n var range = _a[_i];\r\n if (range != null) {\r\n _this.createAnimationRange(range.name, range.from, range.to);\r\n }\r\n }\r\n _this.infiniteDistance = source.infiniteDistance;\r\n _this.setPivotMatrix(source.getPivotMatrix());\r\n _this.refreshBoundingInfo();\r\n _this._syncSubMeshes();\r\n return _this;\r\n }\r\n /**\r\n * Returns the string \"InstancedMesh\".\r\n */\r\n InstancedMesh.prototype.getClassName = function () {\r\n return \"InstancedMesh\";\r\n };\r\n Object.defineProperty(InstancedMesh.prototype, \"lightSources\", {\r\n /** Gets the list of lights affecting that mesh */\r\n get: function () {\r\n return this._sourceMesh._lightSources;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n InstancedMesh.prototype._resyncLightSources = function () {\r\n // Do nothing as all the work will be done by source mesh\r\n };\r\n InstancedMesh.prototype._resyncLightSource = function (light) {\r\n // Do nothing as all the work will be done by source mesh\r\n };\r\n InstancedMesh.prototype._removeLightSource = function (light, dispose) {\r\n // Do nothing as all the work will be done by source mesh\r\n };\r\n Object.defineProperty(InstancedMesh.prototype, \"receiveShadows\", {\r\n // Methods\r\n /**\r\n * If the source mesh receives shadows\r\n */\r\n get: function () {\r\n return this._sourceMesh.receiveShadows;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InstancedMesh.prototype, \"material\", {\r\n /**\r\n * The material of the source mesh\r\n */\r\n get: function () {\r\n return this._sourceMesh.material;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InstancedMesh.prototype, \"visibility\", {\r\n /**\r\n * Visibility of the source mesh\r\n */\r\n get: function () {\r\n return this._sourceMesh.visibility;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InstancedMesh.prototype, \"skeleton\", {\r\n /**\r\n * Skeleton of the source mesh\r\n */\r\n get: function () {\r\n return this._sourceMesh.skeleton;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InstancedMesh.prototype, \"renderingGroupId\", {\r\n /**\r\n * Rendering ground id of the source mesh\r\n */\r\n get: function () {\r\n return this._sourceMesh.renderingGroupId;\r\n },\r\n set: function (value) {\r\n if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {\r\n return;\r\n }\r\n //no-op with warning\r\n Logger.Warn(\"Note - setting renderingGroupId of an instanced mesh has no effect on the scene\");\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns the total number of vertices (integer).\r\n */\r\n InstancedMesh.prototype.getTotalVertices = function () {\r\n return this._sourceMesh ? this._sourceMesh.getTotalVertices() : 0;\r\n };\r\n /**\r\n * Returns a positive integer : the total number of indices in this mesh geometry.\r\n * @returns the numner of indices or zero if the mesh has no geometry.\r\n */\r\n InstancedMesh.prototype.getTotalIndices = function () {\r\n return this._sourceMesh.getTotalIndices();\r\n };\r\n Object.defineProperty(InstancedMesh.prototype, \"sourceMesh\", {\r\n /**\r\n * The source mesh of the instance\r\n */\r\n get: function () {\r\n return this._sourceMesh;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Is this node ready to be used/rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @return {boolean} is it ready\r\n */\r\n InstancedMesh.prototype.isReady = function (completeCheck) {\r\n if (completeCheck === void 0) { completeCheck = false; }\r\n return this._sourceMesh.isReady(completeCheck, true);\r\n };\r\n /**\r\n * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.\r\n * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)\r\n * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.\r\n * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.\r\n */\r\n InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {\r\n return this._sourceMesh.getVerticesData(kind, copyWhenShared);\r\n };\r\n /**\r\n * Sets the vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.\r\n * The `data` are either a numeric array either a Float32Array.\r\n * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.\r\n * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).\r\n * Note that a new underlying VertexBuffer object is created each call.\r\n * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n *\r\n * Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n *\r\n * Returns the Mesh.\r\n */\r\n InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.setVerticesData(kind, data, updatable, stride);\r\n }\r\n return this.sourceMesh;\r\n };\r\n /**\r\n * Updates the existing vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, it is simply returned as it is.\r\n * The `data` are either a numeric array either a Float32Array.\r\n * No new underlying VertexBuffer object is created.\r\n * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.\r\n *\r\n * Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n *\r\n * Returns the Mesh.\r\n */\r\n InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {\r\n if (this.sourceMesh) {\r\n this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);\r\n }\r\n return this.sourceMesh;\r\n };\r\n /**\r\n * Sets the mesh indices.\r\n * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).\r\n * If the mesh has no geometry, a new Geometry object is created and set to the mesh.\r\n * This method creates a new index buffer each call.\r\n * Returns the Mesh.\r\n */\r\n InstancedMesh.prototype.setIndices = function (indices, totalVertices) {\r\n if (totalVertices === void 0) { totalVertices = null; }\r\n if (this.sourceMesh) {\r\n this.sourceMesh.setIndices(indices, totalVertices);\r\n }\r\n return this.sourceMesh;\r\n };\r\n /**\r\n * Boolean : True if the mesh owns the requested kind of data.\r\n */\r\n InstancedMesh.prototype.isVerticesDataPresent = function (kind) {\r\n return this._sourceMesh.isVerticesDataPresent(kind);\r\n };\r\n /**\r\n * Returns an array of indices (IndicesArray).\r\n */\r\n InstancedMesh.prototype.getIndices = function () {\r\n return this._sourceMesh.getIndices();\r\n };\r\n Object.defineProperty(InstancedMesh.prototype, \"_positions\", {\r\n get: function () {\r\n return this._sourceMesh._positions;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.\r\n * This means the mesh underlying bounding box and sphere are recomputed.\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @returns the current mesh\r\n */\r\n InstancedMesh.prototype.refreshBoundingInfo = function (applySkeleton) {\r\n if (applySkeleton === void 0) { applySkeleton = false; }\r\n if (this._boundingInfo && this._boundingInfo.isLocked) {\r\n return this;\r\n }\r\n var bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;\r\n this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton), bias);\r\n return this;\r\n };\r\n /** @hidden */\r\n InstancedMesh.prototype._preActivate = function () {\r\n if (this._currentLOD) {\r\n this._currentLOD._preActivate();\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n InstancedMesh.prototype._activate = function (renderId, intermediateRendering) {\r\n if (!this._sourceMesh.subMeshes) {\r\n Logger.Warn(\"Instances should only be created for meshes with geometry.\");\r\n }\r\n if (this._currentLOD) {\r\n var differentSign = (this._currentLOD._getWorldMatrixDeterminant() > 0) !== (this._getWorldMatrixDeterminant() > 0);\r\n if (differentSign) {\r\n this._internalAbstractMeshDataInfo._actAsRegularMesh = true;\r\n return true;\r\n }\r\n this._internalAbstractMeshDataInfo._actAsRegularMesh = false;\r\n this._currentLOD._registerInstanceForRenderId(this, renderId);\r\n if (intermediateRendering) {\r\n if (!this._currentLOD._internalAbstractMeshDataInfo._isActiveIntermediate) {\r\n this._currentLOD._internalAbstractMeshDataInfo._onlyForInstancesIntermediate = true;\r\n return true;\r\n }\r\n }\r\n else {\r\n if (!this._currentLOD._internalAbstractMeshDataInfo._isActive) {\r\n this._currentLOD._internalAbstractMeshDataInfo._onlyForInstances = true;\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n };\r\n /** @hidden */\r\n InstancedMesh.prototype._postActivate = function () {\r\n if (this._edgesRenderer && this._edgesRenderer.isEnabled && this._sourceMesh._renderingGroup) {\r\n this._sourceMesh._renderingGroup._edgesRenderers.push(this._edgesRenderer);\r\n }\r\n };\r\n InstancedMesh.prototype.getWorldMatrix = function () {\r\n if (this._currentLOD && this._currentLOD.billboardMode !== TransformNode.BILLBOARDMODE_NONE && this._currentLOD._masterMesh !== this) {\r\n var tempMaster = this._currentLOD._masterMesh;\r\n this._currentLOD._masterMesh = this;\r\n TmpVectors.Vector3[7].copyFrom(this._currentLOD.position);\r\n this._currentLOD.position.set(0, 0, 0);\r\n TmpVectors.Matrix[0].copyFrom(this._currentLOD.computeWorldMatrix(true));\r\n this._currentLOD.position.copyFrom(TmpVectors.Vector3[7]);\r\n this._currentLOD._masterMesh = tempMaster;\r\n return TmpVectors.Matrix[0];\r\n }\r\n return _super.prototype.getWorldMatrix.call(this);\r\n };\r\n Object.defineProperty(InstancedMesh.prototype, \"isAnInstance\", {\r\n get: function () {\r\n return true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns the current associated LOD AbstractMesh.\r\n */\r\n InstancedMesh.prototype.getLOD = function (camera) {\r\n if (!camera) {\r\n return this;\r\n }\r\n var boundingInfo = this.getBoundingInfo();\r\n this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);\r\n if (this._currentLOD === this.sourceMesh) {\r\n return this.sourceMesh;\r\n }\r\n return this._currentLOD;\r\n };\r\n /** @hidden */\r\n InstancedMesh.prototype._preActivateForIntermediateRendering = function (renderId) {\r\n return this.sourceMesh._preActivateForIntermediateRendering(renderId);\r\n };\r\n /** @hidden */\r\n InstancedMesh.prototype._syncSubMeshes = function () {\r\n this.releaseSubMeshes();\r\n if (this._sourceMesh.subMeshes) {\r\n for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {\r\n this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);\r\n }\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n InstancedMesh.prototype._generatePointsArray = function () {\r\n return this._sourceMesh._generatePointsArray();\r\n };\r\n /**\r\n * Creates a new InstancedMesh from the current mesh.\r\n * - name (string) : the cloned mesh name\r\n * - newParent (optional Node) : the optional Node to parent the clone to.\r\n * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.\r\n *\r\n * Returns the clone.\r\n */\r\n InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {\r\n if (newParent === void 0) { newParent = null; }\r\n var result = this._sourceMesh.createInstance(name);\r\n // Deep copy\r\n DeepCopier.DeepCopy(this, result, [\"name\", \"subMeshes\", \"uniqueId\", \"parent\"], []);\r\n // Bounding info\r\n this.refreshBoundingInfo();\r\n // Parent\r\n if (newParent) {\r\n result.parent = newParent;\r\n }\r\n if (!doNotCloneChildren) {\r\n // Children\r\n for (var index = 0; index < this.getScene().meshes.length; index++) {\r\n var mesh = this.getScene().meshes[index];\r\n if (mesh.parent === this) {\r\n mesh.clone(mesh.name, result);\r\n }\r\n }\r\n }\r\n result.computeWorldMatrix(true);\r\n return result;\r\n };\r\n /**\r\n * Disposes the InstancedMesh.\r\n * Returns nothing.\r\n */\r\n InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {\r\n if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }\r\n // Remove from mesh\r\n this._sourceMesh.removeInstance(this);\r\n _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);\r\n };\r\n return InstancedMesh;\r\n}(AbstractMesh));\r\nexport { InstancedMesh };\r\nMesh.prototype.registerInstancedBuffer = function (kind, stride) {\r\n // Remove existing one\r\n this.removeVerticesData(kind);\r\n // Creates the instancedBuffer field if not present\r\n if (!this.instancedBuffers) {\r\n this.instancedBuffers = {};\r\n for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {\r\n var instance = _a[_i];\r\n instance.instancedBuffers = {};\r\n }\r\n this._userInstancedBuffersStorage = {\r\n data: {},\r\n vertexBuffers: {},\r\n strides: {},\r\n sizes: {}\r\n };\r\n }\r\n // Creates an empty property for this kind\r\n this.instancedBuffers[kind] = null;\r\n this._userInstancedBuffersStorage.strides[kind] = stride;\r\n this._userInstancedBuffersStorage.sizes[kind] = stride * 32; // Initial size\r\n this._userInstancedBuffersStorage.data[kind] = new Float32Array(this._userInstancedBuffersStorage.sizes[kind]);\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userInstancedBuffersStorage.data[kind], kind, true, false, stride, true);\r\n this.setVerticesBuffer(this._userInstancedBuffersStorage.vertexBuffers[kind]);\r\n for (var _b = 0, _c = this.instances; _b < _c.length; _b++) {\r\n var instance = _c[_b];\r\n instance.instancedBuffers[kind] = null;\r\n }\r\n};\r\nMesh.prototype._processInstancedBuffers = function (visibleInstances, renderSelf) {\r\n var instanceCount = visibleInstances.length;\r\n for (var kind in this.instancedBuffers) {\r\n var size = this._userInstancedBuffersStorage.sizes[kind];\r\n var stride = this._userInstancedBuffersStorage.strides[kind];\r\n // Resize if required\r\n var expectedSize = (instanceCount + 1) * stride;\r\n while (size < expectedSize) {\r\n size *= 2;\r\n }\r\n if (this._userInstancedBuffersStorage.data[kind].length != size) {\r\n this._userInstancedBuffersStorage.data[kind] = new Float32Array(size);\r\n this._userInstancedBuffersStorage.sizes[kind] = size;\r\n if (this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind].dispose();\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = null;\r\n }\r\n }\r\n var data = this._userInstancedBuffersStorage.data[kind];\r\n // Update data buffer\r\n var offset = 0;\r\n if (renderSelf) {\r\n offset += stride;\r\n var value = this.instancedBuffers[kind];\r\n if (value.toArray) {\r\n value.toArray(data, offset);\r\n }\r\n else {\r\n value.copyToArray(data, offset);\r\n }\r\n }\r\n for (var instanceIndex = 0; instanceIndex < instanceCount; instanceIndex++) {\r\n var instance = visibleInstances[instanceIndex];\r\n var value = instance.instancedBuffers[kind];\r\n if (value.toArray) {\r\n value.toArray(data, offset);\r\n }\r\n else {\r\n value.copyToArray(data, offset);\r\n }\r\n offset += stride;\r\n }\r\n // Update vertex buffer\r\n if (!this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind] = new VertexBuffer(this.getEngine(), this._userInstancedBuffersStorage.data[kind], kind, true, false, stride, true);\r\n this.setVerticesBuffer(this._userInstancedBuffersStorage.vertexBuffers[kind]);\r\n }\r\n else {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind].updateDirectly(data, 0);\r\n }\r\n }\r\n};\r\nMesh.prototype._disposeInstanceSpecificData = function () {\r\n if (this._instanceDataStorage.instancesBuffer) {\r\n this._instanceDataStorage.instancesBuffer.dispose();\r\n this._instanceDataStorage.instancesBuffer = null;\r\n }\r\n while (this.instances.length) {\r\n this.instances[0].dispose();\r\n }\r\n for (var kind in this.instancedBuffers) {\r\n if (this._userInstancedBuffersStorage.vertexBuffers[kind]) {\r\n this._userInstancedBuffersStorage.vertexBuffers[kind].dispose();\r\n }\r\n }\r\n this.instancedBuffers = {};\r\n};\r\n//# sourceMappingURL=instancedMesh.js.map","import { __assign, __extends } from \"tslib\";\r\nimport { SerializationHelper } from \"../Misc/decorators\";\r\nimport { Matrix, Vector3, Vector2, Vector4 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { MaterialHelper } from \"./materialHelper\";\r\nimport { Material } from \"./material\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\nimport { Color3, Color4 } from '../Maths/math.color';\r\nimport { EffectFallbacks } from './effectFallbacks';\r\n/**\r\n * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.\r\n *\r\n * This returned material effects how the mesh will look based on the code in the shaders.\r\n *\r\n * @see http://doc.babylonjs.com/how_to/shader_material\r\n */\r\nvar ShaderMaterial = /** @class */ (function (_super) {\r\n __extends(ShaderMaterial, _super);\r\n /**\r\n * Instantiate a new shader material.\r\n * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.\r\n * This returned material effects how the mesh will look based on the code in the shaders.\r\n * @see http://doc.babylonjs.com/how_to/shader_material\r\n * @param name Define the name of the material in the scene\r\n * @param scene Define the scene the material belongs to\r\n * @param shaderPath Defines the route to the shader code in one of three ways:\r\n * * object: { vertex: \"custom\", fragment: \"custom\" }, used with Effect.ShadersStore[\"customVertexShader\"] and Effect.ShadersStore[\"customFragmentShader\"]\r\n * * object: { vertexElement: \"vertexShaderCode\", fragmentElement: \"fragmentShaderCode\" }, used with shader code in script tags\r\n * * object: { vertexSource: \"vertex shader code string\", fragmentSource: \"fragment shader code string\" } using with strings containing the shaders code\r\n * * string: \"./COMMON_NAME\", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.\r\n * @param options Define the options used to create the shader\r\n */\r\n function ShaderMaterial(name, scene, shaderPath, options) {\r\n if (options === void 0) { options = {}; }\r\n var _this = _super.call(this, name, scene) || this;\r\n _this._textures = {};\r\n _this._textureArrays = {};\r\n _this._floats = {};\r\n _this._ints = {};\r\n _this._floatsArrays = {};\r\n _this._colors3 = {};\r\n _this._colors3Arrays = {};\r\n _this._colors4 = {};\r\n _this._colors4Arrays = {};\r\n _this._vectors2 = {};\r\n _this._vectors3 = {};\r\n _this._vectors4 = {};\r\n _this._matrices = {};\r\n _this._matrixArrays = {};\r\n _this._matrices3x3 = {};\r\n _this._matrices2x2 = {};\r\n _this._vectors2Arrays = {};\r\n _this._vectors3Arrays = {};\r\n _this._vectors4Arrays = {};\r\n _this._cachedWorldViewMatrix = new Matrix();\r\n _this._cachedWorldViewProjectionMatrix = new Matrix();\r\n _this._multiview = false;\r\n _this._shaderPath = shaderPath;\r\n _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: [\"position\", \"normal\", \"uv\"], uniforms: [\"worldViewProjection\"], uniformBuffers: [], samplers: [], defines: [] }, options);\r\n return _this;\r\n }\r\n Object.defineProperty(ShaderMaterial.prototype, \"shaderPath\", {\r\n /**\r\n * Gets the shader path used to define the shader code\r\n * It can be modified to trigger a new compilation\r\n */\r\n get: function () {\r\n return this._shaderPath;\r\n },\r\n /**\r\n * Sets the shader path used to define the shader code\r\n * It can be modified to trigger a new compilation\r\n */\r\n set: function (shaderPath) {\r\n this._shaderPath = shaderPath;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ShaderMaterial.prototype, \"options\", {\r\n /**\r\n * Gets the options used to compile the shader.\r\n * They can be modified to trigger a new compilation\r\n */\r\n get: function () {\r\n return this._options;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the current class name of the material e.g. \"ShaderMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n ShaderMaterial.prototype.getClassName = function () {\r\n return \"ShaderMaterial\";\r\n };\r\n /**\r\n * Specifies if the material will require alpha blending\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n ShaderMaterial.prototype.needAlphaBlending = function () {\r\n return (this.alpha < 1.0) || this._options.needAlphaBlending;\r\n };\r\n /**\r\n * Specifies if this material should be rendered in alpha test mode\r\n * @returns a boolean specifying if an alpha test is needed.\r\n */\r\n ShaderMaterial.prototype.needAlphaTesting = function () {\r\n return this._options.needAlphaTesting;\r\n };\r\n ShaderMaterial.prototype._checkUniform = function (uniformName) {\r\n if (this._options.uniforms.indexOf(uniformName) === -1) {\r\n this._options.uniforms.push(uniformName);\r\n }\r\n };\r\n /**\r\n * Set a texture in the shader.\r\n * @param name Define the name of the uniform samplers as defined in the shader\r\n * @param texture Define the texture to bind to this sampler\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setTexture = function (name, texture) {\r\n if (this._options.samplers.indexOf(name) === -1) {\r\n this._options.samplers.push(name);\r\n }\r\n this._textures[name] = texture;\r\n return this;\r\n };\r\n /**\r\n * Set a texture array in the shader.\r\n * @param name Define the name of the uniform sampler array as defined in the shader\r\n * @param textures Define the list of textures to bind to this sampler\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setTextureArray = function (name, textures) {\r\n if (this._options.samplers.indexOf(name) === -1) {\r\n this._options.samplers.push(name);\r\n }\r\n this._checkUniform(name);\r\n this._textureArrays[name] = textures;\r\n return this;\r\n };\r\n /**\r\n * Set a float in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setFloat = function (name, value) {\r\n this._checkUniform(name);\r\n this._floats[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a int in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setInt = function (name, value) {\r\n this._checkUniform(name);\r\n this._ints[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set an array of floats in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setFloats = function (name, value) {\r\n this._checkUniform(name);\r\n this._floatsArrays[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a vec3 in the shader from a Color3.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setColor3 = function (name, value) {\r\n this._checkUniform(name);\r\n this._colors3[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a vec3 array in the shader from a Color3 array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setColor3Array = function (name, value) {\r\n this._checkUniform(name);\r\n this._colors3Arrays[name] = value.reduce(function (arr, color) {\r\n color.toArray(arr, arr.length);\r\n return arr;\r\n }, []);\r\n return this;\r\n };\r\n /**\r\n * Set a vec4 in the shader from a Color4.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setColor4 = function (name, value) {\r\n this._checkUniform(name);\r\n this._colors4[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a vec4 array in the shader from a Color4 array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setColor4Array = function (name, value) {\r\n this._checkUniform(name);\r\n this._colors4Arrays[name] = value.reduce(function (arr, color) {\r\n color.toArray(arr, arr.length);\r\n return arr;\r\n }, []);\r\n return this;\r\n };\r\n /**\r\n * Set a vec2 in the shader from a Vector2.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setVector2 = function (name, value) {\r\n this._checkUniform(name);\r\n this._vectors2[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a vec3 in the shader from a Vector3.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setVector3 = function (name, value) {\r\n this._checkUniform(name);\r\n this._vectors3[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a vec4 in the shader from a Vector4.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setVector4 = function (name, value) {\r\n this._checkUniform(name);\r\n this._vectors4[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a mat4 in the shader from a Matrix.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setMatrix = function (name, value) {\r\n this._checkUniform(name);\r\n this._matrices[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a float32Array in the shader from a matrix array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setMatrices = function (name, value) {\r\n this._checkUniform(name);\r\n var float32Array = new Float32Array(value.length * 16);\r\n for (var index = 0; index < value.length; index++) {\r\n var matrix = value[index];\r\n matrix.copyToArray(float32Array, index * 16);\r\n }\r\n this._matrixArrays[name] = float32Array;\r\n return this;\r\n };\r\n /**\r\n * Set a mat3 in the shader from a Float32Array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {\r\n this._checkUniform(name);\r\n this._matrices3x3[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a mat2 in the shader from a Float32Array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {\r\n this._checkUniform(name);\r\n this._matrices2x2[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a vec2 array in the shader from a number array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setArray2 = function (name, value) {\r\n this._checkUniform(name);\r\n this._vectors2Arrays[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a vec3 array in the shader from a number array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setArray3 = function (name, value) {\r\n this._checkUniform(name);\r\n this._vectors3Arrays[name] = value;\r\n return this;\r\n };\r\n /**\r\n * Set a vec4 array in the shader from a number array.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @return the material itself allowing \"fluent\" like uniform updates\r\n */\r\n ShaderMaterial.prototype.setArray4 = function (name, value) {\r\n this._checkUniform(name);\r\n this._vectors4Arrays[name] = value;\r\n return this;\r\n };\r\n ShaderMaterial.prototype._checkCache = function (mesh, useInstances) {\r\n if (!mesh) {\r\n return true;\r\n }\r\n if (this._effect && (this._effect.defines.indexOf(\"#define INSTANCES\") !== -1) !== useInstances) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n /**\r\n * Specifies that the submesh is ready to be used\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @param useInstances specifies that instances should be used\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n ShaderMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {\r\n return this.isReady(mesh, useInstances);\r\n };\r\n /**\r\n * Checks if the material is ready to render the requested mesh\r\n * @param mesh Define the mesh to render\r\n * @param useInstances Define whether or not the material is used with instances\r\n * @returns true if ready, otherwise false\r\n */\r\n ShaderMaterial.prototype.isReady = function (mesh, useInstances) {\r\n if (this._effect && this.isFrozen) {\r\n if (this._effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n var scene = this.getScene();\r\n var engine = scene.getEngine();\r\n if (!this.checkReadyOnEveryCall) {\r\n if (this._renderId === scene.getRenderId()) {\r\n if (this._checkCache(mesh, useInstances)) {\r\n return true;\r\n }\r\n }\r\n }\r\n // Instances\r\n var defines = [];\r\n var attribs = [];\r\n var fallbacks = new EffectFallbacks();\r\n // global multiview\r\n if (engine.getCaps().multiview &&\r\n scene.activeCamera &&\r\n scene.activeCamera.outputRenderTarget &&\r\n scene.activeCamera.outputRenderTarget.getViewCount() > 1) {\r\n this._multiview = true;\r\n defines.push(\"#define MULTIVIEW\");\r\n if (this._options.uniforms.indexOf(\"viewProjection\") !== -1 &&\r\n this._options.uniforms.push(\"viewProjectionR\") === -1) {\r\n this._options.uniforms.push(\"viewProjectionR\");\r\n }\r\n }\r\n for (var index = 0; index < this._options.defines.length; index++) {\r\n defines.push(this._options.defines[index]);\r\n }\r\n for (var index = 0; index < this._options.attributes.length; index++) {\r\n attribs.push(this._options.attributes[index]);\r\n }\r\n if (mesh && mesh.isVerticesDataPresent(VertexBuffer.ColorKind)) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n defines.push(\"#define VERTEXCOLOR\");\r\n }\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs);\r\n }\r\n // Bones\r\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n var skeleton = mesh.skeleton;\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n if (skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n if (this._options.uniforms.indexOf(\"boneTextureWidth\") === -1) {\r\n this._options.uniforms.push(\"boneTextureWidth\");\r\n }\r\n if (this._options.samplers.indexOf(\"boneSampler\") === -1) {\r\n this._options.samplers.push(\"boneSampler\");\r\n }\r\n }\r\n else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton.bones.length + 1));\r\n if (this._options.uniforms.indexOf(\"mBones\") === -1) {\r\n this._options.uniforms.push(\"mBones\");\r\n }\r\n }\r\n }\r\n else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n // Textures\r\n for (var name in this._textures) {\r\n if (!this._textures[name].isReady()) {\r\n return false;\r\n }\r\n }\r\n // Alpha test\r\n if (mesh && this._shouldTurnAlphaTestOn(mesh)) {\r\n defines.push(\"#define ALPHATEST\");\r\n }\r\n var previousEffect = this._effect;\r\n var join = defines.join(\"\\n\");\r\n this._effect = engine.createEffect(this._shaderPath, {\r\n attributes: attribs,\r\n uniformsNames: this._options.uniforms,\r\n uniformBuffersNames: this._options.uniformBuffers,\r\n samplers: this._options.samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError\r\n }, engine);\r\n if (!this._effect.isReady()) {\r\n return false;\r\n }\r\n if (previousEffect !== this._effect) {\r\n scene.resetCachedMaterial();\r\n }\r\n this._renderId = scene.getRenderId();\r\n this._effect._wasPreviouslyReady = true;\r\n return true;\r\n };\r\n /**\r\n * Binds the world matrix to the material\r\n * @param world defines the world transformation matrix\r\n */\r\n ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {\r\n var scene = this.getScene();\r\n if (!this._effect) {\r\n return;\r\n }\r\n if (this._options.uniforms.indexOf(\"world\") !== -1) {\r\n this._effect.setMatrix(\"world\", world);\r\n }\r\n if (this._options.uniforms.indexOf(\"worldView\") !== -1) {\r\n world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);\r\n this._effect.setMatrix(\"worldView\", this._cachedWorldViewMatrix);\r\n }\r\n if (this._options.uniforms.indexOf(\"worldViewProjection\") !== -1) {\r\n world.multiplyToRef(scene.getTransformMatrix(), this._cachedWorldViewProjectionMatrix);\r\n this._effect.setMatrix(\"worldViewProjection\", this._cachedWorldViewProjectionMatrix);\r\n }\r\n };\r\n /**\r\n * Binds the material to the mesh\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh to bind the material to\r\n */\r\n ShaderMaterial.prototype.bind = function (world, mesh) {\r\n // Std values\r\n this.bindOnlyWorldMatrix(world);\r\n if (this._effect && this.getScene().getCachedMaterial() !== this) {\r\n if (this._options.uniforms.indexOf(\"view\") !== -1) {\r\n this._effect.setMatrix(\"view\", this.getScene().getViewMatrix());\r\n }\r\n if (this._options.uniforms.indexOf(\"projection\") !== -1) {\r\n this._effect.setMatrix(\"projection\", this.getScene().getProjectionMatrix());\r\n }\r\n if (this._options.uniforms.indexOf(\"viewProjection\") !== -1) {\r\n this._effect.setMatrix(\"viewProjection\", this.getScene().getTransformMatrix());\r\n if (this._multiview) {\r\n this._effect.setMatrix(\"viewProjectionR\", this.getScene()._transformMatrixR);\r\n }\r\n }\r\n if (this.getScene().activeCamera && this._options.uniforms.indexOf(\"cameraPosition\") !== -1) {\r\n this._effect.setVector3(\"cameraPosition\", this.getScene().activeCamera.globalPosition);\r\n }\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._effect);\r\n var name;\r\n // Texture\r\n for (name in this._textures) {\r\n this._effect.setTexture(name, this._textures[name]);\r\n }\r\n // Texture arrays\r\n for (name in this._textureArrays) {\r\n this._effect.setTextureArray(name, this._textureArrays[name]);\r\n }\r\n // Int\r\n for (name in this._ints) {\r\n this._effect.setInt(name, this._ints[name]);\r\n }\r\n // Float\r\n for (name in this._floats) {\r\n this._effect.setFloat(name, this._floats[name]);\r\n }\r\n // Floats\r\n for (name in this._floatsArrays) {\r\n this._effect.setArray(name, this._floatsArrays[name]);\r\n }\r\n // Color3\r\n for (name in this._colors3) {\r\n this._effect.setColor3(name, this._colors3[name]);\r\n }\r\n // Color3Array\r\n for (name in this._colors3Arrays) {\r\n this._effect.setArray3(name, this._colors3Arrays[name]);\r\n }\r\n // Color4\r\n for (name in this._colors4) {\r\n var color = this._colors4[name];\r\n this._effect.setFloat4(name, color.r, color.g, color.b, color.a);\r\n }\r\n // Color4Array\r\n for (name in this._colors4Arrays) {\r\n this._effect.setArray4(name, this._colors4Arrays[name]);\r\n }\r\n // Vector2\r\n for (name in this._vectors2) {\r\n this._effect.setVector2(name, this._vectors2[name]);\r\n }\r\n // Vector3\r\n for (name in this._vectors3) {\r\n this._effect.setVector3(name, this._vectors3[name]);\r\n }\r\n // Vector4\r\n for (name in this._vectors4) {\r\n this._effect.setVector4(name, this._vectors4[name]);\r\n }\r\n // Matrix\r\n for (name in this._matrices) {\r\n this._effect.setMatrix(name, this._matrices[name]);\r\n }\r\n // MatrixArray\r\n for (name in this._matrixArrays) {\r\n this._effect.setMatrices(name, this._matrixArrays[name]);\r\n }\r\n // Matrix 3x3\r\n for (name in this._matrices3x3) {\r\n this._effect.setMatrix3x3(name, this._matrices3x3[name]);\r\n }\r\n // Matrix 2x2\r\n for (name in this._matrices2x2) {\r\n this._effect.setMatrix2x2(name, this._matrices2x2[name]);\r\n }\r\n // Vector2Array\r\n for (name in this._vectors2Arrays) {\r\n this._effect.setArray2(name, this._vectors2Arrays[name]);\r\n }\r\n // Vector3Array\r\n for (name in this._vectors3Arrays) {\r\n this._effect.setArray3(name, this._vectors3Arrays[name]);\r\n }\r\n // Vector4Array\r\n for (name in this._vectors4Arrays) {\r\n this._effect.setArray4(name, this._vectors4Arrays[name]);\r\n }\r\n }\r\n this._afterBind(mesh);\r\n };\r\n /**\r\n * Gets the active textures from the material\r\n * @returns an array of textures\r\n */\r\n ShaderMaterial.prototype.getActiveTextures = function () {\r\n var activeTextures = _super.prototype.getActiveTextures.call(this);\r\n for (var name in this._textures) {\r\n activeTextures.push(this._textures[name]);\r\n }\r\n for (var name in this._textureArrays) {\r\n var array = this._textureArrays[name];\r\n for (var index = 0; index < array.length; index++) {\r\n activeTextures.push(array[index]);\r\n }\r\n }\r\n return activeTextures;\r\n };\r\n /**\r\n * Specifies if the material uses a texture\r\n * @param texture defines the texture to check against the material\r\n * @returns a boolean specifying if the material uses the texture\r\n */\r\n ShaderMaterial.prototype.hasTexture = function (texture) {\r\n if (_super.prototype.hasTexture.call(this, texture)) {\r\n return true;\r\n }\r\n for (var name in this._textures) {\r\n if (this._textures[name] === texture) {\r\n return true;\r\n }\r\n }\r\n for (var name in this._textureArrays) {\r\n var array = this._textureArrays[name];\r\n for (var index = 0; index < array.length; index++) {\r\n if (array[index] === texture) {\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n };\r\n /**\r\n * Makes a duplicate of the material, and gives it a new name\r\n * @param name defines the new name for the duplicated material\r\n * @returns the cloned material\r\n */\r\n ShaderMaterial.prototype.clone = function (name) {\r\n var _this = this;\r\n var result = SerializationHelper.Clone(function () { return new ShaderMaterial(name, _this.getScene(), _this._shaderPath, _this._options); }, this);\r\n result.name = name;\r\n result.id = name;\r\n // Shader code path\r\n if (typeof result._shaderPath === 'object') {\r\n result._shaderPath = __assign({}, result._shaderPath);\r\n }\r\n // Options\r\n this._options = __assign({}, this._options);\r\n Object.keys(this._options).forEach(function (propName) {\r\n var propValue = _this._options[propName];\r\n if (Array.isArray(propValue)) {\r\n _this._options[propName] = propValue.slice(0);\r\n }\r\n });\r\n // Texture\r\n for (var key in this._textures) {\r\n result.setTexture(key, this._textures[key]);\r\n }\r\n // Float\r\n for (var key in this._floats) {\r\n result.setFloat(key, this._floats[key]);\r\n }\r\n // Floats\r\n for (var key in this._floatsArrays) {\r\n result.setFloats(key, this._floatsArrays[key]);\r\n }\r\n // Color3\r\n for (var key in this._colors3) {\r\n result.setColor3(key, this._colors3[key]);\r\n }\r\n // Color4\r\n for (var key in this._colors4) {\r\n result.setColor4(key, this._colors4[key]);\r\n }\r\n // Vector2\r\n for (var key in this._vectors2) {\r\n result.setVector2(key, this._vectors2[key]);\r\n }\r\n // Vector3\r\n for (var key in this._vectors3) {\r\n result.setVector3(key, this._vectors3[key]);\r\n }\r\n // Vector4\r\n for (var key in this._vectors4) {\r\n result.setVector4(key, this._vectors4[key]);\r\n }\r\n // Matrix\r\n for (var key in this._matrices) {\r\n result.setMatrix(key, this._matrices[key]);\r\n }\r\n // Matrix 3x3\r\n for (var key in this._matrices3x3) {\r\n result.setMatrix3x3(key, this._matrices3x3[key]);\r\n }\r\n // Matrix 2x2\r\n for (var key in this._matrices2x2) {\r\n result.setMatrix2x2(key, this._matrices2x2[key]);\r\n }\r\n return result;\r\n };\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n * @param forceDisposeTextures specifies if textures should be forcefully disposed\r\n * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh\r\n */\r\n ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {\r\n if (forceDisposeTextures) {\r\n var name;\r\n for (name in this._textures) {\r\n this._textures[name].dispose();\r\n }\r\n for (name in this._textureArrays) {\r\n var array = this._textureArrays[name];\r\n for (var index = 0; index < array.length; index++) {\r\n array[index].dispose();\r\n }\r\n }\r\n }\r\n this._textures = {};\r\n _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures, notBoundToMesh);\r\n };\r\n /**\r\n * Serializes this material in a JSON representation\r\n * @returns the serialized material object\r\n */\r\n ShaderMaterial.prototype.serialize = function () {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.ShaderMaterial\";\r\n serializationObject.options = this._options;\r\n serializationObject.shaderPath = this._shaderPath;\r\n var name;\r\n // Texture\r\n serializationObject.textures = {};\r\n for (name in this._textures) {\r\n serializationObject.textures[name] = this._textures[name].serialize();\r\n }\r\n // Texture arrays\r\n serializationObject.textureArrays = {};\r\n for (name in this._textureArrays) {\r\n serializationObject.textureArrays[name] = [];\r\n var array = this._textureArrays[name];\r\n for (var index = 0; index < array.length; index++) {\r\n serializationObject.textureArrays[name].push(array[index].serialize());\r\n }\r\n }\r\n // Float\r\n serializationObject.floats = {};\r\n for (name in this._floats) {\r\n serializationObject.floats[name] = this._floats[name];\r\n }\r\n // Floats\r\n serializationObject.FloatArrays = {};\r\n for (name in this._floatsArrays) {\r\n serializationObject.FloatArrays[name] = this._floatsArrays[name];\r\n }\r\n // Color3\r\n serializationObject.colors3 = {};\r\n for (name in this._colors3) {\r\n serializationObject.colors3[name] = this._colors3[name].asArray();\r\n }\r\n // Color3 array\r\n serializationObject.colors3Arrays = {};\r\n for (name in this._colors3Arrays) {\r\n serializationObject.colors3Arrays[name] = this._colors3Arrays[name];\r\n }\r\n // Color4\r\n serializationObject.colors4 = {};\r\n for (name in this._colors4) {\r\n serializationObject.colors4[name] = this._colors4[name].asArray();\r\n }\r\n // Color4 array\r\n serializationObject.colors4Arrays = {};\r\n for (name in this._colors4Arrays) {\r\n serializationObject.colors4Arrays[name] = this._colors4Arrays[name];\r\n }\r\n // Vector2\r\n serializationObject.vectors2 = {};\r\n for (name in this._vectors2) {\r\n serializationObject.vectors2[name] = this._vectors2[name].asArray();\r\n }\r\n // Vector3\r\n serializationObject.vectors3 = {};\r\n for (name in this._vectors3) {\r\n serializationObject.vectors3[name] = this._vectors3[name].asArray();\r\n }\r\n // Vector4\r\n serializationObject.vectors4 = {};\r\n for (name in this._vectors4) {\r\n serializationObject.vectors4[name] = this._vectors4[name].asArray();\r\n }\r\n // Matrix\r\n serializationObject.matrices = {};\r\n for (name in this._matrices) {\r\n serializationObject.matrices[name] = this._matrices[name].asArray();\r\n }\r\n // MatrixArray\r\n serializationObject.matrixArray = {};\r\n for (name in this._matrixArrays) {\r\n serializationObject.matrixArray[name] = this._matrixArrays[name];\r\n }\r\n // Matrix 3x3\r\n serializationObject.matrices3x3 = {};\r\n for (name in this._matrices3x3) {\r\n serializationObject.matrices3x3[name] = this._matrices3x3[name];\r\n }\r\n // Matrix 2x2\r\n serializationObject.matrices2x2 = {};\r\n for (name in this._matrices2x2) {\r\n serializationObject.matrices2x2[name] = this._matrices2x2[name];\r\n }\r\n // Vector2Array\r\n serializationObject.vectors2Arrays = {};\r\n for (name in this._vectors2Arrays) {\r\n serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];\r\n }\r\n // Vector3Array\r\n serializationObject.vectors3Arrays = {};\r\n for (name in this._vectors3Arrays) {\r\n serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];\r\n }\r\n // Vector4Array\r\n serializationObject.vectors4Arrays = {};\r\n for (name in this._vectors4Arrays) {\r\n serializationObject.vectors4Arrays[name] = this._vectors4Arrays[name];\r\n }\r\n return serializationObject;\r\n };\r\n /**\r\n * Creates a shader material from parsed shader material data\r\n * @param source defines the JSON represnetation of the material\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new material\r\n */\r\n ShaderMaterial.Parse = function (source, scene, rootUrl) {\r\n var material = SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);\r\n var name;\r\n // Texture\r\n for (name in source.textures) {\r\n material.setTexture(name, Texture.Parse(source.textures[name], scene, rootUrl));\r\n }\r\n // Texture arrays\r\n for (name in source.textureArrays) {\r\n var array = source.textureArrays[name];\r\n var textureArray = new Array();\r\n for (var index = 0; index < array.length; index++) {\r\n textureArray.push(Texture.Parse(array[index], scene, rootUrl));\r\n }\r\n material.setTextureArray(name, textureArray);\r\n }\r\n // Float\r\n for (name in source.floats) {\r\n material.setFloat(name, source.floats[name]);\r\n }\r\n // Float s\r\n for (name in source.floatsArrays) {\r\n material.setFloats(name, source.floatsArrays[name]);\r\n }\r\n // Color3\r\n for (name in source.colors3) {\r\n material.setColor3(name, Color3.FromArray(source.colors3[name]));\r\n }\r\n // Color3 arrays\r\n for (name in source.colors3Arrays) {\r\n var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {\r\n if (i % 3 === 0) {\r\n arr.push([num]);\r\n }\r\n else {\r\n arr[arr.length - 1].push(num);\r\n }\r\n return arr;\r\n }, []).map(function (color) { return Color3.FromArray(color); });\r\n material.setColor3Array(name, colors);\r\n }\r\n // Color4\r\n for (name in source.colors4) {\r\n material.setColor4(name, Color4.FromArray(source.colors4[name]));\r\n }\r\n // Color4 arrays\r\n for (name in source.colors4Arrays) {\r\n var colors = source.colors4Arrays[name].reduce(function (arr, num, i) {\r\n if (i % 4 === 0) {\r\n arr.push([num]);\r\n }\r\n else {\r\n arr[arr.length - 1].push(num);\r\n }\r\n return arr;\r\n }, []).map(function (color) { return Color4.FromArray(color); });\r\n material.setColor4Array(name, colors);\r\n }\r\n // Vector2\r\n for (name in source.vectors2) {\r\n material.setVector2(name, Vector2.FromArray(source.vectors2[name]));\r\n }\r\n // Vector3\r\n for (name in source.vectors3) {\r\n material.setVector3(name, Vector3.FromArray(source.vectors3[name]));\r\n }\r\n // Vector4\r\n for (name in source.vectors4) {\r\n material.setVector4(name, Vector4.FromArray(source.vectors4[name]));\r\n }\r\n // Matrix\r\n for (name in source.matrices) {\r\n material.setMatrix(name, Matrix.FromArray(source.matrices[name]));\r\n }\r\n // MatrixArray\r\n for (name in source.matrixArray) {\r\n material._matrixArrays[name] = new Float32Array(source.matrixArray[name]);\r\n }\r\n // Matrix 3x3\r\n for (name in source.matrices3x3) {\r\n material.setMatrix3x3(name, source.matrices3x3[name]);\r\n }\r\n // Matrix 2x2\r\n for (name in source.matrices2x2) {\r\n material.setMatrix2x2(name, source.matrices2x2[name]);\r\n }\r\n // Vector2Array\r\n for (name in source.vectors2Arrays) {\r\n material.setArray2(name, source.vectors2Arrays[name]);\r\n }\r\n // Vector3Array\r\n for (name in source.vectors3Arrays) {\r\n material.setArray3(name, source.vectors3Arrays[name]);\r\n }\r\n // Vector4Array\r\n for (name in source.vectors4Arrays) {\r\n material.setArray4(name, source.vectors4Arrays[name]);\r\n }\r\n return material;\r\n };\r\n return ShaderMaterial;\r\n}(Material));\r\nexport { ShaderMaterial };\r\n_TypeStore.RegisteredTypes[\"BABYLON.ShaderMaterial\"] = ShaderMaterial;\r\n//# sourceMappingURL=shaderMaterial.js.map","import { Effect } from \"../Materials/effect\";\r\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\r\nimport \"./ShadersInclude/clipPlaneFragment\";\r\nvar name = 'colorPixelShader';\r\nvar shader = \"#ifdef VERTEXCOLOR\\nvarying vec4 vColor;\\n#else\\nuniform vec4 color;\\n#endif\\n#include\\nvoid main(void) {\\n#include\\n#ifdef VERTEXCOLOR\\ngl_FragColor=vColor;\\n#else\\ngl_FragColor=color;\\n#endif\\n}\";\r\nEffect.ShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var colorPixelShader = { name: name, shader: shader };\r\n//# sourceMappingURL=color.fragment.js.map","import { Effect } from \"../Materials/effect\";\r\nimport \"./ShadersInclude/bonesDeclaration\";\r\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\r\nimport \"./ShadersInclude/instancesDeclaration\";\r\nimport \"./ShadersInclude/instancesVertex\";\r\nimport \"./ShadersInclude/bonesVertex\";\r\nimport \"./ShadersInclude/clipPlaneVertex\";\r\nvar name = 'colorVertexShader';\r\nvar shader = \"\\nattribute vec3 position;\\n#ifdef VERTEXCOLOR\\nattribute vec4 color;\\n#endif\\n#include\\n#include\\n\\n#include\\nuniform mat4 viewProjection;\\n#ifdef MULTIVIEW\\nuniform mat4 viewProjectionR;\\n#endif\\n\\n#ifdef VERTEXCOLOR\\nvarying vec4 vColor;\\n#endif\\nvoid main(void) {\\n#include\\n#include\\nvec4 worldPos=finalWorld*vec4(position,1.0);\\n#ifdef MULTIVIEW\\nif (gl_ViewID_OVR == 0u) {\\ngl_Position=viewProjection*worldPos;\\n} else {\\ngl_Position=viewProjectionR*worldPos;\\n}\\n#else\\ngl_Position=viewProjection*worldPos;\\n#endif\\n#include\\n#ifdef VERTEXCOLOR\\n\\nvColor=color;\\n#endif\\n}\";\r\nEffect.ShadersStore[name] = shader;\r\n/** @hidden */\r\nexport var colorVertexShader = { name: name, shader: shader };\r\n//# sourceMappingURL=color.vertex.js.map","import { __extends } from \"tslib\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { InstancedMesh } from \"../Meshes/instancedMesh\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport { MaterialHelper } from '../Materials/materialHelper';\r\nimport \"../Shaders/color.fragment\";\r\nimport \"../Shaders/color.vertex\";\r\n/**\r\n * Line mesh\r\n * @see https://doc.babylonjs.com/babylon101/parametric_shapes\r\n */\r\nvar LinesMesh = /** @class */ (function (_super) {\r\n __extends(LinesMesh, _super);\r\n /**\r\n * Creates a new LinesMesh\r\n * @param name defines the name\r\n * @param scene defines the hosting scene\r\n * @param parent defines the parent mesh if any\r\n * @param source defines the optional source LinesMesh used to clone data from\r\n * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.\r\n * When false, achieved by calling a clone(), also passing False.\r\n * This will make creation of children, recursive.\r\n * @param useVertexColor defines if this LinesMesh supports vertex color\r\n * @param useVertexAlpha defines if this LinesMesh supports vertex alpha\r\n */\r\n function LinesMesh(name, scene, parent, source, doNotCloneChildren, \r\n /**\r\n * If vertex color should be applied to the mesh\r\n */\r\n useVertexColor, \r\n /**\r\n * If vertex alpha should be applied to the mesh\r\n */\r\n useVertexAlpha) {\r\n if (scene === void 0) { scene = null; }\r\n if (parent === void 0) { parent = null; }\r\n if (source === void 0) { source = null; }\r\n var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;\r\n _this.useVertexColor = useVertexColor;\r\n _this.useVertexAlpha = useVertexAlpha;\r\n /**\r\n * Color of the line (Default: White)\r\n */\r\n _this.color = new Color3(1, 1, 1);\r\n /**\r\n * Alpha of the line (Default: 1)\r\n */\r\n _this.alpha = 1;\r\n if (source) {\r\n _this.color = source.color.clone();\r\n _this.alpha = source.alpha;\r\n _this.useVertexColor = source.useVertexColor;\r\n _this.useVertexAlpha = source.useVertexAlpha;\r\n }\r\n _this.intersectionThreshold = 0.1;\r\n var defines = [];\r\n var options = {\r\n attributes: [VertexBuffer.PositionKind, \"world0\", \"world1\", \"world2\", \"world3\"],\r\n uniforms: [\"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"vClipPlane5\", \"vClipPlane6\", \"world\", \"viewProjection\"],\r\n needAlphaBlending: true,\r\n defines: defines\r\n };\r\n if (useVertexAlpha === false) {\r\n options.needAlphaBlending = false;\r\n }\r\n if (!useVertexColor) {\r\n options.uniforms.push(\"color\");\r\n _this.color4 = new Color4();\r\n }\r\n else {\r\n options.defines.push(\"#define VERTEXCOLOR\");\r\n options.attributes.push(VertexBuffer.ColorKind);\r\n }\r\n _this._colorShader = new ShaderMaterial(\"colorShader\", _this.getScene(), \"color\", options);\r\n return _this;\r\n }\r\n LinesMesh.prototype._addClipPlaneDefine = function (label) {\r\n var define = \"#define \" + label;\r\n var index = this._colorShader.options.defines.indexOf(define);\r\n if (index !== -1) {\r\n return;\r\n }\r\n this._colorShader.options.defines.push(define);\r\n };\r\n LinesMesh.prototype._removeClipPlaneDefine = function (label) {\r\n var define = \"#define \" + label;\r\n var index = this._colorShader.options.defines.indexOf(define);\r\n if (index === -1) {\r\n return;\r\n }\r\n this._colorShader.options.defines.splice(index, 1);\r\n };\r\n LinesMesh.prototype.isReady = function () {\r\n var scene = this.getScene();\r\n // Clip planes\r\n scene.clipPlane ? this._addClipPlaneDefine(\"CLIPPLANE\") : this._removeClipPlaneDefine(\"CLIPPLANE\");\r\n scene.clipPlane2 ? this._addClipPlaneDefine(\"CLIPPLANE2\") : this._removeClipPlaneDefine(\"CLIPPLANE2\");\r\n scene.clipPlane3 ? this._addClipPlaneDefine(\"CLIPPLANE3\") : this._removeClipPlaneDefine(\"CLIPPLANE3\");\r\n scene.clipPlane4 ? this._addClipPlaneDefine(\"CLIPPLANE4\") : this._removeClipPlaneDefine(\"CLIPPLANE4\");\r\n scene.clipPlane5 ? this._addClipPlaneDefine(\"CLIPPLANE5\") : this._removeClipPlaneDefine(\"CLIPPLANE5\");\r\n scene.clipPlane6 ? this._addClipPlaneDefine(\"CLIPPLANE6\") : this._removeClipPlaneDefine(\"CLIPPLANE6\");\r\n if (!this._colorShader.isReady()) {\r\n return false;\r\n }\r\n return _super.prototype.isReady.call(this);\r\n };\r\n /**\r\n * Returns the string \"LineMesh\"\r\n */\r\n LinesMesh.prototype.getClassName = function () {\r\n return \"LinesMesh\";\r\n };\r\n Object.defineProperty(LinesMesh.prototype, \"material\", {\r\n /**\r\n * @hidden\r\n */\r\n get: function () {\r\n return this._colorShader;\r\n },\r\n /**\r\n * @hidden\r\n */\r\n set: function (value) {\r\n // Do nothing\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(LinesMesh.prototype, \"checkCollisions\", {\r\n /**\r\n * @hidden\r\n */\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n var colorEffect = this._colorShader.getEffect();\r\n // VBOs\r\n var indexToBind = this.isUnIndexed ? null : this._geometry.getIndexBuffer();\r\n this._geometry._bind(colorEffect, indexToBind);\r\n // Color\r\n if (!this.useVertexColor) {\r\n var _a = this.color, r = _a.r, g = _a.g, b = _a.b;\r\n this.color4.set(r, g, b, this.alpha);\r\n this._colorShader.setColor4(\"color\", this.color4);\r\n }\r\n // Clip planes\r\n MaterialHelper.BindClipPlane(colorEffect, this.getScene());\r\n return this;\r\n };\r\n /** @hidden */\r\n LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n var engine = this.getScene().getEngine();\r\n // Draw order\r\n if (this._unIndexed) {\r\n engine.drawArraysType(Material.LineListDrawMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);\r\n }\r\n else {\r\n engine.drawElementsType(Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Disposes of the line mesh\r\n * @param doNotRecurse If children should be disposed\r\n */\r\n LinesMesh.prototype.dispose = function (doNotRecurse) {\r\n this._colorShader.dispose(false, false, true);\r\n _super.prototype.dispose.call(this, doNotRecurse);\r\n };\r\n /**\r\n * Returns a new LineMesh object cloned from the current one.\r\n */\r\n LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {\r\n if (newParent === void 0) { newParent = null; }\r\n return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);\r\n };\r\n /**\r\n * Creates a new InstancedLinesMesh object from the mesh model.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedLinesMesh\r\n */\r\n LinesMesh.prototype.createInstance = function (name) {\r\n return new InstancedLinesMesh(name, this);\r\n };\r\n return LinesMesh;\r\n}(Mesh));\r\nexport { LinesMesh };\r\n/**\r\n * Creates an instance based on a source LinesMesh\r\n */\r\nvar InstancedLinesMesh = /** @class */ (function (_super) {\r\n __extends(InstancedLinesMesh, _super);\r\n function InstancedLinesMesh(name, source) {\r\n var _this = _super.call(this, name, source) || this;\r\n _this.intersectionThreshold = source.intersectionThreshold;\r\n return _this;\r\n }\r\n /**\r\n * Returns the string \"InstancedLinesMesh\".\r\n */\r\n InstancedLinesMesh.prototype.getClassName = function () {\r\n return \"InstancedLinesMesh\";\r\n };\r\n return InstancedLinesMesh;\r\n}(InstancedMesh));\r\nexport { InstancedLinesMesh };\r\n//# sourceMappingURL=linesMesh.js.map","import { Vector3 } from \"../../Maths/math.vector\";\r\nimport { _CreationDataStorage, Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { LinesMesh } from \"../../Meshes/linesMesh\";\r\nimport { VertexBuffer } from \"../../Meshes/buffer\";\r\nVertexData.CreateLineSystem = function (options) {\r\n var indices = [];\r\n var positions = [];\r\n var lines = options.lines;\r\n var colors = options.colors;\r\n var vertexColors = [];\r\n var idx = 0;\r\n for (var l = 0; l < lines.length; l++) {\r\n var points = lines[l];\r\n for (var index = 0; index < points.length; index++) {\r\n positions.push(points[index].x, points[index].y, points[index].z);\r\n if (colors) {\r\n var color = colors[l];\r\n vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);\r\n }\r\n if (index > 0) {\r\n indices.push(idx - 1);\r\n indices.push(idx);\r\n }\r\n idx++;\r\n }\r\n }\r\n var vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n if (colors) {\r\n vertexData.colors = vertexColors;\r\n }\r\n return vertexData;\r\n};\r\nVertexData.CreateDashedLines = function (options) {\r\n var dashSize = options.dashSize || 3;\r\n var gapSize = options.gapSize || 1;\r\n var dashNb = options.dashNb || 200;\r\n var points = options.points;\r\n var positions = new Array();\r\n var indices = new Array();\r\n var curvect = Vector3.Zero();\r\n var lg = 0;\r\n var nb = 0;\r\n var shft = 0;\r\n var dashshft = 0;\r\n var curshft = 0;\r\n var idx = 0;\r\n var i = 0;\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n lg += curvect.length();\r\n }\r\n shft = lg / dashNb;\r\n dashshft = dashSize * shft / (dashSize + gapSize);\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n nb = Math.floor(curvect.length() / shft);\r\n curvect.normalize();\r\n for (var j = 0; j < nb; j++) {\r\n curshft = shft * j;\r\n positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);\r\n positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);\r\n indices.push(idx, idx + 1);\r\n idx += 2;\r\n }\r\n }\r\n // Result\r\n var vertexData = new VertexData();\r\n vertexData.positions = positions;\r\n vertexData.indices = indices;\r\n return vertexData;\r\n};\r\nMesh.CreateLines = function (name, points, scene, updatable, instance) {\r\n if (scene === void 0) { scene = null; }\r\n if (updatable === void 0) { updatable = false; }\r\n if (instance === void 0) { instance = null; }\r\n var options = {\r\n points: points,\r\n updatable: updatable,\r\n instance: instance\r\n };\r\n return LinesBuilder.CreateLines(name, options, scene);\r\n};\r\nMesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {\r\n if (scene === void 0) { scene = null; }\r\n var options = {\r\n points: points,\r\n dashSize: dashSize,\r\n gapSize: gapSize,\r\n dashNb: dashNb,\r\n updatable: updatable,\r\n instance: instance\r\n };\r\n return LinesBuilder.CreateDashedLines(name, options, scene);\r\n};\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nvar LinesBuilder = /** @class */ (function () {\r\n function LinesBuilder() {\r\n }\r\n /**\r\n * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh\r\n * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function\r\n * * The parameter `lines` is an array of lines, each line being an array of successive Vector3\r\n * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter\r\n * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)\r\n * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system\r\n * @param name defines the name of the new line system\r\n * @param options defines the options used to create the line system\r\n * @param scene defines the hosting scene\r\n * @returns a new line system mesh\r\n */\r\n LinesBuilder.CreateLineSystem = function (name, options, scene) {\r\n var instance = options.instance;\r\n var lines = options.lines;\r\n var colors = options.colors;\r\n if (instance) { // lines update\r\n var positions = instance.getVerticesData(VertexBuffer.PositionKind);\r\n var vertexColor;\r\n var lineColors;\r\n if (colors) {\r\n vertexColor = instance.getVerticesData(VertexBuffer.ColorKind);\r\n }\r\n var i = 0;\r\n var c = 0;\r\n for (var l = 0; l < lines.length; l++) {\r\n var points = lines[l];\r\n for (var p = 0; p < points.length; p++) {\r\n positions[i] = points[p].x;\r\n positions[i + 1] = points[p].y;\r\n positions[i + 2] = points[p].z;\r\n if (colors && vertexColor) {\r\n lineColors = colors[l];\r\n vertexColor[c] = lineColors[p].r;\r\n vertexColor[c + 1] = lineColors[p].g;\r\n vertexColor[c + 2] = lineColors[p].b;\r\n vertexColor[c + 3] = lineColors[p].a;\r\n c += 4;\r\n }\r\n i += 3;\r\n }\r\n }\r\n instance.updateVerticesData(VertexBuffer.PositionKind, positions, false, false);\r\n if (colors && vertexColor) {\r\n instance.updateVerticesData(VertexBuffer.ColorKind, vertexColor, false, false);\r\n }\r\n return instance;\r\n }\r\n // line system creation\r\n var useVertexColor = (colors) ? true : false;\r\n var lineSystem = new LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);\r\n var vertexData = VertexData.CreateLineSystem(options);\r\n vertexData.applyToMesh(lineSystem, options.updatable);\r\n return lineSystem;\r\n };\r\n /**\r\n * Creates a line mesh\r\n * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function\r\n * * The parameter `points` is an array successive Vector3\r\n * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * The optional parameter `colors` is an array of successive Color4, one per line point\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)\r\n * * When updating an instance, remember that only point positions can change, not the number of points\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines\r\n * @param name defines the name of the new line system\r\n * @param options defines the options used to create the line system\r\n * @param scene defines the hosting scene\r\n * @returns a new line mesh\r\n */\r\n LinesBuilder.CreateLines = function (name, options, scene) {\r\n if (scene === void 0) { scene = null; }\r\n var colors = (options.colors) ? [options.colors] : null;\r\n var lines = LinesBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);\r\n return lines;\r\n };\r\n /**\r\n * Creates a dashed line mesh\r\n * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter\r\n * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function\r\n * * The parameter `points` is an array successive Vector3\r\n * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)\r\n * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)\r\n * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)\r\n * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines\r\n * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)\r\n * * When updating an instance, remember that only point positions can change, not the number of points\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the dashed line mesh\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines\r\n */\r\n LinesBuilder.CreateDashedLines = function (name, options, scene) {\r\n if (scene === void 0) { scene = null; }\r\n var points = options.points;\r\n var instance = options.instance;\r\n var gapSize = options.gapSize || 1;\r\n var dashSize = options.dashSize || 3;\r\n if (instance) { // dashed lines update\r\n var positionFunction = function (positions) {\r\n var curvect = Vector3.Zero();\r\n var nbSeg = positions.length / 6;\r\n var lg = 0;\r\n var nb = 0;\r\n var shft = 0;\r\n var dashshft = 0;\r\n var curshft = 0;\r\n var p = 0;\r\n var i = 0;\r\n var j = 0;\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n lg += curvect.length();\r\n }\r\n shft = lg / nbSeg;\r\n var dashSize = instance._creationDataStorage.dashSize;\r\n var gapSize = instance._creationDataStorage.gapSize;\r\n dashshft = dashSize * shft / (dashSize + gapSize);\r\n for (i = 0; i < points.length - 1; i++) {\r\n points[i + 1].subtractToRef(points[i], curvect);\r\n nb = Math.floor(curvect.length() / shft);\r\n curvect.normalize();\r\n j = 0;\r\n while (j < nb && p < positions.length) {\r\n curshft = shft * j;\r\n positions[p] = points[i].x + curshft * curvect.x;\r\n positions[p + 1] = points[i].y + curshft * curvect.y;\r\n positions[p + 2] = points[i].z + curshft * curvect.z;\r\n positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;\r\n positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;\r\n positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;\r\n p += 6;\r\n j++;\r\n }\r\n }\r\n while (p < positions.length) {\r\n positions[p] = points[i].x;\r\n positions[p + 1] = points[i].y;\r\n positions[p + 2] = points[i].z;\r\n p += 3;\r\n }\r\n };\r\n instance.updateMeshPositions(positionFunction, false);\r\n return instance;\r\n }\r\n // dashed lines creation\r\n var dashedLines = new LinesMesh(name, scene, null, undefined, undefined, undefined, options.useVertexAlpha);\r\n var vertexData = VertexData.CreateDashedLines(options);\r\n vertexData.applyToMesh(dashedLines, options.updatable);\r\n dashedLines._creationDataStorage = new _CreationDataStorage();\r\n dashedLines._creationDataStorage.dashSize = dashSize;\r\n dashedLines._creationDataStorage.gapSize = gapSize;\r\n return dashedLines;\r\n };\r\n return LinesBuilder;\r\n}());\r\nexport { LinesBuilder };\r\n//# sourceMappingURL=linesBuilder.js.map","import { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nVertexData.CreateDisc = function (options) {\r\n var positions = new Array();\r\n var indices = new Array();\r\n var normals = new Array();\r\n var uvs = new Array();\r\n var radius = options.radius || 0.5;\r\n var tessellation = options.tessellation || 64;\r\n var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n // positions and uvs\r\n positions.push(0, 0, 0); // disc center first\r\n uvs.push(0.5, 0.5);\r\n var theta = Math.PI * 2 * arc;\r\n var step = theta / tessellation;\r\n for (var a = 0; a < theta; a += step) {\r\n var x = Math.cos(a);\r\n var y = Math.sin(a);\r\n var u = (x + 1) / 2;\r\n var v = (1 - y) / 2;\r\n positions.push(radius * x, radius * y, 0);\r\n uvs.push(u, v);\r\n }\r\n if (arc === 1) {\r\n positions.push(positions[3], positions[4], positions[5]); // close the circle\r\n uvs.push(uvs[2], uvs[3]);\r\n }\r\n //indices\r\n var vertexNb = positions.length / 3;\r\n for (var i = 1; i < vertexNb - 1; i++) {\r\n indices.push(i + 1, 0, i);\r\n }\r\n // result\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n var vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n return vertexData;\r\n};\r\nMesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {\r\n if (scene === void 0) { scene = null; }\r\n var options = {\r\n radius: radius,\r\n tessellation: tessellation,\r\n sideOrientation: sideOrientation,\r\n updatable: updatable\r\n };\r\n return DiscBuilder.CreateDisc(name, options, scene);\r\n};\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nvar DiscBuilder = /** @class */ (function () {\r\n function DiscBuilder() {\r\n }\r\n /**\r\n * Creates a plane polygonal mesh. By default, this is a disc\r\n * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)\r\n * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc\r\n * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the plane polygonal mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon\r\n */\r\n DiscBuilder.CreateDisc = function (name, options, scene) {\r\n if (scene === void 0) { scene = null; }\r\n var disc = new Mesh(name, scene);\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n disc._originalBuilderSideOrientation = options.sideOrientation;\r\n var vertexData = VertexData.CreateDisc(options);\r\n vertexData.applyToMesh(disc, options.updatable);\r\n return disc;\r\n };\r\n return DiscBuilder;\r\n}());\r\nexport { DiscBuilder };\r\n//# sourceMappingURL=discBuilder.js.map","import { Vector3, TmpVectors, Quaternion, Vector4 } from \"../Maths/math.vector\";\r\nimport { Color4 } from '../Maths/math.color';\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { BoundingSphere } from \"../Culling/boundingSphere\";\r\nimport { AbstractMesh } from '../Meshes/abstractMesh';\r\n/**\r\n * Represents one particle of a solid particle system.\r\n */\r\nvar SolidParticle = /** @class */ (function () {\r\n /**\r\n * Creates a Solid Particle object.\r\n * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()\r\n * @param particleIndex (integer) is the particle index in the Solid Particle System pool.\r\n * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.\r\n * @param positionIndex (integer) is the starting index of the particle vertices in the SPS \"positions\" array.\r\n * @param indiceIndex (integer) is the starting index of the particle indices in the SPS \"indices\" array.\r\n * @param model (ModelShape) is a reference to the model shape on what the particle is designed.\r\n * @param shapeId (integer) is the model shape identifier in the SPS.\r\n * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))\r\n * @param sps defines the sps it is associated to\r\n * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.\r\n * @param materialIndex is the particle material identifier (integer) when the MultiMaterials are enabled in the SPS.\r\n */\r\n function SolidParticle(particleIndex, particleId, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo, materialIndex) {\r\n if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }\r\n if (materialIndex === void 0) { materialIndex = null; }\r\n /**\r\n * particle global index\r\n */\r\n this.idx = 0;\r\n /**\r\n * particle identifier\r\n */\r\n this.id = 0;\r\n /**\r\n * The color of the particle\r\n */\r\n this.color = new Color4(1.0, 1.0, 1.0, 1.0);\r\n /**\r\n * The world space position of the particle.\r\n */\r\n this.position = Vector3.Zero();\r\n /**\r\n * The world space rotation of the particle. (Not use if rotationQuaternion is set)\r\n */\r\n this.rotation = Vector3.Zero();\r\n /**\r\n * The scaling of the particle.\r\n */\r\n this.scaling = Vector3.One();\r\n /**\r\n * The uvs of the particle.\r\n */\r\n this.uvs = new Vector4(0.0, 0.0, 1.0, 1.0);\r\n /**\r\n * The current speed of the particle.\r\n */\r\n this.velocity = Vector3.Zero();\r\n /**\r\n * The pivot point in the particle local space.\r\n */\r\n this.pivot = Vector3.Zero();\r\n /**\r\n * Must the particle be translated from its pivot point in its local space ?\r\n * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.\r\n * Default : false\r\n */\r\n this.translateFromPivot = false;\r\n /**\r\n * Is the particle active or not ?\r\n */\r\n this.alive = true;\r\n /**\r\n * Is the particle visible or not ?\r\n */\r\n this.isVisible = true;\r\n /**\r\n * Index of this particle in the global \"positions\" array (Internal use)\r\n * @hidden\r\n */\r\n this._pos = 0;\r\n /**\r\n * @hidden Index of this particle in the global \"indices\" array (Internal use)\r\n */\r\n this._ind = 0;\r\n /**\r\n * ModelShape id of this particle\r\n */\r\n this.shapeId = 0;\r\n /**\r\n * Index of the particle in its shape id\r\n */\r\n this.idxInShape = 0;\r\n /**\r\n * @hidden Still set as invisible in order to skip useless computations (Internal use)\r\n */\r\n this._stillInvisible = false;\r\n /**\r\n * @hidden Last computed particle rotation matrix\r\n */\r\n this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];\r\n /**\r\n * Parent particle Id, if any.\r\n * Default null.\r\n */\r\n this.parentId = null;\r\n /**\r\n * The particle material identifier (integer) when MultiMaterials are enabled in the SPS.\r\n */\r\n this.materialIndex = null;\r\n /**\r\n * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().\r\n * The possible values are :\r\n * - AbstractMesh.CULLINGSTRATEGY_STANDARD\r\n * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY\r\n * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION\r\n * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY\r\n * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY\r\n * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.\r\n * */\r\n this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY;\r\n /**\r\n * @hidden Internal global position in the SPS.\r\n */\r\n this._globalPosition = Vector3.Zero();\r\n this.idx = particleIndex;\r\n this.id = particleId;\r\n this._pos = positionIndex;\r\n this._ind = indiceIndex;\r\n this._model = model;\r\n this.shapeId = shapeId;\r\n this.idxInShape = idxInShape;\r\n this._sps = sps;\r\n if (modelBoundingInfo) {\r\n this._modelBoundingInfo = modelBoundingInfo;\r\n this._boundingInfo = new BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);\r\n }\r\n if (materialIndex !== null) {\r\n this.materialIndex = materialIndex;\r\n }\r\n }\r\n /**\r\n * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive\r\n * @param target the particle target\r\n * @returns the current particle\r\n */\r\n SolidParticle.prototype.copyToRef = function (target) {\r\n target.position.copyFrom(this.position);\r\n target.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n if (target.rotationQuaternion) {\r\n target.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n }\r\n else {\r\n target.rotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n }\r\n target.scaling.copyFrom(this.scaling);\r\n if (this.color) {\r\n if (target.color) {\r\n target.color.copyFrom(this.color);\r\n }\r\n else {\r\n target.color = this.color.clone();\r\n }\r\n }\r\n target.uvs.copyFrom(this.uvs);\r\n target.velocity.copyFrom(this.velocity);\r\n target.pivot.copyFrom(this.pivot);\r\n target.translateFromPivot = this.translateFromPivot;\r\n target.alive = this.alive;\r\n target.isVisible = this.isVisible;\r\n target.parentId = this.parentId;\r\n target.cullingStrategy = this.cullingStrategy;\r\n if (this.materialIndex !== null) {\r\n target.materialIndex = this.materialIndex;\r\n }\r\n return this;\r\n };\r\n Object.defineProperty(SolidParticle.prototype, \"scale\", {\r\n /**\r\n * Legacy support, changed scale to scaling\r\n */\r\n get: function () {\r\n return this.scaling;\r\n },\r\n /**\r\n * Legacy support, changed scale to scaling\r\n */\r\n set: function (scale) {\r\n this.scaling = scale;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticle.prototype, \"quaternion\", {\r\n /**\r\n * Legacy support, changed quaternion to rotationQuaternion\r\n */\r\n get: function () {\r\n return this.rotationQuaternion;\r\n },\r\n /**\r\n * Legacy support, changed quaternion to rotationQuaternion\r\n */\r\n set: function (q) {\r\n this.rotationQuaternion = q;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns a boolean. True if the particle intersects another particle or another mesh, else false.\r\n * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)\r\n * @param target is the object (solid particle or mesh) what the intersection is computed against.\r\n * @returns true if it intersects\r\n */\r\n SolidParticle.prototype.intersectsMesh = function (target) {\r\n if (!this._boundingInfo || !target._boundingInfo) {\r\n return false;\r\n }\r\n if (this._sps._bSphereOnly) {\r\n return BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);\r\n }\r\n return this._boundingInfo.intersects(target._boundingInfo, false);\r\n };\r\n /**\r\n * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.\r\n * A particle is in the frustum if its bounding box intersects the frustum\r\n * @param frustumPlanes defines the frustum to test\r\n * @returns true if the particle is in the frustum planes\r\n */\r\n SolidParticle.prototype.isInFrustum = function (frustumPlanes) {\r\n return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);\r\n };\r\n /**\r\n * get the rotation matrix of the particle\r\n * @hidden\r\n */\r\n SolidParticle.prototype.getRotationMatrix = function (m) {\r\n var quaternion;\r\n if (this.rotationQuaternion) {\r\n quaternion = this.rotationQuaternion;\r\n }\r\n else {\r\n quaternion = TmpVectors.Quaternion[0];\r\n var rotation = this.rotation;\r\n Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);\r\n }\r\n quaternion.toRotationMatrix(m);\r\n };\r\n return SolidParticle;\r\n}());\r\nexport { SolidParticle };\r\n/**\r\n * Represents the shape of the model used by one particle of a solid particle system.\r\n * SPS internal tool, don't use it manually.\r\n */\r\nvar ModelShape = /** @class */ (function () {\r\n /**\r\n * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.\r\n * SPS internal tool, don't use it manually.\r\n * @hidden\r\n */\r\n function ModelShape(id, shape, indices, normals, colors, shapeUV, posFunction, vtxFunction, material) {\r\n /**\r\n * length of the shape in the model indices array (internal use)\r\n * @hidden\r\n */\r\n this._indicesLength = 0;\r\n this.shapeID = id;\r\n this._shape = shape;\r\n this._indices = indices;\r\n this._indicesLength = indices.length;\r\n this._shapeUV = shapeUV;\r\n this._shapeColors = colors;\r\n this._normals = normals;\r\n this._positionFunction = posFunction;\r\n this._vertexFunction = vtxFunction;\r\n this._material = material;\r\n }\r\n return ModelShape;\r\n}());\r\nexport { ModelShape };\r\n/**\r\n * Represents a Depth Sorted Particle in the solid particle system.\r\n * @hidden\r\n */\r\nvar DepthSortedParticle = /** @class */ (function () {\r\n /**\r\n * Creates a new sorted particle\r\n * @param materialIndex\r\n */\r\n function DepthSortedParticle(ind, indLength, materialIndex) {\r\n /**\r\n * Index of the particle in the \"indices\" array\r\n */\r\n this.ind = 0;\r\n /**\r\n * Length of the particle shape in the \"indices\" array\r\n */\r\n this.indicesLength = 0;\r\n /**\r\n * Squared distance from the particle to the camera\r\n */\r\n this.sqDistance = 0.0;\r\n /**\r\n * Material index when used with MultiMaterials\r\n */\r\n this.materialIndex = 0;\r\n this.ind = ind;\r\n this.indicesLength = indLength;\r\n this.materialIndex = materialIndex;\r\n }\r\n return DepthSortedParticle;\r\n}());\r\nexport { DepthSortedParticle };\r\n//# sourceMappingURL=solidParticle.js.map","import { Vector3, Matrix, TmpVectors, Quaternion } from \"../Maths/math.vector\";\r\nimport { Color4 } from '../Maths/math.color';\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { DiscBuilder } from \"../Meshes/Builders/discBuilder\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { DepthSortedParticle, SolidParticle, ModelShape } from \"./solidParticle\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { Axis } from '../Maths/math.axis';\r\nimport { SubMesh } from '../Meshes/subMesh';\r\nimport { StandardMaterial } from '../Materials/standardMaterial';\r\nimport { MultiMaterial } from '../Materials/multiMaterial';\r\n/**\r\n * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.\r\n *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.\r\n\r\n * The SPS is also a particle system. It provides some methods to manage the particles.\r\n * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.\r\n *\r\n * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System\r\n */\r\nvar SolidParticleSystem = /** @class */ (function () {\r\n /**\r\n * Creates a SPS (Solid Particle System) object.\r\n * @param name (String) is the SPS name, this will be the underlying mesh name.\r\n * @param scene (Scene) is the scene in which the SPS is added.\r\n * @param options defines the options of the sps e.g.\r\n * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.\r\n * * isPickable (optional boolean, default false) : if the solid particles must be pickable.\r\n * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.\r\n * * useModelMaterial (optional boolean, defaut false) : if the model materials must be used to create the SPS multimaterial. This enables the multimaterial supports of the SPS.\r\n * * enableMultiMaterial (optional boolean, default false) : if the solid particles can be given different materials.\r\n * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.\r\n * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.\r\n * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).\r\n * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.\r\n * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.\r\n */\r\n function SolidParticleSystem(name, scene, options) {\r\n /**\r\n * The SPS array of Solid Particle objects. Just access each particle as with any classic array.\r\n * Example : var p = SPS.particles[i];\r\n */\r\n this.particles = new Array();\r\n /**\r\n * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.\r\n */\r\n this.nbParticles = 0;\r\n /**\r\n * If the particles must ever face the camera (default false). Useful for planar particles.\r\n */\r\n this.billboard = false;\r\n /**\r\n * Recompute normals when adding a shape\r\n */\r\n this.recomputeNormals = false;\r\n /**\r\n * This a counter ofr your own usage. It's not set by any SPS functions.\r\n */\r\n this.counter = 0;\r\n /**\r\n * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.\r\n * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns\r\n */\r\n this.vars = {};\r\n /**\r\n * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)\r\n * @hidden\r\n */\r\n this._bSphereOnly = false;\r\n /**\r\n * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)\r\n * @hidden\r\n */\r\n this._bSphereRadiusFactor = 1.0;\r\n this._positions = new Array();\r\n this._indices = new Array();\r\n this._normals = new Array();\r\n this._colors = new Array();\r\n this._uvs = new Array();\r\n this._index = 0; // indices index\r\n this._updatable = true;\r\n this._pickable = false;\r\n this._isVisibilityBoxLocked = false;\r\n this._alwaysVisible = false;\r\n this._depthSort = false;\r\n this._expandable = false;\r\n this._shapeCounter = 0;\r\n this._copy = new SolidParticle(0, 0, 0, 0, null, 0, 0, this);\r\n this._color = new Color4(0, 0, 0, 0);\r\n this._computeParticleColor = true;\r\n this._computeParticleTexture = true;\r\n this._computeParticleRotation = true;\r\n this._computeParticleVertex = false;\r\n this._computeBoundingBox = false;\r\n this._depthSortParticles = true;\r\n this._mustUnrotateFixedNormals = false;\r\n this._particlesIntersect = false;\r\n this._needs32Bits = false;\r\n this._isNotBuilt = true;\r\n this._lastParticleId = 0;\r\n this._idxOfId = []; // array : key = particle.id / value = particle.idx\r\n this._multimaterialEnabled = false;\r\n this._useModelMaterial = false;\r\n this._depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };\r\n this._materialSortFunction = function (p1, p2) { return p1.materialIndex - p2.materialIndex; };\r\n this._autoUpdateSubMeshes = false;\r\n this.name = name;\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this._camera = scene.activeCamera;\r\n this._pickable = options ? options.isPickable : false;\r\n this._depthSort = options ? options.enableDepthSort : false;\r\n this._multimaterialEnabled = options ? options.enableMultiMaterial : false;\r\n this._useModelMaterial = options ? options.useModelMaterial : false;\r\n this._multimaterialEnabled = (this._useModelMaterial) ? true : this._multimaterialEnabled;\r\n this._expandable = options ? options.expandable : false;\r\n this._particlesIntersect = options ? options.particleIntersection : false;\r\n this._bSphereOnly = options ? options.boundingSphereOnly : false;\r\n this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;\r\n if (options && options.updatable !== undefined) {\r\n this._updatable = options.updatable;\r\n }\r\n else {\r\n this._updatable = true;\r\n }\r\n if (this._pickable) {\r\n this.pickedParticles = [];\r\n }\r\n if (this._depthSort || this._multimaterialEnabled) {\r\n this.depthSortedParticles = [];\r\n }\r\n if (this._multimaterialEnabled) {\r\n this._multimaterial = new MultiMaterial(this.name + \"MultiMaterial\", this._scene);\r\n this._materials = [];\r\n this._materialIndexesById = {};\r\n }\r\n }\r\n /**\r\n * Builds the SPS underlying mesh. Returns a standard Mesh.\r\n * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.\r\n * @returns the created mesh\r\n */\r\n SolidParticleSystem.prototype.buildMesh = function () {\r\n if (!this._isNotBuilt && this.mesh) {\r\n return this.mesh;\r\n }\r\n if (this.nbParticles === 0 && !this.mesh) {\r\n var triangle = DiscBuilder.CreateDisc(\"\", { radius: 1, tessellation: 3 }, this._scene);\r\n this.addShape(triangle, 1);\r\n triangle.dispose();\r\n }\r\n this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);\r\n this._positions32 = new Float32Array(this._positions);\r\n this._uvs32 = new Float32Array(this._uvs);\r\n this._colors32 = new Float32Array(this._colors);\r\n if (!this.mesh) { // in case it's already expanded\r\n var mesh = new Mesh(this.name, this._scene);\r\n this.mesh = mesh;\r\n }\r\n if (!this._updatable && this._multimaterialEnabled) {\r\n this._sortParticlesByMaterial(); // this may reorder the indices32\r\n }\r\n if (this.recomputeNormals) {\r\n VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);\r\n }\r\n this._normals32 = new Float32Array(this._normals);\r\n this._fixedNormal32 = new Float32Array(this._normals);\r\n if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction\r\n this._unrotateFixedNormals();\r\n }\r\n var vertexData = new VertexData();\r\n vertexData.indices = (this._depthSort) ? this._indices : this._indices32;\r\n vertexData.set(this._positions32, VertexBuffer.PositionKind);\r\n vertexData.set(this._normals32, VertexBuffer.NormalKind);\r\n if (this._uvs32.length > 0) {\r\n vertexData.set(this._uvs32, VertexBuffer.UVKind);\r\n }\r\n if (this._colors32.length > 0) {\r\n vertexData.set(this._colors32, VertexBuffer.ColorKind);\r\n }\r\n vertexData.applyToMesh(this.mesh, this._updatable);\r\n this.mesh.isPickable = this._pickable;\r\n if (this._multimaterialEnabled) {\r\n this.setMultiMaterial(this._materials);\r\n }\r\n if (!this._expandable) {\r\n // free memory\r\n if (!this._depthSort && !this._multimaterialEnabled) {\r\n this._indices = null;\r\n }\r\n this._positions = null;\r\n this._normals = null;\r\n this._uvs = null;\r\n this._colors = null;\r\n if (!this._updatable) {\r\n this.particles.length = 0;\r\n }\r\n }\r\n this._isNotBuilt = false;\r\n this.recomputeNormals = false;\r\n return this.mesh;\r\n };\r\n /**\r\n * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.\r\n * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.\r\n * Thus the particles generated from `digest()` have their property `position` set yet.\r\n * @param mesh ( Mesh ) is the mesh to be digested\r\n * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any\r\n * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets\r\n * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets\r\n * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.\r\n * @returns the current SPS\r\n */\r\n SolidParticleSystem.prototype.digest = function (mesh, options) {\r\n var size = (options && options.facetNb) || 1;\r\n var number = (options && options.number) || 0;\r\n var delta = (options && options.delta) || 0;\r\n var meshPos = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n var meshInd = mesh.getIndices();\r\n var meshUV = mesh.getVerticesData(VertexBuffer.UVKind);\r\n var meshCol = mesh.getVerticesData(VertexBuffer.ColorKind);\r\n var meshNor = mesh.getVerticesData(VertexBuffer.NormalKind);\r\n var storage = (options && options.storage) ? options.storage : null;\r\n var f = 0; // facet counter\r\n var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices\r\n // compute size from number\r\n if (number) {\r\n number = (number > totalFacets) ? totalFacets : number;\r\n size = Math.round(totalFacets / number);\r\n delta = 0;\r\n }\r\n else {\r\n size = (size > totalFacets) ? totalFacets : size;\r\n }\r\n var facetPos = []; // submesh positions\r\n var facetNor = [];\r\n var facetInd = []; // submesh indices\r\n var facetUV = []; // submesh UV\r\n var facetCol = []; // submesh colors\r\n var barycenter = Vector3.Zero();\r\n var sizeO = size;\r\n while (f < totalFacets) {\r\n size = sizeO + Math.floor((1 + delta) * Math.random());\r\n if (f > totalFacets - size) {\r\n size = totalFacets - f;\r\n }\r\n // reset temp arrays\r\n facetPos.length = 0;\r\n facetNor.length = 0;\r\n facetInd.length = 0;\r\n facetUV.length = 0;\r\n facetCol.length = 0;\r\n // iterate over \"size\" facets\r\n var fi = 0;\r\n for (var j = f * 3; j < (f + size) * 3; j++) {\r\n facetInd.push(fi);\r\n var i = meshInd[j];\r\n var i3 = i * 3;\r\n facetPos.push(meshPos[i3], meshPos[i3 + 1], meshPos[i3 + 2]);\r\n facetNor.push(meshNor[i3], meshNor[i3 + 1], meshNor[i3 + 2]);\r\n if (meshUV) {\r\n var i2 = i * 2;\r\n facetUV.push(meshUV[i2], meshUV[i2 + 1]);\r\n }\r\n if (meshCol) {\r\n var i4 = i * 4;\r\n facetCol.push(meshCol[i4], meshCol[i4 + 1], meshCol[i4 + 2], meshCol[i4 + 3]);\r\n }\r\n fi++;\r\n }\r\n // create a model shape for each single particle\r\n var idx = this.nbParticles;\r\n var shape = this._posToShape(facetPos);\r\n var shapeUV = this._uvsToShapeUV(facetUV);\r\n var shapeInd = Array.from(facetInd);\r\n var shapeCol = Array.from(facetCol);\r\n var shapeNor = Array.from(facetNor);\r\n // compute the barycenter of the shape\r\n barycenter.copyFromFloats(0, 0, 0);\r\n var v;\r\n for (v = 0; v < shape.length; v++) {\r\n barycenter.addInPlace(shape[v]);\r\n }\r\n barycenter.scaleInPlace(1 / shape.length);\r\n // shift the shape from its barycenter to the origin\r\n // and compute the BBox required for intersection.\r\n var minimum = new Vector3(Infinity, Infinity, Infinity);\r\n var maximum = new Vector3(-Infinity, -Infinity, -Infinity);\r\n for (v = 0; v < shape.length; v++) {\r\n shape[v].subtractInPlace(barycenter);\r\n minimum.minimizeInPlaceFromFloats(shape[v].x, shape[v].y, shape[v].z);\r\n maximum.maximizeInPlaceFromFloats(shape[v].x, shape[v].y, shape[v].z);\r\n }\r\n var bInfo;\r\n if (this._particlesIntersect) {\r\n bInfo = new BoundingInfo(minimum, maximum);\r\n }\r\n var material = null;\r\n if (this._useModelMaterial) {\r\n material = (mesh.material) ? mesh.material : this._setDefaultMaterial();\r\n }\r\n var modelShape = new ModelShape(this._shapeCounter, shape, shapeInd, shapeNor, shapeCol, shapeUV, null, null, material);\r\n // add the particle in the SPS\r\n var currentPos = this._positions.length;\r\n var currentInd = this._indices.length;\r\n this._meshBuilder(this._index, currentInd, shape, this._positions, shapeInd, this._indices, facetUV, this._uvs, shapeCol, this._colors, shapeNor, this._normals, idx, 0, null, modelShape);\r\n this._addParticle(idx, this._lastParticleId, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo, storage);\r\n // initialize the particle position\r\n this.particles[this.nbParticles].position.addInPlace(barycenter);\r\n if (!storage) {\r\n this._index += shape.length;\r\n idx++;\r\n this.nbParticles++;\r\n this._lastParticleId++;\r\n }\r\n this._shapeCounter++;\r\n f += size;\r\n }\r\n this._isNotBuilt = true; // buildMesh() is now expected for setParticles() to work\r\n return this;\r\n };\r\n /**\r\n * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._unrotateFixedNormals = function () {\r\n var index = 0;\r\n var idx = 0;\r\n var tmpNormal = TmpVectors.Vector3[0];\r\n var quaternion = TmpVectors.Quaternion[0];\r\n var invertedRotMatrix = TmpVectors.Matrix[0];\r\n for (var p = 0; p < this.particles.length; p++) {\r\n var particle = this.particles[p];\r\n var shape = particle._model._shape;\r\n // computing the inverse of the rotation matrix from the quaternion\r\n // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion\r\n if (particle.rotationQuaternion) {\r\n particle.rotationQuaternion.conjugateToRef(quaternion);\r\n }\r\n else {\r\n var rotation = particle.rotation;\r\n Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);\r\n quaternion.conjugateInPlace();\r\n }\r\n quaternion.toRotationMatrix(invertedRotMatrix);\r\n for (var pt = 0; pt < shape.length; pt++) {\r\n idx = index + pt * 3;\r\n Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);\r\n tmpNormal.toArray(this._fixedNormal32, idx);\r\n }\r\n index = idx + 3;\r\n }\r\n };\r\n /**\r\n * Resets the temporary working copy particle\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._resetCopy = function () {\r\n var copy = this._copy;\r\n copy.position.setAll(0);\r\n copy.rotation.setAll(0);\r\n copy.rotationQuaternion = null;\r\n copy.scaling.setAll(1);\r\n copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);\r\n copy.color = null;\r\n copy.translateFromPivot = false;\r\n copy.materialIndex = null;\r\n };\r\n /**\r\n * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays\r\n * @param p the current index in the positions array to be updated\r\n * @param ind the current index in the indices array\r\n * @param shape a Vector3 array, the shape geometry\r\n * @param positions the positions array to be updated\r\n * @param meshInd the shape indices array\r\n * @param indices the indices array to be updated\r\n * @param meshUV the shape uv array\r\n * @param uvs the uv array to be updated\r\n * @param meshCol the shape color array\r\n * @param colors the color array to be updated\r\n * @param meshNor the shape normals array\r\n * @param normals the normals array to be updated\r\n * @param idx the particle index\r\n * @param idxInShape the particle index in its shape\r\n * @param options the addShape() method passed options\r\n * @model the particle model\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._meshBuilder = function (p, ind, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options, model) {\r\n var i;\r\n var u = 0;\r\n var c = 0;\r\n var n = 0;\r\n this._resetCopy();\r\n var copy = this._copy;\r\n var storeApart = (options && options.storage) ? true : false;\r\n copy.idx = idx;\r\n copy.idxInShape = idxInShape;\r\n if (this._useModelMaterial) {\r\n var materialId = model._material.uniqueId;\r\n var materialIndexesById = this._materialIndexesById;\r\n if (!materialIndexesById.hasOwnProperty(materialId)) {\r\n materialIndexesById[materialId] = this._materials.length;\r\n this._materials.push(model._material);\r\n }\r\n var matIdx = materialIndexesById[materialId];\r\n copy.materialIndex = matIdx;\r\n }\r\n if (options && options.positionFunction) { // call to custom positionFunction\r\n options.positionFunction(copy, idx, idxInShape);\r\n this._mustUnrotateFixedNormals = true;\r\n }\r\n // in case the particle geometry must NOT be inserted in the SPS mesh geometry\r\n if (storeApart) {\r\n return copy;\r\n }\r\n var rotMatrix = TmpVectors.Matrix[0];\r\n var tmpVertex = TmpVectors.Vector3[0];\r\n var tmpRotated = TmpVectors.Vector3[1];\r\n var pivotBackTranslation = TmpVectors.Vector3[2];\r\n var scaledPivot = TmpVectors.Vector3[3];\r\n Matrix.IdentityToRef(rotMatrix);\r\n copy.getRotationMatrix(rotMatrix);\r\n copy.pivot.multiplyToRef(copy.scaling, scaledPivot);\r\n if (copy.translateFromPivot) {\r\n pivotBackTranslation.setAll(0.0);\r\n }\r\n else {\r\n pivotBackTranslation.copyFrom(scaledPivot);\r\n }\r\n var someVertexFunction = (options && options.vertexFunction);\r\n for (i = 0; i < shape.length; i++) {\r\n tmpVertex.copyFrom(shape[i]);\r\n if (someVertexFunction) {\r\n options.vertexFunction(copy, tmpVertex, i);\r\n }\r\n tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);\r\n Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);\r\n tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);\r\n positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);\r\n if (meshUV) {\r\n var copyUvs = copy.uvs;\r\n uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);\r\n u += 2;\r\n }\r\n if (copy.color) {\r\n this._color = copy.color;\r\n }\r\n else {\r\n var color = this._color;\r\n if (meshCol && meshCol[c] !== undefined) {\r\n color.r = meshCol[c];\r\n color.g = meshCol[c + 1];\r\n color.b = meshCol[c + 2];\r\n color.a = meshCol[c + 3];\r\n }\r\n else {\r\n color.r = 1.0;\r\n color.g = 1.0;\r\n color.b = 1.0;\r\n color.a = 1.0;\r\n }\r\n }\r\n colors.push(this._color.r, this._color.g, this._color.b, this._color.a);\r\n c += 4;\r\n if (!this.recomputeNormals && meshNor) {\r\n Vector3.TransformNormalFromFloatsToRef(meshNor[n], meshNor[n + 1], meshNor[n + 2], rotMatrix, tmpVertex);\r\n normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);\r\n n += 3;\r\n }\r\n }\r\n for (i = 0; i < meshInd.length; i++) {\r\n var current_ind = p + meshInd[i];\r\n indices.push(current_ind);\r\n if (current_ind > 65535) {\r\n this._needs32Bits = true;\r\n }\r\n }\r\n if (this._pickable) {\r\n var nbfaces = meshInd.length / 3;\r\n for (i = 0; i < nbfaces; i++) {\r\n this.pickedParticles.push({ idx: idx, faceId: i });\r\n }\r\n }\r\n if (this._depthSort || this._multimaterialEnabled) {\r\n var matIndex = (copy.materialIndex !== null) ? copy.materialIndex : 0;\r\n this.depthSortedParticles.push(new DepthSortedParticle(ind, meshInd.length, matIndex));\r\n }\r\n return copy;\r\n };\r\n /**\r\n * Returns a shape Vector3 array from positions float array\r\n * @param positions float array\r\n * @returns a vector3 array\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._posToShape = function (positions) {\r\n var shape = [];\r\n for (var i = 0; i < positions.length; i += 3) {\r\n shape.push(Vector3.FromArray(positions, i));\r\n }\r\n return shape;\r\n };\r\n /**\r\n * Returns a shapeUV array from a float uvs (array deep copy)\r\n * @param uvs as a float array\r\n * @returns a shapeUV array\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {\r\n var shapeUV = [];\r\n if (uvs) {\r\n for (var i = 0; i < uvs.length; i++) {\r\n shapeUV.push(uvs[i]);\r\n }\r\n }\r\n return shapeUV;\r\n };\r\n /**\r\n * Adds a new particle object in the particles array\r\n * @param idx particle index in particles array\r\n * @param id particle id\r\n * @param idxpos positionIndex : the starting index of the particle vertices in the SPS \"positions\" array\r\n * @param idxind indiceIndex : he starting index of the particle indices in the SPS \"indices\" array\r\n * @param model particle ModelShape object\r\n * @param shapeId model shape identifier\r\n * @param idxInShape index of the particle in the current model\r\n * @param bInfo model bounding info object\r\n * @param storage target storage array, if any\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._addParticle = function (idx, id, idxpos, idxind, model, shapeId, idxInShape, bInfo, storage) {\r\n if (bInfo === void 0) { bInfo = null; }\r\n if (storage === void 0) { storage = null; }\r\n var sp = new SolidParticle(idx, id, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);\r\n var target = (storage) ? storage : this.particles;\r\n target.push(sp);\r\n return sp;\r\n };\r\n /**\r\n * Adds some particles to the SPS from the model shape. Returns the shape id.\r\n * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps\r\n * @param mesh is any Mesh object that will be used as a model for the solid particles.\r\n * @param nb (positive integer) the number of particles to be created from this model\r\n * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.\r\n * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation\r\n * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.\r\n * @returns the number of shapes in the system\r\n */\r\n SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {\r\n var meshPos = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n var meshInd = mesh.getIndices();\r\n var meshUV = mesh.getVerticesData(VertexBuffer.UVKind);\r\n var meshCol = mesh.getVerticesData(VertexBuffer.ColorKind);\r\n var meshNor = mesh.getVerticesData(VertexBuffer.NormalKind);\r\n this.recomputeNormals = (meshNor) ? false : true;\r\n var indices = Array.from(meshInd);\r\n var shapeNormals = Array.from(meshNor);\r\n var shapeColors = (meshCol) ? Array.from(meshCol) : [];\r\n var storage = (options && options.storage) ? options.storage : null;\r\n var bbInfo = null;\r\n if (this._particlesIntersect) {\r\n bbInfo = mesh.getBoundingInfo();\r\n }\r\n var shape = this._posToShape(meshPos);\r\n var shapeUV = this._uvsToShapeUV(meshUV);\r\n var posfunc = options ? options.positionFunction : null;\r\n var vtxfunc = options ? options.vertexFunction : null;\r\n var material = null;\r\n if (this._useModelMaterial) {\r\n material = (mesh.material) ? mesh.material : this._setDefaultMaterial();\r\n }\r\n var modelShape = new ModelShape(this._shapeCounter, shape, indices, shapeNormals, shapeColors, shapeUV, posfunc, vtxfunc, material);\r\n // particles\r\n for (var i = 0; i < nb; i++) {\r\n this._insertNewParticle(this.nbParticles, i, modelShape, shape, meshInd, meshUV, meshCol, meshNor, bbInfo, storage, options);\r\n }\r\n this._shapeCounter++;\r\n this._isNotBuilt = true; // buildMesh() call is now expected for setParticles() to work\r\n return this._shapeCounter - 1;\r\n };\r\n /**\r\n * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._rebuildParticle = function (particle, reset) {\r\n if (reset === void 0) { reset = false; }\r\n this._resetCopy();\r\n var copy = this._copy;\r\n if (particle._model._positionFunction) { // recall to stored custom positionFunction\r\n particle._model._positionFunction(copy, particle.idx, particle.idxInShape);\r\n }\r\n var rotMatrix = TmpVectors.Matrix[0];\r\n var tmpVertex = TmpVectors.Vector3[0];\r\n var tmpRotated = TmpVectors.Vector3[1];\r\n var pivotBackTranslation = TmpVectors.Vector3[2];\r\n var scaledPivot = TmpVectors.Vector3[3];\r\n copy.getRotationMatrix(rotMatrix);\r\n particle.pivot.multiplyToRef(particle.scaling, scaledPivot);\r\n if (copy.translateFromPivot) {\r\n pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);\r\n }\r\n else {\r\n pivotBackTranslation.copyFrom(scaledPivot);\r\n }\r\n var shape = particle._model._shape;\r\n for (var pt = 0; pt < shape.length; pt++) {\r\n tmpVertex.copyFrom(shape[pt]);\r\n if (particle._model._vertexFunction) {\r\n particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction\r\n }\r\n tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);\r\n Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);\r\n tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);\r\n }\r\n if (reset) {\r\n particle.position.setAll(0.0);\r\n particle.rotation.setAll(0.0);\r\n particle.rotationQuaternion = null;\r\n particle.scaling.setAll(1.0);\r\n particle.uvs.setAll(0.0);\r\n particle.pivot.setAll(0.0);\r\n particle.translateFromPivot = false;\r\n particle.parentId = null;\r\n }\r\n };\r\n /**\r\n * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.\r\n * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.\r\n * @returns the SPS.\r\n */\r\n SolidParticleSystem.prototype.rebuildMesh = function (reset) {\r\n if (reset === void 0) { reset = false; }\r\n for (var p = 0; p < this.particles.length; p++) {\r\n this._rebuildParticle(this.particles[p], reset);\r\n }\r\n this.mesh.updateVerticesData(VertexBuffer.PositionKind, this._positions32, false, false);\r\n return this;\r\n };\r\n /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).\r\n * Returns an array with the removed particles.\r\n * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.\r\n * The SPS can't be empty so at least one particle needs to remain in place.\r\n * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.\r\n * @param start index of the first particle to remove\r\n * @param end index of the last particle to remove (included)\r\n * @returns an array populated with the removed particles\r\n */\r\n SolidParticleSystem.prototype.removeParticles = function (start, end) {\r\n var nb = end - start + 1;\r\n if (!this._expandable || nb <= 0 || nb >= this.nbParticles || !this._updatable) {\r\n return [];\r\n }\r\n var particles = this.particles;\r\n var currentNb = this.nbParticles;\r\n if (end < currentNb - 1) { // update the particle indexes in the positions array in case they're remaining particles after the last removed\r\n var firstRemaining = end + 1;\r\n var shiftPos = particles[firstRemaining]._pos - particles[start]._pos;\r\n var shifInd = particles[firstRemaining]._ind - particles[start]._ind;\r\n for (var i = firstRemaining; i < currentNb; i++) {\r\n var part = particles[i];\r\n part._pos -= shiftPos;\r\n part._ind -= shifInd;\r\n }\r\n }\r\n var removed = particles.splice(start, nb);\r\n this._positions.length = 0;\r\n this._indices.length = 0;\r\n this._colors.length = 0;\r\n this._uvs.length = 0;\r\n this._normals.length = 0;\r\n this._index = 0;\r\n this._idxOfId.length = 0;\r\n if (this._depthSort || this._multimaterialEnabled) {\r\n this.depthSortedParticles = [];\r\n }\r\n var ind = 0;\r\n var particlesLength = particles.length;\r\n for (var p = 0; p < particlesLength; p++) {\r\n var particle = particles[p];\r\n var model = particle._model;\r\n var shape = model._shape;\r\n var modelIndices = model._indices;\r\n var modelNormals = model._normals;\r\n var modelColors = model._shapeColors;\r\n var modelUVs = model._shapeUV;\r\n particle.idx = p;\r\n this._idxOfId[particle.id] = p;\r\n this._meshBuilder(this._index, ind, shape, this._positions, modelIndices, this._indices, modelUVs, this._uvs, modelColors, this._colors, modelNormals, this._normals, particle.idx, particle.idxInShape, null, model);\r\n this._index += shape.length;\r\n ind += modelIndices.length;\r\n }\r\n this.nbParticles -= nb;\r\n this._isNotBuilt = true; // buildMesh() call is now expected for setParticles() to work\r\n return removed;\r\n };\r\n /**\r\n * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().\r\n * @param solidParticleArray an array populated with Solid Particles objects\r\n * @returns the SPS\r\n */\r\n SolidParticleSystem.prototype.insertParticlesFromArray = function (solidParticleArray) {\r\n if (!this._expandable) {\r\n return this;\r\n }\r\n var idxInShape = 0;\r\n var currentShapeId = solidParticleArray[0].shapeId;\r\n var nb = solidParticleArray.length;\r\n for (var i = 0; i < nb; i++) {\r\n var sp = solidParticleArray[i];\r\n var model = sp._model;\r\n var shape = model._shape;\r\n var meshInd = model._indices;\r\n var meshUV = model._shapeUV;\r\n var meshCol = model._shapeColors;\r\n var meshNor = model._normals;\r\n var noNor = (meshNor) ? false : true;\r\n this.recomputeNormals = (noNor || this.recomputeNormals);\r\n var bbInfo = sp._boundingInfo;\r\n var newPart = this._insertNewParticle(this.nbParticles, idxInShape, model, shape, meshInd, meshUV, meshCol, meshNor, bbInfo, null, null);\r\n sp.copyToRef(newPart);\r\n idxInShape++;\r\n if (currentShapeId != sp.shapeId) {\r\n currentShapeId = sp.shapeId;\r\n idxInShape = 0;\r\n }\r\n }\r\n this._isNotBuilt = true; // buildMesh() call is now expected for setParticles() to work\r\n return this;\r\n };\r\n /**\r\n * Creates a new particle and modifies the SPS mesh geometry :\r\n * - calls _meshBuilder() to increase the SPS mesh geometry step by step\r\n * - calls _addParticle() to populate the particle array\r\n * factorized code from addShape() and insertParticlesFromArray()\r\n * @param idx particle index in the particles array\r\n * @param i particle index in its shape\r\n * @param modelShape particle ModelShape object\r\n * @param shape shape vertex array\r\n * @param meshInd shape indices array\r\n * @param meshUV shape uv array\r\n * @param meshCol shape color array\r\n * @param meshNor shape normals array\r\n * @param bbInfo shape bounding info\r\n * @param storage target particle storage\r\n * @options addShape() passed options\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._insertNewParticle = function (idx, i, modelShape, shape, meshInd, meshUV, meshCol, meshNor, bbInfo, storage, options) {\r\n var currentPos = this._positions.length;\r\n var currentInd = this._indices.length;\r\n var currentCopy = this._meshBuilder(this._index, currentInd, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options, modelShape);\r\n var sp = null;\r\n if (this._updatable) {\r\n sp = this._addParticle(this.nbParticles, this._lastParticleId, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo, storage);\r\n sp.position.copyFrom(currentCopy.position);\r\n sp.rotation.copyFrom(currentCopy.rotation);\r\n if (currentCopy.rotationQuaternion) {\r\n if (sp.rotationQuaternion) {\r\n sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);\r\n }\r\n else {\r\n sp.rotationQuaternion = currentCopy.rotationQuaternion.clone();\r\n }\r\n }\r\n if (currentCopy.color) {\r\n if (sp.color) {\r\n sp.color.copyFrom(currentCopy.color);\r\n }\r\n else {\r\n sp.color = currentCopy.color.clone();\r\n }\r\n }\r\n sp.scaling.copyFrom(currentCopy.scaling);\r\n sp.uvs.copyFrom(currentCopy.uvs);\r\n if (currentCopy.materialIndex !== null) {\r\n sp.materialIndex = currentCopy.materialIndex;\r\n }\r\n if (this.expandable) {\r\n this._idxOfId[sp.id] = sp.idx;\r\n }\r\n }\r\n if (!storage) {\r\n this._index += shape.length;\r\n this.nbParticles++;\r\n this._lastParticleId++;\r\n }\r\n return sp;\r\n };\r\n /**\r\n * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.\r\n * This method calls `updateParticle()` for each particle of the SPS.\r\n * For an animated SPS, it is usually called within the render loop.\r\n * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.\r\n * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_\r\n * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_\r\n * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_\r\n * @returns the SPS.\r\n */\r\n SolidParticleSystem.prototype.setParticles = function (start, end, update) {\r\n if (start === void 0) { start = 0; }\r\n if (end === void 0) { end = this.nbParticles - 1; }\r\n if (update === void 0) { update = true; }\r\n if (!this._updatable || this._isNotBuilt) {\r\n return this;\r\n }\r\n // custom beforeUpdate\r\n this.beforeUpdateParticles(start, end, update);\r\n var rotMatrix = TmpVectors.Matrix[0];\r\n var invertedMatrix = TmpVectors.Matrix[1];\r\n var mesh = this.mesh;\r\n var colors32 = this._colors32;\r\n var positions32 = this._positions32;\r\n var normals32 = this._normals32;\r\n var uvs32 = this._uvs32;\r\n var indices32 = this._indices32;\r\n var indices = this._indices;\r\n var fixedNormal32 = this._fixedNormal32;\r\n var tempVectors = TmpVectors.Vector3;\r\n var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);\r\n var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);\r\n var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);\r\n var minimum = tempVectors[8].setAll(Number.MAX_VALUE);\r\n var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);\r\n var camInvertedPosition = tempVectors[10].setAll(0);\r\n // cases when the World Matrix is to be computed first\r\n if (this.billboard || this._depthSort) {\r\n this.mesh.computeWorldMatrix(true);\r\n this.mesh._worldMatrix.invertToRef(invertedMatrix);\r\n }\r\n // if the particles will always face the camera\r\n if (this.billboard) {\r\n // compute the camera position and un-rotate it by the current mesh rotation\r\n var tmpVertex = tempVectors[0];\r\n this._camera.getDirectionToRef(Axis.Z, tmpVertex);\r\n Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);\r\n camAxisZ.normalize();\r\n // same for camera up vector extracted from the cam view matrix\r\n var view = this._camera.getViewMatrix(true);\r\n Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);\r\n Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);\r\n camAxisY.normalize();\r\n camAxisX.normalize();\r\n }\r\n // if depthSort, compute the camera global position in the mesh local system\r\n if (this._depthSort) {\r\n Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera\r\n }\r\n Matrix.IdentityToRef(rotMatrix);\r\n var idx = 0; // current position index in the global array positions32\r\n var index = 0; // position start index in the global array positions32 of the current particle\r\n var colidx = 0; // current color index in the global array colors32\r\n var colorIndex = 0; // color start index in the global array colors32 of the current particle\r\n var uvidx = 0; // current uv index in the global array uvs32\r\n var uvIndex = 0; // uv start index in the global array uvs32 of the current particle\r\n var pt = 0; // current index in the particle model shape\r\n if (this.mesh.isFacetDataEnabled) {\r\n this._computeBoundingBox = true;\r\n }\r\n end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;\r\n if (this._computeBoundingBox) {\r\n if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.\r\n var boundingInfo = this.mesh._boundingInfo;\r\n if (boundingInfo) {\r\n minimum.copyFrom(boundingInfo.minimum);\r\n maximum.copyFrom(boundingInfo.maximum);\r\n }\r\n }\r\n }\r\n // particle loop\r\n index = this.particles[start]._pos;\r\n var vpos = (index / 3) | 0;\r\n colorIndex = vpos * 4;\r\n uvIndex = vpos * 2;\r\n for (var p = start; p <= end; p++) {\r\n var particle = this.particles[p];\r\n // call to custom user function to update the particle properties\r\n this.updateParticle(particle);\r\n var shape = particle._model._shape;\r\n var shapeUV = particle._model._shapeUV;\r\n var particleRotationMatrix = particle._rotationMatrix;\r\n var particlePosition = particle.position;\r\n var particleRotation = particle.rotation;\r\n var particleScaling = particle.scaling;\r\n var particleGlobalPosition = particle._globalPosition;\r\n // camera-particle distance for depth sorting\r\n if (this._depthSort && this._depthSortParticles) {\r\n var dsp = this.depthSortedParticles[p];\r\n dsp.ind = particle._ind;\r\n dsp.indicesLength = particle._model._indicesLength;\r\n dsp.sqDistance = Vector3.DistanceSquared(particle.position, camInvertedPosition);\r\n }\r\n // skip the computations for inactive or already invisible particles\r\n if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {\r\n // increment indexes for the next particle\r\n pt = shape.length;\r\n index += pt * 3;\r\n colorIndex += pt * 4;\r\n uvIndex += pt * 2;\r\n continue;\r\n }\r\n if (particle.isVisible) {\r\n particle._stillInvisible = false; // un-mark permanent invisibility\r\n var scaledPivot = tempVectors[12];\r\n particle.pivot.multiplyToRef(particleScaling, scaledPivot);\r\n // particle rotation matrix\r\n if (this.billboard) {\r\n particleRotation.x = 0.0;\r\n particleRotation.y = 0.0;\r\n }\r\n if (this._computeParticleRotation || this.billboard) {\r\n particle.getRotationMatrix(rotMatrix);\r\n }\r\n var particleHasParent = (particle.parentId !== null);\r\n if (particleHasParent) {\r\n var parent_1 = this.getParticleById(particle.parentId);\r\n if (parent_1) {\r\n var parentRotationMatrix = parent_1._rotationMatrix;\r\n var parentGlobalPosition = parent_1._globalPosition;\r\n var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];\r\n var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];\r\n var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];\r\n particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;\r\n particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;\r\n particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;\r\n if (this._computeParticleRotation || this.billboard) {\r\n var rotMatrixValues = rotMatrix.m;\r\n particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];\r\n particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];\r\n particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];\r\n particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];\r\n particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];\r\n particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];\r\n particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];\r\n particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];\r\n particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];\r\n }\r\n }\r\n else { // in case the parent were removed at some moment\r\n particle.parentId = null;\r\n }\r\n }\r\n else {\r\n particleGlobalPosition.x = particlePosition.x;\r\n particleGlobalPosition.y = particlePosition.y;\r\n particleGlobalPosition.z = particlePosition.z;\r\n if (this._computeParticleRotation || this.billboard) {\r\n var rotMatrixValues = rotMatrix.m;\r\n particleRotationMatrix[0] = rotMatrixValues[0];\r\n particleRotationMatrix[1] = rotMatrixValues[1];\r\n particleRotationMatrix[2] = rotMatrixValues[2];\r\n particleRotationMatrix[3] = rotMatrixValues[4];\r\n particleRotationMatrix[4] = rotMatrixValues[5];\r\n particleRotationMatrix[5] = rotMatrixValues[6];\r\n particleRotationMatrix[6] = rotMatrixValues[8];\r\n particleRotationMatrix[7] = rotMatrixValues[9];\r\n particleRotationMatrix[8] = rotMatrixValues[10];\r\n }\r\n }\r\n var pivotBackTranslation = tempVectors[11];\r\n if (particle.translateFromPivot) {\r\n pivotBackTranslation.setAll(0.0);\r\n }\r\n else {\r\n pivotBackTranslation.copyFrom(scaledPivot);\r\n }\r\n // particle vertex loop\r\n for (pt = 0; pt < shape.length; pt++) {\r\n idx = index + pt * 3;\r\n colidx = colorIndex + pt * 4;\r\n uvidx = uvIndex + pt * 2;\r\n var tmpVertex = tempVectors[0];\r\n tmpVertex.copyFrom(shape[pt]);\r\n if (this._computeParticleVertex) {\r\n this.updateParticleVertex(particle, tmpVertex, pt);\r\n }\r\n // positions\r\n var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;\r\n var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;\r\n var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;\r\n var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];\r\n var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];\r\n var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];\r\n rotatedX += pivotBackTranslation.x;\r\n rotatedY += pivotBackTranslation.y;\r\n rotatedZ += pivotBackTranslation.z;\r\n var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;\r\n var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;\r\n var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;\r\n if (this._computeBoundingBox) {\r\n minimum.minimizeInPlaceFromFloats(px, py, pz);\r\n maximum.maximizeInPlaceFromFloats(px, py, pz);\r\n }\r\n // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()\r\n if (!this._computeParticleVertex) {\r\n var normalx = fixedNormal32[idx];\r\n var normaly = fixedNormal32[idx + 1];\r\n var normalz = fixedNormal32[idx + 2];\r\n var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];\r\n var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];\r\n var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];\r\n normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;\r\n normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;\r\n normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;\r\n }\r\n if (this._computeParticleColor && particle.color) {\r\n var color = particle.color;\r\n var colors32_1 = this._colors32;\r\n colors32_1[colidx] = color.r;\r\n colors32_1[colidx + 1] = color.g;\r\n colors32_1[colidx + 2] = color.b;\r\n colors32_1[colidx + 3] = color.a;\r\n }\r\n if (this._computeParticleTexture) {\r\n var uvs = particle.uvs;\r\n uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;\r\n uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;\r\n }\r\n }\r\n }\r\n // particle just set invisible : scaled to zero and positioned at the origin\r\n else {\r\n particle._stillInvisible = true; // mark the particle as invisible\r\n for (pt = 0; pt < shape.length; pt++) {\r\n idx = index + pt * 3;\r\n colidx = colorIndex + pt * 4;\r\n uvidx = uvIndex + pt * 2;\r\n positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;\r\n normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;\r\n if (this._computeParticleColor && particle.color) {\r\n var color = particle.color;\r\n colors32[colidx] = color.r;\r\n colors32[colidx + 1] = color.g;\r\n colors32[colidx + 2] = color.b;\r\n colors32[colidx + 3] = color.a;\r\n }\r\n if (this._computeParticleTexture) {\r\n var uvs = particle.uvs;\r\n uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;\r\n uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;\r\n }\r\n }\r\n }\r\n // if the particle intersections must be computed : update the bbInfo\r\n if (this._particlesIntersect) {\r\n var bInfo = particle._boundingInfo;\r\n var bBox = bInfo.boundingBox;\r\n var bSphere = bInfo.boundingSphere;\r\n var modelBoundingInfo = particle._modelBoundingInfo;\r\n if (!this._bSphereOnly) {\r\n // place, scale and rotate the particle bbox within the SPS local system, then update it\r\n var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;\r\n var tempMin = tempVectors[1];\r\n var tempMax = tempVectors[2];\r\n tempMin.setAll(Number.MAX_VALUE);\r\n tempMax.setAll(-Number.MAX_VALUE);\r\n for (var b = 0; b < 8; b++) {\r\n var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;\r\n var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;\r\n var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;\r\n var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];\r\n var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];\r\n var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];\r\n var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;\r\n var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;\r\n var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;\r\n tempMin.minimizeInPlaceFromFloats(x, y, z);\r\n tempMax.maximizeInPlaceFromFloats(x, y, z);\r\n }\r\n bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);\r\n }\r\n // place and scale the particle bouding sphere in the SPS local system, then update it\r\n var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);\r\n var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);\r\n var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5).addInPlace(particleGlobalPosition);\r\n var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);\r\n var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);\r\n var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);\r\n bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);\r\n }\r\n // increment indexes for the next particle\r\n index = idx + 3;\r\n colorIndex = colidx + 4;\r\n uvIndex = uvidx + 2;\r\n }\r\n // if the VBO must be updated\r\n if (update) {\r\n if (this._computeParticleColor) {\r\n mesh.updateVerticesData(VertexBuffer.ColorKind, colors32, false, false);\r\n }\r\n if (this._computeParticleTexture) {\r\n mesh.updateVerticesData(VertexBuffer.UVKind, uvs32, false, false);\r\n }\r\n mesh.updateVerticesData(VertexBuffer.PositionKind, positions32, false, false);\r\n if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {\r\n if (this._computeParticleVertex || mesh.isFacetDataEnabled) {\r\n // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]\r\n var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;\r\n VertexData.ComputeNormals(positions32, indices32, normals32, params);\r\n for (var i = 0; i < normals32.length; i++) {\r\n fixedNormal32[i] = normals32[i];\r\n }\r\n }\r\n if (!mesh.areNormalsFrozen) {\r\n mesh.updateVerticesData(VertexBuffer.NormalKind, normals32, false, false);\r\n }\r\n }\r\n if (this._depthSort && this._depthSortParticles) {\r\n var depthSortedParticles = this.depthSortedParticles;\r\n depthSortedParticles.sort(this._depthSortFunction);\r\n var dspl = depthSortedParticles.length;\r\n var sid = 0;\r\n for (var sorted = 0; sorted < dspl; sorted++) {\r\n var lind = depthSortedParticles[sorted].indicesLength;\r\n var sind = depthSortedParticles[sorted].ind;\r\n for (var i = 0; i < lind; i++) {\r\n indices32[sid] = indices[sind + i];\r\n sid++;\r\n }\r\n }\r\n mesh.updateIndices(indices32);\r\n }\r\n }\r\n if (this._computeBoundingBox) {\r\n if (mesh._boundingInfo) {\r\n mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);\r\n }\r\n else {\r\n mesh._boundingInfo = new BoundingInfo(minimum, maximum, mesh._worldMatrix);\r\n }\r\n }\r\n if (this._autoUpdateSubMeshes) {\r\n this.computeSubMeshes();\r\n }\r\n this.afterUpdateParticles(start, end, update);\r\n return this;\r\n };\r\n /**\r\n * Disposes the SPS.\r\n */\r\n SolidParticleSystem.prototype.dispose = function () {\r\n this.mesh.dispose();\r\n this.vars = null;\r\n // drop references to internal big arrays for the GC\r\n this._positions = null;\r\n this._indices = null;\r\n this._normals = null;\r\n this._uvs = null;\r\n this._colors = null;\r\n this._indices32 = null;\r\n this._positions32 = null;\r\n this._normals32 = null;\r\n this._fixedNormal32 = null;\r\n this._uvs32 = null;\r\n this._colors32 = null;\r\n this.pickedParticles = null;\r\n };\r\n /**\r\n * Returns a SolidParticle object from its identifier : particle.id\r\n * @param id (integer) the particle Id\r\n * @returns the searched particle or null if not found in the SPS.\r\n */\r\n SolidParticleSystem.prototype.getParticleById = function (id) {\r\n var p = this.particles[id];\r\n if (p && p.id == id) {\r\n return p;\r\n }\r\n var particles = this.particles;\r\n var idx = this._idxOfId[id];\r\n if (idx !== undefined) {\r\n return particles[idx];\r\n }\r\n var i = 0;\r\n var nb = this.nbParticles;\r\n while (i < nb) {\r\n var particle = particles[i];\r\n if (particle.id == id) {\r\n return particle;\r\n }\r\n i++;\r\n }\r\n return null;\r\n };\r\n /**\r\n * Returns a new array populated with the particles having the passed shapeId.\r\n * @param shapeId (integer) the shape identifier\r\n * @returns a new solid particle array\r\n */\r\n SolidParticleSystem.prototype.getParticlesByShapeId = function (shapeId) {\r\n var ref = [];\r\n this.getParticlesByShapeIdToRef(shapeId, ref);\r\n return ref;\r\n };\r\n /**\r\n * Populates the passed array \"ref\" with the particles having the passed shapeId.\r\n * @param shapeId the shape identifier\r\n * @returns the SPS\r\n * @param ref\r\n */\r\n SolidParticleSystem.prototype.getParticlesByShapeIdToRef = function (shapeId, ref) {\r\n ref.length = 0;\r\n for (var i = 0; i < this.nbParticles; i++) {\r\n var p = this.particles[i];\r\n if (p.shapeId == shapeId) {\r\n ref.push(p);\r\n }\r\n }\r\n return this;\r\n };\r\n /**\r\n * Computes the required SubMeshes according the materials assigned to the particles.\r\n * @returns the solid particle system.\r\n * Does nothing if called before the SPS mesh is built.\r\n */\r\n SolidParticleSystem.prototype.computeSubMeshes = function () {\r\n if (!this.mesh || !this._multimaterialEnabled) {\r\n return this;\r\n }\r\n var depthSortedParticles = this.depthSortedParticles;\r\n if (this.particles.length > 0) {\r\n for (var p = 0; p < this.particles.length; p++) {\r\n var part = this.particles[p];\r\n if (!part.materialIndex) {\r\n part.materialIndex = 0;\r\n }\r\n var sortedPart = depthSortedParticles[p];\r\n sortedPart.materialIndex = part.materialIndex;\r\n sortedPart.ind = part._ind;\r\n sortedPart.indicesLength = part._model._indicesLength;\r\n }\r\n }\r\n this._sortParticlesByMaterial();\r\n var indicesByMaterial = this._indicesByMaterial;\r\n var materialIndexes = this._materialIndexes;\r\n var mesh = this.mesh;\r\n mesh.subMeshes = [];\r\n var vcount = mesh.getTotalVertices();\r\n for (var m = 0; m < materialIndexes.length; m++) {\r\n var start = indicesByMaterial[m];\r\n var count = indicesByMaterial[m + 1] - start;\r\n var matIndex = materialIndexes[m];\r\n new SubMesh(matIndex, 0, vcount, start, count, mesh);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sorts the solid particles by material when MultiMaterial is enabled.\r\n * Updates the indices32 array.\r\n * Updates the indicesByMaterial array.\r\n * Updates the mesh indices array.\r\n * @returns the SPS\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._sortParticlesByMaterial = function () {\r\n var indicesByMaterial = [0];\r\n this._indicesByMaterial = indicesByMaterial;\r\n var materialIndexes = [];\r\n this._materialIndexes = materialIndexes;\r\n var depthSortedParticles = this.depthSortedParticles;\r\n depthSortedParticles.sort(this._materialSortFunction);\r\n var length = depthSortedParticles.length;\r\n var indices32 = this._indices32;\r\n var indices = this._indices;\r\n var sid = 0;\r\n var lastMatIndex = depthSortedParticles[0].materialIndex;\r\n materialIndexes.push(lastMatIndex);\r\n for (var sorted = 0; sorted < length; sorted++) {\r\n var sortedPart = depthSortedParticles[sorted];\r\n var lind = sortedPart.indicesLength;\r\n var sind = sortedPart.ind;\r\n if (sortedPart.materialIndex !== lastMatIndex) {\r\n lastMatIndex = sortedPart.materialIndex;\r\n indicesByMaterial.push(sid);\r\n materialIndexes.push(lastMatIndex);\r\n }\r\n for (var i = 0; i < lind; i++) {\r\n indices32[sid] = indices[sind + i];\r\n sid++;\r\n }\r\n }\r\n indicesByMaterial.push(indices32.length); // add the last number to ease the indices start/count values for subMeshes creation\r\n if (this._updatable) {\r\n this.mesh.updateIndices(indices32);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets the material indexes by id materialIndexesById[id] = materialIndex\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._setMaterialIndexesById = function () {\r\n this._materialIndexesById = {};\r\n for (var i = 0; i < this._materials.length; i++) {\r\n var id = this._materials[i].uniqueId;\r\n this._materialIndexesById[id] = i;\r\n }\r\n };\r\n /**\r\n * Returns an array with unique values of Materials from the passed array\r\n * @param array the material array to be checked and filtered\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._filterUniqueMaterialId = function (array) {\r\n var filtered = array.filter(function (value, index, self) {\r\n return self.indexOf(value) === index;\r\n });\r\n return filtered;\r\n };\r\n /**\r\n * Sets a new Standard Material as _defaultMaterial if not already set.\r\n * @hidden\r\n */\r\n SolidParticleSystem.prototype._setDefaultMaterial = function () {\r\n if (!this._defaultMaterial) {\r\n this._defaultMaterial = new StandardMaterial(this.name + \"DefaultMaterial\", this._scene);\r\n }\r\n return this._defaultMaterial;\r\n };\r\n /**\r\n * Visibilty helper : Recomputes the visible size according to the mesh bounding box\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility\r\n * @returns the SPS.\r\n */\r\n SolidParticleSystem.prototype.refreshVisibleSize = function () {\r\n if (!this._isVisibilityBoxLocked) {\r\n this.mesh.refreshBoundingInfo();\r\n }\r\n return this;\r\n };\r\n /**\r\n * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.\r\n * @param size the size (float) of the visibility box\r\n * note : this doesn't lock the SPS mesh bounding box.\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility\r\n */\r\n SolidParticleSystem.prototype.setVisibilityBox = function (size) {\r\n var vis = size / 2;\r\n this.mesh._boundingInfo = new BoundingInfo(new Vector3(-vis, -vis, -vis), new Vector3(vis, vis, vis));\r\n };\r\n Object.defineProperty(SolidParticleSystem.prototype, \"isAlwaysVisible\", {\r\n /**\r\n * Gets whether the SPS as always visible or not\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility\r\n */\r\n get: function () {\r\n return this._alwaysVisible;\r\n },\r\n /**\r\n * Sets the SPS as always visible or not\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility\r\n */\r\n set: function (val) {\r\n this._alwaysVisible = val;\r\n this.mesh.alwaysSelectAsActiveMesh = val;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"isVisibilityBoxLocked\", {\r\n /**\r\n * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility\r\n */\r\n get: function () {\r\n return this._isVisibilityBoxLocked;\r\n },\r\n /**\r\n * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility\r\n */\r\n set: function (val) {\r\n this._isVisibilityBoxLocked = val;\r\n var boundingInfo = this.mesh.getBoundingInfo();\r\n boundingInfo.isLocked = val;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"computeParticleRotation\", {\r\n /**\r\n * Gets if `setParticles()` computes the particle rotations or not.\r\n * Default value : true. The SPS is faster when it's set to false.\r\n * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.\r\n */\r\n get: function () {\r\n return this._computeParticleRotation;\r\n },\r\n /**\r\n * Tells to `setParticles()` to compute the particle rotations or not.\r\n * Default value : true. The SPS is faster when it's set to false.\r\n * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.\r\n */\r\n set: function (val) {\r\n this._computeParticleRotation = val;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"computeParticleColor\", {\r\n /**\r\n * Gets if `setParticles()` computes the particle colors or not.\r\n * Default value : true. The SPS is faster when it's set to false.\r\n * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.\r\n */\r\n get: function () {\r\n return this._computeParticleColor;\r\n },\r\n /**\r\n * Tells to `setParticles()` to compute the particle colors or not.\r\n * Default value : true. The SPS is faster when it's set to false.\r\n * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.\r\n */\r\n set: function (val) {\r\n this._computeParticleColor = val;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"computeParticleTexture\", {\r\n /**\r\n * Gets if `setParticles()` computes the particle textures or not.\r\n * Default value : true. The SPS is faster when it's set to false.\r\n * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.\r\n */\r\n get: function () {\r\n return this._computeParticleTexture;\r\n },\r\n set: function (val) {\r\n this._computeParticleTexture = val;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"computeParticleVertex\", {\r\n /**\r\n * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.\r\n * Default value : false. The SPS is faster when it's set to false.\r\n * Note : the particle custom vertex positions aren't stored values.\r\n */\r\n get: function () {\r\n return this._computeParticleVertex;\r\n },\r\n /**\r\n * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.\r\n * Default value : false. The SPS is faster when it's set to false.\r\n * Note : the particle custom vertex positions aren't stored values.\r\n */\r\n set: function (val) {\r\n this._computeParticleVertex = val;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"computeBoundingBox\", {\r\n /**\r\n * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.\r\n */\r\n get: function () {\r\n return this._computeBoundingBox;\r\n },\r\n /**\r\n * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.\r\n */\r\n set: function (val) {\r\n this._computeBoundingBox = val;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"depthSortParticles\", {\r\n /**\r\n * Gets if `setParticles()` sorts or not the distance between each particle and the camera.\r\n * Skipped when `enableDepthSort` is set to `false` (default) at construction time.\r\n * Default : `true`\r\n */\r\n get: function () {\r\n return this._depthSortParticles;\r\n },\r\n /**\r\n * Tells to `setParticles()` to sort or not the distance between each particle and the camera.\r\n * Skipped when `enableDepthSort` is set to `false` (default) at construction time.\r\n * Default : `true`\r\n */\r\n set: function (val) {\r\n this._depthSortParticles = val;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"expandable\", {\r\n /**\r\n * Gets if the SPS is created as expandable at construction time.\r\n * Default : `false`\r\n */\r\n get: function () {\r\n return this._expandable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"multimaterialEnabled\", {\r\n /**\r\n * Gets if the SPS supports the Multi Materials\r\n */\r\n get: function () {\r\n return this._multimaterialEnabled;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"useModelMaterial\", {\r\n /**\r\n * Gets if the SPS uses the model materials for its own multimaterial.\r\n */\r\n get: function () {\r\n return this._useModelMaterial;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"materials\", {\r\n /**\r\n * The SPS used material array.\r\n */\r\n get: function () {\r\n return this._materials;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Sets the SPS MultiMaterial from the passed materials.\r\n * Note : the passed array is internally copied and not used then by reference.\r\n * @param materials an array of material objects. This array indexes are the materialIndex values of the particles.\r\n */\r\n SolidParticleSystem.prototype.setMultiMaterial = function (materials) {\r\n this._materials = this._filterUniqueMaterialId(materials);\r\n this._setMaterialIndexesById();\r\n if (this._multimaterial) {\r\n this._multimaterial.dispose();\r\n }\r\n this._multimaterial = new MultiMaterial(this.name + \"MultiMaterial\", this._scene);\r\n for (var m = 0; m < this._materials.length; m++) {\r\n this._multimaterial.subMaterials.push(this._materials[m]);\r\n }\r\n this.computeSubMeshes();\r\n this.mesh.material = this._multimaterial;\r\n };\r\n Object.defineProperty(SolidParticleSystem.prototype, \"multimaterial\", {\r\n /**\r\n * The SPS computed multimaterial object\r\n */\r\n get: function () {\r\n return this._multimaterial;\r\n },\r\n set: function (mm) {\r\n this._multimaterial = mm;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SolidParticleSystem.prototype, \"autoUpdateSubMeshes\", {\r\n /**\r\n * If the subMeshes must be updated on the next call to setParticles()\r\n */\r\n get: function () {\r\n return this._autoUpdateSubMeshes;\r\n },\r\n set: function (val) {\r\n this._autoUpdateSubMeshes = val;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // =======================================================================\r\n // Particle behavior logic\r\n // these following methods may be overwritten by the user to fit his needs\r\n /**\r\n * This function does nothing. It may be overwritten to set all the particle first values.\r\n * The SPS doesn't call this function, you may have to call it by your own.\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management\r\n */\r\n SolidParticleSystem.prototype.initParticles = function () {\r\n };\r\n /**\r\n * This function does nothing. It may be overwritten to recycle a particle.\r\n * The SPS doesn't call this function, you may have to call it by your own.\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management\r\n * @param particle The particle to recycle\r\n * @returns the recycled particle\r\n */\r\n SolidParticleSystem.prototype.recycleParticle = function (particle) {\r\n return particle;\r\n };\r\n /**\r\n * Updates a particle : this function should be overwritten by the user.\r\n * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management\r\n * @example : just set a particle position or velocity and recycle conditions\r\n * @param particle The particle to update\r\n * @returns the updated particle\r\n */\r\n SolidParticleSystem.prototype.updateParticle = function (particle) {\r\n return particle;\r\n };\r\n /**\r\n * Updates a vertex of a particle : it can be overwritten by the user.\r\n * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.\r\n * @param particle the current particle\r\n * @param vertex the current index of the current particle\r\n * @param pt the index of the current vertex in the particle shape\r\n * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape\r\n * @example : just set a vertex particle position\r\n * @returns the updated vertex\r\n */\r\n SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {\r\n return vertex;\r\n };\r\n /**\r\n * This will be called before any other treatment by `setParticles()` and will be passed three parameters.\r\n * This does nothing and may be overwritten by the user.\r\n * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()\r\n * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()\r\n * @param update the boolean update value actually passed to setParticles()\r\n */\r\n SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {\r\n };\r\n /**\r\n * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.\r\n * This will be passed three parameters.\r\n * This does nothing and may be overwritten by the user.\r\n * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()\r\n * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()\r\n * @param update the boolean update value actually passed to setParticles()\r\n */\r\n SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {\r\n };\r\n return SolidParticleSystem;\r\n}());\r\nexport { SolidParticleSystem };\r\n//# sourceMappingURL=solidParticleSystem.js.map","import { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { IntersectionInfo } from \"../Collisions/intersectionInfo\";\r\nimport { Scene } from '../scene';\r\nimport { Camera } from '../Cameras/camera';\r\n/**\r\n * Class representing a ray with position and direction\r\n */\r\nvar Ray = /** @class */ (function () {\r\n /**\r\n * Creates a new ray\r\n * @param origin origin point\r\n * @param direction direction\r\n * @param length length of the ray\r\n */\r\n function Ray(\r\n /** origin point */\r\n origin, \r\n /** direction */\r\n direction, \r\n /** length of the ray */\r\n length) {\r\n if (length === void 0) { length = Number.MAX_VALUE; }\r\n this.origin = origin;\r\n this.direction = direction;\r\n this.length = length;\r\n }\r\n // Methods\r\n /**\r\n * Checks if the ray intersects a box\r\n * @param minimum bound of the box\r\n * @param maximum bound of the box\r\n * @param intersectionTreshold extra extend to be added to the box in all direction\r\n * @returns if the box was hit\r\n */\r\n Ray.prototype.intersectsBoxMinMax = function (minimum, maximum, intersectionTreshold) {\r\n if (intersectionTreshold === void 0) { intersectionTreshold = 0; }\r\n var newMinimum = Ray.TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);\r\n var newMaximum = Ray.TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);\r\n var d = 0.0;\r\n var maxValue = Number.MAX_VALUE;\r\n var inv;\r\n var min;\r\n var max;\r\n var temp;\r\n if (Math.abs(this.direction.x) < 0.0000001) {\r\n if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {\r\n return false;\r\n }\r\n }\r\n else {\r\n inv = 1.0 / this.direction.x;\r\n min = (newMinimum.x - this.origin.x) * inv;\r\n max = (newMaximum.x - this.origin.x) * inv;\r\n if (max === -Infinity) {\r\n max = Infinity;\r\n }\r\n if (min > max) {\r\n temp = min;\r\n min = max;\r\n max = temp;\r\n }\r\n d = Math.max(min, d);\r\n maxValue = Math.min(max, maxValue);\r\n if (d > maxValue) {\r\n return false;\r\n }\r\n }\r\n if (Math.abs(this.direction.y) < 0.0000001) {\r\n if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {\r\n return false;\r\n }\r\n }\r\n else {\r\n inv = 1.0 / this.direction.y;\r\n min = (newMinimum.y - this.origin.y) * inv;\r\n max = (newMaximum.y - this.origin.y) * inv;\r\n if (max === -Infinity) {\r\n max = Infinity;\r\n }\r\n if (min > max) {\r\n temp = min;\r\n min = max;\r\n max = temp;\r\n }\r\n d = Math.max(min, d);\r\n maxValue = Math.min(max, maxValue);\r\n if (d > maxValue) {\r\n return false;\r\n }\r\n }\r\n if (Math.abs(this.direction.z) < 0.0000001) {\r\n if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {\r\n return false;\r\n }\r\n }\r\n else {\r\n inv = 1.0 / this.direction.z;\r\n min = (newMinimum.z - this.origin.z) * inv;\r\n max = (newMaximum.z - this.origin.z) * inv;\r\n if (max === -Infinity) {\r\n max = Infinity;\r\n }\r\n if (min > max) {\r\n temp = min;\r\n min = max;\r\n max = temp;\r\n }\r\n d = Math.max(min, d);\r\n maxValue = Math.min(max, maxValue);\r\n if (d > maxValue) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n /**\r\n * Checks if the ray intersects a box\r\n * @param box the bounding box to check\r\n * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction\r\n * @returns if the box was hit\r\n */\r\n Ray.prototype.intersectsBox = function (box, intersectionTreshold) {\r\n if (intersectionTreshold === void 0) { intersectionTreshold = 0; }\r\n return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);\r\n };\r\n /**\r\n * If the ray hits a sphere\r\n * @param sphere the bounding sphere to check\r\n * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction\r\n * @returns true if it hits the sphere\r\n */\r\n Ray.prototype.intersectsSphere = function (sphere, intersectionTreshold) {\r\n if (intersectionTreshold === void 0) { intersectionTreshold = 0; }\r\n var x = sphere.center.x - this.origin.x;\r\n var y = sphere.center.y - this.origin.y;\r\n var z = sphere.center.z - this.origin.z;\r\n var pyth = (x * x) + (y * y) + (z * z);\r\n var radius = sphere.radius + intersectionTreshold;\r\n var rr = radius * radius;\r\n if (pyth <= rr) {\r\n return true;\r\n }\r\n var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);\r\n if (dot < 0.0) {\r\n return false;\r\n }\r\n var temp = pyth - (dot * dot);\r\n return temp <= rr;\r\n };\r\n /**\r\n * If the ray hits a triange\r\n * @param vertex0 triangle vertex\r\n * @param vertex1 triangle vertex\r\n * @param vertex2 triangle vertex\r\n * @returns intersection information if hit\r\n */\r\n Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {\r\n var edge1 = Ray.TmpVector3[0];\r\n var edge2 = Ray.TmpVector3[1];\r\n var pvec = Ray.TmpVector3[2];\r\n var tvec = Ray.TmpVector3[3];\r\n var qvec = Ray.TmpVector3[4];\r\n vertex1.subtractToRef(vertex0, edge1);\r\n vertex2.subtractToRef(vertex0, edge2);\r\n Vector3.CrossToRef(this.direction, edge2, pvec);\r\n var det = Vector3.Dot(edge1, pvec);\r\n if (det === 0) {\r\n return null;\r\n }\r\n var invdet = 1 / det;\r\n this.origin.subtractToRef(vertex0, tvec);\r\n var bv = Vector3.Dot(tvec, pvec) * invdet;\r\n if (bv < 0 || bv > 1.0) {\r\n return null;\r\n }\r\n Vector3.CrossToRef(tvec, edge1, qvec);\r\n var bw = Vector3.Dot(this.direction, qvec) * invdet;\r\n if (bw < 0 || bv + bw > 1.0) {\r\n return null;\r\n }\r\n //check if the distance is longer than the predefined length.\r\n var distance = Vector3.Dot(edge2, qvec) * invdet;\r\n if (distance > this.length) {\r\n return null;\r\n }\r\n return new IntersectionInfo(1 - bv - bw, bv, distance);\r\n };\r\n /**\r\n * Checks if ray intersects a plane\r\n * @param plane the plane to check\r\n * @returns the distance away it was hit\r\n */\r\n Ray.prototype.intersectsPlane = function (plane) {\r\n var distance;\r\n var result1 = Vector3.Dot(plane.normal, this.direction);\r\n if (Math.abs(result1) < 9.99999997475243E-07) {\r\n return null;\r\n }\r\n else {\r\n var result2 = Vector3.Dot(plane.normal, this.origin);\r\n distance = (-plane.d - result2) / result1;\r\n if (distance < 0.0) {\r\n if (distance < -9.99999997475243E-07) {\r\n return null;\r\n }\r\n else {\r\n return 0;\r\n }\r\n }\r\n return distance;\r\n }\r\n };\r\n /**\r\n * Calculate the intercept of a ray on a given axis\r\n * @param axis to check 'x' | 'y' | 'z'\r\n * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)\r\n * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.\r\n */\r\n Ray.prototype.intersectsAxis = function (axis, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n switch (axis) {\r\n case 'y':\r\n var t = (this.origin.y - offset) / this.direction.y;\r\n if (t > 0) {\r\n return null;\r\n }\r\n return new Vector3(this.origin.x + (this.direction.x * -t), offset, this.origin.z + (this.direction.z * -t));\r\n case 'x':\r\n var t = (this.origin.x - offset) / this.direction.x;\r\n if (t > 0) {\r\n return null;\r\n }\r\n return new Vector3(offset, this.origin.y + (this.direction.y * -t), this.origin.z + (this.direction.z * -t));\r\n case 'z':\r\n var t = (this.origin.z - offset) / this.direction.z;\r\n if (t > 0) {\r\n return null;\r\n }\r\n return new Vector3(this.origin.x + (this.direction.x * -t), this.origin.y + (this.direction.y * -t), offset);\r\n default:\r\n return null;\r\n }\r\n };\r\n /**\r\n * Checks if ray intersects a mesh\r\n * @param mesh the mesh to check\r\n * @param fastCheck if only the bounding box should checked\r\n * @returns picking info of the intersecton\r\n */\r\n Ray.prototype.intersectsMesh = function (mesh, fastCheck) {\r\n var tm = TmpVectors.Matrix[0];\r\n mesh.getWorldMatrix().invertToRef(tm);\r\n if (this._tmpRay) {\r\n Ray.TransformToRef(this, tm, this._tmpRay);\r\n }\r\n else {\r\n this._tmpRay = Ray.Transform(this, tm);\r\n }\r\n return mesh.intersects(this._tmpRay, fastCheck);\r\n };\r\n /**\r\n * Checks if ray intersects a mesh\r\n * @param meshes the meshes to check\r\n * @param fastCheck if only the bounding box should checked\r\n * @param results array to store result in\r\n * @returns Array of picking infos\r\n */\r\n Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {\r\n if (results) {\r\n results.length = 0;\r\n }\r\n else {\r\n results = [];\r\n }\r\n for (var i = 0; i < meshes.length; i++) {\r\n var pickInfo = this.intersectsMesh(meshes[i], fastCheck);\r\n if (pickInfo.hit) {\r\n results.push(pickInfo);\r\n }\r\n }\r\n results.sort(this._comparePickingInfo);\r\n return results;\r\n };\r\n Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {\r\n if (pickingInfoA.distance < pickingInfoB.distance) {\r\n return -1;\r\n }\r\n else if (pickingInfoA.distance > pickingInfoB.distance) {\r\n return 1;\r\n }\r\n else {\r\n return 0;\r\n }\r\n };\r\n /**\r\n * Intersection test between the ray and a given segment whithin a given tolerance (threshold)\r\n * @param sega the first point of the segment to test the intersection against\r\n * @param segb the second point of the segment to test the intersection against\r\n * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful\r\n * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection\r\n */\r\n Ray.prototype.intersectionSegment = function (sega, segb, threshold) {\r\n var o = this.origin;\r\n var u = TmpVectors.Vector3[0];\r\n var rsegb = TmpVectors.Vector3[1];\r\n var v = TmpVectors.Vector3[2];\r\n var w = TmpVectors.Vector3[3];\r\n segb.subtractToRef(sega, u);\r\n this.direction.scaleToRef(Ray.rayl, v);\r\n o.addToRef(v, rsegb);\r\n sega.subtractToRef(o, w);\r\n var a = Vector3.Dot(u, u); // always >= 0\r\n var b = Vector3.Dot(u, v);\r\n var c = Vector3.Dot(v, v); // always >= 0\r\n var d = Vector3.Dot(u, w);\r\n var e = Vector3.Dot(v, w);\r\n var D = a * c - b * b; // always >= 0\r\n var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0\r\n var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0\r\n // compute the line parameters of the two closest points\r\n if (D < Ray.smallnum) { // the lines are almost parallel\r\n sN = 0.0; // force using point P0 on segment S1\r\n sD = 1.0; // to prevent possible division by 0.0 later\r\n tN = e;\r\n tD = c;\r\n }\r\n else { // get the closest points on the infinite lines\r\n sN = (b * e - c * d);\r\n tN = (a * e - b * d);\r\n if (sN < 0.0) { // sc < 0 => the s=0 edge is visible\r\n sN = 0.0;\r\n tN = e;\r\n tD = c;\r\n }\r\n else if (sN > sD) { // sc > 1 => the s=1 edge is visible\r\n sN = sD;\r\n tN = e + b;\r\n tD = c;\r\n }\r\n }\r\n if (tN < 0.0) { // tc < 0 => the t=0 edge is visible\r\n tN = 0.0;\r\n // recompute sc for this edge\r\n if (-d < 0.0) {\r\n sN = 0.0;\r\n }\r\n else if (-d > a) {\r\n sN = sD;\r\n }\r\n else {\r\n sN = -d;\r\n sD = a;\r\n }\r\n }\r\n else if (tN > tD) { // tc > 1 => the t=1 edge is visible\r\n tN = tD;\r\n // recompute sc for this edge\r\n if ((-d + b) < 0.0) {\r\n sN = 0;\r\n }\r\n else if ((-d + b) > a) {\r\n sN = sD;\r\n }\r\n else {\r\n sN = (-d + b);\r\n sD = a;\r\n }\r\n }\r\n // finally do the division to get sc and tc\r\n sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);\r\n tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);\r\n // get the difference of the two closest points\r\n var qtc = TmpVectors.Vector3[4];\r\n v.scaleToRef(tc, qtc);\r\n var qsc = TmpVectors.Vector3[5];\r\n u.scaleToRef(sc, qsc);\r\n qsc.addInPlace(w);\r\n var dP = TmpVectors.Vector3[6];\r\n qsc.subtractToRef(qtc, dP); // = S1(sc) - S2(tc)\r\n var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result\r\n if (isIntersected) {\r\n return qsc.length();\r\n }\r\n return -1;\r\n };\r\n /**\r\n * Update the ray from viewport position\r\n * @param x position\r\n * @param y y position\r\n * @param viewportWidth viewport width\r\n * @param viewportHeight viewport height\r\n * @param world world matrix\r\n * @param view view matrix\r\n * @param projection projection matrix\r\n * @returns this ray updated\r\n */\r\n Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {\r\n this.unprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection);\r\n return this;\r\n };\r\n // Statics\r\n /**\r\n * Creates a ray with origin and direction of 0,0,0\r\n * @returns the new ray\r\n */\r\n Ray.Zero = function () {\r\n return new Ray(Vector3.Zero(), Vector3.Zero());\r\n };\r\n /**\r\n * Creates a new ray from screen space and viewport\r\n * @param x position\r\n * @param y y position\r\n * @param viewportWidth viewport width\r\n * @param viewportHeight viewport height\r\n * @param world world matrix\r\n * @param view view matrix\r\n * @param projection projection matrix\r\n * @returns new ray\r\n */\r\n Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {\r\n var result = Ray.Zero();\r\n return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);\r\n };\r\n /**\r\n * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be\r\n * transformed to the given world matrix.\r\n * @param origin The origin point\r\n * @param end The end point\r\n * @param world a matrix to transform the ray to. Default is the identity matrix.\r\n * @returns the new ray\r\n */\r\n Ray.CreateNewFromTo = function (origin, end, world) {\r\n if (world === void 0) { world = Matrix.IdentityReadOnly; }\r\n var direction = end.subtract(origin);\r\n var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));\r\n direction.normalize();\r\n return Ray.Transform(new Ray(origin, direction, length), world);\r\n };\r\n /**\r\n * Transforms a ray by a matrix\r\n * @param ray ray to transform\r\n * @param matrix matrix to apply\r\n * @returns the resulting new ray\r\n */\r\n Ray.Transform = function (ray, matrix) {\r\n var result = new Ray(new Vector3(0, 0, 0), new Vector3(0, 0, 0));\r\n Ray.TransformToRef(ray, matrix, result);\r\n return result;\r\n };\r\n /**\r\n * Transforms a ray by a matrix\r\n * @param ray ray to transform\r\n * @param matrix matrix to apply\r\n * @param result ray to store result in\r\n */\r\n Ray.TransformToRef = function (ray, matrix, result) {\r\n Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);\r\n Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);\r\n result.length = ray.length;\r\n var dir = result.direction;\r\n var len = dir.length();\r\n if (!(len === 0 || len === 1)) {\r\n var num = 1.0 / len;\r\n dir.x *= num;\r\n dir.y *= num;\r\n dir.z *= num;\r\n result.length *= len;\r\n }\r\n };\r\n /**\r\n * Unproject a ray from screen space to object space\r\n * @param sourceX defines the screen space x coordinate to use\r\n * @param sourceY defines the screen space y coordinate to use\r\n * @param viewportWidth defines the current width of the viewport\r\n * @param viewportHeight defines the current height of the viewport\r\n * @param world defines the world matrix to use (can be set to Identity to go to world space)\r\n * @param view defines the view matrix to use\r\n * @param projection defines the projection matrix to use\r\n */\r\n Ray.prototype.unprojectRayToRef = function (sourceX, sourceY, viewportWidth, viewportHeight, world, view, projection) {\r\n var matrix = TmpVectors.Matrix[0];\r\n world.multiplyToRef(view, matrix);\r\n matrix.multiplyToRef(projection, matrix);\r\n matrix.invert();\r\n var nearScreenSource = TmpVectors.Vector3[0];\r\n nearScreenSource.x = sourceX / viewportWidth * 2 - 1;\r\n nearScreenSource.y = -(sourceY / viewportHeight * 2 - 1);\r\n nearScreenSource.z = -1.0;\r\n var farScreenSource = TmpVectors.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0);\r\n var nearVec3 = TmpVectors.Vector3[2];\r\n var farVec3 = TmpVectors.Vector3[3];\r\n Vector3._UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);\r\n Vector3._UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);\r\n this.origin.copyFrom(nearVec3);\r\n farVec3.subtractToRef(nearVec3, this.direction);\r\n this.direction.normalize();\r\n };\r\n Ray.TmpVector3 = ArrayTools.BuildArray(6, Vector3.Zero);\r\n Ray.smallnum = 0.00000001;\r\n Ray.rayl = 10e8;\r\n return Ray;\r\n}());\r\nexport { Ray };\r\nScene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {\r\n if (cameraViewSpace === void 0) { cameraViewSpace = false; }\r\n var result = Ray.Zero();\r\n this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);\r\n return result;\r\n};\r\nScene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {\r\n if (cameraViewSpace === void 0) { cameraViewSpace = false; }\r\n var engine = this.getEngine();\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n return this;\r\n }\r\n camera = this.activeCamera;\r\n }\r\n var cameraViewport = camera.viewport;\r\n var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());\r\n // Moving coordinates to local viewport world\r\n x = x / engine.getHardwareScalingLevel() - viewport.x;\r\n y = y / engine.getHardwareScalingLevel() - (engine.getRenderHeight() - viewport.y - viewport.height);\r\n result.update(x, y, viewport.width, viewport.height, world ? world : Matrix.IdentityReadOnly, cameraViewSpace ? Matrix.IdentityReadOnly : camera.getViewMatrix(), camera.getProjectionMatrix());\r\n return this;\r\n};\r\nScene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {\r\n var result = Ray.Zero();\r\n this.createPickingRayInCameraSpaceToRef(x, y, result, camera);\r\n return result;\r\n};\r\nScene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {\r\n if (!PickingInfo) {\r\n return this;\r\n }\r\n var engine = this.getEngine();\r\n if (!camera) {\r\n if (!this.activeCamera) {\r\n throw new Error(\"Active camera not set\");\r\n }\r\n camera = this.activeCamera;\r\n }\r\n var cameraViewport = camera.viewport;\r\n var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());\r\n var identity = Matrix.Identity();\r\n // Moving coordinates to local viewport world\r\n x = x / engine.getHardwareScalingLevel() - viewport.x;\r\n y = y / engine.getHardwareScalingLevel() - (engine.getRenderHeight() - viewport.y - viewport.height);\r\n result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());\r\n return this;\r\n};\r\nScene.prototype._internalPick = function (rayFunction, predicate, fastCheck, trianglePredicate) {\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n var pickingInfo = null;\r\n for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {\r\n var mesh = this.meshes[meshIndex];\r\n if (predicate) {\r\n if (!predicate(mesh)) {\r\n continue;\r\n }\r\n }\r\n else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {\r\n continue;\r\n }\r\n var world = mesh.getWorldMatrix();\r\n var ray = rayFunction(world);\r\n var result = mesh.intersects(ray, fastCheck, trianglePredicate);\r\n if (!result || !result.hit) {\r\n continue;\r\n }\r\n if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {\r\n continue;\r\n }\r\n pickingInfo = result;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n return pickingInfo || new PickingInfo();\r\n};\r\nScene.prototype._internalMultiPick = function (rayFunction, predicate, trianglePredicate) {\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n var pickingInfos = new Array();\r\n for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {\r\n var mesh = this.meshes[meshIndex];\r\n if (predicate) {\r\n if (!predicate(mesh)) {\r\n continue;\r\n }\r\n }\r\n else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {\r\n continue;\r\n }\r\n var world = mesh.getWorldMatrix();\r\n var ray = rayFunction(world);\r\n var result = mesh.intersects(ray, false, trianglePredicate);\r\n if (!result || !result.hit) {\r\n continue;\r\n }\r\n pickingInfos.push(result);\r\n }\r\n return pickingInfos;\r\n};\r\nScene.prototype.pick = function (x, y, predicate, fastCheck, camera, trianglePredicate) {\r\n var _this = this;\r\n if (!PickingInfo) {\r\n return null;\r\n }\r\n var result = this._internalPick(function (world) {\r\n if (!_this._tempPickingRay) {\r\n _this._tempPickingRay = Ray.Zero();\r\n }\r\n _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);\r\n return _this._tempPickingRay;\r\n }, predicate, fastCheck, trianglePredicate);\r\n if (result) {\r\n result.ray = this.createPickingRay(x, y, Matrix.Identity(), camera || null);\r\n }\r\n return result;\r\n};\r\nScene.prototype.pickWithRay = function (ray, predicate, fastCheck, trianglePredicate) {\r\n var _this = this;\r\n var result = this._internalPick(function (world) {\r\n if (!_this._pickWithRayInverseMatrix) {\r\n _this._pickWithRayInverseMatrix = Matrix.Identity();\r\n }\r\n world.invertToRef(_this._pickWithRayInverseMatrix);\r\n if (!_this._cachedRayForTransform) {\r\n _this._cachedRayForTransform = Ray.Zero();\r\n }\r\n Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);\r\n return _this._cachedRayForTransform;\r\n }, predicate, fastCheck, trianglePredicate);\r\n if (result) {\r\n result.ray = ray;\r\n }\r\n return result;\r\n};\r\nScene.prototype.multiPick = function (x, y, predicate, camera, trianglePredicate) {\r\n var _this = this;\r\n return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate, trianglePredicate);\r\n};\r\nScene.prototype.multiPickWithRay = function (ray, predicate, trianglePredicate) {\r\n var _this = this;\r\n return this._internalMultiPick(function (world) {\r\n if (!_this._pickWithRayInverseMatrix) {\r\n _this._pickWithRayInverseMatrix = Matrix.Identity();\r\n }\r\n world.invertToRef(_this._pickWithRayInverseMatrix);\r\n if (!_this._cachedRayForTransform) {\r\n _this._cachedRayForTransform = Ray.Zero();\r\n }\r\n Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);\r\n return _this._cachedRayForTransform;\r\n }, predicate, trianglePredicate);\r\n};\r\nCamera.prototype.getForwardRay = function (length, transform, origin) {\r\n if (length === void 0) { length = 100; }\r\n if (!transform) {\r\n transform = this.getWorldMatrix();\r\n }\r\n if (!origin) {\r\n origin = this.position;\r\n }\r\n var forward = this._scene.useRightHandedSystem ? new Vector3(0, 0, -1) : new Vector3(0, 0, 1);\r\n var forwardWorld = Vector3.TransformNormal(forward, transform);\r\n var direction = Vector3.Normalize(forwardWorld);\r\n return new Ray(origin, direction, length);\r\n};\r\n//# sourceMappingURL=ray.js.map","import { Vector3, Matrix } from '../Maths/math.vector';\r\n/**\r\n * Class containing a set of static utilities functions for managing Pivots\r\n * @hidden\r\n */\r\nvar PivotTools = /** @class */ (function () {\r\n function PivotTools() {\r\n }\r\n /** @hidden */\r\n PivotTools._RemoveAndStorePivotPoint = function (mesh) {\r\n if (mesh && PivotTools._PivotCached === 0) {\r\n // Save old pivot and set pivot to 0,0,0\r\n mesh.getPivotPointToRef(PivotTools._OldPivotPoint);\r\n if (!PivotTools._OldPivotPoint.equalsToFloats(0, 0, 0)) {\r\n mesh.setPivotMatrix(Matrix.IdentityReadOnly);\r\n PivotTools._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), PivotTools._PivotTranslation);\r\n PivotTools._PivotTmpVector.copyFromFloats(1, 1, 1);\r\n PivotTools._PivotTmpVector.subtractInPlace(mesh.scaling);\r\n PivotTools._PivotTmpVector.multiplyInPlace(PivotTools._PivotTranslation);\r\n mesh.position.addInPlace(PivotTools._PivotTmpVector);\r\n }\r\n }\r\n PivotTools._PivotCached++;\r\n };\r\n /** @hidden */\r\n PivotTools._RestorePivotPoint = function (mesh) {\r\n if (mesh && !PivotTools._OldPivotPoint.equalsToFloats(0, 0, 0) && PivotTools._PivotCached === 1) {\r\n mesh.setPivotPoint(PivotTools._OldPivotPoint);\r\n PivotTools._PivotTmpVector.copyFromFloats(1, 1, 1);\r\n PivotTools._PivotTmpVector.subtractInPlace(mesh.scaling);\r\n PivotTools._PivotTmpVector.multiplyInPlace(PivotTools._PivotTranslation);\r\n mesh.position.subtractInPlace(PivotTools._PivotTmpVector);\r\n }\r\n this._PivotCached--;\r\n };\r\n // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)\r\n // store/remove pivot point should only be applied during their outermost calls\r\n PivotTools._PivotCached = 0;\r\n PivotTools._OldPivotPoint = new Vector3();\r\n PivotTools._PivotTranslation = new Vector3();\r\n PivotTools._PivotTmpVector = new Vector3();\r\n return PivotTools;\r\n}());\r\nexport { PivotTools };\r\n//# sourceMappingURL=pivotTools.js.map","import { Mesh } from \"../../Meshes/mesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from '../../Misc/pivotTools';\r\nimport \"../../Meshes/Builders/planeBuilder\";\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nvar PointerDragBehavior = /** @class */ (function () {\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n */\r\n function PointerDragBehavior(options) {\r\n this._useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n this.maxDragAngle = 0;\r\n /**\r\n * @hidden\r\n */\r\n this._useAlternatePickedPointAboveMaxDragAngle = false;\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n this.currentDraggingPointerID = -1;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n this.dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n this.dragDeltaRatio = 0.2;\r\n /**\r\n * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n this.updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n this._debugMode = false;\r\n this._moving = false;\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n * * delta between last drag position and current drag position in world space\r\n * * dragDistance along the drag axis\r\n * * dragPlaneNormal normal of the current drag plane used during the drag\r\n * * dragPlanePoint in world space where the drag intersects the drag plane\r\n */\r\n this.onDragObservable = new Observable();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n */\r\n this.onDragStartObservable = new Observable();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n this.onDragEndObservable = new Observable();\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n this.moveAttached = true;\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n this.enabled = true;\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n this.startAndReleaseDragOnPointerEvents = true;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n this.detachCameraControls = true;\r\n /**\r\n * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n this.useObjectOrientationForDragging = true;\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved\r\n */\r\n this.validateDrag = function (targetPosition) { return true; };\r\n this._tmpVector = new Vector3(0, 0, 0);\r\n this._alternatePickedPoint = new Vector3(0, 0, 0);\r\n this._worldDragAxis = new Vector3(0, 0, 0);\r\n this._targetPosition = new Vector3(0, 0, 0);\r\n this._attachedElement = null;\r\n this._startDragRay = new Ray(new Vector3(), new Vector3());\r\n this._lastPointerRay = {};\r\n this._dragDelta = new Vector3();\r\n // Variables to avoid instantiation in the below method\r\n this._pointA = new Vector3(0, 0, 0);\r\n this._pointB = new Vector3(0, 0, 0);\r\n this._pointC = new Vector3(0, 0, 0);\r\n this._lineA = new Vector3(0, 0, 0);\r\n this._lineB = new Vector3(0, 0, 0);\r\n this._localAxis = new Vector3(0, 0, 0);\r\n this._lookAt = new Vector3(0, 0, 0);\r\n this._options = options ? options : {};\r\n var optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n Object.defineProperty(PointerDragBehavior.prototype, \"options\", {\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n get: function () {\r\n return this._options;\r\n },\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n set: function (options) {\r\n this._options = options;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(PointerDragBehavior.prototype, \"name\", {\r\n /**\r\n * The name of the behavior\r\n */\r\n get: function () {\r\n return \"PointerDrag\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Initializes the behavior\r\n */\r\n PointerDragBehavior.prototype.init = function () { };\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n PointerDragBehavior.prototype.attach = function (ownerNode, predicate) {\r\n var _this = this;\r\n this._scene = ownerNode.getScene();\r\n this.attachedNode = ownerNode;\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._planeScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._planeScene = this._scene;\r\n }\r\n else {\r\n PointerDragBehavior._planeScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._planeScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(function () {\r\n PointerDragBehavior._planeScene.dispose();\r\n PointerDragBehavior._planeScene = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = Mesh.CreatePlane(\"pointerDragPlane\", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, Mesh.DOUBLESIDE);\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n var pickPredicate = !!predicate ? predicate : function (m) {\r\n return _this.attachedNode == m || m.isDescendantOf(_this.attachedNode);\r\n };\r\n this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {\r\n if (!_this.enabled) {\r\n return;\r\n }\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (_this.startAndReleaseDragOnPointerEvents && !_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {\r\n _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n }\r\n else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (_this.startAndReleaseDragOnPointerEvents && _this.currentDraggingPointerID == pointerInfo.event.pointerId) {\r\n _this.releaseDrag();\r\n }\r\n }\r\n else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n var pointerId = pointerInfo.event.pointerId;\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == \"mouse\") {\r\n if (_this._lastPointerRay[_this.currentDraggingPointerID]) {\r\n _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];\r\n delete _this._lastPointerRay[_this.currentDraggingPointerID];\r\n }\r\n _this.currentDraggingPointerID = pointerId;\r\n }\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!_this._lastPointerRay[pointerId]) {\r\n _this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n if (_this.currentDraggingPointerID == pointerId && _this.dragging) {\r\n _this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n }\r\n });\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {\r\n if (_this._moving && _this.moveAttached) {\r\n PivotTools._RemoveAndStorePivotPoint(_this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n _this._targetPosition.subtractToRef((_this.attachedNode).absolutePosition, _this._tmpVector);\r\n _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);\r\n (_this.attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);\r\n if (_this.validateDrag(_this._tmpVector)) {\r\n (_this.attachedNode).setAbsolutePosition(_this._tmpVector);\r\n }\r\n PivotTools._RestorePivotPoint(_this.attachedNode);\r\n }\r\n });\r\n };\r\n /**\r\n * Force relase the drag action by code.\r\n */\r\n PointerDragBehavior.prototype.releaseDrag = function () {\r\n if (this.dragging) {\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });\r\n this.dragging = false;\r\n }\r\n this.currentDraggingPointerID = -1;\r\n this._moving = false;\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n this._scene.activeCamera.attachControl(this._attachedElement, this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n };\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {\r\n if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n var lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseID) {\r\n lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];\r\n }\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n };\r\n PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n }\r\n else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerID = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });\r\n this._targetPosition.copyFrom((this.attachedNode).absolutePosition);\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedElement) {\r\n this._attachedElement = this._scene.activeCamera.inputs.attachedElement;\r\n this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);\r\n }\r\n else {\r\n this._attachedElement = null;\r\n }\r\n }\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n };\r\n PointerDragBehavior.prototype._moveDrag = function (ray) {\r\n this._moving = true;\r\n var pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n if (pickedPoint) {\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n var dragLength = 0;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis) : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n }\r\n else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n }\r\n };\r\n PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {\r\n var _this = this;\r\n if (!ray) {\r\n return null;\r\n }\r\n // Calculate angle between plane normal and ray\r\n var angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n (this.attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n var dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace((this.attachedNode).absolutePosition);\r\n return this._alternatePickedPoint;\r\n }\r\n else {\r\n return null;\r\n }\r\n }\r\n var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {\r\n return pickResult.pickedPoint;\r\n }\r\n else {\r\n return null;\r\n }\r\n };\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);\r\n // Calculate plane normal in direction of camera but perpendicular to drag axis\r\n this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera\r\n // Get perpendicular line from direction to camera and drag axis\r\n this._pointB.subtractToRef(this._pointA, this._lineA);\r\n this._pointC.subtractToRef(this._pointA, this._lineB);\r\n Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera\r\n Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n }\r\n else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n }\r\n else {\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(ray.origin);\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.absolutePosition);\r\n this._dragPlane.computeWorldMatrix(true);\r\n };\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n PointerDragBehavior.prototype.detach = function () {\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n this.releaseDrag();\r\n };\r\n PointerDragBehavior._AnyMouseID = -2;\r\n return PointerDragBehavior;\r\n}());\r\nexport { PointerDragBehavior };\r\n//# sourceMappingURL=pointerDragBehavior.js.map"],"sourceRoot":""} \ No newline at end of file diff --git a/dist/examples/heatMap.js b/dist/examples/heatMap.js new file mode 100644 index 0000000..6d7c2ec --- /dev/null +++ b/dist/examples/heatMap.js @@ -0,0 +1 @@ +var heatMapData = {"coordinates":[[30,58,87,115,120,142,145],[33,69,111,156,172,203,203],[30,51,75,108,115,139,140],[32,62,112,167,179,209,214],[30,49,81,125,142,174,177]],"plotType":"heatMap","colorBy":"values","colorVar":[118,484,664,1004,1231,1372,1582,118,484,664,1004,1231,1372,1582,118,484,664,1004,1231,1372,1582,118,484,664,1004,1231,1372,1582,118,484,664,1004,1231,1372,1582],"size":2, "scaleColumn": 0.5, "scaleRow": 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arrow_c-kit","Bone-Marrow","Neonatal-Calvaria","Bone-Marrow_c-kit","Neonatal-Calvaria","Small-Intestine","Fetal_Intestine","Bone-Marrow_c-kit","Fetal_Stomache","Fetal_Brain","MammaryGland.Pregnancy","MammaryGland.Lactation","Testis","Placenta","Fetal-Liver","Fetal-Liver","Bone-Marrow_c-kit","Lung","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Rib","Bone-Marrow_c-kit","Pancreas","MammaryGland.Lactation","Small-Intestine","Lung","Kidney","Trophoblast-Stem-Cell","MammaryGland.Lactation","Lung","Fetal_Lung","Bone-Marrow","MammaryGland.Pregnancy","Peripheral_Blood","Kidney","Neonatal-Skin","Neonatal-Heart","Bone-Marrow_c-kit","Fetal_Intestine","MammaryGland.Lactation","Bone-Marrow_c-kit","MammaryGland.Virgin","Prostate","MammaryGland.Lactation","MammaryGland.Involution","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Lung","Small-Intestine","Small-Intestine","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Neonatal-Heart","Bone-Marrow","Fetal_Stomache","Bone-Marrow_c-kit","Peripheral_Blood","Neonatal-Rib","MammaryGland.Involution","Bone-Marrow","Peripheral_Blood","Bone_Marrow_Mesenchyme","Fetal_Brain","Kidney","Liver","MammaryGland.Lactation","Bone-Marrow_c-kit","Peripheral_Blood","MammaryGland.Involution","Neonatal-Calvaria","MammaryGland.Lactation","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Lung","Bone_Marrow_Mesenchyme","Brain","Bone-Marrow_c-kit","Peripheral_Blood","MammaryGland.Pregnancy","MammaryGland.Pregnancy","Neonatal-Calvaria","Uterus","MammaryGland.Lactation","Testis","Trophoblast-Stem-Cell","Fetal_Stomache","Testis","Embryonic-Stem-Cell","Fetal-Liver","Trophoblast-Stem-Cell","MammaryGland.Lactation","Neonatal-Heart","MammaryGland.Virgin","MammaryGland.Lactation","Fetal-Liver","Stomach","Neonatal-Rib","Testis","Fetal_Intestine","Trophoblast-Stem-Cell","Neonatal-Heart","Neonatal-Heart","Bone-Marrow_c-kit","MammaryGland.Pregnancy","MammaryGland.Lactation","MammaryGland.Lactation","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Bone-Marrow","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Calvaria","Bone-Marrow_c-kit","Peripheral_Blood","Bone-Marrow_c-kit","Fetal_Intestine","Prostate","Bone-Marrow_c-kit","Fetal_Stomache","Bone-Marrow","Thymus","Testis","Bone-Marrow_c-kit","Lung","MammaryGland.Lactation","Small-Intestine","Peripheral_Blood","MammaryGland.Lactation","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Stomache","Uterus","MammaryGland.Lactation","Thymus","Fetal_Stomache","Testis","Bone-Marrow_c-kit","Placenta","Small-Intestine","MammaryGland.Lactation","MammaryGland.Virgin","Bone-Marrow_c-kit","Placenta","Bone_Marrow_Mesenchyme","Fetal_Lung","Liver","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Ovary","Bladder","Bone-Marrow_c-kit","MammaryGland.Involution","Lung","MammaryGland.Pregnancy","Neonatal-Heart","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Bladder","Neonatal-Calvaria","MammaryGland.Lactation","MammaryGland.Virgin","Ovary","Fetal_Intestine","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow","MammaryGland.Involution","Trophoblast-Stem-Cell","Neonatal-Muscle","Trophoblast-Stem-Cell","MammaryGland.Involution","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Testis","MammaryGland.Lactation","Neonatal-Skin","MammaryGland.Pregnancy","MammaryGland.Lactation","Neonatal-Heart","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Pancreas","Peripheral_Blood","Small-Intestine","Fetal_Intestine","Testis","Uterus","Neonatal-Skin","Fetal_Brain","Neonatal-Calvaria","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Uterus","Peripheral_Blood","Testis","Ovary","Testis","Peripheral_Blood","Pancreas","Fetal_Brain","Fetal_Brain","Trophoblast-Stem-Cell","MammaryGland.Lactation","Neonatal-Calvaria","Peripheral_Blood","MammaryGland.Virgin","Trophoblast-Stem-Cell","Neonatal-Rib","MammaryGland.Lactation","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Neonatal-Heart","Fetal_Intestine","MammaryGland.Lactation","Lung","Fetal_Lung","Stomach","Spleen","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Testis","Small-Intestine","Brain","Stomach","Bladder","Testis","Neonatal-Rib","Fetal-Liver","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Prostate","Neonatal-Calvaria","Testis","Trophoblast-Stem-Cell","Fetal_Brain","Fetal_Lung","Peripheral_Blood","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Neonatal-Muscle","Neonatal-Rib","Thymus","Testis","Uterus","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Thymus","Bone-Marrow_c-kit","Fetal_Stomache","Prostate","Bone-Marrow","Bone-Marrow_c-kit","Neonatal-Muscle","MammaryGland.Involution","Mesenchymal-Stem-Cell-Cultured","Brain","Trophoblast-Stem-Cell","Testis","MammaryGland.Involution","Pancreas","Small-Intestine","Neonatal-Calvaria","MammaryGland.Lactation","MammaryGland.Lactation","Bone-Marrow","MammaryGland.Lactation","Brain","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Placenta","Testis","Small-Intestine","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Ovary","Trophoblast-Stem-Cell","Fetal-Liver","Uterus","Bone-Marrow_c-kit","Lung","Neonatal-Muscle","Fetal-Liver","Peripheral_Blood","Trophoblast-Stem-Cell","Testis","MammaryGland.Virgin","MammaryGland.Lactation","Liver","Bone-Marrow_c-kit","Uterus","MammaryGland.Pregnancy","Fetal_Stomache","MammaryGland.Lactation","MammaryGland.Pregnancy","MammaryGland.Involution","Trophoblast-Stem-Cell","Neonatal-Heart","Neonatal-Muscle","Bone-Marrow","Bone-Marrow_c-kit","Lung","Peripheral_Blood","Fetal_Stomache","Kidney","Testis","Muscle","Liver","Trophoblast-Stem-Cell","Brain","Lung","Embryonic-Stem-Cell","Pancreas","Placenta","MammaryGland.Involution","Bone-Marrow","Trophoblast-Stem-Cell","Testis","Fetal_Lung","Neonatal-Calvaria","Pancreas","Testis","Fetal_Intestine","Thymus","Trophoblast-Stem-Cell","Ovary","MammaryGland.Virgin","Thymus","Trophoblast-Stem-Cell","MammaryGland.Lactation","Testis","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Uterus","Bone-Marrow_c-kit","Uterus","Bone-Marrow_c-kit","Bone-Marrow","Brain","Neonatal-Rib","Fetal_Lung","Bone-Marrow_c-kit","Placenta","Small-Intestine","Stomach","Lung","Neonatal-Rib","Fetal_Stomache","Embryonic-Stem-Cell","Peripheral_Blood","Muscle","Testis","Neonatal-Rib","Fetal-Liver","Lung","Liver","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Uterus","Bone-Marrow_c-kit","Neonatal-Rib","MammaryGland.Involution","MammaryGland.Lactation","Neonatal-Calvaria","Spleen","Prostate","Thymus","Peripheral_Blood","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Fetal_Brain","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Lung","Fetal_Intestine","Liver","Bone-Marrow_c-kit","Fetal_Brain","Bone-Marrow_c-kit","Testis","Ovary","Neonatal-Calvaria","Bone-Marrow_c-kit","Lung","Pancreas","Liver","Bone-Marrow_c-kit","Fetal_Stomache","Kidney","MammaryGland.Lactation","Bone-Marrow","Embryonic-Stem-Cell","Embryonic-Mesenchyme","Neonatal-Rib","Fetal_Stomache","Testis","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Testis","Pancreas","Peripheral_Blood","Testis","Kidney","Lung","Lung","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","Neonatal-Calvaria","Kidney","Bone_Marrow_Mesenchyme","Testis","Brain","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","Testis","Trophoblast-Stem-Cell","Fetal_Intestine","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","MammaryGland.Lactation","Neonatal-Calvaria","Placenta","Testis","Fetal-Liver","Trophoblast-Stem-Cell","Peripheral_Blood","Bone-Marrow_c-kit","Uterus","Bone-Marrow_c-kit","Fetal_Stomache","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Placenta","Uterus","Peripheral_Blood","Fetal_Lung","Neonatal-Heart","Neonatal-Heart","Testis","Trophoblast-Stem-Cell","Ovary","Fetal_Brain","Bladder","Peripheral_Blood","Neonatal-Calvaria","Fetal_Lung","Trophoblast-Stem-Cell","Bone-Marrow","Liver","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","MammaryGland.Virgin","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Neonatal-Calvaria","MammaryGland.Virgin","Neonatal-Skin","MammaryGland.Involution","Small-Intestine","MammaryGland.Virgin","Brain","Bone-Marrow_c-kit","Lung","Trophoblast-Stem-Cell","MammaryGland.Lactation","Embryonic-Stem-Cell","MammaryGland.Lactation","Peripheral_Blood","Neonatal-Rib","Trophoblast-Stem-Cell","Small-Intestine","Small-Intestine","Bone-Marrow","Ovary","Fetal_Lung","Bone-Marrow_c-kit","Thymus","MammaryGland.Lactation","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Lactation","Fetal_Stomache","Trophoblast-Stem-Cell","Lung","Neonatal-Skin","Bone-Marrow_c-kit","Neonatal-Heart","Trophoblast-Stem-Cell","Fetal_Brain","MammaryGland.Lactation","Neonatal-Muscle","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Prostate","Neonatal-Muscle","Neonatal-Skin","Trophoblast-Stem-Cell","Brain","MammaryGland.Lactation","Trophoblast-Stem-Cell","Neonatal-Muscle","Ovary","Peripheral_Blood","Mesenchymal-Stem-Cell-Cultured","Testis","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Virgin","Testis","Fetal_Lung","Fetal_Stomache","Neonatal-Calvaria","Testis","Bone_Marrow_Mesenchyme","Neonatal-Muscle","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Stomach","MammaryGland.Lactation","Embryonic-Stem-Cell","Lung","Uterus","MammaryGland.Lactation","Neonatal-Rib","Fetal_Stomache","Embryonic-Stem-Cell","MammaryGland.Virgin","Fetal_Lung","Fetal_Stomache","Bladder","Trophoblast-Stem-Cell","Fetal_Stomache","Lung","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Pancreas","Liver","Liver","Embryonic-Stem-Cell","Prostate","Spleen","Ovary","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Virgin","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Fetal_Intestine","Neonatal-Rib","Fetal_Stomache","Testis","Spleen","Embryonic-Mesenchyme","MammaryGland.Lactation","Neonatal-Calvaria","MammaryGland.Lactation","MammaryGland.Lactation","Ovary","Thymus","Bone-Marrow_c-kit","Neonatal-Calvaria","Kidney","Testis","Bone-Marrow_c-kit","Neonatal-Calvaria","Neonatal-Rib","Lung","Bone_Marrow_Mesenchyme","Fetal_Lung","Small-Intestine","Embryonic-Stem-Cell","Peripheral_Blood","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Pancreas","Lung","Trophoblast-Stem-Cell","Kidney","Mesenchymal-Stem-Cell-Cultured","Ovary","Mesenchymal-Stem-Cell-Cultured","Stomach","MammaryGland.Virgin","Uterus","Fetal_Stomache","MammaryGland.Virgin","Fetal_Stomache","Prostate","Trophoblast-Stem-Cell","Uterus","Bone-Marrow","Placenta","Neonatal-Heart","Embryonic-Stem-Cell","Neonatal-Muscle","Trophoblast-Stem-Cell","Testis","Mesenchymal-Stem-Cell-Cultured","Fetal_Lung","Peripheral_Blood","MammaryGland.Pregnancy","Fetal_Lung","Embryonic-Stem-Cell","MammaryGland.Lactation","Stomach","Neonatal-Rib","Neonatal-Skin","Liver","Lung","Fetal_Intestine","Testis","Bone-Marrow","Bone-Marrow_c-kit","Neonatal-Calvaria","Testis","Embryonic-Stem-Cell","Fetal_Intestine","MammaryGland.Virgin","Neonatal-Calvaria","Embryonic-Stem-Cell","Neonatal-Muscle","Brain","Lung","Bone-Marrow_c-kit","Spleen","Fetal_Brain","MammaryGland.Lactation","Bone-Marrow_c-kit","Fetal-Liver","Fetal_Lung","Trophoblast-Stem-Cell","Thymus","Bone-Marrow","Brain","Trophoblast-Stem-Cell","Fetal_Brain","Neonatal-Heart","Bone-Marrow_c-kit","MammaryGland.Involution","Mesenchymal-Stem-Cell-Cultured","Fetal_Intestine","Neonatal-Rib","Trophoblast-Stem-Cell","Fetal_Lung","Fetal_Stomache","Pancreas","Bone-Marrow","Bone-Marrow_c-kit","Fetal_Brain","Bone-Marrow","Lung","Embryonic-Stem-Cell","Brain","Bladder","MammaryGland.Involution","Bone-Marrow","Small-Intestine","Fetal_Stomache","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Uterus","Spleen","Fetal_Lung","Uterus","Neonatal-Muscle","Bone-Marrow","Bone-Marrow","Fetal_Stomache","Trophoblast-Stem-Cell","MammaryGland.Lactation","Fetal_Stomache","Bone-Marrow","Bone-Marrow_c-kit","Kidney","Thymus","Neonatal-Rib","Bone-Marrow_c-kit","Pancreas","Uterus","Neonatal-Heart","MammaryGland.Lactation","Lung","Neonatal-Skin","Embryonic-Stem-Cell","Lung","Neonatal-Muscle","Peripheral_Blood","Stomach","Testis","Bone-Marrow_c-kit","Bone-Marrow","Testis","Bone-Marrow_c-kit","Peripheral_Blood","Neonatal-Skin","Peripheral_Blood","Trophoblast-Stem-Cell","MammaryGland.Lactation","MammaryGland.Virgin","Bone-Marrow_c-kit","Testis","Embryonic-Stem-Cell","Liver","Bone-Marrow","Fetal_Intestine","Bone-Marrow_c-kit","Neonatal-Calvaria","Placenta","Testis","Peripheral_Blood","Thymus","Small-Intestine","Lung","Testis","Small-Intestine","Stomach","Lung","Fetal_Lung","Fetal_Intestine","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Small-Intestine","Bone-Marrow_c-kit","Small-Intestine","Bone-Marrow_c-kit","Uterus","Bone-Marrow_c-kit","Neonatal-Muscle","Testis","Liver","Lung","Testis","Bone-Marrow","Prostate","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Lactation","MammaryGland.Virgin","Trophoblast-Stem-Cell","Neonatal-Heart","Embryonic-Stem-Cell","Neonatal-Rib","Small-Intestine","MammaryGland.Lactation","Testis","Bladder","Lung","Bladder","Bone_Marrow_Mesenchyme","Testis","Testis","MammaryGland.Pregnancy","MammaryGland.Lactation","Prostate","Peripheral_Blood","Spleen","Testis","Ovary","Neonatal-Rib","Embryonic-Mesenchyme","Pancreas","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Testis","Trophoblast-Stem-Cell","Prostate","Trophoblast-Stem-Cell","MammaryGland.Involution","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Spleen","Ovary","Embryonic-Mesenchyme","Liver","Stomach","Bone-Marrow_c-kit","Stomach","Lung","Neonatal-Calvaria","MammaryGland.Involution","MammaryGland.Lactation","Bone-Marrow","Lung","Bone-Marrow","Trophoblast-Stem-Cell","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Fetal_Intestine","Kidney","Embryonic-Stem-Cell","Small-Intestine","MammaryGland.Virgin","MammaryGland.Virgin","Mesenchymal-Stem-Cell-Cultured","Neonatal-Muscle","Liver","Bone-Marrow_c-kit","Brain","Small-Intestine","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Fetal_Lung","Bone-Marrow_c-kit","Peripheral_Blood","MammaryGland.Pregnancy","Uterus","Testis","Neonatal-Muscle","Neonatal-Heart","Bladder","Neonatal-Rib","Fetal_Lung","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Kidney","Neonatal-Rib","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Testis","Bone-Marrow_c-kit","MammaryGland.Virgin","Peripheral_Blood","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Thymus","Trophoblast-Stem-Cell","Bone-Marrow","Fetal_Lung","Trophoblast-Stem-Cell","Testis","Liver","Brain","Fetal_Brain","Thymus","Bone_Marrow_Mesenchyme","MammaryGland.Virgin","Bone-Marrow","Neonatal-Rib","Neonatal-Calvaria","Small-Intestine","Neonatal-Rib","Bone-Marrow_c-kit","Uterus","MammaryGland.Lactation","Testis","Ovary","Neonatal-Skin","Small-Intestine","Bone-Marrow_c-kit","Fetal_Lung","Liver","Testis","Fetal_Lung","Bone-Marrow","Placenta","Trophoblast-Stem-Cell","Testis","Neonatal-Calvaria","Neonatal-Skin","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","Peripheral_Blood","Kidney","Muscle","Embryonic-Stem-Cell","Brain","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Fetal_Brain","MammaryGland.Lactation","Fetal_Lung","MammaryGland.Involution","MammaryGland.Pregnancy","Fetal_Lung","Peripheral_Blood","MammaryGland.Lactation","MammaryGland.Virgin","Kidney","Neonatal-Calvaria","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Neonatal-Muscle","Neonatal-Calvaria","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Neonatal-Muscle","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Involution","Peripheral_Blood","Lung","Neonatal-Skin","Neonatal-Rib","Small-Intestine","Testis","Mesenchymal-Stem-Cell-Cultured","Prostate","Uterus","Fetal_Stomache","Thymus","Neonatal-Calvaria","Embryonic-Stem-Cell","Stomach","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Fetal_Intestine","Testis","Small-Intestine","Small-Intestine","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Involution","Bone_Marrow_Mesenchyme","Testis","Kidney","Neonatal-Muscle","Neonatal-Calvaria","Bone-Marrow","Ovary","Embryonic-Stem-Cell","Neonatal-Rib","Fetal_Brain","Mesenchymal-Stem-Cell-Cultured","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Peripheral_Blood","Bladder","Fetal_Stomache","MammaryGland.Virgin","Peripheral_Blood","Neonatal-Heart","Neonatal-Skin","MammaryGland.Lactation","Neonatal-Calvaria","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Fetal_Brain","Bladder","Trophoblast-Stem-Cell","Bone-Marrow","Neonatal-Calvaria","Fetal_Stomache","Neonatal-Skin","Neonatal-Rib","Thymus","Embryonic-Mesenchyme","Testis","Fetal_Stomache","Peripheral_Blood","Embryonic-Stem-Cell","Fetal_Lung","MammaryGland.Virgin","MammaryGland.Involution","Peripheral_Blood","Uterus","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","MammaryGland.Lactation","MammaryGland.Pregnancy","MammaryGland.Lactation","Bladder","Neonatal-Calvaria","Neonatal-Skin","Neonatal-Muscle","Peripheral_Blood","Bone-Marrow","MammaryGland.Involution","Liver","MammaryGland.Lactation","Neonatal-Rib","Placenta","Brain","Uterus","Embryonic-Stem-Cell","Ovary","Bone-Marrow_c-kit","Neonatal-Heart","Lung","Thymus","Bone-Marrow_c-kit","Thymus","Fetal_Stomache","Bone-Marrow_c-kit","Testis","Neonatal-Heart","Prostate","Peripheral_Blood","Embryonic-Stem-Cell","Neonatal-Heart","MammaryGland.Virgin","MammaryGland.Pregnancy","Embryonic-Stem-Cell","Testis","Trophoblast-Stem-Cell","Kidney","Pancreas","Embryonic-Stem-Cell","MammaryGland.Lactation","Bone-Marrow","Neonatal-Calvaria","Kidney","Bone-Marrow_c-kit","Fetal_Intestine","Fetal_Lung","Peripheral_Blood","Trophoblast-Stem-Cell","Bone-Marrow","MammaryGland.Involution","Mesenchymal-Stem-Cell-Cultured","Neonatal-Muscle","Testis","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Testis","Kidney","Ovary","MammaryGland.Virgin","Bone-Marrow_c-kit","MammaryGland.Lactation","Neonatal-Rib","Bone_Marrow_Mesenchyme","Neonatal-Rib","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Neonatal-Muscle","MammaryGland.Involution","Bone-Marrow_c-kit","Neonatal-Rib","MammaryGland.Lactation","Placenta","Embryonic-Mesenchyme","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Trophoblast-Stem-Cell","Placenta","Placenta","Neonatal-Skin","Bone-Marrow_c-kit","Peripheral_Blood","Muscle","Brain","Neonatal-Calvaria","Bone-Marrow_c-kit","Neonatal-Muscle","MammaryGland.Virgin","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Peripheral_Blood","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Ovary","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Bladder","Ovary","Ovary","Embryonic-Stem-Cell","Testis","Kidney","Trophoblast-Stem-Cell","Lung","Trophoblast-Stem-Cell","Fetal_Brain","Neonatal-Calvaria","Embryonic-Stem-Cell","Embryonic-Mesenchyme","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Lung","Fetal_Intestine","Embryonic-Stem-Cell","MammaryGland.Lactation","MammaryGland.Lactation","Embryonic-Mesenchyme","Peripheral_Blood","MammaryGland.Virgin","Fetal_Intestine","MammaryGland.Lactation","Bone-Marrow","Lung","Muscle","Trophoblast-Stem-Cell","Neonatal-Rib","Neonatal-Calvaria","Uterus","Testis","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Peripheral_Blood","Peripheral_Blood","MammaryGland.Lactation","Stomach","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Embryonic-Stem-Cell","Placenta","Thymus","Embryonic-Stem-Cell","Pancreas","MammaryGland.Lactation","Small-Intestine","Fetal_Intestine","Mesenchymal-Stem-Cell-Cultured","Lung","Small-Intestine","Testis","Peripheral_Blood","Testis","Small-Intestine","Liver","Bone-Marrow_c-kit","Neonatal-Rib","Bone_Marrow_Mesenchyme","Bone-Marrow","Bone-Marrow","Bone-Marrow","Neonatal-Skin","Peripheral_Blood","Trophoblast-Stem-Cell","Neonatal-Muscle","Neonatal-Heart","Peripheral_Blood","Fetal_Brain","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Neonatal-Muscle","Trophoblast-Stem-Cell","Brain","Bone-Marrow_c-kit","Stomach","Fetal_Brain","Lung","Bladder","Bone-Marrow_c-kit","Testis","Bone-Marrow_c-kit","Fetal_Brain","Bone-Marrow_c-kit","Peripheral_Blood","Fetal_Stomache","Liver","Fetal_Intestine","Liver","Trophoblast-Stem-Cell","Placenta","Brain","Bone_Marrow_Mesenchyme","MammaryGland.Involution","Liver","MammaryGland.Lactation","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Fetal_Brain","Testis","Neonatal-Muscle","Peripheral_Blood","Pancreas","Trophoblast-Stem-Cell","Neonatal-Heart","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Involution","Thymus","Fetal_Stomache","Neonatal-Skin","MammaryGland.Virgin","Bone-Marrow","Bladder","Trophoblast-Stem-Cell","Lung","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Liver","Trophoblast-Stem-Cell","MammaryGland.Lactation","Testis","Trophoblast-Stem-Cell","Testis","Testis","Neonatal-Calvaria","Neonatal-Rib","Fetal_Intestine","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Bone-Marrow","Neonatal-Rib","Bone-Marrow","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Calvaria","MammaryGland.Lactation","Small-Intestine","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Thymus","Bone-Marrow_c-kit","Peripheral_Blood","Testis","Bone-Marrow_c-kit","MammaryGland.Virgin","Embryonic-Stem-Cell","Fetal_Lung","Neonatal-Heart","Testis","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Peripheral_Blood","Uterus","Fetal_Intestine","Testis","Fetal_Intestine","Neonatal-Rib","Ovary","Peripheral_Blood","Embryonic-Stem-Cell","Stomach","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Pancreas","Brain","Peripheral_Blood","Neonatal-Calvaria","MammaryGland.Lactation","Fetal_Intestine","MammaryGland.Virgin","Placenta","Fetal_Lung","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow","MammaryGland.Virgin","Fetal_Stomache","Bone-Marrow_c-kit","Lung","Fetal_Lung","Trophoblast-Stem-Cell","Neonatal-Calvaria","Fetal_Stomache","Embryonic-Stem-Cell","Fetal_Intestine","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Brain","Fetal_Intestine","Neonatal-Heart","Neonatal-Skin","Fetal_Stomache","Liver","Trophoblast-Stem-Cell","MammaryGland.Involution","Ovary","Brain","MammaryGland.Involution","Trophoblast-Stem-Cell","Neonatal-Rib","Neonatal-Calvaria","Prostate","MammaryGland.Lactation","Peripheral_Blood","MammaryGland.Lactation","Neonatal-Calvaria","Trophoblast-Stem-Cell","Kidney","Lung","Neonatal-Rib","Neonatal-Muscle","Bone-Marrow_c-kit","Small-Intestine","Fetal_Brain","Fetal_Lung","Neonatal-Calvaria","Trophoblast-Stem-Cell","MammaryGland.Virgin","Liver","MammaryGland.Lactation","Small-Intestine","Stomach","Testis","Placenta","Fetal_Intestine","Neonatal-Calvaria","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Fetal_Brain","Trophoblast-Stem-Cell","Neonatal-Heart","Placenta","Lung","Bone_Marrow_Mesenchyme","Neonatal-Calvaria","Bone-Marrow_c-kit","Placenta","Stomach","MammaryGland.Lactation","MammaryGland.Lactation","Fetal_Brain","Bone_Marrow_Mesenchyme","MammaryGland.Virgin","Embryonic-Stem-Cell","Neonatal-Rib","Bone-Marrow_c-kit","Neonatal-Calvaria","Testis","Peripheral_Blood","Peripheral_Blood","Brain","Bone-Marrow","Peripheral_Blood","Peripheral_Blood","Embryonic-Stem-Cell","Brain","MammaryGland.Lactation","Small-Intestine","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Lung","Testis","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Brain","Testis","Ovary","MammaryGland.Pregnancy","Lung","Bone-Marrow_c-kit","Fetal_Intestine","Fetal_Brain","Embryonic-Stem-Cell","Fetal_Lung","Embryonic-Stem-Cell","Pancreas","Fetal_Intestine","Neonatal-Rib","Bone-Marrow_c-kit","MammaryGland.Lactation","Testis","Neonatal-Skin","Testis","Bone-Marrow","Fetal_Lung","Bone-Marrow_c-kit","Bone-Marrow","Bone-Marrow","MammaryGland.Lactation","Testis","Trophoblast-Stem-Cell","Neonatal-Calvaria","MammaryGland.Involution","Ovary","Neonatal-Muscle","Embryonic-Stem-Cell","Neonatal-Calvaria","Ovary","Bone-Marrow","Bladder","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Fetal_Brain","Bone-Marrow_c-kit","Small-Intestine","Neonatal-Heart","Neonatal-Rib","Fetal_Intestine","MammaryGland.Pregnancy","Peripheral_Blood","Peripheral_Blood","Trophoblast-Stem-Cell","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Testis","Thymus","MammaryGland.Pregnancy","Small-Intestine","Bone-Marrow_c-kit","Testis","Bone-Marrow_c-kit","Ovary","Small-Intestine","Neonatal-Skin","Testis","Bone-Marrow_c-kit","Small-Intestine","Peripheral_Blood","Fetal-Liver","MammaryGland.Pregnancy","Embryonic-Stem-Cell","Testis","Testis","Peripheral_Blood","Small-Intestine","Fetal_Lung","Peripheral_Blood","Peripheral_Blood","Bladder","Liver","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Kidney","Bone-Marrow_c-kit","Fetal_Brain","Uterus","Trophoblast-Stem-Cell","Bone-Marrow","Pancreas","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Fetal_Intestine","Mesenchymal-Stem-Cell-Cultured","Kidney","Mesenchymal-Stem-Cell-Cultured","Pancreas","Neonatal-Heart","MammaryGland.Involution","Neonatal-Calvaria","Bone-Marrow","Bone_Marrow_Mesenchyme","Bone-Marrow","MammaryGland.Lactation","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Fetal_Brain","Neonatal-Muscle","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow","Embryonic-Stem-Cell","Small-Intestine","Trophoblast-Stem-Cell","Neonatal-Rib","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","MammaryGland.Virgin","Bone-Marrow_c-kit","Small-Intestine","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Bladder","Mesenchymal-Stem-Cell-Cultured","Fetal_Intestine","Bone-Marrow_c-kit","Liver","Embryonic-Stem-Cell","Liver","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","Kidney","Fetal_Intestine","Liver","Peripheral_Blood","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Lung","Peripheral_Blood","Neonatal-Calvaria","Small-Intestine","MammaryGland.Involution","Neonatal-Calvaria","MammaryGland.Pregnancy","Neonatal-Muscle","Bone-Marrow_c-kit","Liver","MammaryGland.Lactation","Prostate","Placenta","Bone-Marrow_c-kit","Fetal_Intestine","Placenta","Bone-Marrow","MammaryGland.Involution","Embryonic-Stem-Cell","Fetal_Stomache","Lung","Fetal_Lung","MammaryGland.Lactation","MammaryGland.Lactation","Bone-Marrow_c-kit","Kidney","Bone-Marrow","Lung","Kidney","Uterus","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Testis","Testis","Peripheral_Blood","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Fetal_Stomache","Embryonic-Stem-Cell","Liver","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Calvaria","Lung","Brain","MammaryGland.Pregnancy","Neonatal-Calvaria","Bone-Marrow","MammaryGland.Pregnancy","Embryonic-Stem-Cell","Embryonic-Mesenchyme","Placenta","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Calvaria","Small-Intestine","Bone-Marrow","Neonatal-Skin","Trophoblast-Stem-Cell","Pancreas","Neonatal-Calvaria","MammaryGland.Lactation","Small-Intestine","Bone_Marrow_Mesenchyme","MammaryGland.Involution","Liver","Embryonic-Stem-Cell","Testis","Bone-Marrow_c-kit","Fetal_Brain","MammaryGland.Involution","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Heart","Neonatal-Heart","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Placenta","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Ovary","Fetal_Intestine","Bone-Marrow","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Thymus","Neonatal-Rib","MammaryGland.Pregnancy","MammaryGland.Lactation","Neonatal-Calvaria","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Ovary","MammaryGland.Virgin","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","Placenta","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Testis","Uterus","Bone-Marrow_c-kit","Pancreas","Bone-Marrow","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","MammaryGland.Virgin","Trophoblast-Stem-Cell","Neonatal-Heart","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Lung","Bone-Marrow_c-kit","Uterus","Ovary","Liver","Stomach","Bladder","Trophoblast-Stem-Cell","Ovary","Bone-Marrow_c-kit","Peripheral_Blood","Bone-Marrow_c-kit","Small-Intestine","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Uterus","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Lactation","Embryonic-Mesenchyme","Testis","Bone-Marrow_c-kit","Liver","Embryonic-Stem-Cell","Kidney","Trophoblast-Stem-Cell","Lung","Neonatal-Calvaria","Lung","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Involution","Lung","Brain","Bone-Marrow","Trophoblast-Stem-Cell","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Fetal_Lung","Bone-Marrow_c-kit","Peripheral_Blood","Bone-Marrow_c-kit","Uterus","Peripheral_Blood","Neonatal-Calvaria","Lung","Fetal_Intestine","Bone_Marrow_Mesenchyme","MammaryGland.Involution","MammaryGland.Virgin","MammaryGland.Involution","Ovary","Kidney","Trophoblast-Stem-Cell","Lung","Kidney","Neonatal-Heart","Trophoblast-Stem-Cell","MammaryGland.Lactation","Neonatal-Heart","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Stomach","MammaryGland.Lactation","Neonatal-Rib","Testis","Neonatal-Skin","Bone-Marrow_c-kit","Neonatal-Muscle","Neonatal-Skin","Brain","Fetal_Stomache","Placenta","Fetal-Liver","Bone-Marrow_c-kit","MammaryGland.Lactation","MammaryGland.Pregnancy","Neonatal-Calvaria","Uterus","Lung","Small-Intestine","Neonatal-Heart","Trophoblast-Stem-Cell","Neonatal-Muscle","Ovary","Liver","Neonatal-Calvaria","Neonatal-Calvaria","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","Neonatal-Muscle","Neonatal-Rib","Peripheral_Blood","Neonatal-Skin","Stomach","Pancreas","Embryonic-Mesenchyme","Kidney","Neonatal-Heart","Fetal_Stomache","Trophoblast-Stem-Cell","Neonatal-Muscle","MammaryGland.Lactation","Neonatal-Skin","Bone-Marrow_c-kit","MammaryGland.Involution","Fetal-Liver","MammaryGland.Pregnancy","Bone_Marrow_Mesenchyme","Testis","Neonatal-Muscle","Embryonic-Mesenchyme","Prostate","Neonatal-Calvaria","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Peripheral_Blood","Bone-Marrow_c-kit","Lung","Bone-Marrow_c-kit","Placenta","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Liver","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Brain","Testis","Placenta","Fetal_Intestine","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","MammaryGland.Lactation","MammaryGland.Involution","Small-Intestine","Liver","Fetal_Intestine","Prostate","MammaryGland.Pregnancy","Brain","Bone-Marrow_c-kit","MammaryGland.Lactation","Fetal_Intestine","Trophoblast-Stem-Cell","Pancreas","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Pancreas","Pancreas","Small-Intestine","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Small-Intestine","Embryonic-Stem-Cell","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Placenta","Testis","MammaryGland.Virgin","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Pancreas","Fetal_Intestine","Neonatal-Heart","Fetal_Intestine","Neonatal-Calvaria","Neonatal-Calvaria","Liver","Fetal_Stomache","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Bone-Marrow","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Bone-Marrow","Trophoblast-Stem-Cell","Brain","Ovary","Liver","Trophoblast-Stem-Cell","Fetal-Liver","Bone-Marrow_c-kit","Small-Intestine","MammaryGland.Virgin","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","MammaryGland.Involution","MammaryGland.Lactation","Fetal-Liver","Fetal_Brain","Trophoblast-Stem-Cell","Thymus","MammaryGland.Lactation","Neonatal-Heart","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Fetal_Brain","Bone-Marrow_c-kit","Fetal_Lung","Lung","Testis","Pancreas","Trophoblast-Stem-Cell","MammaryGland.Virgin","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Kidney","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Muscle","Bone-Marrow","Liver","MammaryGland.Lactation","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","MammaryGland.Lactation","Fetal-Liver","Fetal_Intestine","Neonatal-Skin","Small-Intestine","Thymus","Neonatal-Heart","Mesenchymal-Stem-Cell-Cultured","Neonatal-Rib","Thymus","Small-Intestine","MammaryGland.Pregnancy","Liver","Neonatal-Calvaria","Placenta","MammaryGland.Lactation","Embryonic-Stem-Cell","Bone-Marrow","Bladder","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Thymus","Neonatal-Calvaria","Stomach","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Placenta","Bone-Marrow_c-kit","Peripheral_Blood","Bone-Marrow_c-kit","Testis","Pancreas","Pancreas","Bone-Marrow_c-kit","Neonatal-Rib","Fetal_Intestine","Bone-Marrow","Fetal_Brain","Fetal-Liver","Neonatal-Calvaria","Small-Intestine","Liver","MammaryGland.Virgin","Fetal_Brain","MammaryGland.Lactation","Trophoblast-Stem-Cell","MammaryGland.Virgin","Bone-Marrow","Neonatal-Calvaria","Testis","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Small-Intestine","Neonatal-Heart","Bone_Marrow_Mesenchyme","Fetal_Stomache","Lung","Bone-Marrow","MammaryGland.Lactation","Embryonic-Stem-Cell","Neonatal-Muscle","Small-Intestine","MammaryGland.Virgin","Trophoblast-Stem-Cell","Placenta","Neonatal-Calvaria","Fetal_Stomache","Brain","Ovary","Fetal_Lung","Neonatal-Heart","Fetal_Stomache","Bone-Marrow","Stomach","Mesenchymal-Stem-Cell-Cultured","Thymus","Bone_Marrow_Mesenchyme","Bone-Marrow","Testis","Bone-Marrow","Fetal-Liver","Fetal_Intestine","Neonatal-Calvaria","Embryonic-Stem-Cell","Neonatal-Muscle","Thymus","Fetal_Lung","Bone-Marrow_c-kit","Small-Intestine","Bone-Marrow_c-kit","Neonatal-Heart","Bone-Marrow","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Brain","Placenta","Placenta","Neonatal-Heart","Liver","MammaryGland.Lactation","Trophoblast-Stem-Cell","Fetal-Liver","Neonatal-Rib","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Bone-Marrow","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Neonatal-Calvaria","Placenta","Small-Intestine","Bone-Marrow_c-kit","MammaryGland.Involution","Embryonic-Stem-Cell","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Kidney","Brain","Embryonic-Mesenchyme","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","Fetal-Liver","Pancreas","Bone-Marrow_c-kit","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Stomach","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","Neonatal-Skin","Bone-Marrow","Trophoblast-Stem-Cell","MammaryGland.Lactation","Small-Intestine","Kidney","Trophoblast-Stem-Cell","MammaryGland.Virgin","Bone-Marrow_c-kit","Thymus","Testis","Kidney","Bone-Marrow","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Peripheral_Blood","MammaryGland.Involution","Bone-Marrow","Bone-Marrow","MammaryGland.Lactation","Fetal_Stomache","Uterus","Bone-Marrow","Small-Intestine","Ovary","Mesenchymal-Stem-Cell-Cultured","Mesenchymal-Stem-Cell-Cultured","Neonatal-Heart","Bone-Marrow","MammaryGland.Pregnancy","Placenta","MammaryGland.Virgin","Bone-Marrow_c-kit","Neonatal-Heart","MammaryGland.Lactation","Bone-Marrow","Trophoblast-Stem-Cell","Fetal_Lung","Bone-Marrow_c-kit","Fetal_Brain","Bone-Marrow_c-kit","Neonatal-Heart","Bone-Marrow_c-kit","Lung","Neonatal-Calvaria","Trophoblast-Stem-Cell","Bladder","Testis","Trophoblast-Stem-Cell","Fetal_Brain","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Small-Intestine","Bone-Marrow_c-kit","Peripheral_Blood","Testis","Neonatal-Calvaria","MammaryGland.Lactation","Testis","Bone-Marrow_c-kit","MammaryGland.Lactation","Small-Intestine","Neonatal-Calvaria","Peripheral_Blood","MammaryGland.Lactation","Liver","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Intestine","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Testis","Small-Intestine","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Involution","Pancreas","Pancreas","Small-Intestine","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Liver","Thymus","Testis","Neonatal-Calvaria","Uterus","MammaryGland.Lactation","Lung","MammaryGland.Lactation","Pancreas","Bone-Marrow_c-kit","Neonatal-Calvaria","Spleen","Embryonic-Stem-Cell","Embryonic-Mesenchyme","Neonatal-Muscle","Mesenchymal-Stem-Cell-Cultured","Lung","Neonatal-Calvaria","Fetal_Intestine","Embryonic-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Virgin","Mesenchymal-Stem-Cell-Cultured","Prostate","Embryonic-Stem-Cell","Stomach","MammaryGland.Lactation","Neonatal-Muscle","Bone-Marrow_c-kit","Bone-Marrow","Placenta","Thymus","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Lung","Testis","Neonatal-Skin","Ovary","Testis","Neonatal-Heart","Bone-Marrow_c-kit","Lung","Embryonic-Stem-Cell","Bone-Marrow","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Embryonic-Mesenchyme","MammaryGland.Lactation","Uterus","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Small-Intestine","Fetal_Lung","Neonatal-Heart","Bone-Marrow_c-kit","Neonatal-Heart","Muscle","Trophoblast-Stem-Cell","Liver","Embryonic-Stem-Cell","MammaryGland.Lactation","Liver","Fetal_Lung","Bone_Marrow_Mesenchyme","Small-Intestine","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Spleen","Neonatal-Skin","Embryonic-Stem-Cell","Uterus","Embryonic-Stem-Cell","Neonatal-Skin","Fetal_Lung","Liver","Neonatal-Rib","MammaryGland.Lactation","Lung","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Small-Intestine","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Small-Intestine","Trophoblast-Stem-Cell","Fetal_Stomache","MammaryGland.Lactation","Kidney","Small-Intestine","Uterus","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Bone-Marrow","Bone_Marrow_Mesenchyme","Testis","Uterus","Pancreas","Small-Intestine","Trophoblast-Stem-Cell","MammaryGland.Lactation","Neonatal-Muscle","Testis","Testis","Bone-Marrow_c-kit","Neonatal-Rib","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Involution","Liver","Testis","Neonatal-Muscle","Trophoblast-Stem-Cell","Testis","Lung","Ovary","Fetal_Intestine","MammaryGland.Virgin","Embryonic-Stem-Cell","Testis","Bone-Marrow","Testis","Peripheral_Blood","Placenta","Liver","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Involution","Testis","Testis","Neonatal-Calvaria","Testis","Embryonic-Mesenchyme","Neonatal-Muscle","Trophoblast-Stem-Cell","Neonatal-Calvaria","MammaryGland.Lactation","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Neonatal-Heart","Bone-Marrow_c-kit","Kidney","Trophoblast-Stem-Cell","Small-Intestine","Liver","MammaryGland.Lactation","Liver","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Lactation","Thymus","MammaryGland.Lactation","MammaryGland.Involution","Thymus","Embryonic-Stem-Cell","MammaryGland.Lactation","Trophoblast-Stem-Cell","Testis","Embryonic-Mesenchyme","Neonatal-Calvaria","Neonatal-Heart","Bladder","Bone-Marrow_c-kit","Ovary","MammaryGland.Lactation","Neonatal-Calvaria","Testis","Peripheral_Blood","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Thymus","Bone-Marrow_c-kit","Ovary","Fetal_Brain","Neonatal-Calvaria","Trophoblast-Stem-Cell","Neonatal-Calvaria","Bone-Marrow_c-kit","Stomach","Fetal_Intestine","Embryonic-Stem-Cell","Neonatal-Calvaria","Neonatal-Muscle","Trophoblast-Stem-Cell","Peripheral_Blood","Bone-Marrow_c-kit","Neonatal-Muscle","Testis","Placenta","Neonatal-Calvaria","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Lung","Bone-Marrow_c-kit","Small-Intestine","Bone-Marrow","Lung","Bone-Marrow_c-kit","MammaryGland.Involution","Bone-Marrow","Neonatal-Rib","Neonatal-Muscle","Trophoblast-Stem-Cell","Peripheral_Blood","Pancreas","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Stomache","MammaryGland.Lactation","Fetal_Brain","Bone_Marrow_Mesenchyme","Testis","Neonatal-Rib","Liver","Neonatal-Rib","Embryonic-Mesenchyme","Neonatal-Calvaria","Pancreas","Neonatal-Skin","Small-Intestine","MammaryGland.Pregnancy","Lung","Uterus","Bone-Marrow_c-kit","Fetal_Lung","Fetal_Intestine","Peripheral_Blood","Ovary","Fetal_Stomache","Bone-Marrow_c-kit","Fetal_Intestine","Neonatal-Muscle","MammaryGland.Lactation","Pancreas","Thymus","Bone-Marrow","Liver","Bone-Marrow","Testis","Ovary","Pancreas","Peripheral_Blood","Bone_Marrow_Mesenchyme","Fetal-Liver","MammaryGland.Lactation","Liver","Brain","MammaryGland.Pregnancy","Neonatal-Muscle","Fetal_Stomache","Neonatal-Muscle","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Rib","Neonatal-Rib","Prostate","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bladder","Bladder","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Small-Intestine","Small-Intestine","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Neonatal-Muscle","MammaryGland.Involution","Kidney","Testis","Neonatal-Calvaria","Neonatal-Calvaria","Bone-Marrow_c-kit","Fetal_Intestine","Small-Intestine","Fetal_Brain","MammaryGland.Pregnancy","Testis","Neonatal-Calvaria","Lung","Fetal_Stomache","Neonatal-Rib","Neonatal-Calvaria","Uterus","Bone_Marrow_Mesenchyme","Fetal_Lung","Neonatal-Muscle","Testis","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Testis","Embryonic-Mesenchyme","Lung","Testis","Fetal_Lung","Testis","Fetal-Liver","Small-Intestine","Bone-Marrow_c-kit","Placenta","Bone-Marrow_c-kit","Neonatal-Skin","MammaryGland.Involution","Bladder","Liver","Embryonic-Stem-Cell","Fetal_Intestine","Fetal_Lung","MammaryGland.Involution","Fetal_Brain","Pancreas","Ovary","Bone-Marrow_c-kit","Testis","Neonatal-Muscle","MammaryGland.Involution","Lung","Prostate","Fetal_Brain","Mesenchymal-Stem-Cell-Cultured","Neonatal-Heart","Bone-Marrow_c-kit","Testis","Lung","Kidney","Fetal_Intestine","Small-Intestine","Uterus","Stomach","MammaryGland.Virgin","Embryonic-Stem-Cell","Testis","Neonatal-Rib","Trophoblast-Stem-Cell","Neonatal-Calvaria","Lung","MammaryGland.Involution","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bladder","Peripheral_Blood","Lung","Stomach","Bone-Marrow","Fetal_Intestine","Bone-Marrow","Trophoblast-Stem-Cell","Fetal_Lung","Ovary","Fetal_Lung","MammaryGland.Pregnancy","Fetal_Intestine","Bone_Marrow_Mesenchyme","Testis","Brain","Bone_Marrow_Mesenchyme","Placenta","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Peripheral_Blood","Fetal-Liver","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow","Testis","Stomach","Small-Intestine","Neonatal-Skin","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal-Liver","Trophoblast-Stem-Cell","Fetal_Stomache","Peripheral_Blood","Neonatal-Heart","Lung","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Small-Intestine","MammaryGland.Lactation","Brain","MammaryGland.Lactation","Testis","Neonatal-Rib","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Ovary","Fetal_Stomache","Fetal-Liver","Lung","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","MammaryGland.Virgin","MammaryGland.Lactation","Lung","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","Liver","Placenta","Fetal_Intestine","Neonatal-Heart","Pancreas","Neonatal-Rib","Kidney","Fetal_Lung","Embryonic-Stem-Cell","Embryonic-Mesenchyme","Bone_Marrow_Mesenchyme","Thymus","Bladder","Neonatal-Calvaria","Embryonic-Stem-Cell","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Brain","Testis","Testis","Peripheral_Blood","Kidney","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Lactation","Fetal_Intestine","Neonatal-Skin","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Bone-Marrow","Peripheral_Blood","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bladder","Trophoblast-Stem-Cell","Neonatal-Rib","Trophoblast-Stem-Cell","Lung","Testis","MammaryGland.Lactation","Trophoblast-Stem-Cell","Neonatal-Muscle","Small-Intestine","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Placenta","Bone-Marrow_c-kit","Embryonic-Stem-Cell","MammaryGland.Involution","Embryonic-Mesenchyme","Bone-Marrow","Ovary","Peripheral_Blood","MammaryGland.Lactation","Neonatal-Muscle","Peripheral_Blood","Fetal_Stomache","Uterus","Fetal_Intestine","Bone-Marrow_c-kit","Neonatal-Calvaria","Testis","Fetal_Intestine","Thymus","Neonatal-Heart","Lung","Trophoblast-Stem-Cell","Kidney","Neonatal-Rib","Placenta","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Neonatal-Calvaria","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Virgin","Lung","MammaryGland.Virgin","Neonatal-Muscle","Bone-Marrow","Neonatal-Rib","MammaryGland.Involution","Trophoblast-Stem-Cell","Lung","Fetal_Stomache","Fetal_Lung","MammaryGland.Involution","Mesenchymal-Stem-Cell-Cultured","Prostate","Embryonic-Mesenchyme","Neonatal-Calvaria","Neonatal-Calvaria","MammaryGland.Involution","MammaryGland.Pregnancy","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Fetal_Stomache","Fetal_Intestine","Lung","Brain","Bone-Marrow_c-kit","Prostate","Lung","Testis","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Prostate","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Testis","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Liver","Bone-Marrow_c-kit","Bone-Marrow","Pancreas","Trophoblast-Stem-Cell","MammaryGland.Virgin","Fetal_Brain","Fetal-Liver","Neonatal-Skin","MammaryGland.Pregnancy","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Bone-Marrow","Peripheral_Blood","Spleen","Bone-Marrow","Embryonic-Stem-Cell","Kidney","Fetal_Stomache","Neonatal-Skin","Bone_Marrow_Mesenchyme","Placenta","Prostate","MammaryGland.Lactation","MammaryGland.Virgin","Uterus","MammaryGland.Lactation","Bone-Marrow","Lung","Small-Intestine","Lung","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Virgin","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Ovary","Fetal_Stomache","Testis","Small-Intestine","Ovary","Small-Intestine","MammaryGland.Lactation","MammaryGland.Lactation","Peripheral_Blood","MammaryGland.Virgin","Small-Intestine","Neonatal-Calvaria","Prostate","Fetal_Intestine","Fetal_Lung","Embryonic-Stem-Cell","Bone-Marrow","MammaryGland.Involution","MammaryGland.Involution","Bone-Marrow","Bone-Marrow_c-kit","Neonatal-Muscle","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Placenta","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Ovary","Mesenchymal-Stem-Cell-Cultured","Lung","Fetal_Stomache","Bone-Marrow_c-kit","Neonatal-Skin","MammaryGland.Pregnancy","Prostate","Placenta","Bone-Marrow_c-kit","Kidney","MammaryGland.Lactation","Thymus","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Fetal-Liver","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Fetal_Stomache","Pancreas","Bone-Marrow_c-kit","Fetal_Lung","Prostate","Testis","Fetal_Brain","Bone-Marrow","Fetal_Lung","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Muscle","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Placenta","Testis","Trophoblast-Stem-Cell","Ovary","Fetal_Stomache","MammaryGland.Pregnancy","MammaryGland.Involution","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Muscle","Lung","Lung","Thymus","Small-Intestine","MammaryGland.Lactation","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Testis","Bone_Marrow_Mesenchyme","Stomach","Testis","Mesenchymal-Stem-Cell-Cultured","Testis","MammaryGland.Virgin","Neonatal-Muscle","Neonatal-Skin","MammaryGland.Pregnancy","Lung","Pancreas","Testis","MammaryGland.Pregnancy","MammaryGland.Involution","Bladder","Thymus","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Brain","Fetal_Lung","Uterus","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Brain","Lung","Neonatal-Rib","Neonatal-Rib","Embryonic-Mesenchyme","Testis","Pancreas","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Brain","Bone-Marrow_c-kit","Peripheral_Blood","MammaryGland.Lactation","Bone-Marrow_c-kit","Neonatal-Calvaria","Testis","Embryonic-Mesenchyme","Testis","MammaryGland.Lactation","Brain","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Lactation","Neonatal-Muscle","Fetal_Stomache","MammaryGland.Lactation","Bone-Marrow","Neonatal-Calvaria","Uterus","Stomach","Pancreas","Kidney","Testis","Testis","Thymus","Neonatal-Calvaria","Neonatal-Heart","Bone-Marrow_c-kit","Testis","Fetal_Stomache","Placenta","Fetal_Stomache","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","Neonatal-Heart","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Neonatal-Muscle","Bone-Marrow","Neonatal-Heart","Testis","Fetal_Intestine","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Uterus","Embryonic-Stem-Cell","Bone-Marrow","Trophoblast-Stem-Cell","Neonatal-Calvaria","Spleen","Fetal_Lung","Neonatal-Calvaria","Kidney","Mesenchymal-Stem-Cell-Cultured","Fetal-Liver","Small-Intestine","Fetal-Liver","Neonatal-Rib","Lung","Bone-Marrow_c-kit","Fetal_Intestine","Trophoblast-Stem-Cell","Thymus","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Intestine","Embryonic-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Virgin","Neonatal-Calvaria","Testis","Neonatal-Skin","Neonatal-Calvaria","Embryonic-Stem-Cell","Brain","Embryonic-Stem-Cell","MammaryGland.Lactation","MammaryGland.Involution","Placenta","MammaryGland.Lactation","Fetal_Stomache","Thymus","Lung","Neonatal-Muscle","Fetal_Stomache","Trophoblast-Stem-Cell","Placenta","MammaryGland.Lactation","Fetal_Lung","Muscle","Neonatal-Rib","Embryonic-Stem-Cell","Bone-Marrow","MammaryGland.Involution","Small-Intestine","MammaryGland.Virgin","Fetal_Stomache","Lung","Small-Intestine","Trophoblast-Stem-Cell","MammaryGland.Lactation","Trophoblast-Stem-Cell","Fetal-Liver","Small-Intestine","Lung","MammaryGland.Lactation","Bone-Marrow_c-kit","Liver","MammaryGland.Lactation","Kidney","Neonatal-Skin","Placenta","Stomach","Neonatal-Muscle","MammaryGland.Lactation","Testis","Prostate","Testis","Bone-Marrow_c-kit","Bladder","Ovary","Bone-Marrow_c-kit","Neonatal-Heart","MammaryGland.Lactation","MammaryGland.Lactation","Lung","Bladder","Embryonic-Mesenchyme","Placenta","Bone-Marrow_c-kit","MammaryGland.Involution","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Testis","Lung","Trophoblast-Stem-Cell","Thymus","Neonatal-Muscle","Liver","Embryonic-Mesenchyme","Embryonic-Stem-Cell","Small-Intestine","Embryonic-Stem-Cell","Neonatal-Muscle","Peripheral_Blood","Fetal_Lung","MammaryGland.Virgin","Pancreas","Trophoblast-Stem-Cell","Fetal_Lung","MammaryGland.Lactation","Fetal-Liver","Fetal_Intestine","Small-Intestine","Placenta","Testis","Pancreas","Fetal_Intestine","Trophoblast-Stem-Cell","Brain","Kidney","MammaryGland.Virgin","Testis","Thymus","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Testis","Testis","Muscle","Bladder","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow","Testis","Embryonic-Mesenchyme","Testis","Embryonic-Stem-Cell","Brain","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Stomach","Neonatal-Calvaria","Bone-Marrow_c-kit","MammaryGland.Lactation","Ovary","Lung","Embryonic-Mesenchyme","Bladder","Fetal_Stomache","Ovary","Bone-Marrow_c-kit","Kidney","Trophoblast-Stem-Cell","MammaryGland.Lactation","Fetal-Liver","Fetal_Brain","Bone-Marrow_c-kit","Neonatal-Calvaria","Testis","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Fetal_Brain","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","Lung","Small-Intestine","MammaryGland.Pregnancy","Fetal_Lung","Bone-Marrow","Ovary","Bone-Marrow_c-kit","Fetal_Lung","Bone-Marrow_c-kit","Thymus","Placenta","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Small-Intestine","Fetal_Brain","Neonatal-Skin","Neonatal-Calvaria","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","MammaryGland.Lactation","Bone-Marrow","MammaryGland.Involution","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Pancreas","Peripheral_Blood","Small-Intestine","Bone-Marrow_c-kit","MammaryGland.Virgin","Trophoblast-Stem-Cell","Fetal_Brain","Fetal_Lung","Kidney","Brain","Muscle","Bladder","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Small-Intestine","Pancreas","Brain","Thymus","Bone-Marrow_c-kit","Fetal_Intestine","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","MammaryGland.Lactation","Neonatal-Heart","Peripheral_Blood","Embryonic-Stem-Cell","MammaryGland.Lactation","Embryonic-Stem-Cell","MammaryGland.Lactation","Neonatal-Rib","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Pancreas","Neonatal-Calvaria","Neonatal-Rib","Kidney","Pancreas","MammaryGland.Virgin","Small-Intestine","Neonatal-Calvaria","Lung","Lung","Prostate","Trophoblast-Stem-Cell","Fetal_Intestine","Bone-Marrow_c-kit","Fetal_Intestine","Spleen","Neonatal-Calvaria","Bone-Marrow","Testis","MammaryGland.Involution","MammaryGland.Pregnancy","Small-Intestine","Brain","Testis","Prostate","Embryonic-Mesenchyme","Muscle","Placenta","Bone-Marrow_c-kit","Fetal_Stomache","Fetal-Liver","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Fetal_Lung","Testis","Testis","Fetal_Stomache","Spleen","Fetal_Lung","Neonatal-Rib","Embryonic-Mesenchyme","Neonatal-Muscle","Embryonic-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Fetal_Stomache","Trophoblast-Stem-Cell","Thymus","Kidney","Fetal_Lung","Testis","Mesenchymal-Stem-Cell-Cultured","Kidney","Trophoblast-Stem-Cell","Testis","Fetal-Liver","Bone-Marrow","Bone-Marrow","Fetal-Liver","Testis","MammaryGland.Pregnancy","MammaryGland.Pregnancy","Fetal_Stomache","Testis","Placenta","Neonatal-Rib","Bone-Marrow","Neonatal-Muscle","MammaryGland.Lactation","MammaryGland.Virgin","Trophoblast-Stem-Cell","Prostate","MammaryGland.Involution","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow","Fetal_Stomache","Embryonic-Mesenchyme","Neonatal-Heart","Testis","MammaryGland.Virgin","Fetal-Liver","MammaryGland.Involution","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Liver","Trophoblast-Stem-Cell","Uterus","MammaryGland.Involution","Bone-Marrow_c-kit","Neonatal-Skin","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Thymus","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Lung","MammaryGland.Lactation","Small-Intestine","MammaryGland.Involution","Thymus","Prostate","Lung","Ovary","Fetal_Lung","Peripheral_Blood","Placenta","Bone_Marrow_Mesenchyme","Bone-Marrow","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Virgin","Neonatal-Heart","Lung","Small-Intestine","Placenta","Bone-Marrow_c-kit","Muscle","Testis","Peripheral_Blood","Spleen","Trophoblast-Stem-Cell","Fetal_Lung","Bone_Marrow_Mesenchyme","Neonatal-Muscle","Neonatal-Heart","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Uterus","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Uterus","Embryonic-Mesenchyme","Neonatal-Calvaria","Neonatal-Rib","Fetal_Brain","Fetal_Brain","Bone-Marrow_c-kit","Neonatal-Calvaria","MammaryGland.Involution","Bone-Marrow_c-kit","Peripheral_Blood","Placenta","Trophoblast-Stem-Cell","Pancreas","MammaryGland.Pregnancy","Neonatal-Muscle","Neonatal-Rib","Mesenchymal-Stem-Cell-Cultured","Neonatal-Rib","Embryonic-Mesenchyme","MammaryGland.Involution","Kidney","Ovary","Lung","Fetal_Lung","Bone-Marrow_c-kit","MammaryGland.Virgin","Testis","MammaryGland.Involution","Small-Intestine","Prostate","Embryonic-Stem-Cell","Neonatal-Muscle","Bone-Marrow_c-kit","Ovary","Stomach","Fetal_Lung","MammaryGland.Virgin","Bone-Marrow_c-kit","MammaryGland.Virgin","Bone-Marrow_c-kit","Neonatal-Rib","Small-Intestine","Embryonic-Stem-Cell","Neonatal-Rib","MammaryGland.Virgin","Prostate","Small-Intestine","Stomach","Brain","Bone-Marrow_c-kit","Fetal_Intestine","Bone-Marrow_c-kit","MammaryGland.Virgin","Fetal_Lung","Embryonic-Stem-Cell","Testis","Fetal_Stomache","Kidney","Spleen","Mesenchymal-Stem-Cell-Cultured","Liver","MammaryGland.Virgin","MammaryGland.Lactation","Neonatal-Calvaria","Ovary","Liver","Testis","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Kidney","Embryonic-Stem-Cell","Fetal_Intestine","Trophoblast-Stem-Cell","Ovary","Pancreas","Neonatal-Calvaria","Testis","MammaryGland.Lactation","Small-Intestine","Neonatal-Heart","Embryonic-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Uterus","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Rib","Embryonic-Mesenchyme","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Peripheral_Blood","Fetal_Intestine","Embryonic-Stem-Cell","Testis","MammaryGland.Pregnancy","MammaryGland.Lactation","Embryonic-Stem-Cell","Testis","Fetal_Intestine","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Calvaria","Uterus","Ovary","Testis","Brain","Bone-Marrow_c-kit","Fetal_Brain","Small-Intestine","Testis","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Spleen","Neonatal-Heart","Fetal_Intestine","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Kidney","Embryonic-Stem-Cell","Stomach","Fetal_Lung","Fetal_Intestine","Peripheral_Blood","Neonatal-Calvaria","Spleen","MammaryGland.Pregnancy","Thymus","Pancreas","Bone-Marrow_c-kit","Neonatal-Rib","Fetal_Lung","Testis","Testis","Bone-Marrow_c-kit","Embryonic-Mesenchyme","MammaryGland.Lactation","Neonatal-Rib","Embryonic-Mesenchyme","Fetal_Stomache","Testis","Fetal_Lung","Bone-Marrow","MammaryGland.Pregnancy","Testis","MammaryGland.Virgin","MammaryGland.Lactation","Neonatal-Heart","Bladder","Testis","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Fetal_Intestine","Uterus","Lung","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Fetal_Intestine","Uterus","Small-Intestine","Trophoblast-Stem-Cell","Neonatal-Calvaria","Neonatal-Rib","Prostate","Prostate","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Pancreas","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Fetal_Intestine","Bone-Marrow_c-kit","Spleen","Small-Intestine","Small-Intestine","Neonatal-Rib","Bone-Marrow_c-kit","Fetal_Lung","Embryonic-Mesenchyme","Kidney","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Spleen","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","MammaryGland.Lactation","Trophoblast-Stem-Cell","Bone-Marrow","MammaryGland.Virgin","Lung","Peripheral_Blood","MammaryGland.Lactation","Trophoblast-Stem-Cell","Fetal_Intestine","Neonatal-Skin","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Lung","Liver","Trophoblast-Stem-Cell","MammaryGland.Lactation","MammaryGland.Lactation","Thymus","Neonatal-Rib","Fetal_Intestine","Ovary","Fetal-Liver","Fetal_Lung","Fetal-Liver","Fetal-Liver","Brain","Bone-Marrow_c-kit","Pancreas","Neonatal-Skin","Fetal-Liver","Testis","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Testis","Fetal_Stomache","MammaryGland.Involution","Fetal_Lung","Fetal_Lung","Stomach","Spleen","Neonatal-Rib","Embryonic-Stem-Cell","Bone-Marrow","Bone_Marrow_Mesenchyme","Peripheral_Blood","Ovary","Testis","Trophoblast-Stem-Cell","Spleen","Neonatal-Muscle","Pancreas","Fetal_Brain","Bone-Marrow_c-kit","Liver","Trophoblast-Stem-Cell","Bone-Marrow","Muscle","MammaryGland.Lactation","Bone-Marrow","Fetal_Lung","Testis","Small-Intestine","Embryonic-Mesenchyme","Testis","Bone-Marrow_c-kit","Placenta","Neonatal-Muscle","Bone_Marrow_Mesenchyme","MammaryGland.Pregnancy","Placenta","Trophoblast-Stem-Cell","Neonatal-Calvaria","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Stomache","Liver","Lung","Neonatal-Muscle","MammaryGland.Lactation","Embryonic-Stem-Cell","Fetal_Stomache","Lung","Neonatal-Calvaria","Fetal_Brain","Placenta","Mesenchymal-Stem-Cell-Cultured","Ovary","Liver","Peripheral_Blood","Bone-Marrow_c-kit","Ovary","MammaryGland.Virgin","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Bone-Marrow","Lung","Trophoblast-Stem-Cell","Placenta","Bone-Marrow","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Fetal_Brain","Trophoblast-Stem-Cell","Neonatal-Muscle","Neonatal-Skin","Small-Intestine","Embryonic-Mesenchyme","Neonatal-Calvaria","Lung","Kidney","Trophoblast-Stem-Cell","Fetal_Lung","Bone-Marrow","Neonatal-Calvaria","Kidney","Prostate","Neonatal-Calvaria","Bone-Marrow_c-kit","Lung","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","MammaryGland.Involution","Peripheral_Blood","Peripheral_Blood","Thymus","Trophoblast-Stem-Cell","Neonatal-Heart","Embryonic-Mesenchyme","Neonatal-Skin","Uterus","Small-Intestine","MammaryGland.Involution","Liver","Trophoblast-Stem-Cell","Peripheral_Blood","Bone_Marrow_Mesenchyme","Bone-Marrow","Brain","Pancreas","Fetal_Stomache","Bone_Marrow_Mesenchyme","Lung","Testis","Bone-Marrow_c-kit","Small-Intestine","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Neonatal-Muscle","Small-Intestine","Peripheral_Blood","Liver","Brain","Peripheral_Blood","Spleen","Bone-Marrow","Bone-Marrow_c-kit","MammaryGland.Lactation","MammaryGland.Pregnancy","Mesenchymal-Stem-Cell-Cultured","Uterus","Kidney","Bone-Marrow_c-kit","Fetal_Lung","Kidney","Bone_Marrow_Mesenchyme","Stomach","Bone-Marrow","MammaryGland.Lactation","Bone-Marrow_c-kit","Neonatal-Skin","Trophoblast-Stem-Cell","Neonatal-Rib","Testis","Neonatal-Heart","MammaryGland.Involution","Fetal_Brain","Neonatal-Skin","Embryonic-Mesenchyme","Embryonic-Stem-Cell","Bone-Marrow","Bone-Marrow_c-kit","Placenta","Muscle","Ovary","Trophoblast-Stem-Cell","Fetal_Intestine","Embryonic-Stem-Cell","Small-Intestine","Neonatal-Rib","MammaryGland.Involution","Fetal_Intestine","Fetal_Lung","Bone-Marrow_c-kit","Brain","Embryonic-Stem-Cell","Embryonic-Stem-Cell","MammaryGland.Virgin","Thymus","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Spleen","Trophoblast-Stem-Cell","Small-Intestine","Uterus","Neonatal-Rib","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Stomache","Testis","Liver","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","MammaryGland.Involution","Embryonic-Mesenchyme","Fetal_Intestine","Thymus","Uterus","Trophoblast-Stem-Cell","MammaryGland.Lactation","Lung","Uterus","MammaryGland.Virgin","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Lung","Trophoblast-Stem-Cell","Testis","Bone_Marrow_Mesenchyme","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Ovary","Fetal-Liver","Neonatal-Calvaria","Bone-Marrow_c-kit","Pancreas","Brain","MammaryGland.Pregnancy","Bone-Marrow","Bone-Marrow_c-kit","MammaryGland.Lactation","Prostate","Neonatal-Rib","Small-Intestine","Placenta","Prostate","Bone-Marrow_c-kit","Bone-Marrow","Trophoblast-Stem-Cell","Small-Intestine","Bone_Marrow_Mesenchyme","Kidney","MammaryGland.Involution","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Neonatal-Muscle","Stomach","Neonatal-Heart","Fetal_Lung","Uterus","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone-Marrow","Bone-Marrow","Testis","Fetal_Intestine","Testis","Embryonic-Mesenchyme","Bone-Marrow","Fetal_Intestine","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Fetal_Lung","Pancreas","Trophoblast-Stem-Cell","Neonatal-Rib","MammaryGland.Lactation","Neonatal-Calvaria","Placenta","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Embryonic-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Virgin","Embryonic-Stem-Cell","Fetal_Lung","Bone-Marrow_c-kit","Small-Intestine","Spleen","Lung","Mesenchymal-Stem-Cell-Cultured","Small-Intestine","Fetal_Lung","Bone-Marrow_c-kit","MammaryGland.Lactation","Lung","Bone-Marrow_c-kit","Stomach","Fetal_Lung","Embryonic-Stem-Cell","Fetal_Intestine","Pancreas","Small-Intestine","Spleen","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Lactation","Neonatal-Muscle","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Lung","Brain","Neonatal-Muscle","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Rib","Trophoblast-Stem-Cell","MammaryGland.Virgin","Fetal_Lung","Pancreas","Neonatal-Muscle","Bone-Marrow","Embryonic-Stem-Cell","Lung","Bone_Marrow_Mesenchyme","Brain","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Testis","Neonatal-Calvaria","Bone-Marrow","Testis","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Brain","Lung","Uterus","MammaryGland.Pregnancy","MammaryGland.Involution","Spleen","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Bone-Marrow","Bone-Marrow_c-kit","Fetal_Stomache","Bone-Marrow_c-kit","Placenta","Fetal_Lung","MammaryGland.Lactation","Kidney","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Prostate","Small-Intestine","MammaryGland.Pregnancy","Bladder","MammaryGland.Involution","Testis","Pancreas","Neonatal-Skin","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Neonatal-Muscle","Testis","Fetal_Lung","Muscle","Fetal-Liver","MammaryGland.Virgin","Liver","Placenta","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","Ovary","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow","Bone_Marrow_Mesenchyme","Small-Intestine","Trophoblast-Stem-Cell","Pancreas","Bone-Marrow_c-kit","MammaryGland.Virgin","Fetal_Brain","Fetal_Lung","Bone-Marrow","Bone-Marrow","Muscle","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Brain","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Pancreas","Fetal-Liver","MammaryGland.Lactation","Fetal-Liver","Thymus","Pancreas","Fetal_Intestine","Bone-Marrow_c-kit","Muscle","Testis","MammaryGland.Involution","Lung","Neonatal-Muscle","MammaryGland.Lactation","Trophoblast-Stem-Cell","Fetal_Stomache","Bone-Marrow","Lung","Testis","Neonatal-Calvaria","Bone-Marrow_c-kit","Liver","Embryonic-Stem-Cell","Testis","Bone-Marrow_c-kit","Stomach","MammaryGland.Involution","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Pancreas","Muscle","Neonatal-Muscle","Neonatal-Calvaria","Neonatal-Rib","Muscle","Neonatal-Rib","Liver","Thymus","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Testis","Neonatal-Muscle","Neonatal-Muscle","Lung","Bone-Marrow_c-kit","Testis","Embryonic-Stem-Cell","Testis","Lung","Kidney","Peripheral_Blood","Brain","Fetal_Lung","Peripheral_Blood","Neonatal-Calvaria","Testis","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","MammaryGland.Lactation","Testis","Kidney","Spleen","Testis","Ovary","MammaryGland.Involution","Bone-Marrow_c-kit","Neonatal-Calvaria","Spleen","Embryonic-Stem-Cell","Fetal_Brain","MammaryGland.Virgin","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Involution","Embryonic-Stem-Cell","Spleen","Kidney","Kidney","Small-Intestine","Neonatal-Rib","Testis","Bone-Marrow_c-kit","Prostate","Trophoblast-Stem-Cell","MammaryGland.Lactation","Neonatal-Muscle","MammaryGland.Pregnancy","Fetal_Brain","Bone-Marrow_c-kit","Fetal_Lung","Trophoblast-Stem-Cell","Testis","MammaryGland.Lactation","MammaryGland.Lactation","Stomach","Fetal_Stomache","Lung","Brain","Bone-Marrow","Kidney","Lung","Bone-Marrow_c-kit","Thymus","Neonatal-Calvaria","Lung","Fetal-Liver","Fetal_Lung","Neonatal-Calvaria","Placenta","Fetal_Lung","MammaryGland.Involution","Lung","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Uterus","Brain","Testis","Fetal_Stomache","Thymus","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Ovary","MammaryGland.Lactation","MammaryGland.Lactation","Testis","Pancreas","Trophoblast-Stem-Cell","Muscle","MammaryGland.Virgin","Uterus","Testis","MammaryGland.Lactation","Neonatal-Skin","Placenta","Fetal_Intestine","MammaryGland.Virgin","Trophoblast-Stem-Cell","Uterus","Fetal_Lung","Neonatal-Heart","Embryonic-Stem-Cell","Ovary","MammaryGland.Lactation","MammaryGland.Virgin","Embryonic-Stem-Cell","Neonatal-Skin","Stomach","Peripheral_Blood","Peripheral_Blood","MammaryGland.Lactation","MammaryGland.Lactation","Liver","Pancreas","Neonatal-Rib","Kidney","Peripheral_Blood","Bone-Marrow","Fetal_Brain","Bone-Marrow_c-kit","Fetal_Stomache","Fetal_Stomache","Stomach","Testis","Neonatal-Rib","Bone-Marrow","Bone-Marrow_c-kit","Bone-Marrow","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Fetal_Lung","MammaryGland.Involution","Trophoblast-Stem-Cell","Fetal_Intestine","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Thymus","MammaryGland.Pregnancy","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Neonatal-Heart","Small-Intestine","Neonatal-Calvaria","Fetal_Intestine","Fetal_Intestine","MammaryGland.Lactation","Fetal_Brain","Bone-Marrow_c-kit","Testis","Liver","Liver","Thymus","Embryonic-Stem-Cell","MammaryGland.Lactation","Neonatal-Heart","Fetal_Stomache","Muscle","MammaryGland.Virgin","Bone-Marrow_c-kit","Neonatal-Heart","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Testis","MammaryGland.Pregnancy","Testis","Trophoblast-Stem-Cell","Neonatal-Muscle","Fetal_Stomache","MammaryGland.Virgin","Embryonic-Mesenchyme","Neonatal-Calvaria","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Thymus","Testis","Fetal-Liver","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Small-Intestine","Testis","Testis","Lung","Neonatal-Rib","Neonatal-Calvaria","Bone-Marrow","Pancreas","Uterus","Fetal_Brain","Bone-Marrow_c-kit","MammaryGland.Lactation","Fetal_Stomache","Trophoblast-Stem-Cell","Fetal_Intestine","Testis","Embryonic-Stem-Cell","Fetal_Intestine","Prostate","Bone-Marrow_c-kit","Bone-Marrow","Embryonic-Mesenchyme","MammaryGland.Lactation","Small-Intestine","Pancreas","Peripheral_Blood","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Spleen","MammaryGland.Virgin","Trophoblast-Stem-Cell","Neonatal-Muscle","MammaryGland.Virgin","Embryonic-Stem-Cell","Pancreas","Neonatal-Rib","MammaryGland.Virgin","Embryonic-Mesenchyme","Testis","Liver","Mesenchymal-Stem-Cell-Cultured","Fetal-Liver","Fetal-Liver","MammaryGland.Involution","Mesenchymal-Stem-Cell-Cultured","Neonatal-Heart","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone-Marrow","MammaryGland.Involution","Prostate","Liver","Neonatal-Rib","Embryonic-Stem-Cell","MammaryGland.Lactation","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Muscle","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Virgin","MammaryGland.Lactation","Neonatal-Rib","Embryonic-Stem-Cell","Fetal_Stomache","MammaryGland.Lactation","Embryonic-Mesenchyme","Embryonic-Stem-Cell","Bone-Marrow","MammaryGland.Lactation","Bone-Marrow_c-kit","Pancreas","Liver","Uterus","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","Neonatal-Rib","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Pancreas","Brain","Testis","Thymus","Neonatal-Calvaria","Small-Intestine","Peripheral_Blood","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Neonatal-Rib","Trophoblast-Stem-Cell","Uterus","Testis","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Kidney","MammaryGland.Pregnancy","Stomach","Uterus","MammaryGland.Lactation","Liver","Bone-Marrow_c-kit","Small-Intestine","Embryonic-Mesenchyme","Testis","Placenta","Bone-Marrow","MammaryGland.Virgin","Neonatal-Heart","Lung","Neonatal-Skin","Testis","Small-Intestine","Brain","Bone-Marrow","Peripheral_Blood","Neonatal-Calvaria","Fetal_Stomache","Embryonic-Stem-Cell","Neonatal-Rib","MammaryGland.Involution","Small-Intestine","Neonatal-Calvaria","Bone-Marrow_c-kit","MammaryGland.Virgin","Peripheral_Blood","Embryonic-Stem-Cell","Liver","Testis","Bone-Marrow_c-kit","Ovary","Trophoblast-Stem-Cell","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Testis","Small-Intestine","MammaryGland.Involution","Trophoblast-Stem-Cell","Brain","Liver","Neonatal-Skin","Bone-Marrow_c-kit","Peripheral_Blood","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal-Liver","Trophoblast-Stem-Cell","Fetal_Intestine","Fetal_Brain","Neonatal-Muscle","Placenta","MammaryGland.Virgin","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Small-Intestine","Prostate","Small-Intestine","Spleen","Fetal_Brain","Neonatal-Rib","Neonatal-Calvaria","Bone-Marrow","Spleen","Placenta","Lung","Fetal_Lung","Neonatal-Calvaria","Uterus","Testis","MammaryGland.Lactation","Fetal_Stomache","Embryonic-Stem-Cell","Neonatal-Calvaria","Thymus","Testis","Fetal_Intestine","Neonatal-Rib","Fetal_Brain","Mesenchymal-Stem-Cell-Cultured","Fetal_Intestine","MammaryGland.Virgin","MammaryGland.Virgin","Bone-Marrow_c-kit","Embryonic-Mesenchyme","MammaryGland.Involution","Testis","Liver","Bone_Marrow_Mesenchyme","Fetal_Stomache","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Spleen","Neonatal-Calvaria","Thymus","Embryonic-Stem-Cell","MammaryGland.Involution","Testis","Fetal_Brain","Bone-Marrow_c-kit","Brain","Bladder","MammaryGland.Lactation","Bladder","Fetal_Lung","MammaryGland.Lactation","Testis","Lung","Stomach","Neonatal-Muscle","Bone-Marrow_c-kit","Neonatal-Muscle","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Stomach","Spleen","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","Neonatal-Calvaria","Fetal_Lung","Bone-Marrow","Small-Intestine","Bone-Marrow","MammaryGland.Lactation","Bone-Marrow","Neonatal-Heart","Ovary","MammaryGland.Pregnancy","Fetal_Lung","Pancreas","Trophoblast-Stem-Cell","Neonatal-Rib","Liver","Embryonic-Stem-Cell","Fetal_Lung","Fetal_Lung","Stomach","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Placenta","Uterus","Neonatal-Muscle","Neonatal-Heart","Small-Intestine","Embryonic-Stem-Cell","Uterus","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Rib","Bladder","Liver","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Fetal_Brain","Fetal_Lung","Fetal_Lung","Ovary","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Placenta","Neonatal-Muscle","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","MammaryGland.Lactation","Testis","Fetal_Stomache","Bone-Marrow_c-kit","Small-Intestine","Peripheral_Blood","Embryonic-Stem-Cell","Neonatal-Calvaria","Embryonic-Stem-Cell","Fetal_Intestine","Neonatal-Calvaria","Bone-Marrow_c-kit","Testis","Kidney","Bladder","Uterus","Testis","Fetal_Brain","Prostate","Embryonic-Stem-Cell","Prostate","Uterus","Trophoblast-Stem-Cell","Kidney","Fetal_Intestine","Fetal_Stomache","Bone_Marrow_Mesenchyme","Neonatal-Skin","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Mesenchymal-Stem-Cell-Cultured","Stomach","MammaryGland.Lactation","Liver","Testis","Neonatal-Skin","Testis","Stomach","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Skin","Lung","Pancreas","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Rib","Trophoblast-Stem-Cell","Fetal_Brain","Testis","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Intestine","MammaryGland.Involution","Bone-Marrow","Fetal_Intestine","Neonatal-Muscle","Neonatal-Calvaria","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Lung","Brain","Embryonic-Stem-Cell","Testis","Embryonic-Stem-Cell","Kidney","MammaryGland.Lactation","Fetal-Liver","Embryonic-Mesenchyme","Fetal_Brain","Bone-Marrow_c-kit","Testis","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","MammaryGland.Virgin","Testis","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","Fetal_Stomache","Prostate","Neonatal-Muscle","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Lactation","Fetal_Intestine","Prostate","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Neonatal-Calvaria","Bone-Marrow","Kidney","Bone-Marrow_c-kit","Fetal_Brain","Ovary","MammaryGland.Virgin","Embryonic-Stem-Cell","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","Prostate","Bladder","Peripheral_Blood","MammaryGland.Involution","Fetal_Stomache","Fetal_Lung","Small-Intestine","MammaryGland.Involution","Brain","Fetal_Intestine","Embryonic-Stem-Cell","Small-Intestine","MammaryGland.Lactation","MammaryGland.Lactation","Fetal_Stomache","MammaryGland.Virgin","Liver","Neonatal-Heart","MammaryGland.Lactation","Peripheral_Blood","Liver","Trophoblast-Stem-Cell","Small-Intestine","Bone_Marrow_Mesenchyme","Bone-Marrow","Fetal_Brain","Fetal-Liver","Placenta","Fetal_Brain","Liver","Lung","Fetal_Intestine","Bone-Marrow_c-kit","Liver","MammaryGland.Lactation","Neonatal-Calvaria","Neonatal-Calvaria","Peripheral_Blood","Stomach","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Neonatal-Rib","Bone_Marrow_Mesenchyme","Testis","MammaryGland.Lactation","Embryonic-Stem-Cell","MammaryGland.Pregnancy","Uterus","Small-Intestine","Lung","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Peripheral_Blood","Pancreas","MammaryGland.Lactation","Neonatal-Rib","Stomach","Bone-Marrow_c-kit","Bone-Marrow","Bone-Marrow","Neonatal-Rib","Lung","Bone-Marrow_c-kit","MammaryGland.Pregnancy","MammaryGland.Pregnancy","MammaryGland.Virgin","Fetal-Liver","Small-Intestine","Spleen","Prostate","Testis","Fetal_Intestine","Embryonic-Stem-Cell","Bladder","Fetal_Intestine","Bone-Marrow","Small-Intestine","Testis","Lung","Peripheral_Blood","Placenta","MammaryGland.Virgin","Bone-Marrow_c-kit","Fetal_Intestine","Peripheral_Blood","MammaryGland.Lactation","Neonatal-Muscle","Fetal_Stomache","MammaryGland.Lactation","Bone-Marrow","Bladder","Neonatal-Heart","Embryonic-Stem-Cell","Neonatal-Skin","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Kidney","Neonatal-Calvaria","Fetal-Liver","Neonatal-Calvaria","MammaryGland.Virgin","Testis","MammaryGland.Lactation","MammaryGland.Lactation","MammaryGland.Lactation","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Heart","Lung","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Calvaria","MammaryGland.Lactation","Pancreas","Testis","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Kidney","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Small-Intestine","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Kidney","Peripheral_Blood","MammaryGland.Lactation","Neonatal-Muscle","Trophoblast-Stem-Cell","MammaryGland.Lactation","Thymus","Testis","Uterus","Lung","Trophoblast-Stem-Cell","Testis","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Neonatal-Muscle","Bone-Marrow_c-kit","Neonatal-Muscle","Fetal_Stomache","Neonatal-Muscle","Fetal_Lung","Fetal_Intestine","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Placenta","Trophoblast-Stem-Cell","MammaryGland.Involution","Trophoblast-Stem-Cell","Fetal_Stomache","MammaryGland.Virgin","Kidney","Trophoblast-Stem-Cell","Fetal_Intestine","Small-Intestine","Neonatal-Heart","Bone-Marrow_c-kit","Fetal_Intestine","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Neonatal-Rib","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","MammaryGland.Virgin","Brain","Fetal_Stomache","Kidney","Stomach","Neonatal-Heart","Lung","Mesenchymal-Stem-Cell-Cultured","Embryonic-Mesenchyme","Neonatal-Rib","Thymus","Bone_Marrow_Mesenchyme","Liver","Brain","Fetal_Intestine","Lung","Brain","Fetal_Lung","Stomach","MammaryGland.Lactation","Bone-Marrow_c-kit","Testis","MammaryGland.Lactation","Uterus","Testis","Bone_Marrow_Mesenchyme","Fetal_Lung","Fetal_Intestine","Fetal_Brain","Bone_Marrow_Mesenchyme","Testis","Uterus","Kidney","Testis","Fetal_Stomache","Bone-Marrow","Bone-Marrow","Testis","Embryonic-Stem-Cell","Testis","Testis","Neona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land.Virgin","Lung","Bone-Marrow","MammaryGland.Pregnancy","Placenta","Trophoblast-Stem-Cell","MammaryGland.Involution","Thymus","Neonatal-Skin","Lung","Bone-Marrow","Bone_Marrow_Mesenchyme","Neonatal-Skin","Bone-Marrow_c-kit","Fetal_Lung","Prostate","Bone-Marrow_c-kit","Testis","Peripheral_Blood","Trophoblast-Stem-Cell","MammaryGland.Involution","Peripheral_Blood","Mesenchymal-Stem-Cell-Cultured","Testis","Trophoblast-Stem-Cell","Thymus","Trophoblast-Stem-Cell","Testis","Liver","MammaryGland.Virgin","Bone-Marrow_c-kit","Fetal_Intestine","MammaryGland.Pregnancy","Uterus","Neonatal-Heart","Fetal_Lung","Thymus","Lung","Embryonic-Stem-Cell","Lung","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Muscle","Bone-Marrow","Peripheral_Blood","Liver","Bone_Marrow_Mesenchyme","Fetal_Lung","Bone-Marrow","Fetal-Liver","Fetal_Brain","Neonatal-Rib","Fetal_Intestine","Neonatal-Muscle","Bone-Marrow_c-kit","Pancreas","Prostate","Testis","Lung","Kidney","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Testis","Neonatal-Calvaria","Embryonic-Stem-Cell","Fetal_Intestine","Embryonic-Stem-Cell","Fetal_Stomache","Embryonic-Stem-Cell","Bone-Marrow","MammaryGland.Virgin","Peripheral_Blood","Fetal_Lung","Brain","Fetal_Brain","Testis","Trophoblast-Stem-Cell","Fetal_Brain","Trophoblast-Stem-Cell","Neonatal-Skin","Peripheral_Blood","Embryonic-Stem-Cell","Small-Intestine","Stomach","Peripheral_Blood","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Liver","Peripheral_Blood","Lung","Trophoblast-Stem-Cell","Testis","Embryonic-Stem-Cell","MammaryGland.Lactation","Testis","MammaryGland.Lactation","Fetal_Brain","Bone-Marrow_c-kit","Uterus","Fetal_Brain","Peripheral_Blood","Ovary","MammaryGland.Lactation","Neonatal-Calvaria","Lung","MammaryGland.Lactation","Fetal_Brain","Testis","Pancreas","MammaryGland.Involution","Spleen","Trophoblast-Stem-Cell","Fetal_Intestine","Lung","Ovary","Testis","Pancreas","Trophoblast-Stem-Cell","Peripheral_Blood","Testis","Liver","Fetal_Intestine","Bone-Marrow_c-kit","Testis","Testis","Testis","Peripheral_Blood","Neonatal-Calvaria","Peripheral_Blood","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Peripheral_Blood","Kidney","Thymus","Peripheral_Blood","Testis","Fetal-Liver","Embryonic-Stem-Cell","Ovary","Fetal_Brain","Neonatal-Heart","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Fetal_Stomache","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Fetal-Liver","Neonatal-Muscle","Placenta","Placenta","Ovary","Neonatal-Muscle","Fetal_Stomache","Uterus","Liver","Testis","Neonatal-Calvaria","Testis","Thymus","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Fetal_Stomache","MammaryGland.Lactation","Bone-Marrow","Prostate","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Testis","Bone-Marrow","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Testis","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Uterus","Thymus","MammaryGland.Lactation","Neonatal-Rib","Bone-Marrow","Peripheral_Blood","Embryonic-Mesenchyme","Peripheral_Blood","Kidney","Liver","MammaryGland.Lactation","Neonatal-Calvaria","Bone-Marrow_c-kit","Neonatal-Calvaria","Muscle","Bone-Marrow","Bone-Marrow_c-kit","MammaryGland.Lactation","Neonatal-Rib","Fetal-Liver","Small-Intestine","Embryonic-Mesenchyme","Thymus","MammaryGland.Lactation","Fetal_Brain","Testis","Small-Intestine","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Brain","Neonatal-Muscle","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Fetal_Intestine","Bone-Marrow","Prostate","Trophoblast-Stem-Cell","Testis","Bone_Marrow_Mesenchyme","Fetal_Stomache","Fetal_Lung","Testis","Fetal_Lung","Bone-Marrow_c-kit","Neonatal-Muscle","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Embryonic-Mesenchyme","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Lactation","Bone-Marrow_c-kit","Testis","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","MammaryGland.Pregnancy","Neonatal-Muscle","Fetal-Liver","MammaryGland.Virgin","Neonatal-Rib","Stomach","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Testis","Liver","MammaryGland.Lactation","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Bone-Marrow","MammaryGland.Lactation","Fetal_Stomache","Bone_Marrow_Mesenchyme","Kidney","Bone-Marrow_c-kit","MammaryGland.Lactation","Fetal_Lung","Fetal-Liver","Neonatal-Heart","Mesenchymal-Stem-Cell-Cultured","Lung","Testis","Prostate","Small-Intestine","Thymus","MammaryGland.Virgin","Muscle","Kidney","Embryonic-Stem-Cell","Small-Intestine","Fetal_Brain","Bone-Marrow_c-kit","Neonatal-Calvaria","Trophoblast-Stem-Cell","Peripheral_Blood","MammaryGland.Lactation","Fetal_Lung","Embryonic-Stem-Cell","MammaryGland.Virgin","Trophoblast-Stem-Cell","Fetal_Intestine","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Fetal_Brain","Prostate","Thymus","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Calvaria","Bone-Marrow_c-kit","Pancreas","Uterus","Fetal_Intestine","Trophoblast-Stem-Cell","Neonatal-Calvaria","Lung","Stomach","Fetal_Intestine","Lung","Lung","Neonatal-Heart","Kidney","Small-Intestine","Liver","MammaryGland.Virgin","Stomach","Testis","Testis","Fetal_Lung","Prostate","Bone-Marrow","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Small-Intestine","Lung","Lung","Mesenchymal-Stem-Cell-Cultured","Mesenchymal-Stem-Cell-Cultured","Lung","Fetal_Lung","Testis","Stomach","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Lung","Bone-Marrow_c-kit","Neonatal-Heart","Peripheral_Blood","MammaryGland.Lactation","Fetal_Stomache","Small-Intestine","Testis","Bone-Marrow_c-kit","Fetal-Liver","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Brain","Testis","Fetal-Liver","Placenta","Bone-Marrow","MammaryGland.Pregnancy","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Bone-Marrow","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Brain","Testis","Neonatal-Calvaria","Liver","MammaryGland.Involution","Mesenchymal-Stem-Cell-Cultured","Muscle","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Placenta","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Neonatal-Rib","Thymus","Small-Intestine","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Liver","Bone-Marrow_c-kit","Stomach","MammaryGland.Lactation","Bone-Marrow_c-kit","Neonatal-Muscle","Peripheral_Blood","Testis","MammaryGland.Lactation","Peripheral_Blood","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Embryonic-Mesenchyme","Bone-Marrow","Bone-Marrow","Spleen","MammaryGland.Involution","MammaryGland.Lactation","Embryonic-Stem-Cell","MammaryGland.Lactation","MammaryGland.Lactation","Placenta","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Neonatal-Calvaria","Bone-Marrow_c-kit","Stomach","Prostate","Placenta","Bone-Marrow_c-kit","Embryonic-Stem-Cell","MammaryGland.Lactation","Lung","MammaryGland.Virgin","Bone-Marrow_c-kit","Neonatal-Muscle","Fetal_Intestine","Placenta","Lung","Neonatal-Muscle","Ovary","Uterus","Bone-Marrow_c-kit","Fetal-Liver","Peripheral_Blood","MammaryGland.Pregnancy","Small-Intestine","Bone-Marrow","Bone_Marrow_Mesenchyme","Prostate","Bone-Marrow_c-kit","Fetal_Intestine","Neonatal-Heart","Trophoblast-Stem-Cell","Fetal_Intestine","Muscle","Bone-Marrow_c-kit","Pancreas","Neonatal-Muscle","Fetal_Intestine","Testis","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Virgin","Peripheral_Blood","Neonatal-Calvaria","Neonatal-Muscle","Neonatal-Calvaria","Trophoblast-Stem-Cell","Fetal_Intestine","MammaryGland.Lactation","Lung","Neonatal-Muscle","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Prostate","Thymus","MammaryGland.Pregnancy","MammaryGland.Lactation","Neonatal-Heart","MammaryGland.Virgin","MammaryGland.Lactation","Bone-Marrow","MammaryGland.Lactation","Bone-Marrow","Neonatal-Skin","MammaryGland.Lactation","Fetal_Intestine","Neonatal-Muscle","Neonatal-Calvaria","MammaryGland.Virgin","Thymus","Brain","Bone-Marrow","Neonatal-Rib","Fetal_Stomache","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Kidney","Peripheral_Blood","Lung","Bone-Marrow_c-kit","Neonatal-Heart","Bone-Marrow","Bone-Marrow_c-kit","Peripheral_Blood","MammaryGland.Lactation","Testis","Placenta","Prostate","Fetal_Stomache","Bladder","Bone-Marrow_c-kit","Fetal_Stomache","Neonatal-Rib","Prostate","Testis","Peripheral_Blood","Kidney","Spleen","Ovary","MammaryGland.Lactation","Bone-Marrow_c-kit","MammaryGland.Lactation","Testis","Small-Intestine","Neonatal-Muscle","Kidney","Bladder","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Neonatal-Calvaria","Liver","Trophoblast-Stem-Cell","Fetal_Intestine","Trophoblast-Stem-Cell","Bone-Marrow","Bladder","Pancreas","Thymus","MammaryGland.Lactation","Lung","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow","Small-Intestine","Bone-Marrow","MammaryGland.Lactation","Fetal_Brain","Bone-Marrow_c-kit","Stomach","Neonatal-Calvaria","Embryonic-Stem-Cell","Uterus","Fetal_Intestine","Brain","MammaryGland.Involution","Bone-Marrow_c-kit","Fetal_Stomache","Bone-Marrow_c-kit","Fetal_Brain","Uterus","MammaryGland.Involution","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Stomach","Fetal_Lung","Trophoblast-Stem-Cell","Lung","Uterus","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Neonatal-Heart","Bone-Marrow_c-kit","Thymus","Fetal_Brain","Neonatal-Calvaria","Ovary","MammaryGland.Lactation","Testis","Trophoblast-Stem-Cell","Small-Intestine","MammaryGland.Pregnancy","Neonatal-Rib","Uterus","Mesenchymal-Stem-Cell-Cultured","Brain","Small-Intestine","Fetal_Stomache","MammaryGland.Lactation","Embryonic-Mesenchyme","Bone-Marrow","Neonatal-Heart","Trophoblast-Stem-Cell","Bladder","Neonatal-Rib","Trophoblast-Stem-Cell","Placenta","Prostate","Neonatal-Skin","Testis","Neonatal-Muscle","Bone_Marrow_Mesenchyme","Testis","Neonatal-Muscle","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Neonatal-Rib","Peripheral_Blood","Fetal_Stomache","MammaryGland.Virgin","Bone-Marrow_c-kit","Fetal_Stomache","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Pancreas","Bone-Marrow","Bone-Marrow","Fetal-Liver","Neonatal-Calvaria","Fetal_Brain","Thymus","MammaryGland.Lactation","Uterus","Muscle","Small-Intestine","Uterus","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Neonatal-Heart","Neonatal-Heart","MammaryGland.Lactation","Bladder","Placenta","Trophoblast-Stem-Cell","Uterus","Embryonic-Stem-Cell","Kidney","Bone-Marrow","Trophoblast-Stem-Cell","MammaryGland.Lactation","Embryonic-Stem-Cell","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Pregnancy","MammaryGland.Virgin","Bone-Marrow_c-kit","Testis","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Thymus","Neonatal-Calvaria","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Brain","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Brain","Neonatal-Rib","Fetal-Liver","Bone-Marrow","Bone-Marrow_c-kit","Neonatal-Rib","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Fetal_Stomache","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow","Embryonic-Stem-Cell","Neonatal-Calvaria","Peripheral_Blood","Small-Intestine","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Ovary","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Testis","Neonatal-Rib","Bone-Marrow_c-kit","Fetal_Intestine","Bone-Marrow","Neonatal-Calvaria","Fetal_Stomache","Testis","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Kidney","Pancreas","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Neonatal-Calvaria","Fetal_Lung","Testis","Fetal_Stomache","Fetal-Liver","Fetal_Intestine","Fetal_Intestine","Placenta","Bone-Marrow_c-kit","Bone-Marrow","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Brain","Fetal_Brain","Fetal_Lung","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Neonatal-Calvaria","Embryonic-Stem-Cell","Neonatal-Calvaria","Embryonic-Stem-Cell","Liver","MammaryGland.Lactation","Neonatal-Skin","Neonatal-Calvaria","MammaryGland.Lactation","Lung","Lung","MammaryGland.Involution","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","Bone-Marrow_c-kit","Testis","Bone-Marrow","Liver","Bone_Marrow_Mesenchyme","Thymus","MammaryGland.Lactation","Embryonic-Stem-Cell","Fetal_Intestine","Placenta","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Pancreas","MammaryGland.Lactation","MammaryGland.Virgin","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Virgin","Bone-Marrow","Neonatal-Heart","Bone-Marrow","Neonatal-Rib","Fetal_Intestine","MammaryGland.Lactation","Testis","Lung","MammaryGland.Lactation","Uterus","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Fetal_Brain","Bone-Marrow_c-kit","Thymus","MammaryGland.Pregnancy","Pancreas","Bone-Marrow_c-kit","Stomach","MammaryGland.Lactation","Neonatal-Muscle","Neonatal-Calvaria","Fetal_Stomache","Ovary","Spleen","Placenta","Brain","Fetal_Stomache","Bone-Marrow_c-kit","Fetal_Lung","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Ovary","Trophoblast-Stem-Cell","Fetal_Intestine","MammaryGland.Virgin","Lung","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Fetal_Intestine","Lung","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Small-Intestine","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Muscle","Ovary","Bone-Marrow","Bladder","Testis","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Peripheral_Blood","Kidney","Mesenchymal-Stem-Cell-Cultured","Ovary","Uterus","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Kidney","Spleen","Bone-Marrow_c-kit","Testis","Neonatal-Skin","Bone-Marrow_c-kit","Fetal-Liver","Fetal_Brain","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Testis","Small-Intestine","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Muscle","Small-Intestine","Neonatal-Calvaria","Bone-Marrow_c-kit","Testis","Prostate","MammaryGland.Virgin","Kidney","Prostate","Liver","Placenta","Neonatal-Calvaria","Bone-Marrow_c-kit","Uterus","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Neonatal-Heart","Fetal_Stomache","Bone_Marrow_Mesenchyme","Pancreas","Testis","Embryonic-Mesenchyme","Peripheral_Blood","MammaryGland.Lactation","Neonatal-Calvaria","Lung","Bone_Marrow_Mesenchyme","Brain","Small-Intestine","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","MammaryGland.Lactation","Peripheral_Blood","Peripheral_Blood","Bladder","Peripheral_Blood","Fetal_Brain","MammaryGland.Involution","Neonatal-Calvaria","MammaryGland.Lactation","Embryonic-Stem-Cell","Small-Intestine","Prostate","Fetal_Lung","Lung","Embryonic-Stem-Cell","MammaryGland.Virgin","Kidney","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Testis","Bone_Marrow_Mesenchyme","Prostate","MammaryGland.Lactation","MammaryGland.Lactation","Embryonic-Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Neonatal-Muscle","Trophoblast-Stem-Cell","Ovary","Trophoblast-Stem-Cell","Neonatal-Skin","Trophoblast-Stem-Cell","Neonatal-Rib","Bone-Marrow_c-kit","Lung","Lung","Peripheral_Blood","Placenta","Lung","Liver","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Bone-Marrow_c-kit","Testis","Ovary","Bone_Marrow_Mesenchyme","Pancreas","Fetal_Intestine","Embryonic-Mesenchyme","Liver","Embryonic-Stem-Cell","Peripheral_Blood","Trophoblast-Stem-Cell","Kidney","Neonatal-Muscle","Bone_Marrow_Mesenchyme","Testis","Placenta","Neonatal-Calvaria","Prostate","Lung","Neonatal-Heart","Uterus","Kidney","Trophoblast-Stem-Cell","Small-Intestine","Neonatal-Muscle","Fetal_Lung","Neonatal-Calvaria","MammaryGland.Lactation","Small-Intestine","Small-Intestine","MammaryGland.Involution","Neonatal-Muscle","Liver","Embryonic-Mesenchyme","Fetal_Lung","Embryonic-Mesenchyme","Testis","Fetal_Lung","Testis","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Brain","Bladder","MammaryGland.Virgin","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone-Marrow_c-kit","Ovary","MammaryGland.Virgin","Bone-Marrow_c-kit","Ovary","Neonatal-Rib","Bone-Marrow_c-kit","Peripheral_Blood","Liver","MammaryGland.Pregnancy","Pancreas","Bladder","Bone-Marrow_c-kit","Bone-Marrow","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Fetal_Brain","Testis","Prostate","Neonatal-Muscle","Small-Intestine","Fetal_Lung","Prostate","MammaryGland.Virgin","Bone-Marrow_c-kit","MammaryGland.Involution","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Kidney","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Testis","Kidney","Neonatal-Rib","Kidney","MammaryGland.Involution","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Embryonic-Stem-Cell","Liver","Ovary","Neonatal-Calvaria","Fetal_Intestine","MammaryGland.Involution","Stomach","Lung","Neonatal-Heart","MammaryGland.Lactation","Neonatal-Rib","Fetal_Stomache","Fetal_Intestine","MammaryGland.Lactation","Bone-Marrow_c-kit","Fetal_Intestine","Embryonic-Mesenchyme","Ovary","Fetal_Lung","Fetal-Liver","Prostate","MammaryGland.Lactation","MammaryGland.Lactation","Prostate","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Testis","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","Neonatal-Calvaria","Bone-Marrow","Pancreas","Testis","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Fetal_Stomache","Bladder","Neonatal-Muscle","Fetal_Stomache","Bone-Marrow_c-kit","Lung","Embryonic-Mesenchyme","Neonatal-Skin","Trophoblast-Stem-Cell","Thymus","Bone-Marrow","Thymus","Peripheral_Blood","Embryonic-Stem-Cell","Fetal_Lung","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Neonatal-Rib","Small-Intestine","Lung","Bone-Marrow_c-kit","Small-Intestine","Testis","Brain","Muscle","Testis","Fetal_Stomache","Brain","Fetal_Brain","Fetal_Lung","Fetal_Brain","Peripheral_Blood","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Lactation","Trophoblast-Stem-Cell","MammaryGland.Involution","Fetal_Lung","Testis","Fetal_Lung","Bone-Marrow","Testis","Testis","MammaryGland.Lactation","MammaryGland.Lactation","MammaryGland.Involution","MammaryGland.Pregnancy","Neonatal-Rib","MammaryGland.Lactation","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Small-Intestine","MammaryGland.Lactation","Neonatal-Calvaria","Embryonic-Stem-Cell","Testis","Bone-Marrow_c-kit","Pancreas","Bone_Marrow_Mesenchyme","Neonatal-Skin","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Kidney","Lung","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Embryonic-Mesenchyme","Brain","Embryonic-Stem-Cell","Ovary","Bone-Marrow","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Placenta","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Lung","Testis","Liver","Testis","Small-Intestine","Fetal_Stomache","Testis","Neonatal-Calvaria","Fetal_Lung","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Lung","Testis","Ovary","MammaryGland.Involution","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Fetal_Stomache","Liver","Bone-Marrow_c-kit","MammaryGland.Virgin","MammaryGland.Involution","MammaryGland.Lactation","MammaryGland.Involution","Bone_Marrow_Mesenchyme","Small-Intestine","MammaryGland.Lactation","Fetal_Lung","Fetal_Stomache","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Rib","MammaryGland.Lactation","MammaryGland.Lactation","Ovary","Neonatal-Calvaria","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","MammaryGland.Involution","Liver","MammaryGland.Involution","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Stomache","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","MammaryGland.Virgin","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Prostate","Bone-Marrow_c-kit","Bone-Marrow","Bone-Marrow","Brain","Thymus","Trophoblast-Stem-Cell","MammaryGland.Involution","MammaryGland.Involution","Bone-Marrow_c-kit","Neonatal-Heart","Embryonic-Stem-Cell","Neonatal-Muscle","Trophoblast-Stem-Cell","Neonatal-Skin","Small-Intestine","Fetal-Liver","Neonatal-Calvaria","Small-Intestine","Lung","Testis","Fetal_Stomache","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Muscle","Fetal_Intestine","MammaryGland.Virgin","Trophoblast-Stem-Cell","Neonatal-Rib","Fetal-Liver","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","MammaryGland.Virgin","Fetal-Liver","Embryonic-Mesenchyme","Peripheral_Blood","Fetal_Intestine","Trophoblast-Stem-Cell","Stomach","Neonatal-Muscle","Fetal_Brain","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Placenta","Fetal_Lung","Bone-Marrow_c-kit","MammaryGland.Lactation","Small-Intestine","Neonatal-Muscle","Peripheral_Blood","Fetal_Lung","MammaryGland.Lactation","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Rib","Pancreas","Neonatal-Calvaria","Fetal_Brain","Fetal-Liver","MammaryGland.Lactation","Thymus","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Brain","Neonatal-Rib","Embryonic-Mesenchyme","Lung","Bone-Marrow","Embryonic-Stem-Cell","Lung","Fetal_Intestine","MammaryGland.Virgin","Testis","Brain","MammaryGland.Lactation","Neonatal-Skin","Spleen","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Testis","Testis","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Placenta","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Lung","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Stomache","Neonatal-Skin","Neonatal-Calvaria","MammaryGland.Virgin","Neonatal-Rib","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Uterus","Peripheral_Blood","Fetal_Lung","Bone-Marrow_c-kit","Kidney","Lung","Bone-Marrow_c-kit","MammaryGland.Virgin","Bone-Marrow_c-kit","Neonatal-Calvaria","Trophoblast-Stem-Cell","Thymus","Lung","Lung","Uterus","Trophoblast-Stem-Cell","Placenta","Neonatal-Skin","Mesenchymal-Stem-Cell-Cultured","Lung","Ovary","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Kidney","Trophoblast-Stem-Cell","Thymus","MammaryGland.Involution","Lung","MammaryGland.Pregnancy","MammaryGland.Virgin","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","MammaryGland.Pregnancy","MammaryGland.Pregnancy","Bone_Marrow_Mesenchyme","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","MammaryGland.Lactation","Neonatal-Calvaria","Kidney","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone-Marrow","MammaryGland.Lactation","MammaryGland.Virgin","Trophoblast-Stem-Cell","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Small-Intestine","Trophoblast-Stem-Cell","Prostate","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Testis","Neonatal-Skin","Brain","Testis","Bone-Marrow_c-kit","Fetal_Intestine","Trophoblast-Stem-Cell","Lung","Trophoblast-Stem-Cell","MammaryGland.Virgin","Mesenchymal-Stem-Cell-Cultured","Lung","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Bone-Marrow_c-kit","Muscle","MammaryGland.Lactation","MammaryGland.Pregnancy","Neonatal-Rib","Placenta","Liver","Neonatal-Rib","Fetal_Brain","Neonatal-Calvaria","Fetal_Brain","Bone-Marrow_c-kit","Testis","Lung","Small-Intestine","Fetal_Lung","Testis","Fetal_Stomache","MammaryGland.Virgin","Trophoblast-Stem-Cell","Bone-Marrow","Neonatal-Rib","Bone-Marrow","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Intestine","Bone_Marrow_Mesenchyme","MammaryGland.Virgin","Trophoblast-Stem-Cell","Neonatal-Skin","Small-Intestine","Testis","Neonatal-Rib","Neonatal-Rib","MammaryGland.Pregnancy","Placenta","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Neonatal-Heart","Thymus","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","Bone-Marrow_c-kit","Neonatal-Muscle","MammaryGland.Lactation","MammaryGland.Virgin","Trophoblast-Stem-Cell","MammaryGland.Virgin","Thymus","Bone-Marrow","Kidney","Lung","MammaryGland.Pregnancy","Lung","Fetal_Intestine","Testis","Neonatal-Skin","Trophoblast-Stem-Cell","Testis","MammaryGland.Virgin","Bone-Marrow_c-kit","Bladder","Neonatal-Heart","Muscle","Trophoblast-Stem-Cell","Placenta","MammaryGland.Involution","MammaryGland.Lactation","Kidney","Fetal_Stomache","Small-Intestine","Trophoblast-Stem-Cell","Fetal_Brain","Bone-Marrow","Pancreas","Neonatal-Muscle","Spleen","Small-Intestine","Placenta","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","Peripheral_Blood","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Skin","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Testis","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Testis","Fetal_Lung","Pancreas","Testis","Fetal_Stomache","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Small-Intestine","Bone-Marrow_c-kit","Bladder","Peripheral_Blood","Bone-Marrow","Trophoblast-Stem-Cell","MammaryGland.Lactation","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Small-Intestine","Fetal_Lung","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Pregnancy","Ovary","Placenta","Fetal_Lung","Lung","Neonatal-Muscle","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Bone-Marrow","Embryonic-Stem-Cell","Fetal-Liver","Small-Intestine","Testis","Bone-Marrow_c-kit","MammaryGland.Virgin","Neonatal-Heart","Bone_Marrow_Mesenchyme","Neonatal-Calvaria","Testis","MammaryGland.Pregnancy","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Bone-Marrow_c-kit","Neonatal-Skin","Neonatal-Calvaria","Fetal_Lung","Trophoblast-Stem-Cell","Uterus","Liver","Ovary","Fetal_Brain","Kidney","Small-Intestine","Bone-Marrow_c-kit","Fetal_Brain","Neonatal-Muscle","MammaryGland.Lactation","Neonatal-Muscle","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Lung","Embryonic-Stem-Cell","Neonatal-Heart","Mesenchymal-Stem-Cell-Cultured","Small-Intestine","MammaryGland.Lactation","Neonatal-Calvaria","Neonatal-Heart","Lung","Neonatal-Skin","Neonatal-Calvaria","Bone-Marrow_c-kit","Neonatal-Muscle","Brain","Placenta","Kidney","Fetal_Lung","Bone-Marrow_c-kit","Uterus","MammaryGland.Involution","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Bone-Marrow","Bone-Marrow_c-kit","Fetal_Lung","MammaryGland.Involution","Neonatal-Rib","Neonatal-Heart","Neonatal-Heart","Trophoblast-Stem-Cell","Placenta","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Heart","Trophoblast-Stem-Cell","Peripheral_Blood","Neonatal-Skin","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Neonatal-Muscle","Neonatal-Muscle","Bone_Marrow_Mesenchyme","Fetal_Stomache","Neonatal-Muscle","Kidney","Embryonic-Stem-Cell","Fetal_Stomache","Spleen","Fetal_Stomache","Pancreas","Trophoblast-Stem-Cell","Thymus","Trophoblast-Stem-Cell","Small-Intestine","Embryonic-Mesenchyme","Neonatal-Muscle","Small-Intestine","Fetal_Intestine","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Spleen","Bone_Marrow_Mesenchyme","Ovary","Bone_Marrow_Mesenchyme","Peripheral_Blood","Peripheral_Blood","MammaryGland.Involution","Brain","Neonatal-Rib","Fetal_Lung","Fetal_Lung","Neonatal-Rib","Fetal_Intestine","Neonatal-Rib","Trophoblast-Stem-Cell","Fetal_Stomache","Bone-Marrow","Kidney","Testis","Testis","Small-Intestine","MammaryGland.Lactation","Small-Intestine","Lung","Brain","Neonatal-Muscle","Embryonic-Stem-Cell","Bladder","Neonatal-Calvaria","Liver","MammaryGland.Lactation","Liver","Bone-Marrow_c-kit","Small-Intestine","Embryonic-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Bone-Marrow_c-kit","MammaryGland.Lactation","Neonatal-Skin","Bone-Marrow","MammaryGland.Lactation","Testis","Thymus","Bone_Marrow_Mesenchyme","Thymus","Small-Intestine","Small-Intestine","Embryonic-Stem-Cell","Prostate","Testis","Bone_Marrow_Mesenchyme","Prostate","Uterus","Fetal_Stomache","Prostate","Bone-Marrow_c-kit","Placenta","Lung","Embryonic-Stem-Cell","Neonatal-Heart","Uterus","Bone_Marrow_Mesenchyme","Kidney","Testis","Fetal_Lung","Uterus","Neonatal-Rib","Trophoblast-Stem-Cell","Pancreas","Bone-Marrow_c-kit","Fetal_Intestine","MammaryGland.Lactation","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Heart","Trophoblast-Stem-Cell","Kidney","Lung","Fetal_Stomache","MammaryGland.Lactation","MammaryGland.Involution","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Embryonic-Stem-Cell","Neonatal-Rib","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","Peripheral_Blood","MammaryGland.Virgin","Neonatal-Calvaria","Neonatal-Heart","Bone-Marrow_c-kit","Fetal_Stomache","MammaryGland.Lactation","Peripheral_Blood","Small-Intestine","Thymus","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Muscle","MammaryGland.Virgin","Neonatal-Calvaria","Neonatal-Heart","Fetal_Lung","Bone-Marrow","Brain","Neonatal-Calvaria","Small-Intestine","Fetal_Lung","Testis","Kidney","Peripheral_Blood","MammaryGland.Involution","Fetal_Stomache","Peripheral_Blood","Peripheral_Blood","Uterus","Kidney","MammaryGland.Lactation","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Placenta","Muscle","Testis","Trophoblast-Stem-Cell","Fetal_Stomache","Placenta","MammaryGland.Virgin","Neonatal-Rib","Testis","Neonatal-Calvaria","Embryonic-Stem-Cell","Testis","Pancreas","Bone-Marrow_c-kit","MammaryGland.Virgin","Neonatal-Heart","Testis","Fetal_Intestine","Embryonic-Mesenchyme","Pancreas","Liver","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Thymus","Embryonic-Stem-Cell","Small-Intestine","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Stomach","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Testis","Fetal_Intestine","Prostate","Liver","Kidney","Small-Intestine","Bone-Marrow_c-kit","MammaryGland.Lactation","Fetal_Lung","Trophoblast-Stem-Cell","Lung","Bone-Marrow_c-kit","MammaryGland.Virgin","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow","Kidney","Fetal_Stomache","Fetal_Lung","Bone_Marrow_Mesenchyme","Placenta","Testis","Thymus","Embryonic-Stem-Cell","Neonatal-Rib","MammaryGland.Virgin","Liver","Bone_Marrow_Mesenchyme","Testis","Trophoblast-Stem-Cell","Spleen","Small-Intestine","MammaryGland.Lactation","Neonatal-Rib","Neonatal-Skin","Lung","Placenta","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Lactation","Neonatal-Rib","Bone-Marrow_c-kit","MammaryGland.Lactation","Neonatal-Rib","Brain","Neonatal-Skin","Placenta","Trophoblast-Stem-Cell","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Virgin","Thymus","Uterus","Neonatal-Calvaria","Testis","Fetal_Stomache","Testis","Placenta","Lung","Small-Intestine","MammaryGland.Pregnancy","Fetal_Intestine","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Fetal_Intestine","Trophoblast-Stem-Cell","Bladder","Lung","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Placenta","MammaryGland.Lactation","Brain","MammaryGland.Involution","MammaryGland.Lactation","Testis","Peripheral_Blood","Bone-Marrow_c-kit","Brain","Bone-Marrow","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Ovary","MammaryGland.Lactation","Fetal_Brain","Embryonic-Stem-Cell","Embryonic-Mesenchyme","MammaryGland.Lactation","Trophoblast-Stem-Cell","MammaryGland.Virgin","Bone_Marrow_Mesenchyme","Neonatal-Heart","Peripheral_Blood","Muscle","Embryonic-Stem-Cell","Fetal_Stomache","Neonatal-Calvaria","Neonatal-Rib","Liver","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Rib","Neonatal-Rib","Bone_Marrow_Mesenchyme","Fetal_Lung","Neonatal-Muscle","Bone_Marrow_Mesenchyme","Ovary","Neonatal-Heart","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Ovary","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Peripheral_Blood","MammaryGland.Lactation","Trophoblast-Stem-Cell","MammaryGland.Involution","Uterus","Bone-Marrow_c-kit","Peripheral_Blood","MammaryGland.Involution","MammaryGland.Involution","Trophoblast-Stem-Cell","Fetal_Stomache","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Bone-Marrow","Small-Intestine","Testis","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Testis","Liver","Bone-Marrow","Testis","Testis","Neonatal-Calvaria","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Fetal-Liver","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Peripheral_Blood","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Fetal_Lung","Prostate","Fetal-Liver","MammaryGland.Involution","Neonatal-Rib","Placenta","Neonatal-Calvaria","Fetal_Stomache","Bone-Marrow_c-kit","Testis","Bone-Marrow","Bone-Marrow_c-kit","Neonatal-Muscle","Testis","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Brain","Placenta","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Neonatal-Skin","Bone-Marrow_c-kit","Testis","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Lactation","Neonatal-Muscle","Prostate","MammaryGland.Virgin","Embryonic-Stem-Cell","Fetal_Stomache","Pancreas","Neonatal-Muscle","Ovary","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Stomache","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Involution","Testis","Trophoblast-Stem-Cell","Bone-Marrow","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Neonatal-Heart","Trophoblast-Stem-Cell","Neonatal-Skin","Bone-Marrow","Bone_Marrow_Mesenchyme","Thymus","Prostate","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Embryonic-Mesenchyme","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Embryonic-Mesenchyme","Testis","Testis","MammaryGland.Virgin","Lung","Fetal_Stomache","Ovary","Fetal_Lung","Liver","Ovary","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Brain","Kidney","Bone-Marrow_c-kit","Testis","Thymus","Small-Intestine","Bladder","Embryonic-Stem-Cell","Neonatal-Rib","Testis","MammaryGland.Lactation","Fetal_Intestine","Thymus","Pancreas","Thymus","Trophoblast-Stem-Cell","Lung","Lung","Neonatal-Muscle","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Kidney","Embryonic-Stem-Cell","Neonatal-Skin","Bone-Marrow_c-kit","Embryonic-Stem-Cell","MammaryGland.Virgin","Kidney","Trophoblast-Stem-Cell","Fetal_Stomache","Small-Intestine","MammaryGland.Virgin","Neonatal-Heart","Trophoblast-Stem-Cell","Fetal_Stomache","Neonatal-Muscle","Lung","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Fetal_Stomache","MammaryGland.Virgin","Bone-Marrow_c-kit","Neonatal-Heart","Trophoblast-Stem-Cell","Prostate","MammaryGland.Lactation","Bone-Marrow","Neonatal-Calvaria","Testis","Trophoblast-Stem-Cell","Lung","Testis","Fetal_Intestine","Fetal_Lung","Peripheral_Blood","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Rib","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Liver","Fetal_Lung","Fetal-Liver","MammaryGland.Lactation","Bone-Marrow_c-kit","MammaryGland.Virgin","Trophoblast-Stem-Cell","Neonatal-Skin","Ovary","Trophoblast-Stem-Cell","Muscle","Trophoblast-Stem-Cell","Neonatal-Calvaria","Neonatal-Muscle","Liver","Bone-Marrow_c-kit","MammaryGland.Virgin","Testis","Bone-Marrow_c-kit","Bone-Marrow","Fetal_Intestine","Fetal_Stomache","Testis","Neonatal-Skin","MammaryGland.Involution","Trophoblast-Stem-Cell","Bladder","MammaryGland.Lactation","Lung","Muscle","Trophoblast-Stem-Cell","Fetal_Intestine","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","Liver","Neonatal-Calvaria","Trophoblast-Stem-Cell","Lung","Mesenchymal-Stem-Cell-Cultured","Placenta","MammaryGland.Virgin","Trophoblast-Stem-Cell","Stomach","Fetal_Intestine","Spleen","MammaryGland.Involution","Bone-Marrow","Lung","Bone-Marrow","Kidney","Lung","MammaryGland.Involution","Neonatal-Rib","Bone-Marrow","Neonatal-Calvaria","Bone-Marrow","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Prostate","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Lactation","Spleen","Bone-Marrow","Bone-Marrow_c-kit","Prostate","Small-Intestine","Neonatal-Rib","Small-Intestine","Trophoblast-Stem-Cell","Fetal_Intestine","Bone-Marrow_c-kit","Peripheral_Blood","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Fetal-Liver","Prostate","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Prostate","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Kidney","Neonatal-Heart","Spleen","Placenta","Testis","MammaryGland.Virgin","Bone-Marrow","Fetal_Stomache","Fetal-Liver","Bone-Marrow_c-kit","Neonatal-Skin","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Small-Intestine","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Brain","Bone-Marrow_c-kit","Fetal_Lung","Placenta","Ovary","Bone-Marrow","MammaryGland.Lactation","Testis","Fetal-Liver","Fetal_Stomache","Fetal_Lung","Lung","Bone_Marrow_Mesenchyme","Fetal_Lung","Neonatal-Calvaria","Kidney","Liver","Testis","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Kidney","Bladder","Fetal_Stomache","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Fetal_Lung","MammaryGland.Lactation","MammaryGland.Virgin","Bone-Marrow","Fetal-Liver","MammaryGland.Pregnancy","Testis","Fetal_Stomache","Bone-Marrow_c-kit","Testis","Fetal-Liver","Fetal_Lung","Bone-Marrow_c-kit","Fetal_Intestine","Fetal_Brain","Small-Intestine","Neonatal-Calvaria","Ovary","Testis","Brain","MammaryGland.Lactation","Neonatal-Calvaria","Bone-Marrow_c-kit","Neonatal-Skin","Small-Intestine","MammaryGland.Lactation","MammaryGland.Lactation","MammaryGland.Lactation","Neonatal-Muscle","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Peripheral_Blood","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","MammaryGland.Pregnancy","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Bone-Marrow_c-kit","Placenta","Bone-Marrow_c-kit","Brain","Bone-Marrow_c-kit","Small-Intestine","Small-Intestine","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Bone-Marrow","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Brain","Peripheral_Blood","Fetal_Brain","Trophoblast-Stem-Cell","Liver","Embryonic-Stem-Cell","Bone-Marrow","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","Peripheral_Blood","Bone_Marrow_Mesenchyme","Fetal_Stomache","Embryonic-Mesenchyme","Testis","MammaryGland.Lactation","Testis","Bone-Marrow_c-kit","Stomach","Trophoblast-Stem-Cell","Fetal_Intestine","MammaryGland.Lactation","Fetal-Liver","Bone_Marrow_Mesenchyme","Bladder","Testis","Liver","Peripheral_Blood","Peripheral_Blood","Liver","MammaryGland.Lactation","Placenta","Trophoblast-Stem-Cell","Kidney","Bone-Marrow","Pancreas","Neonatal-Skin","Pancreas","Testis","Bone-Marrow_c-kit","Bone-Marrow","Kidney","Embryonic-Stem-Cell","MammaryGland.Lactation","Testis","Fetal_Lung","Peripheral_Blood","Fetal_Stomache","Neonatal-Skin","Fetal_Brain","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Fetal_Lung","Pancreas","Embryonic-Stem-Cell","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Thymus","Bone-Marrow_c-kit","MammaryGland.Lactation","Neonatal-Rib","Testis","Trophoblast-Stem-Cell","Uterus","Neonatal-Skin","Mesenchymal-Stem-Cell-Cultured","Thymus","Small-Intestine","Kidney","Brain","Fetal_Lung","Trophoblast-Stem-Cell","Small-Intestine","Kidney","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Kidney","Trophoblast-Stem-Cell","Liver","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","MammaryGland.Virgin","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Stomache","Bone-Marrow_c-kit","Bone-Marrow","Kidney","Liver","Stomach","Bone-Marrow_c-kit","Small-Intestine","MammaryGland.Lactation","Neonatal-Rib","Uterus","Trophoblast-Stem-Cell","MammaryGland.Involution","Brain","Fetal_Lung","Neonatal-Muscle","Trophoblast-Stem-Cell","Placenta","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","Neonatal-Muscle","Bone-Marrow_c-kit","Uterus","Bone-Marrow_c-kit","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Prostate","Testis","MammaryGland.Pregnancy","Fetal_Brain","Neonatal-Skin","Embryonic-Stem-Cell","Peripheral_Blood","MammaryGland.Virgin","Kidney","Trophoblast-Stem-Cell","Kidney","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Brain","MammaryGland.Lactation","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Neonatal-Calvaria","Bone-Marrow","Uterus","Peripheral_Blood","Liver","Mesenchymal-Stem-Cell-Cultured","Neonatal-Heart","Bone-Marrow","Neonatal-Calvaria","Neonatal-Skin","Liver","Mesenchymal-Stem-Cell-Cultured","Embryonic-Mesenchyme","Liver","Mesenchymal-Stem-Cell-Cultured","Kidney","Trophoblast-Stem-Cell","Testis","Neonatal-Rib","Lung","Thymus","Liver","Trophoblast-Stem-Cell","Placenta","Fetal_Stomache","Trophoblast-Stem-Cell","Fetal_Stomache","Peripheral_Blood","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Small-Intestine","MammaryGland.Virgin","Neonatal-Rib","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","MammaryGland.Lactation","Thymus","Mesenchymal-Stem-Cell-Cultured","Pancreas","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","Ovary","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Peripheral_Blood","MammaryGland.Virgin","Neonatal-Rib","Liver","Ovary","MammaryGland.Lactation","Liver","MammaryGland.Lactation","Peripheral_Blood","Neonatal-Muscle","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Fetal_Intestine","Kidney","Bone_Marrow_Mesenchyme","Small-Intestine","Neonatal-Skin","Spleen","Trophoblast-Stem-Cell","Neonatal-Heart","Lung","Lung","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Fetal-Liver","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Heart","MammaryGland.Lactation","Bone-Marrow_c-kit","Neonatal-Calvaria","Stomach","Neonatal-Heart","Stomach","Liver","Pancreas","Neonatal-Muscle","Bone_Marrow_Mesenchyme","Testis","MammaryGland.Pregnancy","Fetal_Brain","MammaryGland.Lactation","Trophoblast-Stem-Cell","MammaryGland.Lactation","Bladder","Liver","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","Fetal_Lung","Bone-Marrow","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Kidney","Thymus","Bone_Marrow_Mesenchyme","Neonatal-Muscle","Kidney","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Fetal_Lung","Neonatal-Rib","Brain","Trophoblast-Stem-Cell","Fetal_Brain","Small-Intestine","MammaryGland.Lactation","Kidney","Thymus","Neonatal-Skin","Bone-Marrow","Neonatal-Muscle","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Lung","Stomach","Lung","MammaryGland.Virgin","Trophoblast-Stem-Cell","Small-Intestine","Ovary","Bone-Marrow_c-kit","Lung","Peripheral_Blood","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Thymus","Bladder","Ovary","Neonatal-Muscle","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Liver","Fetal_Lung","Neonatal-Skin","Mesenchymal-Stem-Cell-Cultured","Neonatal-Rib","Fetal_Intestine","MammaryGland.Virgin","Neonatal-Muscle","Testis","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow","Testis","Lung","Bone-Marrow","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Placenta","Neonatal-Muscle","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","Neonatal-Heart","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Fetal_Intestine","Neonatal-Heart","Peripheral_Blood","MammaryGland.Virgin","Testis","Fetal_Lung","Fetal_Intestine","Thymus","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Brain","Kidney","Bone-Marrow","Trophoblast-Stem-Cell","MammaryGland.Virgin","Embryonic-Stem-Cell","Neonatal-Rib","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Lung","Trophoblast-Stem-Cell","Small-Intestine","Placenta","Bone-Marrow_c-kit","Lung","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Virgin","Fetal_Intestine","Brain","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Lactation","Prostate","Trophoblast-Stem-Cell","Neonatal-Calvaria","Bone-Marrow_c-kit","Lung","Kidney","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Neonatal-Heart","Thymus","MammaryGland.Involution","MammaryGland.Lactation","Neonatal-Heart","Testis","Fetal_Brain","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Kidney","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bladder","Fetal_Stomache","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Fetal_Lung","Lung","Neonatal-Muscle","Prostate","Brain","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Bone-Marrow","Fetal-Liver","MammaryGland.Virgin","Stomach","Bone_Marrow_Mesenchyme","Peripheral_Blood","Fetal-Liver","Small-Intestine","Testis","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","MammaryGland.Virgin","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Lactation","MammaryGland.Lactation","Thymus","Testis","Trophoblast-Stem-Cell","Liver","Embryonic-Stem-Cell","Lung","Peripheral_Blood","Embryonic-Mesenchyme","Lung","Uterus","Neonatal-Rib","Neonatal-Muscle","Thymus","Muscle","Liver","Testis","Uterus","Fetal_Stomache","MammaryGland.Lactation","MammaryGland.Virgin","Bone-Marrow","MammaryGland.Lactation","Neonatal-Rib","Trophoblast-Stem-Cell","Fetal_Lung","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Uterus","Testis","Fetal_Intestine","Brain","MammaryGland.Lactation","Bone-Marrow","Stomach","Bone-Marrow_c-kit","Testis","Mesenchymal-Stem-Cell-Cultured","Liver","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Intestine","Mesenchymal-Stem-Cell-Cultured","Testis","Bone-Marrow_c-kit","Muscle","MammaryGland.Lactation","Bone-Marrow_c-kit","MammaryGland.Virgin","Ovary","Mesenchymal-Stem-Cell-Cultured","Neonatal-Skin","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Fetal_Lung","Embryonic-Mesenchyme","Fetal_Lung","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Testis","Peripheral_Blood","Neonatal-Muscle","Fetal_Lung","Pancreas","Neonatal-Rib","Bone_Marrow_Mesenchyme","Bone-Marrow","MammaryGland.Involution","Fetal_Intestine","Bone-Marrow_c-kit","MammaryGland.Lactation","Fetal_Brain","Testis","Bone-Marrow","Testis","Trophoblast-Stem-Cell","Neonatal-Heart","Lung","Neonatal-Rib","Bone-Marrow","Bone-Marrow","Fetal_Intestine","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Lung","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Fetal_Stomache","Bone-Marrow_c-kit","MammaryGland.Virgin","Bladder","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Small-Intestine","Bone-Marrow","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Testis","Fetal_Lung","Testis","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Testis","Ovary","Brain","Bladder","Neonatal-Muscle","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Brain","Small-Intestine","Kidney","Neonatal-Skin","Peripheral_Blood","MammaryGland.Virgin","Bone_Marrow_Mesenchyme","Testis","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Prostate","Embryonic-Stem-Cell","Placenta","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Prostate","Bone-Marrow_c-kit","Neonatal-Heart","Spleen","Fetal_Stomache","Trophoblast-Stem-Cell","Fetal_Brain","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Liver","Neonatal-Calvaria","Peripheral_Blood","Bone_Marrow_Mesenchyme","Bladder","MammaryGland.Lactation","Fetal_Lung","MammaryGland.Virgin","Liver","Stomach","Brain","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Trophoblast-Stem-Cell","MammaryGland.Lactation","Trophoblast-Stem-Cell","Fetal_Stomache","Embryonic-Stem-Cell","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Brain","Uterus","Bone-Marrow","MammaryGland.Virgin","Trophoblast-Stem-Cell","Lung","Spleen","Kidney","MammaryGland.Lactation","Neonatal-Rib","Placenta","Trophoblast-Stem-Cell","Neonatal-Muscle","Neonatal-Muscle","MammaryGland.Virgin","Fetal_Lung","Bone-Marrow_c-kit","Peripheral_Blood","Fetal_Brain","Neonatal-Rib","Neonatal-Skin","Bone-Marrow_c-kit","Small-Intestine","Fetal_Brain","Trophoblast-Stem-Cell","Small-Intestine","MammaryGland.Lactation","Lung","Bone-Marrow_c-kit","MammaryGland.Lactation","Trophoblast-Stem-Cell","MammaryGland.Lactation","Lung","Brain","Neonatal-Rib","Lung","Neonatal-Rib","Small-Intestine","MammaryGland.Pregnancy","Thymus","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Liver","Fetal_Stomache","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow","Trophoblast-Stem-Cell","Neonatal-Skin","Testis","Neonatal-Skin","Bone-Marrow_c-kit","Neonatal-Skin","Fetal-Liver","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow","Bone-Marrow","Testis","Neonatal-Rib","Neonatal-Calvaria","Ovary","Kidney","Bone-Marrow_c-kit","Ovary","Neonatal-Muscle","Neonatal-Muscle","Trophoblast-Stem-Cell","MammaryGland.Virgin","Neonatal-Calvaria","Neonatal-Muscle","Thymus","Bone-Marrow_c-kit","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Pancreas","Embryonic-Stem-Cell","Fetal_Brain","Fetal_Stomache","Neonatal-Calvaria","Peripheral_Blood","Kidney","Kidney","Trophoblast-Stem-Cell","Lung","Fetal_Stomache","Embryonic-Mesenchyme","Testis","Fetal_Lung","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Neonatal-Heart","Embryonic-Stem-Cell","Pancreas","Fetal_Stomache","Neonatal-Muscle","Bone-Marrow","Neonatal-Calvaria","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","MammaryGland.Virgin","Uterus","Testis","Bone-Marrow_c-kit","MammaryGland.Involution","Testis","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Testis","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Lung","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Fetal_Stomache","Bone-Marrow","MammaryGland.Virgin","Fetal_Brain","Peripheral_Blood","Placenta","Small-Intestine","Bone-Marrow_c-kit","Fetal_Stomache","Neonatal-Skin","Bone-Marrow_c-kit","Small-Intestine","Trophoblast-Stem-Cell","Fetal_Lung","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Brain","Trophoblast-Stem-Cell","Fetal_Intestine","Bone_Marrow_Mesenchyme","Uterus","Ovary","Peripheral_Blood","Bone-Marrow_c-kit","Liver","Lung","Uterus","Bone-Marrow","MammaryGland.Lactation","MammaryGland.Involution","Neonatal-Calvaria","Bone-Marrow_c-kit","Fetal_Stomache","MammaryGland.Lactation","Fetal_Intestine","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Testis","Pancreas","Neonatal-Calvaria","Testis","Neonatal-Muscle","Neonatal-Calvaria","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Rib","Mesenchymal-Stem-Cell-Cultured","Uterus","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","Thymus","Testis","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Liver","Testis","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Placenta","Thymus","Uterus","Bone-Marrow","MammaryGland.Lactation","Ovary","Peripheral_Blood","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Small-Intestine","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow","Fetal_Lung","Bone-Marrow_c-kit","Testis","MammaryGland.Involution","MammaryGland.Virgin","Fetal_Intestine","MammaryGland.Virgin","Bone_Marrow_Mesenchyme","Spleen","Trophoblast-Stem-Cell","Fetal-Liver","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Muscle","Trophoblast-Stem-Cell","Neonatal-Rib","Neonatal-Rib","Bone-Marrow_c-kit","Testis","Neonatal-Rib","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Neonatal-Rib","Kidney","Fetal_Intestine","Ovary","Neonatal-Rib","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Ovary","Trophoblast-Stem-Cell","Neonatal-Calvaria","Bone-Marrow_c-kit","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Mesenchymal-Stem-Cell-Cultured","Pancreas","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Kidney","MammaryGland.Virgin","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Liver","Thymus","Fetal_Lung","Fetal_Brain","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Lung","Fetal_Stomache","Prostate","Fetal_Stomache","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Peripheral_Blood","Fetal_Stomache","Bone-Marrow_c-kit","Pancreas","MammaryGland.Pregnancy","Embryonic-Stem-Cell","Lung","Liver","Bone_Marrow_Mesenchyme","Peripheral_Blood","Bone-Marrow_c-kit","Neonatal-Calvaria","Neonatal-Heart","Fetal_Intestine","Ovary","Brain","Embryonic-Stem-Cell","Lung","Embryonic-Stem-Cell","Neonatal-Skin","Neonatal-Rib","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Muscle","Small-Intestine","Kidney","Bone-Marrow_c-kit","Liver","Testis","Liver","MammaryGland.Lactation","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Placenta","Bone-Marrow","Neonatal-Calvaria","Bone-Marrow_c-kit","Small-Intestine","Bone-Marrow_c-kit","MammaryGland.Involution","Thymus","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","MammaryGland.Virgin","MammaryGland.Virgin","Neonatal-Heart","Ovary","Thymus","Trophoblast-Stem-Cell","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Stomach","Brain","Bone-Marrow_c-kit","Prostate","Bone-Marrow_c-kit","Bladder","Bone-Marrow","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Testis","Fetal-Liver","Fetal_Lung","Fetal_Intestine","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Liver","Lung","MammaryGland.Virgin","Prostate","Fetal_Lung","Pancreas","Peripheral_Blood","Testis","Bone-Marrow_c-kit","Muscle","Brain","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Placenta","Uterus","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Liver","Bone_Marrow_Mesenchyme","Peripheral_Blood","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Embryonic-Mesenchyme","Neonatal-Muscle","Neonatal-Rib","Trophoblast-Stem-Cell","Peripheral_Blood","Small-Intestine","Testis","Bone-Marrow_c-kit","Lung","Neonatal-Calvaria","Fetal_Lung","Fetal_Lung","Bone-Marrow","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Liver","Fetal_Lung","MammaryGland.Virgin","Bone-Marrow","Lung","Testis","Bone-Marrow_c-kit","Brain","Peripheral_Blood","Embryonic-Stem-Cell","Neonatal-Muscle","Kidney","Neonatal-Rib","Thymus","Lung","MammaryGland.Virgin","Trophoblast-Stem-Cell","Neonatal-Skin","Thymus","Stomach","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Liver","Fetal_Intestine","Fetal_Lung","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Virgin","Bone-Marrow","MammaryGland.Involution","Testis","Bone_Marrow_Mesenchyme","Uterus","Pancreas","MammaryGland.Lactation","Lung","Small-Intestine","Fetal_Intestine","Bone-Marrow_c-kit","MammaryGland.Pregnancy","MammaryGland.Involution","Fetal_Brain","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Small-Intestine","Testis","Fetal_Intestine","Embryonic-Stem-Cell","Neonatal-Rib","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Muscle","Neonatal-Skin","Thymus","Neonatal-Rib","Bone_Marrow_Mesenchyme","Lung","Neonatal-Rib","Bone_Marrow_Mesenchyme","Liver","Testis","Small-Intestine","Brain","MammaryGland.Lactation","MammaryGland.Virgin","Ovary","Bone-Marrow_c-kit","Embryonic-Stem-Cell","MammaryGland.Lactation","MammaryGland.Lactation","Liver","Bone_Marrow_Mesenchyme","MammaryGland.Involution","Bone-Marrow_c-kit","Testis","Lung","Thymus","Small-Intestine","Trophoblast-Stem-Cell","Neonatal-Calvaria","Small-Intestine","Small-Intestine","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Fetal_Lung","Stomach","Bone-Marrow","MammaryGland.Lactation","Neonatal-Calvaria","Bone-Marrow_c-kit","Ovary","Peripheral_Blood","Bone-Marrow_c-kit","Thymus","Embryonic-Stem-Cell","Kidney","Lung","Pancreas","Neonatal-Skin","Lung","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Fetal_Brain","Bone-Marrow_c-kit","Fetal_Stomache","Testis","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Lung","Kidney","Ovary","Placenta","Bone-Marrow_c-kit","Embryonic-Mesenchyme","MammaryGland.Pregnancy","Uterus","MammaryGland.Pregnancy","Ovary","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Heart","Brain","Bone_Marrow_Mesenchyme","Neonatal-Heart","Uterus","Neonatal-Skin","Peripheral_Blood","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Kidney","MammaryGland.Pregnancy","Neonatal-Calvaria","Bone-Marrow_c-kit","Bone-Marrow","Testis","Pancreas","Small-Intestine","Thymus","MammaryGland.Pregnancy","Peripheral_Blood","Mesenchymal-Stem-Cell-Cultured","Liver","Thymus","MammaryGland.Lactation","Lung","Trophoblast-Stem-Cell","Fetal_Brain","Bone-Marrow_c-kit","Peripheral_Blood","Ovary","Fetal_Lung","MammaryGland.Virgin","Fetal_Intestine","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Lung","Uterus","Bone-Marrow_c-kit","Small-Intestine","Trophoblast-Stem-Cell","Neonatal-Rib","Trophoblast-Stem-Cell","MammaryGland.Virgin","Testis","Brain","Fetal_Brain","Fetal_Lung","Small-Intestine","Testis","Kidney","Peripheral_Blood","Bone-Marrow","Bone_Marrow_Mesenchyme","Neonatal-Skin","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Kidney","MammaryGland.Lactation","Fetal_Brain","Peripheral_Blood","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Muscle","Bone-Marrow_c-kit","Liver","Neonatal-Calvaria","MammaryGland.Lactation","Trophoblast-Stem-Cell","Placenta","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Prostate","MammaryGland.Involution","Fetal_Brain","Fetal_Stomache","Fetal_Stomache","Small-Intestine","Neonatal-Calvaria","Bone-Marrow_c-kit","Lung","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Neonatal-Heart","Bone-Marrow_c-kit","Neonatal-Calvaria","Bone-Marrow_c-kit","Testis","Fetal_Intestine","Neonatal-Calvaria","Brain","Embryonic-Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Brain","Fetal_Intestine","Fetal_Intestine","MammaryGland.Pregnancy","Pancreas","Neonatal-Calvaria","Trophoblast-Stem-Cell","Testis","Neonatal-Muscle","Neonatal-Heart","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Bladder","Neonatal-Muscle","Stomach","Peripheral_Blood","Bone-Marrow_c-kit","Small-Intestine","Bone-Marrow_c-kit","Neonatal-Muscle","Lung","MammaryGland.Virgin","Neonatal-Muscle","Embryonic-Mesenchyme","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Stomach","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","MammaryGland.Pregnancy","Embryonic-Stem-Cell","MammaryGland.Involution","Bone-Marrow_c-kit","Neonatal-Calvaria","Embryonic-Mesenchyme","MammaryGland.Lactation","Bone-Marrow","Bone-Marrow_c-kit","Neonatal-Calvaria","Neonatal-Rib","Fetal_Intestine","Neonatal-Calvaria","Liver","Testis","Ovary","Bone-Marrow_c-kit","Testis","Fetal_Lung","Bladder","Bladder","Neonatal-Calvaria","Neonatal-Calvaria","Lung","Brain","Neonatal-Muscle","Bone_Marrow_Mesenchyme","Small-Intestine","MammaryGland.Pregnancy","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Virgin","Brain","Mesenchymal-Stem-Cell-Cultured","Pancreas","Uterus","Peripheral_Blood","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Fetal_Intestine","Testis","Neonatal-Calvaria","Peripheral_Blood","Bone-Marrow_c-kit","Thymus","Fetal_Lung","Neonatal-Calvaria","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Rib","Bone-Marrow","Embryonic-Stem-Cell","Neonatal-Muscle","Uterus","Liver","Trophoblast-Stem-Cell","Neonatal-Rib","Trophoblast-Stem-Cell","Testis","Neonatal-Muscle","Trophoblast-Stem-Cell","Testis","Fetal-Liver","Fetal_Brain","Stomach","MammaryGland.Involution","Trophoblast-Stem-Cell","Neonatal-Muscle","MammaryGland.Virgin","Stomach","Fetal_Lung","Neonatal-Calvaria","Placenta","MammaryGland.Involution","Bone-Marrow","Testis","Mesenchymal-Stem-Cell-Cultured","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Prostate","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Testis","Mesenchymal-Stem-Cell-Cultured","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","Trophoblast-Stem-Cell","Testis","Bone-Marrow_c-kit","MammaryGland.Lactation","Pancreas","Pancreas","Fetal_Brain","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Testis","MammaryGland.Involution","MammaryGland.Pregnancy","Fetal_Intestine","Fetal_Intestine","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Ovary","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Lactation","MammaryGland.Virgin","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Stomach","Trophoblast-Stem-Cell","Fetal-Liver","Peripheral_Blood","MammaryGland.Virgin","Neonatal-Rib","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Rib","Embryonic-Stem-Cell","Pancreas","Pancreas","Thymus","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Kidney","Bone-Marrow","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Intestine","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Virgin","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Small-Intestine","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Small-Intestine","Bone-Marrow","Liver","Neonatal-Skin","Peripheral_Blood","Uterus","Uterus","Fetal_Brain","Small-Intestine","Placenta","Neonatal-Skin","Neonatal-Muscle","Bone-Marrow_c-kit","Liver","Mesenchymal-Stem-Cell-Cultured","Brain","Neonatal-Skin","Fetal_Lung","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Uterus","Embryonic-Stem-Cell","Spleen","Bone-Marrow","Thymus","Fetal_Stomache","Liver","Embryonic-Stem-Cell","Lung","Stomach","Peripheral_Blood","Ovary","Trophoblast-Stem-Cell","Testis","Bone-Marrow_c-kit","Kidney","Peripheral_Blood","Neonatal-Muscle","Kidney","Small-Intestine","Neonatal-Heart","Bone_Marrow_Mesenchyme","Neonatal-Rib","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Pancreas","Small-Intestine","Bone_Marrow_Mesenchyme","MammaryGland.Virgin","Kidney","Embryonic-Stem-Cell","Thymus","Fetal_Intestine","Bone-Marrow_c-kit","Testis","Brain","Neonatal-Calvaria","Testis","Bone-Marrow_c-kit","Kidney","Fetal_Brain","Bone-Marrow_c-kit","MammaryGland.Virgin","Liver","Bone-Marrow_c-kit","Bone-Marrow","Muscle","Brain","Neonatal-Heart","Trophoblast-Stem-Cell","MammaryGland.Involution","Muscle","Peripheral_Blood","Liver","Bone-Marrow","Brain","Peripheral_Blood","Bone_Marrow_Mesenchyme","Bladder","Liver","Bone_Marrow_Mesenchyme","Testis","Bone-Marrow_c-kit","Lung","Trophoblast-Stem-Cell","Neonatal-Calvaria","Liver","MammaryGland.Virgin","Kidney","Bone-Marrow_c-kit","Kidney","MammaryGland.Lactation","Muscle","Mesenchymal-Stem-Cell-Cultured","Spleen","Bladder","Ovary","MammaryGland.Virgin","Fetal-Liver","MammaryGland.Virgin","Fetal_Lung","Small-Intestine","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Bone-Marrow_c-kit","Pancreas","Bladder","Kidney","MammaryGland.Lactation","Bone-Marrow","Prostate","Fetal_Intestine","MammaryGland.Virgin","Spleen","Trophoblast-Stem-Cell","MammaryGland.Lactation","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Stomach","Embryonic-Stem-Cell","Neonatal-Calvaria","Ovary","MammaryGland.Involution","Bone-Marrow_c-kit","Testis","Pancreas","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Brain","Bone-Marrow","Trophoblast-Stem-Cell","Neonatal-Muscle","Stomach","MammaryGland.Lactation","Neonatal-Rib","MammaryGland.Virgin","Bladder","Bone-Marrow_c-kit","Spleen","Fetal_Lung","Ovary","MammaryGland.Lactation","Bone-Marrow","Neonatal-Skin","Mesenchymal-Stem-Cell-Cultured","Small-Intestine","Fetal_Lung","Kidney","Bone-Marrow_c-kit","Fetal_Intestine","Kidney","Thymus","Testis","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","MammaryGland.Involution","Small-Intestine","Testis","Fetal_Intestine","Mesenchymal-Stem-Cell-Cultured","Lung","Peripheral_Blood","Lung","Neonatal-Heart","Bone-Marrow","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Uterus","Brain","Fetal-Liver","Bone-Marrow_c-kit","Fetal_Stomache","Bone_Marrow_Mesenchyme","Spleen","Testis","Fetal_Stomache","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Testis","MammaryGland.Lactation","Testis","Embryonic-Stem-Cell","Pancreas","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Peripheral_Blood","Testis","MammaryGland.Lactation","Fetal_Intestine","MammaryGland.Pregnancy","Peripheral_Blood","Thymus","MammaryGland.Virgin","Neonatal-Rib","Thymus","Testis","Liver","Thymus","Bone-Marrow_c-kit","Lung","Fetal_Brain","Testis","Thymus","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Pancreas","Trophoblast-Stem-Cell","Fetal_Lung","Spleen","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Muscle","Trophoblast-Stem-Cell","Fetal_Brain","Fetal_Brain","Ovary","Thymus","Bone-Marrow_c-kit","Fetal_Intestine","Uterus","Trophoblast-Stem-Cell","Kidney","Fetal_Brain","Embryonic-Stem-Cell","Testis","Embryonic-Stem-Cell","Embryonic-Mesenchyme","Neonatal-Calvaria","MammaryGland.Involution","MammaryGland.Lactation","Trophoblast-Stem-Cell","Neonatal-Skin","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Bladder","Trophoblast-Stem-Cell","Testis","Bone-Marrow_c-kit","Neonatal-Calvaria","Pancreas","Testis","Neonatal-Heart","Bone-Marrow","MammaryGland.Involution","Fetal_Stomache","Embryonic-Mesenchyme","Bone-Marrow","Fetal_Brain","Bone-Marrow_c-kit","Neonatal-Skin","Mesenchymal-Stem-Cell-Cultured","Testis","Bone-Marrow_c-kit","Fetal_Stomache","Trophoblast-Stem-Cell","Neonatal-Muscle","Fetal_Lung","Pancreas","Ovary","Uterus","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Intestine","Neonatal-Skin","Testis","Spleen","MammaryGland.Virgin","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Fetal_Brain","Testis","Embryonic-Stem-Cell","Pancreas","Ovary","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Uterus","Fetal_Stomache","Trophoblast-Stem-Cell","Prostate","MammaryGland.Lactation","Lung","Liver","MammaryGland.Lactation","Bone-Marrow_c-kit","Neonatal-Heart","Testis","MammaryGland.Involution","Uterus","Uterus","MammaryGland.Lactation","Neonatal-Heart","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","MammaryGland.Lactation","Neonatal-Muscle","Testis","Brain","MammaryGland.Pregnancy","Fetal_Intestine","Bone_Marrow_Mesenchyme","MammaryGland.Virgin","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Fetal_Brain","Fetal_Intestine","Embryonic-Stem-Cell","Peripheral_Blood","MammaryGland.Virgin","Fetal_Intestine","Fetal-Liver","Small-Intestine","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal-Liver","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Pancreas","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Fetal_Lung","Trophoblast-Stem-Cell","Lung","MammaryGland.Lactation","Bone-Marrow","Neonatal-Muscle","Embryonic-Stem-Cell","MammaryGland.Virgin","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Small-Intestine","Bone_Marrow_Mesenchyme","Pancreas","Testis","Uterus","Kidney","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Stomach","Uterus","Brain","MammaryGland.Lactation","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Lung","Embryonic-Stem-Cell","Uterus","Testis","Stomach","Uterus","Testis","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Thymus","Fetal_Intestine","Neonatal-Heart","Fetal_Intestine","MammaryGland.Virgin","Bladder","Fetal_Lung","Fetal_Intestine","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Small-Intestine","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Bone-Marrow","Embryonic-Stem-Cell","Fetal_Intestine","Uterus","Trophoblast-Stem-Cell","Brain","Testis","Kidney","MammaryGland.Lactation","Pancreas","Trophoblast-Stem-Cell","Kidney","Placenta","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Fetal-Liver","Neonatal-Heart","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Fetal_Lung","Peripheral_Blood","Thymus","MammaryGland.Pregnancy","Ovary","MammaryGland.Virgin","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Calvaria","Fetal_Intestine","Neonatal-Muscle","Peripheral_Blood","Prostate","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Peripheral_Blood","Neonatal-Heart","Fetal_Stomache","Neonatal-Rib","Testis","MammaryGland.Lactation","Bone-Marrow_c-kit","Brain","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Placenta","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Lung","Fetal_Lung","Bone-Marrow","Pancreas","Fetal_Lung","Spleen","Neonatal-Heart","MammaryGland.Lactation","Bone-Marrow_c-kit","Liver","Ovary","MammaryGland.Lactation","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Muscle","Ovary","Trophoblast-Stem-Cell","Testis","Testis","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Calvaria","Bone-Marrow_c-kit","MammaryGland.Virgin","Bone-Marrow","Neonatal-Muscle","Embryonic-Stem-Cell","Peripheral_Blood","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Thymus","Embryonic-Stem-Cell","Testis","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Stomach","Liver","Fetal_Lung","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Lung","MammaryGland.Lactation","MammaryGland.Lactation","Fetal_Stomache","Bone-Marrow_c-kit","MammaryGland.Lactation","MammaryGland.Virgin","Kidney","Bone-Marrow_c-kit","Bone-Marrow","Bone-Marrow_c-kit","Fetal_Stomache","Muscle","Bone-Marrow_c-kit","Bone-Marrow","Testis","Bone-Marrow","Fetal_Intestine","Ovary","Neonatal-Heart","MammaryGland.Involution","MammaryGland.Involution","Muscle","Neonatal-Rib","Brain","Neonatal-Calvaria","Thymus","Bone-Marrow_c-kit","Fetal_Intestine","Fetal_Lung","Small-Intestine","Prostate","Bone-Marrow","Bone_Marrow_Mesenchyme","Uterus","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Testis","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Testis","Bone-Marrow_c-kit","Fetal-Liver","Embryonic-Stem-Cell","Kidney","Uterus","MammaryGland.Pregnancy","Bone-Marrow","Fetal-Liver","Fetal_Stomache","Neonatal-Skin","Neonatal-Calvaria","Placenta","Trophoblast-Stem-Cell","Neonatal-Muscle","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Virgin","Liver","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Involution","Testis","Trophoblast-Stem-Cell","Testis","MammaryGland.Pregnancy","Neonatal-Rib","Pancreas","Embryonic-Stem-Cell","Fetal_Stomache","Fetal_Stomache","Bone-Marrow","Neonatal-Heart","Liver","Neonatal-Muscle","Trophoblast-Stem-Cell","Kidney","Neonatal-Muscle","Fetal-Liver","Uterus","Neonatal-Skin","Trophoblast-Stem-Cell","Fetal_Intestine","Bone-Marrow_c-kit","Peripheral_Blood","MammaryGland.Pregnancy","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","MammaryGland.Virgin","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Small-Intestine","Neonatal-Calvaria","Small-Intestine","Thymus","Bone-Marrow_c-kit","Fetal_Lung","MammaryGland.Involution","Trophoblast-Stem-Cell","Testis","MammaryGland.Lactation","Lung","Mesenchymal-Stem-Cell-Cultured","Neonatal-Heart","Fetal_Intestine","Testis","MammaryGland.Lactation","MammaryGland.Lactation","Fetal_Lung","Fetal-Liver","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Virgin","Testis","MammaryGland.Lactation","Neonatal-Muscle","Fetal_Lung","Bone-Marrow","Brain","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","MammaryGland.Lactation","Embryonic-Mesenchyme","Neonatal-Calvaria","Bone-Marrow","Testis","Trophoblast-Stem-Cell","Neonatal-Rib","Fetal-Liver","Bone-Marrow_c-kit","Peripheral_Blood","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Lung","Bone-Marrow_c-kit","Embryonic-Stem-Cell","MammaryGland.Pregnancy","Bone_Marrow_Mesenchyme","Lung","Uterus","Prostate","Bone-Marrow_c-kit","Neonatal-Muscle","Ovary","Trophoblast-Stem-Cell","Bone-Marrow","Lung","Kidney","Neonatal-Muscle","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Lactation","Trophoblast-Stem-Cell","Neonatal-Skin","Small-Intestine","Bone_Marrow_Mesenchyme","Lung","Peripheral_Blood","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Testis","MammaryGland.Virgin","Neonatal-Calvaria","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Testis","Bone-Marrow","Brain","MammaryGland.Involution","Embryonic-Stem-Cell","Neonatal-Muscle","Bladder","Fetal_Intestine","Fetal_Lung","Neonatal-Muscle","Fetal_Lung","Testis","Neonatal-Rib","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Uterus","Bone-Marrow","Trophoblast-Stem-Cell","Bladder","MammaryGland.Virgin","Testis","Testis","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","MammaryGland.Lactation","Liver","Neonatal-Skin","Fetal_Stomache","MammaryGland.Involution","Neonatal-Muscle","Placenta","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Fetal_Intestine","Fetal_Lung","Fetal_Intestine","Testis","Neonatal-Muscle","Neonatal-Muscle","Brain","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Brain","Lung","Lung","MammaryGland.Lactation","Bone-Marrow_c-kit","Lung","Fetal_Brain","MammaryGland.Involution","MammaryGland.Involution","Brain","Bone-Marrow","Liver","MammaryGland.Pregnancy","Fetal_Intestine","Trophoblast-Stem-Cell","MammaryGland.Lactation","Neonatal-Muscle","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Lactation","Neonatal-Calvaria","Bone-Marrow","Trophoblast-Stem-Cell","Bladder","Embryonic-Mesenchyme","Neonatal-Calvaria","Peripheral_Blood","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Lung","MammaryGland.Virgin","MammaryGland.Virgin","Bone-Marrow_c-kit","MammaryGland.Virgin","Prostate","MammaryGland.Lactation","Fetal_Brain","Bone-Marrow_c-kit","Neonatal-Calvaria","Fetal_Brain","Stomach","Kidney","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow","Ovary","Embryonic-Stem-Cell","MammaryGland.Lactation","Fetal_Lung","Fetal_Lung","Trophoblast-Stem-Cell","Bone-Marrow","Bone-Marrow_c-kit","MammaryGland.Virgin","Fetal_Lung","Fetal_Intestine","Testis","Peripheral_Blood","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Fetal-Liver","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Lung","Liver","Trophoblast-Stem-Cell","Lung","MammaryGland.Pregnancy","Stomach","Placenta","Uterus","Trophoblast-Stem-Cell","Fetal_Intestine","MammaryGland.Lactation","Fetal_Intestine","Brain","Fetal_Stomache","Peripheral_Blood","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Fetal_Lung","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Intestine","Trophoblast-Stem-Cell","Testis","Peripheral_Blood","Neonatal-Rib","Testis","MammaryGland.Virgin","Mesenchymal-Stem-Cell-Cultured","Fetal_Lung","Embryonic-Stem-Cell","Kidney","Testis","Bone-Marrow","Fetal-Liver","Bone-Marrow_c-kit","Fetal_Intestine","Peripheral_Blood","Thymus","Stomach","Neonatal-Rib","Peripheral_Blood","Neonatal-Skin","Trophoblast-Stem-Cell","Uterus","MammaryGland.Involution","Testis","Fetal_Lung","Neonatal-Rib","Neonatal-Calvaria","Fetal_Intestine","Kidney","Bone-Marrow","Embryonic-Mesenchyme","Neonatal-Calvaria","Kidney","Bone-Marrow_c-kit","MammaryGland.Lactation","Thymus","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Liver","Mesenchymal-Stem-Cell-Cultured","Testis","Neonatal-Muscle","Testis","MammaryGland.Lactation","Kidney","MammaryGland.Lactation","Pancreas","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Testis","Bone-Marrow_c-kit","Bone-Marrow","Stomach","Fetal_Intestine","Bone-Marrow_c-kit","Spleen","Brain","Peripheral_Blood","MammaryGland.Lactation","Trophoblast-Stem-Cell","Ovary","Neonatal-Heart","Uterus","Bone-Marrow_c-kit","Fetal_Brain","Peripheral_Blood","Neonatal-Skin","Fetal_Intestine","Trophoblast-Stem-Cell","Brain","Small-Intestine","Neonatal-Rib","Mesenchymal-Stem-Cell-Cultured","Fetal_Intestine","Liver","MammaryGland.Lactation","Bone-Marrow","MammaryGland.Lactation","Bone-Marrow_c-kit","Liver","Bone-Marrow_c-kit","Uterus","Neonatal-Muscle","Liver","Bone-Marrow","Bone-Marrow","MammaryGland.Pregnancy","Prostate","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow","Stomach","Fetal_Lung","Fetal_Intestine","MammaryGland.Lactation","MammaryGland.Pregnancy","MammaryGland.Virgin","Neonatal-Calvaria","Bladder","Fetal_Lung","Ovary","Fetal-Liver","Fetal_Brain","Peripheral_Blood","MammaryGland.Virgin","Thymus","Trophoblast-Stem-Cell","Fetal_Intestine","Spleen","Bone-Marrow_c-kit","Thymus","Neonatal-Calvaria","Bone-Marrow_c-kit","Neonatal-Skin","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Peripheral_Blood","Liver","Pancreas","Trophoblast-Stem-Cell","Neonatal-Rib","Fetal_Lung","MammaryGland.Pregnancy","Neonatal-Muscle","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Testis","Small-Intestine","Brain","Fetal_Stomache","Bone-Marrow_c-kit","Fetal-Liver","Liver","Bone_Marrow_Mesenchyme","Lung","MammaryGland.Involution","Peripheral_Blood","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Neonatal-Skin","Fetal_Stomache","MammaryGland.Lactation","Lung","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Lactation","Peripheral_Blood","Fetal_Intestine","Small-Intestine","Stomach","Lung","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Peripheral_Blood","Fetal_Brain","Small-Intestine","Thymus","Bone-Marrow_c-kit","Testis","Bone-Marrow","Fetal_Brain","Fetal-Liver","MammaryGland.Involution","Small-Intestine","Fetal_Stomache","Bone-Marrow","Fetal_Brain","Bone-Marrow_c-kit","Fetal_Brain","Fetal_Stomache","Fetal_Intestine","Pancreas","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Lung","Uterus","Testis","Neonatal-Calvaria","Fetal_Stomache","Ovary","Fetal_Brain","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Fetal_Brain","MammaryGland.Lactation","Bone-Marrow","Fetal_Intestine","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","Testis","Embryonic-Mesenchyme","Embryonic-Stem-Cell","Bone-Marrow","Lung","Fetal_Intestine","Neonatal-Heart","Fetal_Intestine","Testis","Mesenchymal-Stem-Cell-Cultured","Neonatal-Heart","Trophoblast-Stem-Cell","Brain","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Uterus","Bone_Marrow_Mesenchyme","Ovary","Embryonic-Stem-Cell","Bone-Marrow","Uterus","Testis","Neonatal-Rib","Fetal_Lung","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Lung","Fetal_Intestine","Small-Intestine","Peripheral_Blood","Peripheral_Blood","Fetal_Stomache","Bone-Marrow_c-kit","Neonatal-Skin","MammaryGland.Lactation","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Ovary","Neonatal-Heart","Embryonic-Stem-Cell","Neonatal-Muscle","Fetal_Brain","Testis","Liver","Neonatal-Skin","Small-Intestine","MammaryGland.Lactation","Bone-Marrow_c-kit","Neonatal-Rib","Peripheral_Blood","Testis","Trophoblast-Stem-Cell","Peripheral_Blood","Trophoblast-Stem-Cell","Lung","Fetal_Intestine","Neonatal-Calvaria","Fetal_Stomache","Bone_Marrow_Mesenchyme","Brain","MammaryGland.Virgin","MammaryGland.Pregnancy","Fetal-Liver","Fetal_Lung","Fetal_Stomache","Bone-Marrow","MammaryGland.Involution","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone-Marrow","Fetal_Stomache","Bone-Marrow","Small-Intestine","Neonatal-Skin","Placenta","Bladder","Neonatal-Calvaria","Trophoblast-Stem-Cell","Testis","Embryonic-Mesenchyme","Bone-Marrow","Bone_Marrow_Mesenchyme","Bone-Marrow","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone-Marrow_c-kit","Placenta","Fetal_Intestine","Embryonic-Stem-Cell","Testis","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Kidney","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Fetal_Stomache","Liver","Peripheral_Blood","Neonatal-Calvaria","Lung","Bladder","Fetal_Stomache","Ovary","Fetal_Intestine","Liver","Bone-Marrow_c-kit","Testis","Neonatal-Muscle","Small-Intestine","Embryonic-Stem-Cell","Fetal_Stomache","Fetal_Brain","Trophoblast-Stem-Cell","Fetal_Stomache","Neonatal-Calvaria","Placenta","Neonatal-Skin","Bone-Marrow_c-kit","Small-Intestine","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Calvaria","Stomach","MammaryGland.Lactation","Neonatal-Muscle","Neonatal-Heart","Bone-Marrow_c-kit","Bone-Marrow","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Testis","Bladder","Bone-Marrow_c-kit","Testis","Bone-Marrow","Testis","Embryonic-Stem-Cell","Liver","Testis","Peripheral_Blood","Bone-Marrow_c-kit","Pancreas","Lung","Stomach","Fetal-Liver","Neonatal-Muscle","Thymus","Small-Intestine","Bone-Marrow","Neonatal-Rib","Placenta","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Fetal-Liver","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Fetal_Stomache","MammaryGland.Pregnancy","Neonatal-Calvaria","Small-Intestine","Small-Intestine","Uterus","MammaryGland.Lactation","MammaryGland.Lactation","Small-Intestine","Trophoblast-Stem-Cell","Lung","Trophoblast-Stem-Cell","Neonatal-Muscle","Bladder","Muscle","MammaryGland.Lactation","Testis","Neonatal-Calvaria","Neonatal-Muscle","MammaryGland.Lactation","Neonatal-Calvaria","Trophoblast-Stem-Cell","Neonatal-Heart","MammaryGland.Lactation","Uterus","Placenta","Neonatal-Calvaria","Liver","Fetal_Intestine","Thymus","MammaryGland.Involution","Fetal_Intestine","Testis","Bone-Marrow","Neonatal-Rib","Testis","Small-Intestine","Pancreas","Fetal_Brain","Bone-Marrow_c-kit","Small-Intestine","Embryonic-Mesenchyme","Bone-Marrow","Placenta","Neonatal-Skin","Bladder","Brain","Spleen","Thymus","Pancreas","Bladder","Small-Intestine","Small-Intestine","Fetal_Intestine","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Placenta","MammaryGland.Involution","Small-Intestine","Fetal-Liver","Neonatal-Calvaria","Ovary","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Lung","Fetal_Stomache","MammaryGland.Lactation","Stomach","Neonatal-Muscle","Testis","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Bone-Marrow","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Placenta","Neonatal-Muscle","Small-Intestine","MammaryGland.Lactation","Bone-Marrow_c-kit","Lung","MammaryGland.Pregnancy","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Neonatal-Heart","MammaryGland.Involution","Peripheral_Blood","Trophoblast-Stem-Cell","Ovary","Bone-Marrow_c-kit","Fetal_Lung","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Ovary","Bone-Marrow_c-kit","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Small-Intestine","Neonatal-Rib","Neonatal-Calvaria","Fetal_Lung","MammaryGland.Lactation","Prostate","MammaryGland.Pregnancy","Pancreas","Lung","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","MammaryGland.Virgin","MammaryGland.Virgin","Neonatal-Calvaria","Kidney","MammaryGland.Lactation","Neonatal-Calvaria","Neonatal-Rib","Bone-Marrow_c-kit","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Brain","Embryonic-Stem-Cell","Neonatal-Rib","MammaryGland.Involution","Bone-Marrow","Brain","Bone-Marrow","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","Small-Intestine","Liver","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Kidney","Pancreas","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","MammaryGland.Involution","Trophoblast-Stem-Cell","Neonatal-Muscle","Trophoblast-Stem-Cell","Testis","Bone_Marrow_Mesenchyme","Fetal_Intestine","Testis","MammaryGland.Pregnancy","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Testis","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Small-Intestine","Trophoblast-Stem-Cell","Spleen","Peripheral_Blood","Prostate","Trophoblast-Stem-Cell","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Placenta","Bone-Marrow_c-kit","Prostate","MammaryGland.Lactation","Testis","Neonatal-Heart","Bone-Marrow_c-kit","Fetal_Intestine","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Ovary","Neonatal-Heart","Prostate","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Spleen","Fetal-Liver","Placenta","Embryonic-Stem-Cell","Embryonic-Mesenchyme","Testis","Lung","Kidney","Peripheral_Blood","Small-Intestine","Stomach","Testis","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Placenta","Fetal_Stomache","Neonatal-Skin","Kidney","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Peripheral_Blood","Muscle","MammaryGland.Lactation","MammaryGland.Lactation","Peripheral_Blood","Small-Intestine","MammaryGland.Virgin","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","Neonatal-Rib","Embryonic-Stem-Cell","Testis","Fetal_Stomache","Bone_Marrow_Mesenchyme","Fetal_Intestine","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Thymus","Fetal_Intestine","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","MammaryGland.Involution","Neonatal-Skin","Bone-Marrow","Peripheral_Blood","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Neonatal-Rib","Fetal_Stomache","Peripheral_Blood","Fetal_Stomache","MammaryGland.Pregnancy","Testis","Bone-Marrow_c-kit","Fetal_Lung","MammaryGland.Virgin","Testis","Fetal_Intestine","Bone_Marrow_Mesenchyme","Brain","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Lactation","Peripheral_Blood","Bone-Marrow_c-kit","Neonatal-Heart","Thymus","Mesenchymal-Stem-Cell-Cultured","Small-Intestine","Testis","Fetal_Stomache","Testis","Trophoblast-Stem-Cell","Bone-Marrow","Fetal_Intestine","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Thymus","Fetal_Lung","Neonatal-Heart","Neonatal-Rib","Bladder","MammaryGland.Virgin","Bladder","Bone-Marrow_c-kit","Fetal_Stomache","Bone-Marrow_c-kit","Testis","Lung","Placenta","Testis","Fetal_Intestine","Bone-Marrow","Bone-Marrow_c-kit","MammaryGland.Lactation","Small-Intestine","Placenta","Prostate","Bone-Marrow_c-kit","Bone-Marrow","Lung","Neonatal-Calvaria","Fetal_Intestine","Thymus","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Testis","Bone-Marrow","Testis","Neonatal-Heart","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Placenta","Trophoblast-Stem-Cell","Fetal_Stomache","Neonatal-Rib","Bone-Marrow_c-kit","Lung","Embryonic-Stem-Cell","Neonatal-Heart","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Fetal_Stomache","Thymus","Neonatal-Rib","MammaryGland.Virgin","Pancreas","Neonatal-Skin","Bone-Marrow_c-kit","Embryonic-Mesenchyme","MammaryGland.Involution","Neonatal-Rib","Peripheral_Blood","Trophoblast-Stem-Cell","Lung","Testis","Neonatal-Rib","Bone-Marrow_c-kit","Neonatal-Muscle","Bone-Marrow","Prostate","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Placenta","MammaryGland.Virgin","Neonatal-Skin","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","MammaryGland.Virgin","Testis","Neonatal-Rib","Pancreas","Peripheral_Blood","Neonatal-Calvaria","Bladder","Stomach","Bone-Marrow_c-kit","Lung","Bone-Marrow_c-kit","Uterus","Lung","MammaryGland.Lactation","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","MammaryGland.Virgin","Uterus","Peripheral_Blood","Fetal_Intestine","Uterus","Lung","Fetal_Stomache","Peripheral_Blood","Mesenchymal-Stem-Cell-Cultured","Fetal_Brain","Prostate","Embryonic-Stem-Cell","Neonatal-Rib","Testis","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Testis","MammaryGland.Lactation","Fetal_Intestine","Embryonic-Stem-Cell","Small-Intestine","Prostate","Neonatal-Rib","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Intestine","Bone-Marrow","Placenta","MammaryGland.Lactation","Trophoblast-Stem-Cell","Neonatal-Skin","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Neonatal-Calvaria","Neonatal-Calvaria","Fetal_Intestine","Testis","Trophoblast-Stem-Cell","Placenta","Neonatal-Muscle","Trophoblast-Stem-Cell","Placenta","Bone-Marrow","Bone-Marrow_c-kit","Neonatal-Muscle","MammaryGland.Involution","Mesenchymal-Stem-Cell-Cultured","Pancreas","Bone-Marrow","Bone_Marrow_Mesenchyme","Kidney","Fetal_Brain","Neonatal-Rib","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Kidney","Small-Intestine","MammaryGland.Lactation","Bone-Marrow_c-kit","Fetal_Lung","Thymus","Kidney","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Thymus","Bladder","Thymus","Bone-Marrow","Pancreas","Bone-Marrow","Stomach","Fetal_Lung","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Virgin","Bone-Marrow_c-kit","Spleen","Trophoblast-Stem-Cell","MammaryGland.Involution","Trophoblast-Stem-Cell","Neonatal-Rib","Brain","Trophoblast-Stem-Cell","Uterus","Bone-Marrow_c-kit","Lung","Ovary","Fetal_Stomache","Trophoblast-Stem-Cell","Testis","Kidney","Brain","MammaryGland.Lactation","Neonatal-Muscle","Trophoblast-Stem-Cell","MammaryGland.Lactation","Fetal-Liver","Fetal_Intestine","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Brain","Prostate","Placenta","Neonatal-Rib","Neonatal-Rib","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Thymus","Bone-Marrow_c-kit","Fetal-Liver","Liver","Testis","Testis","Neonatal-Calvaria","Trophoblast-Stem-Cell","Pancreas","MammaryGland.Lactation","Pancreas","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Testis","Fetal_Brain","Neonatal-Rib","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","Testis","Embryonic-Stem-Cell","Peripheral_Blood","MammaryGland.Lactation","Neonatal-Skin","Liver","Prostate","Fetal_Stomache","Neonatal-Rib","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Ovary","MammaryGland.Virgin","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Peripheral_Blood","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Muscle","MammaryGland.Virgin","Bone-Marrow_c-kit","Lung","MammaryGland.Lactation","Thymus","Neonatal-Rib","Testis","Lung","MammaryGland.Lactation","Spleen","Neonatal-Calvaria","MammaryGland.Pregnancy","Fetal_Brain","Bone-Marrow_c-kit","Neonatal-Muscle","Prostate","Stomach","Bone-Marrow_c-kit","Kidney","Liver","Fetal_Brain","Bone-Marrow_c-kit","MammaryGland.Lactation","Kidney","Bone-Marrow","Trophoblast-Stem-Cell","Thymus","Testis","Bone-Marrow_c-kit","Testis","MammaryGland.Lactation","Muscle","Neonatal-Skin","Small-Intestine","Fetal_Intestine","Bone-Marrow","Fetal_Lung","MammaryGland.Lactation","Brain","Testis","Embryonic-Mesenchyme","Embryonic-Stem-Cell","Lung","Trophoblast-Stem-Cell","Fetal_Intestine","Trophoblast-Stem-Cell","Testis","Brain","Fetal_Lung","Trophoblast-Stem-Cell","Stomach","Fetal_Intestine","MammaryGland.Lactation","Fetal_Intestine","Fetal_Lung","Small-Intestine","Peripheral_Blood","Bone-Marrow","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Neonatal-Calvaria","Testis","Bone-Marrow","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Muscle","Brain","Pancreas","Neonatal-Rib","Testis","Bone-Marrow","Prostate","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Neonatal-Heart","Testis","Brain","Kidney","MammaryGland.Involution","Testis","Lung","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","MammaryGland.Lactation","Embryonic-Stem-Cell","Fetal-Liver","Fetal_Stomache","Testis","Peripheral_Blood","Neonatal-Skin","Pancreas","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Neonatal-Muscle","Brain","Fetal_Intestine","Trophoblast-Stem-Cell","Neonatal-Muscle","Embryonic-Mesenchyme","Embryonic-Stem-Cell","Placenta","Trophoblast-Stem-Cell","MammaryGland.Lactation","Lung","Lung","Bone-Marrow_c-kit","MammaryGland.Involution","Trophoblast-Stem-Cell","Kidney","Trophoblast-Stem-Cell","Peripheral_Blood","Kidney","Fetal_Stomache","Bone-Marrow_c-kit","Neonatal-Rib","Trophoblast-Stem-Cell","Fetal_Lung","Neonatal-Rib","Fetal_Lung","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone-Marrow","Neonatal-Calvaria","Bone-Marrow_c-kit","Fetal_Lung","MammaryGland.Involution","Bone_Marrow_Mesenchyme","Lung","MammaryGland.Involution","Bladder","Bone-Marrow_c-kit","Neonatal-Heart","MammaryGland.Involution","Bone-Marrow_c-kit","Uterus","Bone-Marrow_c-kit","MammaryGland.Involution","Testis","Trophoblast-Stem-Cell","Testis","Ovary","Trophoblast-Stem-Cell","Peripheral_Blood","Testis","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow","Bone-Marrow_c-kit","Ovary","Small-Intestine","Embryonic-Stem-Cell","Brain","Neonatal-Rib","Ovary","Bone-Marrow_c-kit","MammaryGland.Lactation","Kidney","Bone-Marrow_c-kit","Bone-Marrow","Testis","Neonatal-Skin","Bone-Marrow_c-kit","Uterus","Brain","Fetal_Lung","Fetal_Stomache","Thymus","Prostate","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone-Marrow","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Liver","Neonatal-Calvaria","Fetal_Intestine","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Placenta","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Rib","MammaryGland.Lactation","MammaryGland.Virgin","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Ovary","Prostate","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Kidney","Fetal_Stomache","Embryonic-Stem-Cell","Placenta","Fetal_Lung","Fetal_Brain","Neonatal-Calvaria","Trophoblast-Stem-Cell","Bone-Marrow","Bone_Marrow_Mesenchyme","Peripheral_Blood","Bone-Marrow","Bone-Marrow","Neonatal-Skin","Bone-Marrow_c-kit","Pancreas","Testis","MammaryGland.Lactation","Bone-Marrow","Peripheral_Blood","Fetal_Brain","Trophoblast-Stem-Cell","Testis","Neonatal-Rib","Uterus","Fetal-Liver","Kidney","Brain","Bone-Marrow","Bone-Marrow","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Heart","Bone-Marrow","Bladder","Peripheral_Blood","Bone-Marrow_c-kit","Fetal_Stomache","Bone_Marrow_Mesenchyme","Testis","Placenta","Neonatal-Muscle","Embryonic-Stem-Cell","Kidney","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Lung","Brain","Bone-Marrow","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Fetal_Lung","Testis","MammaryGland.Lactation","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","MammaryGland.Lactation","Neonatal-Rib","Bladder","MammaryGland.Virgin","Peripheral_Blood","Fetal_Lung","Neonatal-Calvaria","Fetal_Brain","Fetal_Stomache","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Neonatal-Rib","Bone-Marrow","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Embryonic-Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","MammaryGland.Virgin","Bladder","Bone-Marrow_c-kit","Neonatal-Muscle","Bone-Marrow_c-kit","Thymus","Uterus","Brain","Neonatal-Calvaria","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Stomache","Trophoblast-Stem-Cell","Brain","Trophoblast-Stem-Cell","Fetal_Brain","Testis","Kidney","Muscle","Peripheral_Blood","MammaryGland.Pregnancy","MammaryGland.Pregnancy","Embryonic-Mesenchyme","Neonatal-Calvaria","MammaryGland.Pregnancy","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Neonatal-Muscle","Neonatal-Calvaria","Kidney","Spleen","Bone-Marrow_c-kit","Neonatal-Calvaria","MammaryGland.Lactation","Bone-Marrow_c-kit","Embryonic-Stem-Cell","MammaryGland.Lactation","Uterus","Neonatal-Calvaria","Neonatal-Heart","Testis","Mesenchymal-Stem-Cell-Cultured","Neonatal-Muscle","Bone-Marrow_c-kit","Thymus","Neonatal-Heart","Lung","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Peripheral_Blood","Testis","Muscle","MammaryGland.Lactation","Fetal_Intestine","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Prostate","MammaryGland.Pregnancy","Small-Intestine","Bone-Marrow","Embryonic-Stem-Cell","MammaryGland.Involution","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Placenta","Bone_Marrow_Mesenchyme","Small-Intestine","Bone-Marrow_c-kit","Uterus","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Neonatal-Muscle","Neonatal-Calvaria","Placenta","Placenta","Fetal_Lung","Pancreas","Neonatal-Rib","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Fetal_Intestine","MammaryGland.Lactation","Neonatal-Skin","MammaryGland.Lactation","Bone-Marrow","Fetal-Liver","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Testis","Bone-Marrow","Neonatal-Muscle","Stomach","Small-Intestine","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Uterus","Mesenchymal-Stem-Cell-Cultured","Prostate","Neonatal-Muscle","Stomach","Lung","Fetal_Intestine","Neonatal-Rib","Bone_Marrow_Mesenchyme","Testis","Thymus","Bone-Marrow","Liver","Pancreas","Fetal_Lung","Bone-Marrow","Stomach","Fetal-Liver","Embryonic-Mesenchyme","Fetal-Liver","Neonatal-Muscle","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","Trophoblast-Stem-Cell","Neonatal-Calvaria","MammaryGland.Lactation","Testis","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Ovary","Neonatal-Skin","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Calvaria","Bone-Marrow_c-kit","Liver","Lung","Lung","MammaryGland.Lactation","Stomach","Fetal_Stomache","Brain","Trophoblast-Stem-Cell","Bone-Marrow","Neonatal-Muscle","Fetal_Intestine","Kidney","Bladder","Pancreas","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","Liver","Bone_Marrow_Mesenchyme","MammaryGland.Pregnancy","Fetal_Intestine","Pancreas","MammaryGland.Virgin","Embryonic-Stem-Cell","Prostate","Embryonic-Mesenchyme","Neonatal-Muscle","Trophoblast-Stem-Cell","Fetal_Intestine","Brain","Spleen","Testis","Testis","Fetal_Stomache","Trophoblast-Stem-Cell","Small-Intestine","Bone-Marrow_c-kit","Bladder","Trophoblast-Stem-Cell","Prostate","Bone-Marrow_c-kit","Spleen","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Fetal_Intestine","Kidney","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Peripheral_Blood","MammaryGland.Involution","Ovary","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Neonatal-Muscle","MammaryGland.Virgin","Fetal_Intestine","Bone-Marrow_c-kit","Fetal_Intestine","Bone_Marrow_Mesenchyme","Neonatal-Muscle","MammaryGland.Lactation","Neonatal-Calvaria","Embryonic-Stem-Cell","Testis","Bone-Marrow","MammaryGland.Lactation","Fetal_Intestine","Peripheral_Blood","Ovary","Bone_Marrow_Mesenchyme","Prostate","Bone-Marrow","MammaryGland.Involution","MammaryGland.Pregnancy","Kidney","Fetal_Lung","MammaryGland.Lactation","Embryonic-Stem-Cell","MammaryGland.Lactation","Testis","Small-Intestine","Bone-Marrow","Bone-Marrow","MammaryGland.Involution","Peripheral_Blood","Placenta","Bone-Marrow_c-kit","Lung","Peripheral_Blood","MammaryGland.Lactation","Thymus","Testis","Neonatal-Muscle","Neonatal-Calvaria","Testis","Prostate","Testis","Neonatal-Calvaria","Small-Intestine","Neonatal-Rib","Bone-Marrow_c-kit","Fetal_Lung","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","MammaryGland.Pregnancy","Mesenchymal-Stem-Cell-Cultured","Mesenchymal-Stem-Cell-Cultured","Kidney","Bone-Marrow","Fetal_Intestine","Placenta","Liver","MammaryGland.Virgin","Brain","Bone-Marrow_c-kit","Testis","Small-Intestine","Testis","Thymus","Muscle","Testis","Bone-Marrow_c-kit","Lung","Kidney","Embryonic-Stem-Cell","MammaryGland.Lactation","Embryonic-Stem-Cell","Fetal_Stomache","Fetal_Intestine","Neonatal-Muscle","Peripheral_Blood","Small-Intestine","Lung","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Neonatal-Rib","Placenta","Mesenchymal-Stem-Cell-Cultured","Fetal_Intestine","Fetal-Liver","MammaryGland.Lactation","Trophoblast-Stem-Cell","Testis","Bone-Marrow_c-kit","Pancreas","Trophoblast-Stem-Cell","Testis","Neonatal-Skin","Stomach","Fetal_Lung","Fetal_Intestine","Fetal_Lung","Bone_Marrow_Mesenchyme","Testis","Ovary","Peripheral_Blood","Testis","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Virgin","Bone-Marrow_c-kit","Testis","Fetal_Brain","Peripheral_Blood","Bone_Marrow_Mesenchyme","Embryonic-Mesenchyme","Embryonic-Stem-Cell","MammaryGland.Lactation","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","Uterus","MammaryGland.Virgin","Thymus","Mesenchymal-Stem-Cell-Cultured","Fetal_Stomache","Neo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ne_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Spleen","Neonatal-Muscle","Neonatal-Heart","Bone-Marrow","Neonatal-Skin","MammaryGland.Pregnancy","Embryonic-Mesenchyme","MammaryGland.Virgin","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Liver","Testis","Trophoblast-Stem-Cell","Neonatal-Calvaria","Peripheral_Blood","Bone-Marrow_c-kit","Neonatal-Rib","Peripheral_Blood","Peripheral_Blood","MammaryGland.Involution","Prostate","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Muscle","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","MammaryGland.Lactation","Fetal_Lung","Neonatal-Calvaria","Bone-Marrow_c-kit","Prostate","Neonatal-Muscle","Uterus","Bone-Marrow_c-kit","Prostate","Neonatal-Skin","Ovary","Mesenchymal-Stem-Cell-Cultured","Kidney","MammaryGland.Pregnancy","Liver","Brain","MammaryGland.Lactation","Bone-Marrow_c-kit","Bladder","MammaryGland.Lactation","Small-Intestine","MammaryGland.Virgin","Neonatal-Calvaria","Bone-Marrow_c-kit","Bone-Marrow","MammaryGland.Lactation","Trophoblast-Stem-Cell","Kidney","Testis","Testis","Embryonic-Stem-Cell","Liver","Bone-Marrow","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Heart","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Small-Intestine","Ovary","Muscle","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Virgin","Bone-Marrow_c-kit","MammaryGland.Lactation","Fetal-Liver","Small-Intestine","Testis","MammaryGland.Lactation","Embryonic-Stem-Cell","Peripheral_Blood","MammaryGland.Lactation","Lung","Bone-Marrow_c-kit","Ovary","MammaryGland.Lactation","Trophoblast-Stem-Cell","MammaryGland.Lactation","Fetal_Brain","Bone-Marrow","Spleen","Testis","Ovary","Fetal_Intestine","Muscle","Brain","Thymus","Trophoblast-Stem-Cell","MammaryGland.Lactation","MammaryGland.Lactation","Lung","MammaryGland.Lactation","Spleen","Neonatal-Calvaria","Fetal_Brain","Neonatal-Heart","Uterus","Neonatal-Heart","Neonatal-Calvaria","Bone-Marrow_c-kit","Neonatal-Rib","Testis","Mesenchymal-Stem-Cell-Cultured","Pancreas","MammaryGland.Lactation","Stomach","Embryonic-Mesenchyme","Brain","Trophoblast-Stem-Cell","Fetal_Stomache","Trophoblast-Stem-Cell","Fetal-Liver","Spleen","Fetal_Brain","Fetal_Intestine","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone-Marrow_c-kit","Fetal_Brain","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","Trophoblast-Stem-Cell","Neonatal-Calvaria","Fetal_Intestine","Embryonic-Stem-Cell","Neonatal-Skin","Lung","Pancreas","Uterus","Fetal_Intestine","Trophoblast-Stem-Cell","Neonatal-Calvaria","Bone-Marrow_c-kit","Pancreas","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Trophoblast-Stem-Cell","Fetal-Liver","Testis","MammaryGland.Lactation","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Ovary","Neonatal-Rib","MammaryGland.Involution","Small-Intestine","Neonatal-Rib","Fetal_Stomache","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Uterus","Mesenchymal-Stem-Cell-Cultured","Liver","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Heart","Peripheral_Blood","MammaryGland.Involution","MammaryGland.Pregnancy","Neonatal-Heart","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Uterus","Fetal-Liver","MammaryGland.Involution","Lung","Uterus","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Pancreas","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Ovary","Bone-Marrow_c-kit","Fetal_Brain","Testis","Small-Intestine","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Stomach","Bone-Marrow","Liver","Testis","Trophoblast-Stem-Cell","Bone-Marrow","Fetal_Stomache","Kidney","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","MammaryGland.Lactation","Neonatal-Heart","Brain","Fetal_Stomache","Trophoblast-Stem-Cell","MammaryGland.Lactation","MammaryGland.Virgin","Bone-Marrow","Placenta","Trophoblast-Stem-Cell","Spleen","Fetal_Lung","Neonatal-Skin","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Kidney","Bone-Marrow_c-kit","Bladder","Bone-Marrow_c-kit","Placenta","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Testis","MammaryGland.Pregnancy","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Neonatal-Rib","Neonatal-Heart","Trophoblast-Stem-Cell","Neonatal-Rib","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Fetal_Intestine","Neonatal-Rib","Neonatal-Skin","Bone-Marrow_c-kit","Stomach","Neonatal-Calvaria","MammaryGland.Involution","Trophoblast-Stem-Cell","Kidney","MammaryGland.Involution","Neonatal-Skin","Peripheral_Blood","Fetal_Intestine","Trophoblast-Stem-Cell","Peripheral_Blood","MammaryGland.Virgin","Mesenchymal-Stem-Cell-Cultured","Lung","Testis","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Skin","Testis","Bone-Marrow","Neonatal-Rib","Embryonic-Stem-Cell","Testis","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Small-Intestine","Neonatal-Muscle","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Fetal_Lung","Bone-Marrow_c-kit","Fetal_Stomache","Bone-Marrow","Embryonic-Stem-Cell","Ovary","Neonatal-Rib","Stomach","Peripheral_Blood","MammaryGland.Lactation","Liver","MammaryGland.Lactation","MammaryGland.Lactation","Neonatal-Calvaria","Peripheral_Blood","MammaryGland.Pregnancy","Fetal_Lung","Fetal_Lung","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Small-Intestine","MammaryGland.Lactation","Fetal_Brain","Stomach","Neonatal-Heart","Neonatal-Muscle","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Testis","Mesenchymal-Stem-Cell-Cultured","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Brain","Neonatal-Skin","Neonatal-Calvaria","Uterus","Brain","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow","MammaryGland.Lactation","MammaryGland.Lactation","Ovary","Trophoblast-Stem-Cell","MammaryGland.Lactation","Ovary","Neonatal-Calvaria","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Small-Intestine","Bone-Marrow","Thymus","Embryonic-Stem-Cell","Fetal_Brain","Liver","Uterus","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Bone-Marrow","Testis","Stomach","Neonatal-Calvaria","Neonatal-Heart","Neonatal-Calvaria","Brain","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Placenta","Bone-Marrow_c-kit","Fetal_Stomache","Bone-Marrow","Fetal_Lung","Neonatal-Muscle","Stomach","Fetal_Intestine","Thymus","Placenta","Liver","Bone-Marrow_c-kit","Ovary","Testis","Bone-Marrow","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bladder","Fetal_Stomache","MammaryGland.Involution","Fetal-Liver","Fetal_Brain","Trophoblast-Stem-Cell","Lung","Fetal_Intestine","Bone-Marrow_c-kit","Thymus","Ovary","Kidney","Small-Intestine","Brain","MammaryGland.Pregnancy","MammaryGland.Lactation","Bone-Marrow_c-kit","MammaryGland.Lactation","Peripheral_Blood","MammaryGland.Lactation","Testis","Neonatal-Heart","Fetal_Lung","Peripheral_Blood","Peripheral_Blood","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Thymus","Fetal_Stomache","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Testis","Uterus","Placenta","Mesenchymal-Stem-Cell-Cultured","Neonatal-Rib","MammaryGland.Lactation","Lung","Testis","Neonatal-Rib","Testis","Lung","Liver","Small-Intestine","Lung","Neonatal-Muscle","MammaryGland.Virgin","Fetal_Lung","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","MammaryGland.Lactation","Uterus","Fetal_Stomache","Neonatal-Heart","Embryonic-Mesenchyme","Embryonic-Stem-Cell","Embryonic-Mesenchyme","Fetal_Stomache","Uterus","MammaryGland.Pregnancy","Fetal_Intestine","Kidney","Fetal_Lung","Thymus","MammaryGland.Lactation","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","Bladder","MammaryGland.Involution","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Fetal_Brain","Testis","Neonatal-Muscle","Fetal_Brain","Brain","MammaryGland.Involution","Trophoblast-Stem-Cell","Small-Intestine","Neonatal-Rib","Bone-Marrow_c-kit","Pancreas","Prostate","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Virgin","Testis","MammaryGland.Lactation","Brain","Neonatal-Calvaria","Neonatal-Muscle","MammaryGland.Involution","MammaryGland.Lactation","Pancreas","Bone-Marrow","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Fetal_Brain","Bone-Marrow","Prostate","Fetal_Brain","Neonatal-Skin","Kidney","Small-Intestine","MammaryGland.Lactation","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone-Marrow_c-kit","Neonatal-Skin","Bone-Marrow_c-kit","Neonatal-Calvaria","Testis","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Placenta","Neonatal-Calvaria","Testis","Trophoblast-Stem-Cell","Pancreas","Fetal_Intestine","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Muscle","Fetal_Lung","Fetal-Liver","Trophoblast-Stem-Cell","Peripheral_Blood","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Kidney","Kidney","Fetal_Lung","MammaryGland.Lactation","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Peripheral_Blood","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow","MammaryGland.Pregnancy","MammaryGland.Lactation","Trophoblast-Stem-Cell","Neonatal-Rib","Bone-Marrow_c-kit","Fetal_Lung","Neonatal-Heart","Lung","Neonatal-Calvaria","Liver","MammaryGland.Virgin","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Bladder","Neonatal-Muscle","MammaryGland.Lactation","Fetal_Lung","Neonatal-Rib","Liver","Bone-Marrow_c-kit","Neonatal-Skin","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Neonatal-Heart","Bone-Marrow_c-kit","Fetal_Lung","Bone-Marrow_c-kit","Fetal_Stomache","Peripheral_Blood","Trophoblast-Stem-Cell","Stomach","Trophoblast-Stem-Cell","MammaryGland.Involution","Fetal_Intestine","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","MammaryGland.Pregnancy","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Bone-Marrow","Bone-Marrow_c-kit","Bone-Marrow","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","Lung","Neonatal-Skin","Small-Intestine","Fetal_Lung","MammaryGland.Lactation","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Thymus","Testis","Small-Intestine","Ovary","MammaryGland.Pregnancy","Neonatal-Calvaria","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone-Marrow","Neonatal-Muscle","Pancreas","Lung","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Lactation","Bone-Marrow_c-kit","MammaryGland.Virgin","Neonatal-Rib","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Liver","MammaryGland.Lactation","MammaryGland.Virgin","Ovary","Fetal_Brain","Neonatal-Rib","Brain","Bladder","Thymus","Embryonic-Mesenchyme","MammaryGland.Involution","Thymus","Testis","Placenta","Ovary","Ovary","Stomach","Fetal_Brain","Ovary","Fetal_Stomache","MammaryGland.Pregnancy","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Uterus","Fetal_Lung","Lung","Neonatal-Muscle","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Rib","Bone_Marrow_Mesenchyme","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Placenta","Trophoblast-Stem-Cell","Fetal_Lung","Bone-Marrow","Fetal_Stomache","Bone-Marrow","Bladder","Fetal_Intestine","MammaryGland.Pregnancy","Testis","Placenta","Trophoblast-Stem-Cell","Peripheral_Blood","Trophoblast-Stem-Cell","Fetal_Lung","Bone_Marrow_Mesenchyme","MammaryGland.Virgin","Fetal_Intestine","MammaryGland.Lactation","Fetal_Intestine","Trophoblast-Stem-Cell","Neonatal-Rib","Bone-Marrow_c-kit","Neonatal-Rib","Placenta","Placenta","Pancreas","Trophoblast-Stem-Cell","Spleen","MammaryGland.Lactation","Neonatal-Calvaria","Bone-Marrow_c-kit","Testis","Neonatal-Skin","Neonatal-Rib","Fetal-Liver","Thymus","Neonatal-Rib","MammaryGland.Pregnancy","Embryonic-Stem-Cell","Fetal_Brain","Fetal_Intestine","Bone-Marrow","Bone_Marrow_Mesenchyme","Small-Intestine","Bone-Marrow","MammaryGland.Lactation","MammaryGland.Involution","Lung","MammaryGland.Virgin","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Thymus","Small-Intestine","Kidney","Liver","Testis","Testis","Embryonic-Stem-Cell","Testis","Fetal_Lung","Trophoblast-Stem-Cell","Placenta","Trophoblast-Stem-Cell","Fetal_Intestine","Fetal_Intestine","Lung","MammaryGland.Virgin","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Fetal_Brain","Brain","Bone-Marrow_c-kit","Neonatal-Heart","Neonatal-Calvaria","Testis","MammaryGland.Involution","Neonatal-Calvaria","Fetal_Lung","Fetal-Liver","Fetal_Intestine","Bone-Marrow_c-kit","Neonatal-Skin","Bone-Marrow_c-kit","Neonatal-Muscle","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Bone-Marrow_c-kit","Neonatal-Skin","Neonatal-Calvaria","Trophoblast-Stem-Cell","MammaryGland.Involution","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Peripheral_Blood","Fetal_Lung","Pancreas","Neonatal-Calvaria","MammaryGland.Pregnancy","Neonatal-Rib","Stomach","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Neonatal-Heart","Bone_Marrow_Mesenchyme","Uterus","Peripheral_Blood","Brain","Bone-Marrow_c-kit","Uterus","Neonatal-Rib","MammaryGland.Lactation","Liver","Spleen","Bone-Marrow","Trophoblast-Stem-Cell","Neonatal-Skin","Testis","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Neonatal-Rib","Fetal_Stomache","Fetal_Lung","Trophoblast-Stem-Cell","Fetal_Intestine","Muscle","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Fetal_Intestine","Embryonic-Stem-Cell","Small-Intestine","Peripheral_Blood","Bladder","Spleen","Fetal_Lung","Neonatal-Heart","Small-Intestine","Trophoblast-Stem-Cell","Neonatal-Muscle","Testis","MammaryGland.Lactation","Fetal_Brain","Bone-Marrow","Fetal_Brain","Neonatal-Heart","Small-Intestine","MammaryGland.Lactation","Placenta","Kidney","Fetal_Lung","Bone-Marrow_c-kit","Bladder","Bone-Marrow","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Neonatal-Skin","Testis","Neonatal-Muscle","MammaryGland.Lactation","Kidney","Fetal_Brain","Testis","MammaryGland.Lactation","Lung","MammaryGland.Involution","Trophoblast-Stem-Cell","Testis","Fetal_Intestine","Bone-Marrow","MammaryGland.Lactation","Prostate","Lung","MammaryGland.Lactation","Bone-Marrow_c-kit","Kidney","Fetal_Intestine","MammaryGland.Lactation","Fetal_Stomache","Bone-Marrow_c-kit","Uterus","Ovary","Bone-Marrow_c-kit","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","Liver","Neonatal-Calvaria","Testis","Embryonic-Stem-Cell","Liver","Trophoblast-Stem-Cell","Neonatal-Rib","Embryonic-Stem-Cell","Fetal_Lung","Fetal_Brain","Neonatal-Calvaria","Liver","Bone-Marrow_c-kit","Neonatal-Muscle","Testis","Trophoblast-Stem-Cell","Small-Intestine","Bone-Marrow_c-kit","Lung","Small-Intestine","Trophoblast-Stem-Cell","Bladder","Peripheral_Blood","Fetal_Lung","Neonatal-Muscle","Bone-Marrow","Small-Intestine","Small-Intestine","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Stomache","Bone-Marrow_c-kit","Fetal_Stomache","Bone-Marrow_c-kit","Small-Intestine","Neonatal-Skin","MammaryGland.Pregnancy","Fetal_Intestine","Bone-Marrow_c-kit","Ovary","Bone-Marrow_c-kit","Ovary","Pancreas","Liver","Neonatal-Calvaria","Bone-Marrow_c-kit","Placenta","Kidney","MammaryGland.Lactation","Testis","Neonatal-Calvaria","Bone-Marrow_c-kit","Embryonic-Stem-Cell","MammaryGland.Involution","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Neonatal-Heart","Fetal_Stomache","Bone-Marrow_c-kit","Neonatal-Muscle","Fetal-Liver","Neonatal-Heart","Fetal_Stomache","Placenta","MammaryGland.Involution","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Kidney","Bone-Marrow_c-kit","Fetal_Lung","Trophoblast-Stem-Cell","Neonatal-Heart","Fetal_Stomache","Peripheral_Blood","Brain","Kidney","Bone-Marrow","MammaryGland.Lactation","Fetal_Lung","Fetal_Lung","Neonatal-Calvaria","Neonatal-Calvaria","Trophoblast-Stem-Cell","Fetal-Liver","Ovary","Testis","MammaryGland.Involution","Embryonic-Stem-Cell","Fetal_Lung","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Involution","Peripheral_Blood","Pancreas","Bone-Marrow_c-kit","Ovary","Trophoblast-Stem-Cell","Neonatal-Heart","Liver","Neonatal-Muscle","MammaryGland.Lactation","Small-Intestine","Trophoblast-Stem-Cell","Neonatal-Skin","MammaryGland.Virgin","Bone-Marrow_c-kit","Thymus","Prostate","Fetal_Stomache","Small-Intestine","Neonatal-Calvaria","Bone-Marrow_c-kit","Placenta","Thymus","Neonatal-Rib","Lung","Bone-Marrow_c-kit","MammaryGland.Lactation","Neonatal-Skin","Fetal_Intestine","Trophoblast-Stem-Cell","MammaryGland.Virgin","Fetal-Liver","Fetal_Intestine","Trophoblast-Stem-Cell","Neonatal-Rib","Pancreas","Bone-Marrow","Embryonic-Mesenchyme","Testis","Trophoblast-Stem-Cell","Neonatal-Calvaria","Fetal_Intestine","MammaryGland.Lactation","Fetal_Stomache","Bone-Marrow","Fetal_Brain","Trophoblast-Stem-Cell","Fetal-Liver","Brain","Neonatal-Rib","Testis","Kidney","Neonatal-Calvaria","Peripheral_Blood","Trophoblast-Stem-Cell","Fetal_Lung","Neonatal-Rib","Bone-Marrow","Fetal_Stomache","Fetal_Brain","Bone-Marrow_c-kit","Neonatal-Muscle","Bone-Marrow_c-kit","Fetal-Liver","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Small-Intestine","Neonatal-Heart","Fetal_Lung","Testis","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Lung","Fetal_Intestine","Fetal_Stomache","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","Testis","MammaryGland.Lactation","MammaryGland.Lactation","Kidney","Neonatal-Calvaria","Neonatal-Rib","Neonatal-Rib","Trophoblast-Stem-Cell","Peripheral_Blood","Liver","MammaryGland.Pregnancy","Testis","Lung","Trophoblast-Stem-Cell","Fetal_Stomache","Bone_Marrow_Mesenchyme","Muscle","Neonatal-Calvaria","Testis","Bone-Marrow","Fetal_Lung","Fetal_Stomache","Lung","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Calvaria","Embryonic-Stem-Cell","Fetal_Brain","Lung","Fetal_Stomache","Embryonic-Stem-Cell","Neonatal-Calvaria","Stomach","Bone-Marrow_c-kit","Neonatal-Heart","Trophoblast-Stem-Cell","Neonatal-Heart","Bone-Marrow_c-kit","Spleen","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Lung","Placenta","Bone-Marrow","MammaryGland.Involution","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","MammaryGland.Lactation","MammaryGland.Lactation","Placenta","Mesenchymal-Stem-Cell-Cultured","Bladder","Mesenchymal-Stem-Cell-Cultured","Neonatal-Heart","Uterus","Pancreas","Kidney","Bone-Marrow","Testis","Testis","Bone-Marrow","Uterus","Trophoblast-Stem-Cell","Prostate","Muscle","Bone-Marrow","MammaryGland.Lactation","Liver","Neonatal-Calvaria","Brain","MammaryGland.Lactation","Prostate","Peripheral_Blood","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Fetal_Intestine","Brain","Embryonic-Stem-Cell","Embryonic-Mesenchyme","Bone_Marrow_Mesenchyme","Fetal_Lung","Trophoblast-Stem-Cell","Muscle","Bone-Marrow_c-kit","Bladder","Bone-Marrow","Liver","Neonatal-Calvaria","Prostate","Testis","Brain","Testis","Fetal_Stomache","Bone-Marrow_c-kit","Lung","Testis","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Lung","Liver","Bladder","Testis","Fetal_Intestine","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Neonatal-Heart","Placenta","Small-Intestine","Bone-Marrow_c-kit","Embryonic-Stem-Cell","MammaryGland.Involution","Placenta","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Neonatal-Rib","Neonatal-Calvaria","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Testis","Small-Intestine","Bone-Marrow","Trophoblast-Stem-Cell","Fetal_Lung","Bone_Marrow_Mesenchyme","Fetal_Stomache","Pancreas","Thymus","Neonatal-Muscle","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Pancreas","MammaryGland.Lactation","Neonatal-Rib","Bone-Marrow_c-kit","Lung","MammaryGland.Virgin","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Lung","Trophoblast-Stem-Cell","Testis","Embryonic-Stem-Cell","Testis","Bone-Marrow","Kidney","Testis","Spleen","Neonatal-Heart","Small-Intestine","MammaryGland.Virgin","Bone-Marrow_c-kit","Lung","Pancreas","Kidney","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Heart","Placenta","Lung","Liver","Liver","Bone-Marrow_c-kit","Fetal_Lung","Kidney","Trophoblast-Stem-Cell","Fetal_Lung","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Liver","MammaryGland.Lactation","Fetal_Stomache","Placenta","Embryonic-Stem-Cell","Neonatal-Calvaria","Lung","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Neonatal-Rib","Fetal-Liver","Mesenchymal-Stem-Cell-Cultured","Embryonic-Mesenchyme","Ovary","Neonatal-Rib","MammaryGland.Involution","MammaryGland.Lactation","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Muscle","MammaryGland.Lactation","Fetal_Stomache","Bladder","Fetal_Lung","Bone-Marrow","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","MammaryGland.Virgin","Fetal_Intestine","Trophoblast-Stem-Cell","Fetal-Liver","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Spleen","Fetal_Stomache","Fetal_Lung","Bone-Marrow","Bone-Marrow_c-kit","Fetal_Lung","Peripheral_Blood","Prostate","Testis","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Fetal-Liver","MammaryGland.Virgin","Embryonic-Stem-Cell","Testis","Testis","Ovary","Placenta","Placenta","Testis","Pancreas","Uterus","Embryonic-Mesenchyme","Fetal_Intestine","Neonatal-Calvaria","Placenta","Peripheral_Blood","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Involution","Trophoblast-Stem-Cell","MammaryGland.Virgin","Ovary","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Brain","Bone-Marrow_c-kit","Small-Intestine","MammaryGland.Virgin","Bone_Marrow_Mesenchyme","Bladder","Bone-Marrow_c-kit","Prostate","Embryonic-Stem-Cell","Small-Intestine","MammaryGland.Virgin","Neonatal-Calvaria","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Virgin","Peripheral_Blood","Fetal-Liver","Fetal-Liver","Peripheral_Blood","MammaryGland.Pregnancy","Brain","Uterus","Placenta","Neonatal-Rib","Bone-Marrow_c-kit","Neonatal-Rib","Testis","Bone-Marrow_c-kit","MammaryGland.Involution","Bone-Marrow_c-kit","Peripheral_Blood","Stomach","Peripheral_Blood","Fetal_Intestine","MammaryGland.Virgin","Liver","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Lung","MammaryGland.Lactation","Fetal_Intestine","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Neonatal-Rib","Liver","Testis","Mesenchymal-Stem-Cell-Cultured","Fetal_Stomache","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Fetal_Intestine","Fetal_Intestine","MammaryGland.Involution","Bone-Marrow","Small-Intestine","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Placenta","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Testis","Fetal_Intestine","Neonatal-Heart","Testis","Bone-Marrow_c-kit","Muscle","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone-Marrow_c-kit","Placenta","Thymus","MammaryGland.Involution","Trophoblast-Stem-Cell","Liver","Brain","Pancreas","Small-Intestine","Spleen","Fetal_Lung","Bladder","Neonatal-Muscle","Pancreas","Small-Intestine","Neonatal-Calvaria","MammaryGland.Pregnancy","Prostate","Bone-Marrow","Fetal_Intestine","Neonatal-Rib","Neonatal-Calvaria","MammaryGland.Lactation","Bone-Marrow_c-kit","Fetal_Brain","Neonatal-Calvaria","Trophoblast-Stem-Cell","Bone-Marrow","Bone_Marrow_Mesenchyme","Fetal_Lung","MammaryGland.Lactation","Bone-Marrow","Bone-Marrow_c-kit","Prostate","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Placenta","Small-Intestine","Placenta","Lung","Small-Intestine","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Lung","Trophoblast-Stem-Cell","Peripheral_Blood","Fetal_Lung","Kidney","Trophoblast-Stem-Cell","Thymus","Neonatal-Rib","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Placenta","Placenta","Neonatal-Muscle","Bone-Marrow","Fetal_Brain","Liver","Bone-Marrow_c-kit","Liver","Bone-Marrow_c-kit","MammaryGland.Lactation","Neonatal-Calvaria","Testis","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Bladder","Bone-Marrow_c-kit","Spleen","Pancreas","MammaryGland.Lactation","Fetal_Lung","Fetal-Liver","MammaryGland.Virgin","Neonatal-Heart","MammaryGland.Virgin","MammaryGland.Lactation","Bone-Marrow_c-kit","Stomach","Bone-Marrow_c-kit","MammaryGland.Lactation","Fetal_Stomache","Bone_Marrow_Mesenchyme","Kidney","Fetal_Intestine","Peripheral_Blood","MammaryGland.Lactation","Pancreas","Peripheral_Blood","MammaryGland.Lactation","MammaryGland.Pregnancy","Fetal_Brain","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Peripheral_Blood","Fetal_Stomache","MammaryGland.Virgin","Peripheral_Blood","MammaryGland.Involution","Ovary","Stomach","MammaryGland.Involution","Neonatal-Rib","Fetal_Intestine","Testis","Ovary","Placenta","Fetal_Stomache","Fetal_Brain","Bone-Marrow_c-kit","MammaryGland.Involution","Fetal_Stomache","Neonatal-Skin","Bone-Marrow_c-kit","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Neonatal-Muscle","Embryonic-Stem-Cell","Muscle","Bladder","Trophoblast-Stem-Cell","Fetal_Brain","Placenta","Fetal_Intestine","MammaryGland.Involution","MammaryGland.Involution","Fetal_Lung","Neonatal-Skin","Embryonic-Stem-Cell","Peripheral_Blood","Uterus","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Spleen","Testis","Lung","Fetal_Stomache","Thymus","Thymus","Neonatal-Muscle","Placenta","Peripheral_Blood","Embryonic-Stem-Cell","Fetal_Intestine","Trophoblast-Stem-Cell","Kidney","Trophoblast-Stem-Cell","Bone-Marrow","Neonatal-Skin","Neonatal-Muscle","Lung","MammaryGland.Lactation","MammaryGland.Pregnancy","Lung","Bone-Marrow","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Testis","MammaryGland.Lactation","Placenta","Testis","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Fetal_Lung","Pancreas","Embryonic-Stem-Cell","Fetal_Intestine","Uterus","Fetal-Liver","Thymus","Neonatal-Calvaria","Fetal-Liver","Bone-Marrow","Embryonic-Stem-Cell","Bone-Marrow","MammaryGland.Involution","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Kidney","Trophoblast-Stem-Cell","Thymus","Fetal_Lung","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Fetal_Lung","Uterus","Bone_Marrow_Mesenchyme","Bone-Marrow","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Testis","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Bone-Marrow_c-kit","Ovary","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Testis","Liver","Neonatal-Calvaria","Neonatal-Rib","Bone-Marrow_c-kit","Liver","Small-Intestine","Embryonic-Stem-Cell","Thymus","Fetal_Brain","MammaryGland.Involution","Testis","MammaryGland.Lactation","Prostate","Neonatal-Rib","MammaryGland.Lactation","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","Neonatal-Muscle","Small-Intestine","Uterus","Testis","Bone-Marrow_c-kit","Thymus","Placenta","Neonatal-Heart","Mesenchymal-Stem-Cell-Cultured","Neonatal-Rib","Fetal_Intestine","Embryonic-Stem-Cell","MammaryGland.Involution","MammaryGland.Involution","Thymus","Testis","MammaryGland.Virgin","Fetal-Liver","Muscle","Fetal_Stomache","Fetal_Lung","MammaryGland.Lactation","Bone-Marrow_c-kit","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","MammaryGland.Involution","Thymus","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Muscle","Trophoblast-Stem-Cell","Neonatal-Rib","Bone-Marrow_c-kit","Kidney","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Embryonic-Mesenchyme","Liver","Bone-Marrow_c-kit","Peripheral_Blood","Bone-Marrow_c-kit","Kidney","Liver","Neonatal-Skin","Small-Intestine","Testis","Pancreas","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Small-Intestine","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Bone-Marrow_c-kit","Liver","Trophoblast-Stem-Cell","Stomach","Neonatal-Calvaria","Lung","Testis","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Bone-Marrow_c-kit","MammaryGland.Virgin","Kidney","Uterus","Fetal_Lung","Muscle","Mesenchymal-Stem-Cell-Cultured","Uterus","MammaryGland.Involution","Embryonic-Stem-Cell","Neonatal-Calvaria","Bone-Marrow_c-kit","Thymus","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Fetal_Lung","Neonatal-Muscle","Ovary","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Testis","Neonatal-Rib","Uterus","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Stomache","Bone-Marrow","Bone-Marrow","Liver","Embryonic-Stem-Cell","Fetal_Lung","Bladder","Thymus","MammaryGland.Lactation","Testis","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Rib","Mesenchymal-Stem-Cell-Cultured","Neonatal-Heart","Fetal_Intestine","Muscle","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Thymus","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Testis","Bone-Marrow","Embryonic-Stem-Cell","Pancreas","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Testis","Brain","Ovary","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","Brain","Placenta","Testis","Fetal_Stomache","MammaryGland.Pregnancy","Bone_Marrow_Mesenchyme","Testis","Bone-Marrow_c-kit","Small-Intestine","Brain","Neonatal-Rib","Testis","Bone-Marrow_c-kit","Testis","Peripheral_Blood","Trophoblast-Stem-Cell","Pancreas","Testis","Neonatal-Muscle","Fetal_Intestine","Bone_Marrow_Mesenchyme","MammaryGland.Pregnancy","Peripheral_Blood","Pancreas","Pancreas","Trophoblast-Stem-Cell","Fetal_Lung","Small-Intestine","Brain","Testis","MammaryGland.Involution","Bone-Marrow_c-kit","Neonatal-Heart","Bone-Marrow","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Bone-Marrow_c-kit","Lung","Fetal-Liver","Fetal_Stomache","Fetal_Stomache","MammaryGland.Virgin","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Spleen","Fetal_Intestine","Testis","Testis","Embryonic-Mesenchyme","Fetal_Stomache","Trophoblast-Stem-Cell","Kidney","MammaryGland.Lactation","Embryonic-Stem-Cell","Testis","Neonatal-Muscle","Thymus","Bone-Marrow_c-kit","Small-Intestine","Ovary","Kidney","Fetal_Intestine","Bladder","Bone_Marrow_Mesenchyme","Placenta","Neonatal-Calvaria","Neonatal-Heart","Neonatal-Calvaria","Embryonic-Stem-Cell","MammaryGland.Lactation","Fetal_Intestine","Embryonic-Stem-Cell","Pancreas","MammaryGland.Lactation","Bone-Marrow","Fetal_Intestine","MammaryGland.Lactation","Pancreas","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","MammaryGland.Lactation","Embryonic-Stem-Cell","MammaryGland.Pregnancy","Brain","Bone-Marrow","MammaryGland.Virgin","Trophoblast-Stem-Cell","Testis","Bone_Marrow_Mesenchyme","MammaryGland.Involution","Bone-Marrow_c-kit","MammaryGland.Lactation","Placenta","Testis","MammaryGland.Lactation","Kidney","MammaryGland.Lactation","Neonatal-Skin","MammaryGland.Pregnancy","Testis","Bone-Marrow","Bone-Marrow_c-kit","Thymus","Trophoblast-Stem-Cell","MammaryGland.Virgin","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Bone-Marrow","Neonatal-Rib","Embryonic-Mesenchyme","Bladder","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Involution","MammaryGland.Lactation","Fetal_Stomache","Small-Intestine","Testis","Bone-Marrow_c-kit","Fetal-Liver","Peripheral_Blood","Small-Intestine","Neonatal-Heart","MammaryGland.Lactation","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Pancreas","Fetal_Intestine","Fetal_Lung","Placenta","Neonatal-Calvaria","MammaryGland.Lactation","Small-Intestine","Lung","Bone-Marrow","Trophoblast-Stem-Cell","Thymus","Stomach","Lung","Kidney","MammaryGland.Virgin","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Liver","Bone_Marrow_Mesenchyme","Testis","Bone-Marrow_c-kit","Neonatal-Calvaria","Kidney","Peripheral_Blood","Spleen","Bone-Marrow_c-kit","Fetal_Stomache","Bone-Marrow_c-kit","Neonatal-Heart","Kidney","Fetal-Liver","Pancreas","MammaryGland.Virgin","Thymus","Neonatal-Rib","MammaryGland.Lactation","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Spleen","Small-Intestine","Trophoblast-Stem-Cell","Neonatal-Rib","Bone-Marrow","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Fetal_Brain","Testis","Placenta","Bone-Marrow","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Stomache","Fetal_Intestine","MammaryGland.Pregnancy","Bone_Marrow_Mesenchyme","Fetal_Lung","Testis","Testis","MammaryGland.Lactation","Thymus","Neonatal-Rib","Testis","Fetal_Stomache","Bone-Marrow","Fetal_Lung","Neonatal-Skin","Ovary","Prostate","Peripheral_Blood","Trophoblast-Stem-Cell","Fetal_Lung","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Fetal_Intestine","Embryonic-Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Testis","Brain","Trophoblast-Stem-Cell","Neonatal-Rib","Uterus","Bone-Marrow_c-kit","Neonatal-Muscle","Neonatal-Muscle","Fetal_Lung","Neonatal-Calvaria","Testis","Liver","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Peripheral_Blood","Small-Intestine","MammaryGland.Pregnancy","Kidney","Testis","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Fetal_Lung","Ovary","Fetal_Brain","Thymus","Fetal_Lung","Neonatal-Muscle","Ovary","Kidney","MammaryGland.Virgin","Neonatal-Calvaria","Bone-Marrow_c-kit","Bone-Marrow","Neonatal-Calvaria","Neonatal-Heart","Lung","Neonatal-Heart","Thymus","Bladder","Testis","Bone-Marrow_c-kit","Prostate","Testis","Small-Intestine","Ovary","Neonatal-Heart","Embryonic-Stem-Cell","Lung","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Testis","Neonatal-Muscle","Ovary","Testis","MammaryGland.Virgin","Bone-Marrow","Bone-Marrow_c-kit","Neonatal-Calvaria","Bone-Marrow_c-kit","Fetal_Lung","MammaryGland.Virgin","Mesenchymal-Stem-Cell-Cultured","Neonatal-Skin","Fetal_Brain","Embryonic-Stem-Cell","Testis","Neonatal-Rib","Fetal_Lung","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone-Marrow","Neonatal-Rib","Brain","Testis","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Liver","Trophoblast-Stem-Cell","MammaryGland.Lactation","Prostate","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone-Marrow","Neonatal-Rib","Ovary","Trophoblast-Stem-Cell","Testis","Fetal_Lung","Spleen","Bone-Marrow_c-kit","Neonatal-Muscle","MammaryGland.Involution","Trophoblast-Stem-Cell","Lung","Trophoblast-Stem-Cell","Testis","Fetal_Lung","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Fetal_Stomache","Fetal_Lung","Bone-Marrow_c-kit","MammaryGland.Involution","Fetal_Intestine","Brain","Peripheral_Blood","Bone-Marrow_c-kit","Fetal_Intestine","Bladder","Neonatal-Rib","Fetal_Brain","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Fetal-Liver","Testis","Bladder","Fetal_Intestine","MammaryGland.Pregnancy","Neonatal-Calvaria","MammaryGland.Lactation","Trophoblast-Stem-Cell","Bladder","Embryonic-Stem-Cell","MammaryGland.Lactation","Embryonic-Stem-Cell","Prostate","Brain","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Lung","Fetal_Lung","MammaryGland.Pregnancy","Neonatal-Calvaria","MammaryGland.Virgin","Liver","MammaryGland.Lactation","Bone-Marrow_c-kit","Placenta","Mesenchymal-Stem-Cell-Cultured","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","MammaryGland.Virgin","MammaryGland.Virgin","Kidney","Thymus","Fetal_Stomache","Neonatal-Calvaria","Bone-Marrow","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Small-Intestine","Embryonic-Stem-Cell","Neonatal-Rib","Lung","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Lactation","Fetal-Liver","Fetal_Intestine","Small-Intestine","Bone-Marrow","Brain","Small-Intestine","MammaryGland.Virgin","Neonatal-Muscle","Fetal_Stomache","Embryonic-Stem-Cell","MammaryGland.Virgin","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Neonatal-Calvaria","Neonatal-Skin","Testis","Fetal_Lung","Bone-Marrow_c-kit","Neonatal-Rib","Embryonic-Stem-Cell","MammaryGland.Virgin","MammaryGland.Virgin","Bone-Marrow_c-kit","Brain","Neonatal-Skin","MammaryGland.Lactation","MammaryGland.Lactation","Trophoblast-Stem-Cell","Neonatal-Muscle","Fetal_Stomache","MammaryGland.Involution","Testis","Trophoblast-Stem-Cell","Thymus","Bone-Marrow_c-kit","Small-Intestine","Embryonic-Stem-Cell","Bladder","Fetal_Brain","Pancreas","Mesenchymal-Stem-Cell-Cultured","Testis","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Neonatal-Calvaria","Neonatal-Rib","MammaryGland.Lactation","Spleen","Bone-Marrow","Small-Intestine","Neonatal-Calvaria","Ovary","Bone-Marrow","Testis","Bone-Marrow_c-kit","MammaryGland.Lactation","MammaryGland.Lactation","Neonatal-Skin","Fetal_Brain","Peripheral_Blood","Embryonic-Stem-Cell","Embryonic-Mesenchyme","Neonatal-Rib","Trophoblast-Stem-Cell","Peripheral_Blood","Bone-Marrow","MammaryGland.Lactation","MammaryGland.Lactation","Bone-Marrow_c-kit","Brain","MammaryGland.Lactation","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Kidney","Peripheral_Blood","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Liver","Bone-Marrow_c-kit","MammaryGland.Involution","Neonatal-Muscle","Trophoblast-Stem-Cell","Lung","Brain","Neonatal-Skin","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Fetal-Liver","Bone-Marrow_c-kit","Lung","Trophoblast-Stem-Cell","Testis","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","MammaryGland.Pregnancy","Fetal-Liver","Fetal_Brain","Testis","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Brain","Bone-Marrow","Bone-Marrow_c-kit","Brain","Neonatal-Muscle","MammaryGland.Lactation","Fetal_Brain","Trophoblast-Stem-Cell","Stomach","MammaryGland.Lactation","MammaryGland.Lactation","Neonatal-Heart","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Fetal_Stomache","Bone-Marrow_c-kit","Prostate","Liver","Mesenchymal-Stem-Cell-Cultured","Uterus","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Muscle","Brain","Ovary","MammaryGland.Lactation","Testis","Peripheral_Blood","Fetal_Stomache","Neonatal-Rib","Placenta","Bone-Marrow","Liver","Fetal_Intestine","Bone-Marrow_c-kit","Ovary","MammaryGland.Involution","MammaryGland.Lactation","Pancreas","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","Neonatal-Heart","Fetal_Stomache","Ovary","MammaryGland.Virgin","Bone_Marrow_Mesenchyme","Bladder","Lung","MammaryGland.Lactation","Uterus","Neonatal-Skin","Neonatal-Skin","Placenta","Trophoblast-Stem-Cell","Neonatal-Heart","Testis","Neonatal-Heart","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Testis","Neonatal-Calvaria","MammaryGland.Virgin","Liver","Fetal_Lung","Bone-Marrow","Pancreas","Peripheral_Blood","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Neonatal-Skin","Trophoblast-Stem-Cell","Muscle","Testis","Bone-Marrow_c-kit","Kidney","Bone-Marrow_c-kit","Ovary","Neonatal-Heart","MammaryGland.Lactation","Trophoblast-Stem-Cell","Stomach","Ovary","Ovary","Lung","Pancreas","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Lung","Embryonic-Stem-Cell","Placenta","Placenta","Bone-Marrow","Thymus","Bladder","Bone-Marrow_c-kit","Fetal_Lung","Neonatal-Heart","Bone_Marrow_Mesenchyme","Testis","Bone-Marrow","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","MammaryGland.Pregnancy","Stomach","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","MammaryGland.Lactation","Neonatal-Muscle","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Liver","Testis","Bone-Marrow_c-kit","Fetal_Intestine","Peripheral_Blood","Neonatal-Muscle","MammaryGland.Involution","Neonatal-Muscle","Prostate","Lung","Bone_Marrow_Mesenchyme","Fetal_Lung","Neonatal-Rib","Brain","Bone-Marrow_c-kit","Lung","Testis","MammaryGland.Pregnancy","Neonatal-Rib","Trophoblast-Stem-Cell","Peripheral_Blood","Placenta","Bone-Marrow_c-kit","Fetal_Lung","Neonatal-Calvaria","MammaryGland.Lactation","Neonatal-Calvaria","Thymus","Bone-Marrow","Bone-Marrow_c-kit","MammaryGland.Involution","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Rib","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Embryonic-Mesenchyme","Neonatal-Rib","Kidney","Pancreas","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Liver","MammaryGland.Virgin","Placenta","Thymus","Liver","Trophoblast-Stem-Cell","MammaryGland.Lactation","Trophoblast-Stem-Cell","Spleen","Small-Intestine","Neonatal-Skin","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bladder","Bone-Marrow_c-kit","Fetal_Intestine","Trophoblast-Stem-Cell","Lung","Kidney","MammaryGland.Involution","Neonatal-Muscle","Testis","Trophoblast-Stem-Cell","Fetal_Brain","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Pancreas","Stomach","MammaryGland.Pregnancy","Fetal_Lung","Testis","Thymus","Ovary","Neonatal-Rib","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Testis","Embryonic-Stem-Cell","Placenta","Kidney","Pancreas","Bone-Marrow_c-kit","MammaryGland.Virgin","MammaryGland.Pregnancy","MammaryGland.Pregnancy","Bone_Marrow_Mesenchyme","Fetal-Liver","Bone-Marrow_c-kit","Neonatal-Skin","Testis","Thymus","Trophoblast-Stem-Cell","Placenta","Pancreas","Fetal_Intestine","Embryonic-Stem-Cell","Testis","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone-Marrow","Stomach","Bone-Marrow","Kidney","Fetal_Brain","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Kidney","Neonatal-Muscle","Testis","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Fetal_Lung","Testis","Bone-Marrow","MammaryGland.Involution","Bone-Marrow_c-kit","Neonatal-Rib","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Lactation","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Thymus","MammaryGland.Lactation","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Fetal_Lung","MammaryGland.Involution","Bone-Marrow","Neonatal-Heart","Embryonic-Stem-Cell","Embryonic-Mesenchyme","Peripheral_Blood","Trophoblast-Stem-Cell","Lung","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Muscle","Stomach","Fetal_Lung","Bladder","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Muscle","Liver","MammaryGland.Involution","Fetal_Lung","MammaryGland.Involution","Fetal_Stomache","Testis","Neonatal-Heart","Testis","Small-Intestine","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Thymus","Bone-Marrow_c-kit","Testis","MammaryGland.Involution","Trophoblast-Stem-Cell","Fetal_Intestine","Lung","Fetal-Liver","Fetal_Brain","Fetal_Intestine","Embryonic-Mesenchyme","Bone-Marrow","Trophoblast-Stem-Cell","MammaryGland.Virgin","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","Fetal_Lung","MammaryGland.Lactation","Testis","Thymus","Ovary","Neonatal-Skin","Testis","Trophoblast-Stem-Cell","Lung","Testis","Trophoblast-Stem-Cell","Placenta","Neonatal-Calvaria","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Stomache","Bone-Marrow_c-kit","Peripheral_Blood","Neonatal-Calvaria","Stomach","Peripheral_Blood","Testis","Prostate","MammaryGland.Lactation","MammaryGland.Lactation","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow","Bone-Marrow_c-kit","Pancreas","MammaryGland.Involution","Embryonic-Stem-Cell","Ovary","Fetal_Stomache","Bone-Marrow_c-kit","MammaryGland.Involution","Fetal_Lung","Testis","Liver","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Bone-Marrow","Peripheral_Blood","Uterus","Mesenchymal-Stem-Cell-Cultured","Liver","Neonatal-Rib","Kidney","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Uterus","Thymus","Bone_Marrow_Mesenchyme","Peripheral_Blood","Fetal_Lung","Placenta","Neonatal-Skin","Brain","Bone-Marrow","Small-Intestine","Small-Intestine","Neonatal-Rib","Spleen","Bone-Marrow_c-kit","Neonatal-Heart","MammaryGland.Virgin","Fetal_Brain","Neonatal-Heart","MammaryGland.Lactation","Thymus","Embryonic-Stem-Cell","Peripheral_Blood","Liver","Embryonic-Stem-Cell","Ovary","MammaryGland.Lactation","Fetal_Intestine","Trophoblast-Stem-Cell","MammaryGland.Lactation","Neonatal-Muscle","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Bone-Marrow","Neonatal-Rib","Peripheral_Blood","Small-Intestine","Neonatal-Rib","Stomach","Neonatal-Muscle","Bone-Marrow_c-kit","Neonatal-Rib","Fetal_Brain","Bone-Marrow","Trophoblast-Stem-Cell","Lung","Spleen","Neonatal-Rib","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Placenta","Trophoblast-Stem-Cell","MammaryGland.Lactation","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Peripheral_Blood","Small-Intestine","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Fetal_Lung","Uterus","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","Neonatal-Rib","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","MammaryGland.Lactation","Bone-Marrow_c-kit","Liver","Lung","Pancreas","Neonatal-Calvaria","Neonatal-Skin","MammaryGland.Lactation","MammaryGland.Pregnancy","Small-Intestine","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Prostate","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Pancreas","Lung","Neonatal-Calvaria","Fetal_Intestine","Thymus","Neonatal-Rib","Trophoblast-Stem-Cell","Peripheral_Blood","Fetal_Intestine","Peripheral_Blood","Lung","Embryonic-Stem-Cell","Neonatal-Calvaria","Trophoblast-Stem-Cell","Neonatal-Calvaria","Bone-Marrow_c-kit","Neonatal-Skin","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Brain","Neonatal-Muscle","Bone-Marrow_c-kit","Fetal_Lung","Neonatal-Skin","Small-Intestine","MammaryGland.Involution","MammaryGland.Pregnancy","Mesenchymal-Stem-Cell-Cultured","Neonatal-Rib","Lung","Trophoblast-Stem-Cell","Liver","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Ovary","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Fetal_Stomache","Bone-Marrow_c-kit","Fetal_Stomache","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Liver","Ovary","Liver","Kidney","Embryonic-Stem-Cell","Fetal_Lung","MammaryGland.Lactation","Placenta","MammaryGland.Virgin","MammaryGland.Virgin","Embryonic-Stem-Cell","Spleen","Spleen","Peripheral_Blood","Trophoblast-Stem-Cell","MammaryGland.Virgin","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Lung","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Testis","Ovary","Fetal_Intestine","Testis","Small-Intestine","MammaryGland.Virgin","Fetal_Intestine","MammaryGland.Lactation","MammaryGland.Involution","Lung","Neonatal-Muscle","Fetal_Lung","Bone_Marrow_Mesenchyme","Neonatal-Calvaria","MammaryGland.Virgin","Neonatal-Rib","Bone-Marrow","Ovary","Mesenchymal-Stem-Cell-Cultured","Fetal-Liver","MammaryGland.Lactation","Embryonic-Mesenchyme","Lung","Neonatal-Calvaria","Brain","Ovary","Placenta","Embryonic-Stem-Cell","Fetal_Brain","MammaryGland.Lactation","Bone-Marrow","Lung","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Testis","Fetal_Lung","Fetal_Brain","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Calvaria","Lung","Neonatal-Rib","Spleen","Bone-Marrow_c-kit","Neonatal-Calvaria","Placenta","Lung","Kidney","Ovary","Embryonic-Stem-Cell","Kidney","Peripheral_Blood","Trophoblast-Stem-Cell","Fetal_Brain","Trophoblast-Stem-Cell","Placenta","Bone-Marrow_c-kit","Ovary","Lung","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Neonatal-Heart","Bone-Marrow_c-kit","Testis","Small-Intestine","Placenta","Mesenchymal-Stem-Cell-Cultured","Placenta","Pancreas","Prostate","Embryonic-Stem-Cell","Embryonic-Stem-Cell","MammaryGland.Virgin","Bone_Marrow_Mesenchyme","Peripheral_Blood","Bone-Marrow_c-kit","Neonatal-Skin","Bone-Marrow","MammaryGland.Virgin","Neonatal-Rib","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Placenta","Fetal_Lung","MammaryGland.Lactation","Peripheral_Blood","Bone-Marrow","Bone-Marrow_c-kit","Peripheral_Blood","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Thymus","Trophoblast-Stem-Cell","Placenta","Bone-Marrow_c-kit","Bladder","Embryonic-Stem-Cell","Kidney","Mesenchymal-Stem-Cell-Cultured","Lung","Fetal_Intestine","Muscle","Embryonic-Stem-Cell","Peripheral_Blood","Small-Intestine","Peripheral_Blood","Fetal_Intestine","Trophoblast-Stem-Cell","Fetal_Lung","Testis","Neonatal-Heart","Neonatal-Calvaria","Kidney","Lung","Small-Intestine","Testis","Testis","Neonatal-Rib","Thymus","MammaryGland.Involution","Embryonic-Stem-Cell","MammaryGland.Involution","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Fetal_Stomache","Spleen","Brain","Bone_Marrow_Mesenchyme","MammaryGland.Pregnancy","Bone-Marrow","Prostate","Lung","Bone-Marrow","Neonatal-Muscle","Peripheral_Blood","Trophoblast-Stem-Cell","Fetal_Lung","Bone-Marrow_c-kit","MammaryGland.Lactation","Uterus","Fetal_Lung","Neonatal-Rib","Lung","Brain","Trophoblast-Stem-Cell","Neonatal-Heart","Trophoblast-Stem-Cell","Fetal-Liver","Testis","Trophoblast-Stem-Cell","Testis","Embryonic-Stem-Cell","Fetal_Brain","Bone-Marrow_c-kit","Kidney","Bone_Marrow_Mesenchyme","Ovary","MammaryGland.Virgin","Neonatal-Heart","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Neonatal-Skin","Neonatal-Skin","Fetal_Intestine","Neonatal-Calvaria","Liver","Ovary","Neonatal-Heart","Thymus","Embryonic-Mesenchyme","MammaryGland.Pregnancy","Muscle","Uterus","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Small-Intestine","MammaryGland.Lactation","Stomach","Neonatal-Skin","Testis","Kidney","MammaryGland.Pregnancy","Lung","Testis","Testis","Fetal_Lung","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Bone_Marrow_Mesenchyme","Fetal_Stomache","Fetal_Brain","Fetal-Liver","Placenta","Testis","Fetal_Stomache","MammaryGland.Pregnancy","Bone-Marrow","Bone-Marrow_c-kit","Neonatal-Muscle","MammaryGland.Lactation","Bone-Marrow","Bladder","MammaryGland.Pregnancy","Placenta","Testis","Lung","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Peripheral_Blood","MammaryGland.Pregnancy","Bone-Marrow","MammaryGland.Lactation","MammaryGland.Involution","Bone-Marrow_c-kit","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","MammaryGland.Lactation","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Placenta","Fetal_Lung","Testis","Small-Intestine","Fetal_Stomache","Neonatal-Rib","Brain","Mesenchymal-Stem-Cell-Cultured","Mesenchymal-Stem-Cell-Cultured","Neonatal-Skin","Bone-Marrow_c-kit","Testis","Ovary","Liver","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Lung","Kidney","MammaryGland.Involution","Bone_Marrow_Mesenchyme","Neonatal-Rib","Trophoblast-Stem-Cell","Lung","Bone-Marrow_c-kit","Fetal_Stomache","Spleen","Fetal_Brain","Embryonic-Stem-Cell","MammaryGland.Virgin","Fetal_Lung","Trophoblast-Stem-Cell","Peripheral_Blood","MammaryGland.Lactation","Bone-Marrow_c-kit","Fetal-Liver","Neonatal-Calvaria","Trophoblast-Stem-Cell","MammaryGland.Lactation","Fetal_Brain","Uterus","Ovary","Bladder","Placenta","Kidney","Brain","Testis","MammaryGland.Lactation","Trophoblast-Stem-Cell","Prostate","Bone_Marrow_Mesenchyme","Thymus","Small-Intestine","Lung","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Pancreas","MammaryGland.Pregnancy","Neonatal-Muscle","Kidney","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","MammaryGland.Virgin","Bone-Marrow_c-kit","MammaryGland.Lactation","MammaryGland.Pregnancy","Peripheral_Blood","MammaryGland.Lactation","Testis","Trophoblast-Stem-Cell","Muscle","Kidney","Small-Intestine","Trophoblast-Stem-Cell","Fetal_Lung","Trophoblast-Stem-Cell","Small-Intestine","Neonatal-Calvaria","Bone-Marrow_c-kit","Neonatal-Muscle","MammaryGland.Lactation","Small-Intestine","Fetal_Brain","Bone-Marrow","Bone-Marrow_c-kit","Thymus","Small-Intestine","Fetal_Lung","Fetal_Intestine","Embryonic-Mesenchyme","Neonatal-Muscle","Peripheral_Blood","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Small-Intestine","Testis","Uterus","Lung","Testis","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Fetal_Intestine","Testis","Embryonic-Mesenchyme","Testis","Peripheral_Blood","Pancreas","Embryonic-Stem-Cell","Neonatal-Skin","Bone-Marrow_c-kit","Brain","Bone-Marrow_c-kit","Lung","Testis","MammaryGland.Lactation","Testis","Pancreas","Uterus","Testis","Bone-Marrow_c-kit","Fetal_Brain","Testis","Trophoblast-Stem-Cell","Fetal_Stomache","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","MammaryGland.Lactation","Fetal-Liver","Trophoblast-Stem-Cell","Fetal_Lung","Bone_Marrow_Mesenchyme","Bone-Marrow","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Neonatal-Rib","Testis","Liver","Neonatal-Rib","Neonatal-Muscle","Neonatal-Muscle","Trophoblast-Stem-Cell","Neonatal-Rib","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Testis","Lung","Bone-Marrow_c-kit","Neonatal-Muscle","MammaryGland.Lactation","Muscle","Ovary","Bone-Marrow_c-kit","MammaryGland.Virgin","Bone-Marrow_c-kit","Fetal_Lung","Bone-Marrow_c-kit","Fetal_Intestine","Small-Intestine","Fetal_Lung","Ovary","Prostate","Fetal_Lung","Small-Intestine","Brain","MammaryGland.Lactation","Fetal_Intestine","MammaryGland.Lactation","Bone-Marrow_c-kit","Neonatal-Skin","Pancreas","Peripheral_Blood","Bone-Marrow_c-kit","Bone-Marrow","Lung","Trophoblast-Stem-Cell","Brain","Brain","Small-Intestine","MammaryGland.Involution","Small-Intestine","Liver","Fetal_Lung","Fetal_Brain","Bone-Marrow_c-kit","Testis","Ovary","Embryonic-Stem-Cell","Fetal-Liver","Mesenchymal-Stem-Cell-Cultured","Lung","MammaryGland.Involution","Ovary","Bone-Marrow_c-kit","Fetal_Intestine","Bladder","MammaryGland.Involution","MammaryGland.Lactation","Brain","Bone-Marrow","Bone-Marrow","Fetal_Brain","Placenta","Testis","Kidney","Liver","Bone-Marrow_c-kit","Kidney","Trophoblast-Stem-Cell","Placenta","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Neonatal-Rib","Peripheral_Blood","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Testis","Bone-Marrow_c-kit","Fetal_Brain","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Fetal_Intestine","Fetal_Intestine","Testis","Liver","Neonatal-Muscle","Mesenchymal-Stem-Cell-Cultured","Neonatal-Rib","Neonatal-Calvaria","Ovary","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone-Marrow_c-kit","Placenta","Embryonic-Mesenchyme","MammaryGland.Involution","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone-Marrow_c-kit","Fetal_Lung","Bone-Marrow","Trophoblast-Stem-Cell","Neonatal-Calvaria","Trophoblast-Stem-Cell","MammaryGland.Lactation","Ovary","Neonatal-Rib","MammaryGland.Involution","Fetal_Stomache","Brain","Neonatal-Calvaria","Fetal_Stomache","Pancreas","Fetal_Intestine","Neonatal-Muscle","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Brain","Trophoblast-Stem-Cell","MammaryGland.Lactation","Embryonic-Stem-Cell","Testis","Placenta","Neonatal-Muscle","Peripheral_Blood","Lung","Neonatal-Calvaria","Fetal_Intestine","Bone-Marrow_c-kit","Testis","Bone-Marrow","Fetal_Brain","Bone-Marrow","Trophoblast-Stem-Cell","Small-Intestine","Embryonic-Stem-Cell","Fetal_Lung","Uterus","Fetal_Intestine","Thymus","Trophoblast-Stem-Cell","Lung","Bone-Marrow_c-kit","Peripheral_Blood","Bone-Marrow","Testis","Bone-Marrow_c-kit","Fetal_Intestine","Bone-Marrow_c-kit","MammaryGland.Lactation","Neonatal-Rib","Embryonic-Stem-Cell","Neonatal-Muscle","Bone_Marrow_Mesenchyme","Kidney","Pancreas","Fetal_Stomache","MammaryGland.Virgin","Prostate","Liver","Neonatal-Heart","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Testis","Bone-Marrow_c-kit","Neonatal-Calvaria","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","Neonatal-Calvaria","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Neonatal-Muscle","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Placenta","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Testis","Bone-Marrow_c-kit","Brain","Fetal_Lung","Neonatal-Calvaria","Neonatal-Muscle","Fetal_Intestine","MammaryGland.Involution","MammaryGland.Lactation","MammaryGland.Involution","MammaryGland.Pregnancy","Bone-Marrow","Trophoblast-Stem-Cell","Fetal_Lung","Neonatal-Skin","Brain","Neonatal-Calvaria","Testis","Lung","Pancreas","Mesenchymal-Stem-Cell-Cultured","Ovary","Embryonic-Mesenchyme","Lung","Ovary","Trophoblast-Stem-Cell","Placenta","Pancreas","Testis","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Thymus","Testis","Neonatal-Rib","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Rib","Bone-Marrow_c-kit","Neonatal-Calvaria","Trophoblast-Stem-Cell","Fetal_Stomache","MammaryGland.Lactation","Neonatal-Rib","Neonatal-Calvaria","Testis","Liver","Mesenchymal-Stem-Cell-Cultured","Brain","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Fetal_Brain","Embryonic-Stem-Cell","MammaryGland.Involution","Bone-Marrow_c-kit","Bone-Marrow","Ovary","Small-Intestine","Neonatal-Calvaria","Neonatal-Heart","Testis","Testis","Small-Intestine","Trophoblast-Stem-Cell","Fetal_Intestine","Fetal_Intestine","MammaryGland.Lactation","MammaryGland.Virgin","Embryonic-Stem-Cell","Peripheral_Blood","Fetal_Lung","Thymus","Thymus","Testis","Bone_Marrow_Mesenchyme","Brain","Neonatal-Skin","Embryonic-Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Testis","MammaryGland.Pregnancy","Liver","Trophoblast-Stem-Cell","MammaryGland.Involution","Trophoblast-Stem-Cell","Bladder","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Placenta","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Heart","MammaryGland.Lactation","Neonatal-Heart","Thymus","Testis","Kidney","MammaryGland.Involution","Mesenchymal-Stem-Cell-Cultured","Uterus","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Lung","Bladder","Bone-Marrow_c-kit","Placenta","Fetal_Lung","Bone-Marrow_c-kit","MammaryGland.Virgin","Ovary","Testis","MammaryGland.Pregnancy","Testis","MammaryGland.Lactation","MammaryGland.Virgin","Fetal_Brain","MammaryGland.Lactation","Brain","Testis","Placenta","Neonatal-Heart","Peripheral_Blood","Fetal_Stomache","MammaryGland.Lactation","Testis","Testis","Fetal_Stomache","Uterus","Bone-Marrow_c-kit","Bone-Marrow","Fetal_Brain","Neonatal-Calvaria","MammaryGland.Involution","Spleen","Neonatal-Muscle","Peripheral_Blood","Brain","Trophoblast-Stem-Cell","Muscle","Embryonic-Stem-Cell","Neonatal-Calvaria","Trophoblast-Stem-Cell","Fetal_Intestine","Bone-Marrow","Brain","Trophoblast-Stem-Cell","Uterus","Testis","MammaryGland.Lactation","Fetal_Intestine","Ovary","Testis","Neonatal-Heart","Peripheral_Blood","Embryonic-Stem-Cell","Lung","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Lung","Fetal_Lung","Neonatal-Calvaria","Fetal_Brain","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Prostate","Neonatal-Calvaria","Kidney","Testis","Fetal-Liver","Pancreas","Trophoblast-Stem-Cell","MammaryGland.Involution","Fetal_Brain","Peripheral_Blood","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Bone-Marrow","Bladder","Peripheral_Blood","Ovary","Testis","Neonatal-Muscle","MammaryGland.Pregnancy","Fetal_Intestine","Trophoblast-Stem-Cell","MammaryGland.Virgin","MammaryGland.Lactation","Uterus","Bone-Marrow_c-kit","MammaryGland.Virgin","Bone_Marrow_Mesenchyme","Brain","Lung","Ovary","Trophoblast-Stem-Cell","Fetal_Lung","Bone-Marrow_c-kit","Thymus","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Testis","Embryonic-Stem-Cell","MammaryGland.Lactation","Testis","Fetal_Lung","Thymus","Neonatal-Skin","Bladder","MammaryGland.Lactation","Thymus","Bone_Marrow_Mesenchyme","Fetal_Intestine","Bone_Marrow_Mesenchyme","Testis","Pancreas","Neonatal-Heart","Ovary","Neonatal-Muscle","Bone-Marrow","Bone-Marrow","Neonatal-Rib","MammaryGland.Pregnancy","Testis","Peripheral_Blood","Brain","Fetal_Intestine","Stomach","Bladder","MammaryGland.Lactation","Peripheral_Blood","Bone-Marrow_c-kit","Stomach","Bladder","Fetal_Intestine","Trophoblast-Stem-Cell","MammaryGland.Lactation","MammaryGland.Involution","MammaryGland.Pregnancy","Bone-Marrow","Neonatal-Heart","Bone-Marrow_c-kit","Peripheral_Blood","MammaryGland.Lactation","Fetal_Intestine","Trophoblast-Stem-Cell","Thymus","Prostate","MammaryGland.Lactation","Prostate","Bone-Marrow","Bone_Marrow_Mesenchyme","Testis","Liver","Small-Intestine","Neonatal-Heart","Neonatal-Heart","MammaryGland.Involution","Ovary","Neonatal-Skin","Neonatal-Heart","Bone-Marrow_c-kit","Peripheral_Blood","Fetal_Lung","Bone-Marrow_c-kit","Bone-Marrow","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Placenta","MammaryGland.Lactation","Bone-Marrow","Ovary","Trophoblast-Stem-Cell","Peripheral_Blood","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Bone-Marrow_c-kit","Lung","Bone-Marrow","Small-Intestine","Muscle","Testis","Neonatal-Rib","Peripheral_Blood","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Thymus","Neonatal-Calvaria","Fetal_Stomache","Trophoblast-Stem-Cell","Neonatal-Skin","Fetal_Lung","Muscle","Bone-Marrow_c-kit","MammaryGland.Lactation","Neonatal-Skin","Small-Intestine","Testis","Bone-Marrow_c-kit","Neonatal-Rib","Neonatal-Muscle","Ovary","Peripheral_Blood","Peripheral_Blood","Embryonic-Stem-Cell","MammaryGland.Pregnancy","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","MammaryGland.Lactation","Testis","Lung","Spleen","Prostate","Testis","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Bone-Marrow_c-kit","Pancreas","Testis","Bone-Marrow_c-kit","Peripheral_Blood","MammaryGland.Virgin","MammaryGland.Virgin","Bone-Marrow_c-kit","MammaryGland.Lactation","Neonatal-Muscle","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow","Testis","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Involution","Neonatal-Skin","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Pregnancy","Fetal_Brain","Bone-Marrow_c-kit","Neonatal-Heart","Trophoblast-Stem-Cell","Bone-Marrow","Testis","Lung","Neonatal-Muscle","Bone-Marrow","Spleen","Liver","Neonatal-Heart","Prostate","Bone-Marrow_c-kit","MammaryGland.Lactation","Fetal_Stomache","Testis","Thymus","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Testis","Mesenchymal-Stem-Cell-Cultured","Liver","Bone-Marrow_c-kit","Fetal_Stomache","MammaryGland.Virgin","MammaryGland.Involution","Embryonic-Stem-Cell","Peripheral_Blood","Small-Intestine","Uterus","Neonatal-Heart","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Kidney","Lung","Peripheral_Blood","Prostate","Bone-Marrow_c-kit","Fetal_Lung","Peripheral_Blood","Uterus","Testis","Liver","Uterus","Bone-Marrow_c-kit","Bone-Marrow","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Fetal_Brain","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Neonatal-Skin","Neonatal-Muscle","Fetal_Lung","Embryonic-Mesenchyme","MammaryGland.Virgin","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Uterus","MammaryGland.Lactation","Bone-Marrow_c-kit","Fetal_Lung","Kidney","Bone_Marrow_Mesenchyme","MammaryGland.Virgin","Prostate","Thymus","Bone_Marrow_Mesenchyme","Fetal-Liver","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone-Marrow","Testis","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Fetal_Lung","Neonatal-Calvaria","Fetal_Brain","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Uterus","Thymus","MammaryGland.Virgin","Brain","Neonatal-Heart","MammaryGland.Lactation","Fetal_Brain","MammaryGland.Lactation","Fetal_Brain","Uterus","Bone-Marrow_c-kit","Uterus","Fetal_Stomache","Kidney","Fetal_Intestine","MammaryGland.Virgin","MammaryGland.Lactation","Ovary","Peripheral_Blood","Testis","MammaryGland.Pregnancy","MammaryGland.Involution","Neonatal-Heart","Lung","Fetal_Stomache","Small-Intestine","Spleen","Liver","Spleen","Bone-Marrow_c-kit","Fetal_Stomache","Trophoblast-Stem-Cell","Neonatal-Rib","Bone_Marrow_Mesenchyme","Kidney","Bone-Marrow_c-kit","MammaryGland.Involution","Bone_Marrow_Mesenchyme","Lung","Spleen","Placenta","Neonatal-Muscle","Bone-Marrow","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Neonatal-Heart","Bone-Marrow_c-kit","MammaryGland.Involution","Neonatal-Skin","Lung","Neonatal-Calvaria","Neonatal-Muscle","Lung","Neonatal-Calvaria","Lung","MammaryGland.Involution","Neonatal-Skin","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Lung","Testis","Neonatal-Calvaria","MammaryGland.Lactation","Prostate","MammaryGland.Pregnancy","Testis","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Calvaria","Neonatal-Skin","Ovary","Mesenchymal-Stem-Cell-Cultured","Lung","Thymus","Trophoblast-Stem-Cell","Testis","Placenta","Uterus","Bone-Marrow_c-kit","Ovary","Fetal_Intestine","Liver","Neonatal-Skin","Peripheral_Blood","Embryonic-Mesenchyme","Ovary","Kidney","Neonatal-Heart","Bone-Marrow","Bone-Marrow_c-kit","Thymus","Trophoblast-Stem-Cell","MammaryGland.Lactation","Uterus","Fetal_Stomache","MammaryGland.Involution","Neonatal-Calvaria","MammaryGland.Lactation","Neonatal-Rib","Bone-Marrow_c-kit","Ovary","Peripheral_Blood","Small-Intestine","MammaryGland.Pregnancy","Bone-Marrow","Neonatal-Rib","Bone-Marrow","Lung","Trophoblast-Stem-Cell","Pancreas","Neonatal-Muscle","Neonatal-Heart","Testis","Bone-Marrow_c-kit","Prostate","MammaryGland.Lactation","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Lung","Bone-Marrow_c-kit","Ovary","Small-Intestine","Bone-Marrow","Spleen","Brain","Peripheral_Blood","Pancreas","Fetal_Brain","Small-Intestine","Placenta","Neonatal-Skin","Testis","Fetal-Liver","Small-Intestine","Bone-Marrow_c-kit","Testis","Bone-Marrow_c-kit","Placenta","Embryonic-Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Testis","Neonatal-Calvaria","Embryonic-Stem-Cell","Neonatal-Calvaria","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Virgin","Neonatal-Calvaria","Small-Intestine","Fetal_Lung","Fetal_Brain","MammaryGland.Lactation","Uterus","Fetal_Lung","Testis","Neonatal-Skin","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Testis","Fetal-Liver","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Kidney","Trophoblast-Stem-Cell","MammaryGland.Virgin","Bladder","Neonatal-Rib","Bone-Marrow","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","Testis","Fetal_Lung","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Fetal_Lung","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Peripheral_Blood","Brain","Kidney","Peripheral_Blood","MammaryGland.Virgin","Thymus","Fetal_Intestine","Embryonic-Mesenchyme","Small-Intestine","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","MammaryGland.Virgin","Trophoblast-Stem-Cell","Kidney","Bone-Marrow_c-kit","Spleen","MammaryGland.Virgin","MammaryGland.Pregnancy","Thymus","Bladder","Testis","Small-Intestine","MammaryGland.Lactation","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Rib","Placenta","Fetal_Brain","Embryonic-Stem-Cell","Bone-Marrow","MammaryGland.Lactation","MammaryGland.Virgin","Small-Intestine","Bone-Marrow_c-kit","Bladder","Fetal_Stomache","Peripheral_Blood","MammaryGland.Virgin","Neonatal-Muscle","Bone_Marrow_Mesenchyme","Neonatal-Rib","MammaryGland.Virgin","MammaryGland.Involution","Neonatal-Heart","Trophoblast-Stem-Cell","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Muscle","Trophoblast-Stem-Cell","Pancreas","Lung","Bone-Marrow_c-kit","Fetal_Intestine","Peripheral_Blood","Trophoblast-Stem-Cell","Neonatal-Muscle","Trophoblast-Stem-Cell","Prostate","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","Ovary","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Uterus","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Fetal_Stomache","Testis","Trophoblast-Stem-Cell","Uterus","MammaryGland.Pregnancy","Liver","Neonatal-Rib","Uterus","MammaryGland.Involution","Fetal_Lung","Neonatal-Calvaria","Peripheral_Blood","MammaryGland.Virgin","Trophoblast-Stem-Cell","Neonatal-Heart","Small-Intestine","Bone_Marrow_Mesenchyme","Testis","Prostate","Fetal_Stomache","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","Placenta","Bone-Marrow_c-kit","MammaryGland.Involution","MammaryGland.Involution","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Lung","Pancreas","Lung","Brain","Fetal_Stomache","Bone_Marrow_Mesenchyme","Fetal-Liver","Fetal-Liver","Fetal_Intestine","Stomach","Neonatal-Skin","Fetal_Brain","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Ovary","MammaryGland.Lactation","MammaryGland.Lactation","Trophoblast-Stem-Cell","MammaryGland.Involution","Testis","Trophoblast-Stem-Cell","Fetal-Liver","Testis","Bone-Marrow_c-kit","Small-Intestine","MammaryGland.Involution","Lung","Testis","MammaryGland.Involution","Thymus","Liver","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Bladder","Bone-Marrow_c-kit","Neonatal-Rib","Fetal_Lung","Thymus","Kidney","Bone-Marrow_c-kit","Kidney","Bone-Marrow_c-kit","Bladder","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Small-Intestine","Bone-Marrow_c-kit","MammaryGland.Lactation","Thymus","Neonatal-Skin","Fetal_Brain","Bone-Marrow_c-kit","Peripheral_Blood","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Ovary","Bone-Marrow_c-kit","Fetal_Brain","Uterus","Mesenchymal-Stem-Cell-Cultured","Pancreas","Neonatal-Heart","Peripheral_Blood","Trophoblast-Stem-Cell","Neonatal-Skin","Bone-Marrow_c-kit","Neonatal-Rib","Uterus","Lung","Fetal_Brain","Fetal_Intestine","Prostate","Bone-Marrow","Thymus","Neonatal-Heart","Testis","Testis","Neonatal-Rib","Kidney","Trophoblast-Stem-Cell","Fetal_Brain","Embryonic-Mesenchyme","Ovary","Neonatal-Heart","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Liver","Testis","Bone_Marrow_Mesenchyme","Testis","Brain","Brain","MammaryGland.Involution","Bone-Marrow","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","MammaryGland.Virgin","Neonatal-Muscle","Bone_Marrow_Mesenchyme","Kidney","Fetal_Intestine","Embryonic-Stem-Cell","Placenta","Brain","Spleen","MammaryGland.Lactation","Neonatal-Skin","Testis","Testis","Brain","Trophoblast-Stem-Cell","Neonatal-Muscle","Ovary","Thymus","Bone_Marrow_Mesenchyme","Liver","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Lung","Neonatal-Heart","Fetal_Brain","Prostate","Trophoblast-Stem-Cell","Small-Intestine","Trophoblast-Stem-Cell","Peripheral_Blood","Lung","Liver","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Liver","Trophoblast-Stem-Cell","Small-Intestine","Thymus","Neonatal-Heart","Fetal_Intestine","Testis","Spleen","Embryonic-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Testis","Neonatal-Heart","Trophoblast-Stem-Cell","Fetal_Brain","Uterus","Stomach","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Thymus","Fetal_Brain","Prostate","MammaryGland.Pregnancy","Pancreas","Bone-Marrow_c-kit","Neonatal-Muscle","Testis","Trophoblast-Stem-Cell","Testis","Fetal_Lung","Small-Intestine","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Small-Intestine","Neonatal-Rib","Trophoblast-Stem-Cell","Fetal_Intestine","Testis","MammaryGland.Lactation","Testis","Trophoblast-Stem-Cell","Prostate","Ovary","Embryonic-Stem-Cell","Prostate","Lung","Testis","Embryonic-Mesenchyme","Thymus","Bone-Marrow","Trophoblast-Stem-Cell","Liver","Neonatal-Muscle","MammaryGland.Virgin","Ovary","MammaryGland.Involution","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Lung","MammaryGland.Lactation","Trophoblast-Stem-Cell","MammaryGland.Virgin","Ovary","Prostate","Neonatal-Rib","Trophoblast-Stem-Cell","Neonatal-Calvaria","Trophoblast-Stem-Cell","Fetal_Lung","Thymus","Bone-Marrow_c-kit","Neonatal-Calvaria","Brain","MammaryGland.Pregnancy","Thymus","MammaryGland.Virgin","MammaryGland.Lactation","Trophoblast-Stem-Cell","Kidney","Spleen","Fetal_Brain","Embryonic-Mesenchyme","Neonatal-Rib","Trophoblast-Stem-Cell","Small-Intestine","Fetal_Lung","Fetal_Brain","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Calvaria","Lung","Placenta","Trophoblast-Stem-Cell","Bone-Marrow","MammaryGland.Involution","Fetal_Brain","Trophoblast-Stem-Cell","Fetal_Intestine","Liver","Lung","Embryonic-Mesenchyme","Fetal-Liver","Uterus","Embryonic-Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Neonatal-Calvaria","Testis","Peripheral_Blood","Bone-Marrow_c-kit","Small-Intestine","Fetal_Stomache","Embryonic-Mesenchyme","Prostate","MammaryGland.Lactation","Fetal_Brain","Bone_Marrow_Mesenchyme","Bone-Marrow","Testis","MammaryGland.Pregnancy","Kidney","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","Testis","Trophoblast-Stem-Cell","Thymus","Thymus","Lung","Bone-Marrow_c-kit","Testis","Placenta","Stomach","MammaryGland.Virgin","Placenta","Liver","Small-Intestine","Testis","Fetal_Intestine","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Small-Intestine","MammaryGland.Pregnancy","Bladder","Small-Intestine","Thymus","Fetal_Stomache","Lung","Bone-Marrow_c-kit","Testis","Bone_Marrow_Mesenchyme","Thymus","Fetal_Stomache","Testis","MammaryGland.Pregnancy","Testis","Bone-Marrow_c-kit","MammaryGland.Virgin","Testis","Bone_Marrow_Mesenchyme","Testis","Fetal_Intestine","Bone-Marrow_c-kit","Bone-Marrow","Small-Intestine","Bone-Marrow_c-kit","Neonatal-Calvaria","Bone-Marrow","Neonatal-Calvaria","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Neonatal-Heart","Neonatal-Calvaria","Trophoblast-Stem-Cell","Neonatal-Skin","Placenta","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Neonatal-Skin","Trophoblast-Stem-Cell","Testis","Pancreas","Neonatal-Rib","MammaryGland.Pregnancy","Bone-Marrow","MammaryGland.Virgin","Bone-Marrow","Bone-Marrow_c-kit","Fetal_Brain","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Virgin","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Ovary","Neonatal-Muscle","Bone-Marrow_c-kit","MammaryGland.Lactation","Fetal_Lung","Peripheral_Blood","Bone-Marrow_c-kit","MammaryGland.Involution","Bone-Marrow_c-kit","Fetal_Stomache","MammaryGland.Pregnancy","Fetal_Lung","Bone-Marrow","Placenta","Testis","Stomach","Testis","Fetal_Brain","Fetal_Lung","Testis","Fetal-Liver","Liver","MammaryGland.Virgin","MammaryGland.Lactation","Neonatal-Calvaria","Stomach","Pancreas","MammaryGland.Lactation","Embryonic-Mesenchyme","Lung","MammaryGland.Lactation","MammaryGland.Involution","Fetal_Stomache","Fetal_Stomache","Pancreas","Lung","Neonatal-Heart","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Bone-Marrow","Neonatal-Rib","MammaryGland.Lactation","Testis","Neonatal-Heart","Muscle","Bone-Marrow_c-kit","Peripheral_Blood","Fetal_Brain","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Virgin","Testis","Fetal_Lung","MammaryGland.Pregnancy","MammaryGland.Virgin","Neonatal-Calvaria","Uterus","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Pancreas","MammaryGland.Virgin","Kidney","Kidney","Bone-Marrow_c-kit","Bone-Marrow","Fetal_Intestine","MammaryGland.Lactation","Bone-Marrow","Fetal_Intestine","Neonatal-Calvaria","Fetal-Liver","Bone-Marrow_c-kit","Prostate","MammaryGland.Virgin","MammaryGland.Involution","Fetal_Brain","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Bone-Marrow","Prostate","Ovary","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Thymus","MammaryGland.Involution","MammaryGland.Lactation","Embryonic-Stem-Cell","Fetal_Intestine","Neonatal-Calvaria","MammaryGland.Virgin","Fetal_Lung","Neonatal-Calvaria","Embryonic-Mesenchyme","Testis","Bone-Marrow","Bladder","Small-Intestine","Fetal_Intestine","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Bone-Marrow","MammaryGland.Involution","Lung","Lung","Peripheral_Blood","MammaryGland.Lactation","Bone-Marrow_c-kit","Lung","Thymus","MammaryGland.Virgin","Embryonic-Stem-Cell","MammaryGland.Pregnancy","Small-Intestine","Fetal_Stomache","Neonatal-Rib","Mesenchymal-Stem-Cell-Cultured","Prostate","Embryonic-Mesenchyme","Neonatal-Calvaria","Fetal_Stomache","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Neonatal-Calvaria","Trophoblast-Stem-Cell","MammaryGland.Lactation","Fetal-Liver","Trophoblast-Stem-Cell","Bladder","Fetal_Brain","Neonatal-Heart","MammaryGland.Lactation","Trophoblast-Stem-Cell","Brain","Lung","Neonatal-Skin","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Lung","Trophoblast-Stem-Cell","Fetal_Stomache","MammaryGland.Lactation","Peripheral_Blood","Bone-Marrow_c-kit","Fetal_Stomache","Testis","Trophoblast-Stem-Cell","Uterus","Mesenchymal-Stem-Cell-Cultured","Brain","Placenta","MammaryGland.Involution","Bone-Marrow","Neonatal-Calvaria","Kidney","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Stomache","Fetal_Stomache","Fetal_Brain","Trophoblast-Stem-Cell","Testis","Neonatal-Rib","Neonatal-Skin","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Lactation","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Kidney","Small-Intestine","Ovary","Bone_Marrow_Mesenchyme","Muscle","Neonatal-Calvaria","Neonatal-Calvaria","Fetal-Liver","Ovary","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Testis","Neonatal-Muscle","Bone-Marrow_c-kit","Small-Intestine","Bone-Marrow_c-kit","Neonatal-Calvaria","Embryonic-Mesenchyme","Testis","Peripheral_Blood","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Kidney","Uterus","MammaryGland.Involution","Bone-Marrow_c-kit","Neonatal-Skin","Fetal-Liver","Fetal_Stomache","Testis","Neonatal-Rib","Trophoblast-Stem-Cell","Fetal_Intestine","Placenta","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Fetal_Brain","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Skin","Lung","Pancreas","MammaryGland.Virgin","Fetal_Stomache","Fetal_Lung","Embryonic-Stem-Cell","Small-Intestine","Fetal_Stomache","Bone-Marrow","Fetal-Liver","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Peripheral_Blood","Neonatal-Calvaria","Bone-Marrow_c-kit","Kidney","Neonatal-Calvaria","Uterus","Neonatal-Calvaria","Bone-Marrow_c-kit","MammaryGland.Lactation","Ovary","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Lung","Bone-Marrow","Brain","Neonatal-Heart","Lung","Placenta","Bone-Marrow","Bone-Marrow","Brain","Lung","MammaryGland.Virgin","MammaryGland.Virgin","Ovary","Spleen","Fetal_Intestine","Fetal_Stomache","Lung","Bone-Marrow","Ovary","Uterus","Fetal_Lung","Lung","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Heart","Small-Intestine","Bone_Marrow_Mesenchyme","Uterus","Testis","Bone-Marrow","Bone-Marrow_c-kit","MammaryGland.Lactation","MammaryGland.Virgin","Neonatal-Calvaria","Peripheral_Blood","Trophoblast-Stem-Cell","MammaryGland.Lactation","Trophoblast-Stem-Cell","Lung","Ovary","Fetal_Lung","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bladder","Uterus","Embryonic-Stem-Cell","Fetal_Brain","Fetal_Intestine","MammaryGland.Pregnancy","Small-Intestine","Bone_Marrow_Mesenchyme","Small-Intestine","Trophoblast-Stem-Cell","Liver","Bone_Marrow_Mesenchyme","Small-Intestine","Bone-Marrow_c-kit","Kidney","MammaryGland.Pregnancy","Neonatal-Calvaria","Thymus","Fetal_Brain","Bone-Marrow_c-kit","Neonatal-Calvaria","Small-Intestine","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Virgin","Fetal_Lung","Lung","Small-Intestine","MammaryGland.Lactation","Placenta","Small-Intestine","Pancreas","Placenta","Kidney","Peripheral_Blood","Fetal_Stomache","Fetal_Stomache","Brain","Neonatal-Rib","Neonatal-Rib","Pancreas","Trophoblast-Stem-Cell","Bone-Marrow","Kidney","Bone-Marrow_c-kit","Fetal_Intestine","Fetal_Brain","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Liver","Ovary","Pancreas","Stomach","Neonatal-Calvaria","Small-Intestine","Stomach","Brain","Neonatal-Muscle","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Stomache","Fetal_Brain","Spleen","Neonatal-Rib","Liver","Neonatal-Calvaria","Neonatal-Muscle","Bone-Marrow","MammaryGland.Involution","Lung","Fetal_Lung","Lung","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone-Marrow_c-kit","Testis","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Thymus","Testis","Pancreas","MammaryGland.Lactation","Embryonic-Mesenchyme","Bone_Marrow_Mesenchyme","Neonatal-Muscle","Ovary","MammaryGland.Lactation","Neonatal-Calvaria","Testis","Stomach","Embryonic-Stem-Cell","Fetal-Liver","Neonatal-Heart","Pancreas","Fetal_Stomache","Fetal_Stomache","Stomach","MammaryGland.Lactation","Embryonic-Stem-Cell","Kidney","Neonatal-Skin","Neonatal-Heart","Neonatal-Calvaria","MammaryGland.Pregnancy","Neonatal-Rib","Kidney","MammaryGland.Virgin","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Lactation","Neonatal-Heart","Kidney","Testis","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Fetal_Intestine","Uterus","Peripheral_Blood","Thymus","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Kidney","Lung","Fetal_Lung","Bone-Marrow_c-kit","Testis","Bone-Marrow_c-kit","Fetal_Stomache","Neonatal-Calvaria","Testis","Testis","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Pancreas","Fetal_Brain","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Small-Intestine","Trophoblast-Stem-Cell","Neonatal-Calvaria","Stomach","Bone-Marrow","Neonatal-Rib","Bone-Marrow","Bladder","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Ovary","Bone-Marrow_c-kit","Prostate","Uterus","Fetal_Intestine","Embryonic-Stem-Cell","Prostate","Lung","Fetal_Lung","Small-Intestine","MammaryGland.Lactation","Trophoblast-Stem-Cell","Kidney","Bone-Marrow_c-kit","Lung","Testis","MammaryGland.Virgin","Neonatal-Muscle","Lung","Muscle","Trophoblast-Stem-Cell","MammaryGland.Virgin","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Brain","Lung","Neonatal-Calvaria","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Small-Intestine","Lung","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","MammaryGland.Lactation","Ovary","Trophoblast-Stem-Cell","Fetal_Lung","Testis","MammaryGland.Virgin","Thymus","Bone-Marrow_c-kit","Neonatal-Muscle","Trophoblast-Stem-Cell","Fetal_Lung","Neonatal-Heart","Brain","Neonatal-Calvaria","Uterus","Peripheral_Blood","Embryonic-Stem-Cell","Pancreas","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Neonatal-Rib","Bone-Marrow_c-kit","Small-Intestine","MammaryGland.Virgin","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Neonatal-Heart","Bone-Marrow_c-kit","Fetal_Stomache","Bone-Marrow_c-kit","Fetal_Brain","MammaryGland.Virgin","Lung","Bone-Marrow_c-kit","MammaryGland.Lactation","MammaryGland.Lactation","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","MammaryGland.Pregnancy","Fetal-Liver","Prostate","Thymus","Bone-Marrow_c-kit","Small-Intestine","Lung","Bone-Marrow","Embryonic-Stem-Cell","MammaryGland.Involution","MammaryGland.Lactation","Bone-Marrow_c-kit","Placenta","MammaryGland.Lactation","Bladder","Placenta","Placenta","Fetal_Intestine","Embryonic-Stem-Cell","MammaryGland.Involution","Neonatal-Heart","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Embryonic-Mesenchyme","Neonatal-Skin","MammaryGland.Virgin","Neonatal-Heart","Neonatal-Calvaria","Trophoblast-Stem-Cell","Fetal_Lung","Thymus","Peripheral_Blood","Prostate","Bladder","Pancreas","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Rib","MammaryGland.Lactation","Bone-Marrow_c-kit","Fetal_Lung","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Bone-Marrow","Neonatal-Rib","Testis","Kidney","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Fetal_Intestine","Bone-Marrow_c-kit","Neonatal-Rib","Bone-Marrow","Bone_Marrow_Mesenchyme","MammaryGland.Involution","Bone_Marrow_Mesenchyme","Fetal_Stomache","Fetal_Brain","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Fetal_Stomache","Lung","Small-Intestine","Testis","Kidney","Fetal_Brain","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Kidney","MammaryGland.Virgin","MammaryGland.Involution","Embryonic-Stem-Cell","Bone-Marrow","Bone-Marrow","Stomach","Neonatal-Skin","Bone-Marrow_c-kit","Neonatal-Skin","Bone-Marrow_c-kit","MammaryGland.Lactation","Neonatal-Calvaria","Spleen","Neonatal-Heart","Bone-Marrow_c-kit","Kidney","MammaryGland.Lactation","Liver","Liver","Bone-Marrow_c-kit","Fetal_Lung","Stomach","Mesenchymal-Stem-Cell-Cultured","Neonatal-Muscle","Neonatal-Skin","Bone-Marrow_c-kit","Bladder","Fetal_Lung","Thymus","Mesenchymal-Stem-Cell-Cultured","Fetal_Brain","Spleen","Testis","Testis","MammaryGland.Lactation","Ovary","MammaryGland.Virgin","Pancreas","Bone-Marrow_c-kit","Fetal_Brain","Trophoblast-Stem-Cell","Fetal_Intestine","Bone-Marrow","Embryonic-Stem-Cell","Peripheral_Blood","Testis","MammaryGland.Lactation","Neonatal-Muscle","MammaryGland.Involution","Neonatal-Muscle","MammaryGland.Virgin","Neonatal-Muscle","MammaryGland.Involution","Small-Intestine","Testis","Neonatal-Heart","Bone-Marrow_c-kit","Thymus","Prostate","Fetal_Lung","Lung","Bone-Marrow_c-kit","MammaryGland.Involution","Bone-Marrow_c-kit","Liver","Placenta","MammaryGland.Virgin","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Prostate","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Peripheral_Blood","Small-Intestine","Bone_Marrow_Mesenchyme","MammaryGland.Involution","Brain","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","MammaryGland.Pregnancy","Testis","Thymus","Fetal_Intestine","Neonatal-Calvaria","Embryonic-Stem-Cell","Fetal_Lung","MammaryGland.Involution","Fetal_Lung","Neonatal-Rib","Bone-Marrow","Neonatal-Calvaria","Embryonic-Stem-Cell","Kidney","Lung","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Lung","Kidney","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Fetal_Lung","Bone-Marrow_c-kit","Testis","Peripheral_Blood","MammaryGland.Lactation","Uterus","Thymus","Testis","Peripheral_Blood","Muscle","Embryonic-Stem-Cell","Uterus","Fetal_Intestine","Fetal_Lung","Testis","Bone-Marrow","Neonatal-Rib","Bone-Marrow_c-kit","Testis","Fetal-Liver","Neonatal-Rib","Bone-Marrow","Trophoblast-Stem-Cell","MammaryGland.Involution","MammaryGland.Lactation","Bladder","Trophoblast-Stem-Cell","Liver","Embryonic-Stem-Cell","Testis","Trophoblast-Stem-Cell","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone-Marrow","Bone-Marrow_c-kit","Fetal_Lung","MammaryGland.Lactation","Thymus","Thymus","Trophoblast-Stem-Cell","Kidney","MammaryGland.Lactation","Neonatal-Calvaria","Thymus","Bone-Marrow","Thymus","Neonatal-Skin","Thymus","Lung","Small-Intestine","Fetal_Stomache","Fetal_Stomache","Fetal_Lung","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Peripheral_Blood","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Neonatal-Calvaria","Testis","Small-Intestine","Embryonic-Stem-Cell","Bladder","Neonatal-Calvaria","Trophoblast-Stem-Cell","Testis","Bone-Marrow","Brain","Ovary","MammaryGland.Lactation","Thymus","Lung","Testis","Testis","Bladder","Fetal_Stomache","Lung","Testis","Small-Intestine","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Lung","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Uterus","Placenta","Stomach","Bone-Marrow_c-kit","Stomach","Neonatal-Calvaria","Neonatal-Skin","Testis","MammaryGland.Involution","Testis","Ovary","MammaryGland.Lactation","Bone-Marrow_c-kit","Ovary","Kidney","Trophoblast-Stem-Cell","Testis","Bone-Marrow_c-kit","Testis","Trophoblast-Stem-Cell","Testis","Trophoblast-Stem-Cell","Neonatal-Heart","MammaryGland.Involution","Fetal_Intestine","Bone-Marrow_c-kit","Testis","Spleen","Small-Intestine","Bone-Marrow_c-kit","Fetal_Intestine","Bone-Marrow","Neonatal-Rib","Small-Intestine","Neonatal-Calvaria","MammaryGland.Lactation","Liver","Bone-Marrow_c-kit","Neonatal-Calvaria","Stomach","Embryonic-Mesenchyme","Neonatal-Skin","Fetal_Brain","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Stomach","MammaryGland.Lactation","Embryonic-Stem-Cell","Lung","Peripheral_Blood","Neonatal-Rib","Bone-Marrow_c-kit","Placenta","Neonatal-Muscle","Lung","MammaryGland.Lactation","Peripheral_Blood","Neonatal-Muscle","Fetal_Lung","Fetal_Brain","MammaryGland.Lactation","Testis","MammaryGland.Lactation","Bone-Marrow","Bone-Marrow_c-kit","Fetal_Brain","Fetal_Lung","Stomach","Neonatal-Skin","Trophoblast-Stem-Cell","Fetal_Lung","Liver","Bone-Marrow_c-kit","Prostate","Pancreas","Lung","Pancreas","Pancreas","MammaryGland.Involution","Neonatal-Muscle","Lung","Liver","Fetal_Lung","Ovary","Fetal_Stomache","Small-Intestine","Testis","Trophoblast-Stem-Cell","MammaryGland.Lactation","Neonatal-Rib","Kidney","Brain","Bone-Marrow_c-kit","Kidney","Brain","Liver","Bone-Marrow","Testis","Kidney","Bone-Marrow_c-kit","Brain","MammaryGland.Pregnancy","Fetal_Lung","Bone-Marrow","Pancreas","Ovary","Liver","Testis","Trophoblast-Stem-Cell","Uterus","Testis","Trophoblast-Stem-Cell","Small-Intestine","Liver","Uterus","Lung","Bone-Marrow_c-kit","Neonatal-Calvaria","Liver","Neonatal-Heart","Fetal_Intestine","Fetal_Brain","Stomach","Neonatal-Calvaria","Neonatal-Heart","Embryonic-Stem-Cell","MammaryGland.Pregnancy","Bladder","Kidney","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Bone_Marrow_Mesenchyme","Lung","Lung","Bone-Marrow_c-kit","Testis","Neonatal-Rib","Neonatal-Calvaria","Neonatal-Skin","MammaryGland.Pregnancy","Ovary","Neonatal-Calvaria","Prostate","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Involution","Uterus","Fetal_Stomache","Lung","Pancreas","Fetal_Lung","MammaryGland.Virgin","Fetal_Brain","Bone-Marrow_c-kit","Neonatal-Calvaria","Neonatal-Calvaria","Bone-Marrow_c-kit","MammaryGland.Lactation","Peripheral_Blood","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Testis","Uterus","Kidney","Neonatal-Rib","Trophoblast-Stem-Cell","MammaryGland.Lactation","Fetal_Lung","Liver","Fetal_Intestine","MammaryGland.Virgin","Embryonic-Stem-Cell","Testis","Liver","Testis","Thymus","Bone_Marrow_Mesenchyme","Testis","Fetal_Lung","Bone-Marrow_c-kit","Bone-Marrow","Fetal_Brain","MammaryGland.Virgin","MammaryGland.Virgin","Small-Intestine","Peripheral_Blood","Fetal_Brain","Neonatal-Calvaria","Fetal_Stomache","Embryonic-Mesenchyme","Lung","Lung","Fetal_Stomache","Small-Intestine","MammaryGland.Lactation","Neonatal-Muscle","Neonatal-Heart","Prostate","MammaryGland.Lactation","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Testis","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Fetal_Intestine","Testis","Testis","Fetal_Stomache","Bone-Marrow_c-kit","Thymus","Liver","Thymus","Fetal_Lung","Testis","MammaryGland.Lactation","Fetal_Lung","Trophoblast-Stem-Cell","Neonatal-Rib","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Ovary","Small-Intestine","Bone-Marrow_c-kit","Testis","Neonatal-Heart","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Lung","Fetal-Liver","Placenta","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Liver","Prostate","MammaryGland.Involution","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Ovary","Neonatal-Skin","Uterus","Bone-Marrow_c-kit","Peripheral_Blood","Neonatal-Calvaria","Uterus","Neonatal-Skin","Small-Intestine","Liver","Embryonic-Mesenchyme","Fetal_Stomache","Fetal_Intestine","Brain","Fetal_Stomache","Trophoblast-Stem-Cell","Stomach","Testis","Trophoblast-Stem-Cell","Fetal_Stomache","Neonatal-Heart","Small-Intestine","MammaryGland.Pregnancy","Lung","Neonatal-Heart","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Fetal-Liver","Bone-Marrow","Bone-Marrow_c-kit","Fetal_Brain","Fetal_Intestine","Testis","Embryonic-Mesenchyme","Fetal_Brain","Embryonic-Mesenchyme","MammaryGland.Virgin","Bone-Marrow_c-kit","Fetal_Brain","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Calvaria","MammaryGland.Involution","Uterus","Trophoblast-Stem-Cell","Small-Intestine","Neonatal-Calvaria","MammaryGland.Virgin","Fetal_Stomache","Neonatal-Calvaria","Neonatal-Skin","Bone-Marrow","Kidney","Uterus","Small-Intestine","Prostate","Spleen","MammaryGland.Virgin","Neonatal-Heart","Testis","Fetal_Intestine","Brain","MammaryGland.Lactation","Fetal_Stomache","Fetal_Lung","Ovary","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Stomach","Lung","Bone-Marrow","Bone-Marrow","Lung","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Muscle","Pancreas","Stomach","MammaryGland.Lactation","Placenta","Liver","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Placenta","MammaryGland.Involution","Peripheral_Blood","Fetal_Brain","Bone-Marrow_c-kit","Ovary","Small-Intestine","Trophoblast-Stem-Cell","Lung","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Calvaria","Peripheral_Blood","MammaryGland.Lactation","Testis","Bone-Marrow_c-kit","Thymus","Trophoblast-Stem-Cell","Fetal_Lung","Neonatal-Skin","Trophoblast-Stem-Cell","Fetal_Lung","Fetal-Liver","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Testis","MammaryGland.Involution","Trophoblast-Stem-Cell","Lung","Peripheral_Blood","Kidney","Peripheral_Blood","Placenta","MammaryGland.Pregnancy","Fetal_Stomache","Neonatal-Calvaria","Neonatal-Muscle","Kidney","MammaryGland.Virgin","MammaryGland.Pregnancy","Bone-Marrow","Neonatal-Muscle","Liver","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Intestine","Bone-Marrow_c-kit","Testis","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Fetal-Liver","Testis","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Muscle","Ovary","Neonatal-Muscle","Liver","Fetal_Stomache","Trophoblast-Stem-Cell","Peripheral_Blood","MammaryGland.Pregnancy","Kidney","Neonatal-Calvaria","Peripheral_Blood","Uterus","Placenta","Embryonic-Stem-Cell","Stomach","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Virgin","Ovary","Testis","Placenta","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Peripheral_Blood","MammaryGland.Involution","Small-Intestine","Bone-Marrow_c-kit","MammaryGland.Pregnancy","MammaryGland.Lactation","Neonatal-Rib","Fetal_Stomache","Neonatal-Calvaria","MammaryGland.Virgin","Stomach","Lung","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Fetal_Stomache","Bone_Marrow_Mesenchyme","Pancreas","Embryonic-Stem-Cell","Thymus","MammaryGland.Virgin","Peripheral_Blood","Fetal-Liver","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","MammaryGland.Pregnancy","Testis","Fetal_Lung","MammaryGland.Virgin","Stomach","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Testis","Testis","Fetal_Lung","Trophoblast-Stem-Cell","Neonatal-Calvaria","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Fetal_Stomache","Fetal_Stomache","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow","Neonatal-Muscle","Small-Intestine","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Lung","Neonatal-Muscle","Fetal_Intestine","Bone-Marrow","MammaryGland.Pregnancy","Small-Intestine","MammaryGland.Involution","Small-Intestine","Embryonic-Mesenchyme","Bone-Marrow","MammaryGland.Lactation","Peripheral_Blood","MammaryGland.Involution","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Fetal_Brain","Fetal-Liver","Neonatal-Calvaria","Trophoblast-Stem-Cell","Fetal_Intestine","Pancreas","Uterus","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Fetal_Intestine","Placenta","Bone-Marrow","Neonatal-Skin","Kidney","MammaryGland.Lactation","Stomach","Neonatal-Rib","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Peripheral_Blood","Peripheral_Blood","Peripheral_Blood","Peripheral_Blood","Small-Intestine","Bone-Marrow","Neonatal-Muscle","Placenta","Testis","Trophoblast-Stem-Cell","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Stomach","Trophoblast-Stem-Cell","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow","Fetal_Lung","Bone-Marrow_c-kit","Fetal_Intestine","Small-Intestine","Neonatal-Calvaria","Small-Intestine","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Small-Intestine","Brain","Testis","Brain","Liver","Fetal_Intestine","MammaryGland.Pregnancy","Neonatal-Calvaria","Placenta","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Peripheral_Blood","MammaryGland.Lactation","Bone-Marrow","Fetal_Intestine","Stomach","Testis","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Skin","Peripheral_Blood","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","MammaryGland.Virgin","Bone-Marrow_c-kit","Testis","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","Testis","MammaryGland.Pregnancy","Neonatal-Rib","Thymus","Testis","Testis","Bone-Marrow","Placenta","Stomach","MammaryGland.Lactation","Placenta","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Small-Intestine","Ovary","MammaryGland.Lactation","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Pancreas","Muscle","MammaryGland.Pregnancy","MammaryGland.Lactation","Small-Intestine","Trophoblast-Stem-Cell","MammaryGland.Virgin","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Embryonic-Mesenchyme","Uterus","Trophoblast-Stem-Cell","Lung","Fetal_Lung","Fetal_Stomache","Trophoblast-Stem-Cell","Small-Intestine","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Intestine","Thymus","Pancreas","Bone_Marrow_Mesenchyme","Testis","Trophoblast-Stem-Cell","Fetal_Brain","Prostate","Placenta","Neonatal-Heart","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","Peripheral_Blood","Thymus","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Testis","Neonatal-Skin","Fetal_Lung","Peripheral_Blood","Testis","Trophoblast-Stem-Cell","Bone-Marrow","Lung","Thymus","Testis","Fetal_Lung","Bone-Marrow","MammaryGland.Virgin","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Neonatal-Muscle","Lung","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bladder","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Liver","Lung","Neonatal-Heart","Neonatal-Rib","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Rib","Lung","Liver","Spleen","Liver","MammaryGland.Pregnancy","MammaryGland.Pregnancy","Neonatal-Calvaria","Ovary","Bone-Marrow_c-kit","MammaryGland.Virgin","Testis","Bone-Marrow","MammaryGland.Pregnancy","Embryonic-Stem-Cell","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Brain","Testis","Neonatal-Muscle","Bone-Marrow_c-kit","Bladder","Bone-Marrow_c-kit","Fetal_Intestine","Bone-Marrow","Bone-Marrow","Fetal_Brain","Testis","Bone-Marrow_c-kit","MammaryGland.Lactation","Ovary","Kidney","MammaryGland.Involution","Bone-Marrow_c-kit","Bone-Marrow","Bone-Marrow_c-kit","Ovary","MammaryGland.Lactation","MammaryGland.Lactation","Embryonic-Mesenchyme","MammaryGland.Involution","Neonatal-Heart","Fetal_Stomache","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Peripheral_Blood","Embryonic-Stem-Cell","Small-Intestine","Trophoblast-Stem-Cell","Lung","Testis","Liver","Fetal_Lung","Lung","MammaryGland.Lactation","Pancreas","Pancreas","Embryonic-Mesenchyme","MammaryGland.Lactation","MammaryGland.Involution","Neonatal-Calvaria","Testis","Bone_Marrow_Mesenchyme","Fetal_Lung","Bone-Marrow_c-kit","Testis","MammaryGland.Involution","Neonatal-Calvaria","Liver","Fetal_Intestine","Lung","Pancreas","Brain","MammaryGland.Lactation","Trophoblast-Stem-Cell","Fetal_Stomache","Trophoblast-Stem-Cell","MammaryGland.Lactation","Uterus","Spleen","Neonatal-Calvaria","Fetal_Lung","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Uterus","Testis","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Stomach","Fetal_Stomache","MammaryGland.Lactation","Fetal-Liver","Pancreas","Trophoblast-Stem-Cell","Neonatal-Rib","Ovary","Neonatal-Muscle","Trophoblast-Stem-Cell","Kidney","Small-Intestine","Bone-Marrow_c-kit","Testis","Bone-Marrow","Neonatal-Calvaria","Neonatal-Muscle","Bone-Marrow","Bone-Marrow_c-kit","Bone-Marrow","Testis","Testis","Pancreas","Embryonic-Stem-Cell","Lung","Liver","Brain","Lung","MammaryGland.Involution","Brain","Embryonic-Mesenchyme","Embryonic-Stem-Cell","Uterus","Neonatal-Calvaria","Trophoblast-Stem-Cell","Neonatal-Rib","Testis","Fetal_Brain","Bone-Marrow_c-kit","Neonatal-Calvaria","Prostate","Liver","Fetal_Brain","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Fetal_Lung","Fetal-Liver","Placenta","Trophoblast-Stem-Cell","Testis","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Muscle","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","Neonatal-Heart","Fetal_Lung","Neonatal-Calvaria","Neonatal-Heart","Pancreas","Trophoblast-Stem-Cell","Bone-Marrow","Testis","Fetal_Stomache","Neonatal-Rib","Peripheral_Blood","Liver","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Brain","Embryonic-Stem-Cell","Fetal_Stomache","Bladder","Neonatal-Heart","MammaryGland.Lactation","Fetal_Lung","Testis","MammaryGland.Involution","Neonatal-Rib","Fetal_Lung","Thymus","Bone-Marrow_c-kit","Fetal-Liver","Neonatal-Calvaria","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Testis","Placenta","Testis","Neonatal-Heart","Neonatal-Rib","Neonatal-Rib","MammaryGland.Lactation","Small-Intestine","Thymus","Lung","Neonatal-Muscle","Fetal_Intestine","Bladder","Embryonic-Stem-Cell","Fetal_Intestine","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Muscle","MammaryGland.Pregnancy","Fetal_Stomache","Bone-Marrow_c-kit","Liver","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Fetal_Stomache","Bone-Marrow_c-kit","Lung","Bone-Marrow_c-kit","Ovary","Lung","MammaryGland.Lactation","Small-Intestine","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Fetal_Intestine","Neonatal-Muscle","Mesenchymal-Stem-Cell-Cultured","Liver","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone-Marrow_c-kit","Placenta","Brain","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Spleen","Liver","Neonatal-Rib","MammaryGland.Involution","Uterus","MammaryGland.Virgin","Neonatal-Calvaria","Fetal_Intestine","MammaryGland.Lactation","Neonatal-Rib","Ovary","Neonatal-Calvaria","Brain","Ovary","MammaryGland.Pregnancy","Neonatal-Calvaria","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Placenta","Fetal_Intestine","MammaryGland.Pregnancy","Thymus","Neonatal-Muscle","Placenta","Muscle","Neonatal-Muscle","Uterus","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Liver","Neonatal-Skin","Prostate","Trophoblast-Stem-Cell","Ovary","Trophoblast-Stem-Cell","MammaryGland.Lactation","Neonatal-Rib","Testis","Ovary","Bone-Marrow","MammaryGland.Involution","Uterus","Bone-Marrow_c-kit","Neonatal-Calvaria","Trophoblast-Stem-Cell","Bone-Marrow","Neonatal-Heart","MammaryGland.Pregnancy","Mesenchymal-Stem-Cell-Cultured","Small-Intestine","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Bone_Marrow_Mesenchyme","MammaryGland.Involution","MammaryGland.Involution","Bone_Marrow_Mesenchyme","Kidney","Bone-Marrow_c-kit","Fetal_Brain","Bone_Marrow_Mesenchyme","MammaryGland.Virgin","Bone-Marrow_c-kit","Ovary","Fetal_Intestine","Mesenchymal-Stem-Cell-Cultured","Testis","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Fetal_Brain","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Fetal_Lung","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow","Bone-Marrow_c-kit","Testis","Testis","Trophoblast-Stem-Cell","Bladder","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Lung","Bone-Marrow_c-kit","Thymus","Fetal_Brain","Bone-Marrow_c-kit","Neonatal-Heart","Small-Intestine","Fetal_Intestine","Kidney","Placenta","Small-Intestine","Bladder","MammaryGland.Virgin","Bone-Marrow_c-kit","Uterus","Bone-Marrow","Fetal_Stomache","Testis","Fetal_Brain","Fetal_Brain","Fetal-Liver","Placenta","Neonatal-Skin","Neonatal-Skin","Neonatal-Calvaria","Neonatal-Skin","Neonatal-Heart","Brain","Testis","Small-Intestine","MammaryGland.Lactation","Bone-Marrow","Embryonic-Stem-Cell","Neonatal-Muscle","Fetal_Intestine","Fetal_Intestine","Neonatal-Calvaria","Neonatal-Rib","Placenta","Trophoblast-Stem-Cell","Fetal_Brain","Bone_Marrow_Mesenchyme","Uterus","Placenta","Prostate","Embryonic-Stem-Cell","MammaryGland.Lactation","MammaryGland.Virgin","Testis","Embryonic-Stem-Cell","Brain","Testis","Placenta","Trophoblast-Stem-Cell","Placenta","Bone-Marrow_c-kit","MammaryGland.Lactation","Peripheral_Blood","MammaryGland.Lactation","Bone-Marrow_c-kit","Testis","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone-Marrow","Kidney","Brain","Fetal_Intestine","Bone_Marrow_Mesenchyme","Testis","Testis","Fetal_Stomache","Trophoblast-Stem-Cell","Peripheral_Blood","Embryonic-Stem-Cell","Lung","Testis","MammaryGland.Lactation","Trophoblast-Stem-Cell","Liver","Embryonic-Stem-Cell","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Fetal_Lung","Fetal_Intestine","Trophoblast-Stem-Cell","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","Bone-Marrow","Fetal_Brain","Testis","Bone-Marrow_c-kit","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","MammaryGland.Virgin","Placenta","Trophoblast-Stem-Cell","Fetal_Brain","Embryonic-Stem-Cell","MammaryGland.Involution","MammaryGland.Involution","Neonatal-Rib","Fetal_Lung","Uterus","Bone-Marrow","Small-Intestine","Bone-Marrow_c-kit","Placenta","MammaryGland.Lactation","Testis","Trophoblast-Stem-Cell","Testis","MammaryGland.Involution","Fetal-Liver","Pancreas","Bone-Marrow_c-kit","MammaryGland.Virgin","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Lactation","Bone-Marrow","Bone-Marrow_c-kit","Neonatal-Heart","Neonatal-Rib","Bone_Marrow_Mesenchyme","Fetal_Intestine","Liver","Trophoblast-Stem-Cell","Neonatal-Skin","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Fetal_Intestine","Bone-Marrow_c-kit","Bladder","Neonatal-Heart","Testis","Lung","Fetal_Lung","Fetal_Brain","Neonatal-Skin","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","Small-Intestine","MammaryGland.Virgin","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Testis","Fetal_Stomache","Fetal_Stomache","MammaryGland.Virgin","Ovary","Neonatal-Calvaria","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Pregnancy","MammaryGland.Lactation","Peripheral_Blood","Ovary","Testis","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Brain","Neonatal-Calvaria","Fetal_Lung","MammaryGland.Lactation","Neonatal-Rib","MammaryGland.Virgin","Fetal_Lung","Fetal_Brain","Neonatal-Muscle","Embryonic-Stem-Cell","Neonatal-Skin","Peripheral_Blood","Neonatal-Heart","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Peripheral_Blood","Neonatal-Calvaria","Fetal_Intestine","Embryonic-Stem-Cell","Testis","Muscle","Testis","Neonatal-Heart","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Fetal_Intestine","Neonatal-Skin","Trophoblast-Stem-Cell","Liver","Mesenchymal-Stem-Cell-Cultured","Brain","Trophoblast-Stem-Cell","Lung","Embryonic-Stem-Cell","Neonatal-Skin","Bone-Marrow_c-kit","Fetal-Liver","Fetal_Lung","MammaryGland.Virgin","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Pancreas","Prostate","Bone-Marrow_c-kit","Neonatal-Calvaria","Small-Intestine","Fetal-Liver","Neonatal-Heart","Testis","Neonatal-Muscle","Fetal_Intestine","Small-Intestine","Uterus","Peripheral_Blood","Neonatal-Heart","Uterus","Fetal-Liver","Liver","Uterus","Neonatal-Rib","MammaryGland.Virgin","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Lung","Uterus","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Bladder","MammaryGland.Involution","Kidney","Bone_Marrow_Mesenchyme","Small-Intestine","Testis","Fetal_Stomache","Peripheral_Blood","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Fetal_Stomache","Small-Intestine","MammaryGland.Pregnancy","MammaryGland.Pregnancy","Uterus","MammaryGland.Lactation","Uterus","Ovary","Testis","Placenta","Stomach","Placenta","MammaryGland.Lactation","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Small-Intestine","MammaryGland.Involution","Bone-Marrow_c-kit","Prostate","Liver","Bone-Marrow_c-kit","Fetal_Intestine","Fetal_Stomache","Neonatal-Calvaria","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Skin","Neonatal-Calvaria","Embryonic-Stem-Cell","MammaryGland.Pregnancy","Neonatal-Muscle","Fetal_Intestine","Bone-Marrow_c-kit","MammaryGland.Lactation","MammaryGland.Pregnancy","Stomach","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Ovary","MammaryGland.Lactation","Prostate","Liver","Prostate","Uterus","Lung","Neonatal-Muscle","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Uterus","Placenta","Fetal_Intestine","Fetal_Lung","Embryonic-Mesenchyme","Muscle","Fetal_Brain","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Peripheral_Blood","Pancreas","Thymus","Bone-Marrow_c-kit","MammaryGland.Lactation","Fetal_Stomache","MammaryGland.Lactation","Bone-Marrow_c-kit","Placenta","Neonatal-Muscle","Muscle","MammaryGland.Lactation","Liver","Testis","Uterus","Embryonic-Stem-Cell","Neonatal-Calvaria","MammaryGland.Lactation","Neonatal-Muscle","Neonatal-Calvaria","Testis","Thymus","Neonatal-Heart","Prostate","Trophoblast-Stem-Cell","Small-Intestine","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Muscle","Bone-Marrow_c-kit","Stomach","Neonatal-Rib","Pancreas","MammaryGland.Lactation","Embryonic-Mesenchyme","Fetal_Lung","MammaryGland.Involution","Peripheral_Blood","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Ovary","Bone-Marrow","Fetal_Lung","Testis","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Neonatal-Calvaria","Fetal_Stomache","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Lactation","Stomach","MammaryGland.Lactation","Trophoblast-Stem-Cell","Neonatal-Calvaria","Ovary","Bone-Marrow_c-kit","MammaryGland.Lactation","Fetal-Liver","Fetal_Intestine","Testis","MammaryGland.Lactation","Fetal_Lung","Bone-Marrow_c-kit","Neonatal-Heart","MammaryGland.Lactation","Bone-Marrow","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Small-Intestine","Uterus","MammaryGland.Virgin","Neonatal-Rib","Neonatal-Heart","Neonatal-Calvaria","Liver","Trophoblast-Stem-Cell","Bone-Marrow","Bone-Marrow_c-kit","Peripheral_Blood","Neonatal-Heart","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Thymus","Bone-Marrow","Pancreas","Fetal_Brain","Testis","Spleen","Fetal_Lung","Neonatal-Calvaria","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Fetal_Lung","Lung","Liver","Bone-Marrow","Bone-Marrow_c-kit","Testis","Testis","Uterus","Neonatal-Calvaria","Kidney","Neonatal-Calvaria","Embryonic-Stem-Cell","Stomach","Mesenchymal-Stem-Cell-Cultured","Prostate","Testis","Trophoblast-Stem-Cell","Ovary","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Spleen","Fetal_Intestine","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Small-Intestine","Neonatal-Heart","Peripheral_Blood","MammaryGland.Pregnancy","MammaryGland.Lactation","MammaryGland.Pregnancy","MammaryGland.Virgin","Small-Intestine","Neonatal-Rib","Small-Intestine","Brain","Fetal_Lung","Embryonic-Stem-Cell","Testis","Spleen","Ovary","Bone-Marrow_c-kit","Placenta","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Virgin","Placenta","Peripheral_Blood","Pancreas","Bone-Marrow","Neonatal-Rib","MammaryGland.Pregnancy","Embryonic-Stem-Cell","Liver","Neonatal-Calvaria","Bone-Marrow_c-kit","Fetal-Liver","Fetal_Intestine","Bone-Marrow_c-kit","Neonatal-Muscle","Placenta","Testis","Fetal_Stomache","Fetal_Stomache","Placenta","Bone-Marrow","Ovary","Bone-Marrow_c-kit","Neonatal-Calvaria","Embryonic-Mesenchyme","Brain","Bone-Marrow_c-kit","Pancreas","Bone_Marrow_Mesenchyme","Fetal_Stomache","Fetal_Intestine","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Fetal_Intestine","Bone_Marrow_Mesenchyme","Stomach","Neonatal-Calvaria","Peripheral_Blood","Testis","Uterus","Bone-Marrow_c-kit","Fetal_Intestine","Neonatal-Rib","Bone-Marrow","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Fetal_Intestine","Bladder","Lung","MammaryGland.Pregnancy","Liver","MammaryGland.Lactation","Bone-Marrow_c-kit","Fetal_Lung","Liver","Thymus","Bone-Marrow_c-kit","Lung","Brain","MammaryGland.Pregnancy","Neonatal-Rib","Trophoblast-Stem-Cell","MammaryGland.Virgin","Embryonic-Stem-Cell","Fetal_Brain","Stomach","MammaryGland.Lactation","Neonatal-Rib","Bone-Marrow","Testis","Kidney","Neonatal-Rib","Placenta","Placenta","MammaryGland.Lactation","Bone-Marrow_c-kit","Thymus","Bone_Marrow_Mesenchyme","Kidney","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","Liver","Bone-Marrow_c-kit","Bone-Marrow","Neonatal-Calvaria","Bone-Marrow_c-kit","MammaryGland.Lactation","Testis","Neonatal-Rib","Fetal_Intestine","Bone-Marrow_c-kit","Testis","MammaryGland.Involution","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Testis","Fetal_Lung","Bone-Marrow_c-kit","Fetal_Brain","Ovary","Thymus","MammaryGland.Virgin","Testis","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Uterus","Bone-Marrow_c-kit","Brain","Peripheral_Blood","Placenta","Testis","Fetal_Intestine","Neonatal-Muscle","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Stomach","Testis","Mesenchymal-Stem-Cell-Cultured","Ovary","Embryonic-Stem-Cell","Placenta","Bone_Marrow_Mesenchyme","Thymus","Bone-Marrow_c-kit","Small-Intestine","Fetal_Stomache","Neonatal-Heart","Peripheral_Blood","Embryonic-Stem-Cell","Lung","Neonatal-Rib","Fetal_Brain","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","Lung","Neonatal-Skin","Kidney","Pancreas","Testis","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Kidney","Embryonic-Mesenchyme","Peripheral_Blood","Fetal_Intestine","Fetal-Liver","Spleen","Bone_Marrow_Mesenchyme","Prostate","Neonatal-Muscle","Liver","Bone-Marrow_c-kit","Testis","Trophoblast-Stem-Cell","Fetal_Lung","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Peripheral_Blood","Thymus","Fetal_Lung","Testis","Bone-Marrow_c-kit","Fetal_Lung","MammaryGland.Virgin","Pancreas","Liver","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Peripheral_Blood","Bone-Marrow","Prostate","Bone_Marrow_Mesenchyme","Thymus","Fetal-Liver","Neonatal-Calvaria","Bone-Marrow","Fetal_Intestine","Neonatal-Heart","Lung","Peripheral_Blood","MammaryGland.Virgin","Testis","Neonatal-Rib","Ovary","Stomach","Bone-Marrow_c-kit","Bladder","Lung","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Fetal_Intestine","Trophoblast-Stem-Cell","Peripheral_Blood","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Virgin","MammaryGland.Involution","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Virgin","Small-Intestine","Bone-Marrow_c-kit","Neonatal-Calvaria","Bone-Marrow_c-kit","Neonatal-Skin","Embryonic-Stem-Cell","Uterus","MammaryGland.Lactation","Bone-Marrow_c-kit","Fetal_Lung","Liver","Small-Intestine","Bladder","Neonatal-Calvaria","Trophoblast-Stem-Cell","Neonatal-Muscle","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Pancreas","Neonatal-Calvaria","Neonatal-Calvaria","Bone-Marrow_c-kit","Pancreas","Neonatal-Calvaria","Brain","Testis","Bladder","Fetal_Lung","Small-Intestine","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Kidney","Peripheral_Blood","Placenta","Bone-Marrow","Testis","MammaryGland.Lactation","Peripheral_Blood","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Lung","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Small-Intestine","Bone-Marrow","Liver","Neonatal-Skin","Bone-Marrow","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Liver","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Testis","MammaryGland.Lactation","Neonatal-Skin","Testis","Neonatal-Muscle","Bone-Marrow","Thymus","Bladder","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Lactation","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Lung","Lung","Fetal_Stomache","Brain","Bone-Marrow_c-kit","Bladder","MammaryGland.Lactation","Pancreas","Brain","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","Testis","Bone-Marrow_c-kit","Fetal_Lung","Bone-Marrow_c-kit","Thymus","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","MammaryGland.Involution","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Lung","Bone-Marrow_c-kit","MammaryGland.Lactation","Uterus","Neonatal-Rib","Testis","Fetal_Stomache","Peripheral_Blood","Neonatal-Heart","Thymus","Bone-Marrow_c-kit","Pancreas","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Virgin","MammaryGland.Lactation","Neonatal-Heart","Neonatal-Rib","Bone-Marrow_c-kit","Testis","Testis","Testis","Fetal_Intestine","Testis","Bone-Marrow","Bone-Marrow_c-kit","Testis","Testis","Peripheral_Blood","Lung","MammaryGland.Lactation","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Bone-Marrow","Lung","Neonatal-Rib","MammaryGland.Lactation","Fetal-Liver","Fetal_Brain","Small-Intestine","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Stomach","Testis","Brain","Neonatal-Muscle","Fetal_Brain","Small-Intestine","Fetal-Liver","Testis","Liver","Bone-Marrow","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","MammaryGland.Virgin","Fetal-Liver","Bone-Marrow","Neonatal-Rib","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Mesenchymal-Stem-Cell-Cultured","Uterus","Thymus","Peripheral_Blood","MammaryGland.Lactation","MammaryGland.Involution","Neonatal-Rib","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Involution","Bladder","Testis","Bone-Marrow_c-kit","Fetal_Stomache","Fetal_Lung","Neonatal-Skin","Stomach","Brain","Pancreas","Kidney","Neonatal-Muscle","Embryonic-Stem-Cell","MammaryGland.Virgin","Neonatal-Heart","Stomach","Neonatal-Rib","MammaryGland.Pregnancy","Testis","Embryonic-Stem-Cell","Fetal_Stomache","Kidney","Bone-Marrow_c-kit","Neonatal-Rib","Bone-Marrow_c-kit","MammaryGland.Virgin","Trophoblast-Stem-Cell","Fetal_Intestine","MammaryGland.Involution","Trophoblast-Stem-Cell","Uterus","Uterus","Neonatal-Rib","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Pancreas","MammaryGland.Lactation","MammaryGland.Involution","Testis","Bone_Marrow_Mesenchyme","Testis","Mesenchymal-Stem-Cell-Cultured","Neonatal-Skin","Embryonic-Stem-Cell","MammaryGland.Involution","MammaryGland.Virgin","MammaryGland.Lactation","Fetal_Intestine","Peripheral_Blood","Neonatal-Calvaria","MammaryGland.Lactation","Lung","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Neonatal-Heart","Ovary","Neonatal-Muscle","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Liver","Fetal_Lung","Embryonic-Mesenchyme","Liver","Neonatal-Calvaria","MammaryGland.Virgin","Bone-Marrow_c-kit","Testis","Embryonic-Stem-Cell","Lung","Neonatal-Rib","Prostate","Bone_Marrow_Mesenchyme","Peripheral_Blood","MammaryGland.Virgin","Fetal_Intestine","Bone-Marrow_c-kit","Fetal_Brain","Uterus","Fetal_Intestine","Trophoblast-Stem-Cell","Fetal_Lung","Testis","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","MammaryGland.Virgin","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Small-Intestine","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Neonatal-Muscle","Embryonic-Mesenchyme","Lung","Bone-Marrow_c-kit","Fetal_Brain","MammaryGland.Lactation","MammaryGland.Involution","Mesenchymal-Stem-Cell-Cultured","Fetal_Brain","Fetal_Lung","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Neonatal-Muscle","MammaryGland.Involution","Lung","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Testis","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Small-Intestine","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Small-Intestine","MammaryGland.Lactation","Embryonic-Stem-Cell","MammaryGland.Lactation","Liver","Stomach","MammaryGland.Lactation","Small-Intestine","MammaryGland.Virgin","Bone_Marrow_Mesenchyme","Lung","MammaryGland.Lactation","MammaryGland.Involution","Neonatal-Muscle","Lung","Lung","Bone-Marrow_c-kit","MammaryGland.Virgin","MammaryGland.Lactation","Neonatal-Calvaria","MammaryGland.Involution","MammaryGland.Lactation","Bone-Marrow_c-kit","Fetal_Intestine","Bone-Marrow_c-kit","Thymus","Uterus","Neonatal-Calvaria","Liver","Kidney","Mesenchymal-Stem-Cell-Cultured","Stomach","Trophoblast-Stem-Cell","MammaryGland.Lactation","Neonatal-Skin","Trophoblast-Stem-Cell","Testis","Bladder","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Fetal_Brain","Testis","Kidney","Brain","Trophoblast-Stem-Cell","Testis","Pancreas","Embryonic-Stem-Cell","Neonatal-Calvaria","Peripheral_Blood","MammaryGland.Virgin","Mesenchymal-Stem-Cell-Cultured","Fetal_Stomache","MammaryGland.Pregnancy","Fetal_Lung","MammaryGland.Lactation","Neonatal-Heart","Embryonic-Stem-Cell","Placenta","Fetal_Brain","Embryonic-Stem-Cell","MammaryGland.Virgin","Bladder","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Kidney","Placenta","Bone-Marrow","Testis","Testis","Neonatal-Calvaria","Bone-Marrow","Bone-Marrow","Bone-Marrow","Testis","Bone_Marrow_Mesenchyme","Fetal_Lung","Lung","Placenta","Mesenchymal-Stem-Cell-Cultured","Brain","Neonatal-Calvaria","MammaryGland.Involution","Neonatal-Rib","MammaryGland.Involution","Fetal_Stomache","Kidney","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Involution","Mesenchymal-Stem-Cell-Cultured","Fetal_Brain","Thymus","Testis","Trophoblast-Stem-Cell","MammaryGland.Lactation","Neonatal-Heart","Muscle","Fetal_Stomache","Brain","Thymus","Embryonic-Stem-Cell","Fetal_Intestine","MammaryGland.Virgin","Neonatal-Calvaria","Small-Intestine","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Embryonic-Mesenchyme","Kidney","Bone_Marrow_Mesenchyme","Neonatal-Skin","Small-Intestine","Fetal-Liver","MammaryGland.Lactation","MammaryGland.Virgin","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Pancreas","MammaryGland.Lactation","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Small-Intestine","Fetal_Stomache","Neonatal-Heart","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","MammaryGland.Pregnancy","Testis","Mesenchymal-Stem-Cell-Cultured","Kidney","Trophoblast-Stem-Cell","Neonatal-Muscle","Trophoblast-Stem-Cell","Bone-Marrow","MammaryGland.Pregnancy","Testis","Bone-Marrow_c-kit","Neonatal-Calvaria","Testis","Bone-Marrow_c-kit","Fetal_Stomache","Embryonic-Mesenchyme","Lung","Testis","Neonatal-Rib","Fetal_Stomache","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Testis","Bone-Marrow_c-kit","Bladder","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Testis","Lung","Peripheral_Blood","Brain","Neonatal-Calvaria","Bone-Marrow_c-kit","Neonatal-Calvaria","Fetal_Stomache","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Liver","Bone-Marrow_c-kit","Lung","Bone_Marrow_Mesenchyme","Fetal_Intestine","Neonatal-Heart","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Stomache","Lung","Stomach","Muscle","MammaryGland.Lactation","Trophoblast-Stem-Cell","MammaryGland.Involution","Peripheral_Blood","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Uterus","Neonatal-Calvaria","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Intestine","Pancreas","Neonatal-Heart","Fetal_Lung","Bone-Marrow","Neonatal-Calvaria","Bladder","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","Kidney","Liver","MammaryGland.Lactation","Stomach","Fetal_Stomache","Bone-Marrow_c-kit","Testis","Embryonic-Stem-Cell","Neonatal-Heart","Pancreas","MammaryGland.Lactation","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Ovary","Stomach","Ovary","Trophoblast-Stem-Cell","Liver","Bone-Marrow_c-kit","Brain","Bone-Marrow_c-kit","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Neonatal-Rib","MammaryGland.Virgin","Bone-Marrow_c-kit","Stomach","Embryonic-Stem-Cell","Neonatal-Calvaria","Kidney","Small-Intestine","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Intestine","Fetal_Stomache","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Testis","Fetal_Lung","Lung","Bone-Marrow","Bone-Marrow_c-kit","Liver","Testis","Brain","Fetal_Intestine","Testis","Neonatal-Muscle","MammaryGland.Pregnancy","Testis","Pancreas","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Embryonic-Mesenchyme","Placenta","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Placenta","Embryonic-Stem-Cell","Fetal_Intestine","Liver","Stomach","Testis","Peripheral_Blood","Testis","Peripheral_Blood","Bone-Marrow_c-kit","Testis","Neonatal-Muscle","Embryonic-Stem-Cell","Brain","Bone-Marrow_c-kit","Placenta","Trophoblast-Stem-Cell","Spleen","Neonatal-Calvaria","Trophoblast-Stem-Cell","Spleen","Testis","Embryonic-Stem-Cell","MammaryGland.Involution","Embryonic-Mesenchyme","Neonatal-Rib","Fetal_Lung","Neonatal-Skin","Fetal_Lung","MammaryGland.Lactation","Embryonic-Stem-Cell","Ovary","Uterus","Prostate","Bone-Marrow","Trophoblast-Stem-Cell","Bladder","Embryonic-Stem-Cell","Fetal-Liver","Testis","Bone_Marrow_Mesenchyme","Fetal_Stomache","Fetal_Intestine","Neonatal-Skin","Neonatal-Rib","Bone-Marrow_c-kit","Testis","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Ovary","Neonatal-Heart","Testis","Neonatal-Calvaria","MammaryGland.Virgin","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Uterus","Small-Intestine","Bone-Marrow_c-kit","MammaryGland.Virgin","Fetal_Brain","Fetal-Liver","Bone-Marrow_c-kit","Neonatal-Calvaria","Bone-Marrow","Neonatal-Skin","MammaryGland.Lactation","Fetal_Brain","MammaryGland.Lactation","MammaryGland.Lactation","Trophoblast-Stem-Cell","MammaryGland.Virgin","Embryonic-Stem-Cell","Bone-Marrow","Bone-Marrow","Ovary","Bone-Marrow_c-kit","Neonatal-Skin","Embryonic-Stem-Cell","Fetal_Intestine","Embryonic-Mesenchyme","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Bone-Marrow","Neonatal-Calvaria","Pancreas","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Neonatal-Calvaria","MammaryGland.Lactation","Neonatal-Skin","Thymus","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","MammaryGland.Virgin","Trophoblast-Stem-Cell","MammaryGland.Involution","MammaryGland.Involution","MammaryGland.Involution","Neonatal-Muscle","Pancreas","Spleen","Placenta","MammaryGland.Pregnancy","Neonatal-Heart","Brain","Kidney","Fetal_Brain","Bone-Marrow_c-kit","Small-Intestine","Fetal_Lung","Fetal_Intestine","Thymus","Bone-Marrow","Bone-Marrow","Small-Intestine","Bone-Marrow","Trophoblast-Stem-Cell","Fetal_Intestine","Bone-Marrow_c-kit","Liver","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","Thymus","Bladder","Ovary","Neonatal-Rib","MammaryGland.Pregnancy","MammaryGland.Lactation","MammaryGland.Lactation","Fetal_Lung","MammaryGland.Involution","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Neonatal-Muscle","Peripheral_Blood","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Neonatal-Calvaria","Neonatal-Rib","Bone-Marrow_c-kit","Small-Intestine","Thymus","Bone_Marrow_Mesenchyme","Neonatal-Heart","Embryonic-Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Bone-Marrow","Bone-Marrow_c-kit","Neonatal-Rib","Fetal_Stomache","Pancreas","Mesenchymal-Stem-Cell-Cultured","Neonatal-Heart","Peripheral_Blood","MammaryGland.Lactation","Bone-Marrow","Bone-Marrow","Fetal_Lung","Bone-Marrow_c-kit","Lung","Bone-Marrow_c-kit","Small-Intestine","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Ovary","Uterus","Trophoblast-Stem-Cell","Bone-Marrow","MammaryGland.Lactation","Trophoblast-Stem-Cell","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Testis","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Uterus","Testis","MammaryGland.Virgin","Uterus","Ovary","Fetal_Lung","Kidney","Placenta","Fetal_Intestine","Embryonic-Stem-Cell","Peripheral_Blood","Fetal_Intestine","Bone-Marrow_c-kit","Neonatal-Skin","Peripheral_Blood","Ovary","Trophoblast-Stem-Cell","Neonatal-Calvaria","MammaryGland.Virgin","MammaryGland.Involution","Brain","Neonatal-Calvaria","Bladder","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Pancreas","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","MammaryGland.Lactation","Trophoblast-Stem-Cell","Fetal_Intestine","Bone-Marrow_c-kit","Fetal_Stomache","Pancreas","Kidney","Ovary","Bone-Marrow_c-kit","Fetal_Brain","Bone-Marrow_c-kit","Neonatal-Calvaria","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Neonatal-Skin","Fetal_Lung","Testis","Liver","Ovary","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Lung","Trophoblast-Stem-Cell","Kidney","Muscle","Placenta","Neonatal-Muscle","Kidney","Neonatal-Calvaria","Testis","Placenta","Small-Intestine","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Lung","Trophoblast-Stem-Cell","Neonatal-Rib","Neonatal-Heart","MammaryGland.Lactation","Lung","Placenta","Kidney","Bone-Marrow_c-kit","MammaryGland.Lactation","Thymus","Embryonic-Stem-Cell","MammaryGland.Pregnancy","Bone_Marrow_Mesenchyme","Placenta","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Neonatal-Rib","Trophoblast-Stem-Cell","Bladder","Bone-Marrow","Neonatal-Skin","Spleen","Kidney","Testis","Neonatal-Calvaria","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Neonatal-Skin","Uterus","Bone-Marrow","Bladder","Peripheral_Blood","Embryonic-Mesenchyme","Bone-Marrow","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Testis","Neonatal-Muscle","Bone_Marrow_Mesenchyme","Bone-Marrow","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Small-Intestine","Ovary","Embryonic-Stem-Cell","Pancreas","Trophoblast-Stem-Cell","Fetal_Intestine","Neonatal-Calvaria","Lung","MammaryGland.Lactation","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Pancreas","Peripheral_Blood","Trophoblast-Stem-Cell","MammaryGland.Lactation","Trophoblast-Stem-Cell","Peripheral_Blood","MammaryGland.Involution","Small-Intestine","Bone-Marrow","Bone-Marrow_c-kit","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Fetal_Intestine","Trophoblast-Stem-Cell","Peripheral_Blood","Lung","Ovary","Testis","Fetal_Lung","Neonatal-Calvaria","Testis","Thymus","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Fetal-Liver","Neonatal-Calvaria","Ovary","Lung","Fetal_Brain","Neonatal-Calvaria","Trophoblast-Stem-Cell","Testis","Neonatal-Muscle","Bone_Marrow_Mesenchyme","Thymus","Liver","Placenta","Bone_Marrow_Mesenchyme","Lung","Ovary","Fetal-Liver","Prostate","Testis","Testis","Thymus","Bone_Marrow_Mesenchyme","Bone-Marrow","MammaryGland.Involution","Thymus","Uterus","Kidney","MammaryGland.Lactation","Pancreas","Thymus","Trophoblast-Stem-Cell","Fetal_Intestine","Small-Intestine","Trophoblast-Stem-Cell","Fetal_Intestine","Fetal_Intestine","Lung","Mesenchymal-Stem-Cell-Cultured","Thymus","Fetal_Stomache","Bone-Marrow_c-kit","Neonatal-Muscle","Peripheral_Blood","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Neonatal-Muscle","Fetal_Intestine","Stomach","MammaryGland.Virgin","Bone-Marrow_c-kit","Fetal-Liver","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Stomach","Neonatal-Rib","Fetal_Stomache","Stomach","Neonatal-Muscle","Trophoblast-Stem-Cell","Neonatal-Calvaria","Trophoblast-Stem-Cell","MammaryGland.Lactation","Embryonic-Mesenchyme","Testis","MammaryGland.Lactation","Ovary","Bone-Marrow_c-kit","Bladder","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Lung","Bone-Marrow_c-kit","MammaryGland.Involution","Embryonic-Mesenchyme","Lung","Thymus","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Neonatal-Skin","Bone-Marrow_c-kit","Neonatal-Calvaria","Embryonic-Stem-Cell","Small-Intestine","Pancreas","Peripheral_Blood","Bone-Marrow_c-kit","Kidney","Thymus","Small-Intestine","Peripheral_Blood","Trophoblast-Stem-Cell","Spleen","Lung","Fetal_Intestine","Fetal-Liver","Kidney","Peripheral_Blood","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Neonatal-Rib","Brain","Bone-Marrow_c-kit","Neonatal-Rib","MammaryGland.Lactation","Fetal_Stomache","Lung","Bone-Marrow","Trophoblast-Stem-Cell","Bladder","Mesenchymal-Stem-Cell-Cultured","Fetal_Stomache","MammaryGland.Lactation","MammaryGland.Lactation","Trophoblast-Stem-Cell","Thymus","MammaryGland.Lactation","MammaryGland.Pregnancy","Neonatal-Rib","Fetal_Brain","Lung","Kidney","Trophoblast-Stem-Cell","Lung","Brain","Uterus","Neonatal-Rib","Fetal_Intestine","Testis","Lung","Bone_Marrow_Mesenchyme","Neonatal-Muscle","MammaryGland.Involution","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Testis","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Lactation","MammaryGland.Lactation","Pancreas","Brain","Testis","Bone-Marrow_c-kit","Peripheral_Blood","Fetal_Lung","MammaryGland.Lactation","MammaryGland.Involution","Embryonic-Stem-Cell","Ovary","Embryonic-Stem-Cell","Placenta","Lung","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Placenta","Trophoblast-Stem-Cell","Neonatal-Rib","Bone-Marrow","Uterus","MammaryGland.Virgin","Bone_Marrow_Mesenchyme","Placenta","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Uterus","Neonatal-Muscle","Fetal_Stomache","Bladder","Neonatal-Calvaria","Bone-Marrow_c-kit","Bone-Marrow","Ovary","Small-Intestine","Testis","Bladder","Testis","Ovary","Ovary","Fetal-Liver","MammaryGland.Lactation","Testis","MammaryGland.Involution","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Pregnancy","Fetal_Brain","Stomach","MammaryGland.Lactation","Stomach","Brain","Brain","MammaryGland.Lactation","Trophoblast-Stem-Cell","Fetal_Intestine","Kidney","Neonatal-Rib","Peripheral_Blood","Peripheral_Blood","Embryonic-Stem-Cell","Bone-Marrow","Neonatal-Calvaria","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Pregnancy","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Fetal_Lung","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Liver","MammaryGland.Pregnancy","Embryonic-Stem-Cell","Bone-Marrow","Trophoblast-Stem-Cell","Fetal_Brain","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Muscle","Bone-Marrow","Bone-Marrow_c-kit","Small-Intestine","Bone-Marrow","Fetal_Brain","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Kidney","Kidney","Bone-Marrow_c-kit","Neonatal-Calvaria","MammaryGland.Lactation","Fetal_Stomache","Placenta","Embryonic-Mesenchyme","Fetal_Stomache","Fetal-Liver","Mesenchymal-Stem-Cell-Cultured","Testis","Testis","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Pancreas","Fetal_Lung","Trophoblast-Stem-Cell","Bone-Marrow","Fetal-Liver","Embryonic-Mesenchyme","Liver","Neonatal-Skin","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Uterus","Bone-Marrow_c-kit","Spleen","Testis","MammaryGland.Lactation","Ovary","Fetal-Liver","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Lactation","Fetal_Stomache","Bone-Marrow_c-kit","Fetal_Intestine","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Pancreas","Fetal_Intestine","Neonatal-Muscle","Bone-Marrow_c-kit","Neonatal-Calvaria","Fetal_Lung","Neonatal-Calvaria","Thymus","Bone-Marrow","Liver","Fetal_Lung","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Placenta","Small-Intestine","Fetal-Liver","Lung","Spleen","Peripheral_Blood","Bone-Marrow_c-kit","Peripheral_Blood","Liver","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Stomach","Uterus","Brain","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Lung","Bone-Marrow_c-kit","Bone-Marrow","Lung","Neonatal-Muscle","Mesenchymal-Stem-Cell-Cultured","Thymus","Prostate","Fetal_Lung","Bone-Marrow_c-kit","Neonatal-Muscle","Fetal_Intestine","Lung","Trophoblast-Stem-Cell","Peripheral_Blood","Liver","Fetal_Stomache","MammaryGland.Lactation","Fetal_Brain","Thymus","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Liver","Bone-Marrow_c-kit","Neonatal-Calvaria","Thymus","Fetal_Brain","Peripheral_Blood","Bone_Marrow_Mesenchyme","Muscle","Peripheral_Blood","Pancreas","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow","Trophoblast-Stem-Cell","Pancreas","Testis","Stomach","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Fetal_Lung","Bladder","Bone-Marrow_c-kit","Small-Intestine","MammaryGland.Lactation","Kidney","Embryonic-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Lactation","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Testis","Fetal_Brain","Bone-Marrow_c-kit","Thymus","Trophoblast-Stem-Cell","MammaryGland.Lactation","Stomach","Uterus","Thymus","Fetal_Brain","Brain","Fetal_Brain","Fetal_Intestine","Small-Intestine","Bladder","Lung","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Neonatal-Rib","Neonatal-Muscle","Neonatal-Calvaria","Fetal_Stomache","Ovary","Embryonic-Stem-Cell","MammaryGland.Lactation","Fetal_Intestine","MammaryGland.Pregnancy","MammaryGland.Involution","Bone_Marrow_Mesenchyme","Testis","Small-Intestine","Fetal-Liver","Trophoblast-Stem-Cell","Neonatal-Calvaria","Thymus","Trophoblast-Stem-Cell","Fetal_Intestine","Lung","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Liver","Bone-Marrow_c-kit","MammaryGland.Involution","Kidney","Lung","Neonatal-Calvaria","MammaryGland.Lactation","Small-Intestine","Testis","Trophoblast-Stem-Cell","Neonatal-Rib","MammaryGland.Virgin","Thymus","Fetal_Lung","Neonatal-Calvaria","Bladder","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Testis","Pancreas","Neonatal-Muscle","Placenta","Fetal_Stomache","MammaryGland.Lactation","Small-Intestine","Bone-Marrow","Thymus","Testis","Thymus","Pancreas","MammaryGland.Lactation","Fetal_Brain","Bone-Marrow_c-kit","Peripheral_Blood","Bone-Marrow_c-kit","Bone-Marrow","Neonatal-Calvaria","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone-Marrow_c-kit","Testis","Brain","Bone-Marrow_c-kit","Fetal_Stomache","Fetal_Intestine","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone-Marrow","MammaryGland.Involution","Bone-Marrow_c-kit","MammaryGland.Lactation","Trophoblast-Stem-Cell","MammaryGland.Virgin","Bone-Marrow","Fetal_Stomache","Trophoblast-Stem-Cell","Testis","Small-Intestine","Uterus","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Placenta","MammaryGland.Involution","Bone-Marrow_c-kit","Testis","Peripheral_Blood","Peripheral_Blood","Fetal_Stomache","Bone-Marrow_c-kit","Testis","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone-Marrow","Bone-Marrow","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Peripheral_Blood","MammaryGland.Lactation","Peripheral_Blood","MammaryGland.Lactation","Lung","Fetal_Intestine","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Virgin","MammaryGland.Lactation","Fetal_Intestine","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Virgin","Neonatal-Rib","MammaryGland.Involution","Bone-Marrow_c-kit","Spleen","Testis","MammaryGland.Lactation","MammaryGland.Involution","Embryonic-Stem-Cell","Neonatal-Heart","Bone-Marrow","Small-Intestine","Peripheral_Blood","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Virgin","Peripheral_Blood","Uterus","Thymus","Testis","MammaryGland.Lactation","Bone-Marrow","Neonatal-Skin","Embryonic-Stem-Cell","Fetal_Lung","Fetal_Lung","Neonatal-Heart","Fetal_Stomache","Neonatal-Rib","Placenta","Trophoblast-Stem-Cell","MammaryGland.Virgin","Kidney","MammaryGland.Lactation","Testis","Bone-Marrow","Neonatal-Rib","Bone_Marrow_Mesenchyme","Ovary","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Kidney","Bone_Marrow_Mesenchyme","Neonatal-Calvaria","Trophoblast-Stem-Cell","Brain","Mesenchymal-Stem-Cell-Cultured","Fetal_Stomache","Fetal_Lung","MammaryGland.Lactation","Embryonic-Mesenchyme","MammaryGland.Lactation","Thymus","Fetal_Brain","Trophoblast-Stem-Cell","Testis","Kidney","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Virgin","MammaryGland.Lactation","MammaryGland.Involution","Spleen","Bone-Marrow_c-kit","Neonatal-Skin","Fetal_Intestine","Peripheral_Blood","Liver","MammaryGland.Involution","Embryonic-Mesenchyme","Fetal_Lung","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Pancreas","Fetal_Lung","Fetal-Liver","Brain","MammaryGland.Lactation","MammaryGland.Lactation","Small-Intestine","Neonatal-Rib","Lung","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Testis","Lung","Bone_Marrow_Mesenchyme","Testis","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Uterus","Peripheral_Blood","Bone-Marrow_c-kit","Neonatal-Rib","Neonatal-Muscle","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal-Liver","Fetal_Lung","MammaryGland.Involution","MammaryGland.Lactation","Brain","Neonatal-Muscle","MammaryGland.Involution","MammaryGland.Lactation","Neonatal-Heart","Testis","Small-Intestine","Fetal_Stomache","Peripheral_Blood","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Fetal_Stomache","Neonatal-Skin","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Placenta","Fetal_Stomache","Neonatal-Muscle","Trophoblast-Stem-Cell","Peripheral_Blood","Neonatal-Rib","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Testis","Embryonic-Stem-Cell","Bladder","Neonatal-Skin","Embryonic-Mesenchyme","Embryonic-Mesenchyme","Embryonic-Mesenchyme","Spleen","Neonatal-Skin","Fetal-Liver","Bone-Marrow","Testis","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Stomach","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Neonatal-Calvaria","Testis","Kidney","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Small-Intestine","Placenta","Testis","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Liver","Embryonic-Stem-Cell","Uterus","Testis","Embryonic-Stem-Cell","MammaryGland.Lactation","Pancreas","Trophoblast-Stem-Cell","MammaryGland.Involution","Neonatal-Rib","Fetal_Intestine","Mesenchymal-Stem-Cell-Cultured","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Brain","Trophoblast-Stem-Cell","Stomach","Neonatal-Rib","Small-Intestine","Fetal_Intestine","Kidney","Prostate","Bone_Marrow_Mesenchyme","Peripheral_Blood","Ovary","Neonatal-Heart","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Fetal_Intestine","Peripheral_Blood","MammaryGland.Lactation","Small-Intestine","Kidney","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Brain","MammaryGland.Involution","Neonatal-Muscle","MammaryGland.Lactation","Small-Intestine","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Embryonic-Mesenchyme","MammaryGland.Lactation","MammaryGland.Lactation","Embryonic-Mesenchyme","MammaryGland.Involution","Small-Intestine","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Small-Intestine","MammaryGland.Lactation","Embryonic-Mesenchyme","Pancreas","Testis","Lung","Lung","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Fetal_Stomache","Bone-Marrow_c-kit","Neonatal-Rib","Testis","Testis","Liver","Kidney","Bone_Marrow_Mesenchyme","Spleen","Neonatal-Calvaria","MammaryGland.Involution","Embryonic-Mesenchyme","Thymus","MammaryGland.Lactation","Bone-Marrow_c-kit","MammaryGland.Lactation","Fetal_Lung","Neonatal-Calvaria","Neonatal-Calvaria","Embryonic-Stem-Cell","Ovary","Brain","Thymus","Trophoblast-Stem-Cell","Neonatal-Muscle","Placenta","Muscle","Bladder","Placenta","Trophoblast-Stem-Cell","MammaryGland.Lactation","Small-Intestine","Fetal-Liver","Fetal_Stomache","Trophoblast-Stem-Cell","Testis","Embryonic-Mesenchyme","Fetal_Lung","Small-Intestine","Bone-Marrow","Small-Intestine","Neonatal-Rib","Fetal_Lung","Testis","Neonatal-Calvaria","Lung","Small-Intestine","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Testis","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Muscle","Fetal-Liver","Placenta","Testis","Neonatal-Heart","Ovary","Stomach","Bone-Marrow_c-kit","Bone-Marrow","Neonatal-Rib","Kidney","Peripheral_Blood","Neonatal-Muscle","Liver","Ovary","Thymus","MammaryGland.Lactation","Fetal_Brain","Prostate","Bladder","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Prostate","Neonatal-Calvaria","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Ovary","Trophoblast-Stem-Cell","Liver","Peripheral_Blood","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Fetal_Brain","Bone-Marrow_c-kit","Lung","Fetal-Liver","Fetal_Lung","Neonatal-Rib","Neonatal-Calvaria","Lung","MammaryGland.Lactation","Peripheral_Blood","Testis","Trophoblast-Stem-Cell","Stomach","Neonatal-Calvaria","Fetal_Stomache","Fetal_Stomache","Neonatal-Calvaria","Trophoblast-Stem-Cell","Uterus","Mesenchymal-Stem-Cell-Cultured","Mesenchymal-Stem-Cell-Cultured","Fetal_Stomache","Bone-Marrow_c-kit","Bone-Marrow","Fetal_Intestine","Trophoblast-Stem-Cell","Lung","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Bone-Marrow","Bone-Marrow","MammaryGland.Virgin","Testis","Uterus","Fetal_Lung","Bone-Marrow","MammaryGland.Pregnancy","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Testis","Peripheral_Blood","Lung","Bone-Marrow_c-kit","Testis","Mesenchymal-Stem-Cell-Cultured","Neonatal-Skin","Bone-Marrow","Embryonic-Stem-Cell","Neonatal-Rib","MammaryGland.Pregnancy","Placenta","Liver","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Ovary","Pancreas","Neonatal-Calvaria","MammaryGland.Lactation","Liver","Bone-Marrow_c-kit","Testis","MammaryGland.Lactation","MammaryGland.Involution","Mesenchymal-Stem-Cell-Cultured","Small-Intestine","MammaryGland.Pregnancy","Small-Intestine","Kidney","Trophoblast-Stem-Cell","Bone-Marrow","Neonatal-Calvaria","Peripheral_Blood","Bone-Marrow","Peripheral_Blood","Testis","Testis","Placenta","Pancreas","Placenta","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Fetal_Stomache","Bone-Marrow","Neonatal-Rib","Liver","Bone-Marrow_c-kit","Pancreas","Trophoblast-Stem-Cell","Prostate","Testis","Neonatal-Skin","Embryonic-Mesenchyme","Bone_Marrow_Mesenchyme","MammaryGland.Virgin","Bone-Marrow_c-kit","MammaryGland.Virgin","Neonatal-Heart","Fetal_Stomache","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Stomache","MammaryGland.Involution","Fetal_Lung","Stomach","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Lung","MammaryGland.Lactation","Fetal_Stomache","Bone_Marrow_Mesenchyme","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Kidney","Testis","Bone-Marrow","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Fetal_Lung","Neonatal-Rib","Neonatal-Skin","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Intestine","Uterus","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Uterus","Neonatal-Muscle","Bone-Marrow","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Neonatal-Muscle","Neonatal-Muscle","Testis","Lung","Lung","Pancreas","Fetal_Intestine","Lung","Embryonic-Mesenchyme","Bladder","Liver","Testis","MammaryGland.Lactation","Fetal_Stomache","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","Fetal_Lung","MammaryGland.Lactation","Testis","Placenta","Bone-Marrow_c-kit","Lung","Testis","Bone-Marrow_c-kit","Fetal_Brain","Neonatal-Rib","MammaryGland.Lactation","MammaryGland.Lactation","Spleen","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Placenta","Mesenchymal-Stem-Cell-Cultured","Prostate","Neonatal-Muscle","Neonatal-Rib","MammaryGland.Pregnancy","Peripheral_Blood","Fetal_Lung","Fetal_Intestine","Placenta","Brain","Bone-Marrow","Neonatal-Heart","MammaryGland.Lactation","Kidney","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Pancreas","MammaryGland.Lactation","Pancreas","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Thymus","Prostate","Testis","MammaryGland.Pregnancy","Ovary","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Uterus","Bone-Marrow_c-kit","Neonatal-Skin","MammaryGland.Lactation","Fetal_Lung","Bone-Marrow_c-kit","Peripheral_Blood","Bone-Marrow_c-kit","Neonatal-Calvaria","Fetal_Stomache","Liver","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","Bone-Marrow_c-kit","Fetal_Stomache","Kidney","Stomach","Neonatal-Heart","Bone-Marrow_c-kit","Testis","Fetal_Intestine","Neonatal-Rib","Neonatal-Skin","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Lung","Stomach","Bone-Marrow","Fetal_Brain","Testis","Stomach","Trophoblast-Stem-Cell","Fetal-Liver","Fetal_Brain","Bone-Marrow_c-kit","Lung","Peripheral_Blood","Embryonic-Stem-Cell","Neonatal-Calvaria","Neonatal-Calvaria","Ovary","Neonatal-Calvaria","Fetal_Intestine","Lung","Neonatal-Muscle","Kidney","Fetal_Lung","Bladder","Kidney","Peripheral_Blood","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Prostate","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Lung","Bone-Marrow_c-kit","Ovary","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Stomach","Neonatal-Rib","Neonatal-Heart","Fetal_Lung","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Liver","Lung","MammaryGland.Pregnancy","Bone-Marrow","Neonatal-Skin","Small-Intestine","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Pancreas","Fetal_Lung","Trophoblast-Stem-Cell","Lung","Fetal_Stomache","MammaryGland.Pregnancy","Pancreas","Mesenchymal-Stem-Cell-Cultured","Mesenchymal-Stem-Cell-Cultured","Brain","Mesenchymal-Stem-Cell-Cultured","Fetal_Intestine","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Bone_Marrow_Mesenchyme","Neonatal-Heart","Kidney","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Muscle","Neonatal-Skin","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","Placenta","Neonatal-Calvaria","Liver","Kidney","Embryonic-Mesenchyme","Kidney","Fetal_Stomache","Embryonic-Stem-Cell","Neonatal-Calvaria","Thymus","Fetal_Lung","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Kidney","Bone-Marrow","Peripheral_Blood","Lung","Fetal_Intestine","Fetal_Intestine","Neonatal-Rib","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Brain","Neonatal-Calvaria","Neonatal-Calvaria","Neonatal-Muscle","Embryonic-Stem-Cell","Embryonic-Stem-Cell","MammaryGland.Lactation","Brain","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Bone-Marrow_c-kit","Neonatal-Skin","Neonatal-Heart","MammaryGland.Lactation","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Thymus","MammaryGland.Lactation","Prostate","Bone-Marrow_c-kit","MammaryGland.Involution","Fetal_Stomache","Fetal_Intestine","Bladder","Trophoblast-Stem-Cell","Neonatal-Calvaria","Small-Intestine","Fetal_Intestine","Fetal_Lung","Uterus","Bone-Marrow_c-kit","Fetal-Liver","Bone-Marrow_c-kit","Kidney","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow","Kidney","Bone-Marrow_c-kit","Stomach","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow","Fetal-Liver","Bone-Marrow","Neonatal-Muscle","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Testis","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","MammaryGland.Lactation","MammaryGland.Involution","Stomach","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Rib","MammaryGland.Lactation","Peripheral_Blood","Testis","Peripheral_Blood","Fetal_Lung","Stomach","MammaryGland.Virgin","Ovary","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Liver","Neonatal-Calvaria","Peripheral_Blood","Trophoblast-Stem-Cell","Fetal-Liver","Thymus","Trophoblast-Stem-Cell","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Fetal_Stomache","MammaryGland.Lactation","Small-Intestine","MammaryGland.Virgin","MammaryGland.Lactation","Kidney","Small-Intestine","Neonatal-Calvaria","MammaryGland.Lactation","Neonatal-Calvaria","Bone-Marrow","Fetal_Intestine","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Spleen","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","Fetal_Lung","Bone-Marrow","Thymus","Neonatal-Calvaria","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Embryonic-Mesenchyme","Brain","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Spleen","Fetal_Stomache","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Kidney","Bone-Marrow","Fetal-Liver","Small-Intestine","Embryonic-Mesenchyme","Embryonic-Stem-Cell","Neonatal-Skin","Testis","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Fetal_Stomache","Fetal_Lung","Ovary","Bone-Marrow","Thymus","Neonatal-Calvaria","Neonatal-Skin","Neonatal-Muscle","MammaryGland.Pregnancy","Small-Intestine","MammaryGland.Pregnancy","Fetal_Intestine","Fetal_Intestine","Small-Intestine","Neonatal-Calvaria","Uterus","Embryonic-Stem-Cell","MammaryGland.Lactation","Brain","Peripheral_Blood","Embryonic-Stem-Cell","Bone-Marrow","Fetal-Liver","Pancreas","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Brain","Testis","Trophoblast-Stem-Cell","Small-Intestine","Embryonic-Stem-Cell","Fetal_Intestine","Trophoblast-Stem-Cell","Small-Intestine","Prostate","Mesenchymal-Stem-Cell-Cultured","Brain","Bone-Marrow_c-kit","Testis","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Peripheral_Blood","MammaryGland.Involution","Bone-Marrow_c-kit","Peripheral_Blood","Bone-Marrow_c-kit","Kidney","Fetal_Intestine","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Fetal_Lung","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Liver","Placenta","MammaryGland.Involution","Testis","Bone-Marrow","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal-Liver","Peripheral_Blood","Neonatal-Calvaria","Neonatal-Calvaria","Embryonic-Mesenchyme","Bladder","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Lactation","Small-Intestine","MammaryGland.Pregnancy","Fetal_Intestine","Neonatal-Skin","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Liver","Small-Intestine","Small-Intestine","Ovary","Fetal_Intestine","Embryonic-Stem-Cell","Bone-Marrow","Testis","Liver","Thymus","MammaryGland.Lactation","MammaryGland.Pregnancy","Embryonic-Stem-Cell","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","MammaryGland.Involution","Peripheral_Blood","MammaryGland.Pregnancy","Liver","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Placenta","Liver","Uterus","Lung","Peripheral_Blood","MammaryGland.Lactation","Ovary","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Fetal_Brain","Prostate","Trophoblast-Stem-Cell","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Neonatal-Rib","Neonatal-Calvaria","Testis","Neonatal-Calvaria","Neonatal-Muscle","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Lung","Bone-Marrow","Peripheral_Blood","Brain","Small-Intestine","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Skin","Fetal_Lung","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Ovary","Thymus","Fetal_Lung","MammaryGland.Involution","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Lung","Fetal_Stomache","Neonatal-Calvaria","Small-Intestine","Neonatal-Heart","Pancreas","Bone-Marrow","Fetal_Stomache","MammaryGland.Lactation","Neonatal-Calvaria","Neonatal-Calvaria","Bone-Marrow_c-kit","Small-Intestine","MammaryGland.Virgin","Fetal_Intestine","Brain","Testis","MammaryGland.Virgin","MammaryGland.Lactation","Fetal-Liver","Neonatal-Skin","Fetal_Lung","Thymus","Neonatal-Muscle","Spleen","Testis","Liver","Neonatal-Rib","Kidney","Neonatal-Calvaria","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Thymus","Trophoblast-Stem-Cell","Ovary","Trophoblast-Stem-Cell","Kidney","Neonatal-Heart","Neonatal-Heart","Fetal_Lung","Fetal_Lung","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Lung","Trophoblast-Stem-Cell","Fetal_Intestine","Prostate","Pancreas","Trophoblast-Stem-Cell","Testis","Neonatal-Muscle","Neonatal-Rib","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Fetal_Brain","Fetal_Intestine","Fetal_Intestine","Neonatal-Calvaria","Testis","Fetal-Liver","Bone-Marrow","Bone-Marrow_c-kit","Fetal_Intestine","Muscle","Bone-Marrow_c-kit","Pancreas","Peripheral_Blood","Small-Intestine","MammaryGland.Lactation","Embryonic-Stem-Cell","Fetal_Stomache","MammaryGland.Pregnancy","Liver","Testis","Placenta","Fetal_Lung","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Neonatal-Muscle","Trophoblast-Stem-Cell","Uterus","Peripheral_Blood","Small-Intestine","Testis","Lung","Uterus","Bone_Marrow_Mesenchyme","Uterus","Fetal_Intestine","Kidney","Liver","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Placenta","MammaryGland.Lactation","Fetal_Stomache","Bone_Marrow_Mesenchyme","Spleen","Neonatal-Heart","Stomach","Peripheral_Blood","Bone-Marrow","Uterus","MammaryGland.Lactation","Lung","Fetal_Intestine","Peripheral_Blood","Uterus","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Fetal_Stomache","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Prostate","Bone_Marrow_Mesenchyme","Brain","Trophoblast-Stem-Cell","Neonatal-Calvaria","Testis","Neonatal-Skin","Embryonic-Mesenchyme","Fetal_Stomache","Fetal_Intestine","Lung","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Uterus","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Thymus","Prostate","Pancreas","Neonatal-Heart","Fetal_Lung","Fetal_Intestine","Fetal_Lung","Neonatal-Skin","Bone-Marrow_c-kit","Testis","Neonatal-Calvaria","Fetal_Stomache","Spleen","Trophoblast-Stem-Cell","Placenta","MammaryGland.Pregnancy","Fetal_Intestine","Lung","Peripheral_Blood","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Stomach","Liver","MammaryGland.Virgin","Pancreas","Peripheral_Blood","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Neonatal-Calvaria","Bladder","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Virgin","MammaryGland.Lactation","Neonatal-Skin","Bone-Marrow_c-kit","Testis","Neonatal-Heart","MammaryGland.Virgin","MammaryGland.Involution","Peripheral_Blood","MammaryGland.Involution","Testis","MammaryGland.Lactation","Placenta","Uterus","Bone-Marrow_c-kit","MammaryGland.Involution","MammaryGland.Virgin","Embryonic-Stem-Cell","Embryonic-Stem-Cell","MammaryGland.Lactation","MammaryGland.Involution","Uterus","Bone-Marrow_c-kit","MammaryGland.Virgin","Bone-Marrow","Small-Intestine","Neonatal-Heart","Embryonic-Stem-Cell","Liver","Neonatal-Rib","Bone-Marrow_c-kit","Neonatal-Calvaria","Liver","Ovary","Brain","Kidney","Liver","Thymus","Liver","Neonatal-Heart","Lung","Neonatal-Skin","Bone-Marrow","MammaryGland.Lactation","Liver","Fetal_Lung","Fetal_Brain","Kidney","Fetal_Brain","Bone-Marrow","Fetal_Lung","Bone-Marrow","Fetal_Lung","Bone_Marrow_Mesenchyme","Neonatal-Calvaria","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Fetal_Intestine","MammaryGland.Virgin","Ovary","Bone-Marrow","Bone-Marrow_c-kit","Kidney","Uterus","MammaryGland.Lactation","Neonatal-Muscle","Fetal_Stomache","Fetal_Brain","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Peripheral_Blood","Embryonic-Mesenchyme","Neonatal-Skin","MammaryGland.Lactation","Embryonic-Stem-Cell","Peripheral_Blood","Bone-Marrow_c-kit","Pancreas","MammaryGland.Lactation","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Uterus","Fetal-Liver","Trophoblast-Stem-Cell","Testis","Bone-Marrow","Fetal_Brain","Ovary","Embryonic-Stem-Cell","Fetal_Brain","Liver","Neonatal-Calvaria","Neonatal-Calvaria","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","Neonatal-Rib","Bone-Marrow","Prostate","Trophoblast-Stem-Cell","MammaryGland.Lactation","Lung","Trophoblast-Stem-Cell","Neonatal-Calvaria","Peripheral_Blood","Bone-Marrow","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Lung","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Testis","Bone_Marrow_Mesenchyme","Fetal_Intestine","MammaryGland.Lactation","Bone-Marrow_c-kit","Kidney","Fetal_Brain","Pancreas","Embryonic-Stem-Cell","Lung","Trophoblast-Stem-Cell","Lung","Embryonic-Stem-Cell","Ovary","Liver","Brain","Thymus","MammaryGland.Lactation","MammaryGland.Virgin","Trophoblast-Stem-Cell","Small-Intestine","Placenta","MammaryGland.Involution","Peripheral_Blood","Trophoblast-Stem-Cell","Liver","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Placenta","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone-Marrow","Trophoblast-Stem-Cell","Brain","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Kidney","MammaryGland.Lactation","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Heart","Peripheral_Blood","Trophoblast-Stem-Cell","Fetal_Intestine","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Testis","Liver","Bone-Marrow","Lung","Bone-Marrow_c-kit","Fetal-Liver","Fetal_Stomache","MammaryGland.Lactation","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Neonatal-Calvaria","Trophoblast-Stem-Cell","MammaryGland.Lactation","Lung","Neonatal-Calvaria","Bladder","MammaryGland.Lactation","Ovary","MammaryGland.Virgin","Liver","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Fetal_Lung","MammaryGland.Involution","Embryonic-Stem-Cell","Fetal_Intestine","Embryonic-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Involution","Fetal-Liver","Testis","Fetal_Lung","Small-Intestine","Fetal_Intestine","Prostate","MammaryGland.Virgin","Bone-Marrow","Bone-Marrow","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Lung","Testis","Peripheral_Blood","Embryonic-Stem-Cell","Fetal_Intestine","Bladder","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Spleen","MammaryGland.Pregnancy","Neonatal-Muscle","Trophoblast-Stem-Cell","Fetal_Stomache","Neonatal-Muscle","Lung","Bone-Marrow_c-kit","Ovary","Stomach","Bone-Marrow_c-kit","MammaryGland.Lactation","MammaryGland.Lactation","Small-Intestine","Bone-Marrow_c-kit","Fetal_Intestine","Fetal_Lung","Neonatal-Muscle","Fetal_Brain","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Small-Intestine","Uterus","Neonatal-Rib","Fetal-Liver","Fetal_Lung","Neonatal-Muscle","Bone-Marrow","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Calvaria","Neonatal-Calvaria","Trophoblast-Stem-Cell","MammaryGland.Involution","Trophoblast-Stem-Cell","Neonatal-Calvaria","MammaryGland.Lactation","Fetal-Liver","MammaryGland.Involution","Fetal_Intestine","Fetal_Stomache","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Neonatal-Heart","Muscle","Neonatal-Rib","Neonatal-Rib","Fetal_Stomache","Fetal_Intestine","Fetal_Stomache","Small-Intestine","Bone-Marrow","Testis","Brain","Testis","Bone_Marrow_Mesenchyme","Embryonic-Mesenchyme","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Rib","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","MammaryGland.Lactation","Bone-Marrow","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Stomach","Neonatal-Calvaria","Fetal_Lung","Trophoblast-Stem-Cell","Stomach","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Fetal_Lung","Small-Intestine","Kidney","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Uterus","Uterus","Testis","Neonatal-Heart","Uterus","Fetal_Brain","Bone-Marrow","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Bone-Marrow","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","Lung","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Ovary","MammaryGland.Lactation","Liver","Lung","Embryonic-Stem-Cell","Liver","Trophoblast-Stem-Cell","Neonatal-Rib","Embryonic-Stem-Cell","Bone-Marrow","Neonatal-Skin","Bone-Marrow","Neonatal-Calvaria","Fetal_Intestine","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Fetal_Brain","Neonatal-Calvaria","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Neonatal-Calvaria","MammaryGland.Lactation","Bone-Marrow","Bone-Marrow_c-kit","Pancreas","MammaryGland.Lactation","Peripheral_Blood","Embryonic-Mesenchyme","Peripheral_Blood","Placenta","Testis","Pancreas","Fetal_Brain","Ovary","MammaryGland.Involution","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Calvaria","Testis","Kidney","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Peripheral_Blood","Testis","Pancreas","Bone-Marrow_c-kit","Lung","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Fetal_Intestine","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Neonatal-Rib","Fetal_Brain","Fetal-Liver","Mesenchymal-Stem-Cell-Cultured","Kidney","Thymus","Fetal_Intestine","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Stomach","Embryonic-Stem-Cell","Neonatal-Rib","Embryonic-Stem-Cell","MammaryGland.Virgin","Testis","Testis","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Spleen","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Small-Intestine","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Thymus","Fetal_Intestine","Bone-Marrow_c-kit","Neonatal-Rib","Spleen","Ovary","Bone-Marrow","Fetal_Stomache","Kidney","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Pregnancy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Intestine","Bone-Marrow","MammaryGland.Pregnancy","Small-Intestine","Embryonic-Mesenchyme","Bone-Marrow_c-kit","MammaryGland.Involution","Lung","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Embryonic-Mesenchyme","Bone-Marrow","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Lactation","MammaryGland.Pregnancy","Small-Intestine","Neonatal-Heart","Liver","MammaryGland.Lactation","Fetal_Stomache","Bone-Marrow_c-kit","Bone-Marrow","Testis","MammaryGland.Involution","Neonatal-Rib","Bone-Marrow","Testis","Neonatal-Rib","Fetal_Stomache","Embryonic-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone-Marrow","Neonatal-Rib","Trophoblast-Stem-Cell","MammaryGland.Involution","Neonatal-Heart","Kidney","Bladder","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Thymus","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Placenta","Pancreas","Embryonic-Mesenchyme","Fetal_Brain","Bone-Marrow_c-kit","Placenta","Mesenchymal-Stem-Cell-Cultured","Liver","Lung","Prostate","Neonatal-Muscle","Neonatal-Skin","Neonatal-Rib","Liver","Neonatal-Muscle","Pancreas","Peripheral_Blood","Pancreas","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Stomach","MammaryGland.Lactation","Brain","Bone-Marrow","Trophoblast-Stem-Cell","Bone-Marrow","Trophoblast-Stem-Cell","Peripheral_Blood","Spleen","Neonatal-Skin","Neonatal-Calvaria","Ovary","Bone-Marrow","Neonatal-Calvaria","MammaryGland.Virgin","Fetal_Intestine","Embryonic-Stem-Cell","Stomach","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Uterus","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Bone-Marrow","Bone-Marrow","Stomach","Neonatal-Heart","Bone-Marrow","Small-Intestine","Small-Intestine","Bone-Marrow_c-kit","Neonatal-Skin","Fetal_Lung","Testis","Embryonic-Stem-Cell","MammaryGland.Virgin","Placenta","Bone-Marrow_c-kit","Neonatal-Muscle","Ovary","Mesenchymal-Stem-Cell-Cultured","Lung","Lung","Bone-Marrow_c-kit","Peripheral_Blood","Placenta","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Bone-Marrow_c-kit","Testis","Lung","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Stomach","Fetal_Brain","MammaryGland.Pregnancy","Embryonic-Stem-Cell","Stomach","Pancreas","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Pregnancy","Neonatal-Heart","Neonatal-Heart","Kidney","Peripheral_Blood","Embryonic-Mesenchyme","Neonatal-Calvaria","Thymus","MammaryGland.Lactation","Trophoblast-Stem-Cell","MammaryGland.Involution","MammaryGland.Virgin","Fetal_Stomache","Neonatal-Calvaria","Brain","Fetal_Lung","Bone-Marrow","Fetal_Intestine","Peripheral_Blood","Peripheral_Blood","Embryonic-Stem-Cell","Fetal_Stomache","MammaryGland.Lactation","Liver","MammaryGland.Lactation","Bone-Marrow_c-kit","Ovary","Neonatal-Muscle","Bone_Marrow_Mesenchyme","Bladder","MammaryGland.Lactation","Testis","MammaryGland.Pregnancy","Fetal_Lung","Embryonic-Stem-Cell","Prostate","Bone-Marrow_c-kit","Brain","Thymus","MammaryGland.Lactation","Embryonic-Stem-Cell","Kidney","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Fetal_Brain","Lung","Placenta","Testis","MammaryGland.Pregnancy","Neonatal-Muscle","Brain","Fetal_Stomache","Fetal_Stomache","Fetal-Liver","Neonatal-Rib","Fetal_Lung","Bone-Marrow","Testis","Bone_Marrow_Mesenchyme","Bone-Marrow","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow","Bone_Marrow_Mesenchyme","Small-Intestine","Small-Intestine","Neonatal-Skin","Bone-Marrow_c-kit","Peripheral_Blood","Fetal_Stomache","MammaryGland.Virgin","Spleen","MammaryGland.Lactation","Embryonic-Stem-Cell","Peripheral_Blood","MammaryGland.Involution","Embryonic-Stem-Cell","Neonatal-Calvaria","Embryonic-Stem-Cell","Testis","Uterus","Ovary","Fetal_Stomache","Liver","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Heart","Bone-Marrow_c-kit","MammaryGland.Virgin","Embryonic-Stem-Cell","Kidney","Neonatal-Rib","Trophoblast-Stem-Cell","Testis","MammaryGland.Pregnancy","Peripheral_Blood","Neonatal-Rib","Mesenchymal-Stem-Cell-Cultured","Kidney","Thymus","Fetal_Lung","MammaryGland.Involution","Bone-Marrow_c-kit","Small-Intestine","Fetal_Intestine","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Intestine","Bone-Marrow_c-kit","Stomach","Bone-Marrow_c-kit","Neonatal-Muscle","Embryonic-Mesenchyme","Neonatal-Skin","Placenta","Trophoblast-Stem-Cell","Testis","Neonatal-Calvaria","Placenta","Mesenchymal-Stem-Cell-Cultured","Small-Intestine","Ovary","MammaryGland.Lactation","MammaryGland.Lactation","Peripheral_Blood","Embryonic-Stem-Cell","Bone-Marrow","MammaryGland.Pregnancy","Neonatal-Rib","Embryonic-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Lactation","Spleen","Bone-Marrow","Thymus","Lung","Fetal_Lung","Bone_Marrow_Mesenchyme","Brain","Testis","MammaryGland.Lactation","MammaryGland.Lactation","Fetal_Stomache","MammaryGland.Lactation","Bone-Marrow_c-kit","Testis","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","MammaryGland.Lactation","Neonatal-Rib","Trophoblast-Stem-Cell","Neonatal-Calvaria","MammaryGland.Lactation","Kidney","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Testis","Fetal_Stomache","Fetal_Stomache","Bone-Marrow_c-kit","MammaryGland.Lactation","Embryonic-Stem-Cell","Fetal_Stomache","Fetal_Stomache","Neonatal-Rib","Neonatal-Calvaria","Testis","Neonatal-Rib","Bone-Marrow","MammaryGland.Involution","Bone-Marrow","MammaryGland.Involution","MammaryGland.Pregnancy","Pancreas","MammaryGland.Involution","MammaryGland.Pregnancy","Thymus","Neonatal-Rib","Muscle","Bone_Marrow_Mesenchyme","Neonatal-Muscle","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Testis","Peripheral_Blood","Spleen","Trophoblast-Stem-Cell","Fetal-Liver","Lung","Lung","Neonatal-Calvaria","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Brain","Ovary","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Embryonic-Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","MammaryGland.Lactation","MammaryGland.Virgin","Kidney","MammaryGland.Virgin","Pancreas","Lung","Stomach","MammaryGland.Virgin","Bone-Marrow_c-kit","Neonatal-Rib","Neonatal-Muscle","Neonatal-Heart","Small-Intestine","Fetal_Brain","Testis","Bone-Marrow","Fetal_Intestine","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","Brain","Ovary","Bone_Marrow_Mesenchyme","Small-Intestine","Neonatal-Muscle","Neonatal-Calvaria","MammaryGland.Virgin","MammaryGland.Lactation","Bone-Marrow_c-kit","Neonatal-Rib","Embryonic-Stem-Cell","Neonatal-Rib","Testis","Neonatal-Skin","Bone_Marrow_Mesenchyme","Ovary","Trophoblast-Stem-Cell","Neonatal-Calvaria","Fetal_Lung","Trophoblast-Stem-Cell","Brain","Placenta","Fetal_Stomache","Trophoblast-Stem-Cell","Fetal_Stomache","Peripheral_Blood","Uterus","Neonatal-Calvaria","Bone-Marrow_c-kit","Fetal_Stomache","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Neonatal-Muscle","MammaryGland.Lactation","Fetal_Stomache","Thymus","Fetal-Liver","Neonatal-Rib","MammaryGland.Virgin","Bone-Marrow","Stomach","Bone-Marrow","Neonatal-Muscle","Peripheral_Blood","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Peripheral_Blood","Bone-Marrow","Bone_Marrow_Mesenchyme","Fetal_Intestine","Embryonic-Stem-Cell","Thymus","Mesenchymal-Stem-Cell-Cultured","Neonatal-Heart","Embryonic-Stem-Cell","Testis","Fetal-Liver","Bone-Marrow","Liver","Neonatal-Heart","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Testis","Lung","Stomach","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Testis","Bone-Marrow","Small-Intestine","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Testis","MammaryGland.Pregnancy","Brain","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Intestine","Kidney","Bladder","Thymus","Uterus","Embryonic-Mesenchyme","Neonatal-Calvaria","MammaryGland.Involution","Bone-Marrow_c-kit","Fetal_Brain","Peripheral_Blood","MammaryGland.Involution","Fetal_Brain","Embryonic-Stem-Cell","Kidney","Neonatal-Rib","Testis","Liver","Placenta","Pancreas","Embryonic-Stem-Cell","Small-Intestine","Brain","Testis","Bone-Marrow_c-kit","MammaryGland.Pregnancy","MammaryGland.Involution","Peripheral_Blood","Trophoblast-Stem-Cell","Thymus","MammaryGland.Pregnancy","Lung","Lung","Fetal_Stomache","MammaryGland.Lactation","Uterus","Peripheral_Blood","Bone-Marrow_c-kit","MammaryGland.Virgin","Mesenchymal-Stem-Cell-Cultured","Brain","Testis","Testis","Peripheral_Blood","Fetal-Liver","Fetal_Brain","Neonatal-Muscle","Trophoblast-Stem-Cell","Placenta","Liver","Small-Intestine","Bone-Marrow","MammaryGland.Pregnancy","Neonatal-Heart","Trophoblast-Stem-Cell","MammaryGland.Lactation","Placenta","Fetal_Stomache","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Peripheral_Blood","Kidney","Small-Intestine","Fetal_Stomache","Peripheral_Blood","Embryonic-Mesenchyme","Neonatal-Calvaria","Embryonic-Mesenchyme","Placenta","Uterus","Fetal_Lung","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Kidney","Brain","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Peripheral_Blood","Lung","Lung","MammaryGland.Lactation","Bone-Marrow_c-kit","Placenta","Neonatal-Calvaria","Fetal_Brain","Neonatal-Rib","Trophoblast-Stem-Cell","Spleen","Lung","Bone-Marrow_c-kit","Neonatal-Heart","Fetal_Stomache","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Fetal_Brain","Fetal_Lung","Ovary","Trophoblast-Stem-Cell","Fetal-Liver","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bladder","Mesenchymal-Stem-Cell-Cultured","Fetal-Liver","Bone-Marrow_c-kit","Ovary","MammaryGland.Virgin","Bone_Marrow_Mesenchyme","Neonatal-Muscle","Fetal_Intestine","Bone-Marrow","Bone-Marrow_c-kit","Fetal_Stomache","Liver","Fetal_Stomache","Pancreas","MammaryGland.Involution","Peripheral_Blood","Embryonic-Stem-Cell","Brain","Trophoblast-Stem-Cell","MammaryGland.Virgin","Bone-Marrow_c-kit","Fetal_Intestine","Prostate","Bone-Marrow_c-kit","MammaryGland.Virgin","Bone-Marrow","Bladder","Embryonic-Stem-Cell","MammaryGland.Lactation","Brain","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Lactation","Embryonic-Stem-Cell","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","Neonatal-Muscle","Neonatal-Heart","Ovary","Neonatal-Calvaria","Lung","Neonatal-Skin","Pancreas","Fetal-Liver","Neonatal-Calvaria","Bone-Marrow_c-kit","Testis","Kidney","Small-Intestine","Fetal_Stomache","Ovary","Embryonic-Mesenchyme","Brain","Bladder","Fetal_Intestine","MammaryGland.Lactation","Bone-Marrow_c-kit","Peripheral_Blood","Spleen","Neonatal-Calvaria","Testis","Trophoblast-Stem-Cell","Fetal_Lung","Fetal_Brain","MammaryGland.Virgin","Neonatal-Heart","Trophoblast-Stem-Cell","Bone-Marrow","Embryonic-Mesenchyme","Embryonic-Stem-Cell","Thymus","Trophoblast-Stem-Cell","Small-Intestine","MammaryGland.Lactation","Small-Intestine","Trophoblast-Stem-Cell","MammaryGland.Virgin","Bone-Marrow","Uterus","Uterus","MammaryGland.Involution","Neonatal-Calvaria","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Muscle","Embryonic-Stem-Cell","Testis","Kidney","Bone-Marrow_c-kit","Brain","Spleen","Neonatal-Skin","Bone-Marrow_c-kit","MammaryGland.Involution","Uterus","Testis","Spleen","MammaryGland.Virgin","Neonatal-Rib","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Kidney","Kidney","Bone-Marrow_c-kit","MammaryGland.Pregnancy","MammaryGland.Lactation","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Muscle","Fetal_Stomache","Fetal_Intestine","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Peripheral_Blood","Bladder","Kidney","Testis","Neonatal-Rib","Bone-Marrow_c-kit","Stomach","Neonatal-Calvaria","Testis","Trophoblast-Stem-Cell","Prostate","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Fetal_Brain","Testis","Neonatal-Muscle","Testis","Brain","Peripheral_Blood","MammaryGland.Lactation","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Thymus","MammaryGland.Pregnancy","Mesenchymal-Stem-Cell-Cultured","Neonatal-Skin","Testis","Trophoblast-Stem-Cell","Fetal_Stomache","Neonatal-Heart","Trophoblast-Stem-Cell","Testis","Neonatal-Heart","Embryonic-Stem-Cell","Bone-Marrow","Muscle","Trophoblast-Stem-Cell","Neonatal-Calvaria","Bladder","Embryonic-Stem-Cell","Fetal_Stomache","Trophoblast-Stem-Cell","Peripheral_Blood","Embryonic-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Involution","Embryonic-Stem-Cell","Peripheral_Blood","Neonatal-Rib","Fetal-Liver","Placenta","Neonatal-Muscle","Brain","Placenta","Thymus","Peripheral_Blood","Neonatal-Rib","Liver","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Neonatal-Muscle","Testis","Liver","Testis","Bone-Marrow","Neonatal-Rib","Fetal_Brain","Fetal_Intestine","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Fetal-Liver","MammaryGland.Lactation","Testis","MammaryGland.Virgin","Bone-Marrow_c-kit","MammaryGland.Lactation","Neonatal-Calvaria","Stomach","Bone-Marrow_c-kit","Spleen","Testis","MammaryGland.Lactation","Bone-Marrow","Thymus","Mesenchymal-Stem-Cell-Cultured","Fetal_Stomache","Fetal_Brain","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Muscle","Thymus","Thymus","Pancreas","Uterus","Uterus","Prostate","Trophoblast-Stem-Cell","Testis","Fetal_Lung","Pancreas","Testis","Bone-Marrow_c-kit","Stomach","MammaryGland.Lactation","Prostate","Bone_Marrow_Mesenchyme","MammaryGland.Pregnancy","Bone_Marrow_Mesenchyme","Neonatal-Heart","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","MammaryGland.Virgin","Mesenchymal-Stem-Cell-Cultured","Neonatal-Skin","Brain","Peripheral_Blood","Stomach","Bone-Marrow_c-kit","Liver","Fetal_Intestine","MammaryGland.Lactation","Embryonic-Stem-Cell","Ovary","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Thymus","Peripheral_Blood","Fetal_Lung","Trophoblast-Stem-Cell","Ovary","Brain","Bone-Marrow","Neonatal-Heart","Testis","Fetal_Stomache","Testis","Spleen","MammaryGland.Lactation","Small-Intestine","Neonatal-Calvaria","Neonatal-Skin","Bone-Marrow_c-kit","Small-Intestine","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Thymus","Liver","Small-Intestine","Neonatal-Heart","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Brain","Prostate","Bone-Marrow","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Involution","Embryonic-Stem-Cell","Bone-Marrow","Ovary","Fetal_Brain","MammaryGland.Pregnancy","Neonatal-Heart","Bone-Marrow","Embryonic-Stem-Cell","Bone-Marrow","Spleen","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","Neonatal-Heart","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Bone-Marrow","Neonatal-Calvaria","Trophoblast-Stem-Cell","Bone-Marrow","Bone_Marrow_Mesenchyme","Neonatal-Rib","Embryonic-Stem-Cell","Neonatal-Rib","Neonatal-Muscle","Ovary","Testis","Neonatal-Muscle","Bladder","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone-Marrow","Fetal_Brain","Trophoblast-Stem-Cell","Liver","Mesenchymal-Stem-Cell-Cultured","Kidney","Bone-Marrow","Fetal_Lung","Neonatal-Muscle","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Lung","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Intestine","Bone-Marrow","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Muscle","Neonatal-Rib","Fetal_Brain","Thymus","Thymus","Fetal_Brain","Liver","Fetal_Brain","Bladder","Fetal_Stomache","Brain","Kidney","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Lactation","Neonatal-Calvaria","Small-Intestine","MammaryGland.Lactation","Fetal_Stomache","Neonatal-Calvaria","Testis","Fetal_Intestine","Uterus","MammaryGland.Lactation","Fetal-Liver","Thymus","Bone-Marrow_c-kit","Small-Intestine","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Lactation","Testis","Bone_Marrow_Mesenchyme","Fetal_Lung","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal-Liver","Testis","Fetal_Lung","Trophoblast-Stem-Cell","Thymus","Neonatal-Calvaria","Muscle","Prostate","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Uterus","Testis","Liver","Trophoblast-Stem-Cell","Neonatal-Rib","Neonatal-Heart","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","MammaryGland.Virgin","Thymus","Trophoblast-Stem-Cell","Testis","Embryonic-Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Bone-Marrow","Neonatal-Skin","Kidney","Bone-Marrow_c-kit","Liver","Ovary","Liver","Prostate","Testis","MammaryGland.Lactation","Placenta","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Fetal_Stomache","Peripheral_Blood","Brain","Neonatal-Calvaria","Fetal_Stomache","Testis","Peripheral_Blood","Lung","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Calvaria","Trophoblast-Stem-Cell","Kidney","Mesenchymal-Stem-Cell-Cultured","Neonatal-Rib","Pancreas","Fetal_Brain","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow","Lung","Testis","MammaryGland.Lactation","Fetal_Intestine","Pancreas","Trophoblast-Stem-Cell","Neonatal-Skin","Bone-Marrow","Uterus","Fetal_Intestine","Liver","Embryonic-Stem-Cell","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Bladder","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Uterus","Bone_Marrow_Mesenchyme","Fetal_Lung","Neonatal-Muscle","Trophoblast-Stem-Cell","Peripheral_Blood","Peripheral_Blood","MammaryGland.Lactation","Small-Intestine","Testis","Peripheral_Blood","Embryonic-Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Neonatal-Muscle","Testis","Embryonic-Stem-Cell","Neonatal-Calvaria","Fetal_Lung","Bone-Marrow","MammaryGland.Involution","Bone-Marrow_c-kit","Testis","Fetal_Brain","Fetal_Intestine","Neonatal-Muscle","Neonatal-Calvaria","Trophoblast-Stem-Cell","Neonatal-Calvaria","Bone-Marrow_c-kit","Brain","Testis","Embryonic-Stem-Cell","Testis","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Lung","MammaryGland.Pregnancy","Neonatal-Calvaria","Fetal-Liver","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Virgin","Small-Intestine","Neonatal-Calvaria","Brain","Peripheral_Blood","Mesenchymal-Stem-Cell-Cultured","Fetal_Brain","Neonatal-Muscle","Neonatal-Muscle","MammaryGland.Pregnancy","Pancreas","MammaryGland.Lactation","Neonatal-Calvaria","Bone-Marrow","Liver","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Bone-Marrow","Brain","Neonatal-Rib","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Placenta","Bone-Marrow_c-kit","Brain","Bone_Marrow_Mesenchyme","Small-Intestine","Fetal_Intestine","Fetal_Stomache","Bone-Marrow_c-kit","Fetal-Liver","Bone-Marrow_c-kit","Uterus","Embryonic-Mesenchyme","Peripheral_Blood","Brain","Mesenchymal-Stem-Cell-Cultured","Uterus","Peripheral_Blood","Thymus","Pancreas","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","Liver","Prostate","Spleen","Fetal_Lung","Fetal_Intestine","Placenta","Bladder","Bone-Marrow","MammaryGland.Lactation","Pancreas","Fetal_Lung","MammaryGland.Lactation","MammaryGland.Lactation","Bone-Marrow_c-kit","MammaryGland.Involution","MammaryGland.Lactation","MammaryGland.Lactation","Bone-Marrow_c-kit","MammaryGland.Lactation","Testis","Fetal_Intestine","Lung","Neonatal-Skin","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Stomache","MammaryGland.Lactation","Neonatal-Rib","Placenta","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Neonatal-Rib","MammaryGland.Virgin","MammaryGland.Involution","Peripheral_Blood","Neonatal-Rib","Placenta","Trophoblast-Stem-Cell","Lung","Neonatal-Calvaria","Bone-Marrow_c-kit","Fetal_Stomache","Embryonic-Mesenchyme","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Brain","MammaryGland.Pregnancy","Uterus","Bone-Marrow_c-kit","Neonatal-Calvaria","Testis","Lung","Neonatal-Calvaria","Bone-Marrow","Bone-Marrow_c-kit","Brain","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Fetal_Lung","Neonatal-Rib","Bone-Marrow_c-kit","Fetal_Lung","Fetal_Intestine","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Lung","Neonatal-Calvaria","Neonatal-Skin","Fetal_Intestine","Placenta","Prostate","Testis","Testis","Fetal_Lung","Bone-Marrow_c-kit","Testis","Embryonic-Mesenchyme","Bone-Marrow","Testis","Bone-Marrow","Fetal_Stomache","Fetal-Liver","Bone-Marrow_c-kit","MammaryGland.Lactation","Ovary","Fetal_Intestine","Neonatal-Calvaria","Testis","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Small-Intestine","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","Lung","Liver","Lung","Neonatal-Rib","Testis","Bone-Marrow_c-kit","Neonatal-Muscle","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Prostate","Embryonic-Stem-Cell","Brain","MammaryGland.Involution","MammaryGland.Pregnancy","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Fetal_Lung","Neonatal-Heart","Fetal_Intestine","Bone-Marrow","Placenta","Fetal_Intestine","Thymus","Bone-Marrow","Fetal_Intestine","Placenta","Neonatal-Heart","MammaryGland.Lactation","Embryonic-Stem-Cell","Ovary","Placenta","Fetal_Lung","MammaryGland.Lactation","Embryonic-Stem-Cell","Bone-Marrow","Liver","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Small-Intestine","MammaryGland.Virgin","Embryonic-Mesenchyme","Placenta","Fetal_Brain","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Liver","MammaryGland.Lactation","Bone-Marrow","Lung","Neonatal-Heart","Fetal_Stomache","Trophoblast-Stem-Cell","MammaryGland.Lactation","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Fetal_Stomache","Brain","Neonatal-Calvaria","Neonatal-Calvaria","Liver","Small-Intestine","Kidney","Trophoblast-Stem-Cell","Bladder","Lung","Bone-Marrow_c-kit","MammaryGland.Virgin","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Neonatal-Rib","Bone-Marrow_c-kit","Kidney","Bone_Marrow_Mesenchyme","Thymus","Uterus","Testis","Fetal_Brain","Peripheral_Blood","Uterus","Peripheral_Blood","Neonatal-Calvaria","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Spleen","Spleen","Brain","Fetal_Lung","Fetal_Brain","Fetal_Intestine","Trophoblast-Stem-Cell","Kidney","Kidney","Neonatal-Heart","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bladder","Uterus","Testis","Testis","Fetal_Intestine","Liver","Neonatal-Calvaria","Bone-Marrow_c-kit","Placenta","Small-Intestine","Neonatal-Calvaria","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Lactation","Thymus","Testis","Bone-Marrow_c-kit","Bone-Marrow","Lung","MammaryGland.Lactation","MammaryGland.Involution","Bone-Marrow_c-kit","Kidney","Neonatal-Calvaria","Embryonic-Mesenchyme","Fetal_Brain","Testis","Embryonic-Stem-Cell","MammaryGland.Pregnancy","Placenta","Fetal_Lung","Spleen","Neonatal-Muscle","MammaryGland.Lactation","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Fetal_Intestine","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bladder","Neonatal-Calvaria","Bone-Marrow_c-kit","Ovary","Bone-Marrow","MammaryGland.Lactation","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Thymus","Peripheral_Blood","Thymus","Uterus","Neonatal-Rib","Neonatal-Calvaria","Bone-Marrow_c-kit","Thymus","Neonatal-Calvaria","Bone-Marrow_c-kit","Ovary","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Bone-Marrow","Bone-Marrow","Neonatal-Heart","Fetal_Lung","Bladder","Bone-Marrow_c-kit","Prostate","MammaryGland.Lactation","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Lung","Fetal_Lung","Neonatal-Calvaria","Small-Intestine","Bone-Marrow_c-kit","Small-Intestine","Fetal_Stomache","Testis","MammaryGland.Involution","Testis","Fetal_Stomache","Testis","Fetal_Stomache","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Fetal_Intestine","Bone_Marrow_Mesenchyme","Small-Intestine","Fetal_Stomache","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Fetal_Brain","MammaryGland.Lactation","Embryonic-Stem-Cell","MammaryGland.Involution","Peripheral_Blood","Embryonic-Stem-Cell","Fetal_Stomache","Fetal_Intestine","Fetal_Lung","Testis","Neonatal-Muscle","MammaryGland.Lactation","Ovary","Fetal_Stomache","Embryonic-Mesenchyme","Neonatal-Calvaria","Neonatal-Muscle","Embryonic-Mesenchyme","Neonatal-Muscle","Small-Intestine","Peripheral_Blood","Testis","MammaryGland.Involution","Embryonic-Stem-Cell","Prostate","MammaryGland.Lactation","Placenta","Fetal_Lung","Peripheral_Blood","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Neonatal-Heart","Thymus","MammaryGland.Involution","Trophoblast-Stem-Cell","Spleen","Neonatal-Heart","Mesenchymal-Stem-Cell-Cultured","Testis","Brain","Testis","Muscle","Bladder","Embryonic-Stem-Cell","Brain","Neonatal-Skin","Bone-Marrow_c-kit","Prostate","MammaryGland.Lactation","Testis","Testis","MammaryGland.Pregnancy","Spleen","Fetal_Lung","Small-Intestine","Testis","Fetal_Lung","MammaryGland.Lactation","Bone-Marrow_c-kit","MammaryGland.Lactation","Testis","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Fetal-Liver","MammaryGland.Pregnancy","Fetal_Brain","Placenta","Neonatal-Calvaria","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Thymus","Neonatal-Calvaria","Peripheral_Blood","MammaryGland.Involution","MammaryGland.Lactation","Neonatal-Rib","Bone-Marrow","Testis","Bone_Marrow_Mesenchyme","Lung","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Pancreas","Trophoblast-Stem-Cell","Thymus","Bone-Marrow_c-kit","Embryonic-Stem-Cell","MammaryGland.Lactation","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Muscle","Bone-Marrow_c-kit","Liver","Trophoblast-Stem-Cell","Bone-Marrow","Fetal_Lung","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Small-Intestine","Bone-Marrow_c-kit","Pancreas","Liver","Kidney","Bone-Marrow_c-kit","Spleen","Ovary","Small-Intestine","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Testis","Lung","Neonatal-Heart","Fetal_Stomache","MammaryGland.Involution","Brain","Bone-Marrow_c-kit","MammaryGland.Lactation","Liver","Ovary","Stomach","MammaryGland.Virgin","Trophoblast-Stem-Cell","MammaryGland.Virgin","Embryonic-Mesenchyme","Bone_Marrow_Mesenchyme","Small-Intestine","Liver","Pancreas","Neonatal-Rib","MammaryGland.Lactation","Fetal_Stomache","Neonatal-Rib","MammaryGland.Virgin","Fetal-Liver","Brain","MammaryGland.Virgin","MammaryGland.Involution","Neonatal-Skin","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Testis","Fetal_Stomache","Bone-Marrow_c-kit","MammaryGland.Lactation","Neonatal-Heart","Neonatal-Calvaria","Spleen","Pancreas","Peripheral_Blood","Brain","Stomach","Embryonic-Stem-Cell","Neonatal-Calvaria","Neonatal-Muscle","Bone-Marrow","Fetal_Intestine","Bone-Marrow","Trophoblast-Stem-Cell","Small-Intestine","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Fetal_Stomache","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Small-Intestine","Brain","Neonatal-Rib","Kidney","Fetal_Lung","Small-Intestine","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Testis","MammaryGland.Involution","Fetal_Intestine","Placenta","Testis","MammaryGland.Virgin","Neonatal-Rib","Bone-Marrow_c-kit","Neonatal-Calvaria","Trophoblast-Stem-Cell","Fetal_Intestine","Embryonic-Mesenchyme","Fetal_Lung","Fetal_Stomache","MammaryGland.Virgin","Mesenchymal-Stem-Cell-Cultured","Liver","Ovary","Trophoblast-Stem-Cell","Kidney","Liver","MammaryGland.Lactation","Pancreas","Fetal_Intestine","Bone-Marrow_c-kit","Fetal_Intestine","MammaryGland.Lactation","Trophoblast-Stem-Cell","Neonatal-Rib","Neonatal-Rib","Neonatal-Muscle","Lung","Neonatal-Calvaria","Bone-Marrow_c-kit","Uterus","Fetal_Lung","Embryonic-Mesenchyme","Small-Intestine","Liver","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","MammaryGland.Virgin","Neonatal-Calvaria","Kidney","MammaryGland.Lactation","Pancreas","Bone_Marrow_Mesenchyme","Fetal_Stomache","Thymus","Neonatal-Muscle","Kidney","MammaryGland.Lactation","Fetal_Brain","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Ovary","Trophoblast-Stem-Cell","Neonatal-Skin","Neonatal-Muscle","Ovary","Small-Intestine","Trophoblast-Stem-Cell","Neonatal-Calvaria","Neonatal-Rib","Bone-Marrow_c-kit","Brain","Small-Intestine","Neonatal-Calvaria","Liver","Embryonic-Mesenchyme","Bone-Marrow","Neonatal-Heart","Brain","Ovary","Embryonic-Mesenchyme","MammaryGland.Lactation","Fetal_Lung","Lung","Brain","Fetal_Lung","Testis","MammaryGland.Involution","MammaryGland.Lactation","Bone-Marrow","Neonatal-Muscle","Bladder","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Small-Intestine","Embryonic-Mesenchyme","Neonatal-Calvaria","Bone-Marrow_c-kit","Neonatal-Skin","Embryonic-Mesenchyme","Bone-Marrow","Neonatal-Skin","Bladder","Bladder","Prostate","Lung","Bone-Marrow","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Fetal_Stomache","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Brain","Embryonic-Stem-Cell","Testis","Kidney","Fetal_Lung","Embryonic-Stem-Cell","Testis","Trophoblast-Stem-Cell","Neonatal-Muscle","Neonatal-Calvaria","Neonatal-Calvaria","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Lactation","Fetal_Stomache","Neonatal-Rib","Trophoblast-Stem-Cell","Testis","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Embryonic-Stem-Cell","Lung","Thymus","Neonatal-Muscle","MammaryGland.Lactation","MammaryGland.Lactation","Bladder","Bone_Marrow_Mesenchyme","MammaryGland.Pregnancy","Embryonic-Stem-Cell","Spleen","Bone-Marrow_c-kit","Bone-Marrow","Trophoblast-Stem-Cell","Neonatal-Heart","Brain","Testis","Trophoblast-Stem-Cell","MammaryGland.Lactation","Bone-Marrow","MammaryGland.Virgin","MammaryGland.Pregnancy","Fetal_Intestine","Neonatal-Calvaria","Thymus","Fetal_Lung","Fetal_Intestine","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Peripheral_Blood","MammaryGland.Lactation","Neonatal-Muscle","Placenta","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","Small-Intestine","MammaryGland.Lactation","Embryonic-Stem-Cell","MammaryGland.Virgin","Neonatal-Rib","Kidney","Fetal_Brain","MammaryGland.Virgin","Bone-Marrow","Lung","Fetal_Intestine","Liver","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Liver","Fetal_Brain","Neonatal-Calvaria","Neonatal-Calvaria","MammaryGland.Lactation","Neonatal-Rib","Bone-Marrow_c-kit","Fetal_Stomache","Neonatal-Calvaria","Trophoblast-Stem-Cell","Muscle","MammaryGland.Virgin","Testis","Kidney","Brain","Neonatal-Calvaria","Ovary","Neonatal-Calvaria","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","MammaryGland.Lactation","Kidney","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Fetal_Intestine","Bone-Marrow","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Testis","Neonatal-Rib","Brain","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Fetal_Lung","Trophoblast-Stem-Cell","Fetal_Intestine","Fetal_Intestine","Fetal_Stomache","Trophoblast-Stem-Cell","Liver","Placenta","Neonatal-Skin","Trophoblast-Stem-Cell","Prostate","Trophoblast-Stem-Cell","Bone-Marrow","Bone-Marrow","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Pancreas","Bone-Marrow","Fetal_Intestine","Bone-Marrow_c-kit","MammaryGland.Virgin","Trophoblast-Stem-Cell","MammaryGland.Involution","MammaryGland.Lactation","Ovary","Prostate","Kidney","Neonatal-Skin","Neonatal-Rib","Neonatal-Heart","Fetal_Intestine","Bone-Marrow_c-kit","Bone-Marrow","Lung","Trophoblast-Stem-Cell","Fetal_Intestine","Bone-Marrow_c-kit","Bone-Marrow","Testis","Bone_Marrow_Mesenchyme","Stomach","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Neonatal-Calvaria","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Virgin","Embryonic-Stem-Cell","Peripheral_Blood","MammaryGland.Lactation","Neonatal-Calvaria","Bone-Marrow","Bone-Marrow_c-kit","Neonatal-Muscle","Kidney","MammaryGland.Virgin","Trophoblast-Stem-Cell","Small-Intestine","Embryonic-Stem-Cell","Ovary","Embryonic-Stem-Cell","Uterus","Fetal_Stomache","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","Testis","Trophoblast-Stem-Cell","Neonatal-Rib","Ovary","Bone_Marrow_Mesenchyme","Pancreas","Neonatal-Calvaria","Trophoblast-Stem-Cell","Fetal_Intestine","Bone-Marrow_c-kit","Pancreas","Neonatal-Muscle","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","MammaryGland.Lactation","Neonatal-Calvaria","Lung","Uterus","Embryonic-Stem-Cell","Fetal_Stomache","MammaryGland.Lactation","Pancreas","Embryonic-Stem-Cell","Prostate","Ovary","Testis","Peripheral_Blood","MammaryGland.Lactation","MammaryGland.Virgin","Kidney","Brain","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Thymus","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Fetal_Stomache","Neonatal-Calvaria","Neonatal-Rib","Bone-Marrow_c-kit","Prostate","Bone-Marrow_c-kit","Bone-Marrow","MammaryGland.Virgin","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","Fetal_Stomache","MammaryGland.Pregnancy","Brain","MammaryGland.Lactation","Ovary","Kidney","MammaryGland.Involution","Bone_Marrow_Mesenchyme","Bone-Marrow","Bone-Marrow","Bone_Marrow_Mesenchyme","Testis","Fetal_Stomache","Fetal_Intestine","Stomach","Liver","Neonatal-Skin","Testis","Fetal_Lung","Testis","Small-Intestine","Trophoblast-Stem-Cell","Uterus","Fetal_Lung","MammaryGland.Involution","MammaryGland.Lactation","Fetal_Brain","Neonatal-Heart","Neonatal-Rib","Small-Intestine","Placenta","Trophoblast-Stem-Cell","Ovary","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Spleen","Trophoblast-Stem-Cell","Small-Intestine","Kidney","Prostate","Bone-Marrow","Embryonic-Stem-Cell","Pancreas","Lung","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Bone-Marrow","Fetal_Lung","Kidney","Uterus","Trophoblast-Stem-Cell","Kidney","Embryonic-Stem-Cell","Lung","Peripheral_Blood","Embryonic-Mesenchyme","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Muscle","Fetal_Lung","MammaryGland.Involution","Neonatal-Rib","Bone-Marrow_c-kit","MammaryGland.Virgin","MammaryGland.Virgin","Placenta","MammaryGland.Pregnancy","Embryonic-Mesenchyme","Fetal_Stomache","Testis","Embryonic-Stem-Cell","Testis","MammaryGland.Lactation","Fetal_Intestine","Testis","Peripheral_Blood","Bone-Marrow","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Heart","Testis","Fetal-Liver","Fetal_Lung","Neonatal-Muscle","Bone-Marrow","Embryonic-Stem-Cell","MammaryGland.Lactation","Small-Intestine","Neonatal-Skin","Fetal_Lung","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","Embryonic-Stem-Cell","Prostate","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Virgin","Fetal_Lung","Bladder","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Uterus","Small-Intestine","Bone-Marrow_c-kit","Testis","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Fetal_Lung","Bone-Marrow_c-kit","MammaryGland.Lactation","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Testis","Placenta","Neonatal-Calvaria","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Fetal-Liver","Testis","Ovary","Trophoblast-Stem-Cell","Bone-Marrow","MammaryGland.Involution","Neonatal-Heart","Muscle","Testis","Bone-Marrow","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Peripheral_Blood","Trophoblast-Stem-Cell","MammaryGland.Lactation","Embryonic-Stem-Cell","Lung","Thymus","Uterus","Pancreas","Fetal_Intestine","Testis","Embryonic-Stem-Cell","Small-Intestine","Testis","Neonatal-Calvaria","Small-Intestine","Fetal_Lung","Testis","Uterus","Fetal_Lung","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Calvaria","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","Ovary","Trophoblast-Stem-Cell","Placenta","Fetal-Liver","Prostate","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Liver","MammaryGland.Lactation","Ovary","Placenta","Neonatal-Skin","Kidney","MammaryGland.Involution","Testis","Neonatal-Muscle","MammaryGland.Involution","MammaryGland.Involution","Bone_Marrow_Mesenchyme","Testis","Thymus","MammaryGland.Lactation","Testis","Pancreas","Spleen","Thymus","MammaryGland.Pregnancy","Liver","Fetal_Stomache","Brain","Small-Intestine","Fetal_Brain","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone-Marrow","Pancreas","Fetal_Brain","MammaryGland.Virgin","MammaryGland.Involution","Small-Intestine","Bone-Marrow_c-kit","Stomach","Bone-Marrow","MammaryGland.Virgin","Trophoblast-Stem-Cell","Thymus","Testis","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","MammaryGland.Lactation","Placenta","Pancreas","Bladder","Testis","Muscle","Fetal_Brain","Embryonic-Stem-Cell","Neonatal-Rib","Fetal-Liver","MammaryGland.Pregnancy","Small-Intestine","MammaryGland.Virgin","Testis","Liver","Trophoblast-Stem-Cell","Thymus","Peripheral_Blood","Testis","Bone-Marrow","Bone-Marrow_c-kit","MammaryGland.Lactation","Neonatal-Calvaria","Stomach","Neonatal-Rib","Testis","Bone-Marrow","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Lactation","Peripheral_Blood","Bone-Marrow_c-kit","Bone-Marrow","Fetal_Stomache","Fetal_Stomache","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Neonatal-Skin","Small-Intestine","Bone-Marrow_c-kit","MammaryGland.Lactation","Neonatal-Calvaria","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","MammaryGland.Involution","Trophoblast-Stem-Cell","Spleen","Lung","Peripheral_Blood","Neonatal-Calvaria","Peripheral_Blood","Neonatal-Skin","Bone-Marrow_c-kit","Liver","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Bone-Marrow_c-kit","Stomach","Placenta","Ovary","Trophoblast-Stem-Cell","MammaryGland.Lactation","Neonatal-Muscle","Neonatal-Rib","Trophoblast-Stem-Cell","Ovary","Uterus","Uterus","Bone-Marrow_c-kit","Fetal_Stomache","Muscle","Neonatal-Calvaria","MammaryGland.Pregnancy","MammaryGland.Pregnancy","Neonatal-Skin","Fetal_Brain","Embryonic-Stem-Cell","Neonatal-Heart","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","MammaryGland.Virgin","Fetal_Lung","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Muscle","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Muscle","Peripheral_Blood","Spleen","Placenta","Liver","Bladder","Neonatal-Rib","Bone-Marrow","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Muscle","Testis","Kidney","Lung","MammaryGland.Virgin","Peripheral_Blood","Fetal_Intestine","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Liver","Spleen","MammaryGland.Involution","Bone-Marrow_c-kit","Ovary","Spleen","Peripheral_Blood","Uterus","Bone_Marrow_Mesenchyme","Liver","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Thymus","Bone-Marrow_c-kit","Lung","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Muscle","MammaryGland.Lactation","Neonatal-Rib","MammaryGland.Virgin","Stomach","Bone_Marrow_Mesenchyme","Uterus","Bone_Marrow_Mesenchyme","MammaryGland.Involution","Liver","Fetal-Liver","Fetal_Intestine","MammaryGland.Lactation","Bladder","Stomach","Bladder","MammaryGland.Virgin","Fetal_Lung","Embryonic-Stem-Cell","Bone-Marrow","Testis","Mesenchymal-Stem-Cell-Cultured","Neonatal-Rib","Bone-Marrow","Lung","Brain","Testis","Bone-Marrow_c-kit","Fetal_Intestine","Liver","Thymus","Peripheral_Blood","Uterus","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Uterus","Stomach","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Neonatal-Muscle","MammaryGland.Lactation","Bone-Marrow_c-kit","Neonatal-Rib","Bone-Marrow","Trophoblast-Stem-Cell","Fetal_Lung","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Liver","Fetal_Stomache","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Pancreas","Trophoblast-Stem-Cell","Neonatal-Calvaria","Testis","Peripheral_Blood","Fetal_Kidney","Placenta","Embryonic-Stem-Cell","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Neonatal-Rib","Brain","Brain","MammaryGland.Involution","Trophoblast-Stem-Cell","Lung","Fetal_Lung","Liver","Placenta","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Skin","Fetal_Intestine","Bone_Marrow_Mesenchyme","Bone-Marrow","Embryonic-Mesenchyme","Fetal_Brain","Fetal_Intestine","Neonatal-Muscle","Trophoblast-Stem-Cell","Fetal_Intestine","Bone-Marrow_c-kit","Neonatal-Calvaria","Fetal_Intestine","Peripheral_Blood","Fetal_Lung","Testis","MammaryGland.Involution","MammaryGland.Pregnancy","Mesenchymal-Stem-Cell-Cultured","Lung","Embryonic-Mesenchyme","Thymus","Peripheral_Blood","Ovary","Embryonic-Stem-Cell","Muscle","MammaryGland.Lactation","Prostate","Bone-Marrow_c-kit","Neonatal-Rib","Brain","Small-Intestine","MammaryGland.Involution","Bone-Marrow_c-kit","Thymus","Small-Intestine","Testis","Bone_Marrow_Mesenchyme","Neonatal-Calvaria","Neonatal-Heart","Bone-Marrow_c-kit","Kidney","MammaryGland.Pregnancy","Fetal_Lung","Trophoblast-Stem-Cell","Fetal_Intestine","Testis","Bone-Marrow_c-kit","Muscle","Neonatal-Rib","Neonatal-Calvaria","Placenta","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Lactation","Neonatal-Muscle","Bone-Marrow_c-kit","Bone-Marrow","Trophoblast-Stem-Cell","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Virgin","Testis","MammaryGland.Lactation","Bone-Marrow_c-kit","Bladder","Bone-Marrow_c-kit","MammaryGland.Lactation","MammaryGland.Involution","Bone-Marrow_c-kit","Brain","Bone-Marrow_c-kit","MammaryGland.Virgin","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Pregnancy","Bone-Marrow","Liver","Neonatal-Rib","Peripheral_Blood","Embryonic-Mesenchyme","Neonatal-Calvaria","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Liver","Liver","Kidney","Peripheral_Blood","Small-Intestine","Neonatal-Calvaria","MammaryGland.Pregnancy","Ovary","Bone-Marrow","Neonatal-Rib","Neonatal-Skin","MammaryGland.Lactation","Neonatal-Calvaria","Trophoblast-Stem-Cell","Stomach","Small-Intestine","Fetal_Stomache","Spleen","Liver","Testis","Small-Intestine","Lung","Small-Intestine","MammaryGland.Involution","Uterus","Bone-Marrow_c-kit","MammaryGland.Lactation","Bladder","Thymus","MammaryGland.Involution","Neonatal-Heart","MammaryGland.Lactation","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Fetal_Lung","MammaryGland.Lactation","MammaryGland.Virgin","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Peripheral_Blood","Ovary","Brain","Stomach","Trophoblast-Stem-Cell","MammaryGland.Involution","Testis","MammaryGland.Involution","Trophoblast-Stem-Cell","Thymus","Fetal_Lung","Bone-Marrow_c-kit","Lung","Trophoblast-Stem-Cell","Fetal_Brain","Neonatal-Muscle","Spleen","MammaryGland.Lactation","Fetal_Lung","Embryonic-Stem-Cell","Fetal_Lung","Bone_Marrow_Mesenchyme","Pancreas","Fetal_Intestine","Testis","MammaryGland.Virgin","Ovary","MammaryGland.Involution","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow","Testis","Fetal_Stomache","Fetal_Brain","Small-Intestine","Trophoblast-Stem-Cell","Neonatal-Heart","Fetal_Lung","Thymus","Bone-Marrow_c-kit","Fetal_Lung","Small-Intestine","Neonatal-Rib","Bone_Marrow_Mesenchyme","Neonatal-Muscle","Fetal-Liver","Neonatal-Calvaria","Trophoblast-Stem-Cell","Muscle","MammaryGland.Virgin","Peripheral_Blood","Embryonic-Stem-Cell","Stomach","Ovary","Liver","Neonatal-Rib","Muscle","Prostate","MammaryGland.Lactation","MammaryGland.Pregnancy","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","Fetal_Brain","Bone-Marrow_c-kit","Uterus","Uterus","Fetal_Intestine","Neonatal-Rib","Neonatal-Skin","Bone-Marrow","Bone-Marrow_c-kit","Fetal_Brain","Embryonic-Stem-Cell","Neonatal-Rib","Fetal_Stomache","Bone_Marrow_Mesenchyme","Neonatal-Muscle","MammaryGland.Virgin","Neonatal-Calvaria","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Rib","Fetal_Brain","Spleen","Kidney","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","Neonatal-Calvaria","MammaryGland.Involution","Lung","Small-Intestine","Placenta","Kidney","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","MammaryGland.Pregnancy","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Neonatal-Skin","Small-Intestine","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Neonatal-Muscle","Liver","Kidney","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","MammaryGland.Involution","MammaryGland.Lactation","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Pancreas","Brain","Bone-Marrow","Pancreas","Fetal_Lung","Embryonic-Stem-Cell","Uterus","MammaryGland.Lactation","Fetal_Stomache","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","Lung","Trophoblast-Stem-Cell","Bone-Marrow","Neonatal-Rib","MammaryGland.Pregnancy","Fetal_Intestine","Fetal_Intestine","Trophoblast-Stem-Cell","Neonatal-Rib","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Fetal_Intestine","Fetal_Lung","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Muscle","MammaryGland.Lactation","Testis","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Intestine","Trophoblast-Stem-Cell","Fetal_Intestine","Bone_Marrow_Mesenchyme","Fetal_Lung","Bone-Marrow","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Rib","Lung","Neonatal-Muscle","Mesenchymal-Stem-Cell-Cultured","Lung","Lung","Peripheral_Blood","Fetal_Lung","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Small-Intestine","Fetal_Lung","Neonatal-Rib","Trophoblast-Stem-Cell","Bladder","Bladder","Neonatal-Heart","MammaryGland.Involution","Bone-Marrow","Bone-Marrow_c-kit","Uterus","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Kidney","Fetal_Stomache","Fetal_Stomache","Thymus","Trophoblast-Stem-Cell","Testis","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Small-Intestine","Embryonic-Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Calvaria","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Ovary","MammaryGland.Lactation","Pancreas","Fetal-Liver","Trophoblast-Stem-Cell","Neonatal-Calvaria","Neonatal-Heart","Peripheral_Blood","Kidney","Spleen","Kidney","Embryonic-Stem-Cell","Liver","Bone-Marrow_c-kit","Neonatal-Muscle","Thymus","MammaryGland.Involution","MammaryGland.Pregnancy","MammaryGland.Lactation","Peripheral_Blood","Spleen","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Uterus","Placenta","MammaryGland.Lactation","MammaryGland.Virgin","Neonatal-Rib","Stomach","Mesenchymal-Stem-Cell-Cultured","Stomach","Fetal_Lung","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Neonatal-Rib","Bone-Marrow_c-kit","Lung","Bladder","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Lactation","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Fetal_Lung","Peripheral_Blood","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Lung","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Thymus","MammaryGland.Involution","Neonatal-Calvaria","Fetal_Lung","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Embryonic-Mesenchyme","MammaryGland.Lactation","Testis","MammaryGland.Lactation","Embryonic-Mesenchyme","Embryonic-Stem-Cell","Testis","Fetal_Intestine","Bone-Marrow_c-kit","Placenta","MammaryGland.Lactation","Prostate","Neonatal-Skin","Bone_Marrow_Mesenchyme","Small-Intestine","MammaryGland.Lactation","Neonatal-Rib","Peripheral_Blood","Liver","Lung","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Virgin","Fetal_Intestine","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Neonatal-Calvaria","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Pancreas","Trophoblast-Stem-Cell","Peripheral_Blood","Neonatal-Rib","Neonatal-Rib","MammaryGland.Pregnancy","Neonatal-Calvaria","Liver","Mesenchymal-Stem-Cell-Cultured","Uterus","Liver","Fetal_Brain","Bone-Marrow_c-kit","Fetal_Stomache","Peripheral_Blood","Uterus","Embryonic-Stem-Cell","Neonatal-Calvaria","Bone-Marrow_c-kit","Neonatal-Skin","Testis","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Fetal_Lung","Bone-Marrow","Bone-Marrow_c-kit","Neonatal-Muscle","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Pancreas","Mesenchymal-Stem-Cell-Cultured","Neonatal-Skin","Small-Intestine","Lung","MammaryGland.Pregnancy","Bone-Marrow","Spleen","Neonatal-Rib","Trophoblast-Stem-Cell","Fetal-Liver","Trophoblast-Stem-Cell","Placenta","MammaryGland.Pregnancy","Bone-Marrow","Pancreas","Embryonic-Stem-Cell","Lung","Neonatal-Calvaria","Small-Intestine","Fetal_Lung","Spleen","Stomach","Bone-Marrow_c-kit","Neonatal-Calvaria","Fetal_Intestine","Neonatal-Rib","Embryonic-Stem-Cell","Pancreas","Neonatal-Rib","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Lung","Brain","Placenta","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Lactation","Trophoblast-Stem-Cell","Fetal_Stomache","Bone-Marrow_c-kit","Neonatal-Muscle","Bone-Marrow_c-kit","Bone-Marrow","Small-Intestine","MammaryGland.Involution","Mesenchymal-Stem-Cell-Cultured","Neonatal-Skin","Bone-Marrow_c-kit","Fetal_Lung","Uterus","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","MammaryGland.Lactation","Fetal_Stomache","Lung","MammaryGland.Pregnancy","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Heart","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Fetal_Lung","Peripheral_Blood","Testis","Liver","Bone-Marrow_c-kit","Lung","Neonatal-Skin","Neonatal-Calvaria","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Testis","Lung","MammaryGland.Pregnancy","Neonatal-Rib","MammaryGland.Pregnancy","Peripheral_Blood","Bone-Marrow_c-kit","Fetal_Brain","Bone-Marrow","Bone-Marrow","MammaryGland.Pregnancy","Uterus","MammaryGland.Lactation","Bone-Marrow_c-kit","Lung","Neonatal-Calvaria","Fetal_Brain","Testis","Embryonic-Stem-Cell","Testis","Bone-Marrow_c-kit","Bladder","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Fetal_Stomache","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Testis","Peripheral_Blood","MammaryGland.Lactation","Trophoblast-Stem-Cell","Brain","Testis","Kidney","Kidney","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Brain","MammaryGland.Involution","Embryonic-Stem-Cell","Lung","Bone-Marrow","MammaryGland.Involution","Trophoblast-Stem-Cell","Neonatal-Muscle","Testis","Neonatal-Heart","Fetal_Stomache","Neonatal-Skin","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Bone-Marrow_c-kit","Kidney","Fetal_Lung","Trophoblast-Stem-Cell","Thymus","MammaryGland.Involution","Neonatal-Muscle","Trophoblast-Stem-Cell","MammaryGland.Lactation","Lung","Neonatal-Muscle","Bone-Marrow","Neonatal-Calvaria","Uterus","Bone-Marrow_c-kit","Brain","MammaryGland.Virgin","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Neonatal-Heart","Testis","MammaryGland.Lactation","Bone-Marrow","Bone-Marrow","Kidney","Bone-Marrow","Fetal_Brain","Liver","Fetal_Stomache","Ovary","Fetal_Lung","Testis","Trophoblast-Stem-Cell","MammaryGland.Virgin","Fetal_Lung","Trophoblast-Stem-Cell","Peripheral_Blood","Testis","Lung","Bone_Marrow_Mesenchyme","Testis","Neonatal-Calvaria","MammaryGland.Involution","Bone-Marrow_c-kit","Fetal_Stomache","Bone-Marrow","Fetal_Stomache","Fetal_Intestine","Testis","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Virgin","Placenta","Bone-Marrow_c-kit","Kidney","Trophoblast-Stem-Cell","Bladder","Bone-Marrow","Testis","Fetal_Intestine","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Neonatal-Rib","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","Fetal_Intestine","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Rib","Lung","Neonatal-Calvaria","Embryonic-Stem-Cell","Neonatal-Heart","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Placenta","Bladder","Neonatal-Skin","Fetal_Brain","Trophoblast-Stem-Cell","Fetal-Liver","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Fetal_Intestine","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Neonatal-Calvaria","Bone-Marrow_c-kit","Kidney","Ovary","Trophoblast-Stem-Cell","Neonatal-Heart","Neonatal-Rib","Fetal_Lung","Fetal_Stomache","Ovary","Neonatal-Calvaria","MammaryGland.Lactation","Fetal-Liver","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Uterus","MammaryGland.Lactation","MammaryGland.Involution","Trophoblast-Stem-Cell","Ovary","Bone-Marrow_c-kit","Bone-Marrow","Embryonic-Stem-Cell","Neonatal-Rib","Peripheral_Blood","Brain","Bone-Marrow_c-kit","Prostate","MammaryGland.Virgin","Fetal_Intestine","Lung","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Neonatal-Skin","Bone_Marrow_Mesenchyme","Bladder","Bone_Marrow_Mesenchyme","Neonatal-Calvaria","Bone-Marrow","Placenta","Fetal_Lung","MammaryGland.Pregnancy","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Spleen","MammaryGland.Virgin","Fetal_Intestine","Bone-Marrow_c-kit","Testis","Neonatal-Rib","Neonatal-Calvaria","Fetal_Intestine","Placenta","Neonatal-Rib","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Kidney","Embryonic-Mesenchyme","Lung","Uterus","Bone-Marrow","MammaryGland.Lactation","Muscle","Neonatal-Calvaria","Bone-Marrow_c-kit","Thymus","MammaryGland.Pregnancy","MammaryGland.Virgin","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Testis","Bone-Marrow_c-kit","Fetal_Stomache","Neonatal-Calvaria","Bone-Marrow_c-kit","Muscle","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Brain","Bone-Marrow","MammaryGland.Pregnancy","Bladder","Fetal_Intestine","Peripheral_Blood","Pancreas","Bone-Marrow_c-kit","Neonatal-Rib","Fetal_Stomache","Bone-Marrow_c-kit","Thymus","Placenta","Bone-Marrow_c-kit","Fetal_Brain","Placenta","Neonatal-Skin","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Peripheral_Blood","Prostate","Testis","Testis","Placenta","Small-Intestine","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Lung","Bone-Marrow_c-kit","Neonatal-Calvaria","Lung","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal-Liver","Bone-Marrow_c-kit","Neonatal-Heart","Embryonic-Stem-Cell","Fetal_Intestine","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Ovary","Embryonic-Stem-Cell","Lung","MammaryGland.Virgin","Bone-Marrow_c-kit","Lung","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Kidney","MammaryGland.Virgin","Bone-Marrow_c-kit","Fetal_Lung","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Neonatal-Muscle","Lung","Peripheral_Blood","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Lactation","Embryonic-Stem-Cell","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","Kidney","Neonatal-Muscle","Trophoblast-Stem-Cell","Neonatal-Calvaria","Neonatal-Calvaria","Bone-Marrow_c-kit","Fetal_Intestine","Fetal_Lung","MammaryGland.Involution","Bone_Marrow_Mesenchyme","Testis","MammaryGland.Pregnancy","Fetal-Liver","Peripheral_Blood","Thymus","Peripheral_Blood","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Liver","Neonatal-Rib","Neonatal-Calvaria","Neonatal-Heart","MammaryGland.Pregnancy","Uterus","Bone-Marrow_c-kit","Lung","MammaryGland.Lactation","Small-Intestine","Trophoblast-Stem-Cell","Bone-Marrow","Testis","Neonatal-Heart","Thymus","Neonatal-Heart","Stomach","Prostate","Neonatal-Heart","Bone-Marrow_c-kit","Bone-Marrow","Fetal_Brain","Neonatal-Skin","Muscle","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","Uterus","Spleen","Uterus","Bone_Marrow_Mesenchyme","MammaryGland.Virgin","Fetal-Liver","Bladder","MammaryGland.Lactation","MammaryGland.Lactation","Neonatal-Calvaria","Small-Intestine","Brain","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Neonatal-Heart","Testis","Ovary","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Rib","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Neonatal-Rib","Uterus","Kidney","Pancreas","Small-Intestine","Fetal_Brain","Bone-Marrow_c-kit","Fetal_Brain","Trophoblast-Stem-Cell","Small-Intestine","Bone_Marrow_Mesenchyme","Placenta","Neonatal-Muscle","Small-Intestine","Trophoblast-Stem-Cell","Fetal-Liver","Neonatal-Muscle","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Small-Intestine","Testis","Uterus","Kidney","Peripheral_Blood","Thymus","Bone-Marrow_c-kit","MammaryGland.Lactation","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Testis","Kidney","Testis","Small-Intestine","Bladder","MammaryGland.Lactation","Fetal_Stomache","Neonatal-Muscle","Bone-Marrow_c-kit","Placenta","Neonatal-Calvaria","Small-Intestine","Bone_Marrow_Mesenchyme","Liver","Bone_Marrow_Mesenchyme","Neonatal-Heart","Bone-Marrow_c-kit","Testis","Pancreas","Neonatal-Calvaria","Fetal_Brain","Liver","Neonatal-Skin","Fetal_Intestine","Bone-Marrow_c-kit","Ovary","Stomach","MammaryGland.Lactation","Trophoblast-Stem-Cell","Neonatal-Muscle","Bone-Marrow_c-kit","Fetal_Stomache","Testis","Testis","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Kidney","Bone-Marrow_c-kit","MammaryGland.Involution","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Testis","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Virgin","Testis","Fetal_Intestine","Small-Intestine","Neonatal-Rib","Neonatal-Calvaria","Lung","Lung","MammaryGland.Lactation","Testis","Embryonic-Stem-Cell","Bone-Marrow","Ovary","Small-Intestine","Testis","MammaryGland.Involution","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Bladder","Peripheral_Blood","Fetal_Stomache","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Fetal_Brain","Lung","Trophoblast-Stem-Cell","MammaryGland.Lactation","Testis","Trophoblast-Stem-Cell","Testis","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Testis","Liver","Testis","Small-Intestine","Fetal-Liver","Brain","Testis","Fetal_Brain","Uterus","Neonatal-Rib","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Uterus","Testis","Small-Intestine","Embryonic-Stem-Cell","Small-Intestine","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Fetal_Intestine","MammaryGland.Involution","Uterus","Neonatal-Rib","Peripheral_Blood","Bone_Marrow_Mesenchyme","Small-Intestine","Bone-Marrow_c-kit","Fetal-Liver","Brain","Uterus","Embryonic-Stem-Cell","Prostate","Neonatal-Muscle","Trophoblast-Stem-Cell","Testis","Neonatal-Rib","Neonatal-Heart","Fetal_Stomache","Neonatal-Rib","MammaryGland.Pregnancy","Bone-Marrow","Trophoblast-Stem-Cell","Brain","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Placenta","Testis","Embryonic-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Lactation","Trophoblast-Stem-Cell","Fetal_Intestine","Bone-Marrow_c-kit","Neonatal-Calvaria","Neonatal-Heart","Muscle","Small-Intestine","Placenta","Bone_Marrow_Mesenchyme","Lung","MammaryGland.Virgin","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Calvaria","Ovary","Bone-Marrow","Small-Intestine","Placenta","Trophoblast-Stem-Cell","Spleen","Neonatal-Rib","Pancreas","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Neonatal-Skin","Neonatal-Rib","Liver","Embryonic-Stem-Cell","Bone-Marrow","Fetal_Lung","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Bladder","Bone-Marrow_c-kit","Testis","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Prostate","Fetal_Stomache","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Placenta","Neonatal-Heart","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal-Liver","Uterus","Testis","Fetal_Lung","Embryonic-Stem-Cell","Bone-Marrow","Neonatal-Muscle","Testis","Placenta","Trophoblast-Stem-Cell","Fetal_Intestine","Trophoblast-Stem-Cell","Neonatal-Calvaria","Fetal_Stomache","Bone-Marrow_c-kit","Lung","Fetal_Intestine","Bone-Marrow_c-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mmaryGland.Involution","Peripheral_Blood","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","Fetal_Intestine","Bone-Marrow","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Involution","Bone-Marrow_c-kit","Thymus","Neonatal-Muscle","Trophoblast-Stem-Cell","Ovary","Fetal_Stomache","Liver","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Neonatal-Rib","Fetal_Lung","Testis","Neonatal-Rib","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Ovary","Pancreas","Testis","MammaryGland.Involution","Testis","Neonatal-Rib","Neonatal-Heart","Fetal_Intestine","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Fetal_Stomache","Testis","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","Fetal_Stomache","Trophoblast-Stem-Cell","Brain","Bone-Marrow_c-kit","Ovary","Neonatal-Rib","Testis","Bone-Marrow_c-kit","Brain","MammaryGland.Virgin","Trophoblast-Stem-Cell","Small-Intestine","Ovary","Bone-Marrow_c-kit","Kidney","MammaryGland.Virgin","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Pancreas","MammaryGland.Virgin","Placenta","Bone-Marrow_c-kit","Pancreas","Lung","Bone-Marrow","Embryonic-Stem-Cell","Neonatal-Rib","Spleen","Stomach","MammaryGland.Virgin","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Uterus","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Rib","Spleen","MammaryGland.Virgin","MammaryGland.Lactation","Uterus","Testis","Neonatal-Heart","Fetal_Stomache","Trophoblast-Stem-Cell","Small-Intestine","Trophoblast-Stem-Cell","Small-Intestine","MammaryGland.Lactation","MammaryGland.Pregnancy","Neonatal-Calvaria","Bone-Marrow_c-kit","Placenta","Thymus","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Calvaria","Pancreas","Ovary","Pancreas","Bladder","Testis","Testis","Testis","Fetal_Stomache","Placenta","Neonatal-Skin","Bone-Marrow_c-kit","Fetal-Liver","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Testis","Lung","MammaryGland.Lactation","Testis","Liver","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Placenta","Spleen","Prostate","Brain","Peripheral_Blood","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Fetal_Brain","MammaryGland.Virgin","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","Kidney","Spleen","Neonatal-Rib","Bone-Marrow_c-kit","Uterus","Bone-Marrow","Fetal_Lung","Neonatal-Skin","Testis","Testis","Fetal_Intestine","Fetal_Intestine","Trophoblast-Stem-Cell","Thymus","Fetal_Brain","Fetal-Liver","Thymus","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Neonatal-Calvaria","Neonatal-Muscle","Prostate","Lung","Bladder","Neonatal-Calvaria","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Fetal_Stomache","Testis","Fetal_Intestine","Bone-Marrow","Trophoblast-Stem-Cell","Small-Intestine","Bone-Marrow_c-kit","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Small-Intestine","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Brain","Lung","Trophoblast-Stem-Cell","MammaryGland.Involution","Lung","Kidney","Fetal_Intestine","Pancreas","Thymus","Bone-Marrow_c-kit","MammaryGland.Virgin","Bone-Marrow_c-kit","Neonatal-Calvaria","Neonatal-Heart","MammaryGland.Lactation","MammaryGland.Virgin","MammaryGland.Involution","Brain","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Placenta","Neonatal-Muscle","Neonatal-Rib","Brain","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Lactation","Embryonic-Mesenchyme","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Kidney","Bone_Marrow_Mesenchyme","Lung","Peripheral_Blood","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bladder","Fetal_Brain","Bone-Marrow_c-kit","Testis","Placenta","Neonatal-Heart","Bone-Marrow_c-kit","Peripheral_Blood","Mesenchymal-Stem-Cell-Cultured","Neonatal-Rib","Lung","Trophoblast-Stem-Cell","Testis","Bone-Marrow_c-kit","Bone-Marrow","Small-Intestine","Neonatal-Muscle","Bone_Marrow_Mesenchyme","Fetal_Intestine","Trophoblast-Stem-Cell","Thymus","Uterus","Bone-Marrow_c-kit","Thymus","MammaryGland.Pregnancy","Mesenchymal-Stem-Cell-Cultured","Mesenchymal-Stem-Cell-Cultured","Embryonic-Mesenchyme","Neonatal-Muscle","Peripheral_Blood","Liver","Bone-Marrow","Fetal_Stomache","Embryonic-Stem-Cell","MammaryGland.Involution","Peripheral_Blood","Fetal_Lung","Bone-Marrow_c-kit","MammaryGland.Lactation","Kidney","Placenta","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","MammaryGland.Involution","Embryonic-Stem-Cell","Testis","Thymus","Uterus","Testis","Neonatal-Rib","Bone-Marrow_c-kit","Bone-Marrow","Trophoblast-Stem-Cell","Bone-Marrow","Neonatal-Calvaria","Bone-Marrow_c-kit","Testis","Neonatal-Skin","Prostate","Neonatal-Skin","Testis","Uterus","Peripheral_Blood","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Brain","Neonatal-Calvaria","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Rib","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Kidney","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Lung","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Fetal_Intestine","Fetal-Liver","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Muscle","Bone_Marrow_Mesenchyme","Spleen","Neonatal-Rib","Testis","Testis","MammaryGland.Lactation","Prostate","Ovary","Pancreas","Testis","Bone-Marrow_c-kit","Liver","Neonatal-Skin","Testis","Brain","Fetal_Lung","Fetal_Stomache","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow","Trophoblast-Stem-Cell","Fetal_Brain","Lung","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Neonatal-Heart","Brain","Lung","Neonatal-Calvaria","Bone-Marrow_c-kit","Fetal-Liver","Embryonic-Stem-Cell","Neonatal-Rib","Fetal-Liver","Bone-Marrow","Pancreas","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Muscle","Embryonic-Stem-Cell","Testis","Neonatal-Rib","Fetal_Stomache","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","MammaryGland.Involution","MammaryGland.Involution","Ovary","Fetal_Lung","Trophoblast-Stem-Cell","Neonatal-Heart","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Fetal_Intestine","Neonatal-Calvaria","Bone-Marrow","Fetal_Intestine","Testis","Bone-Marrow","Bone-Marrow","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Testis","Placenta","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Fetal_Lung","Neonatal-Skin","Bone-Marrow_c-kit","Neonatal-Muscle","Thymus","Peripheral_Blood","Bone_Marrow_Mesenchyme","MammaryGland.Pregnancy","Neonatal-Heart","MammaryGland.Virgin","Fetal_Stomache","Bone-Marrow","Prostate","Neonatal-Heart","Neonatal-Calvaria","Fetal_Intestine","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Pancreas","Bone_Marrow_Mesenchyme","Ovary","Placenta","Trophoblast-Stem-Cell","Lung","Ovary","Brain","Lung","Fetal_Intestine","Bone-Marrow_c-kit","Thymus","Peripheral_Blood","Placenta","MammaryGland.Pregnancy","Testis","Small-Intestine","Bone_Marrow_Mesenchyme","Neonatal-Heart","MammaryGland.Lactation","Ovary","Uterus","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Thymus","Small-Intestine","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Uterus","Brain","Fetal-Liver","Lung","Trophoblast-Stem-Cell","Pancreas","Embryonic-Stem-Cell","Thymus","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Peripheral_Blood","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Placenta","Liver","Peripheral_Blood","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Neonatal-Calvaria","Ovary","Lung","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Kidney","Testis","Neonatal-Heart","Placenta","Bone-Marrow","Fetal_Brain","Neonatal-Rib","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Calvaria","MammaryGland.Pregnancy","Neonatal-Heart","Bone-Marrow_c-kit","Kidney","Testis","Placenta","Small-Intestine","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Fetal_Lung","Fetal_Intestine","Brain","Small-Intestine","Fetal_Brain","Bone_Marrow_Mesenchyme","Neonatal-Calvaria","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Testis","Small-Intestine","Testis","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Testis","MammaryGland.Pregnancy","Liver","Bladder","Stomach","Ovary","MammaryGland.Lactation","Spleen","Uterus","Ovary","MammaryGland.Lactation","Bone-Marrow_c-kit","Liver","Fetal_Intestine","Fetal_Lung","Brain","MammaryGland.Lactation","MammaryGland.Lactation","Bone-Marrow","Uterus","MammaryGland.Involution","Bone-Marrow_c-kit","Testis","Mesenchymal-Stem-Cell-Cultured","Fetal_Intestine","Brain","Fetal_Brain","Neonatal-Calvaria","Embryonic-Stem-Cell","Uterus","Bone-Marrow_c-kit","MammaryGland.Lactation","MammaryGland.Lactation","Embryonic-Stem-Cell","Liver","Lung","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Fetal_Intestine","MammaryGland.Virgin","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","MammaryGland.Lactation","Peripheral_Blood","Fetal_Lung","Spleen","Bone-Marrow","Bone-Marrow","Neonatal-Heart","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Ovary","Prostate","Fetal_Intestine","Embryonic-Stem-Cell","Fetal_Intestine","Neonatal-Calvaria","Bone-Marrow","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Skin","Trophoblast-Stem-Cell","Neonatal-Rib","Fetal_Stomache","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Lactation","Neonatal-Calvaria","Bone-Marrow_c-kit","MammaryGland.Virgin","Bone-Marrow","Neonatal-Muscle","Bone-Marrow","Ovary","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Heart","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Small-Intestine","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Testis","Bone_Marrow_Mesenchyme","MammaryGland.Pregnancy","Liver","Bone_Marrow_Mesenchyme","Spleen","Fetal-Liver","Peripheral_Blood","Stomach","Muscle","Testis","Fetal_Intestine","Fetal_Brain","Embryonic-Stem-Cell","MammaryGland.Involution","MammaryGland.Lactation","Fetal_Stomache","Neonatal-Calvaria","Fetal_Stomache","Uterus","Embryonic-Mesenchyme","Bone_Marrow_Mesenchyme","Lung","Bone-Marrow_c-kit","Peripheral_Blood","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Ovary","MammaryGland.Lactation","Fetal_Intestine","Stomach","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Fetal_Intestine","Mesenchymal-Stem-Cell-Cultured","Kidney","Kidney","Fetal_Intestine","Testis","Bone-Marrow_c-kit","Fetal-Liver","Peripheral_Blood","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","MammaryGland.Lactation","Uterus","Kidney","Neonatal-Skin","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Neonatal-Calvaria","Neonatal-Rib","Fetal_Lung","MammaryGland.Lactation","Ovary","Brain","Fetal_Brain","Bone_Marrow_Mesenchyme","MammaryGland.Virgin","MammaryGland.Lactation","Fetal_Stomache","MammaryGland.Pregnancy","Neonatal-Skin","Trophoblast-Stem-Cell","Testis","Embryonic-Stem-Cell","Testis","Kidney","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Neonatal-Skin","Trophoblast-Stem-Cell","Lung","Trophoblast-Stem-Cell","Neonatal-Muscle","Liver","Neonatal-Heart","Fetal_Lung","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Embryonic-Mesenchyme","Small-Intestine","Fetal_Lung","Fetal_Lung","Fetal_Lung","Prostate","Testis","Neonatal-Calvaria","Bone-Marrow_c-kit","Ovary","Fetal-Liver","Embryonic-Stem-Cell","Fetal_Intestine","Thymus","Peripheral_Blood","Bone-Marrow_c-kit","Pancreas","Bone_Marrow_Mesenchyme","Small-Intestine","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Uterus","Pancreas","Trophoblast-Stem-Cell","Fetal_Intestine","Embryonic-Stem-Cell","Lung","Trophoblast-Stem-Cell","Placenta","Bone-Marrow_c-kit","Small-Intestine","Neonatal-Calvaria","Bone-Marrow_c-kit","MammaryGland.Lactation","Small-Intestine","Trophoblast-Stem-Cell","Kidney","MammaryGland.Lactation","Liver","MammaryGland.Virgin","Neonatal-Muscle","Trophoblast-Stem-Cell","Small-Intestine","Bone_Marrow_Mesenchyme","Kidney","MammaryGland.Lactation","Peripheral_Blood","Peripheral_Blood","Neonatal-Calvaria","Fetal_Lung","Testis","Liver","Liver","Bone_Marrow_Mesenchyme","Fetal_Intestine","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Pancreas","Peripheral_Blood","Kidney","Bone_Marrow_Mesenchyme","Fetal_Lung","MammaryGland.Lactation","Fetal_Brain","Liver","Stomach","Ovary","Bone-Marrow_c-kit","Peripheral_Blood","Peripheral_Blood","Fetal_Intestine","Neonatal-Muscle","Testis","Neonatal-Rib","Ovary","MammaryGland.Lactation","Bone-Marrow_c-kit","Fetal-Liver","Embryonic-Stem-Cell","Placenta","Embryonic-Stem-Cell","Uterus","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Brain","Bone-Marrow","Fetal_Intestine","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Spleen","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Neonatal-Skin","Testis","MammaryGland.Involution","Mesenchymal-Stem-Cell-Cultured","Mesenchymal-Stem-Cell-Cultured","Neonatal-Skin","Thymus","Fetal_Intestine","Kidney","Fetal_Lung","Thymus","Placenta","Embryonic-Stem-Cell","Fetal_Brain","Embryonic-Mesenchyme","Neonatal-Rib","Uterus","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","MammaryGland.Virgin","Fetal_Lung","Bone-Marrow","MammaryGland.Pregnancy","MammaryGland.Pregnancy","Liver","Fetal_Lung","Ovary","Fetal_Stomache","Fetal_Intestine","Fetal_Brain","Bone_Marrow_Mesenchyme","MammaryGland.Pregnancy","Lung","Fetal_Lung","MammaryGland.Lactation","Placenta","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Rib","Embryonic-Stem-Cell","Neonatal-Rib","Lung","Bone_Marrow_Mesenchyme","Fetal_Intestine","Fetal-Liver","Brain","Fetal_Intestine","Neonatal-Skin","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Neonatal-Rib","Neonatal-Muscle","Peripheral_Blood","Neonatal-Calvaria","Bone-Marrow_c-kit","Peripheral_Blood","Bone-Marrow_c-kit","Pancreas","MammaryGland.Virgin","Neonatal-Skin","Kidney","Neonatal-Calvaria","Neonatal-Muscle","Prostate","Fetal_Lung","Embryonic-Mesenchyme","Fetal_Intestine","Mesenchymal-Stem-Cell-Cultured","Placenta","Trophoblast-Stem-Cell","Lung","Testis","Neonatal-Heart","Bone-Marrow","Neonatal-Skin","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Lung","Trophoblast-Stem-Cell","Neonatal-Muscle","Bone-Marrow_c-kit","Muscle","Fetal_Lung","Bladder","Bone-Marrow","Bladder","Trophoblast-Stem-Cell","Fetal_Lung","Neonatal-Heart","Brain","Brain","Lung","Testis","Pancreas","Bone_Marrow_Mesenchyme","Bone-Marrow","Ovary","MammaryGland.Lactation","Embryonic-Stem-Cell","MammaryGland.Virgin","Fetal_Intestine","Peripheral_Blood","Peripheral_Blood","Fetal_Intestine","Fetal_Stomache","Trophoblast-Stem-Cell","Fetal_Lung","Trophoblast-Stem-Cell","Stomach","Embryonic-Stem-Cell","Testis","Neonatal-Calvaria","Neonatal-Calvaria","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Ovary","Fetal_Stomache","Embryonic-Stem-Cell","Fetal_Lung","Uterus","Fetal_Intestine","Bone-Marrow_c-kit","Bladder","Placenta","Testis","Testis","Liver","Fetal_Brain","Bone-Marrow_c-kit","MammaryGland.Lactation","Trophoblast-Stem-Cell","Peripheral_Blood","Peripheral_Blood","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Bladder","Fetal_Brain","Lung","Pancreas","Liver","Bone_Marrow_Mesenchyme","Brain","Bone-Marrow","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","Liver","Embryonic-Stem-Cell","Testis","Lung","Trophoblast-Stem-Cell","Testis","Uterus","Pancreas","Testis","Neonatal-Muscle","Pancreas","Fetal_Brain","Fetal_Lung","Bone_Marrow_Mesenchyme","Uterus","Fetal_Lung","Bone-Marrow","Bone-Marrow_c-kit","Ovary","Spleen","Liver","Placenta","Kidney","Bone-Marrow","Liver","Placenta","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Fetal_Lung","Bone-Marrow","MammaryGland.Virgin","Fetal-Liver","Peripheral_Blood","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Virgin","Fetal_Stomache","Bone-Marrow_c-kit","Neonatal-Calvaria","MammaryGland.Pregnancy","Ovary","MammaryGland.Involution","Fetal_Brain","Trophoblast-Stem-Cell","Neonatal-Skin","Ovary","Bone-Marrow_c-kit","Peripheral_Blood","Neonatal-Skin","Embryonic-Stem-Cell","Bone-Marrow","Fetal_Lung","MammaryGland.Virgin","Trophoblast-Stem-Cell","Bone-Marrow","Prostate","Bone-Marrow","Testis","Embryonic-Stem-Cell","Small-Intestine","Testis","MammaryGland.Pregnancy","Liver","Embryonic-Stem-Cell","Lung","MammaryGland.Lactation","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Neonatal-Muscle","Bone-Marrow_c-kit","Neonatal-Skin","Neonatal-Calvaria","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Uterus","Bone-Marrow_c-kit","MammaryGland.Virgin","Brain","Small-Intestine","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Fetal_Stomache","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Skin","Mesenchymal-Stem-Cell-Cultured","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","MammaryGland.Virgin","Lung","Neonatal-Muscle","Bone-Marrow_c-kit","Fetal-Liver","Fetal-Liver","Bone-Marrow_c-kit","Fetal_Intestine","Placenta","MammaryGland.Lactation","Neonatal-Rib","Small-Intestine","MammaryGland.Lactation","Fetal_Intestine","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","Prostate","Fetal_Intestine","Thymus","Neonatal-Calvaria","MammaryGland.Lactation","Ovary","Neonatal-Rib","Peripheral_Blood","Bone-Marrow","MammaryGland.Involution","Brain","Bladder","Testis","Bone_Marrow_Mesenchyme","Neonatal-Calvaria","MammaryGland.Involution","Fetal_Brain","Mesenchymal-Stem-Cell-Cultured","Fetal_Intestine","Fetal_Lung","Bone_Marrow_Mesenchyme","Uterus","Ovary","Embryonic-Mesenchyme","Lung","Neonatal-Muscle","Neonatal-Heart","Neonatal-Rib","Testis","Kidney","Thymus","Uterus","Bone-Marrow_c-kit","Bladder","Neonatal-Muscle","MammaryGland.Virgin","Bone-Marrow_c-kit","MammaryGland.Virgin","MammaryGland.Virgin","MammaryGland.Lactation","MammaryGland.Involution","Bladder","Bone_Marrow_Mesenchyme","Pancreas","MammaryGland.Lactation","Liver","MammaryGland.Lactation","Neonatal-Heart","Fetal_Intestine","Pancreas","Trophoblast-Stem-Cell","Testis","Embryonic-Stem-Cell","Fetal_Stomache","MammaryGland.Pregnancy","Uterus","Embryonic-Stem-Cell","Testis","Neonatal-Heart","Fetal_Stomache","Muscle","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Liver","Neonatal-Calvaria","Neonatal-Rib","MammaryGland.Pregnancy","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Embryonic-Stem-Cell","Testis","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Placenta","Peripheral_Blood","Trophoblast-Stem-Cell","Stomach","Fetal_Stomache","MammaryGland.Involution","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Fetal_Lung","Peripheral_Blood","Embryonic-Mesenchyme","Embryonic-Stem-Cell","Bladder","Neonatal-Skin","Testis","Bone-Marrow","MammaryGland.Lactation","Lung","Fetal_Brain","Neonatal-Calvaria","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","Neonatal-Rib","Bone-Marrow_c-kit","Testis","MammaryGland.Virgin","Bone-Marrow_c-kit","Neonatal-Muscle","Small-Intestine","Peripheral_Blood","Mesenchymal-Stem-Cell-Cultured","Fetal_Intestine","Neonatal-Rib","Bone-Marrow_c-kit","Fetal-Liver","MammaryGland.Pregnancy","Small-Intestine","Bone-Marrow_c-kit","Neonatal-Muscle","Brain","Bone-Marrow","Bone-Marrow_c-kit","Peripheral_Blood","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal-Liver","Fetal_Intestine","Ovary","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Virgin","Fetal_Stomache","Bone-Marrow_c-kit","Brain","Fetal_Stomache","Neonatal-Rib","Testis","Fetal_Intestine","Fetal_Lung","Spleen","Fetal_Intestine","MammaryGland.Involution","MammaryGland.Pregnancy","Fetal-Liver","Trophoblast-Stem-Cell","MammaryGland.Lactation","Fetal_Stomache","Small-Intestine","MammaryGland.Virgin","Bladder","MammaryGland.Pregnancy","Prostate","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Brain","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Fetal_Intestine","Peripheral_Blood","Embryonic-Stem-Cell","Ovary","Neonatal-Calvaria","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Pancreas","Fetal_Lung","Fetal_Lung","Placenta","Peripheral_Blood","Mesenchymal-Stem-Cell-Cultured","Ovary","Placenta","Bone_Marrow_Mesenchyme","Neonatal-Muscle","Trophoblast-Stem-Cell","Testis","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Muscle","Fetal_Intestine","Testis","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Fetal_Intestine","Fetal_Intestine","Trophoblast-Stem-Cell","Ovary","Bone-Marrow_c-kit","Neonatal-Rib","Trophoblast-Stem-Cell","Lung","Thymus","Lung","Lung","MammaryGland.Lactation","Bone-Marrow","Bone-Marrow","Thymus","MammaryGland.Pregnancy","Lung","Fetal-Liver","Testis","Neonatal-Heart","Neonatal-Rib","Peripheral_Blood","Uterus","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Muscle","Fetal_Intestine","Trophoblast-Stem-Cell","Pancreas","Trophoblast-Stem-Cell","Neonatal-Heart","Bone-Marrow_c-kit","Embryonic-Stem-Cell","MammaryGland.Involution","Bone-Marrow_c-kit","Brain","Neonatal-Skin","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Bone-Marrow","MammaryGland.Lactation","Trophoblast-Stem-Cell","Brain","MammaryGland.Virgin","Small-Intestine","Bone-Marrow_c-kit","Lung","Testis","MammaryGland.Lactation","Small-Intestine","Bone-Marrow_c-kit","Ovary","Fetal-Liver","Placenta","Bone-Marrow_c-kit","Small-Intestine","Ovary","Testis","Lung","Bone-Marrow","Bone-Marrow","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Pancreas","Neonatal-Calvaria","Small-Intestine","Trophoblast-Stem-Cell","Muscle","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Small-Intestine","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Testis","Neonatal-Rib","Testis","Testis","Fetal_Lung","Brain","Trophoblast-Stem-Cell","Thymus","Bone-Marrow_c-kit","Neonatal-Muscle","Fetal_Brain","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Fetal_Brain","Testis","Lung","Bone-Marrow_c-kit","Fetal_Brain","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Neonatal-Heart","Bone-Marrow_c-kit","Kidney","Neonatal-Calvaria","MammaryGland.Virgin","Bone-Marrow","Ovary","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Peripheral_Blood","Testis","Fetal_Lung","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","Small-Intestine","Fetal_Stomache","Bone-Marrow_c-kit","Stomach","Neonatal-Muscle","Neonatal-Skin","Trophoblast-Stem-Cell","Testis","Bone-Marrow","Bone-Marrow_c-kit","MammaryGland.Virgin","Spleen","MammaryGland.Lactation","Trophoblast-Stem-Cell","Fetal_Brain","Liver","Thymus","Stomach","Trophoblast-Stem-Cell","Bladder","Uterus","Neonatal-Skin","Placenta","Trophoblast-Stem-Cell","Neonatal-Rib","Bone-Marrow_c-kit","MammaryGland.Lactation","Liver","Thymus","Kidney","Liver","Neonatal-Calvaria","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Rib","Bone-Marrow_c-kit","Small-Intestine","Lung","Kidney","Fetal_Stomache","Muscle","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Testis","Uterus","Peripheral_Blood","Fetal_Stomache","MammaryGland.Involution","Uterus","Trophoblast-Stem-Cell","MammaryGland.Lactation","Kidney","Fetal_Stomache","Placenta","Bone-Marrow_c-kit","Testis","Peripheral_Blood","MammaryGland.Lactation","Brain","Stomach","Small-Intestine","Bone-Marrow","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow","Bone-Marrow_c-kit","MammaryGland.Virgin","Kidney","Fetal_Stomache","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Trophoblast-Stem-Cell","Peripheral_Blood","Lung","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Neonatal-Skin","Neonatal-Calvaria","MammaryGland.Pregnancy","Embryonic-Stem-Cell","Fetal_Brain","Bone_Marrow_Mesenchyme","Peripheral_Blood","Liver","Bone_Marrow_Mesenchyme","Thymus","Trophoblast-Stem-Cell","Pancreas","Testis","Ovary","Testis","Liver","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Thymus","Testis","Testis","Bone-Marrow_c-kit","Bladder","Embryonic-Stem-Cell","Testis","MammaryGland.Virgin","Trophoblast-Stem-Cell","MammaryGland.Lactation","Fetal_Stomache","Bone-Marrow_c-kit","Peripheral_Blood","Fetal_Lung","MammaryGland.Pregnancy","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Lung","Fetal_Lung","MammaryGland.Virgin","Peripheral_Blood","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Fetal-Liver","Spleen","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Uterus","Trophoblast-Stem-Cell","Uterus","Bone-Marrow","MammaryGland.Involution","Bone-Marrow_c-kit","Testis","Embryonic-Stem-Cell","Bladder","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Testis","Pancreas","Neonatal-Muscle","Trophoblast-Stem-Cell","Prostate","Testis","Embryonic-Stem-Cell","MammaryGland.Lactation","Neonatal-Muscle","Lung","Ovary","Ovary","Trophoblast-Stem-Cell","Neonatal-Calvaria","Bone-Marrow_c-kit","Bone-Marrow","Neonatal-Calvaria","MammaryGland.Virgin","Liver","Testis","Bone-Marrow_c-kit","Bone-Marrow","Fetal_Intestine","Prostate","Neonatal-Skin","MammaryGland.Lactation","Fetal_Stomache","Spleen","Fetal_Stomache","Bone-Marrow","Brain","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Placenta","Neonatal-Heart","Testis","Neonatal-Calvaria","Bone-Marrow","Bone_Marrow_Mesenchyme","Thymus","Bladder","Bone_Marrow_Mesenchyme","Ovary","MammaryGland.Virgin","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","Stomach","Liver","Pancreas","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Testis","Embryonic-Mesenchyme","Embryonic-Stem-Cell","Brain","Mesenchymal-Stem-Cell-Cultured","Kidney","Fetal_Lung","Bone-Marrow","Fetal_Stomache","MammaryGland.Pregnancy","Testis","Fetal_Intestine","Ovary","MammaryGland.Virgin","Muscle","Uterus","Peripheral_Blood","Testis","Liver","Spleen","Neonatal-Skin","Bone-Marrow_c-kit","Placenta","Fetal_Stomache","MammaryGland.Involution","Bladder","MammaryGland.Virgin","Prostate","Neonatal-Heart","Fetal_Intestine","MammaryGland.Virgin","Bone-Marrow_c-kit","Bone-Marrow","Spleen","Fetal_Lung","Peripheral_Blood","Neonatal-Calvaria","Bone-Marrow","Fetal_Stomache","Fetal_Stomache","Fetal_Stomache","Trophoblast-Stem-Cell","Uterus","Bone-Marrow","MammaryGland.Lactation","Small-Intestine","Bladder","Bone-Marrow_c-kit","MammaryGland.Virgin","Ovary","Bone-Marrow","Neonatal-Rib","Testis","Kidney","Ovary","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Bone-Marrow","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow","Neonatal-Rib","Neonatal-Rib","Embryonic-Stem-Cell","Bone-Marrow","Fetal_Brain","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Pancreas","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Prostate","Bone_Marrow_Mesenchyme","Testis","Pancreas","Pancreas","Bone_Marrow_Mesenchyme","Small-Intestine","Lung","Bone-Marrow","Bone-Marrow_c-kit","Testis","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","MammaryGland.Lactation","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Testis","Peripheral_Blood","Testis","Fetal-Liver","Fetal_Stomache","MammaryGland.Lactation","Bone-Marrow_c-kit","Thymus","Placenta","Bone-Marrow_c-kit","MammaryGland.Involution","Bone-Marrow","Liver","Brain","Testis","Bone-Marrow_c-kit","Fetal-Liver","Bone-Marrow_c-kit","Neonatal-Calvaria","Trophoblast-Stem-Cell","Lung","Mesenchymal-Stem-Cell-Cultured","Brain","MammaryGland.Lactation","Placenta","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Uterus","MammaryGland.Virgin","Ovary","Bladder","Testis","Trophoblast-Stem-Cell","Fetal_Stomache","Fetal-Liver","Brain","Neonatal-Muscle","Neonatal-Calvaria","MammaryGland.Virgin","Testis","Mesenchymal-Stem-Cell-Cultured","Testis","Trophoblast-Stem-Cell","MammaryGland.Virgin","Peripheral_Blood","Trophoblast-Stem-Cell","Peripheral_Blood","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Neonatal-Rib","MammaryGland.Lactation","Brain","MammaryGland.Lactation","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Pancreas","Lung","MammaryGland.Lactation","Bone-Marrow_c-kit","Fetal_Stomache","Trophoblast-Stem-Cell","Testis","Brain","MammaryGland.Lactation","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Small-Intestine","Testis","MammaryGland.Lactation","Small-Intestine","Uterus","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Neonatal-Heart","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Involution","Mesenchymal-Stem-Cell-Cultured","Prostate","Kidney","Testis","Neonatal-Muscle","Bone-Marrow","Neonatal-Heart","Bone-Marrow_c-kit","Fetal_Lung","MammaryGland.Lactation","Stomach","Placenta","Kidney","Bone-Marrow_c-kit","Ovary","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Neonatal-Heart","Embryonic-Stem-Cell","Neonatal-Rib","Brain","Embryonic-Stem-Cell","Placenta","Trophoblast-Stem-Cell","Kidney","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Thymus","Trophoblast-Stem-Cell","Fetal_Intestine","Fetal_Intestine","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Neonatal-Muscle","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Embryonic-Stem-Cell","MammaryGland.Pregnancy","Uterus","Neonatal-Rib","MammaryGland.Pregnancy","MammaryGland.Virgin","Bone-Marrow_c-kit","Stomach","Testis","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Neonatal-Rib","Spleen","Ovary","Fetal_Intestine","Fetal_Lung","Trophoblast-Stem-Cell","Neonatal-Muscle","Bone-Marrow","Bone-Marrow_c-kit","Placenta","Testis","Testis","MammaryGland.Involution","Fetal_Lung","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Small-Intestine","Lung","MammaryGland.Involution","Trophoblast-Stem-Cell","MammaryGland.Virgin","Neonatal-Skin","Trophoblast-Stem-Cell","Small-Intestine","Kidney","MammaryGland.Lactation","Fetal_Intestine","Neonatal-Calvaria","Neonatal-Rib","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Neonatal-Muscle","Bone-Marrow","MammaryGland.Lactation","Fetal_Brain","Testis","MammaryGland.Lactation","Embryonic-Stem-Cell","Liver","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Bone-Marrow","Neonatal-Rib","MammaryGland.Lactation","MammaryGland.Lactation","MammaryGland.Lactation","Bladder","Trophoblast-Stem-Cell","Neonatal-Calvaria","Neonatal-Heart","MammaryGland.Lactation","Bone-Marrow_c-kit","Neonatal-Rib","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","Fetal_Intestine","Bone-Marrow_c-kit","MammaryGland.Lactation","Trophoblast-Stem-Cell","Peripheral_Blood","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Lung","Testis","Neonatal-Muscle","Trophoblast-Stem-Cell","Fetal_Brain","Neonatal-Skin","Spleen","Kidney","Small-Intestine","Bone-Marrow_c-kit","Fetal_Stomache","Stomach","Placenta","Fetal_Lung","MammaryGland.Lactation","Lung","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Bladder","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Fetal-Liver","Spleen","Brain","Bone-Marrow_c-kit","Placenta","Neonatal-Rib","MammaryGland.Lactation","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","MammaryGland.Virgin","Embryonic-Stem-Cell","MammaryGland.Virgin","MammaryGland.Lactation","Fetal_Lung","Testis","Trophoblast-Stem-Cell","Lung","MammaryGland.Pregnancy","Fetal_Stomache","MammaryGland.Lactation","Bone-Marrow","Bone-Marrow","Pancreas","Fetal_Intestine","Trophoblast-Stem-Cell","Fetal_Intestine","Bone-Marrow_c-kit","Thymus","Neonatal-Rib","Bone_Marrow_Mesenchyme","MammaryGland.Virgin","Bone-Marrow","Embryonic-Stem-Cell","Stomach","Bone-Marrow_c-kit","Neonatal-Muscle","MammaryGland.Lactation","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Lung","Neonatal-Muscle","Embryonic-Stem-Cell","MammaryGland.Lactation","Testis","Lung","Brain","Testis","Bone-Marrow_c-kit","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","Fetal_Brain","MammaryGland.Pregnancy","Embryonic-Mesenchyme","Neonatal-Calvaria","Bladder","MammaryGland.Virgin","Fetal_Lung","Fetal_Stomache","Neonatal-Calvaria","Neonatal-Calvaria","MammaryGland.Lactation","MammaryGland.Lactation","Fetal-Liver","Bone-Marrow","Neonatal-Calvaria","Bone-Marrow_c-kit","Uterus","MammaryGland.Lactation","Placenta","Neonatal-Muscle","Trophoblast-Stem-Cell","Neonatal-Skin","Trophoblast-Stem-Cell","Kidney","Pancreas","Pancreas","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","Fetal_Stomache","Neonatal-Skin","Peripheral_Blood","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Pancreas","Testis","Fetal_Brain","Bone-Marrow_c-kit","Neonatal-Heart","Neonatal-Rib","Mesenchymal-Stem-Cell-Cultured","Fetal_Intestine","Uterus","MammaryGland.Virgin","Embryonic-Stem-Cell","Fetal_Brain","Bone_Marrow_Mesenchyme","Liver","Neonatal-Calvaria","Embryonic-Stem-Cell","MammaryGland.Lactation","Fetal_Lung","Bone-Marrow","Fetal-Liver","MammaryGland.Lactation","Bone-Marrow_c-kit","Brain","MammaryGland.Pregnancy","Fetal_Lung","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Placenta","Spleen","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal-Liver","MammaryGland.Lactation","Bone-Marrow","Small-Intestine","Lung","MammaryGland.Pregnancy","Peripheral_Blood","Kidney","Bone-Marrow","Liver","MammaryGland.Involution","Lung","Prostate","Bone-Marrow_c-kit","Neonatal-Rib","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Neonatal-Calvaria","Small-Intestine","Fetal_Lung","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Testis","Testis","Embryonic-Stem-Cell","Neonatal-Muscle","Neonatal-Muscle","Testis","Embryonic-Stem-Cell","Brain","Trophoblast-Stem-Cell","Testis","MammaryGland.Lactation","MammaryGland.Involution","Fetal_Brain","Neonatal-Skin","Lung","Ovary","Brain","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Ovary","Spleen","Stomach","Fetal_Stomache","Lung","Trophoblast-Stem-Cell","Neonatal-Calvaria","Bone-Marrow","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Fetal_Brain","Bone_Marrow_Mesenchyme","Kidney","MammaryGland.Lactation","Thymus","Ovary","Ovary","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","MammaryGland.Lactation","Thymus","Trophoblast-Stem-Cell","MammaryGland.Lactation","Bone-Marrow_c-kit","Testis","Mesenchymal-Stem-Cell-Cultured","Fetal_Lung","Uterus","Fetal_Lung","MammaryGland.Virgin","Bone_Marrow_Mesenchyme","Testis","Neonatal-Heart","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Fetal_Brain","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Peripheral_Blood","Bone_Marrow_Mesenchyme","Neonatal-Muscle","MammaryGland.Pregnancy","Stomach","Brain","Mesenchymal-Stem-Cell-Cultured","Embryonic-Mesenchyme","Bone-Marrow","Neonatal-Muscle","Trophoblast-Stem-Cell","Peripheral_Blood","Bone_Marrow_Mesenchyme","Uterus","Fetal_Brain","MammaryGland.Involution","Neonatal-Calvaria","Neonatal-Muscle","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Lung","Fetal_Stomache","Fetal_Brain","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Lung","Uterus","Peripheral_Blood","Trophoblast-Stem-Cell","Thymus","Trophoblast-Stem-Cell","Neonatal-Rib","Brain","Prostate","Testis","Lung","Muscle","Fetal_Lung","Lung","Bone-Marrow_c-kit","Lung","Testis","Embryonic-Stem-Cell","Spleen","Trophoblast-Stem-Cell","Ovary","Pancreas","Spleen","Bladder","Testis","Bone_Marrow_Mesenchyme","Thymus","Neonatal-Skin","Placenta","MammaryGland.Lactation","Bone-Marrow","Liver","Neonatal-Calvaria","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Testis","Stomach","Neonatal-Skin","Bone-Marrow","Trophoblast-Stem-Cell","Neonatal-Rib","Peripheral_Blood","MammaryGland.Virgin","Neonatal-Rib","Trophoblast-Stem-Cell","Testis","Bone-Marrow","Testis","Neonatal-Calvaria","Testis","Bladder","MammaryGland.Involution","Fetal_Stomache","Fetal_Stomache","MammaryGland.Lactation","Neonatal-Rib","Fetal-Liver","Neonatal-Heart","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Involution","Neonatal-Rib","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow","Thymus","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Neonatal-Heart","Peripheral_Blood","Thymus","Ovary","Pancreas","Bone_Marrow_Mesenchyme","Neonatal-Muscle","Liver","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","Bone-Marrow_c-kit","Neonatal-Muscle","Neonatal-Muscle","Neonatal-Skin","Ovary","Testis","Embryonic-Stem-Cell","Peripheral_Blood","Testis","Bone_Marrow_Mesenchyme","Pancreas","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Neonatal-Heart","Small-Intestine","Liver","MammaryGland.Virgin","MammaryGland.Virgin","Bone_Marrow_Mesenchyme","Bone-Marrow","Liver","Stomach","Fetal_Stomache","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Muscle","Testis","Testis","Neonatal-Heart","Neonatal-Skin","Testis","Bone-Marrow","Placenta","Embryonic-Stem-Cell","Pancreas","Placenta","Embryonic-Stem-Cell","Fetal_Stomache","Neonatal-Muscle","MammaryGland.Lactation","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Neonatal-Muscle","Prostate","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Peripheral_Blood","Fetal_Lung","Fetal_Intestine","Ovary","Fetal_Stomache","MammaryGland.Lactation","Bone-Marrow","Embryonic-Stem-Cell","Peripheral_Blood","Trophoblast-Stem-Cell","Neonatal-Rib","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Neonatal-Calvaria","MammaryGland.Virgin","Trophoblast-Stem-Cell","Fetal_Stomache","Trophoblast-Stem-Cell","Neonatal-Calvaria","Trophoblast-Stem-Cell","Small-Intestine","Bone-Marrow","Fetal_Lung","Trophoblast-Stem-Cell","Lung","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Peripheral_Blood","Neonatal-Calvaria","Neonatal-Rib","Small-Intestine","Placenta","Neonatal-Calvaria","Bone-Marrow_c-kit","Neonatal-Skin","Fetal-Liver","Testis","Lung","Testis","Brain","Neonatal-Rib","Embryonic-Stem-Cell","Fetal_Stomache","Trophoblast-Stem-Cell","Fetal_Lung","Neonatal-Calvaria","Lung","MammaryGland.Involution","MammaryGland.Lactation","Testis","Testis","Bone-Marrow_c-kit","Peripheral_Blood","Trophoblast-Stem-Cell","Placenta","Thymus","Bone-Marrow_c-kit","Lung","Neonatal-Muscle","Peripheral_Blood","Pancreas","Small-Intestine","Fetal_Lung","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Liver","MammaryGland.Involution","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Embryonic-Mesenchyme","Neonatal-Calvaria","Lung","MammaryGland.Lactation","MammaryGland.Pregnancy","Muscle","Uterus","Neonatal-Calvaria","Neonatal-Rib","Bone-Marrow_c-kit","Testis","MammaryGland.Virgin","Ovary","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Neonatal-Calvaria","Lung","Testis","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Fetal_Stomache","Trophoblast-Stem-Cell","Fetal_Intestine","Bone-Marrow","Bone-Marrow_c-kit","Fetal_Stomache","Small-Intestine","Testis","Bladder","Ovary","Fetal_Lung","Uterus","Trophoblast-Stem-Cell","MammaryGland.Involution","Fetal_Intestine","Fetal_Lung","Small-Intestine","Bone-Marrow","Uterus","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Spleen","Peripheral_Blood","MammaryGland.Lactation","Bone-Marrow_c-kit","Bone-Marrow","Thymus","MammaryGland.Virgin","Mesenchymal-Stem-Cell-Cultured","Fetal_Lung","Neonatal-Muscle","Neonatal-Calvaria","Neonatal-Rib","Small-Intestine","Fetal-Liver","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Stomache","Bone-Marrow","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Spleen","Fetal_Intestine","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Bladder","Testis","Mesenchymal-Stem-Cell-Cultured","Kidney","MammaryGland.Lactation","Neonatal-Muscle","Bone-Marrow_c-kit","Bone-Marrow","Small-Intestine","Peripheral_Blood","Spleen","Bone-Marrow_c-kit","Fetal_Stomache","Stomach","Thymus","Uterus","MammaryGland.Virgin","Bone-Marrow_c-kit","Peripheral_Blood","Lung","Fetal_Intestine","Bone-Marrow_c-kit","Fetal_Lung","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Lung","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Liver","Uterus","Bone-Marrow_c-kit","Brain","Uterus","Trophoblast-Stem-Cell","Neonatal-Calvaria","Lung","Neonatal-Rib","Bone-Marrow_c-kit","Uterus","Fetal_Brain","Small-Intestine","Thymus","Lung","Thymus","Bone-Marrow_c-kit","MammaryGland.Involution","Pancreas","Prostate","Bone-Marrow_c-kit","Fetal_Lung","Small-Intestine","Uterus","MammaryGland.Involution","Fetal_Brain","Fetal_Lung","Bone-Marrow","Neonatal-Rib","Fetal-Liver","Bone_Marrow_Mesenchyme","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Lung","Neonatal-Rib","Neonatal-Calvaria","Neonatal-Rib","Ovary","Bone-Marrow_c-kit","Bone-Marrow","Thymus","Lung","Neonatal-Skin","MammaryGland.Lactation","Brain","Peripheral_Blood","MammaryGland.Involution","Spleen","Small-Intestine","Bone-Marrow_c-kit","MammaryGland.Virgin","Placenta","Liver","Bone-Marrow","Trophoblast-Stem-Cell","Small-Intestine","Fetal_Stomache","Testis","Fetal_Lung","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Bone-Marrow","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Fetal_Lung","Bone_Marrow_Mesenchyme","Placenta","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Liver","Fetal_Intestine","Thymus","Lung","Peripheral_Blood","Kidney","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Kidney","Fetal_Brain","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Uterus","Testis","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","MammaryGland.Involution","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","Testis","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Prostate","Trophoblast-Stem-Cell","Neonatal-Muscle","Trophoblast-Stem-Cell","Peripheral_Blood","Fetal_Lung","Bone_Marrow_Mesenchyme","Muscle","Neonatal-Rib","Trophoblast-Stem-Cell","Peripheral_Blood","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Virgin","Trophoblast-Stem-Cell","Neonatal-Calvaria","Trophoblast-Stem-Cell","Bone-Marrow","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Kidney","Bone-Marrow_c-kit","Fetal_Stomache","Trophoblast-Stem-Cell","Brain","Embryonic-Stem-Cell","Bone-Marrow","Thymus","Testis","Muscle","Bone-Marrow_c-kit","Bone-Marrow_c-kit","MammaryGland.Lactation","MammaryGland.Virgin","MammaryGland.Virgin","Fetal_Stomache","Embryonic-Stem-Cell","Testis","Embryonic-Stem-Cell","Fetal_Lung","Embryonic-Stem-Cell","Liver","Uterus","Bone-Marrow","Bone-Marrow_c-kit","Bone-Marrow","Lung","Spleen","Embryonic-Stem-Cell","Testis","Fetal_Lung","Neonatal-Calvaria","Liver","Fetal_Brain","Neonatal-Calvaria","Small-Intestine","Fetal-Liver","Placenta","Bladder","Mesenchymal-Stem-Cell-Cultured","Small-Intestine","Fetal_Brain","Fetal_Stomache","Bone-Marrow","Fetal_Intestine","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Fetal_Intestine","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Heart","Bone-Marrow_c-kit","Bladder","Ovary","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Lactation","MammaryGland.Lactation","Peripheral_Blood","Bone-Marrow_c-kit","Neonatal-Rib","Fetal_Intestine","Liver","Fetal_Intestine","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Fetal-Liver","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Muscle","Testis","Brain","Fetal_Intestine","Embryonic-Mesenchyme","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Testis","Uterus","Kidney","Bone-Marrow_c-kit","Brain","Trophoblast-Stem-Cell","Fetal-Liver","Peripheral_Blood","Trophoblast-Stem-Cell","MammaryGland.Lactation","Ovary","MammaryGland.Lactation","Bone-Marrow_c-kit","Testis","Trophoblast-Stem-Cell","MammaryGland.Lactation","Ovary","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Neonatal-Calvaria","MammaryGland.Lactation","Fetal_Brain","Peripheral_Blood","Lung","Trophoblast-Stem-Cell","Testis","Fetal_Stomache","Fetal_Intestine","Lung","Pancreas","Fetal_Brain","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Testis","Bladder","MammaryGland.Virgin","Mesenchymal-Stem-Cell-Cultured","Lung","Fetal_Lung","MammaryGland.Pregnancy","MammaryGland.Virgin","Fetal_Brain","Embryonic-Stem-Cell","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Testis","Testis","Testis","Small-Intestine","Trophoblast-Stem-Cell","Neonatal-Muscle","Neonatal-Muscle","MammaryGland.Virgin","Fetal_Stomache","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Lactation","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Neonatal-Calvaria","Pancreas","Fetal_Stomache","Trophoblast-Stem-Cell","MammaryGland.Lactation","Bone-Marrow_c-kit","Lung","Testis","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Heart","Embryonic-Mesenchyme","MammaryGland.Virgin","Fetal-Liver","Fetal_Lung","Neonatal-Calvaria","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Stomache","Testis","Peripheral_Blood","Lung","Small-Intestine","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Lung","Mesenchymal-Stem-Cell-Cultured","Fetal_Brain","Neonatal-Calvaria","Neonatal-Calvaria","Embryonic-Mesenchyme","MammaryGland.Lactation","Liver","Testis","Neonatal-Calvaria","Neonatal-Muscle","MammaryGland.Involution","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","MammaryGland.Virgin","Fetal_Stomache","Placenta","Neonatal-Rib","Mesenchymal-Stem-Cell-Cultured","Neonatal-Muscle","Testis","Embryonic-Mesenchyme","MammaryGland.Virgin","Bone-Marrow_c-kit","Fetal_Intestine","Uterus","Fetal_Lung","Embryonic-Stem-Cell","Ovary","Lung","Bone-Marrow_c-kit","Fetal_Brain","Neonatal-Heart","Testis","Kidney","MammaryGland.Involution","Neonatal-Calvaria","Neonatal-Rib","Small-Intestine","Bone_Marrow_Mesenchyme","Fetal_Intestine","Bone-Marrow","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Testis","Trophoblast-Stem-Cell","Testis","Prostate","Bone-Marrow","Neonatal-Rib","Trophoblast-Stem-Cell","Placenta","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Fetal_Stomache","MammaryGland.Lactation","Fetal_Brain","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Lung","Muscle","Liver","Brain","Bone-Marrow","Neonatal-Skin","Small-Intestine","Kidney","Bone-Marrow","Neonatal-Calvaria","Embryonic-Mesenchyme","Bone-Marrow","Brain","Neonatal-Heart","Spleen","Lung","Testis","Bone-Marrow","Fetal_Stomache","Neonatal-Calvaria","Lung","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Heart","Neonatal-Rib","Ovary","Neonatal-Calvaria","Fetal_Stomache","Bone-Marrow_c-kit","Bone-Marrow","Neonatal-Calvaria","Neonatal-Rib","Pancreas","Testis","Peripheral_Blood","Kidney","Trophoblast-Stem-Cell","Testis","Neonatal-Heart","Bone-Marrow_c-kit","Neonatal-Rib","Mesenchymal-Stem-Cell-Cultured","Fetal_Lung","Trophoblast-Stem-Cell","Neonatal-Rib","Testis","Neonatal-Calvaria","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Fetal_Stomache","Neonatal-Calvaria","MammaryGland.Lactation","MammaryGland.Lactation","Testis","Kidney","MammaryGland.Lactation","Neonatal-Heart","Stomach","Bone-Marrow_c-kit","Thymus","Neonatal-Rib","Testis","MammaryGland.Lactation","Neonatal-Skin","Testis","Fetal_Lung","Fetal_Stomache","Bone_Marrow_Mesenchyme","Testis","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bladder","Bone_Marrow_Mesenchyme","Peripheral_Blood","Trophoblast-Stem-Cell","MammaryGland.Virgin","MammaryGland.Virgin","Fetal-Liver","Bladder","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Fetal_Stomache","Lung","MammaryGland.Involution","Fetal_Stomache","MammaryGland.Lactation","Bone-Marrow_c-kit","Fetal_Intestine","Fetal_Intestine","Embryonic-Stem-Cell","MammaryGland.Lactation","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Peripheral_Blood","Neonatal-Muscle","Lung","Bone_Marrow_Mesenchyme","MammaryGland.Pregnancy","Neonatal-Heart","Bone_Marrow_Mesenchyme","Brain","MammaryGland.Lactation","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Bone-Marrow","Neonatal-Heart","Neonatal-Calvaria","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Lung","Stomach","Testis","Bone-Marrow_c-kit","Ovary","Bone-Marrow_c-kit","Fetal_Lung","Pancreas","Testis","Pancreas","Kidney","Trophoblast-Stem-Cell","Placenta","Prostate","Small-Intestine","MammaryGland.Lactation","Fetal_Intestine","Peripheral_Blood","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Testis","Neonatal-Heart","Bone_Marrow_Mesenchyme","Thymus","Testis","Bone-Marrow","Small-Intestine","Fetal_Intestine","Neonatal-Muscle","Bone-Marrow_c-kit","Uterus","Neonatal-Heart","Fetal_Brain","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Peripheral_Blood","Testis","Kidney","Lung","Fetal_Lung","Thymus","MammaryGland.Virgin","Bone-Marrow_c-kit","Embryonic-Stem-Cell","MammaryGland.Lactation","Embryonic-Stem-Cell","Brain","Fetal_Brain","Fetal_Intestine","Peripheral_Blood","MammaryGland.Virgin","Neonatal-Muscle","Uterus","Bone-Marrow_c-kit","Small-Intestine","MammaryGland.Involution","MammaryGland.Virgin","Bone-Marrow","Fetal-Liver","Bone-Marrow_c-kit","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Small-Intestine","Bone-Marrow_c-kit","Liver","MammaryGland.Pregnancy","Neonatal-Rib","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Muscle","Thymus","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Bone-Marrow","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow","Liver","MammaryGland.Pregnancy","MammaryGland.Involution","Neonatal-Calvaria","MammaryGland.Pregnancy","Bone_Marrow_Mesenchyme","Peripheral_Blood","Lung","MammaryGland.Lactation","MammaryGland.Lactation","Pancreas","Peripheral_Blood","Mesenchymal-Stem-Cell-Cultured","Stomach","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Thymus","Bone-Marrow_c-kit","Bladder","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Testis","Neonatal-Calvaria","Peripheral_Blood","Fetal_Stomache","Bone-Marrow_c-kit","Neonatal-Calvaria","Uterus","Neonatal-Rib","Ovary","Kidney","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Pregnancy","Spleen","Mesenchymal-Stem-Cell-Cultured","Ovary","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Fetal_Lung","Fetal-Liver","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Calvaria","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Fetal_Stomache","Bone-Marrow","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Virgin","Ovary","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Fetal_Lung","Spleen","MammaryGland.Involution","Spleen","MammaryGland.Virgin","Bone-Marrow","Bladder","Bone-Marrow_c-kit","Neonatal-Calvaria","Peripheral_Blood","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","MammaryGland.Virgin","Neonatal-Calvaria","Uterus","Bone-Marrow_c-kit","Brain","Fetal_Intestine","Bladder","Fetal_Lung","Fetal_Brain","Neonatal-Rib","Fetal_Lung","Muscle","Fetal_Lung","Bone-Marrow_c-kit","Neonatal-Rib","Testis","Prostate","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","MammaryGland.Lactation","Brain","Fetal_Stomache","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Intestine","Embryonic-Stem-Cell","Fetal_Stomache","Testis","Mesenchymal-Stem-Cell-Cultured","Neonatal-Muscle","Brain","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Thymus","Bone-Marrow_c-kit","MammaryGland.Lactation","Kidney","Small-Intestine","Bone_Marrow_Mesenchyme","MammaryGland.Lactation","Lung","Peripheral_Blood","Fetal-Liver","Fetal_Intestine","Fetal_Intestine","Bone-Marrow_c-kit","Brain","Neonatal-Calvaria","Ovary","Neonatal-Muscle","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Fetal_Lung","Fetal_Intestine","Bone-Marrow_c-kit","Neonatal-Calvaria","Embryonic-Stem-Cell","Pancreas","Neonatal-Calvaria","Neonatal-Calvaria","Pancreas","MammaryGland.Lactation","Bone-Marrow_c-kit","Testis","Trophoblast-Stem-Cell","MammaryGland.Lactation","Bone-Marrow_c-kit","MammaryGland.Involution","Bone-Marrow_c-kit","Embryonic-Stem-Cell","MammaryGland.Lactation","Uterus","MammaryGland.Pregnancy","Mesenchymal-Stem-Cell-Cultured","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Heart","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Placenta","Fetal_Brain","Bone-Marrow","Liver","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Bone_Marrow_Mesenchyme","Lung","Neonatal-Skin","MammaryGland.Virgin","Uterus","Fetal_Brain","Trophoblast-Stem-Cell","Neonatal-Skin","Testis","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Skin","Trophoblast-Stem-Cell","Fetal_Lung","Kidney","Placenta","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Kidney","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Fetal_Stomache","Bone-Marrow_c-kit","MammaryGland.Virgin","Lung","Neonatal-Muscle","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","Fetal-Liver","Bone-Marrow_c-kit","Peripheral_Blood","Small-Intestine","Fetal_Lung","Trophoblast-Stem-Cell","Lung","Prostate","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Rib","Small-Intestine","Placenta","MammaryGland.Virgin","Neonatal-Muscle","Neonatal-Calvaria","MammaryGland.Pregnancy","Lung","Liver","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Neonatal-Calvaria","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Placenta","Brain","Bone-Marrow","Neonatal-Rib","Fetal_Brain","Bone-Marrow","Fetal_Intestine","Lung","Testis","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Testis","Neonatal-Rib","Neonatal-Calvaria","Fetal_Stomache","Stomach","Peripheral_Blood","Testis","MammaryGland.Virgin","Testis","MammaryGland.Lactation","Pancreas","Embryonic-Stem-Cell","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","MammaryGland.Involution","Liver","Mesenchymal-Stem-Cell-Cultured","Pancreas","Trophoblast-Stem-Cell","Neonatal-Calvaria","Peripheral_Blood","Fetal_Stomache","Bone-Marrow_c-kit","Neonatal-Rib","Testis","Bone-Marrow","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","Liver","Fetal_Intestine","Spleen","Brain","Liver","Neonatal-Skin","Embryonic-Stem-Cell","Fetal_Intestine","Fetal-Liver","Neonatal-Muscle","Bone_Marrow_Mesenchyme","Small-Intestine","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Ovary","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Peripheral_Blood","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Peripheral_Blood","MammaryGland.Pregnancy","Prostate","Brain","Trophoblast-Stem-Cell","Fetal_Lung","Neonatal-Muscle","Bone-Marrow_c-kit","Fetal_Lung","Thymus","Fetal_Lung","Bone-Marrow","Bone-Marrow_c-kit","MammaryGland.Involution","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Neonatal-Rib","Small-Intestine","Fetal-Liver","Neonatal-Muscle","Bladder","Fetal_Stomache","Small-Intestine","Testis","Neonatal-Heart","Trophoblast-Stem-Cell","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Embryonic-Stem-Cell","Bone_Marrow_Mesenchyme","Placenta","Prostate","Testis","Trophoblast-Stem-Cell","MammaryGland.Lactation","MammaryGland.Lactation","MammaryGland.Lactation","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Prostate","Bone-Marrow_c-kit","MammaryGland.Lactation","Bone-Marrow","Testis","Bone-Marrow_c-kit","Fetal-Liver","Bone_Marrow_Mesenchyme","Small-Intestine","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Small-Intestine","Fetal_Brain","Trophoblast-Stem-Cell","Lung","MammaryGland.Lactation","Mesenchymal-Stem-Cell-Cultured","Uterus","Bone-Marrow","Testis","Bone_Marrow_Mesenchyme","Neonatal-Rib","Ovary","Kidney","Small-Intestine","Placenta","Small-Intestine","Placenta","Ovary","Embryonic-Stem-Cell","MammaryGland.Involution","Testis","Testis","Fetal_Stomache","Fetal-Liver","Trophoblast-Stem-Cell","MammaryGland.Involution","Trophoblast-Stem-Cell","MammaryGland.Lactation","Ovary","Trophoblast-Stem-Cell","MammaryGland.Lactation","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Placenta","Mesenchymal-Stem-Cell-Cultured","Ovary","Prostate","Peripheral_Blood","Trophoblast-Stem-Cell","Neonatal-Rib","Liver","Lung","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Placenta","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow_c-kit","Stomach","Thymus","Prostate","Fetal_Stomache","Kidney","Fetal_Brain","Ovary","Testis","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Neonatal-Rib","Bone-Marrow","Thymus","Testis","Small-Intestine","MammaryGland.Involution","Bone-Marrow","MammaryGland.Lactation","MammaryGland.Lactation","Trophoblast-Stem-Cell","Neonatal-Rib","Placenta","Brain","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Lactation","Fetal_Brain","Fetal_Intestine","Neonatal-Rib","Bone_Marrow_Mesenchyme","Neonatal-Calvaria","Muscle","Small-Intestine","Pancreas","MammaryGland.Pregnancy","MammaryGland.Virgin","Trophoblast-Stem-Cell","Bone-Marrow","Bone-Marrow_c-kit","Thymus","Embryonic-Mesenchyme","MammaryGland.Lactation","Peripheral_Blood","Placenta","Small-Intestine","Small-Intestine","Testis","Testis","Mesenchymal-Stem-Cell-Cultured","Testis","Fetal_Intestine","Ovary","Liver","Peripheral_Blood","Trophoblast-Stem-Cell","Muscle","Lung","Testis","Bone-Marrow","Thymus","Fetal_Stomache","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","Uterus","Peripheral_Blood","Uterus","Peripheral_Blood","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Neonatal-Rib","Trophoblast-Stem-Cell","Bladder","Liver","Bone_Marrow_Mesenchyme","Muscle","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Thymus","Bone-Marrow_c-kit","Fetal_Lung","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Testis","Fetal_Brain","Neonatal-Rib","Uterus","Liver","Fetal_Intestine","Mesenchymal-Stem-Cell-Cultured","Liver","Pancreas","MammaryGland.Lactation","MammaryGland.Lactation","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Placenta","MammaryGland.Virgin","Embryonic-Stem-Cell","Neonatal-Rib","Trophoblast-Stem-Cell","MammaryGland.Involution","Neonatal-Calvaria","Fetal_Brain","Embryonic-Stem-Cell","Small-Intestine","Trophoblast-Stem-Cell","Placenta","Bone-Marrow_c-kit","Testis","Bladder","Neonatal-Rib","Embryonic-Stem-Cell","Small-Intestine","Testis","Neonatal-Muscle","Testis","MammaryGland.Involution","Kidney","Neonatal-Skin","Bone-Marrow_c-kit","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Trophoblast-Stem-Cell","MammaryGland.Virgin","Brain","Uterus","Fetal_Lung","Fetal-Liver","Fetal_Brain","Testis","Fetal_Brain","Lung","Bone-Marrow","Trophoblast-Stem-Cell","Fetal-Liver","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Fetal_Brain","Bone-Marrow","Embryonic-Stem-Cell","Muscle","Bone-Marrow_c-kit","Bone-Marrow","Fetal_Intestine","Neonatal-Skin","Fetal_Brain","Mesenchymal-Stem-Cell-Cultured","Lung","MammaryGland.Pregnancy","Bone_Marrow_Mesenchyme","Fetal_Stomache","Pancreas","Fetal_Stomache","Trophoblast-Stem-Cell","Bone-Marrow","Neonatal-Rib","Neonatal-Calvaria","Bone-Marrow_c-kit","Fetal_Stomache","Ovary","Fetal_Intestine","Testis","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","MammaryGland.Involution","Bladder","Ovary","MammaryGland.Pregnancy","MammaryGland.Virgin","Small-Intestine","Mesenchymal-Stem-Cell-Cultured","Small-Intestine","Neonatal-Calvaria","Trophoblast-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Bone-Marrow","Neonatal-Heart","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Embryonic-Mesenchyme","Testis","Trophoblast-Stem-Cell","Neonatal-Muscle","Testis","Neonatal-Calvaria","MammaryGland.Pregnancy","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Peripheral_Blood","Fetal-Liver","Bone-Marrow_c-kit","Thymus","MammaryGland.Lactation","Neonatal-Calvaria","Peripheral_Blood","Embryonic-Mesenchyme","Embryonic-Stem-Cell","Fetal_Stomache","MammaryGland.Virgin","Neonatal-Rib","Trophoblast-Stem-Cell","MammaryGland.Pregnancy","Small-Intestine","Trophoblast-Stem-Cell","Fetal_Stomache","Bone_Marrow_Mesenchyme","Lung","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Neonatal-Muscle","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Kidney","Neonatal-Rib","Liver","Lung","Prostate","Bone-Marrow","Neonatal-Rib","Neonatal-Skin","Embryonic-Stem-Cell","MammaryGland.Lactation","MammaryGland.Pregnancy","Fetal_Brain","Lung","Liver","Pancreas","Brain","Placenta","Thymus","Testis","Testis","Neonatal-Calvaria","Bone-Marrow","Fetal_Brain","Testis","Neonatal-Rib","Stomach","Bladder","Lung","MammaryGland.Virgin","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Fetal_Intestine","Neonatal-Muscle","Fetal_Brain","Bone-Marrow_c-kit","MammaryGland.Lactation","Pancreas","MammaryGland.Lactation","Fetal_Lung","Bone-Marrow_c-kit","Small-Intestine","Ovary","Neonatal-Calvaria","Fetal_Lung","Fetal-Liver","MammaryGland.Pregnancy","Neonatal-Skin","Fetal_Stomache","Embryonic-Stem-Cell","MammaryGland.Pregnancy","Fetal_Lung","Prostate","Embryonic-Stem-Cell","Mesenchymal-Stem-Cell-Cultured","Bladder","MammaryGland.Lactation","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Lung","Thymus","Brain","Brain","Fetal_Brain","Testis","Bone-Marrow_c-kit","Fetal-Liver","MammaryGland.Pregnancy","Mesenchymal-Stem-Cell-Cultured","Neonatal-Skin","Small-Intestine","Fetal_Brain","Lung","Mesenchymal-Stem-Cell-Cultured","Bone_Marrow_Mesenchyme","Bone-Marrow_c-kit","Kidney","Bone-Marrow","Fetal_Brain","Bone-Marrow_c-kit","Neonatal-Rib","Fetal_Lung","Neonatal-Rib","Bone_Marrow_Mesenchyme","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","MammaryGland.Lactation","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Bone-Marrow_c-kit","Kidney","Trophoblast-Stem-Cell","Neonatal-Rib","Bone-Marrow_c-kit","Peripheral_Blood","Fetal_Stomache","Fetal_Stomache","Lung","Thymus","Testis","Small-Intestine","Ovary","Neonatal-Heart","Kidney","Neonatal-Calvaria","Neonatal-Rib","Kidney","Embryonic-Stem-Cell","Fetal_Stomache","Bone-Marrow_c-kit","Placenta","MammaryGland.Involution","Neonatal-Heart","Testis","Bone-Marrow_c-kit","Neonatal-Skin","Bone-Marrow","Trophoblast-Stem-Cell","Fetal_Stomache","Mesenchymal-Stem-Cell-Cultured","Fetal_Brain","Fetal_Brain","Neonatal-Rib","Neonatal-Muscle","Fetal_Lung","Neonatal-Rib","Bone-Marrow_c-kit","Neonatal-Rib","Trophoblast-Stem-Cell","Muscle","Ovary","Bone-Marrow_c-kit","Peripheral_Blood","Fetal_Intestine","Neonatal-Rib","MammaryGland.Lactation","Bone-Marrow_c-kit","MammaryGland.Pregnancy","Fetal_Brain","Neonatal-Muscle","Fetal_Stomache","Neonatal-Calvaria","Bone-Marrow_c-kit","Neonatal-Muscle","MammaryGland.Virgin","Spleen","Small-Intestine","Fetal-Liver","Testis","Fetal_Lung","Trophoblast-Stem-Cell","Prostate","Kidney","Bone-Marrow_c-kit","Testis","MammaryGland.Lactation","MammaryGland.Involution","Kidney","Bone-Marrow_c-kit","Fetal_Stomache","Ovary","Fetal_Lung","Pancreas","Embryonic-Stem-Cell","Embryonic-Stem-Cell","Fetal_Stomache","Bone-Marrow_c-kit","Stomach","Neonatal-Skin","Bone-Marrow","Neonatal-Calvaria","Neonatal-Skin","Embryonic-Stem-Cell","Fetal-Liver","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Neonatal-Calvaria","Neonatal-Heart","Trophoblast-Stem-Cell","Embryonic-Stem-Cell","Trophoblast-Stem-Cell","Bladder","Brain","Neonatal-Heart","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Bone-Marrow_c-kit","Neonatal-Calvaria","Bone_Marrow_Mesenchyme","Fetal_Lung","Bone-Marrow_c-kit","Neonatal-Skin","Trophoblast-Stem-Cell","Ovary","Spleen","Mesenchymal-Stem-Cell-Cultured","Liver","Bone-Marrow_c-kit","Bone_Marrow_Mesenchyme","Neonatal-Heart","Neonatal-Calvaria","Thymus","MammaryGland.Lactation","Lung","Pancreas","Fetal_Stomache","Trophoblast-Stem-Cell","Testis","Mesenchymal-Stem-Cell-Cultured","Fetal_Intestine","Neonatal-Muscle","Neonatal-Skin","Fetal_Lung","MammaryGland.Lactation","Neonatal-Rib","Trophoblast-Stem-Cell","Bone_Marrow_Mesenchyme","Bone-Marrow","Neonatal-Skin","Trophoblast-Stem-Cell","Liver","Embryonic-Stem-Cell","Uterus","Ovary","Fetal_Lung","Trophoblast-Stem-Cell","Peripheral_Blood","Fetal_Stomache","Testis","Neonatal-Calvaria","Neonatal-Calvaria","Prostate","Pancreas","Bone-Marrow_c-kit","Mesenchymal-Stem-Cell-Cultured","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Neonatal-Skin","Trophoblast-Stem-Cell","Fetal_Stomache","Neonatal-Rib","Liver","Liver","Small-Intestine","Testis","Embryonic-Mesenchyme","Neonatal-Calvaria","Mesenchymal-Stem-Cell-Cultured","Testis","Ovary","Fetal_Intestine","Testis","Embryonic-Mesenchyme","Bone-Marrow_c-kit","Embryonic-Stem-Cell","Fetal-Liver","MammaryGland.Virgin","MammaryGland.Lactation","Embryonic-Stem-Cell","Small-Intestine","Fetal_Stomache","Testis","Bone-Marrow","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","Bone-Marrow_c-kit","Lung","Thymus","Bone_Marrow_Mesenchyme","Fetal_Brain","Neonatal-Skin","Trophoblast-Stem-Cell","Fetal_Brain","Neonatal-Heart","Embryonic-Stem-Cell","Fetal_Lung","Bladder","Testis","Liver","Bone-Marrow","MammaryGland.Lactation","Trophoblast-Stem-Cell","MammaryGland.Lactation","Bone_Marrow_Mesenchyme","Trophoblast-Stem-Cell","Trophoblast-Stem-Cell","MammaryGland.Lactation","Bone-M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\ No newline at end of file diff --git a/dist/examples/surface.js b/dist/examples/surface.js new file mode 100644 index 0000000..cb74d1a --- /dev/null +++ b/dist/examples/surface.js @@ -0,0 +1 @@ +var surfaceData = 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"sha512-onlIwbaeqvZyniGPfdw/TEhKIh79pz66L1q06WUQqJLnAb6wbjvOtepLYTGHTqzdXgBYIE3ZdmqHDGsRsbBz7A==", "dev": true }, + "@types/pako": { + "version": "1.0.1", + "resolved": "https://registry.npmjs.org/@types/pako/-/pako-1.0.1.tgz", + "integrity": "sha512-GdZbRSJ3Cv5fiwT6I0SQ3ckeN2PWNqxd26W9Z2fCK1tGrrasGy4puvNFtnddqH9UJFMQYXxEuuB7B8UK+LLwSg==" + }, "@webassemblyjs/ast": { "version": "1.9.0", "resolved": "https://registry.npmjs.org/@webassemblyjs/ast/-/ast-1.9.0.tgz", diff --git a/package.json b/package.json index d6e9152..b595826 100644 --- a/package.json +++ b/package.json @@ -14,6 +14,7 @@ "@types/ccapture.js": "^1.1.0", "@types/chroma-js": "^2.0.0", "@types/downloadjs": "^1.4.2", + "@types/pako": "^1.0.1", "babylonjs": "^4.1.0", "babylonjs-gui": "^4.1.0", "babylonjs-loaders": "^4.1.0", diff --git a/webpack.config.js b/webpack.config.js index 33bf57e..4b18d04 100644 --- a/webpack.config.js +++ b/webpack.config.js @@ -25,7 +25,6 @@ module.exports = { }] }, optimization: { - minimize: true, 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